{"meta":{"category":"bestiary","count":4528,"sourceRepo":"https://github.com/5etools-mirror-3/5etools-src","sourceCommit":"ebd1827660ee61d1a59227d5979a137494dce1c8","generatedAt":"2026-08-28T18:47:44.751Z"},"items":[{"id":"the-demogorgon","name":"\"The Demogorgon\"","source":"IMR","page":53,"srd":false,"image":"bestiary/IMR/The Demogorgon.webp","token":"bestiary/tokens/IMR/\"The Demogorgon\".webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Neutral","ac":"15","initiative":"-1 (9)","hp":"123 (13d12 + 39)","speed":"40 ft.","str":21,"dex":8,"con":17,"int":6,"wis":10,"cha":8,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Giant, Orc","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Two Heads","entries":["The ettin has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]},{"name":"Wakeful","entries":["When one of the ettin's heads is asleep, its other head is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ettin makes two attacks: one with its battleaxe and one with its morningstar."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The ettin's right head exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 45 ({@damage 10d8}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Cold Breath {@recharge 5}","entries":["The ettin's left head exhales an icy blast in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 45 ({@damage 10d8}) cold damage on a failed save, or half as much damage on a successful one."]},{"name":"Gaze","entries":["The ettin turns its magical gaze toward one creature that it can see within 120 feet of it. That target must make a {@dc 14} Wisdom saving throw. Unless the target is {@condition incapacitated}, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see the ettin until the start of the ettin's next turn. If the target looks at the ettin in the meantime, it must immediately make the save.","If the target fails the save, it suffers one of the following effects of the ettin's choice or at random:"]},{"name":"Beguiling Gaze","entries":["The target is {@condition stunned} until the start of the ettin's next turn or until the ettin is no longer within line of sight."]},{"name":"Hypnotic Gaze","entries":["The target is {@condition charmed} by the ettin until the start of the ettin's next turn. The ettin chooses how the {@condition charmed} target uses its actions, reactions, and movement."]},{"name":"Insanity Gaze","entries":["The target suffers the effect of the {@spell confusion} spell without making a saving throw. The effect lasts until the start of the ettin's next turn. The ettin doesn't need to concentrate on the spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/IMR/The Demogorgon.webp","credit":"Shawn Wood"}]},{"id":"aarakocra","name":"Aarakocra","source":"MM","page":12,"srd":false,"image":"bestiary/MM/Aarakocra.webp","token":"bestiary/tokens/MM/Aarakocra.webp","size":"Medium","creatureType":"Humanoid (Aarakocra)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"13 (3d8)","speed":"20 ft., fly 50 ft.","str":10,"dex":14,"con":10,"int":11,"wis":12,"cha":11,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Auran, Aarakocra","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain","treasure":"","traits":[{"name":"Dive Attack","entries":["If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 ({@damage 1d6}) damage to the target."]}],"spellcasting":[],"actions":[{"name":"Talon","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Summon Air Elemental","entries":["Five aarakocra within 30 feet of each other can magically summon an {@creature air elemental}. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain {@status concentration} while doing so (as if {@status concentration||concentrating} on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.",{"type":"entries","name":"Enemies of Elemental Evil","entries":["In service to the Wind Dukes of Aaqa, aarakocra scout the planes in search of temples of Elemental Evil. They spy on malign elemental creatures and then either take the fight to those creatures or report back to the Wind Dukes.","On the Material Plane, aarakocra create aeries atop the highest mountains, especially peaks near portals to the Elemental Plane of Air. From such heights, aarakocra watch for signs of elemental incursions, as well as for nascent threats to their home plane. Aarakocra prefer to live their lives like the wind-unburdened and ever moving-yet they watch over a region for years if that's what it takes to guard against the incursions of Elemental Evil.","Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means little to aarakocra. In their eyes, a creature should use what is necessary and then cast what is left on the wind for others to use.",{"name":"Search for the Seven Shards","entries":["The Wind Dukes of Aaqa come from a race of elemental beings called the vaati, which once ruled many worlds. A creature known as the Queen of Chaos arose and initiated an interplanar war against vaati rule. To combat the threat, seven vaati heroes combined their powers to create the mighty {@i Rod of Law}. In a battle against the queen's greatest general, Mishka the Wolf Spider, a vaati killed Mishka by thrusting the rod into him like a spear. The rod shattered into seven shards that scattered across the multiverse. Aarakocra seek signs of the pieces' locations in order to rebuild what is now known as the {@i Rod of Seven Parts}."],"type":"entries"}]},{"type":"inset","name":"Summoning Air Elementals","entries":["Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it."]}]}]}],"gallery":[{"path":"bestiary/MM/Aarakocra.webp"}]},{"id":"aarakocra-aeromancer","name":"Aarakocra Aeromancer","source":"XMM","page":10,"srd":false,"image":"bestiary/XMM/Aarakocra.webp","token":"bestiary/tokens/XMM/Aarakocra Aeromancer.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"16","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"20 ft., fly 50 ft.","str":10,"dex":16,"con":12,"int":13,"wis":17,"cha":12,"saves":"Dex +5, Wis +5","skills":"Arcana +3, Nature +5, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Aarakocra, Primordial (Auran)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Mountain, Planar, Air","treasure":"Implements, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The aarakocra casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Elementalism|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Mage Hand|XPHB}, {@spell Message|XPHB}","1/day: {@spell Lightning Bolt|XPHB}"]},{"name":"Feather Fall (1/Day)","entries":["The aarakocra casts {@spell Feather Fall|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","1/day: {@spell Feather Fall|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The aarakocra makes two Wind Staff attacks, and it can use Spellcasting to cast {@spell Gust of Wind|XPHB}."]},{"name":"Wind Staff","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 120 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage plus 11 ({@damage 2d10}) Lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Aarakocra aeromancers control magical winds from the endless storms of the Elemental Plane of Air."]},{"type":"section","name":"Aarakocra","entries":["{@i Winged Guardians of the Sky}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Elemental Plane of Air)|bestiary|environment=planar, air}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Aarakocra are birdlike folk who soar the skies of countless worlds and the endless expanses of the Elemental Plane of Air. They often resemble avians common to the lands where they dwell; some resemble hawks or condors, while others appear similar to hummingbirds or archaeopteryxes. In many lands, aarakocra tell of their ancient heroics resisting the wicked Queen of Chaos alongside the mysterious Wind Dukes of Aaqa."]}],"gallery":[{"path":"bestiary/XMM/Aarakocra.webp","credit":"Aaron Miller"}]},{"id":"aarakocra-simulacrum","name":"Aarakocra Simulacrum","source":"SKT","page":188,"srd":false,"image":"bestiary/tokens/SKT/Aarakocra Simulacrum.webp","token":"bestiary/tokens/SKT/Aarakocra Simulacrum.webp","size":"Medium","creatureType":"Humanoid (Aarakocra)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"6 (3d4)","speed":"20 ft., fly 50 ft.","str":10,"dex":14,"con":10,"int":11,"wis":12,"cha":11,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Auran, Aarakocra","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dive Attack","entries":["If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 ({@damage 1d6}) damage to the target."]},{"name":"Simulacra","entries":["When a simulacrum drops to 0 hit points or is subjected to a successful {@spell dispel magic} spell ({@dc 17}), it reverts to ice and snow and is destroyed."]}],"spellcasting":[],"actions":[{"name":"Talon","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Summon Air Elemental","entries":["Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain {@status concentration} while doing so (as if {@status concentration||concentrating} on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"aarakocra-skirmisher","name":"Aarakocra Skirmisher","source":"XMM","page":10,"srd":false,"image":"bestiary/XMM/Aarakocra.webp","token":"bestiary/tokens/XMM/Aarakocra Skirmisher.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"20 ft., fly 50 ft.","str":10,"dex":14,"con":12,"int":11,"wis":12,"cha":11,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Aarakocra, Primordial (Auran)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Planar, Air","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Slashing damage, or 9 ({@damage 3d4 + 2}) Slashing damage if the aarakocra moved 30+ feet straight toward the target immediately before the hit."]},{"name":"Wind Javelin","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 30/120 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 2 ({@damage 1d4}) Thunder damage. {@hom}The javelin magically returns to the aarakocra's hand immediately after a ranged attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Aarakocra skirmishers are adept at fighting aerial foes amid the clouds. They often attack land-bound threats with diving strikes from above."]},{"type":"section","name":"Aarakocra","entries":["{@i Winged Guardians of the Sky}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Elemental Plane of Air)|bestiary|environment=planar, air}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Aarakocra are birdlike folk who soar the skies of countless worlds and the endless expanses of the Elemental Plane of Air. They often resemble avians common to the lands where they dwell; some resemble hawks or condors, while others appear similar to hummingbirds or archaeopteryxes. In many lands, aarakocra tell of their ancient heroics resisting the wicked Queen of Chaos alongside the mysterious Wind Dukes of Aaqa."]}],"gallery":[{"path":"bestiary/XMM/Aarakocra.webp","credit":"Aaron Miller"}]},{"id":"aarakocra-spelljammer","name":"Aarakocra Spelljammer","source":"LoX","page":43,"srd":false,"image":"bestiary/tokens/LoX/Aarakocra Spelljammer.webp","token":"bestiary/tokens/LoX/Aarakocra Spelljammer.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The aarakocra is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell aarakocra hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell aarakocra armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"aartuk-elder","name":"Aartuk Elder","source":"BAM","page":8,"srd":false,"image":"bestiary/BAM/Aartuk Elder.webp","token":"bestiary/tokens/BAM/Aartuk Elder.webp","size":"Large","creatureType":"Plant","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"75 (10d10 + 20)","speed":"20 ft., climb 20 ft.","str":18,"dex":10,"con":15,"int":12,"wis":14,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Aartuk","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The aartuk casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 12}):","1/day each: {@spell calm emotions}, {@spell detect magic}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each."]},{"name":"Branch","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Radiant Pellet","entries":["{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}10 ({@damage 4d4}) radiant damage."]}],"bonusActions":[{"name":"Tongue {@recharge}","entries":["The aartuk tries to use its gooey tongue to snare one Large or smaller creature it can see within 30 feet of itself. The target must make a {@dc 12} Dexterity saving throw. On a failed save, the target is {@condition grappled} by the tongue (escape {@dc 14}) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Aartuks are intelligent plant creatures that live to wage war. Beholders destroyed their original home world and scattered the survivors across the Material Plane. These survivors formed small nomadic cells.","Aartuk cells can be found throughout Wildspace, including aboard spelljamming ships whose former crews were either murdered or forcibly ejected by a band of aartuks.","An aartuk's body is shaped like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three retractable pseudopods that are used to manipulate small objects.","The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk's sensory organs, including a long tongue that the creature uses as a weapon.","An aartuk's preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy.","The Aartuk language is made up of rustling sounds, snaps, pops, and hisses. It has no written form."]}],"gallery":[{"path":"bestiary/BAM/Aartuk Elder.webp","credit":"Christopher Burdett"}]},{"id":"aartuk-starhorror","name":"Aartuk Starhorror","source":"BAM","page":9,"srd":false,"image":"bestiary/BAM/Aartuk Starhorror.webp","token":"bestiary/tokens/BAM/Aartuk Starhorror.webp","size":"Medium","creatureType":"Plant","alignment":"Lawful Evil","ac":"14","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"20 ft., climb 20 ft.","str":12,"dex":10,"con":14,"int":13,"wis":16,"cha":10,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Aartuk","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The aartuk casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:","1/day each: {@spell revivify}, {@spell speak with plants}"]}],"actions":[{"name":"Multiattack","entries":["The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each."]},{"name":"Branch","entries":["{@atk mw} {@hit 3} to hit, reach 10 ft., one target. {@h}8 ({@damage 2d6 + 1}) bludgeoning damage."]},{"name":"Radiant Pellet","entries":["{@atk rs} {@hit 2} to hit, range 60 ft., one target. {@h}7 ({@damage 3d4}) radiant damage."]}],"bonusActions":[{"name":"Rally the Troops (1/Day)","entries":["The aartuk magically ends the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it can see within 30 feet of itself."]},{"name":"Tongue {@recharge}","entries":["The aartuk tries to use its gooey tongue to snare one Medium or smaller creature it can see within 30 feet of itself. The target must make a {@dc 12} Dexterity saving throw. On a failed save, the target is {@condition grappled} by the tongue (escape {@dc 11}) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Aartuks are intelligent plant creatures that live to wage war. Beholders destroyed their original home world and scattered the survivors across the Material Plane. These survivors formed small nomadic cells.","Aartuk cells can be found throughout Wildspace, including aboard spelljamming ships whose former crews were either murdered or forcibly ejected by a band of aartuks.","An aartuk's body is shaped like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three retractable pseudopods that are used to manipulate small objects.","The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk's sensory organs, including a long tongue that the creature uses as a weapon.","An aartuk's preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy.","The Aartuk language is made up of rustling sounds, snaps, pops, and hisses. It has no written form."]}],"gallery":[{"path":"bestiary/BAM/Aartuk Starhorror.webp","credit":"Matt Stewart"}]},{"id":"aartuk-weedling","name":"Aartuk Weedling","source":"BAM","page":9,"srd":false,"image":"bestiary/BAM/Aartuk Weedling.webp","token":"bestiary/tokens/BAM/Aartuk Weedling.webp","size":"Medium","creatureType":"Plant","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"38 (7d8 + 7)","speed":"20 ft., climb 20 ft.","str":14,"dex":12,"con":13,"int":10,"wis":13,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Aartuk","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each."]},{"name":"Branch","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}8 ({@damage 2d6 + 2}) bludgeoning damage."]},{"name":"Radiant Pellet","entries":["{@atk rs} {@hit 3} to hit, range 60 ft., one target. {@h}7 ({@damage 3d4 + 1}) radiant damage."]}],"bonusActions":[{"name":"Tongue {@recharge}","entries":["The aartuk tries to use its gooey tongue to snare one Medium or smaller creature it can see within 30 feet of itself. The target must make a {@dc 11} Dexterity saving throw. On a failed save, the target is {@condition grappled} by the tongue (escape {@dc 12}) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Aartuks are intelligent plant creatures that live to wage war. Beholders destroyed their original home world and scattered the survivors across the Material Plane. These survivors formed small nomadic cells.","Aartuk cells can be found throughout Wildspace, including aboard spelljamming ships whose former crews were either murdered or forcibly ejected by a band of aartuks.","An aartuk's body is shaped like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three retractable pseudopods that are used to manipulate small objects.","The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk's sensory organs, including a long tongue that the creature uses as a weapon.","An aartuk's preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy.","The Aartuk language is made up of rustling sounds, snaps, pops, and hisses. It has no written form."]}],"gallery":[{"path":"bestiary/BAM/Aartuk Weedling.webp","credit":"Christopher Burdett"}]},{"id":"aberrant-cultist","name":"Aberrant Cultist","source":"XMM","page":86,"srd":false,"image":"bestiary/XMM/Aberrant Cultist.webp","token":"bestiary/tokens/XMM/Aberrant Cultist.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"14","initiative":"+7 (17)","hp":"137 (25d8 + 25)","speed":"30 ft.","str":10,"dex":19,"con":12,"int":16,"wis":18,"cha":15,"saves":"Int +6, Wis +7","skills":"Arcana +6, Perception +7, Religion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 90 ft., Passive Perception 17","languages":"Common, Deep Speech; telepathy 30 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Detect Thoughts|XPHB}, {@spell Minor Illusion|XPHB}"]},{"name":"Counterspell (2/Day)","entries":["The cultist casts {@spell Counterspell|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","2/day: {@spell Counterspell|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cultist makes two Tentacle Lash attacks. It can replace any attack with a use of Mind Rot."]},{"name":"Tentacle Lash","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}7 ({@damage 1d6 + 4}) Slashing damage plus 14 ({@damage 4d6}) Psychic damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from one of two tentacles, and it has the {@condition Restrained|XPHB} condition until the grapple ends."]},{"name":"Mind Rot","entries":["{@actSave wis} {@dc 15}, one creature the cultist can see within 90 feet. {@actSaveFail} 27 ({@damage 6d8}) Psychic damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the cultist's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Aberrant cultists pursue mind-bending powers from alien forces. Aberrant cultists align with monsters such as aboleths and mind flayers or forces such as Cthulhu, Hadar, Ityak-Ortheel the Elf Eater, Nyarlathotep, malicious solar bodies, or entities from the Far Realm."]},{"type":"section","name":"Cultists","entries":["{@i Doomsayers and Fanatics}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.",{"type":"table","caption":"Cultist Agendas","colLabels":["1d6","The Cultist Strives To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring about the end of a dominant order, an age, or the world."],["2","Burn away the comfortable lies of reality, revealing forgotten or terrible truths."],["3","Expand their faith though mind control or supernatural coercion."],["4","Make global changes, like sinking the land or awakening volcanoes."],["5","Remake life on a mass scale, altering other creatures' bodies or spiritual beings."],["6","Summon their deity or its herald, weapon, or realm into their world."]]},{"type":"entries","name":"Occult Symbols","entries":["Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.",{"type":"table","caption":"Cult Symbols","isNameGenerator":true,"colLabels":["1d10","The Symbol Is...","Depicted As..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","An alchemical sign","A calendar or map"],["2","An animal","A crest or as heraldry"],["3","A celestial body","An elaborate diagram"],["4","A deity's icon","A metaphorical image"],["5","An element","A mystical being"],["6","An eye","Part of an equation"],["7","A geometric shape","A repeating pattern"],["8","A letter or number","A series of scratches"],["9","Part of a monster","A simple pictogram"],["10","A skull","A weapon or tool"]]}]},{"type":"entries","name":"Cult Members","entries":["Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. "]},{"type":"entries","name":"Types of Cultists","entries":["Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes."],"by":"Rites of the Cult of Elemental Evil"}]}]}],"gallery":[{"path":"bestiary/XMM/Aberrant Cultist.webp"},{"path":"bestiary/XMM/Aberrant Cultist and Elemental Cultist.webp","credit":"Aurore Folny"},{"path":"bestiary/XMM/Cultists.webp","credit":"Aurore Folny"}]},{"id":"aberrant-death-s-head","name":"Aberrant Death's Head","source":"RHW","page":243,"srd":false,"image":"bestiary/RHW/Death's Heads.webp","token":"bestiary/tokens/RHW/Aberrant Death's Head.webp","size":"Tiny","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"24 (7d4 + 7)","speed":"5 ft., fly 30 ft. (hover)","str":8,"dex":13,"con":12,"int":8,"wis":14,"cha":3,"saves":"Int +1, Wis +4","skills":"","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Flyby","entries":["The death's head doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Brain-Rending Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}3 ({@damage 1d4 + 1}) Piercing damage plus 3 ({@damage 1d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of the death's head's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A death's head that arises from an aberrant monster, such as a nothic or mind flayer, might retain a measure of the mind-warping power it had in life."]},{"type":"section","name":"Death's Heads","entries":["{@i Flying Undead Heads}","Death's heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once were. Roll twice on or choose results from the Death's Head Features table to inspire the features of a death's head.",{"type":"table","colLabels":["1d10","The Head Is That of...","With..."],"colStyles":["col-2 text-center","col-6 text-center","col-4 text-center"],"rows":[["1","A bear","Bloodshot eyes"],["2","A burned corpse","Crimson drool"],["3","A hag","Extra eyes"],["4","A Humanoid","Face paint"],["5","A medusa","An iron mask"],["6","A mind flayer","A lengthy tongue"],["7","A nothic","Long hair"],["8","A shark","Sharpened teeth"],["9","A wolf","Wooden teeth"],["10","An elk","Exposed bone"]]}]}],"gallery":[{"path":"bestiary/RHW/Death's Heads.webp","title":"Three types of death's heads guard an accursed death's head tree","credit":"Chris Seaman"}]},{"id":"aberrant-spirit","name":"Aberrant Spirit","source":"XPHB","page":322,"srd":false,"image":"bestiary/XPHB/Aberrant Spirit.webp","token":"bestiary/tokens/XPHB/Aberrant Spirit.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral","ac":"-","initiative":"+0 (10)","hp":"40 + 10 for each spell level above 4","speed":"30 ft., fly 30 ft. (hover; Beholderkin only)","str":16,"dex":10,"con":15,"int":16,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Deep Speech, understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Regeneration (Slaad Only)","entries":["The spirit regains 5 {@variantrule Hit Points|XPHB} at the start of its turn if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]},{"name":"Whispering Aura (Mind Flayer Only)","entries":["At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the {@condition Incapacitated|XPHB} condition. {@actSave wis} DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. {@actSaveFail} {@damage 2d6} Psychic damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of attacks equal to half this spell's level (round down)."]},{"name":"Claw (Slaad Only)","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d10 + 3 + summonSpellLevel} Slashing damage, and the target can't regain {@variantrule Hit Points|XPHB} until the start of the spirit's next turn."]},{"name":"Eye Ray (Beholderkin Only)","entries":["{@atkr r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, range 150 ft. {@h}{@damage 1d8 + 3 + summonSpellLevel} Psychic damage."]},{"name":"Psychic Slam (Mind Flayer Only)","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 3 + summonSpellLevel} Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Aberrant Spirit.webp","credit":"Justine Cruz"}],"otherVersions":[{"id":"aberrant-spirit-tce","source":"TCE"}]},{"id":"aberrant-spirit-tce","name":"Aberrant Spirit","source":"TCE","page":109,"srd":false,"image":"bestiary/tokens/TCE/Aberrant Spirit.webp","token":"bestiary/tokens/TCE/Aberrant Spirit.webp","size":"Medium","creatureType":"Aberration","alignment":"Unaligned","ac":"-","initiative":"+0 (10)","hp":"40 + 10 for each spell level above 4th","speed":"30 ft., fly 30 ft. (beholderkin only; hover)","str":16,"dex":10,"con":15,"int":16,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Deep Speech, understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Regeneration (Slaad Only)","entries":["The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point."]},{"name":"Whispering Aura (Star Spawn Only)","entries":["At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take {@damage 2d6} psychic damage, provided that the aberration isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aberration makes a number of attacks equal to half this spell's level (rounded down)."]},{"name":"Eye Ray (Beholderkin Only)","entries":["{@atk rs} {@hitYourSpellAttack} to hit, range 150 ft., one creature. {@h}{@damage 1d8 + 3 + summonSpellLevel} psychic damage."]},{"name":"Claws (Slaad Only)","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 3 + summonSpellLevel} slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn."]},{"name":"Psychic Slam (Star Spawn Only)","entries":["{@atk ms} {@hitYourSpellAttack} to hit, reach 5 ft., one creature. {@h}{@damage 1d8 + 3 + summonSpellLevel} psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"aberrant-spirit","source":"XPHB"}]},{"id":"aberrant-zealot","name":"Aberrant Zealot","source":"PaBTSO","page":203,"srd":false,"image":"bestiary/PaBTSO/Aberrant Zealot.webp","token":"bestiary/tokens/PaBTSO/Aberrant Zealot.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"93 (17d8 + 17)","speed":"30 ft.","str":15,"dex":18,"con":12,"int":13,"wis":8,"cha":19,"saves":"Dex +7, Cha +7","skills":"Perception +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded; charmed; frightened; grappled; restrained","senses":"darkvision 60 ft., truesight 10 ft., Passive Perception 15","languages":"Common, Deep Speech","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aberrant Form","entries":["The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a {@dc 15} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage."]},{"name":"Weirdly Pliable","entries":["The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect thoughts}, {@spell minor illusion}","1/day each: {@spell arcane gate}, {@spell hunger of Hadar}"]}],"actions":[{"name":"Multiattack","entries":["The zealot makes one Psychic Rend attack and two Shortsword attacks."]},{"name":"Psychic Rend","entries":["{@atk ms,rs} {@hit 7} to hit, reach 15 ft. or range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or have the {@condition stunned} condition until the start of the zealot's next turn."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]}],"bonusActions":[{"name":"Void Warp {@recharge 5}","entries":["The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a {@dc 15} Strength saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane."]}],"gallery":[{"path":"bestiary/PaBTSO/Aberrant Zealot.webp"}]},{"id":"aberrant-zealot-tentacled","name":"Aberrant Zealot (Tentacled)","source":"PaBTSO","page":181,"srd":false,"image":"bestiary/tokens/PaBTSO/Aberrant Zealot (Tentacled).webp","token":"bestiary/tokens/PaBTSO/Aberrant Zealot (Tentacled).webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"93 (17d8 + 17)","speed":"30 ft.","str":15,"dex":18,"con":12,"int":13,"wis":8,"cha":19,"saves":"Dex +7, Cha +7","skills":"Perception +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded; charmed; frightened; grappled; restrained","senses":"darkvision 60 ft., truesight 10 ft., Passive Perception 15","languages":"Common, Deep Speech","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aberrant Form","entries":["The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a {@dc 15} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage."]},{"name":"Weirdly Pliable","entries":["The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect thoughts}, {@spell minor illusion}","1/day each: {@spell arcane gate}, {@spell hunger of Hadar}"]}],"actions":[{"name":"Multiattack","entries":["The zealot makes one Psychic Rend attack and two Shortsword attacks."]},{"name":"Psychic Rend","entries":["{@atk ms,rs} {@hit 7} to hit, reach 15 ft. or range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or have the {@condition stunned} condition until the start of the zealot's next turn."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Mind Blast {@recharge 5}","entries":["The zealot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and have the {@condition stunned} condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the {@condition stunned} condition on itself on a success."]}],"bonusActions":[{"name":"Void Warp {@recharge 5}","entries":["The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a {@dc 15} Strength saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"abhorrent-overlord","name":"Abhorrent Overlord","source":"MOT","page":219,"srd":false,"image":"bestiary/MOT/Abhorrent Overlord.webp","token":"bestiary/tokens/MOT/Abhorrent Overlord.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"136 (16d10 + 48)","speed":"30 ft., fly 60 ft.","str":20,"dex":18,"con":16,"int":15,"wis":14,"cha":16,"saves":"Con +7, Cha +7","skills":"Deception +7, Intimidation +7, Persuasion +7","vulnerabilities":"","resistances":"cold; necrotic","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Abyssal, Common, Infernal","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Insatiable Greed","entries":["The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold."]},{"name":"Magic Resistance","entries":["The abhorrent overlord has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The abhorrent overlord's spellcasting ability is Charisma (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:","1/day each: {@spell confusion}, {@spell crown of madness}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The abhorrent overlord makes two attacks with its claws."]},{"name":"Claws","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 14 ({@damage 4d6}) necrotic damage. The abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if the target is a creature."]},{"name":"Storm of Crows {@recharge}","entries":["The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1 minute or until the overlord loses {@status concentration} (as if {@status concentration||concentrating} on a spell), and its area is lightly obscured and {@quickref difficult terrain||3}.","Any creature that moves into the area for the first time on a turn or starts its turn there must make a {@dc 15} Constitution saving throw. A creature takes 16 ({@damage 3d10}) slashing damage plus 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Abhorrent overlords are gaunt, bipedal creatures whose gray, leathery skin is in stark contrast to the gleaming jewelry made of Underworld gold that they adorn themselves with. Their appetite for pain and death is eclipsed only by their greed; these fiends delight in searching out treasure and slaughtering all who stand in their way."]}],"gallery":[{"path":"bestiary/MOT/Abhorrent Overlord.webp","credit":"Slawomir Maniak"}]},{"id":"abigor","name":"Abigor","source":"CoA","page":193,"srd":false,"image":"bestiary/CoA/Abigor.webp","token":"bestiary/tokens/CoA/Abigor.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"22","initiative":"+2 (12)","hp":"337 (27d10 + 189)","speed":"30 ft.","str":27,"dex":14,"con":25,"int":20,"wis":16,"cha":16,"saves":"Str +15, Int +12","skills":"Athletics +22, History +12, Insight +10, Intimidation +17, Perception +10, Survival +10","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 20","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Abigor's darkvision."]},{"name":"Magic Resistance","entries":["Abigor has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Abigor makes four attacks using its Warhammer, Throwing Hammer, or a combination of the two."]},{"name":"Warhammer","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage plus 3 ({@damage 1d6}) thunder damage."]},{"name":"Throwing Hammer","entries":["{@atk rw} {@hit 15} to hit, range 30/60 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage plus 3 ({@damage 1d6}) thunder damage. Hammers thrown this way fall and stick into the ground after hitting their target and a new hammer appears in Abigor's hand."]},{"name":"Thunderous Slam {@recharge 5}","entries":["Abigor causes all its hammers left on the battlefield to bristle with thunderous energy, exploding outwards with a roar. All creatures within a 10-foot-radius sphere centered on each hammer must make a {@dc 22} Constitution saving throw. Targets take 26 ({@damage 4d12}) thunder damage on a failed save, or half as much damage on a successful one. If a creature is within multiple spheres, it must make the save multiple times, taking damage from each source."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Throw Hammer","entries":["Abigor makes a Throwing Hammer attack."]},{"name":"Call Thunder (Costs 2 Actions)","entries":["Abigor targets a hammer that it can see within 60 feet to let out a thunderous roar. Creatures within a 10-foot-radius sphere centered on the hammer must make a {@dc 22} Constitution saving throw, taking 26 ({@damage 4d12}) thunder damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoA/Abigor.webp"},{"path":"bestiary/CoA/Abigoralt.webp"}]},{"id":"abjurer","name":"Abjurer","source":"VGM","page":209,"srd":false,"image":"bestiary/tokens/VGM/Abjurer.webp","token":"bestiary/tokens/VGM/Abjurer.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":9,"dex":14,"con":14,"int":18,"wis":12,"cha":11,"saves":"Int +8, Wis +5","skills":"Arcana +8, History +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Arcane Ward","entries":["The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell."]}],"spellcasting":[{"name":"Spellcasting","entries":["The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The abjurer has the following wizard spells prepared:","Cantrips (at will): {@spell blade ward}, {@spell dancing lights}, {@spell mending}, {@spell message}, {@spell ray of frost}","Level 1 (4 slots): {@spell alarm}*, {@spell mage armor}*, {@spell magic missile}, {@spell shield}*","Level 2 (3 slots): {@spell arcane lock}*, {@spell invisibility}","Level 3 (3 slots): {@spell counterspell}*, {@spell dispel magic}*, {@spell fireball}","Level 4 (3 slots): {@spell banishment}*, {@spell stoneskin}*","Level 5 (2 slots): {@spell cone of cold}, {@spell wall of force}","Level 6 (1 slots): {@spell flesh to stone}, {@spell globe of invulnerability}*","Level 7 (1 slots): {@spell symbol}*, {@spell teleport}","*Abjuration spell of 1st level or higher"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Abjurers are specialist wizards who feel secure when warded by layers of magical power. Kings, nobles, and other wealthy individuals commonly hire abjurers to cast protective spells on their homes and vaults."]}]},{"id":"abjurer-wizard","name":"Abjurer Wizard","source":"MPMM","page":260,"srd":false,"image":"bestiary/MPMM/Abjurer Wizard.webp","token":"bestiary/tokens/MPMM/Abjurer Wizard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":9,"dex":14,"con":14,"int":18,"wis":12,"cha":11,"saves":"Int +8, Wis +5","skills":"Arcana +8, History +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The abjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell dancing lights}, {@spell mage hand}, {@spell message}, {@spell prestidigitation}","2/day each: {@spell dispel magic}, {@spell lightning bolt}, {@spell mage armor}","1/day each: {@spell arcane lock}, {@spell banishment}, {@spell globe of invulnerability}, {@spell invisibility}, {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["The abjurer makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 120 ft., one target. {@h}20 ({@damage 3d10 + 4}) force damage."]},{"name":"Force Blast","entries":["Each creature in a 20-foot cube originating from the abjurer must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) force damage and is pushed up to 10 feet away from the abjurer. On a successful save, a creature takes half as much damage and isn't pushed."]}],"bonusActions":[],"reactions":[{"name":"Arcane Ward {@recharge 4}","entries":["When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 ({@damage 4d10 + 4}), to a minimum of 0, and then vanishes."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Abjurers specialize in creating protective magical wards. Monarchs, nobles, and other wealthy individuals commonly hire abjurers to provide protection."]},{"type":"section","name":"Wizards","entries":["Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."]}],"gallery":[{"path":"bestiary/MPMM/Abjurer Wizard.webp","credit":"Zoltan Boros"}]},{"id":"aboleth","name":"Aboleth","source":"XMM","page":12,"srd":true,"image":"bestiary/XMM/Aboleth.webp","token":"bestiary/tokens/XMM/Aboleth.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"17","initiative":"+7 (17)","hp":"150 (20d10 + 40)","speed":"10 ft., swim 40 ft.","str":21,"dex":9,"con":15,"int":18,"wis":15,"cha":18,"saves":"Dex +3, Con +6, Int +8, Wis +6","skills":"History +12, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 20","languages":"Deep Speech; telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900, or 7,200 in lair; PB +4)","habitat":"Underdark, Underwater","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The aboleth can breathe air and water."]},{"name":"Eldritch Restoration","entries":["If destroyed, the aboleth gains a new body in {@dice 5d10} days, reviving with all its {@variantrule Hit Points|XPHB} in the Far Realm or another location chosen by the DM."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the aboleth fails a saving throw, it can choose to succeed instead."]},{"name":"Mucus Cloud","entries":["While underwater, the aboleth is surrounded by mucus. {@actSave con} {@dc 14}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the aboleth at the end of the aboleth's turn. {@actSaveFail} The target is cursed. Until the curse ends, the target's skin becomes slimy, the target can breathe air and water, and it can't regain {@variantrule Hit Points|XPHB} unless it is underwater.","While the cursed creature is outside a body of water, the creature takes 6 ({@damage 1d12}) Acid damage at the end of every 10 minutes unless moisture is applied to its skin before those minutes have passed."]},{"name":"Probing Telepathy","entries":["If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aboleth makes two Tentacle attacks and uses either Consume Memories or Dominate Mind if available."]},{"name":"Tentacle","entries":["{@atkr m} {@hit 9}, reach 15 ft. {@h}12 ({@damage 2d6 + 5}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from one of four tentacles."]},{"name":"Consume Memories","entries":["{@actSave int} {@dc 16}, one creature within 30 feet that is {@condition Charmed|XPHB} or {@condition Grappled|XPHB} by the aboleth. {@actSaveFail} 10 ({@damage 3d6}) Psychic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The aboleth gains the target's memories if the target is a Humanoid and is reduced to 0 {@variantrule Hit Points|XPHB} by this action."]},{"name":"Dominate Mind (2/Day)","entries":["{@actSave wis} {@dc 16}, one creature the aboleth can see within 30 feet. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition until the aboleth dies or is on a different plane of existence from the target. While {@condition Charmed|XPHB}, the target acts as an ally to the aboleth and is under its control while within 60 feet of it. In addition, the aboleth and the target can communicate telepathically with each other over any distance.","The target repeats the save whenever it takes damage as well as after every 24 hours it spends at least 1 mile away from the aboleth, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Lash","entries":["The aboleth makes one Tentacle attack."]},{"name":"Psychic Drain","entries":["If the aboleth has at least one creature {@condition Charmed|XPHB} or {@condition Grappled|XPHB}, it uses Consume Memories and regains 5 ({@dice 1d10}) {@variantrule Hit Points|XPHB}."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an aboleth's lair is warped by it, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Foul Water","entries":["Water sources within 1 mile of the lair are supernaturally fouled. Creatures other than the aboleth and its allies that drink such water must succeed on a {@dc 15} Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour."]},{"type":"item","name":"Psionic Projection","entries":["While in its lair, the aboleth can cast {@spell Project Image|XPHB}, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}). When casting the spell this way, the spell's range is 1 mile, and the aboleth can use its telepathy as if it were in the illusion's space."]}]},"If the aboleth dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","name":"Aboleth","entries":["{@i Ageless Alien Mastermind}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"In aquatic abysses, aboleths dream of dead empires and orchestrate plots that unfold across ages. These elusive, amphibious immortals physically and mentally overwhelm their victims and transform creatures with a slimy, aberrant infection, reshaping other beings to serve them beneath the waves.","Aboleths possess terrifying intellects and have alien mindsets. These creatures possess perfect memories of proto-worlds and incomprehensible dominions from the multiverse's earliest eons. Their secrets are innumerable and unfathomable. Aboleths lurk in places awash in primordial mysteries: the ruins of aquatic empires, hidden magical nexuses, or weak places between planes of existence. In these lairs, aboleths dream of epochs past, collect throngs of psychically dominated servants, consume the minds of unwitting victims, and prepare for their return to power.","Aboleths' alien goals and methods are often mysterious to other creatures. Roll on or choose a result from the Aboleth Schemes table to inspire an aboleth's schemes.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The lies we call reason are fragile things, vulnerable and raw on the shores of eons. But in the dream-vaults of dread ancients roil seas of terrifying truth. Our age is an island, and the ebb of primordial tides avows the Stygian wave."],"by":"Evard","from":"Sighs of the All-Seeing Worm"}]},{"type":"table","caption":"Aboleth Schemes","colLabels":["1d6","The Aboleth Seeks To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Accomplish incomprehensible plans that lead it to act in seemingly random ways."],["2","Learn more of the world by kidnapping people and consuming their minds."],["3","Manipulate innocents into worshiping it as a god by using its telepathy from hiding."],["4","Open a gate to the distant past or future, releasing an invasion from another time."],["5","Rouse a dragon turtle, a kraken, or another sea monster to flood a coastal city."],["6","Trick treasure hunters into recovering relics from its long-fallen empire."]]},{"type":"entries","name":"Aboleth Lairs","entries":["Aboleths usually dwell in submerged ruins and caverns. They keep air-filled spaces for their terrestrial servants and to hold treasures that would be damaged by water."]}]}],"gallery":[{"path":"bestiary/XMM/Aboleth.webp","title":"A gnome cultist consults an all-knowing aboleth","credit":"Kev Walker"}],"otherVersions":[{"id":"aboleth-mm","source":"MM"}]},{"id":"aboleth-mm","name":"Aboleth","source":"MM","page":13,"srd":false,"image":"bestiary/MM/Aboleth.webp","token":"bestiary/tokens/MM/Aboleth.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"17","initiative":"-1 (9)","hp":"135 (18d10 + 36)","speed":"10 ft., swim 40 ft.","str":21,"dex":9,"con":15,"int":18,"wis":15,"cha":18,"saves":"Con +6, Int +8, Wis +6","skills":"History +12, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 20","languages":"Deep Speech, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The aboleth can breathe air and water."]},{"name":"Mucous Cloud","entries":["While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a {@dc 14} Constitution saving throw. On a failure, the creature is diseased for {@dice 1d4} hours. The diseased creature can breathe only underwater."]},{"name":"Probing Telepathy","entries":["If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aboleth makes three tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by {@spell heal} or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 ({@damage 1d12}) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed."]},{"name":"Tail","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage."]},{"name":"Enslave (3/Day)","entries":["The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The {@condition charmed} target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.","Whenever the {@condition charmed} target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The aboleth makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Swipe","entries":["The aboleth makes one tail attack."]},{"name":"Psychic Drain (Costs 2 Actions)","entries":["One creature {@condition charmed} by the aboleth takes 10 ({@damage 3d6}) psychic damage, and the aboleth regains hit points equal to the damage the creature takes."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:",{"type":"list","items":["The aboleth casts {@spell phantasmal force} (no components required) on any number of creatures it can see within 60 feet of it. While maintaining {@status concentration} on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.","Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 14} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}. The aboleth can't use this lair action again until it has used a different one.","Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a {@dc 14} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage. The aboleth can't use this lair action again until it has used a different one."]}],"regionalEffects":["The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:",{"type":"list","items":["Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are {@quickref difficult terrain||3}.","Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.","As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature {@condition charmed} by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains {@status concentration}, as if {@status concentration||concentrating} on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears."]},"If the aboleth dies, the first two effects fade over the course of {@dice 3d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.",{"name":"Eternal Memories","type":"entries","entries":["Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.","Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.",{"name":"Gods in the Lake","entries":["Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards."],"type":"entries"}]},{"name":"Enemies of the Gods","type":"entries","entries":["The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.","Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution."]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Could it be that the aboleths are older than the gods... that before the divine ones came to be, such horrors shaped the multiverse? Now there's a chilling thought."],"by":"Vaqir Zekh'r, githzerai philosopher and author of {@style The Far Realm: Real Yet Unreal|small-caps}"}]},{"type":"entries","name":"An Aboleth's Lair","entries":["Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers."]}],"gallery":[{"path":"bestiary/MM/Aboleth.webp"}],"hidden":true,"otherVersions":[{"id":"aboleth","source":"XMM"}]},{"id":"aboleth-spawn","name":"Aboleth Spawn","source":"CRCotN","page":135,"srd":false,"image":"bestiary/CRCotN/Aboleth Spawn.webp","token":"bestiary/tokens/CRCotN/Aboleth Spawn.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"14","initiative":"+0 (10)","hp":"93 (11d8 + 44)","speed":"30 ft., swim 30 ft.","str":19,"dex":11,"con":18,"int":7,"wis":12,"cha":9,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 14","languages":"Common, Deep Speech, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Abolethic Vessel","entries":["The spawn must obey its aboleth master."]},{"name":"Amphibious","entries":["The spawn can breathe air and water."]},{"name":"Water Dependency","entries":["The spawn takes 6 ({@damage 1d12}) acid damage every 10 minutes it goes without being immersed in water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spawn makes one Spear attack, two Tentacle attacks, and one Psychic Lash attack."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when used with two hands to make a melee attack."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 14}) and takes 9 ({@damage 2d8}) psychic damage at the start of each of its turns until the grapple ends. The spawn has four tentacles, each of which can grapple one creature."]},{"name":"Psychic Lash","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}18 ({@damage 4d8}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/Aboleth Spawn.webp","credit":"Shawn Wood"}]},{"id":"abominable-yeti","name":"Abominable Yeti","source":"XMM","page":340,"srd":false,"image":"bestiary/XMM/Abominable Yeti.webp","token":"bestiary/tokens/XMM/Abominable Yeti.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+4 (14)","hp":"137 (11d12 + 66)","speed":"40 ft., climb 40 ft.","str":24,"dex":10,"con":22,"int":9,"wis":13,"cha":9,"saves":"","skills":"Perception +9, Stealth +8","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 19","languages":"Yeti","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Arctic","treasure":"Any","traits":[{"name":"Fear of Fire","entries":["If the yeti takes Fire damage, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks until the end of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The yeti can use its Chilling Gaze and makes two attacks, using Claw or Ice Throw in any combination."]},{"name":"Claw","entries":["{@atkr m} {@hit 11}, reach 5 ft. {@h}14 ({@damage 2d6 + 7}) Slashing damage plus 7 ({@damage 2d6}) Cold damage."]},{"name":"Ice Throw","entries":["{@atkr r} {@hit 11}, range 60/240 ft. {@h}12 ({@damage 2d4 + 7}) Bludgeoning damage plus 7 ({@damage 2d6}) Cold damage."]},{"name":"Chilling Gaze","entries":["{@actSave con} {@dc 18}, one creature the yeti can see within 30 feet. {@actSaveFail} 21 ({@damage 6d6}) Cold damage, and the target has the {@condition Paralyzed|XPHB} condition until the start of the yeti's next turn unless the target has {@variantrule Immunity|XPHB} to Cold damage. {@actSaveSuccess} The target is immune to this yeti's Chilling Gaze for 1 hour."]},{"name":"Cold Breath {@recharge}","entries":["{@actSave con} {@dc 18}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 45 ({@damage 10d8}) Cold damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Giants even among their own intimidating kind, abominable yetis are stronger and bloodthirstier than their kin. They claim whole regions as their hunting grounds, and they might track trespassers for days. On sighting prey, abominable yetis fling boulders of ice and snow before closing to finish foes. In addition to their icy claws and gaze, they can exhale a blast of arctic cold.","Abominable yetis dwell in frigid ruins or the deserted lairs of other monsters atop infamous peaks."]},{"type":"section","name":"Yetis","entries":["{@i Chilling Stalkers of the Frozen Wilds}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.","Due to yetis' elusiveness, folktales about yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes' aversion to fire.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["In the yeti, I find no kinship, no understanding, no mercy. Theirs is not the might of the mountain or the magic of glacial wonders. Theirs is a world where harmony lies murdered and frozen."],"by":"Kelesta Hawke of the Emerald Enclave"}]}]}],"gallery":[{"path":"bestiary/XMM/Abominable Yeti.webp","credit":"Vance Kovacs"}],"otherVersions":[{"id":"abominable-yeti-mm","source":"MM"}]},{"id":"abominable-yeti-mm","name":"Abominable Yeti","source":"MM","page":306,"srd":false,"image":"bestiary/MM/Yeti.webp","token":"bestiary/tokens/MM/Abominable Yeti.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"137 (11d12 + 66)","speed":"40 ft., climb 40 ft.","str":24,"dex":10,"con":22,"int":9,"wis":13,"cha":9,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Yeti","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Fear of Fire","entries":["If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Keen Smell","entries":["The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Snow Camouflage","entries":["The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The yeti can use its Chilling Gaze and makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage plus 7 ({@damage 2d6}) cold damage."]},{"name":"Chilling Gaze","entries":["The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a {@dc 18} Constitution saving throw against this magic or take 21 ({@damage 6d6}) cold damage and then be {@condition paralyzed} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour."]},{"name":"Cold Breath {@recharge}","entries":["The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 45 ({@damage 10d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place.",{"name":"Keen Hunters","type":"entries","entries":["Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow.","Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls."]},{"name":"Terrifying Howlers","type":"entries","entries":["Before an avalanche, a blizzard, or a deadly frost, the yetis' howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti's howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature's untamed domain."]},{"name":"Brutal Rampagers","type":"entries","entries":["When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within.","Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy's camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis' food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath."]},{"name":"Abominable Yetis","type":"entries","entries":["An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["On your guard! That's not the wind howling!"],"by":"Kelesta Hawke of the Emerald Enclave"}]}]}],"gallery":[{"path":"bestiary/MM/Yeti.webp"}],"hidden":true,"otherVersions":[{"id":"abominable-yeti","source":"XMM"}]},{"id":"abyssal-chicken","name":"Abyssal Chicken","source":"BGDIA","page":97,"srd":false,"image":"bestiary/BGDIA/Abyssal Chicken.webp","token":"bestiary/tokens/BGDIA/Abyssal Chicken.webp","size":"Tiny","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"10 (3d4 + 3)","speed":"30 ft., fly 30 ft. (see bad flier below)","str":6,"dex":14,"con":13,"int":4,"wis":9,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"blinded; poisoned","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bad Flier","entries":["The abyssal chicken falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The abyssal chicken makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Abyssal chickens are carnivorous, temperamental, tasty bottom-feeders native to the Abyss. They beat their leathery wings to scare predators and to help them run faster, and they taste like fatty chicken.","With your permission, a character who casts the {@spell find familiar} spell can henceforth choose to conjure an abyssal chicken instead of a raven."]}]}],"gallery":[{"path":"bestiary/BGDIA/Abyssal Chicken.webp"}]},{"id":"abyssal-wretch","name":"Abyssal Wretch","source":"MTF","page":136,"srd":false,"image":"bestiary/tokens/MTF/Abyssal Wretch.webp","token":"bestiary/tokens/MTF/Abyssal Wretch.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"18 (4d8)","speed":"20 ft.","str":9,"dex":12,"con":11,"int":5,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"acererak","name":"Acererak","source":"ToA","page":209,"srd":false,"image":"bestiary/ToA/Acererak.webp","token":"bestiary/tokens/ToA/Acererak.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"21","initiative":"+3 (13)","hp":"285 (30d8 + 150)","speed":"30 ft.","str":13,"dex":16,"con":20,"int":27,"wis":21,"cha":20,"saves":"Con +12, Int +15, Wis +12","skills":"Arcana +22, History +22, Insight +12, Perception +12","vulnerabilities":"","resistances":"cold; lightning","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 22","languages":"Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Acererak carries the {@item Staff of the Forgotten One|ToA}. He wears a {@item Talisman of the Sphere} and has a {@item Sphere of Annihilation} under his control."]},{"name":"Legendary Resistance (3/Day)","entries":["If Acererak fails a saving throw, he can choose to succeed instead."]},{"name":"Rejuvenation","entries":["Acererak's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after {@dice 1d10} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak's phylactery, the location of which is hidden."]},{"name":"Turn Resistance","entries":["Acererak has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 23}, {@hit 15} to hit with spell attacks). Acererak has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell ray of frost}, {@spell shocking grasp}","Level 1: {@spell ray of sickness}, {@spell shield}","Level 2: {@spell arcane lock}, {@spell knock}","Level 3: {@spell animate dead}, {@spell counterspell}","Level 4 (3 slots): {@spell blight}, {@spell ice storm}, {@spell phantasmal killer}","Level 5 (3 slots): {@spell cloudkill}, {@spell hold monster}, {@spell wall of force}","Level 6 (3 slots): {@spell chain lightning}, {@spell circle of death}, {@spell disintegrate}","Level 7 (3 slots): {@spell finger of death}, {@spell plane shift}, {@spell teleport}","Level 8 (2 slots): {@spell maze}, {@spell mind blank}","Level 9 (2 slots): {@spell power word kill}, {@spell time stop}"]}],"actions":[{"name":"Paralyzing Touch","entries":["{@atk ms} {@hit 15} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage, and the target must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Staff (+3 Quarterstaff)","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage when used with two hands."]},{"name":"Invoke Curse","entries":["While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 23} Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. {@spell Greater restoration}, {@spell remove curse}, or similar magic ends the curse on the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"At-Will Spell","entries":["Acererak casts one of his at-will spells."]},{"name":"Melee Attack","entries":["Acererak uses Paralyzing Touch or makes one melee attack with his staff."]},{"name":"Frightening Gaze (Costs 2 Actions)","entries":["Acererak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a {@dc 20} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target its immune to Acererak's gaze for the next 24 hours."]},{"name":"Talisman of the Sphere (Costs 2 Actions)","entries":["Acererak uses his {@item Talisman of the Sphere} to move the {@item Sphere of Annihilation} under his control up to 90 feet."]},{"name":"Disrupt Life (Costs 3 Actions)","entries":["Each creature within 20 feet of Acererak must make a {@dc 20} Constitution saving throw against this magic, taking 42 ({@damage 12d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Acererak is an archlich who travels between worlds and is known to take sick pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons where they suffer horrible deaths. One such dungeon lies under the lost city of Omu. This dungeon is called the Tomb of the Nine Gods, for Acererak slew nine false gods and sealed them within it. More recently, he built a necromantic device called the Soulmonger, then hid it in the heart of the tomb."]},{"type":"entries","name":"Acererak's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"Why be a god when I can be a creator of gods?\""]},{"name":"Bond","type":"entries","entries":["\"I build dungeons to trap and slay powerful adventurers. Their deaths and souls are my nourishment.\""]},{"name":"Flaw","type":"entries","entries":["\"I underestimate the resolve of my enemies.\""]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Acererak.webp"}]},{"id":"achaierai","name":"Achaierai","source":"MaBJoV","page":131,"srd":false,"image":"bestiary/MaBJoV/Achaierai.webp","token":"bestiary/tokens/MaBJoV/Achaierai.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"90 (12d10 + 24)","speed":"50 ft.","str":18,"dex":14,"con":14,"int":10,"wis":12,"cha":14,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The achaierai has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The achaierai makes two attacks with its Talons and one attack with its Beak."]},{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]}],"bonusActions":[{"name":"Spring Attack","entries":["The achaierai takes the {@action Disengage} action."]}],"reactions":[{"name":"Defensive Cloud","entries":["After taking damage the achaierai can use its reaction to release a cloud of poisonous gas in a 10-foot-radius. All creatures in the cloud take 7 ({@damage 2d6}) poison damage and must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} the target is confused as if from a {@spell confusion} spell. At the end of its turns, the affected target can repeat the Constitution saving throw. If it succeeds the confusion ends. Achaierai are immune to the effects of this cloud."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dwelling mostly in the Underdark, achaierai are cunning avian quadrupeds originally from the plane of Acheron. Tribalistic and organized, they possess a strong—if skewed—sense of justice and will often band together to seek bloody vengeance against those who have wronged their kin. They are highly intelligent, with a strong streak of sadistic cruelty, compelling them to devise new and inventive strategies of torture for their victims.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Deadly Foes","entries":["Achaierai have razor sharp beaks, and each of their four legs are tipped with savage talons that can rip an opponent to shreds. They typically hunt in flocks, using coordinated strategy to maximize the efficiency of their attacks. If an achaierai is threatened, it can expel a toxic cloud to distract its enemies and flee... only to resume the fight again later under more favorable conditions."]},{"type":"entries","name":"A Community of Cruelty","entries":["Social creatures by nature, the achaierai typically form small flocks of up to a half-dozen members. However, these flocks are not family. The leader is simply the largest and strongest member, and in times of food scarcity the weakest members are routinely cannibalized. Achaierai can only breed on their home plane. To increase their numbers in the Underdark, they capture wizards and torture them until they summon more of their kind from Acheron. Because of this, wizards are the only captives the carnivorous achaierai don't eventually eat."]},{"type":"entries","name":"A Cycle of Vengeance","entries":["Flocks of achaierai have been known to band together to wage war upon a svirfneblin village or drow outpost. These attacks come with little warning, and there are typically no survivors as the ravenous achaierai devour everything in sight. For this reason, the other Underdark races despise the achaierai, and will even work together to wipe out a flock whenever one is discovered. Inevitably, this triggers retaliation from other achaierai, leading to an endless cycle of vicious and bloody reprisals."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Achaierai.webp"}]},{"id":"acidic-mist-apparition","name":"Acidic Mist Apparition","source":"GotSF","page":6,"srd":false,"image":"bestiary/tokens/GotSF/Acidic Mist Apparition.webp","token":"bestiary/tokens/GotSF/Acidic Mist Apparition.webp","size":"Large","creatureType":"Apparition","alignment":"Neutral","ac":"15","initiative":"+5 (15)","hp":"90 (12d10 + 24)","speed":"fly 90 ft. (hover)","str":14,"dex":20,"con":14,"int":6,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Auran","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Mountain, Desert","treasure":"","traits":[{"name":"Air Form","entries":["The apparition can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The apparition makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) acid damage."]},{"name":"Whirlwind {@recharge 4}","entries":["Each creature in the apparition's space must make a {@dc 13} Strength saving throw. On a failure, a target takes 15 ({@damage 3d8 + 2}) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked {@condition prone}. If a thrown target strikes an object, such as a wall or floor, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 13} Dexterity saving throw or take the same damage and be knocked {@condition prone}.","If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"acolyte","name":"Acolyte","source":"MM","page":342,"srd":false,"image":"bestiary/tokens/MM/Acolyte.webp","token":"bestiary/tokens/MM/Acolyte.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities."]}]}]},{"id":"adult-amethyst-dragon","name":"Adult Amethyst Dragon","source":"FTD","page":161,"srd":false,"image":"bestiary/FTD/Adult Amethyst Dragon.webp","token":"bestiary/tokens/FTD/Adult Amethyst Dragon.webp","size":"Huge","creatureType":"Dragon (Gem)","alignment":"Neutral","ac":"19","initiative":"+2 (12)","hp":"229 (17d12 + 119)","speed":"40 ft., fly 80 ft. (hover), swim 40 ft.","str":25,"dex":14,"con":25,"int":20,"wis":17,"cha":21,"saves":"Dex +7, Con +12, Wis +8, Cha +10","skills":"Arcana +15, Perception +13, Persuasion +10, Stealth +7","vulnerabilities":"","resistances":"force; psychic","immunities":"","conditionImmunities":"frightened; prone","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe both air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}):","1/day each: {@spell blink}, {@spell control water}, {@spell dispel magic}, {@spell protection from evil and good}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 9 ({@damage 2d8}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage."]},{"name":"Singularity Breath {@recharge 5}","entries":["The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a {@dc 20} Strength saving throw. On a failed save, the creature takes 45 ({@damage 10d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Explosive Crystal (Costs 3 Actions)","entries":["The dragon spits an amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a {@dc 20} Dexterity saving throw or take 13 ({@damage 3d8}) force damage and be knocked {@condition prone}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Imprisoning Force","entry":"The dragon casts the {@spell forcecage} spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies."},{"type":"item","name":"Spatial Projection","entry":"The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once."}]}],"regionalEffects":["The region surrounding a legendary amethyst dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Background Check","entry":"Once per day, the dragon can cast the {@spell legend lore} spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell's subject."},{"type":"item","name":"Crystal Profusion","entry":"Amethyst crystals and geodes form along muddy shores and lake beds within 6 miles of the lair."},{"type":"item","name":"Thriving Wildlife","entry":"Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food."},{"type":"item","name":"Watery Sight","entry":"Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any body of water in that region."}]},"If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of {@dice 1d10} days. The existing abundance of amethysts remains, but new crystals and geodes form at a normal rate."],"lore":[{"type":"entries","entries":["Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes."]},{"type":"section","entries":[{"type":"entries","name":"Royal Purple","entries":["When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods."]},{"type":"entries","name":"Cosmological Study","entries":["Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.","Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places."]},{"type":"entries","name":"Hoarded Arcana","entries":["In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard."]}]},{"type":"section","entries":[{"type":"entries","name":"An Amethyst Dragon's Lair","entries":["Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs.","The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Adult Amethyst Dragon.webp","credit":"Shawn Wood"}]},{"id":"adult-amonkhet-dragon","name":"Adult Amonkhet Dragon","source":"PSA","page":33,"srd":false,"image":"bestiary/PSA/Amonkhet Dragon.webp","token":"bestiary/tokens/PSA/Adult Amonkhet Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"19","initiative":"+0 (10)","hp":"256 (19d12 + 133)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":8,"wis":13,"cha":21,"saves":"Dex +6, Con +13, Wis +7, Cha +11","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 63 ({@damage 18d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.","A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.","Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Noxious Smoke","entry":"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."},{"type":"item","name":"Searing Heat","entry":"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Small earthquakes are common within 6 miles of the dragon's lair.","Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.","Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."},{"type":"item","name":"Fiery Senses","entry":"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."},{"type":"item","name":"Ominous Flames","entry":"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Dragons are fierce monsters with heavy reptilian bodies, crocodilian heads, and leathery wings, and are distinguished by their ability to breathe fire. Though Nicol Bolas is also a dragon, he feels no kinship for these savage, dim-witted beasts. They live mostly in the remote reaches of the desert, soaring in lazy circles through the sky as they search for prey. Sometimes they are captured and brought inside the Hekma, where they are put to use within the trials of the five gods—especially in the climactic battles of the final Trial of Zeal.","The dragons of Amonkhet are {@b red dragons}, though they lack the high Intelligence of the red dragons in the {@book Monster Manual|PHB}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Amonkhet Dragon.webp","title":"Glorybringer","credit":"Sam Burley"}]},{"id":"adult-black-dragon","name":"Adult Black Dragon","source":"XMM","page":39,"srd":true,"image":"bestiary/XMM/Black Dragon.webp","token":"bestiary/tokens/XMM/Adult Black Dragon.webp","size":"Huge","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"19","initiative":"+12 (22)","hp":"195 (17d12 + 85)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":14,"con":21,"int":14,"wis":13,"cha":19,"saves":"Dex +7, Wis +6","skills":"Perception +11, Stealth +7","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"14","crDisplay":"14 (XP 11,500, or 13,000 in lair; PB +5)","habitat":"Swamp","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}, {@hit 9} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Fear|XPHB}, {@spell Melf's Acid Arrow|XPHB} (level 3 version)","1/day each: {@spell Speak with Dead|XPHB}, {@spell Vitriolic Sphere|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Melf's Acid Arrow|XPHB} (level 3 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 11}, reach 10 ft. {@h}13 ({@damage 2d6 + 6}) Slashing damage plus 4 ({@damage 1d8}) Acid damage."]},{"name":"Acid Breath {@recharge 5}","entries":["{@actSave dex} {@dc 18}, each creature in a 60-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 54 ({@damage 12d8}) Acid damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cloud of Insects","entries":["{@actSave dex} {@dc 17}, one creature the dragon can see within 120 feet. {@actSaveFail} 22 ({@damage 4d10}) Poison damage, and the target has {@variantrule Disadvantage|XPHB} on saving throws to maintain {@status Concentration|XPHB} until the end of its next turn. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Frightful Presence","entries":["The dragon uses Spellcasting to cast {@spell Fear|XPHB}. The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon can move up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient black dragon's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acrid Haze","entries":["Odorous and stifling fog covers the area within 1 mile of the lair, rendering that area {@variantrule Lightly Obscured|XPHB}. Travel for creatures other than the dragon and its allies takes twice the usual time in that area."]},{"type":"item","name":"Foul Water","entries":["Water sources within 1 mile of the lair are supernaturally fouled. A creature that drinks such water must succeed on a {@dc 15} Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["By the time they're adults, black dragons are among the greatest terrors in the lands they claim. Wretched swamps and monster-haunted ruins grow more dismal and spread under an adult black dragon's influence. Morbid cultists and doomsayers frequently gather in the dragon's service, bringing with them undead terrors that answer to the black dragon and aid it in spreading ruin to nearby bastions of beauty and peace."]},{"type":"section","name":"Black Dragons","entries":["{@i Dragons of Decay and Despair}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Black dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.","Black dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.","Black dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.",{"type":"entries","name":"Black Dragon Lairs","entries":["Black dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay."]}]}],"gallery":[{"path":"bestiary/XMM/Black Dragon.webp","title":"An adult black dragon uses its acid breath to melt the construct defenders of a clockwork fortress","credit":"Martin Mottet"}],"otherVersions":[{"id":"adult-black-dragon-mm","source":"MM"}]},{"id":"adult-black-dragon-mm","name":"Adult Black Dragon","source":"MM","page":88,"srd":false,"image":"bestiary/MM/Black Dragon.webp","token":"bestiary/tokens/MM/Adult Black Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"19","initiative":"+2 (12)","hp":"195 (17d12 + 85)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":14,"con":21,"int":14,"wis":13,"cha":17,"saves":"Dex +7, Con +10, Wis +6, Cha +8","skills":"Perception +11, Stealth +7","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) acid damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Acid Breath {@recharge 5}","entries":["The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 54 ({@damage 12d8}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 15} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}.","A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ({@damage 3d6}) piercing damage.","Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Black Dragon||adult} or {@creature Ancient Black Dragon||ancient}) black dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Filth Burst","entry":"The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. The cylinder is {@book difficult terrain|PHB|8|Difficult Terrain}."},{"type":"item","name":"Grasping Muck","entry":"Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} until initiative count 20 on the next round."},{"type":"item","name":"Noxious Gas","entry":"A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.","Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.","Fog lightly obscures the land within 6 miles of the lair."]},"If the dragon dies, vegetation remains as it has grown, but other effects fade over {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ennui","entry":"Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair."},{"type":"item","name":"Grating Spies","entry":"Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity ({@skill Stealth}) checks. The dragon can suppress this effect at will."},{"type":"item","name":"Rotting Domain","entry":"Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.","With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water.","When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.",{"name":"Brutal and Cruel","type":"entries","entries":["All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.","A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it."]},{"name":"Foes and Servants","type":"entries","entries":["Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.","Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master's domain.","A black dragon's malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon's lair.","Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon's hunger."]},{"name":"Wealth of the Ancients","type":"entries","entries":["Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself."]}]}]},{"type":"entries","name":"A Black Dragon's Lair","entries":["Black dragons dwell in swamps on the frayed edges of civilization. A black dragon's lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Black Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-black-dragon","source":"XMM"}]},{"id":"adult-blue-dracolich","name":"Adult Blue Dracolich","source":"MM","page":84,"srd":false,"image":"bestiary/MM/Blue Dracolich.webp","token":"bestiary/tokens/MM/Adult Blue Dracolich.webp","size":"Huge","creatureType":"Undead","alignment":"Lawful Evil","ac":"19","initiative":"+0 (10)","hp":"225 (18d12 + 108)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":19,"saves":"Dex +6, Con +12, Wis +8, Cha +10","skills":"Perception +14, Stealth +6","vulnerabilities":"","resistances":"necrotic","immunities":"lightning; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Desert","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dracolich fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The dracolich has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 5 ({@damage 1d10}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours."]},{"name":"Lightning Breath {@recharge 5}","entries":["The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 20} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dracolich makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dracolich makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a {@dc 21} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. After beating its wings this way, the dracolich can fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) bludgeoning damage and be knocked {@condition prone} and buried. The buried target is {@condition restrained} and unable to breathe or stand up. A creature can take an action to make a {@dc 10} Strength check, ending the buried state on a success.","A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Blue Dragon||adult} or {@creature Ancient Blue Dragon||ancient}) blue dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Misleading Mirage","entry":"Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends."},{"type":"item","name":"Sudden Sinkhole","entry":"The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a {@dc 15} Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 ({@damage 2d6}) bludgeoning damage and landing {@condition prone}. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Thunderstorms rage within 6 miles of the lair.","Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).","Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful {@dc 20} Wisdom ({@skill Perception}) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 1d6 × 10} feet into the sinkhole."]},"If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within {@dice 1d10} days. Any sinkholes remain where they are.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blue Luster","entry":"Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity."},{"type":"item","name":"Mirage Terrain","entry":"The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a {@dc 15} Intelligence ({@skill Investigation}) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain."},{"type":"item","name":"Sandstorm","entry":"A sandstorm blows constantly within 1 mile of the dragon's lair."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.",{"name":"Beyond Death","type":"entries","entries":["A dracolich retains its shape and size upon transforming, its skin and scales drawing tight to its bones or sloughing away to leave a skeletal form behind. Its eyes appear as glowing points of light floating in shadowy sockets, hinting at the malevolence of its undead mind.","Though many dragons pursue vain goals of destruction and dominance, dracoliches are more nefarious than the most evil dragons, driven to rule over all. A dracolich is a fiendishly intelligent tyrant that crafts complex webs of foul schemes, attracting servants motivated by greed and a lust for power. Acting from the shadows and actively plotting to keep its existence a secret, a dracolich is a cunning and challenging foe."]},{"name":"Dracolich Phylacteries","type":"entries","entries":["Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.","If a dracolich's physical form is ever destroyed, its spirit returns to the gem as long as the two are on the same plane. If the gem comes into contact with another dragon's corpse, the dracolich's spirit can take possession of that corpse to become a new dracolich. If the dracolich's spirit gem is taken to another plane, the dracolich's spirit has nowhere to go when its undead body is destroyed and simply passes into the afterlife."]},{"type":"entries","name":"Dracolich Template","entries":["Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.","When a dragon becomes a dracolich, it retains its statistics except as described below. The dragon loses any trait, such as Amphibious, that assumes a living physiology. The dracolich might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.",{"name":"Type","entries":["The dracolich's type changes from dragon to undead, and it no longer requires air, food, drink, or sleep."],"type":"entries"},{"name":"Damage Resistance","entries":["The dracolich has resistance to necrotic damage."],"type":"entries"},{"name":"Damage Immunities","entries":["The dracolich has immunity to poison. It also retains any immunities it had prior to becoming a dracolich."],"type":"entries"},{"name":"Condition Immunities","entries":["The dracolich can't be {@condition charmed}, {@condition frightened}, {@condition paralyzed}, or {@condition poisoned}. It also doesn't suffer from {@condition exhaustion}."],"type":"entries"},{"name":"Magic Resistance","entries":["The dracolich has advantage on saving throws against spells and other magical effects."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Blue Dracolich.webp"}]},{"id":"adult-blue-dragon","name":"Adult Blue Dragon","source":"XMM","page":49,"srd":true,"image":"bestiary/XMM/Blue Dragon.webp","token":"bestiary/tokens/XMM/Adult Blue Dragon.webp","size":"Huge","creatureType":"Dragon (Chromatic)","alignment":"Lawful Evil","ac":"19","initiative":"+10 (20)","hp":"212 (17d12 + 102)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":20,"saves":"Dex +5, Wis +7","skills":"Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"16","crDisplay":"16 (XP 15,000, or 18,000 in lair; PB +5)","habitat":"Coastal, Desert","treasure":"Relics","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Magic|XPHB}, {@spell Invisibility|XPHB}, {@spell Mage Hand|XPHB}, {@spell Shatter|XPHB}","1/day each: {@spell Scrying|XPHB}, {@spell Sending|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Shatter|XPHB}."]},{"name":"Rend","entries":["{@atkr m} {@hit 12}, reach 10 ft. {@h}16 ({@damage 2d8 + 7}) Slashing damage plus 5 ({@damage 1d10}) Lightning damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["{@actSave dex} {@dc 19}, each creature in a 90-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 60 ({@damage 11d10}) Lightning damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cloaked Flight","entries":["The dragon uses Spellcasting to cast {@spell Invisibility|XPHB} on itself, and it can fly up to half its {@variantrule Fly Speed|XPHB}. The dragon can't take this action again until the start of its next turn."]},{"name":"Sonic Boom","entries":["The dragon uses Spellcasting to cast {@spell Shatter|XPHB}. The dragon can't take this action again until the start of its next turn."]},{"name":"Tail Swipe","entries":["The dragon makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient blue dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Sinkholes","entries":["Sinkholes form more frequently in the area within 1 mile of the lair. Whenever a creature in that area other than the dragon and its allies finishes a {@variantrule Long Rest|XPHB}, roll {@dice 1d20}. On a 1, a sinkhole opens beneath the creature, and the creature must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 2d4 × 10} feet into the sinkhole."]},{"type":"item","name":"Spiteful Storms","entries":["Dust devils and thunderstorms rage within 1 mile of the lair. The area is {@variantrule Lightly Obscured|XPHB}."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Adult blue dragons command small empires, which might be territories of subjugated followers, shadowy criminal networks, or cultic enclaves. Endlessly suspicious and wary of rivals, these dragons enact elaborate schemes to ruin their foes, test the loyalty of their servants, and ensure their dominance for centuries."]},{"type":"section","name":"Blue Dragons","entries":["{@i Dragons of Tyranny and Tempests}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Arrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.","Blue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.","Regalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.",{"type":"entries","name":"Blue Dragon Lairs","entries":["Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination."]}]}],"gallery":[{"path":"bestiary/XMM/Blue Dragon.webp","title":"An adult blue dragon invades the territory of a silver dragon rival","credit":"Antonio José Manzanedo"}],"otherVersions":[{"id":"adult-blue-dragon-mm","source":"MM"}]},{"id":"adult-blue-dragon-mm","name":"Adult Blue Dragon","source":"MM","page":91,"srd":false,"image":"bestiary/MM/Adult Blue Dragon.webp","token":"bestiary/tokens/MM/Adult Blue Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Evil","ac":"19","initiative":"+0 (10)","hp":"225 (18d12 + 108)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":19,"saves":"Dex +5, Con +11, Wis +7, Cha +9","skills":"Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Desert, Coastal","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 5 ({@damage 1d10}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Lightning Breath {@recharge 5}","entries":["The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) bludgeoning damage and be knocked {@condition prone} and buried. The buried target is {@condition restrained} and unable to breathe or stand up. A creature can take an action to make a {@dc 10} Strength check, ending the buried state on a success.","A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Blue Dragon||adult} or {@creature Ancient Blue Dragon||ancient}) blue dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Misleading Mirage","entry":"Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends."},{"type":"item","name":"Sudden Sinkhole","entry":"The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a {@dc 15} Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 ({@damage 2d6}) bludgeoning damage and landing {@condition prone}. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Thunderstorms rage within 6 miles of the lair.","Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).","Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful {@dc 20} Wisdom ({@skill Perception}) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 1d6 × 10} feet into the sinkhole."]},"If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within {@dice 1d10} days. Any sinkholes remain where they are.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blue Luster","entry":"Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity."},{"type":"item","name":"Mirage Terrain","entry":"The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a {@dc 15} Intelligence ({@skill Investigation}) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain."},{"type":"item","name":"Sandstorm","entry":"A sandstorm blows constantly within 1 mile of the dragon's lair."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.","A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.","A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.",{"name":"Vain and Deadly","type":"entries","entries":["A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.","A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again."]},{"name":"Desert Predators","type":"entries","entries":["Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.","When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks."]},{"name":"Overlords and Minions","type":"entries","entries":["Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.","A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them."]},{"name":"Hoarders of Gems","type":"entries","entries":["Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.","A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves."]}]}]},{"type":"entries","name":"A Blue Dragon's Lair","entries":["Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.","Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon's first line of defense.","A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions-along with the wealth of the dead intruders."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Adult Blue Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-blue-dragon","source":"XMM"}]},{"id":"adult-brass-dragon","name":"Adult Brass Dragon","source":"XMM","page":55,"srd":true,"image":"bestiary/XMM/Brass Dragon.webp","token":"bestiary/tokens/XMM/Adult Brass Dragon.webp","size":"Huge","creatureType":"Dragon (Metallic)","alignment":"Chaotic Good","ac":"18","initiative":"+10 (20)","hp":"172 (15d12 + 75)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":14,"wis":13,"cha":17,"saves":"Dex +5, Wis +6","skills":"History +7, Perception +11, Persuasion +8, Stealth +5","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"13","crDisplay":"13 (XP 10,000, or 11,500 in lair; PB +5)","habitat":"Desert","treasure":"Arcana","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Detect Magic|XPHB}, {@spell Minor Illusion|XPHB}, {@spell Scorching Ray|XPHB}, {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell), {@spell Speak with Animals|XPHB}","1/day each: {@spell Detect Thoughts|XPHB}, {@spell Control Weather|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast {@spell Scorching Ray|XPHB}."]},{"name":"Rend","entries":["{@atkr m} {@hit 11}, reach 10 ft. {@h}17 ({@damage 2d10 + 6}) Slashing damage plus 4 ({@damage 1d8}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 18}, each creature in a 60-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 45 ({@damage 10d8}) Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Sleep Breath","entries":["{@actSave con} {@dc 18}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn, at which point it repeats the save. {@actSaveFail 2} The target has the {@condition Unconscious|XPHB} condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Blazing Light","entries":["The dragon uses Spellcasting to cast {@spell Scorching Ray|XPHB}."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Scorching Sands","entries":["{@actSave dex} {@dc 16}, one creature the dragon can see within 120 feet. {@actSaveFail} 27 ({@damage 6d8}) Fire damage, and the target's {@variantrule Speed|XPHB} is halved until the end of its next turn. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The area containing an adult or ancient brass dragon's lair is altered by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Mirages","entries":["While in its lair, the dragon can cast {@spell Major Image|XPHB}, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the spell's range is 1 mile, and the dragon doesn't need to see the spot where the illusion appears."]},{"type":"item","name":"Refreshing Water","entries":["Water within 1 mile of the lair is magically refreshing. A creature that drinks such water gains {@dice 2d4} {@variantrule Temporary Hit Points|XPHB}, and the dragon is immediately aware of the creature's presence."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Adult brass dragons know many secrets and have vast networks of contacts. These dragons share perspectives they've learned from across the world and passionately combat the lies of con artists and villains that lead people astray."]},{"type":"section","name":"Brass Dragons","entries":["{@i Dragons of Lore and Rapport}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.","Brass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.","Brass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.",{"type":"entries","name":"Brass Dragon Lairs","entries":["Brass dragons usually dwell in secret caves and canyons near well-traveled routes."]}]}],"gallery":[{"path":"bestiary/XMM/Brass Dragon.webp","title":"An adult brass dragon rids its new lair of unwelcome undead","credit":"Caio Monteiro"}],"otherVersions":[{"id":"adult-brass-dragon-mm","source":"MM"}]},{"id":"adult-brass-dragon-mm","name":"Adult Brass Dragon","source":"MM","page":105,"srd":false,"image":"bestiary/MM/Brass Dragon.webp","token":"bestiary/tokens/MM/Adult Brass Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Good","ac":"18","initiative":"+0 (10)","hp":"172 (15d12 + 75)","speed":"40 ft., burrow 40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":14,"wis":13,"cha":17,"saves":"Dex +5, Con +10, Wis +6, Cha +8","skills":"History +7, Perception +11, Persuasion +8, Stealth +5","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Desert","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 13d6}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Sleep Breath","entry":"The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 18} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a {@dc 15} Strength saving throw or be pushed 15 feet away from the dragon and knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a {@chance 50} chance of being extinguished.","A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Brass Dragon||adult} or {@creature Ancient Brass Dragon||ancient}) brass dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Animate Statues","entry":"The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a {@hit 7} bonus to hit and dealing 10 ({@damage 3d6}) bludgeoning damage on a hit."},{"type":"item","name":"Blast of Wind","entry":"A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a {@dc 15} Strength saving throw or be pushed 15 feet in the wind's direction and be knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50} chance of being extinguished. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon {@condition prone}."},{"type":"item","name":"Obscuring Sand","entry":"Dust and sand fill the air within 120 feet of the dragon, making the area {@quickref Vision and Light|PHB|2||lightly obscured} until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.","Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful {@dc 20} Intelligence ({@skill Investigation}) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.","Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location."]},"If the dragon dies, the tracks fade in {@dice 1d10} days, but the other effects fade immediately.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a brass dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cloud Companion","entry":"A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of {@book extreme heat|DMG|5|Extreme Heat} (see the {@book Dungeon Master's Guide|DMG})."},{"type":"item","name":"Talkative Denizens","entry":"Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.","A brass dragon's head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.",{"name":"Boldly Talkative","type":"entries","entries":["A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon's presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon's thirst for small talk is slaked.","A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game."]},{"name":"Prized Treasures","type":"entries","entries":["Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.","Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon's hoard."]}]}]},{"type":"entries","name":"A Brass Dragon's Lair","entries":["A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Brass Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-brass-dragon","source":"XMM"}]},{"id":"adult-bronze-dragon","name":"Adult Bronze Dragon","source":"XMM","page":59,"srd":true,"image":"bestiary/XMM/Bronze Dragon.webp","token":"bestiary/tokens/XMM/Adult Bronze Dragon.webp","size":"Huge","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"18","initiative":"+10 (20)","hp":"212 (17d12 + 102)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":20,"saves":"Dex +5, Wis +7","skills":"Insight +7, Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"15","crDisplay":"15 (XP 13,000, or 15,000 in lair; PB +5)","habitat":"Coastal","treasure":"Implements","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}, {@hit 10} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Guiding Bolt|XPHB} (level 2 version), {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell), {@spell Speak with Animals|XPHB}, {@spell Thaumaturgy|XPHB}","1/day each: {@spell Detect Thoughts|XPHB}, {@spell Water Breathing|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast {@spell Guiding Bolt|XPHB} (level 2 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 12}, reach 10 ft. {@h}16 ({@damage 2d8 + 7}) Slashing damage plus 5 ({@damage 1d10}) Lightning damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["{@actSave dex} {@dc 19}, each creature in a 90-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 55 ({@damage 10d10}) Lightning damage. {@actSaveSuccess} Half damage."]},{"name":"Repulsion Breath","entries":["{@actSave str} {@dc 19}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target is pushed up to 60 feet straight away from the dragon and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Guiding Light","entries":["The dragon uses Spellcasting to cast {@spell Guiding Bolt|XPHB} (level 2 version)."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Thunderclap","entries":["{@actSave con} {@dc 17}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the dragon can see within 90 feet. {@actSaveFail} 10 ({@damage 3d6}) Thunder damage, and the target has the {@condition Deafened|XPHB} condition until the end of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient bronze dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Buoying Currents","entries":["Creatures within 1 mile of the lair that lack a {@variantrule Swim Speed|XPHB} ignore the extra cost of movement while swimming."]},{"type":"item","name":"Sun and Storms","entries":["While in its lair, the dragon can cast {@spell Control Weather|XPHB}, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair, regardless if the dragon is inside or outside."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Adult bronze dragons often dwell near places they defend or where they help others work toward goals. They might become patrons of whole cities, advising leaders and helping generations flourish."]},{"type":"section","name":"Bronze Dragons","entries":["{@i Dragons of Potential and Preservation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Where bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.","Bronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.",{"type":"entries","name":"Bronze Dragon Lairs","entries":["Bronze dragons usually make their homes near or under the sea."]}]}],"gallery":[{"path":"bestiary/XMM/Bronze Dragon.webp","title":"An adult bronze dragon defends the deep from a ravenous giant shark","credit":"Matt Stewart"}],"otherVersions":[{"id":"adult-bronze-dragon-mm","source":"MM"}]},{"id":"adult-bronze-dragon-mm","name":"Adult Bronze Dragon","source":"MM","page":108,"srd":false,"image":"bestiary/MM/Bronze Dragon.webp","token":"bestiary/tokens/MM/Adult Bronze Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Good","ac":"19","initiative":"+0 (10)","hp":"212 (17d12 + 102)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":19,"saves":"Dex +5, Con +11, Wis +7, Cha +9","skills":"Insight +7, Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Breath","entry":"The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Repulsion Breath","entry":"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 19} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon."}]}]},{"name":"Change Shape","entries":["The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as though it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) thunder damage and be {@condition deafened} until the end of its next turn."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Bronze Dragon||adult} or {@creature Ancient Bronze Dragon||ancient}) bronze dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ocean's Call","entry":"The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a {@dc 15} Dexterity saving throw or take 5 ({@damage 1d10}) slashing damage; then the swarm vanishes."},{"type":"item","name":"Salt Burst","entry":"The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) slashing damage."},{"type":"item","name":"Whelming Water","entry":"The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary bronze dragon's lair is warped by the dragon's magic.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.","Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Phantom Escort","entry":"Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair."},{"type":"item","name":"Underwater Pursuit","entry":"Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel."},{"type":"item","name":"Unfailing Faithfulness","entry":"Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.","A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.",{"type":"entries","entries":[{"name":"Dragons of the Coast","type":"entries","entries":["Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item."]},{"name":"War Machines","type":"entries","entries":["Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.",{"name":"Well-Organized Wealth","entries":["Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection."],"type":"entries"}]}]}]}]},{"type":"entries","name":"A Bronze Dragon's Lair","entries":["A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Bronze Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-bronze-dragon","source":"XMM"}]},{"id":"adult-copper-dragon","name":"Adult Copper Dragon","source":"XMM","page":79,"srd":true,"image":"bestiary/XMM/Copper Dragon.webp","token":"bestiary/tokens/XMM/Adult Copper Dragon.webp","size":"Huge","creatureType":"Dragon (Metallic)","alignment":"Chaotic Good","ac":"18","initiative":"+11 (21)","hp":"184 (16d12 + 80)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":23,"dex":12,"con":21,"int":18,"wis":15,"cha":18,"saves":"Dex +6, Wis +7","skills":"Deception +9, Perception +12, Stealth +6","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"14","crDisplay":"14 (XP 11,500, or 13,000 in lair; PB +5)","habitat":"Hill","treasure":"Arcana","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Detect Magic|XPHB}, {@spell Mind Spike|XPHB} (level 4 version), {@spell Minor Illusion|XPHB}, {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell)","1/day each: {@spell Greater Restoration|XPHB}, {@spell Major Image|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast {@spell Mind Spike|XPHB} (level 4 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 11}, reach 10 ft. {@h}17 ({@damage 2d10 + 6}) Slashing damage plus 4 ({@damage 1d8}) Acid damage."]},{"name":"Acid Breath {@recharge 5}","entries":["{@actSave dex} {@dc 18}, each creature in an 60-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 54 ({@damage 12d8}) Acid damage. {@actSaveSuccess} Half damage."]},{"name":"Slowing Breath","entries":["{@actSave con} {@dc 18}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target can't take Reactions; its {@variantrule Speed|XPHB} is halved; and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. This effect lasts until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Giggling Magic","entries":["{@actSave cha} {@dc 17}, one creature the dragon can see within 90 feet. {@actSaveFail} 24 ({@damage 7d6}) Psychic damage. Until the end of its next turn, the target rolls {@dice 1d6} whenever it makes an ability check or attack roll and subtracts the number rolled from the {@variantrule D20 Test|XPHB}. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Mind Jolt","entries":["The dragon uses Spellcasting to cast {@spell Mind Spike|XPHB} (level 4 version). The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient copper dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Chatty Critters","entries":["Tiny Beasts magically gain the ability to speak and understand Draconic while within 6 miles of the lair."]},{"type":"item","name":"Giggle Fits","entries":["Whenever a creature other than the dragon and its allies is within 1 mile of the lair and rolls a 1 on a {@variantrule D20 Test|XPHB}, it must succeed on a {@dc 15} Wisdom saving throw or have the {@condition Incapacitated|XPHB} condition until the end of its next turn, as it is wracked with laughter."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Adult copper dragons use their influence to better the world. With broad circles of friends, adult copper dragons delight in introducing people to one another and helping people find places where they can flourish. When disaster strikes, these dragons draw on their family of contacts to offer support, right wrongs, and rebuild stronger than before."]},{"type":"section","name":"Copper Dragons","entries":["{@i Dragons of Curiosity and Community}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Relentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.","Copper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.",{"type":"entries","name":"Copper Dragon Lairs","entries":["Copper dragons typically inhabit multi-chamber caves and renovated ruins."]}]}],"gallery":[{"path":"bestiary/XMM/Copper Dragon.webp","title":"Surrounded by guardians of the forest, an adult copper dragon bequeaths a magic sword to a worthy hero","credit":"Svetlin Velinov"}],"otherVersions":[{"id":"adult-copper-dragon-mm","source":"MM"}]},{"id":"adult-copper-dragon-mm","name":"Adult Copper Dragon","source":"MM","page":112,"srd":false,"image":"bestiary/MM/Copper Dragon.webp","token":"bestiary/tokens/MM/Adult Copper Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Good","ac":"18","initiative":"+1 (11)","hp":"184 (16d12 + 80)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":23,"dex":12,"con":21,"int":18,"wis":15,"cha":17,"saves":"Dex +6, Con +10, Wis +7, Cha +8","skills":"Deception +8, Perception +12, Stealth +6","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acid Breath","entry":"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 54 ({@damage 12d8}) acid damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Slowing Breath","entry":"The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 18} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the {@spell spike growth} spell and lasts until the dragon uses this lair action again or until the dragon dies.","The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a {@dc 15} Dexterity saving throw or sink into the mud and become {@condition restrained}. A creature can take an action to attempt a {@dc 15} Strength check, freeing itself or another creature within its reach and ending the {@condition restrained} condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Copper Dragon||adult} or {@creature Ancient Copper Dragon||ancient}) copper dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Laughing Gas","entry":"The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a {@dc 15} Wisdom saving throw is {@condition incapacitated} with laughter until the end of its next turn."},{"type":"item","name":"Torpid Energy","entry":"The dragon chooses a creature it can see within 120 feet of it. If the target fails a {@dc 15} Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.","Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.","Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing."]},"If the dragon dies, the magic carvings fade over the course of {@dice 1d10} days. The other effects end immediately.",{"type":"entries","name":"Additional Regional Effects","entries":["Either of these effects might appear in the area around a copper dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distant Melodies","entry":"The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair."},{"type":"item","name":"Starlit Stones","entry":"Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)"}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.","A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon's pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.",{"type":"entries","entries":[{"name":"Good Hosts","type":"entries","entries":["A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn't laugh at its jokes or accept its tricks with good humor.","Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted."]},{"name":"Cautious and Crafty","type":"entries","entries":["When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.","A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure."]}]}]}]},{"type":"entries","name":"A Copper Dragon's Lair","entries":["Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Copper Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-copper-dragon","source":"XMM"}]},{"id":"adult-crystal-dragon","name":"Adult Crystal Dragon","source":"FTD","page":171,"srd":false,"image":"bestiary/FTD/Adult Crystal Dragon.webp","token":"bestiary/tokens/FTD/Adult Crystal Dragon.webp","size":"Huge","creatureType":"Dragon (Gem)","alignment":"Chaotic Neutral","ac":"16","initiative":"+1 (11)","hp":"172 (15d12 + 75)","speed":"40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.","str":21,"dex":12,"con":21,"int":18,"wis":15,"cha":19,"saves":"Dex +5, Con +9, Wis +6, Cha +8","skills":"Perception +10, Stealth +9, Survival +6","vulnerabilities":"","resistances":"cold; radiant","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 20","languages":"Common, Draconic, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell dancing lights}, {@spell guidance}","1/day each: {@spell command}, {@spell divination}, {@spell hypnotic pattern}, {@spell lesser restoration}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 4 ({@damage 1d8}) radiant damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage."]},{"name":"Scintillating Breath {@recharge 5}","entries":["The dragon exhales a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw, taking 40 ({@damage 9d8}) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Starlight Strike (Costs 3 Actions)","entries":["The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a {@dc 17} Dexterity saving throw or take 31 ({@damage 9d6}) radiant damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Ice Passage","entry":"The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high."},{"type":"item","name":"Starlight's Gleam","entry":"The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a {@dc 15} Dexterity saving throw or take 13 ({@damage 2d12}) radiant damage and be outlined in the glow. {@action Attack} rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being {@condition invisible}. The starlight and the glow around any creature fades on initiative count 20 on the next round."}]}],"regionalEffects":["The region surrounding a legendary crystal dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Clear Skies","entry":"The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day."},{"type":"item","name":"Crystal Profusion","entry":"Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals."},{"type":"item","name":"Icy Sight","entry":"Ice and quartz within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any ice or quartz crystals in that region."},{"type":"item","name":"Positive Energy","entry":"Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice."},{"type":"item","name":"Thriving Wildlife","entry":"Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage."}]},"If the dragon dies, the animal population near the lair returns to normal levels over the course of {@dice 1d10} days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate."],"lore":[{"type":"entries","entries":["Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic."]},{"type":"section","entries":[{"type":"entries","name":"Inner Glow","entries":["When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.","The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy."]},{"type":"entries","name":"Visions in Starlight","entries":["Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.","Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them."]},{"type":"entries","name":"Glittering Hoards","entries":["For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing."]}]},{"type":"section","entries":[{"type":"entries","name":"A Crystal Dragon's Lair","entries":["Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.","The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Adult Crystal Dragon.webp","credit":"Brynn Metheney"}]},{"id":"adult-deep-dragon","name":"Adult Deep Dragon","source":"FRAiF","page":258,"srd":false,"image":"bestiary/FRAiF/Deep Dragon.webp","token":"bestiary/tokens/FRAiF/Adult Deep Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral Evil","ac":"17","initiative":"+10 (20)","hp":"161 (17d12 + 51)","speed":"40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.","str":20,"dex":14,"con":17,"int":16,"wis":16,"cha":18,"saves":"Dex +6, Wis +7","skills":"Perception +11, Stealth +10","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"Blindsight 60 ft., Darkvision 150 ft., Passive Perception 21","languages":"Common, Draconic, Undercommon","cr":"11","crDisplay":"11 (XP 7,200, or 8,400 in lair; PB +4)","habitat":"Underdark","treasure":"Arcana","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 9}, reach 10 ft. {@h}14 ({@damage 2d8 + 5}) Slashing damage plus 5 ({@damage 1d10}) Poison damage."]},{"name":"Nightmare Breath {@recharge 5}","entries":["{@actSave wis} {@dc 15}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 38 ({@damage 7d10}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of the dragon's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The dragon shape-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Spore Salvo","entries":["{@actSave con} {@dc 15}, one creature within 30 feet of the dragon that it can see. {@actSaveFail} 13 ({@damage 3d8}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient deep dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Preservation of Knowledge","entries":["Books and other written forms of communication with 1 mile of the lair become magically protected and can't be damaged by nonmagical means."]},{"type":"item","name":"Restless Sleep","entries":["When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a {@dc 10} Constitution saving throw. On a failed save, the creature doesn't reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect."]},{"type":"item","name":"Verdant Growth","entries":["Vegetation and fungi within 1 mile of the dragon's lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that eats this enhanced vegetation."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["The strange magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the versatile shape-shifting of metallic dragons, deep dragons can assume the form of animals or humanoids and often masquerade as snakes or dragonborn.","Adult deep dragons eliminate challengers with ferocious might, cunning ambushes, or fungal poisons. Some adult deep dragons plunder the surface for treasures and lore."]},{"type":"section","name":"Deep Dragons","entries":["{@i Dragons of Caverns and Secrets}","Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores.","Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of the Underdark to map hidden passages for dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons' sinuous forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.","Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.","Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales."]},{"type":"section","entries":[{"type":"entries","name":"Deep Dragon Lairs","entries":["Deep dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water."]}]}],"gallery":[{"path":"bestiary/FRAiF/Deep Dragon.webp"}],"otherVersions":[{"id":"adult-deep-dragon-ftd","source":"FTD"}]},{"id":"adult-deep-dragon-ftd","name":"Adult Deep Dragon","source":"FTD","page":174,"srd":false,"image":"bestiary/FTD/Adult Deep Dragon.webp","token":"bestiary/tokens/FTD/Adult Deep Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"147 (14d12 + 56)","speed":"40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.","str":20,"dex":14,"con":18,"int":16,"wis":16,"cha":18,"saves":"Dex +6, Con +8, Wis +7, Cha +8","skills":"Perception +7, Persuasion +12, Stealth +10","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"blindsight 60 ft., darkvision 150 ft., Passive Perception 17","languages":"Common, Draconic, Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 5 ({@damage 1d10}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]},{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it."]},{"name":"Nightmare Breath {@recharge 5}","entries":["The dragon exhales a cloud of spores in a 60-foot cone. Each creature in that area must make a {@dc 16} Wisdom saving throw. On a failed save, the creature takes 33 ({@damage 6d10}) psychic damage, and it is {@condition frightened} of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Commanding Spores","entries":["The dragon releases spores around a creature within 30 feet of it that it can see. The target must succeed on a {@dc 16} Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 5 ({@damage 1d10}) psychic damage."]},{"name":"Tail","entries":["The dragon makes one Tail attack."]},{"name":"Spore Salvo (Costs 2 Actions)","entries":["The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a {@dc 16} Constitution saving throw or take 17 ({@damage 5d6}) poison damage and become {@condition poisoned} for 1 minute. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Deep Torpor","entry":"The dragon casts the {@spell slow} spell, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 16}). The spell ends early if the dragon uses this lair action again or if the dragon dies."},{"type":"item","name":"Mossy Sludge","entry":"The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become {@quickref difficult terrain||3} until initiative count 20 on the next round."},{"type":"item","name":"Toxic Spores","entry":"The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or take 14 ({@damage 4d6}) poison damage and be {@condition poisoned} until the end of its next turn."}]}],"regionalEffects":["The region surrounding a legendary deep dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Preservation of Knowledge","entry":"Books, letters, and any other physical forms of writing within 6 miles of the dragon's lair become magically charged and can't be damaged by nonmagical means."},{"type":"item","name":"Restless Sleep","entry":"When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a {@dc 10} Constitution saving throw or be unable to reduce its level of {@condition exhaustion}. Creatures immune to the {@condition poisoned} condition are immune to this effect."},{"type":"item","name":"Verdant Growth","entry":"Vegetation and fungi within 6 miles of the dragon's lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food."}]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.","Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.","Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack."]},{"type":"section","entries":[{"type":"entries","name":"A Deep Dragon's Lair","entries":["Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.","The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Adult Deep Dragon.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"adult-deep-dragon","source":"FRAiF"}]},{"id":"adult-emerald-dragon","name":"Adult Emerald Dragon","source":"FTD","page":196,"srd":false,"image":"bestiary/FTD/Adult Emerald Dragon.webp","token":"bestiary/tokens/FTD/Adult Emerald Dragon.webp","size":"Huge","creatureType":"Dragon (Gem)","alignment":"Lawful Neutral","ac":"18","initiative":"+1 (11)","hp":"207 (18d12 + 90)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":23,"dex":12,"con":21,"int":18,"wis":16,"cha":18,"saves":"Dex +6, Con +10, Wis +8, Cha +9","skills":"Arcana +9, Deception +9, Perception +13, Stealth +6","vulnerabilities":"","resistances":"fire; psychic","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic, telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Shift Perception (1/Day)","entries":["The dragon can cast {@spell hallucinatory terrain}, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17})."]},{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell mage hand} (the hand is invisible), {@spell minor illusion}","1/day each: {@spell detect thoughts}, {@spell dispel magic}, {@spell invisibility}, {@spell major image}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage."]},{"name":"Disorienting Breath {@recharge 5}","entries":["The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a {@dc 18} Intelligence saving throw. On a failed save, the creature takes 42 ({@damage 12d6}) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a {@dice d6} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Emerald Embers (Costs 3 Actions)","entries":["The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a {@dc 17} Dexterity saving throw or take 31 ({@damage 9d6}) fire damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Distort Perceptions","entry":"The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d10}) psychic damage and have disadvantage on saving throws until the start of its next turn."},{"type":"item","name":"Vanish","entry":"The dragon becomes {@condition invisible} until initiative count 20 on the next round."}]}],"regionalEffects":["The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Crystal Profusion","entry":"Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones."},{"type":"item","name":"Fiery Sight","entry":"Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any area of fire or lava in that region."},{"type":"item","name":"Subtle Obstruction","entry":"Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers."},{"type":"item","name":"Thriving Wildlife","entry":"{@creature Giant lizard||Giant lizards} are attracted to the area within 6 miles of the lair and settle there in large numbers."}]},"If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of {@dice 1d10} days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate."],"lore":[{"type":"entries","entries":["Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences."]},{"type":"section","entries":[{"type":"entries","name":"Shimmering Green","entries":["A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood."]},{"type":"entries","name":"Clever Concealment","entries":["The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.","Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.","Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals."]},{"type":"entries","name":"Hoarded Histories","entries":["Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations."]}]},{"type":"section","entries":[{"type":"entries","name":"An Emerald Dragon's Lair","entries":["Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region.","Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.","Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.","The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Adult Emerald Dragon.webp","credit":"Julian Kok"}]},{"id":"adult-gold-dragon","name":"Adult Gold Dragon","source":"XMM","page":145,"srd":true,"image":"bestiary/XMM/Gold Dragon.webp","token":"bestiary/tokens/XMM/Adult Gold Dragon.webp","size":"Huge","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"19","initiative":"+14 (24)","hp":"243 (18d12 + 126)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":27,"dex":14,"con":25,"int":16,"wis":15,"cha":24,"saves":"Dex +8, Wis +8","skills":"Insight +8, Perception +14, Persuasion +13, Stealth +8","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000, or 20,000 in lair; PB +6)","habitat":"Forest, Grassland","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 21}, {@hit 13} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Guiding Bolt|XPHB} (level 2 version), {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell)","1/day each: {@spell Flame Strike|XPHB}, {@spell Zone of Truth|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast {@spell Guiding Bolt|XPHB} (level 2 version) or (B) Weakening Breath."]},{"name":"Rend","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}17 ({@damage 2d8 + 8}) Slashing damage plus 4 ({@damage 1d8}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 21}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 66 ({@damage 12d10}) Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Weakening Breath","entries":["{@actSave str} {@dc 21}, each creature that isn't currently affected by this breath in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has {@variantrule Disadvantage|XPHB} on Strength-based {@variantrule D20 Test|XPHB|D20 Tests} and subtracts 3 ({@dice 1d6}) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Banish","entries":["{@actSave cha} {@dc 21}, one creature the dragon can see within 120 feet. {@actSaveFail} 10 ({@damage 3d6}) Force damage, and the target has the {@condition Incapacitated|XPHB} condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Guiding Light","entries":["The dragon uses Spellcasting to cast {@spell Guiding Bolt|XPHB} (level 2 version)."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient gold dragon's lair is altered by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dream Messenger","entries":["While in its lair, the dragon can cast {@spell Dream|XPHB}, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell this way, the dragon can target any creature within 6 miles."]},{"type":"item","name":"Foretelling Fog","entries":["The area within 1 mile of the lair is {@variantrule Lightly Obscured|XPHB} by opalescent fog. While in that area, creatures can't be {@status surprised|XPHB}, as the fog swirls into shapes that warn of danger."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Adult gold dragons act subtly, frequently changing their shape to resemble harmless animals or cultivating personas so they can pass as common people."]},{"type":"section","name":"Gold Dragons","entries":["{@i Dragons of Hope and Majesty}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Gold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.","Gold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.",{"type":"entries","name":"Gold Dragon Lairs","entries":["Gold dragons make their homes in places of natural and magical wonder."]}]}],"gallery":[{"path":"bestiary/XMM/Gold Dragon.webp","title":"An adult gold dragon guards the site of a mysterious seal from intruders","credit":"Alexander Ostrowski"}],"otherVersions":[{"id":"adult-gold-dragon-mm","source":"MM"}]},{"id":"adult-gold-dragon-mm","name":"Adult Gold Dragon","source":"MM","page":114,"srd":false,"image":"bestiary/MM/Gold Dragon.webp","token":"bestiary/tokens/MM/Adult Gold Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Good","ac":"19","initiative":"+2 (12)","hp":"256 (19d12 + 133)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":27,"dex":14,"con":25,"int":16,"wis":15,"cha":24,"saves":"Dex +8, Con +13, Wis +8, Cha +13","skills":"Insight +8, Perception +14, Persuasion +13, Stealth +8","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Grassland, Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 66 ({@damage 12d10}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Weakening Breath","entry":"The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 21} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]},{"name":"Change Shape","entries":["The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.","One creature the dragon can see within 120 feet of it must succeed on a {@dc 15} Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied."]},{"type":"entries","name":"Additional Lair Action","entries":["At your discretion, a legendary ({@creature Adult Gold Dragon||adult} or {@creature Ancient Gold Dragon||ancient}) gold dragon can use the following additional lair action while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Glow","entry":"Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.","Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.","Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius."]},"If the dragon dies, these effects end immediately.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a gold dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beneficent Trail","entry":"Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair."},{"type":"item","name":"Emanation of Justice","entry":"Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings."},{"type":"item","name":"Liar's Revelation","entry":"Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a {@dc 15} Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.","A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.",{"name":"Devourer of Wealth","type":"entries","entries":["Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes."]},{"name":"Reserved Shapeshifters","type":"entries","entries":["Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.","Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end."]},{"name":"Master Hoarders","type":"entries","entries":["A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it."]}]}]},{"type":"entries","name":"A Gold Dragon's Lair","entries":["Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Gold Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-gold-dragon","source":"XMM"}]},{"id":"adult-green-dragon","name":"Adult Green Dragon","source":"XMM","page":153,"srd":true,"image":"bestiary/XMM/Green Dragon.webp","token":"bestiary/tokens/XMM/Adult Green Dragon.webp","size":"Huge","creatureType":"Dragon (Chromatic)","alignment":"Lawful Evil","ac":"19","initiative":"+11 (21)","hp":"207 (18d12 + 90)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":12,"con":21,"int":18,"wis":15,"cha":18,"saves":"Dex +6, Wis +7","skills":"Deception +9, Perception +12, Persuasion +9, Stealth +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"15","crDisplay":"15 (XP 13,000, or 15,000 in lair; PB +5)","habitat":"Forest","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Detect Magic|XPHB}, {@spell Mind Spike|XPHB} (level 3 version)","1/day: {@spell Geas|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Mind Spike|XPHB} (level 3 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 11}, reach 10 ft. {@h}15 ({@damage 2d8 + 6}) Slashing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Poison Breath {@recharge 5}","entries":["{@actSave con} {@dc 18}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 56 ({@damage 16d6}) Poison damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Mind Invasion","entries":["The dragon uses Spellcasting to cast {@spell Mind Spike|XPHB} (level 3 version)."]},{"name":"Noxious Miasma","entries":["{@actSave con} {@dc 17}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the dragon can see within 90 feet. {@actSaveFail} 7 ({@damage 2d6}) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient green dragon's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beast Spies","entries":["Tiny Beasts magically gain the ability to understand Draconic and can communicate telepathically with the dragon while within 1 mile of the lair."]},{"type":"item","name":"Poisonous Thicket","entries":["Ordinary plants growing within 1 mile of the lair poison the air around them. Whenever a creature other than the dragon or its allies finishes a {@variantrule Long Rest|XPHB} in that area, it must succeed on a {@dc 15} Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["The words of adult green dragons are as deadly as their poisonous breath. They are brilliant schemers that pride themselves on influencing communities near their lairs. They obsess over information and create vast spy networks. Many of these dragons seek magical methods of surveillance or domination, and they manipulate adventurers into hunting down lost magic to aid in such control."]},{"type":"section","name":"Green Dragons","entries":["{@i Dragons of Deceit and Derision}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"From forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.","Despite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.",{"type":"entries","name":"Green Dragon Lairs","entries":["Green dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered."]}]}],"gallery":[{"path":"bestiary/XMM/Green Dragon.webp","title":"An adult green dragon shadows its prey","credit":"Alexander Ostrowski"}],"otherVersions":[{"id":"adult-green-dragon-mm","source":"MM"}]},{"id":"adult-green-dragon-mm","name":"Adult Green Dragon","source":"MM","page":94,"srd":false,"image":"bestiary/MM/Green Dragon.webp","token":"bestiary/tokens/MM/Adult Green Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Evil","ac":"19","initiative":"+1 (11)","hp":"207 (18d12 + 90)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":12,"con":21,"int":18,"wis":15,"cha":17,"saves":"Dex +6, Con +10, Wis +7, Cha +8","skills":"Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Poison Breath {@recharge 5}","entries":["The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 56 ({@damage 16d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes {@quickref difficult terrain||3}, and each creature there must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by the roots and vines. A creature can be freed if it or another creature takes an action to make a {@dc 15} Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.","A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a {@dc 15} Dexterity saving throw. A creature that fails the save takes 18 ({@damage 4d8}) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a {@dc 15} Dexterity saving throw once each round it's in contact with the wall, taking 18 ({@damage 4d8}) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.","Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Green Dragon||adult} or {@creature Ancient Green Dragon||ancient}) green dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Creeper Vines","entry":"The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become {@creature Zombie||zombies}. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed."},{"type":"item","name":"Lashing Root","entry":"One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a {@hit 7} bonus to hit and deals 10 ({@damage 3d6}) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":[{"type":"item","entries":["Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a {@dc 15} Dexterity saving throw once each round it's in contact with the thickets or take 3 ({@damage 1d6}) piercing damage from thorns.","Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage."]},"Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.","Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator."]},"If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within {@dice 1d10} days, they become mundane plants and normal {@quickref difficult terrain||3}, losing their thorns.",{"type":"entries","name":"Additional Regional Effects","entries":["Either or both of these effects might appear in the area around a green dragon's lair, in addition to or instead of those described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Inviting Whispers","entry":"Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery."},{"type":"item","name":"Twisted Messengers","entry":"The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature's throat and mouth temporarily warp into a twisted version of the dragon's own in order to allow the dragon's voice to issue forth."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.","A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.","A wyrmling green dragon's thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.","A green dragon's legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.",{"name":"Capricious Hunters","type":"entries","entries":["A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.","Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.","A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures' activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die."]},{"name":"Manipulative Schemers","type":"entries","entries":["A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.","When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status."]},{"name":"Conflict and Corruption","type":"entries","entries":["Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch-sometimes for decades-for the chance to slay the other dragon, then claim its lair and hoard.","Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions' minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions' tortured dreams."]},{"name":"Living Treasures","type":"entries","entries":["A green dragon's favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects."]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king's ear, corrupting and twisting the king's dreams. This dragon's name is Cyan Bloodbane, and he means the destruction of us all."],"by":"Pelios of Ergoth, Silvanesti seer"}]},{"type":"entries","name":"A Green Dragon's Lair","entries":["The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon's wood, carrying an acrid whiff of the creature's poison breath.","The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.","At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Green Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-green-dragon","source":"XMM"}]},{"id":"adult-kruthik","name":"Adult Kruthik","source":"MPMM","page":169,"srd":false,"image":"bestiary/MPMM/Adult Kruthik.webp","token":"bestiary/tokens/MPMM/Adult Kruthik.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"40 ft., burrow 20 ft., climb 40 ft.","str":15,"dex":16,"con":15,"int":7,"wis":12,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 15","languages":"Kruthik","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Desert, Mountain, Underdark","treasure":"","traits":[{"name":"Pack Tactics","entries":["The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Tunneler","entries":["The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kruthik makes two Stab or Spike attacks."]},{"name":"Stab","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Spike","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["It takes six months of steady eating for a {@creature young kruthik|MPMM} to reach adult size. The natural life span of an adult kruthik is roughly seven years.","Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws."]},{"type":"section","name":"Kruthiks","entries":[{"type":"quote","entries":["Imagine a hive of ants the size of horses, but the ants are wearing armor."],"by":"Mordenkainen"},{"type":"quote","entries":["Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies."],"by":"Mordenkainen"},"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.","Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.","In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.","Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.","Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs."]}],"gallery":[{"path":"bestiary/MPMM/Adult Kruthik.webp","credit":"Zack Stella"}],"otherVersions":[{"id":"adult-kruthik-mtf","source":"MTF"}]},{"id":"adult-kruthik-mtf","name":"Adult Kruthik","source":"MTF","page":212,"srd":false,"image":"bestiary/MTF/Kruthik.webp","token":"bestiary/tokens/MTF/Adult Kruthik.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"40 ft., burrow 20 ft., climb 40 ft.","str":15,"dex":16,"con":15,"int":7,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 11","languages":"Kruthik","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Desert, Mountain, Underdark","treasure":"","traits":[{"name":"Keen Smell","entries":["The kruthik has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pack Tactics","entries":["The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Tunneler","entries":["The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kruthik makes two stab attacks or two spike attacks."]},{"name":"Stab","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Spike","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Adult Kruthik","entries":["It takes six months of steady eating for a {@creature young kruthik|MTF} to reach adult size. The natural life span of an adult kruthik is roughly seven years.","Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws."]},{"type":"section","name":"Kruthiks","entries":[{"type":"quote","entries":["Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them."],"by":"Mordenkainen"},"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.","Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Sharp Senses","type":"entries","entries":["In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere."]},{"name":"Sharper Weapons","type":"entries","entries":["Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal."]},{"name":"Shared Lair","type":"entries","entries":["Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs."]},{"type":"quote","entries":["Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary."],"by":"Mordenkainen"}]}]}]}],"gallery":[{"path":"bestiary/MTF/Kruthik.webp","credit":"Zack Stella"}],"hidden":true,"otherVersions":[{"id":"adult-kruthik","source":"MPMM"}]},{"id":"adult-lunar-dragon","name":"Adult Lunar Dragon","source":"BAM","page":34,"srd":false,"image":"bestiary/tokens/BAM/Adult Lunar Dragon.webp","token":"bestiary/tokens/BAM/Adult Lunar Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"172 (15d12 + 75)","speed":"40 ft., burrow 20 ft., fly 80 ft.","str":23,"dex":12,"con":20,"int":10,"wis":13,"cha":15,"saves":"Con +10, Wis +6","skills":"Perception +11, Stealth +11","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 240 ft., Passive Perception 21","languages":"Draconic","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales a blast of frost in a 60-foot cone. Each creature in the cone must make a {@dc 18} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced."]}],"bonusActions":[{"name":"Phase (3/Day)","entries":["The dragon becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage."]}],"reactions":[],"legendaryActions":[{"name":"Tail Attack","entries":["The dragon makes one Tail attack."]},{"name":"Treacherous Ice","entries":["Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an ancient or adult lunar dragon's lair is warped by the dragon's magic, which produces one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Black Frost","entries":["A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult."]},{"type":"item","name":"Haunting Moan","entries":["A haunting sound gets louder or fainter (dragon's choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult."]},{"type":"item","name":"Moon Devils","entries":["Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage."]}]},"If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of {@dice 1d10} days, allowing plant life in the area to recover."],"lore":[{"type":"entries","entries":["Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.","Before laying eggs, a female lunar dragon stocks her lair with food; she won't leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.","Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon's hoard are one or more spelljamming helms (see the {@i Astral Adventurer's Guide}) taken from vessels that dared to invade the dragon's territory.","A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon's body has a dark, indistinctly spectral form."]},{"type":"section","entries":[{"type":"entries","name":"A Lunar Dragon's Lair","entries":["The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon."]}]}]},{"id":"adult-moonstone-dragon","name":"Adult Moonstone Dragon","source":"FTD","page":212,"srd":false,"image":"bestiary/FTD/Adult Moonstone Dragon.webp","token":"bestiary/tokens/FTD/Adult Moonstone Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral","ac":"19","initiative":"+4 (14)","hp":"195 (17d12 + 85)","speed":"40 ft., fly 80 ft.","str":20,"dex":18,"con":20,"int":22,"wis":20,"cha":23,"saves":"Int +11, Wis +10, Cha +11","skills":"Perception +10, Persuasion +11, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 20","languages":"Common, Draconic, Elvish, Gnomish, Sylvan","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):","At will: {@spell faerie fire}","1/day each: {@spell calm emotions}, {@spell invisibility}, {@spell revivify}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) radiant damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The dragon uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dream Breath","entries":["The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 18} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."]},{"type":"item","name":"Moonlight Breath","entries":["The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 49 ({@damage 9d10}) radiant damage on a failed save, or half as much damage on a successful one."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail","entries":["The dragon makes one Tail attack."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["The dragon uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Banish into Dream","entry":"The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a {@dc 15} Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is {@condition stunned}. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space."},{"type":"item","name":"Compulsive Dance","entry":"The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a {@dc 15} Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is {@condition incapacitated} and must use all its movement to dance."},{"type":"item","name":"Disorienting Visions","entry":"Disorienting illusory images flit through the dragon's lair. Each creature in the lair must succeed on a {@dc 20} Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round."}]}],"regionalEffects":["The region surrounding a legendary moonstone dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dream Communication","entry":"Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking."},{"type":"item","name":"Planar Transition","entry":"The veil between planes is thinned near a moonstone dragon's lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement."}]},"If the dragon dies, any portals near the lair close immediately."],"lore":[{"type":"entries","entries":["Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.","Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.","Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.","As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold."]},{"type":"section","entries":[{"type":"entries","name":"A Moonstone Dragon's Lair","entries":["For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.","The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Adult Moonstone Dragon.webp","credit":"Irina Nordsol"}]},{"id":"adult-oblex","name":"Adult Oblex","source":"MPMM","page":198,"srd":false,"image":"bestiary/MPMM/Adult Oblex.webp","token":"bestiary/tokens/MPMM/Adult Oblex.webp","size":"Medium","creatureType":"Ooze","alignment":"Lawful Evil","ac":"14","initiative":"+4 (14)","hp":"75 (10d8 + 30)","speed":"20 ft.","str":8,"dex":19,"con":16,"int":19,"wis":12,"cha":15,"saves":"Int +7, Cha +5","skills":"Deception +5, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; prone","senses":"blindsight 60 ft. (blind beyond this distance), Passive Perception 14","languages":"Common plus two more languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The oblex can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Aversion to Fire","entries":["If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Unusual Nature","entries":["The oblex doesn't require sleep."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","3/day each: {@spell charm person} (as 5th-level spell), {@spell detect thoughts}, {@spell hypnotic pattern}"]}],"actions":[{"name":"Multiattack","entries":["The oblex makes two pseudopod attacks, and it uses Eat Memories."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Eat Memories","entries":["The oblex targets one creature it can see within 5 feet of it. The target must succeed on a {@dc 15} Wisdom saving throw or take 18 ({@damage 4d8}) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the {@spell greater restoration} or {@spell heal} spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically.","While memory drained, the target must roll a {@dice d4} and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target becomes {@condition unconscious} for 1 hour. The effect then ends.","The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies."]}],"bonusActions":[{"name":"Sulfurous Impersonation","entries":["The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate {@dice 1d4 + 1} different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims."]},{"type":"section","name":"Oblexes","entries":[{"type":"quote","entries":["Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex."],"by":"Mordenkainen"},{"type":"quote","entries":["An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims."],"by":"Mordenkainen"},"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused—or dead.","When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters."]}],"gallery":[{"path":"bestiary/MPMM/Adult Oblex.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"adult-oblex-mtf","source":"MTF"}]},{"id":"adult-oblex-mtf","name":"Adult Oblex","source":"MTF","page":218,"srd":false,"image":"bestiary/MTF/Oblex.webp","token":"bestiary/tokens/MTF/Adult Oblex.webp","size":"Medium","creatureType":"Ooze","alignment":"Lawful Evil","ac":"14","initiative":"+4 (14)","hp":"75 (10d8 + 30)","speed":"20 ft.","str":8,"dex":19,"con":16,"int":19,"wis":12,"cha":15,"saves":"Int +7, Cha +5","skills":"Deception +5, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; prone","senses":"blindsight 60 ft. (blind beyond this distance), Passive Perception 14","languages":"Common plus two more languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The oblex can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Aversion to Fire","entries":["If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Sulfurous Impersonation","entries":["As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate {@dice 1d4 + 1} different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The oblex's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","3/day each: {@spell charm person} (as 5th-level spell), {@spell color spray}, {@spell detect thoughts}, {@spell hold person} (as 3rd-level spell)"]}],"actions":[{"name":"Multiattack","entries":["The oblex makes one pseudopod attack and uses Eat Memories."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 5 ({@damage 2d4}) psychic damage."]},{"name":"Eat Memories","entries":["The oblex targets one creature it can see within 5 feet of it. The target must succeed on a {@dc 15} Wisdom saving throw or take 18 ({@damage 4d8}) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the {@spell greater restoration} or {@spell heal} spell. Constructs, oozes, plants, and undead succeed on the save automatically.","While memory drained, the target must roll a {@dice d4} and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target becomes {@condition unconscious} for 1 hour. The effect then ends.","When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims.","Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims."]},{"type":"section","name":"Oblex","entries":[{"type":"quote","entries":["Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex."],"by":"Mordenkainen"},"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Memory Eaters","type":"entries","entries":["Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused."]},{"name":"Ooze Nature","type":"entries","entries":["An oblex doesn't require sleep."]},{"type":"quote","entries":["An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims."],"by":"Mordenkainen"}]}]}]}],"gallery":[{"path":"bestiary/MTF/Oblex.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"adult-oblex","source":"MPMM"}]},{"id":"adult-red-dracolich","name":"Adult Red Dracolich","source":"TCE","page":137,"srd":false,"image":"bestiary/tokens/TCE/Adult Red Dracolich.webp","token":"bestiary/tokens/TCE/Adult Red Dracolich.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"19","initiative":"+0 (10)","hp":"256 (19d12 + 133)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":13,"cha":21,"saves":"Dex +6, Con +13, Wis +7, Cha +11","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 63 ({@damage 18d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.","A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.","Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Noxious Smoke","entry":"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."},{"type":"item","name":"Searing Heat","entry":"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Small earthquakes are common within 6 miles of the dragon's lair.","Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.","Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."},{"type":"item","name":"Fiery Senses","entry":"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."},{"type":"item","name":"Ominous Flames","entry":"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."}]}],"source":"FTD"}]},{"id":"adult-red-dragon","name":"Adult Red Dragon","source":"XMM","page":255,"srd":true,"image":"bestiary/XMM/Red Dragon.webp","token":"bestiary/tokens/XMM/Adult Red Dragon.webp","size":"Huge","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"19","initiative":"+12 (22)","hp":"256 (19d12 + 133)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":13,"cha":23,"saves":"Dex +6, Wis +7","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000, or 20,000 in lair; PB +6)","habitat":"Hill, Mountain","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 20}, {@hit 12} to hit with spell attacks):","At will: {@spell Command|XPHB} (level 2 version), {@spell Detect Magic|XPHB}, {@spell Scorching Ray|XPHB}","1/day: {@spell Fireball|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Scorching Ray|XPHB}."]},{"name":"Rend","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}13 ({@damage 1d10 + 8}) Slashing damage plus 5 ({@damage 2d4}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 21}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 59 ({@damage 17d6}) Fire damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Commanding Presence","entries":["The dragon uses Spellcasting to cast {@spell Command|XPHB} (level 2 version). The dragon can't take this action again until the start of its next turn."]},{"name":"Fiery Rays","entries":["The dragon uses Spellcasting to cast {@spell Scorching Ray|XPHB}. The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient red dragon's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Burning Heat","entries":["The area within 1 mile of the lair is an area of extreme heat. A burning creature or object takes an additional {@damage 1d4} Fire damage at the start of each of its turns."]},{"type":"item","name":"Smoldering Haze","entries":["The area within 1 mile of the lair is {@variantrule Lightly Obscured|XPHB} with clouds of ash. Whenever a creature other than the dragon or one of its allies finishes a {@variantrule Long Rest|XPHB} in that area, that creature must succeed on a {@dc 15} Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Adult red dragons are tyrants that claim vast domains and might command armies of followers or significant magical resources. Red dragons rarely pay attention to the nations and claims of smaller creatures, and they might consider entire cities part of their realm. Most red dragons are inattentive rulers, though, spending decades focused on their own comforts, hoards, or magical concerns within their lairs. But when their attention returns to their territories, if they find matters not to their liking, whole lands might burn."]},{"type":"section","name":"Red Dragons","entries":["{@i Dragons of Greed and Devastation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Red dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.","Red dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.","Red dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.",{"type":"entries","name":"Red Dragon Lairs","entries":["Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures."]}]}],"gallery":[{"path":"bestiary/XMM/Red Dragon.webp","title":"An adult red dragon unleashes its fury, reducing a city to ruin","credit":"Joshua Raphael"}],"otherVersions":[{"id":"adult-red-dragon-mm","source":"MM"}]},{"id":"adult-red-dragon-mm","name":"Adult Red Dragon","source":"MM","page":98,"srd":false,"image":"bestiary/MM/Adult Red Dragon.webp","token":"bestiary/tokens/MM/Adult Red Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"19","initiative":"+0 (10)","hp":"256 (19d12 + 133)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":13,"cha":21,"saves":"Dex +6, Con +13, Wis +7, Cha +11","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 63 ({@damage 18d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.","A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.","Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Noxious Smoke","entry":"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."},{"type":"item","name":"Searing Heat","entry":"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Small earthquakes are common within 6 miles of the dragon's lair.","Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.","Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."},{"type":"item","name":"Fiery Senses","entry":"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."},{"type":"item","name":"Ominous Flames","entry":"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":["The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.","The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.",{"type":"entries","entries":[{"name":"Mountain Masters","type":"entries","entries":["Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time."]},{"name":"Arrogant Tyrants","type":"entries","entries":["Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.","No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command."]},{"name":"Status and Slaves","type":"entries","entries":["Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.","When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive."]},{"name":"Obsessive Collectors","type":"entries","entries":["Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.","A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath."]}]}]},{"type":"entries","name":"A Red Dragon's Lair","entries":["Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.","Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Adult Red Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-red-dragon","source":"XMM"}]},{"id":"adult-sapphire-dragon","name":"Adult Sapphire Dragon","source":"FTD","page":215,"srd":false,"image":"bestiary/FTD/Adult Sapphire Dragon.webp","token":"bestiary/tokens/FTD/Adult Sapphire Dragon.webp","size":"Huge","creatureType":"Dragon (Gem)","alignment":"Lawful Neutral","ac":"18","initiative":"+2 (12)","hp":"225 (18d12 + 108)","speed":"40 ft., burrow 30 ft., climb 40 ft., fly 80 ft.","str":23,"dex":14,"con":22,"int":18,"wis":17,"cha":18,"saves":"Dex +7, Con +11, Wis +8, Cha +9","skills":"History +9, Perception +13, Persuasion +14, Stealth +7","vulnerabilities":"","resistances":"lightning; thunder","immunities":"","conditionImmunities":"frightened","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic, telepathy 120 ft.","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Spider Climb","entries":["The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","1/day each: {@spell dissonant whispers}, {@spell hold monster}, {@spell meld into stone}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 5 ({@damage 1d10}) thunder damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage."]},{"name":"Debilitating Breath {@recharge 5}","entries":["The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw. On a failed save, the creature takes 44 ({@damage 8d10}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Telekinetic Fling (Costs 3 Actions)","entries":["The dragon chooses one Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a {@dc 17} Dexterity saving throw or take 31 ({@damage 9d6}) bludgeoning damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Awesome Thunder","entry":"A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a {@dc 15} Constitution saving throw or take 13 ({@damage 3d8}) thunder damage and be {@condition stunned} until the end of its next turn."},{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Stone Passage","entry":"The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick."}]}],"regionalEffects":["The region surrounding a legendary sapphire dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Crystal Profusion","entry":"Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground."},{"type":"item","name":"Stony Sight","entry":"Natural stone within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any natural stone formation in that region."},{"type":"item","name":"Telepathic Enhancement","entry":"The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the {@spell Rary's telepathic bond} spell."},{"type":"item","name":"Thriving Wildlife","entry":"{@creature Giant spider||Giant spiders} (a sapphire dragon's favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers."}]},"If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of {@dice 1d10} days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate."],"lore":[{"type":"entries","entries":["The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back."]},{"type":"section","entries":[{"type":"entries","name":"Luminous Blue","entries":["Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger."]},{"type":"entries","name":"Art of War","entries":["The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.","Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.","People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs."]},{"type":"entries","name":"Martial Hoards","entries":["Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power."]},{"type":"entries","name":"Creating a Sapphire Dragon","entries":["Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.",{"type":"entries","name":"Sapphire Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts."],["2","I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor."],["3","I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?"],["4","Give me a storied helmet or scimitar over a pile of gold any day."],["5","No creature can outsmart my defenses—if they do, they obviously cheated."],["6","Any creature that can hold their own against me must teach me how—whether they want to or not."],["7","I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented."],["8","The sight of blood makes me queasy."]]}]},{"type":"entries","name":"Sapphire Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)"],["2","Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)"],["3","Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)"],["4","Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)"],["5","Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)"],["6","Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)"]]}]}]},{"type":"entries","name":"Sapphire Dragon Adventures","entries":["The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.",{"type":"entries","name":"Sapphire Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories."],["2","A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures."],["3","A sapphire dragon seeks adventurers to lead into battle against the mind flayers that usurped the dragon's lair."],["4","Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard."],["5","A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon."],["6","A village is beset by swarms of giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply."],["7","A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win."],["8","A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon's lair and hoard."]},{"type":"entries","name":"Adult Sapphire Dragon Connections","entries":[{"type":"table","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adult sapphire dragon lives adjacent to active purple worm tunnels, hoping the threat of the worm will deter treasure hunters."],["2","An adult sapphire dragon employs a dao to help shape and defend the dragon's lair, and the dao maintains a portal to the Elemental Plane of Earth there."],["3","An adult sapphire dragon regularly confers with a plane-hopping archmage regarding the dragon's ongoing dreams of other worlds and other lives."],["4","A drow priestess of Lolth and several yochlol demons have been ordered by their goddess to deal with the adult sapphire dragon who has been hunting her holy spiders."],["5","A forgetful and nearsighted adult sapphire dragon believes a blue dragon wyrmling is actually the sapphire wyrmling who left home months before."],["6","An adult sapphire dragon and a squadron of githyanki have joined forces to locate and destroy a mind flayer colony."],["7","A group of stone giants believes a young sapphire dragon to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience who will listen to lectures on military history without complaint."],["8","An adult sapphire dragon and an aboleth psychically face off for control of an area of the Underdark. The constant bombardment of psychic forces has begun to affect the local fauna in strange ways."]]}]}]},{"type":"entries","name":"Sapphire Dragon Lairs","entries":["Sapphire dragons make their lairs in enormous caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.","Sapphire dragons eventually create dizzying honeycombs of hidden passages, deceptively thin walls, and secret chambers that allow them to traverse the entire lair without ever being seen by intruders. The best-defended sapphire dragon lairs have no easily accessible entrances or exits at all, and trespassers who do find their way inside must then contend with a maze of corridors, dead ends, and steep inclines.",{"type":"entries","name":"Sapphire Dragon Lair Features","entries":["The sapphire dragon lair shown in map 5.12 is a series of natural tunnels and chambers the dragon has adapted to serve as a lair. The lair has few natural entrances, so whole sections are inaccessible without excavation or magic, as the dragon can simply open doorways in walls whenever necessary.","The lair has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Disguised Entrances","entry":"An otherwise unremarkable cave (shown at the top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair."},{"type":"item","name":"Cobweb-Choked Tunnels","entry":"Adventurers who manage to access the other side of the cave's crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set with natural steps and shelves throughout. The dragon spends little time in this part of the lair, visiting only when the spiders there need tending—or when the dragon needs a snack."},{"type":"item","name":"Underground River","entry":"A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow tunnels that eventually lead to the Underdark."},{"type":"item","name":"Hoard Caverns","entry":"The bulk of the lair, filling most of the lower half of the map, comprises chambers the dragon uses to host guests and visitors. These caverns hold the bulk of the dragon's hoard, particularly art objects that are impressive but not irreplaceable."},{"type":"item","name":"Sleeping Chamber","entry":"At the heart of the lair, protected behind more thin crystal walls, the largest cavern serves as the dragon's sleeping chamber. A raised section studded with sapphire crystals offers a vantage from which the dragon can keep an eye on the chamber's access points. The dragon's most valuable treasures are stored here and in adjoining caves, and the walls of this central chamber are covered in art depicting various battles—many of which the dragon took part in."}]}]}]}]},{"type":"section","entries":[{"type":"entries","name":"A Sapphire Dragon's Lair","entries":["Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go.","The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Adult Sapphire Dragon.webp","credit":"Chris Rallis"}],"otherVersions":[{"id":"adult-sapphire-dragon-sads","source":"SADS"}]},{"id":"adult-sapphire-dragon-sads","name":"Adult Sapphire Dragon","source":"SADS","page":1,"srd":false,"image":"bestiary/SADS/Adult Sapphire Dragon.webp","token":"bestiary/tokens/SADS/Adult Sapphire Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Neutral","ac":"19","initiative":"+3 (13)","hp":"207 (18d12 + 60)","speed":"40 ft., climb 40 ft., fly 80 ft., burrow 40 ft.","str":23,"dex":16,"con":21,"int":18,"wis":17,"cha":18,"saves":"Dex +8, Con +10, Wis +8, Cha +9","skills":"History +9, Perception +13, Persuasion +14, Stealth +8","vulnerabilities":"","resistances":"","immunities":"thunder","conditionImmunities":"frightened","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"telepathy 120 ft., Common, Draconic","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Spider Climb","entries":["The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrow speed and can choose to leave a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The dragon's innate spellcasting ability is Intelligence (spell save {@dc 17}). It can innately cast the following spells, requiring no components:","1/day each: {@spell scrying}, {@spell telekinesis}, {@spell teleportation circle}"]}],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes two melee attacks, one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) thunder damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Debilitating Breath {@recharge 5}","entries":["The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot-cone. Each creature in that cone must make a {@dc 18} Constitution saving throw. On a failed save, the creature takes 45 ({@damage 13d6}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Telekinetic Fling","entries":["The dragon chooses a Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a {@dc 17} Dexterity saving throw or take 15 ({@damage 4d6}) bludgeoning damage."]},{"name":"Teleport (Costs 2 Actions)","entries":["The dragon magically teleports to an unoccupied space it can see within 30 feet of it."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["The dragon targets a creature within 120 feet of it that can hear and understand it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the following round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to itself.","The dragon touches a section of stone up to 10 feet in any dimension. The dragon can form the stone into any shape that suits its purpose.","A wall of stone springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature in its space is pushed to either side of the wall the creature wants. Each 5-foot section of wall has AC 17, 20 hit points, vulnerability to thunder damage, and immunity to poison and psychic damage. The wall vanishes when the dragon uses this lair action again or when the dragon dies."]}],"regionalEffects":["The region surrounding a legendary sapphire dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["{@creature Giant spider||Giant spiders} are attracted to the area within 6 miles of the lair and settle there in large numbers.","Natural stone within 6 miles of the lair grows plentiful crystal formations and sapphire gemstone veins, particularly underground.","Natural stone within 6 miles of the lair becomes a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no components, targeting any natural stone formation in that region."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The glittering sapphire dragons are the most territorial of all the gem dragons to a dangerous degree. They collect magical weapons and armor as the centerpieces of their hoards and vault them away in isolated caverns.","A sapphire dragon's psionic nature is evident in horn and bone structures of their body. Their tail barbs and horn tips are all separate pieces, but they float in places, held aloft by the dragon's psychic force while the dragon lives. These levitating horns and spines shift slightly with the dragon's mood, bobbing in amusement or flaring dangerously with anger. Its scales and wing membranes are varied shades of blue, ranging from the light tones of a spring sky, to the rich crystalline azure of sapphire gems and compressed glacial ice. In the light, many of their scales glitter and shine with luminous starburst images.","Unlike most dragons, hatchling sapphire dragons' scales are the rich shades of blue, and sparkling luster they will have for their entire lives.",{"type":"entries","name":"Cavern Dwellers","entries":["Sapphire dragons dwell in massive caverns and tunnel networks deep within the earth. They sculpt and excavate secret passages and hidden blinds they can use to navigate their lair, and to stalk and ambush intruders. As the dragons grow older and more powerful, there might be no accessible entrance or exit. Those have been long sealed with natural-looking stone thanks to the dragon's command over its lair's substance.","Giant spiders are the favorite food of sapphire dragons, and the dragons take great delight in hunting the creatures in their subterranean homes."]},{"type":"entries","name":"Martial and Territorial","entries":["Sapphire dragons are militaristic and warlike, defending their territory with fervor seen in few other dragon kinds. They devise strategies and ambushes utilizing their natural abilities to maneuver underground, and when they reach a certain age, their magical command over the stone that comprises their lairs. Despite this, they don't strike immediately, instead preferring to watch and gauge intruders to devise the most advantageous approach."]},{"type":"entries","name":"Rivals and Vassals","entries":["Peoples that dwell and delve deep into the earth easily find themselves at odds with sapphire dragons, as a result, the dragons often despise both drow and dwarves in addition to their animosity toward aberrations.","Sapphire dragons sometimes form peaceful contact with communities of rock or deep homes, using their influence to shape the gnome settlements into militant groups that help protect the territory surrounding the dragon's lair."]},{"type":"entries","name":"Hoarded Armory","entries":["Gold and jewels, art and magical artifacts are as coveted by sapphire dragons as by any other kind, but they most highly prize magical weapons and armor, as well as written accounts of military history and tactics. The centerpiece of a sapphire's hoard is a catalogued, orderly collection of its accumulated war gear, often containing ancient relics of immense power."]},{"type":"entries","name":"A Sapphire Dragon's Lair","entries":["Sapphire dragons make their lairs in sprawling caverns and tunnels. As they grow older, the make extensive renovations and customization to their lairs thanks to their command over the stone's substance, and their natural tunneling abilities.","The dragons eventually create a dizzying honeycomb of hidden passages, thin walls, and secret chambers that allow them to traverse their entire lair unseen by intruders. There might be no easily accessible entrances or exists in the lair itself, without using magic or tunneling."]},{"type":"section","name":"Gem Dragons","entries":[{"type":"entries","entries":[{"type":"entries","entries":["While the metallic dragons follow Bahamut and the chromatic ones owe fealty to Tiamat, the gem dragons are disciples of the enigmatic ruby dragon Sardior. Gem dragons include amethyst crystal, emerald, sapphire, and topaz dragons.",{"type":"entries","name":"Reclusive Sentinels","entries":["Gem dragons set themselves apart from the affairs of other beings, even their own kind. They search out lairs far from established populations which they can tend in solitude, or so they can carefully cultivate a circle of servants or vassals to tend their interests in the surrounding region.","Gem dragons break their natural inclination to solitude to mate and protect their clutches of eggs, but rarely for any other reason."]},{"type":"entries","name":"Charismatic and Suave","entries":["Despite their isolationist tendencies, when gem dragons do interact with other creatures, they can be scintillating hosts and conversationalists. They have a way with making their guests feel at home and relaxed, such that the dragons can often convince a guest of ideas they would never ordinarily entertain."]},{"type":"entries","name":"Powerful Minds","entries":["Gem dragons are all inherently psionic creatures. They develop telepathic abilities shortly after hatching—sometimes even before—that grow in strength as they age. Some hone these mental powers further, manifesting powerful magical abilities through their minds.","These psychically adept dragons often find themselves at odds with aberrations, particularly mind flayers and aboleths. The gem dragons are skilled at at locating areas where the Far Realm intrudes upon the Material PLane and set themselves against the alien creatures spawned or twisted in such places."]},{"type":"entries","name":"Sovereign of Gem Dragons","entries":["Of all the gem dragons, the unique ruby dragon, Sardior, is the greatest. He is the king of the gem dragons, and dwells in a floating castle carved of ruby and red gold. His ruby citadel flies far above the surface of the world, always in the night sky. When glimpsed, it crosses the sky like a crimson star, invading the constellations wheeling slowly overhead.","Sardior is attended in his hold by a council of five, composed of witheringly powerful ancient dragons of each of the gem dragon kinds."]}]}]}]}]}]}],"gallery":[{"path":"bestiary/SADS/Adult Sapphire Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-sapphire-dragon","source":"FTD"}]},{"id":"adult-silver-dragon","name":"Adult Silver Dragon","source":"XMM","page":279,"srd":true,"image":"bestiary/XMM/Silver Dragon.webp","token":"bestiary/tokens/XMM/Adult Silver Dragon.webp","size":"Huge","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"19","initiative":"+10 (20)","hp":"216 (16d12 + 112)","speed":"40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":13,"cha":22,"saves":"Dex +5, Wis +6","skills":"History +8, Perception +11, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"16","crDisplay":"16 (XP 15,000, or 18,000 in lair; PB +5)","habitat":"Mountain, Urban","treasure":"Arcana","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 19}, {@hit 11} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Hold Monster|XPHB}, {@spell Ice Knife|XPHB}, {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell)","1/day each: {@spell Ice Storm|XPHB} (level 5 version), {@spell Zone of Truth|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast {@spell Ice Knife|XPHB}."]},{"name":"Rend","entries":["{@atkr m} {@hit 13}, reach 10 ft. {@h}17 ({@damage 2d8 + 8}) Slashing damage plus 4 ({@damage 1d8}) Cold damage."]},{"name":"Cold Breath {@recharge 5}","entries":["{@actSave con} {@dc 20}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 54 ({@damage 12d8}) Cold damage. {@actSaveSuccess} Half damage."]},{"name":"Paralyzing Breath","entries":["{@actSave con} {@dc 20}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail 1} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn, when it repeats the save. {@actSaveFail 2} The target has the {@condition Paralyzed|XPHB} condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Chill","entries":["The dragon uses Spellcasting to cast {@spell Hold Monster|XPHB}. The dragon can't take this action again until the start of its next turn."]},{"name":"Cold Gale","entries":["{@actSave dex} {@dc 19}, each creature in a 60-foot-long, 10-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 14 ({@damage 4d6}) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient silver dragon's lair is changed by its magic, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Gentle Gusts","entries":["Winds buoy creatures that fall within 1 mile of the lair. Such creatures descend at a rate of 60 feet per round and take no damage from falling."]},{"type":"item","name":"Sun and Storms","entries":["While in its lair, the dragon can cast {@spell Control Weather|XPHB}, requiring no Material components and using the same spellcasting ability as its Spellcasting action."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Adult silver dragons love to spend time among various peoples. Rather than manipulating politics directly, they support individuals who have ambitious goals or who popularize the return of great universities, inspiring athletics events or festivals, and other salutary civic institutions of the past. Silver dragons often surround themselves with like-minded allies and are watchful for hidden threats."]},{"type":"section","name":"Silver Dragons","entries":["{@i Dragons of Courage and Fairness}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Silver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.","Silver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.","Silver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.",{"type":"entries","name":"Silver Dragon Lairs","entries":["Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\""]}]}],"gallery":[{"path":"bestiary/XMM/Silver Dragon.webp","title":"An adult silver dragon relaxes in camp alongside its fellow adventurers","credit":"Anna Podedworna"}],"otherVersions":[{"id":"adult-silver-dragon-mm","source":"MM"}]},{"id":"adult-silver-dragon-mm","name":"Adult Silver Dragon","source":"MM","page":117,"srd":false,"image":"bestiary/MM/Silver Dragon.webp","token":"bestiary/tokens/MM/Adult Silver Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Good","ac":"19","initiative":"+0 (10)","hp":"243 (18d12 + 126)","speed":"40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":13,"cha":21,"saves":"Dex +5, Con +12, Wis +6, Cha +10","skills":"Arcana +8, History +8, Perception +11, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Mountain, Urban","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cold Breath","entry":"The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a {@dc 20} Constitution saving throw, taking 58 ({@damage 13d8}) cold damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Paralyzing Breath","entry":"The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]},{"name":"Change Shape","entries":["The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as if it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50} chance of being extinguished."]},{"type":"entries","name":"Additional Lair Action","entries":["At your discretion, a legendary ({@creature Adult Silver Dragon||adult} or {@creature Ancient Silver Dragon||ancient}) silver dragon can use the following additional lair action while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Icy Grip","entry":"A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a {@dc 15} Constitution saving throw or be {@condition restrained} until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.","Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.","A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.",{"type":"entries","entries":[{"name":"Dragons of Virtue","type":"entries","entries":["Silver dragons believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent."]},{"name":"Friends of the Small Races","type":"entries","entries":["Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.","Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.",{"name":"Respect for Humanity","entries":["Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don't. Humans have a drive and zest for life that silver dragons find fascinating."],"type":"entries"}]},{"name":"Hoarding History","type":"entries","entries":["Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities."]}]}]}]},{"type":"entries","name":"A Silver Dragon's Lair","entries":["Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Silver Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"adult-silver-dragon","source":"XMM"}]},{"id":"adult-solar-dragon","name":"Adult Solar Dragon","source":"BAM","page":52,"srd":false,"image":"bestiary/BAM/Solar Dragon Eggs.webp","token":"bestiary/tokens/BAM/Adult Solar Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"200 (16d12 + 96)","speed":"30 ft., fly 90 ft. (hover)","str":24,"dex":15,"con":22,"int":15,"wis":16,"cha":14,"saves":"Dex +7, Con +11, Wis +8, Cha +7","skills":"Perception +13, Stealth +7","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"blinded","senses":"darkvision 180 ft., Passive Perception 23","languages":"Draconic","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Legendary Resistance (2/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Nebulous Thoughts","entries":["Magical attempts to read the dragon's mind or glean its thoughts fail automatically."]},{"name":"Siege Monster","entries":["The dragon deals double damage to objects and structures."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}14 ({@damage 2d6 + 7}) piercing damage plus 7 ({@damage 2d6}) radiant damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}10 ({@damage 1d6 + 7}) bludgeoning damage."]},{"name":"Photonic Breath {@recharge 5}","entries":["The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a {@dc 19} Constitution saving throw, taking 55 ({@damage 10d10}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail Attack","entries":["The dragon makes one Tail attack."]},{"name":"Burst of Light (Costs 2 Actions)","entries":["The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a {@dc 23} Wisdom saving throw or be {@condition blinded} until the end of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["A solar dragon customarily lairs in a star's radiant core or nests in a gigantic, hollowed-out rock engulfed by the star's blinding radiance. A star in which a solar dragon makes its lair has the following effects on creatures:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blinding Radiance.","entry":"A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield its eyes, such as goggles of night or a similar form of eyewear."},{"type":"item","name":"Stellar Incineration.","entry":"Any creature that enters the star or starts its turn inside it takes 132 ({@damage 24d10}) radiant damage."}]}],"lore":[{"type":"entries","entries":["A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in blindingly bright light.","Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel's weapons before realizing its error and veering away. A wise or experienced captain won't take the dragon's approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders.","Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon's lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.","A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling's wings to shine through."]}],"gallery":[{"path":"bestiary/BAM/Solar Dragon Eggs.webp","credit":"Olga Drebas"}]},{"id":"adult-spirit-dragon","name":"Adult Spirit Dragon","source":"FRAiF","page":278,"srd":false,"image":"bestiary/FRAiF/Spirit Dragon.webp","token":"bestiary/tokens/FRAiF/Adult Spirit Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral","ac":"18","initiative":"+7 (17)","hp":"207 (18d12 + 90)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":22,"dex":15,"con":21,"int":20,"wis":15,"cha":19,"saves":"Dex +7, Con +10","skills":"History +10, Insight +7, Perception +7, Stealth +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic; telepathy 120 ft.","cr":"15","crDisplay":"15 (XP 13,000, or 15,000 in lair; PB +5)","habitat":"Any","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Magic|XPHB}, {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell), {@spell Thunderwave|XPHB}","1/day: {@spell Legend Lore|XPHB} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Time-Warping Breath or (B) Spellcasting to cast {@spell Thunderwave|XPHB}."]},{"name":"Rend","entries":["{@atkr m} {@hit 11}, reach 10 ft. {@h}15 ({@damage 2d8 + 6}) Slashing damage plus 7 ({@damage 2d6}) Necrotic damage."]},{"name":"Ruinous Breath {@recharge 5}","entries":["{@actSave con} {@dc 18}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 63 ({@damage 14d8}) Necrotic damage. {@actSaveSuccess} Half damage."]},{"name":"Time-Warping Breath","entries":["{@actSave wis} {@dc 18}, each creature that isn't currently affected by this breath in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target's {@variantrule Speed|XPHB} is halved, it can't take Reactions, and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Shattering Wave","entries":["The dragon uses Spellcasting to cast {@spell Thunderwave|XPHB}."]},{"name":"Unearth Ruins","entries":["The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} centered on a point it can see within 120 feet. Ground in the {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} becomes {@variantrule Difficult Terrain|XPHB}. Each creature in the {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} when it appears is subjected to the following effect. {@actSave str} {@dc 18}. {@actSaveFail} 5 ({@damage 2d4}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient spirit dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Enchanted Acoustics","entries":["Creatures within 1 mile of the lair have Advantage on Charisma ({@skill Performance|XPHB}) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition."]},{"type":"item","name":"Time Distortion","entries":["While within 1 mile of the lair, creatures age at one-tenth the usual rate."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["An adult spirit dragon uses its magic to walk disguised among people. A dragon might hire adventurers to undertake quests into the ruins of its lost homeland."]},{"type":"section","name":"Spirit Dragons","entries":["{@i Draconic Scions of an Ancient Empire}","Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control over time.","A spirit dragon's primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.","Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.","No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.",{"type":"table","colLabels":["1d6","The Spirit Dragon Traces Its Origins to..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Evermeet, a mythical realm of the elves."],["2","Imaskar, a southern empire of artificers."],["3","Jhaamdath, a prehistoric psiocracy."],["4","Myth Drannor, a legendary city of magic."],["5","Netheril, an empire of arcane secrets."],["6","Ostoria, the first kingdom of the giants."]]}]},{"type":"section","entries":[{"type":"entries","name":"Spirit Dragon Lairs","entries":["Spirit dragons haunt the ruined cities and buried monuments of ancient empires."]}]}],"gallery":[{"path":"bestiary/FRAiF/Spirit Dragon.webp"}]},{"id":"adult-time-dragon","name":"Adult Time Dragon","source":"MPP","page":50,"srd":false,"image":"bestiary/MPP/Adult Time Dragon.webp","token":"bestiary/tokens/MPP/Adult Time Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral","ac":"19","initiative":"+2 (12)","hp":"250 (20d12 + 120)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":25,"dex":14,"con":23,"int":23,"wis":16,"cha":20,"saves":"Dex +8, Con +12, Wis +9, Cha +11","skills":"Arcana +12, History +18, Perception +15, Stealth +14","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 25","languages":"all","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage plus 7 ({@damage 2d6}) force damage."]},{"name":"Time Breath {@recharge 5}","entries":["The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a {@dc 20} Constitution saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, and it has the {@condition poisoned} condition. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves."]}],"bonusActions":[],"reactions":[{"name":"Reactive Rend","entries":["After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack."]},{"name":"Slow Time","entries":["Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 60 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can't increase."]},{"name":"Time Slip","entries":["The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Temporal Fling.","entry":"The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must succeed on a {@dc 18} Wisdom saving throw or take 26 ({@damage 4d12}) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied."},{"type":"item","name":"Temporal Lag.","entry":"The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can't take a reaction or a bonus action."},{"type":"item","name":"Timeline Divergence.","entry":"The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon's spaces at the same time, the dragon is affected only once."}]}],"regionalEffects":["The region surrounding an ancient or adult time dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Time Dilations","entry":"Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice)."},{"type":"item","name":"Timelessness","entry":"Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass."}]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time's paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be.","Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon's hoard might find invaluable historical information from eras past."]},{"type":"section","entries":[{"type":"entries","name":"A Time Dragon's Lair","entries":["Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon's insatiable desire for knowledge means it's likely to have more than one such lair.","The challenge rating of an ancient or adult time dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/MPP/Adult Time Dragon.webp"}]},{"id":"adult-topaz-dragon","name":"Adult Topaz Dragon","source":"FTD","page":221,"srd":false,"image":"bestiary/FTD/Adult Topaz Dragon.webp","token":"bestiary/tokens/FTD/Adult Topaz Dragon.webp","size":"Huge","creatureType":"Dragon (Gem)","alignment":"Chaotic Neutral","ac":"18","initiative":"+1 (11)","hp":"210 (20d12 + 80)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":19,"dex":12,"con":19,"int":18,"wis":17,"cha":18,"saves":"Dex +6, Con +9, Wis +8, Cha +9","skills":"Intimidation +14, Perception +13, Stealth +6","vulnerabilities":"","resistances":"cold; necrotic","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe both air and water."]},{"name":"Fabricate (1/Day)","entries":["The dragon can cast {@spell fabricate}, requiring no spell components and using Intelligence as the spellcasting ability."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","1/day each: {@spell bane}, {@spell control water}, {@spell create or destroy water}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 3 ({@damage 1d6}) necrotic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]},{"name":"Desiccating Breath {@recharge 5}","entries":["The dragon exhales yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw. On a failed save, the creature takes 35 ({@damage 10d6}) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Essential Reduction (Costs 3 Actions)","entries":["The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a {@dc 17} Constitution saving throw or take 28 ({@damage 8d6}) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Cancellation","entry":"The dragon chooses an active spell of 5th level or lower that it's aware of in the lair and ends the spell."},{"type":"item","name":"Negative Energy Infusion","entry":"Up to two creatures the dragon can see within the lair must each succeed on a {@dc 15} Constitution saving throw or take 14 ({@damage 4d6}) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can't regain hit points."}]}],"regionalEffects":["The region surrounding a legendary topaz dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Crystal Profusion","entry":"Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground."},{"type":"item","name":"Negative Energy","entry":"When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a {@dc 15} Constitution saving throw or be unable to reduce its levels of {@condition exhaustion} or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect."},{"type":"item","name":"Thriving Wildlife","entry":"Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers."},{"type":"item","name":"Watery Sight","entry":"Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any body of water in that region."}]},"If the dragon dies, the population of giant squid in the region returns to normal levels over the course of {@dice 1d10} days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate."],"lore":[{"type":"entries","entries":["Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result."]},{"type":"section","entries":[{"type":"entries","name":"Gleaming Gold","entries":["Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood."]},{"type":"entries","name":"Embodiment of Decay","entries":["While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.","Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.","Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally."]},{"type":"entries","name":"Entropic Hoards","entries":["Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios."]}]},{"type":"section","entries":[{"type":"entries","name":"A Topaz Dragon's Lair","entries":["Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry.","The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Adult Topaz Dragon.webp","credit":"Alex Stone"}]},{"id":"adult-white-dragon","name":"Adult White Dragon","source":"XMM","page":329,"srd":true,"image":"bestiary/XMM/White Dragon.webp","token":"bestiary/tokens/XMM/Adult White Dragon.webp","size":"Huge","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"18","initiative":"+10 (20)","hp":"200 (16d12 + 96)","speed":"40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.","str":22,"dex":10,"con":22,"int":8,"wis":12,"cha":12,"saves":"Dex +5, Wis +6","skills":"Perception +11, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"13","crDisplay":"13 (XP 10,000, or 11,500 in lair; PB +5)","habitat":"Arctic","treasure":"Arcana","traits":[{"name":"Ice Walk","entries":["The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@variantrule Difficult Terrain|XPHB} composed of ice or snow doesn't cost it extra movement."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Frightful Presence","entries":["The dragon casts {@spell Fear|XPHB}, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 14}). The dragon can't take this action again until the start of its next turn."]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 11}, reach 10 ft. {@h}13 ({@damage 2d6 + 6}) Slashing damage plus 4 ({@damage 1d8}) Cold damage."]},{"name":"Cold Breath {@recharge 5}","entries":["{@actSave con} {@dc 19}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 54 ({@damage 12d8}) Cold damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Freezing Burst","entries":["{@actSave con} {@dc 14}, each creature in a 30-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the dragon can see within 120 feet. {@actSaveFail} 7 ({@damage 2d6}) Cold damage, and the target's {@variantrule Speed|XPHB} is 0 until the end of the target's next turn. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient white dragon's lair is affected by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Frigid Cold","entries":["The area within 1 mile of the lair is an area of {@hazard extreme cold|XDMG}. Any water in that area is {@hazard frigid water|XDMG}. See the {@book Dungeon Master's Guide|DMG} for rules on extreme cold and frigid water."]},{"type":"item","name":"Glacial Gloom","entries":["The area within 1 mile of the lair is {@variantrule Lightly Obscured|XPHB} by chilly fog. Whenever a creature other than the dragon or one of its allies finishes a {@variantrule Long Rest|XPHB} in that area, that creature must succeed on a {@dc 15} Constitution saving throw or have its {@variantrule Speed|XPHB} reduced by 10 feet for 1 hour."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Adult white dragons claim large territories and are often the mightiest predators in those lands. While some lurk in their lairs for months, others regularly soar over their domains. When they spot something moving on the ice, they might swoop down to feed or extort food and offerings from sapient creatures."]},{"type":"section","name":"White Dragons","entries":["{@i Dragons of Cold and Cruelty}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Among the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.","White dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.",{"type":"entries","name":"White Dragon Lairs","entries":["White dragons brood in bitterly cold lairs clawed from stone and ice."]}]}],"gallery":[{"path":"bestiary/XMM/White Dragon.webp","title":"An adult white dragon views all creatures in its territory as prey","credit":"Vance Kovacs"}],"otherVersions":[{"id":"adult-white-dragon-mm","source":"MM"}]},{"id":"adult-white-dragon-mm","name":"Adult White Dragon","source":"MM","page":101,"srd":false,"image":"bestiary/MM/White Dragon.webp","token":"bestiary/tokens/MM/Adult White Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.","str":22,"dex":10,"con":22,"int":8,"wis":12,"cha":12,"saves":"Dex +5, Con +11, Wis +6, Cha +6","skills":"Perception +11, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Arctic","treasure":"","traits":[{"name":"Ice Walk","entries":["The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 14} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 54 ({@damage 12d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a {@dc 10} Constitution saving throw, taking 10 ({@damage 3d6}) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ({@damage 3d6}) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.","Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll ({@hit 7} to hit) against each target. On a hit, the target takes 10 ({@damage 3d6}) piercing damage.","The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult White Dragon||adult} or {@creature Ancient White Dragon||ancient}) white dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blinding Sleet","entry":"Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until initiative count 20 on the next round."},{"type":"item","name":"Whirling Wind","entry":"A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the {@book Dungeon Master's Guide|DMG} for rules on {@book strong wind|DMG|5|Strong Wind}). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Chilly fog lightly obscures the land within 6 miles of the dragon's lair.","Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.","Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.","If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however."]},"If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Biting Chill","entry":"Extreme cold envelops the land within 6 miles of the dragon's lair (see the {@book Dungeon Master's Guide|DMG} for rules on {@book extreme cold|DMG|5|Extreme Cold}). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks."},{"type":"item","name":"Mirror Ice","entry":"The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity ({@skill Stealth}) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.","A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.",{"name":"Primal and Vengeful","type":"entries","entries":["White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.","A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.","Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so."]},{"name":"Lone Masters","type":"entries","entries":["White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.","White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.","Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant."]},{"name":"Treasure Under Ice","type":"entries","entries":["White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.","Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.","A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own."]}]}]},{"type":"entries","name":"A White Dragon's Lair","entries":["White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.","A legendary white dragon's innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon's presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.","A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/White Dragon.webp","credit":"Lars Grant-West"}],"hidden":true,"otherVersions":[{"id":"adult-white-dragon","source":"XMM"}]},{"id":"advanced-detention-drone","name":"Advanced Detention Drone","source":"BMT","page":135,"srd":false,"image":"bestiary/tokens/BMT/Advanced Detention Drone.webp","token":"bestiary/tokens/BMT/Advanced Detention Drone.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"142 (15d10 + 60)","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":8,"con":18,"int":7,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 10","languages":"understands commands given in any language but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Regeneration","entries":["The drone regains 10 hit points at the start of its turn if it has at least 1 hit point."]},{"name":"Spell Storing","entries":["A spellcaster who wears the drone's amulet can cause the drone to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drone makes two fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Detention Orb","entries":["The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 15} Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the {@spell Dispel Magic} spell on the orb ({@dc 15}) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside."]}],"bonusActions":[],"reactions":[{"name":"Shield","entries":["When a creature makes an attack against the wearer of the drone's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant.","This Construct doesn't have a control amulet and can't be controlled like other shield guardians."]}]},{"id":"aegisaur","name":"Aegisaur","source":"PSX","page":28,"srd":false,"image":"bestiary/PSX/Aegisaur.webp","token":"bestiary/tokens/PSX/Aegisaur.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"68 (8d12 + 16)","speed":"30 ft.","str":19,"dex":11,"con":15,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"Scales, Spikes, and Hammers","page":27,"entries":["For dinosaurs without the prominent horns of the ceratopses, armored plating and deadly tails are an effective defense against predators.","An aegisaur's back is covered with thick, armored scales that resemble a turtle's shell, while its tail is tipped with a massive bony club that can smash an aggressor's skull. Use the {@creature ankylosaurus|MM} in the {@book Monster Manual|MM} for these creatures."]}]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Aegisaur.webp","title":"Bellowing Aegisaur","credit":"Craig J. Spearing"}]},{"id":"aeorian-absorber","name":"Aeorian Absorber","source":"EGW","page":283,"srd":false,"image":"bestiary/EGW/Aeorian Absorber.webp","token":"bestiary/tokens/EGW/Aeorian Absorber.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+4 (14)","hp":"171 (18d10 + 72)","speed":"40 ft.","str":21,"dex":18,"con":18,"int":6,"wis":14,"cha":8,"saves":"Wis +6, Cha +3","skills":"Perception +6, Stealth +8, Survival +6","vulnerabilities":"","resistances":"","immunities":"necrotic; radiant","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"understands Draconic but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The absorber has advantage on saving throws against spells and other magical effects."]},{"name":"Pounce","entries":["If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the absorber can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 5 ({@damage 1d10}) force damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 3 ({@damage 1d6}) force damage."]},{"name":"Mind Bolt","entries":["{@atk rs} {@hit 8} to hit, range 120 ft., one creature. {@h}22 ({@damage 4d10}) psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Tail Ray","entries":["When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a {@dc 16} Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Resembling some sort of canine or feline quadruped at a distance, the absorber's monstrous nature becomes quickly apparent as it closes in. Named for its ability to draw magical energy into its body, the absorber can release that energy in devastating blasts through its tail, whose eye is constantly on the lookout for prey."]},{"type":"section","entries":["Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor's ruins and the islands' icy wastes.",{"type":"entries","name":"Created by Experimentation","entries":["Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.",{"type":"entries","name":"Madness through Immortality","entries":["Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.",{"type":"entries","name":"Never Harm Another Hunter","entries":["Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales."]},{"type":"entries","name":"Ageless Memories","entries":["Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind."]},{"type":"entries","name":"Perfect Soldiers","entries":["Aeorian hunters don't require food or drink."]}]}]}]}],"gallery":[{"path":"bestiary/EGW/Aeorian Absorber.webp","credit":"David Rene Christensen"}]},{"id":"aeorian-nullifier","name":"Aeorian Nullifier","source":"EGW","page":283,"srd":false,"image":"bestiary/EGW/Aeorian Nullifier.webp","token":"bestiary/tokens/EGW/Aeorian Nullifier.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"180 (19d10 + 76)","speed":"40 ft.","str":19,"dex":14,"con":18,"int":7,"wis":14,"cha":18,"saves":"Wis +6, Cha +8","skills":"Perception +6, Survival +6","vulnerabilities":"","resistances":"","immunities":"necrotic; radiant","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"understands Draconic but can't speak","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Horrid Gnashing","entries":["The nullifier's mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a {@dc 16} Wisdom saving throw. Unless the save succeeds, the creature rolls a {@dice d8} to determine what it does during the current turn:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-4:","entry":"The creature is {@condition stunned} until the end of the turn."},{"type":"item","name":"5-6:","entry":"The creature is {@condition frightened} until the end of the turn and uses its movement to get as far as possible from the nullifier."},{"type":"item","name":"7-8:","entry":"The creature doesn't move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing"}]}]},{"name":"Magic Resistance","entries":["The nullifier has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The nullifier's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:","At will: {@spell counterspell} (see \"Reactions\" below), {@spell detect magic}, {@spell dispel magic}, {@spell see invisibility}","1/day: {@spell antimagic field}"]}],"actions":[{"name":"Multiattack","entries":["The nullifier makes three attacks: one with its bites and two with its claws."]},{"name":"Bites","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}17 ({@damage 2d12 + 4}) piercing damage plus 11 ({@damage 2d10}) force damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 11 ({@damage 2d10}) force damage, and the target is {@condition grappled} (escape {@dc 16}) if it's a creature. The nullifier has two claws, each of which can grapple one creature."]}],"bonusActions":[],"reactions":[{"name":"Counterspell","entries":["The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Nullifiers are the bane of all magic users, with their physical forms and innate powers shaped specifically to resist and cancel magical effects. Against other foes, a nullifier is no less fearsome for the grotesque mouths filled with razor-sharp teeth that cover its torso—and which set up a cacophony of gnashing that can drive other creatures mad."]},{"type":"section","entries":["Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor's ruins and the islands' icy wastes.",{"type":"entries","name":"Created by Experimentation","entries":["Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.",{"type":"entries","name":"Madness through Immortality","entries":["Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.",{"type":"entries","name":"Never Harm Another Hunter","entries":["Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales."]},{"type":"entries","name":"Ageless Memories","entries":["Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind."]},{"type":"entries","name":"Perfect Soldiers","entries":["Aeorian hunters don't require food or drink."]}]}]}]}],"gallery":[{"path":"bestiary/EGW/Aeorian Nullifier.webp","credit":"David Rene Christensen"}]},{"id":"aeorian-reverser","name":"Aeorian Reverser","source":"EGW","page":284,"srd":false,"image":"bestiary/EGW/Aeorian Reverser.webp","token":"bestiary/tokens/EGW/Aeorian Reverser.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"133 (14d10 + 56)","speed":"40 ft., climb 40 ft.","str":21,"dex":16,"con":18,"int":6,"wis":14,"cha":8,"saves":"Wis +5, Cha +2","skills":"Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"necrotic; radiant","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"understands Draconic but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The reverser has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The reverser makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, range 5 ft., one creature. {@h}11 ({@damage 1d12 + 5}) piercing damage plus 6 ({@damage 1d12}) force damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 7 ({@damage 2d6}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Reversal","entries":["When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 ({@damage 3d8}) force damage to the creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A reverser is a terrible foe in melee, laying into other creatures with teeth and claw. But the chaos it imposes is more fearful by far, as its enemies' healing magic are unraveled and turned against them."]},{"type":"section","entries":["Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor's ruins and the islands' icy wastes.",{"type":"entries","name":"Created by Experimentation","entries":["Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.",{"type":"entries","name":"Madness through Immortality","entries":["Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.",{"type":"entries","name":"Never Harm Another Hunter","entries":["Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales."]},{"type":"entries","name":"Ageless Memories","entries":["Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind."]},{"type":"entries","name":"Perfect Soldiers","entries":["Aeorian hunters don't require food or drink."]}]}]}]}],"gallery":[{"path":"bestiary/EGW/Aeorian Reverser.webp","credit":"David Rene Christensen"}]},{"id":"aerisi-kalinoth","name":"Aerisi Kalinoth","source":"PotA","page":192,"srd":false,"image":"bestiary/PotA/Aerisi Kalinoth.webp","token":"bestiary/tokens/PotA/Aerisi Kalinoth.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":8,"dex":16,"con":12,"int":17,"wis":10,"cha":16,"saves":"","skills":"Arcana +6, History +6, Perception +3","vulnerabilities":"","resistances":"lightning","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Auran, Common, Elvish","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Aerisi has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]},{"name":"Howling Defeat","entries":["When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind."]},{"name":"Legendary Resistance (2/Day)","entries":["If Aerisi fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Aerisi has the following wizard spells prepared:","Cantrips (at will): {@spell gust|xge}, {@spell mage hand}, {@spell message}, {@spell prestidigitation}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell charm person}, {@spell feather fall}, {@spell mage armor}, {@spell thunderwave}","Level 2 (3 slots): {@spell dust devil|xge}, {@spell gust of wind}, {@spell invisibility}","Level 3 (3 slots): {@spell fly}, {@spell gaseous form}, {@spell lightning bolt}","Level 4 (3 slots): {@spell ice storm}, {@spell storm sphere|xge}","Level 5 (2 slots): {@spell cloudkill}, {@spell seeming} (cast each day)","Level 6 (1 slots): {@spell chain lightning}"]}],"actions":[{"name":"Windvane","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage, or 10 ({@damage 1d8 + 6}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["If Aerisi is in the air node while {@creature Yan-C-Bin|PotA} isn't, Aerisi can take lair actions. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can take no other lair actions while {@status concentration||concentrating} on a spell cast as a lair action.","If Aerisi casts {@spell invisibility} using this lair action, she also draws the power of the air node into herself. By doing so, she regains 15 ({@dice 3d8 + 2}) hit points."],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Aerisi Kalinoth is the air prophet of the Elder Elemental Eye and leader of the Cult of the Howling Hatred. Tall and slender, with dark hair and (illusory) feathered wings that gently fan the air, Aerisi Kalinoth speaks to her people in a whisper that belies her violent temper, which reveals itself whenever she is denied.","Aerisi was a sheltered moon elf princess named Dara Algwynenn Kalinoth who grew up in a remote Faerie realm. Her parents had wished to protect her from the harsh realities of the world, but they only succeeded in spoiling her. When they tried to discipline their wilful daughter, she used the power of elemental air against them. Soon after, her dreams led her to the ancient dwarven ruins where the spear Windvane awaited her.","Dara changed her name to Aerisi and pretended to be an avariel (winged elf) princess like the ones from her storybooks. Then Aerisi used her talents for enchantment magic to sway mortals into joining her cult. She has convinced all her followers that she is in fact an avariel, and believes it herself even though she must cast {@spell seeming} each day to \"reveal\" her wings.","Aerisi is prone to deluded flights of fancy and impulsive decadence. She sees herself as a beautiful, fierce, and just ruler who wields elemental power because she deserves it."]},{"type":"entries","name":"In the Air Node","entries":["When danger threatens the Temple of Howling Hatred, Aerisi retreats to the Howling Caves, the air node. Within this node, Aerisi gains one additional use of her Legendary Resistance trait."]}]}]}],"gallery":[{"path":"bestiary/PotA/Aerisi Kalinoth.webp"}]},{"id":"aerosaur","name":"Aerosaur","source":"BGG","page":128,"srd":false,"image":"bestiary/BGG/Aerosaur.webp","token":"bestiary/tokens/BGG/Aerosaur.webp","size":"Gargantuan","creatureType":"Monstrosity (Dinosaur)","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"155 (10d20 + 50)","speed":"20 ft., fly 120 ft.","str":26,"dex":10,"con":21,"int":3,"wis":10,"cha":5,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The aerosaur has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aerosaur makes one Bite attack and one Talons attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}27 ({@damage 3d12 + 8}) piercing damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 18}). Until this grapple ends, the target has the {@condition restrained} condition, and the aerosaur can't Bite another target."]},{"name":"Talons","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d10 + 8}) slashing damage."]},{"name":"Wing Gusts {@recharge 5}","entries":["The aerosaur beats its wings, creating bursts of thunderous force. Each creature within 10 feet of the aerosaur must make a {@dc 20} Strength saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) thunder damage, is pushed up to 30 feet horizontally from the aerosaur, and has the {@condition prone} condition. On a successful save, a creature takes half as much damage and is pushed up to 15 feet horizontally from the aerosaur."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A pterosaur the size of the most ancient dragons, an aerosaur boasts a wingspan of nearly 200 feet. Elemental energy traces patterns like lightning across its scales, giving additional thunderous power to the beating of its enormous wings."]}]},{"type":"section","name":"Dinosaurs","entries":["When Annam's children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world."]}],"gallery":[{"path":"bestiary/BGG/Aerosaur.webp"}]},{"id":"aerosaur-large","name":"Aerosaur (Large)","source":"PSX","page":29,"srd":false,"image":"bestiary/PSX/Aerosaur.webp","token":"bestiary/tokens/PSX/Aerosaur (Large).webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"30 (4d12 + 4)","speed":"10 ft., fly 80 ft.","str":15,"dex":13,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Hill, Coastal","treasure":"","traits":[{"name":"Dive Attack","entries":["If the aerosaur is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 ({@damage 3d6}) damage to the target."]},{"name":"Flyby","entries":["The aerosaur doesn't provoke an opportunity attack when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one creature. {@h}12 ({@damage 3d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Aerosaurs include several varieties of large reptiles with leathery wings, including pterodons and sunwings. Though they are generally clumsy fliers, better at gliding from high perches or riding coastal updrafts than at lifting themselves from the ground, aerosaurs are sometimes used as mounts by knights of the Sun Empire. Smaller aerosaurs can be represented by the {@creature pteranodon|MM} in the {@book Monster Manual|MM}, while larger ones are more like the {@creature quetzalcoatlus|VGM} in {@book Volo's Guide to Monsters|VGM}."],"gallery":[{"path":"bestiary/PSX/Aerosaur.webp","title":"Shining Aerosaur","credit":"Dan Scott"},{"path":"bestiary/PSX/Aerosaur2.webp","title":"Sky Terror","credit":"Johann Bodin"}]},{"id":"aerosaur-small","name":"Aerosaur (Small)","source":"PSX","page":29,"srd":false,"image":"bestiary/PSX/Aerosaur.webp","token":"bestiary/tokens/PSX/Aerosaur (Small).webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"13 (3d8)","speed":"10 ft., fly 60 ft.","str":12,"dex":15,"con":10,"int":2,"wis":9,"cha":5,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Grassland, Coastal","treasure":"","traits":[{"name":"Flyby","entries":["The aerosaur doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Aerosaurs include several varieties of large reptiles with leathery wings, including pterodons and sunwings. Though they are generally clumsy fliers, better at gliding from high perches or riding coastal updrafts than at lifting themselves from the ground, aerosaurs are sometimes used as mounts by knights of the Sun Empire. Smaller aerosaurs can be represented by the {@creature pteranodon|MM} in the {@book Monster Manual|MM}, while larger ones are more like the {@creature quetzalcoatlus|VGM} in {@book Volo's Guide to Monsters|VGM}."],"gallery":[{"path":"bestiary/PSX/Aerosaur.webp","title":"Shining Aerosaur","credit":"Dan Scott"},{"path":"bestiary/PSX/Aerosaur2.webp","title":"Sky Terror","credit":"Johann Bodin"}]},{"id":"aeshma","name":"Aeshma","source":"CoA","page":261,"srd":false,"image":"bestiary/CoA/Aeshma.webp","token":"bestiary/tokens/CoA/Aeshma.webp","size":"Medium","creatureType":"Humanoid (Tiefling)","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":10,"dex":16,"con":14,"int":14,"wis":14,"cha":16,"saves":"Dex +5, Cha +5","skills":"Deception +7, Insight +4, Performance +7, Persuasion +7, Sleight Of Hand +7, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Infernal","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Aeshma makes two attacks using his Shortsword, Hand Crossbow, or a combination of the two."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[{"name":"Cunning","entries":["Aeshma takes the {@action Dash}, {@action Disengage}, or {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Aeshma is a tiefling who was born into a rich and affluent family with ties to powerful families within the city of Waterdeep. Aeshma has learned that everything in life comes easy, free, and without consequence. Aeshma is a jack of no trades and master of none, he has ceremoniously failed himself out of magic studies, countless bard colleges, church studies, and military training. Aeshma excels at one thing: convincing and manipulating others to gamble. He doesn't really care for the stakes or the outcome of a bet, rather he gets enjoyment out of the consternation of others. Aeshma is a chronic gambler who always pushes the stakes to their limits.","Aeshma was content to a life pursuing pleasure and with no responsibilities, but his infernal heritage has entangled him with something he could have never expected. He is the soul that the Halruaans call the Unmaker (Aeshma is unaware that he is the Unmaker). Asmodeus has plans for Aeshma and had one of his archdevils, Abigor, kidnap him."],"gallery":[{"path":"bestiary/CoA/Aeshma.webp","credit":"Lius Lasahido"}]},{"id":"affliction-devil-kocrachon","name":"Affliction Devil (Kocrachon)","source":"CoA","page":236,"srd":false,"image":"bestiary/CoA/Affliction Devil (Kocrachon).webp","token":"bestiary/tokens/CoA/Affliction Devil (Kocrachon).webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"20","initiative":"+4 (14)","hp":"104 (16d8 + 32)","speed":"30 ft., fly 60 ft. (hover)","str":16,"dex":19,"con":15,"int":17,"wis":12,"cha":14,"saves":"Dex +8, Int +7","skills":"Deception +6, Intimidation +6, Perception +5, Stealth +8","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"cold; fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Infernal, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the kocrachon's darkvision."]},{"name":"Infernal Rot","entries":["A creature afflicted with this disease has the {@condition poisoned} condition until the disease ends. While diseased, creatures gain no benefits from a long rest, gaining {@condition exhaustion} when necessary. If a creature dies while afflicted with Infernal Rot, its corpse transforms into a newborn kocrachon after 4 ({@dice 1d8}) days."]},{"name":"Magic Resistance","entries":["The kocrachon has advantage on saving throws against spells and other magical effects."]},{"name":"Sadism","entries":["The kocrachon gains a +1 bonus to attack and damage rolls for each different creature it damaged on its previous turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kocrachon makes three Claw attacks. It can replace one of the attacks with a Proboscis attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Proboscis","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage plus 14 ({@damage 4d6}) poison damage. Creatures damaged by this attack must succeed on a {@dc 16} Constitution saving throw or suffer the Infernal Rot disease."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Masters of torture and pain, kocrachons are some of the most respected lesser devils in the Nine Hells. Each is driven to break the greatest number of creatures during their lifespan—the bigger and more dangerous their charges, the better. The most effective kocrachons study under other torturers, or in infernal schools, to best understand the physiologies of any victim they might come across. Perhaps due to their nature as clandestine torturers, kocrachons abhor direct conflict, choosing instead to flee if given the option.",{"type":"entries","name":"Devils with Purpose","page":236,"entries":["They're insect-like and have a brightly colored carapace, with retractable wings, multiple arms and legs, and pincer-like hands. Even their heads appear strangely insectoid, often with multiple proboscises, eyes and false eyes, and waving antennae. Kocrachon inject a lethal poison into victims and, if they acquire the information they needed, may cure said poison."]},{"type":"entries","name":"Flame and Ice","page":236,"entries":["Though they are just as comfortable in the fires of the Nine Hells as any other devil, unlike many other of their peers, kocrachons are also resilient to the cold. This makes them useful in Stygia and Cania, where they are often employed by the archdevils of those layers to wring information from recalcitrant opponents. Their affinity to the cold also provides kocrachons with other, more interesting avenues of torture."]}],"gallery":[{"path":"bestiary/CoA/Affliction Devil (Kocrachon).webp","credit":"Sebastian Kowoll"}]},{"id":"afsoun-ghorbani","name":"Afsoun Ghorbani","source":"JttRC","page":162,"srd":false,"image":"bestiary/JttRC/109-11-005.afsoun-ghorbani.webp","token":"bestiary/tokens/JttRC/Afsoun Ghorbani.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Afsoun has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Afsoun is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Afsoun casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/109-11-005.afsoun-ghorbani.webp","title":"Afsoun Ghorbani, Imprisoned in Crystal","credit":"Thabiso Mhlaba"}]},{"id":"agathe-silverspoon","name":"Agathe Silverspoon","source":"CRCotN","page":21,"srd":false,"image":"bestiary/CRCotN/011-01-002.agathe-silverspoon.webp","token":"bestiary/tokens/CRCotN/Agathe Silverspoon.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Good","ac":"13","initiative":"+1 (11)","hp":"15 (2d8 + 6)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":7,"wis":11,"cha":10,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, Agathe can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/011-01-002.agathe-silverspoon.webp","credit":"Zoltan Boros"}]},{"id":"agdon-longscarf","name":"Agdon Longscarf","source":"WBtW","page":73,"srd":false,"image":"bestiary/WBtW/Agdon Longscarf.webp","token":"bestiary/tokens/WBtW/Agdon Longscarf.webp","size":"Medium","creatureType":"Fey (Harengon)","alignment":"Chaotic Evil","ac":"19","initiative":"+5 (15)","hp":"36 (8d8)","speed":"35 ft., 70 ft. while wearing his scarf","str":11,"dex":20,"con":11,"int":11,"wis":14,"cha":16,"saves":"Dex +7, Wis +4","skills":"Acrobatics +7, Perception +6, Sleight Of Hand +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If Agdon is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he isn't {@condition incapacitated}."]},{"name":"Standing Leap","entries":["Agdon's long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Agdon makes two Branding Iron or Dagger attacks."]},{"name":"Branding Iron","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) fire damage, and the target is magically branded. Agdon is {@condition invisible} to creatures branded in this way. The brand disappears after 24 hours, or it can be removed from a creature or object by any spell that ends a curse."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."]}],"bonusActions":[{"name":"Quick Fingers","entries":["Agdon targets one creature within 5 feet of him that he can see and makes a Dexterity ({@skill Sleight of Hand}) check, with a DC equal to 1 + the target's passive Wisdom ({@skill Perception}) score. On a successful check, Agdon pilfers one object weighing 1 pound or less that the target has in its possession but not in its grasp, without the target noticing the theft."]}],"reactions":[{"name":"Uncanny Dodge","entries":["Agdon halves the damage that he takes from an attack that hits him. He must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In days gone by, Agdon Longscarf made a name for himself as he and his band of miscreants menaced travelers throughout various Feywild domains. It was in Prismeer, however, that Agdon's antics came to an end by Zybilna's hand. As punishment for his offenses, the archfey demanded that Agdon give up his beloved scarf. When he refused, Zybilna cursed him so that he would never be able to remove it. She then pinned the scarf to a young sapling with a magic nail made of gold and iron, and she bade the tree grow until its branches raked the clouds. Agdon was thus carried into the sky, where he was stranded for a long time.","The arrival of the Hourglass Coven signaled a reversal of Agdon Longscarf's fortunes. With Zybilna trapped in temporal stasis, Agdon's loyal gang was able to chop down his tree prison. But his scarf remained pinned to the felled trunk, and him with it, until Bavlorna struck a deal with him—she agreed to remove the nail and free the scarf in exchange for the best prize from each of his raids thereafter.","Agdon's scarf is a bright blue length of cloth that he claims was woven from lightning bolts he stole right out from under a dark cloud. The scarf can't be removed, even if Agdon dies. His branding iron functions for him alone, and it ceases to be hot when it leaves his hand. The brand it makes is shaped like three bounding rabbits connected nose to tail, forming a triangle."]}],"gallery":[{"path":"bestiary/WBtW/Agdon Longscarf.webp","credit":"Robson Michel"}]},{"id":"agony","name":"Agony","source":"LoX","page":34,"srd":false,"image":"bestiary/tokens/LoX/Agony.webp","token":"bestiary/tokens/LoX/Agony.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Agony can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Agony can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Agony enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of Agony that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that Agony can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Agony ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ahmaergo","name":"Ahmaergo","source":"WDH","page":193,"srd":false,"image":"bestiary/WDH/Ahmaergo.webp","token":"bestiary/tokens/WDH/Ahmaergo.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"25 ft.","str":20,"dex":15,"con":14,"int":15,"wis":14,"cha":12,"saves":"Str +9, Con +6","skills":"Athletics +9, Intimidation +5, Perception +6","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Dwarvish, Undercommon","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["Ahmaergo has advantage on saving throws against being {@condition poisoned}."]},{"name":"Indomitable (2/Day)","entries":["Ahmaergo can reroll a saving throw that he fails. He must use the new roll."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, Ahmaergo can regain 20 hit points."]},{"name":"Extra Damage","entries":["If Ahmaergo has more than half his hit points remaining he deals an extra 7 ({@damage 2d6}) slashing damage on every hit."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ahmaergo makes three attacks with his greataxe."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ahmaergo, Xanathar's majordomo, has a fascination with minotaurs. Although outwardly civil, the shield dwarf is as devious and corrupt as the worst devil, yet also unflinchingly loyal to his beholder master.","After the beholder, Ahmaergo is the most influential member of the Xanathar Guild."]}]}]}],"gallery":[{"path":"bestiary/WDH/Ahmaergo.webp"}]},{"id":"air-elemental","name":"Air Elemental","source":"XMM","page":13,"srd":true,"image":"bestiary/XMM/Air Elemental.webp","token":"bestiary/tokens/XMM/Air Elemental.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"15","initiative":"+5 (15)","hp":"90 (12d10 + 24)","speed":"10 ft., fly 90 ft. (hover)","str":14,"dex":20,"con":14,"int":6,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; lightning; piercing; slashing","immunities":"poison; thunder","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial (Auran)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert, Mountain, Planar, Air","treasure":"","traits":[{"name":"Air Form","entries":["The elemental can enter a creature's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elemental makes two Thunderous Slam attacks."]},{"name":"Thunderous Slam","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}14 ({@damage 2d8 + 5}) Thunder damage."]},{"name":"Whirlwind {@recharge 4}","entries":["{@actSave str} {@dc 13}, one Medium or smaller creature in the elemental's space. {@actSaveFail} 24 ({@damage 4d10 + 2}) Thunder damage, and the target is pushed up to 20 feet straight away from the elemental and has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Air Elemental","entries":["{@i Primal Spirit of Wind and Storm}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Elemental Plane of Air)|bestiary|environment=planar, air}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Energetic spirits from the Elemental Plane of Air, air elementals gather clouds and winds into ever-changing bodies with indistinct limbs and vague features. Beyond their home plane, these elementals might serve magic-users who conjure them, or they might congregate around nexuses of unbridled planar energy, such as wind-scoured mountain peaks or endless storms. In battle, air elementals batter enemies with powerful gusts or transform into whirlwinds to fling away foes.","Air elementals often have distinctive compositions. Roll on or choose a result from the Air Elemental Compositions table to inspire the elemental's appearance.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["What can withstand the storm's scream? The lightning's spear? The want of sweet breath? Air is the mightiest of elements—respect its power."],"by":"Husam, Son of the Breezes, Ruler of Djinn"}]},{"type":"table","caption":"Air Elemental Compositions","colLabels":["1d6","The Air Elemental's Body Features..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cumulus or cirrus clouds."],["2","A mixture of vibrantly colored gases."],["3","A pungent, sour-looking miasma"],["4","Shifting cloud clusters that resemble animals and simple shapes."],["5","Sinister features obscured in a misty mass."],["6","Swirling storm clouds."]]}]}],"gallery":[{"path":"bestiary/XMM/Air Elemental.webp","credit":"Chris Cold"}],"otherVersions":[{"id":"air-elemental-mm","source":"MM"}]},{"id":"air-elemental-mm","name":"Air Elemental","source":"MM","page":124,"srd":false,"image":"bestiary/MM/Air Elemental.webp","token":"bestiary/tokens/MM/Air Elemental.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"15","initiative":"+5 (15)","hp":"90 (12d10 + 24)","speed":"fly 90 ft. (hover)","str":14,"dex":20,"con":14,"int":6,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Auran","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Mountain, Desert","treasure":"","traits":[{"name":"Air Form","entries":["The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elemental makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage."]},{"name":"Whirlwind {@recharge 4}","entries":["Each creature in the elemental's space must make a {@dc 13} Strength saving throw. On a failure, a target takes 15 ({@damage 3d8 + 2}) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked {@condition prone}. If a thrown target strikes an object, such as a wall or floor, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 13} Dexterity saving throw or take the same damage and be knocked {@condition prone}.","If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above.","An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away."]}]},{"type":"section","name":"Elementals","entries":["Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Living Elements","entries":["On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being."]},{"type":"entries","name":"Conjured by Magic","entries":["Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it."]},{"type":"entries","name":"Bound and Shaped","entries":["Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds."]},{"type":"entries","name":"Elemental Nature","entries":["An elemental doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Air Elemental.webp"}],"hidden":true,"otherVersions":[{"id":"air-elemental","source":"XMM"}]},{"id":"air-elemental-myrmidon","name":"Air Elemental Myrmidon","source":"MPMM","page":122,"srd":false,"image":"bestiary/MPMM/Air Elemental Myrmidon.webp","token":"bestiary/tokens/MPMM/Air Elemental Myrmidon.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+2 (12)","hp":"117 (18d8 + 36)","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":14,"con":14,"int":9,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"Auran, one language of its creator's choice","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myrmidon makes three Flail attacks."]},{"name":"Flail","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) force damage."]},{"name":"Lightning Strike {@recharge}","entries":["The myrmidon makes one Flail attack. On a hit, the target takes an extra 18 ({@damage 4d8}) lightning damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of the myrmidon's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Elemental Myrmidons","entries":["Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators."]}],"gallery":[{"path":"bestiary/MPMM/Air Elemental Myrmidon.webp","credit":"Filip Burburan"}],"otherVersions":[{"id":"air-elemental-myrmidon-mtf","source":"MTF"}]},{"id":"air-elemental-myrmidon-mtf","name":"Air Elemental Myrmidon","source":"MTF","page":202,"srd":false,"image":"bestiary/MTF/Air Elemental Myrmidon.webp","token":"bestiary/tokens/MTF/Air Elemental Myrmidon.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+2 (12)","hp":"117 (18d8 + 36)","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":14,"con":14,"int":9,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"Auran, one language of its creator's choice","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Weapons","entries":["The myrmidon's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myrmidon makes three flail attacks."]},{"name":"Flail","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge}","entries":["The myrmidon makes one flail attack. On a hit, the target takes an extra 18 ({@damage 4d8}) lightning damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of the myrmidon's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators."]}],"gallery":[{"path":"bestiary/MTF/Air Elemental Myrmidon.webp","credit":"Filip Burburan"}],"hidden":true,"otherVersions":[{"id":"air-elemental-myrmidon","source":"MPMM"}]},{"id":"air-totem-elemental","name":"Air Totem Elemental","source":"PSX","page":38,"srd":false,"image":"bestiary/PSX/Air Totem Elemental.webp","token":"bestiary/tokens/PSX/Air Totem Elemental.webp","size":"Large","creatureType":"Totem Elemental","alignment":"Neutral","ac":"15","initiative":"+5 (15)","hp":"90 (12d10 + 24)","speed":"fly 90 ft. (hover)","str":14,"dex":20,"con":14,"int":6,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Auran","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Mountain, Desert","treasure":"","traits":[{"name":"Air Form","entries":["The totem elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The totem elemental makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage."]},{"name":"Whirlwind {@recharge 4}","entries":["Each creature in the totem elemental's space must make a {@dc 13} Strength saving throw. On a failure, a target takes 15 ({@damage 3d8 + 2}) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked {@condition prone}. If a thrown target strikes an object, such as a wall or floor, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 13} Dexterity saving throw or take the same damage and be knocked {@condition prone}.","If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.","River Heralds also make use of elementals formed of air, water, or vegetation. In ancient times when folk of the River Heralds and the Sun Empire worked together, they harnessed fire elementals into guardians that still keep watch over certain forgotten ruins.","Any of the various elemental and plant creatures in the {@book Monster Manual|MM} can represent the elementals of Ixalan. The River Heralds' totem elementals are similar to the basic {@creature air elemental|MM|air}, {@creature earth elemental|MM|earth}, and {@creature water elemental|MM|water elementals}, or to {@creature treant|MM|treants}, blights, {@creature shambling mound|MM|shambling mounds}, or {@creature awakened tree|MM|awakened trees} and {@creature awakened shrub|MM|awakened shrubs}. Fire guardians are similar to {@creature fire elemental|MM|fire elementals}."],"gallery":[{"path":"bestiary/PSX/Air Totem Elemental.webp","title":"Air Elemental","credit":"Tomasz Jedruszek"}]},{"id":"akroan-hoplite","name":"Akroan Hoplite","source":"MOT","page":228,"srd":false,"image":"bestiary/MOT/Hoplite.webp","token":"bestiary/tokens/MOT/Akroan Hoplite.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":16,"con":14,"int":11,"wis":14,"cha":13,"saves":"Str +5, Dex +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold the Line","entries":["While the hoplite is holding a spear, other creatures provoke an opportunity attack from the hoplite when they move within 5 feet of it. When the hoplite hits a creature with an opportunity attack using its spear, the creature takes an extra 4 ({@damage 1d8}) piercing damage, and the creature's speed becomes 0 for the rest of the turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hoplite makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft., or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Akroan hoplites, also called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc in the opposing army."]}]},"Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.","The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of.",{"type":"table","caption":"Akroan Hoplite Unit Names","colLabels":["D8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spears of Iroas"],["2","Iron Fangs"],["3","Arrows of Anax"],["4","The Unbroken"],["5","Anvil of Purphoros"],["6","Skewering Squad"],["7","Shield of Akros"],["8","Cymede's Heart"]]},{"type":"table","caption":"Meletian Hoplite Unit Names","colLabels":["D8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Kraken's Claw"],["2","Hands of Justice"],["3","Thassa's Spear"],["4","Ephara's Shield"],["5","Kindred of the Deep"],["6","Riders of Heliod"],["7","Keepers of Pyrgnos"],["8","The Skysworn"]]},{"type":"table","caption":"Setessan Hoplite Unit Names","colLabels":["d8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Nylea's Arrows"],["2","The Watchers"],["3","Fangs of Ophis"],["4","The Swiftswords"],["5","Karametra's Wolves"],["6","Defenders of the Grove"],["7","Bronze Blades"],["8","The Jackals"]]}],"gallery":[{"path":"bestiary/MOT/Hoplite.webp","credit":"Raymond Swanland"}]},{"id":"al-chaia","name":"Al'chaia","source":"WDMM","page":218,"srd":false,"image":"bestiary/tokens/WDMM/Al'chaia.webp","token":"bestiary/tokens/WDMM/Al'chaia.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"140 (14d8 + 28)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":14,"wis":14,"cha":15,"saves":"Con +5, Int +5, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Gith","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Al'chaia's innate spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell jump}, {@spell misty step}, {@spell nondetection} (self only), {@spell tongues}","1/day each: {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["Al'chaia makes two silver greatsword attacks."]},{"name":"Silver Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 10 ({@damage 3d6}) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), Al'chaia can cut the silvery cord that tethers the target to its material body, instead of dealing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"alagarthas","name":"Alagarthas","source":"WBtW","page":144,"srd":false,"image":"bestiary/tokens/WBtW/Alagarthas.webp","token":"bestiary/tokens/WBtW/Alagarthas.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Good","ac":"10","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["Alagarthas has advantage on saving throws against being {@condition frightened}."]},{"name":"Fey Ancestry","entries":["Alagarthas has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Alagarthas makes two melee attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 bludgeoning damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Alagarthas can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Alagarthas is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This prince made a bargain with Endelyn Moongrave and is paying the price. He longs to return to his home in the Misty Forest and deal with the threat of an evil green dragon that nests there."]}]},{"id":"alastrah","name":"Alastrah","source":"SKT","page":197,"srd":false,"image":"bestiary/tokens/SKT/Alastrah.webp","token":"bestiary/tokens/SKT/Alastrah.webp","size":"Medium","creatureType":"Giant","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":14,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Giant","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"alax-jadescales","name":"Alax Jadescales","source":"LRDT","page":11,"srd":false,"image":"bestiary/LRDT/Alax Jadescales.webp","token":"bestiary/tokens/LRDT/Alax Jadescales.webp","size":"Medium","creatureType":"Humanoid (Dragonborn)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":11,"dex":10,"con":14,"int":11,"wis":16,"cha":15,"saves":"","skills":"Animal Handling +5, Survival +5","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Alax casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Druidcraft}, {@spell Resistance}","1/day each: {@spell Cure Wounds}, {@spell Faerie Fire}, {@spell Purify Food and Drink}"]}],"actions":[{"name":"Multiattack","entries":["Alax makes two Fire Strike attacks."]},{"name":"Fire Strike","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 2d6 + 3}) fire damage."]},{"name":"Breath Weapon (Recharges after a Short or Long Rest)","entries":["Alax exhales a 15-foot cone of fire. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LRDT/Alax Jadescales.webp"}]},{"id":"albino-dwarf-spirit-warrior","name":"Albino Dwarf Spirit Warrior","source":"ToA","page":210,"srd":false,"image":"bestiary/ToA/Albino Dwarf.webp","token":"bestiary/tokens/ToA/Albino Dwarf Spirit Warrior.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Any Alignment","ac":"13","initiative":"+1 (11)","hp":"30 (4d8 + 12)","speed":"25 ft.","str":13,"dex":13,"con":17,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +4, Stealth +3, Survival +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Dwarvish","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["The dwarf has advantage on saving throws against poison."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dwarf's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:","1/day each: {@spell hunter's mark}, {@spell jump}, {@spell pass without trace}, {@spell speak with animals}, {@spell speak with plants}"]}],"actions":[{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Albino Dwarf Spirit Warriors","entries":["An albino dwarf can become so attuned to the land of Chult that a benevolent nature spirit takes notice and bestows a powerful charm on the dwarf, granting it innate spellcasting abilities. These dwarf spirit warriors dedicate themselves to preserving the natural beauty of Chult and battling unnatural threats. An albino dwarf spirit warrior has the statistics of an albino dwarf warrior, except it has a challenge rating of 1 (200 XP) and gains an Innate Spellcasting feature."]},{"type":"section","name":"Albino Dwarf","entries":["The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn't seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven't forgotten how to forge metal, but they seldom have the means to do so."]}],"gallery":[{"path":"bestiary/ToA/Albino Dwarf.webp"}]},{"id":"albino-dwarf-warrior","name":"Albino Dwarf Warrior","source":"ToA","page":210,"srd":false,"image":"bestiary/ToA/Albino Dwarf.webp","token":"bestiary/tokens/ToA/Albino Dwarf Warrior.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Any Alignment","ac":"13","initiative":"+1 (11)","hp":"30 (4d8 + 12)","speed":"25 ft.","str":13,"dex":13,"con":17,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +4, Stealth +3, Survival +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Dwarvish","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["The dwarf has advantage on saving throws against poison."]}],"spellcasting":[],"actions":[{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Albino Dwarf","entries":["The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn't seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven't forgotten how to forge metal, but they seldom have the means to do so."]}],"gallery":[{"path":"bestiary/ToA/Albino Dwarf.webp"}]},{"id":"aldani-lobsterfolk","name":"Aldani (Lobsterfolk)","source":"ToA","page":210,"srd":false,"image":"bestiary/ToA/Aldani (Lobsterfolk).webp","token":"bestiary/tokens/ToA/Aldani (Lobsterfolk).webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Neutral","ac":"14","initiative":"-1 (9)","hp":"49 (9d8 + 9)","speed":"20 ft., swim 30 ft.","str":13,"dex":8,"con":12,"int":10,"wis":14,"cha":10,"saves":"","skills":"Perception +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The aldani can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aldani makes two attacks with its claws."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, and the target is {@condition grappled} (escape {@dc 11}). The aldani has two claws, each of which can grapple only one target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Many Chultan natives can recall childhood fables of the aldani, the eerie lobsterfolk that lived in the rivers and lakes of their homeland. As there have been no sightings of the aldani in years, it is widely believed that they were wiped out. In truth, many aldani survived and retreated to the lakes of the Aldani Basin in the heart of Chult.","An aldani looks like a giant lobster that walks upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Reclusive and xenophobic, they hide in their lakes and rivers.",{"name":"Aldani Bribes","type":"entries","entries":["If disturbed, aldani try to frighten intruders away without killing them. When confronted by creatures who aren't easily startled, they offer bribes in exchange for being left alone. These bribes take the form of treasures that the aldani collect from the bottoms of rivers and lakes.",{"name":"Cursed by Ubtao","entries":["The aldani are the monstrous descendants of Chultan humans belonging to the Aldani tribe. The fishers of the tribe trapped the lobsters of the rivers by the thousands, until no lobsters remained. Their greed made Ubtao angry, and he cursed the fishers by transforming them into lobsterfolk. The fishers accepted their punishment and embraced their new existence. However, they were scorned by other members of their tribe and forced to take refuge in the rivers they had once plundered. Although the Aldani tribe went extinct, the lobsterfolk remain to this day."],"type":"entries"}]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Aldani (Lobsterfolk).webp"}]},{"id":"alhoon","name":"Alhoon","source":"MPMM","page":43,"srd":false,"image":"bestiary/MPMM/Alhoon.webp","token":"bestiary/tokens/MPMM/Alhoon.webp","size":"Medium","creatureType":"Undead (Mind Flayer, Wizard)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"150 (20d8 + 60)","speed":"30 ft., fly 15 ft. (hover)","str":11,"dex":12,"con":16,"int":19,"wis":17,"cha":17,"saves":"Con +7, Int +8, Wis +7, Cha +7","skills":"Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 17","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The alhoon has advantage on saving throws against spells and other magical effects."]},{"name":"Turn Resistance","entries":["The alhoon has advantage on saving throws against any effect that turns Undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The alhoon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell dancing lights}, {@spell detect magic}, {@spell detect thoughts}, {@spell disguise self}, {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell dominate monster}, {@spell globe of invulnerability}, {@spell invisibility}, {@spell modify memory}, {@spell plane shift} (self only), {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["The alhoon makes two Chilling Grasp or Arcane Bolt attacks."]},{"name":"Chilling Grasp","entries":["{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) cold damage, and the alhoon regains 14 hit points."]},{"name":"Arcane Bolt","entries":["{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) force damage."]},{"name":"Mind Blast {@recharge 5}","entries":["The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 16} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Negate Spell (3/Day)","entries":["The alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["There are many reasons to avoid the way of the lich. An impermanent solution is paradoxical. Take alhoons. They require souls to keep from shriveling. I fail to see the appeal."],"by":"Mordenkainen"},"Mind flayers that pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain is possible. The road to lichdom offers an alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state.","Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some, a spellbook is a gateway to a new way of thinking.","For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Yet eventually, mind flayer arcanists determined to pursue wizardry must flee the colony for their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the position of leadership normally held by an elder brain. Regardless, all such arcanists face the same stark fact: when they die, they will not join the host of minds in the elder brain—deviant minds are never accepted as part of the collective. For them, death means oblivion.","Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the secret of achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.","Confronting this reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by the same name.",{"name":"Collaborative Undeath","type":"entries","entries":["To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.","Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of a mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked, and its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like those of other liches.","Unlike a true lich's phylactery, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt, where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.","The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who sacrificed a 200-year-old elf looks forward to a much longer existence than one that sacrificed a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.","Destroying a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections for their periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt gains advantage on attacks, saving throws, and checks against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saving throws, and checks against the holder. In addition, the holder can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls."]}],"gallery":[{"path":"bestiary/MPMM/Alhoon.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"alhoon-vgm","source":"VGM"}]},{"id":"alhoon-vgm","name":"Alhoon","source":"VGM","page":172,"srd":false,"image":"bestiary/VGM/Alhoon.webp","token":"bestiary/tokens/VGM/Alhoon.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful NX Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"120 (16d8 + 48)","speed":"30 ft.","str":11,"dex":12,"con":16,"int":19,"wis":17,"cha":17,"saves":"Con +7, Int +8, Wis +7, Cha +7","skills":"Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 17","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The alhoon has advantage on saving throws against spells and other magical effects."]},{"name":"Turn Resistance","entries":["The alhoon has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The alhoon's innate spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]},{"name":"Spellcasting","entries":["The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The alhoon has the following wizard spells prepared:","Cantrips (at will): {@spell chill touch}, {@spell dancing lights}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell disguise self}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell invisibility}, {@spell mirror image}, {@spell scorching ray}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell confusion}, {@spell Evard's black tentacles}, {@spell phantasmal killer}","Level 5 (2 slots): {@spell modify memory}, {@spell wall of force}","Level 6 (1 slots): {@spell disintegrate}, {@spell globe of invulnerability}"]}],"actions":[{"name":"Chilling Grasp","entries":["{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) cold damage."]},{"name":"Mind Blast {@recharge 5}","entries":["The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 16} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.",{"name":"Arcane Temptation","entries":["Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation.","In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking.","For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live."],"type":"entries"},{"name":"Existential Fear","entries":["Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist's personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion."],"type":"entries"},{"name":"Dreadful Deliverance","entries":["Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.","Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name."],"type":"entries"},{"name":"A Psionic Secret","entries":["Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.","Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches."],"type":"entries"},{"name":"Precarious Immortality","entries":["Unlike with true lichdom, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.","The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.","Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder. In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Alhoon.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"alhoon","source":"MPMM"}]},{"id":"aljanor-keenblade","name":"Aljanor Keenblade","source":"OotA","page":149,"srd":false,"image":"bestiary/OotA/Aljanor Keenblade.webp","token":"bestiary/tokens/OotA/Aljanor Keenblade.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Aljanor has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Aljanor makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Aljanor can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Aljanor adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Aljanor Keenblade.webp"}]},{"id":"alkilith","name":"Alkilith","source":"MPMM","page":44,"srd":false,"image":"bestiary/MPMM/Alkilith.webp","token":"bestiary/tokens/MPMM/Alkilith.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+4 (14)","hp":"168 (16d8 + 96)","speed":"40 ft., climb 40 ft.","str":12,"dex":19,"con":22,"int":6,"wis":11,"cha":7,"saves":"Dex +8, Con +10","skills":"Stealth +8","vulnerabilities":"","resistances":"acid; cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Abyssal but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Abyssal Rift","entries":["If the alkilith surrounds a door, window, or similar opening continuously for {@dice 6d6} days, the opening becomes a permanent portal to a random layer of the Abyss."]},{"name":"Amorphous","entries":["The alkilith can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"False Appearance","entries":["If the alkilith is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the alkilith move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the alkilith isn't ordinary slime or fungus."]},{"name":"Foment Confusion","entries":["Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a {@dc 18} Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.","If the saving throw against Foment Confusion fails by 5 or more, the creature is instead subjected to the {@spell confusion} spell for 1 minute (no {@status concentration} required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Confusion."]},{"name":"Magic Resistance","entries":["The alkilith has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The alkilith can climb difficult surfaces, such as upside down on ceilings, without making an ability check."]},{"name":"Unusual Nature","entries":["The alkilith doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The alkilith makes three Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}18 ({@damage 4d6 + 4}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade.","The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see \"Planar Portals\" in the Dungeon Master's Guide).","Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become self-aware and seek to find their way onto the Material Plane. Since most cultists consider them too risky to summon—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane."],"gallery":[{"path":"bestiary/MPMM/Alkilith.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"alkilith-mtf","source":"MTF"}]},{"id":"alkilith-mtf","name":"Alkilith","source":"MTF","page":130,"srd":false,"image":"bestiary/MTF/Alkilith.webp","token":"bestiary/tokens/MTF/Alkilith.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+4 (14)","hp":"157 (15d8 + 90)","speed":"40 ft.","str":12,"dex":19,"con":22,"int":6,"wis":11,"cha":7,"saves":"Dex +8, Con +10","skills":"Stealth +8","vulnerabilities":"","resistances":"acid; cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Abyssal but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The alkilith can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"False Appearance","entries":["While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus."]},{"name":"Foment Madness","entries":["Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a {@dc 18} Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.","If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the {@spell confusion} spell for 1 minute (no {@status concentration} required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness."]},{"name":"Magic Resistance","entries":["The alkilith has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The alkilith makes three tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}18 ({@damage 4d6 + 4}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Alkilith","entries":["An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade.",{"name":"Symptoms of Doom","type":"entries","entries":["The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see {@book \"Planar Portals\"|DMG|2|planar portals} in chapter 2 of the {@book Dungeon Master's Guide|DMG})."]},{"name":"Spawn of Juiblex","type":"entries","entries":["Alkiliths spring from the cast-off bits of Juiblex's hideous, shuddering body, then gradually become self-aware and set out to find their way onto the Material Plane. Since most cultists consider them too risky for summoning—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Alkilith.webp","credit":"Claudio Pozas"}],"hidden":true,"otherVersions":[{"id":"alkilith","source":"MPMM"}]},{"id":"allip","name":"Allip","source":"MPMM","page":45,"srd":false,"image":"bestiary/MPMM/Allip.webp","token":"bestiary/tokens/MPMM/Allip.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"40 (9d8)","speed":"0 ft., fly 40 ft. (hover)","str":6,"dex":17,"con":10,"int":17,"wis":15,"cha":16,"saves":"Int +6, Wis +5","skills":"Perception +5, Stealth +6","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 15","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The allip can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Unusual Nature","entries":["The allip doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Maddening Touch","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) psychic damage."]},{"name":"Howling Babble {@recharge}","entries":["Each creature within 30 feet of the allip that can hear it must make a {@dc 14} Wisdom saving throw. On a failed save, a target takes 12 ({@damage 2d8 + 3}) psychic damage, and it is {@condition stunned} until the end of its next turn. On a successful save, it takes half as much damage and isn't {@condition stunned}. Constructs and Undead are immune to this effect."]},{"name":"Whispers of Compulsion","entries":["The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a {@dc 14} Wisdom saving throw, or it takes 12 ({@damage 2d8 + 3}) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and Undead are immune to this effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["When a creature uncovers a secret that a powerful being has protected with a mighty curse, the result is often the creation of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The creature acquires the secret, but the curse annihilates its body and leaves behind a spectral being composed of fragments from the victim's psyche and overwhelming psychic agony.","Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary mental anguish and violent compulsions. The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter.",{"name":"Insidious Lore","type":"entries","entries":["An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by frantic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim."]}],"gallery":[{"path":"bestiary/MPMM/Allip.webp","credit":"Ilya Shkipin"}],"otherVersions":[{"id":"allip-mtf","source":"MTF"}]},{"id":"allip-mtf","name":"Allip","source":"MTF","page":116,"srd":false,"image":"bestiary/MTF/Allip.webp","token":"bestiary/tokens/MTF/Allip.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"40 (9d8)","speed":"0 ft., fly 40 ft. (hover)","str":6,"dex":17,"con":10,"int":17,"wis":15,"cha":16,"saves":"Int +6, Wis +5","skills":"Perception +5, Stealth +6","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 15","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The allip can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Maddening Touch","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) psychic damage."]},{"name":"Whispers of Madness","entries":["The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a {@dc 14} Wisdom saving throw, or it takes 7 ({@damage 1d8 + 3}) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect."]},{"name":"Howling Babble {@recharge}","entries":["Each creature within 30 feet of the allip that can hear it must make a {@dc 14} Wisdom saving throw. On a failed save, a target takes 12 ({@damage 2d8 + 3}) psychic damage, and it is {@condition stunned} until the end of its next turn. On a successful save, it takes half as much damage and isn't {@condition stunned}. Constructs and undead are immune to this effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Allip","entries":["When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony."]},{"name":"Blasphemous Secrets","type":"entries","entries":["Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary madness.","The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter."]},{"name":"Undead Nature","type":"entries","entries":["An allip doesn't require air, food, drink, or sleep."]},{"type":"entries","name":"Insidious Lore","entries":["An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by manic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim."]}]}]}],"gallery":[{"path":"bestiary/MTF/Allip.webp","credit":"Ilya Shkipin"}],"hidden":true,"otherVersions":[{"id":"allip","source":"MPMM"}]},{"id":"allosaurus","name":"Allosaurus","source":"XMM","page":348,"srd":true,"image":"bestiary/XMM/Allosaurus.webp","token":"bestiary/tokens/XMM/Allosaurus.webp","size":"Large","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"60 ft.","str":19,"dex":13,"con":17,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}15 ({@damage 2d10 + 4}) Piercing damage."]},{"name":"Claws","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Slashing damage. If the target is a Large or smaller creature and the allosaurus moved 30+ feet straight toward it immediately before the hit, the target has the {@condition Prone|XPHB} condition, and the allosaurus can make one Bite attack against it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Allosaurus.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"allosaurus-mm","source":"MM"}]},{"id":"allosaurus-mm","name":"Allosaurus","source":"MM","page":79,"srd":false,"image":"bestiary/MM/Dinosaurs.webp","token":"bestiary/tokens/MM/Allosaurus.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"60 ft.","str":19,"dex":13,"con":17,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Pounce","entries":["If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the allosaurus can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The allosaurus is a predator possessing great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws.",{"type":"entries","name":"Dinosaurs","entries":["Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.","Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens."]}]}]}],"gallery":[{"path":"bestiary/MM/Dinosaurs.webp"}],"hidden":true,"otherVersions":[{"id":"allosaurus","source":"XMM"}]},{"id":"allowak-abominable-yeti","name":"Allowak Abominable Yeti","source":"EGW","page":126,"srd":false,"image":"bestiary/tokens/EGW/Allowak Abominable Yeti.webp","token":"bestiary/tokens/EGW/Allowak Abominable Yeti.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"137 (11d12 + 66)","speed":"40 ft., climb 40 ft.","str":24,"dex":10,"con":22,"int":16,"wis":13,"cha":10,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Yeti","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Fear of Fire","entries":["If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Keen Smell","entries":["The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Snow Camouflage","entries":["The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The yeti can use its Chilling Gaze and makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage plus 7 ({@damage 2d6}) cold damage."]},{"name":"Chilling Gaze","entries":["The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a {@dc 18} Constitution saving throw against this magic or take 21 ({@damage 6d6}) cold damage and then be {@condition paralyzed} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour."]},{"name":"Cold Breath {@recharge}","entries":["The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 45 ({@damage 10d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place."]},{"type":"section","entries":["When Aeor fell into Foren, the impact threw a monolithic, purple crystal miles away from the crash site. The stone pierced the body of an abominable yeti named Allowak, but the crystal's magic preserved the yeti's corpse and absorbed Allowak's soul. When other yetis touched the crystal, their intellect increased and their innate desire to slaughter faded away. A society of the monstrosities living in huts and keeping mammoths for food sprung up around the crystal. These peaceful yetis abhor their more savage kin.",{"type":"entries","name":"A Secret Place","entries":["The yetis of Allowak's Sanctuary keep their home a secret, for they worry that outsiders might try to steal the crystal. Although the crystal's effects seem permanent, the yetis fear that if it were removed from Allowak's remains, they would lose their newfound intelligence. If outsiders get close to the village, the yetis patrolling the village's borders approach and act like the more common and savage members of their species. The yetis of Allowak's Sanctuary do not kill unless forced to, but they will cause injury to guard their secret.","In recent years, the yetis have acquired books and journals from explorers who died close to their camp. The tomes gave the yetis an understanding of the world beyond Eiselcross."]}]}]},{"id":"allowak-yeti","name":"Allowak Yeti","source":"EGW","page":126,"srd":false,"image":"bestiary/tokens/EGW/Allowak Yeti.webp","token":"bestiary/tokens/EGW/Allowak Yeti.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"40 ft., climb 40 ft.","str":18,"dex":13,"con":16,"int":16,"wis":12,"cha":10,"saves":"","skills":"Perception +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Yeti","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic","treasure":"","traits":[{"name":"Fear of Fire","entries":["If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Keen Smell","entries":["The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Snow Camouflage","entries":["The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The yeti can use its Chilling Gaze and makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Chilling Gaze","entries":["The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a {@dc 13} Constitution saving throw against this magic or take 10 ({@damage 3d6}) cold damage and then be {@condition paralyzed} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"almiraj","name":"Almiraj","source":"ToA","page":211,"srd":false,"image":"bestiary/ToA/Almiraj.webp","token":"bestiary/tokens/ToA/Almiraj.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"3 (1d6)","speed":"50 ft.","str":2,"dex":16,"con":10,"int":2,"wis":14,"cha":10,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 14","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Senses","entries":["The almiraj has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]},{"name":"Familiar","entries":["With the DM's permission, the {@spell find familiar} spell can summon an almiraj."]}],"spellcasting":[],"actions":[{"name":"Horn","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["An almiraj (pronounced AWL-meer-ahj) is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. If driven to attack, it tries to spear enemies with its horn.","Almiraj were brought to Chult long ago by merchants of the distant land of Zakhara. Skilled at evading predators, these creatures have flourished throughout the tropical peninsula. They live in earthen burrows and can be captured and domesticated. With the DM's permission, the {@spell find familiar} spell can summon an almiraj."]}]}]}],"gallery":[{"path":"bestiary/ToA/Almiraj.webp"}]},{"id":"aloysia-telfan","name":"Aloysia Telfan","source":"CRCotN","page":61,"srd":false,"image":"bestiary/CRCotN/031-03-004.aloysia-prolix.webp","token":"bestiary/tokens/CRCotN/Aloysia Telfan.webp","size":"Medium","creatureType":"Humanoid (Elf, Sorcerer)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":14,"wis":10,"cha":16,"saves":"","skills":"Arcana +6, Deception +5, History +4, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus one other language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Aloysia casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell light}, {@spell mage hand}","1/day each: {@spell detect magic}, {@spell levitate}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Arcane Blast {@recharge 5}","entries":["Aloysia creates an explosion of magical force in a 20-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must make a {@dc 13} Dexterity saving throw. On a failed saving throw, the creature takes 10 ({@damage 3d6}) force damage and is pushed 10 feet away from the center of the area. On a successful save, it takes half as much damage and isn't pushed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/031-03-004.aloysia-prolix.webp","credit":"Isabel Gibney"}]},{"id":"alseid","name":"Alseid","source":"MOT","page":235,"srd":false,"image":"bestiary/MOT/Alseid.webp","token":"bestiary/tokens/MOT/Alseid.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Good","ac":"15","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":15,"dex":10,"con":12,"int":13,"wis":14,"cha":18,"saves":"","skills":"Persuasion +6","vulnerabilities":"","resistances":"radiant","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Passive Perception 12","languages":"Common, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hide in Plain Sight","entries":["The alseid has advantage on Dexterity ({@skill Stealth}) checks made to hide while it is in grassland."]},{"name":"Magic Resistance","entries":["The alseid has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The alseid's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:","3/day each: {@spell cure wounds}, {@spell charm person}, {@spell sleep}","1/day each: {@spell calm emotions}, {@spell lesser restoration}, {@spell plant growth}"]}],"actions":[{"name":"Multiattack","entries":["The alseid makes two radiant touch attacks."]},{"name":"Radiant Touch","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in closer proximity to human civilization than other nymphs. Farmers are grateful for the presence of alseids on their lands and often leave them offerings of mead, honey, flowers, and dates in return for protecting their flocks and making their crops more abundant.",{"type":"entries","name":"Nymphs","entries":["Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.",{"type":"entries","name":"Immortal Nature","entries":["A nymph doesn't require food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MOT/Alseid.webp","credit":"Magali Villeneuve"}]},{"id":"altisaur","name":"Altisaur","source":"BGG","page":129,"srd":false,"image":"bestiary/BGG/Altisaur.webp","token":"bestiary/tokens/BGG/Altisaur.webp","size":"Gargantuan","creatureType":"Monstrosity (Dinosaur)","alignment":"Unaligned","ac":"15","initiative":"-2 (8)","hp":"198 (12d20 + 72)","speed":"40 ft.","str":28,"dex":6,"con":23,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 21","languages":"","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The altisaur has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The altisaur makes one Stomp attack and one Tail attack. The altisaur can't make both attacks against the same target."]},{"name":"Stomp","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}33 ({@damage 7d6 + 9}) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a {@dc 22} Strength saving throw or have the {@condition prone} condition."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}45 ({@damage 8d8 + 9}) bludgeoning damage, and the target is pushed up to 20 feet horizontally from the altisaur."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The altisaur is a titanic sauropod often likened to a walking mountain, with craggy spines, patterns of elemental energy that glow in its hide like streams of lava, and eight massive legs the size of ancient trees. It creates gullies where its tail drags along the ground. Clouds often seem to gather around its head, which can reach as high as 150 feet off the ground."]}]},{"type":"section","name":"Dinosaurs","entries":["When Annam's children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world."]}],"gallery":[{"path":"bestiary/BGG/Altisaur.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"altisaur-psx","source":"PSX"}]},{"id":"altisaur-psx","name":"Altisaur","source":"PSX","page":27,"srd":false,"image":"bestiary/PSX/Altisaur.webp","token":"bestiary/tokens/PSX/Altisaur.webp","size":"Gargantuan","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"121 (9d20 + 27)","speed":"30 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Stomp","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}27 ({@damage 5d8 + 5}) bludgeoning damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}32 ({@damage 6d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"The Rumbling Herds","page":27,"entries":["The largest of the dinosaurs are huge, long-necked herbivores that feed on the leaves of tall trees. The enormous size of these dinosaurs means that a single beast—often a young, old, or injured one that becomes separated from the herd—can feed a whole pack of smaller predators. The magnificent Altisaurs wander across the plains and through the sparse forests of the Sun Coast, grazing on the tops of trees. Brontodons travel in herds, causing the ground to thunder beneath their tremendous weight when they build up speed. Use {@creature brontosaurus|VGM} stats from {@book Volo's Guide to Monsters|VGM} for these beasts."]}]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Altisaur.webp","title":"Itlimoc, Cradle of the Sun","credit":"Grzegorz Rutkowski"}],"hidden":true,"otherVersions":[{"id":"altisaur","source":"BGG"}]},{"id":"alustriel-silverhand","name":"Alustriel Silverhand","source":"VEoR","page":242,"srd":false,"image":"bestiary/VEoR/Alustriel Silverhand.webp","token":"bestiary/tokens/VEoR/Alustriel Silverhand.webp","size":"Medium","creatureType":"Humanoid (Human, Wizard)","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"272 (32d8 + 128)","speed":"30 ft.","str":12,"dex":20,"con":18,"int":24,"wis":23,"cha":22,"saves":"Con +11, Int +14, Wis +13","skills":"Arcana +14, History +14, Insight +13, Religion +14","vulnerabilities":"","resistances":"radiant","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"Passive Perception 16","languages":"Common, Draconic, Elvish","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Ear of the Chosen","entries":["Whenever a creature on the same plane of existence as Alustriel speaks Alustriel's name, Alustriel hears her name and the next nine words the speaker utters."]},{"name":"Legendary Resistance (3/Day)","entries":["If Alustriel fails a saving throw, she can choose to succeed instead."]},{"name":"Special Equipment","entries":["Alustriel carries a magic staff known as the Staff of Silverymoon. In the hands of anyone other than Alustriel, the Staff of Silverymoon is a {@item Staff of Power}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Alustriel casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 22}):","At will: {@spell Dancing Lights}, {@spell Detect Magic}, {@spell Mage Armor} (self only), {@spell Mage Hand}","2/day each: {@spell Detect Thoughts}, {@spell Dispel Magic}, {@spell Tongues}","1/day each: {@spell Telepathy}, {@spell Teleport}, {@spell Time Stop}"]}],"actions":[{"name":"Multiattack","entries":["Alustriel makes three Staff of Silverymoon attacks or two Reproving Ray attacks."]},{"name":"Staff of Silverymoon","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 38 ({@damage 7d10}) radiant damage."]},{"name":"Reproving Ray","entries":["{@atk rs} {@hit 14} to hit, range 120 ft., one target. {@h}65 ({@damage 9d12 + 7}) force damage, and if the target is a creature, it must make a {@dc 22} Charisma saving throw. On a failed save, the target has the {@condition incapacitated} condition until the start of Alustriel's next turn. On a successful save, the target's speed is reduced by 10 feet until the start of Alustriel's next turn."]},{"name":"Argent Blaze (Requires Silver Fire)","entries":["Alustriel summons a 60-foot cone of silver fire. Each creature in that area must make a {@dc 22} Dexterity saving throw, taking 77 ({@damage 14d10}) radiant damage on a failed save or half as much damage on a successful one. Additionally, Alustriel or one creature of her choice within 60 feet of her then regains 10 ({@dice 3d6}) hit points."]}],"bonusActions":[{"name":"Silver Fire (2/Day)","entries":["Brilliant silver fire harmlessly wreathes Alustriel and empowers her. The silver fire lasts for 1 hour or until she has the {@condition incapacitated} condition or uses another bonus action to quench it. While wreathed in silver fire, Alustriel gains truesight within 30 feet and can use her Argent Blaze action. In addition, Alustriel is unaffected by magic that would ascertain her alignment, creature type, thoughts, or truthfulness."]}],"reactions":[{"name":"Shining Counterspell","entries":["Alustriel interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, Alustriel makes an Intelligence check ({@dc 10} plus the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 11 ({@damage 2d10}) radiant damage if the spell fails."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Lady Alustriel Silverhand, called the Shining Lady, has been an influential wizard and proponent of good across Toril for centuries. Alustriel is one of the Seven Sisters—immortal daughters of Mystra, the god of magic. The divine energy Mystra passed to Alustriel grants Alustriel incredible power over arcane magic.","Alustriel's youthful appearance as a human woman with silver hair gives no hint of her supernaturally extended life span. She typically wears long robes and wields a unicorn-headed staff, her {@i Staff of Silverymoon}."]},{"type":"section","entries":[{"type":"entries","name":"Personality","entries":["Alustriel's primary concerns are to spread kindness, reward virtue, and promote a culture of compassion throughout the multiverse. She is good at building alliances and quick to intervene when she senses a threat to the forces of good. She has traveled far and established safe houses across the planes—such as her sanctum in the city of Sigil. Alustriel doesn't seek personal glory or wealth; her style of influencing the cosmos is quiet yet steady."]},{"type":"entries","name":"History","entries":["Like other Chosen of Mystra, Alustriel is concerned with preserving the Weave, the primary incarnation of magic that permeates Toril. She believes that the Weave favors those who act with mercy and compassion, seeks to deliver lives of security for all, and bolsters people's efforts when they seek to right wrongs and combat evil.","Nowhere are Alustriel and her deeds better known than in the Silver Marches and its capital, Silverymoon. Alustriel ruled Silverymoon for centuries, once disguised as a wizard named Elué Dualen and then later in her true form. She helped create Silverymoon's famous Moonbridge and co-founded the Lady's College, the first school in Faerûn for mages as students rather than as apprentices in service.","Alustriel stepped down as Silverymoon's high mage more than a century ago. Her son, Methrammar Aerasumé, now leads the city and works to uphold his mother's legacy.","Alustriel has partaken in countless adventures before and after her tenure as Silverymoon's high mage. She has befriended famous adventurers such as Drizzt Do'Urden, worked with prominent organizations like the Harpers, and helped prevent or undo many kinds of evil."]}]}],"gallery":[{"path":"bestiary/VEoR/Alustriel Silverhand.webp"}]},{"id":"alyxian-aboleth","name":"Alyxian Aboleth","source":"CRCotN","page":195,"srd":false,"image":"bestiary/CRCotN/Alyxian Aboleth.webp","token":"bestiary/tokens/CRCotN/Alyxian Aboleth.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"17","initiative":"-1 (9)","hp":"135 (18d10 + 36)","speed":"10 ft., swim 30 ft.","str":21,"dex":9,"con":15,"int":18,"wis":18,"cha":18,"saves":"Con +6, Int +8, Wis +8","skills":"History +12, Perception +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The aboleth can breathe air and water."]},{"name":"Mucous Cloud","entries":["While underwater, the aboleth is surrounded by a cloud of sticky mucus. A creature that touches the aboleth or hits it with a melee attack while within 5 feet of it must succeed on a {@dc 14} Strength saving throw or be {@condition restrained} until the end of the aboleth's next turn."]},{"name":"Probing Telepathy","entries":["If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aboleth makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 3 ({@damage 1d6}) psychic damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage."]}],"bonusActions":[{"name":"Enslave {@recharge 4}","entries":["The aboleth targets one creature it can see within 30 feet of itself. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The {@condition charmed} target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.","The {@condition charmed} target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. No more than once every 24 hours, the target can repeat the saving throw when it is at least 1 mile away from the aboleth."]}],"reactions":[],"legendaryActions":[{"name":"Tail Swipe","entries":["The aboleth makes one Tail attack."]},{"name":"Psychic Drain (Costs 2 Actions)","entries":["One creature {@condition charmed} by the aboleth takes 10 ({@damage 3d6}) psychic damage, and the aboleth regains hit points equal to the damage dealt."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Alyxian Aboleth is a unique creature that believes it carries the soul of the Apotheon within its body, trapped in this aberrant form as divine punishment for his failure to save the world during the Calamity. Veins of ruidium crisscross the aboleth's body, and a secondary face has emerged from its pale green hide. The second face is a mutation that has no effect on the creature's game statistics."]}],"gallery":[{"path":"bestiary/CRCotN/Alyxian Aboleth.webp","credit":"Irina Nordsol"}]},{"id":"alyxian-the-absolved","name":"Alyxian the Absolved","source":"CRCotN","page":182,"srd":false,"image":"bestiary/CRCotN/Alyxian the Absolved.webp","token":"bestiary/tokens/CRCotN/Alyxian the Absolved.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"15","initiative":"+2 (12)","hp":"161 (19d8 + 76)","speed":"30 ft.","str":19,"dex":15,"con":18,"int":13,"wis":14,"cha":19,"saves":"Str +9, Con +9, Wis +7","skills":"Athletics +9, Insight +7, Perception +7, Persuasion +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"Common, Elvish","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Divinely Blessed","entries":["Alyxian can't be {@status surprised} and can't be changed into another form against his will."]},{"name":"Legendary Resistance (2/Day)","entries":["If Alyxian fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Alyxian casts one of the following spells, requiring no material components and using Charisma as the spellcasting modifier (spell save {@dc 17}):","At will: {@spell guidance}, {@spell light}","1/day each: {@spell lesser restoration}, {@spell remove curse}, {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Alyxian makes two Spear attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when used with two hands to make a melee attack, plus 9 ({@damage 2d8}) radiant damage."]},{"name":"Force Wave (1/Day)","entries":["Alyxian strikes the ground, creating a burst of energy that ripples outward. Each creature he chooses within a 30-foot-radius sphere centered on himself must succeed on a {@dc 17} Constitution saving throw or take 35 ({@damage 10d6}) force damage and be knocked {@condition prone}. A creature that succeeds on the saving throw takes half as much damage and isn't knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Alyxian adds 3 to his AC against one attack roll that would hit him. To do so, Alyxian must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[{"name":"Arch Heart's Strike","entries":["Alyxian makes one Spear attack, and all damage from this attack is radiant."]},{"name":"Change Bringer's Dance","entries":["Alyxian moves up to his speed. This movement doesn't provoke opportunity attacks."]},{"name":"Moon Weaver's Veil (Costs 2 Actions)","entries":["Alyxian becomes {@condition invisible} until the end of his next turn. Any equipment he is wearing or carrying becomes {@condition invisible} with him."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Avandra's Grasp","entries":["Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action."]},{"type":"item","name":"Corellon's Charm","entries":["Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round."]},{"type":"item","name":"Sehanine's Torment","entries":["Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack ({@hit 7} to hit) against it. On a hit, the attack deals 8 ({@damage 10d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack."]}]},{"type":"entries","name":"Prayers to the Gods","entries":["A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form."]}],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/Alyxian the Absolved.webp","credit":"Nikki Dawes"}]},{"id":"alyxian-the-callous","name":"Alyxian the Callous","source":"CRCotN","page":179,"srd":false,"image":"bestiary/CRCotN/Alyxian the Callous.webp","token":"bestiary/tokens/CRCotN/Alyxian the Callous.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"157 (15d10 + 75)","speed":"30 ft., fly 90 ft.","str":23,"dex":18,"con":21,"int":15,"wis":16,"cha":20,"saves":"Str +10, Con +9, Wis +7","skills":"Deception +9, Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; restrained; stunned","senses":"truesight 120 ft., Passive Perception 17","languages":"Celestial, Common, Elvish, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Apotheonic Rejuvenation","entries":["When Alyxian the Callous drops to 0 hit points, his body dies and sheds its wings, and he rises to his feet in his third form, Alyxian the Dispossessed. His initiative count doesn't change."]},{"name":"Divinely Blessed","entries":["Alyxian can't be {@status surprised} and can't be changed into another form against his will."]},{"name":"Legendary Resistance (2/Day)","entries":["If Alyxian fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Alyxian makes two Radiant Spear attacks. He can replace one of these attacks with Blinding Teleport."]},{"name":"Radiant Spear","entries":["{@atk mw,rw} {@hit 10} to hit, reach 5 ft. or range 120 ft., one target. {@h}15 ({@damage 2d8 + 6}) radiant damage."]},{"name":"Blinding Teleport","entries":["Alyxian teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see within 120 feet of himself. Each creature within 5 feet of his new location must succeed on a {@dc 17} Constitution saving throw or be {@condition blinded} until the end of its next turn."]},{"name":"Heavenly Destruction (1/Day)","entries":["Alyxian releases divine energy in a 60-foot cone. Each creature of his choice in that area must make a {@dc 17} Constitution saving throw. On a failed saving throw, the creature takes 31 ({@damage 7d8}) radiant damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Alyxian makes one Radiant Spear attack."]},{"name":"Celestial Chains","entries":["Alyxian targets one creature he can see within 120 feet of himself. The target must succeed on a {@dc 17} Strength saving throw or be {@condition restrained} by magical chains for 1 minute. While {@condition restrained} in this way, the target can't leave the space by any means. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Flare (Costs 2 Actions)","entries":["Alyxian targets one creature he can see within 30 feet of himself. Light flares around the target, dealing 17 ({@damage 5d6}) radiant damage to it and creatures within 10 feet of it."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Avandra's Grasp","entries":["Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action."]},{"type":"item","name":"Corellon's Charm","entries":["Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round."]},{"type":"item","name":"Sehanine's Torment","entries":["Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack ({@hit 7} to hit) against it. On a hit, the attack deals 8 ({@damage 1d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack."]}]},{"type":"entries","name":"Prayers to the Gods","entries":["A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form."]}],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/Alyxian the Callous.webp","credit":"Zuzanna Wužyk"}]},{"id":"alyxian-the-dispossessed","name":"Alyxian the Dispossessed","source":"CRCotN","page":180,"srd":false,"image":"bestiary/CRCotN/Alyxian the Dispossessed.webp","token":"bestiary/tokens/CRCotN/Alyxian the Dispossessed.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":19,"dex":15,"con":18,"int":13,"wis":14,"cha":20,"saves":"Str +9, Con +9, Wis +7","skills":"Insight +7, Perception +7, Persuasion +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; stunned","senses":"darkvision 120 ft., Passive Perception 17","languages":"Celestial, Common, Elvish, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Divinely Blessed","entries":["Alyxian can't be {@status surprised} and can't be changed into another form against his will."]},{"name":"Legendary Resistance (2/Day)","entries":["If Alyxian fails a saving throw, he can choose to succeed instead."]},{"name":"Special Equipment","entries":["Alyxian carries a magic dagger that he uses to make Stoneheart Dagger attacks. In the hands of creatures other than Alyxian, the dagger is nonmagical and has no special properties."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Alyxian makes two Spear attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when used with two hands to make a melee attack, plus 9 ({@damage 2d8}) radiant damage."]},{"name":"Stoneheart Dagger","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 3d4 + 4}) force damage, and if the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or become {@condition petrified} as the dagger lodges itself in the target's body. While the dagger is lodged in the target, magic can't end the {@condition petrified} condition on it and Alyxian can't make Stoneheart Dagger attacks. A creature within reach of the {@condition petrified} target can use an action to try to remove the dagger, doing so with a successful {@dc 17} Strength check."]}],"bonusActions":[{"name":"Summon Dagger","entries":["Alyxian's Stoneheart Dagger teleports into his free hand, provided he has one."]}],"reactions":[{"name":"Parry","entries":["Alyxian adds 3 to his AC against one attack roll that would hit him. To do so, Alyxian must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[{"name":"Attack","entries":["Alyxian makes one Spear or Stoneheart Dagger attack."]},{"name":"Warrior's Stride","entries":["Alyxian moves up to his speed. This movement doesn't provoke opportunity attacks."]},{"name":"Ruidium Shard (Costs 2 Actions)","entries":["A gem-sized shard of ruidium appears at a point Alyxian can see within 120 feet of himself and explodes. Each creature, other than Alyxian, in a 10-foot-radius sphere centered on that point must succeed on a {@dc 18} Charisma saving throw or gain 1 level of {@condition exhaustion}. If a creature isn't suffering from ruidium corruption, it becomes corrupted when it fails the saving throw."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Avandra's Grasp","entries":["Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action."]},{"type":"item","name":"Corellon's Charm","entries":["Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round."]},{"type":"item","name":"Sehanine's Torment","entries":["Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack ({@hit 7} to hit) against it. On a hit, the attack deals 8 ({@damage 1d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack."]}]},{"type":"entries","name":"Prayers to the Gods","entries":["A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form."]}],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/Alyxian the Dispossessed.webp","credit":"Tyler Walpole"}]},{"id":"alyxian-the-hunter","name":"Alyxian the Hunter","source":"CRCotN","page":160,"srd":false,"image":"bestiary/CRCotN/Alyxian the Hunter.webp","token":"bestiary/tokens/CRCotN/Alyxian the Hunter.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft., swim 30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Ruidium Dart","entries":["The golem can conjure a magic dart made of ruidium and hurl it at another creature it can see within 120 feet of itself. The dart strikes the target unerringly and vanishes on contact. The target must make a {@dc 17} Charisma saving throw. On a failed saving throw, the target takes 24 ({@damage 7d6}) psychic damage and gains 1 level of {@condition exhaustion}. In addition, if the target is not already suffering from ruidium corruption, it becomes corrupted when it fails the saving throw. On a successful saving throw, the target takes half as much damage and suffers no other effects."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This ruidium golem resembles Alyxian the Apotheon. It remains as rigid as a statue until the characters attack it or until Theo vanishes from the Netherdeep."]}],"gallery":[{"path":"bestiary/CRCotN/Alyxian the Hunter.webp","credit":"Linda Lithén"}]},{"id":"alyxian-the-tormented","name":"Alyxian the Tormented","source":"CRCotN","page":178,"srd":false,"image":"bestiary/CRCotN/Alyxian the Tormented.webp","token":"bestiary/tokens/CRCotN/Alyxian the Tormented.webp","size":"Huge","creatureType":"Aberration","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"150 (12d12 + 72)","speed":"40 ft., swim 40 ft.","str":21,"dex":18,"con":22,"int":15,"wis":16,"cha":20,"saves":"Str +9, Con +10, Wis +7","skills":"Deception +9, Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; stunned","senses":"blindsight 120 ft., Passive Perception 17","languages":"Celestial, Common, Elvish, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Apotheonic Rejuvenation","entries":["When Alyxian drops to 0 hit points, his body dies and cracks open like a cocoon. Alyxian instantly emerges from the cocoon in his second form, Alyxian the Callous, in the space where his previous form died. His initiative count doesn't change."]},{"name":"Divinely Blessed","entries":["Alyxian can't be {@status surprised} and can't be changed into another form against his will."]},{"name":"Legendary Resistance (2/Day)","entries":["If Alyxian fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Alyxian makes two Grasping Hand attacks."]},{"name":"Grasping Hand","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) force damage, and if the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Alyxian has six hands, each of which can grapple one target."]},{"name":"Void Eyes {@recharge 5}","entries":["Alyxian targets up to two creatures he can see within 120 feet of himself. Each target must make a {@dc 17} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Alyxian makes one Grasping Hand attack."]},{"name":"Weapons of Yore (Costs 2 Actions)","entries":["Ancient weapons embedded in Alyxian's hide detach from Alyxian and fly about in a 10-foot-radius sphere centered on a point Alyxian can see within 60 feet of himself. A creature takes 18 ({@damage 4d8}) slashing damage when it enters that area for the first time on a turn or starts its turn there. The effect lasts until the end of Alyxian's next turn, when the weapons return to Alyxian and embed themselves in his hide once again (causing him no harm)."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Alyxian can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Avandra's Grasp","entries":["Alyxian uses the power of Avandra's ruined temple (area H2) to create a watery tendril that rises out of the lake. One creature Alyxian can see that's not submerged in the lake must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by the tendril. The tendril is a Large object that has AC 10, 15 hit points, and immunity to poison and psychic damage. The tendril disappears when it is reduced to 0 hit points or the next time Alyxian takes a lair action."]},{"type":"item","name":"Corellon's Charm","entries":["Alyxian causes a magical wisp of light to emerge from Corellon's ruined temple (area H3). The wisp enters the body of one creature Alyxian can see that isn't inside Corellon's ruined temple or atop the rocky island that supports it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by Alyxian until initiative count 20 of the next round."]},{"type":"item","name":"Sehanine's Torment","entries":["Alyxian uses the power of Sehanine's ruined temple (area H4) to create a watery form in the space of one creature that is either standing on the lake or submerged in it. The watery form assumes the vague likeness of the creature whose space it occupies and makes one melee weapon attack ({@hit 7} to hit) against it. On a hit, the attack deals 8 ({@damage 1d8 + 4}) bludgeoning damage. Whether it hits or misses, the watery form disappears after making its attack."]}]},{"type":"entries","name":"Prayers to the Gods","entries":["A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity's prayer site. The character must succeed on a {@dc 15} Wisdom ({@skill Religion}) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and Alyxian can no longer use the lair action associated with that prayer site. In addition, Alyxian takes 14 ({@damage 4d6}) psychic damage, regardless of his current form."]}],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/Alyxian the Tormented.webp","credit":"Axel Defois"}]},{"id":"amanisha-manivarshi","name":"Amanisha Manivarshi","source":"JttRC","page":127,"srd":false,"image":"bestiary/JttRC/080-09-002.amanisha-manivarshi.webp","token":"bestiary/tokens/JttRC/Amanisha Manivarshi.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Amanisha can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Amanisha deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Amanisha makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/080-09-002.amanisha-manivarshi.webp","credit":"Nikki Dawes"}]},{"id":"amarith-coppervein","name":"Amarith Coppervein","source":"OotA","page":142,"srd":false,"image":"bestiary/OotA/Amarith Coppervein.webp","token":"bestiary/tokens/OotA/Amarith Coppervein.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Amarith makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Warhammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, or 8 ({@damage 1d10 + 3}) bludgeoning damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Amarith Coppervein.webp"}]},{"id":"amber-golem","name":"Amber Golem","source":"CoS","page":186,"srd":false,"image":"bestiary/CoS/Amber Golem.webp","token":"bestiary/tokens/CoS/Amber Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Amber Golem.webp"}]},{"id":"ambitious-assassin","name":"Ambitious Assassin","source":"BMT","page":45,"srd":false,"image":"bestiary/BMT/Ambitious Assassin.webp","token":"bestiary/tokens/BMT/Ambitious Assassin.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"91 (14d8 + 28)","speed":"40 ft., climb 40 ft.","str":10,"dex":18,"con":15,"int":18,"wis":14,"cha":16,"saves":"Dex +7, Int +7","skills":"Deception +9, Perception +5, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"blindsight 10 ft., Passive Perception 15","languages":"Common, thieves' cant, plus any one language","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the assassin fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The assassin makes two Poison Blade attacks."]},{"name":"Poison Blade","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 5 ({@damage 1d10}) poison damage."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["When an attacker the assassin can see hits the assassin with an attack, the assassin halves the attack's damage against it."]}],"legendaryActions":[{"name":"Cunning","entries":["The assassin escapes nonmagical restraints and ends the {@condition grappled} condition on itself, then moves up to its speed without provoking opportunity attacks."]},{"name":"Stab (Costs 2 Actions)","entries":["The assassin makes one Poison Blade attack."]},{"name":"Vanishing Escape (Costs 3 Actions)","entries":["The assassin creates a sudden distraction, such as a cloud of disorienting smoke or flash of dazzling light, filling a 10-foot cube within 5 feet of the assassin. Each creature of the assassin's choice in that area takes 9 ({@damage 2d8}) psychic damage, and the assassin has the {@condition invisible} condition. This invisibility lasts until the end of the assassin's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distraction","entry":"A shrill sound fills the lair. Creatures that can hear it must succeed on a {@dc 15} Constitution saving throw or lose concentration."},{"type":"item","name":"Snares","entry":"Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a {@dc 15} Strength saving throw or have the grappled condition (escape {@dc 15}) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage."},{"type":"item","name":"Traps","entry":"Traps target up to two creatures the villain can see in the lair. Each target must succeed on a {@dc 15} Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by the villain when the villain uses this action."}]}],"regionalEffects":["The region containing a villain's lair is warped by their presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Corruption Abounds","entry":"While within 3 miles of the lair, creatures that aren't members of the villain's organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills."},{"type":"item","name":"Potent Toxins","entry":"When members of the villain's organization deal poison damage while within 3 miles of the lair, they ignore the target's resistance to poison damage."}]},"If the villain dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["Appropriate for tier 1 play (levels 1 to 4), the ambitious assassin is a Humanoid who might be a charming manipulator or a ruthless killer."]},{"type":"section","entries":[{"type":"entries","name":"The Rogue's Lair","entries":["This villain resides in a place of power and safety, whether that's a hidden thieves' guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.","The villain's challenge rating increases while the villain is in this lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ambitious Assassin","entry":"Challenge 6 (2,300 XP)"}]}]}]}],"gallery":[{"path":"bestiary/BMT/Ambitious Assassin.webp"}]},{"id":"amble","name":"Amble","source":"LR","page":15,"srd":false,"image":"bestiary/tokens/LR/Amble.webp","token":"bestiary/tokens/LR/Amble.webp","size":"Medium","creatureType":"Humanoid (Tortle)","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"90 (12d8 + 36)","speed":"30 ft.","str":14,"dex":10,"con":16,"int":10,"wis":18,"cha":14,"saves":"Str +6, Dex +4, Con +7, Int +4, Wis +8, Cha +6","skills":"Animal Handling +8, Insight +8, Medicine +8, Perception +8, Survival +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Aquan, Common, Druidic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Hearth of Moonlight and Shadow","entries":["At the start of a short or long rest, Amble can touch a point in space, and an {@condition invisible}, 30-foot-radius sphere of magic appears, centered on that point. {@quickref Cover||3||Total cover} blocks the sphere.","While within the sphere, Amble and their allies gain a +5 bonus to Dexterity ({@skill Stealth}) and Wisdom ({@skill Perception}) checks, and any light from open flames in the sphere isn't visible outside it.","The sphere vanishes at the end of the rest or when Amble leaves the sphere."]},{"name":"Hold Breath","entries":["Amble can hold their breath for up to 1 hour at a time."]},{"name":"Balm of the Summer Court (12d6)","entries":["(As a Bonus Action) Amble can choose one creature they can see within 120 feet of them and spend up to {@dice 6d6} of their die pool. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. Amble regains all expended dice when they finish a long rest."]},{"name":"Hidden Paths (4/Day)","entries":["(As a Bonus Action) Amble may teleport up to 60 feet to an unoccupied space they can see."]}],"spellcasting":[{"name":"Spellcasting","entries":["Amble is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). Amble has the following druid spells prepared:","Cantrips (at will): {@spell guidance}, {@spell mending}, {@spell shape water|XGE}, {@spell shillelagh}","Level 1 (4 slots): {@spell absorb elements|XGE}, {@spell cure wounds}, {@spell entangle}, {@spell speak with animals}","Level 2 (3 slots): {@spell darkvision}, {@spell hold person}, {@spell lesser restoration}, {@spell moonbeam}","Level 3 (3 slots): {@spell conjure animals}, {@spell dispel magic}, {@spell water breathing}","Level 4 (3 slots): {@spell charm monster|XGE}, {@spell freedom of movement}","Level 5 (2 slots): {@spell greater restoration}, {@spell mass cure wounds}","Level 6 (1 slots): {@spell conjure fey}"]}],"actions":[{"name":"Change Shape (2/Day)","entries":["Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with their new form. Amble reverts to their true form if they die or fall {@condition unconscious}. Amble can revert to their true form using a bonus action on their turn.","Amble's game statistics are replaced by the statistics of the beast, but they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. Amble also retains all their skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as Amble and the bonus in its stat block is higher, use the creature's bonus instead of Amble's.","When Amble transforms, they assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of dropping to 0 hit points, any excess damage carries over their normal form.","Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of their beast form. Transforming doesn't break Amble's {@status concentration} on a spell they've already cast however, or prevent them from taking actions that are part of a spell."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Club","entries":["{@atk mw} {@hit 6} to hit ({@hit 8} to hit with shillelagh), reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage with shillelagh."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ambush-drake","name":"Ambush Drake","source":"HotDQ","page":88,"srd":false,"image":"bestiary/HotDQ/Ambush Drake.webp","token":"bestiary/tokens/HotDQ/Ambush Drake.webp","size":"Medium","creatureType":"Dragon","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"22 (4d6 + 8)","speed":"30 ft.","str":13,"dex":15,"con":14,"int":4,"wis":11,"cha":6,"saves":"","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"understands Draconic but can't speak it","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Surprise Attack","entries":["If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Ambush Drake.webp"}]},{"id":"amelia-ghallen","name":"Amelia Ghallen","source":"DSotDQ","page":180,"srd":false,"image":"bestiary/tokens/DSotDQ/Amelia Ghallen.webp","token":"bestiary/tokens/DSotDQ/Amelia Ghallen.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Amelia makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"amethyst-dragon-wyrmling","name":"Amethyst Dragon Wyrmling","source":"FTD","page":162,"srd":false,"image":"bestiary/FTD/Amethyst Dragon Wyrmling.webp","token":"bestiary/tokens/FTD/Amethyst Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Gem)","alignment":"Neutral","ac":"17","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft., fly 60 ft. (hover), swim 30 ft.","str":19,"dex":10,"con":17,"int":16,"wis":13,"cha":17,"saves":"Dex +2, Con +5, Wis +3, Cha +5","skills":"Arcana +7, Perception +5, Persuasion +5, Stealth +2","vulnerabilities":"","resistances":"force; psychic","immunities":"","conditionImmunities":"frightened; prone","senses":"blindsight 10 ft., darkvision 120 ft., Passive Perception 15","languages":"Draconic, telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe both air and water."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","1/day each: {@spell protection from evil and good}, {@spell Tenser's floating disk}, {@spell unseen servant}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 4 ({@damage 1d8}) force damage."]},{"name":"Singularity Breath {@recharge 5}","entries":["The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a {@dc 13} Strength saving throw. On a failed save, the creature takes 22 ({@damage 5d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes."]},{"type":"section","entries":[{"type":"entries","name":"Royal Purple","entries":["When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods."]},{"type":"entries","name":"Cosmological Study","entries":["Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.","Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places."]},{"type":"entries","name":"Hoarded Arcana","entries":["In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard."]},{"type":"entries","name":"Creating an Amethyst Dragon","entries":["Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of distinctive amethyst dragon characters.",{"type":"entries","name":"Amethyst Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am never so content as when contemplating the beauty and wonders of the multiverse."],["2","I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise."],["3","What use is vast knowledge or insight if it is not shared with those who can appreciate it?"],["4","Although some are fascinated by words, I think numbers are the true foundations of creation."],["5","To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge."],["6","I see a far more kaleidoscopic reality than you do... or than any of your selves do, really."],["7","It is not my place to interfere. I merely seek to observe, learn, and understand."],["8","With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one."]]}]},{"type":"entries","name":"Amethyst Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)"],["2","Knowledge. We are the whole of creation, seeking to understand itself. (Any)"],["3","Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)"],["4","Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)"],["5","Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)"],["6","Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)"]]}]}]},{"type":"entries","name":"Amethyst Dragon Adventures","entries":["The Amethyst Dragon Adventure Hooks table offers suggestions for stories and adventures involving amethyst dragons.",{"type":"entries","name":"Amethyst Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan."],["2","A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard."],["3","An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction."],["4","An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back."],["5","A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon."],["6","An amethyst dragon wyrmling is actually the temporally displaced form of an ancient amethyst dragon who already exists in the same time line."],["7","An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment."],["8","An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons' echoes across the worlds."]},{"type":"entries","name":"Amethyst Dragon Wyrmling Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An amethyst dragon wyrmling is in the care of a cloistered religious order of scribes."],["2","A half-amethyst dragon cares for an amethyst dragon wyrmling sibling after the disappearance of their dragon parent."],["3","A violet faerie dragon is the playmate and guardian of an amethyst dragon wyrmling."],["4","An amethyst dragon wyrmling lives alone in a lair, cared for by a cadre of animated objects."],["5","A cloister of flumphs protects an amethyst dragon wyrmling while feeding on the wyrmling's excess psionic energy."],["6","A circle of druids looks after an amethyst dragon wyrmling lairing in the circle's mountain tarn."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Amethyst Dragon Wyrmling.webp","credit":"Shawn Wood"}]},{"id":"amethyst-greatwyrm","name":"Amethyst Greatwyrm","source":"FTD","page":201,"srd":false,"image":"bestiary/tokens/FTD/Amethyst Greatwyrm.webp","token":"bestiary/tokens/FTD/Amethyst Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Neutral","ac":"21","initiative":"+2 (12)","hp":"507 (26d20 + 234)","speed":"60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft.","str":28,"dex":14,"con":29,"int":30,"wis":24,"cha":25,"saves":"Dex +10, Con +17, Wis +15, Cha +15","skills":"Arcana +26, History +18, Perception +15","vulnerabilities":"","resistances":"","immunities":"force","conditionImmunities":"charmed; frightened; poisoned; prone","senses":"truesight 120 ft., Passive Perception 25","languages":"Common, Draconic","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Gem Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):","1/day each: {@spell dispel magic}, {@spell forcecage}, {@spell plane shift}, {@spell reverse gravity}, {@spell time stop}"]}],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn."]},{"name":"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)","entries":["The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.","At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them."]}],"bonusActions":[{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The greatwyrm makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The greatwyrm uses Psychic Step or Spellcasting."]},{"name":"Psychic Beam (Costs 3 Actions)","entries":["The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.","Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.",{"type":"inset","name":"Sardior's Greatwyrms","source":"FTD","entries":["Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon."]},{"type":"quote","entries":["The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me."],"by":"Fizban"}]},{"id":"ameyali","name":"Ameyali","source":"JttRC","page":108,"srd":false,"image":"bestiary/JttRC/069-08-001.salamander-raiders.webp","token":"bestiary/tokens/JttRC/Ameyali.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Ameyali can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ameyali is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/069-08-001.salamander-raiders.webp","title":"Salamander raiders ambush Ameyali's caravan on the road near Etizalan","credit":"Tom Babbey"}]},{"id":"amidor-the-dandelion","name":"Amidor the Dandelion","source":"WBtW","page":135,"srd":false,"image":"bestiary/WBtW/Amidor the Dandelion.webp","token":"bestiary/tokens/WBtW/Amidor the Dandelion.webp","size":"Small","creatureType":"Plant","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"28 (8d6)","speed":"30 ft.","str":6,"dex":15,"con":10,"int":13,"wis":12,"cha":17,"saves":"Str +0, Dex +4, Con +2, Wis +3","skills":"Perception +3, Persuasion +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Speak with Beasts and Plants","entries":["Amidor can communicate with Beasts and Plants as if it shared a language with them."]}],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Seed Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Amidor adds 2 to its AC against one melee attack that would hit it. To do so, Amidor must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"entries","entries":[{"type":"entries","name":"Roleplaying Notes","entries":["This 3-foot-tall talking dandelion finds poetry in everything and is quick to fall head over heels in love. A humble idealist, Amidor never puts its own needs above the needs of others.",{"type":"entries","name":"Alignment","entries":["Neutral good."]},{"type":"entries","name":"Personality Trait","entries":["\"My speech drifts into flowery verse, if you'll pardon the pun. Allow","me to demonstrate: Do not cry, my love! Let me catch your tears as faeries collect morning dew. Let me lift your spirits like a seed on the breeze!\""]},{"type":"entries","name":"Ideal","entries":["\"The pursuit of true love compels me! Never shall I wilt if I have such a cause to champion.\""]},{"type":"entries","name":"Bond","entries":["\"The beautiful Pollenella—a vision in stripes.\""]},{"type":"entries","name":"Flaw","entries":["\"I cannot resist a pretty face or a heavenly scent.\""]}]}]}]}],"gallery":[{"path":"bestiary/WBtW/Amidor the Dandelion.webp","credit":"Tom Babbey"}]},{"id":"ammalia-cassalanter","name":"Ammalia Cassalanter","source":"WDH","page":193,"srd":false,"image":"bestiary/WDH/Ammalia Cassalanter.webp","token":"bestiary/tokens/WDH/Ammalia Cassalanter.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"45 (10d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":15,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 11","languages":"Common, Draconic, Elvish, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Ammalia is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell mending}, {@spell message}","Level 1 (4 slots): {@spell charm person}, {@spell mage armor}, {@spell magic missile}","Level 2 (3 slots): {@spell hold person}, {@spell invisibility}, {@spell suggestion}","Level 3 (3 slots): {@spell fireball}, {@spell haste}, {@spell tongues}","Level 4 (3 slots): {@spell confusion}, {@spell stoneskin}","Level 5 (1 slots): {@spell hold monster}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The vainglorious lady of House Cassalanter is schooled in the arcane arts. Like her husband Victoro, she worships Asmodeus. When they were young, Ammalia and Victoro signed a contract with the archdevil, trading the souls of their children for power, good health, and long life. The soul of Osvaldo, their eldest son, was taken immediately, and he was transformed into a chain devil. The souls of the younger twins, Terenzio and Elzerina, will be taken when they turn nine years old.","A provision in the contract allows the Cassalanters to buy their way out of it, but doing so requires a tremendous amount of coin and a mass sacrifice of unfortunate people. While Victoro hunts for Dagult Neverember's lost cache of gold, Ammalia makes plans to host a poisoned feast in celebration of Founders' Day.","Ammalia is well mannered, well read, well traveled, and exceptionally shrewd. She is known for driving a hard bargain. Her hobby is lepidopterology, and her estate has the most beautiful butterfly garden. She allows her youngest children to play in the garden under her supervision."]}]}]}],"gallery":[{"path":"bestiary/WDH/Ammalia Cassalanter.webp"}]},{"id":"ammit","name":"Ammit","source":"PSA","page":30,"srd":false,"image":"bestiary/PSA/Archfiend of Ifnir.webp","token":"bestiary/tokens/PSA/Ammit.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"85 (9d12 + 27)","speed":"30 ft., swim 50 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The ammit can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ammit makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the ammit can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target not {@condition grappled} by the ammit. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demons","entries":["Deep in the desert, far from the protection of the Hekma and the safety of Naktamun, lies a place called Ifnir, the Demons' Nest. The people of Amonkhet believe that the God-Pharaoh banished all the demons of this plane to the desolation of Ifnir as punishment when they rose up in rebellion against him. Some say that the angels carry the worst dissenters into the heart of Ifnir, which is a fate far worse than merely being abandoned amid the scouring sands.","The demons of Ifnir bear some resemblance to Bolas, with long limbs and tails, huge wings, and gaunt bodies adorned with horns and blades. Other demonic creatures have more bestial features, including {@creature ammit|PSA|ammits}—crocodilian demons sometimes used as challenges within the trials of the five gods—and the scorpion demons called {@creature soulstinger demon|PSA|soulstingers}, whose venom causes excruciating pain in its victims.","Use the statistics of a {@creature nalfeshnee|MM} for a demon such as an {@creature Archfiend of Ifnir|PSA}. The statistics of a {@creature giant crocodile|MM} can model an {@creature ammit|PSA}, and those of a {@creature bone devil|MM} work well for a {@creature soulstinger demon|PSA}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Archfiend of Ifnir.webp","title":"Archfiend of Ifnir","credit":"Slawomir Maniak"}]},{"id":"amnizu","name":"Amnizu","source":"MPMM","page":46,"srd":false,"image":"bestiary/MPMM/Amnizu.webp","token":"bestiary/tokens/MPMM/Amnizu.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+1 (11)","hp":"202 (27d8 + 81)","speed":"30 ft., fly 40 ft.","str":11,"dex":13,"con":16,"int":20,"wis":12,"cha":18,"saves":"Dex +7, Con +9, Wis +7, Cha +10","skills":"Perception +7","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 17","languages":"Common, Infernal, telepathy 1,000 ft.","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the amnizu's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The amnizu has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The amnizu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 19}):","At will: {@spell command}","1/day: {@spell feeblemind}","3/day: {@spell dominate monster}"]}],"actions":[{"name":"Multiattack","entries":["The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks."]},{"name":"Taskmaster Whip","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 16 ({@damage 3d10}) force damage."]},{"name":"Blinding Rot","entries":["The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a {@dc 19} Wisdom saving throw or take 26 ({@damage 4d12}) necrotic damage and be {@condition blinded} until the start of the amnizu's next turn."]},{"name":"Forgetfulness {@recharge}","entries":["The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a {@dc 18} Intelligence saving throw or take 26 ({@damage 4d12}) psychic damage and become {@condition stunned} for 1 minute. A {@condition stunned} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is {@condition stunned} for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours."]}],"bonusActions":[],"reactions":[{"name":"Instinctive Charm","entries":["When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a {@dc 19} Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Amnizus lead infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal—qualities the hellish archdukes value.","Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. They collect the souls arriving in the form of {@creature lemure||lemures}. Lemures have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' minds and marshal them into legions."],"gallery":[{"path":"bestiary/MPMM/Amnizu.webp","credit":"Tom Babbey"}],"otherVersions":[{"id":"amnizu-mtf","source":"MTF"}]},{"id":"amnizu-mtf","name":"Amnizu","source":"MTF","page":164,"srd":false,"image":"bestiary/MTF/Amnizu.webp","token":"bestiary/tokens/MTF/Amnizu.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+1 (11)","hp":"202 (27d8 + 81)","speed":"30 ft., fly 40 ft.","str":11,"dex":13,"con":16,"int":20,"wis":12,"cha":18,"saves":"Dex +7, Con +9, Wis +7, Cha +10","skills":"Perception +7","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 17","languages":"Common, Infernal, telepathy 1,000 ft.","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the amnizu's darkvision."]},{"name":"Magic Resistance","entries":["The amnizu has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The amnizu's innate spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:","At will: {@spell charm person}, {@spell command}","3/day each: {@spell dominate person}, {@spell fireball}","1/day each: {@spell dominate monster}, {@spell feeblemind}"]}],"actions":[{"name":"Multiattack","entries":["The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch."]},{"name":"Taskmaster Whip","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage plus 33 ({@damage 6d10}) force damage."]},{"name":"Disruptive Touch","entries":["{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}44 ({@damage 8d10}) necrotic damage."]},{"name":"Poison Mind","entries":["The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a {@dc 19} Wisdom saving throw or take 26 ({@damage 4d12}) necrotic damage and is {@condition blinded} until the start of the amnizu's next turn."]},{"name":"Forgetfulness {@recharge}","entries":["The amnizu targets one creature it can see within 60 feet of it. That creature must make a {@dc 18} Intelligence saving throw and on a failure the target is {@condition stunned} for 1 minute. A {@condition stunned} creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target remains {@condition stunned} for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours."]}],"bonusActions":[],"reactions":[{"name":"Instinctive Charm","entries":["When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a {@dc 19} Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal—qualities that the hellish archdukes value."]},{"name":"Guarding the River Styx","type":"entries","entries":["Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of {@creature lemure||lemures} have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' pitiful brains and marshal the lemures into legions."]}]}]}],"gallery":[{"path":"bestiary/MTF/Amnizu.webp","credit":"Tom Babbey"}],"hidden":true,"otherVersions":[{"id":"amnizu","source":"MPMM"}]},{"id":"amonkhet-dragon-wyrmling","name":"Amonkhet Dragon Wyrmling","source":"PSA","page":33,"srd":false,"image":"bestiary/PSA/Amonkhet Dragon.webp","token":"bestiary/tokens/PSA/Amonkhet Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft., climb 30 ft., fly 60 ft.","str":19,"dex":10,"con":17,"int":5,"wis":11,"cha":15,"saves":"Dex +2, Con +5, Wis +2, Cha +4","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 24 ({@damage 7d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Dragons are fierce monsters with heavy reptilian bodies, crocodilian heads, and leathery wings, and are distinguished by their ability to breathe fire. Though Nicol Bolas is also a dragon, he feels no kinship for these savage, dim-witted beasts. They live mostly in the remote reaches of the desert, soaring in lazy circles through the sky as they search for prey. Sometimes they are captured and brought inside the Hekma, where they are put to use within the trials of the five gods—especially in the climactic battles of the final Trial of Zeal.","The dragons of Amonkhet are {@b red dragons}, though they lack the high Intelligence of the red dragons in the {@book Monster Manual|PHB}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Amonkhet Dragon.webp","title":"Glorybringer","credit":"Sam Burley"}]},{"id":"amonkhet-hydra","name":"Amonkhet Hydra","source":"PSA","page":35,"srd":false,"image":"bestiary/PSA/Amonkhet Hydra.webp","token":"bestiary/tokens/PSA/Amonkhet Hydra.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"172 (15d12 + 75)","speed":"30 ft., swim 30 ft.","str":20,"dex":12,"con":20,"int":2,"wis":10,"cha":7,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The hydra can hold its breath for 1 hour."]},{"name":"Multiple Heads","entries":["The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.","Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.","At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."]},{"name":"Reactive Heads","entries":["For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."]},{"name":"Wakeful","entries":["While the hydra sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hydra makes as many bite attacks as it has heads."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage, and the target must make on a {@dc 16} Constitution saving throw, taking 7 ({@damage 2d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The hydras of Amonkhet have heads like those of a cobra. A successful bite attack from one of these heads deals 7 ({@damage 1d4 + 5}) piercing damage, and the target must make a {@dc 16} Constitution saving throw, taking 7 ({@damage 2d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"type":"entries","entries":[{"type":"entries","name":"The Desert Lands","entries":["The desolate wilderness beyond the protection of the Hekma is largely uncharted. Immediately beyond the protective veil is a chaotic dune sea called Shefet, the Scouring Sands. The desert wears away at the edges of the fertile lands surrounding Naktamun, serving as a constant reminder that only the bounty and protection of the God-Pharaoh stand between the people of the city-state and a grisly death in the sands beyond. Beyond Shefet are parched, cracked expanses called Ramunap, the Broken Lands. The ruins of ancient civilizations are said to lie in the Broken Lands, though no one has ever explored such ruins and returned to Naktamun to tell of them."]}]}],"gallery":[{"path":"bestiary/PSA/Amonkhet Hydra.webp","title":"Honored Hydra","credit":"Todd Lockwood"}]},{"id":"amonkhet-mummy","name":"Amonkhet Mummy","source":"PSA","page":34,"srd":false,"image":"bestiary/PSA/Amonkhet Mummy Lord.webp","token":"bestiary/tokens/PSA/Amonkhet Mummy.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"11","initiative":"-1 (9)","hp":"58 (9d8 + 18)","speed":"20 ft.","str":16,"dex":8,"con":15,"int":6,"wis":10,"cha":12,"saves":"Wis +2","skills":"","vulnerabilities":"fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mummy can use its Dreadful Glare and makes one attack with its rotting fist."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Dreadful Glare","entries":["The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a {@dc 11} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many {@background initiate|PSA|initiates} perish in one of the first four trials, before earning their five cartouches. {@background vizier|PSA|Viziers} sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding {@creature Amonkhet mummy|PSA|mummies}.","Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is preferable to an eternity subjected to the Curse of Wandering.","The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of {@background initiate|PSA|initiates} and {@background vizier|PSA|viziers}, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving {@creature Amonkhet mummy|PSA|mummies} who attend to the needs of daily life in Amonkhet.",{"type":"entries","name":"The Curse of Wandering","entries":["The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a {@creature zombie} as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid {@creature zombie||zombies} of {@filter dissenters|backgrounds|source=psa|search=dissenter} and would-be explorers. Most of these former humanoids are mindless marauders, though some tales speak of {@creature Amonkhet mummy|PSA|mummies} that have retained a sinister intelligence and even magical ability, becoming {@creature Amonkhet mummy lord|PSA|mummy lords}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Amonkhet Mummy Lord.webp","title":"Lord of the Accursed","credit":"Grzegorz Rutkowski"}]},{"id":"amonkhet-mummy-lord","name":"Amonkhet Mummy Lord","source":"PSA","page":34,"srd":false,"image":"bestiary/PSA/Amonkhet Mummy Lord.webp","token":"bestiary/tokens/PSA/Amonkhet Mummy Lord.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"97 (13d8 + 39)","speed":"20 ft.","str":18,"dex":10,"con":17,"int":11,"wis":18,"cha":16,"saves":"Con +8, Int +5, Wis +9, Cha +8","skills":"History +5, Religion +5","vulnerabilities":"fire","resistances":"","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Desert","treasure":"","traits":[{"name":"Magic Resistance","entries":["The mummy lord has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The mummy lord has the following cleric spells prepared:","Cantrips (at will): {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell guiding bolt}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell animate dead}, {@spell dispel magic}","Level 4 (3 slots): {@spell divination}, {@spell guardian of faith}","Level 5 (2 slots): {@spell contagion}, {@spell insect plague}","Level 6 (1 slots): {@spell harm}"]}],"actions":[{"name":"Multiattack","entries":["The mummy can use its Dreadful Glare and makes one attack with its rotting fist."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Dreadful Glare","entries":["The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare."]},{"name":"Blinding Dust","entries":["Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of the creature's next turn."]},{"name":"Blasphemous Word (Costs 2 Actions)","entries":["The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of the mummy lord's next turn."]},{"name":"Channel Negative Energy (Costs 2 Actions)","entries":["The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn."]},{"name":"Whirlwind of Sand (Costs 2 Actions)","entries":["The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, {@condition restrained}, or {@condition stunned}. Equipment worn or carried by the mummy lord remain in its possession."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row:",{"type":"list","items":["Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.","Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.","Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a {@dc 16} Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted."]}],"regionalEffects":["A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:",{"type":"list","items":["Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.","{@spell Divination} spells cast within the lair by creatures other than the mummy lord have a {@chance 25} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.","A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic."]},"If the mummy lord is destroyed, these regional effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many {@background initiate|PSA|initiates} perish in one of the first four trials, before earning their five cartouches. {@background vizier|PSA|Viziers} sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding {@creature Amonkhet mummy|PSA|mummies}.","Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is preferable to an eternity subjected to the Curse of Wandering.","The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of {@background initiate|PSA|initiates} and {@background vizier|PSA|viziers}, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving {@creature Amonkhet mummy|PSA|mummies} who attend to the needs of daily life in Amonkhet.",{"type":"entries","name":"The Curse of Wandering","entries":["The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a {@creature zombie} as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid {@creature zombie||zombies} of {@filter dissenters|backgrounds|source=psa|search=dissenter} and would-be explorers. Most of these former humanoids are mindless marauders, though some tales speak of {@creature Amonkhet mummy|PSA|mummies} that have retained a sinister intelligence and even magical ability, becoming {@creature Amonkhet mummy lord|PSA|mummy lords}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Amonkhet Mummy Lord.webp","title":"Lord of the Accursed","credit":"Grzegorz Rutkowski"}]},{"id":"amonkhet-sphinx","name":"Amonkhet Sphinx","source":"PSA","page":31,"srd":false,"image":"bestiary/PSA/Amonkhet Sphinx.webp","token":"bestiary/tokens/PSA/Amonkhet Sphinx.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Neutral","ac":"17","initiative":"+0 (10)","hp":"199 (19d10 + 95)","speed":"40 ft., fly 60 ft.","str":22,"dex":10,"con":20,"int":16,"wis":18,"cha":23,"saves":"Dex +6, Con +11, Int +9, Wis +10","skills":"Arcana +9, Perception +10, Religion +15","vulnerabilities":"","resistances":"","immunities":"psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 20","languages":"Common, Sphinx","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Desert","treasure":"","traits":[{"name":"Inscrutable","entries":["The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."]},{"name":"Magic Weapons","entries":["The sphinx's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:","Cantrips (at will): {@spell sacred flame}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell detect evil and good}, {@spell detect magic}","Level 2 (3 slots): {@spell lesser restoration}, {@spell zone of truth}","Level 3 (3 slots): {@spell dispel magic}, {@spell tongues}","Level 4 (3 slots): {@spell banishment}, {@spell freedom of movement}","Level 5 (2 slots): {@spell flame strike}, {@spell greater restoration}","Level 6 (1 slots): {@spell heroes' feast}"]}],"actions":[{"name":"Multiattack","entries":["The sphinx makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage."]},{"name":"Roar (3/Day)","entries":["The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"First Roar","entry":"Each creature that fails a {@dc 18} Wisdom saving throw is {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Second Roar","entry":"Each creature that fails a {@dc 18} Wisdom saving throw is {@condition deafened} and {@condition frightened} for 1 minute. A {@condition frightened} creature is {@condition paralyzed} and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Third Roar","entry":"Each creature makes a {@dc 18} Constitution saving throw. On a failed save, a creature takes 44 ({@damage 8d10}) thunder damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw Attack","entries":["The sphinx makes one claw attack."]},{"name":"Teleport (Costs 2 Actions)","entries":["The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Cast a Spell (Costs 3 Actions)","entries":["The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:",{"type":"list","items":["The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.","The effects of time are altered such that every creature in the lair must succeed on a {@dc 15} Constitution saving throw or become {@dice 1d20} years older or younger (the sphinx's choice), but never any younger than 1 year old. A {@spell greater restoration} spell can restore a creature's age to normal.","The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A {@spell wish} spell can return the caster and up to seven other creatures designated by the caster to their normal time.","The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it."]}],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Sphinxes are inscrutable beings, and keepers of secrets and mysteries. They have leonine bodies, hawk-like wings, and faces resembling humans, framed by great frills or manes of feathers. Their powerful forearms are also feathered, and fans of long feathers form their tails.","The sphinxes of Amonkhet are perhaps the only creatures to remain uncorrupted by the influence of Nicol Bolas on this plane. Their impenetrable minds proved to be beyond even Bolas's ability to control—but even so, he was able to place them under a curse to guarantee their silence. A sphinx is utterly incapable of communication—verbal or nonverbal, even written—as long as the curse remains in effect. In this way, Bolas has prevented the sphinxes from revealing his system of lies to the people or gods of Naktamun.","Use the statistics of an {@creature androsphinx|MM} for the common sphinxes of Amonkhet."]}]}],"gallery":[{"path":"bestiary/PSA/Amonkhet Sphinx.webp","title":"Ominous Sphinx","credit":"Lars Grant-West"}]},{"id":"amphisbaena","name":"Amphisbaena","source":"GoS","page":230,"srd":false,"image":"bestiary/MOT/Amphisbaena.webp","token":"bestiary/tokens/GoS/Amphisbaena.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"11 (2d8 + 2)","speed":"30 ft., swim 30 ft.","str":14,"dex":18,"con":12,"int":3,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 12","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Two Heads","entries":["The amphisbaena has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The amphisbaena makes two bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 3 ({@damage 1d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Found in Danger at Dunwater, these strange reptiles have a head at either end of their serpentine bodies, each one equipped with venomous fangs. To move, an amphisbaena uses one head to grip the neck of its other head, forming a hoop that rolls over the ground."]}]}]}],"gallery":[{"path":"bestiary/MOT/Amphisbaena.webp","credit":"Alex Horley-Orlandelli"}],"otherVersions":[{"id":"amphisbaena-tftyp","source":"TftYP"}]},{"id":"amphisbaena-tftyp","name":"Amphisbaena","source":"TftYP","page":84,"srd":false,"image":"bestiary/tokens/TftYP/Amphisbaena.webp","token":"bestiary/tokens/TftYP/Amphisbaena.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"60 (8d12 + 8)","speed":"30 ft., swim 30 ft.","str":19,"dex":14,"con":12,"int":1,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 12","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underwater, Underdark, Forest, Swamp, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The amphisbaena makes two attacks, only one of which can be a constrict attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the creature is {@condition restrained}, and the snake can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"amphisbaena","source":"GoS"}]},{"id":"amrik-vanthampur","name":"Amrik Vanthampur","source":"BGDIA","page":30,"srd":false,"image":"bestiary/BGDIA/Amrik Vanthampur.webp","token":"bestiary/tokens/BGDIA/Amrik Vanthampur.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":12,"dex":18,"con":12,"int":14,"wis":14,"cha":15,"saves":"","skills":"Acrobatics +6, Athletics +3, Deception +6, Insight +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Infernal","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Suave Defense","entries":["While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Amrik makes three dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Smoke Bomb (1/Day)","entries":["Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is {@quickref Vision and Light||2||heavily obscured}. A strong wind disperses the cloud, which otherwise remains until the end of Amrik's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Second son of Duke Thalamra Vanthampur of Baldur's Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra's staff to recognize a variety of innocuous hand gestures that signal them to deliver drinks to the table. If he wants poison added to his clients' drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of torpor (see \"Poisons\" in chapter 8 of the Dungeon Master's Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal."]}]}],"gallery":[{"path":"bestiary/BGDIA/Amrik Vanthampur.webp"}]},{"id":"amun-sa","name":"Amun Sa","source":"QftIS","page":106,"srd":false,"image":"bestiary/tokens/QftIS/Amun Sa.webp","token":"bestiary/tokens/QftIS/Amun Sa.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Amun can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Amun can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Amun enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of Amun that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that Amun can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Amun ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"anacreda","name":"Anacreda","source":"CoA","page":146,"srd":false,"image":"bestiary/tokens/CoA/Anacreda.webp","token":"bestiary/tokens/CoA/Anacreda.webp","size":"Large","creatureType":"Fey","alignment":"Neutral Evil","ac":"19","initiative":"+3 (13)","hp":"253 (22d10 + 132)","speed":"40 ft., fly 40 ft.","str":25,"dex":16,"con":22,"int":15,"wis":16,"cha":19,"saves":"Con +12, Cha +10","skills":"Deception +10, Perception +9","vulnerabilities":"","resistances":"","immunities":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"darkvision 120 ft., truesight 10 ft., Passive Perception 19","languages":"Common, Giant, Infernal, Sylvan","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Anacreda makes two Claw attacks. She can replace one of the attacks with a Crushing Hug attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage."]},{"name":"Crushing Hug","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}51 ({@damage 8d10 + 7}) bludgeoning damage, and if the target is a Large or smaller creature, Anacreda grabs it with both arms. The target has the {@condition grappled} condition (escape {@dc 18}). Until the grapple ends, the target takes 73 ({@damage 12d10 + 7}) necrotic damage at the start of each of Anacreda's turns. Anacreda can't make attacks while grappling a creature in this way."]},{"name":"Spinewall","entries":["Anacreda causes a 50-foot-long, 5-foot-wide row of bones to pierce the earth at a point within 120 feet of her. She chooses the direction of the line. The bones rise 10 feet into the air and form a solid wall. A 5-foot section of bone has an AC of 20 and 10 hit points."]},{"name":"Shattering Shriek (1/Day)","entries":["Anacreda shrieks loud enough to shatter stone and bone alike. Each creature within a 50-foot-radius sphere centered on Anacreda must make a {@dc 18} Constitution saving throw. A creature takes 55 ({@damage 10d10}) thunder damage on a failed save, or half as much damage on a successful one. Unworked stone, exposed bone, and similar materials in the radius are shattered and turned into difficult terrain."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"anagwendol","name":"Anagwendol","source":"CoA","page":262,"srd":false,"image":"bestiary/CoA/Anagwendol.webp","token":"bestiary/tokens/CoA/Anagwendol.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"190 (20d8 + 100)","speed":"30 ft., fly 90 ft.","str":20,"dex":18,"con":20,"int":18,"wis":20,"cha":22,"saves":"Int +9, Wis +10, Cha +11","skills":"Perception +10","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 20","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Anagwendol has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Anagwendol makes two attacks using her Defending Greatsword, Longbow, or a combination of the two."]},{"name":"Defending Greatsword","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage plus 22 ({@damage 5d8}) radiant damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage damage plus 22 ({@damage 5d8}) radiant damage."]},{"name":"Healing Touch (2/Day)","entries":["Anagwendol touches another creature. The target magically regains 30 ({@dice 6d8 + 3}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[{"name":"Defensive Sword-work","entries":["Anagwendol can forgo attacking with her Defending Greatsword on this turn and gain a +3 to her armor class. She can still attack with her Longbow."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A fierce warrior of the Heavens, Anagwendol's career is a trail of slain Fiends. She has never turned from a fight against evil, and though she has taken countless wounds in the fray, she has never lost. And now she is in the Nine Hells.","She owes her captivity to an all-too-common fault among angels. Of all sins, they must beware of pride. Knowing that you're the very instrument of the divine and having carved your way through the inferior mettle of a thousand infernal combatants, makes it hard to hold onto humility. This pride led her into a trap and unable to leave the fourth layer—Phlegethos.","The mastermind behind the entrapment of Anagwendol was the archdevil Kordichai, whose chief interest is a grand game preserve of fiery Elemental monsters in Phlegethos. Kordichai, a canny old hunter, was able to lure her into his preserve, and there at its heart she remains, a prisoner within a blazing stone labyrinth. Occasionally Kordichai sends parties of devils (especially underlings who have disappointed him) to hunt her, and enjoys watching their failures.","Anagwendol is no longer the angel she once was. Whilst the inner warrior of the divine remains, her connection to her surroundings is twisted by an infernal curse so that she believes she is forever fighting an endless swarm of enemies. Everything she encounters is perceived as a loathsome devil, fit only for cutting down.","This constant one-angel war on the infernal is gradually taking its toll. Anagwendol is growing to live for it. The ferocity of shedding infernal blood is becoming an end in itself for her, rather than an unfortunate but necessary means to virtue."],"gallery":[{"path":"bestiary/CoA/Anagwendol.webp","credit":"Lius Lasahido"}]},{"id":"anarch","name":"Anarch","source":"GGR","page":239,"srd":false,"image":"bestiary/GGR/Anarch.webp","token":"bestiary/tokens/GGR/Anarch.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"13","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":14,"dex":13,"con":12,"int":9,"wis":11,"cha":10,"saves":"","skills":"Perception +2, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the anarch can move up to its speed toward a hostile creature it can see."]},{"name":"Siege Monster","entries":["The anarch deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Spiked Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 7 ({@damage 1d10 + 2}) piercing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The rank-and-file members of the Gruul Clans, called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions. Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures."]}]}]}],"gallery":[{"path":"bestiary/GGR/Anarch.webp","credit":"Wayne Reynolds"}]},{"id":"anastrasya-karelova","name":"Anastrasya Karelova","source":"CoS","page":93,"srd":false,"image":"bestiary/CoS/Anastrasya Karelova.webp","token":"bestiary/tokens/CoS/Anastrasya Karelova.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Regeneration","entries":["Anastrasya regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Anastrasya can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Anastrasya has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Anastrasya can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Anastrasya takes 20 acid damage when it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"Anastrasya is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Anastrasya takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Anastrasya makes two attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Anastrasya, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, Anastrasya can grapple the target (escape {@dc 13})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Anastrasya Karelova.webp"}]},{"id":"anchorite-of-talos","name":"Anchorite of Talos","source":"DIP","page":51,"srd":false,"image":"bestiary/DIP/Anchorite of Talos.webp","token":"bestiary/tokens/DIP/Anchorite of Talos.webp","size":"Medium","creatureType":"Humanoid (Half-orc, Shapechanger)","alignment":"Neutral Evil","ac":"13","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":9,"wis":15,"cha":12,"saves":"","skills":"Nature +1, Stealth +3, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Orc","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The anchorite can use its action to polymorph into a boar or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The anchorite's innate spellcasting ability is Wisdom (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","3/day: {@spell thunderwave} ({@damage 2d8} damage)","1/day each: {@spell augury}, {@spell bless}, {@spell lightning bolt} ({@damage 8d6} damage), {@spell revivify}"]}],"actions":[{"name":"Clawed Gauntlet (Humanoid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage."]},{"name":"Tusk (Boar Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs."]}]}],"gallery":[{"path":"bestiary/DIP/Anchorite of Talos.webp","credit":"Claudio Pozas"}]},{"id":"ancient-amethyst-dragon","name":"Ancient Amethyst Dragon","source":"FTD","page":160,"srd":false,"image":"bestiary/FTD/Ancient Amethyst Dragon.webp","token":"bestiary/tokens/FTD/Ancient Amethyst Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Neutral","ac":"20","initiative":"+2 (12)","hp":"444 (24d20 + 192)","speed":"40 ft., fly 80 ft. (hover), swim 40 ft.","str":26,"dex":14,"con":27,"int":26,"wis":19,"cha":23,"saves":"Dex +9, Con +15, Wis +11, Cha +13","skills":"Arcana +22, Perception +18, Persuasion +13, Stealth +9","vulnerabilities":"","resistances":"force; psychic","immunities":"","conditionImmunities":"frightened; prone","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 28","languages":"Common, Draconic, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe both air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 23}, {@hit 15} to hit with spell attacks):","1/day each: {@spell blink}, {@spell control water}, {@spell dispel magic}, {@spell freedom of movement}, {@spell globe of invulnerability}, {@spell plane shift}, {@spell protection from evil and good}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 13 ({@damage 3d8}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Singularity Breath {@recharge 5}","entries":["The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a {@dc 23} Strength saving throw. On a failed save, the creature takes 63 ({@damage 14d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Explosive Crystal (Costs 3 Actions)","entries":["The dragon spits an amethyst that that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a {@dc 23} Dexterity saving throw or take 18 ({@damage 4d8}) force damage and be knocked {@condition prone}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Imprisoning Force","entry":"The dragon casts the {@spell forcecage} spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies."},{"type":"item","name":"Spatial Projection","entry":"The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once."}]}],"regionalEffects":["The region surrounding a legendary amethyst dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Background Check","entry":"Once per day, the dragon can cast the {@spell legend lore} spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell's subject."},{"type":"item","name":"Crystal Profusion","entry":"Amethyst crystals and geodes form along muddy shores and lake beds within 6 miles of the lair."},{"type":"item","name":"Thriving Wildlife","entry":"Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food."},{"type":"item","name":"Watery Sight","entry":"Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any body of water in that region."}]},"If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of {@dice 1d10} days. The existing abundance of amethysts remains, but new crystals and geodes form at a normal rate."],"lore":[{"type":"entries","entries":["Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes."]},{"type":"section","entries":[{"type":"entries","name":"Royal Purple","entries":["When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods."]},{"type":"entries","name":"Cosmological Study","entries":["Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.","Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places."]},{"type":"entries","name":"Hoarded Arcana","entries":["In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard."]}]},{"type":"section","entries":[{"type":"entries","name":"An Amethyst Dragon's Lair","entries":["Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs.","The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Ancient Amethyst Dragon.webp","credit":"Shawn Wood"}]},{"id":"ancient-amonkhet-dragon","name":"Ancient Amonkhet Dragon","source":"PSA","page":33,"srd":false,"image":"bestiary/PSA/Amonkhet Dragon.webp","token":"bestiary/tokens/PSA/Ancient Amonkhet Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"22","initiative":"+0 (10)","hp":"546 (28d20 + 252)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":30,"dex":10,"con":29,"int":10,"wis":15,"cha":23,"saves":"Dex +7, Con +16, Wis +9, Cha +13","skills":"Perception +16, Stealth +7","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.","A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.","Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Noxious Smoke","entry":"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."},{"type":"item","name":"Searing Heat","entry":"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Small earthquakes are common within 6 miles of the dragon's lair.","Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.","Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."},{"type":"item","name":"Fiery Senses","entry":"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."},{"type":"item","name":"Ominous Flames","entry":"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Dragons are fierce monsters with heavy reptilian bodies, crocodilian heads, and leathery wings, and are distinguished by their ability to breathe fire. Though Nicol Bolas is also a dragon, he feels no kinship for these savage, dim-witted beasts. They live mostly in the remote reaches of the desert, soaring in lazy circles through the sky as they search for prey. Sometimes they are captured and brought inside the Hekma, where they are put to use within the trials of the five gods—especially in the climactic battles of the final Trial of Zeal.","The dragons of Amonkhet are {@b red dragons}, though they lack the high Intelligence of the red dragons in the {@book Monster Manual|PHB}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Amonkhet Dragon.webp","title":"Glorybringer","credit":"Sam Burley"}]},{"id":"ancient-black-dragon","name":"Ancient Black Dragon","source":"XMM","page":40,"srd":true,"image":"bestiary/XMM/Ancient Black Dragon.webp","token":"bestiary/tokens/XMM/Ancient Black Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"22","initiative":"+16 (26)","hp":"367 (21d20 + 147)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":27,"dex":14,"con":25,"int":16,"wis":15,"cha":22,"saves":"Dex +9, Wis +9","skills":"Perception +16, Stealth +9","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"21","crDisplay":"21 (XP 33,000, or 41,000 in lair; PB +7)","habitat":"Swamp","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 21}, {@hit 13} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Fear|XPHB}, {@spell Melf's Acid Arrow|XPHB} (level 4 version)","1/day each: {@spell Create Undead|XPHB}, {@spell Speak with Dead|XPHB}, {@spell Vitriolic Sphere|XPHB} (level 5 version)"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Melf's Acid Arrow|XPHB} (level 4 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 15}, reach 15 ft. {@h}17 ({@damage 2d8 + 8}) Slashing damage plus 9 ({@damage 2d8}) Acid damage."]},{"name":"Acid Breath {@recharge 5}","entries":["{@actSave dex} {@dc 22}, each creature in a 90-foot-long, 10-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 67 ({@damage 15d8}) Acid damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cloud of Insects","entries":["{@actSave dex} {@dc 21}, one creature the dragon can see within 120 feet. {@actSaveFail} 33 ({@damage 6d10}) Poison damage, and the target has {@variantrule Disadvantage|XPHB} on saving throws to maintain {@status Concentration|XPHB} until the end of its next turn. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Frightful Presence","entries":["The dragon uses Spellcasting to cast {@spell Fear|XPHB}. The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient black dragon's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acrid Haze","entries":["Odorous and stifling fog covers the area within 1 mile of the lair, rendering that area {@variantrule Lightly Obscured|XPHB}. Travel for creatures other than the dragon and its allies takes twice the usual time in that area."]},{"type":"item","name":"Foul Water","entries":["Water sources within 1 mile of the lair are supernaturally fouled. A creature that drinks such water must succeed on a {@dc 15} Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient black dragons plot the ruin of whole realms. They seek magic to corrupt the land, raise undead hordes, bind fiends, and replicate magical disasters. Ancient black dragons strive to create vast, dead domains where they are the greatest things that remain."]},{"type":"section","name":"Black Dragons","entries":["{@i Dragons of Decay and Despair}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Black dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.","Black dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.","Black dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.",{"type":"entries","name":"Black Dragon Lairs","entries":["Black dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay."]}]}],"gallery":[{"path":"bestiary/XMM/Ancient Black Dragon.webp","title":"As terrifying as it is titanic, an ancient black dragon eradicates unwanted life in its despoiled territory","credit":"Martin Mottet"}],"otherVersions":[{"id":"ancient-black-dragon-mm","source":"MM"}]},{"id":"ancient-black-dragon-mm","name":"Ancient Black Dragon","source":"MM","page":87,"srd":false,"image":"bestiary/MM/Black Dragon.webp","token":"bestiary/tokens/MM/Ancient Black Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"367 (21d20 + 147)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":27,"dex":14,"con":25,"int":16,"wis":15,"cha":19,"saves":"Dex +9, Con +14, Wis +9, Cha +11","skills":"Perception +16, Stealth +9","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 9 ({@damage 2d8}) acid damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Acid Breath {@recharge 5}","entries":["The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a {@dc 22} Dexterity saving throw, taking 67 ({@damage 15d8}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 15} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}.","A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ({@damage 3d6}) piercing damage.","Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Black Dragon||adult} or {@creature Ancient Black Dragon||ancient}) black dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Filth Burst","entry":"The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. The cylinder is {@book difficult terrain|PHB|8|Difficult Terrain}."},{"type":"item","name":"Grasping Muck","entry":"Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} until initiative count 20 on the next round."},{"type":"item","name":"Noxious Gas","entry":"A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.","Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.","Fog lightly obscures the land within 6 miles of the lair."]},"If the dragon dies, vegetation remains as it has grown, but other effects fade over {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ennui","entry":"Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair."},{"type":"item","name":"Grating Spies","entry":"Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity ({@skill Stealth}) checks. The dragon can suppress this effect at will."},{"type":"item","name":"Rotting Domain","entry":"Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.","With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water.","When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.",{"name":"Brutal and Cruel","type":"entries","entries":["All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.","A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it."]},{"name":"Foes and Servants","type":"entries","entries":["Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.","Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master's domain.","A black dragon's malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon's lair.","Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon's hunger."]},{"name":"Wealth of the Ancients","type":"entries","entries":["Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself."]}]}]},{"type":"entries","name":"A Black Dragon's Lair","entries":["Black dragons dwell in swamps on the frayed edges of civilization. A black dragon's lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Black Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"ancient-black-dragon","source":"XMM"}]},{"id":"ancient-blue-dragon","name":"Ancient Blue Dragon","source":"XMM","page":50,"srd":true,"image":"bestiary/XMM/Ancient Blue Dragon.webp","token":"bestiary/tokens/XMM/Ancient Blue Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Lawful Evil","ac":"22","initiative":"+14 (24)","hp":"481 (26d20 + 208)","speed":"40 ft., burrow 40 ft., fly 80 ft.","str":29,"dex":10,"con":27,"int":18,"wis":17,"cha":25,"saves":"Dex +7, Wis +10","skills":"Perception +17, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"23","crDisplay":"23 (XP 50,000, or 62,000 in lair; PB +7)","habitat":"Coastal, Desert","treasure":"Relics","traits":[{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 22}):","At will: {@spell Detect Magic|XPHB}, {@spell Invisibility|XPHB}, {@spell Mage Hand|XPHB}, {@spell Shatter|XPHB} (level 3 version)","1/day each: {@spell Scrying|XPHB}, {@spell Sending|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Shatter|XPHB} (level 3 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 16}, reach 15 ft. {@h}18 ({@damage 2d8 + 9}) Slashing damage plus 11 ({@damage 2d10}) Lightning damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["{@actSave dex} {@dc 23}, each creature in a 120-foot-long, 10-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 88 ({@damage 16d10}) Lightning damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cloaked Flight","entries":["The dragon uses Spellcasting to cast {@spell Invisibility|XPHB} on itself, and it can fly up to half its {@variantrule Fly Speed|XPHB}. The dragon can't take this action again until the start of its next turn."]},{"name":"Sonic Boom","entries":["The dragon uses Spellcasting to cast {@spell Shatter|XPHB} (level 3 version). The dragon can't take this action again until the start of its next turn."]},{"name":"Tail Swipe","entries":["The dragon makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient blue dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Sinkholes","entries":["Sinkholes form more frequently in the area within 1 mile of the lair. Whenever a creature in that area other than the dragon and its allies finishes a {@variantrule Long Rest|XPHB}, roll {@dice 1d20}. On a 1, a sinkhole opens beneath the creature, and the creature must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 2d4 × 10} feet into the sinkhole."]},{"type":"item","name":"Spiteful Storms","entries":["Dust devils and thunderstorms rage within 1 mile of the lair. The area is {@variantrule Lightly Obscured|XPHB}."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient blue dragons think beyond dominating groups of short-lived servants. Instead, they seek to claim their places above other dragons and their world's most powerful inhabitants. If world domination seems too tedious or cliché, these dragons might seek to seize control of extraplanar realms, multi-world empires, or forces of reality—like life, storms, or time itself."]},{"type":"section","name":"Blue Dragons","entries":["{@i Dragons of Tyranny and Tempests}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Arrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.","Blue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.","Regalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.",{"type":"entries","name":"Blue Dragon Lairs","entries":["Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination."]}]}],"gallery":[{"path":"bestiary/XMM/Ancient Blue Dragon.webp","title":"Shattering the enemy's defenses, an ancient blue dragon leads its armies in conquest","credit":"Antonio José Manzanedo"}],"otherVersions":[{"id":"ancient-blue-dragon-mm","source":"MM"}]},{"id":"ancient-blue-dragon-mm","name":"Ancient Blue Dragon","source":"MM","page":90,"srd":false,"image":"bestiary/MM/Ancient Blue Dragon.webp","token":"bestiary/tokens/MM/Ancient Blue Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Lawful Evil","ac":"22","initiative":"+0 (10)","hp":"481 (26d20 + 208)","speed":"40 ft., burrow 40 ft., fly 80 ft.","str":29,"dex":10,"con":27,"int":18,"wis":17,"cha":21,"saves":"Dex +7, Con +15, Wis +10, Cha +12","skills":"Perception +17, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"Desert, Coastal","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 11 ({@damage 2d10}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Lightning Breath {@recharge 5}","entries":["The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 23} Dexterity saving throw, taking 88 ({@damage 16d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) bludgeoning damage and be knocked {@condition prone} and buried. The buried target is {@condition restrained} and unable to breathe or stand up. A creature can take an action to make a {@dc 10} Strength check, ending the buried state on a success.","A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Blue Dragon||adult} or {@creature Ancient Blue Dragon||ancient}) blue dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Misleading Mirage","entry":"Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends."},{"type":"item","name":"Sudden Sinkhole","entry":"The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a {@dc 15} Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 ({@damage 2d6}) bludgeoning damage and landing {@condition prone}. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Thunderstorms rage within 6 miles of the lair.","Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).","Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful {@dc 20} Wisdom ({@skill Perception}) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 1d6 × 10} feet into the sinkhole."]},"If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within {@dice 1d10} days. Any sinkholes remain where they are.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blue Luster","entry":"Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity."},{"type":"item","name":"Mirage Terrain","entry":"The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a {@dc 15} Intelligence ({@skill Investigation}) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain."},{"type":"item","name":"Sandstorm","entry":"A sandstorm blows constantly within 1 mile of the dragon's lair."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.","A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.","A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.",{"name":"Vain and Deadly","type":"entries","entries":["A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.","A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again."]},{"name":"Desert Predators","type":"entries","entries":["Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.","When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks."]},{"name":"Overlords and Minions","type":"entries","entries":["Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.","A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them."]},{"name":"Hoarders of Gems","type":"entries","entries":["Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.","A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves."]}]}]},{"type":"entries","name":"A Blue Dragon's Lair","entries":["Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.","Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon's first line of defense.","A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions-along with the wealth of the dead intruders."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Ancient Blue Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"ancient-blue-dragon","source":"XMM"}]},{"id":"ancient-brass-dragon","name":"Ancient Brass Dragon","source":"XMM","page":56,"srd":true,"image":"bestiary/XMM/Ancient Brass Dragon.webp","token":"bestiary/tokens/XMM/Ancient Brass Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Chaotic Good","ac":"20","initiative":"+12 (22)","hp":"332 (19d20 + 133)","speed":"40 ft., burrow 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":15,"cha":22,"saves":"Dex +6, Wis +8","skills":"History +9, Perception +14, Persuasion +12, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic","cr":"20","crDisplay":"20 (XP 25,000, or 33,000 in lair; PB +6)","habitat":"Desert","treasure":"Arcana","traits":[{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 20}):","At will: {@spell Detect Magic|XPHB}, {@spell Minor Illusion|XPHB}, {@spell Scorching Ray|XPHB} (level 3 version), {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell), {@spell Speak with Animals|XPHB}","1/day each: {@spell Control Weather|XPHB}, {@spell Detect Thoughts|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Sleep Breath or (B) Spellcasting to cast {@spell Scorching Ray|XPHB} (level 3 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 14}, reach 15 ft. {@h}19 ({@damage 2d10 + 8}) Slashing damage plus 7 ({@damage 2d6}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 21}, each creature in a 90-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 58 ({@damage 13d8}) Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Sleep Breath","entries":["{@actSave con} {@dc 21}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn, at which point it repeats the save. {@actSaveFail 2} The target has the {@condition Unconscious|XPHB} condition for 10 minutes. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Blazing Light","entries":["The dragon uses Spellcasting to cast {@spell Scorching Ray|XPHB} (level 3 version)."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Scorching Sands","entries":["{@actSave dex} {@dc 20}, one creature the dragon can see within 120 feet. {@actSaveFail} 36 ({@damage 8d8}) Fire damage, and the target's {@variantrule Speed|XPHB} is halved until the end of its next turn. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The area containing an adult or ancient brass dragon's lair is altered by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Mirages","entries":["While in its lair, the dragon can cast {@spell Major Image|XPHB}, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the spell's range is 1 mile, and the dragon doesn't need to see the spot where the illusion appears."]},{"type":"item","name":"Refreshing Water","entries":["Water within 1 mile of the lair is magically refreshing. A creature that drinks such water gains {@dice 2d4} {@variantrule Temporary Hit Points|XPHB}, and the dragon is immediately aware of the creature's presence."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient brass dragons create worlds-spanning networks. They combat forces of repression and misinformation, helping people learn from the mistakes of the past. Either personally or through webs of messengers, ancient brass dragons keep allies informed about challenges they can face together."]},{"type":"section","name":"Brass Dragons","entries":["{@i Dragons of Lore and Rapport}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.","Brass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.","Brass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.",{"type":"entries","name":"Brass Dragon Lairs","entries":["Brass dragons usually dwell in secret caves and canyons near well-traveled routes."]}]}],"gallery":[{"path":"bestiary/XMM/Ancient Brass Dragon.webp","title":"An ancient brass dragon protects travelers from an oncoming sandstorm","credit":"Caio Monteiro"}],"otherVersions":[{"id":"ancient-brass-dragon-mm","source":"MM"}]},{"id":"ancient-brass-dragon-mm","name":"Ancient Brass Dragon","source":"MM","page":104,"srd":false,"image":"bestiary/MM/Brass Dragon.webp","token":"bestiary/tokens/MM/Ancient Brass Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Good","ac":"20","initiative":"+0 (10)","hp":"297 (17d20 + 119)","speed":"40 ft., burrow 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":15,"cha":19,"saves":"Dex +6, Con +13, Wis +8, Cha +10","skills":"History +9, Perception +14, Persuasion +10, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Desert","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a {@dc 21} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Sleep Breath","entry":"The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."}]}]},{"name":"Change Shape","entries":["The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a {@dc 15} Strength saving throw or be pushed 15 feet away from the dragon and knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a {@chance 50} chance of being extinguished.","A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Brass Dragon||adult} or {@creature Ancient Brass Dragon||ancient}) brass dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Animate Statues","entry":"The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a {@hit 7} bonus to hit and dealing 10 ({@damage 3d6}) bludgeoning damage on a hit."},{"type":"item","name":"Blast of Wind","entry":"A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a {@dc 15} Strength saving throw or be pushed 15 feet in the wind's direction and be knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50} chance of being extinguished. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon {@condition prone}."},{"type":"item","name":"Obscuring Sand","entry":"Dust and sand fill the air within 120 feet of the dragon, making the area {@quickref Vision and Light|PHB|2||lightly obscured} until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.","Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful {@dc 20} Intelligence ({@skill Investigation}) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.","Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location."]},"If the dragon dies, the tracks fade in {@dice 1d10} days, but the other effects fade immediately.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a brass dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cloud Companion","entry":"A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of {@book extreme heat|DMG|5|Extreme Heat} (see the {@book Dungeon Master's Guide|DMG})."},{"type":"item","name":"Talkative Denizens","entry":"Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.","A brass dragon's head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.",{"name":"Boldly Talkative","type":"entries","entries":["A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon's presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon's thirst for small talk is slaked.","A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game."]},{"name":"Prized Treasures","type":"entries","entries":["Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.","Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon's hoard."]}]}]},{"type":"entries","name":"A Brass Dragon's Lair","entries":["A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Brass Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"ancient-brass-dragon","source":"XMM"}]},{"id":"ancient-bronze-dragon","name":"Ancient Bronze Dragon","source":"XMM","page":60,"srd":true,"image":"bestiary/XMM/Ancient Bronze Dragon.webp","token":"bestiary/tokens/XMM/Ancient Bronze Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"22","initiative":"+14 (24)","hp":"444 (24d20 + 192)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":29,"dex":10,"con":27,"int":18,"wis":17,"cha":25,"saves":"Dex +7, Wis +10","skills":"Insight +10, Perception +17, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"22","crDisplay":"22 (XP 41,000, or 50,000 in lair; PB +7)","habitat":"Coastal","treasure":"Implements","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 22}, {@hit 14} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Guiding Bolt|XPHB} (level 2 version), {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell), {@spell Speak with Animals|XPHB}, {@spell Thaumaturgy|XPHB}","1/day each: {@spell Detect Thoughts|XPHB}, {@spell Control Water|XPHB}, {@spell Scrying|XPHB}, {@spell Water Breathing|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast {@spell Guiding Bolt|XPHB} (level 2 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 16}, reach 15 ft. {@h}18 ({@damage 2d8 + 9}) Slashing damage plus 9 ({@damage 2d8}) Lightning damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["{@actSave dex} {@dc 23}, each creature in a 120-foot-long, 10-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 82 ({@damage 15d10}) Lightning damage. {@actSaveSuccess} Half damage."]},{"name":"Repulsion Breath","entries":["{@actSave str} {@dc 23}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target is pushed up to 60 feet straight away from the dragon and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Guiding Light","entries":["The dragon uses Spellcasting to cast {@spell Guiding Bolt|XPHB} (level 2 version)."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Thunderclap","entries":["{@actSave con} {@dc 22}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the dragon can see within 120 feet. {@actSaveFail} 13 ({@damage 3d8}) Thunder damage, and the target has the {@condition Deafened|XPHB} condition until the end of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient bronze dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Buoying Currents","entries":["Creatures within 1 mile of the lair that lack a {@variantrule Swim Speed|XPHB} ignore the extra cost of movement while swimming."]},{"type":"item","name":"Sun and Storms","entries":["While in its lair, the dragon can cast {@spell Control Weather|XPHB}, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 1 mile of its lair, regardless if the dragon is inside or outside."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient bronze dragons develop dramatic patinas on their glimmering scales. These dragons strive to protect whole regions, continents, or planets from threats. They seek solutions to planes-spanning calamities or multiversal perils and oppose the evil of mighty chromatic dragons."]},{"type":"section","name":"Bronze Dragons","entries":["{@i Dragons of Potential and Preservation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Where bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.","Bronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.",{"type":"entries","name":"Bronze Dragon Lairs","entries":["Bronze dragons usually make their homes near or under the sea."]}]}],"gallery":[{"path":"bestiary/XMM/Ancient Bronze Dragon.webp","title":"An ancient bronze dragon uses its repulsion breath to protect a community from rampaging Water elementals","credit":"Caio Monteiro"}],"otherVersions":[{"id":"ancient-bronze-dragon-mm","source":"MM"}]},{"id":"ancient-bronze-dragon-mm","name":"Ancient Bronze Dragon","source":"MM","page":107,"srd":false,"image":"bestiary/MM/Bronze Dragon.webp","token":"bestiary/tokens/MM/Ancient Bronze Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Lawful Good","ac":"22","initiative":"+0 (10)","hp":"444 (24d20 + 192)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":29,"dex":10,"con":27,"int":18,"wis":17,"cha":21,"saves":"Dex +7, Con +15, Wis +10, Cha +12","skills":"Insight +10, Perception +17, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Breath","entry":"The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 23} Dexterity saving throw, taking 88 ({@damage 16d10}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Repulsion Breath","entry":"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 23} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon."}]}]},{"name":"Change Shape","entries":["The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as though it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) thunder damage and be {@condition deafened} until the end of its next turn."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Bronze Dragon||adult} or {@creature Ancient Bronze Dragon||ancient}) bronze dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ocean's Call","entry":"The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a {@dc 15} Dexterity saving throw or take 5 ({@damage 1d10}) slashing damage; then the swarm vanishes."},{"type":"item","name":"Salt Burst","entry":"The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) slashing damage."},{"type":"item","name":"Whelming Water","entry":"The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary bronze dragon's lair is warped by the dragon's magic.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.","Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Phantom Escort","entry":"Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair."},{"type":"item","name":"Underwater Pursuit","entry":"Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel."},{"type":"item","name":"Unfailing Faithfulness","entry":"Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.","A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.",{"type":"entries","entries":[{"name":"Dragons of the Coast","type":"entries","entries":["Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item."]},{"name":"War Machines","type":"entries","entries":["Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.",{"name":"Well-Organized Wealth","entries":["Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection."],"type":"entries"}]}]}]}]},{"type":"entries","name":"A Bronze Dragon's Lair","entries":["A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Bronze Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"ancient-bronze-dragon","source":"XMM"}]},{"id":"ancient-copper-dragon","name":"Ancient Copper Dragon","source":"XMM","page":80,"srd":true,"image":"bestiary/XMM/Ancient Copper Dragon.webp","token":"bestiary/tokens/XMM/Ancient Copper Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Chaotic Good","ac":"21","initiative":"+15 (25)","hp":"367 (21d20 + 147)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":12,"con":25,"int":20,"wis":17,"cha":22,"saves":"Dex +8, Wis +10","skills":"Deception +13, Perception +17, Stealth +8","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"21","crDisplay":"21 (XP 33,000, or 41,000 in lair; PB +7)","habitat":"Hill","treasure":"Arcana","traits":[{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell Detect Magic|XPHB}, {@spell Mind Spike|XPHB} (level 5 version), {@spell Minor Illusion|XPHB}, {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell)","1/day each: {@spell Greater Restoration|XPHB}, {@spell Major Image|XPHB}, {@spell Project Image|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Slowing Breath or (B) Spellcasting to cast {@spell Mind Spike|XPHB} (level 5 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 15}, reach 15 ft. {@h}19 ({@damage 2d10 + 8}) Slashing damage plus 9 ({@damage 2d8}) Acid damage."]},{"name":"Acid Breath {@recharge 5}","entries":["{@actSave dex} {@dc 22}, each creature in an 90-foot-long, 10-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 63 ({@damage 14d8}) Acid damage. {@actSaveSuccess} Half damage."]},{"name":"Slowing Breath","entries":["{@actSave con} {@dc 22}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target can't take Reactions; its {@variantrule Speed|XPHB} is halved; and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. This effect lasts until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Giggling Magic","entries":["{@actSave cha} {@dc 21}, one creature the dragon can see within 120 feet. {@actSaveFail} 31 ({@damage 9d6}) Psychic damage. Until the end of its next turn, the target rolls {@dice 1d8} whenever it makes an ability check or attack roll and subtracts the number rolled from the {@variantrule D20 Test|XPHB}. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Mind Jolt","entries":["The dragon uses Spellcasting to cast {@spell Mind Spike|XPHB} (level 5 version). The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient copper dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Chatty Critters","entries":["Tiny Beasts magically gain the ability to speak and understand Draconic while within 6 miles of the lair."]},{"type":"item","name":"Giggle Fits","entries":["Whenever a creature other than the dragon and its allies is within 1 mile of the lair and rolls a 1 on a {@variantrule D20 Test|XPHB}, it must succeed on a {@dc 15} Wisdom saving throw or have the {@condition Incapacitated|XPHB} condition until the end of its next turn, as it is wracked with laughter."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient copper dragons use warmth and reliability to effect change over time. They open their cozy lairs to their friends as havens of learning and laughter for the young and those in need. These dragons watch for and oppose future threats while fostering sanctuaries of simple goodness."]},{"type":"section","name":"Copper Dragons","entries":["{@i Dragons of Curiosity and Community}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Relentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.","Copper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.",{"type":"entries","name":"Copper Dragon Lairs","entries":["Copper dragons typically inhabit multi-chamber caves and renovated ruins."]}]}],"gallery":[{"path":"bestiary/XMM/Ancient Copper Dragon.webp","title":"An ancient copper dragon watches over its allies' boisterous young","credit":"Svetlin Velinov"}],"otherVersions":[{"id":"ancient-copper-dragon-mm","source":"MM"}]},{"id":"ancient-copper-dragon-mm","name":"Ancient Copper Dragon","source":"MM","page":110,"srd":false,"image":"bestiary/MM/Copper Dragon.webp","token":"bestiary/tokens/MM/Ancient Copper Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Good","ac":"21","initiative":"+1 (11)","hp":"350 (20d20 + 140)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":12,"con":25,"int":20,"wis":17,"cha":19,"saves":"Dex +8, Con +14, Wis +10, Cha +11","skills":"Deception +11, Perception +17, Stealth +8","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acid Breath","entry":"The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a {@dc 22} Dexterity saving throw, taking 63 ({@damage 14d8}) acid damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Slowing Breath","entry":"The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 22} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save."}]}]},{"name":"Change Shape","entries":["The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the {@spell spike growth} spell and lasts until the dragon uses this lair action again or until the dragon dies.","The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a {@dc 15} Dexterity saving throw or sink into the mud and become {@condition restrained}. A creature can take an action to attempt a {@dc 15} Strength check, freeing itself or another creature within its reach and ending the {@condition restrained} condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Copper Dragon||adult} or {@creature Ancient Copper Dragon||ancient}) copper dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Laughing Gas","entry":"The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a {@dc 15} Wisdom saving throw is {@condition incapacitated} with laughter until the end of its next turn."},{"type":"item","name":"Torpid Energy","entry":"The dragon chooses a creature it can see within 120 feet of it. If the target fails a {@dc 15} Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.","Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.","Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing."]},"If the dragon dies, the magic carvings fade over the course of {@dice 1d10} days. The other effects end immediately.",{"type":"entries","name":"Additional Regional Effects","entries":["Either of these effects might appear in the area around a copper dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distant Melodies","entry":"The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair."},{"type":"item","name":"Starlit Stones","entry":"Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)"}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.","A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon's pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.",{"type":"entries","entries":[{"name":"Good Hosts","type":"entries","entries":["A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn't laugh at its jokes or accept its tricks with good humor.","Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted."]},{"name":"Cautious and Crafty","type":"entries","entries":["When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.","A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure."]}]}]}]},{"type":"entries","name":"A Copper Dragon's Lair","entries":["Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Copper Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"ancient-copper-dragon","source":"XMM"}]},{"id":"ancient-crystal-dragon","name":"Ancient Crystal Dragon","source":"FTD","page":170,"srd":false,"image":"bestiary/FTD/Ancient Crystal Dragon.webp","token":"bestiary/tokens/FTD/Ancient Crystal Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Chaotic Neutral","ac":"20","initiative":"+1 (11)","hp":"222 (12d20 + 96)","speed":"40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.","str":25,"dex":12,"con":26,"int":20,"wis":16,"cha":21,"saves":"Dex +7, Con +14, Wis +9, Cha +11","skills":"Perception +15, Stealth +13, Survival +9","vulnerabilities":"","resistances":"cold; radiant","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 25","languages":"Common, Draconic, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 19}):","At will: {@spell dancing lights}, {@spell guidance}","1/day each: {@spell command}, {@spell divination}, {@spell greater restoration}, {@spell hypnotic pattern}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 9 ({@damage 2d8}) radiant damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Scintillating Breath {@recharge 5}","entries":["The dragon exhales a burst of brilliant radiance in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 49 ({@damage 11d8}) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 25 temporary hit points by absorbing a portion of the radiant energy."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Starlight Strike (Costs 3 Actions)","entries":["The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a {@dc 19} Dexterity saving throw or take 38 ({@damage 11d6}) radiant damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Ice Passage","entry":"The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high."},{"type":"item","name":"Starlight's Gleam","entry":"The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a {@dc 15} Dexterity saving throw or take 13 ({@damage 2d12}) radiant damage and be outlined in the glow. {@action Attack} rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being {@condition invisible}. The starlight and the glow around any creature fades on initiative count 20 on the next round."}]}],"regionalEffects":["The region surrounding a legendary crystal dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Clear Skies","entry":"The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day."},{"type":"item","name":"Crystal Profusion","entry":"Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals."},{"type":"item","name":"Icy Sight","entry":"Ice and quartz within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any ice or quartz crystals in that region."},{"type":"item","name":"Positive Energy","entry":"Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice."},{"type":"item","name":"Thriving Wildlife","entry":"Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage."}]},"If the dragon dies, the animal population near the lair returns to normal levels over the course of {@dice 1d10} days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate."],"lore":[{"type":"entries","entries":["Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic."]},{"type":"section","entries":[{"type":"entries","name":"Inner Glow","entries":["When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.","The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy."]},{"type":"entries","name":"Visions in Starlight","entries":["Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.","Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them."]},{"type":"entries","name":"Glittering Hoards","entries":["For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing."]}]},{"type":"section","entries":[{"type":"entries","name":"A Crystal Dragon's Lair","entries":["Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.","The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Ancient Crystal Dragon.webp","credit":"Brynn Metheney"}]},{"id":"ancient-deep-crow","name":"Ancient Deep Crow","source":"AI","page":211,"srd":false,"image":"bestiary/AI/Deep Crow.webp","token":"bestiary/tokens/AI/Ancient Deep Crow.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"+3 (13)","hp":"187 (15d12 + 90)","speed":"20 ft., fly 80 ft.","str":23,"dex":16,"con":23,"int":10,"wis":15,"cha":19,"saves":"Con +11, Wis +7","skills":"Perception +7, Stealth +13","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 17","languages":"Deep Crow","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The ancient deep crow has advantage on saving throws against spells and other magical effects."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the ancient deep crow can take the {@action Hide} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ancient deep crow makes three attacks: one with its mandibles and two with its claws."]},{"name":"Mandibles","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, and the ancient deep crow can't use its mandibles on another target."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Shadow Caw","entries":["The ancient deep crow releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 10 ({@damage 3d6}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The deep crow makes a Wisdom ({@skill Perception}) check."]},{"name":"Shadow Caw (Costs 2 Actions)","entries":["The ancient deep crow uses Shadow Caw."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The ancient deep crow beats its wings. Each creature within 10 feet of the deep crow must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The ancient deep crow can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an ancient deep crow's lair is transformed by the creature's presence, which creates one or more of the following effects:",{"type":"list","items":["Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair.","Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.","Subterranean beasts within 1 mile of the ancient deep crow's lair serve as the creature's eyes and ears, alerting it to the presence of intruders and making it all but impossible to surprise the ancient deep crow."]},"If the ancient deep crow dies, these effects fade immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["So little is known of the deep crows that even less is known of their monstrous leviathan cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things."]}]}]}],"gallery":[{"path":"bestiary/AI/Deep Crow.webp","credit":"Leesha Hannigan"}]},{"id":"ancient-deep-dragon","name":"Ancient Deep Dragon","source":"FRAiF","page":259,"srd":false,"image":"bestiary/FRAiF/Deep Dragon.webp","token":"bestiary/tokens/FRAiF/Ancient Deep Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral Evil","ac":"20","initiative":"+15 (25)","hp":"247 (15d20 + 90)","speed":"40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":16,"con":22,"int":19,"wis":18,"cha":21,"saves":"Dex +9, Wis +10","skills":"Perception +16, Stealth +15","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"Blindsight 60 ft., Darkvision 300 ft., Passive Perception 26","languages":"Common, Draconic, Undercommon","cr":"18","crDisplay":"18 (XP 20,000, or 22,000 in lair; PB +6)","habitat":"Underdark","treasure":"Arcana","traits":[{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 12}, reach 15 ft. {@h}17 ({@damage 2d10 + 6}) Slashing damage plus 5 ({@damage 1d10}) Poison damage."]},{"name":"Nightmare Breath {@recharge 5}","entries":["{@actSave wis} {@dc 20}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 44 ({@damage 8d10}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of the dragon's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The dragon shape-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Spore Salvo","entries":["{@actSave con} {@dc 20}, one creature within 30 feet of the dragon that it can see. {@actSaveFail} 16 ({@damage 3d10}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient deep dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Preservation of Knowledge","entries":["Books and other written forms of communication with 1 mile of the lair become magically protected and can't be damaged by nonmagical means."]},{"type":"item","name":"Restless Sleep","entries":["When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a {@dc 10} Constitution saving throw. On a failed save, the creature doesn't reduce its Exhaustion level as a result of finishing that Long Rest. Creatures with Immunity to the Poisoned condition are immune to this effect."]},{"type":"item","name":"Verdant Growth","entries":["Vegetation and fungi within 1 mile of the dragon's lair grow faster and cover a greater area than normal. Foraging in this area yields twice the usual amount of food. The dragon is immediately aware of the presence of any creature that eats this enhanced vegetation."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark trade routes or coastal communities with their voracious appetites and love of destruction."]},{"type":"section","name":"Deep Dragons","entries":["{@i Dragons of Caverns and Secrets}","Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores.","Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of the Underdark to map hidden passages for dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons' sinuous forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.","Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.","Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales."]},{"type":"section","entries":[{"type":"entries","name":"Deep Dragon Lairs","entries":["Deep dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water."]}]}],"gallery":[{"path":"bestiary/FRAiF/Deep Dragon.webp"}],"otherVersions":[{"id":"ancient-deep-dragon-ftd","source":"FTD"}]},{"id":"ancient-deep-dragon-ftd","name":"Ancient Deep Dragon","source":"FTD","page":173,"srd":false,"image":"bestiary/FTD/Ancient Deep Dragon.webp","token":"bestiary/tokens/FTD/Ancient Deep Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral Evil","ac":"20","initiative":"+3 (13)","hp":"201 (13d20 + 65)","speed":"40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":16,"con":20,"int":19,"wis":18,"cha":21,"saves":"Dex +9, Con +11, Wis +10, Cha +11","skills":"Perception +10, Persuasion +17, Stealth +15","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"blindsight 60 ft., darkvision 300 ft., Passive Perception 20","languages":"Common, Draconic, Undercommon","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 11 ({@damage 2d10}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}."]},{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it."]},{"name":"Nightmare Breath {@recharge 5}","entries":["The dragon exhales a cloud of spores in a 90-foot cone. Each creature in that area must make a {@dc 19} Wisdom saving throw. On a failed save, the creature takes 49 ({@damage 9d10}) psychic damage, and it is {@condition frightened} of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Commanding Spores","entries":["The dragon releases spores around a creature within 30 feet of it that it can see. The target must succeed on a {@dc 19} Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 11 ({@damage 2d10}) psychic damage."]},{"name":"Tail","entries":["The dragon makes one Tail attack."]},{"name":"Spore Salvo (Costs 2 Actions)","entries":["The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a {@dc 19} Constitution saving throw or take 28 ({@damage 8d6}) poison damage and become {@condition poisoned} for 1 minute. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Deep Torpor","entry":"The dragon casts the {@spell slow} spell, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 16}). The spell ends early if the dragon uses this lair action again or if the dragon dies."},{"type":"item","name":"Mossy Sludge","entry":"The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become {@quickref difficult terrain||3} until initiative count 20 on the next round."},{"type":"item","name":"Toxic Spores","entry":"The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or take 14 ({@damage 4d6}) poison damage and be {@condition poisoned} until the end of its next turn."}]}],"regionalEffects":["The region surrounding a legendary deep dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Preservation of Knowledge","entry":"Books, letters, and any other physical forms of writing within 6 miles of the dragon's lair become magically charged and can't be damaged by nonmagical means."},{"type":"item","name":"Restless Sleep","entry":"When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a {@dc 10} Constitution saving throw or be unable to reduce its level of {@condition exhaustion}. Creatures immune to the {@condition poisoned} condition are immune to this effect."},{"type":"item","name":"Verdant Growth","entry":"Vegetation and fungi within 6 miles of the dragon's lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food."}]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.","Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.","Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack."]},{"type":"section","entries":[{"type":"entries","name":"A Deep Dragon's Lair","entries":["Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.","The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Ancient Deep Dragon.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"ancient-deep-dragon","source":"FRAiF"}]},{"id":"ancient-dragon-turtle","name":"Ancient Dragon Turtle","source":"FTD","page":191,"srd":false,"image":"bestiary/FTD/Ancient Dragon Turtle.webp","token":"bestiary/tokens/FTD/Ancient Dragon Turtle.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"22","initiative":"+1 (11)","hp":"409 (21d20 + 189)","speed":"30 ft., swim 60 ft.","str":28,"dex":12,"con":29,"int":14,"wis":19,"cha":15,"saves":"Dex +8, Con +16, Wis +11","skills":"Perception +11","vulnerabilities":"","resistances":"","immunities":"cold; fire","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 21","languages":"Aquan, Draconic","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon turtle can breathe air and water."]},{"name":"Blessing of the Sea (Recharges after a Short or Long Rest)","entries":["If the dragon turtle would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon turtle fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The dragon turtle doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon turtle makes one Bite or Tail attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}15 ({@damage 1d12 + 9}) piercing damage plus 13 ({@damage 2d12}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 24} Strength saving throw or be knocked {@condition prone}."]},{"name":"Steam Breath {@recharge 5}","entries":["The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a {@dc 24} Constitution saving throw, taking 67 ({@damage 15d8}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The dragon turtle makes one Claw or Tail attack."]},{"name":"Move","entries":["The dragon turtle moves up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks."]},{"name":"Boiling Aura (Costs 3 Actions)","entries":["The dragon turtle radiates intense heat. Until the start of the dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a {@dc 24} Constitution saving throw or take 40 ({@damage 9d8}) fire damage. Being underwater doesn't grant resistance against this damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["As they are presented in the {@i Monster Manual}, dragon turtles don't have access to lair actions while in their lairs. At your discretion, you can give an adult or ancient dragon turtle access to lair actions, increasing its challenge rating by 1. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blasting Current","entry":"A strong water current moves through the dragon turtle's lair. Each creature within 30 feet of the dragon turtle must succeed on a {@dc 15} Strength saving throw or be moved 30 feet in a direction of the dragon turtle's choice. On a success, the creature is moved 10 feet instead."},{"type":"item","name":"Entangling Kelp","entry":"Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon turtle can see. Each creature in that area must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} until the end of its next turn."},{"type":"item","name":"Steam Eruption","entry":"Steam erupts in a 15-foot cone from a point on the ground the dragon turtle can see within 120 feet of it. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant creatures resistance to this damage."}]}],"regionalEffects":["The region containing a dragon turtle's lair can be transformed by its presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Diverting Currents","entry":"Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}), even if a creature has a swimming speed."},{"type":"item","name":"Elemental Portals","entry":"Crevasses on the ocean floor within 1 mile of the dragon turtle's lair form two-way portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby."},{"type":"item","name":"Hot Water","entry":"Geothermal vents heat the water within 6 miles of the dragon turtle's lair to 100 degrees Fahrenheit."}]},"If the dragon turtle dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the {@i Monster Manual} is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.","Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes."]},{"type":"section","entries":[{"type":"entries","name":"Creating a Dragon Turtle","entries":["Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the {@i Monster Manual}doesn't explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)",{"type":"entries","name":"Dragon Turtle Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance."],["2","I am more interested in the shiny baubles people carry than in anything they have to say."],["3","I think of ships as kindred spirits and like to rub affectionately against their keels."],["4","I like to show visitors the vastness of my domain, so they appreciate how insignificant they are."],["5","I attack anyone I notice taking from the sea's bounty without offering something in return."],["6","I think of sailors' songs as their \"water speech\" and try to converse with them by humming snippets of tunes I have overheard."],["7","I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching."],["8","I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land."]]}]},{"type":"entries","name":"Dragon Turtle Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Endurance. We who dwell beneath the waves can weather all storms. (Any)"],["2","Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)"],["3","Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)"],["4","Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)"],["5","Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)"],["6","Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)"]]}]},{"type":"entries","name":"Dragon Turtle Spellcasting","entries":[{"type":"table","colLabels":["Age","Spell Save Dc","Spells Known"],"colStyles":["col-1","col-3 text-right","col-8"],"rows":[["Ancient","17","control water, control weather,* fog cloud"]],"footnotes":["*This spell's casting time is longer than 1 action."]}]}]},{"type":"entries","name":"Dragon Turtle Adventures","entries":["The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles.",{"type":"entries","name":"Dragon Turtle Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business."],["2","A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers."],["3","After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave."],["4","The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across."],["5","A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace."],["6","A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is."],["7","A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface."],["8","A sea god has sent a dragon turtle to unleash devastation along a populated coast."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Dragon turtles are stolid and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth."]},{"type":"entries","name":"Ancient Dragon Turtle Connections","entries":[{"type":"table","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ancient dragon turtle and an ancient gold dragon meet once a year to trade moves in a game of dragonchess that has been going on for centuries."],["2","An ancient dragon turtle serves as counsel to an empyrean court, tempering the Celestials' passions with the dragon turtle's endless patience."],["3","A {@spell geas} spell forces an ancient dragon turtle to carry a lich's tower."],["4","An ancient dragon turtle is responsible for ensuring that a kraken is never woken from its slumber."]]}]}]},{"type":"entries","name":"Dragon Turtle Lairs","entries":["Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean's floor, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or underwater volcanoes.","Dragon turtles are largely unconcerned with the design of their lairs and seldom work to improve them. A dragon turtle's primary concern when selecting a lair is ensuring that the site is large enough to accommodate the creature's prodigious size as the centuries wear on. After that, proximity to shipping lanes and freedom from irksome neighbors take precedence.",{"type":"entries","name":"Dragon Turtle Lair Features","entries":["The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When constructing a dragon turtle's lair, you can simply take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface.","As an example, map 5.14 depicts a topaz dragon's lair in a seaside cavern, but it could be reimagined as a grotto in the side of a coral reef rising from a shelf on the ocean floor, with the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Shelf Floor","entry":"The sandy beaches represent the ocean floor at a depth of 100 feet, which is coated in a soft layer of fine sediment. The water around the lair is clear but dimly lit. The water's edge on the map represents the lip of the shelf, which descends to a dark plain twelve hundred feet below."},{"type":"item","name":"Coral Reef","entry":"The rocky cliff side depicts the contours of a coral reef that rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals."},{"type":"item","name":"Reef Hollow","entry":"The dragon turtle's lair lies in a hollow in the reef's interior that was bored out by a giant sea worm the dragon turtle killed. The original entrance at the level of the shelf floor ascends through a weed-choked tube that opens into the main chamber. Here, the dragon turtle nests in a recessed shelf along the back wall, where the creature can gaze down at the hoard scattered across the chamber floor. Although the lair is mostly flooded with seawater, a layer of breathable air is trapped in the top 3 feet of the main chamber."},{"type":"item","name":"Coral Shelf","entry":"A secondary entrance grants access to a coral shelf 40 feet above the shelf floor and illuminates the lair for a few hours each day with a shaft of dim sunlight."}]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Ancient Dragon Turtle.webp","credit":"David Auden Nash"}]},{"id":"ancient-emerald-dragon","name":"Ancient Emerald Dragon","source":"FTD","page":195,"srd":false,"image":"bestiary/FTD/Ancient Emerald Dragon.webp","token":"bestiary/tokens/FTD/Ancient Emerald Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Lawful Neutral","ac":"20","initiative":"+1 (11)","hp":"332 (19d20 + 133)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":25,"dex":12,"con":25,"int":20,"wis":18,"cha":20,"saves":"Dex +8, Con +14, Wis +11, Cha +12","skills":"Arcana +12, Deception +12, Perception +18, Stealth +8","vulnerabilities":"","resistances":"fire; psychic","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 28","languages":"Common, Draconic, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake."]},{"name":"Warp Perception (1/Day)","entries":["The dragon can cast {@spell mirage arcane}, requiring no spell components and using Intelligence as the spellcasting ability."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 20}):","At will: {@spell mage hand} (the hand is invisible), {@spell minor illusion}","1/day each: {@spell detect thoughts}, {@spell dispel magic}, {@spell etherealness}, {@spell major image}, {@spell mislead}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Disorienting Breath {@recharge 5}","entries":["The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a {@dc 22} Intelligence saving throw. On a failed save, the creature takes 56 ({@damage 16d6}) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a {@dice d8} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Emerald Embers (Costs 3 Actions)","entries":["The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a {@dc 20} Dexterity saving throw or take 42 ({@damage 12d6}) fire damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Distort Perceptions","entry":"The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d10}) psychic damage and have disadvantage on saving throws until the start of its next turn."},{"type":"item","name":"Vanish","entry":"The dragon becomes {@condition invisible} until initiative count 20 on the next round."}]}],"regionalEffects":["The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Crystal Profusion","entry":"Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones."},{"type":"item","name":"Fiery Sight","entry":"Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any area of fire or lava in that region."},{"type":"item","name":"Subtle Obstruction","entry":"Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers."},{"type":"item","name":"Thriving Wildlife","entry":"{@creature Giant lizard||Giant lizards} are attracted to the area within 6 miles of the lair and settle there in large numbers."}]},"If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of {@dice 1d10} days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate."],"lore":[{"type":"entries","entries":["Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences."]},{"type":"section","entries":[{"type":"entries","name":"Shimmering Green","entries":["A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood."]},{"type":"entries","name":"Clever Concealment","entries":["The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.","Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.","Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals."]},{"type":"entries","name":"Hoarded Histories","entries":["Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations."]}]},{"type":"section","entries":[{"type":"entries","name":"An Emerald Dragon's Lair","entries":["Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region.","Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.","Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.","The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Ancient Emerald Dragon.webp","credit":"Julian Kok"}]},{"id":"ancient-gold-dragon","name":"Ancient Gold Dragon","source":"XMM","page":146,"srd":true,"image":"bestiary/XMM/Ancient Gold Dragon.webp","token":"bestiary/tokens/XMM/Ancient Gold Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"22","initiative":"+16 (26)","hp":"546 (28d20 + 252)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":30,"dex":14,"con":29,"int":18,"wis":17,"cha":28,"saves":"Dex +9, Wis +10","skills":"Insight +10, Perception +17, Persuasion +16, Stealth +9","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"24","crDisplay":"24 (XP 62,000, or 75,000 in lair; PB +7)","habitat":"Forest, Grassland","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 24}, {@hit 16} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Guiding Bolt|XPHB} (level 4 version), {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell)","1/day each: {@spell Flame Strike|XPHB} (level 6 version), {@spell Word of Recall|XPHB}, {@spell Zone of Truth|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast {@spell Guiding Bolt|XPHB} (level 4 version) or (B) Weakening Breath."]},{"name":"Rend","entries":["{@atkr m} {@hit 17} to hit, reach 15 ft. {@h}19 ({@damage 2d8 + 10}) Slashing damage plus 9 ({@damage 2d8}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 24}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 71 ({@damage 13d10}) Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Weakening Breath","entries":["{@actSave str} {@dc 24}, each creature that isn't currently affected by this breath in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has {@variantrule Disadvantage|XPHB} on Strength-based {@variantrule D20 Test|XPHB|D20 Tests} and subtracts 5 ({@dice 1d10}) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Banish","entries":["{@actSave cha} {@dc 24}, one creature the dragon can see within 120 feet. {@actSaveFail} 24 ({@damage 7d6}) Force damage, and the target has the {@condition Incapacitated|XPHB} condition and is transported to a harmless demiplane until the start of the dragon's next turn, at which point it reappears in an unoccupied space of the dragon's choice within 120 feet of the dragon. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Guiding Light","entries":["The dragon uses Spellcasting to cast {@spell Guiding Bolt|XPHB} (level 4 version)."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient gold dragon's lair is altered by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dream Messenger","entries":["While in its lair, the dragon can cast {@spell Dream|XPHB}, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell this way, the dragon can target any creature within 6 miles."]},{"type":"item","name":"Foretelling Fog","entries":["The area within 1 mile of the lair is {@variantrule Lightly Obscured|XPHB} by opalescent fog. While in that area, creatures can't be {@status surprised|XPHB}, as the fog swirls into shapes that warn of danger."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient gold dragons are wise and mysterious. Many aid virtuous groups, guiding them in secret or patronizing them from afar. Only when stakes are at their highest do ancient gold dragons reveal themselves in all their majesty."]},{"type":"section","name":"Gold Dragons","entries":["{@i Dragons of Hope and Majesty}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Gold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.","Gold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.",{"type":"entries","name":"Gold Dragon Lairs","entries":["Gold dragons make their homes in places of natural and magical wonder."]}]}],"gallery":[{"path":"bestiary/XMM/Ancient Gold Dragon.webp","title":"The pure of heart have nothing to fear in the presence of an ancient gold dragon","credit":"Alexander Ostrowski"}],"otherVersions":[{"id":"ancient-gold-dragon-mm","source":"MM"}]},{"id":"ancient-gold-dragon-mm","name":"Ancient Gold Dragon","source":"MM","page":113,"srd":false,"image":"bestiary/MM/Gold Dragon.webp","token":"bestiary/tokens/MM/Ancient Gold Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Lawful Good","ac":"22","initiative":"+2 (12)","hp":"546 (28d20 + 252)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":30,"dex":14,"con":29,"int":18,"wis":17,"cha":28,"saves":"Dex +9, Con +16, Wis +10, Cha +16","skills":"Insight +10, Perception +17, Persuasion +16, Stealth +9","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"Grassland, Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 24} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"The dragon exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 71 ({@damage 13d10}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Weakening Breath","entry":"The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 24} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]},{"name":"Change Shape","entries":["The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.","One creature the dragon can see within 120 feet of it must succeed on a {@dc 15} Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied."]},{"type":"entries","name":"Additional Lair Action","entries":["At your discretion, a legendary ({@creature Adult Gold Dragon||adult} or {@creature Ancient Gold Dragon||ancient}) gold dragon can use the following additional lair action while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Glow","entry":"Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.","Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.","Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius."]},"If the dragon dies, these effects end immediately.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a gold dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beneficent Trail","entry":"Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair."},{"type":"item","name":"Emanation of Justice","entry":"Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings."},{"type":"item","name":"Liar's Revelation","entry":"Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a {@dc 15} Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.","A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.",{"name":"Devourer of Wealth","type":"entries","entries":["Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes."]},{"name":"Reserved Shapeshifters","type":"entries","entries":["Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.","Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end."]},{"name":"Master Hoarders","type":"entries","entries":["A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it."]}]}]},{"type":"entries","name":"A Gold Dragon's Lair","entries":["Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Gold Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"ancient-gold-dragon","source":"XMM"}]},{"id":"ancient-green-dragon","name":"Ancient Green Dragon","source":"XMM","page":154,"srd":true,"image":"bestiary/XMM/Ancient Green Dragon.webp","token":"bestiary/tokens/XMM/Ancient Green Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Lawful Evil","ac":"21","initiative":"+15 (25)","hp":"402 (23d20 + 161)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":27,"dex":12,"con":25,"int":20,"wis":17,"cha":22,"saves":"Dex +8, Wis +10","skills":"Deception +13, Perception +17, Persuasion +13, Stealth +8","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"22","crDisplay":"22 (XP 41,000, or 50,000 in lair; PB +7)","habitat":"Forest","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell Detect Magic|XPHB}, {@spell Mind Spike|XPHB} (level 5 version)","1/day each: {@spell Geas|XPHB}, {@spell Modify Memory|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Mind Spike|XPHB} (level 5 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 15}, reach 15 ft. {@h}17 ({@damage 2d8 + 8}) Slashing damage plus 10 ({@damage 3d6}) Poison damage."]},{"name":"Poison Breath {@recharge 5}","entries":["{@actSave con} {@dc 22}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 77 ({@damage 22d6}) Poison damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Mind Invasion","entries":["The dragon uses Spellcasting to cast {@spell Mind Spike|XPHB} (level 5 version)."]},{"name":"Noxious Miasma","entries":["{@actSave con} {@dc 21}, each creature in a 30-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the dragon can see within 90 feet. {@actSaveFail} 17 ({@damage 5d6}) Poison damage, and the target takes a -2 penalty to AC until the end of its next turn. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient green dragon's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beast Spies","entries":["Tiny Beasts magically gain the ability to understand Draconic and can communicate telepathically with the dragon while within 1 mile of the lair."]},{"type":"item","name":"Poisonous Thicket","entries":["Ordinary plants growing within 1 mile of the lair poison the air around them. Whenever a creature other than the dragon or its allies finishes a {@variantrule Long Rest|XPHB} in that area, it must succeed on a {@dc 15} Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient green dragons are creatures of legend, rarely seen by their servants or foes. Via magic and well-hidden agents, these dragons stoke suspicion between allies and undermine noble works. As bonds fray, the dragons reap rewards of greater wealth and control. Eventually the ambitions of ancient green dragons stretch beyond their territories as they seek control over empires, planar realms, or death itself."]},{"type":"section","name":"Green Dragons","entries":["{@i Dragons of Deceit and Derision}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"From forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.","Despite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.",{"type":"entries","name":"Green Dragon Lairs","entries":["Green dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered."]}]}],"gallery":[{"path":"bestiary/XMM/Ancient Green Dragon.webp","title":"An ancient green dragon manipulates the fates of its pawns from deep within its forest lair","credit":"Alexander Ostrowski"}],"otherVersions":[{"id":"ancient-green-dragon-mm","source":"MM"}]},{"id":"ancient-green-dragon-mm","name":"Ancient Green Dragon","source":"MM","page":93,"srd":false,"image":"bestiary/MM/Green Dragon.webp","token":"bestiary/tokens/MM/Ancient Green Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Lawful Evil","ac":"21","initiative":"+1 (11)","hp":"385 (22d20 + 154)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":27,"dex":12,"con":25,"int":20,"wis":17,"cha":19,"saves":"Dex +8, Con +14, Wis +10, Cha +11","skills":"Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Poison Breath {@recharge 5}","entries":["The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 77 ({@damage 22d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes {@quickref difficult terrain||3}, and each creature there must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by the roots and vines. A creature can be freed if it or another creature takes an action to make a {@dc 15} Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.","A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a {@dc 15} Dexterity saving throw. A creature that fails the save takes 18 ({@damage 4d8}) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a {@dc 15} Dexterity saving throw once each round it's in contact with the wall, taking 18 ({@damage 4d8}) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.","Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Green Dragon||adult} or {@creature Ancient Green Dragon||ancient}) green dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Creeper Vines","entry":"The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become {@creature Zombie||zombies}. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed."},{"type":"item","name":"Lashing Root","entry":"One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a {@hit 7} bonus to hit and deals 10 ({@damage 3d6}) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":[{"type":"item","entries":["Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a {@dc 15} Dexterity saving throw once each round it's in contact with the thickets or take 3 ({@damage 1d6}) piercing damage from thorns.","Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage."]},"Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.","Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator."]},"If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within {@dice 1d10} days, they become mundane plants and normal {@quickref difficult terrain||3}, losing their thorns.",{"type":"entries","name":"Additional Regional Effects","entries":["Either or both of these effects might appear in the area around a green dragon's lair, in addition to or instead of those described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Inviting Whispers","entry":"Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery."},{"type":"item","name":"Twisted Messengers","entry":"The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature's throat and mouth temporarily warp into a twisted version of the dragon's own in order to allow the dragon's voice to issue forth."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.","A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.","A wyrmling green dragon's thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.","A green dragon's legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.",{"name":"Capricious Hunters","type":"entries","entries":["A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.","Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.","A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures' activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die."]},{"name":"Manipulative Schemers","type":"entries","entries":["A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.","When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status."]},{"name":"Conflict and Corruption","type":"entries","entries":["Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch-sometimes for decades-for the chance to slay the other dragon, then claim its lair and hoard.","Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions' minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions' tortured dreams."]},{"name":"Living Treasures","type":"entries","entries":["A green dragon's favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects."]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king's ear, corrupting and twisting the king's dreams. This dragon's name is Cyan Bloodbane, and he means the destruction of us all."],"by":"Pelios of Ergoth, Silvanesti seer"}]},{"type":"entries","name":"A Green Dragon's Lair","entries":["The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon's wood, carrying an acrid whiff of the creature's poison breath.","The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.","At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Green Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"ancient-green-dragon","source":"XMM"}]},{"id":"ancient-lunar-dragon","name":"Ancient Lunar Dragon","source":"BAM","page":32,"srd":false,"image":"bestiary/BAM/Ancient Lunar Dragon.webp","token":"bestiary/tokens/BAM/Ancient Lunar Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral Evil","ac":"18","initiative":"+1 (11)","hp":"297 (17d20 + 119)","speed":"40 ft., burrow 20 ft., fly 80 ft.","str":27,"dex":12,"con":24,"int":12,"wis":15,"cha":17,"saves":"Con +13, Wis +8","skills":"Perception +14, Stealth +13","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 240 ft., Passive Perception 24","languages":"Draconic","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and leaves a 20-foot-diameter tunnel in its wake."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d6 + 8}) piercing damage plus 7 ({@damage 2d6}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d6 + 8}) bludgeoning damage."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales a blast of frost in a 90-foot cone. Each creature in the cone must make a {@dc 21} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced."]}],"bonusActions":[{"name":"Phase (3/Day)","entries":["The dragon becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage."]}],"reactions":[],"legendaryActions":[{"name":"Tail Attack","entries":["The dragon makes one Tail attack."]},{"name":"Treacherous Ice","entries":["Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 12 ({@damage 1d8 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its speed without provoking opportunity attacks."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an ancient or adult lunar dragon's lair is warped by the dragon's magic, which produces one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Black Frost","entries":["A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult."]},{"type":"item","name":"Haunting Moan","entries":["A haunting sound gets louder or fainter (dragon's choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult."]},{"type":"item","name":"Moon Devils","entries":["Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage."]}]},"If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of {@dice 1d10} days, allowing plant life in the area to recover."],"lore":[{"type":"entries","entries":["Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.","Before laying eggs, a female lunar dragon stocks her lair with food; she won't leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.","Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon's hoard are one or more spelljamming helms (see the {@i Astral Adventurer's Guide}) taken from vessels that dared to invade the dragon's territory.","A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon's body has a dark, indistinctly spectral form."]},{"type":"section","entries":[{"type":"entries","name":"A Lunar Dragon's Lair","entries":["The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon."]}]}],"gallery":[{"path":"bestiary/BAM/Ancient Lunar Dragon.webp","credit":"Svetlin Velinov"}]},{"id":"ancient-moonstone-dragon","name":"Ancient Moonstone Dragon","source":"FTD","page":211,"srd":false,"image":"bestiary/FTD/Ancient Moonstone Dragon.webp","token":"bestiary/tokens/FTD/Ancient Moonstone Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"20","initiative":"+4 (14)","hp":"330 (20d20 + 120)","speed":"40 ft., fly 80 ft.","str":22,"dex":18,"con":23,"int":20,"wis":22,"cha":26,"saves":"Int +12, Wis +13, Cha +15","skills":"Perception +13, Persuasion +15, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","At will: {@spell faerie fire}","2/day each: {@spell calm emotions}, {@spell dispel magic}, {@spell invisibility}, {@spell revivify}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 11 ({@damage 2d10}) radiant damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The dragon uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dream Breath","entries":["The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."]},{"type":"item","name":"Moonlight Breath","entries":["The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 60 ({@damage 11d10}) radiant damage on a failed save, or half as much damage on a successful one."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail","entries":["The dragon makes one Tail attack."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["The dragon uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Banish into Dream","entry":"The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a {@dc 15} Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is {@condition stunned}. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space."},{"type":"item","name":"Compulsive Dance","entry":"The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a {@dc 15} Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is {@condition incapacitated} and must use all its movement to dance."},{"type":"item","name":"Disorienting Visions","entry":"Disorienting illusory images flit through the dragon's lair. Each creature in the lair must succeed on a {@dc 20} Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round."}]}],"regionalEffects":["The region surrounding a legendary moonstone dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dream Communication","entry":"Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking."},{"type":"item","name":"Planar Transition","entry":"The veil between planes is thinned near a moonstone dragon's lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement."}]},"If the dragon dies, any portals near the lair close immediately."],"lore":[{"type":"entries","entries":["Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.","Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.","Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.","As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold."]},{"type":"section","entries":[{"type":"entries","name":"A Moonstone Dragon's Lair","entries":["For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.","The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Ancient Moonstone Dragon.webp","credit":"Irina Nordsol"}]},{"id":"ancient-red-dragon","name":"Ancient Red Dragon","source":"XMM","page":256,"srd":true,"image":"bestiary/XMM/Ancient Red Dragon.webp","token":"bestiary/tokens/XMM/Ancient Red Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"22","initiative":"+14 (24)","hp":"507 (26d20 + 234)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":30,"dex":10,"con":29,"int":18,"wis":15,"cha":27,"saves":"Dex +7, Wis +9","skills":"Perception +16, Stealth +7","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"24","crDisplay":"24 (XP 62,000, or 75,000 in lair; PB +7)","habitat":"Hill, Mountain","treasure":"Any","traits":[{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 23}, {@hit 15} to hit with spell attacks):","At will: {@spell Command|XPHB} (level 2 version), {@spell Detect Magic|XPHB}, {@spell Scorching Ray|XPHB} (level 3 version)","1/day each: {@spell Fireball|XPHB} (level 6 version), {@spell Scrying|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Scorching Ray|XPHB} (level 3 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 17}, reach 15 ft. {@h}19 ({@damage 2d8 + 10}) Slashing damage plus 10 ({@damage 3d6}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 24}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 91 ({@damage 26d6}) Fire damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Commanding Presence","entries":["The dragon uses Spellcasting to cast {@spell Command|XPHB} (level 2 version). The dragon can't take this action again until the start of its next turn."]},{"name":"Fiery Rays","entries":["The dragon uses Spellcasting to cast {@spell Scorching Ray|XPHB} (level 3 version). The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient red dragon's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Burning Heat","entries":["The area within 1 mile of the lair is an area of extreme heat. A burning creature or object takes an additional {@damage 1d4} Fire damage at the start of each of its turns."]},{"type":"item","name":"Smoldering Haze","entries":["The area within 1 mile of the lair is {@variantrule Lightly Obscured|XPHB} with clouds of ash. Whenever a creature other than the dragon or one of its allies finishes a {@variantrule Long Rest|XPHB} in that area, that creature must succeed on a {@dc 15} Constitution saving throw or have the {@condition Poisoned|XPHB} condition for 1 hour."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient red dragons number among the most feared and destructive beings in the multiverse. Few can withstand the wrath of an ancient red dragon that turns its mind toward devastation. These dragons' greed matches their ruinous potential, and they collect vast hoards studded with storied treasures and magic items. Their lairs frequently tap into volcanic depths and might pierce other planes of existence, bringing servants from the Elemental Plane of Fire or the Lower Planes into their service."]},{"type":"section","name":"Red Dragons","entries":["{@i Dragons of Greed and Devastation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Red dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.","Red dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.","Red dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.",{"type":"entries","name":"Red Dragon Lairs","entries":["Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures."]}]}],"gallery":[{"path":"bestiary/XMM/Ancient Red Dragon.webp","title":"Even the bravest souls flee the onslaught of an ancient red dragon","credit":"Joshua Raphael"}],"otherVersions":[{"id":"ancient-red-dragon-mm","source":"MM"}]},{"id":"ancient-red-dragon-mm","name":"Ancient Red Dragon","source":"MM","page":97,"srd":false,"image":"bestiary/MM/Red Dragon.webp","token":"bestiary/tokens/MM/Ancient Red Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"22","initiative":"+0 (10)","hp":"546 (28d20 + 252)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":30,"dex":10,"con":29,"int":18,"wis":15,"cha":23,"saves":"Dex +7, Con +16, Wis +9, Cha +13","skills":"Perception +16, Stealth +7","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.","A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.","Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Noxious Smoke","entry":"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."},{"type":"item","name":"Searing Heat","entry":"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Small earthquakes are common within 6 miles of the dragon's lair.","Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.","Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."},{"type":"item","name":"Fiery Senses","entry":"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."},{"type":"item","name":"Ominous Flames","entry":"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":["The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.","The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.",{"type":"entries","entries":[{"name":"Mountain Masters","type":"entries","entries":["Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time."]},{"name":"Arrogant Tyrants","type":"entries","entries":["Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.","No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command."]},{"name":"Status and Slaves","type":"entries","entries":["Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.","When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive."]},{"name":"Obsessive Collectors","type":"entries","entries":["Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.","A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath."]}]}]},{"type":"entries","name":"A Red Dragon's Lair","entries":["Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.","Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Red Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"ancient-red-dragon","source":"XMM"}]},{"id":"ancient-sapphire-dragon","name":"Ancient Sapphire Dragon","source":"FTD","page":214,"srd":false,"image":"bestiary/FTD/Ancient Sapphire Dragon.webp","token":"bestiary/tokens/FTD/Ancient Sapphire Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Lawful Neutral","ac":"20","initiative":"+2 (12)","hp":"370 (20d20 + 160)","speed":"40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":14,"con":27,"int":21,"wis":19,"cha":20,"saves":"Dex +9, Con +15, Wis +11, Cha +12","skills":"History +12, Perception +18, Persuasion +19, Stealth +9","vulnerabilities":"","resistances":"lightning; thunder","immunities":"","conditionImmunities":"frightened","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 28","languages":"Common, Draconic, telepathy 120 ft.","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Spider Climb","entries":["The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 20}):","1/day each: {@spell dissonant whispers}, {@spell hold monster}, {@spell meld into stone}, {@spell telekinesis}, {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 11 ({@damage 2d10}) thunder damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Debilitating Breath {@recharge 5}","entries":["The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, the creature takes 55 ({@damage 10d10}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Telekinetic Fling (Costs 3 Actions)","entries":["The dragon chooses one Medium or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a {@dc 20} Dexterity saving throw or take 42 ({@damage 12d6}) bludgeoning damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Awesome Thunder","entry":"A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a {@dc 15} Constitution saving throw or take 13 ({@damage 3d8}) thunder damage and be {@condition stunned} until the end of its next turn."},{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Stone Passage","entry":"The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick."}]}],"regionalEffects":["The region surrounding a legendary sapphire dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Crystal Profusion","entry":"Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground."},{"type":"item","name":"Stony Sight","entry":"Natural stone within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any natural stone formation in that region."},{"type":"item","name":"Telepathic Enhancement","entry":"The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the {@spell Rary's telepathic bond} spell."},{"type":"item","name":"Thriving Wildlife","entry":"{@creature Giant spider||Giant spiders} (a sapphire dragon's favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers."}]},"If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of {@dice 1d10} days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate."],"lore":[{"type":"entries","entries":["The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back."]},{"type":"section","entries":[{"type":"entries","name":"Luminous Blue","entries":["Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger."]},{"type":"entries","name":"Art of War","entries":["The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.","Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.","People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs."]},{"type":"entries","name":"Martial Hoards","entries":["Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power."]}]},{"type":"section","entries":[{"type":"entries","name":"A Sapphire Dragon's Lair","entries":["Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go.","The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Ancient Sapphire Dragon.webp","credit":"Chris Rallis"}]},{"id":"ancient-sea-serpent","name":"Ancient Sea Serpent","source":"FTD","page":219,"srd":false,"image":"bestiary/FTD/Ancient Sea Serpent.webp","token":"bestiary/tokens/FTD/Ancient Sea Serpent.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"170 (11d20 + 55)","speed":"20 ft., swim 60 ft.","str":24,"dex":15,"con":20,"int":13,"wis":16,"cha":12,"saves":"Str +12, Con +10","skills":"Perception +8, Stealth +7","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The sea serpent can breathe air and water."]},{"name":"Legendary Resistance (2/Day)","entries":["If the sea serpent fails a saving throw, it can choose to succeed instead."]},{"name":"Siege Monster","entries":["The sea serpent deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sea serpent makes one Bite attack and one Constrict or Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d12 + 7}) piercing damage plus 6 ({@damage 1d12}) cold damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 12} to hit, reach 20 ft., one creature. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the sea serpent can't constrict another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}13 ({@damage 1d12 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked {@condition prone}."]},{"name":"Rime Breath {@recharge 5}","entries":["The sea serpent exhales a 60-foot cone of cold. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 49 ({@damage 9d10}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail","entries":["The sea serpent makes one Tail attack."]},{"name":"Bite (Costs 2 Actions)","entries":["The sea serpent makes one Bite attack"]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed.","Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships.","Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own.","Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty."]}],"gallery":[{"path":"bestiary/FTD/Ancient Sea Serpent.webp","credit":"Mark Behm"}]},{"id":"ancient-silver-dragon","name":"Ancient Silver Dragon","source":"XMM","page":280,"srd":true,"image":"bestiary/XMM/Ancient Silver Dragon.webp","token":"bestiary/tokens/XMM/Ancient Silver Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"22","initiative":"+14 (24)","hp":"468 (24d20 + 216)","speed":"40 ft., fly 80 ft.","str":30,"dex":10,"con":29,"int":18,"wis":15,"cha":26,"saves":"Dex +7, Wis +9","skills":"History +11, Perception +16, Stealth +7","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"23","crDisplay":"23 (XP 50,000, or 62,000 in lair; PB +7)","habitat":"Mountain, Urban","treasure":"Arcana","traits":[{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 23}, {@hit 15} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Hold Monster|XPHB}, {@spell Ice Knife|XPHB} (level 2 version), {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell)","1/day each: {@spell Control Weather|XPHB}, {@spell Ice Storm|XPHB} (level 7 version), {@spell Teleport|XPHB}, {@spell Zone of Truth|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast {@spell Ice Knife|XPHB} (level 2 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 17}, reach 15 ft. {@h}19 ({@damage 2d8 + 10}) Slashing damage plus 9 ({@damage 2d8}) Cold damage."]},{"name":"Cold Breath {@recharge 5}","entries":["{@actSave con} {@dc 24}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 67 ({@damage 15d8}) Cold damage. {@actSaveSuccess} Half damage."]},{"name":"Paralyzing Breath","entries":["{@actSave con} {@dc 24}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail 1} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn, when it repeats the save. {@actSaveFail 2} The target has the {@condition Paralyzed|XPHB} condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Chill","entries":["The dragon uses Spellcasting to cast {@spell Hold Monster|XPHB}. The dragon can't take this action again until the start of its next turn."]},{"name":"Cold Gale","entries":["{@actSave dex} {@dc 23}, each creature in a 60-foot-long, 10-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 14 ({@damage 4d6}) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient silver dragon's lair is changed by its magic, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Gentle Gusts","entries":["Winds buoy creatures that fall within 1 mile of the lair. Such creatures descend at a rate of 60 feet per round and take no damage from falling."]},{"type":"item","name":"Sun and Storms","entries":["While in its lair, the dragon can cast {@spell Control Weather|XPHB}, requiring no Material components and using the same spellcasting ability as its Spellcasting action."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient silver dragons pursue world-wide change. They defend their communities and allies, encouraging them to perform deeds worthy of legend. Some set their sights on other worlds and planes of existence, creating extraplanar alliances or combating multiplanar threats. They might have guises in multiple societies and forge generation-spanning friendships with heroic families or valorous groups."]},{"type":"section","name":"Silver Dragons","entries":["{@i Dragons of Courage and Fairness}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Silver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.","Silver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.","Silver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.",{"type":"entries","name":"Silver Dragon Lairs","entries":["Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\""]}]}],"gallery":[{"path":"bestiary/XMM/Ancient Silver Dragon.webp","title":"The sight of an ancient silver dragon can panic despicable evil-doers","credit":"Anna Podedworna"}],"otherVersions":[{"id":"ancient-silver-dragon-mm","source":"MM"}]},{"id":"ancient-silver-dragon-mm","name":"Ancient Silver Dragon","source":"MM","page":116,"srd":false,"image":"bestiary/MM/Silver Dragon.webp","token":"bestiary/tokens/MM/Ancient Silver Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Lawful Good","ac":"22","initiative":"+0 (10)","hp":"487 (25d20 + 225)","speed":"40 ft., fly 80 ft.","str":30,"dex":10,"con":29,"int":18,"wis":15,"cha":23,"saves":"Dex +7, Con +16, Wis +9, Cha +13","skills":"Arcana +11, History +11, Perception +16, Stealth +7","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"Mountain, Urban","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cold Breath","entry":"The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 24} Constitution saving throw, taking 67 ({@damage 15d8}) cold damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Paralyzing Breath","entry":"The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 24} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]},{"name":"Change Shape","entries":["The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as if it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50} chance of being extinguished."]},{"type":"entries","name":"Additional Lair Action","entries":["At your discretion, a legendary ({@creature Adult Silver Dragon||adult} or {@creature Ancient Silver Dragon||ancient}) silver dragon can use the following additional lair action while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Icy Grip","entry":"A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a {@dc 15} Constitution saving throw or be {@condition restrained} until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.","Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.","A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.",{"type":"entries","entries":[{"name":"Dragons of Virtue","type":"entries","entries":["Silver dragons believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent."]},{"name":"Friends of the Small Races","type":"entries","entries":["Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.","Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.",{"name":"Respect for Humanity","entries":["Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don't. Humans have a drive and zest for life that silver dragons find fascinating."],"type":"entries"}]},{"name":"Hoarding History","type":"entries","entries":["Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities."]}]}]}]},{"type":"entries","name":"A Silver Dragon's Lair","entries":["Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Silver Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"ancient-silver-dragon","source":"XMM"}]},{"id":"ancient-solar-dragon","name":"Ancient Solar Dragon","source":"BAM","page":50,"srd":false,"image":"bestiary/BAM/Ancient Solar Dragon.webp","token":"bestiary/tokens/BAM/Ancient Solar Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"18","initiative":"+2 (12)","hp":"425 (23d20 + 184)","speed":"30 ft., fly 120 ft. (hover)","str":28,"dex":15,"con":26,"int":17,"wis":18,"cha":16,"saves":"Dex +9, Con +15, Wis +11, Cha +10","skills":"Perception +18, Stealth +9","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"blinded","senses":"darkvision 240 ft., Passive Perception 28","languages":"Draconic","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Nebulous Thoughts","entries":["Magical attempts to read the dragon's mind or glean its thoughts fail automatically."]},{"name":"Siege Monster","entries":["The dragon deals double damage to objects and structures."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d6 + 9}) piercing damage plus 10 ({@damage 3d6}) radiant damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}13 ({@damage 1d8 + 9}) bludgeoning damage."]},{"name":"Photonic Breath {@recharge 5}","entries":["The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a {@dc 23} Constitution saving throw, taking 66 ({@damage 12d10}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail Attack","entries":["The dragon makes one Tail attack."]},{"name":"Blinding Brilliance (Costs 2 Actions)","entries":["The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a {@dc 23} Wisdom saving throw or be {@condition blinded} until the end of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["A solar dragon customarily lairs in a star's radiant core or nests in a gigantic, hollowed-out rock engulfed by the star's blinding radiance. A star in which a solar dragon makes its lair has the following effects on creatures:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blinding Radiance.","entry":"A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield its eyes, such as goggles of night or a similar form of eyewear."},{"type":"item","name":"Stellar Incineration.","entry":"Any creature that enters the star or starts its turn inside it takes 132 ({@damage 24d10}) radiant damage."}]}],"lore":[{"type":"entries","entries":["A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in blindingly bright light.","Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel's weapons before realizing its error and veering away. A wise or experienced captain won't take the dragon's approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders.","Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon's lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.","A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling's wings to shine through."]}],"gallery":[{"path":"bestiary/BAM/Ancient Solar Dragon.webp","credit":"Zoltan Boros"},{"path":"bestiary/BAM/Solar Dragon Eggs.webp","credit":"Olga Drebas"}]},{"id":"ancient-spirit-dragon","name":"Ancient Spirit Dragon","source":"FRAiF","page":279,"srd":false,"image":"bestiary/FRAiF/Spirit Dragon.webp","token":"bestiary/tokens/FRAiF/Ancient Spirit Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"21","initiative":"+9 (19)","hp":"420 (24d20 + 168)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":26,"dex":14,"con":25,"int":24,"wis":18,"cha":23,"saves":"Dex +9, Con +14","skills":"History +14, Insight +11, Perception +11, Stealth +9","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic; telepathy 120 ft.","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"Any","treasure":"","traits":[{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 22}):","At will: {@spell Detect Magic|XPHB}, {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell), {@spell Thunderwave|XPHB} (level 2 version)","1/day each: {@spell Legend Lore|XPHB} (as an action), {@spell Sequester|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of (A) Time-Warping Breath or (B) Spellcasting to cast {@spell Thunderwave|XPHB} (level 2 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 15}, reach 15 ft. {@h}19 ({@damage 2d10 + 8}) Slashing damage plus 9 ({@damage 2d8}) Necrotic damage."]},{"name":"Ruinous Breath {@recharge 5}","entries":["{@actSave con} {@dc 22}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 72 ({@damage 16d8}) Necrotic damage. {@actSaveSuccess} Half damage."]},{"name":"Time-Warping Breath","entries":["{@actSave wis} {@dc 22}, each creature that isn't currently affected by this breath in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target's {@variantrule Speed|XPHB} is halved, it can't take Reactions, and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Shattering Wave","entries":["The dragon uses Spellcasting to cast {@spell Thunderwave|XPHB} (level 2 version)."]},{"name":"Unearth Ruins","entries":["The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} centered on a point it can see within 120 feet. Ground in the {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} becomes {@variantrule Difficult Terrain|XPHB}. Each creature in the {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} when it appears is subjected to the following effect. {@actSave str} {@dc 22}. {@actSaveFail} 13 ({@damage 3d8}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient spirit dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Enchanted Acoustics","entries":["Creatures within 1 mile of the lair have Advantage on Charisma ({@skill Performance|XPHB}) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition."]},{"type":"item","name":"Time Distortion","entries":["While within 1 mile of the lair, creatures age at one-tenth the usual rate."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Ancient spirit dragons have outgrown the petty concerns of the current age. After centuries of studying the culture and beliefs of an ancient empire, a spirit dragon's personality and outlook are often indistinguishable from that fallen realm's."]},{"type":"section","name":"Spirit Dragons","entries":["{@i Draconic Scions of an Ancient Empire}","Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control over time.","A spirit dragon's primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.","Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.","No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.",{"type":"table","colLabels":["1d6","The Spirit Dragon Traces Its Origins to..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Evermeet, a mythical realm of the elves."],["2","Imaskar, a southern empire of artificers."],["3","Jhaamdath, a prehistoric psiocracy."],["4","Myth Drannor, a legendary city of magic."],["5","Netheril, an empire of arcane secrets."],["6","Ostoria, the first kingdom of the giants."]]}]},{"type":"section","entries":[{"type":"entries","name":"Spirit Dragon Lairs","entries":["Spirit dragons haunt the ruined cities and buried monuments of ancient empires."]}]}],"gallery":[{"path":"bestiary/FRAiF/Spirit Dragon.webp"}]},{"id":"ancient-time-dragon","name":"Ancient Time Dragon","source":"MPP","page":48,"srd":false,"image":"bestiary/MPP/Ancient Time Dragon.webp","token":"bestiary/tokens/MPP/Ancient Time Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"22","initiative":"+2 (12)","hp":"536 (29d20 + 232)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":28,"dex":14,"con":26,"int":27,"wis":18,"cha":23,"saves":"Dex +10, Con +16, Wis +12, Cha +14","skills":"Arcana +16, History +24, Perception +20, Stealth +18","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 30","languages":"all","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Cycle of Rebirth","entries":["If the dragon dies, its soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all damage and hatches into a time dragon wyrmling after {@dice 1d100} years. The dragon retains all memories and knowledge it gained in its previous life."]},{"name":"Legendary Resistance (5/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}22 ({@damage 3d8 + 9}) slashing damage plus 10 ({@damage 3d6}) force damage."]},{"name":"Time Breath {@recharge 5}","entries":["The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a {@dc 24} Constitution saving throw. On a failed save, a creature takes 52 ({@damage 8d12}) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the {@condition poisoned} condition, and other creatures have resistance to all damage it deals. On a successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves."]},{"name":"Time Gate (1/Day)","entries":["The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it can see within 30 feet of itself. The portal links to a precise location on any plane of existence at a point in time up to 8,000 years from the present, whether past or future. The portal lasts for 24 hours or until the dragon's {@status concentration} ends (as if {@status concentration||concentrating} on a spell). The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is transported to the destination, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by the dragon from opening in the rulers' presence or anywhere within their domains."]}],"bonusActions":[],"reactions":[{"name":"Reactive Rend","entries":["After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack."]},{"name":"Slow Time","entries":["Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 90 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can't increase."]},{"name":"Time Slip","entries":["The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Temporal Fling.","entry":"The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must succeed on a {@dc 18} Wisdom saving throw or take 26 ({@damage 4d12}) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied."},{"type":"item","name":"Temporal Lag.","entry":"The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can't take a reaction or a bonus action."},{"type":"item","name":"Timeline Divergence.","entry":"The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon's spaces at the same time, the dragon is affected only once."}]}],"regionalEffects":["The region surrounding an ancient or adult time dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Time Dilations","entry":"Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice)."},{"type":"item","name":"Timelessness","entry":"Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass."}]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time's paths and possibilities.","Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be.","Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon's hoard might find invaluable historical information from eras past."]},{"type":"section","entries":[{"type":"entries","name":"A Time Dragon's Lair","entries":["Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon's insatiable desire for knowledge means it's likely to have more than one such lair.","The challenge rating of an ancient or adult time dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/MPP/Ancient Time Dragon.webp"}]},{"id":"ancient-topaz-dragon","name":"Ancient Topaz Dragon","source":"FTD","page":220,"srd":false,"image":"bestiary/FTD/Ancient Topaz Dragon.webp","token":"bestiary/tokens/FTD/Ancient Topaz Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Chaotic Neutral","ac":"20","initiative":"+1 (11)","hp":"280 (17d20 + 102)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":12,"con":23,"int":20,"wis":19,"cha":20,"saves":"Dex +7, Con +12, Wis +10, Cha +11","skills":"Intimidation +17, Perception +16, Stealth +7","vulnerabilities":"","resistances":"cold; necrotic","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic, telepathy 120 ft.","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe both air and water."]},{"name":"Fabricate (1/Day)","entries":["The dragon can cast {@spell fabricate}, requiring no spell components and using Intelligence as the spellcasting ability."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 19}):","1/day each: {@spell antilife shell}, {@spell bane}, {@spell control water}, {@spell create or destroy water}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 10 ({@damage 3d6}) necrotic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Desiccating Breath {@recharge 5}","entries":["The dragon exhales yellowish necrotic energy in a 90-foot cone. Each creature in that area must make a {@dc 20} Constitution saving throw. On a failed save, the creature takes 49 ({@damage 14d6}) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened."]}],"bonusActions":[{"name":"Change Shape","entries":["The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The dragon magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The dragon uses Psychic Step or Spellcasting."]},{"name":"Essential Reduction (Costs 3 Actions)","entries":["The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a {@dc 19} Constitution saving throw or take 40 ({@damage 9d8}) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Whisper","entry":"The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round. A creature {@condition charmed} in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature."},{"type":"item","name":"Cancellation","entry":"The dragon chooses an active spell of 5th level or lower that it's aware of in the lair and ends the spell."},{"type":"item","name":"Negative Energy Infusion","entry":"Up to two creatures the dragon can see within the lair must each succeed on a {@dc 15} Constitution saving throw or take 14 ({@damage 4d6}) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can't regain hit points."}]}],"regionalEffects":["The region surrounding a legendary topaz dragon's lair is altered by the dragon's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Crystal Profusion","entry":"Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground."},{"type":"item","name":"Negative Energy","entry":"When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a {@dc 15} Constitution saving throw or be unable to reduce its levels of {@condition exhaustion} or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect."},{"type":"item","name":"Thriving Wildlife","entry":"Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers."},{"type":"item","name":"Watery Sight","entry":"Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the {@spell clairvoyance} spell, requiring no spell components and targeting any body of water in that region."}]},"If the dragon dies, the population of giant squid in the region returns to normal levels over the course of {@dice 1d10} days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate."],"lore":[{"type":"entries","entries":["Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result."]},{"type":"section","entries":[{"type":"entries","name":"Gleaming Gold","entries":["Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood."]},{"type":"entries","name":"Embodiment of Decay","entries":["While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.","Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.","Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally."]},{"type":"entries","name":"Entropic Hoards","entries":["Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios."]}]},{"type":"section","entries":[{"type":"entries","name":"A Topaz Dragon's Lair","entries":["Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry.","The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/FTD/Ancient Topaz Dragon.webp","credit":"Alex Stone"}]},{"id":"ancient-white-dragon","name":"Ancient White Dragon","source":"XMM","page":330,"srd":true,"image":"bestiary/XMM/Ancient White Dragon.webp","token":"bestiary/tokens/XMM/Ancient White Dragon.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"20","initiative":"+12 (22)","hp":"333 (18d20 + 144)","speed":"40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.","str":26,"dex":10,"con":26,"int":10,"wis":13,"cha":18,"saves":"Dex +6, Wis +7","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"20","crDisplay":"20 (XP 25,000, or 33,000 in lair; PB +6)","habitat":"Arctic","treasure":"Arcana","traits":[{"name":"Ice Walk","entries":["The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@variantrule Difficult Terrain|XPHB} composed of ice or snow doesn't cost it extra movement."]},{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Frightful Presence","entries":["The dragon casts {@spell Fear|XPHB}, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 18}). The dragon can't take this action again until the start of its next turn."]}],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 14}, reach 15 ft. {@h}17 ({@damage 2d8 + 8}) Slashing damage plus 7 ({@damage 2d6}) Cold damage."]},{"name":"Cold Breath {@recharge 5}","entries":["{@actSave con} {@dc 22}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 63 ({@damage 14d8}) Cold damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Freezing Burst","entries":["{@actSave con} {@dc 20}, each creature in a 30-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the dragon can see within 120 feet. {@actSaveFail} 14 ({@damage 4d6}) Cold damage, and the target's {@variantrule Speed|XPHB} is 0 until the end of the target's next turn. {@actSaveSuccessOrFail} The dragon can't take this action again until the start of its next turn."]},{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an adult or ancient white dragon's lair is affected by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Frigid Cold","entries":["The area within 1 mile of the lair is an area of {@hazard extreme cold|XDMG}. Any water in that area is {@hazard frigid water|XDMG}. See the {@book Dungeon Master's Guide|DMG} for rules on extreme cold and frigid water."]},{"type":"item","name":"Glacial Gloom","entries":["The area within 1 mile of the lair is {@variantrule Lightly Obscured|XPHB} by chilly fog. Whenever a creature other than the dragon or one of its allies finishes a {@variantrule Long Rest|XPHB} in that area, that creature must succeed on a {@dc 15} Constitution saving throw or have its {@variantrule Speed|XPHB} reduced by 10 feet for 1 hour."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Like arctic storms, ancient white dragons threaten icy realms. They emerge from their frozen lairs to indulge their hungers for food or treasure, menacing other creatures with lethal cold. While they might ignore animals or small groups of polar wanderers, these dragons are quick to challenge other dragons and creatures wielding powerful magic, hoping to add their foes' skulls and magic items to their own hoards."]},{"type":"section","name":"White Dragons","entries":["{@i Dragons of Cold and Cruelty}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Among the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.","White dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.",{"type":"entries","name":"White Dragon Lairs","entries":["White dragons brood in bitterly cold lairs clawed from stone and ice."]}]}],"gallery":[{"path":"bestiary/XMM/Ancient White Dragon.webp","title":"An ancient white dragon freezes a ship full of trespassers before they set foot in its territory","credit":"Vance Kovacs"}],"otherVersions":[{"id":"ancient-white-dragon-mm","source":"MM"}]},{"id":"ancient-white-dragon-mm","name":"Ancient White Dragon","source":"MM","page":100,"srd":false,"image":"bestiary/MM/White Dragon.webp","token":"bestiary/tokens/MM/Ancient White Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"20","initiative":"+0 (10)","hp":"333 (18d20 + 144)","speed":"40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.","str":26,"dex":10,"con":26,"int":10,"wis":13,"cha":14,"saves":"Dex +6, Con +14, Wis +7, Cha +8","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Arctic","treasure":"","traits":[{"name":"Ice Walk","entries":["The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 9 ({@damage 2d8}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 72 ({@damage 16d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a {@dc 10} Constitution saving throw, taking 10 ({@damage 3d6}) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ({@damage 3d6}) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.","Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll ({@hit 7} to hit) against each target. On a hit, the target takes 10 ({@damage 3d6}) piercing damage.","The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult White Dragon||adult} or {@creature Ancient White Dragon||ancient}) white dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blinding Sleet","entry":"Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until initiative count 20 on the next round."},{"type":"item","name":"Whirling Wind","entry":"A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the {@book Dungeon Master's Guide|DMG} for rules on {@book strong wind|DMG|5|Strong Wind}). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Chilly fog lightly obscures the land within 6 miles of the dragon's lair.","Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.","Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.","If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however."]},"If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Biting Chill","entry":"Extreme cold envelops the land within 6 miles of the dragon's lair (see the {@book Dungeon Master's Guide|DMG} for rules on {@book extreme cold|DMG|5|Extreme Cold}). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks."},{"type":"item","name":"Mirror Ice","entry":"The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity ({@skill Stealth}) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.","A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.",{"name":"Primal and Vengeful","type":"entries","entries":["White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.","A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.","Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so."]},{"name":"Lone Masters","type":"entries","entries":["White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.","White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.","Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant."]},{"name":"Treasure Under Ice","type":"entries","entries":["White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.","Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.","A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own."]}]}]},{"type":"entries","name":"A White Dragon's Lair","entries":["White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.","A legendary white dragon's innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon's presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.","A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/White Dragon.webp","credit":"Lars Grant-West"}],"hidden":true,"otherVersions":[{"id":"ancient-white-dragon","source":"XMM"}]},{"id":"andir-valmakos","name":"Andir Valmakos","source":"DSotDQ","page":210,"srd":false,"image":"bestiary/DSotDQ/Andir Valmakos.webp","token":"bestiary/tokens/DSotDQ/Andir Valmakos.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":10,"dex":12,"con":12,"int":14,"wis":11,"cha":10,"saves":"Wis +2","skills":"Arcana +4, History +4, Investigation +4, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Bonus Proficiencies","entries":["Andir is proficient with simple weapons and light armor."]}],"spellcasting":[{"name":"Spellcasting","entries":["Andir's spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following wizard spells prepared:","At will: {@spell light}, {@spell ray of frost}","Level 1 (2 slots): {@spell thunderwave}"]}],"actions":[{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 120 ft., one target. {@h}7 ({@damage 1d10 + 2}) force damage."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Despite his aptitude for magic and his parents' being wizards themselves, {@creature Andir Valmakos|DSotDQ|Andir} completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds."],"gallery":[{"path":"bestiary/DSotDQ/Andir Valmakos.webp","credit":"Zuzanna Wužyk"},{"path":"bestiary/DSotDQ/Andir Valmakos Sketch.webp","credit":"Shawn Wood"}]},{"id":"andras","name":"Andras","source":"IMR","page":31,"srd":false,"image":"bestiary/tokens/IMR/Andras.webp","token":"bestiary/tokens/IMR/Andras.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Giant Owl","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Andras has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Andras is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Andras deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]},{"name":"Keen Hearing and Sight","entries":["Andras advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Andras makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"android","name":"Android","source":"QftIS","page":194,"srd":false,"image":"bestiary/QftIS/Android.webp","token":"bestiary/tokens/QftIS/Android.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+4 (14)","hp":"91 (14d8 + 28)","speed":"30 ft., fly 30 ft. (hover; aerialist only), swim 30 ft. (diver only)","str":18,"dex":18,"con":15,"int":12,"wis":13,"cha":10,"saves":"Con +5, Wis +4","skills":"History +4, Perception +7","vulnerabilities":"","resistances":"acid; fire","immunities":"cold; poison","conditionImmunities":"exhaustion; poisoned","senses":"blindsight 60 ft. (sentry only), darkvision 60 ft., Passive Perception 17","languages":"Common plus the languages spoken by its creator","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Design Specialization","entries":["When the android is created, it gains one of six possible designs suited for its role (choose or roll a {@dice d6}): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block."]},{"name":"Lightning Overload","entries":["When the android takes lightning damage, it must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition until the start of its next turn."]}],"spellcasting":[{"name":"Spellcasting (Diplomat and Medic Only)","entries":["The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:","2/day each: {@spell Cure Wounds} (as a 3rd-level spell; medic only), {@spell Identify}, {@spell Tongues} (diplomat only)"]}],"actions":[{"name":"Multiattack","entries":["The android makes two Force Strike attacks."]},{"name":"Force Strike","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 40/120 ft., one target. {@h}15 ({@damage 2d10 + 4}) force damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or have the {@condition prone} condition."]}],"bonusActions":[],"reactions":[{"name":"Parry (Duelist Only)","entries":["The android adds 3 to its AC against one melee attack roll that would hit it. To do so, the android must see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors.","Every android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance.","Despite an android's sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation can wear down an android's critical faculties, causing it to behave erratically."]}],"gallery":[{"path":"bestiary/QftIS/Android.webp"}]},{"id":"androsphinx","name":"Androsphinx","source":"MM","page":281,"srd":false,"image":"bestiary/MM/Androsphinx.webp","token":"bestiary/tokens/MM/Androsphinx.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Neutral","ac":"17","initiative":"+0 (10)","hp":"199 (19d10 + 95)","speed":"40 ft., fly 60 ft.","str":22,"dex":10,"con":20,"int":16,"wis":18,"cha":23,"saves":"Dex +6, Con +11, Int +9, Wis +10","skills":"Arcana +9, Perception +10, Religion +15","vulnerabilities":"","resistances":"","immunities":"psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 20","languages":"Common, Sphinx","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Desert","treasure":"","traits":[{"name":"Inscrutable","entries":["The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."]},{"name":"Magic Weapons","entries":["The sphinx's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:","Cantrips (at will): {@spell sacred flame}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell detect evil and good}, {@spell detect magic}","Level 2 (3 slots): {@spell lesser restoration}, {@spell zone of truth}","Level 3 (3 slots): {@spell dispel magic}, {@spell tongues}","Level 4 (3 slots): {@spell banishment}, {@spell freedom of movement}","Level 5 (2 slots): {@spell flame strike}, {@spell greater restoration}","Level 6 (1 slots): {@spell heroes' feast}"]}],"actions":[{"name":"Multiattack","entries":["The sphinx makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage."]},{"name":"Roar (3/Day)","entries":["The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"First Roar","entry":"Each creature that fails a {@dc 18} Wisdom saving throw is {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Second Roar","entry":"Each creature that fails a {@dc 18} Wisdom saving throw is {@condition deafened} and {@condition frightened} for 1 minute. A {@condition frightened} creature is {@condition paralyzed} and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Third Roar","entry":"Each creature makes a {@dc 18} Constitution saving throw. On a failed save, a creature takes 44 ({@damage 8d10}) thunder damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw Attack","entries":["The sphinx makes one claw attack."]},{"name":"Teleport (Costs 2 Actions)","entries":["The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Cast a Spell (Costs 3 Actions)","entries":["The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:",{"type":"list","items":["The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.","The effects of time are altered such that every creature in the lair must succeed on a {@dc 15} Constitution saving throw or become {@dice 1d20} years older or younger (the sphinx's choice), but never any younger than 1 year old. A {@spell greater restoration} spell can restore a creature's age to normal.","The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A {@spell wish} spell can return the caster and up to seven other creatures designated by the caster to their normal time.","The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it."]}],"regionalEffects":[],"lore":["An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets.","An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes' feast.",{"type":"section","name":"Sphinxes","entries":["In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Divine Guardians","entries":["Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys.","Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission."]},{"name":"Magical Tests","entries":["The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian.","Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws."],"type":"entries"},{"name":"Extraplanar Beings","entries":["Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm."],"type":"entries"},{"name":"Fallen Sphinxes","entries":["Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy."],"type":"entries"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Round she is, yet flat as a board","Altar of the Lupine Lords","Jewel on black velvet, pearl in the sea","Unchanged but e'erchanging, eternally."],"by":"Riddle of the gynosphinx of White Plume Mountain"}]},{"type":"entries","name":"A Sphinx's Lair","entries":["A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals."]}]}]}],"gallery":[{"path":"bestiary/MM/Androsphinx.webp"}]},{"id":"angel","name":"Angel","source":"PSK","page":27,"srd":false,"image":"bestiary/PSK/Angel.webp","token":"bestiary/tokens/PSK/Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 1d10} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The deva makes four melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 13 ({@damage 1d10}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The angel touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Angels are mysterious, detached beings seldom glimpsed by mortal eyes. They are the living incarnations of white mana, and embody its inherent tendencies toward order and harmony. Some inventors view angels in the context of the Aether Cycle as an expression of a Great Design. Given divine inspiration and an utterly perfect stage of innovation, an angel is the constructed result—a living invention. Their masks, headdresses, and armor give them an almost mechanical appearance, but they are living beings with brightly colored skin almost entirely concealed beneath their armor and decorative robes. Because of their perfection, angels are believed to be immune to the final stages of the Aether Cycle, which would involve their destruction.","The people of Kaladesh do not worship angels or beseech their intervention in mortal affairs, and such prayers would go unheard anyway. The solitary angels interact with each other only in formal, nuanced rituals whose meanings are obscure. But the sight of an angel is thought to be a good omen, and in particular, it is believed to presage success with invention.","Use the statistics of a {@creature deva|MM} for an angel on Kaladesh. Some angels (such as the one shown on the {@link Angel of Invention card|https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=547813}) wield four swords with their four arms. When such an angel uses the Multiattack action, it makes four attacks rather than two. However, its weapons deal only an extra {@damage 1d10} radiant damage from its Angelic Weapons trait, so that each sword attack deals 7 ({@damage 1d6 + 4}) slashing damage plus 5 ({@damage 1d10}) radiant damage on a hit."],"gallery":[{"path":"bestiary/PSK/Angel.webp","title":"Exquisite Archangel","credit":"Brad Rigney"}],"otherVersions":[{"id":"angel-psz","source":"PSZ"}]},{"id":"angel-psz","name":"Angel","source":"PSZ","page":21,"srd":false,"image":"bestiary/PSZ/Angel.webp","token":"bestiary/tokens/PSZ/Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The angel's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The angel makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The angel touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The angels of Zendikar are living manifestations of white mana, and they embody its inherent tendencies toward morality and order. Peace and harmony are their goals, though they are more concerned with reestablishing the natural order of the plane than with interfering in disputes between the lowly mortal races. Angels appear similar to female humans possessing two, four, or six feathered wings. Their eyes glow with inner light, and glowing golden rings surround their heads—usually positioned to cover their eyes.","Zendikar's people consider the angels to be aloof but benevolent. Their resistance to the Eldrazi broods in the ancient past is vaguely remembered in the myths of the humans, kor, and merfolk. Humans in particular venerate angels as divine protectors because of those myths.","You can represent most angels in Zendikar using the {@creature deva} in the Monster Manual. For unique or more powerful angels, you can use the {@creature planetar} or {@creature solar} instead. Perhaps {@creature Linvala|PSZ} is a {@creature planetar} and {@creature Iona|PSZ} is a {@creature solar}."],"gallery":[{"path":"bestiary/PSZ/Angel.webp","title":"Angel of Renewal","credit":"Todd Lockwood"}],"hidden":true,"otherVersions":[{"id":"angel","source":"PSK"}]},{"id":"angel-of-amonkhet","name":"Angel of Amonkhet","source":"PSA","page":30,"srd":false,"image":"bestiary/PSA/Angel of Amonkhet.webp","token":"bestiary/tokens/PSA/Angel of Amonkhet.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The angel's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The angel makes two melee attacks."]},{"name":"Staff","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the angel can't attack another target with its staff."]},{"name":"Healing Touch (3/Day)","entries":["The angel touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Whatever their original forms might have been, the angels of Amonkhet have been twisted into distorted reflections of Nicol Bolas. Their limbs are long and thin, with elongated shins and forearms. Their huge wings are adorned with white and black feathers. Light shines through their joints and chests as if from an internal fire, and their eyes glow with a gold or orange light.","Bolas's angels are his personal agents during his absence from Amonkhet. Their mission, which they pursue with unwavering devotion, is to keep Naktamun free of dissenting voices. They stand as sentinels over the city, extending supernatural senses to detect the presence of {@filter dissenters|backgrounds|source=psa|search=dissenter}. They use their long, hooked {@item staff|PHB|staffs} to capture those who question the God-Pharaoh's rule, and are tasked with carrying out the punishment that Bolas's law demands. {@filter Dissenters|backgrounds|source=psa|search=dissenter} are bound into sarcophagi—the Tombs of Disgrace—and exposed to the mockery of fellow citizens in the Display of Doubt. On the following morning, the angels carry the sarcophagi into the desert and abandon the {@filter dissenters|backgrounds|source=psa|search=dissenter} to the horrors of the sands—and the Curse of Wandering.","Use the statistics of a {@creature deva|MM} for an angel on Amonkhet, replacing its mace attack with a staff attack. When the angel hits with a melee attack using its staff, the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained} and the angel can't attack another target with its staff."]}]}],"gallery":[{"path":"bestiary/PSA/Angel of Amonkhet.webp","title":"Seraph of the Suns","credit":"Winona Nelson"}]},{"id":"angry-sorrowsworn","name":"Angry Sorrowsworn","source":"MPMM","page":222,"srd":false,"image":"bestiary/MPMM/Angry Sorrowsworn.webp","token":"bestiary/tokens/MPMM/Angry Sorrowsworn.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"18","initiative":"+0 (10)","hp":"255 (30d8 + 120)","speed":"30 ft.","str":17,"dex":10,"con":19,"int":8,"wis":13,"cha":6,"saves":"","skills":"Perception +11","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 21","languages":"Common","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Two Heads","entries":["The sorrowsworn has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]},{"name":"Rising Anger","entries":["If another creature deals damage to the sorrowsworn, the sorrowsworn's attack rolls have advantage until the end of its next turn, and the first time it hits with a Hook attack on its next turn, the attack's target takes an extra 19 ({@damage 3d12}) psychic damage.","On its turn, the sorrowsworn has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sorrowsworn makes two Hook attacks."]},{"name":"Hook","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Relying on violence to sustain their existence, angry sorrowsworn—sometimes called the Angry—grow more powerful when their foes fight back. If a creature opts not to attack, though, this sorrowsworn becomes confused, and its attacks weaken. It also has two heads, which bicker with each other incessantly."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress."]}],"gallery":[{"path":"bestiary/MPMM/Angry Sorrowsworn.webp","credit":"Cory Trego-Erdner"}]},{"id":"anhkolox","name":"Anhkolox","source":"DSotDQ","page":192,"srd":false,"image":"bestiary/DSotDQ/Anhkolox.webp","token":"bestiary/tokens/DSotDQ/Anhkolox.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"157 (15d12 + 60)","speed":"50 ft.","str":22,"dex":11,"con":18,"int":4,"wis":14,"cha":2,"saves":"Wis +6","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The anhkolox doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The anhkolox makes two Claw attacks and one Entrapping Rend attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or be pushed up to 20 feet in a horizontal direction of the anhkolox's choice."]},{"name":"Entrapping Rend","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}23 ({@damage 5d6 + 6}) piercing damage, and if the target is a Large or smaller creature, the target must succeed on a {@dc 18} Strength saving throw or be trapped in the anhkolox's rib cage and {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}, and the anhkolox can't use Entrapping Rend on another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven by territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes about with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim."]}],"gallery":[{"path":"bestiary/DSotDQ/Anhkolox.webp","credit":"Mark Behm"}]},{"id":"animal-lord","name":"Animal Lord","source":"XMM","page":15,"srd":false,"image":"bestiary/XMM/Animal Lord.webp","token":"bestiary/tokens/XMM/Animal Lord.webp","size":"Medium","creatureType":"Celestial","alignment":"Neutral","ac":"19","initiative":"+19 (29)","hp":"323 (34d8 + 170)","speed":"60 ft., fly 60 ft. (hover), swim 60 ft.","str":24,"dex":25,"con":20,"int":19,"wis":23,"cha":22,"saves":"Con +11, Wis +12","skills":"Acrobatics +13, Athletics +13, Perception +18, Stealth +13","vulnerabilities":"","resistances":"cold; fire; necrotic; psychic; radiant","immunities":"","conditionImmunities":"charmed; frightened; stunned","senses":"Truesight 120 ft., Passive Perception 28","languages":"all","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Planar, Beastlands","treasure":"Relics","traits":[{"name":"Animal Lordship","entries":["An animal lord represents a Forager, Hunter, or Sage (DM's choice), which determines certain traits in this stat block."]},{"name":"Legendary Resistance (4/Day)","entries":["If the animal lord fails a saving throw, it can choose to succeed instead."]},{"name":"Lordly Presence","entries":["{@actSave wis} {@dc 20}, any enemy that starts its turn in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the animal lord. {@actSaveFail} The target suffers one of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Captivated (Forager Only)","entries":["The target has the {@condition Charmed|XPHB} condition until the end of its next turn. While {@condition Charmed|XPHB}, the target has the {@condition Incapacitated|XPHB} condition."]},{"type":"item","name":"Fearful (Hunter Only)","entries":["The target has the {@condition Frightened|XPHB} condition until the end of its next turn."]},{"type":"item","name":"Mired (Sage Only)","entries":["The target takes 10 ({@damage 3d6}) Psychic damage, and the target is magically bewildered until the end of its next turn. While bewildered, the target subtracts {@dice 1d4} from its saving throws."]}]}]},{"name":"Magic Resistance","entries":["The animal lord has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The animal lord casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):","At will: {@spell Animal Friendship|XPHB}, {@spell Animal Messenger|XPHB}, {@spell Speak with Animals|XPHB}","2/day each: {@spell Awaken|XPHB}, {@spell Greater Restoration|XPHB}","1/day each: {@spell Animal Shapes|XPHB}, {@spell Sunburst|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit."]},{"name":"Rend","entries":["{@atkr m} {@hit 13}, reach 5 ft. {@h}14 ({@damage 2d6 + 7}) Slashing damage plus 7 ({@damage 2d6}) Force damage."]},{"name":"Radiant Ray","entries":["{@atkr r} {@hit 12}, range 120 ft. {@h}20 ({@damage 4d6 + 6}) Radiant damage."]},{"name":"Animal Spirit","entries":["The animal lord conjures an animal spirit that strikes at a creature and then disappears. {@actSave dex} {@dc 20}, one creature the animal lord can see within 120 feet. {@actSaveFail} 28 ({@damage 4d10 + 6}) Radiant damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} One of the following effects occurs:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fortify (Forager Only)","entries":["The animal lord gains 20 {@variantrule Temporary Hit Points|XPHB}."]},{"type":"item","name":"Marked as Prey (Hunter Only)","entries":["The animal lord has {@variantrule Advantage|XPHB} on attack rolls against the target until the start of the animal lord's next turn."]},{"type":"item","name":"Pesky Swarm (Sage Only)","entries":["The target has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks until the end of its next turn."]}]}]}],"bonusActions":[{"name":"Shape-Shift","entries":["The animal lord shape-shifts into a Huge or smaller version of the animal it represents or a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[{"name":"Feral Strike","entries":["The animal lord moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}, and it makes one Rend attack."]},{"name":"Radiant Strike","entries":["The animal lord makes one Radiant Ray attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animal Lord","entries":["{@i Immortal Regent of the Wild}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Beastlands)|bestiary|environment=planar, beastlands}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Animal lords are the immortal spirits of legendary animals. They serve as the divine protectors of animals of their kind, and they appear as hybrids of humanoids and the animals they defend. They frequently change into giant, idealized versions of the animals they're associated with—albeit with glowing eyes. When contending with people, they sometimes appear as humanlike beings with subtle, animal-like features. No matter their appearance, animal lords exhibit the instincts and predilections of the animals they represent, tempered by their intellect and experience.","Most animal lords make their homes in the Beastlands, but they occasionally journey to the Feywild or other idyllic realms. They rarely travel to the Material Plane, making exceptions only when a world faces environmental disaster or droves of animals are otherwise in jeopardy.","Among the best-known animal lords are those that represent cats, hawks, lizards, and wolves, but animal lords exist for beasts of all types. Some animal lords even embody creatures that are rare or extinct on Material Plane worlds, like megafauna or dinosaurs. Using their divine might, animal lords can summon spectral animals, channel spiritual energy, and exhibit powers associated with one of three broad groups: foragers, hunters, or sages. These powers are tied to an animal lord's personality and traits associated with the creature it resembles. Roll on or choose results from the relevant Animal Lord Appearances table to inspire what creature an animal lord resembles.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["While I don't deny the compliment, I assure you, I'm more akin to a god than a \"pretty kitty.\""],"by":"Brother of Shadows, Cat Lord"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["You call yourself hunter, but your fear makes you smell like prey."],"by":"Wind and Moon, Wolf Lord"}]},{"type":"table","caption":"Forager Animal Lord Appearances","colLabels":["1d10","Bestial Shape"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bear"],["2","Bee"],["3","Bison"],["4","Capybara"],["5","Carp"],["6","Rabbit"],["7","Rooster"],["8","Sloth"],["9","Stag"],["10","Vulture"]]},{"type":"table","caption":"Hunter Animal Lord Appearances","colLabels":["1d10","Bestial Shape"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Alligator"],["2","Badger"],["3","Bat"],["4","Cat"],["5","Hawk"],["6","Mongoose"],["7","Praying mantis"],["8","Shark"],["9","Snake"],["10","Wolf"]]},{"type":"table","caption":"Sage Animal Lord Appearances","colLabels":["1d10","Bestial Shape"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Coyote"],["2","Crow"],["3","Elephant"],["4","Lizard"],["5","Mouse"],["6","Owl"],["7","Salmon"],["8","Spider"],["9","Turtle"],["10","Whale"]]}]}],"gallery":[{"path":"bestiary/XMM/Animal Lord.webp","credit":"Valera Lutfullina"}]},{"id":"animated-armor","name":"Animated Armor","source":"XMM","page":16,"srd":true,"image":"bestiary/XMM/Animated Objects.webp","token":"bestiary/tokens/XMM/Animated Armor.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"25 ft.","str":14,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Blindsight 60 ft., Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The armor makes two Slam attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Animated suits of armor might move with steady deliberateness or awkward gaits. They're often constructed from plate armor, making them easy to mistake for soldiers or helmed horrors. Other types of armor or even metal statuary might also become animated armor."]},{"type":"section","name":"Animated Objects","entries":["{@i Mundane Objects Come to Life}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Magic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.","Roll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar."],"by":"Levity Quickstitch, Rogue"}]},{"type":"table","caption":"Animated Object Catalysts","colLabels":["1d10","The Object Was Animated By..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Celestial or Fiend using the object to protect or torment a mortal."],["2","A combination of magic and technology, such as alchemy or alien science."],["3","The essence of someone transformed by a supernatural trickster."],["4","Fey as part of their games or wiles."],["5","Happenstance, with the item gaining a semblance of life after a hundred years of use."],["6","A magic-user in need of a guardian or servant."],["7","The song of a magical instrument."],["8","A spirit possessing the object."],["9","Wild magic, a spell that went awry, or a chaotic Artifact."],["10","The will of a powerful psychic being."]]}]}],"gallery":[{"path":"bestiary/XMM/Animated Objects.webp","credit":"Simon Dominic"}],"otherVersions":[{"id":"animated-armor-mm","source":"MM"}]},{"id":"animated-armor-mm","name":"Animated Armor","source":"MM","page":19,"srd":false,"image":"bestiary/MM/Animated Armor.webp","token":"bestiary/tokens/MM/Animated Armor.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"25 ft.","str":14,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The armor is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the armor remains motionless, it is indistinguishable from a normal suit of armor."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The armor makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor.","To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation.",{"type":"section","name":"Animated Objects","entries":["Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Constructed Nature","type":"entries","entries":["An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Animated Armor.webp"}],"hidden":true,"otherVersions":[{"id":"animated-armor","source":"XMM"}]},{"id":"animated-armor-detention-drone","name":"Animated Armor Detention Drone","source":"BMT","page":135,"srd":false,"image":"bestiary/tokens/BMT/Animated Armor Detention Drone.webp","token":"bestiary/tokens/BMT/Animated Armor Detention Drone.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"30 ft., fly 30 ft. (hover)","str":14,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The drone is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the drone remains motionless, it is indistinguishable from a normal suit of armor."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drone makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Detention Orb","entries":["The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 15} Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the {@spell Dispel Magic} spell on the orb ({@dc 15}) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant."]}]},{"id":"animated-ballista","name":"Animated Ballista","source":"WDMM","page":39,"srd":false,"image":"bestiary/tokens/WDMM/Animated Ballista.webp","token":"bestiary/tokens/WDMM/Animated Ballista.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"50 (50d1)","speed":"30 ft.","str":14,"dex":10,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Magic Bolt","entries":["{@atk rw} {@hit 6} to hit, range 120 ft., one target. {@h}16 ({@damage 3d10}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Each animated ballista is a Large wood-and-iron construct."]}]}]}]},{"id":"animated-breath","name":"Animated Breath","source":"FTD","page":163,"srd":false,"image":"bestiary/FTD/Animated Breath.webp","token":"bestiary/tokens/FTD/Animated Breath.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"95 (10d10 + 40)","speed":"30 ft., fly 30 ft. (hover)","str":19,"dex":11,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"damage of the type matching the animated breath's form (acid, cold, fire, lightning, or poison)","immunities":"","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands Draconic but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Chromatic Form","entries":["When created, the animated breath takes one of five forms, matching its creator's breath weapon: Acid, Cold, Fire, Lightning, or Poison. This form determines the creature's AC, damage resistance, traits, and attacks."]},{"name":"Fire Aura (Fire Form Only)","entries":["At the start of each of the animated breath's turns, each creature within 5 feet of it takes 3 ({@damage 1d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3 ({@damage 1d6}) fire damage."]},{"name":"Putrid Aura (Acid and Poison Forms Only)","entries":["A creature that starts its turn within 5 feet of the animated breath must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the start of its next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 ({@damage 1d6}) acid damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The animated breath makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 11 ({@damage 2d10}) damage of a type determined by the animated breath's form: acid, cold, fire, lightning, or poison."]}],"bonusActions":[{"name":"Lightning Burst (Lightning Form Only)","entries":["The animated breath magically teleports to an unoccupied space it can see within 30 feet of it. Each creature within 5 feet of the animated breath after it teleports takes 3 ({@damage 1d6}) lightning damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A chromatic dragon's breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape their breath weapons into bipedal form, creating Elemental creatures called animated breaths. Chromatic dragons often use these creatures as guardians for their hoards or send them out to gather treasure from the territory around their lairs.","An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A red dragon's creation strongly resembles a fire elemental, while a black dragon's is similar to a water elemental, but viscous and foul-looking. A green dragon's animated poison breath looks like billowing clouds of green gas, while a white dragon's animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon's animated lightning breath is a constantly shifting form of crackling lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue."]}],"gallery":[{"path":"bestiary/FTD/Animated Breath.webp","credit":"Alex Stone"}]},{"id":"animated-broom","name":"Animated Broom","source":"XMM","page":16,"srd":false,"image":"bestiary/XMM/Animated Objects.webp","token":"bestiary/tokens/XMM/Animated Broom.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+5 (15)","hp":"14 (4d6)","speed":"5 ft., fly 50 ft. (hover)","str":10,"dex":17,"con":10,"int":1,"wis":5,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Blindsight 60 ft., Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Flyby","entries":["The broom doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Animated brooms keep their surroundings tidy and defend them when necessary. Launching into the air, these brooms dart about, attacking foes from unexpected angles. Other flying objects, like animated tools or staffs, might also use this stat block."]},{"type":"section","name":"Animated Objects","entries":["{@i Mundane Objects Come to Life}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Magic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.","Roll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar."],"by":"Levity Quickstitch, Rogue"}]},{"type":"table","caption":"Animated Object Catalysts","colLabels":["1d10","The Object Was Animated By..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Celestial or Fiend using the object to protect or torment a mortal."],["2","A combination of magic and technology, such as alchemy or alien science."],["3","The essence of someone transformed by a supernatural trickster."],["4","Fey as part of their games or wiles."],["5","Happenstance, with the item gaining a semblance of life after a hundred years of use."],["6","A magic-user in need of a guardian or servant."],["7","The song of a magical instrument."],["8","A spirit possessing the object."],["9","Wild magic, a spell that went awry, or a chaotic Artifact."],["10","The will of a powerful psychic being."]]}]}],"gallery":[{"path":"bestiary/XMM/Animated Objects.webp","credit":"Simon Dominic"}],"otherVersions":[{"id":"animated-broom-cm","source":"CM"}]},{"id":"animated-broom-cm","name":"Animated Broom","source":"CM","page":20,"srd":false,"image":"bestiary/tokens/CM/Animated Broom.webp","token":"bestiary/tokens/CM/Animated Broom.webp","size":"Small","creatureType":"Construct","alignment":"","ac":"15","initiative":"+3 (13)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":10,"dex":17,"con":10,"int":1,"wis":5,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; prone","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Object","entries":["If the broom is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the broom move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the broom is animate."]},{"name":"Flyby","entries":["The broom doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The broom makes two melee attacks."]},{"name":"Broomstick","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"animated-broom","source":"XMM"}]},{"id":"animated-chained-library","name":"Animated Chained Library","source":"CM","page":24,"srd":false,"image":"bestiary/CM/Animated Chained Library.webp","token":"bestiary/tokens/CM/Animated Chained Library.webp","size":"Large","creatureType":"Construct","alignment":"","ac":"14","initiative":"-1 (9)","hp":"45 (6d10 + 12)","speed":"10 ft.","str":15,"dex":8,"con":14,"int":1,"wis":5,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; prone","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Object","entries":["If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the library move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the library is animate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The library makes two attacks."]},{"name":"Chained Book","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 12})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The three shelves are filled with books bound in iron covers, which are attached to chains that secure them to the shelves—a chained library. The reading desk is used to support the chained books while they are being read."]}],"gallery":[{"path":"bestiary/CM/Animated Chained Library.webp","credit":"Kieran Yanner"}]},{"id":"animated-coffin","name":"Animated Coffin","source":"AATM","srd":false,"image":"bestiary/AATM/Animated Coffin.webp","token":"bestiary/tokens/AATM/Animated Coffin.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+1 (11)","hp":"60 (8d10 + 16)","speed":"30 ft., climb 30 ft.","str":16,"dex":12,"con":15,"int":3,"wis":11,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the coffin move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the coffin is animate."]},{"name":"Spider Climb","entries":["The animated coffin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The animated coffin makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage."]},{"name":"Entrap","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 13}). Until this grapple ends, if the target is not an Undead, the target has the {@condition restrained} condition and takes 14 ({@damage 4d6}) piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Animated coffins are heavy, macabre Constructs designed to ferry the dead to places of rest. They waddle the Mortuary's halls unbothered, scooping up corpses and carrying them to the next stage of the funerary process.","An animated coffin has an array of spidery metal legs it uses to skitter along steep inclines, walls, and ceilings, and the coffin's spacious interior bristles with retractable spikes. Like their inanimate counterparts, animated coffins range from plain wooden boxes with simple fittings to elaborate, gilded sarcophagi and reverent, fabric-lined caskets.","Beyond the City of Doors, animated coffins serve similar—albeit less industrial—roles. Natural ambushers and tireless sentries, animated coffins guard ancient necropolises, family crypts, and the lairs of powerful Undead. A cautious vampire might sleep in an animated coffin to evade hunters during the day, while a necromancer might enlist animated coffins to conscript corpses from faraway settlements into an Undead army.","Animated coffins are rarely empty. The Animated Coffin Contents table presents some contents an animated coffin might contain when encountered.",{"type":"table","colLabels":["d6","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d4} swarm of bats"],["2","{@dice 1d4} skeletons packed like sardines"],["3","A groaning mummy"],["4","A patch of {@hazard yellow mold|DMG} (see the {@book Dungeon Master's Guide|DMG})"],["5","A slumbering vampire spawn"],["6","A portal to the Path of Graves (detailed in Adventure Atlas: The Mortuary)"]]}]}],"gallery":[{"path":"bestiary/AATM/Animated Coffin.webp"}]},{"id":"animated-drow-statue","name":"Animated Drow Statue","source":"OotA","page":96,"srd":false,"image":"bestiary/tokens/OotA/Animated Drow Statue.webp","token":"bestiary/tokens/OotA/Animated Drow Statue.webp","size":"Medium","creatureType":"Elemental","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"25 ft.","str":14,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The statue is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the statue remains motionless, it is indistinguishable from a normal statue."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-flying-sword","name":"Animated Flying Sword","source":"XMM","page":17,"srd":true,"image":"bestiary/XMM/Animated Objects.webp","token":"bestiary/tokens/XMM/Animated Flying Sword.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+4 (14)","hp":"14 (4d6)","speed":"5 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Blindsight 60 ft., Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slash","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Animated flying swords move as if wielded by unseen warriors. Whether an animated blade is newly forged or a constellation of broken fragments, the object behaves the same. Other weapons from the {@book Player's Handbook|XPHB} can also be animated and use game statistics similar to those here."]},{"type":"section","name":"Animated Objects","entries":["{@i Mundane Objects Come to Life}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Magic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.","Roll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar."],"by":"Levity Quickstitch, Rogue"}]},{"type":"table","caption":"Animated Object Catalysts","colLabels":["1d10","The Object Was Animated By..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Celestial or Fiend using the object to protect or torment a mortal."],["2","A combination of magic and technology, such as alchemy or alien science."],["3","The essence of someone transformed by a supernatural trickster."],["4","Fey as part of their games or wiles."],["5","Happenstance, with the item gaining a semblance of life after a hundred years of use."],["6","A magic-user in need of a guardian or servant."],["7","The song of a magical instrument."],["8","A spirit possessing the object."],["9","Wild magic, a spell that went awry, or a chaotic Artifact."],["10","The will of a powerful psychic being."]]}]}],"gallery":[{"path":"bestiary/XMM/Animated Objects.webp","credit":"Simon Dominic"}]},{"id":"animated-furniture","name":"Animated Furniture","source":"CoA","page":170,"srd":false,"image":"bestiary/tokens/CoA/Animated Furniture.webp","token":"bestiary/tokens/CoA/Animated Furniture.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The animated furniture is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The animated furniture has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The animated furniture's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The animated furniture makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The animated furniture targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-glass-statue","name":"Animated Glass Statue","source":"CRCotN","page":109,"srd":false,"image":"bestiary/tokens/CRCotN/Animated Glass Statue.webp","token":"bestiary/tokens/CRCotN/Animated Glass Statue.webp","size":"Large","creatureType":"Construct","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"22 (3d10 + 6)","speed":"10 ft., fly 60 ft.","str":15,"dex":10,"con":15,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"understands Common but can't speak it","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The statue has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]},{"name":"Pack Tactics","entries":["The statue has advantage on an attack roll against a creature if at least one of the statue's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-halberd","name":"Animated Halberd","source":"CoS","page":59,"srd":false,"image":"bestiary/tokens/CoS/Animated Halberd.webp","token":"bestiary/tokens/CoS/Animated Halberd.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The sword is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword."]}],"spellcasting":[],"actions":[{"name":"Halberd","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d10 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-jade-serpent","name":"Animated Jade Serpent","source":"WDMM","page":92,"srd":false,"image":"bestiary/tokens/WDMM/Animated Jade Serpent.webp","token":"bestiary/tokens/WDMM/Animated Jade Serpent.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"11 (2d8 + 2)","speed":"30 ft., swim 30 ft.","str":10,"dex":18,"con":13,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 10 ft., Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Grassland, Forest, Swamp, Urban, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-knife","name":"Animated Knife","source":"EGW","page":248,"srd":false,"image":"bestiary/tokens/EGW/Animated Knife.webp","token":"bestiary/tokens/EGW/Animated Knife.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"12 (5d4)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The knife is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the knife remains motionless and isn't flying, it is indistinguishable from a normal sword."]}],"spellcasting":[],"actions":[{"name":"Longknife","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-object","name":"Animated Object","source":"XPHB","page":240,"srd":true,"image":"bestiary/XPHB/Animated Object.webp","token":"bestiary/tokens/XPHB/Animated Object.webp","size":"Tiny or Small or Medium or Large or Huge","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"10 (Medium or smaller), 20 (Large), 40 (Huge)","speed":"30 ft.","str":16,"dex":10,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Passive Perception 6","languages":"understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}Force damage equal to {@damage (summonSpellLevel - 4)d4 + 3|1d4 + 3}, {@damage (summonSpellLevel - 3)d6 + 3|2d6 + 3} + your spellcasting ability modifier (Large), or {@damage (summonSpellLevel - 3)d12 + 3|2d12 + 3} + your spellcasting ability modifier (Huge)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Animated Object.webp","credit":"David Auden Nash"}]},{"id":"animated-object-huge","name":"Animated Object (Huge)","source":"PHB","page":213,"srd":false,"image":"bestiary/tokens/PHB/Animated Object (Huge).webp","token":"bestiary/tokens/PHB/Animated Object (Huge).webp","size":"Huge","creatureType":"Construct","alignment":"Unaligned","ac":"10","initiative":"-2 (8)","hp":"80","speed":"30 ft.","str":18,"dex":6,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Animated","entries":["If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.","When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.","The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-object-large","name":"Animated Object (Large)","source":"PHB","page":213,"srd":false,"image":"bestiary/tokens/PHB/Animated Object (Large).webp","token":"bestiary/tokens/PHB/Animated Object (Large).webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"50","speed":"30 ft.","str":14,"dex":10,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Animated","entries":["If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.","When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.","The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d10 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-object-medium","name":"Animated Object (Medium)","source":"PHB","page":213,"srd":false,"image":"bestiary/tokens/PHB/Animated Object (Medium).webp","token":"bestiary/tokens/PHB/Animated Object (Medium).webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"40","speed":"30 ft.","str":10,"dex":12,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Animated","entries":["If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.","When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.","The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-object-small","name":"Animated Object (Small)","source":"PHB","page":213,"srd":false,"image":"bestiary/tokens/PHB/Animated Object (Small).webp","token":"bestiary/tokens/PHB/Animated Object (Small).webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+2 (12)","hp":"25","speed":"30 ft.","str":6,"dex":14,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Animated","entries":["If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.","When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.","The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-object-tiny","name":"Animated Object (Tiny)","source":"PHB","page":213,"srd":false,"image":"bestiary/tokens/PHB/Animated Object (Tiny).webp","token":"bestiary/tokens/PHB/Animated Object (Tiny).webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+4 (14)","hp":"20","speed":"30 ft.","str":4,"dex":18,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Animated","entries":["If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.","When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.","The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-rug-of-smothering","name":"Animated Rug of Smothering","source":"XMM","page":17,"srd":true,"image":"bestiary/XMM/Animated Objects.webp","token":"bestiary/tokens/XMM/Animated Rug of Smothering.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+4 (14)","hp":"27 (5d10)","speed":"10 ft.","str":17,"dex":14,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Blindsight 60 ft., Passive Perception 6","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Smother","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the {@condition Grappled|XPHB} condition (escape {@dc 13}) instead of dealing damage. Until the grapple ends, the target has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions, is suffocating, and takes 10 ({@damage 2d6 + 3}) Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time.","While grappling the target, the rug can't take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Animated rugs of smothering might attack any creature that steps on them, or they might be passed off as superficially similar magic items, such as Carpets of Flying, and attack those who speak a supposed command word. Deadly tapestries, furs, and similar items also use this stat block."]},{"type":"section","name":"Animated Objects","entries":["{@i Mundane Objects Come to Life}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Magic can manipulate mundane items, compelling them to perform simple tasks. Such animate objects might be unassuming tools or decorations that can defend their creator. These objects follow simple instructions from whatever force or magic-user created them. If left unattended, they might defend an area for ages or repeat a task until they wear out.","Roll on or choose a result from the Animated Object Catalysts table to inspire what sort of magic motivates an ambulatory item.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar."],"by":"Levity Quickstitch, Rogue"}]},{"type":"table","caption":"Animated Object Catalysts","colLabels":["1d10","The Object Was Animated By..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Celestial or Fiend using the object to protect or torment a mortal."],["2","A combination of magic and technology, such as alchemy or alien science."],["3","The essence of someone transformed by a supernatural trickster."],["4","Fey as part of their games or wiles."],["5","Happenstance, with the item gaining a semblance of life after a hundred years of use."],["6","A magic-user in need of a guardian or servant."],["7","The song of a magical instrument."],["8","A spirit possessing the object."],["9","Wild magic, a spell that went awry, or a chaotic Artifact."],["10","The will of a powerful psychic being."]]}]}],"gallery":[{"path":"bestiary/XMM/Animated Objects.webp","credit":"Simon Dominic"}]},{"id":"animated-staff","name":"Animated Staff","source":"WDMM","page":262,"srd":false,"image":"bestiary/tokens/WDMM/Animated Staff.webp","token":"bestiary/tokens/WDMM/Animated Staff.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"40","speed":"0 ft., fly 30 ft. (hover)","str":12,"dex":12,"con":10,"int":18,"wis":14,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"cold","immunities":"poison","conditionImmunities":"","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 12","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Charm","entries":["A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any creature that successfully grapples the staff must succeed on a {@dc 12} Charisma saving throw or be {@condition charmed} by the staff until the staff is no longer in its grasp. While the creature is {@condition charmed}, the staff can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff's control can't be {@condition charmed} by it for 24 hours.","A creature holding the staff that isn't {@condition charmed} by it can use an action to attempt to break the staff over a knee or against a solid surface, doing so with a successful {@dc 17} Strength ({@skill Athletics}) check. Breaking the staff in this manner destroys it."]}],"spellcasting":[],"actions":[{"name":"Staff of Frost","entries":["The staff has 10 charges. It can expend 1 or more of its charges to cast one of the following spells (save {@dc 12}): {@spell cone of cold} (5 charges), {@spell fog cloud} (1 charge), {@spell ice storm} (4 charges), or {@spell wall of ice} (4 charges). It regains {@dice 1d6 + 4} expended charges daily at dawn. If the staff expends its last charge, roll a {@dice d20}. On a 1, the staff turns to water and is destroyed."]},{"name":"Melee Attack","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) bludgeoning damage plus 1 cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-statue","name":"Animated Statue","source":"WDMM","page":125,"srd":false,"image":"bestiary/tokens/WDMM/Animated Statue.webp","token":"bestiary/tokens/WDMM/Animated Statue.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The statue has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The statue is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell ice storm}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell finger of death}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*The statue casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-statue-of-lolth","name":"Animated Statue of Lolth","source":"WDMM","page":142,"srd":false,"image":"bestiary/tokens/WDMM/Animated Statue of Lolth.webp","token":"bestiary/tokens/WDMM/Animated Statue of Lolth.webp","size":"Huge","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"230 (20d12 + 100)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Abyssal but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The statue is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The statue has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The statue's weapon attacks are magical."]},{"name":"Spider Climb","entries":["The statue can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The statue targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-stove","name":"Animated Stove","source":"WDMM","page":186,"srd":false,"image":"bestiary/tokens/WDMM/Animated Stove.webp","token":"bestiary/tokens/WDMM/Animated Stove.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+0 (10)","hp":"50 (50d1)","speed":"30 ft.","str":14,"dex":10,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) bludgeoning damage."]},{"name":"Belch Fire {@recharge 4}","entries":["The stove belches fire in a 15-foot cone. Each creature in the area must make a {@dc 10} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The stove was given a semblance of life through an {@spell animate objects} spell made permanent by a {@spell wish} spell."]}]}]}]},{"id":"animated-table","name":"Animated Table","source":"TftYP","page":230,"srd":false,"image":"bestiary/TftYP/Animated Table.webp","token":"bestiary/tokens/TftYP/Animated Table.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"39 (6d10 + 6)","speed":"40 ft.","str":18,"dex":8,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The table is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the table remains motionless, it is indistinguishable from a normal table."]},{"name":"Charge","entries":["If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 ({@damage 2d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 6}, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Arundil's Animated Objects","entries":["A century ago, the dwarf mage Arundil animated a number of objects to defend the Foundry against intruders other than dwarves. Many of these creations remain in place today.","These animated objects never attack dwarves or duergar. In addition, a dwarf (including a duergar) can order an object to cease its attack. If so commanded, the object becomes immobile for 10 minutes, or until the one commanding it leaves the area.",{"name":"Constructed Nature","type":"entries","entries":["An animated table doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/TftYP/Animated Table.webp"}]},{"id":"animated-tile-chimera","name":"Animated Tile Chimera","source":"RoT","page":42,"srd":false,"image":"bestiary/tokens/RoT/Animated Tile Chimera.webp","token":"bestiary/tokens/RoT/Animated Tile Chimera.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"30 ft., fly 60 ft.","str":19,"dex":11,"con":19,"int":3,"wis":14,"cha":10,"saves":"","skills":"Perception +8","vulnerabilities":"","resistances":"piercing","immunities":"poison; psychic","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 18","languages":"understands Draconic but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark, Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Rejuvenation","entries":["If destroyed, the tile creature regains all its hit points and becomes active again in 24 hours unless at least half its tiles are collected and kept separate from the rest of the creature's tiles."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Horns","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 31 ({@damage 7d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Narrow Dodge","entries":["When targeted by a melee attack, the tile creature can take a reaction to turn its narrowest aspect toward the attacker. The attacker has disadvantage on the attack roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-tree","name":"Animated Tree","source":"EGW","page":130,"srd":false,"image":"bestiary/tokens/EGW/Animated Tree.webp","token":"bestiary/tokens/EGW/Animated Tree.webp","size":"Huge","creatureType":"Plant","alignment":"Unaligned","ac":"16","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"30 ft.","str":23,"dex":8,"con":21,"int":12,"wis":16,"cha":12,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing; necrotic; radiant","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"understands Common, Druidic, Elvish, and Sylvan but cannot speak","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the tree remains motionless, it is indistinguishable from a normal tree."]},{"name":"Siege Monster","entries":["The tree deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tree makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]},{"name":"Animate Trees (1/Day)","entries":["The tree magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {@creature treant}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animated-wand","name":"Animated Wand","source":"WDMM","page":299,"srd":false,"image":"bestiary/tokens/WDMM/Animated Wand.webp","token":"bestiary/tokens/WDMM/Animated Wand.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+4 (14)","hp":"20","speed":"30 ft.","str":4,"dex":18,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Animated","entries":["If the wand lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.","When the animated wand drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.","The DM might rule that a specific wands slam attack inflicts slashing or piercing damage based on its form."]}],"spellcasting":[],"actions":[{"name":"Wand of Wonder","entries":["The animated wand can expend 1 of its charges and target a random creature with one of its {@item wand of wonder||randomly determined effects}. Any such effect that would target the wand's user targets the wand instead. If reduced to 0 hit points, the wand crumbles into dust and is destroyed."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"animatronic-allosaurus","name":"Animatronic Allosaurus","source":"KftGV","page":22,"srd":false,"image":"bestiary/tokens/KftGV/Animatronic Allosaurus.webp","token":"bestiary/tokens/KftGV/Animatronic Allosaurus.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"60 ft.","str":19,"dex":13,"con":17,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Pounce","entries":["If the animatronic allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the allosaurus can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The allosaurus is a predatory dinosaur of great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws."]}]},{"id":"ankheg","name":"Ankheg","source":"WttHC","page":18,"srd":true,"image":"bestiary/WttHC/Ankheg (Stranger Things).webp","token":"bestiary/tokens/WttHC/Ankheg.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"45 (6d10 + 12)","speed":"30 ft., burrow 10 ft.","str":17,"dex":11,"con":14,"int":1,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Grassland","treasure":"","traits":[{"name":"Tunneler","entries":["The ankheg can burrow through solid rock at half its {@variantrule Burrow Speed|XPHB} and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5} (with {@variantrule Advantage|XPHB} if the target is {@condition Grappled|XPHB} by the ankheg), reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage plus 3 ({@damage 1d6}) Acid damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13})."]},{"name":"Acid Spray {@recharge}","entries":["{@actSave dex} {@dc 12}, each creature in a 30-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 14 ({@damage 4d6}) Acid damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Oversize insects, ankhegs burrow close to the surface, creating sprawling underground labyrinths. From these tunnels, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes."]}],"gallery":[{"path":"bestiary/WttHC/Ankheg (Stranger Things).webp"}],"otherVersions":[{"id":"ankheg-xmm","source":"XMM"},{"id":"ankheg-mm","source":"MM"}]},{"id":"ankheg-xmm","name":"Ankheg","source":"XMM","page":18,"srd":true,"image":"bestiary/XMM/Ankheg.webp","token":"bestiary/tokens/XMM/Ankheg.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"45 (6d10 + 12)","speed":"30 ft., burrow 10 ft.","str":17,"dex":11,"con":14,"int":1,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Grassland","treasure":"","traits":[{"name":"Tunneler","entries":["The ankheg can burrow through solid rock at half its {@variantrule Burrow Speed|XPHB} and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5} (with {@variantrule Advantage|XPHB} if the target is {@condition Grappled|XPHB} by the ankheg), reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage plus 3 ({@damage 1d6}) Acid damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13})."]},{"name":"Acid Spray {@recharge}","entries":["{@actSave dex} {@dc 12}, each creature in a 30-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 14 ({@damage 4d6}) Acid damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ankheg","entries":["{@i Burrowing Insectile Predator}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Oversize insects, ankhegs burrow close to the surface, creating sprawling underground labyrinths. From these tunnels, they burst forth to dissolve and devour smaller creatures using their acid-dripping mandibles and sprays of digestive enzymes.","Ankhegs are the bane of farmers whose grazing livestock are easy prey for these monsters. Many ankhegs hunt alone, but those in places with ample food might collect in nests of several dozen and threaten whole towns. Ankheg nests can be challenging to wipe out unless the monsters' tunnels are cleared out and their eggs destroyed.","Ankheg tunnels are roughly cylindrical and are often littered with the remains of ankhegs' meals and subterranean treasures. Roll on or choose a result from the Ankheg Tunnel Discoveries table to inspire what might be found in an ankheg's tunnel.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Though they feed on things under the soil, ankhegs prefer live meat—your cattle, your dogs, or you."],"by":"Feil Jenkins, Sage of Kirwak"}]},{"type":"table","caption":"Ankheg Tunnel Discoveries","colLabels":["1d8","Inside the Ankheg Tunnel Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Another tunnel (either natural or of worked stone) that extends into the Underdark."],["2","A buried ruin or grave exposed by the tunnel."],["3","A cluster of {@dice 1d4} fresh ankheg eggs that can be broken and used as vials of Acid."],["4","A dead ankheg and evidence of a deadlier subterranean predator."],["5","A piece of ankheg carapace usable as a Shield."],["6","A pouch with {@dice 2d6} GP near a puddle of acid."],["7","A stray farm or woodland animal."],["8","A viciously mauled scarecrow."]]}]}],"gallery":[{"path":"bestiary/XMM/Ankheg.webp","credit":"Domenico Cava"}],"hidden":true,"otherVersions":[{"id":"ankheg","source":"WttHC"},{"id":"ankheg-mm","source":"MM"}]},{"id":"ankheg-mm","name":"Ankheg","source":"MM","page":21,"srd":false,"image":"bestiary/MM/Ankheg.webp","token":"bestiary/tokens/MM/Ankheg.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"39 (6d10 + 6)","speed":"30 ft., burrow 10 ft.","str":17,"dex":11,"con":13,"int":1,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) acid damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the ankheg can bite only the {@condition grappled} creature and has advantage on attack rolls to do so."]},{"name":"Acid Spray {@recharge}","entries":["The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature {@condition grappled}. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.",{"type":"entries","name":"Lurkers in the Earth","entries":["The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes."]},{"name":"Bane of Field and Forest","type":"entries","entries":["Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg's prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere."]},{"name":"Earthen Tunnels","type":"entries","entries":["As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature's attack."]}]}]}],"gallery":[{"path":"bestiary/MM/Ankheg.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"ankheg","source":"WttHC"},{"id":"ankheg-xmm","source":"XMM"}]},{"id":"ankhtepot","name":"Ankhtepot","source":"RHW","page":88,"srd":false,"image":"bestiary/RHW/Ankhtepot.webp","token":"bestiary/tokens/RHW/Ankhtepot.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+6 (16)","hp":"202 (27d8 + 81)","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":10,"con":17,"int":15,"wis":20,"cha":16,"saves":"Int +8, Wis +11","skills":"History +8, Perception +11, Religion +8","vulnerabilities":"fire","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Truesight 60 ft., Passive Perception 21","languages":"Celestial, Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000, or 20,000 in lair; PB +6)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Ankhtepot dies, he revives with all his {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Har'Akir."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Ankhtepot fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Ankhtepot has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ankhtepot casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 19}):","At will: {@spell Dispel Magic|XPHB}, {@spell Divination|XPHB}, {@spell Mage Hand|XPHB} (hand is {@condition Invisible|XPHB}), {@spell Power Word Stun|XPHB}","1/day each: {@spell Animate Dead|XPHB}, {@spell Sunburst|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Ankhtepot makes four Negative Energy Burst attacks. He can replace one attack with a use of Spellcasting to cast {@spell Power Word Stun|XPHB}."]},{"name":"Negative Energy Burst","entries":["{@atkr m,r} {@hit 11}, reach 5 ft. or range 60 ft. {@h}26 ({@damage 6d6 + 5}) Necrotic damage."]},{"name":"Touch of Death {@recharge}","entries":["Ankhtepot touches one creature within 5 feet. If the creature has 80 {@variantrule Hit Points|XPHB} or fewer, it dies. Otherwise, it takes 52 ({@damage 8d12}) Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Death Strike","entries":["Ankhtepot makes one Negative Energy Burst attack."]},{"name":"Hand of Fate","entries":["{@actSave str} {@dc 19}, one Large or smaller creature Ankhtepot can see within 60 feet. {@actSaveFail} 14 ({@damage 2d8 + 5}) Force damage, and the target is pushed or pulled up to 20 feet straight away or toward Ankhtepot. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} Ankhtepot can't take this action again until the start of his next turn."]},{"name":"Sands of Time","entries":["Ankhtepot teleports up to 60 feet to an unoccupied space he can see. {@actSave cha} {@dc 19}, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Ankhtepot at his destination space. {@actSaveFail} 11 ({@damage 2d10}) Necrotic damage, and the target magically ages 10 years. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} Ankhtepot can't take this action again until the start of his next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Har'Akir is altered by Ankhtepot's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blistering Sun","entry":"Any outdoor area of {@variantrule Bright Light|XPHB} in Har'Akir is an area of {@hazard extreme heat|XDMG} (see the {@book Dungeon Master's Guide|XDMG})."},{"type":"item","name":"Closing the Borders","entry":"While in his domain, Ankhtepot can close or open the borders to Har'Akir at will. While the borders are closed, whirling sands fill the Mists surrounding Har'Akir. A creature that enters the Mists for the first time on a turn or starts its turn there takes {@damage 2d6} Slashing damage."},{"type":"item","name":"Control Undead","entry":"Undead of CR 5 or lower in Har'Akir have the {@condition Charmed|XPHB} condition and obey Ankhtepot's orders."}]},"If Ankhtepot dies, these effects end immediately."],"lore":[{"type":"entries","entries":["Ankhtepot has known treachery and conquest. He has known divinity and rule. But now he knows simply boredom and despair. He desires only to recover his lost ka, which he knows lies hidden in Har'Akir. With it, he hopes to become mortal again, die, and face his gods' judgment. Whether this means peace or oblivion matters not to him. Ankhtepot seeks only an end, and he and his followers will be a plague on Har'Akir until he finds it."]}],"gallery":[{"path":"bestiary/RHW/Ankhtepot.webp"}]},{"id":"ankylosaurus","name":"Ankylosaurus","source":"XMM","page":348,"srd":true,"image":"bestiary/XMM/Ankylosaurus.webp","token":"bestiary/tokens/XMM/Ankylosaurus.webp","size":"Huge","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"68 (8d12 + 16)","speed":"30 ft.","str":19,"dex":11,"con":15,"int":2,"wis":12,"cha":5,"saves":"Str +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ankylosaurus makes two Tail attacks."]},{"name":"Tail","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}9 ({@damage 1d10 + 4}) Bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Ankylosaurus.webp","credit":"Alejandro Pacheco"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"ankylosaurus-mm","source":"MM"}]},{"id":"ankylosaurus-mm","name":"Ankylosaurus","source":"MM","page":79,"srd":false,"image":"bestiary/MM/Dinosaurs.webp","token":"bestiary/tokens/MM/Ankylosaurus.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"68 (8d12 + 16)","speed":"30 ft.","str":19,"dex":11,"con":15,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage.",{"type":"entries","name":"Dinosaurs","entries":["Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.","Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens."]}]}]}],"gallery":[{"path":"bestiary/MM/Dinosaurs.webp"}],"hidden":true,"otherVersions":[{"id":"ankylosaurus","source":"XMM"}]},{"id":"ankylosaurus-zombie","name":"Ankylosaurus Zombie","source":"ToA","page":240,"srd":false,"image":"bestiary/tokens/ToA/Ankylosaurus Zombie.webp","token":"bestiary/tokens/ToA/Ankylosaurus Zombie.webp","size":"Huge","creatureType":"Undead","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"68 (8d12 + 16)","speed":"20 ft.","str":19,"dex":9,"con":15,"int":2,"wis":6,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target {@h}18 ({@damage 4d6 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This creature is slow and barely aware of its surroundings."]},{"id":"annis-hag","name":"Annis Hag","source":"MPMM","page":47,"srd":false,"image":"bestiary/MPMM/Annis Hag.webp","token":"bestiary/tokens/MPMM/Annis Hag.webp","size":"Large","creatureType":"Fey","alignment":"Chaotic Evil","ac":"17","initiative":"+1 (11)","hp":"90 (12d10 + 24)","speed":"40 ft.","str":21,"dex":12,"con":14,"int":13,"wis":14,"cha":15,"saves":"Con +5","skills":"Deception +5, Perception +5","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Giant, Sylvan","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Hill, Mountain","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","3/day each: {@spell disguise self} (including the form of a Medium Humanoid), {@spell Fog cloud}"]}],"actions":[{"name":"Multiattack","entries":["The annis makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage."]},{"name":"Crushing Hug","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}36 ({@damage 9d6 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 ({@damage 9d6 + 5}) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Annis hags lair in mountains or hills. These hunchbacked and hump-shouldered hags are the largest and most physically imposing of their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others.","Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim to provoke fear and distrust in nearby villages and settlements. To an annis hag, nothing is sweeter than making a once-vibrant community paralyzed with terror, so folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children: \"Be good, or the annis will get you.\"","When an annis feels especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, \"Granny\" or \"Grampy\" convinces the child that it's okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child's terrified family and community face painful decisions of what to do about the seemingly remorseless child.","Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures ({@creature ogre||ogres} and {@creature troll||trolls}), ruling them through brute strength, insults, and superstition.",{"name":"Iron Token","type":"entries","entries":["An annis hag can pull out one of their iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror.","Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are within 10 miles of each other. When the hag speaks through the token, the holder can hear the hag's whisper but not any other sounds at the hag's location. Similarly, the hag can hear the holder of the token but not the noise around it.","A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance to those active tokens. The hag can deactivate any of those tokens at any distance (no action required), whereupon the token retains its current form but loses its magic."]}],"gallery":[{"path":"bestiary/MPMM/Annis Hag.webp","credit":"Tom Babbey"}],"otherVersions":[{"id":"annis-hag-vgm","source":"VGM"}]},{"id":"annis-hag-vgm","name":"Annis Hag","source":"VGM","page":159,"srd":false,"image":"bestiary/VGM/Annis Hag.webp","token":"bestiary/tokens/VGM/Annis Hag.webp","size":"Large","creatureType":"Fey","alignment":"Chaotic Evil","ac":"17","initiative":"+1 (11)","hp":"75 (10d10 + 20)","speed":"40 ft.","str":21,"dex":12,"con":14,"int":13,"wis":14,"cha":15,"saves":"Con +5","skills":"Deception +5, Perception +5","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Giant, Sylvan","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Mountain, Hill","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting","entries":["The hag's innate spellcasting ability is Charisma (spell save {@dc 13}). She can innately cast the following spells:","3/day each: {@spell disguise self} (including the form of a Medium humanoid), {@spell fog cloud}"]}],"actions":[{"name":"Multiattack","entries":["The annis makes three attacks: one with her bite and two with her claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage."]},{"name":"Crushing Hug","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}36 ({@damage 9d6 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 ({@damage 9d6 + 5}) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.","On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.","The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."]},"A powerful annis hag might have the following additional lair action:",{"type":"list","items":["The hag creates a thick cloud of caustic black smoke that fills a 20-foot-radius sphere centered on a point she can see within 120 feet her. The cloud lasts until initiative count 20 on the next round. Creatures and objects in or behind the smoke are heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there takes 10 ({@damage 3d6}) acid damage."]}],"regionalEffects":["Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.","The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",{"type":"list","items":["Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.","Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.","Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."]},"A powerful annis hag creates one or more of the following additional regional effects within 1 mile of her lair:",{"type":"list","items":["The gravel stones on a safe-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops.","Small avalanches of rock intermittently fall, blocking a path or burying intruders. A buried creature is {@condition restrained} and has to hold its breath until it is dug out.","Strange laughter, sounding like that of children or the hag herself, occasionally pierces the silence.","Small cairns appear along the route of travelers, containing anything from mysterious bones to nothing at all. These cairns might be haunted by skeletons, specters, or hostile fey."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.",{"name":"Tormenting the Weak","entries":["Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows the signs of this industry.","Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to \"be good, or the annis will get you.\""],"type":"entries"},{"name":"Child Corrupter","entries":["When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, \"Granny\" convinces the child that it's okay to have bad thoughts and do bad deeds-starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child's family and community become terrified of the \"bad seed\" and must face the awful decision of whether the child should be punished or exiled."],"type":"entries"},{"name":"Tribe Mother","entries":["Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition."],"type":"entries"},{"name":"Covens","entries":["An annis hag that is part of a coven (see the \"Hag Covens\" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP)."],"type":"entries"}]},{"type":"inset","name":"Iron Token","entries":["An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag's voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it.","A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties."]}]}],"gallery":[{"path":"bestiary/VGM/Annis Hag.webp","credit":"Tom Babbey"}],"hidden":true,"otherVersions":[{"id":"annis-hag","source":"MPMM"}]},{"id":"anointed","name":"Anointed","source":"PSA","page":34,"srd":false,"image":"bestiary/PSA/Amonkhet Mummy Lord.webp","token":"bestiary/tokens/PSA/Anointed.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands all languages it spoke in life but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the anointed to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many {@background initiate|PSA|initiates} perish in one of the first four trials, before earning their five cartouches. {@background vizier|PSA|Viziers} sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding {@creature Amonkhet mummy|PSA|mummies}.","Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is preferable to an eternity subjected to the Curse of Wandering.","The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of {@background initiate|PSA|initiates} and {@background vizier|PSA|viziers}, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving {@creature Amonkhet mummy|PSA|mummies} who attend to the needs of daily life in Amonkhet.",{"type":"entries","name":"The Curse of Wandering","entries":["The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a {@creature zombie} as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid {@creature zombie||zombies} of {@filter dissenters|backgrounds|source=psa|search=dissenter} and would-be explorers. Most of these former humanoids are mindless marauders, though some tales speak of {@creature Amonkhet mummy|PSA|mummies} that have retained a sinister intelligence and even magical ability, becoming {@creature Amonkhet mummy lord|PSA|mummy lords}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Amonkhet Mummy Lord.webp","title":"Lord of the Accursed","credit":"Grzegorz Rutkowski"}]},{"id":"anvilwrought-raptor","name":"Anvilwrought Raptor","source":"MOT","page":209,"srd":false,"image":"bestiary/MOT/Anvilwrought Raptor.webp","token":"bestiary/tokens/MOT/Anvilwrought Raptor.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"18 (4d4 + 8)","speed":"10 ft., fly 60 ft.","str":12,"dex":16,"con":14,"int":3,"wis":14,"cha":1,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 14","languages":"understands one language of its creator but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight","entries":["The raptor has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Recorded Mimicry","entries":["The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The raptor makes two attacks with its beak."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Prized among Meletis's thaumaturges, anvilwrought raptors are often crafted in the form of a hawk or an owl. Most serve as messengers and spies, flying over the busy streets or high over the land while carrying or seeking vital information for their masters.","The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.","Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.","A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters."]}],"gallery":[{"path":"bestiary/MOT/Anvilwrought Raptor.webp","credit":"James Zapata"}]},{"id":"ape","name":"Ape","source":"XMM","page":348,"srd":true,"image":"bestiary/XMM/Ape.webp","token":"bestiary/tokens/XMM/Ape.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"19 (3d8 + 6)","speed":"30 ft., climb 30 ft.","str":16,"dex":14,"con":14,"int":6,"wis":12,"cha":7,"saves":"","skills":"Athletics +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ape makes two Fist attacks."]},{"name":"Fist","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Bludgeoning damage."]},{"name":"Rock {@recharge}","entries":["{@atkr r} {@hit 5}, range 25/50 ft. {@h}10 ({@damage 2d6 + 3}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Ape.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"ape-mm","source":"MM"}]},{"id":"ape-mm","name":"Ape","source":"MM","page":317,"srd":false,"image":"bestiary/tokens/MM/Ape.webp","token":"bestiary/tokens/MM/Ape.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"19 (3d8 + 6)","speed":"30 ft., climb 30 ft.","str":16,"dex":14,"con":14,"int":6,"wis":12,"cha":7,"saves":"","skills":"Athletics +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ape makes two fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 5} to hit, range 25/50 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"ape","source":"XMM"}]},{"id":"aphemia","name":"Aphemia","source":"MOT","page":226,"srd":false,"image":"bestiary/MOT/Aphemia.webp","token":"bestiary/tokens/MOT/Aphemia.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"20 ft., fly 50 ft.","str":13,"dex":16,"con":15,"int":13,"wis":14,"cha":16,"saves":"Dex +6, Cha +6","skills":"Arcana +4, Intimidation +6, Perception +5","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 15","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If Aphemia fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Aphemia has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Aphemia makes two attacks: one with her bite and one with her claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage plus 13 ({@damage 3d8}) necrotic damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Discordant Song","entries":["Aphemia shrieks a cacophony of magical sounds. Each humanoid within 120 feet of her must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of her until the song ends. A {@condition frightened} creature takes 7 ({@damage 2d6}) psychic damage at the start of its turn while Aphemia is singing. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aphemia's Discordant Song for the next 24 hours. Aphemia must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is {@condition incapacitated} or dies."]},{"name":"Grave Calling Song","entries":["Aphemia intones a low, growling magical melody. Every undead within 300 feet of her must succeed on a {@dc 14} Wisdom saving throw or fall under her control until the song ends. Aphemia must take a bonus action on her subsequent turns to continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Aphemia is {@condition incapacitated} or dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The notorious Nyxborn harpy Aphemia prowls the marshy wastes around the necropolis of Asphodel. Her shrill songs enthrall the necropolis's undead inhabitants, which she leads on raids to waylay unsuspecting travelers and settlements.","Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees."]}],"gallery":[{"path":"bestiary/MOT/Aphemia.webp","credit":"Lucas Graciano"}]},{"id":"apprentice","name":"Apprentice","source":"HoL","page":201,"srd":false,"image":"bestiary/tokens/HoL/Apprentice.webp","token":"bestiary/tokens/HoL/Apprentice.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"10","initiative":"+0 (10)","hp":"7 (2d8 - 2)","speed":"30 ft.","str":8,"dex":10,"con":9,"int":13,"wis":11,"cha":12,"saves":"Int +3","skills":"Arcana +3, History +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["You cast one of the following wizard spells (spell save {@dc 11}), using Intelligence as the spellcasting ability:","At will: {@spell minor illusion}, [object Object]","2/day: {@spell grease}","2/day each: [object Object]"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]},{"name":"Burning Hands (1st-Level Spell; 2/Day)","entries":["You shoot forth a 15-foot cone of fire. Each creature in that area must make a {@dc 11} Dexterity saving throw. A creature takes 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one The fire ignites any flammable objects in the area that aren't being worn or carried."]},{"name":"Fire Bolt (Cantrip)","entries":["{@atk rs} Ranged Spell Attack: {@hit 3} to hit, range 120 ft., one target. {@h}5 ({@damage 1d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"apprentice-wizard","name":"Apprentice Wizard","source":"MPMM","page":259,"srd":false,"image":"bestiary/MPMM/Apprentice Wizard.webp","token":"bestiary/tokens/MPMM/Apprentice Wizard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"13 (3d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":14,"wis":10,"cha":11,"saves":"","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The apprentice casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 12})","At will: {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell burning hands}, {@spell disguise self}, {@spell mage armor}"]}],"actions":[{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 120 ft., one target. {@h}7 ({@damage 1d10 + 2}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work like cooking or cleaning in exchange for education in the ways of magic."]},{"type":"section","name":"Wizards","entries":["Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."]}],"gallery":[{"path":"bestiary/MPMM/Apprentice Wizard.webp","credit":"Eva Widermann"}],"otherVersions":[{"id":"apprentice-wizard-vgm","source":"VGM"}]},{"id":"apprentice-wizard-vgm","name":"Apprentice Wizard","source":"VGM","page":209,"srd":false,"image":"bestiary/VGM/Apprentice Wizard.webp","token":"bestiary/tokens/VGM/Apprentice Wizard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":14,"wis":10,"cha":11,"saves":"","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell mending}, {@spell prestidigitation}","Level 1 (2 slots): {@spell burning hands}, {@spell disguise self}, {@spell shield}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work such as cooking and cleaning in exchange for education in the ways of magic."]}],"gallery":[{"path":"bestiary/VGM/Apprentice Wizard.webp","credit":"Eva Widermann"}],"hidden":true,"otherVersions":[{"id":"apprentice-wizard","source":"MPMM"}]},{"id":"aquatic-ghoul","name":"Aquatic Ghoul","source":"PotA","page":87,"srd":false,"image":"bestiary/tokens/PotA/Aquatic Ghoul.webp","token":"bestiary/tokens/PotA/Aquatic Ghoul.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":15,"con":10,"int":7,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Swamp, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"aquatic-troll","name":"Aquatic Troll","source":"RoT","page":36,"srd":false,"image":"bestiary/tokens/RoT/Aquatic Troll.webp","token":"bestiary/tokens/RoT/Aquatic Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft., swim 30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Water Breathing","entries":["The troll can breathe underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"arabelle","name":"Arabelle","source":"CoS","page":38,"srd":false,"image":"bestiary/tokens/CoS/Arabelle.webp","token":"bestiary/tokens/CoS/Arabelle.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"10","initiative":"+0 (10)","hp":"2 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"aradrine-the-owl","name":"Aradrine the Owl","source":"CRCotN","page":82,"srd":false,"image":"bestiary/CRCotN/057-04-013.master-aradrine-the-owl.webp","token":"bestiary/tokens/CRCotN/Aradrine the Owl.webp","size":"Small or Medium","creatureType":"Humanoid (Goliath, Sorcerer)","alignment":"Lawful Neutral","ac":"13","initiative":"+3 (13)","hp":"127 (17d8 + 51)","speed":"40 ft.","str":13,"dex":16,"con":16,"int":15,"wis":17,"cha":20,"saves":"Wis +6, Cha +8","skills":"Arcana +8, Deception +11, History +5, Perception +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 16","languages":"Common plus three other languages, telepathy 60 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Alien Mind","entries":["If a creature tries to read Aradrine's thoughts or deals psychic damage to the silvertongue, that creature must succeed on a {@dc 16} Intelligence saving throw or be {@condition stunned} until the start of its next turn."]},{"name":"Magic Resistance","entries":["Aradrine has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Aradrine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","1/day: {@spell dimension door}","2/day each: {@spell charm person}, {@spell mage armor}, {@spell sending}"]}],"actions":[{"name":"Crimson Bolt","entries":["{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 60 ft., one creature. {@h}27 ({@damage 4d10 + 5}) psychic damage."]}],"bonusActions":[{"name":"Elemental Servitor (1/Day)","entries":["Aradrine magically summons an earth elemental, which appears in an unoccupied space the silvertongue can see within 60 feet of itself. The earth elemental takes its turn immediately after the silvertongue on the same initiative count and obeys the silvertongue's commands. The earth elemental disappears after 1 minute or when it or the silvertongue dies."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/057-04-013.master-aradrine-the-owl.webp","credit":"David Sladek"}]},{"id":"aranea","name":"Aranea","source":"FRAiF","page":250,"srd":false,"image":"bestiary/FRAiF/Aranea.webp","token":"bestiary/tokens/FRAiF/Aranea.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"14","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., climb 30 ft. (spider or hybrid form only)","str":10,"dex":17,"con":12,"int":12,"wis":10,"cha":15,"saves":"","skills":"Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp","treasure":"Individual","traits":[{"name":"Spider Climb (Hybrid or Spider Form Only)","entries":["The aranea can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The aranea ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web."]}],"spellcasting":[{"name":"Spellcasting","entries":["The aranea casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Friends|XPHB}, {@spell Silent Image|XPHB}","1/day: {@spell Hold Person|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The aranea makes two attacks, using Bite, Slam, or Sling in any combination."]},{"name":"Bite (Hybrid or Spider Form Only)","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage plus 2 ({@damage 1d4}) Poison damage."]},{"name":"Slam","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage."]},{"name":"Sling (Humanoid or Hybrid Form Only)","entries":["{@atkr r} {@hit 5}, range 30/120 ft. {@h}8 ({@damage 2d4 + 3}) Bludgeoning damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The aranea shape-shifts into a humanoid form, into a humanoid-spider hybrid form, or back into its true spider form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Aranea","entries":["{@i Secretive Crafter and Trader}","Araneas are reclusive shape-shifters. An aranea's natural form resembles a bulky, humpbacked spider with two short arms beneath its head. An aranea can shape-shift into a humanoid form or into a multi-armed humanoid-spider hybrid. Araneas live in insular communities, such as the Spider Swamp in Calimshan, where they create beautiful objects that express their artistry and which are sometimes traded to other communities. Most araneas prefer to avoid combat, befuddling their foes long enough to skitter to safety.","Roll or choose a result from the Aranea Crafts table as inspiration for an aranea's crafting talent.",{"type":"table","colLabels":["1d6","The Aranea Is Skilled at Crafting..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Exceptionally comfortable bedding."],["2","Furniture made of wood and canvas."],["3","Poisons that are soporific rather than lethal."],["4","Poultices and unguents from medicinal herbs."],["5","Silks with intricate web patterns."],["6","Stories with cleverly concealed morals."]]}]}],"gallery":[{"path":"bestiary/FRAiF/Aranea.webp"}]},{"id":"arasta","name":"Arasta","source":"MOT","page":248,"srd":false,"image":"bestiary/MOT/Arasta.webp","token":"bestiary/tokens/MOT/Arasta.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"19","initiative":"+3 (13)","hp":"300 (24d12 + 144)","speed":"40 ft., climb 40 ft.","str":24,"dex":16,"con":23,"int":15,"wis":22,"cha":17,"saves":"Dex +10, Con +13, Wis +13","skills":"Arcana +9, Deception +10, Intimidation +10, Nature +9, Perception +13, Stealth +10","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Celestial, Common, Sylvan","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest)","entries":["If Arasta is reduced to 0 hit points, she doesn't die or fall {@condition unconscious}. Instead, she regains 200 hit points. In addition, Arasta's children immediately swarm over her body to protect her, granting her 100 temporary hit points."]},{"name":"Legendary Resistance (3/Day)","entries":["If Arasta fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Arasta has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["Arasta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["Arasta ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Arasta makes three attacks: one with her bite and two with her claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one creature. {@h}20 ({@damage 3d8 + 7}) piercing damage, and the target must make a {@dc 21} Constitution saving throw, taking 32 ({@damage 5d12}) poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]},{"name":"Claws","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage."]},{"name":"Web of Hair {@recharge 4}","entries":["Arasta unleashes her hair in the form of webbing that fills a 30-foot cube next to her. The web is {@quickref difficult terrain||3}, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a {@dc 21} Dexterity saving throw. On a failed save, the creature is {@condition restrained} while in the web. A creature can use an action to make a {@dc 21} Strength check. On a success, it can free itself or a creature within 5 feet of it that is {@condition restrained} by the web. This webbing is immune to all damage except magical fire. A 5-foot cube of the web is destroyed if it takes at least 20 fire damage from a spell or other magical source on a single turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claws","entries":["Arasta makes one attack with her claws."]},{"name":"Swarm (Costs 2 Actions)","entries":["Arasta causes two {@creature swarm of spiders||swarms of spiders} to appear in unoccupied spaces within 5 feet of her."]},{"name":"Toxic Web (Costs 3 Actions)","entries":["Each creature {@condition restrained} by Arasta's Web of Hair takes 18 ({@damage 4d8}) poison damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Arasta can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row.",{"type":"list","items":["Arasta learns about any creature touching her webs. Each creature {@condition restrained} by a web or Arasta's Web of Hair must make a {@dc 21} Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature's name, race, where they consider home, and what brought them to her web.","Arasta casts the {@spell giant insect} spell (spiders only). It lasts until she uses this lair action again or until she dies."]}],"regionalEffects":["The region containing Arasta's lair is warped by her presence, which creates one or more of the following effects:",{"type":"list","items":["Spiders and insects within 1 mile of Arasta's lair serve as her eyes and ears. Birds and other flying creatures are absent from the skies and occasionally found trapped in webs.","Within 1 mile of Arasta's lair, webs fill all 10-foot cubes of open space, so long as the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn."]},"If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within {@dice 1d10} days."],"lore":[{"type":"entries","entries":["A victim of the gods' petty rivalries, Arasta was once one of Nylea's most beloved dryad companions. Phenax's bitterness saw her transformed into an arachnid monstrosity and driven into the darkest depths of the Nessian Wood. Now she broods on her unjust fate and the fickleness of the gods who left her cursed with monstrous immortality.","Arasta appears as a gigantic spiderlike creature, her few humanoid features made monstrous by cruel magic and ages of hatred. Webs fill her lair deep in the Nessian Wood, sticky strands made not of silk but of her own endless hair. In her darkened realm, Arasta broods on her hatred of the gods and their servants. She doesn't do so alone, though, as innumerable arachnids fawn over her, serving as her eyes throughout the wilderness, disposing of victims trapped within her hair, and sacrificing themselves in her defense if they must.","See \"Myths of Nylea\" in chapter 2 for more details on the tragedy of Arasta."]}],"gallery":[{"path":"bestiary/MOT/Arasta.webp","credit":"Sam Rowan"}]},{"id":"arcanaloth","name":"Arcanaloth","source":"XMM","page":19,"srd":false,"image":"bestiary/XMM/Arcanaloth.webp","token":"bestiary/tokens/XMM/Arcanaloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"18","initiative":"+5 (15)","hp":"175 (27d8 + 54)","speed":"30 ft., fly 30 ft. (hover)","str":17,"dex":12,"con":14,"int":20,"wis":16,"cha":17,"saves":"Dex +5, Con +6, Int +9, Wis +7","skills":"Arcana +9, Deception +7, Insight +7, Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"acid; poison","conditionImmunities":"charmed; poisoned","senses":"Truesight 120 ft., Passive Perception 17","languages":"all; telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Planar, Lower","treasure":"Arcana","traits":[{"name":"Fiendish Restoration","entries":["If the arcanaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly and revives with all its {@variantrule Hit Points|XPHB} in Gehenna."]},{"name":"Magic Resistance","entries":["The arcanaloth has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Soul Tome","entries":["The arcanaloth has a magic tome. While holding or carrying the tome, the arcanaloth can use its Banishing Claw action.","The tome has AC 17; HP 35; and {@variantrule Immunity|XPHB} to Necrotic, Poison, and Psychic damage. The tome regains all its {@variantrule Hit Points|XPHB} at the end of every turn, but it turns to dust if reduced to 0 {@variantrule Hit Points|XPHB} or when the arcanaloth dies. If the tome is destroyed, the arcanaloth can create a new one when it finishes a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The arcanaloth casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Alter Self|XPHB}, {@spell Detect Magic|XPHB}, {@spell Identify|XPHB}, {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","1/day each: {@spell Contact Other Plane|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dimension Door|XPHB}, {@spell Mind Blank|XPHB}"]},{"name":"Counterspell","entries":["The arcanaloth casts {@spell Counterspell|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","At will: {@spell Counterspell|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The arcanaloth makes three Fiendish Burst attacks. It can replace one attack with a Banishing Claw attack."]},{"name":"Fiendish Burst","entries":["{@atkr m,r} {@hit 9}, reach 5 ft. or range 120 ft. {@h}31 ({@damage 4d12 + 5}) Necrotic damage."]},{"name":"Banishing Claw (Requires Soul Tome)","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}10 ({@damage 2d4 + 5}) Slashing damage plus 19 ({@damage 3d12}) Psychic damage. If the target is a creature, it is subjected to the following effect. {@actSave cha} {@dc 17}. {@actSaveFail} The target is trapped in a demiplane inside the Soul Tome. While trapped there, the target has the {@condition Incapacitated|XPHB} condition. At the end of each of its turns, the target repeats the save, escaping the tome on a success. When the target escapes, it appears in the space it left or, if that space is occupied, the nearest unoccupied space.","If the target fails three of these saves while in the demiplane, it becomes bound to the tome and can escape only if the tome is reduced to 0 {@variantrule Hit Points|XPHB}."]}],"bonusActions":[{"name":"Teleport","entries":["The arcanaloth teleports up to 30 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Arcanaloth","entries":["{@i Yugoloth of Magical Manipulation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Lower Planes)|bestiary|environment=planar, lower}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"While all yugoloths are fiendish manifestations of wickedness and greed, arcanaloths bend their considerable intellects toward hoarding and exploiting secrets. They then deploy these secrets to ensnare countless victims and lesser villains, beguiling foes with false promises and powerful magic.","Arcanaloths possess considerable spellcasting prowess and frequently disguise themselves with magic. While they prefer to let magical servants or other yugoloths do their fighting for them, arcanaloths can defend themselves with arcane might, banishing opponents into the pages of their magic tomes."]}],"gallery":[{"path":"bestiary/XMM/Arcanaloth.webp","credit":"John Patrick Gañas"}],"otherVersions":[{"id":"arcanaloth-mm","source":"MM"}]},{"id":"arcanaloth-mm","name":"Arcanaloth","source":"MM","page":313,"srd":false,"image":"bestiary/MM/Arcanaloth.webp","token":"bestiary/tokens/MM/Arcanaloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"104 (16d8 + 32)","speed":"30 ft., fly 30 ft.","str":17,"dex":12,"con":14,"int":20,"wis":16,"cha":17,"saves":"Dex +5, Int +9, Wis +7, Cha +7","skills":"Arcana +13, Deception +11, Insight +11, Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"charmed; poisoned","senses":"truesight 120 ft., Passive Perception 17","languages":"all, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The arcanaloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The arcanaloth's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The arcanaloth's innate spellcasting ability is Charisma (spell save {@dc 15}). The arcanaloth can innately cast the following spells, requiring no material components:","At will: {@spell alter self}, {@spell darkness}, {@spell heat metal}, {@spell invisibility} (self only), {@spell magic missile}"]},{"name":"Spellcasting","entries":["The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The arcanaloth has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell shield}, {@spell Tenser's floating disk}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell phantasmal force}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fear}, {@spell fireball}","Level 4 (3 slots): {@spell banishment}, {@spell dimension door}","Level 5 (2 slots): {@spell contact other plane}, {@spell hold monster}","Level 6 (1 slots): {@spell chain lightning}","Level 7 (1 slots): {@spell finger of death}","Level 8 (1 slots): {@spell mind blank}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage. The target must make a {@dc 14} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Teleport","entries":["The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing jackal snarls with winsome smiles. Regardless of its chosen form, an arcanaloth appears well groomed, clothing itself in fine robes. Highly intelligent spellcasters who hunger for knowledge and power, arcanaloths command units of lesser yugoloths and maintain the contracts, records, and accounts of their kind.","Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety and finesse, just as an arcanaloth who changes sides can easily turn the best-laid peace talks into all-out war. What the fiend demands in exchange for its time and talent is information, as well as powerful magic items that it can trade for even more information."]}]},{"type":"section","name":"Yugoloths","entries":["Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: {@i What's in it for me?}",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Gehenna","entries":["The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.","Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder."]},{"type":"entries","name":"Fiendish Mercenaries","entries":["Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.","Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so."]},{"type":"entries","name":"Back to Gehenna","entries":["When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.","When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books."]},{"type":"entries","name":"The Books of Keeping","entries":["When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them."]},{"type":"entries","name":"The General of Gehenna","entries":["Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.","Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity."]}]}]},{"type":"inset","name":"Variant: Yugoloth Summoning","entries":["Some yugoloths can have an action option that allows them to summon other yugoloths.",{"type":"entries","name":"Summon Yugoloth (1/Day)","entries":["The yugoloth chooses what to summon and attempts a magical summoning.",{"type":"list","items":["An arcanaloth has a {@chance 40} chance of summoning one arcanaloth.","A mezzoloth has a {@chance 30} chance of summoning one mezzoloth.","A nycaloth has a {@chance 50} chance of summoning {@dice 1d4} mezzoloths or one nycaloth.","An ultroloth has a {@chance 50} chance of summoning {@dice 1d6} mezzoloths, {@dice 1d4} nycaloths, or one ultroloth."]},"A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and can't summon other yugoloths. The summoned yugoloth remains for l minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it"]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Power. We all crave it, but only a select few of us deserve it."],"by":"Shemeshka the Marauder","from":"arcanaloth in Sigil"}]}]}],"gallery":[{"path":"bestiary/MM/Arcanaloth.webp"}],"hidden":true,"otherVersions":[{"id":"arcanaloth","source":"XMM"}]},{"id":"arch-hag","name":"Arch-hag","source":"XMM","page":21,"srd":false,"image":"bestiary/XMM/Arch-hag.webp","token":"bestiary/tokens/XMM/Arch-hag.webp","size":"Large","creatureType":"Fey","alignment":"Neutral Evil","ac":"20","initiative":"+16 (26)","hp":"333 (29d10 + 174)","speed":"40 ft.","str":24,"dex":15,"con":23,"int":19,"wis":19,"cha":25,"saves":"Dex +9, Wis +11","skills":"Deception +14, Perception +11, Persuasion +21","vulnerabilities":"","resistances":"cold; fire; psychic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"Truesight 60 ft., Passive Perception 21","languages":"all","cr":"21","crDisplay":"21 (XP 33,000, or 41,000 in lair; PB +7)","habitat":"Any","treasure":"Arcana","traits":[{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the hag fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The hag has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Spiteful Escape","entries":["When the hag drops to 0 {@variantrule Hit Points|XPHB}, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag's most hated thing). Otherwise, the hag drops to 1 {@variantrule Hit Points|XPHB|Hit Point} and teleports to a harmless demiplane, and it can't return to the plane it left for {@dice 2d6} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has {@variantrule Disadvantage|XPHB} on ability checks and saving throws, and the hag knows its location anywhere in the multiverse."]}],"spellcasting":[{"name":"Coven Magic","entries":["While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save {@dc 19}): {@spell Augury|XPHB}, {@spell Find Familiar|XPHB}, {@spell Identify|XPHB}, {@spell Locate Object|XPHB}, {@spell Scrying|XPHB}, or {@spell Unseen Servant|XPHB}. The hag must finish a {@variantrule Long Rest|XPHB} before using this trait to cast that spell again."]},{"name":"Spellcasting","entries":["The hag casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 22}):","At will: {@spell Detect Thoughts|XPHB}, {@spell Dimension Door|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Hypnotic Pattern|XPHB}","2/day each: {@spell Mass Suggestion|XPHB}, {@spell Modify Memory|XPHB}, {@spell Plane Shift|XPHB}"]},{"name":"Tongue Twister","entries":["The hag casts {@spell Counterspell|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn. Until the curse ends, the target can't cast spells with a Verbal component, and when it speaks, it says the opposite of what it means.","At will: {@spell Counterspell|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The hag makes two Spectral Claw attacks and uses Crackling Wave."]},{"name":"Spectral Claw","entries":["{@atkr m,r} {@hit 14}, reach 10 ft. or range 60 ft. {@h}17 ({@damage 3d6 + 7}) Force damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Crackling Wave","entries":["{@actSave dex} {@dc 22}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 32 ({@damage 5d12}) Lightning damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The target is cursed until the end of the hag's next turn. The target can't take Reactions until the curse ends."]}],"bonusActions":[{"name":"Witch Strike","entries":["Each creature cursed by the hag and within 60 feet of it takes 14 ({@damage 4d6}) Lightning damage."]}],"reactions":[],"legendaryActions":[{"name":"Hag's Swipe","entries":["The hag makes one Spectral Claw attack."]},{"name":"Malicious Magic","entries":["The hag uses Spellcasting to cast {@spell Dimension Door|XPHB} or {@spell Hypnotic Pattern|XPHB}. The hag can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an arch-hag's lair is altered by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lapsus Linguae","entries":["Creatures (excluding the hag and its allies) within 1 mile of the lair subtract {@dice 1d10} from any ability check they make when they take the {@action Influence|XPHB} action."]},{"type":"item","name":"Meddlesome Magic","entries":["Whenever a creature other than the hag or its allies finishes a {@variantrule Long Rest|XPHB} while within 1 mile of the lair, the next time that creature casts a spell using a spell slot, it also casts {@spell Confusion|XPHB} centered on itself. The spell uses the creature's spellcasting ability and doesn't require {@status Concentration|XPHB}."]}]},"If the arch-hag is destroyed or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","name":"Arch-hag","entries":["{@i Hag of Forbidden Secrets and Magical Malice}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Immortal and unpredictable, arch-hags hoard secrets and strike magical bargains, altering fate to indulge their fickle whims. These timeless schemers pursue the secrets of the multiverse and work strange magic in pursuit of their inscrutable goals.","Arch-hags are unpredictable, self-interested, and greedy, with bizarre fascinations and affectations. Nevertheless, they often make deals to further their plots. These hags are fonts of secret knowledge, particularly lore regarding forbidden magic and multiversal secrets. They might share their knowledge, but their secrets always have a price. In trade for their secrets, arch-hags might request peculiar errands, valuable magic items, or preternatural currency, like one's memories, a year of one's life, or the ability to cry.","Most arch-hags avoid battle, but if forced to fight, they unleash dangerous magic, such as spectral claws, arcing lightning, and mind-bending spells. An arch-hag can curse other magic-users, confounding the spellcasters' incantations and forcing the spellcasters to say the opposite of what they mean. Even if an arch-hag is brought low, its preparations allow it to magically slip away and begin plotting its revenge.","Every arch-hag has a unique weakness tied to a fateful encounter the hag had in the past or something that embodies the antithesis of the hag's magic. A hag goes out of its way to keep this vulnerability secret. Although an arch-hag isn't physically harmed by its weakness, it can be destroyed only while its weakness is nearby. Roll on or choose a result from the Arch-hag Anathemas table to inspire an arch-hag's weakness.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Heh! People who know too much grow old before their time. Ask me your questions, but be certain that every secret has its cost."],"by":"Baba Yaga, Mother of Witches"}]},{"type":"table","caption":"Arch-hag Anathemas","colLabels":["1d10","The Arch-hag's Weakness Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The bones of the arch-hag's first love."],["2","A devil's tear."],["3","An egg with a miniature castle inside."],["4","A flower that blooms only when time stops."],["5","A gift from the hag's twin."],["6","The multiverse's worst pun."],["7","One of the hag's missing teeth."],["8","Snow from the top of Mount Celestia."],["9","A star pulled from the sky."],["10","A thread from the Lady of Pain's robes."]]},{"type":"entries","name":"Arch-hag Lairs","entries":["Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud, or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of these lairs frequently change or exhibit bewildering features."]}]}],"gallery":[{"path":"bestiary/XMM/Arch-hag.webp","credit":"Dario Jelusic"}]},{"id":"archaic","name":"Archaic","source":"SCC","page":184,"srd":false,"image":"bestiary/SCC/Archaic.webp","token":"bestiary/tokens/SCC/Archaic.webp","size":"Gargantuan","creatureType":"Celestial","alignment":"Neutral","ac":"20","initiative":"+0 (10)","hp":"245 (14d20 + 98)","speed":"40 ft.","str":25,"dex":10,"con":24,"int":27,"wis":24,"cha":20,"saves":"Dex +6, Int +14, Wis +13, Cha +11","skills":"Arcana +20, Deception +11, History +20, Perception +13","vulnerabilities":"","resistances":"force","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 23","languages":"all","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Enigmatic Mind","entries":["The archaic's mind can't be read, creatures can communicate telepathically with the archaic only if it allows, and magic can't determine whether the archaic is lying."]},{"name":"Legendary Resistance (3/Day)","entries":["If the archaic fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The archaic doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The archaic casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):","At will: {@spell detect magic}, {@spell divination}, {@spell sending}","1/day each: {@spell banishment}, {@spell forcecage}"]}],"actions":[{"name":"Multiattack","entries":["The archaic makes two Force Strike attacks. It can also use Gravity Shift, if available."]},{"name":"Force Strike","entries":["{@atk ms,rs} {@hit 14} to hit, reach 15 ft. or range 120 ft., one target. {@h}19 ({@damage 2d10 + 8}) force damage, and the target is pulled up to 10 feet toward the archaic or pushed 10 feet away from it, as the archaic chooses."]},{"name":"Gravity Shift {@recharge 5}","entries":["The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a {@dc 22} Wisdom saving throw or fall 100 feet upward. If the falling creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything, it hovers there until the start of the archaic's next turn, at which time gravity returns to normal and the creature falls."]},{"name":"Teleport","entries":["The archaic teleports to an unoccupied space that it can see within 120 feet of itself."]}],"bonusActions":[],"reactions":[{"name":"Spell Mimicry (1/Day)","entries":["Immediately after a creature the archaic can see casts a spell of 5th level or lower, that creature must succeed on a {@dc 22} Charisma saving throw, or the archaic immediately casts the same spell at the same level ({@hit 14} to hit with spell attacks, spell save {@dc 22}), requiring no material components and choosing the spell's targets."]}],"legendaryActions":[{"name":"Strike","entries":["The archaic makes one Force Strike attack."]},{"name":"Teleport","entries":["The archaic uses Teleport."]},{"name":"Unravel Magic (Costs 2 Actions)","entries":["The archaic targets one creature it can see within 120 feet of itself. The target must succeed on a {@dc 22} Constitution saving throw or take 35 ({@damage 10d6}) force damage, and each spell of 5th level or lower on the target ends."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Archaics are towering, multi-armed creatures overflowing with magic. Despite their solitude, archaics carry vast understanding of magic and the world's history, as well as the ability to warp the fabric of the world around them. Sages who seek out archaics for their knowledge receive confusing and often contradictory answers to questions. If a supplicant successfully unwinds the tangle, the answer they seek is revealed.","In truth, archaics are the reincarnated souls of the oracles of Strixhaven. When an oracle dies, their soul travels back through time to the explosion of magic that brought the Founder Dragons into being. In that outrush of creative force, the oracle's soul can be caught in the tide and clad in the very substance of the world, becoming an archaic. Because their knowledge cuts across the flow of time, archaics are careful how much they reveal to mortals and thus tend to speak in riddles."]}],"gallery":[{"path":"bestiary/SCC/Archaic.webp","credit":"Lius Lasahido"}]},{"id":"archdruid","name":"Archdruid","source":"MPMM","page":48,"srd":false,"image":"bestiary/MPMM/Archdruid.webp","token":"bestiary/tokens/MPMM/Archdruid.webp","size":"Medium","creatureType":"Humanoid (Druid)","alignment":"Any Alignment","ac":"14","initiative":"+2 (12)","hp":"154 (28d8 + 28)","speed":"30 ft.","str":14,"dex":14,"con":12,"int":12,"wis":20,"cha":11,"saves":"Int +5, Wis +9","skills":"Medicine +9, Nature +5, Perception +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 19","languages":"Druidic plus any two languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Forest, Mountain, Swamp, Underwater","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 17}):","At will: {@spell beast sense}, {@spell entangle}, {@spell speak with animals}","3/day each: {@spell animal messenger}, {@spell dominate beast}, {@spell faerie fire}, {@spell tree stride}","1/day each: {@spell commune with nature} (as an action), {@spell mass cure wounds}"]}],"actions":[{"name":"Multiattack","entries":["The archdruid makes three Staff or Wildfire attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Staff","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 21 ({@damage 6d6}) poison damage."]},{"name":"Wildfire","entries":["{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}26 ({@damage 6d6 + 5}) fire damage, and the target is {@condition blinded} until the start of the druid's next turn."]}],"bonusActions":[{"name":"Change Shape (2/Day)","entries":["The archdruid magically transforms into a Beast or an Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls {@condition unconscious}. The archdruid can revert to its true form using a bonus action.","While in a new form, the archdruid's stat block is replaced by the stat block of that form, except the archdruid keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action.","The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Archdruids watch over the natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid typically has one or more pupils who are {@creature druid||druids}, and the archdruid's lair is usually guarded by loyal Beasts and Fey creatures.","When an archdruid uses their Change Shape action, you may choose the creature they turn into, abiding by the action's restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the archdruid adopts.",{"caption":"Archdruid Favored Shapes","type":"table","colLabels":["d8","Favored Shape"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Air elemental}"],["2","{@creature Earth elemental}"],["3","{@creature Fire elemental}"],["4","{@creature Giant crocodile}"],["5","{@creature Mammoth}"],["6","{@creature Flail snail|MPMM}"],["7","{@creature Triceratops}"],["8","{@creature Water elemental}"]]}],"gallery":[{"path":"bestiary/MPMM/Archdruid.webp","credit":"Nicholas Elias"}],"otherVersions":[{"id":"archdruid-vgm","source":"VGM"}]},{"id":"archdruid-vgm","name":"Archdruid","source":"VGM","page":210,"srd":false,"image":"bestiary/tokens/VGM/Archdruid.webp","token":"bestiary/tokens/VGM/Archdruid.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"132 (24d8 + 24)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":12,"wis":20,"cha":11,"saves":"Int +5, Wis +9","skills":"Medicine +9, Nature +5, Perception +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 19","languages":"Druidic plus any two languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Forest, Mountain, Swamp","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell mending}, {@spell poison spray}, {@spell produce flame}","Level 1 (4 slots): {@spell cure wounds}, {@spell entangle}, {@spell faerie fire}, {@spell speak with animals}","Level 2 (3 slots): {@spell animal messenger}, {@spell beast sense}, {@spell hold person}","Level 3 (3 slots): {@spell conjure animals}, {@spell meld into stone}, {@spell water breathing}","Level 4 (3 slots): {@spell dominate beast}, {@spell locate creature}, {@spell stoneskin}, {@spell wall of fire}","Level 5 (3 slots): {@spell commune with nature}, {@spell mass cure wounds}, {@spell tree stride}","Level 6 (1 slots): {@spell heal}, {@spell heroes' feast}, {@spell sunbeam}","Level 7 (1 slots): {@spell fire storm}","Level 8 (1 slots): {@spell animal shapes}","Level 9 (1 slots): {@spell foresight}"]}],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Change Shape (2/Day)","entries":["The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls {@condition unconscious}. The archdruid can revert to its true form using a bonus action on its turn.","While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.","The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order. An archdruid typically has one or more pupils who are druids (see the Monster Manual for statistics), and the archdruid's lair is usually guarded by loyal beasts and fey creatures."]}],"hidden":true,"otherVersions":[{"id":"archdruid","source":"MPMM"}]},{"id":"archduke-zariel-of-avernus","name":"Archduke Zariel of Avernus","source":"BGDIA","page":243,"srd":false,"image":"bestiary/BGDIA/Archduke Zariel of Avernus.webp","token":"bestiary/tokens/BGDIA/Archduke Zariel of Avernus.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+7 (17)","hp":"580 (40d10 + 360)","speed":"50 ft., fly 150 ft.","str":27,"dex":24,"con":28,"int":26,"wis":27,"cha":30,"saves":"Int +16, Wis +16, Cha +18","skills":"Intimidation +18, Perception +16","vulnerabilities":"","resistances":"fire; radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 26","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Zariel's darkvision."]},{"name":"Magic Weapons","entries":["Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 ({@damage 8d8}) fire damage (included in the weapon attacks below)."]},{"name":"Legendary Resistance (3/Day)","entries":["If Zariel fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Zariel has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Zariel's innate spellcasting ability is Charisma (spell save {@dc 26}). She can innately cast the following spells, requiring no material components:","At will: {@spell alter self} (can become Medium when changing her appearance), {@spell detect evil and good}, {@spell fireball}, {@spell invisibility} (self only), {@spell wall of fire}","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell finger of death}"]}],"actions":[{"name":"Multiattack","entries":["Zariel attacks twice with her flail and once with Matalotok. She can substitute Horrid Touch for Matalotok."]},{"name":"Flail","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) piercing damage plus 36 ({@damage 8d8}) fire damage."]},{"name":"Matalotok (Warhammer)","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning, or 19 ({@damage 2d10 + 8}) bludgeoning damage if used with two hands, plus 36 ({@damage 8d8}) fire damage. In addition, the weapon emits a burst of cold that deals 10 ({@damage 3d6}) cold damage to each creature within 30 feet of it."]},{"name":"Horrid Touch {@recharge 5}","entries":["Zariel touches one creature within 10 feet of her. The target must succeed on a {@dc 26} Constitution saving throw or take 44 ({@damage 8d10}) necrotic damage and be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is also {@condition blinded} and {@condition deafened}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Teleport","entries":["Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Immolating Gaze (Costs 2 Actions)","entries":["Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a {@dc 26} Wisdom saving throw or take 22 ({@damage 4d10}) fire damage."]},{"name":"Teleport","entries":["Zariel uses her Teleport action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",{"type":"list","items":["Zariel casts {@spell major image} four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or become {@condition frightened} of the illusion for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Zariel casts her innate {@spell fireball} spell."]}],"regionalEffects":["The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:",{"type":"list","items":["The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.","Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 ({@damage 2d6}) fire damage, though it can take this damage no more than once per round.","The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away."]},"If Zariel dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil.","Zariel's \"rise\" came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines.","To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife.",{"type":"entries","name":"Matalotok","entries":["Zariel recently defeated the demon lord Kostchtchie and took his hammer, Matalotok, which grants Zariel immunity to cold damage. Without this hammer, Zariel has resistance to cold damage instead."]}]}]}],"gallery":[{"path":"bestiary/BGDIA/Archduke Zariel of Avernus.webp"}]},{"id":"archelon","name":"Archelon","source":"XMM","page":349,"srd":true,"image":"bestiary/XMM/Archelon.webp","token":"bestiary/tokens/XMM/Archelon.webp","size":"Huge","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"17","initiative":"+3 (13)","hp":"90 (12d12 + 12)","speed":"20 ft., swim 80 ft.","str":18,"dex":16,"con":13,"int":4,"wis":14,"cha":6,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The archelon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The archelon makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}14 ({@damage 3d6 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Archelon.webp","credit":"April Prime"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}]},{"id":"archer","name":"Archer","source":"MPMM","page":49,"srd":false,"image":"bestiary/MPMM/Archer.webp","token":"bestiary/tokens/MPMM/Archer.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+4 (14)","hp":"75 (10d8 + 30)","speed":"30 ft.","str":11,"dex":18,"con":16,"int":11,"wis":13,"cha":10,"saves":"","skills":"Acrobatics +6, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The archer makes two Shortsword or Longbow attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]}],"bonusActions":[{"name":"Archer's Eye (3/Day)","entries":["Immediately after making an attack roll or a damage roll with a ranged weapon, the archer can roll a {@dice d10} and add the number rolled to the total."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.","Some renowned archers and groups of archers are known for the special fletching of their arrows. You may roll on the Archer Fletching table to determine the distinctive fletching used by an individual archer or a group of them.",{"caption":"Archer Fletching","type":"table","colLabels":["d12","Fletching"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Feathers from an owlbear's mane"],["2","Cockatrice feathers"],["3","Axe beak feathers"],["4","Planetar feathers"],["5","Couatl feathers"],["6","Pegasus feathers"],["7","Griffon feathers"],["8","Vrock feathers"],["9","Peryton feathers"],["10","Dryad leaf vanes"],["11","Drake scale vanes"],["12","Stirge wing vanes"]]}],"gallery":[{"path":"bestiary/MPMM/Archer.webp","credit":"Francisco Miyara"}],"otherVersions":[{"id":"archer-vgm","source":"VGM"}]},{"id":"archer-vgm","name":"Archer","source":"VGM","page":210,"srd":false,"image":"bestiary/VGM/Archer.webp","token":"bestiary/tokens/VGM/Archer.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+4 (14)","hp":"75 (10d8 + 30)","speed":"30 ft.","str":11,"dex":18,"con":16,"int":11,"wis":13,"cha":10,"saves":"","skills":"Acrobatics +6, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Archer's Eye (3/Day)","entries":["As a bonus action, the archer can add {@dice 1d10} to its next attack or damage roll with a longbow or shortbow."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The archer makes two attacks with its longbow."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards."]}],"gallery":[{"path":"bestiary/VGM/Archer.webp","credit":"Howard Lyon"}],"hidden":true,"otherVersions":[{"id":"archer","source":"MPMM"}]},{"id":"archfiend-of-ifnir","name":"Archfiend of Ifnir","source":"PSA","page":30,"srd":false,"image":"bestiary/PSA/Archfiend of Ifnir.webp","token":"bestiary/tokens/PSA/Archfiend of Ifnir.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"184 (16d10 + 96)","speed":"20 ft., fly 30 ft.","str":21,"dex":10,"con":22,"int":19,"wis":12,"cha":15,"saves":"Con +11, Int +9, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The archfiend has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The archfiend uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}32 ({@damage 5d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage."]},{"name":"Horror Nimbus {@recharge 5}","entries":["The archfiend magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours."]},{"name":"Teleport","entries":["The archfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demons","entries":["Deep in the desert, far from the protection of the Hekma and the safety of Naktamun, lies a place called Ifnir, the Demons' Nest. The people of Amonkhet believe that the God-Pharaoh banished all the demons of this plane to the desolation of Ifnir as punishment when they rose up in rebellion against him. Some say that the angels carry the worst dissenters into the heart of Ifnir, which is a fate far worse than merely being abandoned amid the scouring sands.","The demons of Ifnir bear some resemblance to Bolas, with long limbs and tails, huge wings, and gaunt bodies adorned with horns and blades. Other demonic creatures have more bestial features, including {@creature ammit|PSA|ammits}—crocodilian demons sometimes used as challenges within the trials of the five gods—and the scorpion demons called {@creature soulstinger demon|PSA|soulstingers}, whose venom causes excruciating pain in its victims.","Use the statistics of a {@creature nalfeshnee|MM} for a demon such as an {@creature Archfiend of Ifnir|PSA}. The statistics of a {@creature giant crocodile|MM} can model an {@creature ammit|PSA}, and those of a {@creature bone devil|MM} work well for a {@creature soulstinger demon|PSA}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Archfiend of Ifnir.webp","title":"Archfiend of Ifnir","credit":"Slawomir Maniak"}]},{"id":"archmage","name":"Archmage","source":"XMM","page":199,"srd":true,"image":"bestiary/XMM/Mages.webp","token":"bestiary/tokens/XMM/Archmage.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Neutral","ac":"17","initiative":"+6 (16)","hp":"170 (31d8 + 31)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +9, Perception +6","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed (with Mind Blank)","senses":"Passive Perception 16","languages":"Common plus five other languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Any","treasure":"Arcana, Individual","traits":[{"name":"Magic Resistance","entries":["The archmage has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Disguise Self|XPHB}, {@spell Invisibility|XPHB}, {@spell Light|XPHB}, {@spell Mage Armor|XPHB} (included in AC), {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","2/day each: {@spell Fly|XPHB}, {@spell Lightning Bolt|XPHB} (level 7 version)","1/day each: {@spell Cone of Cold|XPHB} (level 9 version), {@spell Mind Blank|XPHB} (cast before combat), {@spell Scrying|XPHB}, {@spell Teleport|XPHB}"]},{"name":"Misty Step (3/Day)","entries":["The mage casts {@spell Misty Step|XPHB}, using the same spellcasting ability as Spellcasting.","3/day: {@spell Misty Step|XPHB}"]},{"name":"Protective Magic (3/Day)","entries":["The archmage casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","3/day: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The archmage makes four Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atkr m,r} {@hit 9}, reach 5 ft. or range 150 ft. {@h}27 ({@damage 4d10 + 5}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Archmages have mastered incredible magical power. While some use their magic to protect the world, others become tyrants or pursue forbidden secrets. Many archmages retain magical servants and collect magic items and occult lore."]},{"type":"section","name":"Mages","entries":["{@i Magical Scholars and Spellcasters}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}, Individual"}]},"Mages are magical wonder-workers, ranging from spellcasting overlords to reclusive witches. They study mystical secrets and possess insight into monsters, legends, omens, and other lore. Mages often gather allies or hire assistants to aid them in their research or to attain magical might.","Roll on or choose a result from the Mage Roles table to inspire different sorts of mages.",{"type":"table","caption":"Mage Roles","colLabels":["1d10","The Mage Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An astronomer who draws magic from stars."],["2","An author who writes about the occult."],["3","A magical engineer who creates wonders."],["4","An oracle who interprets omens."],["5","A prodigy with a remarkable magical heritage."],["6","A psion whose powers manifest as spells."],["7","A scholar investigating ancient lore."],["8","A soothsayer who advises rulers."],["9","A war mage who aids soldiers in battle."],["10","A witch who shares secret wisdom."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Have you gazed on the Runes of Chaos, held the Death Moon Orb in your trembling hands, entered the Devouring Portal and walked the Paths of the Doomed, or sat at the left hand of Szass Tam during the Ritual of Twin Burnings? No? Then speak not to me of wizards. Speak not to me of Thay."],"by":"Nathor, Thayan Refugee"}]}]}],"gallery":[{"path":"bestiary/XMM/Mages.webp","credit":"Viko Menezes"}],"otherVersions":[{"id":"archmage-mm","source":"MM"}]},{"id":"archmage-mm","name":"Archmage","source":"MM","page":342,"srd":false,"image":"bestiary/MM/Archmage.webp","token":"bestiary/tokens/MM/Archmage.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The archmage has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*The archmage casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.","An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers."]}]}],"gallery":[{"path":"bestiary/MM/Archmage.webp"}],"hidden":true,"otherVersions":[{"id":"archmage","source":"XMM"}]},{"id":"archon-of-boundaries","name":"Archon of Boundaries","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Archon of Boundaries.webp","token":"bestiary/tokens/MCV4EC/Archon of Boundaries.webp","size":"Huge","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+3 (13)","hp":"195 (17d12 + 85)","speed":"60 ft., fly 90 ft.","str":23,"dex":17,"con":20,"int":14,"wis":18,"cha":18,"saves":"Con +10, Wis +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"exhaustion","senses":"darkvision 120 ft., Passive Perception 19","languages":"understands Common and Celestial but can't speak","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the archon fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The archon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The archon casts one of the following spells, using Charisma as the spellcasting ability:","1/day each: {@spell daylight}, {@spell lesser restoration}"]}],"actions":[{"name":"Multiattack","entries":["The archon makes one Hooves attack and one Radiant Lance attack."]},{"name":"Hooves","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) bludgeoning damage plus 10 ({@damage 3d6}) radiant damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 19} Strength saving throw or have the {@condition prone} condition."]},{"name":"Radiant Lance","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d12 + 6}) piercing damage plus 28 ({@damage 8d6}) radiant damage, and the target is marked until the start of the archon's next turn. While it is marked, the target has disadvantage on attack rolls against creatures other than the archon."]}],"bonusActions":[],"reactions":[{"name":"Archon's Pursuit","entries":["When a creature marked by the archon's Radiant Lance ends its turn within 120 feet of the archon, the archon teleports to an unoccupied space it can see within 5 feet of the creature."]},{"name":"Haunting Radiance","entries":["Immediately after a creature within 120 feet of the archon forces it to make a saving throw, the archon responds with a burst of light. The creature must succeed on a {@dc 17} Constitution saving throw or have the {@condition blinded} condition until the end of the creature's next turn."]},{"name":"Parry","entries":["The archon adds 5 to its AC against one melee attack that would hit it, provided it can see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The archons of Eldraine are enigmatic beings who fly over the perimeter where the realm meets the wilds, marking the boundary between safety (for the people of the realm) and danger. The sight of an archon overhead is a clear signal that one is entering the wilds.","An archon appears as a hooded, spectral rider mounted on a winged elk with glowing antlers and gleaming eyes. Despite this appearance, rider and mount are a single creature that can't be separated. Tales say that archons are ascended spirits of paladins fused with the celestial spirits of their steeds, returned from the celestial realms to watch over the boundary of the wilds and protect those who dare to cross it.","Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the wilds at bay simply by driving archons deeper into the wilds. Such efforts are futile; not only are archons difficult to kill, but they don't create the boundaries, merely mark them.",{"type":"quote","entries":["A winged dawn dispels the terror of night."],"by":"Chulane, Teller of Tales"}]}],"gallery":[{"path":"bestiary/MCV4EC/Archon of Boundaries.webp","credit":"Chris Rahn"}]},{"id":"archon-of-falling-stars","name":"Archon of Falling Stars","source":"MOT","page":212,"srd":false,"image":"bestiary/MOT/Archon of Falling Stars.webp","token":"bestiary/tokens/MOT/Archon of Falling Stars.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"18","initiative":"+2 (12)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":20,"dex":15,"con":19,"int":15,"wis":21,"cha":19,"saves":"Str +9, Con +8, Wis +9, Cha +8","skills":"Arcana +6, History +6, Insight +9, Perception +9","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 19","languages":"all","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The archon has advantage on saving throws against spells and other magical effects."]},{"name":"Mount","entries":["If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the archon can't be {@status surprised}, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well."]},{"name":"Radiant Rebirth (Recharges after a Long Rest)","entries":["If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet with a burst of radiance. Each creature of the archon's choice within 30 feet of it must succeed on a {@dc 16} Constitution saving throw, or the creature takes 13 ({@damage 3d8}) radiant damage and is {@condition blinded} until the start of the archon's turn."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The archon's spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:","At will: {@spell command}, {@spell guiding bolt}, {@spell spare the dying}","1/day each: {@spell crusader's mantle}, {@spell spirit guardians}"]}],"actions":[{"name":"Multiattack","entries":["The archon makes two attacks with its radiant spear."]},{"name":"Radiant Spear","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 10 ({@damage 3d6}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The archon makes a radiant spear attack or casts {@spell guiding bolt}."]},{"name":"Coordinated Assault (Costs 2 Actions)","entries":["The archon makes a radiant spear attack, and then its mount can use its reaction to make a melee weapon attack."]},{"name":"Return to Nyx (Costs 3 Actions)","entries":["The archon causes a corpse it can see within 30 feet of it to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a {@dc 16} Dexterity saving throw or take 22 ({@damage 4d10}) radiant damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The epic accounting of the world's earliest histories called {@i The Cosmogony} recounts the battle between a group of the gods' champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the rising sun. But Heliod showed mercy to the penitent archon, who swore to uphold justice and righteousness in the world's wildest places. As a sign of his mercy, Heliod gave the archon a spear that rivaled his own in its brilliance. This was the first archon of falling stars.","The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today.","Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world."]}],"gallery":[{"path":"bestiary/MOT/Archon of Falling Stars.webp","credit":"Victor Adame Minguez"}]},{"id":"archon-of-redemption","name":"Archon of Redemption","source":"PSZ","page":22,"srd":false,"image":"bestiary/PSZ/Archon of Redemption.webp","token":"bestiary/tokens/PSZ/Archon of Redemption.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The archon's weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra {@damage 3d8} radiant damage (included in the attack)."]},{"name":"Axiomatic Mind","entries":["The archon can't be compelled to act in a manner contrary to its nature or its understanding of justice."]},{"name":"Magic Resistance","entries":["The archon has advantage on saving throws against spells and other magical effects."]},{"name":"One Being","entries":["Though it appears as a humanoid creature riding a mount, an archon is a single being. The \"rider\" can't be dismounted, and no other means can separate the two portions of the archon's being short of its death."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The archon's innate spellcasting ability is Charisma (spell save {@dc 17}). The archon can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell destructive wave}, {@spell geas}"]}],"actions":[{"name":"Multiattack","entries":["The archon makes two attacks: one with its sword and one with its claws."]},{"name":"Sword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 13 ({@damage 3d8}) radiant damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 13 ({@damage 3d8}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Like angels, archons are incarnations of white mana. They serve the archangels as embodiments of white mana's harsher aspects: a rigid sense of justice and a ruthless execution of punishment for those who defy the law. The appearance of the archons is deceptive: they look like hooded humans riding winged lions, but they are single creatures with just one mind and will.","An archon's game statistics are nearly identical to those of a {@creature deva}."],"gallery":[{"path":"bestiary/PSZ/Archon of Redemption.webp","title":"Archon of Redemption","credit":"Steven Belledin"}]},{"id":"archon-of-the-triumvirate","name":"Archon of the Triumvirate","source":"GGR","page":192,"srd":false,"image":"bestiary/GGR/Archon of the Triumvirate.webp","token":"bestiary/tokens/GGR/Archon of the Triumvirate.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"18","initiative":"+2 (12)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":20,"dex":15,"con":19,"int":15,"wis":21,"cha":18,"saves":"Con +9, Wis +10, Cha +9","skills":"Insight +10, Perception +10","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 20","languages":"all","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Eye of the Law","entries":["As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours."]},{"name":"Mount","entries":["If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the archon can't be {@status surprised}, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The archon's innate spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:","At will: {@spell calm emotions}, {@spell command}, {@spell compelled duel}"]}],"actions":[{"name":"Multiattack","entries":["The archon makes two Hammer of Justice attacks."]},{"name":"Hammer of Justice","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) force damage. If the target is a creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}."]},{"name":"Pacifying Presence","entries":["Each creature of the archon's choice that the archon can see within 120 feet of it must succeed on a {@dc 18} Wisdom saving throw, or else the target drops any weapons it is holding, ends its {@status concentration} on any spells or other effects, and becomes {@condition charmed} by the archon for 1 minute. The {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Pacifying Presence for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Rejoin Mount","entries":["If the archon isn't mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence."]},{"name":"Smite (Costs 2 Actions)","entries":["The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack."]},{"name":"Detention (Costs 3 Actions)","entries":["The archon targets a creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon's next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Archons are enigmatic, supernatural embodiments of the harshest aspects of law and order. They espouse a rigid sense of justice and deal ruthless punishment to those who break the law. This nature often aligns them with the Azorius Senate, and they are commonly seen circling above the Azorius guildhall astride their winged felidar mounts, soaring alongside griffon-mounted hussars.","An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial beauty with a stern expression and blank white eyes.",{"name":"Eternal Riders","type":"entries","entries":["The bond between an archon and its winged felidar mount is so close that the two are sometimes considered a single being, acting with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant."]},{"name":"Immortal Nature","type":"entries","entries":["An archon doesn't require food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Archon of the Triumvirate.webp","credit":"David Rapoza"}]},{"id":"archpriest","name":"Archpriest","source":"XMM","page":248,"srd":false,"image":"bestiary/XMM/Priests.webp","token":"bestiary/tokens/XMM/Archpriest.webp","size":"Small or Medium","creatureType":"Humanoid (Cleric)","alignment":"Neutral","ac":"16","initiative":"+5 (15)","hp":"240 (32d8 + 96)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":14,"wis":21,"cha":14,"saves":"Str +7, Con +7, Int +6, Wis +9","skills":"Insight +9, Medicine +9, Perception +9, Religion +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common plus two other languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The archpriest casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Light|XPHB}, {@spell Thaumaturgy|XPHB}","1/day each: {@spell Flame Strike|XPHB} (level 6 version), {@spell Greater Restoration|XPHB}, {@spell Raise Dead|XPHB}, {@spell Zone of Truth|XPHB}"]},{"name":"Divine Aid (3/Day)","entries":["The priest casts {@spell Bless|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Healing Word|XPHB}, or {@spell Lesser Restoration|XPHB}, using the same spellcasting ability as Spellcasting.","3/day: {@spell Bless|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Healing Word|XPHB}, {@spell Lesser Restoration|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The archpriest makes three Radiant Burst attacks."]},{"name":"Radiant Burst","entries":["{@atkr m,r} {@hit 9}, reach 5 ft. or range 60 ft. {@h}27 ({@damage 4d10 + 5}) Radiant damage."]},{"name":"Holy Word {@recharge 4}","entries":["{@actSave wis} {@dc 17}, each enemy in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the archpriest. {@actSaveFail} 21 ({@damage 6d6}) Radiant damage, and the target has the {@condition Stunned|XPHB} condition until the end of the archpriest's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["By forging connections with divine beings and mastering mystical truths, archpriests become conduits for godly intentions and other supernatural forces. Their magic allows them to work wonders, whether to share the benevolence of their faiths or to vent divine wrath. Some archpriests attract vast followings as they claim to speak for divine forces, while others undertake personal spiritual journeys and seek to transcend mortal concerns."]},{"type":"section","name":"Priests","entries":["{@i Arbiters of the Mortal and the Divine}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Priests harness the power of faith to work miracles. These religious adherents are as diverse as the faiths they follow. Some obey gods and their servants, while others live by age-old creeds. Belief guides priests' actions and their magic, which they use to shape the world in line with their ideologies.","Roll on or choose a result from the Priest Roles table to inspire different sorts of priests.",{"type":"table","caption":"Priest Roles","colLabels":["1d10","The Priest Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ascetic who keeps wicked spirits at bay."],["2","An elder who speaks for the dead."],["3","An exorcist who hunts wicked spirits."],["4","A follower of a god no one has heard of."],["5","A mediator and teacher of traditional ways."],["6","A philosopher devoted to a concept, multiversal view, or plane of existence."],["7","The reincarnation of an ancient faith leader."],["8","A ritualist who uses tinctures and performances to access the divine."],["9","A shaman whose medicines ease many ills."],["10","A zealot who wages war for a divine cause."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Shining One, light my hours. Enkindle my soul, and inspire my deeds. Chase the shadows from my path, and let me walk in your brilliance."],"from":"Morning prayer to Pelor"}]}]}],"gallery":[{"path":"bestiary/XMM/Priests.webp","credit":"Katerina Ladon"}]},{"id":"arclight-phoenix","name":"Arclight Phoenix","source":"GGR","page":193,"srd":false,"image":"bestiary/GGR/Arclight Phoenix.webp","token":"bestiary/tokens/GGR/Arclight Phoenix.webp","size":"Medium","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"16","initiative":"+6 (16)","hp":"142 (19d8 + 57)","speed":"0 ft., fly 120 ft.","str":15,"dex":22,"con":17,"int":5,"wis":12,"cha":7,"saves":"Dex +10","skills":"","vulnerabilities":"","resistances":"thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach."]},{"name":"Grounded Lightning","entries":["The first time on a turn that the arclight phoenix touches the ground, it takes 11 ({@damage 2d10}) force damage."]},{"name":"Illumination","entries":["The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet."]},{"name":"Lightning Form","entries":["The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 ({@damage 2d8}) lightning damage. In addition, the arclight phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 9 ({@damage 2d8}) lightning damage."]},{"name":"Crackling Death","entries":["When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a {@dc 18} Dexterity saving throw, taking 36 ({@damage 8d8}) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell. The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg's space."]}],"spellcasting":[],"actions":[{"name":"Arclight Touch","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}27 ({@damage 6d8}) lightning damage, and lightning jumps from the target to one creature of the phoenix's choice that it can see within 30 feet of the target. That second creature must succeed on a {@dc 18} Dexterity saving throw or take 27 ({@damage 6d8}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["An arclight phoenix is variously said to be a byproduct of a lightning strike on an aviary, a mishap in an effort to create a translocation device, or a successful attempt to create an elemental creature in the form of a majestic bird.","Whatever its origin, an arclight phoenix looks like a bird of prey formed entirely of electrical energy. Lightning fans out behind it as it bolts from place to place through the sky, making up in speed what it lacks in grace and majesty. It seems happiest during natural thunderstorms, as it darts among the clouds, gliding alongside thunderbolts.",{"name":"Elemental Nature","type":"entries","entries":["An arclight phoenix doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Arclight Phoenix.webp","credit":"Slawomir Maniak"}]},{"id":"arcturia","name":"Arcturia","source":"WDMM","page":296,"srd":false,"image":"bestiary/WDMM/Arcturia.webp","token":"bestiary/tokens/WDMM/Arcturia.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful NX Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"135 (18d8 + 54)","speed":"30 ft., fly 60 ft. (hover)","str":11,"dex":16,"con":16,"int":20,"wis":14,"cha":16,"saves":"Con +10, Int +12, Wis +9","skills":"Arcana +19, History +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Common plus up to five other languages","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Arcturia fails a saving throw, it can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If it has a phylactery, a destroyed lich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."]},{"name":"Turn Resistance","entries":["Arcturia has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Arcturia is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Arcturia can cast {@spell alter self} at will and has the following wizard spells prepared:","At will: {@spell alter self}","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell detect thoughts}, {@spell enlarge/reduce}, {@spell Melf's acid arrow}, {@spell mirror image}","Level 3 (3 slots): {@spell counterspell}, {@spell dispel magic}, {@spell fireball}, {@spell slow}","Level 4 (3 slots): {@spell blight}, {@spell polymorph}","Level 5 (3 slots): {@spell animate objects}, {@spell telekinesis}","Level 6 (1 slots): {@spell disintegrate}, {@spell flesh to stone}","Level 7 (1 slots): {@spell reverse gravity}, {@spell teleport}","Level 8 (1 slots): {@spell feeblemind}, {@spell maze}","Level 9 (1 slots): {@spell true polymorph}"]}],"actions":[{"name":"Paralyzing Touch","entries":["{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["Arcturia casts a cantrip."]},{"name":"Paralyzing Touch (Costs 2 Actions)","entries":["Arcturia uses its Paralyzing Touch."]},{"name":"Frightening Gaze (Costs 2 Actions)","entries":["Arcturia fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours."]},{"name":"Disrupt Life (Costs 3 Actions)","entries":["Each non-undead creature within 20 feet of Arcturia must make a {@dc 18} Constitution saving throw against this magic, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:",{"type":"list","items":["The lich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.","The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear."]}],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Unable to abide normalcy and consistency, Arcturia fixates on transforming herself, her surroundings, and other creatures. Her moods are ever-changing as well."]}]}],"gallery":[{"path":"bestiary/WDMM/Arcturia.webp","credit":"Shawn Wood"}]},{"id":"argentia-skywright","name":"Argentia Skywright","source":"VEoR","page":116,"srd":false,"image":"bestiary/tokens/VEoR/Argentia Skywright.webp","token":"bestiary/tokens/VEoR/Argentia Skywright.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft. (40 ft. in wolf form)","str":15,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common (can't speak in wolf form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["Argentia can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["Argentia has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Argentia makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form)."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claws (Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Spear (Humanoid Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"aribeth-de-tylmarande","name":"Aribeth de Tylmarande","source":"MaBJoV","page":108,"srd":false,"image":"bestiary/MaBJoV/Aribeth de Tylmarande.webp","token":"bestiary/tokens/MaBJoV/Aribeth de Tylmarande.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"120 (16d8 + 48)","speed":"30 ft.","str":16,"dex":14,"con":16,"int":10,"wis":13,"cha":16,"saves":"","skills":"Perception +5, Religion +4","vulnerabilities":"","resistances":"","immunities":"necrotic; bludgeoning, piercing, slashing from nonmagical weapons that aren't silvered","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Elvish, Infernal","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Infernal Tracker","entries":["Aribeth knows the distance to and direction of any creature that has broken a pact with Mephistopheles, even if the creature and Aribeth are on different planes of existence."]},{"name":"Magic Resistance","entries":["Aribeth has advantage on saving throws against spells and other magical effects."]},{"name":"Nightmare","entries":["Aribeth is accompanied by a {@creature nightmare}. The nightmare allows Aribeth to use it as a mount."]},{"name":"Regeneration","entries":["Aribeth regains 20 hit points at the start of her turn. If Aribeth takes radiant damage, this trait doesn't function at the start of Aribeth's next turn. Aribeth's body is destroyed only if she starts her turn with 0 hit points and doesn't regenerate."]},{"name":"Shadows","entries":["Three {@creature shadow||shadows} hide within the saddle of Aribeth's nightmare. These shadows only come out if there is a creature within 30 feet that is at 0 hit points. When that happens, a shadow emerges and attacks the creature in order to make it fail a death saving throw. It continues to do so until the creature is dead."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Aribeth has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Aribeth casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}):","1/day: {@spell dispel magic}","2/day each: {@spell aid}, {@spell command}, {@spell magic weapon}, {@spell searing smite}, {@spell shield of faith}"]}],"actions":[{"name":"Multiattack","entries":["Aribeth makes three Void or Unholy Strike attacks."]},{"name":"Void","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 7 ({@damage 2d6}) necrotic damage. A creature reduced to 0 hit points from damage dealt by the sword Void dies and can't be revived by any means short of a {@spell wish} spell."]},{"name":"Unholy Strike","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}12 ({@damage 2d8 + 3}) necrotic damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Aribeth adds 4 to her AC against one melee attack that would hit her. To do so, Aribeth must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Aribeth was once an elven paladin of Tyr, the Blind God of Justice. Renowned for her beauty and beloved for her kindness, she was the personal guard of Nasher Alagondar, the lord of the city of Neverwinter. But when her fiancé, Fenthick Moss, was unjustly hanged for treason, grief and a desire for vengeance corrupted her once noble spirit. She started down a path of revenge against her lord, her people, and even her god that ultimately ended with her own death.","After she was killed, the arch devil Mephistopheles sought out Aribeth's spirit in Hell. He made a bargain with the fallen paladin, offering her a chance to mete out justice once again as she had done when she served Tyr. Aribeth accepted and was returned to the world of the living.","The decades Aribeth had spent in hell, along with the betrayals she had experienced in her first life, had transformed her into a shell of a person. Devoid of conscience, remorse, and compassion, Mephistopheles made her into a hunter of those who had broken pacts made with the powers of Hell.","But despite his efforts to completely break her, Mephistopheles soon recognized that a tiny spark of Aribeth's former kindness and compassion remained, buried deep within her. In acknowledgement of this, he bestowed upon Aribeth an unholy sword called Void that would eat the souls of its victims, sparing them from being damned to the eternal suffering of the Nine Hells. However, Mephistopheles only granted Aribeth permission to use this sword to spare one out of every nine victims, knowing that choosing who to save and who to let suffer would be a constant burden that would eventually corrupt the last noble vestiges of Aribeth's soul.","But Aribeth was smart enough to understand her overlord's true plan. Instead of actively selecting who Void will spare, she makes the choice by using a simple, but extremely precise, scale that resembles the holy symbol she once carried as a priest of Tyr. When she encounters her victims, she asks them for a gold piece. If they give it to her, she places it on the scale, measuring the weight to the thousandth of an ounce. If the scale comes to balance on the last digit of \"9\", she will slay them with Void, sparing her the emotional burden of personally deciding who will be cast down and who will be spared.","Even now, though she still serves as an avatar of Mephistopheles, Aribeth is not evil in the strict sense. Her victims are never the innocent, and she only unleashes her savage justice upon those who deserve it through their own choices and actions. And she takes no pleasure in her duties; no cruel revelry in the suffering she inflicts. In this way she is more akin to a relentless force of nature—unstoppable and uncaring, but unbiased in her dispensation of dark justice."],"gallery":[{"path":"bestiary/MaBJoV/Aribeth de Tylmarande.webp"}]},{"id":"arkhan-the-cruel","name":"Arkhan the Cruel","source":"BGDIA","page":111,"srd":false,"image":"bestiary/BGDIA/Arkhan the Cruel.webp","token":"bestiary/tokens/BGDIA/Arkhan the Cruel.webp","size":"Medium","creatureType":"Humanoid (Dragonborn)","alignment":"Lawful Evil","ac":"23","initiative":"+1 (11)","hp":"221 (26d8 + 104)","speed":"40 ft.","str":20,"dex":12,"con":18,"int":10,"wis":10,"cha":18,"saves":"Wis +5, Cha +9","skills":"Athletics +10, Deception +9, Intimidation +9","vulnerabilities":"","resistances":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft. (can see invisible creatures out to the same range), Passive Perception 10","languages":"Common, Draconic","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Aura of Hate","entries":["While Arkhan isn't {@condition incapacitated}, he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's attacks). This extra damage is of the same type as the weapon's damage type."]},{"name":"Hand of Vecna","entries":["The {@item Hand of Vecna} has 8 charges and regains {@dice 1d4 + 4} expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save {@dc 18}): {@spell finger of death} (5 charges), {@spell sleep} (1 charge), {@spell slow} (2 charges), and {@spell teleport} (3 charges)."]},{"name":"Special Equipment","entries":["Arkhan wields {@item Fane-Eater|BGDIA} and wears a suit of {@item Obsidian Flint Dragon Plate|BGDIA}. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the {@condition grappled} condition on him."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Arkhan's spellcasting ability is Charisma (spell save {@dc 17}). He can cast the following spells, requiring no material components:","3/day each: {@spell animate dead}, {@spell branding smite} (at 4th level), {@spell revivify}","1/day each: {@spell geas}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["Arkhan makes three weapon attacks."]},{"name":"Fane-Eater (Battleaxe)","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}16 ({@damage 1d8 + 12}) slashing damage, or 17 ({@damage 1d10 + 12}) slashing damage when used with two hands, plus 9 ({@damage 2d8}) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 ({@damage 2d8}) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 10} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, plus 4 piercing damage and 9 ({@damage 2d8}) cold damage if the javelin was used to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Arkhan the Cruel is an evil dragonborn champion of Tiamat. Arkhan believes he can use the Hand of Vecna to unlock the means of freeing Tiamat from her prison in the Nine Hells, but only if the hand doesn't kill him first. The hand is slowly corrupting Arkhan's flesh and decomposing his body on one side.","In battle, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses {@spell revivify} and {@spell raise dead} spells to bring them back to life as soon as possible.","If Arkhan finds himself overwhelmed with opposition, he orders the abishai to attack. Arkhan can also use a bonus action to call forth Asojano, a chimera lairing in the depths of the colossal dragon skull."]}]}],"gallery":[{"path":"bestiary/BGDIA/Arkhan the Cruel.webp"}]},{"id":"arlo-kettletoe-levels-1-4","name":"Arlo Kettletoe (Levels 1-4)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Arlo Kettletoe (Levels 1-4).webp","token":"bestiary/tokens/KftGV/Arlo Kettletoe (Levels 1-4).webp","size":"Medium","creatureType":"Humanoid (Halfling)","alignment":"Neutral","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Arlo Kettletoe makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Arlo Kettletoe adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"arlo-kettletoe-levels-5-8","name":"Arlo Kettletoe (Levels 5-8)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Arlo Kettletoe (Levels 5-8).webp","token":"bestiary/tokens/KftGV/Arlo Kettletoe (Levels 5-8).webp","size":"Medium","creatureType":"Humanoid (Halfling)","alignment":"Neutral","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Arlo Kettletoe has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Arlo Kettletoe makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Arlo Kettletoe can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Arlo Kettletoe adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"arlo-kettletoe-levels-9-11","name":"Arlo Kettletoe (Levels 9-11)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Arlo Kettletoe (Levels 9-11).webp","token":"bestiary/tokens/KftGV/Arlo Kettletoe (Levels 9-11).webp","size":"Medium","creatureType":"Humanoid (Halfling)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Arlo Kettletoe is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"armanite","name":"Armanite","source":"MPMM","page":50,"srd":false,"image":"bestiary/MPMM/Armanite.webp","token":"bestiary/tokens/MPMM/Armanite.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"94 (9d10 + 45)","speed":"60 ft.","str":21,"dex":18,"con":21,"int":8,"wis":12,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The armanite has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage plus 9 ({@damage 2d8}) lightning damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]},{"name":"Serrated Tail","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage."]},{"name":"Lightning Lance {@recharge 5}","entries":["The armanite looses a bolt of lightning in a line that is 60 feet long and 10 feet wide. Each creature in the line must make a {@dc 15} Dexterity saving throw, taking 36 ({@damage 8d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they're controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws and hooves, as well as their long, whiplike tails, to tear apart foes.","In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time—even battling each other if they can't find another enemy. They make ideal shock troops, utterly ruthless and bold to the point of stupidity.","Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they're up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks."],"gallery":[{"path":"bestiary/MPMM/Armanite.webp","credit":"Zack Stella"}],"otherVersions":[{"id":"armanite-mtf","source":"MTF"}]},{"id":"armanite-mtf","name":"Armanite","source":"MTF","page":131,"srd":false,"image":"bestiary/MTF/Armanite.webp","token":"bestiary/tokens/MTF/Armanite.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"84 (8d10 + 40)","speed":"60 ft.","str":21,"dex":18,"con":21,"int":8,"wis":12,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The armanite has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The armanite's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail."]},{"name":"Hooves","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage."]},{"name":"Serrated Tail","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage."]},{"name":"Lightning Lance {@recharge 5}","entries":["The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 6d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armanite","entries":["Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whip-like tails to tear apart their foes."]},{"type":"entries","name":"Live for War","entries":["In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time, even among themselves if they can't find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage."]},{"name":"Walking Arsenal","type":"entries","entries":["Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks."]}]}]}],"gallery":[{"path":"bestiary/MTF/Armanite.webp","credit":"Zack Stella"}],"hidden":true,"otherVersions":[{"id":"armanite","source":"MPMM"}]},{"id":"armasaur","name":"Armasaur","source":"PSX","page":28,"srd":false,"image":"bestiary/PSX/Armasaur.webp","token":"bestiary/tokens/PSX/Armasaur.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"40 ft.","str":20,"dex":9,"con":17,"int":2,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}26 ({@damage 6d6 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"Scales, Spikes, and Hammers","page":27,"entries":["For dinosaurs without the prominent horns of the ceratopses, armored plating and deadly tails are an effective defense against predators.","Armasaurs also have plates on their backs, but these rise up like spikes along their spines. Their whiplike tails bear sharp spikes for protection. Use the {@creature stegosaurus|VGM} in {@book Volo's Guide to Monsters|VGM} for the armasaur."]}]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Armasaur.webp","title":"Steadfast Armasaur","credit":"Greg Opalinski"}]},{"id":"armored-saber-toothed-tiger","name":"Armored Saber-Toothed Tiger","source":"CoS","page":115,"srd":false,"image":"bestiary/tokens/CoS/Armored Saber-Toothed Tiger.webp","token":"bestiary/tokens/CoS/Armored Saber-Toothed Tiger.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"84 (7d10 + 14)","speed":"40 ft.","str":18,"dex":14,"con":15,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Mountain, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The tiger has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the tiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"armored-troglodyte","name":"Armored Troglodyte","source":"WDMM","page":150,"srd":false,"image":"bestiary/tokens/WDMM/Armored Troglodyte.webp","token":"bestiary/tokens/WDMM/Armored Troglodyte.webp","size":"Medium","creatureType":"Humanoid (Troglodyte)","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":14,"dex":10,"con":14,"int":6,"wis":10,"cha":6,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands Undercommon but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Chameleon Skin","entries":["The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Stench","entries":["Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troglodyte either makes two attacks with its longsword, or it makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"arrant-quill","name":"Arrant Quill","source":"CM","page":157,"srd":false,"image":"bestiary/CM/Arrant Quill.webp","token":"bestiary/tokens/CM/Arrant Quill.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":10,"dex":18,"con":16,"int":16,"wis":15,"cha":20,"saves":"Int +7, Wis +6, Cha +9","skills":"Arcana +11, Deception +9, History +7, Performance +13","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Draconic, Elvish, Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Quill casts one of the following spells using Charisma as the spellcasting ability (save {@dc 17}):","At will: {@spell light}, {@spell mage hand}, {@spell prestidigitation}","3/day each: {@spell detect magic}, {@spell dispel magic}, {@spell faerie fire}, {@spell hold monster}","1/day each: {@spell mind blank}, {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["Quill makes two attacks with his dagger and uses Supreme Mockery."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Quill's Fable {@recharge}","entries":["Quill utters a short fable while targeting up to five creatures within 30 feet of him that he can see. Each target that can hear Quill's magical fable must make a {@dc 17} Wisdom saving throw, taking 36 ({@damage 8d8}) psychic damage on a failed save, or half as much damage on a successful one."]},{"name":"Supreme Mockery","entries":["Quill hurls a string of insults laced with enchantments at a creature he can see within 60 feet of him. If the creature can hear Quill (though it need not understand him), it must succeed on a {@dc 17} Wisdom saving throw or take 66 ({@damage 12d10}) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Quill is a charismatic bard who carries himself with a quiet confidence that doesn't hint at the full extent of his skills or powers. His handsome features are marred by a scar that curves from the top of his left cheekbone down to his jaw, though he doesn't consider the scar disfiguring. If asked about the scar, he explains that he got it years ago when the man who burned down his home village slashed his face with a dagger. It serves as a grim reminder of his past.","Although outwardly friendly, Quill is driven by three selfish desires: to preserve his well-being, to alleviate his boredom, and to escape Wisteria Vale. He holds a grudge against the Harpers and Ryllia for imprisoning him in a place that reminds him of the people he lost in his childhood, though he also takes some comfort in being able to live out the life he could've had. His time spent alone with his thoughts in Wisteria Vale has led him to suspect that the Harpers were never going to find a cure, and that they were simply biding their time until he became complacent enough that they could kill him without his being a threat. Quill's corruption has convinced him that the Harpers have become a powerful force that must be taken down; he trusts only himself to identify and eliminate agents of tyranny.","As long as Quill remains in Wisteria Vale, he is immune to all damage and automatically succeeds on all saving throws. This feature is suppressed if Quill wills it (no action required) or while he is within 15 feet of Renekor the beholder."]}],"gallery":[{"path":"bestiary/CM/Arrant Quill.webp","credit":"Zuzanna Wužyk"}]},{"id":"arrigal","name":"Arrigal","source":"CoS","page":121,"srd":false,"image":"bestiary/CoS/Arrigal.webp","token":"bestiary/tokens/CoS/Arrigal.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Arrigal has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Arrigal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Arrigal deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Arrigal makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Arrigal.webp"}]},{"id":"art-elemental-mascot","name":"Art Elemental Mascot","source":"SCC","page":185,"srd":false,"image":"bestiary/SCC/Art Elemental Mascot.webp","token":"bestiary/tokens/SCC/Art Elemental Mascot.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"18 (4d6 + 4)","speed":"30 ft.","str":6,"dex":13,"con":12,"int":8,"wis":11,"cha":15,"saves":"","skills":"Performance +4","vulnerabilities":"","resistances":"cold; fire","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the elemental dies, it explodes in a burst of colored light. Each creature within 5 feet of the elemental must succeed on a {@dc 11} Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."]}],"spellcasting":[],"actions":[{"name":"Joyful Flare","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) fire damage."]},{"name":"Melancholic Bolt","entries":["{@atk rw} {@hit 3} to hit, range 30 ft., one target. {@h}6 ({@damage 2d4 + 1}) cold damage."]},{"name":"Captivating Artistry (1/Day)","entries":["The elemental targets one creature it can see within 30 feet of itself. The target must succeed on a {@dc 12} Charisma saving throw or be {@condition charmed} for 1 minute. The {@condition charmed} target can repeat the save at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Often referred to as a \"living expression,\" an art elemental is an aspect of creativity and emotion given physical form—making it the perfect mascot for Prismari College.","To create an art elemental mascot, a mage draws power from a blend of all the natural elements, extracting their vibrant colors to craft a swirling outer shell before imbuing its core with a planar spirit. As creatures of both precise elemental study and rebellious expression, art elementals can both wreak elemental destruction and emotionally captivate the creatures around them."]}],"gallery":[{"path":"bestiary/SCC/Art Elemental Mascot.webp","credit":"Alayna Danner"}]},{"id":"artus-cimber","name":"Artus Cimber","source":"ToA","page":212,"srd":false,"image":"bestiary/ToA/Artus Cimber.webp","token":"bestiary/tokens/ToA/Artus Cimber.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"14","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"30 ft.","str":10,"dex":15,"con":13,"int":17,"wis":16,"cha":18,"saves":"Dex +5, Cha +7","skills":"Deception +7, History +9, Insight +6, Survival +9","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Draconic, Dwarvish, Goblin","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Artus wears the {@item Ring of Winter|toa}. He and the ring can't be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold.","Artus wields {@item Bookmark|toa} a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn:",{"type":"list","items":["Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.","Turn the dagger into a compass that, while resting on your palm, points north.","Cast {@spell dimension door} from the dagger. Once this property is used, it can't be used again until the next dawn.","Cast {@spell compulsion} (save {@dc 15}) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn."]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Artus makes three attacks with Bookmark or his longbow."]},{"name":"Bookmark (+3 Dagger)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Ring of Winter","entries":["The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:",{"type":"list","items":["Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.","Artus can cast one of the following spells from the ring (spell save {@dc 17}) by expending the necessary number of charges: {@spell Bigby's hand} (2 charges) the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist, {@spell cone of cold} (2 charges), {@spell flesh to stone||flesh to ice} (3 charges); as flesh to stone except that the target turns to solid ice with the density and durability of stone, {@spell ice storm} (2 charges), {@spell Otiluke's freezing sphere} (3 charges), {@spell sleet storm} (1 charge), {@spell spike growth} (1 charge) the spikes are made of ice, or {@spell wall of ice} (2 charges).","Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus's choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: {@condition charmed}, {@condition exhaustion}, {@condition frightened}, {@condition paralyzed}, {@condition petrified}, and {@condition poisoned}. The ice creature obeys only its creator's commands. The object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 ({@dice 1d10}) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary."]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A former member of the Harpers, Artus Cimber is the keeper of the Ring of Winter. He found the ring in the jungles of Chult, where he also met his wife, Alisanda. The ring halts its wearer's natural aging and has allowed Artus to survive well beyond his natural lifespan. The ring also defies magical attempts to divine its location and that of its wearer. On his fingers above the knuckles, Artus has tattooed the names of his dearly departed animal companions-a pair of talking wombats named Byrt and Lugg.","Artus has spent most of his life trying to keep the Ring of Winter out of evil hands, but his return to Chult is focused on reuniting with his beloved Alisanda, who disappeared along with the city of Mezro during the Spellplague. No longer content to wait for Alisanda and Mezro to return on their own, Artus has been seeking the means to bring them back. He believes that Saja N'baza, an ancient guardian naga, can help him. As such, his search has been focused on locating the ruins of Orolunga, where the naga is said to dwell. Fate has handed Artus a saurial traveling companion named Dragonbait, whom he met in Port Nyanzaru. The two are always on the move. Consequently, their location in the adventure is randomly determined.",{"name":"Using Artus","type":"entries","entries":["Artus has never been to Omu, and he has no idea where the city is. However, he has a powerful artifact in his possession and a good heart. If the characters explain why they've come to Chult, Artus puts aside his personal quest and offers to help them find Omu and destroy the Soulmonger.","The first time a situation forces Artus to use the Ring of Winter, he warns the characters that evil forces are after the ring and that his presence in the party might put the characters in danger."]}]},{"type":"entries","name":"Artus Cimber's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"The preservation of knowledge and history is important to me.\""]},{"name":"Bond","type":"entries","entries":["\"I long to be reunited with my wife, Alisanda.\""]},{"name":"Flaw","type":"entries","entries":["\"I am slow to trust strangers-adventurers in particular.\""]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Artus Cimber.webp"}]},{"id":"aruk-thundercaller-thuunlakalaga","name":"Aruk Thundercaller Thuunlakalaga","source":"IDRotF","page":169,"srd":false,"image":"bestiary/tokens/IDRotF/Aruk Thundercaller Thuunlakalaga.webp","token":"bestiary/tokens/IDRotF/Aruk Thundercaller Thuunlakalaga.webp","size":"Medium","creatureType":"Humanoid (Goliath)","alignment":"Any Alignment","ac":"12","initiative":"+0 (10)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":18,"dex":11,"con":16,"int":10,"wis":15,"cha":10,"saves":"","skills":"Athletics +6, Perception +4, Survival +4, Insight +1, Medicine +1","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Giant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mountain Born","entries":["Aruk is acclimated to high altitude, including elevations above 20,000 feet."]},{"name":"Powerful Build","entries":["Aruk counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Aruk makes two attacks with its greataxe or hurls two javelins."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Stone's Endurance (Recharges after a Short or Long Rest)","entries":["When Aruk takes damage, it reduces the damage taken by 9 ({@dice 1d12 + 3})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature."]}]},{"id":"arveiaturace","name":"Arveiaturace","source":"IDRotF","page":105,"srd":false,"image":"bestiary/IDRotF/Arveiaturace.webp","token":"bestiary/tokens/IDRotF/Arveiaturace.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"20","initiative":"+0 (10)","hp":"333 (18d20 + 144)","speed":"40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.","str":26,"dex":10,"con":26,"int":10,"wis":13,"cha":14,"saves":"Dex +6, Con +14, Wis +7, Cha +8","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 60 ft. (blind beyond this radius), darkvision 60 ft., Passive Perception 23","languages":"Common, Draconic","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Arctic","treasure":"","traits":[{"name":"Ice Walk","entries":["Arveiaturace can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement."]},{"name":"Legendary Resistance (3/Day)","entries":["If Arveiaturace fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Arveiaturace can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 9 ({@damage 2d8}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Arveiaturace's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Cold Breath {@recharge 5}","entries":["Arveiaturace exhales an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 72 ({@damage 16d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Arveiaturace makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Arveiaturace makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Arveiaturace beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a {@dc 10} Constitution saving throw, taking 10 ({@damage 3d6}) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ({@damage 3d6}) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.","Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll ({@hit 7} to hit) against each target. On a hit, the target takes 10 ({@damage 3d6}) piercing damage.","The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult White Dragon||adult} or {@creature Ancient White Dragon||ancient}) white dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blinding Sleet","entry":"Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until initiative count 20 on the next round."},{"type":"item","name":"Whirling Wind","entry":"A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the {@book Dungeon Master's Guide|DMG} for rules on {@book strong wind|DMG|5|Strong Wind}). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Chilly fog lightly obscures the land within 6 miles of the dragon's lair.","Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.","Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.","If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however."]},"If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Biting Chill","entry":"Extreme cold envelops the land within 6 miles of the dragon's lair (see the {@book Dungeon Master's Guide|DMG} for rules on {@book extreme cold|DMG|5|Extreme Cold}). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks."},{"type":"item","name":"Mirror Ice","entry":"The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity ({@skill Stealth}) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends."}]}],"source":"FTD"}],"lore":["Known to Ten-Towners as the White Wyrm, Arveiaturace is an ancient white dragon that lairs atop the Reghed Glacier. She remains the most fearsome predator in Icewind Dale, although age has clouded her eyes with cataracts, limiting the range of her vision to 60 feet. Her blindsight, hearing, and sense of smell are undiminished, however. Fortunately for the residents of the dale, she prefers the taste of reindeer, walrus, and polar bear flesh to that of humanoids. The dragon has a healthy respect for humanoids and has never threatened Ten-Towns directly, though it wouldn't take much to provoke her into doing so.","At one time, Arveiaturace served a wizard named Meltharond, whose frozen corpse remains strapped to a saddle on the dragon's back. Arveiaturace has never acknowledged his death and still speaks to his body as if he were alive. He was, while he lived, her only friend and confidant."],"gallery":[{"path":"bestiary/IDRotF/Arveiaturace.webp","title":"Arveiaturace the White Wyrm and Her Mysterious Rider"}]},{"id":"ash-zombie","name":"Ash Zombie","source":"PaBTSO","page":52,"srd":false,"image":"bestiary/PaBTSO/Ash Zombie.webp","token":"bestiary/tokens/PaBTSO/Ash Zombie.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands all languages it spoke in life but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]},{"name":"Ash Cloud","entries":["When the zombie dies, it leaves a cloud of ash that lasts for 5 minutes but does not obscure vision."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Ash Zombie.webp"}],"otherVersions":[{"id":"ash-zombie-lmop","source":"LMoP"}]},{"id":"ash-zombie-lmop","name":"Ash Zombie","source":"LMoP","page":31,"srd":false,"image":"bestiary/tokens/LMoP/Ash Zombie.webp","token":"bestiary/tokens/LMoP/Ash Zombie.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands all languages it spoke in life but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]},{"name":"Ash Puff","entries":["The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a {@dc 10} Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp."]},{"type":"entries","name":"Ash Zombies","entries":["These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago. They use the zombie stat block, with the following additional trait.",{"name":"Ash Puff","type":"entries","entries":["The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a {@dc 10} Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save."]}]}]}]}],"hidden":true,"otherVersions":[{"id":"ash-zombie","source":"PaBTSO"}]},{"id":"asha-vandree","name":"Asha Vandree","source":"OotA","page":9,"srd":false,"image":"bestiary/tokens/OotA/Asha Vandree.webp","token":"bestiary/tokens/OotA/Asha Vandree.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Asha can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Asha is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ashann","name":"Ashann","source":"CRCotN","page":115,"srd":false,"image":"bestiary/CRCotN/060-04-014.ashann.webp","token":"bestiary/tokens/CRCotN/Ashann.webp","size":"Small","creatureType":"Humanoid (Gnome, Sorcerer)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":14,"wis":10,"cha":16,"saves":"","skills":"Arcana +6, Deception +5, History +4, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus one other language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Ashann casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell light}, {@spell mage hand}","1/day each: {@spell detect magic}, {@spell levitate}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Arcane Blast {@recharge 5}","entries":["Ashann creates an explosion of magical force in a 20-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must make a {@dc 13} Dexterity saving throw. On a failed saving throw, the creature takes 10 ({@damage 3d6}) force damage and is pushed 10 feet away from the center of the area. On a successful save, it takes half as much damage and isn't pushed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/060-04-014.ashann.webp","credit":"Anna Veltkamp"}]},{"id":"asharra","name":"Asharra","source":"ToA","page":69,"srd":false,"image":"bestiary/ToA/Asharra.webp","token":"bestiary/tokens/ToA/Asharra.webp","size":"Medium","creatureType":"Humanoid (Aarakocra)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"31 (7d8)","speed":"20 ft., fly 50 ft.","str":10,"dex":14,"con":10,"int":14,"wis":17,"cha":11,"saves":"","skills":"History +4, Insight +5, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Auran, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dive Attack","entries":["If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 ({@damage 1d6}) damage to the target."]},{"name":"Dance of the Seven Winds","entries":["Asharra knows a ritual called the Dance of the Seven Winds, which temporarily grants magical flight to as many as ten nonflying creatures. The ritual, which takes 10 minutes to complete, can only be performed by an aarakocra elder and requires a black orchid as a material component.","Asharra must grind the orchid to powder, inhale it, and dance in circles around the ritual's beneficiaries uninterrupted while seven other aarakocra chant prayers to the Wind Dukes of Aaqa. When the dance concludes, Asharra's wings disappear and she loses the ability to fly. The ritual's beneficiaries each gain a magical flying speed of 30 feet (allowing them to fly 4 miles per hour). This benefit lasts for 3 days, after which Asharra's wings reappear and she regains the ability to fly."]}],"spellcasting":[{"name":"Spellcasting","entries":["Asharra is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Asharra has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell mending}, {@spell produce flame}","Level 1 (4 slots): {@spell detect magic}, {@spell faerie fire}, {@spell thunderwave}","Level 2 (3 slots): {@spell gust of wind}, {@spell hold person}, {@spell lesser restoration}","Level 3 (2 slots): {@spell call lightning}, {@spell wind wall}"]}],"actions":[{"name":"Talon","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Summon Air Elemental","entries":["Five aarakocra within 30 feet of each other can magically summon an {@creature air elemental}. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain {@status concentration} while doing so (as if {@status concentration||concentrating} on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies."]},{"type":"entries","name":"Biography","entries":["The incredibly old leader of the community at Kir Sabal. The others refer to her as Teacher, and they revere her as a living saint. Asharra is intelligent, ambitious, and somewhat manipulative, but never cruel or insensitive."]}]}]}],"gallery":[{"path":"bestiary/ToA/Asharra.webp"}]},{"id":"ashdra","name":"Ashdra","source":"TftYP","page":158,"srd":false,"image":"bestiary/tokens/TftYP/Ashdra.webp","token":"bestiary/tokens/TftYP/Ashdra.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ashen-animated-armor","name":"Ashen Animated Armor","source":"KftGV","page":157,"srd":false,"image":"bestiary/tokens/KftGV/Ashen Animated Armor.webp","token":"bestiary/tokens/KftGV/Ashen Animated Armor.webp","size":"Medium","creatureType":"Elemental","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"25 ft.","str":14,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The armor is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the armor remains motionless, it is indistinguishable from a normal suit of armor."]},{"name":"Ashen Creature","entries":["When the armor drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The armor makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight."]}]},{"id":"ashen-flying-sword","name":"Ashen Flying Sword","source":"KftGV","page":157,"srd":false,"image":"bestiary/tokens/KftGV/Ashen Flying Sword.webp","token":"bestiary/tokens/KftGV/Ashen Flying Sword.webp","size":"Small","creatureType":"Elemental","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The sword is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword."]},{"name":"Ashen Creature","entries":["When the sword drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A magically animated flying sword dances through the air, fighting like a warrior that can't be injured."]}]},{"id":"ashen-heir-anarchist","name":"Ashen Heir Anarchist","source":"JttRC","page":150,"srd":false,"image":"bestiary/JttRC/099-11-001.ashen-heir-plans.webp","token":"bestiary/tokens/JttRC/Ashen Heir Anarchist.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/099-11-001.ashen-heir-plans.webp","title":"The plans of Ashen Heir anarchists go awry when a purple worm erupts into Three Suns Square","credit":"Dmitry Burmak"}]},{"id":"ashen-heir-assassin","name":"Ashen Heir Assassin","source":"JttRC","page":158,"srd":false,"image":"bestiary/tokens/JttRC/Ashen Heir Assassin.webp","token":"bestiary/tokens/JttRC/Ashen Heir Assassin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["The assassin deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The assassin makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ashen-heir-mage","name":"Ashen Heir Mage","source":"JttRC","page":158,"srd":false,"image":"bestiary/JttRC/102-11-002.ashen-carpet.webp","token":"bestiary/tokens/JttRC/Ashen Heir Mage.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/102-11-002.ashen-carpet.webp","credit":"Brian Valeza"}]},{"id":"ashen-heir-veteran","name":"Ashen Heir Veteran","source":"JttRC","page":158,"srd":false,"image":"bestiary/tokens/JttRC/Ashen Heir Veteran.webp","token":"bestiary/tokens/JttRC/Ashen Heir Veteran.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ashen-knight","name":"Ashen Knight","source":"KftGV","page":158,"srd":false,"image":"bestiary/tokens/KftGV/Ashen Knight.webp","token":"bestiary/tokens/KftGV/Ashen Knight.webp","size":"Medium","creatureType":"Elemental (Any Race)","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["The ashen knight has advantage on saving throws against being {@condition frightened}."]},{"name":"Ashen Creature","entries":["When the knight drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ashen knight makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, the ashen knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The ashen knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners."]}]},{"id":"ashen-rider","name":"Ashen Rider","source":"MOT","page":213,"srd":false,"image":"bestiary/MOT/Ashen Rider.webp","token":"bestiary/tokens/MOT/Ashen Rider.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"178 (21d8 + 84)","speed":"30 ft.","str":20,"dex":16,"con":19,"int":15,"wis":21,"cha":18,"saves":"Str +10, Con +9, Wis +10, Cha +9","skills":"History +7, Insight +10, Perception +10","vulnerabilities":"","resistances":"","immunities":"thunder","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 20","languages":"all","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Aura of Silence","entries":["When a creature starts its turn within 30 feet of the ashen rider, the rider can force that creature to make a {@dc 18} Wisdom saving throw if the rider can see it. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is {@condition deafened} until the start of its next turn."]},{"name":"Mount","entries":["If the ashen rider isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the ashen rider and its mount are on the same plane of existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying.","While mounted and not {@condition incapacitated}, the ashen rider can't be {@status surprised}, and both it and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The ashen rider's spellcasting ability is Wisdom (spell save {@dc 18}). The rider can innately cast the following spells, requiring no material components:","At will: {@spell command}, {@spell compelled duel}","1/day each: {@spell banishment}, {@spell blade barrier}"]}],"actions":[{"name":"Multiattack","entries":["The ashen rider makes three attacks with its ashen blade or two attacks with its bolt of ash."]},{"name":"Ashen Blade","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 13 ({@damage 2d12}) radiant damage."]},{"name":"Bolt of Ash","entries":["{@atk rs} {@hit 10} to hit, range 120 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage, and the target can't regain hit points until the start of the ashen rider's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The ashen rider makes an attack using its ashen blade or bolt of ash."]},{"name":"Coordinated Assault (Costs 2 Actions)","entries":["The ashen rider makes an attack using its ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack."]},{"name":"Reduce to Ash (Costs 3 Actions)","entries":["The ashen rider targets a creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, or it takes 27 ({@damage 5d10}) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can't be revived by any means short of a {@spell wish} spell."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The fall of the ancient archon empires left some archons bitter and resentful. Seeking to avoid the spread of human civilization, these archons made their way to the Underworld. The horrors of the place broke their minds, bodies, and spirits and twisted them into the terrifying archons known as ashen riders. When they ride forth upon the mortal world, terrified mortals make offerings in a desperate attempt to appease them, but the ashen riders aren't merciful, and they delight in reducing the paragons of the mortal world to ash.","The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today.","Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world."]}],"gallery":[{"path":"bestiary/MOT/Ashen Rider.webp","credit":"Chris Rahn"}]},{"id":"ashen-shambling-mound","name":"Ashen Shambling Mound","source":"KftGV","page":158,"srd":false,"image":"bestiary/tokens/KftGV/Ashen Shambling Mound.webp","token":"bestiary/tokens/KftGV/Ashen Shambling Mound.webp","size":"Large","creatureType":"Elemental","alignment":"Lawful Evil","ac":"15","initiative":"-1 (9)","hp":"136 (16d10 + 48)","speed":"20 ft., swim 20 ft.","str":18,"dex":8,"con":16,"int":5,"wis":10,"cha":5,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"cold","immunities":"fire; lightning","conditionImmunities":"blinded; deafened; exhaustion","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Lightning Absorption","entries":["Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt."]},{"name":"Ashen Creature","entries":["When the shambling mound drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 14}), and the shambling mound uses its Engulf on it."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Engulf","entries":["The shambling mound engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 14} Constitution saving throw at the start of each of the mound's turns or take 13 ({@damage 2d8 + 4}) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ashen-veteran","name":"Ashen Veteran","source":"KftGV","page":154,"srd":false,"image":"bestiary/tokens/KftGV/Ashen Veteran.webp","token":"bestiary/tokens/KftGV/Ashen Veteran.webp","size":"Medium","creatureType":"Elemental","alignment":"Lawful Evil","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[{"name":"Ashen Creature","entries":["When the veteran drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves."]}]},{"id":"ashen-warhorse","name":"Ashen Warhorse","source":"KftGV","page":158,"srd":false,"image":"bestiary/tokens/KftGV/Ashen Warhorse.webp","token":"bestiary/tokens/KftGV/Ashen Warhorse.webp","size":"Large","creatureType":"Elemental","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"60 ft.","str":18,"dex":12,"con":13,"int":2,"wis":12,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the horse can make another attack with its hooves against it as a bonus action."]},{"name":"Ashen Creature","entries":["When the horse drops to 0 hit points, it is reduced to a pile of ash, and any equipment it was wearing or carrying falls to the ground."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ashtyrranthor","name":"Ashtyrranthor","source":"WDMM","page":210,"srd":false,"image":"bestiary/tokens/WDMM/Ashtyrranthor.webp","token":"bestiary/tokens/WDMM/Ashtyrranthor.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"19","initiative":"+0 (10)","hp":"256 (19d12 + 133)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":13,"cha":21,"saves":"Dex +6, Con +13, Wis +7, Cha +11","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Ashtyrranthor fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Ashtyrranthor's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:","1/day each: {@spell alarm}, {@spell detect magic}, {@spell gaseous form}, {@spell misty step}, {@spell passwall}, {@spell see invisibility}"]}],"actions":[{"name":"Multiattack","entries":["Ashtyrranthor can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Ashtyrranthor's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Fire Breath {@recharge 5}","entries":["Ashtyrranthor exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 63 ({@damage 18d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Ashtyrranthor makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Ashtyrranthor makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Ashtyrranthor beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.","A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.","Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Noxious Smoke","entry":"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."},{"type":"item","name":"Searing Heat","entry":"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Small earthquakes are common within 6 miles of the dragon's lair.","Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.","Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."},{"type":"item","name":"Fiery Senses","entry":"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."},{"type":"item","name":"Ominous Flames","entry":"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."}]}],"source":"FTD"}]},{"id":"asmodeus","name":"Asmodeus","source":"CoA","page":217,"srd":false,"image":"bestiary/CoA/Asmodeus.webp","token":"bestiary/tokens/CoA/Asmodeus.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"22","initiative":"+5 (15)","hp":"725 (50d10 + 450)","speed":"30 ft., fly 120 ft. (hover)","str":30,"dex":21,"con":28,"int":25,"wis":30,"cha":30,"saves":"Str +19, Con +18, Int +16, Cha +19","skills":"Arcana +16, Deception +28, Insight +28, Intimidation +19, Perception +19, Persuasion +19, Religion +16","vulnerabilities":"","resistances":"cold","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"blinded; charmed; frightened; paralyzed; poisoned; stunned","senses":"darkvision 120 ft., truesight 60 ft., Passive Perception 29","languages":"all, telepathy 120 ft.","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Antimagic Aura","entries":["Asmodeus has advantage on saving throws against spells and other magical effects. Spells of level 4 or lower can't damage Asmodeus."]},{"name":"Fiendish Regeneration","entries":["Asmodeus regains 40 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and doesn't regenerate. If Asmodeus dies, his body regenerates, returning to life 13 ({@dice 2d12}) days later."]},{"name":"Legendary Resistance (3/Day)","entries":["If Asmodeus fails a saving throw, he can choose to succeed instead."]},{"name":"Submission Aura","entries":["When a creature moves to be within 120 feet of Asmodeus, they must succeed on a {@dc 24} Wisdom saving throw or have the {@condition frightened} condition until they leave the aura. While {@condition frightened}, creatures kneel before Asmodeus, taking no actions unless he commands otherwise. If Asmodeus deals damage to a kneeling creature, the creature's {@condition frightened} condition ends. A creature that succeeds the saving throw is immune to this effect for 1 hour."]}],"spellcasting":[{"name":"Spellcasting","entries":["Asmodeus casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 27}):","At will: {@spell Bane}, {@spell Bestow Curse}, {@spell Command}, {@spell Cure Wounds}, {@spell Darkness}, {@spell Lesser Restoration}, {@spell Remove Curse}","1/day each: {@spell Antimagic Field}, {@spell Earthquake}, {@spell Flame Strike}, {@spell Gate}, {@spell Heal}, {@spell Mass Heal}, {@spell Wish}"]}],"actions":[{"name":"Multiattack","entries":["Asmodeus makes four attacks using Ruby Rod, Chilling Gaze, or a combination of the two. He can replace one of the attacks with Hellish Smite."]},{"name":"Ruby Rod","entries":["{@atk mw} {@hit 21} to hit, reach 5 ft., one target. {@h}21 ({@damage 2d8 + 12}) necrotic damage, which also reduces the target's hit point maximum by the damage taken. This damage can't reduce a target's hit point maximum below 1. Any effect that removes a disease allows a creature's hit point maximum to return to normal."]},{"name":"Chilling Gaze","entries":["{@atk rs} {@hit 16} to hit, range 60 ft., one target. {@h}18 ({@damage 2d10 + 7}) cold damage, and the target has a-1 penalty to all attack rolls they make until the end of their next turn. This penalty can stack."]},{"name":"Hellish Smite","entries":["Asmodeus targets a creature he can see within 300 feet of him, calling down a bolt of hellish lightning. The target must make a {@dc 24} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage plus 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Infernal Word: Stun {@recharge 4}","entries":["Asmodeus targets a creature he can see within 120 feet of him. The target must make a {@dc 24} Intelligence saving throw, taking 45 ({@damage 10d8}) force damage on a failed save, or half as much damage on a successful one. A creature that failed the save is {@condition stunned} for up to 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save."]},{"name":"Hell-Lord's Suggestion {@recharge 5}","entries":["Asmodeus targets a creature he can see within 120 feet of him. The target must make a {@dc 24} Charisma saving throw, taking 44 ({@damage 8d10}) psychic damage on a failed save, or half as much damage on a successful one. A creature that failed the save has the {@condition charmed} condition for up to 1 minute. While {@condition charmed}, a creature is controlled by Asmodeus, performing only actions that he suggests. A {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save."]},{"name":"Fires of the Nine Hells {@recharge 5}","entries":["Asmodeus chooses a point he can see within 500 feet of him, which explodes into a roaring inferno. All creatures within a 60-foot-radius sphere centered on that point must make a {@dc 24} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Ruby Absorption","entries":["As a reaction to being the sole target of a spell, Asmodeus can attempt to absorb the spell into the Ruby Rod.","Asmodeus rolls ({@dice 1d20 + 2}), and if the result is higher than (10 + spell level), the spell is absorbed into the rod and has no effect."]}],"legendaryActions":[{"name":"Channel Ruby Rod","entries":["The Ruby Rod has 66 charges. Asmodeus may spend its charges to cast one of the following spells from it, with a spell save DC of 20: {@spell Lesser Restoration} (3 charges), {@spell Wall of Force} (7 charges), {@spell Greater Restoration} (12 charges), {@spell Chain Lightning} (15 charges), {@spell Prismatic Spray} (23 charges), {@spell Globe of Invulnerability} (33 charges)"]},{"name":"Strike (Costs 2 Actions)","entries":["Asmodeus makes a Ruby Rod attack."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Asmodeus summons an allied {@creature pit fiend} in an unoccupied space that he can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Asmodeus can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cleansing Flame","entries":["Asmodeus selects one spell effect on himself or a creature of his choice within 60 feet. That spell effect is removed."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Asmodeus's lair is corrupted by his presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"The Devil's Greeting","entries":["Within 500 miles of his lair, an illusory version of Asmodeus (as if he has cast the {@spell Project Image} spell) appears. Asmodeus attempts to communicate with any characters and decipher their intentions. If they're hostile, Asmodeus pretends to prepare himself for combat, in an effort to make the character's waste their resources."]}]},"If Asmodeus dies, the effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"quote","entries":["You mortals should take pride in how you can make a hell out of any heaven."],"by":"Asmodeus"},"Various myths claim that Asmodeus, has existed since the dawn of time. Perhaps most intriguing among the myths is the Serpent of Law. In it, Asmodeus was initially named Ahriman and, together with his rival Jazirian, created the outer realms. Their conflict led both deities to become severely wounded, and Asmodeus lost the exchange by landing in the Nine Hells. Here, he used his allies and own strength to banish the previous inhabitants and become what he remains today—Overlord of the Nine Hells.","Since his time as ruler, Asmodeus has seen much upset: a trial by gods, the Blood War, and the Reckoning. Despite many attempts to oust him, Asmodeus has never left his throne—none have even gotten close. Helping cement his power are the Dark Eight, a group of pit fiends sworn to absolute loyalty that rule his armies.","Those that know Asmodeus would describe him as arrogant, extremely intelligent, strategic, and honorable. Whenever possible, he follows the laws and regulations (that he himself created), and rarely loses his temper. Some of his plots have taken thousands of years to come to fruition, with countless others continuing to this day. Whether his persona is genuine, or simply another tool in his plans, only Asmodeus himself knows.","Many groups pledge allegiance to Asmodeus, and being the ruler of the Nine Hells, he has a large quantity of followers and worshippers. His biggest goal, largely unknown by mortals, is the opposite—encourage disbelief in deities altogether. According to legend, instead of going to the god they refuse worship, atheists go directly to the Nine Hells. Asmodeus feeds on these souls, which give him the necessary nourishment to lick his wounds. To this end, worshippers and cults dedicated to Asmodeus frequently experience fluctuations in presence, in an attempt to push them to disbelief.","Some claim that his true form is that of a colossal serpent, with gaping wounds and a missing tail. However, no living creature has seen the true Asmodeus. He prefers to do business using one of his ten avatars, each a perfect gentleman, and handsome to boot. They can be identified by the Ruby Rod they each carry, an icon representative of the Dark Lord himself.",{"type":"entries","name":"Asmodeus's Lair","page":216,"entries":["The master of the Nine Hells makes his lair in his citadel of Malsheem. Within its confines linger millions of devils, and all of them are subject to Asmodeus's will and whims."]}],"gallery":[{"path":"bestiary/CoA/Asmodeus.webp","credit":"Aaron Sims"}]},{"id":"aspect-of-bahamut","name":"Aspect of Bahamut","source":"FTD","page":165,"srd":false,"image":"bestiary/FTD/Aspect of Bahamut.webp","token":"bestiary/tokens/FTD/Aspect of Bahamut.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"23","initiative":"+4 (14)","hp":"585 (30d20 + 270)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":18,"con":29,"int":25,"wis":28,"cha":30,"saves":"Con +18, Int +16, Wis +18, Cha +19","skills":"Insight +18, Perception +18, Persuasion +19","vulnerabilities":"","resistances":"","immunities":"acid; cold; fire; lightning; radiant; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; deafened; frightened; paralyzed; stunned","senses":"truesight 120 ft., Passive Perception 28","languages":"Common, Draconic","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Platinum Brilliance (Recharges after a Short or Long Rest)","entries":["If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Bahamut after his Platinum Brilliance activates."]},{"name":"Legendary Resistance (5/Day)","entries":["If the aspect fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aspect makes one Bite attack, one Claw attack, and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}23 ({@damage 2d12 + 10}) piercing damage plus 22 ({@damage 4d10}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The aspect can have only one creature {@condition grappled} this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}23 ({@damage 2d12 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 27} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The aspect uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Exalting Breath","entries":["The aspect exhales the restoring winds of Mount Celestia in a 300-foot cone. Each creature in that area of the aspect's choice regains 71 ({@dice 13d10}) hit points, and each creature in that area of the aspect's choice that has been dead for no longer than 1 hour is restored to life with all its hit points."]},{"type":"item","name":"Platinum Breath","entries":["The aspect exhales radiant platinum flames in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw, taking 66 ({@damage 12d10}) radiant damage on a failed save, or half as much damage on a successful one."]}]}]}],"bonusActions":[{"name":"Change Shape","entries":["The aspect magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it."]}],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The aspect makes one Claw or Tail attack."]},{"name":"Furious Bite (Costs 2 Actions)","entries":["The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a {@dc 27} Wisdom saving throw or become {@condition frightened} of the aspect until the end of the target's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Known as the Platinum Dragon, Bahamut is the patron and progenitor of metallic dragons. Since fleeing the First World, he has made his home in the Seven Heavens of Mount Celestia and is often numbered among the gods of that plane. Adventurers and dragons alike pray to Bahamut to uphold honor and justice, or when they need courage to face a great threat. In the most dire situations, a powerful follower of Bahamut who makes a tremendous sacrifice—a vast hoard or even the follower's own life—might convince the god to send aid to the world in the form of a divine aspect. This aspect is a physical manifestation of the Platinum Dragon, carrying his memories and will—and a significant portion of his formidable strength.","Bahamut's aspect displays the full glory of the Platinum Dragon, towering over even ancient dragons. Covered in platinum scales, his physical features combine various elements of the five kinds of metallic dragons—according to some scholars, combining them in different ways with each manifestation of the aspect. But Bahamut is also fond of traveling the Material Plane in disguise, so his aspect might appear as a wizened old sage, a young monk, or a songbird. In any form, Bahamut's aspect is often accompanied by seven ancient gold dragons who favor disguising themselves as canaries.","In combat, Bahamut's enemies experience the full force of his justice, while his allies enjoy the full benefit of his mercy. His breath can wreak monumental destruction and work miraculous healing, and few things in the mortal world can cause him lasting harm."]}],"gallery":[{"path":"bestiary/FTD/Aspect of Bahamut.webp","credit":"Conceptopolis"}]},{"id":"aspect-of-tiamat","name":"Aspect of Tiamat","source":"FTD","page":166,"srd":false,"image":"bestiary/FTD/Aspect of Tiamat.webp","token":"bestiary/tokens/FTD/Aspect of Tiamat.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"23","initiative":"+2 (12)","hp":"574 (28d20 + 280)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":14,"con":30,"int":21,"wis":20,"cha":26,"saves":"Dex +11, Con +19, Wis +14, Cha +17","skills":"Intimidation +26, Perception +23","vulnerabilities":"","resistances":"","immunities":"acid; cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"blinded; charmed; deafened; frightened; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 33","languages":"Common, Draconic, Infernal","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Chromatic Wrath (Recharges after a Short or Long Rest)","entries":["If the aspect would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Tiamat after her Chromatic Wrath activates."]},{"name":"Legendary Resistance (5/Day)","entries":["If the aspect fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aspect makes one Bite attack, one Claw attack, and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}23 ({@damage 2d12 + 10}) piercing damage plus 19 ({@damage 3d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The aspect can have only one creature {@condition grappled} this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}23 ({@damage 2d12 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 27} Strength saving throw or be knocked {@condition prone}."]},{"name":"Chromatic Flames {@recharge 5}","entries":["The aspect exhales multicolored flames in a 300-foot cone. Each creature in that area must make a {@dc 27} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) damage of a type of the aspect's choosing: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The aspect makes one Claw or Tail attack."]},{"name":"Furious Bite (Costs 2 Actions)","entries":["The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a {@dc 27} Wisdom saving throw or become {@condition frightened} of the aspect until the end of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The five-headed progenitor of chromatic dragons, Tiamat embodies the vices of evil dragons. Since the destruction of the First World, she has dwelled in the Nine Hells—some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers.","Mortals who hunger for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the Nine Hells, Tiamat can send her aspect to manifest in the Material Plane. A follower with enough power and anger, and with a hoard worthy of ancient dragons, can sacrifice it all to unleash the wrath of the dragon queen on a world.","The aspect of Tiamat has the body of a titanic dragon with five heads, each the shape and hue of a different chromatic dragon. Each head might speak separately and have different mannerisms, but they are all Tiamat. Once unleashed, the aspect of Tiamat rampages across the world, acquiring any treasure she can find and destroying any creature that dares to cross her path."]}],"gallery":[{"path":"bestiary/FTD/Aspect of Tiamat.webp","credit":"Tyler Jacobson"}]},{"id":"aspirant-of-the-comet","name":"Aspirant of the Comet","source":"BMT","page":91,"srd":false,"image":"bestiary/BMT/Aspirant of the Comet.webp","token":"bestiary/tokens/BMT/Aspirant of the Comet.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":11,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common plus any one language","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hunger of the Void","entries":["When the aspirant is reduced to 0 hit points, its body and everything it is wearing or carrying, except for magic items, are sucked into a void and destroyed. Creatures in a 15-foot-radius sphere centered on the aspirant must make a {@dc 11} Strength saving throw. On a failed save, a creature takes 10 ({@damage 3d6}) necrotic damage and is pulled 10 feet straight toward the aspirant's space. On a successful save, a creature takes half as much damage only."]},{"name":"Sinister Devotion","entries":["The aspirant has advantage on saving throws against the {@condition charmed} and {@condition frightened} conditions."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Aspirants aren't yet initiated into the mysteries of the Heralds of the Comet, but they are firmly in the group's clutches, both socially and metaphysically. If an aspirant is killed, the hapless individual is drawn into the Void and devoured, body and soul."]}],"gallery":[{"path":"bestiary/BMT/Aspirant of the Comet.webp"}]},{"id":"assassin","name":"Assassin","source":"XMM","page":22,"srd":true,"image":"bestiary/XMM/Assassin.webp","token":"bestiary/tokens/XMM/Assassin.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"16","initiative":"+10 (20)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":16,"wis":11,"cha":10,"saves":"Dex +7, Int +6","skills":"Acrobatics +7, Perception +6, Stealth +10","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Thieves' cant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Implements, Individual","traits":[{"name":"Evasion","entries":["If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The assassin makes three attacks, using Shortsword or Light Crossbow in any combination."]},{"name":"Shortsword","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Piercing damage plus 17 ({@damage 5d6}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the assassin's next turn."]},{"name":"Light Crossbow","entries":["{@atkr r} {@hit 7}, range 80/320 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage plus 21 ({@damage 6d6}) Poison damage."]}],"bonusActions":[{"name":"Cunning Action","entries":["The assassin takes the {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Assassin","entries":["{@i Contract Killer}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Assassins are professional killers skilled at stealthily approaching their victims and striking unseen. Most assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them break into secure areas or avoid capture.","Many assassins adhere to a professional code or exhibit some signature quirk. Roll on or choose a result from the Assassin Modus Operandi table to inspire an assassin's distinctive habits.",{"type":"table","caption":"Assassin Modus Operandi","colLabels":["1d6","The Assassin Is Infamous For..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arranging their victims in artful tableaux."],["2","Hiding within large objects, such as suits of armor or hollow furnishings."],["3","Leaving behind a signature item, such as a calling card, flower, seashell, or tooth."],["4","Posing as celebrities, holy people, or servants."],["5","Taking trophies from their victims."],["6","Using poison with a distinctive color or smell."]]}]}],"gallery":[{"path":"bestiary/XMM/Assassin.webp","credit":"Viko Menezes"}],"otherVersions":[{"id":"assassin-mm","source":"MM"}]},{"id":"assassin-mm","name":"Assassin","source":"MM","page":343,"srd":false,"image":"bestiary/MM/Assassin.webp","token":"bestiary/tokens/MM/Assassin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["The assassin deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The assassin makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them."]}]}],"gallery":[{"path":"bestiary/MM/Assassin.webp"}],"hidden":true,"otherVersions":[{"id":"assassin","source":"XMM"}]},{"id":"assassin-bug","name":"Assassin Bug","source":"MFF","page":4,"srd":false,"image":"bestiary/MFF/Assassin Bug.webp","token":"bestiary/tokens/MFF/Assassin Bug.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"55 (10d8 + 10)","speed":"10 ft., fly 50 ft.","str":13,"dex":14,"con":13,"int":4,"wis":12,"cha":6,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"paralyzed","senses":"darkvision 60 ft., Passive Perception 13","languages":"understands Druidic but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The assassin bug has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The assassin bug makes two bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} this way, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Ovipositor","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}The target is infested with {@dice 1d3} assassin bug eggs, which immediately hatch into assassin bug maggots. At the start of each of the target's turns, the target takes {@damage 1d6} piercing damage per maggot infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these assassin bug maggots. After this time, the maggots are too far under the skin to be burned.","If a target infested by assassin bug maggots ends its turn with 0 hit points, it dies as the maggots burrow into its heart and kill it. Any effect that cures disease kills all assassin bug maggots infesting the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Assassin bugs plague the frontier and the wilderness, where they seek to hatch their voracious maggots within {@condition incapacitated} hosts. Resembling giant bluebottle flies, these insectile terrors bear stunted humanoid limbs hinting at the bizarre ceremonies that created them.",{"type":"entries","name":"Dangerous Cultivation","entries":["While the exact origins of the assassin bug are uncertain, rumors speak of an ancient sect of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous corpses or a more insidious means of ridding the wilderness of growing humanoid populations. Little information survives regarding this sect, but the assassin bugs' unsettling humanoid-like limbs and limited language ability suggests that the druids might have engaged in self-sacrifice to achieve their creation."]},{"type":"entries","name":"Horrific Egg Layers","entries":["An assassin bug attacks with a paralytic bite to first incapacitate its prey, making it easy to infect that {@condition paralyzed} victim with eggs. However, they are able to infest any target as needed, and will do so to eliminate threats. Given their need to lay eggs in a living host, assassin bugs generally flee from constructs and undead. Once deposited within a living host, assassin bug eggs immediately hatch into assassin bug maggots that burrow toward their victim's heart, consuming it and killing the host unless they are quickly destroyed. After gorging themselves on the host's body over several days, the maggots emerge as juvenile assassin bugs, ready to continue their horrid life cycle."]},{"type":"entries","name":"An Unnatural Plague","entries":["Whole settlements along the frontier have been wiped out by plagues of assassin bugs. Without a quickly organized defense, even a single bug can infest and overwhelm an unprepared population. Desperate rulers discovering that settlements are at risk often order entire neighborhoods or whole villages burned at the first sign of infestation. Within infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running headfirst into wildfires often reveal an infestation of assassin bugs, as they immolate themselves in an instinctive effort to rid themselves of this scourge."]},{"type":"entries","name":"Monstrous Interactions","entries":["Few creatures are able to survive an assassin bug's infestation without immediately being treated with magic or fire. Incredibly hardy monsters such as catoblepas and gorgons have sometimes been observed with deep pockmarks showing where juvenile assassin bugs have emerged from their bodies. Vile creatures such as hags sometimes cultivate assassin bugs to use their maggots in horrid recipes. And trolls have been known to intentionally allow assassin bugs to infest their bodies, which heal against the wounds of a maggot infestation and allow those maggots to be pulled out and consumed."]}]}]}],"gallery":[{"path":"bestiary/MFF/Assassin Bug.webp"}]},{"id":"assassin-vine","name":"Assassin Vine","source":"ToA","page":213,"srd":false,"image":"bestiary/ToA/Assassin Vine.webp","token":"bestiary/tokens/ToA/Assassin Vine.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"85 (10d10 + 30)","speed":"5 ft., climb 5 ft.","str":18,"dex":10,"con":16,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire","immunities":"","conditionImmunities":"blinded; deafened; exhaustion; prone","senses":"blindsight 30 ft., Passive Perception 10","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the assassin vine remains motionless, it is indistinguishable from a normal plant."]}],"spellcasting":[],"actions":[{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 20 ft., one creature. {@h}The target takes 11 ({@damage 2d6 + 4}) bludgeoning damage, and it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and it takes 21 ({@damage 6d6}) poison damage at the start of each of its turns. The vine can constrict only one target at a time."]},{"name":"Entangling Vines","entries":["The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into {@quickref difficult terrain||3}. A creature in that area when the effect begins must succeed on a {@dc 13} Strength saving throw or be {@condition restrained} by entangling vines and roots. A creature {@condition restrained} by the plants can use its action to make a {@dc 13} Strength ({@skill Athletics}) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor.","A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it."]}]}]}],"gallery":[{"path":"bestiary/ToA/Assassin Vine.webp","credit":"Zoltan Boros"}]},{"id":"asteria","name":"Asteria","source":"BMT","page":188,"srd":false,"image":"bestiary/BMT/Asteria.webp","token":"bestiary/tokens/BMT/Asteria.webp","size":"Medium","creatureType":"Humanoid (Human, Paladin)","alignment":"Chaotic Good","ac":"18","initiative":"+5 (15)","hp":"195 (26d8 + 78)","speed":"30 ft., fly 30 ft. (winged boots)","str":12,"dex":21,"con":17,"int":15,"wis":11,"cha":20,"saves":"Dex +11, Con +9, Wis +6, Cha +11","skills":"Acrobatics +11, Arcana +14, Investigation +8, Perception +12, Persuasion +11, Survival +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"Passive Perception 22","languages":"Common, Druidic","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Guardian Aura","entries":["Whenever a creature of Asteria's choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait doesn't function if Asteria has the {@condition incapacitated} condition."]},{"name":"Legendary Resistance (3/Day)","entries":["If Asteria fails a saving throw, she can choose to succeed instead."]},{"name":"Special Equipment","entries":["Asteria wears {@item Winged Boots}, which grant her a flying speed (included in her statistics). She also carries one half of a pair of {@item Sending Stones}; the other half of the pair is held by Euryale."]}],"spellcasting":[{"name":"Spellcasting","entries":["Asteria casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):","At will: {@spell Guidance}, {@spell Light}, {@spell Thaumaturgy}","2/day each: {@spell Bless}, {@spell Freedom of Movement}, {@spell Greater Restoration}, {@spell Plane Shift} (self only), {@spell Protection from Evil and Good}, {@spell Revivify}"]}],"actions":[{"name":"Multiattack","entries":["Asteria makes two Radiant Blade attacks and uses Bursting Benediction."]},{"name":"Radiant Blade","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 13 ({@damage 3d8}) radiant damage."]},{"name":"Bursting Benediction","entries":["Asteria causes a burst of magical energy to envelop one creature she can see within 60 feet of herself. The target must make a {@dc 19} Dexterity saving throw, taking 40 ({@damage 9d8}) force damage on a failed save, or half as much damage on a successful one. Asteria or another creature that she can see within 60 feet of herself then regains 10 hit points."]}],"bonusActions":[{"name":"Empowering Aegis {@recharge 4}","entries":["Asteria summons a spectral version of her shield, which orbits and bolsters one creature of Asteria's choice that she can see within 60 feet of herself. The spectral shield lasts until the start of Asteria's next turn. While the shield is orbiting the creature, the creature has {@quickref Cover||3||half cover}, is immune to the {@condition frightened} condition, and makes weapon attack rolls with advantage."]}],"reactions":[],"legendaryActions":[{"name":"Brazen Strike","entries":["Asteria makes one Radiant Blade attack."]},{"name":"Nimble Sprint","entries":["Asteria moves up to her speed. This movement doesn't provoke opportunity attacks."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Asteria uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Though she now travels alone, Asteria still draws much of her power from her bond with Euryale. Asteria is foremost a protector and warrior, traveling the multiverse to uproot injustice, defend innocents, and inspire hope. She believes everyone deserves a chance to write their own story on their own terms, and her deeds have inspired countless heroic tales.","Even after so many years, Asteria maintains a joyous wanderlust and passion for discovery. She's as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds her an overflowing font of information. But she also retains her stubborn streak and quickly repudiates anyone who tries to order her around.","Asteria hasn't aged since Istus drew her future from the first Deck of Many Things. She doesn't know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis, but she nevertheless opposes groups like the Grim Harrow (see chapter 19) that seek to destroy the {@i Deck of Many Things}."]}],"gallery":[{"path":"bestiary/BMT/Asteria.webp"}]},{"id":"asteroid-spider","name":"Asteroid Spider","source":"MCV1SC","page":3,"srd":false,"image":"bestiary/MCV1SC/Asteroid Spider.webp","token":"bestiary/tokens/MCV1SC/Asteroid Spider.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+0 (10)","hp":"348 (24d20 + 96)","speed":"60 ft., fly 60 ft. (hover)","str":26,"dex":10,"con":18,"int":17,"wis":13,"cha":12,"saves":"Con +9, Wis +6","skills":"Perception +11, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft. while the spider's eyes are closed, darkvision 120 ft., Passive Perception 21","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the spider is motionless, has its eyes and mouth closed, and has its legs wrapped around its body at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the spider move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the spider is anything other than an asteroid."]},{"name":"Legendary Resistance (3/Day)","entries":["If the spider fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The spider doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spider makes two Web Strand attacks, uses Reel, and makes two Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage plus 10 ({@damage 3d6}) acid damage."]},{"name":"Web Strand","entries":["{@atk rw} {@hit 13} to hit, reach 120 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 18}). The web strand can be attacked and destroyed (AC 12; 20 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The spider can grapple up to six creatures at a time using its web strands."]},{"name":"Reel","entries":["The spider pulls each creature {@condition grappled} by it up to 60 feet straight toward itself."]}],"bonusActions":[{"name":"Snare Ship (1/Day)","entries":["The spider weaves a magical web around a spelljamming ship it can see within 120 feet of itself. The web lasts for 1 minute and suppresses the magic of any spelljamming helm aboard the ship. Decks and other surfaces of the ship that aren't enclosed become difficult terrain until the effect ends. The web is impervious to damage but is destroyed by a successful casting of {@spell dispel magic} ({@dc 18})."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An asteroid spider is a menace native to Wildspace and the Astral Sea. A full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its legs tightly around its body and closes its eyes, the asteroid spider resembles nothing so much as a giant, lifeless rock in space—hence its name.","An asteroid spider has its own gravity plane and air envelope, as well as multiple spinnerets with which it can create web strands. Its living brain functions like a {@i spelljamming helm}, allowing the spider to travel through Wildspace without a ship. It often haunts asteroid belts, lurking among normal asteroids until a spelljamming ship comes close enough to be detected. The spider then snares the ship before using web strands to catch crew members and reel them toward its snapping jaws."]}],"gallery":[{"path":"bestiary/MCV1SC/Asteroid Spider.webp"}]},{"id":"astral-blight","name":"Astral Blight","source":"LoX","page":10,"srd":false,"image":"bestiary/LoX/Astral Blight.webp","token":"bestiary/tokens/LoX/Astral Blight.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"12","initiative":"-1 (9)","hp":"26 (4d8 + 8)","speed":"10 ft.","str":16,"dex":8,"con":14,"int":6,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; radiant","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Illumination","entries":["While it has at least 1 hit point, the astral blight sheds dim light in a 10-foot radius."]},{"name":"Unusual Nature","entries":["The blight doesn't require air or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blight makes two Heat-Draining Vine attacks."]},{"name":"Heat-Draining Vine","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) radiant damage, and if the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target takes 3 ({@damage 1d6}) cold damage at the start of each of its turns. The blight has two vines, each of which can grapple one creature."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/Astral Blight.webp","credit":"Irina Nordsol"}]},{"id":"astral-dreadnought","name":"Astral Dreadnought","source":"MPMM","page":51,"srd":false,"image":"bestiary/MPMM/Astral Dreadnought.webp","token":"bestiary/tokens/MPMM/Astral Dreadnought.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"20","initiative":"-2 (8)","hp":"297 (17d20 + 119)","speed":"15 ft., fly 80 ft. (hover)","str":28,"dex":7,"con":25,"int":5,"wis":14,"cha":18,"saves":"Dex +5, Wis +9","skills":"Perception +9","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; prone; stunned","senses":"darkvision 120 ft., Passive Perception 19","languages":"","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Antimagic Cone","entries":["The dreadnought's eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn't function while the eye is closed or while the dreadnought is {@condition blinded}."]},{"name":"Astral Entity","entries":["The dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of that plane."]},{"name":"Demiplanar Donjon","entries":["Anything the dreadnought swallows is transported to a demiplane that can be entered by no other means except a {@spell wish} spell or the dreadnought's Bite and Donjon Visit. A creature can leave the demiplane only by using magic that enables planar travel, such as the {@spell plane shift} spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnought's corpse. The demiplane is otherwise indestructible."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dreadnought fails a saving throw, it can choose to succeed instead."]},{"name":"Sever Silver Cord","entries":["If the dreadnought scores a critical hit against a creature traveling by means of the {@spell astral projection} spell, the dreadnought can cut the target's silver cord instead of dealing damage."]},{"name":"Unusual Nature","entries":["The dreadnought doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dreadnought makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}36 ({@damage 5d10 + 9}) force damage. If the target is a Huge or smaller creature and this damage reduces it to 0 hit points or it is {@condition incapacitated}, the dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d6 + 9}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dreadnought makes one Claw attack."]},{"name":"Donjon Visit (Costs 2 Actions)","entries":["One Huge or smaller creature that the dreadnought can see within 60 feet of it must succeed on a {@dc 19} Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target's next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied."]},{"name":"Psychic Projection (Costs 3 Actions)","entries":["Each creature within 60 feet of the dreadnought must make a {@dc 19} Wisdom saving throw, taking 26 ({@damage 4d10 + 4}) psychic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter.","Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane."],"gallery":[{"path":"bestiary/MPMM/Astral Dreadnought.webp","credit":"Sidharth Chaturvedi"}],"otherVersions":[{"id":"astral-dreadnought-mtf","source":"MTF"}]},{"id":"astral-dreadnought-mtf","name":"Astral Dreadnought","source":"MTF","page":117,"srd":false,"image":"bestiary/MTF/Astral Dreadnought.webp","token":"bestiary/tokens/MTF/Astral Dreadnought.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"20","initiative":"-2 (8)","hp":"297 (17d20 + 119)","speed":"15 ft., fly 80 ft. (hover)","str":28,"dex":7,"con":25,"int":5,"wis":14,"cha":18,"saves":"Dex +5, Wis +9","skills":"Perception +9","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; prone; stunned","senses":"darkvision 120 ft., Passive Perception 19","languages":"","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Antimagic Cone","entries":["The astral dreadnought's opened eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is {@condition blinded}."]},{"name":"Astral Entity","entries":["The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane."]},{"name":"Demiplanar Donjon","entries":["Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a {@spell wish} spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the {@spell plane shift} spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals.","The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible."]},{"name":"Legendary Resistance (3/Day)","entries":["If the astral dreadnought fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Weapons","entries":["An astral dreadnought's weapon attacks are magical."]},{"name":"Sever Silver Cord","entries":["If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the {@spell astral projection} spell, the dreadnought can cut the target's silver cord instead of dealing damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The astral dreadnought makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}36 ({@damage 5d10 + 9}) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is {@condition incapacitated}, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d6 + 9}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The astral dreadnought makes one claw attack."]},{"name":"Donjon Visit (Costs 2 Actions)","entries":["One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a {@dc 19} Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied."]},{"name":"Psychic Projection (Costs 3 Actions)","entries":["Each creature within 60 feet of the astral dreadnought must make a {@dc 19} Wisdom saving throw, taking 15 ({@damage 2d10 + 4}) psychic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Astral dreadnoughts exist for one reason: hubris. Not the hubris of mortals, but the hubris of gods who deem themselves too mighty to be approached and looked upon."],"by":"Mordenkainen"},{"type":"entries","name":"Astral Dreadnought","entries":["Enormous and terrifying monstrosities known as astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. They have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter.","As big as an {@creature ancient red dragon} and covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in razor-sharp pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine, armored tail trails off into the silvery void.","An astral dreadnought lives a solitary existence. On the rare occasion when two dreadnoughts meet, they typically fight until one tires of the conflict and departs. Some mighty villains have enslaved astral dreadnoughts and used them to terrifying effect."]},{"name":"Antimagic Eye","type":"entries","entries":["Astral sailors claim that insanity awaits anyone who gazes into the eye of an astral dreadnought. What one sees reflected in that starry void is the sudden, terrifying realization of one's own mortality. Spellcasters have cause to fear the eye more than others, since it emits a continuous {@spell antimagic field}. The dreadnought can shut off the effect by simply closing its eye, though it seldom has reason to do so."]},{"name":"Astral Predator","type":"entries","entries":["A remorseless, indiscriminate hunter, an astral dreadnought employs terrifying, if unimaginative, tactics. It uses its teeth and claws to tear apart its prey. Instinctively aware of how dangerous spellcasters can be, it maneuvers to keep as many opponents as possible within its antimagic gaze.","An astral dreadnought doesn't have a gullet or a digestive system. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of dead planar travelers. The place has gravity and breathable air, and organic matter decays there. Although escape from the demiplane is possible with the aid of magic, most creatures arrive here only after they have died. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.","An astral dreadnought doesn't communicate. It simply consumes any prey it finds, then continues its silent patrol. It can't leave the Astral Plane, nor would it want to."]},{"name":"Titans of the Chained God","type":"entries","entries":["Tharizdun, the Chained God, created astral dreadnoughts to devour planar travelers who were seeking portals that lead from the Astral Plane to the Outer Planes—portals they might use to gaze upon their gods or realize some dream of godhood.","Astral dreadnoughts don't procreate, so their population can't grow.","Even though githyanki and other astral voyagers hunt the creatures, they rarely see any success, and the dreadnoughts aren't in danger of becoming extinct anytime soon."]},{"name":"Titanic Nature","type":"entries","entries":["Although it eats and sleeps if it so desires, an astral dreadnought doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MTF/Astral Dreadnought.webp","credit":"Sidharth Chaturvedi"}],"hidden":true,"otherVersions":[{"id":"astral-dreadnought","source":"MPMM"}]},{"id":"astral-elf-aristocrat","name":"Astral Elf Aristocrat","source":"BAM","page":11,"srd":false,"image":"bestiary/BAM/Astral Elf Aristocrat.webp","token":"bestiary/tokens/BAM/Astral Elf Aristocrat.webp","size":"Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"103 (23d8)","speed":"30 ft.","str":11,"dex":14,"con":10,"int":21,"wis":18,"cha":18,"saves":"Int +8, Wis +7, Cha +7","skills":"Arcana +8, Deception +7, Insight +7, Persuasion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Celestial, Common, Draconic, Elvish","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep."]},{"name":"Special Equipment","entries":["The elf wears a suit of {@item elven chain}."]},{"name":"Unusual Nature","entries":["The elf doesn't require sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The elf casts one of the following spells, using Intelligence as the spellcasting ability:","1/day each: {@spell fly}, {@spell mislead}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The elf makes two Scimitar attacks and uses Radiant Beam (if available)."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 10 ({@damage 3d6}) radiant damage."]},{"name":"Radiant Beam (3/Day)","entries":["A magical beam of radiance flashes out from the elf's hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a {@dc 16} Constitution saving throw, taking 18 ({@damage 4d8}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Starlight Step (3/Day)","entries":["The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see."]},{"name":"Summon Solar Dragon (1/Day)","entries":["The elf has a 50 percent chance of magically summoning a {@creature young solar dragon|BAM}. A summoned dragon appears in an unoccupied space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An astral elf aristocrat is a brilliant, highborn leader gifted with magical abilities, including the power to channel sunlight and summon a solar dragon."]},{"type":"section","entries":[{"type":"entries","name":"Astral Elves","entries":["Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.","Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.","Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.","Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.","Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.",{"type":"inset","name":"Astral Elves of Xaryxis","entries":["The adventure, {@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis."]}]}]}],"gallery":[{"path":"bestiary/BAM/Astral Elf Aristocrat.webp","credit":"Randy Vargas"}]},{"id":"astral-elf-commander","name":"Astral Elf Commander","source":"BAM","page":12,"srd":false,"image":"bestiary/BAM/Astral Elf Commander.webp","token":"bestiary/tokens/BAM/Astral Elf Commander.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"17","initiative":"+2 (12)","hp":"143 (26d8 + 26)","speed":"30 ft.","str":12,"dex":15,"con":13,"int":18,"wis":18,"cha":18,"saves":"Dex +5, Con +4, Wis +7, Cha +7","skills":"Deception +7, History +7, Intimidation +7, Survival +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Celestial, Common, Elvish","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep."]},{"name":"Unusual Nature","entries":["The elf doesn't require sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The elf casts the following spell, using Wisdom as the spellcasting ability:","2/day: {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["The elf makes two Longsword or Longbow attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage when used with two hands, plus 14 ({@damage 4d6}) radiant damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 14 ({@damage 4d6}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An astral elf commander leads warriors into battle and usually has one or more spelljamming ships under their command. A commander channels the radiant energy of starlight through their weapons, and they can rescue warriors from a perilous situation by using their gods-given power of teleportation."]},{"type":"section","entries":[{"type":"entries","name":"Astral Elves","entries":["Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.","Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.","Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.","Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.","Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.",{"type":"inset","name":"Astral Elves of Xaryxis","entries":["The adventure, {@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis."]}]}]}],"gallery":[{"path":"bestiary/BAM/Astral Elf Commander.webp","credit":"Julio Reyna"}]},{"id":"astral-elf-honor-guard","name":"Astral Elf Honor Guard","source":"BAM","page":12,"srd":false,"image":"bestiary/BAM/Astral Elf Honor Guard.webp","token":"bestiary/tokens/BAM/Astral Elf Honor Guard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"17","initiative":"+2 (12)","hp":"93 (17d8 + 17)","speed":"30 ft.","str":14,"dex":15,"con":12,"int":17,"wis":16,"cha":16,"saves":"Wis +6, Cha +6","skills":"Intimidation +6, Perception +6, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Celestial, Common, Elvish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep."]},{"name":"Unusual Nature","entries":["The elf doesn't require sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elf makes two Longsword or Radiant Ray attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) slashing damage, or 13 ({@damage 2d10 + 2}) slashing damage when used with two hands, plus 10 ({@damage 3d6}) radiant damage."]},{"name":"Radiant Ray","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}22 ({@damage 4d10}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The safety of important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat."]},{"type":"section","entries":[{"type":"entries","name":"Astral Elves","entries":["Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.","Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.","Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.","Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.","Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.",{"type":"inset","name":"Astral Elves of Xaryxis","entries":["The adventure, {@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis."]}]}]}],"gallery":[{"path":"bestiary/BAM/Astral Elf Honor Guard.webp","credit":"Marta Nael"}]},{"id":"astral-elf-star-priest","name":"Astral Elf Star Priest","source":"BAM","page":13,"srd":false,"image":"bestiary/BAM/Astral Elf Star Priest.webp","token":"bestiary/tokens/BAM/Astral Elf Star Priest.webp","size":"Medium","creatureType":"Humanoid (Cleric)","alignment":"Any Alignment","ac":"13","initiative":"+0 (10)","hp":"90 (20d8)","speed":"30 ft.","str":11,"dex":11,"con":10,"int":16,"wis":20,"cha":17,"saves":"Int +6, Wis +8, Cha +6","skills":"Medicine +8, Religion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Celestial, Common, Elvish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep."]},{"name":"Unusual Nature","entries":["The elf doesn't require sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The elf casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):","2/day each: {@spell cure wounds} (8th-level version), {@spell hold person}","1/day each: {@spell divination}, {@spell sending}, {@spell word of recall}"]}],"actions":[{"name":"Multiattack","entries":["The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) piercing damage plus 17 ({@damage 5d6}) radiant damage."]},{"name":"Rain of Radiance","entries":["Magical, flame-like radiance rains down on a creature that the elf can see within 60 feet of itself. The target must make a {@dc 16} Dexterity saving throw, taking 22 ({@damage 5d8}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Starlight Step (2/Day)","entries":["The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Star priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It's common for them to serve aboard spelljamming ships, not only as emissaries of the gods but also as spelljammers."]},{"type":"section","entries":[{"type":"entries","name":"Astral Elves","entries":["Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.","Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.","Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.","Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.","Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.",{"type":"inset","name":"Astral Elves of Xaryxis","entries":["The adventure, {@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis."]}]}]}],"gallery":[{"path":"bestiary/BAM/Astral Elf Star Priest.webp","credit":"Merlin G. G."}]},{"id":"astral-elf-warrior","name":"Astral Elf Warrior","source":"BAM","page":13,"srd":false,"image":"bestiary/BAM/Astral Elf Warrior.webp","token":"bestiary/tokens/BAM/Astral Elf Warrior.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"58 (13d8)","speed":"30 ft.","str":12,"dex":15,"con":10,"int":16,"wis":16,"cha":15,"saves":"Dex +4, Wis +5","skills":"Intimidation +4, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Celestial, Common, Elvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The elf has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep."]},{"name":"Unusual Nature","entries":["The elf doesn't require sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elf makes two Longsword or Longbow attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage when used with two hands, plus 10 ({@damage 3d6}) radiant damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 10 ({@damage 3d6}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Astral elf warriors operate elven spelljamming ships and defend elven strongholds throughout the Astral Plane."]},{"type":"section","entries":[{"type":"entries","name":"Astral Elves","entries":["Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance.","Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons.","Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths (see the {@i Astral Adventurer's Guide}) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels.","Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.","Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them.",{"type":"inset","name":"Astral Elves of Xaryxis","entries":["The adventure, {@i Light of Xaryxis}features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis."]}]}]}],"gallery":[{"path":"bestiary/BAM/Astral Elf Warrior.webp","credit":"Zuzanna Wužyk"}]},{"id":"atash","name":"Atash","source":"JttRC","page":166,"srd":false,"image":"bestiary/JttRC/110-11-006.atash.webp","token":"bestiary/tokens/JttRC/Atash.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"21","initiative":"+6 (16)","hp":"243 (18d10 + 144)","speed":"50 ft., fly 150 ft.","str":26,"dex":22,"con":26,"int":25,"wis":25,"cha":30,"saves":"Int +14, Wis +14, Cha +17","skills":"Perception +14","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Atash's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["Atash knows if it hears a lie."]},{"name":"Magic Resistance","entries":["Atash has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Atash's spellcasting ability is Charisma (spell save {@dc 25}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell resurrection}","1/day each: {@spell commune}, {@spell control weather}"]}],"actions":[{"name":"Multiattack","entries":["Atash makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage."]},{"name":"Slaying Longbow","entries":["{@atk rw} {@hit 13} to hit, range 150/600 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a {@dc 15} Constitution saving throw or die."]},{"name":"Flying Sword","entries":["Atash releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies."]},{"name":"Healing Touch (4/Day)","entries":["Atash touches another creature. The target magically regains 40 ({@dice 8d8 + 4}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Teleport","entries":["Atash magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Searing Burst (Costs 2 Actions)","entries":["Atash emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a {@dc 23} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one."]},{"name":"Blinding Gaze (Costs 3 Actions)","entries":["Atash targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until magic such as the {@spell lesser restoration} spell removes the blindness."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/110-11-006.atash.webp","title":"Atash, Ruler of Akharin Sangar","credit":"Claudio Pozas"}]},{"id":"athar-null","name":"Athar Null","source":"MPP","page":53,"srd":false,"image":"bestiary/MPP/Athar Null.webp","token":"bestiary/tokens/MPP/Athar Null.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":12,"dex":16,"con":14,"int":15,"wis":14,"cha":10,"saves":"Dex +6, Wis +5","skills":"Investigation +8, Perception +5, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus two more languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Avoidance","entries":["If the null is subjected to an effect that allows it to make a saving throw to take half as much damage, it instead takes no damage if it succeeds on the saving throw, and half as much damage if it fails."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The null makes two Force Dagger attacks."]},{"name":"Force Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 13 ({@damage 3d8}) force damage. {@hom}The dagger magically returns to the null's hand immediately after a ranged attack."]}],"bonusActions":[{"name":"Defier's Whim","entries":["The null takes the {@action Dash}, {@action Disengage}, or Use an Object action."]}],"reactions":[{"name":"Nullify Spell (3/Day)","entries":["The null utters a magical word of cancellation to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the null makes an Intelligence check ({@dc 10} + the spell's level). On a successful check, the spell fails and has no effect."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Athar deny the legitimacy of gods, believing the so-called deities are merely powerful spellcasters. To combat false gods, Athar nulls train to negate the powers of those with magic. Nulls work in the shadows, serving as assassins and spies for the Athar."]}],"gallery":[{"path":"bestiary/MPP/Athar Null.webp"}]},{"id":"atiba-pa","name":"Atiba-Pa","source":"JttRC","page":171,"srd":false,"image":"bestiary/JttRC/115-12-002.regent-atiba-pa.webp","token":"bestiary/tokens/JttRC/Atiba-Pa.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/115-12-002.regent-atiba-pa.webp","title":"Regent Atiba-Pa","credit":"Mia Araujo"}]},{"id":"atropal","name":"Atropal","source":"ToA","page":214,"srd":false,"image":"bestiary/ToA/Atropal.webp","token":"bestiary/tokens/ToA/Atropal.webp","size":"Huge","creatureType":"Undead (Titan)","alignment":"Neutral Evil","ac":"7","initiative":"-3 (7)","hp":"225 (18d12 + 108)","speed":"0 ft., fly 50 ft. (hover)","str":19,"dex":5,"con":22,"int":25,"wis":19,"cha":24,"saves":"Con +11, Wis +9","skills":"","vulnerabilities":"radiant","resistances":"","immunities":"cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., truesight 120 ft., Passive Perception 14","languages":"understands Celestial but utters only obscene nonsense","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The atropal has advantage on saving throws against spells and other magical effects."]},{"name":"Negative Energy Aura","entries":["Creatures within 30 feet of the atropal can't regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 ({@damage 3d6}) necrotic damage. If the atropal is struck by a {@item vorpal sword}, the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature."]},{"name":"Turn Resistance Aura","entries":["The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[],"actions":[{"name":"Touch","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage."]},{"name":"Ray of Cold","entries":["{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}21 ({@damage 6d6}) cold damage."]},{"name":"Life Drain","entries":["The atropal targets one creature it can see within 120 feet of it. The target must succeed on a {@dc 19} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt."]},{"name":"Summon Wraith {@recharge}","entries":["The atropal summons a {@creature wraith} which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The Wraith vanishes when it drops to 0 hit points or when its summoner dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Touch","entries":["The atropal makes a touch attack."]},{"name":"Ray of Cold (Costs 2 Actions)","entries":["The atropal uses its Ray of Cold."]},{"name":"Wail (Costs 3 Actions)","entries":["The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a {@dc 19} Constitution saving throw or gain 1 level of {@condition exhaustion}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago. Since an atropal was never truly alive, it can't be raised from the dead or resurrected by any means. Even divine intervention can't breathe true life into this hateful, miserable horror.","An atropal is malformed and unfinished. Its wet, wrinkled, and bloated body is surmounted by a hairless, overlarge head set with glassy, vacant eyes. It constantly drools stinking ichor as it mouths obscenities. Its arms are too slender, with tiny hands ending in cruelly shaped nails. An atropal never walks but always floats, with its atrophied, dead legs hanging useless below it.",{"name":"Negative Energy Connection","type":"entries","entries":["The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact, it attaches to the Negative Plane. This connection gives the atropal power over death and undeath. The cord can be severed by a vorpal sword or other vorpal weapon, and doing so weakens the atropal's tie to the Negative Plane.","An atropal can summon vestiges of creatures that died in the Negative Plane, which manifest as wraiths. These servants can exist outside the Negative Plane only by the atropal's sheer force of will, and they quickly dissipate when the atropal is destroyed."]},{"name":"Undead Nature","type":"entries","entries":["An atropal doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Atropal.webp"}]},{"id":"augrek-brighthelm","name":"Augrek Brighthelm","source":"SKT","page":247,"srd":false,"image":"bestiary/SKT/Augrek Brighthelm.webp","token":"bestiary/tokens/SKT/Augrek Brighthelm.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Good","ac":"15","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"25 ft.","str":14,"dex":11,"con":15,"int":10,"wis":11,"cha":11,"saves":"","skills":"Athletics +4, Perception +2","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Dwarvish","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["Augrek has advantage on saving throws against poison."]},{"name":"Roleplaying Information","entries":["Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.","Ideal: \"You'll get farther in life with a kind word than an axe.\"","Bond: \"Bryn Shander is my home. It's my job to protect her.\"","Flaw: \"I'm head over heels in love with Sheriff Southwell. One day I hope to marry him.\""]}],"spellcasting":[],"actions":[{"name":"Warhammer","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, or 7 ({@damage 1d10 + 2}) bludgeoning damage if used with two hands."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage. Augrek carries ten crossbow bolts."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.","Ideal:\"You'll get farther in life with a kind word than an axe.\"","Bond:\"Bryn Shander is my home. It's my job to protect her.\"","Flaw:\"I'm head over heels in love with Sheriff Southwell. One day I hope to marry him.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Augrek Brighthelm.webp"}]},{"id":"aunt-dellie","name":"Aunt Dellie","source":"JttRC","page":36,"srd":false,"image":"bestiary/JttRC/021-03-001.enchanted-farmers-attack.webp","token":"bestiary/tokens/JttRC/Aunt Dellie.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/021-03-001.enchanted-farmers-attack.webp","title":"Enchanted farmers attack Aunt Dellie on the streets of Promise","credit":"Mia Araujo"}]},{"id":"aurak-draconian","name":"Aurak Draconian","source":"DSotDQ","page":196,"srd":false,"image":"bestiary/DSotDQ/Aurak Draconian.webp","token":"bestiary/tokens/DSotDQ/Aurak Draconian.webp","size":"Medium","creatureType":"Monstrosity (Sorcerer)","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"35 ft.","str":13,"dex":14,"con":16,"int":16,"wis":11,"cha":17,"saves":"Int +6, Wis +3, Cha +6","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"truesight 60 ft., Passive Perception 13","languages":"Common, Draconic","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aura of Command","entries":["The draconian radiates a commanding presence in a 20-foot-radius sphere centered on itself. A draconian in the aura that can see or hear the aurak can't be {@condition charmed} and has advantage on saving throws made to avoid or end the {@condition frightened} condition on itself."]},{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) lightning damage and is {@condition stunned} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell invisibility}, {@spell mage hand}","1/day: {@spell dominate person}","2/day each: {@spell dimension door}, {@spell disguise self}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The draconian makes three Rend or Energy Ray attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d12 + 2}) slashing damage."]},{"name":"Energy Ray","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage."]},{"name":"Noxious Breath {@recharge 5}","entries":["The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a {@dc 14} Constitution saving throw. On a failed save, the creature takes 21 ({@damage 6d6}) poison damage and gains 1 level of {@condition exhaustion}. On a successful save, the creature takes half as much damage, doesn't gain {@condition exhaustion}, and is immune to all draconians' Noxious Breath for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Created from the eggs of gold dragons, aurak draconians are the most powerful of draconians, their entire being thrumming with eldritch power. Unlike other draconians, auraks are wingless. This might lull foes into a false sense of security, until the auraks exhale noxious fumes resembling those of their dragon progenitors. Auraks are masterminds and strategists that serve as commanders in the Dragon Armies. They often lead contingents of less powerful draconians. When slain, aurak draconians unleash their inherent magic in a deadly burst of lightning."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests."]}]}],"gallery":[{"path":"bestiary/DSotDQ/Aurak Draconian.webp","credit":"Robson Michel"}]},{"id":"aurelia","name":"Aurelia","source":"GGR","page":230,"srd":false,"image":"bestiary/GGR/Aurelia.webp","token":"bestiary/tokens/GGR/Aurelia.webp","size":"Medium","creatureType":"Celestial (Angel)","alignment":"Lawful Good","ac":"22","initiative":"+7 (17)","hp":"287 (25d8 + 175)","speed":"50 ft., fly 150 ft.","str":26,"dex":24,"con":25,"int":17,"wis":25,"cha":30,"saves":"Dex +14, Con +14, Cha +17","skills":"Insight +14, Perception +14","vulnerabilities":"","resistances":"necrotic; radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Aurelia fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Aurelia has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Aurelia makes three longsword attacks and uses Leadership."]},{"name":"Longsword","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d8 + 8}) slashing damage, or 13 ({@damage 1d10 + 8}) slashing damage when used with two hands, plus 27 ({@damage 6d8}) radiant damage."]},{"name":"Leadership","entries":["Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a {@dice d10} to one attack roll or saving throw it makes before the start of Aurelia's next turn."]},{"name":"Warleader's Helix {@recharge 5}","entries":["{@atk rs} {@hit 17} to hit, range 60 ft., one creature. {@h}54 ({@damage 12d8}) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 ({@dice 6d8}) hit points."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon."]},{"name":"Unyielding","entries":["When Aurelia is subjected to an effect that would move her, knock her {@condition prone}, or both, she can use her reaction to be neither moved nor knocked {@condition prone}."]}],"legendaryActions":[{"name":"Command Allies","entries":["Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll."]},{"name":"Longsword Attack (Costs 2 Actions)","entries":["Aurelia makes one longsword attack."]},{"name":"Frighten Foes (Costs 3 Actions)","entries":["Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a {@dc 25} Wisdom saving throw or be {@condition frightened} of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The angel Aurelia leads the Boros Legion. During the years of her leadership, she has shown a strong appreciation for the ordinary citizens who are often caught in the middle of interguild violence.","True justice, Aurelia argues, isn't merely the enforcement of the letter of existing laws (let the Azorius fret over that), but the establishment of equitable and compassionate relationships among all of Ravnica's people. That means protecting the weak from the depredations of the strong, sheltering the innocents who are threatened by war, and ensuring that enforcement of the law doesn't become oppressive. Aurelia actively supports efforts to establish a lasting peace among the guilds in the absence of the Guildpact.","Aurelia prefers to lead the Boros Legion from the front. She brings swift and unrelenting punishment to the wicked, and her temper is legendary.",{"name":"Immortal Nature","type":"entries","entries":["Aurelia doesn't require food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Aurelia.webp","credit":"Chris Rahn"}]},{"id":"auril-first-form","name":"Auril (First Form)","source":"IDRotF","page":275,"srd":false,"image":"bestiary/IDRotF/Auril (First Form).webp","token":"bestiary/tokens/IDRotF/Auril (First Form).webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"95 (10d8 + 50)","speed":"30 ft., fly 60 ft.","str":14,"dex":16,"con":21,"int":24,"wis":26,"cha":28,"saves":"Con +9, Wis +12","skills":"Deception +13, Insight +12, Intimidation +13, Perception +16","vulnerabilities":"radiant","resistances":"","immunities":"cold; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned","senses":"darkvision 120 ft., truesight 120 ft., Passive Perception 26","languages":"all, telepathy 1000 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Divine Being","entries":["Auril can't be {@status surprised} and can't be changed into another form against her will."]},{"name":"Divine Rejuvenation","entries":["When Auril drops to 0 hit points, her body turns to slush and melts away. Auril instantly reappears in her {@creature Auril (second form)|IDRotF|second form}, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn't change."]},{"name":"Legendary Resistance (2/Day in This Form)","entries":["If Auril fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Auril has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["Auril doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Auril's innate spellcasting ability is Charisma (spell save {@dc 21}, {@hit 13} to hit with spell attacks). She can innately cast the following spells, requiring no material components:","At will: {@spell chromatic orb} (cold orb only; see \"Actions\" below), {@spell detect magic}, {@spell misty step}","2/day each: {@spell control weather}, {@spell detect thoughts}, {@spell ice storm}"]}],"actions":[{"name":"Multiattack","entries":["Auril attacks twice with her talons."]},{"name":"Talons","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Touch of Frost","entries":["{@atk ms} {@hit 13} to hit, reach 5 ft., one creature. {@h}13 ({@damage 3d8}) cold damage, and the target can't take reactions until the start of its next turn."]},{"name":"Chromatic Orb","entries":["{@atk rs} {@hit 13} to hit, range 90 ft., one creature. {@h}13 ({@damage 3d8}) cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Talons","entries":["Auril attacks once with her talons."]},{"name":"Teleport","entries":["Auril teleports to an unoccupied space she can see within 30 feet of her."]},{"name":"Touch of Frost (Costs 2 Actions)","entries":["Auril uses Touch of Frost."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down. Protruding from her feathery owl's head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the Cold Crone. This cloak can transform into a pair of owl's wings when Auril sees fit."]}]},{"type":"section","name":"Auril the Frostmaiden","entries":["Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter's cruelty. (For information on what defines a lesser god, see the \"{@book Divine Rank|DMG|1|Divine Rank}\" sidebar in the {@book Dungeon Master's Guide|DMG}.) Auril's beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.","Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril's frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.","After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods' meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.","Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.","Auril's worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.",{"type":"entries","name":"Roleplaying Auril","entries":["Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful:",{"type":"list","items":["So long as she has mortal worshipers, Auril can't truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals' demands. As the embodiment of winter's cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.","Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.","Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It's appropriate for Auril to act as though she's invincible while underestimating her mortal enemies, even in her current weakened state."]}]},{"type":"entries","name":"Lair Actions","entries":["Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See {@adventure chapter 5|IDRotF|15} for information about the {@adventure regional effects|IDRotF|15|Regional Effects} that encompass the island.","While she's on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):",{"type":"list","items":["Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of {@condition exhaustion} they have, and what conditions are affecting them currently.","Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.","Auril telepathically communicates with any number of creatures at once, provided they're all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action."]}]},{"type":"entries","name":"Auril's Three Forms","entries":["In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she's defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.","After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.","A stat block is given for each of Auril's three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure."]}]}],"gallery":[{"path":"bestiary/IDRotF/Auril (First Form).webp"},{"path":"bestiary/IDRotF/Auril the Frostmaiden.webp"}]},{"id":"auril-second-form","name":"Auril (Second Form)","source":"IDRotF","page":277,"srd":false,"image":"bestiary/IDRotF/Auril (Second Form).webp","token":"bestiary/tokens/IDRotF/Auril (Second Form).webp","size":"Large","creatureType":"Elemental","alignment":"Neutral Evil","ac":"16","initiative":"+3 (13)","hp":"136 (13d10 + 65)","speed":"30 ft.","str":16,"dex":16,"con":21,"int":24,"wis":26,"cha":28,"saves":"Con +9, Wis +12","skills":"Deception +13, Insight +12, Intimidation +13, Perception +16","vulnerabilities":"fire","resistances":"","immunities":"cold; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned","senses":"darkvision 120 ft., truesight 120 ft., Passive Perception 26","languages":"all, telepathy 1000 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Divine Being","entries":["Auril can't be {@status surprised} and can't be changed into another form against her will."]},{"name":"Divine Rejuvenation","entries":["When Auril drops to 0 hit points, her body collapses into shards of ice, whereupon Auril instantly reappears in her {@creature Auril (third form)|IDRotF|third form}, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn't change."]},{"name":"Legendary Resistance (2/Day in This Form)","entries":["If Auril fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Auril has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["Auril doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Auril attacks twice with her ice morningstar or hurls three ice darts."]},{"name":"Ice Morningstar","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 9 ({@damage 2d8}) cold damage."]},{"name":"Ice Dart","entries":["{@atk rw} {@hit 7} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Cone of Cold (Recharges after a Short or Long Rest)","entries":["Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a {@dc 21} Constitution saving throw, taking 36 ({@damage 8d8}) cold damage on a failed save, or half as much damage on a successful one."]},{"name":"Create Ice Mephit (3/Day)","entries":["Auril breaks off an icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an {@creature ice mephit} (see its entry in the Monster Manual). The mephit acts immediately after Auril in the initiative order and obeys her commands."]},{"name":"Ice Stasis {@recharge 5}","entries":["Auril magically creates a gem-sized ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a {@dc 21} Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is {@condition stunned}, has {@quickref Cover||3||total cover} against attacks and other effects outside the crystal, and takes 21 ({@damage 6d6}) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Auril makes one weapon attack."]},{"name":"Ice Flurry (Costs 2 Actions)","entries":["Each creature within 30 feet of Auril takes 5 ({@damage 2d4}) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished."]},{"name":"Splinter (Costs 3 Actions)","entries":["Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a {@dc 21} Dexterity saving throw, taking 13 ({@damage 3d8}) piercing damage on a failed saving throw, and half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Auril's second form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.","In this form, Auril creates weapons of ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice."]}]},{"type":"section","name":"Auril the Frostmaiden","entries":["Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter's cruelty. (For information on what defines a lesser god, see the \"{@book Divine Rank|DMG|1|Divine Rank}\" sidebar in the {@book Dungeon Master's Guide|DMG}.) Auril's beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.","Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril's frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.","After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods' meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.","Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.","Auril's worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.",{"type":"entries","name":"Roleplaying Auril","entries":["Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful:",{"type":"list","items":["So long as she has mortal worshipers, Auril can't truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals' demands. As the embodiment of winter's cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.","Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.","Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It's appropriate for Auril to act as though she's invincible while underestimating her mortal enemies, even in her current weakened state."]}]},{"type":"entries","name":"Lair Actions","entries":["Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See {@adventure chapter 5|IDRotF|15} for information about the {@adventure regional effects|IDRotF|15|Regional Effects} that encompass the island.","While she's on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):",{"type":"list","items":["Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of {@condition exhaustion} they have, and what conditions are affecting them currently.","Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.","Auril telepathically communicates with any number of creatures at once, provided they're all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action."]}]},{"type":"entries","name":"Auril's Three Forms","entries":["In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she's defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.","After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.","A stat block is given for each of Auril's three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure."]}]}],"gallery":[{"path":"bestiary/IDRotF/Auril (Second Form).webp"},{"path":"bestiary/IDRotF/Auril the Frostmaiden.webp"}]},{"id":"auril-third-form","name":"Auril (Third Form)","source":"IDRotF","page":278,"srd":false,"image":"bestiary/IDRotF/Auril (Third Form).webp","token":"bestiary/tokens/IDRotF/Auril (Third Form).webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"19","initiative":"+1 (11)","hp":"136 (16d6 + 80)","speed":"0 ft., fly 30 ft. (hover)","str":1,"dex":12,"con":21,"int":24,"wis":26,"cha":28,"saves":"Con +9, Wis +12","skills":"Deception +13, Insight +12, Intimidation +13, Perception +16","vulnerabilities":"thunder","resistances":"","immunities":"cold; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; prone; stunned","senses":"blindsight 120 ft. (blind beyond this radius), truesight 120 ft., Passive Perception 26","languages":"all, telepathy 1,000 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Divine Being","entries":["Auril can't be {@status surprised} and can't be changed into another form against her will."]},{"name":"Divine Resurrection","entries":["When Auril drops to 0 hit points, her crystalline form shatters and her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing."]},{"name":"Frigid Aura","entries":["So long as Auril has at least 1 hit point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns."]},{"name":"Legendary Resistance (1/Day in This Form)","entries":["If Auril fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Auril has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["Auril doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Auril uses Polar Ray twice."]},{"name":"Polar Ray","entries":["{@atk rs} {@hit 13} to hit, range 120 ft., one target. {@h}14 ({@damage 4d6}) cold damage."]},{"name":"Blizzard Veil","entries":["Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area within the sphere is {@quickref Vision and Light||2||heavily obscured}, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or until her {@status concentration} is broken (as if {@status concentration||concentrating} on a spell)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Polar Ray","entries":["Auril uses Polar Ray."]},{"name":"Intensify Aura (Costs 2 Actions)","entries":["Auril's Frigid Aura deals an extra 10 cold damage until the end of her next turn."]},{"name":"Blinding Gleam (Costs 2 Actions)","entries":["Auril's form flares with a blue light. Each creature that can see Auril and is within 10 feet of her must succeed on a {@dc 17} Wisdom saving throw or be {@condition blinded} by Auril's magical gleam for 1 minute. The {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Auril's third form, called Winter's Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing the god's divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond.","If Auril is killed in her third and final form, she is dead until the next winter solstice. While she is dead, her mortal worshipers lose their god-granted spells and abilities."]}]},{"type":"section","name":"Auril the Frostmaiden","entries":["Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter's cruelty. (For information on what defines a lesser god, see the \"{@book Divine Rank|DMG|1|Divine Rank}\" sidebar in the {@book Dungeon Master's Guide|DMG}.) Auril's beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone.","Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril's frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.","After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods' meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.","Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her.","Auril's worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice.",{"type":"entries","name":"Roleplaying Auril","entries":["Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful:",{"type":"list","items":["So long as she has mortal worshipers, Auril can't truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals' demands. As the embodiment of winter's cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.","Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.","Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It's appropriate for Auril to act as though she's invincible while underestimating her mortal enemies, even in her current weakened state."]}]},{"type":"entries","name":"Lair Actions","entries":["Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See {@adventure chapter 5|IDRotF|15} for information about the {@adventure regional effects|IDRotF|15|Regional Effects} that encompass the island.","While she's on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):",{"type":"list","items":["Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of {@condition exhaustion} they have, and what conditions are affecting them currently.","Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.","Auril telepathically communicates with any number of creatures at once, provided they're all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action."]}]},{"type":"entries","name":"Auril's Three Forms","entries":["In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she's defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.","After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.","A stat block is given for each of Auril's three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure."]}]}],"gallery":[{"path":"bestiary/IDRotF/Auril (Third Form).webp"},{"path":"bestiary/IDRotF/Auril the Frostmaiden.webp"}]},{"id":"aurinax","name":"Aurinax","source":"WDH","page":194,"srd":false,"image":"bestiary/WDH/Aurinax.webp","token":"bestiary/tokens/WDH/Aurinax.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Good","ac":"19","initiative":"+2 (12)","hp":"256 (19d12 + 133)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":27,"dex":14,"con":25,"int":16,"wis":15,"cha":24,"saves":"Dex +8, Con +13, Wis +8, Cha +13","skills":"Insight +8, Perception +14, Persuasion +13, Stealth +8","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Grassland, Forest","treasure":"","traits":[{"name":"Amphibious","entries":["Aurinax can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Aurinax fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Aurinax can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Aurinax's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["Aurinax uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"Aurinax exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 66 ({@damage 12d10}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Weakening Breath","entry":"Aurinax exhales gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 21} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]},{"name":"Change Shape","entries":["Aurinax magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, Aurinax retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Aurinax makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Aurinax makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Aurinax beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.","One creature the dragon can see within 120 feet of it must succeed on a {@dc 15} Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied."]},{"type":"entries","name":"Additional Lair Action","entries":["At your discretion, a legendary ({@creature Adult Gold Dragon||adult} or {@creature Ancient Gold Dragon||ancient}) gold dragon can use the following additional lair action while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Glow","entry":"Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.","Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.","Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius."]},"If the dragon dies, these effects end immediately.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a gold dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beneficent Trail","entry":"Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair."},{"type":"item","name":"Emanation of Justice","entry":"Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings."},{"type":"item","name":"Liar's Revelation","entry":"Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a {@dc 15} Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours."}]}],"source":"FTD"}],"gallery":[{"path":"bestiary/WDH/Aurinax.webp"},{"path":"bestiary/WDH/Vault-of-Dragons.webp"}]},{"id":"aurnozci","name":"Aurnozci","source":"BMT","page":167,"srd":false,"image":"bestiary/BMT/Aurnozci.webp","token":"bestiary/tokens/BMT/Aurnozci.webp","size":"Gargantuan","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+5 (15)","hp":"370 (20d20 + 160)","speed":"50 ft., burrow 30 ft.","str":27,"dex":20,"con":26,"int":6,"wis":21,"cha":19,"saves":"Str +15, Con +15","skills":"","vulnerabilities":"","resistances":"cold; lightning","immunities":"acid; fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 15","languages":"Abyssal, telepathy 120 ft.","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Heat Regeneration","entries":["If the temperature around it is 100 degrees Fahrenheit or higher, Aurnozci regains 15 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn't function at the start of its next turn. Aurnozci dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Legendary Resistance (3/Day)","entries":["If Aurnozci fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Aurnozci has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Aurnozci casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):","At will: {@spell Detect Magic}, {@spell Heat Metal} (7th-level version)","2/day each: {@spell Darkness}, {@spell Dispel Magic}, {@spell Hold Person}"]}],"actions":[{"name":"Multiattack","entries":["Aurnozci makes one Bite attack and two Tail attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}21 ({@damage 2d12 + 8}) slashing damage plus 9 ({@damage 2d8}) fire damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Mucus Spray {@recharge 5}","entries":["Aurnozci sprays mucus in a 60-foot cone. Each creature in that cone must make a {@dc 20} Dexterity saving throw, taking 42 ({@damage 12d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Aurnozci moves up to its speed."]},{"name":"Tail","entries":["Aurnozci makes one Tail attack."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Aurnozci uses Spellcasting."]},{"name":"Conflagration (Costs 2 Actions)","entries":["Flames momentarily surround Aurnozci. Each creature within 15 feet of Aurnozci must make a {@dc 20} Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Aurnozci can take one of the following lair actions; Aurnozci can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cocoon","entry":"Aurnozci targets one Medium or smaller creature it can see within 60 feet of itself and encases the creature in a constricting cocoon. The target must succeed on a {@dc 23} Strength saving throw or have the restrained condition for 1 minute. A target that starts its turn restrained in this way takes 9 ({@damage 2d8}) bludgeoning damage. A creature can use its action to try to tear apart the cocoon, ending the cocoon's effect with a successful {@dc 23} Strength (Athletics) check."},{"type":"item","name":"Insect Swarm","entry":"Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point within 300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere's area is heavily obscured and is difficult terrain. When the sphere appears, each creature in it must make a {@dc 20} Constitution saving throw, taking 16 ({@damage 3d10}) piercing damage and 16 ({@damage 3d10}) poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere's area for the first time on a turn or starts its turn there."}]}],"regionalEffects":["Xulregg is an oppressively muggy realm known for the following regional effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Boiling Water","entry":"Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer's atmosphere. Being immersed in water there doesn't confer resistance to fire damage, and a creature that starts its turn in water takes 7 ({@damage 2d6}) fire damage. A creature that imbibes a liquid (such as a potion) takes 3 ({@damage 1d6}) fire damage."},{"type":"item","name":"Fast Metamorphosis","entry":"On Xulregg, eggs, larvae, and pupae all develop and metamorphose at ten times their usual rate, regardless of sustenance or any other growing conditions."}]},"If Aurnozci dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["The demon lord Aurnozci is a wormlike horror of fiery flesh and toxic seepage. In its present form, Aurnozci can't leave Xulregg, the Abyssal layer that's both its fiefdom and its prison. It lairs within a grotesque hive dangling from a mountain-size tree of tar and flame called Gorewood.","Aurnozci relies on demonic proxies and mortal worshipers to enact its will beyond the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult's most closely guarded secret, fully known only to the faith's enigmatic leader, a masked archmage called the Eye of Aurnozci.","Aurnozci's followers believe the demon lord's imprisonment is coming to an end, and soon the Caged Worm will shed its current form and transform into an even more powerful shape. Once it attains this new form, Aurnozci can escape Xulregg and wreak havoc across the multiverse. To accelerate this terrible transformation, cultists hunt down mortal souls for violent ritual sacrifice to their god."]},{"type":"section","entries":[{"type":"entries","name":"Cultists of Aurnozci","entries":["Aurnozci grants its cultists the following trait:",{"type":"inset","entries":[{"type":"entries","name":"Burning Corpse","entries":["When the creature dies, its body is reduced to a pile of smoldering embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 ({@dice 1d6}) fire damage when it enters the ashes' space for the first time on a turn or starts its turn there."]}]}]}]},{"type":"section","entries":[{"type":"entries","name":"Aurnozci's Lair","entries":["Aurnozci's lair is a layer of the Abyss called Xulregg. See chapter 20 for details about this realm.","The challenge rating of Aurnozci is 23 (50,000 XP) when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/BMT/Aurnozci.webp"}]},{"id":"aurochs","name":"Aurochs","source":"MPMM","page":71,"srd":false,"image":"bestiary/MPMM/Aurochs.webp","token":"bestiary/tokens/MPMM/Aurochs.webp","size":"Large","creatureType":"Beast (Cattle)","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"38 (4d10 + 16)","speed":"50 ft.","str":20,"dex":10,"con":19,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage. If the aurochs moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 9 ({@damage 2d8}) piercing damage, and the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone} if it is a creature."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An aurochs is a large, fierce bovine with jutting horns. In many lands, herds of aurochs roam free, while elsewhere orcs and humans train them from an early age to carry riders into combat."]},{"type":"section","name":"Cattle","entries":["Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them."]}],"gallery":[{"path":"bestiary/MPMM/Aurochs.webp","credit":"Tom Babbey"}],"otherVersions":[{"id":"aurochs-vgm","source":"VGM"}]},{"id":"aurochs-vgm","name":"Aurochs","source":"VGM","page":207,"srd":false,"image":"bestiary/VGM/Aurochs.webp","token":"bestiary/tokens/VGM/Aurochs.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"38 (4d10 + 16)","speed":"50 ft.","str":20,"dex":10,"con":19,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Bahgtru, son of Gruumsh and Luthic, is the orc deity of unbridled strength. Legend says Bahgtru needed a mount as fierce as him for making war, so he sought a mighty aurochs, subjugated the creature with his bare hands, and hauled it to Nishrek, Gruumsh's realm. Bahgtru named the beast Kazaht, or \"Bull\" in Orc. On Kazaht's bare back, Bahgtru charges into battle, ramming into an enemy host and leaping over the aurochs's horns to land in the midst of his foes.","Orcs that revere Bahgtru might tend a stable of war bulls that carry them into combat. Trained to be fierce mounts from a young age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish."]}],"gallery":[{"path":"bestiary/VGM/Aurochs.webp","credit":"Tom Babbey"}],"hidden":true,"otherVersions":[{"id":"aurochs","source":"MPMM"}]},{"id":"aurumach-rilmani","name":"Aurumach Rilmani","source":"MPP","page":43,"srd":false,"image":"bestiary/MPP/Aurumach Rilmani.webp","token":"bestiary/tokens/MPP/Aurumach Rilmani.webp","size":"Large","creatureType":"Celestial","alignment":"Neutral","ac":"18","initiative":"+5 (15)","hp":"285 (30d10 + 120)","speed":"0 ft., fly 40 ft. (hover)","str":20,"dex":21,"con":18,"int":21,"wis":18,"cha":16,"saves":"Dex +11, Int +11","skills":"Arcana +11, History +11, Perception +10","vulnerabilities":"","resistances":"psychic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 20","languages":"all, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The aurumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 19}):","At will: {@spell detect magic}, {@spell detect thoughts}","1/day each: {@spell fly}, {@spell geas} (as an action), {@spell slow}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The aurumach makes three Manifested Blade or Gleaming Ray attacks."]},{"name":"Manifested Blade","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}23 ({@damage 4d8 + 5}) force damage."]},{"name":"Gleaming Ray","entries":["{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}24 ({@damage 3d12 + 5}) force damage."]}],"bonusActions":[{"name":"Aura of Blades","entries":["The aurumach manifests a spectral, golden aura of blades around itself. While this aura is manifested, each creature that starts its turn within 10 feet of the aurumach must make a {@dc 19} Dexterity saving throw, taking 16 ({@damage 3d10}) force damage on a failed save, or half as much damage on a successful one. The aura disappears after 1 minute, when the aurumach has the {@condition incapacitated} condition or dies, or when the aurumach uses a bonus action to end it."]},{"name":"Invoke Weakness {@recharge 5}","entries":["The aurumach attempts to use its magic to weaken the defenses of a creature it can see within 120 feet of itself. The target must succeed on a {@dc 19} Wisdom saving throw or become cursed until the end of the aurumach's next turn. The next time the aurumach hits the cursed target with a Manifested Blade or Gleaming Ray attack, the target takes an extra 27 ({@damage 6d8}) force damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["From redoubts near the Spire in the Outlands, aurumachs oversee the preservation of the cosmic status quo, serving as leaders and strategists of the rilmani. Employing mysterious magic, occult calculations, and networks of informants, aurumachs monitor forces across the planes. Only when planar balance is under threat of total collapse do these elusive, gold-skinned beings leave the Outlands, manifesting gleaming blades to destroy those that threaten multiversal stability."]},{"type":"section","entries":[{"type":"entries","name":"Rilmani","entries":["Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse's existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani act to even the odds.","While the rilmani might be found anywhere, they're most frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.","Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces."]}]}],"gallery":[{"path":"bestiary/MPP/Aurumach Rilmani.webp"}]},{"id":"aurumvorax","name":"Aurumvorax","source":"JttRC","page":105,"srd":false,"image":"bestiary/tokens/JttRC/Aurumvorax.webp","token":"bestiary/tokens/JttRC/Aurumvorax.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"36 (8d6 + 8)","speed":"30 ft., burrow 20 ft.","str":14,"dex":13,"con":12,"int":3,"wis":12,"cha":6,"saves":"Str +4, Con +3","skills":"Perception +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Tunneler","entries":["The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aurumvorax makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax regains 4 ({@dice 1d6 + 1}) hit points."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the aurumvorax can't use its Claw attack on another target, and when it moves, it can drag the {@condition grappled} creature with it, without the aurumvorax's speed being halved."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Early in life, aurumvoraxes cooperate with siblings and their den leader parents, digging tunnels in search of metal and other burrowing prey. As they grow to adulthood, aurumvoraxes hunt on their own, carving out territories they viciously defend."]},{"type":"section","entries":[{"type":"entries","name":"Aurumvorax","entries":["An aurumvorax is an eight-legged, badger-like hunter. These aggressive omnivores attack any prey they think they can best, ambushing even creatures double their size. They supplement their diets with metal, whether it's worked or ore, and they have a particular taste for gold. This diet lends aurumvorax fur its golden sheen.","Alone or in small groups, aurumvoraxes dig deep in search of precious metals. Such exploration often leads them into conflict with subterranean settlements. As defenders of such communities often wear metal armor, aurumvoraxes prioritize attacking armored foes—whether that armor is metal or not."]}]}]},{"id":"aurumvorax-den-leader","name":"Aurumvorax Den Leader","source":"JttRC","page":105,"srd":false,"image":"bestiary/JttRC/Aurumvorax Den Leader.webp","token":"bestiary/tokens/JttRC/Aurumvorax Den Leader.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+2 (12)","hp":"52 (8d8 + 16)","speed":"40 ft., burrow 20 ft.","str":18,"dex":14,"con":14,"int":3,"wis":13,"cha":8,"saves":"Str +6, Con +4","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Leader","entries":["The aurumvorax's allies have advantage on attack rolls while within 10 feet of the aurumvorax, provided it isn't {@condition incapacitated}."]},{"name":"Tunneler","entries":["The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aurumvorax makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax gains one of the following benefits of its choice:"]},{"name":"Frenzy","entries":["The aurumvorax has advantage on attack rolls until start of its next turn."]},{"name":"Invigorate","entries":["The aurumvorax regains 6 ({@dice 1d8 + 2}) hit points."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the aurumvorax can't use its Claw attack on another target, and when it moves, it can drag the {@condition grappled} creature with it, without the aurumvorax's speed being halved."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Aurumvoraxes that feed on a steady supply of precious metals gradually grow in size. These aurumvoraxes are faster and deadlier than others of their kind."]},{"type":"section","entries":[{"type":"entries","name":"Aurumvorax","entries":["An aurumvorax is an eight-legged, badger-like hunter. These aggressive omnivores attack any prey they think they can best, ambushing even creatures double their size. They supplement their diets with metal, whether it's worked or ore, and they have a particular taste for gold. This diet lends aurumvorax fur its golden sheen.","Alone or in small groups, aurumvoraxes dig deep in search of precious metals. Such exploration often leads them into conflict with subterranean settlements. As defenders of such communities often wear metal armor, aurumvoraxes prioritize attacking armored foes—whether that armor is metal or not."]}]}],"gallery":[{"path":"bestiary/JttRC/Aurumvorax Den Leader.webp","credit":"Brian Valeza"}]},{"id":"auspicia-dran","name":"Auspicia Dran","source":"AI","page":208,"srd":false,"image":"bestiary/AI/House Dran.webp","token":"bestiary/tokens/AI/Auspicia Dran.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Neutral Good","ac":"15","initiative":"+2 (12)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":14,"con":14,"int":15,"wis":12,"cha":10,"saves":"","skills":"Athletics +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Auspicia's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}","1/day each: {@spell augury}"]}],"actions":[{"name":"Multiattack","entries":["Auspicia makes two attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The youngest sister of Omin Dran, the half-elf Auspicia Dran had her life torn apart as a child when she was seized by a mysterious creature called the Wandering Crypt. Having spent long years in a kind of dark dream within the crypt, she was saved in the end by her brother Omin's tireless efforts and the valor of his handpicked \"C\" Team. Now returned safely to the world-and with the false Auspicia of the crypt's creation slain-she focuses on trying to discover her own identity and to work through the ongoing complications arising from her ordeal.","When Auspicia emerged from the Wandering Crypt, she carried within her a growing level of psionic power. She can't help but read others' minds, but finds that wearing a diamond earring helps tamp that unwitting ability down. This magic has also left her connected to the crypt in a way she doesn't understand, even as it grants her occasional memories of others still trapped there and an awareness of faraway places. In combat, she manifests an instinctive knowledge of events before they happen, often making use of this ability to bring a fight to a standstill that encourages parley. But she has only just begun to explore her full precognitive potential."]}]}]}],"gallery":[{"path":"bestiary/AI/House Dran.webp","credit":"Nurse Normal"}]},{"id":"autognome","name":"Autognome","source":"BAM","page":13,"srd":false,"image":"bestiary/BAM/Autognome.webp","token":"bestiary/tokens/BAM/Autognome.webp","size":"Small","creatureType":"Construct","alignment":"Any Alignment","ac":"16","initiative":"-2 (8)","hp":"39 (6d6 + 18)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":4,"wis":11,"cha":6,"saves":"Con +5, Wis +2, Cha +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Gnomish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Malfunction","entries":["Whenever the autognome takes 15 damage or more from a single source and isn't reduced to 0 hit points by that damage, roll a {@dice d20} to determine if it suffers a malfunction:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-10: \"All Fine Here!\"","entries":["No malfunction occurs."]},{"type":"item","name":"11-12: \"My Mind Is Going. I Can Feel It.\"","entries":["The autognome is {@condition incapacitated} for 1 minute."]},{"type":"item","name":"13-14: \"You've Disarmed Me!\"","entries":["One of the autognome's arms falls off, reducing the number of Shock attacks it can make by 1 until a creature uses an action to reattach the arm."]},{"type":"item","name":"15-16: \"Who Turned Out the Lights?\"","entries":["The autognome's head falls off and deactivates, causing the autognome to be {@condition blinded} and {@condition deafened} until a creature uses an action to reattach the head, which reactivates it."]},{"type":"item","name":"17-20: \"Have a Magical Day!\"","entries":["The autognome explodes and is destroyed. Each creature within 20 feet of the exploding autognome must make a {@dc 11} Dexterity saving throw, taking 22 ({@damage 4d10}) slashing damage on a failed save, or half as much damage on a successful one."]},{"type":"item","name":"Unusual Nature","entries":["The autognome doesn't require air, food, drink, or sleep."]}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The autognome makes two Shock attacks."]},{"name":"Shock","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 2d6}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An autognome is a mechanical gnome that resembles the rock gnome who created it, though it could never be mistaken for a gnome. Regardless of what its insides are made of, it has a metallic outer casing painted with gnomish features. It walks with a stiff gait, clanking, wheezing, whirring, and buzzing wherever it goes.","An autognome obeys its creator's commands when it is functioning properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it was designed for.","No two autognomes are necessarily made of the same materials; magic is what gives them their intelligence. Most autognomes are programmed to obey the following three directives: defend gnomes who are being attacked by non-gnomes, defend yourself if you are attacked, and protect infants and youngsters from harm. The last directive arose from the best intentions, but it doesn't distinguish between species; if an autognome sees a group of adults battling a lunar dragon wyrmling, for instance, it would come to the wyrmling's defense."]}],"gallery":[{"path":"bestiary/BAM/Autognome.webp","credit":"Zuzanna Wužyk"}]},{"id":"autumn-eladrin","name":"Autumn Eladrin","source":"MPMM","page":115,"srd":false,"image":"bestiary/MPMM/Autumn Eladrin.webp","token":"bestiary/tokens/MPMM/Autumn Eladrin.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Chaotic Neutral","ac":"19","initiative":"+3 (13)","hp":"165 (22d8 + 66)","speed":"30 ft.","str":12,"dex":16,"con":16,"int":14,"wis":17,"cha":18,"saves":"","skills":"Insight +7, Medicine +7","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"Enchanting Presence","entries":["Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.","Whenever the eladrin deals damage to the {@condition charmed} creature, the {@condition charmed} creature can repeat the saving throw, ending the effect on itself on a success."]},{"name":"Magic Resistance","entries":["The eladrin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell hold person}","2/day each: {@spell cure wounds} (as a 5th-level spell), {@spell lesser restoration}","1/day each: {@spell greater restoration}, {@spell revivify}"]}],"actions":[{"name":"Multiattack","entries":["The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands, plus 22 ({@damage 5d8}) psychic damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 22 ({@damage 5d8}) psychic damage."]}],"bonusActions":[{"name":"Fey Step {@recharge 4}","entries":["The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[{"name":"Foster Peace","entries":["If a creature {@condition charmed} by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign."]},{"type":"section","name":"Eladrin","entries":[{"type":"quote","entries":["If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.","Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up."],"by":"Tasha"},"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.","Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.","The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.",{"name":"Changeable Natures","type":"entries","entries":["Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't {@condition incapacitated}. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them."]}]}],"gallery":[{"path":"bestiary/MPMM/Autumn Eladrin.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"autumn-eladrin-mtf","source":"MTF"}]},{"id":"autumn-eladrin-mtf","name":"Autumn Eladrin","source":"MTF","page":195,"srd":false,"image":"bestiary/MTF/Autumn Eladrin.webp","token":"bestiary/tokens/MTF/Autumn Eladrin.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Chaotic Neutral","ac":"19","initiative":"+3 (13)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":12,"dex":16,"con":16,"int":14,"wis":17,"cha":18,"saves":"","skills":"Insight +7, Medicine +7","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"Enchanting Presence","entries":["Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature is {@condition charmed} by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.","Whenever the eladrin deals damage to the {@condition charmed} creature, the creature can repeat the saving throw, ending the effect on itself on a success."]},{"name":"Fey Step {@recharge 4}","entries":["As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see."]},{"name":"Magic Resistance","entries":["The eladrin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The eladrin's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:","At will: {@spell calm emotions}, {@spell sleep}","3/day each: {@spell cure wounds} (as a 5th-level spell), {@spell lesser restoration}","1/day each: {@spell greater restoration}, {@spell heal}, {@spell raise dead}"]}],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage plus 18 ({@damage 4d8}) psychic damage, or 6 ({@damage 1d10 + 1}) slashing damage plus 18 ({@damage 4d8}) psychic damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 18 ({@damage 4d8}) psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Foster Peace","entries":["If a creature {@condition charmed} by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Autumn Eladrin","entries":["Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to heal, to cure, and to relieve any ailment that might afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign."]},{"type":"section","name":"Eladrin","entries":[{"type":"quote","entries":["To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all."],"by":"Mordenkainen"},"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.","The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Creatures of Passion","type":"entries","entries":["The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week."]},{"name":"Lovers of Beauty","type":"entries","entries":["Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them."]},{"type":"entries","name":"Changeable Nature","entries":["Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't {@condition incapacitated}. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Autumn Eladrin.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"autumn-eladrin","source":"MPMM"}]},{"id":"avacyn","name":"Avacyn","source":"PSI","page":26,"srd":false,"image":"bestiary/PSI/Angel1.webp","token":"bestiary/tokens/PSI/Avacyn.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"21","initiative":"+6 (16)","hp":"243 (18d10 + 144)","speed":"50 ft., fly 150 ft.","str":26,"dex":22,"con":26,"int":25,"wis":25,"cha":30,"saves":"Int +14, Wis +14, Cha +17","skills":"Perception +14","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The Avacyn's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["The Avacyn knows if it hears a lie."]},{"name":"Magic Resistance","entries":["The Avacyn has advantage on saving throws against spells and other magical effects."]},{"name":"Moonsilver Spear","entries":["An angel of the Flight of Moonsilver wields a spear made from a shard of the Helvault. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when the angel hits a creature with an attack using this weapon, it can wound the target. At the start of each of the wounded creature's turns, it takes {@damage 1d4} necrotic damage for each time the angel has wounded it, and it can then make a {@dc 15} Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a {@dc 15} Wisdom ({@skill Medicine}) check, ending the effect of such wounds on it on a success."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The Avacyn's spellcasting ability is Charisma (spell save {@dc 25}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell resurrection}","1/day each: {@spell commune}, {@spell control weather}"]}],"actions":[{"name":"Multiattack","entries":["The Avacyn makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage."]},{"name":"Slaying Longbow","entries":["{@atk rw} {@hit 13} to hit, range 150/600 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a {@dc 15} Constitution saving throw or die."]},{"name":"Flying Sword","entries":["The Avacyn releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies."]},{"name":"Healing Touch (4/Day)","entries":["The Avacyn touches another creature. The target magically regains 40 ({@dice 8d8 + 4}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Teleport","entries":["The Avacyn magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Searing Burst (Costs 2 Actions)","entries":["The Avacyn emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a {@dc 23} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one."]},{"name":"Blinding Gaze (Costs 3 Actions)","entries":["The Avacyn targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until magic such as the {@spell lesser restoration} spell removes the blindness."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["{@creature Avacyn|PSI} was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.","Traditionally, three groups of angels known as flights or hosts served {@creature Avacyn|PSI}, each under the leadership of a lesser archangel.",{"type":"entries","name":"Flight Alabaster","page":26,"entries":["The practical and sympathetic angels of Flight Alabaster were instrumental in maintaining Avacyn's wards against the supernatural evils of Innistrad. They preferred the use of spells to weapons, and engaged in battle only when they had exhausted other options. As a result, angels of other flights sometimes dismissed them as overly sentimental. Alabaster angels aided priests and cathars in maintaining the protective wards on city walls and at holy sites throughout the plane, and also aided Avacyn in conducting the spirits of the dead to their ultimate fate, dissolving into Innistrad's Æthereal essence. The leader of Flight Alabaster was {@creature Bruna|PSI}, called the Light of Alabaster."]},{"type":"entries","name":"Host of Herons","page":26,"entries":["The Host of Herons comprised the angels of birth, rebirth, and purity, whose magic was said to ward humans against harm in life. This was always the smallest flight of angels, and its primary function was the scouting and tracking of werewolves and other marauding monsters. {@creature Sigarda|PSI} led the Host of Herons, wielding a scythe shaped like the head of a heron."]},{"type":"entries","name":"Flight Goldnight","page":26,"entries":["Flight Goldnight was an army of soldier-angels focused on the martial strength of the church. These angels were characterized by pragmatism and strict observance of church law. They were strategists in battle and skillful leaders during armed conflicts, cultivating a martial mindset that made them more than willing to take up arms when the need arose. The leader of Flight Goldnight was {@creature Gisela|PSI}, called the Blade of Goldnight or the Blade of the Church."]},{"type":"entries","name":"The Madness of Avacyn","page":27,"entries":["When the Eldrazi titan Emrakul first approached Innistrad, {@creature Avacyn|PSI} perceived her influence as a contagion that must be expunged from the world. However, unable to identify the source of that contagion, {@creature Avacyn|PSI} was driven mad, lashing out instead at every living thing. She led the angels in a vain effort to purge this corruption from the plane, viewing the humans they once protected as part of the maddening illness. The different flights of angels even began to war against each other, drastically reducing the number of angels on the plane.","Wielding fiery swords and clad in full armor, the soldier-angels of Flight Goldnight became the scourge of all mortal life on Innistrad. None could predict what would trigger their violent judgment or where they would strike next. The angels of Flight Alabaster had always been at the forefront of the church's efforts to root out and punish demon cultists, necromancers, and other heretics. With Emrakul's approach, they grew at least as mad as {@creature Avacyn|PSI} herself. Their fervent obsession drove the forces of the Lunarch Inquisition, the church's efforts to root out sin among the human populace. The angels prodded the church to ever greater and more desperate action.","Amid the chaos, {@creature Avacyn|PSI} created a new angelic flight to serve as her honor guard. Armed with moonsilver spears forged from shards of the broken Helvault, these angels of the Flight of Moonsilver served as sentries and guards at Thraben Cathedral, and flew alongside {@creature Avacyn|PSI} into battle against any perceived threat to Innistrad.","Only {@creature Sigarda|PSI} and the Host of Herons remained unaffected by Avacyn's madness, perhaps because they were the angels of purity. The survivors of this host retreated to their old haunt in Gavony's remote parish of Videns to maintain a safe distance from {@creature Avacyn|PSI}.","Angels that have gone mad can cast {@spell flame strike} once per day using their Innate Spellcasting trait. Additionally, the extra damage from their Angelic Weapons is half fire damage and half radiant damage."]}],"gallery":[{"path":"bestiary/PSI/Angel1.webp","title":"Gisela, Blade of Goldnight","credit":"Jason Chan"},{"path":"bestiary/PSI/Angel2.webp","title":"Fiery Temper","credit":"Johannes Voss"},{"path":"bestiary/PSI/Sigarda.webp","title":"Sigarda, Host of Herons","credit":"Chris Rahn"}]},{"id":"avarice","name":"Avarice","source":"IDRotF","page":269,"srd":false,"image":"bestiary/IDRotF/Avarice.webp","token":"bestiary/tokens/IDRotF/Avarice.webp","size":"Medium","creatureType":"Humanoid (Tiefling)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":8,"dex":16,"con":14,"int":17,"wis":10,"cha":9,"saves":"Int +6, Wis +3","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"cold; fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic, Infernal, Orc, Yeti","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Icy Doom","entries":["When Avarice dies, her corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead."]},{"name":"Special Equipment","entries":["Avarice wields a {@item staff of frost} with 10 charges (see \"Actions\" below)."]}],"spellcasting":[{"name":"Spellcasting","entries":["Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}; {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt} (see \"Actions\" below), {@spell mage hand}, {@spell message}, {@spell minor illusion}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}","Level 2 (3 slots): {@spell flaming sphere}, {@spell knock}, {@spell scorching ray}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}","Level 5 (2 slots): {@spell Bigby's hand}, {@spell Rary's telepathic bond}"]}],"actions":[{"name":"Fire Bolt (Cantrip)","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}11 ({@damage 2d10}) fire damage."]},{"name":"Staff of Frost","entries":["While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save {@dc 14}): {@spell cone of cold} (5 charges), {@spell fog cloud} (1 charge), {@spell ice storm} (4 charges), or {@spell wall of ice} (4 charges). The staff regains {@dice 1d6 + 4} charges daily at dawn. If its last charge is expended, roll a {@dice d20}; on a 1, the staff turns to water and is destroyed."]}],"bonusActions":[],"reactions":[{"name":"Banishing Rebuke (Recharges after a Long Rest)","entries":["When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is {@condition incapacitated} and takes 5 ({@damage 1d10}) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a {@dc 14} Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Avarice is a cruel and vindictive tiefling trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.","Avarice has been a member of the Arcane Brotherhood for almost two years. She fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.","The tiefling has the secret support of the archdevil Levistus, having traded her soul years ago for her first taste of magical power. Levistus speaks to her in dreams and guides her path. Shortly after Avarice arrived in Ten-Towns, Levistus urged her to seek out the Black Sword. Avarice didn't know who or what the Black Sword was until she was approached by cultists of Levistus bearing swordlike shards of chardalyn worn as pendants around their necks. These self-styled Knights of the Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn't trust the cultists, they treat her with more respect than anyone else does, and the keep is a safer location than most other places in Ten-Towns.",{"type":"entries","name":"Companions","entries":["Avarice has a pair of loyal {@creature Gargoyle||gargoyles} named Gargle and Gurgle who serve her as bodyguards and scouts. Avarice uses her {@spell Rary's telepathic bond} spell to stay in telepathic contact with her gargoyles before sending them off on any mission. Avarice also has the support of the Knights of the Black Sword, if she needs to call on their talents."]},{"type":"entries","name":"Familiar","entries":["Avarice's familiar throughout the adventure is a squawking raven named Skelm. It uses the {@creature raven} stat block in the {@book Monster Manual|MM} but is a fiend instead of a beast."]},{"type":"entries","name":"Spellbook","entries":["Avarice's spellbook has white leather covers and vellum pages. The tiefling's personal sigil is burned into the front cover. The book contains the spells Avarice has prepared plus the following additional spells: {@spell burning hands}, {@spell cone of cold}, {@spell find familiar}, {@spell ice storm}, {@spell lightning bolt}, {@spell rope trick}, {@spell thunderwave}, {@spell tongues}, {@spell wall of fire}, and {@spell wall of force}."]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Avarice.webp","title":"Avarice, her raven familiar, and her gargoyles"}]},{"id":"avatar-of-baalzebul","name":"Avatar of Baalzebul","source":"CoA","page":38,"srd":false,"image":"bestiary/CoA/Avatar of Baalzebul.webp","token":"bestiary/tokens/CoA/Avatar of Baalzebul.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"14","initiative":"+1 (11)","hp":"285 (30d8 + 150)","speed":"20 ft., fly 30 ft.","str":21,"dex":13,"con":20,"int":17,"wis":18,"cha":20,"saves":"Str +11, Cha +11","skills":"Deception +11, Insight +10, Intimidation +11, Persuasion +11","vulnerabilities":"radiant","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 14","languages":"all, telepathy 120 ft.","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Stench of the Slug","entries":["Any creature that starts its turn within 10 feet of the avatar must succeed on a {@dc 19} Constitution saving throw or have the {@condition poisoned} condition until the start of their next turn. On a successful saving throw, the creature is immune to this stench for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The avatar makes four Sickening Claw attacks. It can replace one of the attacks with Insect Gorge (if available)."]},{"name":"Sickening Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 13 ({@damage 3d8}) acid damage. The target's hit point maximum is reduced by the acid damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Insect Gorge {@recharge 4}","entries":["The avatar disgorges a swarm of biting flies at a point it can see within 300 feet of itself. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 19} Constitution saving throw. A creature takes 55 ({@damage 10d10}) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute or until the avatar is slain. A creature must also make this saving throw when it enters the insects' area for the first time on a turn or ends its turn there."]},{"name":"Caustic Slimepool (1/Day)","entries":["The avatar causes caustic slime to emanate from itself, covering a 15-foot-radius circle. Each creature within the slime must succeed on a {@dc 19} Dexterity saving throw or have the {@condition grappled} condition (escape {@dc 17}). A {@condition grappled} creature takes 21 ({@damage 6d6}) acid damage at the start of its turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoA/Avatar of Baalzebul.webp","credit":"Sergey Musin"}]},{"id":"avatar-of-death","name":"Avatar of Death","source":"XDMG","page":252,"srd":false,"image":"bestiary/tokens/XDMG/Avatar of Death.webp","token":"bestiary/tokens/XDMG/Avatar of Death.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"20","initiative":"+3 (13)","hp":"Half the HP maximum of its summoner","speed":"60 ft., fly 60 ft. (hover)","str":16,"dex":16,"con":16,"int":16,"wis":16,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; unconscious","senses":"Truesight 60 ft., Passive Perception 13","languages":"all languages known to its summoner","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The avatar can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up)."]},{"name":"Reaping Scythe","entries":["{@atkr m} Automatic hit, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage plus 4 ({@damage 1d8}) Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"avatar-of-death-dmg","source":"DMG"}]},{"id":"avatar-of-death-dmg","name":"Avatar of Death","source":"DMG","page":164,"srd":false,"image":"bestiary/tokens/DMG/Avatar of Death.webp","token":"bestiary/tokens/DMG/Avatar of Death.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"20","initiative":"+3 (13)","hp":"half the hit point maximum of its summoner","speed":"60 ft., fly 60 ft. (hover)","str":16,"dex":16,"con":16,"int":16,"wis":16,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned; unconscious","senses":"darkvision 60 ft., truesight 60 ft., Passive Perception 13","languages":"all languages known to its summoner","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The avatar can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Turn Immunity","entries":["The avatar is immune to features that turn undead."]}],"spellcasting":[],"actions":[{"name":"Reaping Scythe","entries":["The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 ({@damage 1d8 + 3}) slashing damage plus 4 ({@damage 1d8}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Summoned by the \"Skull\" card from the {@item Deck of Many Things}."]}]}]}],"hidden":true,"otherVersions":[{"id":"avatar-of-death","source":"XDMG"}]},{"id":"avi","name":"Avi","source":"WDH","page":32,"srd":false,"image":"bestiary/tokens/WDH/Avi.webp","token":"bestiary/tokens/WDH/Avi.webp","size":"Medium","creatureType":"Humanoid (Genasi)","alignment":"Neutral Good","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft., swim 30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Primordial","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Control Water","entries":["At will, Avi can control the flow and shape of water in a 5-foot cube, or cause the water to freeze for up to 1 hour."]},{"name":"Divine Eminence","entries":["As a bonus action, Avi can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Avi is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Avi runs the Steam and Steel shop in Trollskull Alley with his husband Embric. He worships Eldath, god of peace, and uses his magic to quench hot steel. He is an expert armorsmith. Avi is laid back and speaks plainly."]}]}]}]},{"id":"avoral-guardinal","name":"Avoral Guardinal","source":"MPP","page":32,"srd":false,"image":"bestiary/MPP/Avoral Guardinal.webp","token":"bestiary/tokens/MPP/Avoral Guardinal.webp","size":"Medium","creatureType":"Celestial","alignment":"Neutral Good","ac":"16","initiative":"+4 (14)","hp":"172 (23d8 + 69)","speed":"30 ft., fly 50 ft.","str":16,"dex":19,"con":17,"int":16,"wis":16,"cha":18,"saves":"Dex +8, Cha +8","skills":"Perception +11, Religion +7","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 21","languages":"Celestial, Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Dive Attack","entries":["If the avoral is flying, dives at least 30 feet in a straight line toward a Medium or smaller creature, and ends within 5 feet of it, that creature must succeed on a {@dc 15} Strength saving throw or take 14 ({@damage 4d6}) piercing damage and have the {@condition prone} condition."]},{"name":"Flyby","entries":["The avoral doesn't provoke an opportunity attack when it flies out of an enemy's reach."]}],"spellcasting":[{"name":"Spellcasting","entries":["The avoral casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","1/day each: {@spell command}, {@spell hold person}"]}],"actions":[{"name":"Multiattack","entries":["The avoral makes two Talon attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Talon","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 13 ({@damage 2d12}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Avorals are eagle-like bipeds with winged arms and keen, golden eyes. Prone to wander, these avian Celestials leave Elysium more frequently than their counterparts, meandering across the Outlands to wherever the winds might take them. Solitary scouts and skirmishers, avorals are nimble aerial combatants, able to swiftly dive at foes from the heavens and tear into them with razor-sharp talons."]},{"type":"section","entries":[{"type":"entries","name":"Guardinals","entries":["Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands.","While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace."]}]}],"gallery":[{"path":"bestiary/MPP/Avoral Guardinal.webp"}]},{"id":"awa","name":"Awa","source":"JttRC","page":95,"srd":false,"image":"bestiary/JttRC/064-07-004.ambushed-aurumvorax.webp","token":"bestiary/tokens/JttRC/Awa.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/064-07-004.ambushed-aurumvorax.webp","title":"Awa is ambushed by an aurumvorax in the depths of the Goldwarren","credit":"Vicki Pangestu"}]},{"id":"awakened-brown-bear","name":"Awakened Brown Bear","source":"WDMM","page":72,"srd":false,"image":"bestiary/tokens/WDMM/Awakened Brown Bear.webp","token":"bestiary/tokens/WDMM/Awakened Brown Bear.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"34 (4d10 + 12)","speed":"40 ft., climb 30 ft.","str":19,"dex":10,"con":16,"int":2,"wis":13,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"awakened-elk","name":"Awakened Elk","source":"WDMM","page":72,"srd":false,"image":"bestiary/tokens/WDMM/Awakened Elk.webp","token":"bestiary/tokens/WDMM/Awakened Elk.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d10 + 2)","speed":"50 ft.","str":16,"dex":10,"con":12,"int":2,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one {@condition prone} creature. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"awakened-giant-wasp","name":"Awakened Giant Wasp","source":"WDMM","page":72,"srd":false,"image":"bestiary/tokens/WDMM/Awakened Giant Wasp.webp","token":"bestiary/tokens/WDMM/Awakened Giant Wasp.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"13 (3d8)","speed":"10 ft., fly 50 ft.","str":10,"dex":14,"con":10,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Forest, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"awakened-rat","name":"Awakened Rat","source":"WDH","page":102,"srd":false,"image":"bestiary/tokens/WDH/Awakened Rat.webp","token":"bestiary/tokens/WDH/Awakened Rat.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"1 (1d4 - 1)","speed":"20 ft.","str":2,"dex":11,"con":9,"int":10,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"Common","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The rat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"awakened-shrub","name":"Awakened Shrub","source":"XMM","page":23,"srd":true,"image":"bestiary/XMM/Awakened Shrub.webp","token":"bestiary/tokens/XMM/Awakened Shrub.webp","size":"Small","creatureType":"Plant","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"10 (3d6)","speed":"20 ft.","str":3,"dex":8,"con":11,"int":10,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"fire","resistances":"piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common plus one other language","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rake","entries":["{@atkr m} {@hit 1}, reach 5 ft. {@h}1 Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Awakened shrubs can be any sort of small plant, from forest bushes to clustered flowers. They often appear near awakened trees or in regions imbued with primal magic. Some have whimsical appearances or foliage resembling rudimentary facial features, while others look like animate topiary creatures."]},{"type":"section","name":"Awakened Plants","entries":["{@i Vegetation Given Magical Life}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Magic can invest plants with mobility, sapience, and even a voice. Spells such as {@spell Awaken|XPHB} or the influence of other planes of existence might bring mundane vegetation to life, while other remarkable plants might naturally have these features.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Just because we protect the forest doesn't mean it's defenseless."],"by":"Rivergleam, Pixie"}]}]}],"gallery":[{"path":"bestiary/XMM/Awakened Shrub.webp"}],"otherVersions":[{"id":"awakened-shrub-mm","source":"MM"}]},{"id":"awakened-shrub-mm","name":"Awakened Shrub","source":"MM","page":317,"srd":false,"image":"bestiary/tokens/MM/Awakened Shrub.webp","token":"bestiary/tokens/MM/Awakened Shrub.webp","size":"Small","creatureType":"Plant","alignment":"Unaligned","ac":"9","initiative":"-1 (9)","hp":"10 (3d6)","speed":"20 ft.","str":3,"dex":8,"con":11,"int":10,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"fire","resistances":"piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"one language known by its creator","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the shrub remains motionless, it is indistinguishable from a normal shrub."]}],"spellcasting":[],"actions":[{"name":"Rake","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An awakened shrub is an ordinary shrub given sentience and mobility by the {@spell awaken} spell or similar magic."]}]}],"hidden":true,"otherVersions":[{"id":"awakened-shrub","source":"XMM"}]},{"id":"awakened-shrub-totem-elemental","name":"Awakened Shrub Totem Elemental","source":"PSX","page":38,"srd":false,"image":"bestiary/tokens/PSX/Awakened Shrub Totem Elemental.webp","token":"bestiary/tokens/PSX/Awakened Shrub Totem Elemental.webp","size":"Small","creatureType":"Plant","alignment":"Unaligned","ac":"9","initiative":"-1 (9)","hp":"10 (3d6)","speed":"20 ft.","str":3,"dex":8,"con":11,"int":10,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"fire","resistances":"piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"one language known by its creator","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the shrub totem remains motionless, it is indistinguishable from a normal shrub."]}],"spellcasting":[],"actions":[{"name":"Rake","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.","River Heralds also make use of elementals formed of air, water, or vegetation. In ancient times when folk of the River Heralds and the Sun Empire worked together, they harnessed fire elementals into guardians that still keep watch over certain forgotten ruins.","Any of the various elemental and plant creatures in the {@book Monster Manual|MM} can represent the elementals of Ixalan. The River Heralds' totem elementals are similar to the basic {@creature air elemental|MM|air}, {@creature earth elemental|MM|earth}, and {@creature water elemental|MM|water elementals}, or to {@creature treant|MM|treants}, blights, {@creature shambling mound|MM|shambling mounds}, or {@creature awakened tree|MM|awakened trees} and {@creature awakened shrub|MM|awakened shrubs}. Fire guardians are similar to {@creature fire elemental|MM|fire elementals}."]},{"id":"awakened-tree","name":"Awakened Tree","source":"XMM","page":23,"srd":true,"image":"bestiary/XMM/Awakened Tree.webp","token":"bestiary/tokens/XMM/Awakened Tree.webp","size":"Huge","creatureType":"Plant","alignment":"Neutral","ac":"13","initiative":"-2 (8)","hp":"59 (7d12 + 14)","speed":"20 ft.","str":19,"dex":6,"con":15,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common plus one other language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Some awakened trees stand in still, meditative states for long periods, making them easy to mistake for normal plants, while others patrol regions of natural power. Awakened trees are sometimes brought to life by influences from the Feywild, which make them colorful and endlessly blooming, or by Shadowfell energy, which covers them with grotesque burls or makes them look lifeless."]},{"type":"section","name":"Awakened Plants","entries":["{@i Vegetation Given Magical Life}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Magic can invest plants with mobility, sapience, and even a voice. Spells such as {@spell Awaken|XPHB} or the influence of other planes of existence might bring mundane vegetation to life, while other remarkable plants might naturally have these features.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Just because we protect the forest doesn't mean it's defenseless."],"by":"Rivergleam, Pixie"}]}]}],"gallery":[{"path":"bestiary/XMM/Awakened Tree.webp","credit":"Vicki Pangestu"}],"otherVersions":[{"id":"awakened-tree-mm","source":"MM"}]},{"id":"awakened-tree-mm","name":"Awakened Tree","source":"MM","page":317,"srd":false,"image":"bestiary/tokens/MM/Awakened Tree.webp","token":"bestiary/tokens/MM/Awakened Tree.webp","size":"Huge","creatureType":"Plant","alignment":"Unaligned","ac":"13","initiative":"-2 (8)","hp":"59 (7d12 + 14)","speed":"20 ft.","str":19,"dex":6,"con":15,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"one language known by its creator","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the tree remains motionless, it is indistinguishable from a normal tree."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An awakened tree is an ordinary tree given sentience and mobility by the {@spell awaken} spell or similar magic."]}]}],"hidden":true,"otherVersions":[{"id":"awakened-tree","source":"XMM"}]},{"id":"awakened-white-moose","name":"Awakened White Moose","source":"IDRotF","page":82,"srd":false,"image":"bestiary/IDRotF/Awakened White Moose.webp","token":"bestiary/tokens/IDRotF/Awakened White Moose.webp","size":"Large","creatureType":"Beast","alignment":"Neutral Evil","ac":"11","initiative":"+0 (10)","hp":"68 (8d10 + 24)","speed":"40 ft.","str":19,"dex":11,"con":16,"int":10,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Druidic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 ({@damage 2d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]},{"name":"Sure-Footed","entries":["The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The moose makes two attacks: one with its antlers and one with its hooves."]},{"name":"Antlers","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A white moose is attacking loggers in the forest near Lonelywood. The town's logging industry is essential to the growth and survival of Ten-Towns, and Speaker Nimsy Huddle has assured the other speakers that Lonelywood's \"moose problem\" will be dealt with in short order. Hunters have been dispatched to kill the moose, but it has eluded them so far. From what the hunters have seen, their prey is smarter than the average moose, and its white hide makes it hard to spot in the snow. What they don't know is that the moose is using a magic mirror as a scrying device to show it where its enemies are."]}],"gallery":[{"path":"bestiary/IDRotF/Awakened White Moose.webp"}]},{"id":"awakened-zurkhwood","name":"Awakened Zurkhwood","source":"OotA","page":230,"srd":false,"image":"bestiary/tokens/OotA/Awakened Zurkhwood.webp","token":"bestiary/tokens/OotA/Awakened Zurkhwood.webp","size":"Huge","creatureType":"Plant","alignment":"Unaligned","ac":"13","initiative":"-2 (8)","hp":"59 (7d12 + 14)","speed":"20 ft.","str":19,"dex":6,"con":15,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"one language known by its creator","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom."]},{"name":"Mute","entries":["If the awakened zurkhwood was created by a myconid sovereign, it can't speak."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["This creature is an ordinary zurkhwood mushroom (see \"Fungi of the Underdark\" in chapter 2) given sentience and mobility. An awakened zurkhwood can be created by casting the {@spell awaken} spell on a normal zurkhwood mushroom. A myconid sovereign can create one by performing a lengthy ritual.","An awakened zurkhwood has the same statistics as an awakened tree (see appendix A of the Monster Manual), with the following modifications:",{"type":"list","items":["The awakened zurkhwood has {@sense darkvision} out to a range of 120 feet.","If the awakened zurkhwood was created by a myconid sovereign, it can't speak.","The awakened zurkhwood's False Appearance feature allows it to be mistaken for a normal zurkhwood mushroom (instead of a tree)."]}]}]}]}]},{"id":"awful-fisher","name":"Awful Fisher","source":"CoA","page":133,"srd":false,"image":"bestiary/tokens/CoA/Awful Fisher.webp","token":"bestiary/tokens/CoA/Awful Fisher.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+3 (13)","hp":"348 (24d20 + 96)","speed":"30 ft., climb 30 ft.","str":23,"dex":16,"con":18,"int":5,"wis":10,"cha":8,"saves":"Dex +9, Con +10","skills":"Perception +6, Stealth +9, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft., darkvision 60 ft., Passive Perception 16","languages":"","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Flammable Blood","entries":["If the fisher drops below 200 hit points, it gains vulnerability to fire damage."]},{"name":"Legendary Resistance (3/Day)","entries":["If the fisher fails a saving throw, it can choose to succeed instead."]},{"name":"Spider Climb","entries":["The fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fisher makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage."]},{"name":"Retract Filament","entries":["One Huge or smaller creature {@condition grappled} by the fisher's Adhesive Filament must make a {@dc 20} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the fisher, and the fisher makes one Claw attack against it with advantage. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the fisher can't use Adhesive Filament."]}],"bonusActions":[{"name":"Adhesive Filament","entries":["The fisher extends a sticky filament up to 90 feet in a straight line, which adheres to anything that touches it. A Huge or smaller creature the filament adheres to has the {@condition grappled} condition (escape {@dc 20}), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 16; 25 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful {@dc 20} Strength check to pull free. Destroying the filament deals no damage to the fisher. The filament crumbles away if the fisher takes this bonus action again."]}],"reactions":[],"legendaryActions":[{"name":"Slash","entries":["The fisher makes a Claw attack."]},{"name":"Spit","entries":["The fisher uses Adhesive Filament."]},{"name":"Reel In","entries":["The fisher uses Retract Filament."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[]},{"id":"axe-beak","name":"Axe Beak","source":"XMM","page":24,"srd":true,"image":"bestiary/XMM/Axe Beak.webp","token":"bestiary/tokens/XMM/Axe Beak.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"50 ft.","str":14,"dex":12,"con":12,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Arctic, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Alone or in small groups, axe beaks stalk prey to feed their flocks. When working together, axe beaks use rudimentary tactics, with some distracting threats while others strike vulnerable targets or rush young axe beaks to safety."]},{"type":"section","name":"Axe Beaks","entries":["{@i Flightless Avian Predators}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Axe beaks are flightless, birdlike creatures with distinctive axe-shaped beaks. Swift predators, they chase down prey and use their beaks to hack through foliage protecting their quarry. Axe beaks live in varied environments. Colorfully plumed axe beaks race across tropical plains, while axe beaks with snowy feathers hunt the tundra.","Axe beaks are difficult to train, but those hatched and raised in captivity can become reliable mounts.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The thing's got an axe for a face and a giant, angry rooster for everything else—of course I want to ride it!"],"by":"Batley Summerfoot, Adventurer"}]}]}],"gallery":[{"path":"bestiary/XMM/Axe Beak.webp","credit":"Alex Stone"}],"otherVersions":[{"id":"axe-beak-mm","source":"MM"}]},{"id":"axe-beak-mm","name":"Axe Beak","source":"MM","page":317,"srd":false,"image":"bestiary/tokens/MM/Axe Beak.webp","token":"bestiary/tokens/MM/Axe Beak.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"50 ft.","str":14,"dex":12,"con":12,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close."]}]}],"hidden":true,"otherVersions":[{"id":"axe-beak","source":"XMM"}]},{"id":"axe-of-mirabar-soldier","name":"Axe of Mirabar Soldier","source":"SKT","page":98,"srd":false,"image":"bestiary/tokens/SKT/Axe of Mirabar Soldier.webp","token":"bestiary/tokens/SKT/Axe of Mirabar Soldier.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"18","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":13,"con":16,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The soldier makes two battleaxe attacks. If it has a handaxe drawn, it can also make a handaxe attack."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ayik-ur","name":"Ayik Ur","source":"DSotDQ","page":211,"srd":false,"image":"bestiary/DSotDQ/Ayik Ur.webp","token":"bestiary/tokens/DSotDQ/Ayik Ur.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"15","initiative":"+3 (13)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":16,"con":12,"int":11,"wis":13,"cha":11,"saves":"Dex +5","skills":"Athletics +2, Nature +2, Perception +5, Stealth +5, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Attacker","entries":["Ayik gains a +2 bonus to all attack rolls (included below)."]},{"name":"Bonus Proficiencies","entries":["Ayik is proficient with simple and martial weapons, shields, and all armor."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The youthful archer {@creature Ayik Ur|DSotDQ|Ayik} is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur."],"gallery":[{"path":"bestiary/DSotDQ/Ayik Ur.webp","credit":"Zuzanna Wužyk"},{"path":"bestiary/DSotDQ/Ayik Ur Sketch.webp","credit":"Shawn Wood"}]},{"id":"ayo-jabe-tier-1","name":"Ayo Jabe (Tier 1)","source":"CRCotN","page":188,"srd":false,"image":"bestiary/CRCotN/Ayo Jabe (Tier 1).webp","token":"bestiary/tokens/CRCotN/Ayo Jabe (Tier 1).webp","size":"Medium","creatureType":"Humanoid (Ranger, Genasi)","alignment":"Chaotic Good","ac":"14","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft., swim 30 ft.","str":14,"dex":14,"con":14,"int":10,"wis":12,"cha":12,"saves":"Str +4, Dex +4","skills":"Athletics +4, Perception +3, Survival +3","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Goblin, Orc","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Ayo can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 11}):","1/day each: {@spell animal friendship}, {@spell goodberry}"]}],"actions":[{"name":"Multiattack","entries":["Ayo makes two Harpoon or Longbow attacks."]},{"name":"Harpoon","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["As the de facto leader of a new, unnamed adventuring party, Ayo Jabe has a lot of responsibility on her shoulders. She and her companions have worked odd jobs around the town of Jigow for a few weeks now, and she's starting to feel confident that they're ready for real adventure.","Ayo is a water genasi who was born to orc parents during a terrible storm in the Emerald Gulch. Her family has lived in Jigow for generations, and she's eager to leave home and see the world.","Ayo picked up her combat skills while working as a hunter for the town of Jigow. She recently joined up with her childhood friend Dermot, as well as Maggie Keeneyes, a mercenary who came to town several weeks ago. Despite Maggie's brusque demeanor, she became a loyal friend of Ayo and Dermot, and the three of them have become inseparable, even as more adventurers have joined their party.","Ayo is hotheaded and appreciates people who make decisions as impulsively as she does. Nevertheless, she respects Dermot's even-tempered advice and dutifully plays the role of the wise leader. She has no patience for people who are indecisive, and she is infuriated by people who don't say what they really mean.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"Okay team, they're off-balance. Rally!\" \"Have you had enough?\" \"Yeah, just give up. You're finished.\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-5","col-7"],"rows":[["1 and 2","Ayo Jabe (Tier 1)"],["3 and 4","Ayo Jabe (Tier 2)"],["5, 6, and 7","Ayo Jabe (Tier 3)"]]},"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own."]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Ayo Jabe (Tier 1).webp","credit":"Nikki Dawes"}]},{"id":"ayo-jabe-tier-2","name":"Ayo Jabe (Tier 2)","source":"CRCotN","page":190,"srd":false,"image":"bestiary/tokens/CRCotN/Ayo Jabe (Tier 2).webp","token":"bestiary/tokens/CRCotN/Ayo Jabe (Tier 2).webp","size":"Medium","creatureType":"Humanoid (Ranger, Genasi)","alignment":"Chaotic Good","ac":"15","initiative":"+3 (13)","hp":"97 (15d8 + 30)","speed":"30 ft., swim 30 ft.","str":14,"dex":16,"con":14,"int":10,"wis":14,"cha":12,"saves":"Str +5, Dex +6","skills":"Athletics +5, Perception +5, Survival +5","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Goblin, Orc","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Ayo can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","1/day each: {@spell animal friendship}, {@spell goodberry}, {@spell pass without trace}"]}],"actions":[{"name":"Multiattack","entries":["Ayo makes three Harpoon or Longbow attacks."]},{"name":"Harpoon","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage."]}],"bonusActions":[{"name":"Reposition","entries":["Ayo issues orders to one ally she can see within 30 feet of herself. If the target can see or hear Ayo, it can spend its reaction to move up to its speed. This movement doesn't provoke opportunity attacks."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["As the de facto leader of a new, unnamed adventuring party, Ayo Jabe has a lot of responsibility on her shoulders. She and her companions have worked odd jobs around the town of Jigow for a few weeks now, and she's starting to feel confident that they're ready for real adventure.","Ayo is a water genasi who was born to orc parents during a terrible storm in the Emerald Gulch. Her family has lived in Jigow for generations, and she's eager to leave home and see the world.","Ayo picked up her combat skills while working as a hunter for the town of Jigow. She recently joined up with her childhood friend Dermot, as well as Maggie Keeneyes, a mercenary who came to town several weeks ago. Despite Maggie's brusque demeanor, she became a loyal friend of Ayo and Dermot, and the three of them have become inseparable, even as more adventurers have joined their party.","Ayo is hotheaded and appreciates people who make decisions as impulsively as she does. Nevertheless, she respects Dermot's even-tempered advice and dutifully plays the role of the wise leader. She has no patience for people who are indecisive, and she is infuriated by people who don't say what they really mean.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"Okay team, they're off-balance. Rally!\" \"Have you had enough?\" \"Yeah, just give up. You're finished.\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-5","col-7"],"rows":[["1 and 2","Ayo Jabe (Tier 1)"],["3 and 4","Ayo Jabe (Tier 2)"],["5, 6, and 7","Ayo Jabe (Tier 3)"]]},"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high."]}]}]}]},{"id":"ayo-jabe-tier-3","name":"Ayo Jabe (Tier 3)","source":"CRCotN","page":192,"srd":false,"image":"bestiary/CRCotN/Ayo Jabe (Tier 3).webp","token":"bestiary/tokens/CRCotN/Ayo Jabe (Tier 3).webp","size":"Medium","creatureType":"Humanoid (Ranger, Genasi)","alignment":"Chaotic Good","ac":"17","initiative":"+5 (15)","hp":"150 (20d8 + 60)","speed":"30 ft., swim 30 ft.","str":16,"dex":20,"con":16,"int":10,"wis":16,"cha":14,"saves":"Str +6, Dex +8","skills":"Athletics +6, Perception +6, Survival +6","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 16","languages":"Common, Goblin, Orc","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Ayo can breathe air and water."]},{"name":"Special Equipment","entries":["Ayo wields a ruidium harpoon (see appendix B). If Ayo rolls a 1 on an attack roll made with the harpoon, she must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):","1/day each: {@spell animal friendship}, {@spell freedom of movement}, {@spell goodberry}, {@spell pass without trace}, {@spell protection from energy}"]}],"actions":[{"name":"Multiattack","entries":["Ayo makes three Harpoon or Longbow attacks."]},{"name":"Ruidium Harpoon","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 8} to hit, range 150/600 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage."]}],"bonusActions":[{"name":"Reposition","entries":["Ayo issues orders to one ally she can see within 30 feet of herself. If the target can see or hear Ayo, it can spend its reaction to move up to its speed. This movement doesn't provoke opportunity attacks."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["As the de facto leader of a new, unnamed adventuring party, Ayo Jabe has a lot of responsibility on her shoulders. She and her companions have worked odd jobs around the town of Jigow for a few weeks now, and she's starting to feel confident that they're ready for real adventure.","Ayo is a water genasi who was born to orc parents during a terrible storm in the Emerald Gulch. Her family has lived in Jigow for generations, and she's eager to leave home and see the world.","Ayo picked up her combat skills while working as a hunter for the town of Jigow. She recently joined up with her childhood friend Dermot, as well as Maggie Keeneyes, a mercenary who came to town several weeks ago. Despite Maggie's brusque demeanor, she became a loyal friend of Ayo and Dermot, and the three of them have become inseparable, even as more adventurers have joined their party.","Ayo is hotheaded and appreciates people who make decisions as impulsively as she does. Nevertheless, she respects Dermot's even-tempered advice and dutifully plays the role of the wise leader. She has no patience for people who are indecisive, and she is infuriated by people who don't say what they really mean.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"Okay team, they're off-balance. Rally!\" \"Have you had enough?\" \"Yeah, just give up. You're finished.\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-5","col-7"],"rows":[["1 and 2","Ayo Jabe (Tier 1)"],["3 and 4","Ayo Jabe (Tier 2)"],["5, 6, and 7","Ayo Jabe (Tier 3)"]]},"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \"Ruidium \"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.","If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \"Exhaustion \"in the {@i Player's Handbook}).",{"type":"entries","name":"Useful Magic","entries":["To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure."]}]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Ayo Jabe (Tier 3).webp","credit":"Nikki Dawes"}]},{"id":"ayperobo-swarm","name":"Ayperobo Swarm","source":"CoA","page":238,"srd":false,"image":"bestiary/CoA/Ayperobo Swarm.webp","token":"bestiary/tokens/CoA/Ayperobo Swarm.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"20","initiative":"+7 (17)","hp":"130 (20d8 + 40)","speed":"5 ft., fly 60 ft. (hover)","str":3,"dex":24,"con":14,"int":8,"wis":13,"cha":13,"saves":"Dex +11, Cha +5","skills":"Intimidation +5, Perception +5, Stealth +11, Survival +5","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 15","languages":"Celestial, Draconic, Infernal, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the ayperobo swarm's darkvision."]},{"name":"Magic Resistance","entries":["The ayperobo swarm has advantage on saving throws against spells and other magical effects."]},{"name":"Swarm","entries":["The ayperobo swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The ayperobo swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ayperobo swarm makes three Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 0 ft., one target. {@h}27 ({@damage 8d4 + 7}) piercing damage, or 17 ({@damage 4d4 + 7}) piercing damage if the swarm has half of its hit points (65) or fewer."]},{"name":"Burrow {@recharge}","entries":["The ayperobo swarm makes a Bite attack. On a hit, the swarm burrows inside the creature, dealing an additional 35 ({@damage 10d6}) necrotic damage and taking control of the creature. At the start of each of its turns, the target may make a {@dc 17} Constitution saving throw, expelling the ayperobo swarm and taking 14 ({@damage 4d6}) piercing damage on a success.","While burrowed inside a creature, the ayperobo swarm has {@quickref Cover||3||total cover} against attacks targeting them, and no longer acts on their own initiative. Instead, they take total control over their host, gaining all of its abilities, attacks, and equipment.","They act during the host's turn, taking actions based on their host. If a host dies while the ayperobo swarm is burrowed, they leave the host at the end of the host's turn, rolling initiative if necessary. Creatures acting as hosts to the ayperobo swarm are fully aware of their actions and surroundings, but are incapable of physically operating their body."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["An individual ayperobo is practically harmless, and often eaten by larger devils as a delicacy. Recognizing their weakness, ayperobos gather together and create colonies that communicate using telepathy. These swarms are much stronger, capable of holding their own even against some of the greater devils.",{"type":"entries","name":"Something to Prove","page":238,"entries":["Their perfect communication and collective strength, coupled with their ability for flight, allow the ayperobos to easily complete tasks with which larger devils struggle. They're happy to do so, as their goal is to prove their worth and, when possible, get revenge for their abusive treatment at the hands of larger devils."]},{"type":"entries","name":"Small but Deadly","page":238,"entries":["Each member of the swarm appears as a small, devilish being, with oversized heads and sparrow-like wings. Their teeth are razor sharp, and when working together in a swarm, they can devour a Humanoid in a matter of seconds. While swarming, ayperobos appear as a thick cloud of mosquitoes or a cloud of blood—and are known to hide among such phenomena. Some swarms have the power to control a \"host\" by burrowing under its skin and manipulating it from the inside—these hosts can even be other devils."]}],"gallery":[{"path":"bestiary/CoA/Ayperobo Swarm.webp","credit":"Sebastian Kowoll"}]},{"id":"aza-dowling","name":"Aza Dowling","source":"ToFW","page":17,"srd":false,"image":"bestiary/tokens/ToFW/Aza Dowling.webp","token":"bestiary/tokens/ToFW/Aza Dowling.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":8,"dex":16,"con":12,"int":15,"wis":14,"cha":17,"saves":"Dex +5, Cha +5","skills":"Insight +4, Perception +4, Performance +7, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus two more languages","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Aza casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell dancing lights}","1/day each: {@spell comprehend languages}, {@spell hypnotic pattern}"]}],"actions":[{"name":"Multiattack","entries":["Aza makes two Beguiling Resonance attacks."]},{"name":"Beguiling Resonance","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 90 ft., one target. {@h}9 ({@damage 2d8}) psychic damage. If the target is a creature, it must succeed on a {@dc 13} Charisma saving throw or have disadvantage on the next attack roll it makes until the end of its next turn."]}],"bonusActions":[{"name":"Enchanting Presence","entries":["Each creature within 30 feet of Aza must make a {@dc 13} Wisdom saving throw. On a failed save, the creature has the {@condition charmed} condition for 1 minute. On a successful save, the creature becomes immune to any muse's Enchanting Presence for 24 hours.","Whenever Aza deals damage to the {@condition charmed} creature, the {@condition charmed} creature can repeat the saving throw, ending the effect on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"azaka-stormfang","name":"Azaka Stormfang","source":"ToA","page":33,"srd":false,"image":"bestiary/ToA/Azaka Stormfang.webp","token":"bestiary/tokens/ToA/Azaka Stormfang.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"120 (16d8 + 48)","speed":"30 ft. (40 ft. in tiger form)","str":17,"dex":15,"con":16,"int":10,"wis":13,"cha":11,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common (can't speak in tiger form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The Azaka can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["The Azaka has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pounce (Tiger or Hybrid Form Only)","entries":["If the Azaka moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the weretiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["In humanoid form, the Azaka makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks."]},{"name":"Bite (Tiger or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 13} Constitution saving throw or be cursed with Azaka {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claw (Tiger or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]},{"name":"Scimitar (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Longbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Azaka Stormfang.webp"}]},{"id":"azal","name":"Azal","source":"WDMM","page":202,"srd":false,"image":"bestiary/WDMM/Sha'sal Khou.webp","token":"bestiary/tokens/WDMM/Azal.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"17","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":18,"con":15,"int":16,"wis":17,"cha":12,"saves":"Str +4, Dex +7, Int +6, Wis +6","skills":"Arcana +6, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Gith","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While Azal is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Azal's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell feather fall}, {@spell jump}, {@spell see invisibility}, {@spell shield}","1/day each: {@spell phantasmal killer}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["Azal makes two unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage. This is a magic weapon attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Sha'sal Khou.webp"}]},{"id":"azalin-rex","name":"Azalin Rex","source":"RHW","page":62,"srd":false,"image":"bestiary/RHW/Azalin Rex.webp","token":"bestiary/tokens/RHW/Azalin Rex.webp","size":"Medium","creatureType":"Undead (Wizard)","alignment":"Neutral Evil","ac":"20","initiative":"+17 (27)","hp":"390 (52d8 + 156)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":21,"wis":17,"cha":16,"saves":"Dex +10, Con +10, Int +12, Wis +10","skills":"Arcana +19, History +12, Insight +10, Perception +10","vulnerabilities":"","resistances":"cold; lightning","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Truesight 120 ft., Passive Perception 20","languages":"all","cr":"23","crDisplay":"23 (XP 50,000, or 62,000 in lair; PB +7)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Azalin dies and his spirit jar remains intact, he revives with all his {@variantrule Hit Points|XPHB} in {@dice 2d10} days in the unoccupied space nearest his spirit jar. If Azalin's spirit jar is destroyed, he instead revives in {@dice 4d10} days in Castle Avernus in Darkon."]},{"name":"Legendary Resistance (4/Day, or 5/Day in Domain)","entries":["If Azalin fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Azalin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 20}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Invisibility|XPHB}, {@spell Lightning Bolt|XPHB} (level 5 version), {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","2/day each: {@spell Animate Dead|XPHB}, {@spell Dimension Door|XPHB}, {@spell Modify Memory|XPHB}, {@spell Plane Shift|XPHB}, {@spell Scrying|XPHB}","1/day each: {@spell Chain Lightning|XPHB}, {@spell Finger of Death|XPHB}, {@spell Power Word Kill|XPHB}"]},{"name":"Siphon Spell","entries":["Azalin casts {@spell Counterspell|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting. If the target creature fails its saving throw against this {@spell Counterspell|XPHB}, Azalin steals knowledge of the triggering spell. For 1 hour or until Azalin takes this {@variantrule Reaction|XPHB} again, Azalin can cast that spell once, using the same spellcasting ability as Spellcasting.","At will: {@spell Counterspell|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Azalin makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination."]},{"name":"Eldritch Burst","entries":["{@atkr m,r} {@hit 12}, reach 5 ft. or range 120 ft. {@h}31 ({@damage 4d12 + 5}) Force damage."]},{"name":"Paralyzing Touch","entries":["{@atkr m} {@hit 12}, reach 5 ft. {@h}15 ({@damage 3d6 + 5}) Cold damage, and the target has the {@condition Paralyzed|XPHB} condition until the start of Azalin's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Eldritch Teleport","entries":["Azalin teleports up to 60 feet to an unoccupied space he can see and makes one Eldritch Burst or Paralyzing Touch attack."]},{"name":"Forbidden Knowledge","entries":["{@actSave int} {@dc 20}, up to three creatures Azalin can see within 60 feet. {@actSaveFail} 28 ({@damage 8d6}) Psychic damage, and the target has the {@condition Stunned|XPHB} condition until the end of Azalin's next turn. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} Azalin can't take this action again until the start of his next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Darkon is altered by Azalin's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in his domain, Azalin can close or open the borders to Darkon at will. While the borders are closed, undead terrors fill the Mists surrounding Darkon. Whenever a creature enters the Mists, one {@variantrule Hostile [Attitude]|XPHB|Hostile} {@creature Zombie Clot|RHW} appears in a random unoccupied space within 30 feet of that creature."},{"type":"item","name":"Lord of the Dead","entry":"While in his domain, Azalin can cast {@spell Clairvoyance|XPHB}, requiring no spell components and using the same spellcasting ability as his Spellcasting action. When Azalin casts this spell in this way, he can place the sensor in any Undead in Darkon with an Intelligence of 6 or less, even if it is beyond 1 mile of Azalin. In addition, Azalin can speak through the Undead he placed the sensor in."},{"type":"item","name":"No Secrets","entry":"Whenever a creature in Darkon casts a spell using a level 5+ spell slot, Azalin becomes aware of that creature's name and location. A {@spell Nondetection|XPHB} spell blocks this effect."}]},"If Azalin dies, these effects end immediately."],"lore":[{"type":"entries","entries":["In Darkon, Azalin was a tyrannical wizard-king obeyed by the living and the dead. When he first appeared before his people, he adopted an illusion of the form he possessed in life: that of a middle-aged human man with dark hair and a superior demeanor. However, his true form was that of a moldering lich, eyes ablaze with blasphemous energy.","Since arriving in the Domains of Dread, Azalin has been unable to learn new magic. For a wizard who forsook his mortality to pursue arcane studies, this was the ultimate frustration. Despite the limits on his studies, Azalin numbered among the few Darklords who understood the mysterious nature of the Domains of Dread. For generations, Azalin struggled to escape Darkon. His magical atrocities reshaped Darkon and the Domains of Dread time and again. However, these struggles gave Azalin only a glimpse of freedom, and his metaphysical violations inevitably reverted to the Dark Powers' original designs. Nevertheless, Azalin refused to stay a prisoner. His most recent plot culminated in the Hour of Ascension and the destruction of Castle Avernus. Since then, no one in Darkon has seen the Darklord, and his realm has begun deteriorating.","This stat block presents the Darklord as he was prior to his disappearance and how he would be should he return. Azalin's current spirit jar is a golden amulet he carries. If this amulet is destroyed, Azalin's original spirit jar—an immovable dragon skull in the ruins of Castle Avernus—reactivates, and the lich's spirit returns to Darkon if his body is destroyed."]}],"gallery":[{"path":"bestiary/RHW/Azalin Rex.webp"}]},{"id":"azbara-jos","name":"Azbara Jos","source":"HotDQ","page":88,"srd":false,"image":"bestiary/HotDQ/Azbara Jos.webp","token":"bestiary/tokens/HotDQ/Azbara Jos.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":9,"dex":16,"con":14,"int":16,"wis":13,"cha":11,"saves":"Int +5, Wis +3","skills":"Arcana +5, Deception +2, Insight +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Infernal, Primordial, Thayan","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Azbara has two {@item spell scroll (1st level)||scrolls} of {@spell mage armor}."]},{"name":"Potent Cantrips","entries":["When Azbara casts an evocation Cantrips and misses, or the target succeeds on its saving throw, the target still takes half the cantrip's damage but suffers no other effect."]},{"name":"Sculpt Spells","entries":["When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1+the spell's level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell."]}],"spellcasting":[{"name":"Spellcasting","entries":["Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell fog cloud}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell invisibility}, {@spell misty step}, {@spell scorching ray}","Level 3 (3 slots): {@spell counterspell}, {@spell dispel magic}, {@spell fireball}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Azbara Jos.webp"}]},{"id":"azer","name":"Azer","source":"MM","page":22,"srd":false,"image":"bestiary/MM/Azer.webp","token":"bestiary/tokens/MM/Azer.webp","size":"Medium","creatureType":"Elemental","alignment":"Lawful Neutral","ac":"17","initiative":"+1 (11)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":17,"dex":12,"con":15,"int":12,"wis":13,"cha":10,"saves":"Con +4","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Passive Perception 11","languages":"Ignan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Heated Body","entries":["A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage."]},{"name":"Heated Weapons","entries":["When the azer hits with a metal melee weapon, it deals an extra 3 ({@damage 1d6}) fire damage (included in the attack)."]},{"name":"Illumination","entries":["The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Warhammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, or 8 ({@damage 1d10 + 3}) bludgeoning damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.",{"name":"Made, Not Born","entries":["Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare."],"type":"entries"},{"name":"Volcanic Dwellers","type":"entries","entries":["Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire-a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom."]},{"name":"Enemies of the Efreet","type":"entries","entries":["Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check."]},{"name":"Masters of Metal and Gems","type":"entries","entries":["Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.","When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal."]},{"name":"Living Fire","type":"entries","entries":["An azer doesn't require food, drink, or sleep."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Give me a hundred azer slaves, and I can forge an empire that would make the gods tremble."],"by":"Arakses al-Saqar, efreeti pasha"}]}]}],"gallery":[{"path":"bestiary/MM/Azer.webp"}]},{"id":"azer-pyromancer","name":"Azer Pyromancer","source":"XMM","page":25,"srd":false,"image":"bestiary/XMM/Azers.webp","token":"bestiary/tokens/XMM/Azer Pyromancer.webp","size":"Medium","creatureType":"Elemental","alignment":"Lawful Neutral","ac":"18","initiative":"+2 (12)","hp":"97 (13d8 + 39)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":12,"wis":18,"cha":13,"saves":"Con +6, Wis +7","skills":"Arcana +4, Perception +7","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Passive Perception 17","languages":"Primordial (Ignan)","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Mountain, Planar, Fire","treasure":"Armaments, Individual","traits":[{"name":"Fire Aura","entries":["At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the azer takes 11 ({@damage 2d10}) Fire damage unless the azer has the {@condition Incapacitated|XPHB} condition."]},{"name":"Illumination","entries":["The azer sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet."]}],"spellcasting":[{"name":"Spellcasting","entries":["The azer casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Elementalism|XPHB}, {@spell Mage Hand|XPHB}","1/day: {@spell Fireball|XPHB}"]},{"name":"Hellish Rebuke (2/Day)","entries":["The azer casts {@spell Hellish Rebuke|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","2/day: {@spell Hellish Rebuke|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The azer makes two Flame Burst attacks."]},{"name":"Flame Burst","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 120 ft. {@h}15 ({@damage 2d10 + 4}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Azer pyromancers conjure flames from the Elemental Plane of Fire to defend themselves and stoke magical forges."]},{"type":"section","name":"Azers","entries":["{@i Fiery Smiths of Living Metal}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Elemental Plane of Fire)|bestiary|environment=planar, fire}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Azers are living bronze folk who work the primal elements of creation to craft weapons and magical wonders among the multiverse's mightiest infernos."]}],"gallery":[{"path":"bestiary/XMM/Azers.webp","credit":"Kai Carpenter"}]},{"id":"azer-sentinel","name":"Azer Sentinel","source":"XMM","page":25,"srd":true,"image":"bestiary/XMM/Azers.webp","token":"bestiary/tokens/XMM/Azer Sentinel.webp","size":"Medium","creatureType":"Elemental","alignment":"Lawful Neutral","ac":"17","initiative":"+1 (11)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":17,"dex":12,"con":15,"int":12,"wis":13,"cha":10,"saves":"Con +4","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Passive Perception 11","languages":"Primordial (Ignan)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Planar, Fire","treasure":"Armaments, Individual","traits":[{"name":"Fire Aura","entries":["At the end of each of the azer's turns, each creature of the azer's choice in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the azer takes 5 ({@damage 1d10}) Fire damage unless the azer has the {@condition Incapacitated|XPHB} condition."]},{"name":"Illumination","entries":["The azer sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Burning Hammer","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Bludgeoning damage plus 3 ({@damage 1d6}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Azer sentinels defend their communities' smiths and channel their flames through their weapons."]},{"type":"section","name":"Azers","entries":["{@i Fiery Smiths of Living Metal}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Elemental Plane of Fire)|bestiary|environment=planar, fire}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Azers are living bronze folk who work the primal elements of creation to craft weapons and magical wonders among the multiverse's mightiest infernos."]}],"gallery":[{"path":"bestiary/XMM/Azers.webp","credit":"Kai Carpenter"}]},{"id":"azra-nir","name":"Azra Nir","source":"JttRC","page":74,"srd":false,"image":"bestiary/JttRC/041-05-001.march-of-vice-festivities.webp","token":"bestiary/tokens/JttRC/Azra Nir.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Azra is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/041-05-001.march-of-vice-festivities.webp","title":"Prince of Vice, Azra Nir, leads Zinda's annual March of Vice festivities—unaware he's just one target of a killer","credit":"Ejiwa 'Edge' Ebenebe"}]},{"id":"b-rohg","name":"B'rohg","source":"BAM","page":16,"srd":false,"image":"bestiary/BAM/Brohg.webp","token":"bestiary/tokens/BAM/B'rohg.webp","size":"Huge","creatureType":"Giant","alignment":"Any Alignment","ac":"14","initiative":"+2 (12)","hp":"92 (8d12 + 40)","speed":"40 ft.","str":21,"dex":14,"con":21,"int":5,"wis":10,"cha":7,"saves":"","skills":"Athletics +8, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The b'rohg makes four Fist attacks or two Rock attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 5} to hit, range 60/240 ft., one target. {@h}23 ({@damage 4d8 + 5}) bludgeoning damage."]},{"name":"Hideous Rend","entries":["The b'rohg uses all four of its hands to target one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a {@dc 16} Dexterity saving throw or be {@condition grappled} (escape {@dc 16}). Until this grapple ends, the b'rohg can't make Fist attacks or Rock attacks, and the target takes 49 ({@damage 8d10 + 5}) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into four pieces."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["B'rohgs are broad-shouldered, four-armed Giants, 15 feet tall, with burnt-orange skin. They have flat noses, pointed ears, and long hair that grows down the backs and sides of their otherwise bald heads. They wear simple garb and like to hurl heavy rocks. A b'rohg can wield a weapon with each of its four arms, but it prefers to pound enemies with its fists and rip smaller creatures apart with its bare hands.","B'rohgs communicate with one another using grunts and basic hand signals; they have no spoken or written language. They prefer to be left alone and for that reason don't normally pose a threat to smaller creatures. Because of their size and strength, they are popular attractions in gladiatorial arenas, where they are coerced into fighting for food.","B'rohgs are accustomed to eking out a meager existence in their natural habitat, and they rarely bond with other kinds of creatures. A b'rohg that benefits from a stranger's act of kindness is at first puzzled by the effort, then wary. If this kindness is sufficient to earn the creature's trust, the b'rohg will try to repay the stranger, perhaps by carrying their gear or helping them navigate perilous terrain. A solitary b'rohg that is befriended by a group of adventurers might follow them around for a while, but it will soon tire of their company and once again seek out others of its own kind."]}],"gallery":[{"path":"bestiary/BAM/Brohg.webp","credit":"Kai Carpenter"}]},{"id":"baalzebul","name":"Baalzebul","source":"CoA","page":219,"srd":false,"image":"bestiary/CoA/Baalzebul.webp","token":"bestiary/tokens/CoA/Baalzebul.webp","size":"Huge","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"540 (40d12 + 280)","speed":"30 ft., fly 60 ft.","str":28,"dex":15,"con":25,"int":21,"wis":24,"cha":26,"saves":"Str +17, Con +15, Int +13, Cha +16","skills":"Athletics +17, Deception +24, Insight +15, Intimidation +16, Persuasion +16","vulnerabilities":"","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., tremorsense 10 ft., Passive Perception 17","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Baalzebul's darkvision."]},{"name":"Fiendish Regeneration","entries":["Baalzebul regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Baalzebul dies only if he starts his turn with 0 hit points and doesn't regenerate."]},{"name":"Lord of Flies","entries":["Insects don't attack Baalzebul, and he can issue orders to them."]},{"name":"Legendary Resistance (3/Day)","entries":["If Baalzebul fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Baalzebul has advantage on saving throws against spells and other magical effects."]},{"name":"Stench of the Slug (Slug Form Only)","entries":["A creature that starts its turn within 10 feet of Baalzebul must succeed on a {@dc 21} Constitution saving throw or have the {@condition poisoned} condition until the start of its next turn. On a successful save, a creature is immune to this stench for 1 hour."]}],"spellcasting":[{"name":"Spellcasting (Winged Form Only)","entries":["Baalzebul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 24}):","At will: {@spell Animate Dead}, {@spell Darkness}, {@spell Detect Evil and Good}, {@spell Detect Magic}, {@spell Dispel Evil and Good}, {@spell Hallow}, {@spell Hold Monster}, {@spell Suggestion}, {@spell Teleport}, {@spell True Seeing}","1/day each: {@spell Symbol} (pain or insanity), {@spell Wish}"]}],"actions":[{"name":"Multiattack","entries":["Baalzebul uses Heart of Pestilence (if available), then makes three Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Pungent Eruption (Slug Form Only, Recharge 4-6)","entries":["Baalzebul causes refuse and caustic liquid to spill from the ground at a point he can see within 300 feet. Each creature in a 15-foot-radius sphere centered on that point must make a {@dc 21} Constitution saving throw. Targets take 36 ({@damage 8d8}) acid damage on a failed save, or half as much on a successful one. Creatures that fail the save have the {@condition poisoned} condition for 1 minute."]},{"name":"Heart of Pestilence {@recharge 5}","entries":["Baalzebul channels pestilence into his body, sickening creatures within 50 feet that can see him. Sickened creatures must make a {@dc 21} Charisma saving throw, followed by a {@dc 21} Constitution saving throw. Failing the Charisma save makes a creature have the {@condition frightened} condition, while failing the Constitution save makes a creature weak. While weakened, a creature deals half damage on melee attacks. Both effects last for 1 minute or until a {@spell Greater Restoration} spell or similar is cast."]}],"bonusActions":[{"name":"Displace","entries":["Baalzebul magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."]}],"reactions":[],"legendaryActions":[{"name":"Pummel","entries":["Baalzebul makes a Slam attack."]},{"name":"Teleport","entries":["Baalzebul uses Displace."]},{"name":"Insect Gorge (Costs 2 Actions)","entries":["Baalzebul disgorges a swarm of biting flies at a point he can see within 300 feet of himself. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 21} Constitution saving throw. A creature takes 44 ({@damage 8d10}) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute, or until Baalzebul uses this ability again. Creatures that enter the flies' area or end their turn inside it must repeat the saving throw."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Baalzebul summons an allied {@creature bone devil} in an unoccupied space that he can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Baalzebul can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Protective Burrow","entries":["Baalzebul uses his burrow speed to dig into the ground. He gains half-cover when buried 10 feet and {@quickref Cover||3||three-quarters cover} at 20 feet."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Baalzebul's lair is corrupted by his presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Filth","entries":["Within 1 mile of the lair, stinking piles of filth accumulate as if from nowhere. The entire area is covered with garbage and feces and is treated as {@quickref difficult terrain||3}."]}]},"If Baalzebul dies, the effects fade over the course of {@dice 1d10} days."],"lore":["Baalzebul, is an archdevil and the lord of Maladomini, the seventh layer of the Nine Hells. He is known as both the Lord of Lies and the Lord of the Flies because his tightly woven web of intrigue traps even the smallest fly. In recent centuries he was cursed with a new hideous form by Asmodeus. This form earned him a new title—The Slug Archduke.","Baalzebul was originally known as Triel, one of the most powerful and beautiful angels to be found in Celestia. Triel's selfish acts in the name of achieving his perfection resulted in his corruption and exile from Celestia. After his fall, Asmodeus, perhaps out of some lingering sense of sympathy, quickly promoted Baalzebul to the ranks of devilish nobility. Baalzebul's ruthless lust for power served him well and before long he not only displaced the ancient, original Lord of Maladomini but managed to become the only archdevil to rule two layers of the Nine Hells, although he ruled Malbolge through the devil Moloch.","However, Baalzebul's pride continued to be his undoing. When he attempted to take Asmodeus's throne, his schemes were discovered and thwarted.","Asmodeus inflicted a series of bizarre penalties upon Baalzebul. He was cursed to appear as a slug for one year per lie he had told to a devil, and any deal he struck with a mortal would result in a disaster for the participant. His castle was turned to excrement and filled with filth and his dominion of Malbolge was stripped from him.","Despite his punishments, Baalzebul is still dangerously cunning and charismatic. Even while trapped in the form of a slug, he remained the Lord of Lies, whose every deception was made with ease. Every one of his untruths is told with a specific purpose in mind, and only other devils are safe from his lies.",{"type":"inset","name":"Baalzebul's Two Forms","page":218,"entries":["When dealing with enemies or unfortunate subordinates, Baalzebul generally manifests as a powerful winged creature. However, the characters are most likely to encounter this archdevil in his slug form after he has incurred Asmodeus's wrath again. The accompanying stat block works for both forms except that Baalzebul's movement in his slug form is replaced with: 20 ft., burrow 20 ft., climb 20 ft."]},{"type":"entries","name":"Baalzebul's Lair","page":219,"entries":["Baalzebul's lair resides within whichever city is the newest he has constructed."]}],"gallery":[{"path":"bestiary/CoA/Baalzebul.webp","credit":"Aaron Sims"}],"otherVersions":[{"id":"baalzebul-mabjov","source":"MaBJoV"}]},{"id":"baalzebul-mabjov","name":"Baalzebul","source":"MaBJoV","page":92,"srd":false,"image":"bestiary/MaBJoV/Baalzebul.webp","token":"bestiary/tokens/MaBJoV/Baalzebul.webp","size":"Huge","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"540 (40d12 + 280)","speed":"20 ft., burrow 20 ft., climb 20 ft.","str":28,"dex":15,"con":25,"int":24,"wis":24,"cha":26,"saves":"Str +17, Con +15, Int +15, Cha +16","skills":"Athletics +17, Deception +24, Insight +15, Intimidation +16, Persuasion +16","vulnerabilities":"","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., tremorsense 10 ft., Passive Perception 17","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Baalzebul's darkvision."]},{"name":"Fiendish Regeneration","entries":["Baalzebul regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Baalzebul dies only if he starts his turn with 0 hit points and doesn't regenerate."]},{"name":"Lord of Flies","entries":["Insects don't attack Baalzebul, and he can issue orders to them."]},{"name":"Legendary Resistance (3/Day)","entries":["If Baalzebul fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Baalzebul has advantage on saving throws against spells and other magical effects."]},{"name":"Stench of the Slug","entries":["A creature that starts its turn within 10 feet of Baalzebul must succeed on a {@dc 21} Constitution saving throw or have the {@condition poisoned} condition until the start of its next turn. On a successful save, a creature is immune to this stench for 1 hour."]}],"spellcasting":[{"name":"Spellcasting","entries":["Baalzebul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 24}):","At will: {@spell animate dead}, {@spell darkness}, {@spell detect evil and good}, {@spell detect magic}, {@spell dispel evil and good}, {@spell hallow}, {@spell hold monster}, {@spell suggestion}, {@spell teleport}, {@spell true seeing}","1/day each: {@spell symbol} (pain or insanity), {@spell wish}"]}],"actions":[{"name":"Multiattack","entries":["Baalzebul uses Heart of Pestilence (if available), then makes three Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Pungent Eruption {@recharge 4}","entries":["Baalzebul causes refuse and caustic liquid to spill from the ground at a point he can see within 300 feet. Each creature in a 15-foot-radius sphere centered on that point must make a {@dc 21} Constitution saving throw. Targets take 36 ({@damage 8d8}) acid damage on a failed save, or half as much on a successful one. Creatures that fail the save have the {@condition poisoned} condition for 1 minute."]},{"name":"Heart of Pestilence {@recharge 5}","entries":["Baalzebul channels pestilence into his body, sickening creatures within 50 feet that can see him. Sickened creatures must make a {@dc 21} Charisma saving throw, followed by a {@dc 21} Constitution saving throw. Failing the Charisma save makes a creature have the {@condition frightened} condition, while failing the Constitution save makes a creature weak. While weakened, a creature deals half damage on melee attacks. Both effects last for 1 minute or until a {@spell greater restoration} spell or similar is cast."]}],"bonusActions":[{"name":"Displace","entries":["Baalzebul magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."]}],"reactions":[],"legendaryActions":[{"name":"Pummel","entries":["Baalzebul makes a Slam attack."]},{"name":"Teleport","entries":["Baalzebul uses Displace."]},{"name":"Insect Gorge (Costs 2 Actions)","entries":["Baalzebul disgorges a swarm of biting flies at a point he can see within 300 feet of himself. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 21} Constitution saving throw. A creature takes 44 ({@damage 8d10}) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute, or until Baalzebul uses this ability again. Creatures that enter the flies' area or end their turn inside it must repeat the saving throw."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Baalzebul summons an allied {@creature bone devil} in an unoccupied space that he can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["I have no idea how the big dolt and his hamster scrounged up information on so many dangerous entities, but it's foolish to write about them if you ask me. There's a reason I've never written a book about the Nine Hells."],"by":"Volo"},"Baalzebul, is an archdevil and the lord of Maladomini, the seventh layer of the Nine Hells. He is known as the Lord of the Flies because his tightly woven web of intrigue traps even the smallest fly. In recent centuries he has been cursed with a new hideous form by the Lord of the Nine Hells—Asmodeus. This form has earned him a new title—The Slug Archduke.","Baalzebul was originally known as Triel, one of the most powerful and beautiful angels to be found in Celestia. Triel's selfish acts in the name of achieving his perfection resulted in his corruption and exile from Celestia. After his fall, Asmodeus, perhaps out of some lingering sense of sympathy, quickly promoted Baalzebul to the ranks of devilish nobility. Baalzebul's ruthless lust for power served him well and before long he not only displaced the ancient, original Lord of Maladomini but managed to become the only archdevil to rule two layers of the Nine Hells, although he ruled Malbolge through the devil Moloch.","However, Baalzebul's pride continued to be his undoing. When he attempted to take Asmodeus's throne, his schemes were discovered and thwarted. Asmodeus inflicted a series of bizarre penalties upon Baalzebul. He was cursed to appear as a slug for one year per lie he had told to a devil. Any deal he struck with a mortal would result in a disaster for the participant. His castle was turned to excrement and filled with filth and his dominion of Malbolge was stripped from him.","Despite his punishments, Baalzebul is still dangerously cunning and charismatic. Even if trapped in the form of a slug, he is still the Lord of Lies, whose every deception is made with ease. Every one of his untruths is told with a specific purpose in mind. Only other devils are safe from his lies, as Baalzebul wishes to return to his original beautiful form.","If forced into combat Baalzebul's first tactic is to belch out gargantuan clouds of flesh-devouring flies. Baalzebul's stench is so putrid that simply trying to get anywhere close to him is sickening. Despite his bloated form, he can still burrow underground and easily scale surfaces. He is easy to track, since he always leaves a thick layer of putrid slime in his wake."],"gallery":[{"path":"bestiary/MaBJoV/Baalzebul.webp"}],"hidden":true,"otherVersions":[{"id":"baalzebul","source":"CoA"}]},{"id":"baaz-draconian","name":"Baaz Draconian","source":"DSotDQ","page":197,"srd":false,"image":"bestiary/DSotDQ/Baaz Draconian.webp","token":"bestiary/tokens/DSotDQ/Baaz Draconian.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"14","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":13,"dex":11,"con":13,"int":8,"wis":8,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Draconic","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Controlled Fall","entries":["When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage."]},{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a {@dc 11} Constitution saving throw or be {@condition restrained} as it begins to turn to stone. The {@condition restrained} creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is {@condition petrified} for 1 minute. After 1 minute, the body of the draconian crumbles to dust."]},{"name":"Draconic Devotion","entries":["While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The draconian makes two Shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Baaz draconians are fanatical foot soldiers that emerge from the eggs of brass dragons. They are the smallest of the draconians, and their slight wings are incapable of flight, though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, and baaz draconians disguise themselves to spy for the Dragon Armies. The sight of dragons drives baaz draconians into a deadly furor. When baaz draconians die, their bodies turn to stone and unleash clouds of petrifying gas that turn their corpses and any nearby creatures into stone."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests."]}]}],"gallery":[{"path":"bestiary/DSotDQ/Baaz Draconian.webp","credit":"Robson Michel"}]},{"id":"baba-lysaga","name":"Baba Lysaga","source":"CoS","page":228,"srd":false,"image":"bestiary/CoS/Baba Lysaga.webp","token":"bestiary/tokens/CoS/Baba Lysaga.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"120 (16d8 + 48)","speed":"30 ft.","str":18,"dex":10,"con":16,"int":20,"wis":17,"cha":13,"saves":"Wis +7","skills":"Arcana +13, Religion +13","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Abyssal, Common, Draconic, Dwarvish, Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Baba Lysaga can use an action to polymorph into a {@creature swarm of insects} (flies), or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does."]},{"name":"Blessing of Mother Night","entries":["Baba Lysaga is shielded against divination magic, as though protected by a {@spell nondetection} spell."]}],"spellcasting":[{"name":"Spellcasting","entries":["Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell sleep}, {@spell witch bolt}","Level 2 (3 slots): {@spell crown of madness}, {@spell enlarge/reduce}, {@spell misty step}","Level 3 (3 slots): {@spell dispel magic}, {@spell fireball}, {@spell lightning bolt}","Level 4 (3 slots): {@spell blight}, {@spell Evard's black tentacles}, {@spell polymorph}","Level 5 (2 slots): {@spell cloudkill}, {@spell geas}, {@spell scrying}","Level 6 (1 slots): {@spell programmed illusion}, {@spell true seeing}","Level 7 (1 slots): {@spell finger of death}, {@spell mirage arcane}","Level 8 (1 slots): {@spell power word stun}"]}],"actions":[{"name":"Multiattack","entries":["Baba Lysaga makes three attacks with her quarterstaff."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage if wielded with two hands."]},{"name":"Summon Swarms of Insects (Recharges after a Short or Long Rest)","entries":["Baba Lysaga summons {@dice 1d4} swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Two women gave life to Strahd von Zarovich. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named Baba Lysaga. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother.",{"name":"Other Mother","type":"entries","entries":["When Strahd was still a baby in his crib, Baba Lysaga cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the \"spark of magic\" in him, ensuring that he would become a spellcaster.","Baba Lysaga's unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her."]},{"name":"Mother Nearest","type":"entries","entries":["During her exile, Baba Lysaga made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to.","In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her \"son.\""]},{"name":"Raven Bane","type":"entries","entries":["Baba Lysaga has allies in Castle Ravenloft - a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.","Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery (chapter 12), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill (chapter 14), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace."]},{"name":"Gifts of Mother Night","type":"entries","entries":["The goddess Mother Night has bestowed magical gifts on Baba Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds."]}]},{"type":"entries","name":"Baba Lysaga's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"No love is greater than a mother's love for her son.\""]},{"name":"Bond","type":"entries","entries":["\"I am the mother of Strahd. Anyone who disputes this fact can rot.\""]},{"name":"Flaw","type":"entries","entries":["\"I will not rest until the last of my son's enemies are destroyed.\""]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Baba Lysaga.webp"}]},{"id":"baba-lysaga-s-creeping-hut","name":"Baba Lysaga's Creeping Hut","source":"CoS","page":226,"srd":false,"image":"bestiary/CoS/Baba Lysaga's Creeping Hut.webp","token":"bestiary/tokens/CoS/Baba Lysaga's Creeping Hut.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"-2 (8)","hp":"263 (17d20 + 85)","speed":"30 ft.","str":26,"dex":7,"con":20,"int":1,"wis":3,"cha":3,"saves":"Con +9, Wis +0, Cha +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; prone","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Constructed Nature","entries":["An animated object doesn't require air, food, drink, or sleep.","The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone."]},{"name":"Antimagic Susceptibility","entries":["The hut is {@condition incapacitated} while the magic gem that animates it is in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"Siege Monster","entries":["The hut deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack."]},{"name":"Root","entries":["{@atk mw} {@hit 12} to hit, reach 60 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 120 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.",{"name":"Hut Interior","type":"entries","entries":["The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its furnishings have been bolted to the floor, since the hut lurches from side to side when it walks."]},{"name":"Heart of the Hut","type":"entries","entries":["The gemstone that has given life to Baba Lysaga's hut was previously buried in the Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. Baba Lysaga stole one of the gems and perverted its magic, using it instead to animate her wooden hut.","Removing the gem from the hut renders the hut {@condition incapacitated}. That task is easier said than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful {@dc 14} Strength check or smashed by dealing 10 damage to them. Once the floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites anything that tries to remove the gem; a creature trying to remove the gem must make a {@dc 20} Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a failed save, the creature is bitten for 10 ({@damage 3d6}) piercing damage and fails to obtain the gem."]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Baba Lysaga's Creeping Hut.webp"}]},{"id":"babau","name":"Babau","source":"MPMM","page":52,"srd":false,"image":"bestiary/MPMM/Babau.webp","token":"bestiary/tokens/MPMM/Babau.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"40 ft.","str":19,"dex":16,"con":16,"int":11,"wis":12,"cha":13,"saves":"","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Abyssal","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The babau casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 11}):","At will: {@spell darkness}, {@spell dispel magic}, {@spell fear}, {@spell heat metal}, {@spell levitate}"]}],"actions":[{"name":"Multiattack","entries":["The babau makes two Claw attacks. It can replace one attack with a use of Spellcasting or Weakening Gaze."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage plus 2 ({@damage 1d4}) acid damage."]},{"name":"Weakening Gaze","entries":["The babau targets one creature that it can see within 20 feet of it. The target must make a {@dc 13} Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["I'm unimpressed by most children. They are a blend of their ancestors but often more disappointing. You'd think two of the most beautiful, bloodthirsty beings of the Lower Planes would create a creature of greater potential. Instead, the ghastly babau fails to match the fiendish splendor of its parents."],"by":"Mordenkainen"},"Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that when Glasya wounded Graz'zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss.","A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature, and its talons gleam with acidic slime."],"gallery":[{"path":"bestiary/MPMM/Babau.webp","credit":"Ben Wootten"}],"otherVersions":[{"id":"babau-vgm","source":"VGM"}]},{"id":"babau-vgm","name":"Babau","source":"VGM","page":136,"srd":false,"image":"bestiary/VGM/Babau.webp","token":"bestiary/tokens/VGM/Babau.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"40 ft.","str":19,"dex":16,"con":16,"int":11,"wis":12,"cha":13,"saves":"","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Abyssal","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting","entries":["The babau's innate spellcasting ability is Wisdom (spell save {@dc 11}). The babau can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell dispel magic}, {@spell fear}, {@spell heat metal}, {@spell levitate}"]}],"actions":[{"name":"Multiattack","entries":["The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when used with two hands to make a melee attack."]},{"name":"Weakening Gaze","entries":["The babau targets one creature that it can see within 20 feet of it. The target must make a {@dc 13} Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse."]},{"type":"entries","name":"Babau","entries":["Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that Glasya wounded Graz'zt with her sword, and the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss.","A babau demon possesses the cunning of a devil and the bloodthirstiness of a demon. It has leathery black skin pulled tight over its gaunt frame, and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature."]}]}]}],"gallery":[{"path":"bestiary/VGM/Babau.webp","credit":"Ben Wootten"}],"hidden":true,"otherVersions":[{"id":"babau","source":"MPMM"}]},{"id":"baboon","name":"Baboon","source":"XMM","page":349,"srd":true,"image":"bestiary/XMM/Baboon.webp","token":"bestiary/tokens/XMM/Baboon.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"30 ft., climb 30 ft.","str":8,"dex":14,"con":11,"int":4,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Pack Tactics","entries":["The baboon has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 1}, reach 5 ft. {@h}1 ({@damage 1d4 - 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Baboon.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"baboon-mm","source":"MM"}]},{"id":"baboon-mm","name":"Baboon","source":"MM","page":318,"srd":false,"image":"bestiary/tokens/MM/Baboon.webp","token":"bestiary/tokens/MM/Baboon.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"30 ft., climb 30 ft.","str":8,"dex":14,"con":11,"int":4,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Pack Tactics","entries":["The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"baboon","source":"XMM"}]},{"id":"badger","name":"Badger","source":"XMM","page":349,"srd":true,"image":"bestiary/XMM/Badger.webp","token":"bestiary/tokens/XMM/Badger.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"5 (1d4 + 3)","speed":"20 ft., burrow 5 ft.","str":10,"dex":11,"con":16,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Badger.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"badger-mm","source":"MM"}]},{"id":"badger-mm","name":"Badger","source":"MM","page":318,"srd":false,"image":"bestiary/MM/Badger.webp","token":"bestiary/tokens/MM/Badger.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"3 (1d4 + 1)","speed":"20 ft., burrow 5 ft.","str":4,"dex":11,"con":12,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Keen Smell","entries":["The badger has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Badger.webp"}],"hidden":true,"otherVersions":[{"id":"badger","source":"XMM"}]},{"id":"bael","name":"Bael","source":"MPMM","page":54,"srd":false,"image":"bestiary/MPMM/Bael.webp","token":"bestiary/tokens/MPMM/Bael.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"189 (18d10 + 90)","speed":"30 ft.","str":24,"dex":17,"con":20,"int":21,"wis":24,"cha":24,"saves":"Dex +9, Con +11, Int +11, Cha +13","skills":"Intimidation +13, Perception +13, Persuasion +13","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Dread","entries":["Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a {@dc 22} Wisdom saving throw or be {@condition frightened} of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is {@condition incapacitated}."]},{"name":"Legendary Resistance (3/Day)","entries":["If Bael fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Bael have advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Spellcasting","entries":["Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell alter self} (can become Medium), {@spell charm person}, {@spell detect magic}, {@spell invisibility}, {@spell major image}","1/day: {@spell dominate monster}","3/day each: {@spell dispel magic}, {@spell fly}, {@spell suggestion}, {@spell wall of fire}"]}],"actions":[{"name":"Multiattack","entries":["Bael makes two Hellish Morningstar attacks."]},{"name":"Hellish Morningstar","entries":["{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}16 ({@damage 2d8 + 7}) force damage plus 9 ({@damage 2d8}) necrotic damage."]},{"name":"Infernal Command","entries":["Each of Bael's allies within 60 feet of him can't be {@condition charmed} or {@condition frightened} until the end of his next turn."]},{"name":"Teleport","entries":["Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Fiendish Magic","entries":["Bael uses Spellcasting or Teleport."]},{"name":"Infernal Command","entries":["Bael uses Infernal Command."]},{"name":"Attack (Costs 2 Actions)","entries":["Bael makes one Hellish Morningstar attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["With the Blood War between devils and demons raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of {@creature barbed devil||barbed devils}, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael to safeguard his holdings because of Bael's battle acumen. During a time when so many other archdevils have lost their positions, Mammon has never been ousted, which is a testament to Bael's skill on the battlefield.","For his accomplishments, Bael has been granted the title of Bronze General. His accolades notwithstanding, he has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals.","Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior stratagems. Bael gladly spares the lives of those he defeats—if they pledge their souls and service to him. Demons are an exception; although he is willing to corrupt almost any other foes, he always destroys demons he defeats.","Bael also welcomes mortals into his service if they can provide him with an advantage in his politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves him free to pursue his battle lust.","Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a human, or some combination of these forms."],"gallery":[{"path":"bestiary/MPMM/Bael.webp","credit":"Chris Seaman"}],"otherVersions":[{"id":"bael-mtf","source":"MTF"}]},{"id":"bael-mtf","name":"Bael","source":"MTF","page":170,"srd":false,"image":"bestiary/MTF/Bael.webp","token":"bestiary/tokens/MTF/Bael.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"189 (18d10 + 90)","speed":"30 ft.","str":24,"dex":17,"con":20,"int":21,"wis":24,"cha":24,"saves":"Dex +9, Con +11, Int +11, Cha +13","skills":"Intimidation +13, Perception +13, Persuasion +13","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Dreadful","entries":["Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a {@dc 22} Wisdom saving throw or be {@condition frightened} until the start of the creature's next turn."]},{"name":"Legendary Resistance (3/Day)","entries":["If Bael fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Bael has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Bael's weapon attacks are magical."]},{"name":"Regeneration","entries":["Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Bael's innate spellcasting ability is Charisma (spell save {@dc 21}, {@hit 13} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell alter self} (can become Medium when changing his appearance), {@spell animate dead}, {@spell charm person}, {@spell detect magic}, {@spell inflict wounds} (as an 8th-level spell), {@spell invisibility} (self only), {@spell major image}","3/day each: {@spell counterspell}, {@spell dispel magic}, {@spell fly}, {@spell suggestion}, {@spell wall of fire}","1/day each: {@spell dominate monster}, {@spell symbol} (stunning only)"]}],"actions":[{"name":"Multiattack","entries":["Bael makes two melee attacks."]},{"name":"Hellish Morningstar","entries":["{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage plus 13 ({@damage 3d8}) necrotic damage."]},{"name":"Infernal Command","entries":["Each ally of Bael's within 60 feet of him can't be {@condition charmed} or {@condition frightened} until the end of his next turn."]},{"name":"Teleport","entries":["Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack (Cost 2 Actions)","entries":["Bael attacks once with his hellish morningstar."]},{"name":"Awaken Greed","entries":["Bael casts {@spell charm person} or major image."]},{"name":"Infernal Command","entries":["Bael uses his Infernal Command action."]},{"name":"Teleport","entries":["Bael uses his Teleport action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Bael, Geryon, Hutijin, Moloch—they are pawns. Even the lords of layers such as Zariel and Mammon are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus who plays the game best."],"by":"Mordenkainen"},{"type":"entries","name":"Bael","entries":["With the Blood War raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle against the demons. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of {@creature barbed devil||barbed devils}, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael, because of his battle acumen, to safeguard his holdings. Mammon has never been ousted during a time when so many other archdevils have lost their positions, which is a testament to Bael's skill on the battlefield.","For his accomplishments, as well as for the hue of his skin, Baal has been granted the title of Bronze General. His accolades notwithstanding, Bael has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals.","Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to Bael's superior stratagems. Bael gladly spares the lives of those he defeats, but only if they pledge their souls and service to him. Although he is willing to corrupt almost any being in this way, he always destroys any demons he defeats.","Bael also welcomes mortals into his service if they can provide him with an advantage in his own politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves Bael free to pursue his battle lust.","Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the {@spell invisibility} spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a male human, or some combination of these forms, though none of these images reflect his true appearance."]}]}]}],"gallery":[{"path":"bestiary/MTF/Bael.webp","credit":"Chris Seaman"}],"hidden":true,"otherVersions":[{"id":"bael","source":"MPMM"}]},{"id":"baernaloth","name":"Baernaloth","source":"MPP","page":20,"srd":false,"image":"bestiary/MPP/Baernaloth.webp","token":"bestiary/tokens/MPP/Baernaloth.webp","size":"Large","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"256 (27d10 + 108)","speed":"40 ft.","str":19,"dex":14,"con":18,"int":22,"wis":16,"cha":21,"saves":"Con +10, Wis +9","skills":"Arcana +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; fire; lightning; necrotic; psychic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If the baernaloth fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The baernaloth has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The baernaloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 20}):","At will: {@spell detect thoughts}, {@spell phantasmal force}, {@spell suggestion}","1/day each: {@spell cloudkill}, {@spell plane shift} (self only), {@spell scrying} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["The baernaloth makes one Anguishing Bite attack and one Claw attack. It can also use Teleport."]},{"name":"Anguishing Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage. If the target is a creature, it can't regain hit points until the start of the baernaloth's next turn."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 17 ({@damage 5d6}) necrotic damage."]},{"name":"Miasma of Discord {@recharge 5}","entries":["The baernaloth exhales gray vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a {@dc 19} Wisdom saving throw. On a failed save, the creature takes 35 ({@damage 10d6}) psychic damage and has the {@condition charmed} condition until the end of its next turn. A creature {@condition charmed} in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save, the creature takes half as much damage only."]},{"name":"Summon Yugoloth (1/Day)","entries":["The baernaloth has a 50 percent chance of summoning its choice of {@dice 1d4} mezzoloths, 1 arcanaloth, or 1 baernaloth (the mezzoloth and arcanaloth appear in the Monster Manual). A summoned yugoloth appears in an unoccupied space within 60 feet of the baernaloth, acts as an ally of the baernaloth, and can't summon other yugoloths. It remains for 1 minute, until it or the baernaloth dies, or until the baernaloth dismisses it as an action."]},{"name":"Teleport","entries":["The baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[{"name":"Afflict Despair","entries":["When a creature that the baernaloth can see within 60 feet of itself hits with an attack roll or succeeds on a saving throw, the baernaloth forces the creature to reroll the {@dice d20} and use the new result."]},{"name":"Inescapable Pain","entries":["When the baernaloth is damaged by another creature, that creature must make a {@dc 19} Constitution saving throw, taking 14 ({@damage 4d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), a baernaloth can take one of the following lair actions; the baernaloth can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Consume Suffering.","entry":"Until initiative count 20 on the next round, when a creature in the baernaloth's lair other than the baernaloth takes necrotic or psychic damage or drops to 0 hit points, the baernaloth regains 10 ({@dice 3d6}) hit points."},{"type":"item","name":"Discover Secrets.","entry":"The baernaloth uses Spellcasting to cast detect thoughts. A creature targeted by the spell cast in this way takes 13 ({@damage 3d8}) psychic damage."},{"type":"item","name":"Recurring Wound.","entry":"A creature that doesn't have all its hit points and that the baernaloth can see in its lair must make a {@dc 19} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one."}]}],"regionalEffects":["A region containing a baernaloth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Persistent Anguish.","entry":"Within 10 miles of a baernaloth's lair, when a creature casts a spell that either restores hit points or removes the charmed or frightened condition, the spell fails and is wasted unless the caster succeeds on a {@dc 19} saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours."},{"type":"item","name":"Slow Healing.","entry":"Within 10 miles of a baernaloth's lair, a creature other than the baernaloth regains only hit points equal to half its hit point maximum when it finishes a long rest, and it regains only half the usual number of hit points when it spends Hit Dice during a short rest."}]},"If the baernaloth dies, these effects end immediately."],"lore":[{"type":"entries","entries":["Baernaloths are tall, gaunt yugoloths who keep to the Gray Wastes of Hades. Their gray, desiccated skin stretches over their bones, and their heads resemble horned equine skulls with ember-like eyes. Sages endlessly debate the nature of baernaloths, and the {@i Books of Keeping}—ancient tomes detailing the true names of the first yugoloths—report no mention of baernaloths within. Some posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on a grand scale, while others unleash horrific experiments on the planes. It's said the first demodands of Carceri were created by baernaloths.","Baernaloths spread discord and despair among any creatures they meet. They use their breath, thick with the gloom of Hades, to turn friends against each other and then savor the horror that rises when their victims realize how they've betrayed one another. Baernaloths use their wicked power to keep mortally wounded foes alive, sometimes indefinitely, to prolong their suffering. Even striking against a baernaloth brings misery—they can cause an attacker's old wounds to painfully reopen. All the while, baernaloths are disturbingly detached, observing their victims' agony without emotion."]},{"type":"section","entries":[{"type":"entries","name":"A Baernaloth's Lair","entries":["Whether in the hopeless realms of Hades or on the rare occasion they lurk on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their lairs have ample places to house and restrain \"guests,\" particularly those the baernaloths keep hovering at death's door.","The challenge rating of a baernaloth is 18 (20,000 XP) when it's encountered in its lair."]}]}],"gallery":[{"path":"bestiary/MPP/Baernaloth.webp"}]},{"id":"bag-jelly","name":"Bag Jelly","source":"BGG","page":120,"srd":false,"image":"bestiary/BGG/Bag Jelly.webp","token":"bestiary/tokens/BGG/Bag Jelly.webp","size":"Medium","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"42 (5d8 + 20)","speed":"10 ft., climb 10 ft.","str":13,"dex":6,"con":19,"int":2,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning","immunities":"","conditionImmunities":"exhaustion","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 8","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The bag jelly can move through a space as narrow as 1 inch without squeezing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bag jelly makes two Pseudopod attacks."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) acid damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 11}). Ability checks made to escape this grapple have disadvantage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["A Dwarvish saga claims bag jellies are the result of a curse laid by Durgrid Bladeforge, who was beaten to death while hiding inside a giant's bag."],"by":"Bigby"},{"type":"entries","entries":["Bag jellies are olive-hued oozes similar to the dungeon scavengers described in the {@i Monster Manual}. As their name suggests, though, these creatures are most often found in the bags carried by giants, where they feed on whatever organic material they find. Bag jellies are resistant to squishing, which helps them survive when a giant throws the bag, sits on it, or uses it as a makeshift bludgeon.","Some giants keep their bags scrupulously clean to avoid attracting bag jellies, but others actually use these scavengers to hinder thieves. Many would-be thieves who rummage through a sleeping giant's bag find themselves stuck to a bag jelly's adhesive surface and unable to flee as the sound of their struggle wakes the giant."]},{"type":"quote","entries":["I'm not one to discount Dwarvish sagas as a rule, but everyone knows that food left in a bag too long sometimes comes alive. \"Eat it before it eats you.\" That's my motto."],"by":"Diancastra"}],"gallery":[{"path":"bestiary/BGG/Bag Jelly.webp"}]},{"id":"bag-of-nails","name":"Bag of Nails","source":"ToA","page":102,"srd":false,"image":"bestiary/ToA/Bag of Nails.webp","token":"bestiary/tokens/ToA/Bag of Nails.webp","size":"Medium","creatureType":"Humanoid (Tabaxi)","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft., climb 20 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Thieves' cant, Common, Dwarvish","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Feline Agility","entries":["When Bag of Nails moves on its turn in combat, he can double his speed until the end of the turn. Once he uses this trait, Bag of Nails can't use it again until he moves 0 feet on one of his turns."]},{"name":"Assassinate","entries":["During his first turn, Bag of Nails has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Bag of Nails scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Bag of Nails is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Bag of Nails instead takes no damage if he succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Bag of Nails deals an extra 14 ({@damage 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn't {@condition incapacitated} and Bag of Nails doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Bag of Nails makes two shortsword attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Longbow","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Bag of Nails yearns for a hunter's death. Senility has taken hold, and now he sees all creatures as his prey.","He explains that he came to Omu to find a fabled treasure called the Navel of the Moon. He hoped to use its alleged powers to find his lost son, but he has long since given up hope of ever finding it."]}]}]}],"gallery":[{"path":"bestiary/ToA/Bag of Nails.webp"}]},{"id":"bak-mei","name":"Bak Mei","source":"CM","page":168,"srd":false,"image":"bestiary/CM/Bak Mei.webp","token":"bestiary/tokens/CM/Bak Mei.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"102 (12d8 + 48)","speed":"40 ft.","str":10,"dex":18,"con":18,"int":13,"wis":17,"cha":16,"saves":"Str +5, Dex +9, Con +9, Int +6, Wis +8, Cha +8","skills":"Acrobatics +9, Athletics +5, Medicine +8, Religion +6, Stealth +9","vulnerabilities":"","resistances":"poison; thunder","immunities":"","conditionImmunities":"charmed; frightened; paralyzed","senses":"Passive Perception 13","languages":"Auran, Common","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If Bak Mei fails a saving throw, he can choose to succeed instead."]},{"name":"Special Equipment","entries":["Bak Mei carries a {@item staff of striking} with 10 charges."]},{"name":"Unarmored Defense","entries":["While Bak Mei is wearing no armor and wielding no shield, his AC includes his Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Bak Mei attacks three times: twice with Thunder Strike and once with his staff of striking."]},{"name":"Thunder Strike","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) thunder damage, and if the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or be {@condition deafened} and {@condition stunned} until the start of Bak Mei's next turn."]},{"name":"Staff of Striking","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staff's charges. For each expended charge, the target takes an extra {@damage 1d6} force damage."]},{"name":"Heal Self (Recharges after a Long Rest)","entries":["Bak Mei regains {@dice 2d8 + 4} hit points, and all levels of {@condition exhaustion} end on him."]}],"bonusActions":[{"name":"Nimble Escape","entries":["Bak Mei takes the {@action Disengage} or {@action Hide} action."]}],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, Bak Mei deflects the missile. The damage he takes from the attack is reduced by {@dice 1d10 + 12}. If the damage is reduced to 0, Bak Mei catches the missile if it's small enough to hold in one hand and Bak Mei has a hand free."]}],"legendaryActions":[{"name":"Crane Dance","entries":["Bak Mei moves up to 20 feet. This movement does not provoke opportunity attacks."]},{"name":"Thunder Strike (Costs 2 Actions)","entries":["Bak Mei uses Thunder Strike."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Bak Mei was once an agile and skilled Shou monk famous for upholding justice and helping the needy in his distant homeland to the east of Faerûn. As he grew older, learned more about the world, and began to feel the weight of old age, his worldview changed dramatically. Motivated by his growing fear of death, Bak Mei became obsessed with living an unending life. He began collecting texts on the subject, consulting with practitioners of the necromantic arts, and seeking audiences with dark forces.","The abbots of his temple confronted Bak Mei about his radical pursuits and demanded that he cease his activities. In response, he tried to stage a revolt at the temple, a traitorous action that resulted in the excommunication of Bak Mei and his followers, who christened themselves the Order of the Immortal Lotus. The small group eventually settled in the forest near Baldur's Gate, where they recruit new members. Under Bak Mei's cruel tutelage and eccentric training methods, the order has grown in power and numbers, living in seclusion while he planned his revenge on his former superiors.","Bak Mei is notorious among the monks of Faerûn. Some see him as a vagabond, exiled from his order for traitorous acts and disregard for tradition. Others see him as a radical seeker of knowledge.","Bak Mei is an old man with a long white beard and bushy eyebrows. Like the other members of his order, Bak Mei is clad in snow-white robes secured by a black sash over a form-fitting black shirt and trousers."]}],"gallery":[{"path":"bestiary/CM/Bak Mei.webp","credit":"Nikki Dawes"}]},{"id":"bakaris-the-younger","name":"Bakaris the Younger","source":"DSotDQ","page":57,"srd":false,"image":"bestiary/DSotDQ/041-03-004.bakaris-the-younger.webp","token":"bestiary/tokens/DSotDQ/Bakaris the Younger.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Bakaris adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/041-03-004.bakaris-the-younger.webp","credit":"Robson Michel"}]},{"id":"bakaris-uth-estide","name":"Bakaris Uth Estide","source":"DSotDQ","page":54,"srd":false,"image":"bestiary/DSotDQ/056-04-002.bakaris.webp","token":"bestiary/tokens/DSotDQ/Bakaris Uth Estide.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Bakaris adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/056-04-002.bakaris.webp","credit":"Caio E Santos"}]},{"id":"bakunawa","name":"Bakunawa","source":"JttRC","page":147,"srd":false,"image":"bestiary/JttRC/Bakunawa.webp","token":"bestiary/tokens/JttRC/Bakunawa.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"15","initiative":"+1 (11)","hp":"150 (12d20 + 24)","speed":"20 ft., fly 60 ft., swim 60 ft.","str":21,"dex":12,"con":15,"int":14,"wis":17,"cha":16,"saves":"Dex +5, Con +6, Wis +7","skills":"","vulnerabilities":"","resistances":"lightning; thunder","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Celestial, Common, Draconic","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The bakunawa can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the bakunawa fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bakunawa makes one Bite attack and one Storm Slam attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 7 ({@damage 2d6}) lightning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be swallowed by the bakunawa. A swallowed creature is {@condition blinded} and {@condition restrained}, and it has {@quickref Cover||3||total cover} against attacks and other effects outside the bakunawa. At the start of each of the bakunawa's turns, each swallowed creature takes 10 ({@damage 3d6}) lightning damage.","The bakunawa's gullet can hold up to two creatures at a time. If the bakunawa takes 30 damage or more on a single turn from a swallowed creature, the bakunawa must succeed on a {@dc 16} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 15 feet of the bakunawa. If the bakunawa dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]},{"name":"Storm Slam","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage plus 5 ({@damage 1d10}) thunder damage, and the target is pushed up to 10 feet in a horizontal direction away from the bakunawa."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Nimble Glide","entries":["The bakunawa flies or swims up to half its speed. This movement doesn't provoke opportunity attacks."]},{"name":"Slam","entries":["The bakunawa makes one Storm Slam attack."]},{"name":"Lightning Strikes (Costs 3 Actions)","entries":["The bakunawa arcs lightning at up to two creatures it can see within 60 feet of itself. Each target must succeed on a {@dc 15} Dexterity saving throw or take 22 ({@damage 4d10}) lightning damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Worshiped as draconic avatars of storm and tide, bakunawa soar over the archipelagos they call home. Iridescent scales crackling with lightning cover a bakunawa's fearsome serpentine body, and the sharp movements of its mighty wings echo with thunderous winds. Known for their mercilessness in battle, bakunawa swallow whole any who challenge them."]}],"gallery":[{"path":"bestiary/JttRC/Bakunawa.webp","credit":"Brynn Metheney"}]},{"id":"balhannoth","name":"Balhannoth","source":"MPMM","page":55,"srd":false,"image":"bestiary/MPMM/Balhannoth.webp","token":"bestiary/tokens/MPMM/Balhannoth.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"17","initiative":"-1 (9)","hp":"114 (12d10 + 48)","speed":"25 ft., climb 25 ft.","str":17,"dex":8,"con":18,"int":6,"wis":15,"cha":8,"saves":"Con +8","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded","senses":"blindsight 500 ft. (blind beyond this radius), Passive Perception 16","languages":"understands Deep Speech, telepathy 1 mile","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Coastal, Mountain, Underdark","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the balhannoth fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The balhannoth makes one Bite attack and two Tentacle attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d10 + 3}) piercing damage."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is {@condition restrained}, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Bite","entries":["The balhannoth makes one Bite attack against one creature it has {@condition grappled}."]},{"name":"Teleport","entries":["The balhannoth teleports, along with any equipment it is wearing or carrying and any creatures it has {@condition grappled}, up to 60 feet to an unoccupied space it can see."]},{"name":"Vanish","entries":["The balhannoth magically becomes {@condition invisible} for up to 10 minutes or until immediately after it makes an attack roll."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), a balhannoth can take one of the following lair actions; the balhannoth can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Teleport","entries":["The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw, or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it."]},{"type":"item","name":"Vanish","entries":["The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw, or the balhannoth becomes {@condition invisible} to that creature for 1 minute. This effect ends if the balhannoth attacks the target."]},{"type":"item","name":"Warp Terrain","entries":["The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one Humanoid whose desires the balhannoth has sensed (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or takes this lair action again."]}]}],"regionalEffects":["A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Sense Desires","entries":["The balhannoth can sense the strongest desires of any Humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, such as a temple, a home, or somewhere else."]},{"type":"item","name":"Supernatural Lure","entries":["Creatures within 1 mile of the balhannoth's lair experience the sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair."]}]},"If the balhannoth dies, these effects end immediately."],"lore":["Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to identify images of places where its prey expects their needs and desires to be met, such as an inn or a temple offering healing. It then warps reality around itself, hiding itself and remaking its environment to resemble such a place. The imitation is imperfect, but it's good enough to fool greedy or desperate creatures. Once its prey enters the trap, it snatches the targets and teleports away to feed on their fear and despair.","Dungeon builders and Underdark tyrants sometimes venture into the Shadowfell to capture balhannoths for use as guardians.",{"type":"entries","name":"A Balhannoth's Lair","entries":["In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth used as a guardian in the Underdark might lair in caves near Underdark passages and guard the ways in and out of its keepers' enclave."]}],"gallery":[{"path":"bestiary/MPMM/Balhannoth.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"balhannoth-mtf","source":"MTF"}]},{"id":"balhannoth-mtf","name":"Balhannoth","source":"MTF","page":119,"srd":false,"image":"bestiary/MTF/Balhannoth.webp","token":"bestiary/tokens/MTF/Balhannoth.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"17","initiative":"-1 (9)","hp":"114 (12d10 + 48)","speed":"25 ft., climb 25 ft.","str":17,"dex":8,"con":18,"int":6,"wis":15,"cha":8,"saves":"Con +8","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded","senses":"blindsight 500 ft. (blind beyond this radius), Passive Perception 16","languages":"understands Deep Speech, telepathy 1 mile","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Coastal, Mountain, Underdark","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the balhannoth fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}25 ({@damage 4d10 + 3}) piercing damage."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is {@condition restrained}, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Bite Attack","entries":["The balhannoth makes one bite attack against one creature it has {@condition grappled}."]},{"name":"Teleport","entries":["The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has {@condition grappled}, up to 60 feet to an unoccupied space it can see."]},{"name":"Vanish","entries":["The balhannoth magically becomes {@condition invisible} for up to 10 minutes or until immediately after it makes an attack roll."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row:",{"type":"list","items":["The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.","The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.","The balhannoth targets one creature within 500 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or the balhannoth becomes {@condition invisible} to that creature for 1 minute. This effect ends if the balhannoth attacks the target."]}],"regionalEffects":["A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 1 mile of the balhannoth's lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair.","The balhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else."]},"If the balhannoth dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["There are no virtues in the Shadowfell. Thanks to the balhannoth, even hope is punished with death."],"by":"Mordenkainen"},{"type":"entries","name":"Balhannoth","entries":["Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. Once they step inside, the balhannoth springs its trap."]},{"name":"False Hope","type":"entries","entries":["Thanks to a limited form of telepathy, a balhannoth can sense the desires of other creatures and identify images of places where they expect those desires to be met. The balhannoth then warps reality around it, remaking its environment so that it matches the appearance of the place the creature seeks.","The balhannoth never quite gets all the details right, and plenty of incongruities might give away the deception, but the imitation is good enough to fool desperate creatures into stumbling into the monster's clutches."]},{"name":"Malevolent Entities","type":"entries","entries":["A balhannoth thrives on fear and despair, taking pleasure in the horror its victims experience. It terrorizes its prey by using its reality—warping powers to mask its presence until it can snatch the target. Then it teleports away to feed on its victims."]},{"name":"Useful Slaves","type":"entries","entries":["Drow hunting parties and other denizens of the Underdark sometimes venture into the Shadowfell to capture balhannoths. They install the creatures as guardians, protecting passages from enemy intruders and cutting off avenues of retreat or watching over slaves."]}]},{"type":"entries","name":"A Balhannoth's Lair","entries":["In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a drow enclave."]}]}],"gallery":[{"path":"bestiary/MTF/Balhannoth.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"balhannoth","source":"MPMM"}]},{"id":"balor","name":"Balor","source":"XMM","page":26,"srd":true,"image":"bestiary/XMM/Balor.webp","token":"bestiary/tokens/XMM/Balor.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+14 (24)","hp":"287 (23d12 + 138)","speed":"40 ft., fly 80 ft.","str":26,"dex":15,"con":22,"int":20,"wis":16,"cha":22,"saves":"Con +12, Wis +9","skills":"Perception +9","vulnerabilities":"","resistances":"cold; lightning","immunities":"fire; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Truesight 120 ft., Passive Perception 19","languages":"Abyssal; telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"Planar, Abyss","treasure":"Armaments","traits":[{"name":"Death Throes","entries":["The balor explodes when it dies. {@actSave dex} {@dc 20}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the balor. {@actSaveFail} 31 ({@damage 9d6}) Fire damage plus 31 ({@damage 9d6}) Force damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]},{"name":"Fire Aura","entries":["At the end of each of the balor's turns, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the balor takes 13 ({@damage 3d8}) Fire damage."]},{"name":"Legendary Resistance (3/Day)","entries":["If the balor fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The balor has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The balor makes one Flame Whip attack and one Lightning Blade attack."]},{"name":"Flame Whip","entries":["{@atkr m} {@hit 14}, reach 30 ft. {@h}18 ({@damage 3d6 + 8}) Force damage plus 17 ({@damage 5d6}) Fire damage. If the target is a Huge or smaller creature, the balor pulls the target up to 25 feet straight toward itself, and the target has the {@condition Prone|XPHB} condition."]},{"name":"Lightning Blade","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}21 ({@damage 3d8 + 8}) Force damage plus 22 ({@damage 4d10}) Lightning damage, and the target can't take Reactions until the start of the balor's next turn."]}],"bonusActions":[{"name":"Teleport","entries":["The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Balor","entries":["{@i Demon of Overwhelming Rage}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Balors embody demons' ruinous fury and hatred. Towering, winged terrors, these demonic warlords seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor's fury persists until the moment of its demise, at which point it explodes—a last act of vengeance against those who slew it. Demon lords and evil gods harness balors' rage by making balors commanders of armies or guardians of grave secrets."]}],"gallery":[{"path":"bestiary/XMM/Balor.webp","credit":"Sidharth Chaturvedi"}],"otherVersions":[{"id":"balor-mm","source":"MM"}]},{"id":"balor-mm","name":"Balor","source":"MM","page":55,"srd":false,"image":"bestiary/MM/Balor.webp","token":"bestiary/tokens/MM/Balor.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+2 (12)","hp":"262 (21d12 + 126)","speed":"40 ft., fly 80 ft.","str":26,"dex":15,"con":22,"int":20,"wis":16,"cha":22,"saves":"Str +14, Con +12, Wis +9, Cha +12","skills":"","vulnerabilities":"","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 13","languages":"Abyssal, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the balor dies, it explodes, and each creature within 30 feet of it must make a {@dc 20} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons."]},{"name":"Fire Aura","entries":["At the start of each of the balor's turns, each creature within 5 feet of it takes 10 ({@damage 3d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage."]},{"name":"Magic Resistance","entries":["The balor has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The balor's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The balor makes two attacks: one with its longsword and one with its whip."]},{"name":"Longsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) slashing damage plus 13 ({@damage 3d8}) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice."]},{"name":"Whip","entries":["{@atk mw} {@hit 14} to hit, reach 30 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage plus 10 ({@damage 3d6}) fire damage, and the target must succeed on a {@dc 20} Strength saving throw or be pulled up to 25 feet toward the balor."]},{"name":"Teleport","entries":["The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.","Wielding a flaming whip and a longsword that channels the power of the storm, a balor's battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Balor.webp"}],"hidden":true,"otherVersions":[{"id":"balor","source":"XMM"}]},{"id":"baloth","name":"Baloth","source":"PSZ","page":33,"srd":false,"image":"bestiary/PSZ/Baloth.webp","token":"bestiary/tokens/PSZ/Baloth.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"95 (10d12 + 30)","speed":"50 ft.","str":22,"dex":9,"con":17,"int":2,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the baloth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the triceratops can make one stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}24 ({@damage 4d8 + 6}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Baloths are perhaps the most distinctive of Zendikar's beasts. They are muscular, omnivorous hunters covered in horns, spines, and plates of various shapes. The woodcrasher baloths of the Turntimber forest are surprisingly agile, leaping from tree to tree by using their great claws to clutch each spiraling trunk. The leatherback baloths of Ora Ondar are heavier and keep to the ground, where their thick, plated hide protects them from danger. Baloth herds occasionally stampede across the Onduan plains—and do so more frequently since the rise of the Eldrazi, as if sharing in Zendikar's anger. Use the {@creature triceratops} statistics for baloths, but woodcrasher baloths have a climbing speed of 30 feet in addition to their normal walking speed."],"gallery":[{"path":"bestiary/PSZ/Baloth.webp","title":"Rampaging Baloths","credit":"Eric Deschamps"}]},{"id":"bandagh","name":"Bandagh","source":"TftYP","page":159,"srd":false,"image":"bestiary/tokens/TftYP/Bandagh.webp","token":"bestiary/tokens/TftYP/Bandagh.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"15 (2d8 + 6)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":7,"wis":11,"cha":10,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"banderhobb","name":"Banderhobb","source":"MPMM","page":56,"srd":false,"image":"bestiary/MPMM/Banderhobb.webp","token":"bestiary/tokens/MPMM/Banderhobb.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":20,"dex":12,"con":20,"int":11,"wis":14,"cha":8,"saves":"","skills":"Athletics +8, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 12","languages":"understands Common and the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Resonant Connection","entries":["If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The banderhobb makes one Bite attack and one Tongue attack. It can replace one attack with a use of Shadow Step."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the banderhobb can't use its Bite attack or Tongue attack on another target."]},{"name":"Tongue","entries":["{@atk mw} {@hit 8} to hit, reach 15 ft., one creature. {@h}10 ({@damage 3d6}) necrotic damage, and the target must make a {@dc 16} Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb."]},{"name":"Shadow Step","entries":["The banderhobb teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see."]},{"name":"Swallow","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one Medium or smaller creature {@condition grappled} by the banderhobb. {@h}15 ({@damage 3d6 + 5}) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the banderhobb, and it takes 10 ({@damage 3d6}) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.","The banderhobb can have only one creature swallowed at a time. While the banderhobb isn't {@condition incapacitated}, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits {@condition prone}. If the banderhobb dies, it likewise regurgitates a swallowed creature."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the banderhobb takes the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper that swallows the unwary.","Hags have devised a ritual for creating banderhobbs—a hag who knows the ritual might be willing to teach it for the right price. Some other wicked Fey and powerful Fiends also know of the process, as do a few mortal mages.","During its brief existence, a banderhobb attempts to carry out its creator's bidding. It accomplishes its mission with no concern for the harm it suffers or causes. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or another object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away.","A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of an ominous tower in the Shadowfell where the shadows sometimes reform and banderhobbs roam."],"gallery":[{"path":"bestiary/MPMM/Banderhobb.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"banderhobb-vgm","source":"VGM"}]},{"id":"banderhobb-vgm","name":"Banderhobb","source":"VGM","page":122,"srd":false,"image":"bestiary/VGM/Banderhobb.webp","token":"bestiary/tokens/VGM/Banderhobb.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":20,"dex":12,"con":20,"int":11,"wis":14,"cha":8,"saves":"","skills":"Athletics +8, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 12","languages":"Common and the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Resonant Connection","entries":["If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the banderhobb can take the {@action Hide} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}22 ({@damage 5d6 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the banderhobb can't use its bite attack or tongue attack on another target."]},{"name":"Tongue","entries":["{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage, and the target must make a {@dc 15} Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target."]},{"name":"Swallow","entries":["The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the banderhobb and it takes 10 ({@damage 3d6}) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.","The banderhobb can have only one target swallowed at a time. While the banderhobb isn't {@condition incapacitated}, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits {@condition prone}. If the banderhobb dies, it likewise regurgitates a swallowed creature."]},{"name":"Shadow Step","entries":["The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper.",{"name":"Birthed by Hags","entries":["In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry."],"type":"entries"},{"name":"Silent and Deadly","entries":["When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn't capable of speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner."],"type":"entries"},{"name":"Agents of Evil","entries":["During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away."],"type":"entries"},"A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam."]}]}],"gallery":[{"path":"bestiary/VGM/Banderhobb.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"banderhobb","source":"MPMM"}]},{"id":"bandit","name":"Bandit","source":"XMM","page":27,"srd":true,"image":"bestiary/XMM/Bandits.webp","token":"bestiary/tokens/XMM/Bandit.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Thieves' cant","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Any","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Slashing damage."]},{"name":"Light Crossbow","entries":["{@atkr r} {@hit 3}, range 80/320 ft. {@h}5 ({@damage 1d8 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bandits are inexperienced ne'er-do-wells who typically follow the orders of higher-ranking bandits."]},{"type":"section","name":"Bandits","entries":["{@i Criminals and Scoundrels}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.","Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit's crimes.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am he who rules the world, don't you know? One little piece at a time."],"by":"Jarlaxle"}]},{"type":"table","caption":"Bandit Motivations","colLabels":["1d6","The Bandit..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fights only oppressors."],["2","Is an ex-soldier who was discarded by their nation and now takes what they were promised."],["3","Is in a gang that views nonmembers as foes."],["4","Hesitantly serves a villainous leader."],["5","Secretly works for a government or a regional ruler to sow chaos."],["6","Takes what they need to survive."]]}]}],"gallery":[{"path":"bestiary/XMM/Bandits.webp","credit":"Katerina Ladon"}],"otherVersions":[{"id":"bandit-mm","source":"MM"}]},{"id":"bandit-mm","name":"Bandit","source":"MM","page":343,"srd":false,"image":"bestiary/tokens/MM/Bandit.webp","token":"bestiary/tokens/MM/Bandit.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"NX Chaotic Good NY Evil","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.","Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels."]}]}],"hidden":true,"otherVersions":[{"id":"bandit","source":"XMM"}]},{"id":"bandit-captain","name":"Bandit Captain","source":"XMM","page":27,"srd":true,"image":"bestiary/XMM/Bandits.webp","token":"bestiary/tokens/XMM/Bandit Captain.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"15","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Thieves' cant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Any","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bandit makes two attacks, using Scimitar and Pistol in any combination."]},{"name":"Scimitar","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage."]},{"name":"Pistol","entries":["{@atkr r} {@hit 5}, range 30/90 ft. {@h}8 ({@damage 1d10 + 3}) Piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The bandit is hit by a melee attack roll while holding a weapon. {@actResponse} The bandit adds 2 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bandit captains command gangs of scoundrels and conduct straightforward heists. Others serve as guards and muscle for more influential criminals."]},{"type":"section","name":"Bandits","entries":["{@i Criminals and Scoundrels}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.","Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit's crimes.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am he who rules the world, don't you know? One little piece at a time."],"by":"Jarlaxle"}]},{"type":"table","caption":"Bandit Motivations","colLabels":["1d6","The Bandit..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fights only oppressors."],["2","Is an ex-soldier who was discarded by their nation and now takes what they were promised."],["3","Is in a gang that views nonmembers as foes."],["4","Hesitantly serves a villainous leader."],["5","Secretly works for a government or a regional ruler to sow chaos."],["6","Takes what they need to survive."]]}]}],"gallery":[{"path":"bestiary/XMM/Bandits.webp","credit":"Katerina Ladon"}],"otherVersions":[{"id":"bandit-captain-mm","source":"MM"}]},{"id":"bandit-captain-mm","name":"Bandit Captain","source":"MM","page":344,"srd":false,"image":"bestiary/MM/Bandit Captain.webp","token":"bestiary/tokens/MM/Bandit Captain.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"NX Chaotic Good NY Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.","In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.","More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation."]}]}],"gallery":[{"path":"bestiary/MM/Bandit Captain.webp"}],"hidden":true,"otherVersions":[{"id":"bandit-captain","source":"XMM"}]},{"id":"bandit-crime-lord","name":"Bandit Crime Lord","source":"XMM","page":28,"srd":false,"image":"bestiary/XMM/Bandit Crime Lord.webp","token":"bestiary/tokens/XMM/Bandit Crime Lord.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"17","initiative":"+9 (19)","hp":"169 (26d8 + 52)","speed":"30 ft.","str":10,"dex":20,"con":14,"int":18,"wis":14,"cha":15,"saves":"Dex +9, Con +6","skills":"Acrobatics +9, Perception +10, Stealth +13","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 20","languages":"Common, Thieves' cant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Any","treasure":"Any","traits":[{"name":"Evasion","entries":["If the bandit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the bandit instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bandit makes three attacks, using Scimitar or Pistol in any combination."]},{"name":"Scimitar","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 14 ({@damage 4d6}) Poison damage."]},{"name":"Pistol","entries":["{@atkr r} {@hit 9}, range 30/90 ft. {@h}10 ({@damage 1d10 + 5}) Piercing damage plus 14 ({@damage 4d6}) Poison damage."]}],"bonusActions":[{"name":"Deadly Aim","entries":["The bandit gives itself {@variantrule Advantage|XPHB} on the next attack roll it makes during the current turn. If that attack hits, the target takes an extra 28 ({@damage 8d6}) Poison damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bandit crime lords manipulate shadowy organizations and prioritize their own survival over any single lackey or plot."]},{"type":"section","name":"Bandits","entries":["{@i Criminals and Scoundrels}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.","Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit's crimes.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am he who rules the world, don't you know? One little piece at a time."],"by":"Jarlaxle"}]},{"type":"table","caption":"Bandit Motivations","colLabels":["1d6","The Bandit..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fights only oppressors."],["2","Is an ex-soldier who was discarded by their nation and now takes what they were promised."],["3","Is in a gang that views nonmembers as foes."],["4","Hesitantly serves a villainous leader."],["5","Secretly works for a government or a regional ruler to sow chaos."],["6","Takes what they need to survive."]]}]}],"gallery":[{"path":"bestiary/XMM/Bandit Crime Lord.webp"},{"path":"bestiary/XMM/Bandits.webp","credit":"Katerina Ladon"}]},{"id":"bandit-deceiver","name":"Bandit Deceiver","source":"XMM","page":28,"srd":false,"image":"bestiary/XMM/Bandits.webp","token":"bestiary/tokens/XMM/Bandit Deceiver.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"16","initiative":"+6 (16)","hp":"130 (20d8 + 40)","speed":"30 ft.","str":8,"dex":16,"con":14,"int":17,"wis":12,"cha":16,"saves":"Dex +6, Int +6","skills":"Acrobatics +6, Perception +4, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Thieves' cant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Any","treasure":"Any","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The bandit casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Disguise Self|XPHB}, {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}","1/day each: {@spell Hold Person|XPHB} (level 4 version), {@spell Mage Armor|XPHB} (included in AC), {@spell Major Image|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The bandit makes three Dagger attacks."]},{"name":"Dagger","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 20/60 ft. {@h}8 ({@damage 2d4 + 3}) Piercing damage plus 10 ({@damage 3d6}) Poison damage."]},{"name":"Blinding Flash {@recharge 4}","entries":["{@actSave con} {@dc 14}, each creature in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the bandit can see within 120 feet. {@actSaveFail} 13 ({@damage 3d6 + 3}) Radiant damage, and the target has the {@condition Blinded|XPHB} condition until the start of the bandit's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bandit deceivers use magic to disguise their activities or create flashy distractions."]},{"type":"section","name":"Bandits","entries":["{@i Criminals and Scoundrels}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Bandits use the threat of violence to take what they want. Such criminals include gang members, desperadoes, and lawless mercenaries. Yet not all bandits are motivated by greed. Some are driven to lives of crime by unjust laws, desperation, or the threats of merciless leaders.","Roll on or choose a result from the Bandit Motivations table to determine the circumstances behind a bandit's crimes.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am he who rules the world, don't you know? One little piece at a time."],"by":"Jarlaxle"}]},{"type":"table","caption":"Bandit Motivations","colLabels":["1d6","The Bandit..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fights only oppressors."],["2","Is an ex-soldier who was discarded by their nation and now takes what they were promised."],["3","Is in a gang that views nonmembers as foes."],["4","Hesitantly serves a villainous leader."],["5","Secretly works for a government or a regional ruler to sow chaos."],["6","Takes what they need to survive."]]}]}],"gallery":[{"path":"bestiary/XMM/Bandits.webp","credit":"Katerina Ladon"}]},{"id":"banrion","name":"Banrion","source":"IMR","page":91,"srd":false,"image":"bestiary/IMR/Banrion.webp","token":"bestiary/tokens/IMR/Banrion.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"67 (9d10 + 18)","speed":"50 ft.","str":18,"dex":14,"con":15,"int":11,"wis":17,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Charge","entries":["If Banrion moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Magic Resistance","entries":["Banrion has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Banrion's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Banrion's innate spellcasting ability is Charisma (spell save {@dc 14}). The unicorn can innately cast the following spells, requiring no components:","At will: {@spell detect evil and good}, {@spell druidcraft}, {@spell pass without trace}","1/day each: {@spell calm emotions}, {@spell dispel evil and good}, {@spell entangle}"]}],"actions":[{"name":"Multiattack","entries":["Banrion makes two attacks: one with its hooves and one with its horn."]},{"name":"Hooves","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Horn","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Healing Touch (3/Day)","entries":["Banrion touches another creature with its horn. The target magically regains 11 ({@dice 2d8 + 2}) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target."]},{"name":"Teleport (1/Day)","entries":["Banrion magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Hooves","entries":["Banrion makes one attack with its hooves."]},{"name":"Shimmering Shield (Costs 2 Actions)","entries":["Banrion creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."]},{"name":"Heal Self (Costs 3 Actions)","entries":["Banrion magically regains 11 ({@dice 2d8 + 2}) hit points."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:",{"type":"list","items":["Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.","Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity ({@skill Stealth}) checks made to hide.","When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.","Curses affecting any good-aligned creature are suppressed."]},"If the unicorn dies, these effects end immediately."],"lore":["Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. They allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay."],"gallery":[{"path":"bestiary/IMR/Banrion.webp","title":"Banrion the unicorn under green hag illusion","credit":"Jeff Carpenter"}]},{"id":"banshee","name":"Banshee","source":"XMM","page":29,"srd":false,"image":"bestiary/XMM/Banshee.webp","token":"bestiary/tokens/XMM/Banshee.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"54 (12d8)","speed":"5 ft., fly 40 ft. (hover)","str":1,"dex":14,"con":10,"int":12,"wis":11,"cha":17,"saves":"Wis +2","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning; fire; lightning; piercing; slashing; thunder","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Any","treasure":"Relics","traits":[{"name":"Detect Life","entries":["The banshee magically senses the direction of creatures up to 1 mile away that aren't Constructs or Undead."]},{"name":"Incorporeal Movement","entries":["The banshee can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The banshee makes two Corrupting Touch attacks and uses Horrify."]},{"name":"Corrupting Touch","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Necrotic damage."]},{"name":"Horrify","entries":["{@actSave wis} {@dc 13}, one creature the banshee can see within 60 feet that can see the banshee. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the start of the banshee's next turn. {@actSaveSuccess} The target is immune to this banshee's Horrify for 24 hours."]},{"name":"Deathly Wail (1/Day)","entries":["The banshee releases a mournful wail if it isn't in sunlight. {@actSave con} {@dc 13}, each creature within 30 feet that can hear the wail and isn't a Construct or an Undead. {@actSaveFail} If the target has 25 {@variantrule Hit Points|XPHB} or fewer, it drops to 0 {@variantrule Hit Points|XPHB}. Otherwise, the target takes 10 ({@damage 3d6}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Banshee","entries":["{@i Wailing Harbinger of Death}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Heralds of doom and plagues on the living, banshees are spirits obsessed by unresolved bitterness or sorrow. These storied phantoms slay any who glimpse them or hear their baleful wails. Although any tormented soul can arise as a banshee, some elven communities particularly fear them and believe that those who hoard or destroy beauty—natural or otherwise—risk returning as a banshee.","All manner of torments might give rise to a banshee. Roll on or choose a result from the Banshee Sorrows table to inspire how a banshee's torment influences its behavior.",{"type":"table","caption":"Banshee Sorrows","colLabels":["1d6","Torment Compels the Banshee To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Appear prior to a family member's death."],["2","Haunt the site where it was executed."],["3","Lament a lost love and haunt their grave."],["4","Presage a disaster or tragedy."],["5","Seek the return of a stolen treasure."],["6","Slay those more beautiful than it was in life."]]}]}],"gallery":[{"path":"bestiary/XMM/Banshee.webp","credit":"Domenico Cava"}],"otherVersions":[{"id":"banshee-mm","source":"MM"}]},{"id":"banshee-mm","name":"Banshee","source":"MM","page":23,"srd":false,"image":"bestiary/MM/Banshee.webp","token":"bestiary/tokens/MM/Banshee.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"58 (13d8)","speed":"0 ft., fly 40 ft. (hover)","str":1,"dex":14,"con":10,"int":12,"wis":11,"cha":17,"saves":"Wis +2, Cha +5","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Coastal","treasure":"","traits":[{"name":"Detect Life","entries":["The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations."]},{"name":"Incorporeal Movement","entries":["The banshee can move through other creatures and objects as if they were {@quickref difficult terrain||3}. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Corrupting Touch","entries":["{@atk ms} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) necrotic damage."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of the banshee that can see her must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours."]},{"name":"Wail (1/Day)","entries":["The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a {@dc 13} Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 ({@damage 3d6}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee's face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.",{"name":"Divine Wrath","type":"entries","entries":["Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters."]},{"name":"Sorrow Bound","type":"entries","entries":["A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom."]},{"name":"Beauty Hoarders","type":"entries","entries":["The vanity that inspired the banshee's cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelry, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can't bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage."]},{"name":"Undead Nature","type":"entries","entries":["A banshee doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Banshee.webp","credit":"Tomas Giorello"}],"hidden":true,"otherVersions":[{"id":"banshee","source":"XMM"}]},{"id":"baphomet","name":"Baphomet","source":"MPMM","page":58,"srd":false,"image":"bestiary/MPMM/Baphomet.webp","token":"bestiary/tokens/MPMM/Baphomet.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"319 (22d12 + 176)","speed":"40 ft.","str":30,"dex":14,"con":26,"int":18,"wis":24,"cha":16,"saves":"Dex +9, Con +15, Wis +14","skills":"Intimidation +17, Perception +14","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Labyrinthine Recall","entries":["Baphomet can perfectly recall any path he has traveled, and he is immune to the {@spell maze} spell."]},{"name":"Legendary Resistance (3/Day)","entries":["If Baphomet fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Baphomet has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","1/day: {@spell teleport}","3/day each: {@spell dispel magic}, {@spell dominate beast}, {@spell maze}, {@spell wall of stone}"]}],"actions":[{"name":"Multiattack","entries":["Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver attack. He also uses Frightful Presence."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) piercing damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) piercing damage. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 16 ({@damage 3d10}) piercing damage. If the target is a creature, it must succeed on a {@dc 25} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}."]},{"name":"Heartcleaver","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) force damage."]},{"name":"Frightful Presence","entries":["Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.","If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Heartcleaver Attack","entries":["Baphomet makes one Heartcleaver attack."]},{"name":"Charge (Costs 2 Actions)","entries":["Baphomet moves up to his speed without provoking {@action opportunity attack||opportunity attacks}, then makes a Gore attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Baphomet can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Illusory Room","entries":["Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet's spellcasting ability for this spell."]},{"type":"item","name":"Reverse Gravity","entries":["Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it."]},{"type":"item","name":"Seal the Way","entries":["Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet takes this lair action again."]}]}],"regionalEffects":["The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Realm","entries":["Within 6 miles of the lair, all Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Intimidation}) checks have advantage."]},{"type":"item","name":"Hedge Mazes","entries":["Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes."]},{"type":"item","name":"Panicked Beasts","entries":["Beasts within 1 mile of the lair become {@condition frightened} and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby."]}]},"If Baphomet dies, these effects fade over the course of {@dice 1d10} days."],"lore":["Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.","Cults devoted to Baphomet use mazes and complex knots as their emblems. They create secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.","Over time, a {@cult cult of Baphomet|MPMM|cultist of Baphomet} becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the cultist's forehead. In time, a devoted cultist might transform entirely into a minotaur, which is considered the greatest gift of the Prince of Beasts.","Baphomet appears as a fearsome, 20-foot-tall minotaur with six iron horns. A fiendish light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all civilization.","Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a beast.",{"name":"Cultists of Baphomet","type":"entries","entries":["{@note See the {@cult Cult of Baphomet|MPMM} entry.}"]},{"type":"entries","name":"Baphomet's Lair","entries":["Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it stands; it is populated by {@creature minotaur||minotaurs}, {@creature goristro||goristros}, and {@creature quasit||quasits}."]}],"gallery":[{"path":"bestiary/MPMM/Baphomet.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"baphomet-mtf","source":"MTF"}]},{"id":"baphomet-mtf","name":"Baphomet","source":"MTF","page":143,"srd":false,"image":"bestiary/MTF/Baphomet.webp","token":"bestiary/tokens/MTF/Baphomet.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"275 (19d12 + 152)","speed":"40 ft.","str":30,"dex":14,"con":26,"int":18,"wis":24,"cha":16,"saves":"Dex +9, Con +15, Wis +14","skills":"Intimidation +17, Perception +14","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 ({@damage 3d10}) piercing damage. If the target is a creature, it must succeed on a {@dc 25} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}."]},{"name":"Labyrinthine Recall","entries":["Baphomet can perfectly recall any path he has traveled, and he is immune to the {@spell maze} spell."]},{"name":"Legendary Resistance (3/Day)","entries":["If Baphomet fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Baphomet has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Baphomet's weapon attacks are magical."]},{"name":"Reckless","entries":["At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Baphomet's spellcasting ability is Charisma (spell save {@dc 18}). He can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}","1/day: {@spell teleport}","3/day each: {@spell dispel magic}, {@spell dominate beast}, {@spell hunter's mark}, {@spell maze}, {@spell wall of stone}"]}],"actions":[{"name":"Multiattack","entries":["Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack."]},{"name":"Heartcleaver","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) piercing damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) piercing damage."]},{"name":"Frightful Presence","entries":["Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.","If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Heartcleaver Attack","entries":["Baphomet makes a melee attack with Heartcleaver."]},{"name":"Charge (Costs 2 Actions)","entries":["Baphomet moves up to his speed, then makes a gore attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:",{"type":"list","items":["Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again.","Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.","Baphomet casts {@spell mirage arcane}, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20."]}],"regionalEffects":["The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","items":["Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.","Beasts within 1 mile of the lair become {@condition frightened} and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.","If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 18} Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Baphomet dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Madness of Baphomet","entries":["If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness of Baphomet table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",{"type":"table","caption":"Madness of Baphomet","colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-1","col-11"],"rows":[["01–20","\"My anger consumes me. I can't be reasoned with when my rage has been stoked.\""],["21–40","\"I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.\""],["41–60","\"The world is my hunting ground. Others are my prey.\""],["61–80","\"Hate comes easily to me and explodes into rage.\""],["81–00","\"I see those who oppose me not as people, but as beasts meant to be preyed upon.\""]]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Baphomet","entries":["Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires.","Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.","Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts.","Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization.","Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast."]}]},{"type":"entries","name":"Baphomet's Lair","entries":["Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides, populated by {@creature minotaur||minotaurs}, {@creature goristro||goristros}, and {@creature quasit||quasits}."]}]}],"gallery":[{"path":"bestiary/MTF/Baphomet.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"baphomet","source":"MPMM"}]},{"id":"barachiel","name":"Barachiel","source":"CoA","page":263,"srd":false,"image":"bestiary/CoA/Barachiel.webp","token":"bestiary/tokens/CoA/Barachiel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"18","initiative":"+1 (11)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 50 ft.","str":18,"dex":12,"con":18,"int":11,"wis":14,"cha":20,"saves":"Con +9, Wis +7","skills":"","vulnerabilities":"","resistances":"necrotic; poison","immunities":"","conditionImmunities":"exhaustion; frightened; poisoned","senses":"Passive Perception 12","languages":"Celestial, Common, Infernal","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Barachiel makes three Greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 22 ({@damage 5d8}) radiant damage."]},{"name":"Purifying Flames {@recharge 4}","entries":["Barachiel wreathes his sword in white flame, then makes a Greatsword attack. On a hit, the target takes an additional 45 ({@damage 7d12}) fire damage plus 45 ({@damage 7d12}) radiant damage. The target must succeed on a {@dc 18} Charisma saving throw or have the {@condition stunned} condition until the end of their next turn."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Barachiel adds 5 to his AC against one attack. To do so, Barachiel must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Barachiel is an aasimar that was born in the city of Elturel; a bastion of justice and symbol of good in the Forgotten Realms. His mother was the angel Zariel, the patron of Elturel. Barachiel grew up to become a Hellrider—the holy warriors that defend the city of Elturel. However, he gave up his freedom to become an agent of Mount Celestia so that he could try and save his mother. Zariel had been seduced and corrupted by Asmodeus. Now, as an archdevil, she rules the first layer of the Nine Hells.","Barachiel believes in justice, mercy, virtue, and compassion. Since his transformation into an angelic being, his memories of his former life have faded. However, the Hellrider Ramius was his beloved companion, and that memory has stayed with him."],"gallery":[{"path":"bestiary/CoA/Barachiel.webp","credit":"Paul Adam, Lius Lasahido"}]},{"id":"barbatos","name":"Barbatos","source":"IMR","page":52,"srd":false,"image":"bestiary/tokens/IMR/Barbatos.webp","token":"bestiary/tokens/IMR/Barbatos.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":14,"cha":10,"saves":"","skills":"Animal Handling +5, Deception +3, Perception +5, Stealth +6","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Rust Monster Cloak","entries":["Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits Barbatos is destroyed after dealing damage."]},{"name":"Heart of the Troll","entries":["Barbatos regains 10 hit points at the start of his turn. If Barbatos takes acid or fire damage, this trait doesn't function at the start of Barbatos's next turn. Barbatos dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Spellcasting","entries":["Barbatos is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following ranger spells prepared:","Level 1 (4 slots): {@spell ensnaring strike}, {@spell hail of thorns}, {@spell hunter's mark}","Level 2 (2 slots): {@spell locate animals or plants}"]}],"actions":[{"name":"Multiattack","entries":["Barbatos makes two bone shortsword attacks."]},{"name":"Bone Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious}. The target regains consciousness if it takes damage or if another creature takes an action to shake it."]},{"name":"Cloak Sweep","entries":["Barbatos corrodes a nonmagical ferrous metal object he can see within 5 feet of himself. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a {@dc 12} Dexterity saving throw to avoid Barbatos's touch.","If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in Barbatos's Rust Monster Cloak trait."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"barbed-devil","name":"Barbed Devil","source":"WttHC","page":30,"srd":true,"image":"bestiary/WttHC/Barbed Devil (Stranger Things).webp","token":"bestiary/tokens/WttHC/Barbed Devil.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"110 (13d8 + 52)","speed":"30 ft., climb 30 ft.","str":16,"dex":17,"con":18,"int":12,"wis":14,"cha":14,"saves":"Str +6, Con +7, Wis +5, Cha +5","skills":"Deception +5, Insight +5, Perception +8","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 18","languages":"Infernal; telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Nine Hells","treasure":"Any","traits":[{"name":"Barbed Hide","entries":["At the start of each of its turns, the devil deals 5 ({@damage 1d10}) Piercing damage to any creature it is grappling or any creature grappling it."]},{"name":"Diabolical Restoration","entries":["If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks."]},{"name":"Claws","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13}) from both claws."]},{"name":"Tail","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}14 ({@damage 2d10 + 3}) Slashing damage."]},{"name":"Hurl Flame","entries":["{@atkr r} {@hit 5}, range 150 ft. {@h}17 ({@damage 5d6}) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts {@hazard burning|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WttHC/Barbed Devil (Stranger Things).webp"}],"otherVersions":[{"id":"barbed-devil-xmm","source":"XMM"},{"id":"barbed-devil-mm","source":"MM"}]},{"id":"barbed-devil-xmm","name":"Barbed Devil","source":"XMM","page":30,"srd":true,"image":"bestiary/XMM/Barbed Devil.webp","token":"bestiary/tokens/XMM/Barbed Devil.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"110 (13d8 + 52)","speed":"30 ft., climb 30 ft.","str":16,"dex":17,"con":18,"int":12,"wis":14,"cha":14,"saves":"Str +6, Con +7, Wis +5, Cha +5","skills":"Deception +5, Insight +5, Perception +8","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 18","languages":"Infernal; telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Nine Hells","treasure":"Any","traits":[{"name":"Barbed Hide","entries":["At the start of each of its turns, the devil deals 5 ({@damage 1d10}) Piercing damage to any creature it is grappling or any creature grappling it."]},{"name":"Diabolical Restoration","entries":["If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks."]},{"name":"Claws","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13}) from both claws."]},{"name":"Tail","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}14 ({@damage 2d10 + 3}) Slashing damage."]},{"name":"Hurl Flame","entries":["{@atkr r} {@hit 5}, range 150 ft. {@h}17 ({@damage 5d6}) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts {@hazard burning|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Barbed Devil","entries":["{@i Devil of Greed and Obsession}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Infernal collectors, barbed devils fanatically protect troves of treasure and scour the planes of existence for additions to their hoards. Also known as hamatulas among the ranks of the Nine Hells, these devils bedeck their barbed hides with their most prized possessions and trophies taken from those who failed to steal from them. When threatened, barbed devils strike with their thorny limbs and hurl infernal flame.","Barbed devils often serve as guards and accountants for ice devil generals, pit fiend warlords, archdevils, and similarly powerful villains. In return, barbed devils gain protection for their own collections. Many barbed devils also maintain networks of imps that search the planes for treasures of interest or usefully greedy mortals.","Barbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse's greatest collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls."]}],"gallery":[{"path":"bestiary/XMM/Barbed Devil.webp","credit":"Yongjae Choi"}],"hidden":true,"otherVersions":[{"id":"barbed-devil","source":"WttHC"},{"id":"barbed-devil-mm","source":"MM"}]},{"id":"barbed-devil-mm","name":"Barbed Devil","source":"MM","page":70,"srd":false,"image":"bestiary/MM/Barbed Devil.webp","token":"bestiary/tokens/MM/Barbed Devil.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"110 (13d8 + 52)","speed":"30 ft.","str":16,"dex":17,"con":18,"int":12,"wis":14,"cha":14,"saves":"Str +6, Con +7, Wis +5, Cha +5","skills":"Deception +5, Insight +5, Perception +8","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 18","languages":"Infernal, telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Barbed Hide","entries":["At the start of each of its turns, the barbed devil deals 5 ({@damage 1d10}) piercing damage to any creature grappling it."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the devil's darkvision."]},{"name":"Magic Resistance","entries":["The devil has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 5} to hit, range 150 ft., one target. {@h}10 ({@damage 3d6}) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward.","Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them."]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Barbed Devil.webp"}],"hidden":true,"otherVersions":[{"id":"barbed-devil","source":"WttHC"},{"id":"barbed-devil-xmm","source":"XMM"}]},{"id":"bard","name":"Bard","source":"MPMM","page":59,"srd":false,"image":"bestiary/MPMM/Bard.webp","token":"bestiary/tokens/MPMM/Bard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"15","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"Dex +4, Wis +3","skills":"Acrobatics +4, Perception +5, Performance +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The bard casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell dancing lights}, {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell charm person}, {@spell invisibility}, {@spell sleep}"]}],"actions":[{"name":"Multiattack","entries":["The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Cacophony {@recharge 4}","entries":["Each creature in a 15-foot cube originating from the bard must make a {@dc 12} Constitution saving throw. On a failed save, a creature takes 9 ({@damage 2d8}) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn't pushed."]}],"bonusActions":[{"name":"Taunt (2/Day)","entries":["The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a {@dc 12} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Bards are gifted poets, storytellers, and entertainers who travel far and wide. They're commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.","Each bard is a master of at least one type of performance. You may choose a bard's main type, or you may roll on the Bard {@skill Performance} Types table to determine it.",{"type":"table","caption":"Bard Performance Types","colLabels":["d10","Performance Type"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Poetry"],["2","Singing"],["3","Bagpipe"],["4","Flute"],["5","Dancing"],["6","Drum"],["7","Lute"],["8","Puppetry"],["9","Mime"],["10","Acting"]]}],"gallery":[{"path":"bestiary/MPMM/Bard.webp","credit":"Rudy Siswanto"}],"otherVersions":[{"id":"bard-vgm","source":"VGM"}]},{"id":"bard-vgm","name":"Bard","source":"VGM","page":211,"srd":false,"image":"bestiary/VGM/Bard.webp","token":"bestiary/tokens/VGM/Bard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"15","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"Dex +4, Wis +3","skills":"Acrobatics +4, Perception +5, Performance +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Song of Rest","entries":["The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra {@dice 1d6} hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well."]},{"name":"Taunt (2/Day)","entries":["The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a {@dc 12} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn."]}],"spellcasting":[{"name":"Spellcasting","entries":["The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following bard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell vicious mockery}","Level 1 (4 slots): {@spell charm person}, {@spell healing word}, {@spell heroism}, {@spell sleep}, {@spell thunderwave}","Level 2 (3 slots): {@spell invisibility}, {@spell shatter}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons."]}],"gallery":[{"path":"bestiary/VGM/Bard.webp"}],"hidden":true,"otherVersions":[{"id":"bard","source":"MPMM"}]},{"id":"barghest","name":"Barghest","source":"MPMM","page":60,"srd":false,"image":"bestiary/MPMM/Barghest.webp","token":"bestiary/tokens/MPMM/Barghest.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"60 (8d10 + 16)","speed":"60 ft. (30 ft. in goblin form)","str":19,"dex":15,"con":14,"int":13,"wis":12,"cha":14,"saves":"","skills":"Deception +4, Intimidation +4, Perception +5, Stealth +4","vulnerabilities":"","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Goblin, Infernal, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland, Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Fire Banishment","entries":["When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a {@dc 15} Charisma saving throw or be instantly banished to Gehenna"]},{"name":"Soul Feeding","entries":["The barghest can feed on the corpse of a Fey or Humanoid it killed within the past 10 minutes. This feeding takes at least 1 minute, and it destroys the corpse. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped in the barghest, any magic that tries to restore the soul to life has a {@chance 50} chance of failing and being wasted."]}],"spellcasting":[{"name":"Spellcasting","entries":["The barghest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell levitate}, {@spell minor illusion}, {@spell pass without trace}","1/day each: {@spell charm person}, {@spell dimension door}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The barghest makes one Bite attack and one Claw attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]}],"bonusActions":[{"name":"Change Shape","entries":["The barghest transforms into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Long ago, the god Maglubiyet—conqueror and then lord of early goblinoids—bargained with the General of Gehenna for aid. The General provided yugoloths, which then died in service to Maglubiyet. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. In vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls.","The mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids.","A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying on the occasional lone goblin when the opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires.","Any conflagration larger than its body acts as a gateway to Gehenna and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure."],"gallery":[{"path":"bestiary/MPMM/Barghest.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"barghest-vgm","source":"VGM"}]},{"id":"barghest-vgm","name":"Barghest","source":"VGM","page":123,"srd":false,"image":"bestiary/VGM/Barghest.webp","token":"bestiary/tokens/VGM/Barghest.webp","size":"Large","creatureType":"Fiend (Shapechanger)","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"90 (12d10 + 24)","speed":"60 ft. (30 ft. in goblin form)","str":19,"dex":15,"con":14,"int":13,"wis":12,"cha":14,"saves":"","skills":"Deception +4, Intimidation +4, Perception +5, Stealth +4","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Goblin, Infernal, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies."]},{"name":"Fire Banishment","entries":["When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a {@dc 15} Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a {@spell fireball} spell) don't have this effect on the barghest."]},{"name":"Keen Smell","entries":["The barghest has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Soul Feeding","entries":["A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.","While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a {@chance 50} chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The barghest's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell levitate}, {@spell minor illusion}, {@spell pass without trace}","1/day each: {@spell charm person}, {@spell dimension door}, {@spell suggestion}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Long ago, Maglubiyet, master of the goblinoid gods, bargained with the General of Gehenna for aid. The General provided yugoloths that died to serve the cause of the goblin god. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. As an act of vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls and deprive Maglubiyet of troops for his army in the afterlife.",{"name":"Consumers of Souls","type":"entries","entries":["A barghest is born to goblin parents just as normal offspring are. The creature emerges in the form of a goblin, then develops the ability to assume its true form: that of a large, fiendish canine.","The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the bodies of those it kills. Souls consumed in this way are prevented from joining Maglubiyet's forces in Acheron. Why seventeen? Because the oaths Maglubiyet broke in his compact with the General totaled seventeen.","A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, rather than lowly goblins, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying upon a goblin or two when the opportunity arises, until they reach adult age and are old and strong enough to seek out stronger prey. When goblins discover that a barghest is among them, they react with groveling obeisance, each member of the tribe eager to show the barghest that it isn't worthy of being devoured."]},{"type":"inset","name":"Soul Feeding","entries":["A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.","While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a {@chance 50} chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life."]},{"name":"Banished by Fire","type":"entries","entries":["A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes the fiend to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure."]}]}]}]}],"gallery":[{"path":"bestiary/VGM/Barghest.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"barghest","source":"MPMM"}]},{"id":"bariaur-wanderer","name":"Bariaur Wanderer","source":"MPP","page":21,"srd":false,"image":"bestiary/MPP/Bariaur Wanderer.webp","token":"bestiary/tokens/MPP/Bariaur Wanderer.webp","size":"Medium","creatureType":"Celestial","alignment":"Chaotic Good","ac":"14","initiative":"+2 (12)","hp":"71 (11d8 + 22)","speed":"40 ft.","str":18,"dex":14,"con":15,"int":11,"wis":15,"cha":10,"saves":"Str +6, Dex +4","skills":"Athletics +6, Perception +4, Stealth +4, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Celestial, Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Portal Sense","entries":["The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each one. The bariaur knows the distance and direction to the last portal it used as long as they're on the same plane."]}],"spellcasting":[{"name":"Spellcasting","entries":["The bariaur casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:","At will: {@spell dancing lights}, {@spell druidcraft}","1/day each: {@spell goodberry}, {@spell pass without trace}, {@spell tongues}"]}],"actions":[{"name":"Multiattack","entries":["The bariaur makes two Barbed Javelin or Shortbow attacks."]},{"name":"Barbed Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage. If the target is a creature, its speed is reduced by 10 feet until the start of the bariaur's next turn."]},{"name":"Ram","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the bariaur moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 10 ({@damage 3d6}) bludgeoning damage, and the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 4 ({@damage 1d8}) piercing damage if the target doesn't have all its hit points."]}],"bonusActions":[{"name":"Mighty Leap","entries":["The bariaur jumps a distance up to its walking speed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hailing from Ysgard, bariaurs are centaur-like Celestials with the lower bodies of goats, humanoid torsos, and curved horns. Some bariaurs sate their wanderlust by exploring their home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by eagerly suggesting gate-town attractions and other points of interest. Throughout their travels, these hardy wanderers absorb ambient planar energies, adapting to the vast and varied terrains of the Outer Planes and frequently taking on aspects of those planes (see \"{@book Planar Influences|MPP|0|Planar Influences}\" in {@book Morte's Planar Parade|MPP})."]}],"gallery":[{"path":"bestiary/MPP/Bariaur Wanderer.webp"}]},{"id":"barkburr","name":"Barkburr","source":"QftIS","page":195,"srd":false,"image":"bestiary/QftIS/Barkburr.webp","token":"bestiary/tokens/QftIS/Barkburr.webp","size":"Small","creatureType":"Plant","alignment":"Unaligned","ac":"16","initiative":"-2 (8)","hp":"52 (8d6 + 24)","speed":"10 ft., climb 10 ft.","str":16,"dex":6,"con":16,"int":1,"wis":15,"cha":1,"saves":"","skills":"Athletics +5","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"blinded; charmed; deafened; frightened","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 12","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the barkburr is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the barkburr move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the barkburr is animate."]},{"name":"Springing Leap","entries":["With or without a running start, the barkburr's high jump is up to 15 feet, and its long jump is up to 30 feet. The barkburr's jumps can exceed its speed if its speed isn't 0."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The barkburr makes two Poison Barb attacks and uses Lignify if able."]},{"name":"Poison Barb","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the barkburr attaches to the target. While the barkburr is attached, it can't make Poison Barb attacks, and the target has the {@condition restrained} condition as its body begins to transform into wood.","An attached barkburr can detach itself by spending 5 feet of its movement on its turn. A creature that can reach the barkburr, including the target, can use its action to detach the barkburr by making a successful {@dc 13} Strength ({@skill Athletics}) check."]},{"name":"Lignify","entries":["The barkburr targets the creature it is attached to, and the target must make a {@dc 13} Constitution saving throw. On a failed save, the target has the {@condition petrified} condition until freed by the {@spell Greater Restoration} spell or another effect, except it turns into a tree instead of stone. Any equipment the target is wearing or carrying is absorbed into the tree's bark."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Barkburrs are animate, poisonous Plants that spontaneously grow from trees when a spark of nature's magic takes root in the wood. They appear as limpet-like knots of bark and wood indistinguishable from ordinary tree burls. Barkburrs often act in defense of a grove or forest.","Some barkburrs cling to the trees from which they sprouted, while others slowly wander until they encounter creatures that threaten the forest's natural order. When a barkburr identifies such a creature, the barkburr leaps at the invader and injects it with a poisonous sap that quickly and painfully transforms the creature into a tree."]}],"gallery":[{"path":"bestiary/QftIS/Barkburr.webp"}]},{"id":"barlgura","name":"Barlgura","source":"XMM","page":31,"srd":false,"image":"bestiary/XMM/Barlgura.webp","token":"bestiary/tokens/XMM/Barlgura.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"85 (10d10 + 30)","speed":"40 ft., climb 40 ft.","str":18,"dex":15,"con":16,"int":7,"wis":14,"cha":9,"saves":"Dex +5, Con +6","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 15","languages":"Abyssal; telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Abyss","treasure":"Any","traits":[{"name":"Demonic Restoration","entries":["If the barlgura dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]}],"spellcasting":[{"name":"Spellcasting","entries":["The barlgura casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","2/day each: {@spell Disguise Self|XPHB}, {@spell Invisibility|XPHB} (self only)","1/day each: {@spell Entangle|XPHB}, {@spell Phantasmal Killer|XPHB} (level 6 version)"]}],"actions":[{"name":"Multiattack","entries":["The barlgura makes one Tormenting Bite attack and two Thrash attacks."]},{"name":"Tormenting Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage plus 13 ({@damage 2d12}) Psychic damage."]},{"name":"Thrash","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}9 ({@damage 1d10 + 4}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Leap","entries":["The barlgura jumps up to 40 feet by spending 10 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Barlgura","entries":["{@i Demon of Instinct and Primal Violence}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Barlguras are demons that embody brutality and killer instincts. They ruthlessly hunt creatures that enter their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and terrifying evidence of their kills.","Barlguras cooperate with other demons, particularly other barlguras, so long as they have ample prey. Should a region be depleted of creatures to slaughter, these demons turn on one another in frays that can devastate vast expanses.","Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If brute force isn't enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated versions of features of predators common to the lands the barlguras inhabit. Many embed trophies from past hunts in their demonic bodies."]}],"gallery":[{"path":"bestiary/XMM/Barlgura.webp","credit":"Izzy"}],"otherVersions":[{"id":"barlgura-mm","source":"MM"}]},{"id":"barlgura-mm","name":"Barlgura","source":"MM","page":56,"srd":false,"image":"bestiary/MM/Barlgura.webp","token":"bestiary/tokens/MM/Barlgura.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"68 (8d10 + 24)","speed":"40 ft., climb 40 ft.","str":18,"dex":15,"con":16,"int":7,"wis":14,"cha":9,"saves":"Dex +5, Con +6","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 15","languages":"Abyssal, telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."]},{"name":"Running Leap","entries":["The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The barlgura's spellcasting ability is Wisdom (spell save {@dc 13}). The barlgura can innately cast the following spells, requiring no material components:","1/day each: {@spell entangle}, {@spell phantasmal force}","2/day each: {@spell disguise self}, {@spell invisibility} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The barlgura makes three attacks: one with its bite and two with its fists."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The barlgura represents the savagery and brutality of the Abyss. Barlguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such objects.","A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650 pounds. It moves apishly along the ground, but it climbs with great speed and agility."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Barlgura.webp"}],"hidden":true,"otherVersions":[{"id":"barlgura","source":"XMM"}]},{"id":"barnacle-bess","name":"Barnacle Bess","source":"GoS","page":220,"srd":false,"image":"bestiary/tokens/GoS/Barnacle Bess.webp","token":"bestiary/tokens/GoS/Barnacle Bess.webp","size":"Medium","creatureType":"Beast","alignment":"Lawful Neutral","ac":"15","initiative":"+2 (12)","hp":"13 (3d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":15,"con":11,"int":10,"wis":9,"cha":3,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 9","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["Bess can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 11}). Bess has two claws, each of which can grapple only one target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"barnibus-blastwind","name":"Barnibus Blastwind","source":"WDH","page":195,"srd":false,"image":"bestiary/WDH/Barnibus Blastwind.webp","token":"bestiary/tokens/WDH/Barnibus Blastwind.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"24 (7d8 - 7)","speed":"30 ft.","str":9,"dex":10,"con":9,"int":17,"wis":15,"cha":11,"saves":"Int +5, Wis +4","skills":"Arcana +5, Insight +6, Investigation +7, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Draconic, Dwarvish, Halfling","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Barnibus carries a {@item wand of magic detection}. (spell included in spell list below but does not use a slot when cast from the wand)"]}],"spellcasting":[{"name":"Spellcasting","entries":["Barnibus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks) He has the following wizard spells prepared:","Cantrips (at will): {@spell blade ward}, {@spell light}, {@spell mage hand}, {@spell message}","Level 1 (4 slots): {@spell comprehend languages}, {@spell identify}, {@spell detect magic}, {@spell mage armor}, {@spell shield}","Level 2 (3 slots): {@spell detect thoughts}, {@spell suggestion}","Level 3 (3 slots): {@spell clairvoyance}, {@spell sending}","Level 4 (1 slots): {@spell locate creature}, {@spell Otiluke's resilient sphere}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Barnibus works for the Watchful Order of Magists and Protectors, investigating crimes that involve the use of magic. He comes across as prickly and secretive, confiding only in Saeth Cromley, a retired sergeant of the City Watch who assists in many of his investigations.","A lifelong bachelor, Barnibus has a small, tidy estate in the Sea Ward that he inherited from his grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library.","Barnibus uses spells that help him investigate crimes, pry secrets from the minds of suspects, and locate missing persons. He finds violence appalling and would never use his magic to inflict harm on others-even those who harm him."]}]}]}],"gallery":[{"path":"bestiary/WDH/Barnibus Blastwind.webp"}]},{"id":"baron-vargas-vallakovich","name":"Baron Vargas Vallakovich","source":"CoS","page":105,"srd":false,"image":"bestiary/CoS/Baron Vargas Vallakovich.webp","token":"bestiary/tokens/CoS/Baron Vargas Vallakovich.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Vargas adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Baron Vargas Vallakovich.webp"}]},{"id":"barovian-commoner","name":"Barovian Commoner","source":"CoS","page":29,"srd":false,"image":"bestiary/tokens/CoS/Barovian Commoner.webp","token":"bestiary/tokens/CoS/Barovian Commoner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Pitchfork","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"barovian-scout","name":"Barovian Scout","source":"CoS","page":29,"srd":false,"image":"bestiary/tokens/CoS/Barovian Scout.webp","token":"bestiary/tokens/CoS/Barovian Scout.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Light Crossbows","entries":["{@atk rw} {@hit 4} to hit, ranged 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"barovian-witch","name":"Barovian Witch","source":"CoS","page":229,"srd":false,"image":"bestiary/CoS/Barovian Witch.webp","token":"bestiary/tokens/CoS/Barovian Witch.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":7,"dex":11,"con":13,"int":14,"wis":11,"cha":12,"saves":"","skills":"Arcana +4, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The witch has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell ray of sickness}, {@spell sleep}, {@spell Tasha's hideous laughter}","Level 2 (2 slots): {@spell alter self}, {@spell invisibility}"]}],"actions":[{"name":"Claws (Requires Alter Self)","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage. This attack is magical."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The mad women and men known as Barovian witches forge pacts with Strahd and the Dark Powers of Ravenloft in exchange for magic and longevity. They prefer to live in the shadows and can see in the dark. When traveling in the open, they use {@spell alter self} spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can attack.",{"name":"Brothers and Sisters of Strahd","type":"entries","entries":["Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is Strahd, and his wish is their command. Barovian witches sometimes refer to themselves as the brothers and sisters of Strahd, though never to Strahd's face.",{"name":"Pack Rats with Cats","entries":["Barovian witches are obsessive collectors, each believing that almost anything found - a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance - could be valuable or useful as a spell component, a ritual object, or a potion ingredient.","Barovian witches use the {@spell find familiar} spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters."],"type":"entries"}]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Barovian Witch.webp"}]},{"id":"barrowghast","name":"Barrowghast","source":"BGG","page":121,"srd":false,"image":"bestiary/BGG/Barrowghast.webp","token":"bestiary/tokens/BGG/Barrowghast.webp","size":"Huge","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":21,"dex":8,"con":20,"int":5,"wis":9,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic; poison","immunities":"","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Stench","entries":["Any creature that starts its turn within 10 feet of the barrowghast must make a {@dc 16} Constitution saving throw. On a failed save, the creature has the {@condition poisoned} condition for 1 minute. While {@condition poisoned} this way, the creature can't regain hit points. On a successful save, the creature is immune to the Stench of all barrowghasts for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The barrowghast makes two Slam attacks. It can replace one Slam attack with a Life Drain attack."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d12 + 5}) bludgeoning damage."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}9 ({@damage 1d8 + 5}) necrotic damage, and the target must succeed on a {@dc 16} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A Humanoid slain by this attack immediately rises as a zombie (see the Monster Manual). The zombie acts as an ally of the barrowghast but isn't under its control."]}],"bonusActions":[],"reactions":[{"name":"Noxious Wound","entries":["Immediately after the barrowghast takes piercing or slashing damage, poisonous ichor sprays from the wound. Each creature within 5 feet of the barrowghast must make a {@dc 16} Dexterity saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A hill giant who dies with an empty stomach, full of rage and regret, might become suffused with energy from the Negative Plane and rise as a barrowghast. Though it looks like little more than an animated corpse, a barrowghast is filled with necrotic energy and driven by spite and malice. Its blood is a thick and toxic ichor that gives the barrowghast a noxious stench.","Barrowghasts no longer hunger for physical food and instead crave life energy drained from living creatures. They often target former family members and allies, but they feast indiscriminately on any creatures they encounter. When barrowghasts drain Humanoids' life energy, those Humanoids rise as zombies."]}],"gallery":[{"path":"bestiary/BGG/Barrowghast.webp"}]},{"id":"basilisk","name":"Basilisk","source":"XMM","page":32,"srd":true,"image":"bestiary/XMM/Basilisk.webp","token":"bestiary/tokens/XMM/Basilisk.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"52 (8d8 + 16)","speed":"20 ft.","str":16,"dex":8,"con":15,"int":2,"wis":8,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 9","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Mountain, Underdark","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]}],"bonusActions":[{"name":"Petrifying Gaze {@recharge 4}","entries":["{@actSave con} {@dc 12}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. If the basilisk sees its reflection within the {@variantrule Cone [Area of Effect]|XPHB|Cone}, the basilisk must make this save. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition and repeats the save at the end of its next turn if it is still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Basilisk","entries":["{@i Reptilian Guardian with a Petrifying Gaze}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Basilisks are ponderous predators with eight clawed legs, crystalline spines, and mighty jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs, many are captured and kept by unscrupulous folk seeking guardians for their treasures.","The remains of {@condition Petrified|XPHB} creatures litter the area where a basilisk hunts. These might be mundane creatures or more unusual beings that had dire encounters with a basilisk. Roll on or choose a result from the Petrified Basilisk Victims table to inspire the statues that might appear in a basilisk's hunting grounds. There is a {@chance 50} chance that any of these statues are missing limbs or broken into pieces.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Rule 4: No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open."],"by":"X the Mystic's","from":"Rules of Dungeon Survival"}]},{"type":"table","caption":"Petrified Basilisk Victims","colLabels":["1d8","A Basilisk Used Its Gaze to Petrify..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adventurer with an ornate key hanging around their neck."],["2","Animals like bats, bears, deer, or goats."],["3","A climber clinging to a stalactite."],["4","Itself using a large mirror or shiny surface."],["5","A mimic disguised as a chest full of treasure."],["6","A monster such as an umber hulk or a troglodyte."],["7","Someone caught in a comic pose or making a regrettable face."],["8","A victim now being used as a nest for insects or other vermin."]]}]}],"gallery":[{"path":"bestiary/XMM/Basilisk.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"basilisk-mm","source":"MM"}]},{"id":"basilisk-mm","name":"Basilisk","source":"MM","page":24,"srd":false,"image":"bestiary/MM/Basilisk.webp","token":"bestiary/tokens/MM/Basilisk.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"52 (8d8 + 16)","speed":"20 ft.","str":16,"dex":8,"con":15,"int":2,"wis":8,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Mountain","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a {@dc 12} Constitution saving throw if the basilisk isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.","A creature that isn't {@status surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.","If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.",{"name":"Adaptable Predators","type":"entries","entries":["Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.","A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized."]},{"name":"Gaze of Stone","type":"entries","entries":["Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.","Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return {@condition petrified} creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the {@condition petrified} creature, such as its head, is detached."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open."],"by":"X the Mystic's 4th rule of dungeon survival"}]}]}],"gallery":[{"path":"bestiary/MM/Basilisk.webp"}],"hidden":true,"otherVersions":[{"id":"basilisk","source":"XMM"}]},{"id":"bastian-thermandar","name":"Bastian Thermandar","source":"PotA","page":201,"srd":false,"image":"bestiary/tokens/PotA/Bastian Thermandar.webp","token":"bestiary/tokens/PotA/Bastian Thermandar.webp","size":"Medium","creatureType":"Humanoid (Genasi)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":12,"dex":14,"con":15,"int":11,"wis":9,"cha":18,"saves":"","skills":"Arcana +3, Deception +7","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Ignan","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting","entries":["Bastian's innate spellcasting ability is Constitution (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He can innately cast the following spells:","At will: {@spell produce flame}","1/day: {@spell burning hands}"]},{"name":"Spellcasting","entries":["Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Bastian knows the following sorcerer spells:","Cantrips (at will): {@spell fire bolt}, {@spell mage hand}, {@spell message}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell scorching ray}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}","Level 4 (3 slots): {@spell dimension door}, {@spell wall of fire}","Level 5 (1 slots): {@spell hold monster}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Like many in the fire cult, Bastian burns with an inner fire, but his fire is ambition, rather than a wish to see the world burn. Bastian is scheming to supplant Vanifer and claim Tinderstrike for himself.","As a practitioner of the arcane arts who learned much of his fire magic from Vanifer herself, Bastian relies on his spells in a fight, and he is a \"quick-burning\" sort who tries to deliver maximum impact early in the fight. If he knows a fight is coming but can't preemptively strike, Bastian becomes more cautious, casting wall of fire to protect himself before he hurls magic into the fray."]}]}]}]},{"id":"bat","name":"Bat","source":"XMM","page":349,"srd":true,"image":"bestiary/XMM/Bat.webp","token":"bestiary/tokens/XMM/Bat.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"5 ft., fly 30 ft.","str":2,"dex":15,"con":8,"int":2,"wis":12,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Mountain, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4} to hit, reach 5 ft. {@h}1 Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Bat.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"bat-mm","source":"MM"}]},{"id":"bat-mm","name":"Bat","source":"MM","page":318,"srd":false,"image":"bestiary/MM/Bat.webp","token":"bestiary/tokens/MM/Bat.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"5 ft., fly 30 ft.","str":2,"dex":15,"con":8,"int":2,"wis":12,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Echolocation","entries":["The bat can't use its blindsight while {@condition deafened}."]},{"name":"Keen Hearing","entries":["The bat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Bat.webp"}],"hidden":true,"otherVersions":[{"id":"bat","source":"XMM"}]},{"id":"battleforce-angel","name":"Battleforce Angel","source":"GGR","page":189,"srd":false,"image":"bestiary/GGR/Battleforce Angel.webp","token":"bestiary/tokens/GGR/Battleforce Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"18","initiative":"+1 (11)","hp":"66 (12d8 + 12)","speed":"30 ft., fly 90 ft.","str":16,"dex":12,"con":13,"int":11,"wis":17,"cha":18,"saves":"Wis +6, Cha +7","skills":"Investigation +3, Perception +6","vulnerabilities":"","resistances":"fire; radiant","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., truesight 120 ft., Passive Perception 16","languages":"all","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The angel makes two melee attacks. It also uses Battlefield Inspiration."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 18 ({@damage 4d8}) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 ({@damage 1d4}) radiant damage."]},{"name":"Battlefield Inspiration","entries":["The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a {@dice d4} to its attack rolls and saving throws."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Battleforce angels are the radiant hosts that soar into combat, bathed in the light of Boros zeal. They lead companies of mortal soldiers from above or fly ahead of roc-mounted skyknights. They don't shy away from the blood, pain, and confusion of combat; rather, they immerse themselves in the shifting tides of battle. Only by wading into the battle can they fulfill their responsibility to carry out the commands of the warleaders by adapting their tactics to the shifting situation on the ground."]},{"type":"section","name":"Boros Angels","entries":["Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.","Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Warleaders","type":"entries","entries":["The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Battleforce Angel.webp","credit":"Alex Konstad"}]},{"id":"battlehammer-dwarf","name":"Battlehammer Dwarf","source":"IDRotF","page":107,"srd":false,"image":"bestiary/tokens/IDRotF/Battlehammer Dwarf.webp","token":"bestiary/tokens/IDRotF/Battlehammer Dwarf.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["The dwarf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dwarf makes two melee attacks or two ranged attacks."]},{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6 + 0}) slashing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 4} to hit, ranged 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"bavlorna-blightstraw","name":"Bavlorna Blightstraw","source":"WBtW","page":216,"srd":false,"image":"bestiary/WBtW/Bavlorna Blightstraw.webp","token":"bestiary/tokens/WBtW/Bavlorna Blightstraw.webp","size":"Medium","creatureType":"Fey (Hag)","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"110 (13d8 + 52)","speed":"30 ft., swim 30 ft.","str":22,"dex":11,"con":18,"int":16,"wis":12,"cha":15,"saves":"Con +7, Int +6, Wis +4, Cha +5","skills":"Arcana +9, Deception +5, Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 14","languages":"Common, Elvish, Sylvan","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Bavlorna can breathe air and water."]},{"name":"Boon of Immortality","entries":["Bavlorna is immune to any effect that would age her, and she can't die from old age."]},{"name":"Widdershins Allergy","entries":["If a creature within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can't cast spells until the end of her next turn. In addition, any creature Bavlorna has swallowed is immediately expelled and falls {@condition prone} in an unoccupied space within 5 feet of her."]}],"spellcasting":[{"name":"Spellcasting","entries":["Bavlorna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell detect magic}","1/day: {@spell plane shift} (self only)","2/day each: {@spell create food and water}, {@spell polymorph}, {@spell remove curse}"]}],"actions":[{"name":"Multiattack","entries":["Bavlorna makes one Bite attack and one Withering Ray attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition restrained}, and Bavlorna can't use her Bite attack on another target."]},{"name":"Withering Ray","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Create Lornlings {@recharge 5}","entries":["Bavlorna creates one or two 1-foot-tall duplicates of herself, called lornlings (use the Quickling stat block in appendix C). Each lornling appears in an unoccupied space within 5 feet of Bavlorna, obeys her commands, and takes its turn immediately after hers. A lornling lasts for 1 hour, until it or Bavlorna dies, or until Bavlorna dismisses it as an action. Bavlorna can have no more than eight lornlings in existence at a time."]}],"bonusActions":[{"name":"Swallow","entries":["Bavlorna swallows a Small or smaller creature she is grappling, ending the grapple on it. The swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside Bavlorna, and it takes 10 ({@damage 3d6}) acid damage at the start of each of its turns. If the swallowed creature is one of Bavlorna's lornlings, Bavlorna gains all the lornling's memories when the acid damage reduces it to 0 hit points.","Bavlorna can have only one creature swallowed at a time. If Bavlorna dies, a swallowed creature is no longer {@condition restrained} and can escape from the corpse using 5 feet of movement, exiting {@condition prone}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Younger than Skabatha and older than Endelyn, Bavlorna is called Slack-jawed Lorna because her wide mouth is prone to hang agape. Flies flit in and out of it. She is the hag of the present, the here and now, the moment to moment. Those desperate individuals who seek her out do so to find a remedy for a nagging problem or anxiety. Though she despises unannounced visitors, a tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she'll use her powers to resolve their pressing problem in exchange for something of use to her."]}],"gallery":[{"path":"bestiary/WBtW/Bavlorna Blightstraw.webp","credit":"Dawn Carlos"}]},{"id":"beanstalk-wurm","name":"Beanstalk Wurm","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Beanstalk Wurm.webp","token":"bestiary/tokens/MCV4EC/Beanstalk Wurm.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+4 (14)","hp":"231 (14d20 + 84)","speed":"50 ft., climb 50 ft.","str":27,"dex":18,"con":22,"int":4,"wis":14,"cha":10,"saves":"Str +14, Con +12","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the wurm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the wurm move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the wurm is animate."]},{"name":"Leafy Handholds","entries":["Creatures have advantage on ability checks made to climb the wurm."]},{"name":"Legendary Resistance (3/Day)","entries":["If the wurm fails a saving throw, it can choose to succeed instead."]},{"name":"Regeneration","entries":["The wurm regains 20 hit points at the start of its turn if it has at least 1 hit point. If the wurm takes fire or lightning damage, this trait doesn't function at the start of the wurm's next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wurm makes two Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}30 ({@damage 5d8 + 8}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 22} Dexterity saving throw or be swallowed by the wurm. A swallowed creature has the {@condition restrained} condition, has {@quickref Cover||3||total cover} against attacks and other effects outside the wurm, and takes 28 ({@damage 8d6}) piercing damage at the start of each of the wurm's turns from thorns in the wurm's gullet.","The wurm's stomach can hold up to two creatures at a time. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a {@dc 22} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the wurm and has the {@condition prone} condition. If the wurm dies, a swallowed creature no longer has the {@condition restrained} condition and can escape from the corpse by using 10 feet of movement, exiting with the {@condition prone} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Wurms are enormous creatures that resemble limbless, wingless dragons, though they lack a dragon's breath weapons and keen intelligence. On the world of Eldraine, many wurms have adapted to life among the world's skyscraping beanstalks. These beanstalk wurms sport leafy growths, sustaining themselves on a mixture of natural photosynthesis and a carnivorous diet.","Cloud-dwelling giants often use beanstalk wurms as a first line of defense against those who would ascend massive beanstalks—also known as Everstalks—to intrude on their lofty palaces. Beanstalk wurms lie coiled along the length of an Everstalk with their eyes closed and their stomach flattened against the stalk, appearing to be just another enormous vine until a tasty intruder attempts to climb them.",{"type":"quote","entries":["When giants' prized pets escape Stormkeld, villages fall and new Everstalks rise."]}]}],"gallery":[{"path":"bestiary/MCV4EC/Beanstalk Wurm.webp","credit":"Aldo Domínguez"}]},{"id":"bearded-devil","name":"Bearded Devil","source":"WttHC","page":33,"srd":true,"image":"bestiary/WttHC/Bearded Devil (Stranger Things).webp","token":"bestiary/tokens/WttHC/Bearded Devil.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":15,"con":15,"int":9,"wis":11,"cha":14,"saves":"Str +5, Con +4, Cha +4","skills":"","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"frightened; poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 10","languages":"Infernal; telepathy 120 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Planar, Nine Hells","treasure":"Armaments","traits":[{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes one Beard attack and one Infernal Glaive attack."]},{"name":"Beard","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the devil's next turn. Until this poison ends, the target can't regain {@variantrule Hit Points|XPHB}."]},{"name":"Infernal Glaive","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}8 ({@damage 1d10 + 3}) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. {@actSave con} {@dc 12}. {@actSaveFail} The target receives an infernal wound. While wounded, the target loses 5 ({@dice 1d10}) {@variantrule Hit Points|XPHB} at the start of each of its turns. The wound closes after 1 minute, after a spell restores {@variantrule Hit Points|XPHB} to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a {@dc 12} Wisdom ({@skill Medicine|XPHB}) check."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Bearded devils' eponymous beards consist of tentacle-like growths that prevent magical healing."]}],"gallery":[{"path":"bestiary/WttHC/Bearded Devil (Stranger Things).webp"}],"otherVersions":[{"id":"bearded-devil-xmm","source":"XMM"},{"id":"bearded-devil-mm","source":"MM"}]},{"id":"bearded-devil-xmm","name":"Bearded Devil","source":"XMM","page":33,"srd":true,"image":"bestiary/XMM/Bearded Devil.webp","token":"bestiary/tokens/XMM/Bearded Devil.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":15,"con":15,"int":9,"wis":11,"cha":14,"saves":"Str +5, Con +4, Cha +4","skills":"","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"frightened; poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 10","languages":"Infernal; telepathy 120 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Planar, Nine Hells","treasure":"Armaments","traits":[{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes one Beard attack and one Infernal Glaive attack."]},{"name":"Beard","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the devil's next turn. Until this poison ends, the target can't regain {@variantrule Hit Points|XPHB}."]},{"name":"Infernal Glaive","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}8 ({@damage 1d10 + 3}) Slashing damage. If the target is a creature and doesn't already have an infernal wound, it is subjected to the following effect. {@actSave con} {@dc 12}. {@actSaveFail} The target receives an infernal wound. While wounded, the target loses 5 ({@dice 1d10}) {@variantrule Hit Points|XPHB} at the start of each of its turns. The wound closes after 1 minute, after a spell restores {@variantrule Hit Points|XPHB} to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a {@dc 12} Wisdom ({@skill Medicine|XPHB}) check."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Bearded Devil","entries":["{@i Devil of Force and Intimidation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Bearded devils, also known as barbazus, fill the legions of the Nine Hells. These cruel soldiers follow the orders of diabolical generals as they defend infernal realms, invade Material Plane worlds, and clash against demons in planes-spanning conflicts.","Left to their own devices, bearded devils encourage mortals to act callously and abuse their power, inflating their egos and inspiring petty tyrannies. Villains aligned with the Nine Hells call on bearded devils to serve as guardians, enforce their will, or fight in wicked armies.","Bearded devils' eponymous beards consist of grotesque, tentacle-like growths. These squirming, barb-riddled beards carry poison capable of preventing magical healing. Bearded devils are also known for their distinctive glaives, through which they channel hellish energy. Those struck by these unnatural weapons suffer infernal wounds that grow worse until stanched or magically healed."]}],"gallery":[{"path":"bestiary/XMM/Bearded Devil.webp","credit":"Yongjae Choi"}],"hidden":true,"otherVersions":[{"id":"bearded-devil","source":"WttHC"},{"id":"bearded-devil-mm","source":"MM"}]},{"id":"bearded-devil-mm","name":"Bearded Devil","source":"MM","page":70,"srd":false,"image":"bestiary/MM/Bearded Devil.webp","token":"bestiary/tokens/MM/Bearded Devil.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":15,"con":15,"int":9,"wis":11,"cha":11,"saves":"Str +5, Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"Infernal, telepathy 120 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the devil's darkvision."]},{"name":"Magic Resistance","entries":["The devil has advantage on saving throws against spells and other magical effects."]},{"name":"Steadfast","entries":["The devil can't be {@condition frightened} while it can see an allied creature within 30 feet of it."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes two attacks: one with its beard and one with its glaive."]},{"name":"Beard","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Glaive","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 12} Constitution saving throw or lose 5 ({@dice 1d10}) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@damage 1d10}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes.","A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom."]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Bearded Devil.webp"}],"hidden":true,"otherVersions":[{"id":"bearded-devil","source":"WttHC"},{"id":"bearded-devil-xmm","source":"XMM"}]},{"id":"beast-of-malar","name":"Beast of Malar","source":"FRAiF","page":251,"srd":false,"image":"bestiary/FRAiF/Beast of Malar.webp","token":"bestiary/tokens/FRAiF/Beast of Malar.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"17","initiative":"+7 (17)","hp":"168 (16d8 + 96)","speed":"50 ft., burrow 40 ft. (land form only), fly 60 ft. (sky form only), swim 40 ft. (sea form only)","str":21,"dex":16,"con":23,"int":10,"wis":14,"cha":12,"saves":"Str +9","skills":"Perception +10, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Darkvision 60 ft., Passive Perception 20","languages":"understands Common but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Coastal, Forest, Hill","treasure":"","traits":[{"name":"Amphibious (Sea Form Only)","entries":["The beast breathes air and water."]},{"name":"Divine Immortality","entries":["If the beast dies, its body dissolves into black goo, and it gains a new body after {@dice 1d10} days, reviving with all its {@variantrule Hit Points|XPHB} in a place of Malar's choosing."]},{"name":"Legendary Resistance (3/Day)","entries":["If the beast fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The beast has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The beast regains 20 {@variantrule Hit Points|XPHB} at the start of its turn. If the beast takes Radiant damage or damage from a {@variantrule Critical Hit|XPHB}, this trait doesn't function at the start of the beast's next turn. The beast dies only if it starts its turn with 0 {@variantrule Hit Points|XPHB} and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The beast makes three attacks, using Bite or Claws in any combination."]},{"name":"Bite","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}23 ({@damage 4d8 + 5}) Piercing damage."]},{"name":"Claws (Land or Sky Form Only)","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}18 ({@damage 3d8 + 5}) Slashing damage. If the target is Large or smaller, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Recuperative Shape-Shift","entries":["The beast shape-shifts into its land form, sea form, or sky form and regains 9 ({@dice 2d8}) {@variantrule Hit Points|XPHB}. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Beast of Malar","entries":["{@i Ferocious, Shape-Changing Predator}","Malar, god of the bestial hunt, sometimes manifests a spark of primal predation in physical form: the beast of Malar. The beast of Malar can take three types of forms—a land form, a sea form, and a sky form—to pursue prey across land, seas, and skies. In each form, its short fur is glossy black with red fur around its jaws and claws as though stained by the blood it has spilled.","The beast of Malar has a muscular and unnatural appearance no matter its form; whether it resembles a bat, wolverine, or shark, there's no mistaking the beast of Malar for a mundane animal. The beast shifts easily between its forms to pursue its prey, using whichever shape suits it best to catch and kill its quarry.","Normally only one beast of Malar exists at a time. However, Malar might create multiple beasts to pursue legendary prey or simply display his extraordinary ferocity."]}],"gallery":[{"path":"bestiary/FRAiF/Beast of Malar.webp"}]},{"id":"beast-of-the-land","name":"Beast of the Land","source":"XPHB","page":123,"srd":false,"image":"bestiary/XPHB/Beast of the Land.webp","token":"bestiary/tokens/XPHB/Beast of the Land.webp","size":"Medium","creatureType":"Beast","alignment":"Neutral","ac":"-","initiative":"+2 (12)","hp":"5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)","speed":"40 ft., climb 40 ft.","str":14,"dex":14,"con":15,"int":8,"wis":14,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Primal Bond","entries":["Add your Proficiency Bonus to any ability check or saving throw the beast makes."]}],"spellcasting":[],"actions":[{"name":"Beast's Strike","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 2} plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast). If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra {@damage 1d6} damage of the same type, and the target has the {@condition Prone|XPHB} condition if it is a Large or smaller creature."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Beast of the Land.webp"}],"otherVersions":[{"id":"beast-of-the-land-tce","source":"TCE"}]},{"id":"beast-of-the-land-tce","name":"Beast of the Land","source":"TCE","page":61,"srd":false,"image":"bestiary/tokens/TCE/Beast of the Land.webp","token":"bestiary/tokens/TCE/Beast of the Land.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"-","initiative":"+2 (12)","hp":"5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)","speed":"40 ft., climb 40 ft.","str":14,"dex":14,"con":15,"int":8,"wis":14,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra {@damage 1d6} slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked {@condition prone}."]},{"name":"Primal Bond","entries":["You can add your proficiency bonus to any ability check or saving throw that the beast makes."]}],"spellcasting":[],"actions":[{"name":"Maul","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d8 + 2 + PB} slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"beast-of-the-land","source":"XPHB"}]},{"id":"beast-of-the-sea","name":"Beast of the Sea","source":"XPHB","page":124,"srd":false,"image":"bestiary/XPHB/Beast of the Sea.webp","token":"bestiary/tokens/XPHB/Beast of the Sea.webp","size":"Medium","creatureType":"Beast","alignment":"Neutral","ac":"-","initiative":"+2 (12)","hp":"5 plus five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)","speed":"5 ft., swim 60 ft.","str":14,"dex":14,"con":15,"int":8,"wis":14,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 90 ft., Passive Perception 12","languages":"understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The beast can breathe air and water."]},{"name":"Primal Bond","entries":["Add your Proficiency Bonus to any ability check or saving throw the beast makes."]}],"spellcasting":[],"actions":[{"name":"Beast's Strike","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d6 + 2} plus your Wisdom modifier Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the {@condition Grappled|XPHB} condition (escape DC equals your spell save DC)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Beast of the Sea.webp"}],"otherVersions":[{"id":"beast-of-the-sea-tce","source":"TCE"}]},{"id":"beast-of-the-sea-tce","name":"Beast of the Sea","source":"TCE","page":61,"srd":false,"image":"bestiary/tokens/TCE/Beast of the Sea.webp","token":"bestiary/tokens/TCE/Beast of the Sea.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"-","initiative":"+2 (12)","hp":"5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)","speed":"5 ft., swim 60 ft.","str":14,"dex":14,"con":15,"int":8,"wis":14,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The beast can breathe both air and water."]},{"name":"Primal Bond","entries":["You can add your proficiency bonus to any ability check or saving throw that the beast makes."]}],"spellcasting":[],"actions":[{"name":"Binding Strike","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d6 + 2 + PB} piercing damage or {@damage 1d6 + 2 + PB} bludgeoning damage (your choice), and the target is {@condition grappled} (escape DC equal to your spellcasting save DC). Until this grapple ends, the beast can't use this attack on another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"beast-of-the-sea","source":"XPHB"}]},{"id":"beast-of-the-sky","name":"Beast of the Sky","source":"XPHB","page":124,"srd":false,"image":"bestiary/XPHB/Beast of the Sky.webp","token":"bestiary/tokens/XPHB/Beast of the Sky.webp","size":"Small","creatureType":"Beast","alignment":"Neutral","ac":"-","initiative":"+3 (13)","hp":"4 plus four times your Ranger level (the beast has a number of Hit Dice [d6s] equal to your Ranger level)","speed":"10 ft., fly 60 ft.","str":6,"dex":16,"con":13,"int":8,"wis":14,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The beast doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks} when it flies out of an enemy's reach."]},{"name":"Primal Bond","entries":["Add your Proficiency Bonus to any ability check or saving throw the beast makes."]}],"spellcasting":[],"actions":[{"name":"Beast's Strike","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d4 + 3} plus your Wisdom modifier Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Beast of the Sky.webp"}],"otherVersions":[{"id":"beast-of-the-sky-tce","source":"TCE"}]},{"id":"beast-of-the-sky-tce","name":"Beast of the Sky","source":"TCE","page":61,"srd":false,"image":"bestiary/tokens/TCE/Beast of the Sky.webp","token":"bestiary/tokens/TCE/Beast of the Sky.webp","size":"Small","creatureType":"Beast","alignment":"Neutral","ac":"-","initiative":"+3 (13)","hp":"4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)","speed":"10 ft., fly 60 ft.","str":6,"dex":16,"con":13,"int":8,"wis":14,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Primal Bond","entries":["You can add your proficiency bonus to any ability check or saving throw that the beast makes."]}],"spellcasting":[],"actions":[{"name":"Shred","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d4 + 3 + PB} slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"beast-of-the-sky","source":"XPHB"}]},{"id":"bebilith","name":"Bebilith","source":"MaBJoV","page":133,"srd":false,"image":"bestiary/MaBJoV/Bebilith.webp","token":"bestiary/tokens/MaBJoV/Bebilith.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+6 (16)","hp":"189 (18d12 + 72)","speed":"40 ft., climb 40 ft.","str":16,"dex":22,"con":18,"int":11,"wis":13,"cha":8,"saves":"Con +8, Wis +5","skills":"Perception +5, Stealth +10","vulnerabilities":"","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 15","languages":"understands Abyssal but only speaks telepathically to its own kind, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Dark Sight","entries":["Magical darkness doesn't impede the bebilith's darkvision."]},{"name":"Spider Climb","entries":["The bebilith can climb difficult surfaces, including upside down, without needing to make an ability check and ignores any movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bebilith uses Poisoned Web (if available) and then makes one Bite attack and two Foreleg attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage plus 21 ({@damage 6d6}) poison damage. Any creature that drops to zero hit points because of this attack ignites, suffering 7 ({@damage 2d6}) fire damage at the start of each of its turns until the creature's hit points are above zero."]},{"name":"Foreleg","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}21 ({@damage 4d8 + 3}) slashing damage."]},{"name":"Poisoned Web {@recharge 5}","entries":["{@atk rw} {@hit 10} to hit, range 30/60 ft., one creature. {@h}51 ({@damage 10d8 + 6}) poison damage, and the target has the {@condition restrained} condition until free of the web. While {@condition restrained}, the target takes 9 ({@damage 2d8}) poison damage at the start of each of its turns. The target may use an action to make a {@dc 17} Strength check and if successful they are freed from the webbing. The webbing can also be attacked and destroyed (AC 12; 10 hit points; immunity to bludgeoning, fire, poison, and psychic damage). If an attack or spell doing fire damage is used on the webbing, the webbing ignites (but is otherwise unharmed). Any creature {@condition restrained} by the webbing suffers an additional 7 ({@damage 2d6}) fire damage at the start of each of its turn."]},{"name":"Stalker's Darkness (3/Day)","entries":["The bebilith casts {@spell darkness}."]}],"bonusActions":[{"name":"Relentless Hunter","entries":["The bebilith may use a bonus action to mark prey that it has damaged. Only one creature can be marked at a time. The bebilith always knows the exact location of the marked prey on the current plane of existence, can't be surprised by it, and has advantage on all attack rolls against it."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["It is said that the drow can imprison a Bebilith in a metal shell. This new creation is called a Retriever and is used by the dark elves to track down and exterminate their enemies."],"by":"Volo"},"Bebiliths, or Creepers of the Abyss, are arachnoid demons that prey upon other demons... though whether they do so out of hunger, cruelty, or a strange compulsion to inflict justice on their chaotic evil kin is unknown. Other demons typically leave the bebilith alone and killing them is considered a great taboo. Further adding to the intrigue of their strange mystique, it is believed several greater demonic beings pay homage to the bebiliths.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Barbed Horrors","entries":["Massive, hulking hunters, bebiliths possess foreleg claws that can carve through the thickest armor like warm butter. They can cast webs imbued with searing green fire, and the venom from their bite causes victims to ignite with green flames that burn them alive from the inside out. While their spiderlike appearance suggests the demon queen Lolth created them, most Abyssal scholars have refuted that theory. Their origins are seemingly lost in time, though most suspect the bebilith are natural predators that roamed the Abyss long before other demons spread across it in their teeming hordes."]},{"type":"entries","name":"Relentless Hunters","entries":["Though they typically feed upon other demons, a bebilith will attack any creature it encounters without hesitation. During the initial strike, they mark their prey using a combination of pheromones and demonic magic. Once marked, a bebilith can track its victim across any distance—the only way to escape pursuit is by killing the bebilith or fleeing the Abyss. Fortunately, bebiliths cannot be summoned to the prime material plane. However, the drow discovered a way to draw their spirits into mechanical, spider-like constructs called retrievers, which they use to hunt or track their enemies."]},{"type":"inset","name":"Carcerus Prison","entries":["The demodands of the Carcerus prison in Ust Natha have tortured a small number of bebilith into doing their bidding. These bebilith can use their relentless hunter ability on anyone ever imprisoned in Carcerus."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Bebilith.webp"}]},{"id":"becklin-uth-viharin","name":"Becklin Uth Viharin","source":"DSotDQ","page":55,"srd":false,"image":"bestiary/DSotDQ/039-03-002.berklin-uth-viharin.webp","token":"bestiary/tokens/DSotDQ/Becklin Uth Viharin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Becklin has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Becklin makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Becklin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Becklin adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/039-03-002.berklin-uth-viharin.webp","credit":"Lauren Walsh"}]},{"id":"behir","name":"Behir","source":"XMM","page":34,"srd":true,"image":"bestiary/XMM/Behir.webp","token":"bestiary/tokens/XMM/Behir.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d12 + 64)","speed":"50 ft., climb 50 ft.","str":23,"dex":16,"con":18,"int":7,"wis":14,"cha":12,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Darkvision 90 ft., Passive Perception 16","languages":"Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The behir makes one Bite attack and uses Constrict."]},{"name":"Bite","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}19 ({@damage 2d12 + 6}) Piercing damage plus 11 ({@damage 2d10}) Lightning damage."]},{"name":"Constrict","entries":["{@actSave str} {@dc 18}, one Large or smaller creature the behir can see within 5 feet. {@actSaveFail} 28 ({@damage 5d8 + 6}) Bludgeoning damage. The target has the {@condition Grappled|XPHB} condition (escape {@dc 16}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."]},{"name":"Lightning Breath {@recharge 5}","entries":["{@actSave dex} {@dc 16}, each creature in a 90-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 66 ({@damage 12d10}) Lightning damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[{"name":"Swallow","entries":["{@actSave dex} {@dc 18}, one Large or smaller creature {@condition Grappled|XPHB} by the behir (the behir can have only one creature swallowed at a time). {@actSaveFail} The behir swallows the target, which is no longer {@condition Grappled|XPHB}. While swallowed, a creature has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions, has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the behir, and takes 21 ({@damage 6d6}) Acid damage at the start of each of the behir's turns.","If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 10 feet of the behir and has the {@condition Prone|XPHB} condition. If the behir dies, a swallowed creature is no longer {@condition Restrained|XPHB} and can escape from the corpse by using 15 feet of movement, exiting {@condition Prone|XPHB}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Behir","entries":["{@i Lightning-Spewing Glutton}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Twelve-legged, reptilian predators, behirs endlessly hunt for their next meal. Their short legs propel them quickly across floors and walls. Any prey that behirs can't chase down, they blast with breaths of powerful lightning.","Legends claim the first behirs were magically created by storm giants during an ancient, multiversal conflict between giants and dragons. The giants used their mastery of weather to alter the essence of blue dragons. The results were the first behirs, which served as hunters with a particular taste for dragon eggs.","Behirs live in sprawling cave systems and elaborate ruins where they can make the most of their exceptional mobility. They are mindful of areas where dragons dwell, as most dragons view behirs as dangerous abominations and attack them on sight. Nevertheless, behirs occasionally hunt for dragon lairs in the hope of finding and devouring unhatched dragon eggs.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["You wouldn't believe all the great stuff I've swallowed! Now just climb on in here, and you can keep whatever you find."],"by":"Lludd, Behir"}]}]}],"gallery":[{"path":"bestiary/XMM/Behir.webp","credit":"Andrea Piparo"}],"otherVersions":[{"id":"behir-mm","source":"MM"}]},{"id":"behir-mm","name":"Behir","source":"MM","page":25,"srd":false,"image":"bestiary/MM/Behir.webp","token":"bestiary/tokens/MM/Behir.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d12 + 64)","speed":"50 ft., climb 40 ft.","str":23,"dex":16,"con":18,"int":7,"wis":14,"cha":12,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"darkvision 90 ft., Passive Perception 16","languages":"Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The behir makes two attacks: one with its bite and one to constrict."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}) if the behir isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends."]},{"name":"Lightning Breath {@recharge 5}","entries":["The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Swallow","entries":["The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the behir, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.","If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive.","A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside.",{"name":"Cavern Predators","type":"entries","entries":["Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir's dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake.","Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it."]},{"name":"Foes of the Dragons","type":"entries","entries":["In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind.","A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I've already eaten three giant bats, six troglodytes, and a mind flayer today, but that's okay. Plenty of room in my belly for you and your friends."],"by":"Lludd the behir, confronting adventurers in the Lost Caverns of Tsojcanth"}]}]}],"gallery":[{"path":"bestiary/MM/Behir.webp"}],"hidden":true,"otherVersions":[{"id":"behir","source":"XMM"}]},{"id":"beholder","name":"Beholder","source":"XMM","page":36,"srd":false,"image":"bestiary/XMM/Beholder.webp","token":"bestiary/tokens/XMM/Beholder.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+12 (22)","hp":"190 (20d10 + 80)","speed":"5 ft., fly 40 ft. (hover)","str":16,"dex":14,"con":18,"int":17,"wis":15,"cha":17,"saves":"Con +9, Wis +7","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"Darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, Undercommon","cr":"13","crDisplay":"13 (XP 10,000, or 11,500 in lair; PB +5)","habitat":"Underdark","treasure":"Arcana","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the beholder fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The beholder uses Eye Rays three times."]},{"name":"Bite","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}13 ({@damage 3d6 + 3}) Piercing damage."]},{"name":"Eye Rays","entries":["The beholder randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll {@dice 1d10}; reroll if the beholder has already used that ray during this turn):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1: Charm Ray","entries":["{@actSave wis} {@dc 16}. {@actSaveFail} 13 ({@damage 3d8}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition for 1 hour or until it takes damage. {@actSaveSuccess} Half damage only."]},{"type":"item","name":"2: Paralyzing Ray","entries":["{@actSave con} {@dc 16}. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"type":"item","name":"3: Fear Ray","entries":["{@actSave wis} {@dc 16}. {@actSaveFail} 14 ({@damage 4d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn. {@actSaveSuccess} Half damage only."]},{"type":"item","name":"4: Slowing Ray","entries":["{@actSave con} {@dc 16}. {@actSaveFail} 18 ({@damage 4d8}) Necrotic damage. Until the end of the target's next turn, the target's {@variantrule Speed|XPHB} is halved; the target can't take Reactions; and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. {@actSaveSuccess} Half damage only."]},{"type":"item","name":"5: Enervation Ray","entries":["{@actSave con} {@dc 16}. {@actSaveFail} 13 ({@damage 3d8}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn. While {@condition Poisoned|XPHB}, the target can't regain {@variantrule Hit Points|XPHB}. {@actSaveSuccess} Half damage only."]},{"type":"item","name":"6: Telekinetic Ray","entries":["{@actSave str} {@dc 16} (the target succeeds automatically if it is Gargantuan). {@actSaveFail} The beholder moves the target up to 30 feet in any direction. The target has the {@condition Restrained|XPHB} condition until the start of the beholder's next turn or until the beholder has the {@condition Incapacitated|XPHB} condition. The beholder can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container."]},{"type":"item","name":"7: Sleep Ray","entries":["{@actSave wis} {@dc 16} (the target succeeds automatically if it is a Construct or an Undead). {@actSaveFail} The target has the {@condition Unconscious|XPHB} condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it."]},{"type":"item","name":"8: Petrification Ray","entries":["{@actSave con} {@dc 16}. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition and repeats the save at the end of its next turn if it is still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition."]},{"type":"item","name":"9: Disintegration Ray","entries":["{@actSave dex} {@dc 16}. {@actSaveFail} 36 ({@damage 8d8}) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} of it disintegrates into dust. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} If the target is a creature and this damage reduces it to 0 {@variantrule Hit Points|XPHB}, it disintegrates into dust."]},{"type":"item","name":"10: Death Ray","entries":["{@actSave dex} {@dc 16}. {@actSaveFail} 55 ({@damage 10d10}) Necrotic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The target dies if the ray reduces it to 0 {@variantrule Hit Points|XPHB}."]}]}]}],"bonusActions":[{"name":"Antimagic Cone","entries":["The beholder's central eye emits an antimagic wave in a 150-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. Until the start of the beholder's next turn, that area acts as an {@spell Antimagic Field|XPHB} spell, and that area works against the beholder's own Eye Rays."]}],"reactions":[],"legendaryActions":[{"name":"Chomp","entries":["The beholder makes two Bite attacks."]},{"name":"Glare","entries":["The beholder uses Eye Rays."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a beholder's lair is twisted by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Scopophobia","entries":["Creatures within 1 mile of the lair feel as if they're being watched. Any creature (excluding the beholder and its allies) that finishes a {@variantrule Short Rest|XPHB} while within 1 mile of the lair must succeed on a {@dc 13} Wisdom saving throw or gain no benefit from that rest."]},{"type":"item","name":"Warping Terrain","entries":["Minor warps in reality occur near the lair; any creature (excluding the beholder) within 1 mile of the lair that makes a {@variantrule D20 Test|XPHB} and rolls a 1 has the {@condition Prone|XPHB} condition."]}]},"If the beholder dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","name":"Beholder","entries":["{@i Infamous Many-Eyed Tyrant}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Beholders—also known as eye tyrants—number among the most notorious inhabitants of the Underdark. Few creatures in the multiverse are as loathed and feared as these maniacal horrors.","A beholder's distinctive, globular body is dominated by an oversize maw and a gigantic central eye. Ten stalks ending in smaller eyes crown its form. From each of these eleven eyes, a beholder can unleash a different magic power. The central eye can deactivate magic, while the smaller eyes emit rays that inflict various dooms—such as petrifying creatures, disintegrating them, slaying them outright, or other effects.","Beholders possess utterly alien minds. Most exhibit paranoid, narcissistic, and megalomaniacal tendencies, and they act on agendas beyond human reasoning. While some keep to themselves, others force weaker creatures into their service. Still others cultivate grand ambitions, creating networks of minions to manipulate groups, settlements, and whole nations in the Underdark and sometimes the surface world.","Few creatures loathe beholders more than other beholders. Every beholder views itself as the physical and intellectual pinnacle of its species. To them, all other beholders are aberrant rivals to be dominated or destroyed. Conflicts between beholders can last for decades and lay waste to vast subterranean realms.","Beholders are a particular threat to adventurers because both gravitate toward mysterious ruins and sites of great magic. Many beholders collect the magic items and {@condition petrified|XPHB} bodies of heroes they've defeated, displaying them as trophies.",{"type":"entries","name":"Beholder Lairs","entries":["Beholders lurk in cavern complexes they've carved using their eye rays deep in the Underdark or in lairs created for them by their servants."]}]}],"gallery":[{"path":"bestiary/XMM/Beholder.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"beholder-mm","source":"MM"}]},{"id":"beholder-mm","name":"Beholder","source":"MM","page":28,"srd":false,"image":"bestiary/MM/Beholder.webp","token":"bestiary/tokens/MM/Beholder.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"180 (19d10 + 76)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":18,"int":17,"wis":15,"cha":17,"saves":"Int +8, Wis +7, Cha +8","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Antimagic Cone","entries":["The beholder's central eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."]},{"name":"Eye Rays","entries":["The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Charm Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by the beholder for 1 hour, or until the beholder harms the creature."},{"type":"itemSub","name":"2. Paralyzing Ray","entry":"The targeted creature must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Fear Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"4. Slowing Ray","entry":"The targeted creature must succeed on a {@dc 16} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"5. Enervation Ray","entry":"The targeted creature must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"6. Telekinetic Ray","entries":["If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or the beholder moves it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is {@condition incapacitated}.","If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container."]},{"type":"itemSub","name":"7. Sleep Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead."},{"type":"itemSub","name":"8. Petrification Ray","entry":"The targeted creature must make a {@dc 16} Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic."},{"type":"itemSub","name":"9. Disintegration Ray","entries":["If the target is a creature, it must succeed on a {@dc 16} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.","If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it."]},{"type":"itemSub","name":"10. Death Ray","entry":"The targeted creature must succeed on a {@dc 16} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Eye Ray","entries":["The beholder uses one random eye ray."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:",{"type":"list","items":["A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is {@quickref difficult terrain||3} until initiative count 20 on the next round.","Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.","An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears."]},"The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row."],"regionalEffects":["A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.","When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person."]},"If the beholder dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose.","A beholder's spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert.",{"name":"Xenophobic Isolationists","type":"entries","entries":["Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around.","The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others' stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies."]},{"name":"Eye Tyrant","type":"entries","entries":["Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master's behalf."]},{"name":"Alien Lairs","type":"entries","entries":["Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder's lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor.","As alien as their creator, the rooms in a beholder's lair reflect the creature's arrogance. It festoons its chambers with trophies from the battles it has won, including {@condition petrified} adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures."]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Every beholder thinks it is the epitome of beholderkind, and the only thing it fears is that it might be wrong."],"by":"Valkara Ironfeel, dwarf sage"}]},{"type":"entries","name":"A Beholder's Lair","entries":["A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP)."]}],"gallery":[{"path":"bestiary/MM/Beholder.webp"}],"hidden":true,"otherVersions":[{"id":"beholder","source":"XMM"}]},{"id":"beholder-zombie","name":"Beholder Zombie","source":"XMM","page":347,"srd":false,"image":"bestiary/XMM/Zombies.webp","token":"bestiary/tokens/XMM/Beholder Zombie.webp","size":"Large","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"-1 (9)","hp":"93 (11d10 + 33)","speed":"5 ft., fly 20 ft. (hover)","str":14,"dex":8,"con":16,"int":3,"wis":8,"cha":5,"saves":"Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned; prone","senses":"Darkvision 60 ft., Passive Perception 9","languages":"understands Deep Speech and Undercommon but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 {@variantrule Hit Points|XPHB}, it makes a Constitution saving throw ({@dc 5} plus the damage taken) unless the damage is Radiant or from a {@variantrule Critical Hit|XPHB}. On a successful save, the zombie drops to 1 {@variantrule Hit Points|XPHB|Hit Point} instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zombie uses Eye Rays twice."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}16 ({@damage 4d6 + 2}) Piercing damage."]},{"name":"Eye Rays","entries":["The zombie randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll {@dice 1d4}; reroll if the zombie has already used that ray during this turn):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1: Paralyzing Ray","entries":["{@actSave con} {@dc 14}. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"type":"item","name":"2: Fear Ray","entries":["{@actSave wis} {@dc 14}. {@actSaveFail} 13 ({@damage 3d8}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn."]},{"type":"item","name":"3: Enervation Ray","entries":["{@actSave con} {@dc 14}. {@actSaveFail} 10 ({@damage 3d6}) Necrotic damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn. While {@condition Poisoned|XPHB}, the target can't regain {@variantrule Hit Points|XPHB}. {@actSaveSuccess} Half damage only."]},{"type":"item","name":"4: Disintegration Ray","entries":["{@actSave dex} {@dc 14}. {@actSaveFail} 27 ({@damage 5d10}) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} of it disintegrates into dust. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} If the target is a creature and this damage reduces it to 0 {@variantrule Hit Points|XPHB}, it disintegrates into dust."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Zombies animated from the corpses of beholders retain some use of those monsters' magical eyestalks. These hovering corpses rely on their magic to destroy impediments and paralyze foes, allowing them to savage foes with their rotting maws.","Magic-using beholders typically raise these abominations from the corpses of defeated rivals."]},{"type":"section","name":"Zombies","entries":["{@i Relentless Reanimated Corpses}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Zombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.","Zombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, \"The dead come for Marais d'Tarascon! An army of the walking dead!\""],"by":"Account of the Night of the Walking Dead"}]}]}],"gallery":[{"path":"bestiary/XMM/Zombies.webp","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"beholder-zombie-mm","source":"MM"}]},{"id":"beholder-zombie-mm","name":"Beholder Zombie","source":"MM","page":316,"srd":false,"image":"bestiary/MM/Beholder Zombie.webp","token":"bestiary/tokens/MM/Beholder Zombie.webp","size":"Large","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"-1 (9)","hp":"93 (11d10 + 33)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":8,"con":16,"int":3,"wis":8,"cha":5,"saves":"Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned; prone","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Deep Speech and Undercommon but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."]},{"name":"Eye Ray","entries":["The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Paralyzing Ray","entry":"The targeted creature must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"2. Fear Ray","entry":"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Enervation Ray","entry":"The targeted creature must make a {@dc 14} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"4. Disintegration Ray","entries":["If the target is a creature, it must succeed on a {@dc 14} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.","If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.",{"name":"Dark Servants","type":"entries","entries":["Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.","Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a {@spell resurrection} spell.","A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters."]},{"name":"Hideous Forms","type":"entries","entries":["Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water."]},{"name":"Mindless Soldiers","type":"entries","entries":["Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.","A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so."]},{"name":"Undead Nature","type":"entries","entries":["A zombie doesn't require air, food, drink, or sleep."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["After Beek died, we cast an {@spell animate dead} spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would've found that hilarious."],"by":"Fonkin Hoodypeak","from":"on friendship"}]}]}],"gallery":[{"path":"bestiary/MM/Beholder Zombie.webp"}],"hidden":true,"otherVersions":[{"id":"beholder-zombie","source":"XMM"}]},{"id":"bel","name":"Bel","source":"CoA","page":234,"srd":false,"image":"bestiary/tokens/CoA/Bel.webp","token":"bestiary/tokens/CoA/Bel.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"364 (27d10 + 216)","speed":"30 ft., fly 60 ft.","str":28,"dex":14,"con":26,"int":25,"wis":19,"cha":26,"saves":"Dex +10, Con +16, Wis +12","skills":"Arcana +15, Deception +16, Insight +12, Persuasion +16","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 14","languages":"Common, Infernal, telepathy 120 ft.","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Fear Aura","entries":["Any creature hostile to Bel that starts its turn within 20 feet of him must make a {@dc 23} Wisdom saving throw unless Bel is {@condition incapacitated}. If the save fails, the creature has the {@condition frightened} condition until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours."]},{"name":"Legendary Resistance (3/Day)","entries":["If Bel fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Bel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Bel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 24}):","At will: {@spell Detect Magic}, {@spell Fireball}","2/day each: {@spell Dispel Magic}, {@spell Hold Monster}, {@spell Mirror Image}, {@spell Mislead}, {@spell Raise Dead}, {@spell Teleport}, {@spell Wall of Fire}","1/day each: {@spell Imprisonment}, {@spell Meteor Swarm}"]}],"actions":[{"name":"Multiattack","entries":["Bel attacks twice with his Greatsword and once with his Tail."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}23 ({@damage 4d6 + 9}) slashing damage plus 21 ({@damage 6d6}) fire damage. If the target is a flammable object that isn't being held or worn, it catches fire."]},{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d10 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Constitution saving throw or have the {@condition stunned} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Fireball","entries":["Bel casts {@spell Fireball}."]},{"name":"Tactical Edge (Costs 2 Actions)","entries":["Roll a {@dice d6} for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute."]},{"name":"Summon Ice Devil (Costs 3 Actions)","entries":["Bel magically summons an {@creature ice devil} with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it with an action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Bel can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Transmute","entries":["If Bel has cast {@spell Wall of Fire}, that wall becomes a permanent Wall of Stone instead (doesn't require {@status concentration})."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Bel's lair is corrupted by his presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lava","entries":["There are numerous rivers of lava within 3 miles of the lair. Anyone who enters the lava for the first time or starts their turn in it takes 33 ({@damage 6d10}) fire damage."]}]},"If Bel dies, the effects fade over the course of {@dice 1d10} days."],"lore":["From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart.","Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel.",{"type":"inset","name":"Previous Adventures in Avernus: Bel","page":234,"entries":["If you have run {@adventure Baldur's Gate: Descent into Avernus|BGDIA}, then Bel might have replaced Zariel as the ruler of Avernus. If so, his lair is the Bronze Citadel instead of the Forge."]},{"type":"entries","name":"Bel's Lair","page":234,"entries":["Bel makes his lair in an ancient volcano known as the Forge."]}],"otherVersions":[{"id":"bel-bgdia","source":"BGDIA"}]},{"id":"bel-bgdia","name":"Bel","source":"BGDIA","page":115,"srd":false,"image":"bestiary/BGDIA/Bel.webp","token":"bestiary/tokens/BGDIA/Bel.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"364 (27d10 + 216)","speed":"30 ft., fly 60 ft.","str":28,"dex":14,"con":26,"int":25,"wis":19,"cha":26,"saves":"Dex +10, Con +16, Wis +12","skills":"Arcana +15, Deception +16, Insight +12, Persuasion +16","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 14","languages":"Common, Infernal, telepathy 120 ft.","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Fear Aura","entries":["Any creature hostile to Bel that starts its turn within 20 feet of him must make a {@dc 23} Wisdom saving throw, unless Bel is {@condition incapacitated}. Unless the save succeeds, the creature is {@condition frightened} until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours."]},{"name":"Legendary Resistance (3/Day)","entries":["If Bel fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Bel has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Bel's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Bel's spellcasting ability is Charisma (spell save {@dc 23}). Bel can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fireball}","3/day each: {@spell dispel magic}, {@spell hold monster}, {@spell mirror image}, {@spell mislead}, {@spell raise dead}, {@spell teleport}, {@spell wall of fire}","1/day each: {@spell imprisonment}, {@spell meteor swarm}"]}],"actions":[{"name":"Multiattack","entries":["Bel makes three attacks: two with his greatsword and one with his tail."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}23 ({@damage 4d6 + 9}) slashing damage plus 21 ({@damage 6d6}) fire damage. If the target is a flammable object that is not being held or worn, it catches fire."]},{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d10 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Constitution saving throw or be {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Fireball","entries":["Bel casts {@spell fireball}."]},{"name":"Tactical Edge (Costs 2 Actions)","entries":["Roll a {@dice d6} for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute."]},{"name":"Summon Ice Devil (Costs 3 Actions)","entries":["Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart.","Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel."]}]}],"gallery":[{"path":"bestiary/BGDIA/Bel.webp"}],"hidden":true,"otherVersions":[{"id":"bel","source":"CoA"}]},{"id":"belak-the-outcast","name":"Belak the Outcast","source":"TftYP","page":9,"srd":false,"image":"bestiary/tokens/TftYP/Belak the Outcast.webp","token":"bestiary/tokens/TftYP/Belak the Outcast.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Druidic plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell poison spray}, {@spell shillelagh}","Level 1 (4 slots): {@spell cure wounds}, {@spell entangle}, {@spell faerie fire}, {@spell thunderwave}","Level 2 (3 slots): {@spell barkskin}, {@spell flaming sphere}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh or if wielded with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"belashyrra","name":"Belashyrra","source":"ERLW","page":286,"srd":false,"image":"bestiary/ERLW/Belashyrra.webp","token":"bestiary/tokens/ERLW/Belashyrra.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"19","initiative":"+5 (15)","hp":"304 (32d8 + 160)","speed":"40 ft., fly 40 ft. (hover)","str":24,"dex":21,"con":20,"int":25,"wis":22,"cha":23,"saves":"Int +14, Wis +13, Cha +13","skills":"Arcana +14, Perception +13","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"blinded; charmed; exhaustion; frightened; poisoned; prone","senses":"truesight 120 ft., Passive Perception 23","languages":"Deep Speech, telepathy 120 ft.","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Alien Mind","entries":["If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a {@dc 22} Intelligence saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Eye Thief","entries":["Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space."]},{"name":"Legendary Resistance (3/Day)","entries":["If Belashyrra fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Belashyrra has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Belashyrra regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Teleport","entries":["As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Belashyrra makes two attacks with its claws and uses its Eye Ray once."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage."]},{"name":"Eye Ray","entries":["Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Psyche-Reconstruction Ray","entry":"The target must make a {@dc 22} Wisdom saving throw, taking 49 ({@damage 9d10}) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator under Belashyrra's control and acts immediately after Belashyrra in the initiative order. The target can't be returned to its original form by any means short of a {@spell wish} spell."},{"type":"itemSub","name":"2. Domination Ray","entry":"The target must succeed on a {@dc 22} Wisdom saving throw or be {@condition charmed} by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue telepathic commands to the {@condition charmed} creature (no action required), which it does its best to obey."},{"type":"itemSub","name":"3. Mind-Weakening Ray","entry":"The target must succeed on a {@dc 22} Intelligence saving throw or take 36 ({@damage 8d8}) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"4. Blinding Ray","entry":"The target and each creature within 10 feet of it must succeed on a {@dc 22} Constitution saving throw or take 19 ({@damage 3d12}) radiant damage and be {@condition blinded} for 1 minute. Until this blindness ends, Belashyrra can see through the {@condition blinded} creature's eyes. The {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["Belashyrra makes one claw attack."]},{"name":"Implant Fear (Costs 2 Actions)","entries":["Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a {@dc 22} Wisdom saving throw or take 22 ({@damage 4d10}) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra."]},{"name":"Rend Reality (Costs 3 Actions)","entries":["Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a {@dc 22} Constitution saving throw or take 19 ({@damage 3d12}) force damage and gain one level of {@condition exhaustion}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:",{"type":"list","items":["An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears.","Belashyrra creates a {@item wave} of madness. Each creature it can see within its lair must succeed on a {@dc 22} Wisdom saving throw or be {@condition charmed} for 1 minute. While {@condition charmed} in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the {@condition charmed} creature can act normally for that turn. A {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a {@dc 22} Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours."]}],"regionalEffects":["Belashyrra's lair is known to touch remote areas of the Shadow Marches and caverns below Xen'drik. A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 1 mile of the passage sometimes feel as if they're being watched.","Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through.","A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a {@dc 21} Wisdom saving throw or descend into a type of madness (see \"Madness of Belashyrra\" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Belashyrra dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["Belashyrra is the Lord of Eyes, also known to its cultists as the All-Seer or the Glorious Eye. Stories told of Belashyrra in the Shadow Marches whisper that the Lord of Eyes can see every evil deed a person commits, and that those touched by this daelkyr suffer terrible hallucinations that inevitably drive them to violence or death.",{"type":"entries","entries":[{"type":"entries","name":"Dreadful Visions","entries":["The madness of Belashyrra is tied to sight: images that can't be unseen, horrific hallucinations, the fear of blindness and of being watched—or realizing that something else is using your eyes. Belashyrra can force its victims to question whether what they perceive is real, or can fill their world with such terrors that they willingly blind themselves to escape.","Belashyrra sees mortals as raw materials to be exploited or insects to be exterminated. However, the Lord of Eyes has been known to take an interest in specific mortals. Belashyrra's warlocks serve as its envoys in the world and are often directed to seek out creatures and sites that the daelkyr wishes to see through their eyes."]},{"type":"entries","name":"Belashyrra's Cults","entries":["The Lord of Eyes has followers across Khorvaire, and its cults are typically driven by mad visions. Devoted cultists can grow eyes in unusual locations, and might have {@sense darkvision} or other supernatural abilities when they view the world through those eyes. Beholderkin often advise or lead Belashyrra's cults, and cultists typically treat these aberrations as divine beings."]}]},{"type":"entries","name":"Belashyrra's Lair","entries":["Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few places where such creatures are willing to live side by side.","Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only to the Lord of Eyes. It's rumored that anyone who sits on the citadel's throne can see through the eyes of any sentient creature on Eberron or in Khyber. If encountered in its lair, Belashyrra has a challenge rating of 23 (50,000 XP)."]},{"type":"entries","name":"Madness of Belashyrra","entries":["If a creature goes mad in Belashyrra's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the {@book Dungeon Master's Guide|DMG} has more information on madness.",{"type":"table","caption":"Madness of Belashyrra","colLabels":["d6","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","\"I constantly see shapes moving in the shadows.\""],["2","\"I perceive certain types of people—vocations or entire societies—as hideous monsters.\""],["3","\"Someone is watching everything I do.\""],["4","\"When I close my eyes, I see my past misdeeds.\""],["5","\"I don't trust my sight. I have no idea what's real and what's a hallucination.\""],["6","\"Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.\""]]}]}]}],"gallery":[{"path":"bestiary/ERLW/Belashyrra.webp","credit":"Cory Trego-Erdner"}]},{"id":"beldora","name":"Beldora","source":"SKT","page":249,"srd":false,"image":"bestiary/SKT/Beldora.webp","token":"bestiary/tokens/SKT/Beldora.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"18 (4d8)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":16,"wis":12,"cha":16,"saves":"","skills":"Deception +5, Insight +3, Investigation +5, Perception +5, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Draconic, Dwarvish, Halfling","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Roleplaying Information","entries":["Beldora is a member of the harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth.","Ideal: \"We should all strive to help one another\"","Bond: \"I'll risk my life to protect the powerless.\"","Flaw: \"I like lying to people. Makes life more interesting, no?\""]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. Beldora carries ten crossbow bolts."]}],"bonusActions":[],"reactions":[{"name":"Duck and Cover","entries":["Beldora adds 2 to her AC against one ranged attack that would hit her. To do so, Beldora must see the attacker and can't be {@condition grappled} or {@condition restrained}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth.","Ideal:\"We should all strive to help one another.\"","Bond:\"I'll risk my life to protect the powerless.\"","Flaw:\"I like lying to people. Makes life more interesting, no?\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Beldora.webp"}]},{"id":"beledros-witherbloom","name":"Beledros Witherbloom","source":"SCC","page":186,"srd":false,"image":"bestiary/SCC/Beledros Witherbloom.webp","token":"bestiary/tokens/SCC/Beledros Witherbloom.webp","size":"Gargantuan","creatureType":"Dragon (Druid)","alignment":"Neutral Good","ac":"22","initiative":"+2 (12)","hp":"444 (24d20 + 192)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":28,"dex":14,"con":27,"int":18,"wis":28,"cha":17,"saves":"Dex +9, Con +15, Wis +16, Cha +10","skills":"Arcana +18, Medicine +16, Nature +18, Perception +16","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"poisoned","senses":"blindsight 120 ft., Passive Perception 26","languages":"Common, Draconic, Druidic, Sylvan","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Beledros fails a saving throw, she can choose to succeed instead."]},{"name":"Unusual Nature","entries":["Beledros doesn't require air, food, or drink."]}],"spellcasting":[{"name":"Spellcasting","entries":["Beledros casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:","1/day each: {@spell greater restoration}, {@spell mass cure wounds}, {@spell plant growth}, {@spell revivify}, {@spell speak with dead}"]}],"actions":[{"name":"Multiattack","entries":["Beledros makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}14 ({@damage 1d10 + 9}) piercing damage plus 6 ({@damage 1d12}) necrotic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d6 + 9}) slashing damage. If the target is a Huge or smaller creature, it is knocked {@condition prone}."]},{"name":"Decaying Breath {@recharge 5}","entries":["Beledros exhales decaying energy in a 90-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw, taking 39 ({@damage 6d12}) necrotic damage and 39 ({@damage 6d12}) poison damage on a failed save, or half as much damage on a successful one. A creature that takes damage from the breath can't regain hit points until the start of Beledros's next turn."]},{"name":"Miasmal Flow","entries":["Beledros becomes a swirling cloud of green mist and can move up to half her flying speed without provoking opportunity attacks, then resumes her true form. During this movement, she can move through creatures and objects as if they were {@quickref difficult terrain||3}. If she moves through a creature, it must succeed on a {@dc 23} Constitution saving throw or become {@condition poisoned} until the end of its next turn. If Beledros ends this move inside an object, she takes 5 ({@damage 1d10}) force damage and is shunted to the nearest unoccupied space."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["Beledros makes one Claw attack."]},{"name":"Miasmal Flow (Costs 2 Actions)","entries":["Beledros uses Miasmal Flow."]},{"name":"Teeming with Life (Costs 3 Actions)","entries":["Beledros magically summons {@dice 1d4} {@creature pest mascot|SCC|pest mascots} in unoccupied spaces she can see within 60 feet of herself. The pests obey her commands and take their turns immediately after hers. Any creature, other than a pest, takes 9 ({@damage 2d8}) poison damage if it starts its turn within 5 feet of one or more of these pests. When one of these pests drops to 0 hit points, Beledros regains 9 hit points. These pests disappear after 10 minutes, when Beledros dies, or when she uses this action again."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The dragon Beledros masters the intertwined magic of life and death. Her power taps into the life force flowing through living things and the natural world. She manipulates that energy to give healing and life or to bring death and decay. Her mastery of this magic sustains her own life force even without the sustenance of food, drink, or even air.","She founded Witherbloom College to pass on her understanding of the natural cycle. She hoped to create generations of stewards who would use her teachings to defend nature and help others. In keeping with the dichotomous nature of her philosophy and magic, she views the more dangerous aspects of nature, including the inevitability of death and decay, as natural and integral parts of existence."]}],"gallery":[{"path":"bestiary/SCC/Beledros Witherbloom.webp","credit":"Raymond Swanland"}]},{"id":"belephaion","name":"Belephaion","source":"DSotDQ","page":157,"srd":false,"image":"bestiary/DSotDQ/109-06-007.belephaion-true-form.webp","token":"bestiary/tokens/DSotDQ/Belephaion.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"152 (16d10 + 64)","speed":"40 ft., burrow 20 ft., fly 80 ft.","str":21,"dex":10,"con":19,"int":14,"wis":13,"cha":17,"saves":"Dex +4, Con +8, Wis +5, Cha +7","skills":"Perception +9, Stealth +4","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 19","languages":"Common, Draconic","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Coastal","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Belephaion makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 5 ({@damage 1d10}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["Belephaion exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Alter Shape","entries":["Belephaion magically transforms into an {@creature eagle} or a {@creature priest}, while retaining his alignment, damage immunities, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores. This transformation ends if he is reduced to 0 hit points or uses a bonus action to end it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/109-06-007.belephaion-true-form.webp","title":"At the Threshold of the Heavens, Belephaion reveals his true form","credit":"Bruce Brenneise"}]},{"id":"belial","name":"Belial","source":"CoA","page":221,"srd":false,"image":"bestiary/CoA/Belial.webp","token":"bestiary/tokens/CoA/Belial.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+3 (13)","hp":"420 (40d8 + 240)","speed":"30 ft., fly 60 ft.","str":25,"dex":17,"con":22,"int":22,"wis":22,"cha":29,"saves":"Str +15, Dex +11, Con +14, Wis +14","skills":"Athletics +15, Deception +25, Insight +14, Intimidation +17, Perception +14, Persuasion +25","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 24","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Deep Wounds","entries":["All damage dealt by Belial can only be restored through magical means."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Belial's darkvision."]},{"name":"Fear Aura","entries":["When a creature starts their turn within 120 feet of Belial, they must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour."]},{"name":"Fiendish Regeneration","entries":["Belial regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Belial dies only if he starts his turn with 0 hit points and doesn't regenerate."]},{"name":"Legendary Resistance (3/Day)","entries":["If Belial fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Belial has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Belial makes three attacks using his Ranseur of Torture."]},{"name":"Ranseur of Torture","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 5 ({@damage 1d10}) necrotic damage, and the target must make a {@dc 23} Constitution saving throw. On a failed save, the target's movement speed is reduced by 5 feet until the end of their next turn. This penalty can stack."]},{"name":"Walls of Phlegethos","entries":["Belial creates a wall of fire on a solid surface within 120 feet of him. The wall is 20 feet high and 1 foot thick, and Belial can make the wall up to 60 feet long or create a ringed wall up to 20 feet in diameter. The wall is opaque and lasts until Belial dismisses it. When the wall appears, each creature within its area must make a {@dc 25} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much damage on a successful one. A creature that ends its turn inside the wall, or within 5 feet of it, must repeat the save."]},{"name":"Symbol of Insanity {@recharge 4}","entries":["Belial draws a magic symbol at a point he can see within 120 feet of him. All creatures within a 20-foot-radius sphere centered on the symbol must make a {@dc 25} Intelligence saving throw. Targets take 45 ({@damage 10d8}) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save immediately use their reaction to make a melee attack against a random creature within their reach, then move their full movement in a random direction."]}],"bonusActions":[],"reactions":[{"name":"Pleasure in Pain","entries":["As a reaction to taking damage, Belial immediately regenerates half the damage he took."]}],"legendaryActions":[{"name":"Ranseur","entries":["Belial makes a Ranseur of Torture attack."]},{"name":"Eruption (Costs 2 Actions)","entries":["Belial causes molten stone to erupt from a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a {@dc 23} Dexterity saving throw. Targets take 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Belial summons an allied {@creature horned devil} in an unoccupied space that he can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Belial can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Slow Torture","entries":["Every creature within 100 feet whose movement is currently reduced because of the Ranseur of Torture, takes 11 ({@damage 2d10}) fire damage and 11 ({@damage 2d10}) piercing damage."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Belial's lair is corrupted by his presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Smoke-cloud","entries":["A vast fog rises 3 feet above ground within 1 mile of the lair, completely obscuring the ground. Any creature having the prone condition at the start of their turn must succeed on a {@dc 22} Constitution saving throw or take 7 ({@damage 2d12}) necrotic damage from choking on the noxious fumes."]}]},"If Belial dies, the effects fade over the course of {@dice 1d10} days."],"lore":["Belial maintains his image as the most carnal of all archdevils, and enjoys inflicting pain as much as experiencing pleasure. Despite his indulgences, Belial demonstrates charisma, passion, and intelligence, and is almost always scheming. He is confident to a fault, with vanity and desire being his greatest weaknesses.","Phlegethos has been ruled by Belial, together with his daughter, Fierna, for almost as long as Dispater has ruled his Iron City. Belial considers himself an \"old school\" devil, alongside his friendly rivals Levistus and Dispater. Glasya's recent rise to power has him concerned for his continued relevance in the political landscape, forcing him to direct his scheming inwards.","During the Reckoning, Belial remained relatively neutral, until the end, when he allied with Baalzebul. Some argue that his alliance was just another scheme meant to misdirect Asmodeus—an idea further cemented when, instead of being deposed, Belial was forced to cede the throne to his daughter. For a time, he continued to rule from the shadows, but influence from Glasya on Fierna has encouraged the fiery lord to rule in tandem. Belial manages much of the political and official sides of the realm, including maintaining the infernal court. He occasionally sends avatars to other planes, which quickly seek out pleasure before continuing their assigned task.","Similar to his daughter, Belial remains one of the most attractive archdevils. His rugged good looks and masculine physique serve to compliment his devilish features, of which he has many. Sharp horns and glowing eyes adorn his face, with midnight-black wings and a tail decorating the rest of his body. Depending on his mood, Belial's skin either takes on an ashy-grey complexion, or smolders red like dying coal. Priding himself on his sensual appearance, Belial dresses provocatively while maintaining high fashion, truly embodying his carnal desires.",{"type":"entries","name":"Belial's Lair","page":221,"entries":["This fierce archdevil currently makes his lair in an obsidian palace built within the confines of Abriymoch, but his reach extends throughout the entirety of the city."]}],"gallery":[{"path":"bestiary/CoA/Belial.webp","credit":"Aaron Sims"}]},{"id":"bepis-honeymaker","name":"Bepis Honeymaker","source":"WDH","page":112,"srd":false,"image":"bestiary/tokens/WDH/Bepis Honeymaker.webp","token":"bestiary/tokens/WDH/Bepis Honeymaker.webp","size":"Small","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"3 (1d6)","speed":"25 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Bepis Honeymaker is a honey merchant who was kidnapped from his Trades Ward home a month ago. The Xanathar Guild tried to ransom him back, but seemingly his relatives either couldn't pay or decided not to. (In truth, his rotten in-laws destroyed the ransom notes and told Bepis' wife and children that he ran away with another family.) Ahmaergo has put him to work as a cook but threatens to give him over to the mind flayer Nihiloor every so often."]}]}]}]},{"id":"berbalang","name":"Berbalang","source":"MPMM","page":61,"srd":false,"image":"bestiary/MPMM/Berbalang.webp","token":"bestiary/tokens/MPMM/Berbalang.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"14","initiative":"+3 (13)","hp":"49 (14d8 - 14)","speed":"30 ft., fly 40 ft.","str":9,"dex":16,"con":9,"int":17,"wis":11,"cha":10,"saves":"Dex +5, Int +5","skills":"Arcana +5, History +5, Insight +2, Perception +2, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 12","languages":"all","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The berbalang casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:","At will: {@spell speak with dead}","1/day: {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The berbalang makes one Bite attack and one","Claw attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 4 ({@damage 1d8}) psychic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage."]}],"bonusActions":[{"name":"Spectral Duplicate (Recharges after a Short or Long Rest)","entries":["The berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is {@condition unconscious}. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required).","The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Berbalangs creep across the {@condition petrified} remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.","Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain.","Pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is {@condition unconscious} and can't protect itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.","The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Some githyanki have been able to strike deals with the creatures, using berbalangs to spy on their enemies and to watch over their creches on the Material Plane."],"gallery":[{"path":"bestiary/MPMM/Berbalang.webp","credit":"Ben Wootten"}],"otherVersions":[{"id":"berbalang-mtf","source":"MTF"}]},{"id":"berbalang-mtf","name":"Berbalang","source":"MTF","page":120,"srd":false,"image":"bestiary/MTF/Berbalang.webp","token":"bestiary/tokens/MTF/Berbalang.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"14","initiative":"+3 (13)","hp":"38 (11d8 - 11)","speed":"30 ft., fly 40 ft.","str":9,"dex":16,"con":9,"int":17,"wis":11,"cha":10,"saves":"Dex +5, Int +5","skills":"Arcana +5, History +5, Insight +2, Perception +2, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 12","languages":"all but rarely speaks","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Desert","treasure":"","traits":[{"name":"Spectral Duplicate (Recharges after a Short or Long Rest)","entries":["As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is {@condition unconscious}. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required).","The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The berbalang's innate spellcasting ability is Intelligence (spell save {@dc 13}). The berbalang can innately cast the following spells, requiring no material components:","At will: {@spell speak with dead}","1/day: {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The berbalang makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Berbalang","entries":["Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life."]},{"name":"Speakers of the Dead","type":"entries","entries":["Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain."]},{"name":"Spectral Spy","type":"entries","entries":["The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is {@condition unconscious} and can't protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body."]},{"name":"Weird Oracles","type":"entries","entries":["The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their crèches on the Material Plane."]}]}]}],"gallery":[{"path":"bestiary/MTF/Berbalang.webp","credit":"Ben Wootten"}],"hidden":true,"otherVersions":[{"id":"berbalang","source":"MPMM"}]},{"id":"berlain-shadowdusk","name":"Berlain Shadowdusk","source":"WDMM","page":283,"srd":false,"image":"bestiary/tokens/WDMM/Berlain Shadowdusk.webp","token":"bestiary/tokens/WDMM/Berlain Shadowdusk.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Deep Speech, Grell, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Berlain has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Berlain is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). Berlain can cast {@spell disguise self} and invisibility at will and has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell polymorph}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Berlain casts these spells on herself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[{"name":"Fused Form","entries":["As a bonus action, Berlain can use her extra mouth and arms to cast any cantrip she has prepared."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A little over a year ago, Berlain and her brother Korva briefly entered the Far Realm, whereupon they became fused into a single physical form. This merging obliterated most of Korva's body and personality, leaving Berlain with an extra mouth and an extra set of arms that once belonged to her brother. She also inherited a few of his internal organs and personality traits. She can speak using one or both of her mouths.","Berlain has dirty blonde hair, piercing dark eyes, and two mouths where one would normally be—one below the other, canted at an angle. Sprouting from her misshapen shoulders are two pairs of arms—her original limbs above those of her brother. She wears a poorly stitched robe made from other garments and designed to fit her mutated form."]},{"id":"berserker","name":"Berserker","source":"XMM","page":37,"srd":true,"image":"bestiary/XMM/Berserkers.webp","token":"bestiary/tokens/XMM/Berserker.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"13","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Any","treasure":"Armaments, Individual","traits":[{"name":"Bloodied Frenzy","entries":["While {@status Bloodied|XPHB}, the berserker has {@variantrule Advantage|XPHB} on attack rolls and saving throws."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}9 ({@damage 1d12 + 3}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Berserkers might fight for personal glory or form motivated forces or howling hordes."]},{"type":"section","name":"Berserkers","entries":["{@i Raging Invaders and Impassioned Warriors}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Gripped by the adrenaline of battle, berserkers are reckless invaders, pit fighters, and other ferocious warriors."]}],"gallery":[{"path":"bestiary/XMM/Berserkers.webp","credit":"Bryan Sola"}],"otherVersions":[{"id":"berserker-mm","source":"MM"}]},{"id":"berserker-mm","name":"Berserker","source":"MM","page":344,"srd":false,"image":"bestiary/tokens/MM/Berserker.webp","token":"bestiary/tokens/MM/Berserker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good NY Evil","ac":"13","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Hill, Arctic, Forest, Desert","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it."]}]}],"hidden":true,"otherVersions":[{"id":"berserker","source":"XMM"}]},{"id":"berserker-commander","name":"Berserker Commander","source":"XMM","page":37,"srd":false,"image":"bestiary/XMM/Berserkers.webp","token":"bestiary/tokens/XMM/Berserker Commander.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"16","initiative":"+5 (15)","hp":"136 (16d8 + 64)","speed":"40 ft.","str":19,"dex":14,"con":19,"int":10,"wis":14,"cha":9,"saves":"Str +7, Con +7","skills":"Athletics +7, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 15","languages":"Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Armaments, Individual","traits":[{"name":"Bloodied Frenzy","entries":["While {@status Bloodied|XPHB}, the berserker has {@variantrule Advantage|XPHB} on attack rolls and saving throws."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The berserker makes three attacks, using Greataxe or Javelin in any combination."]},{"name":"Greataxe","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}10 ({@damage 1d12 + 4}) Slashing damage, plus 10 ({@damage 3d6}) Thunder damage to the target or another creature within 5 feet of the target."]},{"name":"Javelin","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 30/120 ft. {@h}18 ({@damage 4d6 + 4}) Piercing damage, and the target's {@variantrule Speed|XPHB} decreases by 5 feet until the start of the berserker's next turn."]}],"bonusActions":[{"name":"Frenzied Rush","entries":["Each ally within 30 feet of the berserker can take a {@variantrule Reaction|XPHB} to move up to half the ally's {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}. The berserker can also move up to half its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Berserker commanders bear the scars of battle and drive their followers to match their deadly zeal. These commanders tap into a primal magic to enhance their might."]},{"type":"section","name":"Berserkers","entries":["{@i Raging Invaders and Impassioned Warriors}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Gripped by the adrenaline of battle, berserkers are reckless invaders, pit fighters, and other ferocious warriors."]}],"gallery":[{"path":"bestiary/XMM/Berserkers.webp","credit":"Bryan Sola"}]},{"id":"bestial-spirit","name":"Bestial Spirit","source":"XPHB","page":323,"srd":false,"image":"bestiary/XPHB/Bestial Spirit.webp","token":"bestiary/tokens/XPHB/Bestial Spirit.webp","size":"Small","creatureType":"Beast","alignment":"Neutral","ac":"-","initiative":"+0 (10)","hp":"20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2","speed":"30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)","str":18,"dex":11,"con":16,"int":4,"wis":14,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Flyby (Air Only)","entries":["The spirit doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks} when it flies out of an enemy's reach."]},{"name":"Pack Tactics (Land and Water Only)","entries":["The spirit has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the spirit's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]},{"name":"Water Breathing (Water Only)","entries":["The spirit can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of Rend attacks equal to half this spell's level (round down)."]},{"name":"Rend","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 4 + summonSpellLevel} Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Bestial Spirit.webp"}],"otherVersions":[{"id":"bestial-spirit-tce","source":"TCE"}]},{"id":"bestial-spirit-tce","name":"Bestial Spirit","source":"TCE","page":109,"srd":false,"image":"bestiary/tokens/TCE/Bestial Spirit.webp","token":"bestiary/tokens/TCE/Bestial Spirit.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"-","initiative":"+0 (10)","hp":"20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd","speed":"30 ft., climb 30 ft. (land only), fly 60 ft. (air only), swim 30 ft. (water only)","str":18,"dex":11,"con":16,"int":4,"wis":14,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Water Breathing (Water Only)","entries":["The beast can breathe only underwater."]},{"name":"Flyby (Air Only)","entries":["The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Pack Tactics (Land and Water Only)","entries":["The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The beast makes a number of attacks equal to half this spell's level (rounded down)."]},{"name":"Maul","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d8 + 4 + summonSpellLevel} piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"bestial-spirit","source":"XPHB"}]},{"id":"beucephalus","name":"Beucephalus","source":"CoS","page":93,"srd":false,"image":"bestiary/CoS/Beucephalus.webp","token":"bestiary/tokens/CoS/Beucephalus.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"104 (8d10 + 24)","speed":"60 ft., fly 90 ft.","str":18,"dex":15,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak ","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Confer Fire Resistance","entries":["Beucephalus can grant resistance to fire damage to anyone riding it."]},{"name":"Illumination","entries":["Beucephalus sheds bright light in a 10-foot radius and dim light for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Ethereal Stride","entries":["Beucephalus and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Beucephalus.webp"}]},{"id":"bhaal-ravager","name":"Bhaal, Ravager","source":"MaBJoV","page":95,"srd":false,"image":"bestiary/MaBJoV/Bhaal.webp","token":"bestiary/tokens/MaBJoV/Bhaal, Ravager.webp","size":"Huge","creatureType":"Beast","alignment":"Lawful Evil","ac":"20","initiative":"+7 (17)","hp":"351 (26d12 + 182)","speed":"40 ft.","str":28,"dex":24,"con":24,"int":14,"wis":16,"cha":14,"saves":"Str +16, Dex +14, Cha +9","skills":"Athletics +16, Perception +10, Stealth +14","vulnerabilities":"","resistances":"necrotic","immunities":"acid; cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; incapacitated; paralyzed; petrified; poisoned; stunned; unconscious","senses":"darkvision 120 ft., truesight 60 ft., Passive Perception 20","languages":"Abyssal, Common, Primordial, Undercommon","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Avatar of Bhaal","entries":["When the ravager drops to 0 hit points, its form fractures. Within the next 24 hours, it will reappear in its {@creature Bhaal, Slayer|MaBJoV|slayer form} within {@dice 2d6} miles of where the ravager form fell."]},{"name":"Cull the Weak","entries":["When the ravager damages a creature with a melee attack and the target is left with 20 or fewer remaining hit points, the creature must succeed on a {@dc 21} Constitution saving throw or be reduced to 0 hit points."]},{"name":"Immutable Form","entries":["The ravager is immune to any spell or effect that would alter its form."]},{"name":"Legendary Resistance (3/Day)","entries":["If the ravager fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The ravager has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The ravager's Claw, Bite, and Spines attacks are magical."]},{"name":"Spiked Hide","entries":["At the start of each of its turns, the ravager deals 16 ({@damage 3d10}) piercing damage to any creature grappling it or being {@condition grappled} by it."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ravager makes one Bite attack and then either two Claw attacks or two Spines attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d8 + 9}) slashing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 21} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}25 ({@damage 3d10 + 9}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 21} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic. Large or smaller creatures damaged by this attack are {@condition grappled} (escape {@dc 20}) and the ravager can't make another Bite attack until this grapple ends."]},{"name":"Spines","entries":["{@atk rw} {@hit 14} to hit, range 60/120 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage. If the target fails a {@dc 19} Constitution saving throw, they are {@condition stunned} until the end of their next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The ravager makes a Wisdom ({@skill Perception}) check."]},{"name":"Spiky Carapace","entries":["The ravager flares its numerous spines and they elongate. Any creature within 5 feet of the ravager must make a {@dc 21} Dexterity saving throw, taking 27 ({@damage 5d10}) piercing damage on a failed save, or half as much damage on a successful one."]},{"name":"Smash (Costs 2 Actions)","entries":["The ravager smashes downwards with great force, causing a violent implosion. Any creature within 10 feet of the ravager must make a {@dc 20} Constitution saving throw, taking 18 ({@damage 4d8}) thunder damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also pulled 5 feet towards the ravager. The noise produced by this attack can be heard up to 1 mile away."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["When evil knocks on your door, don't ask who's there. Let your SWORD do the talking! But when you knock on evil's door, give it a good, hard KICK. And when evil asks, Who's there? tell them Boo sent you!"],"by":"MINSC & BOO!"},"A wholly evil, debased and sadistic god, Bhaal—the God of Murder—is reviled by a majority of Faerûn's pantheon; his divine foes include Chauntea, Helm, Ilmater, Lathander, Lliira and Tyr.","Before his ascension to godhood, Bhaal was a power-hungry adventurer on Toril. Along with his companions Bane and Myrkul, he sought to attain the portfolio of Jergal, God of the Dead. Jergal willingly offered his realm to the Dark Three, though they couldn't decide amongst themselves who would rule. Upon Jergal's suggestion, the three divided his power, deciding how to divide it based on the outcome of a game. The three played a game of knucklebones, and Bane emerged as the victor. He claimed the domains of hatred, strife and tyranny as his own. Myrkul, coming second, chose rule over the dead. Finally, Bhaal chose the divine province of death and murder.","A century ago, Bhaal foresaw that he would die in the Time of Troubles and enacted a plan that would allow him to return to life by creating the Bhaalspawn—mortal children imbued with a fraction of his divine essence. While that plan took more than a century to come to fruition, Bhaal has indeed been reborn. Having been dead for more than a century, he now works to rebuild his following, which will augment his divine power. Some of his most powerful and devout followers include his Bhaalspawn son Sarevok and the famous sky captain Pelyious.","Bhaal has two avatar forms: a corpse-like male humanoid called the Slayer, and a huge beast known as the Ravager. He hunts victims at night in his Slayer form. When he has killed, it gives him the power to transform into the Ravager."],"gallery":[{"path":"bestiary/MaBJoV/Bhaal.webp"}]},{"id":"bhaal-slayer","name":"Bhaal, Slayer","source":"MaBJoV","page":93,"srd":false,"image":"bestiary/MaBJoV/Bhaal.webp","token":"bestiary/tokens/MaBJoV/Bhaal, Slayer.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"19","initiative":"+6 (16)","hp":"266 (28d8 + 140)","speed":"40 ft.","str":24,"dex":22,"con":20,"int":14,"wis":16,"cha":14,"saves":"Str +13, Dex +12","skills":"Stealth +18","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; incapacitated; paralyzed; petrified; poisoned; stunned; unconscious","senses":"darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Common","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, the slayer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the slayer scores against a surprised creature is a critical hit."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the slayer's darkvision."]},{"name":"Immutable Form","entries":["The slayer is immune to any spell or effect that would alter its form, except for its Ravager Form ability."]},{"name":"Legendary Resistance (2/Day)","entries":["If the slayer fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The slayer has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The slayer's claw attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The slayer makes four Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage plus 3 ({@damage 1d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 19} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic."]}],"bonusActions":[{"name":"Prey","entries":["The slayer focuses on a single creature it can see within 60 feet. Afterwards, the first time each turn that the slayer hits that creature, the slayer does an additional 7 ({@damage 2d6}) damage."]}],"reactions":[],"legendaryActions":[{"name":"Savage Disengage","entries":["The slayer disengages without provoking opportunity attacks. If it moves within 5 feet of a creature it makes a Claw attack against the creature."]},{"name":"Finish (Costs 2 Actions)","entries":["The slayer attacks a creature that has been marked by its Prey ability. If this attack hits and the creature has less than 40 hit points remaining after the attack, the creature is reduced to 0 hit points."]},{"name":"Ravager Form (Costs 3 Actions)","entries":["If the slayer has killed a creature of CR/level 5 or greater that it previously marked with its Prey ability in the last minute, it can transform into its {@creature Bhaal, Ravager|MaBJoV|ravager form}. The form lasts until dawn (minimum 1 hour)."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["When evil knocks on your door, don't ask who's there. Let your SWORD do the talking! But when you knock on evil's door, give it a good, hard KICK. And when evil asks, Who's there? tell them Boo sent you!"],"by":"MINSC & BOO!"},"A wholly evil, debased and sadistic god, Bhaal—the God of Murder—is reviled by a majority of Faerûn's pantheon; his divine foes include Chauntea, Helm, Ilmater, Lathander, Lliira and Tyr.","Before his ascension to godhood, Bhaal was a power-hungry adventurer on Toril. Along with his companions Bane and Myrkul, he sought to attain the portfolio of Jergal, God of the Dead. Jergal willingly offered his realm to the Dark Three, though they couldn't decide amongst themselves who would rule. Upon Jergal's suggestion, the three divided his power, deciding how to divide it based on the outcome of a game. The three played a game of knucklebones, and Bane emerged as the victor. He claimed the domains of hatred, strife and tyranny as his own. Myrkul, coming second, chose rule over the dead. Finally, Bhaal chose the divine province of death and murder.","A century ago, Bhaal foresaw that he would die in the Time of Troubles and enacted a plan that would allow him to return to life by creating the Bhaalspawn—mortal children imbued with a fraction of his divine essence. While that plan took more than a century to come to fruition, Bhaal has indeed been reborn. Having been dead for more than a century, he now works to rebuild his following, which will augment his divine power. Some of his most powerful and devout followers include his Bhaalspawn son Sarevok and the famous sky captain Pelyious.","Bhaal has two avatar forms: a corpse-like male humanoid called the Slayer, and a huge beast known as the Ravager. He hunts victims at night in his Slayer form. When he has killed, it gives him the power to transform into the Ravager."],"gallery":[{"path":"bestiary/MaBJoV/Bhaal.webp"}]},{"id":"bheur-hag","name":"Bheur Hag","source":"MPMM","page":62,"srd":false,"image":"bestiary/MPMM/Bheur Hag.webp","token":"bestiary/tokens/MPMM/Bheur Hag.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"91 (14d8 + 28)","speed":"30 ft., fly 50 ft. (hover, Graystaff magic)","str":13,"dex":16,"con":14,"int":12,"wis":13,"cha":16,"saves":"Wis +4","skills":"Nature +4, Perception +4, Stealth +6, Survival +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Auran, Common, Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Arctic","treasure":"","traits":[{"name":"Control Weather (1/Day)","entries":["The hag can cast the {@spell control weather} spell, requiring no material components and using Charisma as the spellcasting ability."]},{"name":"Graystaff Magic","entries":["The hag carries a graystaff, a magic staff. The hag can use its flying speed only while astride the staff. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff"]},{"name":"Ice Walk","entries":["The hag can move across and climb icy surfaces without needing to make an ability check, and {@quickref difficult terrain||3} composed of ice or snow doesn't cost the hag extra moment."]}],"spellcasting":[{"name":"Spellcasting","entries":["While holding or riding the graystaff, the hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell hold person}","1/day each: {@spell cone of cold}, {@spell ice storm}, {@spell wall of ice}"]}],"actions":[{"name":"Multiattack","entries":["The hag makes two Slam or Frost Shard attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) bludgeoning damage plus 18 ({@damage 4d8}) cold damage."]},{"name":"Frost Shard","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}30 ({@damage 6d8 + 3}) cold damage, and the target's speed is reduced by 10 feet until the start of the hag's next turn."]},{"name":"Horrific Feast","entries":["The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag's choice that is within 60 feet and able to see the feeding must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of the hag for 1 minute. While {@condition frightened} in this way, a creature is {@condition incapacitated}, can't understand what others say, can't read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Feast for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Bheur hags live in wintry lands, favoring snowy mountains. These hags become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.","A bheur hag's skin has the bluish hue of a person who has frozen to death. The hag's hair is white, and the hag is emaciated, with pale eyes surrounded by bruise-colored flesh. A bheur hag carries a twisted gray wooden staff that can be ridden like a flying broom and that augments the hag's magic.","Bheur hags are attracted to selfish actions inspired by deadly cold, such as murdering a traveler for a winter coat or chopping down a dryad's grove for firewood. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding excess food for the winter while others starve. Bheurs use their ability to manipulate weather to batter villages with freezing cold, hoping to instill a despair that turns folk against each other.","In combat, a bheur hag also strives to inspire horror. When near a recently slain foe, the hag may forgo an attack to feed on the corpse. The sight of this butchery is enough to terrify most witnesses."],"gallery":[{"path":"bestiary/MPMM/Bheur Hag.webp","credit":"Tom Babbey"}],"otherVersions":[{"id":"bheur-hag-vgm","source":"VGM"}]},{"id":"bheur-hag-vgm","name":"Bheur Hag","source":"VGM","page":160,"srd":false,"image":"bestiary/VGM/Bheur Hag.webp","token":"bestiary/tokens/VGM/Bheur Hag.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":13,"dex":16,"con":14,"int":12,"wis":13,"cha":16,"saves":"Wis +4","skills":"Nature +4, Perception +4, Stealth +6, Survival +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Auran, Common, Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Arctic","treasure":"","traits":[{"name":"Graystaff Magic","entries":["The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a {@item broom of flying}. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff."]},{"name":"Ice Walk","entries":["The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost her extra moment."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The hag's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:","At will: {@spell hold person}*, {@spell ray of frost}","3/day each: {@spell cone of cold}*, {@spell ice storm}*, {@spell wall of ice}*","1/day each: {@spell control weather}"]}],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) bludgeoning damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Maddening Feast","entries":["The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of her for 1 minute. While {@condition frightened} in this way, a creature is {@condition incapacitated}, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.","On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.","The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."]},"A powerful bheur hag might have the following additional lair action:",{"type":"list","items":["The hag creates a blizzard in a 40-foot-high, 20-foot radius cylinder centered on a point she can see within 120 feet of her. The effect lasts until initiative count 20 on the next round. The blizzard lightly obscures every creature and object in the area for the duration. A creature that enters the blizzard for the first time on a turn or starts its turn there is {@condition blinded} until initiative count 20 on the next round."]}],"regionalEffects":["Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.","The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",{"type":"list","items":["Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.","Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.","Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."]},"A powerful bheur hag creates one or more of the following additional regional effects within 1 mile of her lair:",{"type":"list","items":["Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is {@condition restrained} and has to hold its breath until it is dug out.","Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as specters.","Blizzards come without warning. A blizzard occurs once every {@dice 2d12} hours and lasts {@dice 1d3} hours. During a storm, creatures moving overland travel at half normal speed, and normal visibility is reduced to 30 feet.","Roads, paths, and trails twist and turn back on themselves, making navigation in the area exceedingly difficult."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.","A bheur hag's skin is blue-white, like that of a person who has frozen to death. Her hair is pale white, and she is emaciated, as if she were a person who had survived winter by eating bark and leather. Her eyes are pale and surrounded by dark, bruise-colored flesh. A bheur carries a twisted gray wooden staff, which she can ride like a flying broom and augments her magical powers.",{"name":"Cold Hearts","entries":["Bheur hags are attracted to selfish actions justified by deadly cold, such as murdering a traveler for a winter coat, chopping down a dryad's grove for firewood, and so on. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding more food for the winter than he could possibly eat while others starve. Bheurs love to seed such ideas and thoughts in mortals. They use their ability to manipulate weather to batter villages with snow and freezing cold, hoping to instill despair that turns the villagers against each other.","A bheur hag loves watching unprepared people suffer and die for their mistakes during the winter. She is delighted when mortals make petty, pathetic attempts to survive, such as eating boots and leather scraps when no real food is to be found."],"type":"entries"},{"name":"Awful to Behold","entries":["When a bheur hag is fully in the throes of combat and has recently slain one of her foes, she often forgoes a direct attack on her remaining enemies and instead takes a moment to feed on the corpse, dismembering it and tearing meat from bone. The sight of this savagery is enough to render witnesses temporarily insane."],"type":"entries"},{"name":"Covens","entries":["A bheur hag that is part of a coven (see the \"Hag Covens\" sidebar in the Monster Manual) has a challenge rating of 9 (5,000 XP)."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Bheur Hag.webp","credit":"Tom Babbey"}],"hidden":true,"otherVersions":[{"id":"bheur-hag","source":"MPMM"}]},{"id":"big-momma","name":"Big Momma","source":"LoX","page":29,"srd":false,"image":"bestiary/LoX/024-10-006.big-momma.webp","token":"bestiary/tokens/LoX/Big Momma.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+3 (13)","hp":"157 (15d12 + 60)","speed":"0 ft., fly 40 ft.","str":22,"dex":16,"con":19,"int":4,"wis":13,"cha":5,"saves":"","skills":"Perception +5, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["Big Momma doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Swallowing Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}45 ({@damage 6d12 + 6}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 16} Dexterity saving throw or be swallowed by Big Momma. The scavver can have one creature swallowed at a time.","A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside Big Momma, and takes 11 ({@damage 2d10}) acid damage at the start of each of the scavver's turns from the digestive juices in the scavver's gullet.","If Big Momma takes 25 damage or more on a single turn from a creature inside it, the scavver must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls {@condition prone} in a space within 10 feet of the scavver. If the scavver dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}."]}],"bonusActions":[{"name":"Ray of Fear {@recharge 4}","entries":["Big Momma's eye emits an {@condition invisible}, magical ray that targets one creature the scavver can see within 60 feet of itself. The target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of the scavver until the start of the scavver's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/024-10-006.big-momma.webp","credit":"Ralph Horsley"}]},{"id":"big-water-slurpent","name":"Big Water Slurpent","source":"AWM","page":29,"srd":false,"image":"bestiary/tokens/AWM/Big Water Slurpent.webp","token":"bestiary/tokens/AWM/Big Water Slurpent.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"58","speed":"0 ft., swim 60 ft.","str":17,"dex":16,"con":13,"int":11,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Invisible in Water","entries":["The big water slurpent is {@condition invisible} while fully immersed in water."]},{"name":"Water Bound","entries":["The big water slurpent dies if it leaves the water to which it is bound or if that water is destroyed."]}],"spellcasting":[],"actions":[{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, one target. {@h}13 ({@damage 3d6+3}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and pulled 5 feet toward the big water slurpent. Until this {@action grapple} ends, the target is {@condition restrained}, the big water slurpent tries to drown it, and the big water slurpent can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The Big Water Slurpent is a magical creature that has lived within the Big Water for centuries. It was created by a wizard to guard the tower that has long since sunk into the Big Water. Many goblins have seen the slurpent and have run away. Many goblins believe that it likes to eat goblins.","The Big Water Slurpent is dangerous if goblins go snooping around the Big Water. But there are ways to get around it if you do one of the following:",{"type":"list","items":["Sing it a song (gotta really sing your goblin heart out!)","Feed it some tasty goblin pie (it better be a good one!)","Hold up a mirror and show it its reflection (it is a lonely slurpent)"]}]},{"id":"big-xorn","name":"Big Xorn","source":"WDMM","page":51,"srd":false,"image":"bestiary/tokens/WDMM/Big Xorn.webp","token":"bestiary/tokens/WDMM/Big Xorn.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"19","initiative":"+0 (10)","hp":"103 (9d10 + 54)","speed":"20 ft., burrow 20 ft.","str":20,"dex":10,"con":22,"int":11,"wis":10,"cha":11,"saves":"","skills":"Perception +6, Stealth +3","vulnerabilities":"","resistances":"piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 16","languages":"Terran","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Earth Glide","entries":["The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through."]},{"name":"Stone Camouflage","entries":["The xorn has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Treasure Sense","entries":["The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The xorn makes three claw attacks and one bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}22 ({@damage 5d6 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"biha-babir","name":"Biha Babir","source":"FRAiF","page":253,"srd":false,"image":"bestiary/FRAiF/Biha Babir.webp","token":"bestiary/tokens/FRAiF/Biha Babir.webp","size":"Large","creatureType":"Elemental (Genie)","alignment":"Lawful Evil","ac":"17","initiative":"+9 (19)","hp":"229 (17d10 + 136)","speed":"30 ft., fly 60 ft., swim 90 ft.","str":22,"dex":12,"con":26,"int":18,"wis":17,"cha":20,"saves":"Dex +5, Wis +7, Cha +9","skills":"Deception +9, Insight +7, Perception +7, Stealth +5","vulnerabilities":"","resistances":"acid; cold; lightning","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17","languages":"Common, Primordial (Aquan)","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Biha Babir can breathe air and water."]},{"name":"Elemental Restoration","entries":["If Biha Babir dies outside the Elemental Plane of Water, her body dissolves into brine, and she gains a new body in {@dice 1d4} days, reviving with all her {@variantrule Hit Points|XPHB} somewhere on the Plane of Water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Biha Babir fails a saving throw, she can choose to succeed instead."]},{"name":"Wishes","entries":["Biha Babir knows the {@spell Wish|XPHB} spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can understand. If Biha Babir casts the spell for a creature, she suffers none of the spell's stress. Once Biha Babir has cast it three times, she can't do so again for 365 days."]}],"spellcasting":[{"name":"Spellcasting","entries":["Biha Babir casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Create or Destroy Water|XPHB}, {@spell Detect Magic|XPHB}, {@spell Major Image|XPHB}","2/day each: {@spell Control Water|XPHB} (Flood, Part Water, or Redirect Flow only), {@spell Dispel Magic|XPHB}, {@spell Invisibility|XPHB}","1/day each: {@spell Control Weather|XPHB}, {@spell Plane Shift|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Biha Babir makes two Marine Burst attacks. She can replace one of these attacks with a Tail attack."]},{"name":"Marine Burst","entries":["{@atkr m,r} {@hit 10}, reach 5 ft. or range 60 ft. {@h}17 ({@damage 2d10 + 6}) Cold damage."]},{"name":"Tail (Marid Form Only)","entries":["{@atkr m} {@hit 10}, reach 15 ft. {@h}13 ({@damage 2d6 + 6}) Bludgeoning damage, and if the target is Huge or smaller, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Fluid Form","entries":["Biha Babir shape-shifts into a form resembling a Beast or Humanoid that is Medium or smaller, while retaining her game statistics (other than her size), or returns to her true marid form."]}],"reactions":[],"legendaryActions":[{"name":"Misty Burst","entries":["Biha Babir teleports to an unoccupied space she can see within 30 feet of herself and makes one Marine Burst attack."]},{"name":"Whirlpool","entries":["{@actSave str} {@dc 18}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Biha Babir. {@actSaveFail} 10 ({@damage 3d6}) Force damage, and the target is pulled 15 feet straight toward Biha Babir. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} Biha Babir can't use this action again until the start of her next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Biha Babir","entries":["{@i Scheming Marid Ruler}","The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she typically presents as a marid crowned in coral, with her lower half lengthening into a sinewy, eel-like tail."]},{"type":"section","entries":[{"type":"entries","name":"History","entries":["Before becoming ruler of Maran Saya, Biha Babir worked as a spy. She has traveled across Calimshan, infiltrating rival genie courts and eliminating remnants of the Twisted Rune. Some accounts even tell of her fighting alongside Sultana Songal during the Night of Fleeing Shadows.","Biha Babir took up leadership of Maran Saya after the previous ruler, her father, retired. People","know her as a shrewd ruler, preferring battles of wit over clashes of swords. Of the genie leaders in Calimshan, Biha Babir maintains the strongest spy network, and she is rumored to have informants in every major city of the region.","For years, Biha Babir has searched tirelessly for the Calimemnon Crystal (see chapter 8), the legendary prison of the powerful genies Calim and Memnon. She believes obtaining that crystal would allow her to wipe Calimshan off the map and seize control of whatever genie empire rises from the wreckage."]},{"type":"entries","name":"Personality","entries":["Biha Babir's demeanor is like the ocean: seemingly placid on the surface, but dangerous and fierce deep below. Her amiable attitude hides a cunning mind. Biha Babir is politically savvy and prefers to outsmart her opponents rather than battle them, though she doesn't shy from combat if necessary.","Biha Babir covets opulence, but she also values information and learning just as much as material wealth. Offering valuable information is a surefire way to gain an audience with the her, but those caught lying to her are severely punished."]}]}],"gallery":[{"path":"bestiary/FRAiF/Biha Babir.webp"}]},{"id":"billy-beaver","name":"Billy Beaver","source":"RMBRE","page":27,"srd":false,"image":"bestiary/tokens/RMBRE/Billy Beaver.webp","token":"bestiary/tokens/RMBRE/Billy Beaver.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"34 (7d10 + 21)","speed":"40 ft.","str":20,"dex":12,"con":17,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["Billy Beaver has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Billy Beaver is a goofy, owlbear-sized beaver with a raccoon-skin cap, playing a washboard and spoons.","The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, \"What can I do for ya?\""]}]}]},{"id":"biomancer","name":"Biomancer","source":"GGR","page":256,"srd":false,"image":"bestiary/GGR/Biomancer.webp","token":"bestiary/tokens/GGR/Biomancer.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"17","initiative":"+2 (12)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":10,"dex":15,"con":14,"int":20,"wis":14,"cha":15,"saves":"Int +9, Wis +6","skills":"Arcana +9, Nature +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any one language","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Bolstering Presence","entries":["The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 ({@dice 1d10}) hit points."]},{"name":"Magic Resistance","entries":["The biomancer has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The biomancer has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell light}, {@spell mending}, {@spell poison spray}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell grease}, {@spell shield}","Level 2 (3 slots): {@spell alter self}, {@spell darkvision}, {@spell enlarge/reduce}, {@spell hold person}","Level 3 (3 slots): {@spell counterspell}, {@spell dispel magic}, {@spell haste}, {@spell protection from energy}","Level 4 (3 slots): {@spell confusion}, {@spell conjure minor elementals}, {@spell polymorph}","Level 5 (2 slots): {@spell cone of cold}, {@spell creation}, {@spell hold monster}","Level 6 (1 slots): {@spell move earth}, {@spell wall of ice}","Level 7 (1 slots): {@spell prismatic spray}","Level 8 (1 slots): {@spell control weather}"]}],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization."]}]}]}],"gallery":[{"path":"bestiary/GGR/Biomancer.webp","credit":"Mike Bierek"}]},{"id":"birdsquirrel","name":"Birdsquirrel","source":"AWM","page":30,"srd":false,"image":"bestiary/AWM/Birdsquirrel.webp","token":"bestiary/tokens/AWM/Birdsquirrel.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"10","speed":"20 ft., fly 30 ft., climb 20 ft.","str":6,"dex":14,"con":13,"int":4,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["Birdsquirrel has advantage on an attack roll against a creature if at least one of the Birdsquirrel's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Birdsquirrel makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6+2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4+2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Birdsquirrel is a plucky, little critter who loves Muk with all its heart. Some say that Birdsquirrel was created by Doonwaggle the wizard, and that it is the only birdsquirrel in the Dankwood (and maybe the whole world) but who knows?"],"gallery":[{"path":"bestiary/AWM/Birdsquirrel.webp","credit":"Emi Tanji"},{"path":"bestiary/AWM/Birdsquirrel2.webp","title":"Birdsquirrel can't read so good... can you please help?","credit":"Emi Tanji"}]},{"id":"bitter-breath","name":"Bitter Breath","source":"BGDIA","page":90,"srd":false,"image":"bestiary/BGDIA/057-u4jqy-03-09.webp","token":"bestiary/tokens/BGDIA/Bitter Breath.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"178 (17d10 + 85)","speed":"20 ft.","str":22,"dex":17,"con":21,"int":12,"wis":16,"cha":17,"saves":"Str +10, Dex +7, Wis +7, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Infernal, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Bitter Breath's darkvision."]},{"name":"Magic Resistance","entries":["Bitter Breath has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Bitter Breath makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack."]},{"name":"Fork","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 17} Constitution saving throw or lose 10 ({@dice 3d6}) hit points at the start of each of its turns due to an infernal wound. Each time Bitter Breath hits the wounded target with this attack, the damage dealt by the wound increases by 10 ({@damage 3d6}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 7} to hit, range 150 ft., one target. {@h}14 ({@damage 4d6}) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/057-u4jqy-03-09.webp"}]},{"id":"bjornhild-solvigsdottir","name":"Bjornhild Solvigsdottir","source":"IDRotF","page":306,"srd":false,"image":"bestiary/IDRotF/Bjornhild Solvigsdottir.webp","token":"bestiary/tokens/IDRotF/Bjornhild Solvigsdottir.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+0 (10)","hp":"102 (12d8 + 48)","speed":"30 ft.","str":18,"dex":11,"con":18,"int":14,"wis":11,"cha":14,"saves":"","skills":"Athletics +7, Intimidation +5, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Yeti","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Auril's Blessing (3/Day)","entries":["When Bjornhild hits a creature with a weapon attack, the attack deals an extra 11 ({@damage 2d10}) cold damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Bjornhild makes two melee attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage, plus 11 ({@damage 2d10}) cold damage if Bjornhild uses Auril's Blessing."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 11 ({@damage 2d10}) cold damage if Bjornhild uses Auril's Blessing."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["It's unusual for a woman to lead a Reghed tribe, but Bjornhild is a most extraordinary woman. The fearless wife of the late King Korold, she fought alongside him in many battles. After a frost giant's mammoth companion slew Korold, the formidable Bjornhild took his place.","Bjornhild worships the Frostmaiden and is so ruthless that her enemies believe she has actual ice flowing through her veins. She has no living children that she knows of, but with Auril's blessing, she won't need any heirs to preserve her legacy. Bjornhild intends to live forever by demonstrating her unwavering faith in the Frostmaiden and becoming the Chosen of Auril.","As if she weren't fearsome enough, Bjornhild has a pet saber-toothed tiger named Grava."]}],"gallery":[{"path":"bestiary/IDRotF/Bjornhild Solvigsdottir.webp"}]},{"id":"black-abishai","name":"Black Abishai","source":"MPMM","page":38,"srd":false,"image":"bestiary/MPMM/Black Abishai.webp","token":"bestiary/tokens/MPMM/Black Abishai.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"58 (9d8 + 18)","speed":"30 ft., fly 40 ft.","str":14,"dex":17,"con":14,"int":13,"wis":16,"cha":11,"saves":"Dex +6, Wis +6","skills":"Perception +6, Stealth +6","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"acid; fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Creeping Darkness {@recharge}","entries":["The abishai casts {@spell darkness} at a point within 120 feet of it, requiring no spell components or {@status concentration}. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action."]}],"actions":[{"name":"Multiattack","entries":["The abishai makes one Bite attack and two Scimitar attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 9 ({@damage 2d8}) acid damage."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) force damage."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the abishai takes the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location where they can deliver a fatal strike to their targets."]},{"type":"section","name":"Abishais","entries":["Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.","Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.","Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}],"gallery":[{"path":"bestiary/MPMM/Black Abishai.webp","credit":"Daniel Landerman"}],"otherVersions":[{"id":"black-abishai-mtf","source":"MTF"}]},{"id":"black-abishai-mtf","name":"Black Abishai","source":"MTF","page":160,"srd":false,"image":"bestiary/MTF/Black Abishai.webp","token":"bestiary/tokens/MTF/Black Abishai.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"58 (9d8 + 18)","speed":"30 ft., fly 40 ft.","str":14,"dex":17,"con":14,"int":13,"wis":16,"cha":11,"saves":"Dex +6, Wis +6","skills":"Perception +6, Stealth +6","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"acid; fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's darkvision."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The abishai's weapon attacks are magical."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the abishai can take the {@action Hide} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The abishai makes three attacks: two with its scimitar and one with its bite."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 9 ({@damage 2d8}) acid damage."]},{"name":"Creeping Darkness {@recharge}","entries":["The abishai casts {@spell darkness} at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Black Abishai","entries":["Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location from where they can deliver a fatal strike to their targets."]},{"type":"section","name":"Abishai","entries":[{"type":"quote","entries":["Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?"],"by":"Mordenkainen"},"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emissaries of Doom","type":"entries","entries":["Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed."]},{"type":"entries","name":"Outsiders in Hell","entries":["Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.","There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Black Abishai.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"black-abishai","source":"MPMM"}]},{"id":"black-bear","name":"Black Bear","source":"XMM","page":349,"srd":true,"image":"bestiary/XMM/Black Bear.webp","token":"bestiary/tokens/XMM/Black Bear.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d8 + 6)","speed":"30 ft., climb 30 ft., swim 30 ft.","str":15,"dex":12,"con":14,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Black Bear.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"black-bear-mm","source":"MM"}]},{"id":"black-bear-mm","name":"Black Bear","source":"MM","page":318,"srd":false,"image":"bestiary/tokens/MM/Black Bear.webp","token":"bestiary/tokens/MM/Black Bear.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"19 (3d8 + 6)","speed":"40 ft., climb 30 ft.","str":15,"dex":10,"con":14,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Keen Smell","entries":["The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"black-bear","source":"XMM"}]},{"id":"black-dragon-wyrmling","name":"Black Dragon Wyrmling","source":"XMM","page":38,"srd":true,"image":"bestiary/XMM/Black Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/Black Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"17","initiative":"+4 (14)","hp":"33 (6d8 + 6)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":15,"dex":14,"con":13,"int":10,"wis":11,"cha":13,"saves":"Dex +4, Wis +2","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Swamp","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage plus 2 ({@damage 1d4}) Acid damage."]},{"name":"Acid Breath {@recharge 5}","entries":["{@actSave dex} {@dc 11}, each creature in a 15-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 22 ({@damage 5d8}) Acid damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Black dragon wyrmlings lurk in bogs and polluted waterways, hunting for prey and weaker creatures to overpower. While older wyrmlings eventually seek their own territories, recently hatched ones might hunt one another, seeking dominance over their clutch and slaying rivals they can't subjugate."]},{"type":"section","name":"Black Dragons","entries":["{@i Dragons of Decay and Despair}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Black dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.","Black dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.","Black dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.",{"type":"entries","name":"Black Dragon Lairs","entries":["Black dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay."]}]}],"gallery":[{"path":"bestiary/XMM/Black Dragon Wyrmling.webp","credit":"Martin Mottet"}],"otherVersions":[{"id":"black-dragon-wyrmling-mm","source":"MM"}]},{"id":"black-dragon-wyrmling-mm","name":"Black Dragon Wyrmling","source":"MM","page":88,"srd":false,"image":"bestiary/MM/Black Dragon Wyrmling.webp","token":"bestiary/tokens/MM/Black Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":15,"dex":14,"con":13,"int":10,"wis":11,"cha":13,"saves":"Dex +4, Con +3, Wis +2, Cha +3","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) acid damage."]},{"name":"Acid Breath {@recharge 5}","entries":["The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a {@dc 11} Dexterity saving throw, taking 22 ({@damage 5d8}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.","With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water.","When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.",{"name":"Brutal and Cruel","type":"entries","entries":["All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.","A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it."]},{"name":"Foes and Servants","type":"entries","entries":["Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.","Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master's domain.","A black dragon's malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon's lair.","Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon's hunger."]},{"name":"Wealth of the Ancients","type":"entries","entries":["Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself."]}]}]},{"type":"entries","name":"A Black Dragon's Lair","entries":["Black dragons dwell in swamps on the frayed edges of civilization. A black dragon's lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Black Dragon Wyrmling.webp"}],"hidden":true,"otherVersions":[{"id":"black-dragon-wyrmling","source":"XMM"}]},{"id":"black-earth-guard","name":"Black Earth Guard","source":"PotA","page":195,"srd":false,"image":"bestiary/PotA/Black Earth Guard.webp","token":"bestiary/tokens/PotA/Black Earth Guard.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"18","initiative":"+0 (10)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":17,"dex":11,"con":14,"int":10,"wis":10,"cha":9,"saves":"","skills":"Intimidation +1, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guard makes two melee attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Unyielding","entries":["When the guard is subjected to an effect that would move it, knock it {@condition prone}, or both, it can use its reaction to be neither moved nor knocked {@condition prone}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Black Earth guards are the warriors of the earth cult. They are brutal, heavily armored thugs devoted to Ogrémoch. That devotion has granted them an uncanny ability to hold their ground against the buffeting assaults. It has also earned them the right to wear special plate armor of elemental stone, which breaks down when the guard is slain.","These guards are fanatically loyal to the Black Earth priests and the leaders of the cult. They fight to the death if commanded to do so by their superiors. Those with more potential become burrowsharks."]}]}]}],"gallery":[{"path":"bestiary/PotA/Black Earth Guard.webp"}]},{"id":"black-earth-priest","name":"Black Earth Priest","source":"PotA","page":195,"srd":false,"image":"bestiary/PotA/Black Earth Priest.webp","token":"bestiary/tokens/PotA/Black Earth Priest.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"17","initiative":"+0 (10)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":12,"wis":10,"cha":16,"saves":"","skills":"Intimidation +5, Religion +3, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Terran","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell acid splash}, {@spell blade ward}, {@spell light}, {@spell mending}, {@spell mold earth|xge}","Level 1 (4 slots): {@spell earth tremor|xge}, {@spell expeditious retreat}, {@spell shield}","Level 2 (3 slots): {@spell shatter}, {@spell spider climb}","Level 3 (2 slots): {@spell slow}"]}],"actions":[{"name":"Multiattack","entries":["The priest makes two melee attacks."]},{"name":"Glaive","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[{"name":"Unyielding","entries":["When the priest is subjected to an effect that would move it, knock it {@condition prone}, or both, it can use its reaction to be neither moved nor knocked {@condition prone}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The priests of the Black Earth are the drivers and organizers of Ogrémoch's cult. They are the true believers, seeing Ogrémoch as a divine force, and they have developed a twisted dogma to explain how the evil of elemental earth is destined to remake the world and rule over all. The Black Earth priests form a cabal of leaders whose fanaticism and magical power serve as the backbone of the cult. Individuals of unusual power hold higher rank in the cult, but the priests provide the cult leader with his or her authority over the rest of Ogrémoch's followers."]}]}]}],"gallery":[{"path":"bestiary/PotA/Black Earth Priest.webp"}]},{"id":"black-gauntlet-of-bane","name":"Black Gauntlet of Bane","source":"BGDIA","page":235,"srd":false,"image":"bestiary/BGDIA/Black Gauntlet of Bane.webp","token":"bestiary/tokens/BGDIA/Black Gauntlet of Bane.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"51 (6d8 + 24)","speed":"30 ft.","str":18,"dex":11,"con":18,"int":12,"wis":15,"cha":18,"saves":"Wis +5","skills":"Intimidation +7, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 15","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aura of Terror","entries":["When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the {@condition frightened} condition are immune to this trait."]},{"name":"Tactical Discipline","entries":["The black gauntlet has advantage on all ability checks and saving throws made during combat."]}],"spellcasting":[{"name":"Spellcasting","entries":["The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bane}, {@spell bless}, {@spell cure wounds}, {@spell guiding bolt} (see \"Actions\" below)","Level 2 (3 slots): {@spell blindness/deafness}, {@spell hold person}, {@spell silence}","Level 3 (2 slots): {@spell sending}, {@spell spirit guardians}"]}],"actions":[{"name":"Multiattack","entries":["The black gauntlet makes two attacks with its mace."]},{"name":"Mace","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage."]},{"name":"Guiding Bolt (1st-Level Spell; Requires a Spell Slot)","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}14 ({@damage 4d6}) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d6} for each slot level above 1st."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.",{"type":"entries","name":"Cruel Tyrants","entries":["Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty."]},{"type":"entries","name":"Warrior Cult","entries":["Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist."]},{"type":"entries","name":"Cult Ranks","entries":["Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls."]}]}]}],"gallery":[{"path":"bestiary/BGDIA/Black Gauntlet of Bane.webp"}]},{"id":"black-greatwyrm","name":"Black Greatwyrm","source":"FTD","page":168,"srd":false,"image":"bestiary/tokens/FTD/Black Greatwyrm.webp","token":"bestiary/tokens/FTD/Black Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"533 (26d20 + 260)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":14,"con":30,"int":21,"wis":20,"cha":26,"saves":"Dex +10, Con +18, Wis +13, Cha +16","skills":"Intimidation +16, Perception +21, Stealth +10","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 31","languages":"Common, Draconic","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Chromatic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) acid damage. On a successful save, the creature takes half as much damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]},{"name":"Arcane Spear (Costs 3 Actions)","entries":["The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.","Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.","In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike."]},{"id":"black-guard-drake","name":"Black Guard Drake","source":"VGM","page":158,"srd":false,"image":"bestiary/VGM/Guard Drake.webp","token":"bestiary/tokens/VGM/Black Guard Drake.webp","size":"Medium","creatureType":"Dragon","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft., swim 30 ft.","str":16,"dex":11,"con":16,"int":4,"wis":10,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Draconic but can't speak it","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Amphibious","entries":["The guard drake can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drake attacks twice, once with its bite and once with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.",{"name":"Gifts from Dragons","entries":["The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.","The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours."],"type":"entries"},{"name":"Eager to Learn","entries":["A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.","A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes."],"type":"entries"}]},{"type":"inset","name":"Variant: Chromatic Guard Drakes","entries":["Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.",{"name":"Black Guard Drake","entries":["A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage."],"type":"entries"},{"name":"Blue Guard Drake","entries":["A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage."],"type":"entries"},{"name":"Green Guard Drake","entries":["A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage."],"type":"entries"},{"name":"Red Guard Drake","entries":["A red guard drake has climbing speed of 30 feet and resistance to fire damage."],"type":"entries"},{"name":"White Guard Drake","entries":["A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Guard Drake.webp","credit":"Conceptopolis"}]},{"id":"black-pudding","name":"Black Pudding","source":"XMM","page":42,"srd":true,"image":"bestiary/XMM/Black Pudding.webp","token":"bestiary/tokens/XMM/Black Pudding.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"7","initiative":"-3 (7)","hp":"68 (8d10 + 24)","speed":"20 ft., climb 20 ft.","str":16,"dex":5,"con":16,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; cold; lightning; slashing","conditionImmunities":"charmed; deafened; exhaustion; frightened; grappled; prone; restrained","senses":"Blindsight 60 ft., Passive Perception 8","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The pudding can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Corrosive Form","entries":["A creature that hits the pudding with a melee attack roll takes 4 ({@damage 1d8}) Acid damage. Nonmagical ammunition is destroyed immediately after hitting the pudding and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the {@spell Mending|XPHB} spell on the weapon.","In 1 minute, the pudding can eat through 2 feet of nonmagical wood or metal."]},{"name":"Spider Climb","entries":["The pudding can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Dissolving Pseudopod","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}17 ({@damage 4d6 + 3}) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the {@spell Mending|XPHB} spell on the armor."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["{@actTrigger} While the pudding is Large or Medium and has 10+ {@variantrule Hit Points|XPHB}, it becomes {@status Bloodied|XPHB} or is subjected to Lightning or Slashing damage. {@actResponse} The pudding splits into two new Black Puddings. Each new pudding is one size smaller than the original pudding and acts on its {@variantrule Initiative|XPHB}. The original pudding's {@variantrule Hit Points|XPHB} are divided evenly between the new puddings (round down)."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Black Pudding","entries":["{@i Divisible, Corrosive Blob}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Black puddings are shapeless masses of predatory cells. Once a pudding detects organic matter, it oozes toward its prey, dissolving living matter and various objects. If a black pudding is split by lightning or slashing attacks, it divides into two smaller, independent puddings.","Various supernatural conditions might bring black puddings into being. Roll on or choose a result from the Black Pudding Sources table to inspire a pudding's origins.",{"type":"table","caption":"Black Pudding Sources","colLabels":["1d6","The Black Pudding Formed From..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ancient black dragon's acidic saliva."],["2","The blood or extreme emotions of a foul deity."],["3","Cosmic entropy or ruinous planar forces."],["4","A curse that transformed a forgotten tyrant."],["5","Forbidden or industrialized magic."],["6","Necrotic material animated by aimless spirits."]]}]}],"gallery":[{"path":"bestiary/XMM/Black Pudding.webp","credit":"Steven Belledin"}],"otherVersions":[{"id":"black-pudding-mm","source":"MM"}]},{"id":"black-pudding-mm","name":"Black Pudding","source":"MM","page":241,"srd":false,"image":"bestiary/MM/Black Pudding.webp","token":"bestiary/tokens/MM/Black Pudding.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"7","initiative":"-3 (7)","hp":"85 (10d10 + 30)","speed":"20 ft., climb 20 ft.","str":16,"dex":5,"con":16,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; cold; lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The pudding can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrosive Form","entries":["A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round."]},{"name":"Spider Climb","entries":["The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow.","Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.",{"type":"section","name":"Oozes","entries":["Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.","The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Slow Death","entries":["An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.","Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.","Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent."],"type":"entries"},{"name":"Unwitting Servants","entries":["Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room."],"type":"entries"},{"name":"Spawn of Juiblex","entries":["According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex."],"type":"entries"},{"name":"Ooze Nature","entries":["An ooze doesn't require sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Black Pudding.webp"}],"hidden":true,"otherVersions":[{"id":"black-pudding","source":"XMM"}]},{"id":"black-rose-bearer","name":"Black Rose Bearer","source":"VEoR","page":208,"srd":false,"image":"bestiary/VEoR/Black Rose Bearer.webp","token":"bestiary/tokens/VEoR/Black Rose Bearer.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"11","initiative":"-2 (8)","hp":"110 (13d8 + 52)","speed":"20 ft.","str":17,"dex":6,"con":18,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages it knew in life but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever the bearer takes damage or makes a Strength or Dexterity saving throw, roll a {@dice d6}. On a 5 or 6, the bearer goes berserk. On each of its turns while berserk, the bearer has advantage on melee attack rolls, it can {@action Dash} as a bonus action, and it must attack the nearest creature it can see. If no creature is near enough to move to and attack, the bearer attacks an object, with preference for an object smaller than itself. Once the bearer goes berserk, it remains berserk until it is destroyed or its creator gives it a pristine black rose."]},{"name":"Undead Fortitude","entries":["If damage reduces the bearer to 0 hit points, it must make a Constitution saving throw with a DC of 5 plus the damage taken, unless the damage is radiant or from a critical hit. On a successful save, the bearer drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bearer makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["Their existence mocks the living. Their roses mock the knights. Suffer not their presence; destroy rose bearers on sight."],"by":"Common saying among the Knights of Solamnia"},"A black rose bearer is a rotting corpse animated by necromancers on Krynn to serve as a guardian. Its name derives from the preserved black rose the bearer carries inside a delicate bell jar. The slightest jostle can cause the bearer to lose its grasp on the bell jar, destroying the jar and the flower within.","Normally, a black rose bearer is sluggish and placid. It follows its creator's orders and attacks intruders only languidly. If its rose is disturbed, however, the black rose bearer bursts into furious violence, attacking indiscriminately.","A bearer's black rose is an homage to the tyrannical Lord Soth, the most powerful death knight on Krynn, who was once a Solamnic Knight of the Order of the Rose."]}],"gallery":[{"path":"bestiary/VEoR/Black Rose Bearer.webp"}]},{"id":"black-viper","name":"Black Viper","source":"WDH","page":196,"srd":false,"image":"bestiary/WDH/Black Viper.webp","token":"bestiary/tokens/WDH/Black Viper.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"16","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":11,"wis":11,"cha":12,"saves":"Dex +7, Int +3","skills":"Acrobatics +7, Athletics +3, Perception +3, Sleight Of Hand +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Thieves' cant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of her turns, the Black Viper can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Evasion","entries":["If the Black Viper is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's {@condition incapacitated}."]},{"name":"Sneak Attack (1/Turn)","entries":["The Black Viper deals an extra 14 ({@damage 4d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Black Viper that isn't {@condition incapacitated} and the Black Viper doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Black Viper makes three attacks with her rapier."]},{"name":"Rapier","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["The Black Viper halves the damage that she takes from an attack that hits her. She must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Black Viper was a notorious burglar, pickpocket, mugger, and assassin who died a century ago, after a long and nefarious career. Esvele Rosznar, a brash young noble, has recently adopted the Black Viper's persona to lead a secret life of crime. Like many other nobles, Esvele gossips about the Black Viper's exploits to lend credence to the villain's mystique.","The Rosznar family was convicted of slave trading-highly illegal in Waterdeep-and banished over a hundred years ago, but has since returned. The Rosznars' inability to regain the respect they feel they deserve rankles them. The slave trade has continued in Amn and elsewhere, and it's not like other noble houses don't have skeletons in their closets. But just because of a little family squabble that went public, the Rosznar name has been said with a sneer for a century. As part of the family's constant effort to prove this conception wrong and win others' respect, Esvele has been brought up to be the most proper noble possible, partaking in lessons of etiquette, dance, and poise as befits someone of her station.","In her younger days, Esvele openly rebelled, but that behavior led to locked doors at night and house guards watching her every move during the day. So she taught herself how to pick locks, pluck keys from belts and pouches, clamber up walls, and sneak past guards-playing the perfect daughter by day while cutting loose at night. To hide her identity from those she met, she wore a hood and mask, exchanging her fine clothes for the kind of practical clothing her parents would never let her wear.","One of the things Esvele has learned is to embrace the legend of the Black Viper. When she throws back her cloak to reveal the costume she has put together, most folk toss their purses and flee. If that doesn't work, she usually needs only to draw her dagger. Of course, some of the nobles she targets are made of sterner stuff, so Esvele has learned how to fight as well. She knows she's playing a dangerous game, but is satisfied that at least one member of the Rosznar family is earning the respect of Waterdeep's nobility."]}]}]}],"gallery":[{"path":"bestiary/WDH/Black Viper.webp"}]},{"id":"blackguard","name":"Blackguard","source":"MPMM","page":63,"srd":false,"image":"bestiary/MPMM/Blackguard.webp","token":"bestiary/tokens/MPMM/Blackguard.webp","size":"Medium","creatureType":"Humanoid (Paladin)","alignment":"Neutral Evil","ac":"18","initiative":"+0 (10)","hp":"119 (14d8 + 56)","speed":"30 ft.","str":18,"dex":11,"con":18,"int":11,"wis":14,"cha":15,"saves":"Wis +5, Cha +5","skills":"Athletics +7, Deception +5, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The blackguard casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","2/day each: {@spell command}, {@spell dispel magic}, {@spell find steed}"]}],"actions":[{"name":"Multiattack","entries":["The blackguard makes three attacks, using Glaive, Shortbow, or both."]},{"name":"Glaive","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage plus 9 ({@damage 2d8}) necrotic damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Dreadful Aspect (Recharges after a Short or Long Rest)","entries":["Each enemy within 30 feet of the blackguard must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} of the blackguard for 1 minute. If a {@condition frightened} target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Smite","entries":["Immediately after the blackguard hits a target with an attack roll, the blackguard can force that target to make a {@dc 13} Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard's choice:"]},{"name":"Blind","entries":["The target is {@condition blinded} for 1 minute. The {@condition blinded} target can repeat the save at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Shove","entries":["The target is pushed up to 10 feet away and knocked {@condition prone}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from their former lives.","Blackguards often adorn their armor and weapons with dread accoutrements or are marked by eerie phenomena. You may choose a blackguard's accoutrement or roll on the Blackguard Accoutrements table to determine it.",{"type":"table","caption":"Blackguard Accoutrements","colLabels":["d8","Accoutrement"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Armor etched with stylized depictions of gruesome battles"],["2","Helm wrought in the shape of a demonic boar"],["3","Helm wrought to resemble a death mask"],["4","Cloak decorated with bloody handprints"],["5","Curls of inky smoke seeping from armor at the joints"],["6","Dozens of flies buzzing about the blackguard"],["7","Severed hand hanging from a chain around the blackguard's neck"],["8","Glaive adorned with a length of cloth bearing the words \"I choose violence\""]]}],"gallery":[{"path":"bestiary/MPMM/Blackguard.webp","credit":"Lorenzo Mastroianni"}],"otherVersions":[{"id":"blackguard-vgm","source":"VGM"}]},{"id":"blackguard-vgm","name":"Blackguard","source":"VGM","page":211,"srd":false,"image":"bestiary/tokens/VGM/Blackguard.webp","token":"bestiary/tokens/VGM/Blackguard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"18","initiative":"+0 (10)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":18,"dex":11,"con":18,"int":11,"wis":14,"cha":15,"saves":"Wis +5, Cha +5","skills":"Athletics +7, Deception +5, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following paladin spells prepared:","Level 1 (4 slots): {@spell command}, {@spell protection from evil and good}, {@spell thunderous smite}","Level 2 (3 slots): {@spell branding smite}, {@spell find steed}","Level 3 (2 slots): {@spell blinding smite}, {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["The blackguard makes three attacks with its glaive or its shortbow."]},{"name":"Glaive","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Dreadful Aspect (Recharges after a Short or Long Rest)","entries":["The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If a {@condition frightened} target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Blackguards are paladins who broke their sacred oaths and now indulge their own dark ambitions. They consort with fiends and undead, and they reject all goodly things from their former lives."]}],"hidden":true,"otherVersions":[{"id":"blackguard","source":"MPMM"}]},{"id":"blacktongue-bullywug","name":"Blacktongue Bullywug","source":"WDMM","page":110,"srd":false,"image":"bestiary/tokens/WDMM/Blacktongue Bullywug.webp","token":"bestiary/tokens/WDMM/Blacktongue Bullywug.webp","size":"Medium","creatureType":"Humanoid (Bullywug)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"20 ft., swim 40 ft.","str":12,"dex":12,"con":13,"int":7,"wis":10,"cha":7,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Bullywug","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The bullywug can breathe air and water."]},{"name":"Speak with Frogs and Toads","entries":["The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug."]},{"name":"Swamp Camouflage","entries":["The bullywug has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain."]},{"name":"Standing Leap","entries":["The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bullywug makes two melee attacks: one with its bite and one with its spear."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack. A creature hit by a bullywug's Spear attack must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. A creature {@condition poisoned} in this way is also {@condition paralyzed}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"blade-lieutenant","name":"Blade Lieutenant","source":"VEoR","page":209,"srd":false,"image":"bestiary/VEoR/Blade Lieutenant.webp","token":"bestiary/tokens/VEoR/Blade Lieutenant.webp","size":"Medium","creatureType":"Construct (Warforged)","alignment":"Lawful Evil","ac":"16","initiative":"+1 (11)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":18,"dex":13,"con":19,"int":14,"wis":14,"cha":17,"saves":"Int +6, Cha +7","skills":"Insight +6, Intimidation +7, Perception +6","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 16","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The lieutenant has advantage on an attack roll against a creature if at least one of the lieutenant's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lieutenant makes three Longsword or Javelin Launcher attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) slashing damage, or 20 ({@damage 3d10 + 4}) slashing damage if used with two hands."]},{"name":"Javelin Launcher","entries":["{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, and the target has the {@condition prone} condition."]}],"bonusActions":[{"name":"Command Ally","entries":["The lieutenant targets one ally it can see within 30 feet of itself. If the target can see or hear the lieutenant, the target can make one melee attack using its reaction, if available, and has advantage on the attack roll."]},{"name":"Rally the Troops (1/Day)","entries":["The lieutenant ends the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it can see within 30 feet of itself."]}],"reactions":[{"name":"Parry","entries":["The lieutenant adds 3 to its AC against one melee attack that would hit it. To do so, the lieutenant must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Blade lieutenants lead subordinates on raids on behalf of the Lord of Blades. Soldiers who fail to meet a lieutenant's demands are harshly disciplined."]},{"type":"section","entries":[{"type":"entries","name":"Blades of Eberron","entries":["In the aftermath of Eberron's Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord of Blades' followers, known as blades, formed a cult of personality that deifies the Lord of Blades and preaches a bloody, jingoistic doctrine of warforged superiority. The primary tenet of the blades is that non-warforged on the continent of Khorvaire must be slaughtered."]}]}],"gallery":[{"path":"bestiary/VEoR/Blade Lieutenant.webp"}]},{"id":"blade-scout","name":"Blade Scout","source":"VEoR","page":209,"srd":false,"image":"bestiary/VEoR/Blade Scout.webp","token":"bestiary/tokens/VEoR/Blade Scout.webp","size":"Medium","creatureType":"Construct (Warforged)","alignment":"Lawful Evil","ac":"18","initiative":"+5 (15)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":14,"dex":20,"con":16,"int":10,"wis":19,"cha":10,"saves":"Dex +8, Wis +7","skills":"Acrobatics +8, Perception +7, Stealth +8","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 17","languages":"Common","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The scout has advantage on an attack roll against a creature if at least one of the scout's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap."]},{"name":"Armblade","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Bolt Launcher","entries":["{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Snare Trap (1/Day)","entries":["The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful {@dc 17} Intelligence ({@skill Investigation}) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a {@dc 16} Dexterity saving throw or take 21 ({@damage 6d6}) piercing damage and have the {@condition prone} condition. A creature makes this saving throw only once per turn."]}],"bonusActions":[{"name":"Dash","entries":["The scout moves up to its speed without provoking opportunity attacks."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades' legions."]},{"type":"section","entries":[{"type":"entries","name":"Blades of Eberron","entries":["In the aftermath of Eberron's Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord of Blades' followers, known as blades, formed a cult of personality that deifies the Lord of Blades and preaches a bloody, jingoistic doctrine of warforged superiority. The primary tenet of the blades is that non-warforged on the continent of Khorvaire must be slaughtered."]}]}],"gallery":[{"path":"bestiary/VEoR/Blade Scout.webp"}]},{"id":"blagothkus","name":"Blagothkus","source":"HotDQ","page":89,"srd":false,"image":"bestiary/HotDQ/Blagothkus.webp","token":"bestiary/tokens/HotDQ/Blagothkus.webp","size":"Huge","creatureType":"Giant (Cloud Giant)","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":26,"dex":13,"con":20,"int":16,"wis":15,"cha":15,"saves":"Con +9, Wis +6, Cha +6","skills":"Arcana +7, Insight +6, Intimidation +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Draconic, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["Blagothkus has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Blagothkus can innately cast the following spells (spell save {@dc 15}), requiring no material components:","3/day each: {@spell fog cloud}, {@spell levitate}"]},{"name":"Spellcasting","entries":["Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list:","Cantrips (at will): {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell gust of wind}, {@spell misty step}, {@spell shatter}","Level 3 (2 slots): {@spell fly}, {@spell lightning bolt}"]}],"actions":[{"name":"Multiattack","entries":["Blagothkus attacks twice with his morningstar."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Blagothkus.webp"}]},{"id":"blaze","name":"Blaze","source":"MCV3MC","page":3,"srd":false,"image":"bestiary/MCV3MC/Blaze.webp","token":"bestiary/tokens/MCV3MC/Blaze.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"75 (10d8 + 30)","speed":"20 ft., fly 20 ft. (vertical movement only; hover)","str":16,"dex":17,"con":16,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blaze Rod","entries":["When the blaze drops to 0 hit points, it disappears in a cloud of smoke and has a 50 percent chance of leaving behind a glowing rod worth 100 gp. The rod sheds dim light in a 5-foot radius. As an action, a creature can try to snap the rod, doing so with a successful {@dc 14} Strength check. The snapped rod releases its fiery energy in a 5-foot-radius sphere centered on itself. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 6 ({@damage 1d12}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Heat Aura","entries":["Any creature that starts its turn within 5 feet of the blaze takes 3 ({@damage 1d6}) fire damage."]},{"name":"Illumination","entries":["The blaze sheds bright light in a 20-foot radius and dim light for an additional 20 feet."]},{"name":"Water Susceptibility","entries":["The blaze takes 1 cold damage for every 5 feet it moves in water, for every gallon of water splashed on it, or whenever it starts its turn in the rain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blaze makes three Fiery Doom attacks."]},{"name":"Fiery Doom","entries":["{@atk ms,rs} {@hit 6} to hit; reach 5 ft. or ranged 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) fire damage, and the target catches fire if it's a creature or a flammable object. Until a creature takes an action to extinguish the fire, the burning target takes 3 ({@damage 1d6}) fire damage at the end of each of its turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Blazes are elemental beings that congregate at Nether fortresses. They float a short distance above the ground, and each one is orbited by three sets of glowing rods. When a blaze is destroyed, it sometimes leaves one of these rods behind. Blaze rods are a source of great energy that, when carefully crushed into powder, can be used to brew potions and craft other magic items.","A blaze attacks by launching three fireballs from its fiery core. This fire ignites creatures and flammable objects. If necessary, a blaze levitates into the air to better see and more easily target its enemies."]}],"gallery":[{"path":"bestiary/MCV3MC/Blaze.webp"}]},{"id":"blazebear","name":"Blazebear","source":"VEoR","page":210,"srd":false,"image":"bestiary/VEoR/Blazebear.webp","token":"bestiary/tokens/VEoR/Blazebear.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"189 (18d10 + 90)","speed":"30 ft.","str":24,"dex":17,"con":21,"int":3,"wis":13,"cha":16,"saves":"Str +11, Cha +7","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The blazebear has advantage on saving throws against spells and other magical effects."]},{"name":"Mist Sight","entries":["The blazebear can see normally through {@quickref Vision and Light||2||heavily obscured} areas created by mist or fog, including areas created by spells such as Fog Cloud."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blazebear makes two Bite attacks. It can replace one attack with Stunning Gaze if available."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}20 ({@damage 2d12 + 7}) piercing damage plus 11 ({@damage 2d10}) force damage."]},{"name":"Stunning Gaze {@recharge 5}","entries":["The blazebear targets two creatures it can see within 120 feet of itself. Each target must succeed on a {@dc 15} Wisdom saving throw or have the {@condition stunned} condition until the start of the blazebear's next turn."]}],"bonusActions":[],"reactions":[{"name":"Antimagic Swipe","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one creature casting a spell of 3rd level or lower. {@h}22 ({@damage 4d10}) force damage, and the target must succeed on a {@dc 15} Intelligence saving throw or the spell fails and has no effect."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["Even the animals in the Mournland are warped by magic. You should see the bears—terrifying!"],"by":"Clank, Warforged Merchant from Sharn"},"On the world of Eberron, many strange, magic-warped monsters have emerged from the depths of the war-wracked Mournland. The blazebear is one such monster, so named for its hulking, ursine figure and the glow of its eyes. This glow is magical energy that saturates the blazebear's entire body. Swipes from a blazebear's claws dole out painful wounds and can end spells, and its gaze can stun prey."]}],"gallery":[{"path":"bestiary/VEoR/Blazebear.webp"}]},{"id":"bleak-cabal-void-soother","name":"Bleak Cabal Void Soother","source":"MPP","page":54,"srd":false,"image":"bestiary/MPP/Bleak Cabal Void Soother.webp","token":"bestiary/tokens/MPP/Bleak Cabal Void Soother.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"55 (10d8 + 10)","speed":"30 ft.","str":16,"dex":14,"con":12,"int":12,"wis":15,"cha":10,"saves":"Con +3, Wis +4","skills":"Medicine +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus one more language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The void soother casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}):","At will: {@spell guidance}, {@spell light}","1/day each: {@spell calm emotions}, {@spell lesser restoration}, {@spell remove curse}, {@spell protection from energy}"]}],"actions":[{"name":"Multiattack","entries":["The void soother makes two Mace or Void Bolt attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) force damage."]},{"name":"Void Bolt","entries":["{@atk rs} {@hit 4} to hit, range 90 ft., one target. {@h}9 ({@damage 2d8}) force damage."]}],"bonusActions":[{"name":"Soothing Word (3/Day)","entries":["The void soother speaks a magical word of mercy, healing one creature it can see within 60 feet of itself. The target regains 4 ({@dice 1d4 + 2}) hit points."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A void soother cares for creatures struck by curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief to those they find there."]}],"gallery":[{"path":"bestiary/MPP/Bleak Cabal Void Soother.webp"}]},{"id":"blight-totem-elemental","name":"Blight Totem Elemental","source":"PSX","page":38,"srd":false,"image":"bestiary/tokens/PSX/Blight Totem Elemental.webp","token":"bestiary/tokens/PSX/Blight Totem Elemental.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"-1 (9)","hp":"26 (4d8 + 4)","speed":"10 ft.","str":15,"dex":8,"con":14,"int":5,"wis":10,"cha":3,"saves":"","skills":"Stealth +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the blight totem remains motionless, it is indistinguishable from a tangle of vines."]}],"spellcasting":[],"actions":[{"name":"Constrict","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and a Large or smaller target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the blight totem can't constrict another target."]},{"name":"Entangling Plants {@recharge 5}","entries":["Grasping roots and vines sprout in a 15-foot radius centered on the blight totem, withering away after 1 minute. For the duration, that area is {@quickref difficult terrain||3} for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a {@dc 12} Strength saving throw or become {@condition restrained}. A creature can use its action to make a {@dc 12} Strength check, freeing itself or another entangled creature within reach on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.","River Heralds also make use of elementals formed of air, water, or vegetation. In ancient times when folk of the River Heralds and the Sun Empire worked together, they harnessed fire elementals into guardians that still keep watch over certain forgotten ruins.","Any of the various elemental and plant creatures in the {@book Monster Manual|MM} can represent the elementals of Ixalan. The River Heralds' totem elementals are similar to the basic {@creature air elemental|MM|air}, {@creature earth elemental|MM|earth}, and {@creature water elemental|MM|water elementals}, or to {@creature treant|MM|treants}, blights, {@creature shambling mound|MM|shambling mounds}, or {@creature awakened tree|MM|awakened trees} and {@creature awakened shrub|MM|awakened shrubs}. Fire guardians are similar to {@creature fire elemental|MM|fire elementals}."]},{"id":"blind-artist","name":"Blind Artist","source":"ToA","page":164,"srd":false,"image":"bestiary/ToA/Blind Artist.webp","token":"bestiary/tokens/ToA/Blind Artist.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; poisoned","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 8","languages":"understands all languages it spoke in life but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the artist to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Blind Artist.webp"}]},{"id":"blinded-troll","name":"Blinded Troll","source":"WDH","page":114,"srd":false,"image":"bestiary/tokens/WDH/Blinded Troll.webp","token":"bestiary/tokens/WDH/Blinded Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"20 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Blinded","entries":["The troll is wearing an eyeless helm, and is {@condition blinded}."]},{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"blindheim","name":"Blindheim","source":"MFF","page":5,"srd":false,"image":"bestiary/MFF/Blindheim.webp","token":"bestiary/tokens/MFF/Blindheim.webp","size":"Medium","creatureType":"Humanoid (Blindheim)","alignment":"Chaotic Neutral","ac":"14","initiative":"+3 (13)","hp":"26 (4d8 + 8)","speed":"30 ft.","str":13,"dex":16,"con":15,"int":8,"wis":10,"cha":9,"saves":"","skills":"Athletics +3, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Radiant Eyes","entries":["While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that can see the blindheim have disadvantage on attack rolls anywhere in the area of bright light."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Radiant Blast","entries":["Radiant energy erupts from the blindheim's eyes in a 15-foot cone. Each creature in that area must succeed on a {@dc 12} Constitution saving throw or take 7 ({@damage 2d6}) radiant damage and be {@condition blinded} until the end of the blindheim's next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["These frog-like humanoids have the ability to project intense, blinding light from their eyes. Dwelling on the fringes of the Underdark, blindheims are opportunistic ambushers who can be swayed into service with payment of fresh food and metal weapons. A blindheim's radiant eyes make these creatures a unique source of light in the Underdark depths, and are bright enough to hinder creatures that suffer in the presence of bright light—or to destroy their foes.",{"type":"entries","name":"Searing Eyes","entries":["A blindheim projects searing light in a cone from its leering, bulging eyes. The intensity of this light is equivalent to natural sunlight, and can disturb or disrupt many creatures acclimated to the lightless depths. If a blindheim chooses to focus its gaze, this energy can even char flesh and bone."]},{"type":"entries","name":"Opportunistic Mercenaries","entries":["Blindheims have a fascination with tales and objects from the surface world, particularly plants and other natural items. They gather in the depths of the Underdark near routes used by merchants and other brave travelers. They typically make a cautious approach to stronger creatures, speaking in halting, croaking Undercommon to offer their services in return for fresh food, metal weapons, and trinkets from the surface world. But when they have superior numbers or engage creatures that appear weak, blindheims will often ambush to take what they want."]},{"type":"entries","name":"Strange Outcasts","entries":["The blindheims speak of an ancient era when their folk dwelled upon the surface. According to their tales, their ancestors stole a piece of the sun, then fled to the Underdark before devouring it and gaining the ability to project radiant energy from their eyes.","Blindheims fear that some day the sun will venture underground and have its revenge upon them. When dealing with surface dwellers, they insist that visitors swear to never tell the sun about them, and ask endless questions about the sun's actions, its anger, and its attitudes. But surface folk who attempt to soothe the blindheims' fears often cause these creatures great offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk of the surface rouses their anger."]},{"type":"entries","name":"Pitiable Slaves","entries":["Some Underdark creatures, particularly the drow and kuo-toa, raid blindheim settlements in search of slaves. Although the light from these creatures' eyes is a formidable threat to these raiders, a captured blindheim is a useful living weapon."]}]}]}],"gallery":[{"path":"bestiary/MFF/Blindheim.webp"}]},{"id":"blink-dog","name":"Blink Dog","source":"XMM","page":46,"srd":true,"image":"bestiary/XMM/Blink Dog.webp","token":"bestiary/tokens/XMM/Blink Dog.webp","size":"Medium","creatureType":"Fey","alignment":"Lawful Good","ac":"13","initiative":"+3 (13)","hp":"22 (4d8 + 4)","speed":"40 ft.","str":12,"dex":17,"con":12,"int":10,"wis":13,"cha":11,"saves":"","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"understands Elvish and Sylvan but can't speak them","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Planar, Feywild","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage."]}],"bonusActions":[{"name":"Teleport {@recharge 4}","entries":["The dog teleports up to 40 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Blink Dog","entries":["{@i Elusive Feywild Canine}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Blink dogs glimmer with a magic that allows them to teleport, \"blinking\" from one spot to another. These dogs use this power to chase prey, baffle foes, and express joy. They're frequently found among Feywild folk, such as centaurs and pixies—often as members of rollicking hunts between worlds."]}],"gallery":[{"path":"bestiary/XMM/Blink Dog.webp","credit":"John Patrick Gañas"}],"otherVersions":[{"id":"blink-dog-mm","source":"MM"}]},{"id":"blink-dog-mm","name":"Blink Dog","source":"MM","page":318,"srd":false,"image":"bestiary/MM/Blink Dog.webp","token":"bestiary/tokens/MM/Blink Dog.webp","size":"Medium","creatureType":"Fey","alignment":"Lawful Good","ac":"13","initiative":"+3 (13)","hp":"22 (4d8 + 4)","speed":"40 ft.","str":12,"dex":17,"con":12,"int":10,"wis":13,"cha":11,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Blink Dog, understands Sylvan but can't speak it","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The dog has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]},{"name":"Teleport {@recharge 4}","entries":["The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight."]}]}],"gallery":[{"path":"bestiary/MM/Blink Dog.webp"}],"hidden":true,"otherVersions":[{"id":"blink-dog","source":"XMM"}]},{"id":"blistercoil-weird","name":"Blistercoil Weird","source":"GGR","page":207,"srd":false,"image":"bestiary/GGR/Blistercoil Weird.webp","token":"bestiary/tokens/GGR/Blistercoil Weird.webp","size":"Medium","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"45 (7d8 + 14)","speed":"40 ft., swim 60 ft.","str":16,"dex":16,"con":15,"int":5,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Feed on Fire","entries":["If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a {@dc 12} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium."]},{"name":"Form of Fire and Water","entries":["The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. The first time the weird enters another creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns."]},{"name":"Heated Body","entries":["A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage."]},{"name":"Illumination","entries":["The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage, or 11 ({@damage 2d8 + 3}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage if the weird is Large or bigger."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its ooze-like body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size."]},{"type":"entries","name":"Izzet Weirds","entries":["Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.",{"name":"Elemental Nature","type":"entries","entries":["An Izzet weird doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Blistercoil Weird.webp","credit":"Dan Scott"}]},{"id":"blob-of-annihilation","name":"Blob of Annihilation","source":"XMM","page":47,"srd":false,"image":"bestiary/XMM/Blob of Annihilation.webp","token":"bestiary/tokens/XMM/Blob of Annihilation.webp","size":"Gargantuan","creatureType":"Ooze (Titan)","alignment":"Neutral Evil","ac":"18","initiative":"+16 (26)","hp":"448 (23d20 + 207)","speed":"30 ft.","str":27,"dex":14,"con":28,"int":10,"wis":16,"cha":10,"saves":"Dex +9, Con +16","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"acid; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned; unconscious","senses":"Blindsight 120 ft., Passive Perception 13","languages":"","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"Any","treasure":"Any","traits":[{"name":"Astral Implosion","entries":["If the blob is reduced to 0 {@variantrule Hit Points|XPHB}, it implodes and ejects any creatures and objects engulfed by it into the Astral Sea. The blob itself vanishes, leaving behind a layer of slime on everything that was within 600 feet of it. In {@dice 1d20} years, the blob reconstitutes on a random world in the Material Plane."]},{"name":"Legendary Resistance (4/Day)","entries":["If the blob fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The blob has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blob makes two Pseudopod attacks and uses Engulf. It can replace one attack with a use of Restraining Glob."]},{"name":"Pseudopod","entries":["{@atkr m} {@hit 15}, reach 30 ft. {@h}24 ({@damage 3d10 + 8}) Force damage."]},{"name":"Engulf","entries":["The blob moves up to its {@variantrule Speed|XPHB} and can move through the spaces of Huge or smaller creatures and objects. {@actSave str} {@dc 23}, each creature or object whose space the blob enters for the first time during this move. {@actSaveFail} The target is engulfed. While engulfed, a target has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the blob, and when the blob moves, the engulfed target moves with it. A nonmagical object is destroyed after spending 1 minute engulfed.","While engulfed, a creature takes 21 ({@damage 6d6}) Force damage at the start of each of its turns, is suffocating, has the {@condition Restrained|XPHB} condition, and repeats the save at the end of each of its turns. An engulfed creature that is reduced to 0 {@variantrule Hit Points|XPHB} dissolves into ash, which is ejected into the Astral Sea. {@actSaveSuccess} The target escapes and enters the nearest unoccupied space."]},{"name":"Restraining Glob","entries":["The blob lobs a slimy glob at one Large or smaller creature it can see within 600 feet of itself. {@actSave dex} {@dc 23}, the targeted creature. {@actSaveFail} 18 ({@damage 3d6 + 8}) Acid damage. The glob rolls the target 60 feet straight toward the blob, and the target has the {@condition Restrained|XPHB} condition until the end of its next turn, when the glob harmlessly dissolves. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Decay","entries":["The blob deals 14 ({@damage 4d6}) Necrotic damage to each creature engulfed by it. The blob can't take this action again until the start of its next turn."]},{"name":"Grasping Glob","entries":["The blob uses Restraining Glob. The blob can't take this action again until the start of its next turn."]},{"name":"Lashing Goop","entries":["The blob makes one Pseudopod attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Blob of Annihilation","entries":["{@i All-Consuming Cosmic Entropy Unleashed}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"The blob of annihilation is a coagulation of cosmic entropy conjoined to the remains of dead gods. This malicious entity drifts through Wildspace and multiversal expanses inimical to life—vast regions where the chance of encountering it is low.","The blob poses the greatest threat when disasters or nihilistic magic-users summon it to inhabited realms. Once unleashed, the blob of annihilation rolls across the land in vast, cosmic gyres, with fragments of the blob splitting off to engulf targets. The blob consumes anything it encounters, sweeping forests, villages, and fortresses into its mass. Within the blob is an expanse without air or gravity where entropic forces destroy whatever they engulf. Nothing can survive within for long.","Only magic items and the corpses of gods and titans can endure inside the blob. Because of that fact, treasure hunters and theologians sometimes give themselves the deadly task of trying to retrieve something from within the blob. This quest usually ends in annihilation, but occasionally it results in the find of a lifetime.","When the blob appears, roll on or choose a result from the Blob of Annihilation Contents table to inspire what extraordinary thing remains within its goop.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Honey, I've seen horrors that would make you shit your drawers and reach for the nearest drink. And then there's the blob of annihilation. If you see it, run. And if you can't get away from it, just hope you dissolve fast."],"by":"Vi, Artificer of Eberron"}]},{"type":"table","caption":"Blob of Annihilation Contents","colLabels":["1d10","The Blob Contains..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@item Amulet of the Planes|XDMG}."],["2","An Artifact of the DM's choice."],["3","The corpses of two gods who were entangled in battle when the blob consumed them."],["4","A Cubic Gate."],["5","A {@item Deck of Many Things|XDMG}."],["6","A magic key that opens a door in Sigil that no other key and no spell can open."],["7","The preserved corpse of an empyrean."],["8","The remains of half a kraken."],["9","The skull of a death god."],["10","A tarrasque that just died."]]}]}],"gallery":[{"path":"bestiary/XMM/Blob of Annihilation.webp","credit":"Mathias Kollros"}]},{"id":"blood-drinker-vampire","name":"Blood Drinker Vampire","source":"GGR","page":223,"srd":false,"image":"bestiary/GGR/Blood Drinker Vampire.webp","token":"bestiary/tokens/GGR/Blood Drinker Vampire.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"90 (12d8 + 36)","speed":"40 ft., fly 40 ft. (hover)","str":16,"dex":18,"con":17,"int":16,"wis":13,"cha":19,"saves":"Dex +7, Con +6, Wis +4","skills":"Intimidation +7, Perception +4, Stealth +7","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vampire makes three melee attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is humanoid, it must succeed on a {@dc 15} Charisma saving throw or be {@condition charmed} by the vampire for 1 minute. While {@condition charmed} in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]},{"name":"Rapier","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. The vampire can also grapple the target (escape {@dc 14}) if it is a creature and the vampire has a hand free."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Blood Drinker Vampire","entries":["Plenty of blood drinkers haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Orzhov Vampires","type":"entries","entries":["Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel."]},{"type":"entries","name":"Blood Bond","entries":["Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim."]}]}]}]},{"type":"section","name":"Vampires","entries":["Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.","The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence."]}],"gallery":[{"path":"bestiary/GGR/Blood Drinker Vampire.webp","credit":"Winona Nelson"}]},{"id":"blood-hawk","name":"Blood Hawk","source":"XMM","page":350,"srd":true,"image":"bestiary/XMM/Blood Hawk.webp","token":"bestiary/tokens/XMM/Blood Hawk.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"10 ft., fly 60 ft.","str":6,"dex":14,"con":10,"int":3,"wis":14,"cha":5,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Arctic, Coastal, Forest, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Pack Tactics","entries":["The hawk has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage, or 6 ({@damage 1d8 + 2}) Piercing damage if the target is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Blood Hawk.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"blood-hawk-mm","source":"MM"}]},{"id":"blood-hawk-mm","name":"Blood Hawk","source":"MM","page":319,"srd":false,"image":"bestiary/tokens/MM/Blood Hawk.webp","token":"bestiary/tokens/MM/Blood Hawk.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"10 ft., fly 60 ft.","str":6,"dex":14,"con":10,"int":3,"wis":14,"cha":5,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Mountain, Grassland, Forest, Hill, Coastal, Arctic","treasure":"","traits":[{"name":"Keen Sight","entries":["The hawk has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Pack Tactics","entries":["The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey."]}]}],"hidden":true,"otherVersions":[{"id":"blood-hawk","source":"XMM"}]},{"id":"blood-hunter","name":"Blood Hunter","source":"EGW","page":284,"srd":false,"image":"bestiary/EGW/Blood Hunter.webp","token":"bestiary/tokens/EGW/Blood Hunter.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+1 (11)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":18,"dex":12,"con":15,"int":9,"wis":16,"cha":11,"saves":"Str +7, Wis +6","skills":"Acrobatics +4, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"any one language (usually Common)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blood Curse of Binding (1/Day)","entries":["As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Blood Frenzy","entries":["The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Magic Resistance","entries":["The blood hunter has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (1/Day)","entries":["The blood hunter can innately cast {@spell hex}. Its innate spellcasting ability is Intelligence.","At will: {@spell hex}"]}],"actions":[{"name":"Multiattack","entries":["The blood hunter attacks twice with a weapon."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["To mortals and monsters alike, the blood hunter is a legendary figure—a humanoid stalker said to embrace monstrous power. Long years ago, a group of mortals undertook dark rituals and alchemical experiments to gain the power of the deadliest monsters, allowing them to better hunt those monsters.","Blood hunters are steely on the surface, but roiling emotion lies beneath that impassive mask. Bestial fury and fathomless sorrow drive every stroke of a blood hunter's blade. Humanoids who draw the ire of a blood hunter are often in league with monsters—or the victims of a terrible misunderstanding. Such misunderstandings are tough to clear up, for blood hunters are the kind of folk to slay first and ask questions later."]}],"gallery":[{"path":"bestiary/EGW/Blood Hunter.webp","credit":"Joma Cueto"}]},{"id":"blood-witch","name":"Blood Witch","source":"GGR","page":248,"srd":false,"image":"bestiary/GGR/Blood Witch.webp","token":"bestiary/tokens/GGR/Blood Witch.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":13,"wis":9,"cha":19,"saves":"Wis +2, Cha +7","skills":"Arcana +4, Intimidation +7, Perception +2, Stealth +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Abyssal plus any one language (usually Common)","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blood Witch Dance","entries":["The witch can use a bonus action to control the movement of one creature cursed by its {@spell hex} spell that it can see within 30 feet of it. The creature must succeed on a {@dc 15} Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the witch's darkvision."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The witch's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:","At will: {@spell alter self}, {@spell detect magic}, {@spell eldritch blast} (at 11th level), {@spell false life}, {@spell levitate} (self only), {@spell mage armor} (self only)","1/day each: {@spell circle of death}, {@spell enthrall}, {@spell suggestion}","3/day each: {@spell hellish rebuke}, {@spell hex}, {@spell scorching ray} (at 3rd level)"]}],"actions":[{"name":"Multiattack","entries":["The witch makes two attacks: one with its longsword and one with its shortsword."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Blood witches imagine themselves to be the intermediaries between Rakdos and his cult-the pinnacle of his priesthood, his trusted advisors, and the messengers who communicate his will to the scattered troupes and ringmasters. The Cult of Rakdos recognizes no authority but Rakdos, and the demon lord requires no advisors. Nonetheless, the blood witches are smart, charismatic, and powerful, so their voices do carry some weight.","Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such as Tormentor of the Wojek, as a way of mocking their intended victims."]}]}]}],"gallery":[{"path":"bestiary/GGR/Blood Witch.webp","credit":"Michael C. Hayes"}]},{"id":"blood-toll-harpy","name":"Blood-Toll Harpy","source":"MOT","page":227,"srd":false,"image":"bestiary/MOT/Blood-Toll Harpy.webp","token":"bestiary/tokens/MOT/Blood-Toll Harpy.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"20 ft., fly 40 ft.","str":12,"dex":13,"con":10,"int":6,"wis":11,"cha":13,"saves":"","skills":"Intimidation +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Dark Devotion","entries":["The harpy has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The harpy makes two melee attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Murderous gangs of harpies collect in grim places across Theros, preying on any who pass by. Many merchants face regular losses at the harpies' claws, common casualties often referred to as a \"blood toll.\"","Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees."]}],"gallery":[{"path":"bestiary/MOT/Blood-Toll Harpy.webp","credit":"Daniel Ljunggren"}]},{"id":"bloodfray-giant","name":"Bloodfray Giant","source":"GGR","page":200,"srd":false,"image":"bestiary/GGR/Bloodfray Giant.webp","token":"bestiary/tokens/GGR/Bloodfray Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"14","initiative":"-1 (9)","hp":"103 (9d12 + 45)","speed":"40 ft.","str":23,"dex":9,"con":20,"int":7,"wis":8,"cha":9,"saves":"Str +9, Con +8, Wis +2","skills":"Athletics +9, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Chain","entries":["{@atk mw} {@hit 9} to hit, reach 20 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until the grapple ends, the target is {@condition restrained}, and the giant can't use this attack on anyone else."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Furious Defense","entries":["After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Giants in the Cult of Rakdos act as enforcers, bouncers, and sometimes even pillars, holding the mobile platforms that serve as stages for Rakdos performances. Like other members of the cult, giants thrill to the violence of those shows. Though they can seem entranced by the horror unfolding on the stage, they react quickly and brutally to any interruption of the performance."]},{"type":"entries","name":"Giants","entries":["Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline."]}]}]}],"gallery":[{"path":"bestiary/GGR/Bloodfray Giant.webp","credit":"Steve Argyle"}]},{"id":"blue-abishai","name":"Blue Abishai","source":"MPMM","page":39,"srd":false,"image":"bestiary/MPMM/Blue Abishai.webp","token":"bestiary/tokens/MPMM/Blue Abishai.webp","size":"Medium","creatureType":"Fiend (Devil, Wizard)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"202 (27d8 + 81)","speed":"30 ft., fly 50 ft.","str":15,"dex":14,"con":17,"int":22,"wis":23,"cha":18,"saves":"Int +12, Wis +12","skills":"Arcana +12","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; lightning; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Coastal, Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The abishai casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 20}):","At will: {@spell disguise self}, {@spell mage hand}, {@spell minor illusion}","2/day each: {@spell charm person}, {@spell dispel magic}, {@spell greater invisibility}, {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["The abishai makes three Bite or Lightning Strike attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage plus 14 ({@damage 4d6}) lightning damage."]},{"name":"Lightning Strike","entries":["{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}36 ({@damage 8d8}) lightning damage."]}],"bonusActions":[{"name":"Teleport","entries":["The abishai teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat's enemies."]},{"type":"section","name":"Abishais","entries":["Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.","Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.","Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}],"gallery":[{"path":"bestiary/MPMM/Blue Abishai.webp","credit":"Daniel Landerman"}],"otherVersions":[{"id":"blue-abishai-mtf","source":"MTF"}]},{"id":"blue-abishai-mtf","name":"Blue Abishai","source":"MTF","page":161,"srd":false,"image":"bestiary/MTF/Blue Abishai.webp","token":"bestiary/tokens/MTF/Blue Abishai.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"195 (26d8 + 78)","speed":"30 ft., fly 50 ft.","str":15,"dex":14,"con":17,"int":22,"wis":23,"cha":18,"saves":"Int +12, Wis +12","skills":"Arcana +12","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; lightning; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Coastal, Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's darkvision."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The abishai's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The abishai has the following wizard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell message}, {@spell minor illusion}, {@spell shocking grasp}","Level 1 (4 slots): {@spell chromatic orb}, {@spell disguise self}, {@spell expeditious retreat}, {@spell magic missile}, {@spell charm person}, {@spell thunderwave}","Level 2 (3 slots): {@spell darkness}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell dispel magic}, {@spell fear}, {@spell lightning bolt}","Level 4 (3 slots): {@spell dimension door}, {@spell greater invisibility}, {@spell ice storm}","Level 5 (2 slots): {@spell cone of cold}, {@spell wall of force}","Level 6 (1 slots): {@spell chain lightning}","Level 7 (1 slots): {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["The abishai makes two attacks: one with its quarterstaff and one with its bite."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage if used with two hands."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage plus 14 ({@damage 4d6}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Blue Abishai","entries":["Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes and grimoires plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate their mistress's enemies."]},{"type":"section","name":"Abishai","entries":[{"type":"quote","entries":["Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?"],"by":"Mordenkainen"},"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emissaries of Doom","type":"entries","entries":["Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed."]},{"type":"entries","name":"Outsiders in Hell","entries":["Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.","There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Blue Abishai.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"blue-abishai","source":"MPMM"}]},{"id":"blue-dragon-wyrmling","name":"Blue Dragon Wyrmling","source":"XMM","page":48,"srd":true,"image":"bestiary/XMM/Blue Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/Blue Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Chromatic)","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft., burrow 15 ft., fly 60 ft.","str":17,"dex":10,"con":15,"int":12,"wis":11,"cha":15,"saves":"Dex +2, Wis +2","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Desert","treasure":"Relics","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Slashing damage plus 3 ({@damage 1d6}) Lightning damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["{@actSave dex} {@dc 12}, each creature in a 30-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 21 ({@damage 6d6}) Lightning damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Blue dragon wyrmlings often serve other powerful creatures, learning the ways of control and establishing fearful reputations among weaker creatures. Many wyrmlings initially serve loyally, but as their powers grow to match their ambitions, they eventually betray or abandon their associates. These wyrmlings tempt small groups of creatures into their service, rewarding them with modest treasures and promises of future power."]},{"type":"section","name":"Blue Dragons","entries":["{@i Dragons of Tyranny and Tempests}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Arrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.","Blue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.","Regalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.",{"type":"entries","name":"Blue Dragon Lairs","entries":["Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination."]}]}],"gallery":[{"path":"bestiary/XMM/Blue Dragon Wyrmling.webp","credit":"Antonio José Manzanedo"}],"otherVersions":[{"id":"blue-dragon-wyrmling-mm","source":"MM"}]},{"id":"blue-dragon-wyrmling-mm","name":"Blue Dragon Wyrmling","source":"MM","page":91,"srd":false,"image":"bestiary/MM/Blue Dragon Wyrmling.webp","token":"bestiary/tokens/MM/Blue Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft., burrow 15 ft., fly 60 ft.","str":17,"dex":10,"con":15,"int":12,"wis":11,"cha":15,"saves":"Dex +2, Con +4, Wis +2, Cha +4","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 3 ({@damage 1d6}) lightning damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.","A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.","A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.",{"name":"Vain and Deadly","type":"entries","entries":["A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.","A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again."]},{"name":"Desert Predators","type":"entries","entries":["Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.","When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks."]},{"name":"Overlords and Minions","type":"entries","entries":["Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.","A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them."]},{"name":"Hoarders of Gems","type":"entries","entries":["Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.","A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves."]}]}]},{"type":"entries","name":"A Blue Dragon's Lair","entries":["Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.","Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon's first line of defense.","A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions-along with the wealth of the dead intruders."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Blue Dragon Wyrmling.webp"}],"hidden":true,"otherVersions":[{"id":"blue-dragon-wyrmling","source":"XMM"}]},{"id":"blue-greatwyrm","name":"Blue Greatwyrm","source":"FTD","page":168,"srd":false,"image":"bestiary/tokens/FTD/Blue Greatwyrm.webp","token":"bestiary/tokens/FTD/Blue Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"533 (26d20 + 260)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":14,"con":30,"int":21,"wis":20,"cha":26,"saves":"Dex +10, Con +18, Wis +13, Cha +16","skills":"Intimidation +16, Perception +21, Stealth +10","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 31","languages":"Common, Draconic","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Chromatic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) lightning damage. On a successful save, the creature takes half as much damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]},{"name":"Arcane Spear (Costs 3 Actions)","entries":["The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.","Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.","In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike."]},{"id":"blue-guard-drake","name":"Blue Guard Drake","source":"VGM","page":158,"srd":false,"image":"bestiary/VGM/Guard Drake.webp","token":"bestiary/tokens/VGM/Blue Guard Drake.webp","size":"Medium","creatureType":"Dragon","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft., burrow 20 ft.","str":16,"dex":11,"con":16,"int":4,"wis":10,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"lightning","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Draconic but can't speak it","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Desert, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drake attacks twice, once with its bite and once with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.",{"name":"Gifts from Dragons","entries":["The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.","The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours."],"type":"entries"},{"name":"Eager to Learn","entries":["A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.","A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes."],"type":"entries"}]},{"type":"inset","name":"Variant: Chromatic Guard Drakes","entries":["Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.",{"name":"Black Guard Drake","entries":["A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage."],"type":"entries"},{"name":"Blue Guard Drake","entries":["A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage."],"type":"entries"},{"name":"Green Guard Drake","entries":["A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage."],"type":"entries"},{"name":"Red Guard Drake","entries":["A red guard drake has climbing speed of 30 feet and resistance to fire damage."],"type":"entries"},{"name":"White Guard Drake","entries":["A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Guard Drake.webp","credit":"Conceptopolis"}]},{"id":"blue-slaad","name":"Blue Slaad","source":"XMM","page":285,"srd":false,"image":"bestiary/XMM/Red and Blue Slaad.webp","token":"bestiary/tokens/XMM/Blue Slaad.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"15","initiative":"+2 (12)","hp":"133 (14d10 + 56)","speed":"30 ft.","str":20,"dex":15,"con":18,"int":7,"wis":7,"cha":9,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Slaad; telepathy 60 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Planar, Limbo","treasure":"Any","traits":[{"name":"Magic Resistance","entries":["The slaad has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The slaad regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The slaad makes three Mutating Claw attacks."]},{"name":"Mutating Claw","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 3 ({@damage 1d6}) Poison damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the following effect. {@actSave con} {@dc 15}. {@actSaveFail} The target is cursed. The cursed target can't regain {@variantrule Hit Points|XPHB}, and its {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by 10 ({@dice 3d6}) after every 24 hours and doesn't return to normal after finishing a {@variantrule Long Rest|XPHB}. If the curse reduces the target's {@variantrule Hit Points|XPHB|Hit Point} maximum to 0, the curse ends, and instead of dying, the target instantly transforms into a {@creature Red Slaad|XMM} or, if it can cast spells of level 3 or higher, a {@creature Green Slaad|XMM}. Only a {@spell Wish|XPHB} spell can reverse this transformation."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Almost as numerous as red slaadi, blue slaadi are muscular brutes with vicious blades extending from the backs of their claws. These claws carry a magical curse called chaos phage, which can transform victims into red or green slaadi. Blue slaadi accompany red slaadi and behave similarly. They innately know the signs of chaos phage and avoid slaying creatures that carry it or other slaad curses."]},{"type":"section","name":"Slaadi","entries":["{@i Chaos-Spawned Hordes of Limbo}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Limbo)|bestiary|environment=planar, limbo}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.","Slaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.",{"type":"inset","name":"Slaad Control Gems","entries":["A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the {@condition Charmed|XPHB} condition and obeys the gem's bearer. The slaad ceases to be {@condition Charmed|XPHB} if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A {@spell Greater Restoration|XPHB} spell cast on a slaad destroys the gem, and the slaad ceases to be {@condition Charmed|XPHB}.","One can obtain a slaad's control gem using a {@spell Wish|XPHB} or {@spell Imprisonment|XPHB} spell. If the slaad fails its saving throw against {@spell Imprisonment|XPHB}, the caster gains the gem, and the slaad isn't imprisoned. An {@condition Incapacitated|XPHB} slaad's control gem can be removed by spending 1 minute and succeeding on a {@dc 20} Wisdom ({@skill Medicine|XPHB}) check. Failing this check deals 22 ({@damage 4d10}) Piercing damage to the slaad."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher."],"by":"Jebeel Sloom","from":"Guide to the Plane of Limbo"}]}]}],"gallery":[{"path":"bestiary/XMM/Red and Blue Slaad.webp","credit":"Néstor Ossandón Leal"}],"otherVersions":[{"id":"blue-slaad-mm","source":"MM"}]},{"id":"blue-slaad-mm","name":"Blue Slaad","source":"MM","page":276,"srd":false,"image":"bestiary/MM/Blue Slaad.webp","token":"bestiary/tokens/MM/Blue Slaad.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"15","initiative":"+2 (12)","hp":"123 (13d10 + 52)","speed":"30 ft.","str":20,"dex":15,"con":18,"int":7,"wis":7,"cha":9,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Slaad, telepathy 60 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The slaad has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The slaad makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a humanoid, it must succeed on a {@dc 15} Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 ({@dice 3d6}) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a {@creature red slaad} or, if it has the ability to cast spells of 3rd level or higher, a {@creature green slaad}. Only a {@spell wish} spell can reverse the transformation."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The bone hooks that protrude from the back of a blue slaad's hands inflict a terrible transformative disease on humanoids wounded by them. This infection, called chaos phage, transforms its victim into a fully grown red slaad—or green slaad if the host was a spellcaster able to cast 3rd level spells or higher."]}]},{"type":"section","name":"Slaadi","entries":["In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.",{"type":"entries","name":"The Spawning Stone","entries":["Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.","The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them."]},{"name":"Birth and Transformation","entries":["Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories."],"type":"entries"},{"name":"Shapechangers","entries":["Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves."],"type":"entries"},{"type":"inset","name":"Variant: Slaad Control Gems","entries":["As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.","A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.",{"type":"entries","name":"Control Gem","entries":["Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.","Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.","A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.","Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Embedded in a slaad's brain is a magic gem. Acquire it, and the slaad is yours to command."]}]}]}],"gallery":[{"path":"bestiary/MM/Blue Slaad.webp"}],"hidden":true,"otherVersions":[{"id":"blue-slaad","source":"XMM"}]},{"id":"blurg","name":"Blurg","source":"OotA","page":29,"srd":false,"image":"bestiary/OotA/Blurg.webp","token":"bestiary/tokens/OotA/Blurg.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Neutral","ac":"18","initiative":"+1 (11)","hp":"42 (5d8 + 20)","speed":"30 ft.","str":18,"dex":12,"con":18,"int":18,"wis":11,"cha":12,"saves":"","skills":"Intimidation +5, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc, Dwarvish, Elvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, Blurg can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Blurg can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \"{@adventure Faerzress|OotA|1|Faerzress}\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.","1/day each: {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["Blurg makes two greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Blurg.webp"}]},{"id":"bluto-krogarov","name":"Bluto Krogarov","source":"CoS","page":38,"srd":false,"image":"bestiary/tokens/CoS/Bluto Krogarov.webp","token":"bestiary/tokens/CoS/Bluto Krogarov.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"boar","name":"Boar","source":"XMM","page":350,"srd":true,"image":"bestiary/XMM/Boar.webp","token":"bestiary/tokens/XMM/Boar.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"40 ft.","str":13,"dex":11,"con":14,"int":2,"wis":9,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[{"name":"Bloodied Fury","entries":["While {@status Bloodied|XPHB}, the boar has {@variantrule Advantage|XPHB} on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Piercing damage. If the target is a Medium or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 ({@damage 1d6}) Piercing damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Boar.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"boar-mm","source":"MM"}]},{"id":"boar-mm","name":"Boar","source":"MM","page":319,"srd":false,"image":"bestiary/tokens/MM/Boar.webp","token":"bestiary/tokens/MM/Boar.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":13,"dex":11,"con":12,"int":2,"wis":9,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 ({@damage 1d6}) slashing damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}."]},{"name":"Relentless (Recharges after a Short or Long Rest)","entries":["If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Tusk","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"boar","source":"XMM"}]},{"id":"bodak","name":"Bodak","source":"MPMM","page":64,"srd":false,"image":"bestiary/MPMM/Bodak.webp","token":"bestiary/tokens/MPMM/Bodak.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":15,"dex":16,"con":15,"int":7,"wis":12,"cha":12,"saves":"","skills":"Perception +4, Stealth +6","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 14","languages":"Abyssal, the languages it knew in life","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Death Gaze","entries":["When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a {@dc 13} Constitution saving throw if the bodak isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the {@condition frightened} condition. Otherwise, a creature takes 16 ({@damage 3d10}) psychic damage on a failed save.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw."]},{"name":"Sunlight Hypersensitivity","entries":["The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."]},{"name":"Unusual Nature","entries":["The bodak doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage."]},{"name":"Withering Gaze","entries":["One creature that the bodak can see within 60 feet of it must make a {@dc 13} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Aura of Annihilation","entries":["The bodak activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and Fiends ignore this effect."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.","A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on their chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in this way, then are unleashed to spread death in Orcus's name.","Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly.","A bodak retains vague impressions of its past life. It seeks out its former allies and enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity."],"gallery":[{"path":"bestiary/MPMM/Bodak.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"bodak-vgm","source":"VGM"}]},{"id":"bodak-vgm","name":"Bodak","source":"VGM","page":127,"srd":false,"image":"bestiary/VGM/Bodak.webp","token":"bestiary/tokens/VGM/Bodak.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":15,"dex":16,"con":15,"int":7,"wis":12,"cha":12,"saves":"","skills":"Perception +4, Stealth +6","vulnerabilities":"","resistances":"cold; fire; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 14","languages":"Abyssal, the languages it knew in life","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark, Swamp, Urban","treasure":"","traits":[{"name":"Aura of Annihilation","entries":["The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect."]},{"name":"Death Gaze","entries":["When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a {@dc 13} Constitution saving throw if the bodak isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the {@condition frightened} condition. Otherwise, a creature takes 16 ({@damage 3d10}) psychic damage on a failed save.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw."]},{"name":"Sunlight Hypersensitivity","entries":["The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."]}],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage."]},{"name":"Withering Gaze","entries":["One creature that the bodak can see within 60 feet of it must make a {@dc 13} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.",{"name":"Marked by Orcus","entries":["A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name.","Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. Like each Hierophant of Annihilation, every bodak bears the mark of Orcus as a chest wound, an opening where a mortal humanoid's heart would be.","Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions."],"type":"entries"},{"name":"Unhallowed Fragments","entries":["A bodak retains vague impressions of its past life. It seeks out both its former allies and its former enemies to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity."],"type":"entries"},"Even nature despises bodaks. The sun burns away a bodak's tainted flesh. The creature's gaze lays waste to the living. Anyone a bodak slays with its gaze withers, its face frozen in a mask of terror. The monster's mere presence is so unnatural that it chills the soul. Animals untrained for war instinctively flee just before a bodak arrives.",{"name":"Ravaged Soul","entries":["The soul of a creature that becomes a bodak is so damaged that it is unfit for most forms of magical resurrection. Only a {@spell wish} spell or similar magic can return a bodak to its former life."],"type":"entries"},{"name":"Undead Nature","entries":["A bodak doesn't require air, food, drink, or sleep."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Bodak.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"bodak","source":"MPMM"}]},{"id":"bodhi-irenicus","name":"Bodhi Irenicus","source":"MaBJoV","page":77,"srd":false,"image":"bestiary/MaBJoV/Bodhi Irenicus.webp","token":"bestiary/tokens/MaBJoV/Bodhi Irenicus.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"17","initiative":"+5 (15)","hp":"212 (25d8 + 100)","speed":"30 ft.","str":18,"dex":20,"con":18,"int":16,"wis":15,"cha":18,"saves":"Dex +10, Wis +7, Cha +9","skills":"Perception +7, Stealth +15","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical weapons","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"Common, Elvish, Sylvan","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Bodhi fails a saving throw, she can choose to succeed instead."]},{"name":"Regeneration","entries":["Bodhi regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight. If she takes radiant damage, this trait doesn't function at the start of her next turn."]},{"name":"Rejuvenation","entries":["If Bodhi is destroyed, her body immediately appears in her resting place. She is {@condition paralyzed} until she regains at least 1 hit point. After spending 24 hours in her resting place with 0 hit points, she regains 1 hit point. While {@condition paralyzed} in this manner, if a creature within 60 feet says her name 9 times, Bodhi is permanently destroyed."]},{"name":"Sneak Attack (1/Turn)","entries":["Bodhi deals an extra 28 ({@damage 8d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Bodhi that isn't incapacitated and Bodhi doesn't have disadvantage on the attack roll."]},{"name":"Spider Climb","entries":["Bodhi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Summoned By Name (1/Day)","entries":["If a creature says Bodhi Irenicus's full name 9 times in a row, Bodhi hears her name and becomes aware of the creature. Bodhi knows the exact location and name of the creature that spoke her name. She can then choose, as a free action, to teleport to a location adjacent to the creature. She must choose to do this within 1 minute of hearing her name. This power works even if the creature is on a different plane of existence. 1 minute after teleporting, Bodhi teleports back to where she was located when she heard her name spoken. This occurs even if Bodhi is unwilling and even if she is in an antimagic effect."]},{"name":"Vampire Weaknesses","entries":["Bodhi Irenicus has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Elvish Song","entry":"Bodhi can't abide a song performed in the elvish language. A creature that can speak the elvish language can use an action to sing an elven song. If Bodhi is within 60 feet of the singer and can hear the song, she has disadvantage on attacks and saving throws."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into Bodhi's heart while she is {@condition incapacitated} in her resting place, Bodhi is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Bodhi takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["Bodhi makes three Unarmed Strike attacks, one of which can be a Bite attack instead."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage. Instead of dealing damage, Bodhi can grapple a Medium-sized or smaller target (escape {@dc 18})."]},{"name":"Bite (Panther or Vampire Form Only)","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 14 ({@damage 4d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Bodhi regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Bodhi's control."]},{"name":"Change Shape","entries":["If Bodhi isn't in sunlight, she can polymorph into a Medium panther or back into her true form. While in panther form, Bodhi Irenicus can't speak, her walking speed is 40 feet, and she has a climb speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies."]},{"name":"Charm","entries":["Bodhi targets one Humanoid she can see within 30 feet of her. If the target can see Bodhi, the target must succeed on a {@dc 17} Wisdom saving throw or be {@condition charmed} by Bodhi. The {@condition charmed} target regards Bodhi as a trusted friend to be heeded and protected. Although the target isn't under Bodhi's control, it takes Bodhi's requests or actions in the most favorable way it can. Each time Bodhi or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Bodhi is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Bodhi moves up to her speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Bodhi makes one Unarmed Strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Bodhi makes one Bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Van Richten might think he has the market cornered on books about the undead, but he'd be wrong. I've done a great deal of research on vampires, which you can read about in my upcoming book \"Volo's Guide to Spirits and Specters\". Then you can judge who is the expert about undead."],"by":"Volo"},"Bodhi was born in the elven city of Suldanessellar. She was the sister of the city's greatest mage, Joneleth Icarus, and shared his interest in the arcane arts, even if she didn't have his talent for it. Jealous of her brother's prestige, she left Suldanessellar, searching for secrets that might make her the equal of Jon. During her journeys she came across the wandering folk known as the Vistani.","The Vistani showed her paths into the foul regions of the Shadowfell, where Bodhi encountered the sinister Dark Powers. Bodhi made a pact with these enigmatic beings and they showed her secrets that would allow her to draw power directly from the elven gods.","Returning to Suldanessellar, Bodhi shared the secrets she had discovered with Joneleth. Her whispers enflamed his desire to gain even greater power. She and her brother embarked on a plot to achieve godhood by draining Suldanessellar's Tree of Life of its magical essence. The ritual would have killed most of the elves in the city, but the pair were thwarted by Ellesime, the city's queen.","For their crimes, the siblings were cursed—stripped of their elven longevity and exiled from their home. Bodhi was enraged at what had happened to her. Despite her brother's protests, she returned to Suldanessellar to try and murder the queen. She slaughtered dozens of her kin before Ellesime finally killed her. But Bodhi did not stay dead. Instead, the Dark Powers of the Shadowfell brought her back as a vampire so that she could continue to corrupt her brother and bring about his final downfall as well.","With her newfound powers, Bodhi helped her brother capture dozens of powerful individuals from across the nation of Amn. One of the victims she brought to her brother for torture and experimentation was the Bhaalspawn named Abdel Adrian, mortal son of the God of Murder. Abdel and his half-sister Imoen escaped and sought vengeance against Bodhi. Eventually they tracked her down and staked her in the heart while she slept in her sarcophagus.","But that wasn't the end of Bodhi's story. Her brother suffered his final downfall shortly after her death, completing the pact Bodhi had originally made with the Dark Powers of the Shadowfell. As a result, she and her brother were drawn into a dark reflection of the treetop city in the Domain of Dread. Despite being trapped there, Bodhi and her brother still find ways to torment the elves of Suldanessellar, even as they seek to escape their prison.","Bodhi is exceptionally cruel, sadistic, and evil, delighting in playing with her prey before their destruction. Like her brother, she holds a deep hatred for the elven community she was born into and was later exiled from.",{"type":"entries","name":"Bodhi Irenicus as a Contact","entries":["Bodhi is the primary contact for members of the Order of Icarus at low levels. Bodhi is willing to allow those that she favors to drink from her blood. Doing so grants you one of the supernatural gifts below. You can only ever have one gift from Bodhi.",{"type":"table","caption":"Supernatural Gifts from Bodhi Irenicus","colLabels":["Supernatural Gift","Benefits","Required Level"],"colStyles":["col-2","col-10","col-1 text-right"],"rows":[["Death's gift","You have the benefits of a periapt of wound closure","1"],["Nightmare's gift","You have the benefits of a ring of feather falling","1"],["Lich's gift","You have advantage on saving throws against spells and other magical effects","5"],["Spider's gift","You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check","5"],["Panther's gift","You can cast the {@spell polymorph} spell once per day without using any verbal or somatic components You can only cast it on yourself and it must be a panther","7"],["Vampire's gift","You can cast the {@spell dominate person} spell once per day without using any verbal or somatic components","9"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Bodhi Irenicus.webp"}]},{"id":"bodytaker-plant","name":"Bodytaker Plant","source":"RHW","page":237,"srd":false,"image":"bestiary/RHW/Bodytaker Plants.webp","token":"bestiary/tokens/RHW/Bodytaker Plant.webp","size":"Huge","creatureType":"Plant","alignment":"Neutral Evil","ac":"16","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"10 ft., climb 10 ft., swim 10 ft.","str":18,"dex":8,"con":20,"int":14,"wis":14,"cha":18,"saves":"","skills":"","vulnerabilities":"poison","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; exhaustion; frightened; prone","senses":"Blindsight 120 ft., Passive Perception 12","languages":"telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Grassland, Hill, Swamp","treasure":"Any","traits":[{"name":"Podling Link","entries":["The plant can see through and communicate telepathically with any of its podlings within 10 miles of it. When the plant dies, its podlings also die."]},{"name":"Rejuvenation","entries":["If the plant dies, it revives with all its {@variantrule Hit Points|XPHB} in {@dice 1d10} days. This trait doesn't function if the plant is reduced to 0 {@variantrule Hit Points|XPHB} by Poison damage or its remains are sprinkled with salt."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The plant makes three Vine attacks. It can replace one attack with a use of Entrapping Pod."]},{"name":"Vine","entries":["{@atkr m} {@hit 7}, reach 20 ft. {@h}17 ({@damage 3d8 + 4}) Slashing damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from one of four vines."]},{"name":"Entrapping Pod","entries":["{@actSave str} {@dc 15}, one Large or smaller creature the plant is grappling. {@actSaveFail} The target is pulled into the plant's space, is no longer {@condition Grappled|XPHB}, and is trapped in the plant's pod. While trapped, the target has the {@condition Blinded|XPHB} and {@condition Paralyzed|XPHB} conditions, and it has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the pod. After {@dice 2d4} hours, the trapped target dies, and if it was a Humanoid, a Bodytaker Podling resembling it emerges from the pod.","A creature outside the pod and within 5 feet of the plant can take an action to make a {@dc 14} Strength ({@skill Athletics|XPHB}) check. On a successful check, the target is removed from the pod, falls in a space within 5 feet of the plant, and has the {@condition Prone|XPHB} condition. If the plant dies, the trapped target is no longer {@condition Blinded|XPHB} or {@condition Paralyzed|XPHB} and can escape from the pod using 5 feet of movement, exiting {@condition Prone|XPHB}."]}],"bonusActions":[],"reactions":[{"name":"Transfer Harm","entries":["{@actTrigger} An attack roll hits the plant while a podling is within 5 feet of the plant. {@actResponse} The plant halves the damage it takes from that attack, and the podling takes the other half of the damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A bodytaker plant uses its powerful vines to capture victims or accept captives brought to it by podling servants. The plant drags prey into an attached pod where the captive is dissolved over the course of hours. After the process is complete, a duplicate of the captive emerges as a subservient podling. Nothing of the original creature remains, though its noncompostable gear might be recovered after the bodytaker plant is slain.","A bodytaker plant's podlings are extensions of the plant's will, and the plant has no qualms about sacrificing podlings or using them as shields in battle. While bodytaker plants can communicate telepathically, most do so only in desperate cases, preferring to speak through their podlings—potentially speaking through several at once.","A bodytaker plant grows where its seed fell from space, or it might later have its podlings relocate it to a hidden sanctuary. Roll on or choose a result from the Bodytaker Plant Sanctuary table to inspire where such a plant might grow.",{"type":"table","colLabels":["1d4","The Bodytaker Plant Grows In..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A building converted into a greenhouse."],["2","A hidden caldera or cenote."],["3","An overgrown circle of standing stones."],["4","The sanctuary of a ruined cathedral."]]}]},{"type":"section","name":"Bodytaker Plants","entries":["{@i Body-Snatching Alien Flora}","Bodytaker plants are intelligent organisms that originated on a long-ruined planet of the Material Plane. To outlive their doomed world, these enigmatic plants spread their seeds to the stars. In rare cases, their meteorite-like seeds fall to fertile worlds and take root. What emerges is a new bodytaker plant that seeks to grow and propagate until its kind dominates the entire world. As assistants, the plant creates eerie vegetative duplicates of the world's inhabitants called bodytaker podlings. Podlings serve the bodytaker plants' will, infiltrating societies and replacing the individuals they resemble. Ultimately, podlings seek to isolate inhabitants so they can become fertilizer for the bodytaker plant that created them or fodder for more podlings."]}],"gallery":[{"path":"bestiary/RHW/Bodytaker Plants.webp","title":"A new bodytaker podling emerges from a bodytaker plant","credit":"Antonio José Manzanedo"}],"otherVersions":[{"id":"bodytaker-plant-vrgr","source":"VRGR"}]},{"id":"bodytaker-plant-vrgr","name":"Bodytaker Plant","source":"VRGR","page":226,"srd":false,"image":"bestiary/VRGR/Bodytaker Plant.webp","token":"bestiary/tokens/VRGR/Bodytaker Plant.webp","size":"Huge","creatureType":"Plant","alignment":"","ac":"16","initiative":"-1 (9)","hp":"92 (8d12 + 40)","speed":"10 ft., climb 10 ft., swim 10 ft.","str":18,"dex":8,"con":20,"int":14,"wis":14,"cha":18,"saves":"","skills":"","vulnerabilities":"poison","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; frightened; prone","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 12","languages":"Deep Speech, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Podling Link","entries":["The plant can see through and communicate telepathically with any of its podlings within 10 miles of it."]},{"name":"Rejuvenation","entries":["When the plant dies, it returns to life in the place where it died {@dice 1d12} months later, unless the ground where it took root is sown with salt or soaked with poison."]},{"name":"Unusual Nature","entries":["The plant doesn't require sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The plant makes three Vine Lash attacks."]},{"name":"Vine Lash","entries":["{@atk mw} {@hit 7} to hit, reach 20 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target is {@condition restrained}. The plant has four vines, each of which can grapple one target."]},{"name":"Entrapping Pod","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one Medium or smaller creature {@condition grappled} by the plant. {@h}22 ({@damage 4d8 + 4}) acid damage, and the target is pulled into the plant's space and enveloped by the pod, and the grapple ends. While enveloped, the target is {@condition restrained}, and it has {@quickref Cover||3||total cover} against attacks and effects originating outside the pod. The enveloped target must also immediately succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} by the plant's sapping enzymes until it is removed from the pod or the plant dies. The enveloped target doesn't require air and gains 1 level of {@condition exhaustion} for each hour it spends in the pod. If the target dies while enveloped, it immediately emerges from the pod as a living podling, wearing or carrying all of the original creature's equipment.","As an action, a creature within 5 feet of the bodytaker plant that is outside the pod can open the pod and pull the target free with a successful {@dc 15} Strength check. If the plant dies, the target is no longer {@condition restrained} and can escape from the pod by spending 10 feet of movement, exiting {@condition prone}. The plant has one pod, which can envelop one creature at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Whether hailing from the stars or sprouting from hidden depths, the malicious vegetation known as bodytaker plants seek to become the dominant form of life wherever they appear. These invasive organisms subvert whole societies by consuming individuals and replacing them with duplicates called podlings. Bodytaker plants view themselves as perfect organisms and seek to dominate the lands where they grow. To their minds, a world would be healthier and more efficient were they in control. Anyone who disagrees either lacks perspective or is fit to serve only as fertilizer.","A bodytaker plant roots deep, spreading near-invisible filaments through the soil. Should any of these fibers survive the plant's destruction, the bodytaker plant regrows after a matter of months. Salting or poisoning the soil where it grew destroys these filaments and prevents the plant from reappearing."]}],"gallery":[{"path":"bestiary/VRGR/Bodytaker Plant.webp","credit":"Irina Nordsol"}],"hidden":true,"otherVersions":[{"id":"bodytaker-plant","source":"RHW"}]},{"id":"bodytaker-podling","name":"Bodytaker Podling","source":"RHW","page":236,"srd":false,"image":"bestiary/RHW/Bodytaker Plants.webp","token":"bestiary/tokens/RHW/Bodytaker Podling.webp","size":"Small or Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":10,"wis":10,"cha":10,"saves":"","skills":"Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Blindsight 30 ft., Passive Perception 10","languages":"Deep Speech plus one other language","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest, Grassland, Hill, Swamp","treasure":"Any","traits":[{"name":"Semblance of Life","entries":["The podling is a physical copy of a creature digested by a Bodytaker Plant. The podling has {@variantrule Advantage|XPHB} on Charisma ({@skill Deception|XPHB}) checks made to pass as the digested creature. The podling melts into a slurry when it dies."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A bodytaker podling is a near-perfect replica of a creature consumed by a bodytaker plant. A podling possesses the appearance and memories of the being it duplicates, but it is entirely loyal to the bodytaker plant that created it. Fundamentally, a podling isn't its own creature but an expendable appendage of a bodytaker plant.","Bodytaker podlings frequently exhibit behaviors that suggest their true nature. Most often, they miss the nuances of social interactions. Some might talk in a stilted, jerky cadence or refer to themselves in the third person. Close friends and family members of those replaced by a podling might realize that their loved one has changed, but few imagine the cause behind such a dramatic shift. A podling might try to avoid suspicion by claiming to be ill or redirect doubt by insisting others are behaving oddly. If confronted with evidence of its plant nature, or if caught tending to a bodytaker plant, the podling throws itself into battle and fights to the death.","Roll on or choose a result from the Podling Behaviors table to inspire the unusual habits a podling might demonstrate.",{"type":"table","colLabels":["1d6","The Podling Exhibits the Strange Habit of..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Drinking water from dirty troughs."],["2","Eating one type of food for all meals."],["3","Excessive and unabashed sunbathing."],["4","Forgoing shoes to feel the dirt."],["5","Pausing and listening to unheard sounds."],["6","Whispering to flowers and houseplants."]]}]},{"type":"section","name":"Bodytaker Plants","entries":["{@i Body-Snatching Alien Flora}","Bodytaker plants are intelligent organisms that originated on a long-ruined planet of the Material Plane. To outlive their doomed world, these enigmatic plants spread their seeds to the stars. In rare cases, their meteorite-like seeds fall to fertile worlds and take root. What emerges is a new bodytaker plant that seeks to grow and propagate until its kind dominates the entire world. As assistants, the plant creates eerie vegetative duplicates of the world's inhabitants called bodytaker podlings. Podlings serve the bodytaker plants' will, infiltrating societies and replacing the individuals they resemble. Ultimately, podlings seek to isolate inhabitants so they can become fertilizer for the bodytaker plant that created them or fodder for more podlings."]}],"gallery":[{"path":"bestiary/RHW/Bodytaker Plants.webp","title":"A new bodytaker podling emerges from a bodytaker plant","credit":"Antonio José Manzanedo"}]},{"id":"boggle","name":"Boggle","source":"MPMM","page":65,"srd":false,"image":"bestiary/MPMM/Boggle.webp","token":"bestiary/tokens/MPMM/Boggle.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"14","initiative":"+4 (14)","hp":"18 (4d6 + 4)","speed":"30 ft., climb 30 ft.","str":8,"dex":18,"con":13,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +5, Sleight Of Hand +6, Stealth +6","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Sylvan","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Hill, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Pummel","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage."]},{"name":"Oil Puddle","entries":["The boggle creates a puddle of nonflammable oil. The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is {@quickref difficult terrain||3} for all creatures except boggles and lasts for 1 hour. The oil has one of the following additional effects of the boggle's choice:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Slippery Oil","type":"item","entries":["Any non-boggle creature that enters the puddle or starts its turn there must succeed on a {@dc 11} Dexterity saving throw or fall {@condition prone}."]},{"name":"Sticky Oil","type":"item","entries":["Any non-boggle creature that enters the puddle or starts its turn there must succeed on a {@dc 11} Strength saving throw or be {@condition restrained}. On its turn, a creature can use an action to try to extricate itself, ending the effect and moving into the nearest unoccupied space of its choice with a successful {@dc 11} Strength check."]}]}]}],"bonusActions":[{"name":"Boggle Oil","entries":["The boggle excretes nonflammable oil from its pores, giving itself one of the following benefits of its choice until it uses this bonus action again:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Slippery Oil","type":"item","entries":["The boggle has advantage on Dexterity ({@skill Acrobatics}) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny creature without squeezing."]},{"name":"Sticky Oil","type":"item","entries":["The boggle has advantage on Strength ({@skill Athletics}) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}]}]},{"name":"Dimensional Rift","entries":["The boggle creates an {@condition invisible} and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and a point within 30 feet of it that the boggle can see or specify by distance and direction (such as \"30 feet straight up\"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.","Boggles are born out of feelings of loneliness. They materialize when a sapient being feels isolated or abandoned near a place where the Feywild touches the world. For example, a forsaken child might unintentionally conjure a boggle and see them as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in a hermit's cave.","Boggles engage in petty pranks to amuse themselves, using the oil they excrete to cause trouble. A boggle also isn't above breaking dishes, hiding tools, startling cows to decrease their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief—not mayhem—is usually the intent. If threatened, a boggle flees rather than stand and fight.","A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is {@condition invisible} and disappears after a few seconds—just enough time for the boggle to step, reach, or attack through it."],"gallery":[{"path":"bestiary/MPMM/Boggle.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"boggle-vgm","source":"VGM"}]},{"id":"boggle-vgm","name":"Boggle","source":"VGM","page":128,"srd":false,"image":"bestiary/VGM/Boggle.webp","token":"bestiary/tokens/VGM/Boggle.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"14","initiative":"+4 (14)","hp":"18 (4d6 + 4)","speed":"30 ft., climb 30 ft.","str":8,"dex":18,"con":13,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Sleight Of Hand +6, Stealth +6","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Sylvan","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underdark, Forest, Hill, Urban","treasure":"","traits":[{"name":"Boggle Oil","entries":["The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.","Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity ({@skill Acrobatics}) checks made to escape bonds, squeeze through narrow spaces, and end grapples.","Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength ({@skill Athletics}) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Dimensional Rift","entries":["As a bonus action, the boggle can create an {@condition invisible} and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as \"30 feet straight up\"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn."]},{"name":"Uncanny Smell","entries":["The boggle has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Pummel","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage."]},{"name":"Oil Puddle","entries":["The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is {@quickref difficult terrain||3} For all creatures except boggles and lasts for 1 hour.","If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a {@dc 11} Dexterity saving throw or fall {@condition prone}.","If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a {@dc 11} Strength saving throw or be {@condition restrained}. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful {@dc 11} Strength check."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.","A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in the caves of a hermit.",{"name":"Irksome Pests","entries":["Boggles engage in petty pranks to amuse themselves, passing the time at their hosts' expense. A boggle isn't above breaking dishes, hiding tools, making frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief-not mayhem-is usually its intent. If threatened, a boggle flees rather than stand and fight."],"type":"entries"},{"name":"Oily Excretions","entries":["A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later."],"type":"entries"},{"name":"Twisting Space","entries":["A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds-enough time for the boggle to step, reach, or attack through it."],"type":"entries"},{"name":"Unreliable Allies","entries":["A boggle makes a decent servant for a strong-willed master, and wicked creatures such as fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Boggle.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"boggle","source":"MPMM"}]},{"id":"bol-bara","name":"Bol'bara","source":"EGW","page":261,"srd":false,"image":"bestiary/tokens/EGW/Bol'bara.webp","token":"bestiary/tokens/EGW/Bol'bara.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Good","ac":"13","initiative":"+2 (12)","hp":"40 (9d6 + 9)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dark One's Blessing","entries":["When Bol'bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points."]},{"name":"Nimble Escape","entries":["Bol'bara can take the {@action Disengage} or {@action Hide} action as a bonus action on each of her turns."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Bol'bara's innate spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She can innately cast the following spells, requiring no material components:","At will: {@spell eldritch blast}, {@spell false life}, {@spell mage armor}, {@spell mage hand}","1/day each: {@spell charm person}, {@spell hex}, {@spell hold person}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["Bol'bara makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Eldritch Blast (Cantrip)","entries":["{@atk rs} {@hit 4} to hit, range 120 ft., one creature. {@h}7 ({@damage 1d10 + 2}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Incorporeal Dash","entries":["Bol'bara moves up to her speed. She can move through other creatures and objects as if they were {@quickref difficult terrain||3}. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object."]},{"name":"Zone of Calamity (Costs 2 Actions)","entries":["A 15-foot-radius sphere of magical confusion extends from a point Bol'bara can see within 60 feet of her and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the {@spell confusion} spell (save {@dc 12}). The sphere lasts as long as Bol'bara maintains {@status concentration}, up to 1 minute (as if {@status concentration||concentrating} on a spell)."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[]},{"id":"bone-devil","name":"Bone Devil","source":"XMM","page":52,"srd":true,"image":"bestiary/XMM/Bone Devil.webp","token":"bestiary/tokens/XMM/Bone Devil.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"16","initiative":"+7 (17)","hp":"161 (17d10 + 68)","speed":"40 ft., fly 40 ft.","str":18,"dex":16,"con":18,"int":13,"wis":14,"cha":16,"saves":"Str +8, Int +5, Wis +6, Cha +7","skills":"Deception +7, Insight +6","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 12","languages":"Infernal; telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Planar, Nine Hells","treasure":"Implements","traits":[{"name":"Diabolical Restoration","entries":["If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes two Claw attacks and one Infernal Sting attack."]},{"name":"Claw","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage."]},{"name":"Infernal Sting","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}15 ({@damage 2d10 + 4}) Piercing damage plus 18 ({@damage 4d8}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the devil's next turn. While {@condition Poisoned|XPHB}, the target can't regain {@variantrule Hit Points|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Bone Devil","entries":["{@i Devil of Dread and Obedience}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Bone devils are gaunt, nightmarish Fiends with pallid skin stretched tight over frames that combine human and insectile features. Also known as osyluths, these Fiends command weaker devils and other beings aligned with infernal legions. Bone devils ensure that the commands of hellish sovereigns are exacted efficiently and that non-devils fulfill their commitments to the Nine Hells. They slay those who renege on infernal deals, sending treacherous mortal souls to face unspeakable punishments.","When not serving their diabolical masters, bone devils tempt self-obsessed mortals with promises of other creatures' adulation and obedience. These devils prop up petty tyrants, helping them grow increasingly calloused and amoral.","Bone devils travel across the multiverse to fulfill diabolical orders. If left with no other choices, they might conscript mortals to aid them in their vicious goals. Roll on or choose a result from the Bone Devil Objectives table to inspire a bone devil's goals.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Bone devils are just one of a thousand reasons never to make a deal with a devil, but they're a significant one. Break said deal, and it'll likely be one of these nightmares that drags you down to the Nine Hells."],"by":"Sylvira Savikas, Candlekeep Sage"}]},{"type":"table","caption":"Bone Devil Objectives","colLabels":["1d4","The Bone Devil Seeks To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Capture a soul that escaped the Nine Hells."],["2","Convey a message or make an example of someone in the name of an archdevil."],["3","Find someone who broke a deal with a devil."],["4","Slay someone or steal something as part of its pact with a wicked magic-user."]]}]}],"gallery":[{"path":"bestiary/XMM/Bone Devil.webp","credit":"Nils Hamm"}],"otherVersions":[{"id":"bone-devil-mm","source":"MM"}]},{"id":"bone-devil-mm","name":"Bone Devil","source":"MM","page":71,"srd":false,"image":"bestiary/MM/Bone Devil.webp","token":"bestiary/tokens/MM/Bone Devil.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"142 (15d10 + 60)","speed":"40 ft., fly 40 ft.","str":18,"dex":16,"con":18,"int":13,"wis":14,"cha":16,"saves":"Int +5, Wis +6, Cha +7","skills":"Deception +7, Insight +6","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Infernal, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the devil's darkvision."]},{"name":"Magic Resistance","entries":["The devil has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes three attacks: two with its claws and one with its sting."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]},{"name":"Sting","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 17 ({@damage 5d6}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so.","A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails."]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Bone Devil.webp"},{"path":"bestiary/MM/Bone Devil 2.webp"}],"hidden":true,"otherVersions":[{"id":"bone-devil","source":"XMM"}]},{"id":"bone-knight","name":"Bone Knight","source":"ERLW","page":316,"srd":false,"image":"bestiary/ERLW/Bone Knight.webp","token":"bestiary/tokens/ERLW/Bone Knight.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"20","initiative":"+1 (11)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":18,"dex":13,"con":14,"int":12,"wis":14,"cha":16,"saves":"Wis +5, Cha +6","skills":"Athletics +7, Deception +6, Intimidation +6","vulnerabilities":"","resistances":"necrotic; poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Commander of Bones","entries":["As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a {@dc 14} Wisdom saving throw. On a failed save, the target must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way."]},{"name":"Master of the Pallid Banner","entries":["While within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The knight is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It has the following paladin spells prepared:","Level 1 (4 slots): {@spell command}, {@spell compelled duel}, {@spell hellish rebuke}, {@spell wrathful smite}","Level 2 (3 slots): {@spell branding smite}, {@spell crown of madness}, {@spell darkness}, {@spell find steed}, {@spell magic weapon}"]}],"actions":[{"name":"Multiattack","entries":["The knight attacks twice with one of its weapons."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command squads of undead soldiers as they pursue the sinister goals of Lady Illmarrow.",{"type":"entries","name":"Karrnathi Patriots","entries":["Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. The first bone knights were appointed to provide this control.","Devoted paladins of the Blood of Vol were fused into suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and when donning it, each bone knight understood that their former life was over."]},{"type":"entries","name":"The Fall of the Emerald Claw","entries":["During the Last War, many bone knights took service with the Order of the Emerald Claw, helping that name strike fear into the enemies of Karrnath. In the last decade, King Kaius III of Karrnath has done much to ensure a peaceful end to the Last War. Under the terms of the Treaty of Thronehold, Kaius sealed most of Karrnath's undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside—still bound to their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once-proud order to find a new purpose in the service of Lady Illmarrow."]}]}]}],"gallery":[{"path":"bestiary/ERLW/Bone Knight.webp","credit":"Tomas Giorello"}]},{"id":"bone-naga","name":"Bone Naga","source":"XMM","page":53,"srd":false,"image":"bestiary/XMM/Bone Naga.webp","token":"bestiary/tokens/XMM/Bone Naga.webp","size":"Large","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d10 + 10)","speed":"40 ft.","str":15,"dex":16,"con":12,"int":16,"wis":15,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; paralyzed; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Common plus one other language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The naga casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Mage Hand|XPHB}, {@spell Thaumaturgy|XPHB}","1/day each: {@spell Command|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Lightning Bolt|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The naga makes two Bite attacks. It can replace any attack with a use of Serpentine Gaze."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage plus 7 ({@damage 2d6}) Necrotic damage."]},{"name":"Serpentine Gaze","entries":["{@actSave wis} {@dc 13}, one creature the naga can see within 60 feet. {@actSaveFail} 13 ({@damage 3d6 + 3}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition until the start of the naga's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Bone Naga","entries":["{@i Deathless Serpentine Mind Bender}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Nagas are immortal but not invincible, and powerful magic can end their lives. Bone nagas are skeletal terrors raised from the remains of magically slain nagas or nagas that were killed but that hadn't yet rejuvenated. They are granted unlife through rituals practiced by cultists, yuan-ti, and morbid spirit nagas. These Undead nagas possess magical abilities similar to those they had in life, along with an eerie gaze that can beguile other creatures.","Bone nagas typically obey those who resurrected them, serving their creators as tireless guards and sharing the lore they collected in life. Undeath disrupts the perfect memory bone nagas enjoyed while alive, leaving them with gaps in their memories or details scrambled into puzzle-like jumbles.","In rare cases, bone nagas continue to pursue the goals they had while alive instead of serving other creatures. Most free-willed bone nagas are evil beings raised from spirit naga remains, but in unusual instances, bone nagas created from guardian nagas continue good, albeit confused, existences."]}],"gallery":[{"path":"bestiary/XMM/Bone Naga.webp","credit":"Viko Menezes"}]},{"id":"bone-naga-guardian","name":"Bone Naga (Guardian)","source":"MM","page":233,"srd":false,"image":"bestiary/MM/Bone Naga.webp","token":"bestiary/tokens/MM/Bone Naga (Guardian).webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"58 (9d10 + 9)","speed":"30 ft.","str":15,"dex":16,"con":12,"int":15,"wis":15,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common plus one other language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The naga is a 5th-level spellcaster (spell save {@dc 12}, {@hit 4} to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared:","Cantrips (at will): {@spell mending}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell shield of faith}","Level 2 (3 slots): {@spell calm emotions}, {@spell hold person}","Level 3 (2 slots): {@spell bestow curse}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life.",{"type":"section","name":"Nagas","entries":["Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.","The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.","Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Benevolent Dictators and Brutal Tyrants","entries":["A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain."],"type":"entries"},{"name":"Rivalry","entries":["Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority."],"type":"entries"},{"name":"Immortal Nature","entries":["A naga doesn't require air, food, drink, or sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Bone Naga.webp"}]},{"id":"bone-naga-spirit","name":"Bone Naga (Spirit)","source":"MM","page":233,"srd":false,"image":"bestiary/MM/Bone Naga.webp","token":"bestiary/tokens/MM/Bone Naga (Spirit).webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"58 (9d10 + 9)","speed":"30 ft.","str":15,"dex":16,"con":12,"int":15,"wis":15,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common plus one other language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The naga is a 5th-level spellcaster (spell save {@dc 12}, {@hit 4} to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell ray of frost}","Level 1 (4 slots): {@spell charm person}, {@spell sleep}","Level 2 (3 slots): {@spell detect thoughts}, {@spell hold person}","Level 3 (2 slots): {@spell lightning bolt}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life.",{"type":"section","name":"Nagas","entries":["Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.","The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.","Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Benevolent Dictators and Brutal Tyrants","entries":["A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain."],"type":"entries"},{"name":"Rivalry","entries":["Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority."],"type":"entries"},{"name":"Immortal Nature","entries":["A naga doesn't require air, food, drink, or sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Bone Naga.webp"}]},{"id":"bone-roc","name":"Bone Roc","source":"VEoR","page":211,"srd":false,"image":"bestiary/VEoR/Bone Roc.webp","token":"bestiary/tokens/VEoR/Bone Roc.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+5 (15)","hp":"133 (14d12 + 42)","speed":"15 ft., fly 90 ft.","str":18,"dex":20,"con":16,"int":2,"wis":17,"cha":10,"saves":"Dex +8, Wis +6","skills":"Perception +6","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bone roc makes one Beak attack and two Talons attacks."]},{"name":"Beak","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 10 ({@damage 3d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name, bone rocs aren't always reanimated skeletons of rocs. You may customize a bone roc by rolling on the Bone Roc Sources table to determine the type of bones used and how that affects its stat block.",{"type":"table","colLabels":["d6","Bone Source"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Axe Beak. The bone roc's walking speed is 50 feet."],["2","Cockatrice. A creature hit by the bone roc's Beak attack must succeed on a {@dc 14} Constitution saving throw or have its speed reduced by 10 feet until the start of the bone roc's next turn."],["3","Giant Owl. The bone roc's modifier for Dexterity ({@skill Stealth}) checks is +8."],["4","Peryton. The bone roc has resistance to slashing damage from nonmagical attacks."],["5","Pteranodon. The bone roc doesn't provoke an opportunity attack when it flies out of an enemy's reach."],["6","Roc. The bone roc's size is Gargantuan, and its flying speed is 120 feet. Its Hit Dice remain unchanged."]]}]}],"gallery":[{"path":"bestiary/VEoR/Bone Roc.webp"}]},{"id":"bone-whelk","name":"Bone Whelk","source":"BGDIA","page":119,"srd":false,"image":"bestiary/BGDIA/Bone Whelk.webp","token":"bestiary/tokens/BGDIA/Bone Whelk.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"-3 (7)","hp":"27 (5d10)","speed":"15 ft., climb 15 ft.","str":10,"dex":5,"con":11,"int":6,"wis":9,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Adhesive","entries":["The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is {@condition grappled} by it (escape {@dc 10})."]},{"name":"Death Scream","entries":["When the bone whelk dies, it emits a blood-curdling shriek than can be heard out to a range of 120 feet. This shriek causes nonmagical, organic material within 10 feet of the bone whelk to rot. Each creature within 10 feet of the bone whelk when it dies takes 9 ({@damage 2d8}) necrotic damage."]},{"name":"Spider Climb","entries":["The bone whelk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d8}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bone whelks are large mollusks that excrete an adhesive to attach skulls, bones, and other detritus to their bodies for protection."]}]}],"gallery":[{"path":"bestiary/BGDIA/Bone Whelk.webp"}]},{"id":"boneclaw","name":"Boneclaw","source":"MPMM","page":66,"srd":false,"image":"bestiary/MPMM/Boneclaw.webp","token":"bestiary/tokens/MPMM/Boneclaw.webp","size":"Large","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"150 (20d10 + 40)","speed":"40 ft.","str":19,"dex":16,"con":15,"int":13,"wis":15,"cha":9,"saves":"Dex +7, Con +6, Wis +6","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"cold; necrotic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common plus one language spoken by its master","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Arctic, Desert, Urban","treasure":"","traits":[{"name":"Rejuvenation","entries":["While its master lives, a destroyed boneclaw gains a new body in {@dice 1d10} hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master."]},{"name":"Unusual Nature","entries":["The boneclaw doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The boneclaw makes two Piercing Claw attacks."]},{"name":"Piercing Claw","entries":["{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage plus 11 ({@damage 2d10}) necrotic damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is {@condition grappled} (escape {@dc 14}). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target."]},{"name":"Shadow Jump {@recharge 5}","entries":["If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 15 feet of it must succeed on a {@dc 14} Constitution saving throw or take 34 ({@damage 5d12 + 2}) necrotic damage.","The boneclaw then teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the boneclaw takes the {@action Hide} action."]}],"reactions":[{"name":"Deadly Reach","entries":["In response to a creature entering a space within 15 feet of it, the boneclaw makes one Piercing Claw attack against that creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling monsters share a few of liches' attributes, but while liches are immortal masters of the arcane, boneclaws are thralls to evil, hatred, and pain.","The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a master—a person within a few miles who has a hate-filled heart. The soul bonds to that person and becomes enslaved to its new master's wishes. The boneclaw forms near its master, sometimes appearing before that individual to receive orders and other times simply seeking to fulfill its master's desires.","A boneclaw can serve only an evil creature. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is destroyed. Otherwise, a boneclaw can't be destroyed while its master lives. No matter what happens to the boneclaw's body, it re-forms within hours.","In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart."],"gallery":[{"path":"bestiary/MPMM/Boneclaw.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"boneclaw-mtf","source":"MTF"}]},{"id":"boneclaw-mtf","name":"Boneclaw","source":"MTF","page":121,"srd":false,"image":"bestiary/MTF/Boneclaw.webp","token":"bestiary/tokens/MTF/Boneclaw.webp","size":"Large","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"127 (17d10 + 34)","speed":"40 ft.","str":19,"dex":16,"con":15,"int":13,"wis":15,"cha":9,"saves":"Dex +7, Con +6, Wis +6","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common plus the main language of its master","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Arctic, Desert, Urban","treasure":"","traits":[{"name":"Rejuvenation","entries":["While its master lives, a destroyed boneclaw gains a new body in {@dice 1d10} hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the boneclaw can take the {@action Hide} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The boneclaw makes two claw attacks."]},{"name":"Piercing Claw","entries":["{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is {@condition grappled} (escape {@dc 14}). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target."]},{"name":"Shadow Jump","entries":["If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a {@dc 14} Constitution saving throw or take 34 ({@damage 5d12 + 2}) necrotic damage.","The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness."]}],"bonusActions":[],"reactions":[{"name":"Deadly Reach","entries":["In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Boneclaw","entries":["A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich's attributes—but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain.","The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master—a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires.",{"type":"entries","name":"Limited Immortality","entries":["A boneclaw can't be destroyed while its master lives. No matter what happens to a boneclaw's body, it re-forms within hours and returns to whatever duty its master assigned.","The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed."]}]},{"name":"Cackling Slayers","type":"entries","entries":["Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death."]},{"name":"Dark Reflections","type":"entries","entries":["A boneclaw's master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master's envy or hunger for revenge."]},{"name":"Undead Nature","type":"entries","entries":["A boneclaw doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MTF/Boneclaw.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"boneclaw","source":"MPMM"}]},{"id":"boneless","name":"Boneless","source":"RHW","page":238,"srd":false,"image":"bestiary/RHW/Boneless.webp","token":"bestiary/tokens/RHW/Boneless.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":15,"dex":14,"con":12,"int":1,"wis":10,"cha":1,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"bludgeoning","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"understands Common but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Any","treasure":"","traits":[{"name":"Abduct","entries":["The boneless needn't spend extra movement to move a creature it is grappling."]},{"name":"Compression","entries":["The boneless can move through a space as narrow as 1 inch without expending extra movement to do so."]}],"spellcasting":[],"actions":[{"name":"Smother","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d4 + 2}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12}). Until the grapple ends, the target has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions, is suffocating, and takes 7 ({@damage 2d4 + 2}) Bludgeoning damage at the start of each of the boneless's turns. The boneless can smother only one creature at a time. While grappling a target, the boneless can't take this action again."]}],"bonusActions":[{"name":"Unraveling Flesh (1/Day)","entries":["{@actSave wis} {@dc 11}, each creature within 30 feet that can see the boneless. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition. {@actSaveSuccessOrFail} The boneless moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Flayed Flesh with Murderous Intent}","Boneless are the animate skins of crushed or flensed humanoids. They rise from the corpses of those who suffered brutal ends such as flaying, crushing, or cannibalism. These hateful skins might seek vengeance, constricting and smothering victims using their elastic bodies. Alternatively, necromancers might create boneless to serve as stealthy assassins.","Vile magic-users might order a boneless to hang like a grotesque banner or adorn a skeleton or zombie. When foes approach, the boneless peels away from its surroundings or undead ally to face them."]}],"gallery":[{"path":"bestiary/RHW/Boneless.webp","credit":"Valera Lutfullina"}],"otherVersions":[{"id":"boneless-vrgr","source":"VRGR"}]},{"id":"boneless-vrgr","name":"Boneless","source":"VRGR","page":228,"srd":false,"image":"bestiary/VRGR/Boneless.webp","token":"bestiary/tokens/VRGR/Boneless.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"12","initiative":"+2 (12)","hp":"26 (4d8 + 8)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":1,"wis":10,"cha":1,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"bludgeoning; poison","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages it knew in life but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Compression","entries":["The boneless can move through any opening at least 1 inch wide without squeezing. It can also squeeze to fit into a space that a Tiny creature could fit in."]},{"name":"Unusual Nature","entries":["The boneless doesn't require sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The boneless makes two Slam attacks. If both attacks hit a Large or smaller creature, the creature is {@condition grappled} (escape {@dc 13}), and the boneless can use Crushing Embrace."]},{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]},{"name":"Crushing Embrace","entries":["The boneless wraps its body around a Large or smaller creature {@condition grappled} by it. While the boneless is attached, the target is {@condition blinded} and is unable to breathe. The target must succeed on a {@dc 13} Strength saving throw at the start of each of the boneless' turns or take 5 ({@damage 1d4 + 3}) bludgeoning damage. If something moves the target, the boneless moves with it. The boneless can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to try to detach the boneless and force it to move into the nearest unoccupied space, doing so with a successful {@dc 13} Strength check. When the boneless dies, it detaches from any creature it is attached to."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Not all animate corpses shamble from their graves. Boneless are undead remains devoid of skeletons. Most rise from the bodies of those who've suffered brutal ends, such as deliberate skinning or crushing. Deathless malice infuses what remains, their husks flopping and slithering in pursuit of vengeance or at the whims of sinister masters. Slipping through cracks and under doors, these stealthy undead seek to adorn living frames once more, wrapping themselves around their victims and wringing them to death in their full-body grip.","Boneless arise in a variety of forms. While the animate skins of specific creatures are the most common, foul spellcasters might create these horrors from the scraps of failed experiments, necromantic slurries, heaps of discarded hair, abattoirs, and charnel concoctions. These origins don't affect a boneless's statistics but lend it distinct forms.","Whether through accident or depraved genius, some villains use one corpse to create two separate undead. Boneless might adorn the frames of other undead, like skeletons or zombies. The sight of a boneless peeling itself from its independently undead frame haunts the nightmares of many seasoned monster hunters."]}],"gallery":[{"path":"bestiary/VRGR/Boneless.webp","credit":"Olga Drebas"}],"hidden":true,"otherVersions":[{"id":"boneless","source":"RHW"}]},{"id":"bonnie","name":"Bonnie","source":"WDH","page":20,"srd":false,"image":"bestiary/WDH/Bonnie.webp","token":"bestiary/tokens/WDH/Bonnie.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"52 (8d8 + 16)","speed":"20 ft.","str":11,"dex":18,"con":14,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Insight +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["Bonnie can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Ambusher","entries":["In the first round of a combat, Bonnie has advantage on attack rolls against any creature it {@status surprised}."]},{"name":"Surprise Attack","entries":["If Bonnie surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@damage 3d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Bonnie makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage."]},{"name":"Read Thoughts","entries":["Bonnie magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's {@status concentration} isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Human barmaid}",{"type":"quote","entries":["Many adventurers pass though the Yawning Portal on their way to greatness. All of them try the ale."]}],"gallery":[{"path":"bestiary/WDH/Bonnie.webp"}]},{"id":"boontu-monkey","name":"Boontu Monkey","source":"AWM","page":30,"srd":false,"image":"bestiary/tokens/AWM/Boontu Monkey.webp","token":"bestiary/tokens/AWM/Boontu Monkey.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3","speed":"20 ft., climb 20 ft.","str":8,"dex":14,"con":11,"int":5,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The Boontu monkey has advantage on an attack roll against a creature if at least one of the boontu monkey's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Boontu monkeys are skittish and furtive creatures that are greedy and are always on the lookout for food. Although they are greedy, they never eat the sacred golden nuts from the boontu tree in which they live.","Some say that they were once greedy thieves that were turned to monkeys by a powerful dryad who caught them stealing the nuts from her sacred tree."]},{"id":"booyahg-booyahg-booyahg","name":"Booyahg Booyahg Booyahg","source":"VGM","page":43,"srd":false,"image":"bestiary/tokens/VGM/Booyahg Booyahg Booyahg.webp","token":"bestiary/tokens/VGM/Booyahg Booyahg Booyahg.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Wild Magic","entries":["Each time the goblin casts a spell (including cantrips), there is an accompanying surge of wild magic; roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB} to determine the wild magic effect."]}],"spellcasting":[{"name":"Spellcasting","entries":["The goblin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell goblin hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell goblin armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Each time the goblin casts a spell, there is an accompanying surge of wild magic; roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB} to determine the wild magic effect."]}]},{"type":"entries","name":"Booyahgs","entries":["Spellcasters of any sort among the goblins are rare. Goblins typically lack the intelligence and patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power know a goblin is unlikely to be able to uphold its end of any bargain.","Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is \"booyahg,\" and the word is part of the name they give to any of its practitioners.","A goblin with access to booyahg becomes a member of the lashers and can often rise to the role of boss."]}]},{"id":"booyahg-caster","name":"Booyahg Caster","source":"VGM","page":42,"srd":false,"image":"bestiary/tokens/VGM/Booyahg Caster.webp","token":"bestiary/tokens/VGM/Booyahg Caster.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Nimble Escape","entries":["The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[{"name":"Spellcasting","entries":["The goblin can cast a randomly determined {@filter 1st-level wizard spell|spells|level=1|class=wizard} once per day. Intelligence is its spellcasting ability (spell save {@dc 10}, {@hit 2} to hit with spell attacks)."]}],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This goblin served under a hobgoblin wizard, stole a look at its master's spellbook, and learned a little wizardry by aping the gestures and words it remembered. The goblin can cast a randomly determined 1st-level wizard spell once per day. Intelligence is its spellcasting ability."]}]},{"type":"entries","name":"Booyahgs","entries":["Spellcasters of any sort among the goblins are rare. Goblins typically lack the intelligence and patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power know a goblin is unlikely to be able to uphold its end of any bargain.","Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is \"booyahg,\" and the word is part of the name they give to any of its practitioners.","A goblin with access to booyahg becomes a member of the lashers and can often rise to the role of boss."]}]},{"id":"booyahg-slave-of-the-archfey","name":"Booyahg Slave of the Archfey","source":"VGM","page":42,"srd":false,"image":"bestiary/tokens/VGM/Booyahg Slave of the Archfey.webp","token":"bestiary/tokens/VGM/Booyahg Slave of the Archfey.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"49 (11d8)","speed":"30 ft.","str":9,"dex":13,"con":11,"int":11,"wis":12,"cha":18,"saves":"Wis +3, Cha +6","skills":"Arcana +2, Deception +6, Nature +2, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Passive Perception 11","languages":"any two languages (usually Sylvan)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Arctic, Forest, Mountain, Swamp, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting","entries":["The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:","At will: {@spell disguise self}, {@spell mage armor} (self only), {@spell silent image}, {@spell speak with animals}","1/day: {@spell conjure fey}"]},{"name":"Spellcasting","entries":["The goblin is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell dancing lights}, {@spell eldritch blast}, {@spell friends}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell vicious mockery}","Level 5 (3 slots): {@spell blink}, {@spell charm person}, {@spell dimension door}, {@spell dominate beast}, {@spell faerie fire}, {@spell fear}, {@spell hold monster}, {@spell misty step}, {@spell phantasmal force}, {@spell seeming}, {@spell sleep}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Misty Escape (Recharges after a Short or Long Rest)","entries":["In response to taking damage, the goblin turns {@condition invisible} and teleports up to 60 feet to an unoccupied space it can see. It remains {@condition invisible} until the start of its next turn or until it attacks, makes a damage roll, or casts a spell."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This goblin warlock serves a patron who can extract payment in flesh if the goblin doesn't do as promised. Often this patron is a coven of hags serving as the tribe's boss, a fiend that has made its way into the world, or an undying lord such as a lich or a vampire. (For more information on undying lord patrons, see the {@book Sword Coast Adventurer's Guide|SCAG})."]}]},{"type":"entries","name":"Booyahgs","entries":["Spellcasters of any sort among the goblins are rare. Goblins typically lack the intelligence and patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power know a goblin is unlikely to be able to uphold its end of any bargain.","Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is \"booyahg,\" and the word is part of the name they give to any of its practitioners.","A goblin with access to booyahg becomes a member of the lashers and can often rise to the role of boss."]}]},{"id":"booyahg-slave-of-the-fiend","name":"Booyahg Slave of the Fiend","source":"VGM","page":42,"srd":false,"image":"bestiary/tokens/VGM/Booyahg Slave of the Fiend.webp","token":"bestiary/tokens/VGM/Booyahg Slave of the Fiend.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":10,"dex":14,"con":15,"int":12,"wis":12,"cha":18,"saves":"Wis +4, Cha +7","skills":"Arcana +4, Deception +7, Persuasion +7, Religion +4","vulnerabilities":"","resistances":"slashing from nonmagical attacks not made with silvered weapons","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"any two languages (usually Abyssal or Infernal)","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Arctic, Desert, Underdark, Urban","treasure":"","traits":[{"name":"Dark One's Own Luck (Recharges after a Short or Long Rest)","entries":["When the goblin makes an ability check or saving throw, it can add a {@dice d10} to the roll. It can do this after the roll is made but before any of the roll's effects occur."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:","At will: {@spell alter self}, {@spell false life}, {@spell levitate} (self only), {@spell mage armor} (self only), {@spell silent image}","1/day each: {@spell feeblemind}, {@spell finger of death}, {@spell plane shift}"]},{"name":"Spellcasting","entries":["The goblin is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell eldritch blast}, {@spell fire bolt}, {@spell friends}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell shocking grasp}","Level 5 (4 slots): {@spell banishment}, {@spell burning hands}, {@spell flame strike}, {@spell hellish rebuke}, {@spell magic circle}, {@spell scorching ray}, {@spell scrying}, {@spell stinking cloud}, {@spell suggestion}, {@spell wall of fire}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This goblin warlock serves a patron who can extract payment in flesh if the goblin doesn't do as promised. Often this patron is a coven of hags serving as the tribe's boss, a fiend that has made its way into the world, or an undying lord such as a lich or a vampire. (For more information on undying lord patrons, see the {@book Sword Coast Adventurer's Guide|SCAG})."]}]},{"type":"entries","name":"Booyahgs","entries":["Spellcasters of any sort among the goblins are rare. Goblins typically lack the intelligence and patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power know a goblin is unlikely to be able to uphold its end of any bargain.","Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is \"booyahg,\" and the word is part of the name they give to any of its practitioners.","A goblin with access to booyahg becomes a member of the lashers and can often rise to the role of boss."]}]},{"id":"booyahg-slave-of-the-great-old-one","name":"Booyahg Slave of the Great Old One","source":"VGM","page":42,"srd":false,"image":"bestiary/tokens/VGM/Booyahg Slave of the Great Old One.webp","token":"bestiary/tokens/VGM/Booyahg Slave of the Great Old One.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":9,"dex":14,"con":15,"int":12,"wis":12,"cha":18,"saves":"Wis +4, Cha +7","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"any two languages, telepathy 30 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert, Hill, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Whispering Aura","entries":["At the start of each of the goblin's turns, each creature of its choice within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage, provided that the warlock isn't {@condition incapacitated}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:","At will: {@spell detect magic}, {@spell jump}, {@spell levitate}, {@spell mage armor} (self only), {@spell speak with dead}","1/day each: {@spell arcane gate}, {@spell true seeing}"]},{"name":"Spellcasting","entries":["The goblin is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast}, {@spell guidance}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell shocking grasp}","Level 5 (3 slots): {@spell armor of Agathys}, {@spell arms of Hadar}, {@spell crown of madness}, {@spell clairvoyance}, {@spell contact other plane}, {@spell detect thoughts}, {@spell dimension door}, {@spell dissonant whispers}, {@spell dominate beast}, {@spell telekinesis}, {@spell vampiric touch}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This goblin warlock serves a patron who can extract payment in flesh if the goblin doesn't do as promised. Often this patron is a coven of hags serving as the tribe's boss, a fiend that has made its way into the world, or an undying lord such as a lich or a vampire. (For more information on undying lord patrons, see the {@book Sword Coast Adventurer's Guide|SCAG})."]}]},{"type":"entries","name":"Booyahgs","entries":["Spellcasters of any sort among the goblins are rare. Goblins typically lack the intelligence and patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power know a goblin is unlikely to be able to uphold its end of any bargain.","Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is \"booyahg,\" and the word is part of the name they give to any of its practitioners.","A goblin with access to booyahg becomes a member of the lashers and can often rise to the role of boss."]}]},{"id":"booyahg-whip","name":"Booyahg Whip","source":"VGM","page":42,"srd":false,"image":"bestiary/tokens/VGM/Booyahg Whip.webp","token":"bestiary/tokens/VGM/Booyahg Whip.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Nimble Escape","entries":["The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]},{"name":"Khurgorbaeyag's Gift","entries":["Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has {@dice 1d3} other {@creature goblin||goblins} that slavishly obey its orders."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has {@dice 1d3} other goblins that slavishly obey its orders."]}]},{"type":"entries","name":"Booyahgs","entries":["Spellcasters of any sort among the goblins are rare. Goblins typically lack the intelligence and patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power know a goblin is unlikely to be able to uphold its end of any bargain.","Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is \"booyahg,\" and the word is part of the name they give to any of its practitioners.","A goblin with access to booyahg becomes a member of the lashers and can often rise to the role of boss."]}]},{"id":"booyahg-wielder","name":"Booyahg Wielder","source":"VGM","page":42,"srd":false,"image":"bestiary/tokens/VGM/Booyahg Wielder.webp","token":"bestiary/tokens/VGM/Booyahg Wielder.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Nimble Escape","entries":["The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]},{"name":"Special Equipment","entries":["The goblin found a magic item (a {@item necklace of fireballs}, a {@item circlet of blasting}, or the like) and learned how to use it."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This goblin found a magic item (a {@item necklace of fireballs}, a {@item circlet of blasting}, or the like) and learned how to use it."]}]},{"type":"entries","name":"Booyahgs","entries":["Spellcasters of any sort among the goblins are rare. Goblins typically lack the intelligence and patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and Khurgorbaeyag seems to dislike sharing his divine power with his followers. And although many goblins would readily offer anything to have the abilities of a warlock, the patrons that grant such power know a goblin is unlikely to be able to uphold its end of any bargain.","Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is \"booyahg,\" and the word is part of the name they give to any of its practitioners.","A goblin with access to booyahg becomes a member of the lashers and can often rise to the role of boss."]}]},{"id":"borborygmos","name":"Borborygmos","source":"GGR","page":238,"srd":false,"image":"bestiary/GGR/Borborygmos.webp","token":"bestiary/tokens/GGR/Borborygmos.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Neutral","ac":"14","initiative":"+0 (10)","hp":"270 (20d12 + 140)","speed":"40 ft.","str":24,"dex":11,"con":24,"int":8,"wis":17,"cha":16,"saves":"Str +13, Con +13, Wis +9","skills":"Athletics +13, Insight +9, Survival +9","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"tremorsense 60 ft., Passive Perception 13","languages":"Common, Giant","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Borborygmos fails a saving throw, he can choose to succeed instead."]},{"name":"Poor Depth Perception","entries":["Borborygmos has disadvantage on any attack roll against a target more than 30 feet away."]},{"name":"Siege Monster","entries":["Borborygmos deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp."]},{"name":"Maul","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}."]},{"name":"Stomp","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 13} to hit, range 30/120 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Borborygmos's choice that is within 60 feet of him and can see or hear him must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} of him for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Frightful Presence for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Borborygmos makes a weapon attack."]},{"name":"Bellow (Costs 2 Actions)","entries":["Borborygmos yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} of him for 1 minute. If the creature is already {@condition frightened}, it becomes {@condition stunned} instead. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Bellow for the next 24 hours."]},{"name":"Wide Berth (Costs 3 Actions)","entries":["Borborygmos moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Borborygmos enters a creature's space during this move, the creature must make a {@dc 21} Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Borborygmos. If the saving throw fails, that creature is knocked {@condition prone}, and Borborygmos can make a stomp attack against it."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["For decades, the enormous cyclops Borborygmos has commanded the respect and obedience of the Gruul Clans by defeating all who challenged him. He embodies the raging fire that the Gruul believe burns in their bellies, and his wrath toward the civilization of Ravnica knows no bounds.",{"name":"Mightiest of the Mighty","type":"entries","entries":["Borborygmos leads the Burning Tree clan, which is the largest and most diverse of the Gruul Clans. He is almost always accompanied by other members of his clan-not because he needs their protection, but because they might need his. His companions include creatures ranging from burly giants to cowering goblins.","The Gruul follow strength, and Borborygmos holds his position only because he has proved stronger than any challenger."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Borborygmos.webp","credit":"Todd Lockwood"}]},{"id":"bore-worm","name":"Bore Worm","source":"WDMM","page":171,"srd":false,"image":"bestiary/WDMM/Bore Worm.webp","token":"bestiary/tokens/WDMM/Bore Worm.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"-2 (8)","hp":"247 (15d20 + 90)","speed":"50 ft., burrow 30 ft.","str":28,"dex":7,"con":22,"int":1,"wis":8,"cha":4,"saves":"Con +11, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; prone","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 9","languages":"","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Tunneler","entries":["The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]},{"name":"Regeneration","entries":["The worm regains 10 hit points at the start of each of its turns if it has at least 1 hit point."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The worm makes two attacks: one with its grinding jaws and one with its stinger."]},{"name":"Grinding Jaws","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) slashing damage."]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage, and the target must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Trobriand modeled this 100-foot-long, 15-foot-diameter drilling machine after a purple worm. Unless Trobriand commands it to do otherwise, the worm tirelessly moves through well-worn tunnels and trenches. It mindlessly attacks anything that gets in its way, and occasionally ventures up to level 12 or down to level 14. Characters hear it long before they see it."]}]}]}],"gallery":[{"path":"bestiary/WDMM/Bore Worm.webp","credit":"Craig J Spearing"}]},{"id":"borivik-windheim","name":"Borivik Windheim","source":"MaBJoV","page":56,"srd":false,"image":"bestiary/MaBJoV/Borivik Windheim.webp","token":"bestiary/tokens/MaBJoV/Borivik Windheim.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"17","initiative":"+5 (15)","hp":"195 (30d8 + 60)","speed":"30 ft.","str":11,"dex":20,"con":14,"int":11,"wis":16,"cha":11,"saves":"Dex +9, Wis +7","skills":"Nature +8, Perception +11, Stealth +13, Survival +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 21","languages":"Common, Elvish, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Bolts of Undead Slaying","entries":["Borivik has a half-dozen bolts of undead slaying. If he strikes an Undead creature with one of these magic bolts, it must make a {@dc 17} Constitution saving throw, taking an extra 33 ({@damage 6d10}) piercing damage on a failed save, or half as much extra damage on a successful one."]}],"spellcasting":[{"name":"Spellcasting","entries":["Borivik casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell ensnaring strike}, {@spell speak with animals}","2/day each: {@spell cordon of arrows}, {@spell daylight}, {@spell lesser restoration}, {@spell nondetection}"]}],"actions":[{"name":"Multiattack","entries":["Borivik makes two Shortsword attacks or two Heavy Crossbow attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 9} to hit, ranged 100/400 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]}],"bonusActions":[{"name":"Crossbow Expert","entries":["Borivik adds {@damage 1d10} to his next attack or damage roll with his Heavy Crossbow attack."]},{"name":"Nimble Escape","entries":["Borivik can take the {@action Disengage} or {@action Hide} action."]}],"reactions":[{"name":"Enduring Response","entries":["When Borivik takes acid, cold, fire, lightning, or thunder damage, he gains immunity to that damage type until the start of his next turn. Also, the first time he hits with a Shortsword attack on his next turn, the target takes an extra 10 ({@damage 3d6}) of the triggering damage type."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Borovik Windheim is a skilled ranger and undead hunter originally from the distant lands of Oerth. He was a scout for the ancient Order of the Heart. Long ago, Borovik was leading a small band of the Order of the Heart when a strange mist rose and carried them to the Shadowfell. One by one, the horrors of that land took Borovik's companions, until Borovik was the lone survivor. Borovik blamed himself for the deaths of so many of his close friends, but he never succumbed to despair.","Borovik's will to survive allowed him to cease being the hunted and instead become the hunter. He learned everything he could in a land overrun with undead and aberrations of nature. During his time in the Shadowfell he became a master at hunting and killing undead. He even was mentored by the famous vampire hunter, Rudolph Van Richten. He also forged a friendship with two men who would become his closest companions, Lothar an Uthgardt barbarian and Viktor a holy warrior.","Borovik comes across as eccentric and strange to those that don't know him well. At times, Borovik will have one sided conversations with his long dead companions from the Order of the Heart. It is a coping mechanism that he learned during his time in the Shadowfell and also a way for him to keep their memory alive.","With the help of his companion Lothar, Borivik escaped the Shadowfell to the world of Faerûn. There he came into contact with the Flaming Fist. They helped him recover from the horrors he had endured in the Shadowfell and in recompense, Borivik became one of their most ardent supporters.","Borivik's weapon of choice is a heavy crossbow. He carries with him a wide array of ammunition and other paraphernalia designed to kill all kinds of monsters with a focus on items that can be used on denizens of the Shadowfell. He is willing to share his experience in fighting the undead with any who express interest.",{"type":"entries","name":"Borivik as a Contact","entries":["Borivik becomes available as a contact for the Flaming Fist at 7th level.",{"type":"table","caption":"Ammunition Available from Nauk","colLabels":["Ammunition","Required Level","Cost"],"colStyles":["col-5","col-3 text-right","col-4"],"rows":[["Ammunition, +1","1","50 gp per ammunition"],["Antitoxin","1","30 gp"],["Holy water","1","10 gp"],["Ammunition, +2","9","200 gp per ammunition"],["Oil of slipperiness","9","250 gp"],["Dust of disappearance","9","300 gp"],["Dust of dryness","9","200 gp"],["Ring of resistance—necrotic","9","1000 gp"],["Ammunition, +3","12","1000 gp per ammunition"],["Arrow/bolt of undead slaying","14","5000 gp per ammunition"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Borivik Windheim.webp"}]},{"id":"boromar-smuggler","name":"Boromar Smuggler","source":"EFA","page":57,"srd":false,"image":"bestiary/EFA/Boromar Smuggler.webp","token":"bestiary/tokens/EFA/Boromar Smuggler.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Neutral Evil","ac":"13","initiative":"+4 (14)","hp":"27 (6d6 + 6)","speed":"40 ft.","str":11,"dex":15,"con":12,"int":11,"wis":10,"cha":14,"saves":"Dex +4, Wis +2","skills":"Perception +2, Sleight Of Hand +6, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Halfling, Thieves' cant","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hustle","entries":["The smuggler can move through the space of any creature that is of a larger size, but it can't stop there."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 2 ({@damage 1d4}) Poison damage."]},{"name":"Pistol","entries":["{@atkr r} {@hit 4}, range 30/90 ft. {@h}7 ({@damage 1d10 + 2}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Smugglers employed by the Boromar Clan (mostly halflings) are notoriously hard to catch. These speedy criminals traffic everything from narcotics to illegal arcane weaponry across Sharn."]}],"gallery":[{"path":"bestiary/EFA/Boromar Smuggler.webp"}]},{"id":"boromar-underboss","name":"Boromar Underboss","source":"EFA","page":57,"srd":false,"image":"bestiary/EFA/Boromar Underboss.webp","token":"bestiary/tokens/EFA/Boromar Underboss.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Lawful Evil","ac":"16","initiative":"+7 (17)","hp":"104 (19d6 + 38)","speed":"30 ft.","str":10,"dex":18,"con":15,"int":12,"wis":14,"cha":17,"saves":"Dex +7, Con +5, Wis +5","skills":"Insight +5, Perception +8, Sleight Of Hand +10","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common, Halfling, Thieves' cant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Hustle","entries":["The underboss can move through the space of any creature that is of a larger size, but it can't stop there."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The underboss makes three attacks, using Poisoned Blade or Arcane Firearm in any combination."]},{"name":"Poisoned Blade","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage plus 7 ({@damage 2d6}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the underboss's next turn. If the target is already {@condition Poisoned|XPHB}, it instead takes an extra 7 ({@damage 2d6}) Poison damage."]},{"name":"Arcane Firearm","entries":["{@atkr r} {@hit 7}, range 30/90 ft. {@h}26 ({@damage 4d10 + 4}) Force damage."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["{@actTrigger} The underboss is hit by an attack roll. {@actResponse} The underboss halves the damage (round down) it takes from that attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Underbosses supervise larger clan operations, such as gambling halls and warehouses of smuggled goods awaiting transport. Accustomed to the criminal lifestyle, these hardy individuals (mostly halflings) dismiss and dispose of threats with calculated ease."]}],"gallery":[{"path":"bestiary/EFA/Boromar Underboss.webp"}]},{"id":"borthak","name":"Borthak","source":"VEoR","page":212,"srd":false,"image":"bestiary/VEoR/Borthak.webp","token":"bestiary/tokens/VEoR/Borthak.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"200 (16d12 + 96)","speed":"30 ft.","str":25,"dex":16,"con":22,"int":4,"wis":14,"cha":15,"saves":"Str +12, Con +11, Cha +7","skills":"","vulnerabilities":"","resistances":"acid; cold","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Glacial Aura","entries":["At the end of the borthak's turn, slippery ice covers surfaces within 10 feet of the borthak. This ice is difficult terrain. When a creature other than the borthak enters the ice's area for the first time on a turn or starts its turn there, it must succeed on a {@dc 16} Dexterity saving throw or have the {@condition prone} condition. The ice disappears at the start of the borthak's next turn."]},{"name":"Webbed Feet","entries":["The borthak can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The borthak makes one Bite attack or uses Noxious Regurgitation if available, and it makes two Stomp attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage plus 7 ({@damage 2d6}) acid damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage."]},{"name":"Noxious Regurgitation {@recharge 5}","entries":["The borthak spews acid at a creature it can see within 120 feet of itself. The target must make a {@dc 21} Constitution saving throw. On a failed save, the creature takes 24 ({@damage 7d6}) acid damage and has the {@condition poisoned} condition until the start of the borthak's next turn. On a successful save, the creature takes half as much damage only."]}],"bonusActions":[],"reactions":[{"name":"Reactive Tail","entries":["When a creature within 10 feet of the borthak hits the borthak with an attack roll, the borthak swings its tail in retaliation. The triggering creature and any creature within 5 feet of it must succeed on a {@dc 16} Dexterity saving throw or take 16 ({@damage 2d8 + 7}) bludgeoning damage."]}],"legendaryActions":[{"name":"Move","entries":["The borthak moves up to its speed without provoking opportunity attacks."]},{"name":"Bite (Costs 2 Actions)","entries":["The borthak makes one Bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Borthaks are irascible, wolflike behemoths that ravage northern wetlands and alpine fens on Krynn. Few mountain animals can challenge a borthak physically. Its powerful jaws, acidic spittle, and lightning-quick tail make the borthak an apex predator in its home territory.","Luckily for most wetland dwellers, borthaks rarely congregate. Unluckily, a single borthak can wreak havoc on an entire ecosystem with its supernatural ability to siphon heat from the ground. A borthak's body is so efficient at pulling the heat from its surroundings that it can transform a small, temperate glen into a frigid, slushy bog. Native plants and animals rarely survive long in a region a borthak claims as its hunting ground. Once a borthak has depleted an area of flora and fauna, it moves and begins its pillaging anew."]}],"gallery":[{"path":"bestiary/VEoR/Borthak.webp"}]},{"id":"bosco-daggerhand","name":"Bosco Daggerhand","source":"ToA","page":68,"srd":false,"image":"bestiary/tokens/ToA/Bosco Daggerhand.webp","token":"bestiary/tokens/ToA/Bosco Daggerhand.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Special Equipment","entries":["Bosco wears a {@item ring of animal influence}."]},{"name":"Pack Tactics","entries":["Bosco has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Bosco makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"boss-augustus","name":"Boss Augustus","source":"BMT","page":82,"srd":false,"image":"bestiary/BMT/Boss Augustus.webp","token":"bestiary/tokens/BMT/Boss Augustus.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"150 (20d8 + 60)","speed":"40 ft. in wolf or hybrid form","str":18,"dex":16,"con":17,"int":14,"wis":15,"cha":12,"saves":"Str +8, Dex +7","skills":"Perception +10, Sleight Of Hand +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 20","languages":"Common, Thieves' cant (can't speak in wolf form)","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["Augustus regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn't function at the start of his next turn. Augustus dies only if he starts his turn with 0 hit points and doesn't regenerate."]},{"name":"Special Equipment","entries":["Augustus wields a {@item +2 Longsword}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Augustus makes any combination of two Bite, Claw, or Magic Longsword attacks."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}26 ({@damage 5d8 + 4}) piercing damage. If the target is a Humanoid, it must succeed on a {@dc 15} Constitution saving throw or be cursed with {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the werewolf stat block, excluding actions that require equipment the target doesn't have. During any night when there's a full moon in the sky, the target becomes an NPC under the DM's control and remains so until the night ends. A {@spell Remove Curse} spell or similar magic ends this curse."]},{"name":"Claw (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 5d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or have the {@condition prone} condition."]},{"name":"Magic Longsword (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}28 ({@damage 4d10 + 6}) slashing damage."]}],"bonusActions":[{"name":"Change Shape","entries":["Augustus polymorphs into a wolf-humanoid hybrid, a wolf, or his humanoid form. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his humanoid form if he dies."]},{"name":"Cunning Action","entries":["Augustus takes the {@action Dash}, {@action Disengage}, or {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Augustus is a hulking human werewolf of few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members—like Kathra Bitterwind—have noticed he's become more reclusive recently, and when he does appear, he's restless.","Augustus is a natural-born lycanthrope, born to werewolf parents. His parents were slain by monster hunters when he was young, and he traveled from town to town for most of his life, fleeing whenever townsfolk discovered his true nature.","Delour and Pyrite accepted Augustus in a way he'd never experienced before. When the three of them created the Moonstalkers guild, Augustus relished his new life of crime. But over time, his passion has faded. The riches they gathered mean nothing to him now. The violence grates on him, and he no longer empathizes with Delour's fantasies of revenge. Instead, Augustus secretly longs to end his curse and integrate into society.","Only a Wish spell can end Augustus's curse. He has ordered Wanewort, a night hag, to find anyone with access to that spell and plans to offer anything in his power in exchange for undoing his curse. And if bargaining doesn't work, there's always blackmail. (See the \" Using the Moonstalkers in Your Campaign \" section in chapter 11 for more details.)"]}],"gallery":[{"path":"bestiary/BMT/Boss Augustus.webp"}]},{"id":"boss-delour","name":"Boss Delour","source":"BMT","page":83,"srd":false,"image":"bestiary/BMT/Boss Delour.webp","token":"bestiary/tokens/BMT/Boss Delour.webp","size":"Small","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"14","initiative":"+4 (14)","hp":"110 (20d6 + 40)","speed":"30 ft. in rat or hybrid form","str":12,"dex":18,"con":15,"int":17,"wis":14,"cha":16,"saves":"Dex +8, Int +7","skills":"Deception +11, Perception +10, Sleight Of Hand +8, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 20","languages":"Common, Thieves' cant (can't speak in rat form)","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If Delour is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he doesn't have the {@condition incapacitated} condition."]},{"name":"Nimbleness","entries":["Delour can move through the space of a Medium or larger creature."]},{"name":"Regeneration","entries":["Delour regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn't function at the start of his next turn. Delour dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Delour makes any combination of three Bite, Shortsword, or Hand Crossbow attacks."]},{"name":"Bite (Rat or Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}26 ({@damage 5d8 + 4}) piercing damage. If the target is a Humanoid, it must succeed on a {@dc 14} Constitution saving throw or be cursed with {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the wererat stat block, excluding actions that require equipment the target doesn't have. During any night when there's a full moon in the sky, the target becomes an NPC under the DM's control and remains so until the night ends. A {@spell Remove Curse} spell or similar magic ends this curse."]},{"name":"Shortsword (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[{"name":"Change Shape","entries":["Delour polymorphs into a rat-humanoid hybrid, a Medium giant rat, or his humanoid form. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his humanoid form if he dies."]},{"name":"Cunning Action","entries":["Delour takes the {@action Dash}, {@action Disengage}, or {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Augustus. Delour's honeyed words and calculating mind make him dangerous. He can smile and shake someone's hand while simultaneously plotting to ruin that person.","Expanding the guild's activities beyond thievery was Delour's idea. He studies other criminal syndicates and their methods of getting rich. He considers protection rackets, smuggling, and arson to be low-hanging fruit, with extortion, kidnapping, and murder for hire being more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention of law enforcement or adventurous do-gooders. The sting of the guild's flight from its first home is still fresh in Delour's mind.","Indeed, Delour never forgets a slight. He is obsessed with getting revenge on the officials who raided the original guildhall and killed Pyrite, who was like a brother to Delour. Though Delour is perfectly willing to backstab most people, he treats Augustus with utmost respect. If he discovers Augustus's plot to become human and leave the Moonstalkers, he would consider it the ultimate betrayal."]}],"gallery":[{"path":"bestiary/BMT/Boss Delour.webp"}]},{"id":"boulderfoot-giant","name":"Boulderfoot Giant","source":"PSZ","page":30,"srd":false,"image":"bestiary/PSZ/Turntimber Giant.webp","token":"bestiary/tokens/PSZ/Boulderfoot Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Zendikar's giants are enormous humanoids that live in tight-knit tribes as far as possible from the settlements of other races. Compared to ogres and minotaurs, they are civilized and intelligent, though they are wilder than the smaller humanoid races.","Three major groupings of giants inhabit three of Zendikar's continents. In the mountains of Akoum, the giants of the Boulderfoot tribe have a well-earned reputation for trampling their enemies underfoot (hence their name). In the Skyfang Mountains of Murasa, the giants of the Shatterskull tribe are rough brigands who often extort \"tolls\" from travelers trying to navigate the treacherous pass that shares the tribe's name. The Boulderfoot and Shatterskull giants are {@creature stone giant|MM|stone giants} in D&D terms.","In Ondu, the giants of the Turntimber tribe live in the forest of the same name. They hunt baloths and other large game, living in close harmony with the woodland. Their druids are the only giants of Zendikar that are inclined toward magic. Some legends hold that the Turntimber giants are unrelated to the other giant tribes, but were originally druids who became giants only after years of living among the twisted trees. Elsewhere on Ondu, in the Makindi Trenches, a handful of deformed giants called trench giants scale the canyon walls looking for prey. They are solitary and do not think of themselves as members of a tribe. In fact, they are outcasts of the Turntimber tribe, banished because the mana of the forest warped their bodies and their hearts. The giants of the Turntimber tribe are similar to {@creature cloud giant|MM|cloud giants}, and the trench giants can be considered {@creature fomorian|MM|fomorians}."],"gallery":[{"path":"bestiary/PSZ/Turntimber Giant.webp","title":"Ondu Giant","credit":"Igor Kieryluk"}]},{"id":"bozak-draconian","name":"Bozak Draconian","source":"DSotDQ","page":198,"srd":false,"image":"bestiary/DSotDQ/Bozak Draconian.webp","token":"bestiary/tokens/DSotDQ/Bozak Draconian.webp","size":"Medium","creatureType":"Monstrosity (Sorcerer)","alignment":"Lawful Evil","ac":"15","initiative":"+0 (10)","hp":"40 (9d8)","speed":"30 ft.","str":14,"dex":10,"con":11,"int":11,"wis":10,"cha":14,"saves":"Int +2, Wis +2, Cha +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a {@dc 10} Dexterity saving throw or take 9 ({@damage 2d8}) force damage."]},{"name":"Glide","entries":["When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends."]}],"spellcasting":[{"name":"Spellcasting","entries":["The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","1/day each: {@spell enlarge/reduce}, {@spell invisibility}, {@spell stinking cloud}, {@spell web}"]}],"actions":[{"name":"Multiattack","entries":["The draconian makes two Trident melee attacks or two Lightning Discharge attacks."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Lightning Discharge","entries":["{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Bozak draconians are born from bronze dragon eggs and wield magic to aid their allies in battle. Their wings aren't strong enough for full flight, but bozaks can use them to glide during a fall. When bozaks die, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests."]}]}],"gallery":[{"path":"bestiary/DSotDQ/Bozak Draconian.webp","credit":"Robson Michel"}]},{"id":"brackish-trudge","name":"Brackish Trudge","source":"SCC","page":187,"srd":false,"image":"bestiary/SCC/Brackish Trudge.webp","token":"bestiary/tokens/SCC/Brackish Trudge.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"68 (8d10 + 24)","speed":"30 ft., swim 30 ft.","str":20,"dex":10,"con":17,"int":4,"wis":14,"cha":4,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 14","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fungal Fortitude","entries":["If damage reduces the trudge to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the trudge drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Tusk","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 3 ({@damage 1d6}) poison damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Brackish trudges are lumbering masses of sentient fungus and vegetation that thrive in the bayou. They are living examples of the conflicting forces of life and decay existing in a harmonious cycle. Flowers and other plant life grow on their backs, necks, and heads. When these plants die, they decay and become the ideal habitat for fungi. The older a trudge is, the wilder and more varied are the plants and fungi that thrive in the tiny ecosystem on its back.","While sometimes ill-tempered and territorial, brackish trudges are usually content to mind their own business. When trudges are roused to defend themselves or drive off rivals, their punishing tusks laced with deadly fungus spores can make short work of the unwary. Trudges are also notoriously difficult to slay; the energies of life and death within them allow them to survive harrowing injuries."]}],"gallery":[{"path":"bestiary/SCC/Brackish Trudge.webp","credit":"Tomasz Jedruszek"}]},{"id":"braelen-hatherhand","name":"Braelen Hatherhand","source":"PotA","page":156,"srd":false,"image":"bestiary/tokens/PotA/Braelen Hatherhand.webp","token":"bestiary/tokens/PotA/Braelen Hatherhand.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"2 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"brahma-lutier","name":"Brahma Lutier","source":"AI","page":205,"srd":false,"image":"bestiary/AI/The B Team.webp","token":"bestiary/tokens/AI/Brahma Lutier.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":12,"dex":15,"con":12,"int":11,"wis":13,"cha":16,"saves":"","skills":"Perception +3, Performance +5, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Brahma has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]},{"name":"Taunt (2/Day)","entries":["Brahma can use a bonus action to target one creature she can see within 30 feet of her. If the target can hear Brahma, it must succeed on a {@dc 13} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Brahma's next turn."]}],"spellcasting":[{"name":"Spellcasting","entries":["Brahma is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She has the following bard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell message}, {@spell vicious mockery}","Level 1 (4 slots): {@spell charm person}, {@spell heroism}, {@spell illusory script}, {@spell sleep}, {@spell unseen servant}","Level 2 (3 slots): {@spell cloud of daggers}, {@spell invisibility}"]}],"actions":[{"name":"War Lute","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Song of Domination (3/Day)","entries":["Brahma targets one creature that can see or hear her, which must succeed on a {@dc 13} Wisdom saving throw or be {@condition charmed} by her for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. It has disadvantage on these saves if being {@condition charmed} by Brahma is something the target openly or secretly desires. For 1 hour after the charm effect ends, the target has disadvantage on Intelligence, Wisdom, or Charisma checks made as part of a contest with Brahma."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Formally a former member of the \"B\" Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those vocations by Audra Courtier (wife of Propha Dran and co-owner of the Dran & Courtier inn of Red Larch), Brahma's specialty is a song of domination that is legendarily difficult to resist.","Her retirement is said to be connected to a falling out with husband Oak Truestrike, and Brahma has been operating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal part, she utilizes an instrument of dragonborn design in combat. Known as a war lute, this unique item comes replete with hidden storage and powerful weaponry."]}]}]}],"gallery":[{"path":"bestiary/AI/The B Team.webp","credit":"Chris Walton"}]},{"id":"brain-breaker","name":"Brain Breaker","source":"PaBTSO","page":199,"srd":false,"image":"bestiary/tokens/PaBTSO/Brain Breaker.webp","token":"bestiary/tokens/PaBTSO/Brain Breaker.webp","size":"Large","creatureType":"Aberration (Mind Flayer)","alignment":"Lawful Evil","ac":"14","initiative":"+0 (10)","hp":"189 (18d10 + 90)","speed":"30 ft., fly 30 ft. (hover)","str":15,"dex":10,"con":20,"int":21,"wis":19,"cha":20,"saves":"Int +9, Wis +8, Cha +9","skills":"Arcana +9, Insight +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 14","languages":"telepathy 1 mile; understands Common, Deep Speech, and Undercommon but can't speak","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Creature Sense","entries":["The brain breaker is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner."]},{"name":"Magic Resistance","entries":["The brain breaker has advantage on saving throws against spells and other magical effects."]},{"name":"Telepathic Hub","entries":["The brain breaker can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The brain breaker casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect thoughts}, {@spell levitate}"]}],"actions":[{"name":"Multiattack","entries":["The brain breaker makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 30 ft., one target. {@h}15 ({@damage 3d8 + 2}) bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}) and takes 9 ({@damage 1d8 + 5}) psychic damage at the start of each of its turns until the grapple ends. The brain breaker can have up to four targets {@condition grappled} at a time."]},{"name":"Mind Blast {@recharge 5}","entries":["Creatures of the brain breaker's choice within 60 feet of itself must succeed on a {@dc 17} Intelligence saving throw or take 32 ({@damage 5d10 + 5}) psychic damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Psychic Link","entries":["The brain breaker targets one creature with the {@condition incapacitated} condition that the elder brain senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the {@condition incapacitated} condition, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful {@dc 17} Charisma check. If the target breaks the link this way, the target takes 10 ({@damage 3d6}) psychic damage. The link also ends if the target and the elder brain are more than 1 mile apart. The elder brain can form psychic links with up to ten creatures at a time."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Brain breakers look like giant brains with stout legs, and they wear steel armor made from interlocked links of Ilvaash's runes (knots of tentacles, brains, and jagged lines reminiscent of jaws)."]}]},{"id":"brain-in-a-jar","name":"Brain in a Jar","source":"RHW","page":239,"srd":false,"image":"bestiary/RHW/Brain in a Jar.webp","token":"bestiary/tokens/RHW/Brain in a Jar.webp","size":"Small","creatureType":"Undead","alignment":"Lawful Evil","ac":"11","initiative":"-4 (6)","hp":"55 (10d6 + 20)","speed":"5 ft., fly 20 ft. (hover)","str":1,"dex":3,"con":15,"int":19,"wis":10,"cha":15,"saves":"Int +6, Cha +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"exhaustion; paralyzed","senses":"Blindsight 120 ft., Passive Perception 10","languages":"telepathy 60 ft. understands Common plus three other languages but can't speak; telepathy 60 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"Arcana","traits":[{"name":"Detect Intelligence","entries":["The brain magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing barriers."]},{"name":"Magic Resistance","entries":["The brain has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Charm Person|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Mage Hand|XPHB}","1/day each: {@spell Compulsion|XPHB}, {@spell Hold Person|XPHB} (level 3 version)"]}],"actions":[{"name":"Multiattack","entries":["The brain makes two Disrupting Burst attacks."]},{"name":"Disrupting Burst","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 120 ft. {@h}11 ({@damage 2d6 + 4}) Psychic damage. The target can't take Reactions until the end of its next turn, and it has {@variantrule Disadvantage|XPHB} on saving throws to maintain {@status Concentration|XPHB} until the end of its next turn."]},{"name":"Mind Blast {@recharge 5}","entries":["{@actSave int} {@dc 14}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 14 ({@damage 4d6}) Psychic damage, and the target has the {@condition Incapacitated|XPHB} condition until the end of the brain's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Disembodied, Manipulative Mastermind}","A brain in a jar is the gray matter of one who cheated death through magic or strange surgeries. It now forces its will on those around it.","Some brains in jars are the result of strange experiments, bizarre punishments, or the aberrant preservation methods of creatures and mi-go. A brain in a jar's container might be an alien contraption, ostentatious glassware, or a mundane canister."]}],"gallery":[{"path":"bestiary/RHW/Brain in a Jar.webp","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"brain-in-a-jar-vrgr","source":"VRGR"},{"id":"brain-in-a-jar-llk","source":"LLK"}]},{"id":"brain-in-a-jar-vrgr","name":"Brain in a Jar","source":"VRGR","page":229,"srd":false,"image":"bestiary/VRGR/Brain in a Jar.webp","token":"bestiary/tokens/VRGR/Brain in a Jar.webp","size":"Small","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"-4 (6)","hp":"55 (10d6 + 20)","speed":"0 ft., fly 10 ft. (hover)","str":1,"dex":3,"con":15,"int":19,"wis":10,"cha":15,"saves":"Int +6, Cha +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; poisoned; prone","senses":"blindsight 120 ft. (blind beyond this radius); see also \"detect sentience\" below, Passive Perception 10","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Detect Sentience","entries":["The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a {@spell mind blank} spell."]},{"name":"Magic Resistance","entries":["The brain has advantage on saving throws against spells and other magic effects."]},{"name":"Unusual Nature","entries":["The brain doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The brain's innate spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell chill touch} (see \"Actions\" below), {@spell detect thoughts}, {@spell mage hand}, {@spell zone of truth}","3/day each: {@spell charm person}, {@spell hold person}","1/day each: {@spell compulsion}, {@spell hold monster}, {@spell sleep} (3rd-level version), {@spell Tasha's hideous laughter}"]}],"actions":[{"name":"Chill Touch (Cantrip)","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}13 ({@damage 3d8}) necrotic damage, and the target can't regain hit points until the start of the brain's next turn. If the target is undead, it also has disadvantage on attack rolls against the brain until the end of the brain's next turn."]},{"name":"Mind Blast {@recharge 5}","entries":["The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 14} Intelligence saving throw or take 17 ({@damage 3d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires.","A brain in a jar can speak without vocal cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation.","Being divorced from one's body can tax the mind, and the longer a brain in a jar exists, the more likely some form of insanity will take hold of it. A brain in a jar is particularly susceptible to dementia, schizophrenia, and paranoia.",{"type":"entries","entries":[{"type":"entries","name":"Immortal Vessels","entries":["The brain floats in a jar of solution, pulsating as it reacts to its surroundings. Some brains have been known to thump against the walls of their containers when excited or vexed. A jar's metal casing might be rusty but serviceable, or an elegantly wrought masterwork, depending on its creator. A brain in a jar weighs roughly 125 pounds."]}]}]}]}],"gallery":[{"path":"bestiary/VRGR/Brain in a Jar.webp","credit":"David Rene Christensen"}],"hidden":true,"otherVersions":[{"id":"brain-in-a-jar","source":"RHW"},{"id":"brain-in-a-jar-llk","source":"LLK"}]},{"id":"brain-in-a-jar-llk","name":"Brain in a Jar","source":"LLK","page":38,"srd":false,"image":"bestiary/tokens/LLK/Brain in a Jar.webp","token":"bestiary/tokens/LLK/Brain in a Jar.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"-5 (5)","hp":"58 (9d8 + 18)","speed":"0 ft.","str":1,"dex":1,"con":15,"int":19,"wis":10,"cha":15,"saves":"Int +7, Cha +5","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; psychic","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Detect Sentience","entries":["The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a {@spell mind blank} spell."]},{"name":"Magic Resistance","entries":["The brain in a jar has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The brain in a jar's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell mage hand}, {@spell zone of truth}","3/day each: {@spell charm person}, {@spell command}, {@spell hold person}","1/day each: {@spell compulsion}, {@spell hold monster}, {@spell sleep} (cast at 3rd level), {@spell Tasha's hideous laughter}"]}],"actions":[{"name":"Mind Blast {@recharge 5}","entries":["The brain in a jar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 13 ({@damage 2d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"brain-in-a-jar","source":"RHW"},{"id":"brain-in-a-jar-vrgr","source":"VRGR"}]},{"id":"brain-in-iron","name":"Brain in Iron","source":"IMR","page":48,"srd":false,"image":"bestiary/tokens/IMR/Brain in Iron.webp","token":"bestiary/tokens/IMR/Brain in Iron.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"-5 (5)","hp":"58 (9d8 + 18)","speed":"20 ft.","str":1,"dex":1,"con":15,"int":19,"wis":10,"cha":15,"saves":"Int +7, Cha +5","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; psychic","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Detect Sentience","entries":["The brain in iron can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a {@spell mind blank} spell."]},{"name":"Magic Resistance","entries":["The brain in iron has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The brain in iron's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell mage hand}, {@spell zone of truth}","3/day each: {@spell charm person}, {@spell command}, {@spell hold person}","1/day each: {@spell compulsion}, {@spell hold monster}, {@spell sleep} (cast at 3rd level), {@spell Tasha's hideous laughter}"]}],"actions":[{"name":"Mind Blast {@recharge 5}","entries":["The brain in iron magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 13 ({@damage 2d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"brass-dragon-wyrmling","name":"Brass Dragon Wyrmling","source":"XMM","page":54,"srd":true,"image":"bestiary/XMM/Brass Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/Brass Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Metallic)","alignment":"Chaotic Good","ac":"15","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft., burrow 15 ft., fly 60 ft.","str":15,"dex":10,"con":13,"int":10,"wis":11,"cha":13,"saves":"Dex +2, Wis +2","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 1d10 + 2}) Slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 11}, each creature in a 20-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 14 ({@damage 4d6}) Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Sleep Breath","entries":["{@actSave con} {@dc 11}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn, at which point it repeats the save. {@actSaveFail 2} The target has the {@condition Unconscious|XPHB} condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Brass dragon wyrmlings are relentlessly curious. These dragons eagerly engage approachable creatures and are quick to explore any place that has an interesting story. Once they hear tales of adventure, many are keen to start their own quests."]},{"type":"section","name":"Brass Dragons","entries":["{@i Dragons of Lore and Rapport}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.","Brass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.","Brass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.",{"type":"entries","name":"Brass Dragon Lairs","entries":["Brass dragons usually dwell in secret caves and canyons near well-traveled routes."]}]}],"gallery":[{"path":"bestiary/XMM/Brass Dragon Wyrmling.webp","credit":"Caio Monteiro"}],"otherVersions":[{"id":"brass-dragon-wyrmling-mm","source":"MM"}]},{"id":"brass-dragon-wyrmling-mm","name":"Brass Dragon Wyrmling","source":"MM","page":106,"srd":false,"image":"bestiary/MM/Brass Dragon.webp","token":"bestiary/tokens/MM/Brass Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Chaotic Good","ac":"16","initiative":"+0 (10)","hp":"16 (3d8 + 3)","speed":"30 ft., burrow 15 ft., fly 60 ft.","str":15,"dex":10,"con":13,"int":10,"wis":11,"cha":13,"saves":"Dex +2, Con +3, Wis +2, Cha +3","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a {@dc 11} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Sleep Breath","entry":"The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 11} Constitution saving throw or fall {@condition unconscious} for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.","A brass dragon's head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.",{"name":"Boldly Talkative","type":"entries","entries":["A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon's presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon's thirst for small talk is slaked.","A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game."]},{"name":"Prized Treasures","type":"entries","entries":["Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.","Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon's hoard."]}]}]},{"type":"entries","name":"A Brass Dragon's Lair","entries":["A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Brass Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"brass-dragon-wyrmling","source":"XMM"}]},{"id":"brass-greatwyrm","name":"Brass Greatwyrm","source":"FTD","page":208,"srd":false,"image":"bestiary/tokens/FTD/Brass Greatwyrm.webp","token":"bestiary/tokens/FTD/Brass Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"22","initiative":"+3 (13)","hp":"565 (29d20 + 261)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":16,"con":29,"int":21,"wis":22,"cha":30,"saves":"Dex +11, Con +17, Int +13, Wis +14, Cha +18","skills":"Insight +14, Perception +22, Persuasion +18","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 32","languages":"Common, Draconic","cr":"28","crDisplay":"28 (XP 120,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Metallic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Elemental Breath","entries":["The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) fire damage on a failed save, or half as much damage on a successful one."]},{"type":"item","name":"Sapping Breath","entries":["The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}]}]},{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.","A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the \"Brass Dragons\" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.","Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.",{"type":"inset","name":"Justice and Mercy","source":"FTD","entries":["Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.","Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.","Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead."]},{"type":"quote","entries":["Call me biased, but the \"great\" part of \"metallic greatwyrm\" feels a little redundant. It goes without saying."],"by":"Fizban"}]},{"id":"braxat","name":"Braxat","source":"BAM","page":15,"srd":false,"image":"bestiary/BAM/Braxat.webp","token":"bestiary/tokens/BAM/Braxat.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"18","initiative":"-1 (9)","hp":"162 (13d12 + 78)","speed":"40 ft.","str":26,"dex":8,"con":22,"int":14,"wis":13,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; psychic","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Intellect Fortress","entries":["The braxat's AC includes its Intelligence modifier."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The braxat casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","1/day each: {@spell compulsion}, {@spell fear}"]}],"actions":[{"name":"Multiattack","entries":["The braxat makes two Greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage."]},{"name":"Acid Breath {@recharge}","entries":["The braxat exhales a 15-foot cone of acid. Each creature in the cone must make a {@dc 18} Constitution saving throw, taking 26 ({@damage 4d12}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Psionic Shield (3/Day)","entries":["When the braxat would be hit by an attack roll or a {@spell magic missile} spell that originates from a source the braxat can see, the braxat can create an {@condition invisible} barrier of magical force around itself that lasts until the start of its next turn. This barrier gives the braxat a +5 bonus to AC, including against the triggering attack, and prevents {@spell magic missile} spells from damaging it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A braxat is a towering, warm-blooded carnivore with a thick, articulated shell covering its back, a squarish head topped with horny protrusions, and thick arms ending in large hands with opposable thumbs. The creature walks upright on two legs and speaks in a voice similar to that of a human.","Braxats hunt alone or in pairs, prowling deserts, dry canyons, desolate wastelands, and lonely asteroids in search of prey. Braxats also spew acid, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave.","A braxat projects an invisible psychic barrier around itself that enhances its natural armor, and it can amplify this magical energy to create shields of rippling force that deflect incoming attacks and absorb magic missile spells."]}],"gallery":[{"path":"bestiary/BAM/Braxat.webp","credit":"Shawn Wood"}]},{"id":"braxow","name":"Braxow","source":"SKT","page":207,"srd":false,"image":"bestiary/tokens/SKT/Braxow.webp","token":"bestiary/tokens/SKT/Braxow.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"bray-martikov","name":"Bray Martikov","source":"CoS","page":98,"srd":false,"image":"bestiary/CoS/Bray Martikov.webp","token":"bestiary/tokens/CoS/Bray Martikov.webp","size":"Small","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft. (fly 50 ft. in raven and hybrid forms)","str":10,"dex":15,"con":11,"int":13,"wis":15,"cha":14,"saves":"","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common (can't speak in raven form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Bray can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies."]},{"name":"Mimicry","entries":["Bray can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]},{"name":"Regeneration","entries":["Bray regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Human or Hybrid Form Only)","entries":["Bray makes two weapon attacks, one of which can be with its hand crossbow."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form. If the target is humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with wereraven {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Human or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Human or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Bray Martikov.webp"}]},{"id":"brazen-gorgon","name":"Brazen Gorgon","source":"XMM","page":149,"srd":false,"image":"bestiary/XMM/Brazen Gorgon.webp","token":"bestiary/tokens/XMM/Brazen Gorgon.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"19","initiative":"+2 (12)","hp":"161 (17d10 + 68)","speed":"40 ft.","str":18,"dex":14,"con":19,"int":2,"wis":14,"cha":7,"saves":"","skills":"Perception +10","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"exhaustion; petrified","senses":"Darkvision 60 ft., Passive Perception 20","languages":"","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest, Grassland, Hill","treasure":"Any","traits":[{"name":"Flame Aura","entries":["At the end of each of the gorgon's turns, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the gorgon takes 13 ({@damage 3d8}) Fire damage."]},{"name":"Illumination","entries":["The gorgon sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gorgon makes two Gore attacks."]},{"name":"Gore","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage plus 10 ({@damage 3d6}) Fire damage."]},{"name":"Smelting Charge {@recharge 5}","entries":["The gorgon moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks} and can move through the spaces of Medium or smaller creatures. Each time the gorgon enters a creature's space for the first time during this move, that target is subjected to the following effect. {@actSave dex} {@dc 16}. {@actSaveFail} 13 ({@damage 2d8 + 4}) Piercing damage plus 13 ({@damage 3d8}) Fire damage, and the target is pulled into the gorgon's space and has the {@condition Grappled|XPHB} condition (escape {@dc 14}); if the gorgon already has a creature {@condition Grappled|XPHB}, the target has the {@condition Prone|XPHB} condition instead. Until the grapple ends, the target has the {@condition Restrained|XPHB} condition. When the gorgon moves, the {@condition Grappled|XPHB} target moves with it, costing no extra movement."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Followers of the exiled archdevil Moloch altered the process of creating gorgons to craft their own diabolical guardians called brazen gorgons. These gorgons are hollow, bull-like automatons whose metal bodies glow with intense heat. When they charge their foes, the ribs of their frames open like cages to ensnare enemies and roast them within. Brazen gorgons are often found in blasphemous sites dedicated to Moloch, other archdevils, or bloodthirsty gods."]},{"type":"section","name":"Gorgons","entries":["{@i Bull-like Guardians with Petrifying Breath}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Resembling mighty bulls armored in iron plates, gorgons are lifelike automatons that seek to destroy all who enter their territories. In addition to goring foes with their deadly horns and trampling them under their iron hooves, gorgons exhale gouts of noxious gas.","Gorgons are created by magic-users to serve as guardians. The process for creating a gorgon is labor intensive and dangerous, with one method requiring the skeleton of a bull, the blood of a medusa, and the brain of a basilisk fused into a frame of ensorcelled iron. If the process fails, petrifying gas emerges from the materials, creating a magical threat that can fill a structure and linger for years.","When magic-users create gorgons, they often enchant them to ignore those who confront the creature with a specific command key, usually a password or a specific signal. Once a gorgon is set to guard an area, it attacks any who enter until they flee or are destroyed. Should someone provide the command key, the monster ignores that intruder so long as the intruder remains in its sight. But if the intruder ventures out of sight and then returns without again presenting the command key, the gorgon attacks. Those in a gorgon's territory must remain vigilant and aware of the monster's exact position, or they risk being attacked by a gorgon they thought was no longer a threat.","Those who create gorgons strive to give them purposefully obscure command keys. Hints at command keys might be found among the records of a gorgon's creator or in the area the gorgon protects—perhaps scrawled as a {@condition petrified|XPHB} trespasser's final act. Roll on or choose a result from the Gorgon Command Keys table to inspire the word or signal that temporarily neutralizes a gorgon.",{"type":"table","caption":"Gorgon Command Keys","colLabels":["1d6","Gorgon Won't Attack Those That..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cast a particular spell in the gorgon's presence."],["2","Keep their back to the gorgon or otherwise act like they don't see the monster."],["3","Offer it a drink of blood, water, or wine."],["4","Recite a specific rhyme or sing a certain song."],["5","Say its creator's name backward."],["6","Wear a mask, perhaps in the shape of a bull or an animal meaningful to the gorgon's creator."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Notable among my eccentric ancestor's scattered designs was a schematic of a swamp-dwelling bovine monster and an ominous note: \"Do better.\""],"by":"Lum the Maestro","from":"A Mind of Metal"}]}]}],"gallery":[{"path":"bestiary/XMM/Brazen Gorgon.webp"},{"path":"bestiary/XMM/Gorgons.webp","credit":"Kai Carpenter"}]},{"id":"breath-drinker","name":"Breath Drinker","source":"BMT","page":154,"srd":false,"image":"bestiary/BMT/Breath Drinker.webp","token":"bestiary/tokens/BMT/Breath Drinker.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"18","initiative":"+4 (14)","hp":"157 (21d8 + 63)","speed":"0 ft., fly 60 ft. (hover)","str":5,"dex":18,"con":16,"int":11,"wis":15,"cha":20,"saves":"Int +5, Wis +7","skills":"Perception +7, Stealth +9, Survival +7","vulnerabilities":"necrotic","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison; radiant","conditionImmunities":"grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"blindsight 60 ft., Passive Perception 17","languages":"Deep Speech, telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The breath drinker can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Radiant Absorption","entries":["When the breath drinker is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The breath drinker makes two Enervating Claw attacks. It can also use Drink Breath."]},{"name":"Enervating Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) necrotic damage, and if the target is Large or smaller, it has the {@condition grappled} condition (escape {@dc 18}). The target must succeed on a {@dc 18} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Drink Breath","entries":["The breath drinker targets a creature that has the {@condition incapacitated} condition or that the breath drinker is grappling and that isn't a Construct or an Undead. The target must make a {@dc 18} Charisma saving throw. On a failed save, the target takes 36 ({@damage 8d8}) necrotic damage, and its Charisma score is reduced by {@dice 1d6}. This reduction lasts until the target finishes a short or long rest. If this reduces the target's Charisma to 0, the target dies. Until the breath drinker dies, the dead target can't be returned to life by any means short of divine intervention. On a successful save, the target takes half as much necrotic damage only. On a successful or failed save, the breath drinker regains a number of hit points equal to the necrotic damage dealt."]},{"name":"Invisibility","entries":["The breath drinker has the {@condition invisible} condition. This invisibility ends immediately after the breath drinker hits or misses with an attack roll or uses Drink Breath."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Breath drinkers are Aberrations that invade the multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim's personality and identity, ultimately drawing out and devouring the unfortunate being's soul. Breath drinkers avoid necrotic energy because it amplifies the void at the core of their existence, rapidly causing the creatures to devour themselves.","Cunning stalkers, breath drinkers are usually solitary. Occasionally they serve powerful Far Realm entities or Elder Evils, consuming life and souls for their masters. The first breath drinker manifested in the multiverse when the Void card was first drawn from the original Deck of Many Things."]}],"gallery":[{"path":"bestiary/BMT/Breath Drinker.webp"}]},{"id":"bridesmaid-of-zuggtmoy","name":"Bridesmaid of Zuggtmoy","source":"OotA","page":230,"srd":false,"image":"bestiary/tokens/OotA/Bridesmaid of Zuggtmoy.webp","token":"bestiary/tokens/OotA/Bridesmaid of Zuggtmoy.webp","size":"Medium","creatureType":"Plant","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"22 (5d8)","speed":"20 ft.","str":14,"dex":11,"con":11,"int":14,"wis":8,"cha":18,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fungus Stride","entries":["Once on its turn, the bridesmaid can use 10 feet of its movement to step magically into one living mushroom or fungus patch within 5 feet and emerge from another within 60 feet of the first one, appearing in an unoccupied space within 5 feet of the second mushroom or fungus patch. The mushrooms and patches must be large or bigger."]}],"spellcasting":[],"actions":[{"name":"Hallucination Spores","entries":["The bridesmaid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is {@condition incapacitated}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Infestation Spores (1/Day)","entries":["The bridesmaid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 10} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"brigganock","name":"Brigganock","source":"WBtW","page":230,"srd":false,"image":"bestiary/WBtW/Brigganock.webp","token":"bestiary/tokens/WBtW/Brigganock.webp","size":"Tiny","creatureType":"Fey","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"9 (2d4 + 4)","speed":"15 ft.","str":4,"dex":15,"con":14,"int":10,"wis":11,"cha":13,"saves":"Dex +4, Con +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"exhaustion","senses":"Passive Perception 10","languages":"Common, Sylvan","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The brigganock has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]},{"name":"Soul Light","entries":["The brigganock is accompanied by an insubstantial, invulnerable ball of light that contains its soul. The brigganock can't turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the brigganock dies, its soul light fades away."]},{"name":"Tunneler","entries":["Using a pickaxe or similar tool, a brigganock can burrow through solid rock at a speed of 5 feet, leaving a 6-inch-diameter tunnel in its wake."]}],"spellcasting":[{"name":"Spellcasting","entries":["The brigganock casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 11}):","At will: {@spell minor illusion}, {@spell spare the dying}","1/day each: {@spell animal friendship}, {@spell faerie fire}, {@spell meld into stone}, {@spell silence}"]}],"actions":[{"name":"Pickaxe","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Time Lapse (Recharges after a Short or Long Rest)","entries":["The brigganock accelerates the passage of time around itself, enabling it to accomplish up to 1 hour of work in a matter of seconds. This work can't affect any creature other than the brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a pumpkin, cook and eat dinner, move a pile of stones, or tie a dozen knots in a length of rope."]}],"bonusActions":[{"name":"Move Soul Light","entries":["The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish, perhaps while blowing out the candles on a birthday cake or tossing a coin down a well, an echo of that wish becomes lodged in a stone buried deep in the earth of the Feywild. Brigganocks seek out these wish stones, discarding the ones that contain wishes of ill intent and keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture and crafts, or they trade them to other Fey for food and favors. A more powerful Fey creature can use a wish stone to scry on the maker of the wish, empower a supernatural charm, or provide the spark needed to create an animated object. Other uses are possible as well.","A brigganock's soul lives outside its body, manifesting as a bulb of pale light that floats alongside it and helps the brigganock see in the dark. Brigganocks have minor spellcasting abilities that help them survive. They also have the ability to manipulate time, allowing them to accomplish hour-long tasks in a matter of seconds, though a brigganock must rest between these bursts of temporal acceleration.","Brigganocks like to nibble on cheese, lettuce, and other soft foods. They eat quite a lot for creatures of their size and never turn down a good meal."]}],"gallery":[{"path":"bestiary/WBtW/Brigganock.webp","credit":"Filip Burburan"}]},{"id":"bristled-moorbounder","name":"Bristled Moorbounder","source":"EGW","page":295,"srd":false,"image":"bestiary/tokens/EGW/Bristled Moorbounder.webp","token":"bestiary/tokens/EGW/Bristled Moorbounder.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"52 (7d10 + 14)","speed":"70 ft.","str":18,"dex":14,"con":14,"int":2,"wis":13,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bladed Hide","entries":["At the start of each of its turns, the moorbounder deals 5 ({@damage 2d4}) piercing damage to any creature grappling it."]},{"name":"Standing Leap","entries":["The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The moorbounder makes two attacks: one with its blades and one with its claws."]},{"name":"Blades","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A weird and deadly offshoot of the moorbounder has rows of long, bladelike bristles covering its sleek body. The creature weaponizes these blades, using them to slash nearby creatures to ribbons. However, these blades make the bristled moorbounder less suitable as a mount."]},{"type":"section","entries":["One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts.",{"type":"entries","name":"Natural Hunters","entries":["Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores."]}]}]},{"id":"broken-king-antigonos","name":"Broken King Antigonos","source":"MOT","page":189,"srd":false,"image":"bestiary/tokens/MOT/Broken King Antigonos.webp","token":"bestiary/tokens/MOT/Broken King Antigonos.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"38 (9d10 + 27)","speed":"40 ft.","str":18,"dex":11,"con":16,"int":6,"wis":16,"cha":9,"saves":"","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If Antigonos moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}."]},{"name":"Labyrinthine Recall","entries":["Antigonos can perfectly recall any path he has traveled."]},{"name":"Reckless","entries":["At the start of his turn, Antigonos can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn."]},{"name":"Decrepit State","entries":["Antigonos has disadvantage on his attack rolls."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]},{"name":"Amphora","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one Medium or smaller creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If there is not already a creature inside the amphora, the target is {@condition restrained} inside. As an action, the {@condition restrained} creature can make a {@dc 14} Dexterity ({@skill Acrobatics}) check, escaping from the amphora on a success. The effect also ends if the amphora is destroyed. The amphora has AC 8, 20 hit points, and immunity to poison and psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on his brow, and one of his horns ends in a jagged stump. He drags a rusty greataxe in the dirt, and tied to his back is a 30-pound, clay amphora painted with images of warring hoplites—all of whom have had horns crudely painted on them to make them look like minotaurs. The broad-mouthed amphora is large enough to hold roughly 55 gallons of wine.","He claims that he was a great king who was cursed by Mogis after he defied his war advisors by making his sickly but beloved child his heir. He was cast out and has since become tragically obsessed with finding a worthy heir."]}]},{"id":"brom-martikov","name":"Brom Martikov","source":"CoS","page":98,"srd":false,"image":"bestiary/CoS/Brom Martikov.webp","token":"bestiary/tokens/CoS/Brom Martikov.webp","size":"Small","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft. (fly 50 ft. in raven and hybrid forms)","str":10,"dex":15,"con":11,"int":13,"wis":15,"cha":14,"saves":"","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common (can't speak in raven form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Brom can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies."]},{"name":"Mimicry","entries":["Brom can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]},{"name":"Regeneration","entries":["Brom regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Human or Hybrid Form Only)","entries":["Brom makes two weapon attacks, one of which can be with its hand crossbow."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form. If the target is humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with wereraven {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Human or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Human or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Brom Martikov.webp"}]},{"id":"brontodon","name":"Brontodon","source":"PSX","page":27,"srd":false,"image":"bestiary/PSX/Brontodon.webp","token":"bestiary/tokens/PSX/Brontodon.webp","size":"Gargantuan","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"121 (9d20 + 27)","speed":"30 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Stomp","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}27 ({@damage 5d8 + 5}) bludgeoning damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}32 ({@damage 6d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"The Rumbling Herds","page":27,"entries":["The largest of the dinosaurs are huge, long-necked herbivores that feed on the leaves of tall trees. The enormous size of these dinosaurs means that a single beast—often a young, old, or injured one that becomes separated from the herd—can feed a whole pack of smaller predators. The magnificent Altisaurs wander across the plains and through the sparse forests of the Sun Coast, grazing on the tops of trees. Brontodons travel in herds, causing the ground to thunder beneath their tremendous weight when they build up speed. Use {@creature brontosaurus|VGM} stats from {@book Volo's Guide to Monsters|VGM} for these beasts."]}]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Brontodon.webp","title":"Belligerent Brontodon","credit":"Dan Scott"}]},{"id":"brontosaurus","name":"Brontosaurus","source":"MPMM","page":95,"srd":false,"image":"bestiary/tokens/MPMM/Brontosaurus.webp","token":"bestiary/tokens/MPMM/Brontosaurus.webp","size":"Gargantuan","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"121 (9d20 + 27)","speed":"30 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Stomp","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}27 ({@damage 5d8 + 5}) bludgeoning damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}32 ({@damage 6d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats."],"otherVersions":[{"id":"brontosaurus-vgm","source":"VGM"}]},{"id":"brontosaurus-vgm","name":"Brontosaurus","source":"VGM","page":139,"srd":false,"image":"bestiary/VGM/Brontosaurus.webp","token":"bestiary/tokens/VGM/Brontosaurus.webp","size":"Gargantuan","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"121 (9d20 + 27)","speed":"30 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Stomp","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}27 ({@damage 5d8 + 5}) bludgeoning damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}32 ({@damage 6d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats."]}],"gallery":[{"path":"bestiary/VGM/Brontosaurus.webp"}],"hidden":true,"otherVersions":[{"id":"brontosaurus","source":"MPMM"}]},{"id":"bronze-dragon-wyrmling","name":"Bronze Dragon Wyrmling","source":"XMM","page":58,"srd":true,"image":"bestiary/XMM/Bronze Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/Bronze Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"15","initiative":"+2 (12)","hp":"39 (6d8 + 12)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":17,"dex":10,"con":15,"int":12,"wis":11,"cha":15,"saves":"Dex +2, Wis +2","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal","treasure":"Implements","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Slashing damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["{@actSave dex} {@dc 12}, each creature in a 40-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 16 ({@damage 3d10}) Lightning damage. {@actSaveSuccess} Half damage."]},{"name":"Repulsion Breath","entries":["{@actSave str} {@dc 12}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target is pushed up to 30 feet straight away from the dragon and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bronze dragon wyrmlings believe they can solve any problems, and they seek to prove it. They often fixate on local challenges, such as drought or rampant banditry. While their zeal can be charming, these wyrmlings can get in over their heads and might then need help correcting mistakes."]},{"type":"section","name":"Bronze Dragons","entries":["{@i Dragons of Potential and Preservation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Where bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.","Bronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.",{"type":"entries","name":"Bronze Dragon Lairs","entries":["Bronze dragons usually make their homes near or under the sea."]}]}],"gallery":[{"path":"bestiary/XMM/Bronze Dragon Wyrmling.webp","credit":"Matt Stewart"}],"otherVersions":[{"id":"bronze-dragon-wyrmling-mm","source":"MM"}]},{"id":"bronze-dragon-wyrmling-mm","name":"Bronze Dragon Wyrmling","source":"MM","page":109,"srd":false,"image":"bestiary/MM/Bronze Dragon Wyrmling.webp","token":"bestiary/tokens/MM/Bronze Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Lawful Good","ac":"17","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":17,"dex":10,"con":15,"int":12,"wis":11,"cha":15,"saves":"Dex +2, Con +4, Wis +2, Cha +4","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Breath","entry":"The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Repulsion Breath","entry":"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 12} Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.","A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.",{"type":"entries","entries":[{"name":"Dragons of the Coast","type":"entries","entries":["Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item."]},{"name":"War Machines","type":"entries","entries":["Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.",{"name":"Well-Organized Wealth","entries":["Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection."],"type":"entries"}]}]}]}]},{"type":"entries","name":"A Bronze Dragon's Lair","entries":["A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Bronze Dragon Wyrmling.webp"}],"hidden":true,"otherVersions":[{"id":"bronze-dragon-wyrmling","source":"XMM"}]},{"id":"bronze-greatwyrm","name":"Bronze Greatwyrm","source":"FTD","page":208,"srd":false,"image":"bestiary/tokens/FTD/Bronze Greatwyrm.webp","token":"bestiary/tokens/FTD/Bronze Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"22","initiative":"+3 (13)","hp":"565 (29d20 + 261)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":16,"con":29,"int":21,"wis":22,"cha":30,"saves":"Dex +11, Con +17, Int +13, Wis +14, Cha +18","skills":"Insight +14, Perception +22, Persuasion +18","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 32","languages":"Common, Draconic","cr":"28","crDisplay":"28 (XP 120,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Metallic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Elemental Breath","entries":["The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) lightning damage on a failed save, or half as much damage on a successful one."]},{"type":"item","name":"Sapping Breath","entries":["The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}]}]},{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.","A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the \"Brass Dragons\" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.","Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.",{"type":"inset","name":"Justice and Mercy","source":"FTD","entries":["Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.","Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.","Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead."]},{"type":"quote","entries":["Call me biased, but the \"great\" part of \"metallic greatwyrm\" feels a little redundant. It goes without saying."],"by":"Fizban"}]},{"id":"bronze-sable","name":"Bronze Sable","source":"MOT","page":210,"srd":false,"image":"bestiary/MOT/Bronze Sable.webp","token":"bestiary/tokens/MOT/Bronze Sable.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+3 (13)","hp":"32 (5d8 + 10)","speed":"30 ft., climb 30 ft.","str":13,"dex":16,"con":15,"int":3,"wis":14,"cha":1,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"understands one language of its creator but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the sable remains motionless, it is indistinguishable from a normal statue."]},{"name":"Pack Tactics","entries":["The sable has advantage on an attack roll against a creature if at least one of the sable's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Surprise Attack","entries":["If the sable surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@damage 3d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sable makes two bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The first bronze sables were presented to Karametra as a gift by Purphoros to serve primarily as guardians in Karametra's temples. But as others have been created, some have been used as nimble scouts, always on alert for danger.","The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.","Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.","A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters."]}],"gallery":[{"path":"bestiary/MOT/Bronze Sable.webp","credit":"Jasper Sandner"}]},{"id":"bronze-scout","name":"Bronze Scout","source":"MTF","page":125,"srd":false,"image":"bestiary/MTF/Bronze Scout.webp","token":"bestiary/tokens/MTF/Bronze Scout.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"18 (4d8)","speed":"30 ft., burrow 30 ft.","str":10,"dex":16,"con":11,"int":3,"wis":14,"cha":1,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 16","languages":"understands one language of its creator but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Earth Armor","entries":["The bronze scout doesn't provoke opportunity attacks when it burrows."]},{"name":"Magic Resistance","entries":["The bronze scout has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) lightning damage."]},{"name":"Lightning Flare (Recharges after a Short or Long Rest)","entries":["Each creature in contact with the ground within 15 feet of the bronze scout must make a {@dc 13} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical."],"by":"Mordenkainen"},{"type":"entries","name":"Bronze Scout","entries":["A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety."]}]}]},"The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Constructed Nature","type":"entries","entries":["A clockwork doesn't require air, food, drink, or sleep."]}]}]},{"type":"entries","name":"Individual Designs","entries":["A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.","A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.",{"type":"table","caption":"Clockwork Enhancements","colLabels":["d10","Enhancement"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine."],["2","{@b Sensors.} The range of the clockwork's {@sense darkvision} becomes 120 feet, unless it is higher, and it gains proficiency in {@skill Perception} if it doesn't already have it."],["3","{@b Improved Armor.} The clockwork's AC increases by 2."],["4","{@b Increased Speed.} The clockwork's speed increases by 10 feet."],["5","{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage."],["6","{@b Self-Repairing.} If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn."],["7","{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice."],["8","{@b Suction.} The clockwork gains a climbing speed of 30 feet."],["9","{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice)."],["10","{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet."]]},{"type":"table","caption":"Clockwork Malfunctions","colLabels":["d10","Malfunction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn."],["2","{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn."],["3","{@b Ground Fault.} The clockwork has vulnerability to lightning damage."],["4","{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it."],["5","{@b Leaking Lubricant.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of {@condition exhaustion} that it isn't immune to."],["6","{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn."],["7","{@b Overactive Sense of Self-Preservation.} If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting."],["8","{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn."],["9","{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet."],["10","{@b Weak Armor.} The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine."]]}]}],"gallery":[{"path":"bestiary/MTF/Bronze Scout.webp","credit":"Justin Gerard"}]},{"id":"bronzefume","name":"Bronzefume","source":"PotA","page":92,"srd":false,"image":"bestiary/tokens/PotA/Bronzefume.webp","token":"bestiary/tokens/PotA/Bronzefume.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"20","initiative":"+0 (10)","hp":"220 (22d20 + 110)","speed":"20 ft., swim 40 ft.","str":25,"dex":10,"con":20,"int":10,"wis":12,"cha":12,"saves":"Dex +6, Con +11, Wis +7","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Aquan, Draconic","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon turtle can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked {@condition prone}."]},{"name":"Steam Breath {@recharge 5}","entries":["The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"broom-of-animated-attack","name":"Broom of Animated Attack","source":"CoS","page":226,"srd":false,"image":"bestiary/tokens/CoS/Broom of Animated Attack.webp","token":"bestiary/tokens/CoS/Broom of Animated Attack.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+3 (13)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":10,"dex":17,"con":10,"int":1,"wis":5,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; prone","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Constructed Nature","entries":["An animated object doesn't require air, food, drink, or sleep.","The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone."]},{"name":"Antimagic Susceptibility","entries":["The broom is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The broom makes two melee attacks."]},{"name":"Broomstick","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Animated Attack","entries":["If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A broom of animated attack is easily mistaken for a broom of flying. It attacks any creature that grabs it or tries to ride it.",{"name":"Flying Broom","type":"entries","entries":["Some brooms of animated attack allow their creators to ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can (see chapter 7, \"Treasure,\" of the Dungeon Master's Guide)."]}]}]}]},{"id":"brother-adramalech","name":"Brother Adramalech","source":"CoA","page":185,"srd":false,"image":"bestiary/CoA/Brother Adramalech.webp","token":"bestiary/tokens/CoA/Brother Adramalech.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"212 (25d8 + 100)","speed":"30 ft.","str":14,"dex":16,"con":18,"int":25,"wis":25,"cha":25,"saves":"Int +14, Wis +14, Cha +14","skills":"Arcana +14, Deception +21, Insight +14, Intimidation +14, Persuasion +21, Religion +14","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 17","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Adramalech's darkvision."]},{"name":"Magic Resistance","entries":["Adramalech has advantage on saving throws against spells and other magical effects."]},{"name":"Unbreakable Bond","entries":["If Adramalech is reduced to 0 hit points while Brother Morax still lives, Adramalech regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Morax is reduced to 0 hit points before the start of Adramalech's turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Adramalech makes four attacks using Mental"]},{"name":"Barrage","entries":["He can replace one of the attacks with Brain Freeze or Cone of Madness (if available)."]},{"name":"Mental Barrage","entries":["{@atk mw,rw} {@hit 14} to hit, reach 5 ft. or range 60/120 ft., one target. {@h}25 ({@damage 4d8 + 7}) psychic damage."]},{"name":"Brain Freeze","entries":["Adramalech attempts to overload the brain of a creature he can see within 60 feet of him. The target must make a {@dc 22} Intelligence saving throw, taking 22 ({@damage 4d10}) psychic damage on a failed save, or half as much on a successful one. Creatures that fail the saving throw have the {@condition stunned} condition for up to 1 minute. A {@condition stunned} creature may repeat the saving throw at the end of each of their turns, ending the effect on a success."]},{"name":"Cone of Madness {@recharge 4}","entries":["Adramalech unleashes visions in a 30-foot cone in front of him. All creatures in the cone must make a {@dc 22} Wisdom saving throw, taking 17 ({@damage 5d6}) psychic damage on a failed save, or half as much on a successful one. For up to 1 minute, creatures that failed the save can't take reactions and each turn must use their action to make a melee attack against the nearest creature. Creatures may repeat the saving throw at the end of each of their turns, ending the effect on a success."]}],"bonusActions":[{"name":"Conjure Effigy {@recharge}","entries":["Adramalech targets a creature, reading its thoughts and creating an effigy of a loved one in an unoccupied space that he can see within 60 feet of Adramalech. The effigy has 55 ({@dice 10d10}) hit points, an AC of 10, and ability scores of 10. It occasionally shouts for help, but otherwise takes no actions. While the effigy is alive, the target creature has disadvantage on attacks targeting Adramalech and any time the effigy takes damage, the target creature also takes an equal amount as psychic damage. If the effigy is killed, the target creature gains a level of {@condition exhaustion}. If Adramalech is killed while effigies exist, they harmlessly melt into a warm sludge."]}],"reactions":[],"legendaryActions":[{"name":"Barrage","entries":["Adramalech makes a Mental Barrage attack."]},{"name":"Mental Blocker","entries":["Adramalech fortifies the mind of a creature he can see within 60 feet of him, or himself. The target benefits as if the {@spell Greater Restoration} spell has been cast on them and is granted resistance to psychic damage until the end of Adramalech's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoA/Brother Adramalech.webp","credit":"Aaron Sims"}]},{"id":"brother-broumane","name":"Brother Broumane","source":"JttRC","page":178,"srd":false,"image":"bestiary/JttRC/119-12-006.brother-broumane.webp","token":"bestiary/tokens/JttRC/Brother Broumane.webp","size":"Medium","creatureType":"Humanoid (Brother Broumane)","alignment":"Chaotic Neutral","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"10 ft., swim 40 ft.","str":10,"dex":13,"con":12,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Aquan, Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Water Breathing","entries":["Brother Broumane can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, or 4 ({@damage 1d8}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/119-12-006.brother-broumane.webp","credit":"Andrew Mar"}]},{"id":"brother-morax","name":"Brother Morax","source":"CoA","page":186,"srd":false,"image":"bestiary/CoA/Brother Morax.webp","token":"bestiary/tokens/CoA/Brother Morax.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+6 (16)","hp":"337 (25d10 + 200)","speed":"40 ft.","str":24,"dex":22,"con":27,"int":14,"wis":16,"cha":18,"saves":"Str +14, Dex +13, Con +15","skills":"Acrobatics +20, Athletics +21, Intimidation +11, Medicine +10, Stealth +13, Survival +10","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Brittle Spine","entries":["For each Brittle Spine a creature has, the creature takes 3 ({@damage 1d6}) poison damage at the start of each of their turns, and when Morax activates Burrow or Deep Burrow. Spines can only be removed by a Regeneration spell or similar, or by killing Morax."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Morax's darkvision."]},{"name":"Magic Resistance","entries":["Morax has advantage on saving throws against spells and other magical effects."]},{"name":"Spined Hide","entries":["Whenever Morax is hit with a melee attack, the attacker takes 7 ({@damage 2d6}) piercing damage and gains 1 Brittle Spine."]},{"name":"Unbreakable Bond","entries":["If Morax is reduced to 0 hit points while Brother Adramalech still lives, Morax regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Adramalech is reduced to 0 hit points before the start of Morax's turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Morax makes four attacks using his Claw, Spine Fling, or a combination of the two."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage, and the target gains 1 Brittle Spine."]},{"name":"Spine Fling","entries":["{@atk rw} {@hit 13} to hit, range 30/60 ft., one target. {@h}12 ({@damage 1d12 + 6}) piercing damage, and the target gains 1 Brittle Spine."]},{"name":"Deep Burrow","entries":["Morax immediately deals Brittle Spine ongoing damage to all creatures that have at least one Brittle Spine that he can see."]},{"name":"Bone Spikes {@recharge}","entries":["Morax shoves an arm into the ground, rapidly growing bones that erupt at a point he can see within 100 feet of him. Each creature in a 60-foot-radius sphere centered on that point must make a {@dc 21} Dexterity saving throw, taking 28 ({@damage 8d6}) piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail the save gain 2 Brittle Spines, while creatures that succeed only gain 1 Brittle Spine."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["Morax makes a Claw attack."]},{"name":"Bone Splinters (Costs 2 Actions)","entries":["Morax gestures at a creature he can see that has at least 1 Brittle Spine. That creature must succeed on a {@dc 21} Constitution saving throw or the number of Brittle Spines it has doubles."]},{"name":"Burrow (Costs 2 Actions)","entries":["Morax bristles the spines within a creature that he can see. The target immediately takes Brittle Spine ongoing damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoA/Brother Morax.webp","credit":"Aaron Sims"}]},{"id":"brown-bear","name":"Brown Bear","source":"XMM","page":350,"srd":true,"image":"bestiary/XMM/Brown Bear.webp","token":"bestiary/tokens/XMM/Brown Bear.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"22 (3d10 + 6)","speed":"40 ft., climb 30 ft.","str":17,"dex":12,"con":15,"int":2,"wis":13,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Arctic, Forest, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes one Bite attack and one Claw attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage."]},{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Slashing damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Brown Bear.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"brown-bear-mm","source":"MM"}]},{"id":"brown-bear-mm","name":"Brown Bear","source":"MM","page":319,"srd":false,"image":"bestiary/tokens/MM/Brown Bear.webp","token":"bestiary/tokens/MM/Brown Bear.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"34 (4d10 + 12)","speed":"40 ft., climb 30 ft.","str":19,"dex":10,"con":16,"int":2,"wis":13,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"brown-bear","source":"XMM"}]},{"id":"brown-scavver","name":"Brown Scavver","source":"BAM","page":49,"srd":false,"image":"bestiary/BAM/Brown Scavver.webp","token":"bestiary/tokens/BAM/Brown Scavver.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"51 (6d10 + 18)","speed":"0 ft., fly 40 ft.","str":18,"dex":15,"con":17,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The scavver doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Swallowing Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 13} Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.","A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the scavver, and takes 13 ({@damage 3d8}) poison damage at the start of each of the scavver's turns from the poisonous gas in the scavver's gullet.","If the scavver takes 15 damage or more on a single turn from a creature inside it, the scavver must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls {@condition prone} in a space within 10 feet of the scavver. If the scavver dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark umber. It takes them days to digest a meal, during which time they attack only in self-defense.","A brown scavver likes to swallow its prey whole. The creature's stomach is filled with poisonous gas, which kills off anything that survives being swallowed."]}],"gallery":[{"path":"bestiary/BAM/Brown Scavver.webp","credit":"Jessica Nguyen"}]},{"id":"bruna","name":"Bruna","source":"PSI","page":26,"srd":false,"image":"bestiary/PSI/Angel1.webp","token":"bestiary/tokens/PSI/Bruna.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 120 ft.","str":24,"dex":20,"con":24,"int":19,"wis":22,"cha":25,"saves":"Con +12, Wis +11, Cha +12","skills":"Perception +11","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The Bruna's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra {@damage 5d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["The Bruna knows if it hears a lie."]},{"name":"Magic Resistance","entries":["The Bruna has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The Bruna's spellcasting ability is Charisma (spell save {@dc 20}). The planetar can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only), {@spell protection from evil and good}","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell flame strike}, {@spell raise dead}","1/day each: {@spell commune}, {@spell control weather}, {@spell insect plague}, {@spell dispel evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The Bruna makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage plus 22 ({@damage 5d8}) radiant damage."]},{"name":"Healing Touch (4/Day)","entries":["The Bruna touches another creature. The target magically regains 30 ({@dice 6d8 + 3}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Avacyn|PSI} was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.","Traditionally, three groups of angels known as flights or hosts served {@creature Avacyn|PSI}, each under the leadership of a lesser archangel.",{"type":"entries","name":"Flight Alabaster","page":26,"entries":["The practical and sympathetic angels of Flight Alabaster were instrumental in maintaining Avacyn's wards against the supernatural evils of Innistrad. They preferred the use of spells to weapons, and engaged in battle only when they had exhausted other options. As a result, angels of other flights sometimes dismissed them as overly sentimental. Alabaster angels aided priests and cathars in maintaining the protective wards on city walls and at holy sites throughout the plane, and also aided Avacyn in conducting the spirits of the dead to their ultimate fate, dissolving into Innistrad's Æthereal essence. The leader of Flight Alabaster was {@creature Bruna|PSI}, called the Light of Alabaster."]},{"type":"entries","name":"Host of Herons","page":26,"entries":["The Host of Herons comprised the angels of birth, rebirth, and purity, whose magic was said to ward humans against harm in life. This was always the smallest flight of angels, and its primary function was the scouting and tracking of werewolves and other marauding monsters. {@creature Sigarda|PSI} led the Host of Herons, wielding a scythe shaped like the head of a heron."]},{"type":"entries","name":"Flight Goldnight","page":26,"entries":["Flight Goldnight was an army of soldier-angels focused on the martial strength of the church. These angels were characterized by pragmatism and strict observance of church law. They were strategists in battle and skillful leaders during armed conflicts, cultivating a martial mindset that made them more than willing to take up arms when the need arose. The leader of Flight Goldnight was {@creature Gisela|PSI}, called the Blade of Goldnight or the Blade of the Church."]},{"type":"entries","name":"The Madness of Avacyn","page":27,"entries":["When the Eldrazi titan Emrakul first approached Innistrad, {@creature Avacyn|PSI} perceived her influence as a contagion that must be expunged from the world. However, unable to identify the source of that contagion, {@creature Avacyn|PSI} was driven mad, lashing out instead at every living thing. She led the angels in a vain effort to purge this corruption from the plane, viewing the humans they once protected as part of the maddening illness. The different flights of angels even began to war against each other, drastically reducing the number of angels on the plane.","Wielding fiery swords and clad in full armor, the soldier-angels of Flight Goldnight became the scourge of all mortal life on Innistrad. None could predict what would trigger their violent judgment or where they would strike next. The angels of Flight Alabaster had always been at the forefront of the church's efforts to root out and punish demon cultists, necromancers, and other heretics. With Emrakul's approach, they grew at least as mad as {@creature Avacyn|PSI} herself. Their fervent obsession drove the forces of the Lunarch Inquisition, the church's efforts to root out sin among the human populace. The angels prodded the church to ever greater and more desperate action.","Amid the chaos, {@creature Avacyn|PSI} created a new angelic flight to serve as her honor guard. Armed with moonsilver spears forged from shards of the broken Helvault, these angels of the Flight of Moonsilver served as sentries and guards at Thraben Cathedral, and flew alongside {@creature Avacyn|PSI} into battle against any perceived threat to Innistrad.","Only {@creature Sigarda|PSI} and the Host of Herons remained unaffected by Avacyn's madness, perhaps because they were the angels of purity. The survivors of this host retreated to their old haunt in Gavony's remote parish of Videns to maintain a safe distance from {@creature Avacyn|PSI}.","Angels that have gone mad can cast {@spell flame strike} once per day using their Innate Spellcasting trait. Additionally, the extra damage from their Angelic Weapons is half fire damage and half radiant damage."]}],"gallery":[{"path":"bestiary/PSI/Angel1.webp","title":"Gisela, Blade of Goldnight","credit":"Jason Chan"},{"path":"bestiary/PSI/Angel2.webp","title":"Fiery Temper","credit":"Johannes Voss"},{"path":"bestiary/PSI/Sigarda.webp","title":"Sigarda, Host of Herons","credit":"Chris Rahn"}]},{"id":"brusipha","name":"Brusipha","source":"BMT","page":127,"srd":false,"image":"bestiary/tokens/BMT/Brusipha.webp","token":"bestiary/tokens/BMT/Brusipha.webp","size":"Medium","creatureType":"Humanoid (Minotaur, Warlock)","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"90 (12d8 + 36)","speed":"40 ft.","str":18,"dex":11,"con":16,"int":12,"wis":16,"cha":16,"saves":"Wis +5, Cha +5","skills":"Deception +5, Perception +7, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal, Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Demonic Ritual","entries":["Brusipha can spend 3 hours performing a ritual that summons {@dice 1d3 + 1} barlguras or 1 hezrou. She must sacrifice a Medium or larger living creature to Baphomet during this ritual, and the ritual can be performed only at night. The demons vanish at dawn."]},{"name":"Labyrinthine Recall","entries":["Brusipha can perfectly recall any path she has traveled."]}],"spellcasting":[{"name":"Spellcasting","entries":["Brusipha casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Prestidigitation}, {@spell Speak with Animals}","1/day each: {@spell Bestow Curse}, {@spell Command}, {@spell Crown of Madness}"]}],"actions":[{"name":"Multiattack","entries":["Brusipha makes two Eldritch Blast attacks."]},{"name":"Eldritch Blast","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 4 ({@damage 1d8}) necrotic damage. If Brusipha moved at least 10 feet straight toward the target immediately before she hit, the target takes an extra 4 ({@damage 1d8}) piercing damage, and if the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet from Brusipha and have the {@condition prone} condition."]},{"name":"Incite the Hunters (Recharges after a Short or Long Rest)","entries":["Brusipha allows each ally within 30 feet of herself that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally's Unerring Tracker."]}],"bonusActions":[{"name":"Unerring Tracker","entries":["Brusipha magically creates a psychic link with one creature she can see. For the next hour, Brusipha knows the current distance and direction to the target if it is on the same plane of existence. The link ends if Brusipha has the {@condition incapacitated} condition or uses this ability on a different target."]}],"reactions":[{"name":"Baphomet's Blessing","entries":["When Brusipha reduces a hostile creature to 0 hit points, she gains 8 temporary hit points."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"buer","name":"Buer","source":"CoA","page":211,"srd":false,"image":"bestiary/CoA/Buer.webp","token":"bestiary/tokens/CoA/Buer.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+6 (16)","hp":"315 (30d10 + 150)","speed":"25 ft.","str":23,"dex":22,"con":21,"int":16,"wis":18,"cha":17,"saves":"Str +15, Dex +13, Con +14","skills":"Arcana +10, Athletics +22, Insight +11, Intimidation +17, Perception +11, Survival +11","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 21","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Contractually Obligated","entries":["Buer has advantage to hit creatures under an infernal contract and when she hits such creatures she delivers an additional 9 ({@damage 2d8}) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Buer with disadvantage."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Buer's darkvision."]},{"name":"Magic Resistance","entries":["Buer has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Buer makes three attacks using her Claw. She can replace two of the attacks with a Cleansing Bite attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) slashing damage."]},{"name":"Cleansing Bite","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) bludgeoning damage, healing Buer for an amount equal to the damage dealt."]},{"name":"Spectral Reaping {@recharge}","entries":["Buer focuses her ethereal form, dashing up to 50 feet in a straight line through the ethereal plane. Any creatures in the line must make a {@dc 21} Constitution saving throw, taking 42 ({@damage 12d6}) force damage on a failed save, or half as much damage on a successful one. Buer may reappear at any unoccupied space along the line. For 1 minute after using Spectral Reaping, Buer is empowered by ethereal essence. Her Cleansing Bite attack now deals force damage instead of bludgeoning."]}],"bonusActions":[{"name":"Defensive Trip {@recharge 5}","entries":["Buer attempts to slow the actions of a creature she can see within 60 feet of her. The target must succeed on a {@dc 18} Wisdom saving throw or be slowed until the end of its next turn. A slowed creature's speed is halved, it takes a-2 penalty to AC and Dexterity saving throws, and it can't use its reactions. Regardless of the slowed creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn."]}],"reactions":[{"name":"Soul Exchange","entries":["When Buer is subjected to a spell targeting only her, she can attempt to swap places with a creature she damaged on her last turn. The creature must make a {@dc 19} Wisdom saving throw. On a failed save, the creature and Buer swap positions, and the spell now targets the creature instead of Buer."]}],"legendaryActions":[{"name":"Teamwork","entries":["Buer or one other devil within 60 feet of Buer makes a melee weapon attack against a target of Buer's choosing."]},{"name":"Backdoor Clause","entries":["Buer wreathes energy around a creature she can see within 60 feet of her. Until the end of Buer's next turn, the target is covered in fire or cold energy, Buer's choice. Each time the target is struck with a melee attack, the attacker takes 9 ({@damage 2d8}) fire or cold damage."]},{"name":"Refresh Souls (Costs 2 Actions)","entries":["Buer devours a Soul Coin, instantly refreshing one Recharge ability of any devil within 60 feet, including herself."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoA/Buer.webp","credit":"Aaron Sims"}]},{"id":"bugbear","name":"Bugbear","source":"MM","page":33,"srd":false,"image":"bestiary/MM/Bugbear.webp","token":"bestiary/tokens/MM/Bugbear.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":15,"dex":14,"con":13,"int":8,"wis":11,"cha":9,"saves":"","skills":"Stealth +6, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Grassland, Forest","treasure":"","traits":[{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)."]},{"name":"Surprise Attack","entries":["If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Morningstar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage in melee or 5 ({@damage 1d6 + 2}) piercing damage at range."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.",{"name":"Goblinoids","type":"entries","entries":["Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force."]},{"name":"Followers of Hruggek","type":"entries","entries":["Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible."]},{"name":"Venal Ambushers","type":"entries","entries":["Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life."]}]}]}],"gallery":[{"path":"bestiary/MM/Bugbear.webp","credit":"Steve Prescott"}]},{"id":"bugbear-chief","name":"Bugbear Chief","source":"MM","page":33,"srd":false,"image":"bestiary/MM/Bugbear.webp","token":"bestiary/tokens/MM/Bugbear Chief.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":17,"dex":14,"con":14,"int":11,"wis":12,"cha":11,"saves":"","skills":"Intimidation +2, Stealth +6, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Grassland, Forest","treasure":"","traits":[{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)."]},{"name":"Surprise Attack","entries":["If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack."]},{"name":"Heart of Hruggek","entries":["The bugbear has advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, {@condition stunned}, or put to sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bugbear makes two melee attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 3}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 3}) piercing damage in melee or 5 ({@damage 1d6 + 3}) piercing damage at range."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.",{"name":"Goblinoids","type":"entries","entries":["Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force."]},{"name":"Followers of Hruggek","type":"entries","entries":["Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible."]},{"name":"Venal Ambushers","type":"entries","entries":["Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life."]}]}]}],"gallery":[{"path":"bestiary/MM/Bugbear.webp","credit":"Steve Prescott"}]},{"id":"bugbear-gardener","name":"Bugbear Gardener","source":"TftYP","page":29,"srd":false,"image":"bestiary/tokens/TftYP/Bugbear Gardener.webp","token":"bestiary/tokens/TftYP/Bugbear Gardener.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":15,"dex":14,"con":13,"int":8,"wis":11,"cha":9,"saves":"","skills":"Stealth +6, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Grassland, Forest","treasure":"","traits":[{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)."]},{"name":"Surprise Attack","entries":["If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Glaive","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d10 + 2}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage in melee or 5 ({@damage 1d6 + 2}) piercing damage at range."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"bugbear-lieutenant","name":"Bugbear Lieutenant","source":"TftYP","page":173,"srd":false,"image":"bestiary/tokens/TftYP/Bugbear Lieutenant.webp","token":"bestiary/tokens/TftYP/Bugbear Lieutenant.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":15,"dex":14,"con":13,"int":8,"wis":11,"cha":9,"saves":"","skills":"Stealth +6, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Grassland, Forest","treasure":"","traits":[{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack)."]},{"name":"Surprise Attack","entries":["If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d8 + 2}) slashing damage, or 13 ({@damage 2d10 + 2}) slashing damage if used with both hands."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage in melee or 5 ({@damage 1d6 + 2}) piercing damage at range."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"bugbear-stalker","name":"Bugbear Stalker","source":"XMM","page":62,"srd":true,"image":"bestiary/XMM/Bugbears.webp","token":"bestiary/tokens/XMM/Bugbear Stalker.webp","size":"Medium","creatureType":"Fey (Goblinoid)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":17,"dex":14,"con":14,"int":11,"wis":12,"cha":11,"saves":"Con +4, Wis +3","skills":"Stealth +6, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Common, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Grassland, Planar, Feywild, Underdark","treasure":"Armaments, Individual","traits":[{"name":"Abduct","entries":["The bugbear needn't spend extra movement to move a creature it is grappling."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bugbear makes two Javelin or Morningstar attacks."]},{"name":"Javelin","entries":["{@atkr m,r} {@hit 5}, reach 10 ft. or range 30/120 ft. {@h}13 ({@damage 3d6 + 3}) Piercing damage."]},{"name":"Morningstar","entries":["{@atkr m} {@hit 5} (with {@variantrule Advantage|XPHB} if the target is {@condition Grappled|XPHB} by the bugbear), reach 10 ft. {@h}12 ({@damage 2d8 + 3}) Piercing damage."]}],"bonusActions":[{"name":"Quick Grapple","entries":["{@actSave dex} {@dc 13}, one Medium or smaller creature the bugbear can see within 10 feet. {@actSaveFail} The target has the {@condition Grappled|XPHB} condition (escape {@dc 13})."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bugbear stalkers frequently take their victims hostage, relishing opportunities to imprison and terrorize other creatures."]},{"type":"section","name":"Bugbears","entries":["{@i Lurking Goblinoid Brutes}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Bugbears embody fear of the wilds and the menace of natural places. They're notoriously stealthy, and foes that venture into their territories often vanish without a trace."]}],"gallery":[{"path":"bestiary/XMM/Bugbears.webp","credit":"Taras Susak"}]},{"id":"bugbear-warrior","name":"Bugbear Warrior","source":"XMM","page":62,"srd":true,"image":"bestiary/XMM/Bugbears.webp","token":"bestiary/tokens/XMM/Bugbear Warrior.webp","size":"Medium","creatureType":"Fey (Goblinoid)","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":15,"dex":14,"con":13,"int":8,"wis":11,"cha":9,"saves":"","skills":"Stealth +6, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Grassland, Planar, Feywild, Underdark","treasure":"Armaments, Individual","traits":[{"name":"Abduct","entries":["The bugbear needn't spend extra movement to move a creature it is grappling."]}],"spellcasting":[],"actions":[{"name":"Grab","entries":["{@atkr m} {@hit 4}, reach 10 ft. {@h}9 ({@damage 2d6 + 2}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12})."]},{"name":"Light Hammer","entries":["{@atkr m,r} {@hit 4} (with {@variantrule Advantage|XPHB} if the target is {@condition Grappled|XPHB} by the bugbear), reach 10 ft. or range 20/60 ft. {@h}9 ({@damage 3d4 + 2}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bugbear warriors serve those who offer them treasure, food, or the chance to hunt challenging prey."]},{"type":"section","name":"Bugbears","entries":["{@i Lurking Goblinoid Brutes}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Bugbears embody fear of the wilds and the menace of natural places. They're notoriously stealthy, and foes that venture into their territories often vanish without a trace."]}],"gallery":[{"path":"bestiary/XMM/Bugbears.webp","credit":"Taras Susak"}]},{"id":"bulette","name":"Bulette","source":"XMM","page":63,"srd":true,"image":"bestiary/XMM/Bulettes.webp","token":"bestiary/tokens/XMM/Bulette.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+0 (10)","hp":"94 (9d10 + 45)","speed":"40 ft., burrow 40 ft.","str":19,"dex":11,"con":21,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Tremorsense 120 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bulette makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}17 ({@damage 2d12 + 4}) Piercing damage."]},{"name":"Deadly Leap","entries":["The bulette spends 5 feet of movement to jump to a space within 15 feet that contains one or more Large or smaller creatures. {@actSave dex} {@dc 15}, each creature in the bulette's destination space. {@actSaveFail} 19 ({@damage 3d12}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage, and the target is pushed 5 feet straight away from the bulette."]}],"bonusActions":[{"name":"Leap","entries":["The bulette jumps up to 30 feet by spending 10 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bulettes range under vast territories. They often threaten animal herds, and they can wipe out whole farming communities."]},{"type":"section","name":"Bulettes","entries":["{@i Ravenous, Subsurface Land Sharks}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Also called \"land sharks,\" bulettes are single-minded predators that burrow under, leap over, and burst through obstacles in pursuit of their quarry. They burrow rapidly just below ground. On sensing movement, they erupt from below, attempting to catch prey in their oversize maws."]}],"gallery":[{"path":"bestiary/XMM/Bulettes.webp","credit":"Olivier Bernard"}],"otherVersions":[{"id":"bulette-mm","source":"MM"}]},{"id":"bulette-mm","name":"Bulette","source":"MM","page":34,"srd":false,"image":"bestiary/MM/Bulette.webp","token":"bestiary/tokens/MM/Bulette.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+0 (10)","hp":"94 (9d10 + 45)","speed":"40 ft., burrow 40 ft.","str":19,"dex":11,"con":21,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Standing Leap","entries":["The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}30 ({@damage 4d12 + 4}) piercing damage."]},{"name":"Deadly Leap","entries":["If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a {@dc 16} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone} and take 14 ({@damage 3d6 + 4}) bludgeoning damage plus 14 ({@damage 3d6 + 4}) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked {@condition prone}, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the bulette's space."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A bulette is a massive predator that terrorizes any lands it inhabits. Also called a \"land shark,\" it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength.",{"name":"Underground Hunters","type":"entries","entries":["Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks."]},{"name":"Wandering Monster","type":"entries","entries":["A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling meat the most, and it is never happier than when chasing plump halflings across an open field.","A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain.","All creatures shun bulettes, which treat anything that moves as food-even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male's death and consumption."]},{"name":"Arcane Creation","type":"entries","entries":["Some sages believe the bulette is the result of a mad wizard's experiments at crossbreeding snapping turtles and armadillos, within fusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world."]}]}]}],"gallery":[{"path":"bestiary/MM/Bulette.webp"},{"path":"bestiary/MM/Bulette 2.webp"}],"hidden":true,"otherVersions":[{"id":"bulette","source":"XMM"}]},{"id":"bulette-pup","name":"Bulette Pup","source":"XMM","page":63,"srd":false,"image":"bestiary/XMM/Bulettes.webp","token":"bestiary/tokens/XMM/Bulette Pup.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"-1 (9)","hp":"45 (6d8 + 18)","speed":"30 ft., burrow 20 ft.","str":16,"dex":8,"con":17,"int":2,"wis":10,"cha":4,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Tremorsense 60 ft., Passive Perception 14","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}14 ({@damage 2d10 + 3}) Piercing damage."]}],"bonusActions":[{"name":"Leap","entries":["The bulette jumps up to 30 feet by spending 10 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Juvenile bulettes are known as pups. They travel in small groups, using their numbers to bring down larger foes. Their arrival frequently presages the appearance of an adult bulette."]},{"type":"section","name":"Bulettes","entries":["{@i Ravenous, Subsurface Land Sharks}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Also called \"land sharks,\" bulettes are single-minded predators that burrow under, leap over, and burst through obstacles in pursuit of their quarry. They burrow rapidly just below ground. On sensing movement, they erupt from below, attempting to catch prey in their oversize maws."]}],"gallery":[{"path":"bestiary/XMM/Bulettes.webp","credit":"Olivier Bernard"}]},{"id":"bulezau","name":"Bulezau","source":"MPMM","page":67,"srd":false,"image":"bestiary/MPMM/Bulezau.webp","token":"bestiary/tokens/MPMM/Bulezau.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"52 (7d8 + 21)","speed":"40 ft.","str":15,"dex":14,"con":17,"int":8,"wis":9,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 9","languages":"Abyssal, telepathy 60 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Rotting Presence","entries":["When any creature that isn't a demon starts its turn within 30 feet of the bulezau, that creature must succeed on a {@dc 13} Constitution saving throw or take 3 ({@damage 1d6}) necrotic damage."]},{"name":"Standing Leap","entries":["The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]},{"name":"Sure-Footed","entries":["The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Barbed Tail","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage plus 4 ({@damage 1d8}) necrotic damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw against disease or become {@condition poisoned} until the disease ends. While {@condition poisoned} in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 ({@dice 1d8}). The target dies if its hit point maximum is reduced to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Some ask why the bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They're stubborn, they're vicious, and they rarely go down without bashing you several times in the shins.","You might say, that's awfully specific. I say, don't pry."],"by":"Tasha"},"Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, these demons lurk in deep canyons and lofty crags, and many find a place in the ranks of demon lords' armies, serving as foot soldiers in the Abyss's endless warring.","Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords' entourages. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience.","Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go."],"gallery":[{"path":"bestiary/MPMM/Bulezau.webp","credit":"Michael Berube"}],"otherVersions":[{"id":"bulezau-mtf","source":"MTF"}]},{"id":"bulezau-mtf","name":"Bulezau","source":"MTF","page":131,"srd":false,"image":"bestiary/MTF/Bulezau.webp","token":"bestiary/tokens/MTF/Bulezau.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"52 (7d8 + 21)","speed":"40 ft.","str":15,"dex":14,"con":17,"int":8,"wis":9,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 9","languages":"Abyssal, telepathy 60 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Rotting Presence","entries":["When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a {@dc 13} Constitution saving throw or take {@dice 1d6} necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it."]},{"name":"Standing Leap","entries":["The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]},{"name":"Sure-Footed","entries":["The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Barbed Tail","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw against disease or become {@condition poisoned} until the disease ends. While {@condition poisoned} in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 ({@dice 1d8}). The target dies if its hit point maximum is reduced to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bulezau","entries":["Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, bulezaus lurk in deep canyons and lofty crags, and many find a place in the ranks of the demon lords' armies, serving as foot soldiers in the Abyss's endless warring."]},{"name":"Bloodlust","type":"entries","entries":["Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of any demon lord's entourage. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience."]},{"name":"Repulsive","type":"entries","entries":["Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go."]}]}]}],"gallery":[{"path":"bestiary/MTF/Bulezau.webp","credit":"Michael Berube"}],"hidden":true,"otherVersions":[{"id":"bulezau","source":"MPMM"}]},{"id":"bullywug","name":"Bullywug","source":"MM","page":35,"srd":false,"image":"bestiary/MM/Bullywug.webp","token":"bestiary/tokens/MM/Bullywug.webp","size":"Medium","creatureType":"Humanoid (Bullywug)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"20 ft., swim 40 ft.","str":12,"dex":12,"con":13,"int":7,"wis":10,"cha":7,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Bullywug","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The bullywug can breathe air and water."]},{"name":"Speak with Frogs and Toads","entries":["The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug."]},{"name":"Swamp Camouflage","entries":["The bullywug has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain."]},{"name":"Standing Leap","entries":["The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bullywug makes two melee attacks: one with its bite and one with its spear."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey.","Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close.",{"name":"Foul Aristocracy","type":"entries","entries":["Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader-a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors' favor.","A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it's more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute."]},{"name":"Unruly Diplomacy","type":"entries","entries":["Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them.","Captives are dragged before the king or queen-a bullywug of unusually large size-and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its \"guests\" with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders."]},{"name":"Amphibian Allies","type":"entries","entries":["Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system.","Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs' ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages."]}]}]}],"gallery":[{"path":"bestiary/MM/Bullywug.webp"}]},{"id":"bullywug-bog-sage","name":"Bullywug Bog Sage","source":"XMM","page":64,"srd":false,"image":"bestiary/XMM/Bullywugs.webp","token":"bestiary/tokens/XMM/Bullywug Bog Sage.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral","ac":"16","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"30 ft., swim 30 ft.","str":8,"dex":16,"con":14,"int":10,"wis":16,"cha":12,"saves":"Con +4, Wis +5, Cha +3","skills":"Nature +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Bullywug, Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Swamp","treasure":"Implements, Individual","traits":[{"name":"Amphibious","entries":["The bullywug can breathe air and water."]},{"name":"Speak with Frogs and Toads","entries":["The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug."]}],"spellcasting":[{"name":"Spellcasting","entries":["The bullywug casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks):","At will: {@spell Dancing Lights|XPHB}, {@spell Druidcraft|XPHB}, {@spell Ray of Sickness|XPHB}","1/day each: {@spell Speak with Plants|XPHB}, {@spell Vitriolic Sphere|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The bullywug makes two Bog Staff attacks. It can replace any attack with a use of Spellcasting to cast {@spell Ray of Sickness|XPHB}."]},{"name":"Bog Staff","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage plus 10 ({@damage 3d6}) Poison damage."]}],"bonusActions":[{"name":"Leap","entries":["The bullywug can jump up to 30 feet by spending 10 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bullywug bog sages channel the magic of the swamp to sicken foes and speak with plants."]},{"type":"section","name":"Bullywugs","entries":["{@i Amphibious Appreciators of Marsh and Muck}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Fey embodiments of swamplands, bullywugs protect the murky wilds and consider themselves cosmically favored for that role. These human-size, toad- or frog-like creatures have close relationships with the creatures of the swamp."]}],"gallery":[{"path":"bestiary/XMM/Bullywugs.webp","credit":"Sean Murray"}]},{"id":"bullywug-croaker","name":"Bullywug Croaker","source":"GoS","page":232,"srd":false,"image":"bestiary/tokens/GoS/Bullywug Croaker.webp","token":"bestiary/tokens/GoS/Bullywug Croaker.webp","size":"Medium","creatureType":"Humanoid (Bullywug)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"33 (6d8 + 6)","speed":"20 ft., swim 40 ft.","str":14,"dex":12,"con":12,"int":7,"wis":15,"cha":10,"saves":"Con +3","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Bullywug","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The croaker can breathe air and water."]},{"name":"Speak with Frogs and Toads","entries":["The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug."]},{"name":"Standing Leap","entries":["The croaker's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]},{"name":"Swamp Camouflage","entries":["The croaker has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Glaaar-pat (3/Day)","entries":["The croaker sings a song of marshy doom. Each chosen creature within 30 feet of the croaker that can hear the song must make a {@dc 12} Wisdom saving throw, taking 9 ({@damage 2d8}) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn."]},{"name":"Rooooo-glog (1/Day)","entries":["The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Some bullywugs are born with the ability to weave magic into their songs. These rare specimens are raised in protected enclaves where they are taught to use their magic to both heal and harm. As demonstrated in Danger at Dunwater, they are among the most pompous of bullywugs."]}]}]}]},{"id":"bullywug-knight","name":"Bullywug Knight","source":"WBtW","page":231,"srd":false,"image":"bestiary/WBtW/Bullywug Knight.webp","token":"bestiary/tokens/WBtW/Bullywug Knight.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Good","ac":"18","initiative":"+1 (11)","hp":"66 (12d8 + 12)","speed":"30 ft., swim 30 ft.","str":16,"dex":12,"con":13,"int":9,"wis":11,"cha":14,"saves":"Con +3, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Bullywug, Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The knight can breathe air and water."]},{"name":"Speak with Frogs and Toads","entries":["The knight can communicate simple concepts to frogs and toads when it speaks in Bullywug."]},{"name":"Standing Leap","entries":["The knight's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The knight makes two Glaive attacks."]},{"name":"Glaive","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage."]}],"bonusActions":[{"name":"Croak of Charming (Recharges after a Short or Long Rest)","entries":["The knight makes a loud croak while targeting one creature it can see within 30 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or be {@condition charmed} until the end of its next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well."]}],"gallery":[{"path":"bestiary/WBtW/Bullywug Knight.webp","credit":"Anna Veltkamp"}]},{"id":"bullywug-royal","name":"Bullywug Royal","source":"GoS","page":232,"srd":false,"image":"bestiary/tokens/GoS/Bullywug Royal.webp","token":"bestiary/tokens/GoS/Bullywug Royal.webp","size":"Medium","creatureType":"Humanoid (Bullywug)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"52 (8d8 + 16)","speed":"20 ft., swim 40 ft.","str":16,"dex":12,"con":14,"int":10,"wis":11,"cha":14,"saves":"Str +5, Dex +3","skills":"Athletics +5, Intimidation +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Bullywug","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The royal can breathe air and water."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the royal hits with it (included in the attack)."]},{"name":"Frog Rider","entries":["The royal has advantage on melee attacks made while riding a frog mount."]},{"name":"Speak with Frogs and Toads","entries":["The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug."]},{"name":"Standing Leap","entries":["The royal's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]},{"name":"Swamp Camouflage","entries":["The royal has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The royal makes two attacks: one with its royal spear and one with its bite."]},{"name":"Royal Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 10 ft. or range 20/60 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, or 12 ({@damage 2d8 + 3}) piercing damage if used with two hands to make a melee attack. If the target is a Medium or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Croaked Decree (1/Day)","entries":["The royal makes a loud pronouncement. Each bullywug within 60 feet of the royal that can hear the pronouncement has advantage on its next attack roll."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The largest and most intelligent bullywugs invariably end up leading their kind. These sneering specimens dress in robes made from leather, rough cloth, and bits of marsh plants. As seen in Danger at Dunwater, a bullywug royal is often accompanied by and mounted astride a giant toad."]}]}]}]},{"id":"bullywug-warrior","name":"Bullywug Warrior","source":"XMM","page":64,"srd":false,"image":"bestiary/XMM/Bullywugs.webp","token":"bestiary/tokens/XMM/Bullywug Warrior.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"30 ft., swim 30 ft.","str":12,"dex":14,"con":13,"int":7,"wis":10,"cha":7,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Bullywug, Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp","treasure":"Implements, Individual","traits":[{"name":"Amphibious","entries":["The bullywug can breathe air and water."]},{"name":"Speak with Frogs and Toads","entries":["The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug."]}],"spellcasting":[],"actions":[{"name":"Insectile Rapier","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage plus 2 ({@damage 1d4}) Poison damage."]}],"bonusActions":[{"name":"Leap","entries":["The bullywug can jump up to 30 feet by spending 10 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bullywug warriors are adept at moving through swamps and ambushing trespassers. They often work alongside packs of trained giant frogs."]},{"type":"section","name":"Bullywugs","entries":["{@i Amphibious Appreciators of Marsh and Muck}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Fey embodiments of swamplands, bullywugs protect the murky wilds and consider themselves cosmically favored for that role. These human-size, toad- or frog-like creatures have close relationships with the creatures of the swamp."]}],"gallery":[{"path":"bestiary/XMM/Bullywugs.webp","credit":"Sean Murray"}]},{"id":"buppido","name":"Buppido","source":"OotA","page":6,"srd":false,"image":"bestiary/OotA/Buppido.webp","token":"bestiary/tokens/OotA/Buppido.webp","size":"Small","creatureType":"Humanoid (Derro)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":11,"wis":5,"cha":9,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Insanity","entries":["Buppido has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Magic Resistance","entries":["Buppido has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Buppido has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Hooked Shortspear","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage. If the target is a creature, Buppido can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a {@dc 9} Strength saving throw or fall {@condition prone}."]},{"name":"Light Repeating Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 40/160 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Buppido.webp"}]},{"id":"burney-the-barber","name":"Burney the Barber","source":"BGDIA","page":129,"srd":false,"image":"bestiary/tokens/BGDIA/Burney the Barber.webp","token":"bestiary/tokens/BGDIA/Burney the Barber.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Good","ac":"21","initiative":"+1 (11)","hp":"350 (20d20 + 140)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":12,"con":25,"int":20,"wis":17,"cha":19,"saves":"Dex +8, Con +14, Wis +10, Cha +11","skills":"Deception +11, Perception +17, Stealth +8","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Burney fails a saving throw, it can choose to succeed instead."]},{"name":"Healer","entries":["Burney has the benefits of the {@feat healer} feat as well as proficiency with both the {@item healer's kit|phb} and the {@item herbalism kit|phb}."]},{"name":"Bahamut's Blessings","entries":["Burney has received several blessings in her service to Bahamut:",{"type":"list","items":["Unless Burney decided otherwise, once any creature less powerful than a deity has taken three steps from her, they can no longer remember her or having interacted with her specifically.","Burney is under the effect of a permanent {@spell mind blank} spell, and cannot be detected by magical or mundane means unless she wishes it. In exchange for this blessing, Burney can take no direct action against the denizens of the Nine Hells, though she can certainly enlist the help of those who can.","Burney always knows the location of the Wandering Emporium and can transport herself there as though by a {@spell word of recall} spell. This explains why Burney simply seems to appear amid the fully deployed marketplace each morning it is active to provide service and tell stories.","Once each day, when Burney so desires, she can instantly transport herself to the court of Bahamut via a powerful blessing akin to the {@spell plane shift} spell."]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Burney can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Burney's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["Burney uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acid Breath","entry":"Burney exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a {@dc 22} Dexterity saving throw, taking 63 ({@damage 14d8}) acid damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Slowing Breath","entry":"Burney exhales gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 22} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save."}]}]},{"name":"Change Shape","entries":["Burney magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, Burney retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Burney makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Burney makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Burney beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the {@spell spike growth} spell and lasts until the dragon uses this lair action again or until the dragon dies.","The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a {@dc 15} Dexterity saving throw or sink into the mud and become {@condition restrained}. A creature can take an action to attempt a {@dc 15} Strength check, freeing itself or another creature within its reach and ending the {@condition restrained} condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Copper Dragon||adult} or {@creature Ancient Copper Dragon||ancient}) copper dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Laughing Gas","entry":"The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a {@dc 15} Wisdom saving throw is {@condition incapacitated} with laughter until the end of its next turn."},{"type":"item","name":"Torpid Energy","entry":"The dragon chooses a creature it can see within 120 feet of it. If the target fails a {@dc 15} Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.","Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.","Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing."]},"If the dragon dies, the magic carvings fade over the course of {@dice 1d10} days. The other effects end immediately.",{"type":"entries","name":"Additional Regional Effects","entries":["Either of these effects might appear in the area around a copper dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distant Melodies","entry":"The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair."},{"type":"item","name":"Starlit Stones","entry":"Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)"}]}],"source":"FTD"}]},{"id":"burnished-hart","name":"Burnished Hart","source":"MOT","page":211,"srd":false,"image":"bestiary/tokens/MOT/Burnished Hart.webp","token":"bestiary/tokens/MOT/Burnished Hart.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"50 ft.","str":17,"dex":14,"con":16,"int":3,"wis":15,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"understands one language of its creator but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the hart moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 7 ({@damage 2d6}) fire damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Heated Body","entries":["A creature that touches the hart or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage."]},{"name":"Sure-Footed","entries":["The hart has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hart makes two attacks: one with its antlers and one with its hooves."]},{"name":"Antlers","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of the forge. On every trip from Mount Velus, where Purphoros has his forge, they seek out the far reaches of the world so they can witness beauty in all its forms, then later reunite with their creator, their minds filled with tales of how life's splendor continues to develop.","The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.","Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.","A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters."]}]},{"id":"burrowshark","name":"Burrowshark","source":"PotA","page":196,"srd":false,"image":"bestiary/PotA/Burrowshark.webp","token":"bestiary/tokens/PotA/Burrowshark.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"18","initiative":"+1 (11)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":18,"dex":12,"con":16,"int":10,"wis":11,"cha":13,"saves":"","skills":"Animal Handling +2, Athletics +6, Intimidation +3, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bond of the Black Earth","entries":["The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette's senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark's commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The burrowshark makes three melee attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[{"name":"Unyielding","entries":["When the burrowshark is subjected to an effect that would move it, knock it {@condition prone}, or both, it can use its reaction to be neither moved nor knocked {@condition prone}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Elite warriors of the earth cult, burrowsharks are fierce champions who ride trained bulettes into battle. While their powerful mounts rend and tear foes to pieces, burrowsharks leap to the ground and cut down their foes without mercy.","Burrowsharks are much like Black Earth guards, since both have uncanny footing and special armor. For burrowsharks, an additional gift of Ogrémoch's might establishes a magical bond between the burrowshark and a bulette, allowing the rider to burrow with its mount and sense what its mount senses."]}]}]}],"gallery":[{"path":"bestiary/PotA/Burrowshark.webp"}]},{"id":"buster-the-bear","name":"Buster the Bear","source":"RMBRE","page":27,"srd":false,"image":"bestiary/tokens/RMBRE/Buster the Bear.webp","token":"bestiary/tokens/RMBRE/Buster the Bear.webp","size":"Medium","creatureType":"Construct","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":15,"dex":14,"con":13,"int":8,"wis":11,"cha":9,"saves":"","skills":"Stealth +6, Survival +2","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Surprise Attack","entries":["If Buster the Bear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Bashin' Banjo","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Buster the Bear is a lovable, roly-poly teddy bear with a plaid shirt, torn jeans, and a banjo.","The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, \"What can I do for ya?\""]}]}]},{"id":"cackler","name":"Cackler","source":"GGR","page":195,"srd":false,"image":"bestiary/GGR/Cackler.webp","token":"bestiary/tokens/GGR/Cackler.webp","size":"Small","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"10 (3d6)","speed":"30 ft.","str":9,"dex":16,"con":11,"int":11,"wis":7,"cha":12,"saves":"","skills":"Deception +3, Perception +0, Performance +3","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"Abyssal, Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Last Laugh","entries":["When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a {@dc 11} Wisdom saving throw or take 2 ({@damage 1d4}) psychic damage."]},{"name":"Mimicry","entries":["The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 11} Wisdom ({@skill Insight}) check."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The cackler's innate spellcasting ability is Charisma (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:","At will: {@spell fire bolt}","1/day: {@spell Tasha's hideous laughter}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Spiked Chain","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Cacklers are small, jabbering jesters that spice up Rakdos performances with their chaotic antics. Their incessant cackling can inspire uncontrollable laughter by making everything—even the most horrifying spectacles—seem hilarious. Some cacklers excel at vocal mimicry and perform as impressionists; others put their sadistic bent to use by lurking in shadows and terrifying passersby. Rakdos performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures."]},{"type":"section","name":"Demons","entries":["Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.","Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Demonic \"Devils\"","entries":["The creatures called \"devils\" in Ravnica are minor demons akin to {@creature quasit||quasits}. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size."],"type":"entries"},{"name":"Diabolic Demons","type":"entries","entries":["Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the {@creature nalfeshnee}, the {@creature shadow demon}, or the {@creature vrock} in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)"]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Cackler.webp","credit":"Ryan Barger"}]},{"id":"cadaver-collector","name":"Cadaver Collector","source":"MPMM","page":68,"srd":false,"image":"bestiary/MPMM/Cadaver Collector.webp","token":"bestiary/tokens/MPMM/Cadaver Collector.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"189 (18d10 + 90)","speed":"30 ft.","str":21,"dex":14,"con":20,"int":5,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands all languages but can't speak","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Grassland","treasure":"","traits":[{"name":"Magic Resistance","entries":["The collector has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The collector doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The collector makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 16 ({@damage 3d10}) necrotic damage."]},{"name":"Paralyzing Breath {@recharge 5}","entries":["The collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success."]}],"bonusActions":[{"name":"Summon Specters (Recharges after a Short or Long Rest)","entries":["The collector calls up the enslaved spirits of those it has slain; {@dice 1d4} {@creature specter||specters} (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of it. The specters act right after the collector on the same initiative count and fight until they're destroyed. They disappear when the collector is destroyed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer to bolster the ranks of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.","Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.","Corpses that accumulate on a cadaver collector's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough time."],"gallery":[{"path":"bestiary/MPMM/Cadaver Collector.webp","credit":"Tom Babbey"}],"otherVersions":[{"id":"cadaver-collector-mtf","source":"MTF"}]},{"id":"cadaver-collector-mtf","name":"Cadaver Collector","source":"MTF","page":122,"srd":false,"image":"bestiary/MTF/Cadaver Collector.webp","token":"bestiary/tokens/MTF/Cadaver Collector.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"189 (18d10 + 90)","speed":"30 ft.","str":21,"dex":14,"con":20,"int":5,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands all languages but can't speak","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Grassland","treasure":"","traits":[{"name":"Magic Resistance","entries":["The cadaver collector has advantage on saving throws against spells and other magical effects."]},{"name":"Summon Specters (Recharges after a Short or Long Rest)","entries":["As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; {@dice 1d6} {@creature specter||specters} (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cadaver collector makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 16 ({@damage 3d10}) necrotic damage."]},{"name":"Paralyzing Breath {@recharge 5}","entries":["The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Cadaver collectors cannot summon specters of those they have not slain, nor will slain specters return to one. Starve it of victims, and then do not attack until you can be sure you'll destroy it. Meteor swarm works well."],"by":"Mordenkainen"},{"type":"entries","name":"Cadaver Collector","entries":["The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home."]},{"name":"Sweeping the Dead","type":"entries","entries":["Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor."]},{"name":"Conjured Berserkers","type":"entries","entries":["Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time."]},{"name":"Constructed Nature","type":"entries","entries":["A cadaver collector doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MTF/Cadaver Collector.webp","credit":"Tom Babbey"}],"hidden":true,"otherVersions":[{"id":"cadaver-collector","source":"MPMM"}]},{"id":"cairnwight","name":"Cairnwight","source":"BGG","page":122,"srd":false,"image":"bestiary/BGG/Cairnwight.webp","token":"bestiary/tokens/BGG/Cairnwight.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral","ac":"19","initiative":"+0 (10)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":23,"dex":10,"con":21,"int":10,"wis":12,"cha":9,"saves":"Con +9, Wis +5","skills":"Athletics +10, Perception +5, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; petrified","senses":"darkvision 60 ft., Passive Perception 15","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cairnwight makes two Slam attacks or two Rock attacks, and it uses its Petrifying Touch if available."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target must succeed on a {@dc 17} Strength saving throw or have the {@condition prone} condition."]},{"name":"Petrifying Touch {@recharge 5}","entries":["The cairnwight touches one creature it can see within 10 feet of itself. The target must succeed on a {@dc 17} Constitution saving throw or take 26 ({@damage 4d12}) force damage and have the {@condition restrained} condition as it begins to turn to stone. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the {@condition petrified} condition instead of the {@condition restrained} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Stone giants believe the god Skoraeus Stonebones inspires artists to create their finest stone carvings. Sometimes a giant pursues this divine inspiration to the exclusion of all other tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can't stop it: a giant who dies while creating art might rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian.","A cairnwight looks much like an emaciated stone giant. Its form is caked with lichens and mineral deposits, which help it blend with its cavern tomb. Should a creature attempt to interfere with the completion of the cairnwight's project, damage the art, or steal from the cairnwight, the giant petrifies the creature, places the resulting statue outside as a warning, then reseals its cavern vault."]}],"gallery":[{"path":"bestiary/BGG/Cairnwight.webp"}]},{"id":"calcryx","name":"Calcryx","source":"TftYP","page":23,"srd":false,"image":"bestiary/TftYP-TSC/006-totyp-01-07.webp","token":"bestiary/tokens/TftYP/Calcryx.webp","size":"Medium","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.","str":14,"dex":10,"con":14,"int":5,"wis":10,"cha":11,"saves":"Dex +2, Con +4, Wis +2, Cha +2","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) cold damage."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 22 ({@damage 5d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.","A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.",{"name":"Primal and Vengeful","type":"entries","entries":["White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.","A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.","Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so."]},{"name":"Lone Masters","type":"entries","entries":["White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.","White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.","Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant."]},{"name":"Treasure Under Ice","type":"entries","entries":["White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.","Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.","A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own."]}]},{"type":"entries","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.","Dragon Age Categories",{"type":"table","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]}]}],"gallery":[{"path":"bestiary/TftYP-TSC/006-totyp-01-07.webp"}]},{"id":"caldron-magen","name":"Caldron Magen","source":"NF","srd":false,"image":"bestiary/NF/Caldron Magen.webp","token":"bestiary/tokens/NF/Caldron Magen.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+3 (13)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"acid; poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Passive Perception 14","languages":"understands Common plus two other languages but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Any","treasure":"Arcana","traits":[{"name":"Disintegration","entries":["If the magen dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."]},{"name":"Magic Resistance","entries":["The magen has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The magen makes two attacks, using Extended Fist or Acid Spittle in any combination."]},{"name":"Extended Fist","entries":["{@atkr m} {@hit 6}, reach 15 ft. {@h}8 ({@damage 1d8 + 4}) Bludgeoning damage plus 5 ({@damage 1d10}) Acid damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from one of two fists."]},{"name":"Acid Spittle","entries":["{@atkr r} {@hit 6}, range 60 ft. {@h}13 ({@damage 2d8 + 4}) Acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Caldron magen are powerful bodyguards that stretch their limbs and spit acid in defense of those they protect."]}],"gallery":[{"path":"bestiary/NF/Caldron Magen.webp"}]},{"id":"cambion","name":"Cambion","source":"XMM","page":65,"srd":false,"image":"bestiary/XMM/Cambion.webp","token":"bestiary/tokens/XMM/Cambion.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"19","initiative":"+4 (14)","hp":"105 (14d8 + 42)","speed":"30 ft., fly 60 ft.","str":18,"dex":18,"con":16,"int":14,"wis":12,"cha":16,"saves":"Str +7, Con +6, Int +5, Cha +6","skills":"Deception +6, Perception +4, Stealth +7","vulnerabilities":"","resistances":"cold; fire; lightning; poison","immunities":"","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 14","languages":"Abyssal, Common, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Any","treasure":"Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The cambion casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","2/day each: {@spell Alter Self|XPHB}, {@spell Command|XPHB} (level 3 version), {@spell Detect Magic|XPHB}","1/day each: {@spell Dominate Person|XPHB} (level 8 version), {@spell Plane Shift|XPHB} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The cambion makes two attacks, using Claw or Fire Ray in any combination."]},{"name":"Claw","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Slashing damage plus 7 ({@damage 2d6}) Fire damage."]},{"name":"Fire Ray","entries":["{@atkr r} {@hit 7}, range 120 ft. {@h}13 ({@damage 3d6 + 3}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Cambion","entries":["{@i Mortal Infused with Fiendish Might}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Cambions are former mortals corrupted by fiendish power or possessed by insidious forces. While tieflings are free-willed individuals with a hint of fiendish ancestry, cambions are inherently tied to or remade by the wicked magic of the Lower Planes.","Many cambions serve the malevolent forces that are the source of their powers. Others seek to claim the might of whatever created them or to seize otherworldly powers of their own. Among the most notorious of such cambions is Iuz, a villain who became an evil demigod and whose villainous nation threatens the Free City of Greyhawk on Oerth.","Cambions come into being in disparate ways. Roll on or choose a result from the Cambion Origins table to determine the source of a cambion's fiendish might.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["It seems that I must do everything myself, since I have only fools for servants. Clearly disappointment must ever be the price of divinity."],"by":"Iuz the Evil, Cambion Demigod"}]},{"type":"table","caption":"Cambion Origins","colLabels":["1d6","The Cambion Gained Its Power After..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Being possessed by a fiendish being."],["2","Being resurrected by an evil magic-user."],["3","Lengthy exposure to a Lower Plane."],["4","Making a bargain with a Fiend."],["5","Suffering a god's curse."],["6","Taking part in fiendish rituals."]]}]}],"gallery":[{"path":"bestiary/XMM/Cambion.webp","credit":"Justin Gerard"}],"otherVersions":[{"id":"cambion-mm","source":"MM"}]},{"id":"cambion-mm","name":"Cambion","source":"MM","page":36,"srd":false,"image":"bestiary/MM/Cambion.webp","token":"bestiary/tokens/MM/Cambion.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful NX Chaotic Evil","ac":"19","initiative":"+4 (14)","hp":"82 (11d8 + 33)","speed":"30 ft., fly 60 ft.","str":18,"dex":18,"con":16,"int":14,"wis":12,"cha":16,"saves":"Str +7, Con +6, Int +5, Cha +6","skills":"Deception +6, Intimidation +6, Perception +4, Stealth +7","vulnerabilities":"","resistances":"cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Common, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Fiendish Blessing","entries":["The AC of the cambion includes its Charisma bonus."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The cambion's spellcasting ability is Charisma (spell save {@dc 14}). The cambion can innately cast the following spells, requiring no material components:","1/day: {@spell plane shift} (self only)","3/day each: {@spell alter self}, {@spell command}, {@spell detect magic}"]}],"actions":[{"name":"Multiattack","entries":["The cambion makes two melee attacks or uses its Fire Ray twice."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) fire damage."]},{"name":"Fire Ray","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}10 ({@damage 3d6}) fire damage."]},{"name":"Fiendish Charm","entries":["One humanoid the cambion can see within 30 feet of it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage.",{"name":"Born to Be Bad","type":"entries","entries":["Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it."]},{"name":"Pawns of the Mighty","type":"entries","entries":["A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will."]},{"name":"Spawn of Graz'zt","type":"entries","entries":["The demon lord Graz'zt is fond of procreating with humanoids who have made pacts with fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, six-fingered hands, and unearthly beauty."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["They crawl from their mother's wombs to spread corruption throughout the multiverse. What's not to love?"],"by":"Baba Yaga"}]}]}],"gallery":[{"path":"bestiary/MM/Cambion.webp"}],"hidden":true,"otherVersions":[{"id":"cambion","source":"XMM"}]},{"id":"camel","name":"Camel","source":"XMM","page":351,"srd":true,"image":"bestiary/XMM/Camel.webp","token":"bestiary/tokens/XMM/Camel.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"-1 (9)","hp":"17 (2d10 + 6)","speed":"50 ft.","str":15,"dex":8,"con":17,"int":2,"wis":11,"cha":5,"saves":"Con +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Camel.webp","credit":"Polar Engine"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"camel-mm","source":"MM"}]},{"id":"camel-mm","name":"Camel","source":"MM","page":320,"srd":false,"image":"bestiary/tokens/MM/Camel.webp","token":"bestiary/tokens/MM/Camel.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"9","initiative":"-1 (9)","hp":"15 (2d10 + 4)","speed":"50 ft.","str":16,"dex":8,"con":14,"int":2,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"camel","source":"XMM"}]},{"id":"camlash","name":"Camlash","source":"VEoR","page":181,"srd":false,"image":"bestiary/VEoR/Camlash.webp","token":"bestiary/tokens/VEoR/Camlash.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+2 (12)","hp":"325 (26d12 + 156)","speed":"40 ft., fly 80 ft.","str":26,"dex":15,"con":22,"int":20,"wis":16,"cha":22,"saves":"Str +14, Con +12, Wis +9, Cha +12","skills":"","vulnerabilities":"","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 13","languages":"Abyssal, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["Camlash explodes when reduced to 0 hit points, and each creature within 30 feet of Camlash must make a {@dc 21} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried."]},{"name":"Magic Resistance","entries":["Camlash has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Aura","entries":["Camlash is surrounded by tiny biting spiders that magically appear and disappear from moment to moment. At the start of each of Camlash's turns, each creature within 10 feet of Camlash takes 10 ({@damage 3d6}) poison damage and must succeed on a {@dc 21} Constitution saving throw or have the {@condition paralyzed} condition until the start of Camlash's next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one of these attacks with Teleport."]},{"name":"Flaming Whip","entries":["{@atk mw} {@hit 15} to hit, reach 30 ft., one target. {@h}25 ({@damage 5d6 + 8}) fire damage, and if the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be pulled up to 25 feet toward Camlash."]},{"name":"Lightning Blade","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) slashing damage plus 13 ({@damage 3d8}) lightning damage."]},{"name":"Teleport","entries":["Camlash magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Camlash is a monstrous demon covered in countless tiny, crawling spiders that appear and disappear at random.","Lolth isn't present in Pandesmos; she has given command of her legions to Camlash. The balor general specializes in leading campaigns with troops of loyal driders and mutated arachnids. Adherents of Lolth have joined Camlash's forces, despite the usual animosity between driders and people. All fight together in Lolth's name."]}],"gallery":[{"path":"bestiary/VEoR/Camlash.webp"}]},{"id":"campestri","name":"Campestri","source":"WBtW","page":232,"srd":false,"image":"bestiary/WBtW/Campestri.webp","token":"bestiary/tokens/WBtW/Campestri.webp","size":"Tiny","creatureType":"Plant","alignment":"Unaligned","ac":"12","initiative":"-2 (8)","hp":"2 (1d4)","speed":"5 ft.","str":1,"dex":7,"con":10,"int":4,"wis":10,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"tremorsense 30 ft., Passive Perception 14","languages":"understands Common but speaks only through the use of its Mimicry trait","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mimicry","entries":["The campestri can mimic any voice or song it has heard, albeit in a nasal falsetto."]}],"spellcasting":[],"actions":[{"name":"Head Butt","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage."]},{"name":"Spores (1/Day)","entries":["A 5-foot radius of spores extends from the campestri. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a {@dc 10} Wisdom saving throw. On a failed save, the creature is {@condition incapacitated} and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can't distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris' vicinity, the little creatures will happily sing along, each in an obnoxiously nasal falsetto, as they dance and caper around whoever is making the music.","Campestris can easily imitate lyrics and music. After a campestri has practiced a song or a piece of music three or four times, the creature remembers it forever.","Campestris vary widely in color, from white to tan to dark brown, but they always have red or purple caps and speckles. A campestri moves by manipulating the mycelium that grows out of the base of its stem and supports it. The mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism, because it makes the campestris taste salty and thus unpleasant to most creatures, though bullywugs consider them a delicacy."]}],"gallery":[{"path":"bestiary/WBtW/Campestri.webp","credit":"Claudio Pozas"}]},{"id":"cannith-artificer","name":"Cannith Artificer","source":"EFA","page":80,"srd":false,"image":"bestiary/EFA/Cannith Artificer.webp","token":"bestiary/tokens/EFA/Cannith Artificer.webp","size":"Small or Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"16","initiative":"+1 (11)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":13,"dex":13,"con":14,"int":18,"wis":14,"cha":11,"saves":"Con +4, Int +6","skills":"Arcana +6, Perception +4, Sleight Of Hand +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus two other languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The artificer casts one of the following spells, using its Tinker's Tools as an Arcane Focus and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Burning Hands|XPHB} (level 3 version), {@spell Mending|XPHB}, {@spell Thunderwave|XPHB} (level 3 version)","1/day each: {@spell Cure Wounds|XPHB}, {@spell Invisibility|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The artificer makes two attacks, using Battering Mace or Artillery Strike in any combination."]},{"name":"Battering Mace","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}14 ({@damage 3d6 + 4}) Bludgeoning damage, and if the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Artillery Strike","entries":["{@atkr r} {@hit 6}, range 120 ft. {@h}22 ({@damage 4d8 + 4}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dragonmarked artificers of House Cannith (typically human) often wield compact devices similar to eldritch cannons that can produce a variety of devastating effects. Both these cannons and the artificers' force-empowered maces function only in their creator's hands."]}],"gallery":[{"path":"bestiary/EFA/Cannith Artificer.webp"}]},{"id":"canoloth","name":"Canoloth","source":"MPMM","page":69,"srd":false,"image":"bestiary/MPMM/Canoloth.webp","token":"bestiary/tokens/MPMM/Canoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"16","initiative":"+0 (10)","hp":"120 (16d8 + 48)","speed":"50 ft.","str":18,"dex":10,"con":17,"int":5,"wis":17,"cha":12,"saves":"","skills":"Investigation +3, Perception +9","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Coastal, Underdark, Urban","treasure":"","traits":[{"name":"Dimensional Lock","entries":["Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted."]},{"name":"Magic Resistance","entries":["The canoloth has advantage on saving throws against spells and other magical effects."]},{"name":"Uncanny Senses","entries":["The canoloth can't be {@status surprised} unless it's {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The canoloth makes one Bite or Tongue attack and one Claw attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 18 ({@damage 4d8}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 9 ({@damage 2d8}) force damage."]},{"name":"Tongue","entries":["{@atk mw} {@hit 7} to hit, reach 30 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage plus 7 ({@damage 2d6}) acid damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}), pulled up to 30 feet toward the canoloth, and {@condition restrained} until the grapple ends. The canoloth can grapple one target at a time with its tongue."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Canoloths are glorified guard dogs. If you must engage one, just find out exactly what it's been assigned to do. I've often found I can waltz right past them by taking advantage of a relevant loophole."],"by":"Mordenkainen"},"A type of yugoloth, canoloths are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less.","With senses sharp enough to pinpoint the locations of nearby {@condition invisible} creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb."],"gallery":[{"path":"bestiary/MPMM/Canoloth.webp","credit":"Michael Berube"}],"otherVersions":[{"id":"canoloth-mtf","source":"MTF"}]},{"id":"canoloth-mtf","name":"Canoloth","source":"MTF","page":247,"srd":false,"image":"bestiary/MTF/Canoloth.webp","token":"bestiary/tokens/MTF/Canoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"16","initiative":"+0 (10)","hp":"120 (16d8 + 48)","speed":"50 ft.","str":18,"dex":10,"con":17,"int":5,"wis":17,"cha":12,"saves":"","skills":"Investigation +3, Perception +9","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., truesight 120 ft., Passive Perception 19","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Coastal, Underdark, Urban","treasure":"","traits":[{"name":"Dimensional Lock","entries":["Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted."]},{"name":"Magic Resistance","entries":["The canoloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The canoloth's weapon attacks are magical."]},{"name":"Uncanny Senses","entries":["The canoloth can't be {@status surprised} while it isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The canoloth makes two attacks: one with its tongue or its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}25 ({@damage 6d6 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage."]},{"name":"Tongue","entries":["{@atk rw} {@hit 7} to hit, range 30 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}), pulled up to 30 feet toward the canoloth, and is {@condition restrained} until the grapple ends. The canoloth can grapple one target at a time with its tongue."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Canoloths are fundamentally lazy creatures. Given no reason to attack, they rarely rise to the bait."],"by":"Mordenkainen"},"Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less.","With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting.","Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds onto its prisoner, but if given the order to do so, it tears its prey limb from limb."]},{"type":"section","name":"Yugoloths","entries":["Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}."]}],"gallery":[{"path":"bestiary/MTF/Canoloth.webp","credit":"Michael Berube"}],"hidden":true,"otherVersions":[{"id":"canoloth","source":"MPMM"}]},{"id":"canopic-golem","name":"Canopic Golem","source":"CM","page":179,"srd":false,"image":"bestiary/CM/Canopic Golem.webp","token":"bestiary/tokens/CM/Canopic Golem.webp","size":"Large","creatureType":"Construct","alignment":"","ac":"17","initiative":"+0 (10)","hp":"252 (24d10 + 120)","speed":"30 ft.","str":20,"dex":10,"con":20,"int":7,"wis":11,"cha":1,"saves":"Int +3, Wis +5, Cha +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Limited Spell Immunity","entries":["The golem automatically succeeds on saving throws against spells of 7th level or lower, and the attack rolls of such spells always miss it."]},{"name":"Unusual Nature","entries":["The golem doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}27 ({@damage 4d10 + 5}) force damage."]},{"name":"Crystal Dart","entries":["{@atk rw} {@hit 10} to hit, range 120 ft., one target. {@h}14 ({@damage 2d8 + 5}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Spell Deflection","entries":["In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A mummy lord's organs, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak."]}],"gallery":[{"path":"bestiary/CM/Canopic Golem.webp","credit":"Tyler Walpole"}]},{"id":"captain-hask","name":"Captain Hask","source":"DSotDQ","page":148,"srd":false,"image":"bestiary/DSotDQ/102-06-004.captain-hask.webp","token":"bestiary/tokens/DSotDQ/Captain Hask.webp","size":"Medium","creatureType":"Monstrosity (Sorcerer)","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"35 ft.","str":13,"dex":14,"con":16,"int":16,"wis":11,"cha":17,"saves":"Int +6, Wis +3, Cha +6","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"truesight 60 ft., Passive Perception 13","languages":"Common, Draconic","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aura of Command","entries":["Hask radiates a commanding presence in a 20-foot-radius sphere centered on itself. A draconian in the aura that can see or hear the aurak can't be {@condition charmed} and has advantage on saving throws made to avoid or end the {@condition frightened} condition on itself."]},{"name":"Death Throes","entries":["When Hask is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) lightning damage and is {@condition stunned} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Hask casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell invisibility}, {@spell mage hand}","1/day: {@spell dominate person}","2/day each: {@spell dimension door}, {@spell disguise self}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["Hask makes three Rend or Energy Ray attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d12 + 2}) slashing damage."]},{"name":"Energy Ray","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage."]},{"name":"Noxious Breath {@recharge 5}","entries":["Hask exhales a 15-foot cone of noxious gas. Each creature in that area must make a {@dc 14} Constitution saving throw. On a failed save, the creature takes 21 ({@damage 6d6}) poison damage and gains 1 level of {@condition exhaustion}. On a successful save, the creature takes half as much damage, doesn't gain {@condition exhaustion}, and is immune to all draconians' Noxious Breath for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/102-06-004.captain-hask.webp","credit":"David Sladek"}]},{"id":"captain-n-ghathrod","name":"Captain N'ghathrod","source":"WDMM","page":250,"srd":false,"image":"bestiary/WDMM/Captain N'ghathrod.webp","token":"bestiary/tokens/WDMM/Captain N'ghathrod.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"111 (13d8 + 13)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":19,"wis":17,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["Captain N'ghathrod has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Captain N'ghathrod's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]},{"name":"Spellcasting","entries":["Captain N'ghathrod is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save {@dc 15}, {@hit 7} to hit with spell attacks). The mind flayer has the following wizard spells prepared:","Cantrips (at will): {@spell blade ward}, {@spell dancing lights}, {@spell mage hand}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell disguise self}, {@spell shield}, {@spell sleep}","Level 2 (3 slots): {@spell blur}, {@spell invisibility}, {@spell ray of enfeeblement}","Level 3 (3 slots): {@spell clairvoyance}, {@spell lightning bolt}, {@spell sending}","Level 4 (3 slots): {@spell confusion}, {@spell hallucinatory terrain}","Level 5 (2 slots): {@spell telekinesis}, {@spell wall of force}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by Captain N'ghathrod. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["Captain N'ghathrod magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["When fighting aboard the Scavenger, N'ghathrod can take lair actions. On initiative count 20 (losing initiative ties), N'ghathrod can take one lair action to cause one of the following effects:",{"type":"list","items":["N'ghathrod creates a magical duplicate of itself anywhere aboard the ship. Formed out of psionic energy, this duplicate lasts until it is reduced to 0 hit points, until it is dispelled ({@dc 15}), or until N'ghathrod takes another lair action. The duplicate has the statistics of a normal mind flayer and is friendly toward N'ghathrod, but not under its control. It cannot leave the Scavenger.","N'ghathrod fills all interior areas of the ship with mind-warping images and sounds of the Far Realm that last until initiative count 20 on the next round. Any creature that isn't an aberration that starts its turn inside the ship must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage."]}],"regionalEffects":[],"lore":["Before it turned to a life of space piracy, N'ghathrod lived in a mind flayer colony on the ringed planet of Glyth, which is farther from the sun than Toril."],"gallery":[{"path":"bestiary/WDMM/Captain N'ghathrod.webp","credit":"Eric Belisle"}]},{"id":"captain-othelstan","name":"Captain Othelstan","source":"HotDQ","page":89,"srd":false,"image":"bestiary/HotDQ/Captain Othelstan.webp","token":"bestiary/tokens/HotDQ/Captain Othelstan.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"19","initiative":"+0 (10)","hp":"93 (11d10 + 33)","speed":"30 ft.","str":19,"dex":10,"con":16,"int":13,"wis":14,"cha":12,"saves":"Str +7, Con +6","skills":"Athletics +7, Intimidation +7, Perception +5, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Draconic, Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Action Surge (Recharges on a Short or Long Rest)","entries":["On his turn, Othelstan can take one additional action."]},{"name":"Tiamat's Blessing of Retribution","entries":["When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears."]},{"name":"Flail","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Captain Othelstan.webp"}]},{"id":"captain-xendros","name":"Captain Xendros","source":"GoS","page":14,"srd":false,"image":"bestiary/GoS/004-01-04.webp","token":"bestiary/tokens/GoS/Captain Xendros.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Xendros can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Xendros is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/GoS/004-01-04.webp","credit":"Leesha Hannigan"}]},{"id":"caradoc","name":"Caradoc","source":"DSotDQ","page":193,"srd":false,"image":"bestiary/DSotDQ/Caradoc.webp","token":"bestiary/tokens/DSotDQ/Caradoc.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"110 (20d8 + 20)","speed":"0 ft., fly 40 ft. (hover)","str":1,"dex":18,"con":12,"int":15,"wis":13,"cha":19,"saves":"Int +5, Wis +4","skills":"Deception +7, Insight +4, Perception +4","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Solamnic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Bound Haunting","entries":["Caradoc's spirit is bound to Dargaard Keep. At the start of his turn, if he's outside the keep's walls and not possessing a creature using his Possession action, he must succeed on a {@dc 15} Charisma saving throw or vanish and reappear in an unoccupied space within the keep."]},{"name":"Incorporeal Movement","entries":["Caradoc can move through other creatures and objects as if they were difficult terrain. He takes 5 ({@damage 1d10}) force damage if he ends his turn inside an object."]},{"name":"Rejuvenation","entries":["If Caradoc dies, he reforms within Dargaard Keep in {@dice 2d6} days."]},{"name":"Unusual Nature","entries":["Caradoc doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Caradoc makes two Withering Touch attacks."]},{"name":"Withering Touch","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) necrotic damage."]},{"name":"Possession {@recharge 5}","entries":["One Humanoid that Caradoc can see within 5 feet of himself must succeed on a {@dc 15} Charisma saving throw or be possessed by him; he then disappears, and the target is {@condition incapacitated} and loses control of its body. Caradoc now controls the body but doesn't deprive the target of awareness. Caradoc can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being {@condition charmed} and {@condition frightened}, and his Divisive Whispers bonus action. He otherwise uses the possessed target's statistics but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, Caradoc reappears in an unoccupied space within 5 feet of the body. The target is immune to Caradoc's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[{"name":"Divisive Whispers","entries":["Caradoc magically whispers to one creature within 60 feet of himself. The target must succeed on a {@dc 15} Wisdom saving throw, or the target must immediately use its reaction to make a melee attack against another creature of Caradoc's choice (wasting its reaction if there are no other creatures within reach)."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Seneschal of Lord Soth and a former Knight of Solamnia, Caradoc burned when Dargaard Keep was consumed in the fires of the Cataclysm. As with many of Soth's retainers, Caradoc was cursed with undeath. Being duplicitous and cowardly at his core, the seneschal didn't return as a skeletal knight but rather as an intangible spirit. Caradoc's Undead form suits him well, allowing him to possess the living and use unwilling tongues to spread his lies. However, Caradoc is tethered to his scorched bones, which collect dust in Dargaard Keep. He can leave the accursed castle while possessing the body of a Humanoid, but he's swiftly pulled back if caught beyond its walls without a host."]}],"gallery":[{"path":"bestiary/DSotDQ/Caradoc.webp","credit":"Nikki Dawes"}]},{"id":"carnivorous-flower","name":"Carnivorous Flower","source":"RoT","page":67,"srd":false,"image":"bestiary/tokens/RoT/Carnivorous Flower.webp","token":"bestiary/tokens/RoT/Carnivorous Flower.webp","size":"Large","creatureType":"Plant","alignment":"Neutral","ac":"14","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"0 ft.","str":16,"dex":11,"con":19,"int":6,"wis":13,"cha":6,"saves":"Con +7","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Otyugh","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Limited Telepathy","entries":["The plant can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The plant makes three attacks: one with its bite and two with its tentacles."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 4 ({@damage 1d8}) piercing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and {@condition restrained} until the grapple ends. The plant has two tentacles, each of which can grapple one target."]},{"name":"Tentacle Slam","entries":["The plant slams creatures {@condition grappled} by it into each other or a solid surface. Each creature must succeed on a {@dc 14} Constitution saving throw or take 10 ({@damage 2d6 + 3}) bludgeoning damage and be {@condition stunned} until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't {@condition stunned}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"carrion-crawler","name":"Carrion Crawler","source":"XMM","page":66,"srd":false,"image":"bestiary/XMM/Carrion Crawler.webp","token":"bestiary/tokens/XMM/Carrion Crawler.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"30 ft., climb 30 ft.","str":14,"dex":13,"con":16,"int":1,"wis":12,"cha":5,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Spider Climb","entries":["The carrion crawler can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The carrion crawler uses Paralyzing Tentacles and makes one Bite attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d4 + 2}) Piercing damage plus 3 ({@damage 1d6}) Poison damage."]},{"name":"Paralyzing Tentacles","entries":["{@actSave con} {@dc 12}, one creature the carrion crawler can see within 10 feet. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While {@condition Poisoned|XPHB}, the target has the {@condition Paralyzed|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Carrion Crawler","entries":["{@i Catacomb-Scouring Necrophage}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Ravenous corpse eaters, carrion crawlers gravitate toward places of slaughter and decay. In such charnel environs, they feast on the dead with no qualms about their meals' origins or freshness.","Carrion crawlers have segmented bodies like gigantic cutworms. From beneath their multipart maws protrude eight thin, lashing tentacles. Creatures struck by these tentacles risk being {@condition paralyzed|XPHB} and consumed.","Carrion crawlers scour sewers, battlefields, necropolises, and fetid wildernesses for corpses, clinging to ceilings to ambush smaller prey and to avoid competing hunters. They're drawn to light and the scent of blood, recognizing them as signs of food.","These scavengers avoid ingesting inorganic material. Crypts with funeral armors sucked clean of their corpses and eerily pristine catacombs are signs of infestation by carrion crawlers."]}],"gallery":[{"path":"bestiary/XMM/Carrion Crawler.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"carrion-crawler-mm","source":"MM"}]},{"id":"carrion-crawler-mm","name":"Carrion Crawler","source":"MM","page":37,"srd":false,"image":"bestiary/MM/Carrion Crawler.webp","token":"bestiary/tokens/MM/Carrion Crawler.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"30 ft., climb 30 ft.","str":14,"dex":13,"con":16,"int":1,"wis":12,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Keen Smell","entries":["The carrion crawler has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Spider Climb","entries":["The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The carrion crawler makes two attacks: one with its tentacles and one with its bite."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d4 + 2}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their feasting.",{"name":"Carrion Eaters","type":"entries","entries":["A carrion crawler follows the scent of death to its food, but it prefers not to compete with other scavengers. These foul creatures thus hunker down in territories where death is plentiful and other carrion eaters have limited mobility. Caves, sewers, dungeons, and forested marshes are their favored lairs, but carrion crawlers are also drawn to battlefields and cemeteries. A carrion crawler roams on the hunt, its tentacles probing the air for the scent of blood or decay. In tunnels or ruins, carrion crawlers scurry across the ceiling as they move toward food. In this way, they avoid contact with oozes, otyughs, and other dangerous inhabitants of the darkness, even as they surprise potential meals that don't think to look up."]},{"name":"Patient Predators","type":"entries","entries":["Whether in subterranean darkness or while hunting at night, light signals a potential meal. A carrion crawler might follow a light source from a distance for hours, hoping to pick up the scent of blood. Despite their great size, carrion crawlers can also easily set up ambushes by waiting around blind corners for prey to come to them. When facing potential prey or intruders, a carrion crawler lets its poison do the work. Once a victim goes rigid with paralysis, the carrion crawler wraps it with its tentacles and drags it away to a high ledge or isolated passageway, where it can be killed safely. The monster then resumes patrolling its territory while waiting for its meal to ripen."]}]}]}],"gallery":[{"path":"bestiary/MM/Carrion Crawler.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"carrion-crawler","source":"XMM"}]},{"id":"carrion-ogre","name":"Carrion Ogre","source":"WDMM","page":189,"srd":false,"image":"bestiary/tokens/WDMM/Carrion Ogre.webp","token":"bestiary/tokens/WDMM/Carrion Ogre.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":1,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The creature makes two attacks: one with its tentacles and one with its bite."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d4 + 2}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A creature that has the body of an ogre and the head of a carrion crawler."]}]}]}]},{"id":"carrion-stalker","name":"Carrion Stalker","source":"RHW","page":240,"srd":false,"image":"bestiary/RHW/Carrion Stalker.webp","token":"bestiary/tokens/RHW/Carrion Stalker.webp","size":"Tiny","creatureType":"Aberration","alignment":"Unaligned","ac":"15","initiative":"+3 (13)","hp":"55 (10d4 + 30)","speed":"30 ft., burrow 30 ft.","str":6,"dex":17,"con":16,"int":2,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Tremorsense 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The carrion stalker makes two Tentacle attacks and one Stinger attack."]},{"name":"Tentacle","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 2d4 + 3}) Piercing damage, and the carrion stalker attaches to the target. While attached, the carrion stalker can't make Tentacle attacks against other targets.","The carrion stalker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can detach the carrion stalker as an action."]},{"name":"Stinger","entries":["{@atkr m} {@hit 5} (with {@variantrule Advantage|XPHB} if the carrion stalker is attached to the target), reach 5 ft. {@h}7 ({@damage 2d6}) Poison damage, and the target is subjected to the following effect. {@actSave con} {@dc 13}. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition. While {@condition Poisoned|XPHB} in this way, the target is infested with a carrion stalker larva. If the target is still {@condition Poisoned|XPHB} in this way after 24 hours, the effect ends as the larva becomes a fully grown Carrion Stalker, which bursts from the target's chest and kills it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Gut-Bursting Corpse Eater}","Carrion stalkers are parasites that feed on corpses, infesting bodies with their maggot-like young. While stalkers can survive off corpses, they're attracted to movement and ambush any who disturb them. The foul parasites attach to their prey, using their stingers to implant their larvae into living victims. If a carrion stalker doesn't slay and consume its foe, its larvae grow rapidly within that creature. After a day of gestation, a larva bursts from its host as a mature carrion stalker in an eruption as horrifying as it is lethal.","Carrion stalkers have symbiotic relationships with carrion crawlers. Carrion crawlers won't devour bodies infested by carrion stalkers, but they might pick up stalker larvae as they root among filth. The crawlers then spread these young, infecting sewers or graveyards with carrion stalkers. In return, carrion stalkers avoid preying on carrion crawlers.","Battlefields, mass graves, and similar sites make natural homes for carrion stalkers. While corpses left by plagues or wars might coax carrion stalkers into streets or alleys, these vile parasites rarely creep onto the surface unless they become an overwhelming infestation."]}],"gallery":[{"path":"bestiary/RHW/Carrion Stalker.webp","credit":"Leroy Steinmann"}],"otherVersions":[{"id":"carrion-stalker-vrgr","source":"VRGR"}]},{"id":"carrion-stalker-vrgr","name":"Carrion Stalker","source":"VRGR","page":230,"srd":false,"image":"bestiary/VRGR/Carrion Stalker.webp","token":"bestiary/tokens/VRGR/Carrion Stalker.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"","ac":"14","initiative":"+3 (13)","hp":"35 (10d4 + 10)","speed":"30 ft., burrow 30 ft.","str":6,"dex":16,"con":12,"int":2,"wis":13,"cha":6,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded","senses":"tremorsense 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The carrion stalker makes three Tentacle attacks. If it is attached to a creature, it can replace one Tentacle attack with Larval Burst, if available."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the carrion stalker attaches to the target and pulls itself into the target's space. While attached, the carrion stalker moves with the target and has advantage on attack rolls against it.","A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space, doing so with a successful {@dc 11} Strength check. On its turn, the carrion stalker can detach itself from the target by using 5 feet of movement. When it dies, the carrion stalker detaches from any creature it is attached to."]},{"name":"Larval Burst (1/Day)","entries":["The carrion stalker releases a burst of larvae in a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned}. A creature {@condition poisoned} in this way takes 7 ({@damage 2d6}) poison damage at the start of each of its turns as larvae infest its body. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any effect that cures disease or removes the {@condition poisoned} condition instantly kills the larvae in the creature, ending the effect on it.","If a creature is reduced to 0 hit points by the infestation, it dies. The larvae remain in the corpse, and one survives to become a fully grown carrion stalker in {@dice 1d4} weeks. Any effect that cures diseases or removes the {@condition poisoned} condition that targets the corpse instantly kills the larvae."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A carrion stalker begins life as a pale larva that infests a corpse. Over the course of weeks, this grub burrows, feeds, and grows, ultimately developing into a chitinous mass of pincers and tentacles. When an adult carrion stalker detects movement, it bursts from its corpse-cradle to attack, intent on implanting its young into the living and starting its species' life cycle anew.","More than one necromancer has animated a corpse infested with carrion stalker larvae. While this can prove shocking and deadly, some depraved spellcasters cultivate carrion stalkers within zombies. The embedded carrion stalkers ride along in their freshly animated conveyances, bursting forth once they detect living creatures nearby. This destroys the zombie, but unleashes a new horror.","Carrion stalkers also enjoy symbiotic relationships with carrion crawlers. Carrion crawlers won't devour bodies infested by carrion stalkers, but they often pick up stalker larvae as they root among filth. The crawlers then spread these grubs, potentially infecting whole sewers, graveyards, or battlefields with carrion stalkers. In return, carrion stalkers avoid preying on carrion crawlers."]}],"gallery":[{"path":"bestiary/VRGR/Carrion Stalker.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"carrion-stalker","source":"RHW"}]},{"id":"carrionette","name":"Carrionette","source":"RHW","page":241,"srd":false,"image":"bestiary/RHW/Carrionette.webp","token":"bestiary/tokens/RHW/Carrionette.webp","size":"Tiny","creatureType":"Construct","alignment":"Chaotic Evil","ac":"15","initiative":"+4 (14)","hp":"17 (5d4 + 5)","speed":"25 ft.","str":8,"dex":15,"con":12,"int":8,"wis":14,"cha":14,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Common plus one other language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"Implements","traits":[],"spellcasting":[],"actions":[{"name":"Silver Needle","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Piercing damage plus 3 ({@damage 1d6}) Necrotic damage. If the target is a Humanoid not cursed by a carrionette, it is subjected to the following effect. {@actSave cha} {@dc 11}. {@actSaveFail} The target is cursed for 1 minute. Until the curse ends, the target has the {@condition Poisoned|XPHB} condition, and its {@variantrule Speed|XPHB} is reduced by 10 feet."]},{"name":"Soul Swap {@recharge 5}","entries":["{@actSave cha} {@dc 11}, one Humanoid the carrionette can see within 15 feet that is cursed by its Silver Needle. {@actSaveFail} The carrionette possesses the target's body, and the target possesses the carrionette's body and has the {@condition Unconscious|XPHB} condition for 1 hour. While possessing another body, the carrionette and target retain their alignments; personalities; Intelligence, Wisdom, and Charisma scores; and languages known. They otherwise adopt the other creature's game statistics, though the target can't use this Soul Swap action.","The possession is undone if the target (while in the carrionette's body) deals damage to the carrionette (in the target's original body) with its Silver Needle. If either body is destroyed, both the carrionette and the target die."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Evil Toy Come to Life}","When evil energies infest a children's toy box, once-beloved playthings can become cursed monsters. Such is the case of the carrionette, an animated doll or puppet that uses its sinister magic to swap bodies with a living person.","Carrionettes can hide in plain sight amid a jumbled toy chest or crate of disused trinkets. A carrionette might wait patiently for years to be picked up by an unsuspecting victim—preferably an adventurer, a trader, or someone else with autonomy and a sturdy body—only to crawl out of the looter's backpack in the middle of the night for a harrowing sneak attack."]}],"gallery":[{"path":"bestiary/RHW/Carrionette.webp","credit":"Guilherme Motta"}],"otherVersions":[{"id":"carrionette-vrgr","source":"VRGR"}]},{"id":"carrionette-vrgr","name":"Carrionette","source":"VRGR","page":231,"srd":false,"image":"bestiary/VRGR/Carrionette.webp","token":"bestiary/tokens/VRGR/Carrionette.webp","size":"Small","creatureType":"Construct","alignment":"","ac":"15","initiative":"+2 (12)","hp":"27 (6d6 + 6)","speed":"25 ft.","str":10,"dex":15,"con":12,"int":8,"wis":14,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"Passive Perception 12","languages":"understands the languages of its creator","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Object","entries":["If the carrionette is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the carrionette move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the carrionette is animate."]},{"name":"Unusual Nature","entries":["The carrionette doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Silver Needle","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}1 piercing damage plus 3 ({@damage 1d6}) necrotic damage, and the target must succeed on a {@dc 12} Charisma saving throw or become cursed for 1 minute. While cursed in this way, the target's speed is reduced by 10 feet, and it must roll a {@dice 1d4} and subtract the number rolled from each ability check or attack roll it makes."]},{"name":"Soul Swap","entries":["The carrionette targets a creature it can see within 15 feet of it that is cursed by its Silver Needle. Unless the target is protected by a {@spell protection from evil and good} spell, it must succeed on a {@dc 12} Charisma saving throw or have its consciousness swapped with the carrionette. The carrionette gains control of the target's body, and the target is {@condition unconscious} for 1 hour, after which it gains control of the carrionette's body. While controlling the target's body, the carrionette retains its Intelligence, Wisdom, and Charisma scores. It otherwise uses the controlled body's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","If the carrionette's body is destroyed, both the carrionette and the target die. A {@spell protection from evil and good} spell cast on the controlled body drives the carrionette out and returns the consciousness of both creatures to their original bodies. The swap is also undone if the controlled body takes damage from the carrionette's Silver Needle."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Carrionettes arise from innocent intentions. Heartfelt wishes breathe life into a beloved toy and, for a time, a creator might feel blessed by their new companion. But carrionettes aren't content to live as toys and seek to escape the confines of their diminutive bodies.","Every carrionette possesses a silver needle that pins its soul to its body. By posing as simple toys or hiding their desires, a carrionette gets close to an unsuspecting victim. It then uses its needle to swap souls with the victim, stealing the victim's body while trapping the victim's soul in its own doll-like frame. The carrionette then imprisons its old body, keeping the animate doll hidden while it explores the world in its stolen guise—often that of the very person who wished the carrionette into being.","Carrionettes might appear as any type of toy or piece of art. While marionettes and porcelain dolls are the most common, all manner of deadly stuffed animals, crawling jack-in-the-boxes, bloodthirsty poppets, murderous jewelry box ballerinas, and so forth might be carrionettes. These malicious toys are skilled deceivers and, despite some having existed for generations, often affect unsettlingly childlike personalities. Among the most notorious of these terrors is the carrionette Maligno, Darklord of the domain of Odaire (detailed in chapter 3)."]}],"gallery":[{"path":"bestiary/VRGR/Carrionette.webp","credit":"Irina Nordsol"}],"hidden":true,"otherVersions":[{"id":"carrionette","source":"RHW"}]},{"id":"cassiok-shadowdusk","name":"Cassiok Shadowdusk","source":"WDMM","page":287,"srd":false,"image":"bestiary/tokens/WDMM/Cassiok Shadowdusk.webp","token":"bestiary/tokens/WDMM/Cassiok Shadowdusk.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Str +2, Dex +4, Con +3, Int +11, Wis +8, Cha +5","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Deep Speech, Infernal, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Cassiok has advantage on saving throws against spells and other magical effects."]},{"name":"Special Equipment","entries":["Cassiok carries a {@item staff of power} that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His insectoid physiology prevents him from making melee attacks with the staff. If reduced to 20 hit points or fewer, Cassiok uses his next action to break his staff in a retributive strike."]}],"spellcasting":[{"name":"Spellcasting","entries":["Cassiok is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). Cassiok can cast {@spell disguise self} and invisibility at will and has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell phantasmal killer}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Cassiok casts these spells on himself before combat."]}],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Cassiok Shadowdusk is a middle-aged man transformed by prolonged exposure to the Far Realm. Although his head remains human, his body is that of a giant beetle that walks on its hind legs."]},{"id":"cat","name":"Cat","source":"XMM","page":351,"srd":true,"image":"bestiary/XMM/Cat.webp","token":"bestiary/tokens/XMM/Cat.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"40 ft., climb 40 ft.","str":3,"dex":15,"con":10,"int":3,"wis":12,"cha":7,"saves":"Dex +4","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Desert, Forest, Grassland, Urban","treasure":"","traits":[{"name":"Jumper","entries":["The cat's jump distance is determined using its Dexterity rather than its Strength."]}],"spellcasting":[],"actions":[{"name":"Scratch","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Cat.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"cat-mm","source":"MM"}]},{"id":"cat-mm","name":"Cat","source":"MM","page":320,"srd":false,"image":"bestiary/tokens/MM/Cat.webp","token":"bestiary/tokens/MM/Cat.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"40 ft., climb 30 ft.","str":3,"dex":15,"con":10,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Forest, Urban, Desert","treasure":"","traits":[{"name":"Keen Smell","entries":["The cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"cat","source":"XMM"}]},{"id":"cat-skeleton","name":"Cat Skeleton","source":"CoS","page":109,"srd":false,"image":"bestiary/tokens/CoS/Cat Skeleton.webp","token":"bestiary/tokens/CoS/Cat Skeleton.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"40 ft., climb 30 ft.","str":3,"dex":15,"con":10,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Forest, Urban, Desert","treasure":"","traits":[{"name":"Keen Smell","entries":["The cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"category-1-krasis","name":"Category 1 Krasis","source":"GGR","page":210,"srd":false,"image":"bestiary/GGR/Category 1 Krasis.webp","token":"bestiary/tokens/GGR/Category 1 Krasis.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"19 (3d8 + 6)","speed":"30 ft.","str":16,"dex":15,"con":14,"int":2,"wis":13,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The krasis can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The krasis makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Krasis","entries":["In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Creating a Krasis","entries":["To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.","Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).",{"type":"table","caption":"Major Adaptations","colLabels":["d8","Major Adaptation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) acid damage (category 1), 4 ({@damage 1d8}) acid damage (category 2), or 6 ({@damage 1d12}) acid damage (category 3)."],["2","Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4."],["3","Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects."],["4","Flight. The krasis has wings and gains a flying speed equal to its walking speed."],["5","Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape {@dc 13} for category 1, {@dc 15} for category 2, and {@dc 19} for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time."],["6","Hypnotic Display {@recharge 5}. As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw ({@dc 12} for category 1, {@dc 14} for category 2, and {@dc 18} for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours."],["7","Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw ({@dc 12} for category 1, {@dc 14} for category 2, and {@dc 18} for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],["8","Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point."]]},{"type":"table","caption":"Minor Adaptations","colLabels":["d8","Minor Adaptation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing."],["2","Aquatic. The krasis gains a swimming speed equal to its walking speed."],["3","Climbing Speed. The krasis gains a climbing speed equal to its walking speed."],["4","Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide."],["5","Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes."],["6","Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud."],["7","Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3)."],["8","Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]]}]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Category 1 Krasis.webp","credit":"Wesley Burt"}]},{"id":"category-2-krasis","name":"Category 2 Krasis","source":"GGR","page":211,"srd":false,"image":"bestiary/GGR/Category 2 Krasis.webp","token":"bestiary/tokens/GGR/Category 2 Krasis.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"136 (16d10 + 48)","speed":"40 ft.","str":18,"dex":14,"con":16,"int":2,"wis":13,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The krasis can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The krasis makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}17 ({@damage 2d12 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Krasis","entries":["In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Creating a Krasis","entries":["To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.","Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).",{"type":"table","caption":"Major Adaptations","colLabels":["d8","Major Adaptation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) acid damage (category 1), 4 ({@damage 1d8}) acid damage (category 2), or 6 ({@damage 1d12}) acid damage (category 3)."],["2","Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4."],["3","Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects."],["4","Flight. The krasis has wings and gains a flying speed equal to its walking speed."],["5","Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape {@dc 13} for category 1, {@dc 15} for category 2, and {@dc 19} for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time."],["6","Hypnotic Display {@recharge 5}. As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw ({@dc 12} for category 1, {@dc 14} for category 2, and {@dc 18} for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours."],["7","Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw ({@dc 12} for category 1, {@dc 14} for category 2, and {@dc 18} for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],["8","Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point."]]},{"type":"table","caption":"Minor Adaptations","colLabels":["d8","Minor Adaptation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing."],["2","Aquatic. The krasis gains a swimming speed equal to its walking speed."],["3","Climbing Speed. The krasis gains a climbing speed equal to its walking speed."],["4","Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide."],["5","Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes."],["6","Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud."],["7","Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3)."],["8","Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]]}]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Category 2 Krasis.webp","credit":"Lius Lasahido"}]},{"id":"category-3-krasis","name":"Category 3 Krasis","source":"GGR","page":212,"srd":false,"image":"bestiary/GGR/Category 3 Krasis.webp","token":"bestiary/tokens/GGR/Category 3 Krasis.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+1 (11)","hp":"287 (25d12 + 125)","speed":"40 ft.","str":23,"dex":12,"con":21,"int":2,"wis":13,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The krasis can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The krasis makes three attacks: one with its bite, one with its claws, and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one creature. {@h}27 ({@damage 6d6 + 6}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}33 ({@damage 6d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 19} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Krasis","entries":["In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Creating a Krasis","entries":["To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.","Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).",{"type":"table","caption":"Major Adaptations","colLabels":["d8","Major Adaptation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) acid damage (category 1), 4 ({@damage 1d8}) acid damage (category 2), or 6 ({@damage 1d12}) acid damage (category 3)."],["2","Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4."],["3","Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects."],["4","Flight. The krasis has wings and gains a flying speed equal to its walking speed."],["5","Grabber. When the krasis hits a creature with its claws, the target is {@condition grappled} (escape {@dc 13} for category 1, {@dc 15} for category 2, and {@dc 19} for category 3) by a specialized grasping appendage on the krasis. It can have only one creature {@condition grappled} in this way at a time."],["6","Hypnotic Display {@recharge 5}. As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw ({@dc 12} for category 1, {@dc 14} for category 2, and {@dc 18} for category 3) or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours."],["7","Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw ({@dc 12} for category 1, {@dc 14} for category 2, and {@dc 18} for category 3) or be {@condition poisoned} for 1 minute. If the krasis is a category 2 or 3, the creature is {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],["8","Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point."]]},{"type":"table","caption":"Minor Adaptations","colLabels":["d8","Minor Adaptation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing."],["2","Aquatic. The krasis gains a swimming speed equal to its walking speed."],["3","Climbing Speed. The krasis gains a climbing speed equal to its walking speed."],["4","Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity ({@skill Stealth}) checks made to hide."],["5","Heightened Awareness. The krasis can't be {@status surprised}, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes."],["6","Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud."],["7","Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3)."],["8","Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]]}]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Category 3 Krasis.webp","credit":"Jehan Choo"}]},{"id":"catoblepas","name":"Catoblepas","source":"MPMM","page":70,"srd":false,"image":"bestiary/MPMM/Catoblepas.webp","token":"bestiary/tokens/MPMM/Catoblepas.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":19,"dex":12,"con":21,"int":3,"wis":14,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Stench","entries":["Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Stench of any catoblepas for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}21 ({@damage 5d6 + 4}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the start of the catoblepas's next turn."]},{"name":"Death Ray {@recharge 5}","entries":["The catoblepas targets one creature it can see within 30 feet of it. The target must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The catoblepas is as loathsome as the vile swamplands in which it lives, a conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts. Despite its ungainly physiology, a catoblepas resembles a natural animal in its behavior, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, with a calf. A catoblepas attacks anyone that moves too close, especially if guarding its young.","A catoblepas's stink, like the stench of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act while the catoblepas feasts on its body.",{"name":"Blighted Territory","type":"entries","entries":["A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, become degraded, and swamp gases take on a hint of the catoblepas's foulness. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice."]},{"name":"Catoblepas in Folklore","type":"entries","entries":["Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. In some lands, the silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom.","Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence, while other stories link them to misfortune. Some such tales claim that swamp-dwelling hags tend catoblepases like cattle, drinking the monsters' milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle."]}],"gallery":[{"path":"bestiary/MPMM/Catoblepas.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"catoblepas-vgm","source":"VGM"}]},{"id":"catoblepas-vgm","name":"Catoblepas","source":"VGM","page":129,"srd":false,"image":"bestiary/VGM/Catoblepas.webp","token":"bestiary/tokens/VGM/Catoblepas.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":19,"dex":12,"con":21,"int":3,"wis":14,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Keen Smell","entries":["The catoblepas has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Stench","entries":["Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}21 ({@damage 5d6 + 4}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the start of the catoblepas's next turn."]},{"name":"Death Ray {@recharge 5}","entries":["The catoblepas targets a creature that it can see within 30 feet of it. The target must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The catoblepas is as loathsome as the vile swamplands in which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities. Few travelers willingly traverse the territory of a catoblepas.",{"name":"Animalistic Nature","entries":["Despite their ungainly physiology, catoblepases resemble natural beasts. A catoblepas behaves much like an animal, too, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, a calf. Especially if it's guarding its young, a catoblepas attacks anyone that moves too close."],"type":"entries"},{"name":"Stench of Death","entries":["A catoblepas's stink, like that of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act. If the target of its attacks dies, the catoblepas feasts on the fresh remains."],"type":"entries"},{"name":"Blighted Territory","entries":["A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, diminish when a catoblepas lives nearby. Swamp gases have a hint of the catoblepas's foulness to them. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice."],"type":"entries"},{"name":"Sinister Folklore","entries":["Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. The silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom."],"type":"entries"},"Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence. Whatever the origin of the creature, stories link the catoblepas to misfortune, and many of these yarns have elements of truth. Some such tales claim that hags tend catoblepases like cattle, and that a swamp that contains a catoblepas might also be home to a hag that drinks the monster's milk. Although a particular catoblepas might not be linked to a hag, a coven of hags might keep one or more of these beasts as guardians or pets. Other legends say that those of impure heart can tame a catoblepas. Indeed, some tales have circulated of malevolent warlocks and dark knights who have discovered how to domesticate the beasts and use them as mounts."]}]}],"gallery":[{"path":"bestiary/VGM/Catoblepas.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"catoblepas","source":"MPMM"}]},{"id":"caustic-crawler","name":"Caustic Crawler","source":"PSZ","page":27,"srd":false,"image":"bestiary/PSZ/Caustic Crawler.webp","token":"bestiary/tokens/PSZ/Caustic Crawler.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"39 (6d10 + 6)","speed":"30 ft., burrow 10 ft.","str":17,"dex":11,"con":13,"int":1,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) acid damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the crawler can bite only the {@condition grappled} creature and has advantage on attack rolls to do so."]},{"name":"Acid Spray {@recharge}","entries":["The crawler spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature {@condition grappled}. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The black mana that brews and festers in Zendikar's swamps infuses a wide variety of natural animals, creating large, deadly vermin—rats, bats, insects, scorpions, and spiders that spread death and decay with their bites, stings, or caustic saliva. The swamps of Guul Draz are home to many such creatures, from the enormous heartstabber mosquitoes (best represented with {@creature stirge} statistics) to giant scorpions large enough to hold a struggling vampire in one claw. The gigantic, ant-like caustic crawlers (similar to {@creature ankheg|MM|ankhegs}) shape burrows from stone with their acidic saliva, creating strangely smooth walls easily mistaken for ancient construction. Gloomhunter bats the size of griffins have reservoirs of vaporous mana in their heads, causing their bite to tear at the spirit as well as the flesh. These and other creatures can be built from the offerings in {@book appendix A of the Monster Manual|MM|1}."],"gallery":[{"path":"bestiary/PSZ/Caustic Crawler.webp","title":"Caustic Crawler","credit":"Raymond Swanland"}]},{"id":"cave-badger","name":"Cave Badger","source":"OotA","page":96,"srd":false,"image":"bestiary/tokens/OotA/Cave Badger.webp","token":"bestiary/tokens/OotA/Cave Badger.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft., burrow 15 ft.","str":13,"dex":10,"con":15,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., tremorsense 60 ft., Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Keen Smell","entries":["The badger has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Tunneler","entries":["When the badger burrows, it leaves tunnels behind."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The badger makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"cave-bear","name":"Cave Bear","source":"MM","page":334,"srd":false,"image":"bestiary/tokens/MM/Cave Bear.webp","token":"bestiary/tokens/MM/Cave Bear.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"42 (5d10 + 15)","speed":"40 ft., swim 30 ft.","str":20,"dex":10,"con":16,"int":2,"wis":13,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Underdark","treasure":"","traits":[{"name":"Keen Smell","entries":["The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"cave-fisher","name":"Cave Fisher","source":"MPMM","page":73,"srd":false,"image":"bestiary/MPMM/Cave Fisher.webp","token":"bestiary/tokens/MPMM/Cave Fisher.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"20 ft., climb 20 ft.","str":16,"dex":13,"con":14,"int":3,"wis":10,"cha":3,"saves":"","skills":"Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 12","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Flammable Blood","entries":["If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage."]},{"name":"Spider Climb","entries":["The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cave fisher makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Retract Filament","entries":["One Large or smaller creature {@condition grappled} by the cave fisher's Adhesive Filament must make a {@dc 13} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher can't use Adhesive Filament."]}],"bonusActions":[{"name":"Adhesive Filament","entries":["The cave fisher extends a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature the filament adheres to is {@condition grappled} by the cave fisher (escape {@dc 13}), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful {@dc 13} Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider's webbing, which the creature uses to snag prey.","A cave fisher usually hunts small animals and is particularly fond of bats, so it stretches a filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again.","Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area.",{"name":"Valuable Parts","type":"entries","entries":["Nearly every part of a cave fisher is useful after the creature has been dispatched. Cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature's shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood, and some dwarves, especially berserkers, drink the blood straight. Cave fisher meat is edible, tasting much like crab cooked in strong wine.","While some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard passages or serve as beasts of war. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, Underdark denizens often use the threat of fire when training them."]}],"gallery":[{"path":"bestiary/MPMM/Cave Fisher.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"cave-fisher-vgm","source":"VGM"}]},{"id":"cave-fisher-vgm","name":"Cave Fisher","source":"VGM","page":130,"srd":false,"image":"bestiary/VGM/Cave Fisher.webp","token":"bestiary/tokens/VGM/Cave Fisher.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"20 ft., climb 20 ft.","str":16,"dex":13,"con":14,"int":3,"wis":10,"cha":3,"saves":"","skills":"Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 12","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Adhesive Filament","entries":["The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is {@condition grappled} by the cave fisher (escape {@dc 13}), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful {@dc 13} Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn"]},{"name":"Flammable Blood","entries":["If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage."]},{"name":"Spider Climb","entries":["The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cave fisher makes two attacks with its claws."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Filament","entries":["One creature {@condition grappled} by the cave fisher's adhesive filament must make a {@dc 13} Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filament, much like the strands of a spider's webbing, which the creature uses to snag prey.",{"name":"Ambushers","entries":["A cave fisher usually hunts small animals and is fond of bats, so it stretches its filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again."],"type":"entries"},{"name":"Moving Up in the World","entries":["Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area."],"type":"entries"},"A cave fisher instinctively knows that larger targets such as humanoids are more difficult to overcome, so the creatures shy away from attacking such prey unless they come across a solitary target. They might try to pick off a scout moving ahead of a group of travelers or a straggler lagging behind, rather than attracting the attention of the entire group.",{"name":"Valuable Innards","entries":["Nearly every part of a cave fisher is useful after the creature has been dispatched. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood as part of the recipe, and some dwarves, especially berserkers, drink the blood straight. If they are gathered after being extruded, cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. Cave fisher meat is edible, tasting much like crab cooked in strong wine. The creature's shell is used in the manufacture of tools, armor, and jewelry."],"type":"entries"},{"name":"Reluctant Servants","entries":["While some folk hunt cave fishers to kill them for their filaments and their blood, others capture cave fisher eggs and rear the hatchlings. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, chitines and hobgoblins sometimes use the threat of fire to train cave fishers, then employ them to guard passages or as beasts of war."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Cave Fisher.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"cave-fisher","source":"MPMM"}]},{"id":"cavil-zaltobar","name":"Cavil Zaltobar","source":"PotA","page":182,"srd":false,"image":"bestiary/tokens/PotA/Cavil Zaltobar.webp","token":"bestiary/tokens/PotA/Cavil Zaltobar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Cavil is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"celeste","name":"Celeste","source":"CRCotN","page":150,"srd":false,"image":"bestiary/CRCotN/075-06-004.three-ghosts.webp","token":"bestiary/tokens/CRCotN/Celeste.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Celeste can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Celeste can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Celeste enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of Celeste that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that Celeste can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Celeste ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/075-06-004.three-ghosts.webp","credit":"Maria Zolotukhina"}]},{"id":"celestial-spirit","name":"Celestial Spirit","source":"XPHB","page":323,"srd":false,"image":"bestiary/XPHB/Celestial Spirit.webp","token":"bestiary/tokens/XPHB/Celestial Spirit.webp","size":"Large","creatureType":"Celestial","alignment":"Neutral","ac":"-","initiative":"+2 (12)","hp":"40 + 10 for each spell level above 5","speed":"30 ft., fly 40 ft.","str":16,"dex":14,"con":16,"int":10,"wis":14,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"charmed; frightened","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Celestial, understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of attacks equal to half this spell's level (round down)."]},{"name":"Radiant Bow (Avenger Only)","entries":["{@atkr r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, range 600 ft. {@h}{@damage 2d6 + 2 + summonSpellLevel} Radiant damage."]},{"name":"Radiant Mace (Defender Only)","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d10 + 3 + summonSpellLevel} Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains {@dice 1d10} {@variantrule Temporary Hit Points|XPHB}."]},{"name":"Healing Touch (1/Day)","entries":["The spirit touches another creature. The target regains {@variantrule Hit Points|XPHB} equal to {@dice 2d8 + summonSpellLevel}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Celestial Spirit.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"celestial-spirit-tce","source":"TCE"}]},{"id":"celestial-spirit-tce","name":"Celestial Spirit","source":"TCE","page":110,"srd":false,"image":"bestiary/tokens/TCE/Celestial Spirit.webp","token":"bestiary/tokens/TCE/Celestial Spirit.webp","size":"Large","creatureType":"Celestial","alignment":"Unaligned","ac":"-","initiative":"+2 (12)","hp":"40 + 10 for each spell level above 5th","speed":"30 ft., fly 40 ft.","str":16,"dex":14,"con":16,"int":10,"wis":14,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 12","languages":"Celestial, understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The celestial makes a number of attacks equal to half this spell's level (rounded down)."]},{"name":"Radiant Bow (Avenger Only)","entries":["{@atk rw} {@hitYourSpellAttack} to hit, range 150/600 ft., one target. {@h}{@damage 2d6 + 2 + summonSpellLevel} radiant damage."]},{"name":"Radiant Mace (Defender Only)","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 3 + summonSpellLevel} radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains {@dice 1d10} temporary hit points."]},{"name":"Healing Touch (1/Day)","entries":["The celestial touches another creature. The target magically regains hit points equal to {@dice 2d8 + summonSpellLevel}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"celestial-spirit","source":"XPHB"}]},{"id":"centaur","name":"Centaur","source":"MM","page":38,"srd":false,"image":"bestiary/MM/Centaur.webp","token":"bestiary/tokens/MM/Centaur.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"45 (6d10 + 12)","speed":"50 ft.","str":18,"dex":14,"con":14,"int":9,"wis":13,"cha":11,"saves":"","skills":"Athletics +6, Perception +3, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Elvish, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[{"name":"Charge","entries":["If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 ({@damage 3d6}) piercing damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow."]},{"name":"Pike","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.",{"name":"Wilderness Nomads","type":"entries","entries":["Centaur tribes range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use tents.","Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when centaurs encounter settlements of other creatures built along their traditional routes."]},{"name":"Reluctant Settlers","type":"entries","entries":["A centaur that can't keep pace with the rest of its tribe is left behind. Some such centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur residents. Many such communities owe their survival to the insight and acumen of a centaur.","Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of its days."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I hear centaurs make excellent mounts!"],"by":"Batley Summerfoot, a halfling adventurer who never read {@style Hooves of Fury|small-caps} by Irvil Grayborn of Sundown"}]}]}],"gallery":[{"path":"bestiary/MM/Centaur.webp","credit":"Wesley Burt"}]},{"id":"centaur-mummy","name":"Centaur Mummy","source":"TftYP","page":231,"srd":false,"image":"bestiary/TftYP/Centaur Mummy.webp","token":"bestiary/tokens/TftYP/Centaur Mummy.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+1 (11)","hp":"85 (10d10 + 30)","speed":"30 ft.","str":20,"dex":12,"con":16,"int":5,"wis":14,"cha":12,"saves":"Wis +5","skills":"","vulnerabilities":"fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Sylvan","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 ({@damage 3d6}) piercing damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare."]},{"name":"Pike","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or similar magic."]},{"name":"Dreadful Glare","entries":["The centaur mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, the target must succeed on a {@dc 12} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["In The Hidden Shrine of Tamoachan, characters must contend with a mummified centaur that wants to prevent them from moving any farther into the dungeon. Combining the most lethal features of two creature types, the centaur mummy can attack nearby targets with its melee weapons while trying to use its Dreadful Glare against enemies that hold back."]}]}]}],"gallery":[{"path":"bestiary/TftYP/Centaur Mummy.webp"}]},{"id":"centaur-trooper","name":"Centaur Trooper","source":"XMM","page":67,"srd":true,"image":"bestiary/XMM/Centaurs.webp","token":"bestiary/tokens/XMM/Centaur Trooper.webp","size":"Large","creatureType":"Fey","alignment":"Neutral Good","ac":"16","initiative":"+2 (12)","hp":"45 (6d10 + 12)","speed":"50 ft.","str":18,"dex":14,"con":14,"int":9,"wis":13,"cha":11,"saves":"","skills":"Athletics +6, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Elvish, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Grassland, Planar, Feywild","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The centaur makes two attacks, using Pike or Longbow in any combination."]},{"name":"Pike","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}9 ({@damage 1d10 + 4}) Piercing damage."]},{"name":"Longbow","entries":["{@atkr r} {@hit 4}, range 150/600 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage."]}],"bonusActions":[{"name":"Trampling Charge {@recharge 5}","entries":["The centaur moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks} and can move through the spaces of Medium or smaller creatures. Each creature whose space the centaur enters is targeted once by the following effect. {@actSave str} {@dc 14}. {@actSaveFail} 7 ({@damage 1d6 + 4}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Centaur troopers are knight-like guardians. Many are suspicious of non-Fey creatures."]},{"type":"section","name":"Centaurs","entries":["{@i Defenders of the Feywild}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Centaurs are defenders of forests, plains, and sites of primeval power. With upper bodies like humans' and the lower bodies of horses, centaurs charge into battle against those who would harm their allies."]}],"gallery":[{"path":"bestiary/XMM/Centaurs.webp","credit":"Eric Belisle"}]},{"id":"centaur-warden","name":"Centaur Warden","source":"XMM","page":67,"srd":false,"image":"bestiary/XMM/Centaurs.webp","token":"bestiary/tokens/XMM/Centaur Warden.webp","size":"Large","creatureType":"Fey","alignment":"Neutral Good","ac":"16","initiative":"+2 (12)","hp":"105 (14d10 + 28)","speed":"50 ft.","str":18,"dex":14,"con":14,"int":9,"wis":18,"cha":11,"saves":"Con +5, Wis +7","skills":"Athletics +7, Nature +5, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Druidic, Elvish, Sylvan","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Grassland, Planar, Feywild","treasure":"Armaments, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The centaur casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Druidcraft|XPHB}, {@spell Speak with Animals|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The centaur makes two attacks, using Forest Staff or Sun Ray in any combination."]},{"name":"Forest Staff","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage plus 14 ({@damage 4d6}) Poison damage."]},{"name":"Sun Ray","entries":["{@atkr r} {@hit 7}, range 90 ft. {@h}14 ({@damage 3d6 + 4}) Radiant damage, and the target has the {@condition Blinded|XPHB} condition until the start of the centaur's next turn."]}],"bonusActions":[{"name":"Entangling Trail {@recharge 5}","entries":["The centaur moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}. Each creature within 5 feet of the centaur as it moves is targeted once by the following effect. {@actSave str} {@dc 15}. {@actSaveFail} 11 ({@damage 2d6 + 4}) Bludgeoning damage, and the target has the {@condition Restrained|XPHB} condition until the end of its next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Centaur wardens often lead groups of centaur troopers and act as intermediaries between Fey creatures and trespassers into their territories."]},{"type":"section","name":"Centaurs","entries":["{@i Defenders of the Feywild}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Centaurs are defenders of forests, plains, and sites of primeval power. With upper bodies like humans' and the lower bodies of horses, centaurs charge into battle against those who would harm their allies."]}],"gallery":[{"path":"bestiary/XMM/Centaurs.webp","credit":"Eric Belisle"}]},{"id":"ceratops","name":"Ceratops","source":"BGG","page":129,"srd":false,"image":"bestiary/BGG/Ceratops.webp","token":"bestiary/tokens/BGG/Ceratops.webp","size":"Gargantuan","creatureType":"Monstrosity (Dinosaur)","alignment":"Unaligned","ac":"16","initiative":"-1 (9)","hp":"139 (9d20 + 45)","speed":"50 ft.","str":24,"dex":8,"con":21,"int":4,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The ceratops has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ceratops makes one Gore attack and one Stomp attack."]},{"name":"Gore","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}29 ({@damage 4d10 + 7}) piercing damage. If the ceratops moved at least 20 feet in a straight line toward the target immediately before the hit, the target takes an extra 11 ({@damage 2d10}) piercing damage; if the target is a creature, it also must succeed on a {@dc 19} Strength saving throw or be pushed up to 20 feet from the ceratops and have the {@condition prone} condition."]},{"name":"Stomp","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Stretching over 200 feet from the tip of its enormous nose horn to the end of its spiky tail, a ceratops gleams with lines of vibrant green energy in its thickly scaled hide. Its horn alone is larger than most giants, and the ceratops can trample ancient forests under its feet when it becomes enraged."]}]},{"type":"section","name":"Dinosaurs","entries":["When Annam's children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world."]}],"gallery":[{"path":"bestiary/BGG/Ceratops.webp"}],"otherVersions":[{"id":"ceratops-psx","source":"PSX"}]},{"id":"ceratops-psx","name":"Ceratops","source":"PSX","page":28,"srd":false,"image":"bestiary/PSX/Ceratops.webp","token":"bestiary/tokens/PSX/Ceratops.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"95 (10d12 + 30)","speed":"50 ft.","str":22,"dex":9,"con":17,"int":2,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the ceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the triceratops can make one stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}24 ({@damage 4d8 + 6}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"Horned Herbivores","page":28,"entries":["Many smaller herbivores are found on the plains of Ixalan. Rather than depending on size for defense, these dinosaurs are protected by plated scales, sharp horns, or spiked tails. Most are aggressively proactive in chasing off predators even before they are attacked, and the people of the Sun Empire find these creatures among the hardest dinosaurs to control.","Ceratopses sport enormous horns on and around the large, feathered frills that protect their necks. The related snubhorns lack the sharp pointed horns of their cousins. Despite their surly temper, ceratopses make excellent mounts. The {@creature triceratops|MM} in the {@book Monster Manual|MM} can represent all of these dinosaurs."]}]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Ceratops.webp","title":"Goring Ceratops","credit":"Zezhou Chen"}],"hidden":true,"otherVersions":[{"id":"ceratops","source":"BGG"}]},{"id":"cerodon","name":"Cerodon","source":"PSA","page":37,"srd":false,"image":"bestiary/PSA/Cerodon.webp","token":"bestiary/tokens/PSA/Cerodon.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":24,"dex":9,"con":21,"int":3,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Arctic","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the cerodon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the mammoth can make one stomp attack against it as a bonus action."]},{"name":"Siege Monster","entries":["The cerodon deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one {@condition prone} creature. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Cerodons are sometimes mistaken for herbivores because of their resemblance to bulls, but they are never mistaken for harmless. They stand over thirty feet tall at the shoulder, and their heads are crowned with enormous horns that jut forward from the nose, then extend backward almost the entire length of their bodies. The horn structure resembles a sandstone cliff, and a cerodon can use it to ruin buildings or monuments with a minimum of effort. Cerodons are extremely aggressive, and often mistake the shimmering Hekma for an intruder into their territory. Use the statistics of a {@creature mammoth} for these creatures, with the following additional trait:",{"type":"entries","entries":[{"type":"entries","name":"Siege Monster","entries":["The cerodon deals double damage to objects and structures."]}]}]},{"type":"entries","entries":[{"type":"entries","name":"The Desert Lands","entries":["The desolate wilderness beyond the protection of the Hekma is largely uncharted. Immediately beyond the protective veil is a chaotic dune sea called Shefet, the Scouring Sands. The desert wears away at the edges of the fertile lands surrounding Naktamun, serving as a constant reminder that only the bounty and protection of the God-Pharaoh stand between the people of the city-state and a grisly death in the sands beyond. Beyond Shefet are parched, cracked expanses called Ramunap, the Broken Lands. The ruins of ancient civilizations are said to lie in the Broken Lands, though no one has ever explored such ruins and returned to Naktamun to tell of them."]}]}],"gallery":[{"path":"bestiary/PSA/Cerodon.webp","title":"Desert Cerodon","credit":"Igor Kieryluk"}]},{"id":"chain-devil","name":"Chain Devil","source":"XMM","page":68,"srd":true,"image":"bestiary/XMM/Chain Devil.webp","token":"bestiary/tokens/XMM/Chain Devil.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"15","initiative":"+5 (15)","hp":"85 (10d8 + 40)","speed":"30 ft.","str":18,"dex":15,"con":18,"int":11,"wis":12,"cha":14,"saves":"Con +7, Wis +4","skills":"","vulnerabilities":"","resistances":"bludgeoning; cold; piercing; slashing","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 11","languages":"Infernal; telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Planar, Nine Hells","treasure":"Implements","traits":[{"name":"Diabolical Restoration","entries":["If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes two Chain attacks and uses Conjure Infernal Chain."]},{"name":"Chain","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Slashing damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from one of two chains, and it has the {@condition Restrained|XPHB} condition until the grapple ends."]},{"name":"Conjure Infernal Chain","entries":["The devil conjures a fiery chain to bind a creature. {@actSave dex} {@dc 15}, one creature the devil can see within 60 feet. {@actSaveFail} 9 ({@damage 2d4 + 4}) Fire damage, and the target has the {@condition Restrained|XPHB} condition until the end of the devil's next turn, at which point the chain disappears. If the target is Large or smaller, the devil moves the target up to 30 feet straight toward itself. {@actSaveSuccess} The chain disappears."]}],"bonusActions":[],"reactions":[{"name":"Unnerving Gaze","entries":["{@actTrigger} A creature the devil can see starts its turn within 30 feet of the devil and can see the devil. {@actResponse d}{@actSave wis} {@dc 15}, the triggering creature. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the end of its turn. {@actSaveSuccess} The target is immune to this devil's Unnerving Gaze for 24 hours."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Chain Devil","entries":["{@i Devil of Pain and Control}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Also known as kytons, chain devils consider themselves morbid artisans who use deception, menace, and vicious metal to coerce prisoners into betraying themselves. Many serve powerful devils, wrenching secrets from imprisoned souls using deadly, animate chains. Left to their own devices, chain devils encourage ruthless individuals to pursue forbidden magic, leading their pupils down paths to the Nine Hells.","Along with psychological threats and physical harm, a chain devil uses its unnerving gaze to make its victims perceive their worst fear rather than the monster. Roll on or choose a result from the Chain Devil Masks table to inspire a chain devil's fearful appearance.",{"type":"table","caption":"Chain Devil Masks","colLabels":["1d4","To a Viewer, the Chain Devil Looks Like..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The corpse of a loved one."],["2","A disapproving deity."],["3","A harsh instructor or superior."],["4","The viewer at their lowest point in life."]]}]}],"gallery":[{"path":"bestiary/XMM/Chain Devil.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"chain-devil-mm","source":"MM"}]},{"id":"chain-devil-mm","name":"Chain Devil","source":"MM","page":72,"srd":false,"image":"bestiary/MM/Chain Devil.webp","token":"bestiary/tokens/MM/Chain Devil.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"85 (10d8 + 40)","speed":"30 ft.","str":18,"dex":15,"con":18,"int":11,"wis":12,"cha":14,"saves":"Con +7, Wis +4, Cha +5","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Infernal, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the devil's darkvision."]},{"name":"Magic Resistance","entries":["The devil has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes two attacks with its chains."]},{"name":"Chain","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. The target is {@condition grappled} (escape {@dc 14}) if the devil isn't already grappling a creature. Until this grapple ends, the target is {@condition restrained} and takes 7 ({@damage 2d6}) piercing damage at the start of each of its turns."]},{"name":"Animate Chains (Recharges after a Short or Long Rest)","entries":["Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.","Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is {@condition incapacitated} or dies."]}],"bonusActions":[],"reactions":[{"name":"Unnerving Mask","entries":["When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} until the end of its turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies.","Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on others. They are called on to torment mortal souls trapped in the Nine Hells, inflicting their sadistic fury on the horrid lemures in which those souls manifest."]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Chain Devil.webp"}],"hidden":true,"otherVersions":[{"id":"chain-devil","source":"XMM"}]},{"id":"chakuna","name":"Chakuna","source":"RHW","page":174,"srd":false,"image":"bestiary/RHW/Chakuna.webp","token":"bestiary/tokens/RHW/Chakuna.webp","size":"Medium","creatureType":"Monstrosity (Lycanthrope)","alignment":"Neutral","ac":"16","initiative":"+12 (22)","hp":"210 (28d8 + 84)","speed":"30 ft., 50 ft. (panther form only), climb 40 ft. (panther form only)","str":17,"dex":18,"con":16,"int":10,"wis":15,"cha":11,"saves":"Con +7, Wis +6","skills":"Perception +10, Stealth +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 150 ft., Passive Perception 20","languages":"Common (can't speak in panther form)","cr":"11","crDisplay":"11 (XP 7,200, or 8,400 in lair; PB +4)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Chakuna dies and her heart remains intact, she revives with all her {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Valachan. Chakuna's heart is a Tiny object that has AC 17, HP 10, and {@variantrule Immunity|XPHB} to all damage except Fire."]},{"name":"Experienced Hunter","entries":["{@variantrule Difficult Terrain|XPHB} composed of undergrowth doesn't cost Chakuna extra movement."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Chakuna fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Chakuna makes three attacks, using Scratch or Barbed Spear in any combination. She can replace one attack with a Bite attack."]},{"name":"Bite (Panther or Hybrid Form Only)","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}20 ({@damage 3d10 + 4}) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. {@actSave con} {@dc 15}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a werepanther under the DM's control and has 10 {@variantrule Hit Points|XPHB} (use the Weretiger stat block). {@actSaveSuccess} The target is immune to Chakuna's curse for 24 hours."]},{"name":"Scratch","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage."]},{"name":"Barbed Spear (Humanoid or Hybrid Form Only)","entries":["{@atkr m,r} {@hit 8}, reach 5 ft. or range 30/120 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage and the target receives a dire wound if it doesn't have one. While the target is wounded, its speed is reduced by 10 feet, and it loses 5 ({@dice 1d10}) {@variantrule Hit Points|XPHB} at the start of each of its turns. The wound closes after 1 minute, after a spell restores {@variantrule Hit Points|XPHB} to the target, or after the target or a creature within 5 feet of it takes an action to staunch the wound, doing so by succeeding on a {@dc 15} Wisdom ({@skill Medicine|XPHB}) check. {@hom}The spear magically returns to Chakuna's hand immediately after a ranged attack."]}],"bonusActions":[{"name":"Prowl (Panther or Hybrid Form Only)","entries":["Chakuna moves up to her {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}. At the end of this movement, she can take the {@action Hide|XPHB} action."]},{"name":"Shape-Shift","entries":["Chakuna shape-shifts into a Large panther-humanoid hybrid or a Large panther, or she returns to her true humanoid form. Her game statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[{"name":"Pounce","entries":["Chakuna moves up to half her {@variantrule Speed|XPHB} and makes one Scratch attack."]},{"name":"Strike from Shadows","entries":["Chakuna makes one Barbed Spear attack. If Chakuna has the {@action Hide|XPHB} action's {@condition Invisible|XPHB} condition, this attack doesn't end that condition. Chakuna can't take this action again until the start of her next turn."]},{"name":"Sudden Bite","entries":["Chakuna uses Shape-Shift to turn into her hybrid form or panther form and then makes one Bite attack. Chakuna can't take this action again until the start of her next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Valachan is altered by Chakuna's presence, creating the following effects.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in her domain, Chakuna can close or open the borders to Valachan at will. While the borders are closed, shadowy beasts skulk or soar amid the Mists surrounding Valachan. A creature that enters the Mists for the first time on a turn or starts its turn there takes {@damage 1d10} Piercing damage."},{"type":"item","name":"Heightened Senses","entry":"Beasts and Monstrosities have {@variantrule Advantage|XPHB} on Wisdom checks."},{"type":"item","name":"Whispering Shadows","entry":"Humanoids subtract {@dice 1d8} from any ability checks they make when they take the {@action Hide|XPHB} action."}]},"If Chakuna dies, these effects end immediately."],"lore":[{"type":"entries","entries":["Chakuna is Valachan's deadliest hunter, a youthful werepanther with the intensity and calm of a veteran executioner. Few can elude her cold cunning, deadly traps, and packs of feline allies.","Chakuna is no mere murderer. She hunts because she must to protect the people of Oselo from a more terrible fate. To that end, she prefers to target strangers in her land, forcing them to participate in the Trial of Hearts. She relishes the chance to hunt the proud and disrespectful, as well as the skilled and unpredictable. Chakuna knows no mercy, though, and even those she comes to respect eventually face her blade. She spares the people of Oselo alone, even as her peoples' fear of her grows."]}],"gallery":[{"path":"bestiary/RHW/Chakuna.webp"}]},{"id":"chamberlain-of-zuggtmoy","name":"Chamberlain of Zuggtmoy","source":"OotA","page":230,"srd":false,"image":"bestiary/tokens/OotA/Chamberlain of Zuggtmoy.webp","token":"bestiary/tokens/OotA/Chamberlain of Zuggtmoy.webp","size":"Large","creatureType":"Plant","alignment":"Chaotic Evil","ac":"13","initiative":"-2 (8)","hp":"45 (6d10 + 12)","speed":"20 ft.","str":17,"dex":7,"con":14,"int":11,"wis":8,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Abyssal, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mushroom Portal","entries":["The chamberlain counts as a mushroom for the Fungus Stride feature of the bridesmaid of Zuggtmoy."]},{"name":"Poison Spores","entries":["Whenever the chamberlain takes damage, it releases a cloud of spores. Creatures within 5 feet of the chamberlain when this happens must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chamberlain makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]},{"name":"Infestation Spores (1/Day)","entries":["The chamberlain releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 12} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"champion","name":"Champion","source":"MPMM","page":74,"srd":false,"image":"bestiary/MPMM/Champion.webp","token":"bestiary/tokens/MPMM/Champion.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":20,"dex":15,"con":14,"int":10,"wis":14,"cha":12,"saves":"Str +9, Con +6","skills":"Athletics +9, Intimidation +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any one language (usually Common)","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Indomitable (2/Day)","entries":["The champion rerolls a failed saving throw."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The champion makes three Greatsword or Shortbow attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, plus 7 ({@damage 2d6}) slashing damage if the champion has more than half of its total hit points remaining."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 7 ({@damage 2d6}) piercing damage if the champion has more than half of its total hit points remaining."]}],"bonusActions":[{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["The champion regains 20 hit points."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Bountiful and overrated. You can't spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering."],"by":"Mordenkainen"},"Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.","A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms for a champion or roll on the Champion's Coats of Arms table to determine it.",{"type":"table","caption":"Champion's Coat of Arms","colLabels":["d12","Coat of Arms"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Three lit candles on a purple field"],["2","Sea serpent coiled around a trident on a blue field"],["3","Hunting horn banded in gold on a gray field"],["4","Raised fist grasping an anchor on a quartered field of blue and white"],["5","Turtle with crenelated tower on its shell on a white field"],["6","Dragon skull supported on either side by dragon wings on a red field"],["7","Yellow chicken foot on a black field"],["8","Lightning bolt splitting a galley in two on a blue field"],["9","Two crouching displacer beasts facing each other on a yellow field"],["10","Knotted brambles on a green field"],["11","Red owlbear with a silver crown on a checkered field of black and white"],["12","Black anvil cracked down the middle on an orange field"]]}],"gallery":[{"path":"bestiary/MPMM/Champion.webp","credit":"Tyler Jacobson"}],"otherVersions":[{"id":"champion-vgm","source":"VGM"}]},{"id":"champion-vgm","name":"Champion","source":"VGM","page":212,"srd":false,"image":"bestiary/VGM/Champion.webp","token":"bestiary/tokens/VGM/Champion.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"18","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":20,"dex":15,"con":14,"int":10,"wis":14,"cha":12,"saves":"Str +9, Con +6","skills":"Athletics +9, Intimidation +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any one language (usually Common)","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Indomitable (2/Day)","entries":["The champion rerolls a failed saving throw."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, the champion can regain 20 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The champion makes three attacks with its greatsword or its shortbow."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, plus 7 ({@damage 2d6}) slashing damage if the champion has more than half of its total hit points remaining."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 7 ({@damage 2d6}) piercing damage if the champion has more than half of its total hit points remaining."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers."]}],"gallery":[{"path":"bestiary/VGM/Champion.webp","credit":"Tyler Jacobson"}],"hidden":true,"otherVersions":[{"id":"champion","source":"MPMM"}]},{"id":"champion-of-gorm","name":"Champion of Gorm","source":"QftIS","page":203,"srd":false,"image":"bestiary/tokens/QftIS/Champion of Gorm.webp","token":"bestiary/tokens/QftIS/Champion of Gorm.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Good","ac":"19","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":17,"dex":10,"con":12,"int":12,"wis":15,"cha":16,"saves":"Str +5, Wis +4","skills":"Athletics +5, Insight +4, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["The champion has advantage on saving throws against the {@condition frightened} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The champion makes two Lightning Mace attacks or three Handaxe attacks."]},{"name":"Lightning Mace","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 5 ({@damage 2d4}) lightning damage."]},{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[{"name":"Aura of Resilience (1/Day)","entries":["The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and each creature of its choice within the aura have advantage on saving throws. The aura moves with the champion and lasts for 1 minute, until the champion has the {@condition incapacitated} condition, or until the champion uses another bonus action to end the aura."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly lightning to protect Gorm's servants."]},{"type":"section","entries":[{"type":"entries","name":"Guardians of Gorm","entries":["The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right shoulder.","Guardians follow a strict code of decorum that values bravery, honesty, and justice tempered with mercy. Still, they are quick to chastise blasphemers, criminals, and cultists who oppose their cause, buffeting these foes with their shocking implements."]}]}]},{"id":"champion-of-madarua","name":"Champion of Madarua","source":"QftIS","page":220,"srd":false,"image":"bestiary/tokens/QftIS/Champion of Madarua.webp","token":"bestiary/tokens/QftIS/Champion of Madarua.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Good","ac":"13","initiative":"+1 (11)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":17,"dex":12,"con":15,"int":12,"wis":12,"cha":14,"saves":"Str +5, Dex +3","skills":"Acrobatics +3, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The champion makes three Longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, or 8 ({@damage 1d10 + 3}) piercing damage if used with two hands."]}],"bonusActions":[{"name":"Aura of Fury (1/Day)","entries":["The champion summons an aura of ghostly animals that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and all its allies in the aura have advantage on attack rolls. The aura moves with the champion and lasts for 1 minute, until the champion has the {@condition incapacitated} condition, or until the champion uses another bonus action to end the aura."]}],"reactions":[{"name":"Parry","entries":["The champion adds 2 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Champions of Madarua represent the most skilled warriors in the faction. Hardened by battle, they lead the charge into the fray and inspire their fellow warriors to strike with decisive fury."]},{"type":"section","entries":[{"type":"entries","name":"Warriors of Madarua","entries":["Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.","Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself."]}]}]},{"id":"champion-of-usamigaras","name":"Champion of Usamigaras","source":"QftIS","page":206,"srd":false,"image":"bestiary/tokens/QftIS/Champion of Usamigaras.webp","token":"bestiary/tokens/QftIS/Champion of Usamigaras.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":17,"wis":14,"cha":15,"saves":"Int +5, Cha +4","skills":"Arcana +5, Deception +6, Sleight Of Hand +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The champion casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Light}, {@spell Mage Armor} (self only), {@spell Mage Hand}, {@spell Minor Illusion}","2/day each: {@spell Charm Person}, {@spell Disguise Self}, {@spell Silent Image}","1/day each: {@spell Crown of Madness}, {@spell Shatter}"]}],"actions":[{"name":"Multiattack","entries":["The champion makes two Arcane Burst attacks or makes one Arcane Burst attack and uses Spellcasting."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage."]}],"bonusActions":[{"name":"Aura of Deception (1/Day)","entries":["The champion emits an aura of ghostly illusions that fills a 10-foot-radius sphere centered on itself. While this aura is active, creatures have disadvantage on attack rolls against the champion and any of the champion's allies that are in the aura. The aura moves with the champion and lasts for 1 minute, until the champion has the {@condition incapacitated} condition, or until the champion uses another bonus action to end the aura."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Champions are blessed by Usamigaras to advance the faction by any means necessary. They boast a greater repertoire of spells than their fellows and can radiate an aura of illusions to confuse their foes."]},{"type":"section","entries":[{"type":"entries","name":"Mages of Usamigaras","entries":["The Mages of Usamigaras are Cynidicean spellcasters who worship Usamigaras, a god of magic, messengers, and lies. They hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn't rude among members, who view deceit as worthy of celebration, not chastisement."]}]}]},{"id":"changeling","name":"Changeling","source":"ERLW","page":317,"srd":false,"image":"bestiary/tokens/ERLW/Changeling.webp","token":"bestiary/tokens/ERLW/Changeling.webp","size":"Medium","creatureType":"Humanoid (Changeling, Shapechanger)","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":8,"dex":15,"con":12,"int":14,"wis":10,"cha":16,"saves":"","skills":"Acrobatics +4, Deception +5, Insight +2, Perception +2, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish, Elvish, Halfling, Thieves' cant","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Change Appearance","entries":["The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The changeling makes two attacks with its dagger."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Unsettling Visage (Recharges after a Short or Long Rest)","entries":["Each creature within 30 feet of the changeling must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Changelings are a humanoid race of shapechangers who conceal their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although changelings can adopt any guise, most rely on a few established personas, each with a developed history and a network of friends and acquaintances."]}]}]},{"id":"chaos-quadrapod","name":"Chaos Quadrapod","source":"AI","page":209,"srd":false,"image":"bestiary/AI/Chaos Quadrapod.webp","token":"bestiary/tokens/AI/Chaos Quadrapod.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"52 (7d10 + 14)","speed":"40 ft., climb 40 ft.","str":18,"dex":13,"con":15,"int":6,"wis":10,"cha":4,"saves":"","skills":"Acrobatics +5, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 14","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The chaos quadrapod has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chaos quadrapod makes up to two tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}. The chaos quadrapod can grapple no more than two targets at a time."]},{"name":"Chaos Cloud (Recharges after a Short or Long Rest)","entries":["The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a {@dc 14} Charisma saving throw or be {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A cluster of four suckered tentacles with a pulsing mass of ethereal light as its central body, the chaos quadrapod is a creature of the Far Realm, and it channels the anarchic power of that plane as it destroys all in its path. The quadrapod ambulates by flinging its mucus-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances relentlessly toward its prey."]}]}]}],"gallery":[{"path":"bestiary/AI/Chaos Quadrapod.webp","credit":"Darren M. A. Calvert"}]},{"id":"chardalyn-berserker","name":"Chardalyn Berserker","source":"IDRotF","page":280,"srd":false,"image":"bestiary/IDRotF/Chardalyn Berserker.webp","token":"bestiary/tokens/IDRotF/Chardalyn Berserker.webp","size":"Medium","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"90 (12d8 + 36)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Chardalyn Madness","entries":["The berserker must roll a {@dice d6} at the start of each of its turns. On a 1, the berserker does nothing on its turn except speak to a nonexistent, evil master whom it has pledged to serve."]},{"name":"Reckless","entries":["At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The berserker attacks three times with a melee weapon."]},{"name":"Chardalyn Flail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its next turn."]},{"name":"Chardalyn Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn, specifically ones suffused with demonic magic (see the {@adventure sidebar on Chardalyn|IDRotF|0|Chardalyn}). This exposure has transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden keeping them alive.",{"type":"entries","entries":[{"type":"entries","name":"Chardalyn Weapons","entries":["A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible.","A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a {@dice d6} for each such weapon in the character's possession. On a roll of 1, the character must succeed on a {@dc 13} Charisma saving throw or become an evil NPC under the DM's control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a {@spell wish} spell or divine intervention.","A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly."]},{"type":"entries","name":"Chardalyn Madness","entries":["Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker's madness is cured using magic that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the berserker's madness to return, however."]}]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Chardalyn Berserker.webp"}]},{"id":"chardalyn-dragon","name":"Chardalyn Dragon","source":"IDRotF","page":281,"srd":false,"image":"bestiary/IDRotF/Chardalyn Dragon.webp","token":"bestiary/tokens/IDRotF/Chardalyn Dragon.webp","size":"Huge","creatureType":"Construct","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"147 (14d12 + 56)","speed":"30 ft., fly 90 ft.","str":24,"dex":11,"con":19,"int":10,"wis":10,"cha":3,"saves":"Str +11, Con +8","skills":"","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"the languages known by its creator","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The dragon is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The dragon has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The dragon deals double damage to objects and structures."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn't flying, it can also make one attack with its wings."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage."]},{"name":"Wings","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d4 + 7}) bludgeoning damage."]},{"name":"Malevolent Presence","entries":["Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Malevolent Presence for the next 24 hours. A creature {@condition charmed} in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn't choose a target, the {@condition charmed} creature can act normally on its turn."]},{"name":"Radiant Breath {@recharge 5}","entries":["The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 31 ({@damage 7d8}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This construct is fashioned from pieces of chardalyn (see the {@adventure sidebar on Chardalyn|IDRotF|0|Chardalyn}) that have been assembled in the form of a dragon. The only parts of the dragon not forged from chardalyn are its wing flaps, which are made of an oily film as tough as rubber, and its heart, which is an orb of pulsating, radiant energy. Demonic magic suffusing the chardalyn imbues the construct with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the dragon's presence turn their efforts to helping the dragon inflict suffering on others.","A chardalyn dragon serves the tyrannical will of its evil creator—a tireless drive devotion that exceeds its own instinct of self-preservation. Thus, the dragon will destroy itself in pursuit of its master's desires if necessary. The dragon likes to tear foes apart, as well as knock down doors and other structures. Against enemies it can't reach, it fires a beam of destructive radiance from its grill-like maw."]}]}],"gallery":[{"path":"bestiary/IDRotF/Chardalyn Dragon.webp"}]},{"id":"charmayne-daymore","name":"Charmayne Daymore","source":"KftGV","page":159,"srd":false,"image":"bestiary/tokens/KftGV/Charmayne Daymore.webp","token":"bestiary/tokens/KftGV/Charmayne Daymore.webp","size":"Medium","creatureType":"Elemental (Wizard)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"123 (19d8 + 38)","speed":"30 ft., fly 30 ft. (hover)","str":8,"dex":14,"con":15,"int":20,"wis":14,"cha":16,"saves":"Int +9, Wis +6, Cha +7","skills":"Arcana +9, Deception +7, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Draconic, Elvish, Ignan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Charmayne fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Charmayne casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell dancing lights}, {@spell mage hand}","3/day: {@spell mage armor}","1/day each: {@spell dispel magic}, {@spell invisibility}, {@spell polymorph}"]}],"actions":[{"name":"Multiattack","entries":["Charmayne makes three Ashen Burst attacks. She can replace one of these attacks with one use of Spellcasting."]},{"name":"Ashen Burst","entries":["{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 60 ft., one target. {@h}17 ({@damage 5d6}) fire damage."]},{"name":"Cinder Spite {@recharge 5}","entries":["Charmayne creates a magical explosion of fire centered on a point she can see within 120 feet of herself. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 17} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and is transformed into a Tiny charcoal figurine."]}],"bonusActions":[],"reactions":[{"name":"Elemental Rebuke","entries":["In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 ({@damage 3d6}) fire damage to the attacker. Charmayne then teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see, leaving a harmless cloud of ash and embers in the space she just left."]},{"name":"Fiery Counterspell","entries":["Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Charmayne makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) fire damage if the spell fails."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A powerful spellcaster, Charmayne had become jealous of the king's passion and warmth. Longing to possess those qualities, she painstakingly created rituals to drain Jhaeros's vitality and charm, and to funnel these qualities into herself. However, the magic only enhanced her greed and jealousy; the more she took from Jhaeros, the hungrier for power Charmayne became, going so far as to murder her fellow councilor, Regine, while she slept.","As she came to realize the people of Ghalasine didn't love her as they did the king, Charmayne became filled with rage. She used magic to tear out Jhaeros's heart while keeping it alive. She then used the still-beating heart as the focus of a ritual to destroy Ghalasine."]}]},{"id":"chasme","name":"Chasme","source":"XMM","page":69,"srd":false,"image":"bestiary/XMM/Chasme.webp","token":"bestiary/tokens/XMM/Chasme.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+5 (15)","hp":"78 (12d10 + 12)","speed":"20 ft., fly 60 ft.","str":15,"dex":15,"con":12,"int":11,"wis":14,"cha":10,"saves":"Dex +5, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Blindsight 10 ft., Darkvision 120 ft., Passive Perception 15","languages":"Abyssal; telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Planar, Abyss","treasure":"Relics","traits":[{"name":"Demonic Restoration","entries":["If the chasme dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]},{"name":"Magic Resistance","entries":["The chasme has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The chasme can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Proboscis","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}16 ({@damage 4d6 + 2}) Piercing damage plus 21 ({@damage 6d6}) Necrotic damage. If the target is a creature, its {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken."]}],"bonusActions":[{"name":"Drone","entries":["{@actSave con} {@dc 12}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the chasme (demons automatically succeed on this save). {@actSaveFail} The target has the {@condition Unconscious|XPHB} condition and repeats the save at the end of each of its turns. The target succeeds automatically after 10 minutes or if it takes damage or a creature within 5 feet of it takes an action to empty a flask of {@item Holy Water|XPHB} on it. {@actSaveSuccess} The target is immune to this chasme's Drone for 24 hours."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Chasme","entries":["{@i Demon of Betrayal and Sycophancy}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Flying forth from the Abyss, chasmes resemble horse-size flies. They incapacitate foes by producing a mind-numbing droning, then use their proboscises to drain victims of life. In the Abyss, most chasmes obsequiously serve more powerful demons and search for captives to press into demonic hordes."]}],"gallery":[{"path":"bestiary/XMM/Chasme.webp","credit":"Richard Luong"}],"otherVersions":[{"id":"chasme-mm","source":"MM"}]},{"id":"chasme-mm","name":"Chasme","source":"MM","page":57,"srd":false,"image":"bestiary/MM/Chasme.webp","token":"bestiary/tokens/MM/Chasme.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"84 (13d10 + 13)","speed":"20 ft., fly 60 ft.","str":15,"dex":15,"con":12,"int":11,"wis":14,"cha":10,"saves":"Dex +5, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 10 ft., darkvision 120 ft., Passive Perception 15","languages":"Abyssal, telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Drone","entries":["The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a {@dc 12} Constitution saving throw or fall {@condition unconscious} for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with {@item Holy Water (Flask)|PHB|holy water}. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours."]},{"name":"Magic Resistance","entries":["The chasme has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Proboscis","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}16 ({@damage 4d6 + 2}) piercing damage plus 24 ({@damage 7d6}) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like {@spell greater restoration}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This loathsome demon resembles an unspeakable crossing of humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy that leaves them open to attack.","The lowly chasmes serve more powerful masters as interrogators or taskmasters. A chasme lives to dole out torture as punishment, and has a knack for spotting demons that have deserted their lords. Capturing and returning such traitors allows a chasme to torment the victim without fear of reprisal."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Chasme.webp"}],"hidden":true,"otherVersions":[{"id":"chasme","source":"XMM"}]},{"id":"chief-guh","name":"Chief Guh","source":"SKT","page":140,"srd":false,"image":"bestiary/SKT/Chief Guh.webp","token":"bestiary/tokens/SKT/Chief Guh.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"9","initiative":"-5 (5)","hp":"160 (10d12 + 40)","speed":"0 ft.","str":21,"dex":1,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Giant, Goblin","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks or two unarmed attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Unarmed Attack","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 3d4 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Hill giants are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can,bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.",{"name":"Primitive","type":"entries","entries":["Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud.and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs."]},{"name":"Bigger Means Better","type":"entries","entries":["In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power.","Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order."]},{"name":"Voracious Eaters","type":"entries","entries":["With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud.","Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too."]},{"name":"Stupid and Deadly","type":"entries","entries":["The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals.They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped.","With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter.","In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-painted pumpkin-head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to","take actions that benefit them."]},{"name":"Raging Bullies","type":"entries","entries":["A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry.","If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim."]}]},{"type":"entries","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]}]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"entries","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]}]}]}],"gallery":[{"path":"bestiary/SKT/Chief Guh.webp"}]},{"id":"chief-kartha-kaya","name":"Chief Kartha-Kaya","source":"SKT","page":173,"srd":false,"image":"bestiary/tokens/SKT/Chief Kartha-Kaya.webp","token":"bestiary/tokens/SKT/Chief Kartha-Kaya.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"11","initiative":"+0 (10)","hp":"70 (8d10 + 16)","speed":"30 ft.","str":18,"dex":11,"con":15,"int":14,"wis":15,"cha":14,"saves":"","skills":"Deception +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Yikaria","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Possession (Recharges after a Short or Long Rest)","entries":["Chief Kartha-Kaya attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a {@dc 12} Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is {@condition incapacitated}, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.","The possession lasts until either the body drops to 0 hit points, Chief Kartha-Kaya ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the {@spell dispel evil and good} spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is {@condition stunned} until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Chief Kartha-Kaya makes two attacks, either with his flame tongue greatsword or his longbow."]},{"name":"Flame Tongue Greatsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 2} to hit, range 150/600 ft., one target. {@h}9 ({@damage 2d8}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"chief-nosnra","name":"Chief Nosnra","source":"TftYP","page":170,"srd":false,"image":"bestiary/tokens/TftYP/Chief Nosnra.webp","token":"bestiary/tokens/TftYP/Chief Nosnra.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"17","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":23,"dex":9,"con":21,"int":9,"wis":10,"cha":12,"saves":"Con +8, Wis +3, Cha +4","skills":"Athletics +9, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Mountain, Arctic","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Chief Nosnra makes two greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"chimera","name":"Chimera","source":"XMM","page":70,"srd":true,"image":"bestiary/XMM/Chimera.webp","token":"bestiary/tokens/XMM/Chimera.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"30 ft., fly 60 ft.","str":19,"dex":11,"con":19,"int":3,"wis":14,"cha":10,"saves":"","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 18","languages":"understands Draconic but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Grassland, Hill, Mountain","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available."]},{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage, or 18 ({@damage 4d6 + 4}) Piercing damage if the chimera had {@variantrule Advantage|XPHB} on the attack roll."]},{"name":"Claw","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Slashing damage."]},{"name":"Ram","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}10 ({@damage 1d12 + 4}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 15}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 31 ({@damage 7d8}) Fire damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Chimera","entries":["{@i Multiheaded Ravager}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Violent and unpredictable, chimeras combine the deadliest traits of lions, rams, and red dragons. With their fearsome claws, crushing horns, and fiery breath, chimeras are tempests of ferocity, driven by their three heads' conflicting instincts. Their heads agree on little but their desires to feed and to drive competitors from the rugged territories where these monsters make their lairs. When they spot prey, chimeras typically strafe foes with their fire breath before landing to attack with their fangs, horns, and claws.","Owing to their draconic instincts, chimeras are greedy creatures that hoard treasures within cavernous lairs. They're undiscerning about what they collect, gathering shiny objects alongside trophies and bones from their recent kills. Brave souls seeking to distract or temporarily appease a chimera can do so by offering it treasure and food."]}],"gallery":[{"path":"bestiary/XMM/Chimera.webp","credit":"Izzy"}],"otherVersions":[{"id":"chimera-mm","source":"MM"}]},{"id":"chimera-mm","name":"Chimera","source":"MM","page":39,"srd":false,"image":"bestiary/MM/Chimera.webp","token":"bestiary/tokens/MM/Chimera.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"30 ft., fly 60 ft.","str":19,"dex":11,"con":19,"int":3,"wis":14,"cha":10,"saves":"","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 18","languages":"understands Draconic but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark, Mountain, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Horns","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 31 ({@damage 7d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.","Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.",{"name":"Conflicted Creature","type":"entries","entries":["A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off."]},{"name":"Servant of Evil","type":"entries","entries":["Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked."]}]}]}],"gallery":[{"path":"bestiary/MM/Chimera.webp"}],"hidden":true,"otherVersions":[{"id":"chimera","source":"XMM"}]},{"id":"chimeric-baboon","name":"Chimeric Baboon","source":"IDRotF","page":246,"srd":false,"image":"bestiary/tokens/IDRotF/Chimeric Baboon.webp","token":"bestiary/tokens/IDRotF/Chimeric Baboon.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"30 ft., climb 30 ft.","str":8,"dex":14,"con":11,"int":4,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Pack Tactics","entries":["The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage, plus an extra 3 ({@damage 1d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"chimeric-cat","name":"Chimeric Cat","source":"IDRotF","page":246,"srd":false,"image":"bestiary/tokens/IDRotF/Chimeric Cat.webp","token":"bestiary/tokens/IDRotF/Chimeric Cat.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"40 ft., climb 30 ft.","str":3,"dex":15,"con":10,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., tremorsense 60 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Forest, Urban, Desert","treasure":"","traits":[{"name":"Keen Smell","entries":["The cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The chimeric cat has antennae that grant it blindsight and tremorsense out to a range of 60 feet"]}]},{"id":"chimeric-fox","name":"Chimeric Fox","source":"NRH-AVitW","page":8,"srd":false,"image":"bestiary/tokens/NRH-AVitW/Chimeric Fox.webp","token":"bestiary/tokens/NRH-AVitW/Chimeric Fox.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"2 (1d4)","speed":"30 ft., burrow 5 ft.","str":2,"dex":16,"con":11,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Chimeric Creation","entries":["The fox has fur that changes color to match its surroundings, giving it advantage on Dexterity ({@skill Stealth}) checks."]},{"name":"Keen Hearing","entries":["The fox has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"chimeric-fox-idrotf","source":"IDRotF"}]},{"id":"chimeric-fox-idrotf","name":"Chimeric Fox","source":"IDRotF","page":246,"srd":false,"image":"bestiary/tokens/IDRotF/Chimeric Fox.webp","token":"bestiary/tokens/IDRotF/Chimeric Fox.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"2 (1d4)","speed":"30 ft., burrow 5 ft.","str":2,"dex":16,"con":11,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Chimeric Creation","entries":["The fox has fur that changes color to match its surroundings, giving it advantage on Dexterity (Stealth) checks."]},{"name":"Keen Hearing","entries":["The fox has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by chwingas."]}],"hidden":true,"otherVersions":[{"id":"chimeric-fox","source":"NRH-AVitW"}]},{"id":"chimeric-hare","name":"Chimeric Hare","source":"IDRotF","page":246,"srd":false,"image":"bestiary/tokens/IDRotF/Chimeric Hare.webp","token":"bestiary/tokens/IDRotF/Chimeric Hare.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"20 ft., burrow 5 ft., fly 30 ft.","str":1,"dex":17,"con":9,"int":2,"wis":11,"cha":4,"saves":"","skills":"Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Escape","entries":["The hare can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather. Chimeric hares have feathered wings."]}]},{"id":"chimeric-rat","name":"Chimeric Rat","source":"IDRotF","page":246,"srd":false,"image":"bestiary/tokens/IDRotF/Chimeric Rat.webp","token":"bestiary/tokens/IDRotF/Chimeric Rat.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"1 (1d4 - 1)","speed":"20 ft.","str":2,"dex":11,"con":9,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Keen Smell","entries":["The rat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Chimeric Creation","entries":["The rat has gills, iridescent scales, and the ability to breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"chimeric-weasel","name":"Chimeric Weasel","source":"IDRotF","page":246,"srd":false,"image":"bestiary/tokens/IDRotF/Chimeric Weasel.webp","token":"bestiary/tokens/IDRotF/Chimeric Weasel.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"30 ft.","str":3,"dex":16,"con":8,"int":2,"wis":12,"cha":3,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The weasel has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Chimeric Creation","entries":["The weasel has glowing eyes that emit bright light out in a 20-foot radius and dim light for an additional 20 feet."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"chishinix","name":"Chishinix","source":"PaBTSO","page":194,"srd":false,"image":"bestiary/PaBTSO/Chishinix.webp","token":"bestiary/tokens/PaBTSO/Chishinix.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"156 (24d8 + 48)","speed":"30 ft., fly 60 ft. (hover)","str":11,"dex":12,"con":15,"int":21,"wis":17,"cha":18,"saves":"Int +9, Wis +7, Cha +8","skills":"Arcana +9, Insight +7, Perception +7, Stealth +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded; charmed; frightened","senses":"darkvision 120 ft., truesight 15 ft., Passive Perception 17","languages":"Deep Speech, telepathy 120 ft., Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Chishinix fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Chishinix has advantage on saving throws against spells and other magical effects."]},{"name":"Severed Head","entries":["Chishinix is always accompanied by a {@creature Chishinix' Head|PaBTSO|severed head}."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Chishinix casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell mage hand} (the hand is invisible)","1/day: {@spell plane shift} (self only)","3/day each: {@spell clairvoyance} (as an action), {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["Chishinix makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}21 ({@damage 3d10 + 5}) psychic damage. If the target is Medium or smaller, it has the {@condition grappled} condition (escape {@dc 17}) and must succeed on a {@dc 17} Intelligence saving throw or have the {@condition incapacitated} condition until the grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} Humanoid {@condition grappled} by Chishinix. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain."]},{"name":"Unleash Void {@recharge 5}","entries":["Chishinix opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a {@dc 17} Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 ({@damage 4d8}) cold damage from the rift plus 18 ({@damage 4d8}) psychic damage from the tentacle and has the {@condition stunned} condition for 1 minute. On a successful save, a creature takes half as much damage only. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Warp Reality","entries":["When hit by an attack roll, Chishinix gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Chishinix.webp"}]},{"id":"chishinix-head","name":"Chishinix' Head","source":"PaBTSO","page":194,"srd":false,"image":"bestiary/tokens/PaBTSO/Chishinix' Head.webp","token":"bestiary/tokens/PaBTSO/Chishinix' Head.webp","size":"Tiny","creatureType":"Aberration","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"54 (12d4 + 24)","speed":"10 ft.","str":1,"dex":18,"con":14,"int":5,"wis":12,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded","senses":"blindsight 30 ft. (can't see beyond this radius), Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The head has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Psychic Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d10}) psychic damage."]}],"bonusActions":[{"name":"Leech","entries":["The head targets one creature within 5 feet of itself and forces the target to make a {@dc 14} Dexterity saving throw. On a failed save, the gemmule enters the target's space and attaches to the target. While the gemmule is attached, the target takes 7 ({@damage 3d4}) piercing damage at the start of each of its turns, and the gemmule can't use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a {@dc 15} Strength check."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"chitine","name":"Chitine","source":"MPMM","page":75,"srd":false,"image":"bestiary/MPMM/Chitine.webp","token":"bestiary/tokens/MPMM/Chitine.webp","size":"Small","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"18 (4d6 + 4)","speed":"30 ft., climb 30 ft.","str":10,"dex":14,"con":12,"int":10,"wis":10,"cha":7,"saves":"","skills":"Athletics +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Undercommon","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The chitine has advantage on saving throws against being {@condition charmed}, and magic can't put the chitine to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Web Sense","entries":["While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The chitine ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chitine makes three Dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dedicated to Lolth, chitines are multi-armed bipeds with arachnid qualities. Most live in colonies in the Underdark and fight the enemies of the Demon Queen of Spiders. Long ago, the cult of Lolth first subjected elf prisoners to horrible rituals that transformed them into creatures with both elven and spider traits, which their creators dubbed chitines. The intention was to create servile warriors dedicated first to the cult and then, only by association with it, to Lolth. The goddess found this arrangement unacceptable.","As punishment, the Spider Queen twisted her worshipers' rituals. The process usually transformed subjects into the spindly creatures her devotees expected, but occasionally, an elf changed into a choldrith: an arachnid Monstrosity able to command and create more chitines on its own. These choldriths soon led the chitines to rebel and abandon their creators, founding free colonies elsewhere in the Underdark. On occasion, though, colonies can be found in remote, gloomy areas of the surface world, warring against Lolth's enemies.","The cult of Lolth still creates chitines as the need arises. Outside the presence of a choldrith, chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys the creature.","As servants of Lolth, chitines love spiders. They rear spiders and similar arachnids, such as cave fishers (also in this book). Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place.","Chitines resemble spiders, but they behave more like social insects such as ants. They are divided into worker and warrior castes; choldriths, when present, occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all are expected to sacrifice themselves to protect the colony's choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig pit traps and cover them with fragile webbing disguised with loose dirt to appear as a solid surface."],"gallery":[{"path":"bestiary/MPMM/Chitine.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"chitine-vgm","source":"VGM"}]},{"id":"chitine-vgm","name":"Chitine","source":"VGM","page":131,"srd":false,"image":"bestiary/VGM/Chitine.webp","token":"bestiary/tokens/VGM/Chitine.webp","size":"Small","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"18 (4d6 + 4)","speed":"30 ft., climb 30 ft.","str":10,"dex":14,"con":12,"int":10,"wis":10,"cha":7,"saves":"","skills":"Athletics +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Undercommon","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The chitine has advantage on saving throws against being {@condition charmed}, and magic can't put the chitine to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Web Sense","entries":["While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The chitine ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chitine makes three attacks with its daggers."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Chitines are multi-armed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so.",{"name":"Unnatural Origin","entries":["Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves' intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable.","The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth's aid for the divine spark needed to ensure the subject's survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow's creation rituals to serve her own purposes."],"type":"entries"},{"name":"Lolth's Revenge","entries":["As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith."],"type":"entries"},"At first, the drow were unaware that the new creatures were signs of Lolth's displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake-choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead.","Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately.",{"name":"Lolth's Chosen","entries":["Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth's favored people, and that choldriths are the Spider Queen's rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth's spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way."],"type":"entries"},"As servants of Lolth, choldriths and chitines love spiders and spider-like creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place.",{"type":"quote","entries":["Look like spiders, but a colony of them behaves like ants, obeying a queen–and her queen is Lolth. And Lolth is all temper and cruel whim."],"by":"Elminster"},{"name":"Communal Spiders","entries":["Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface."],"type":"entries"},"A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony's entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves."]}]}],"gallery":[{"path":"bestiary/VGM/Chitine.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"chitine","source":"MPMM"}]},{"id":"choker","name":"Choker","source":"MPMM","page":76,"srd":false,"image":"bestiary/MPMM/Choker.webp","token":"bestiary/tokens/MPMM/Choker.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":4,"wis":12,"cha":7,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Deep Speech","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Mountain, Underdark","treasure":"","traits":[{"name":"Aberrant Quickness (Recharges after a Short or Long Rest)","entries":["The choker can take an extra action on its turn."]},{"name":"Boneless","entries":["The choker can move through and occupy a space as narrow as 4 inches wide without squeezing."]},{"name":"Spider Climb","entries":["The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The choker makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.","Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.","A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker's favorite prey, goblins—to come within reach.","When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.","Chokers tend to set their ambushes alone, rather than working in concert, but where one choker is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through caves and tunnels but are difficult to identify or locate in a typical echo-filled cavern."],"gallery":[{"path":"bestiary/MPMM/Choker.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"choker-mtf","source":"MTF"}]},{"id":"choker-mtf","name":"Choker","source":"MTF","page":123,"srd":false,"image":"bestiary/MTF/Choker.webp","token":"bestiary/tokens/MTF/Choker.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":4,"wis":12,"cha":7,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Deep Speech","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Mountain, Underdark","treasure":"","traits":[{"name":"Aberrant Quickness (Recharges after a Short or Long Rest)","entries":["The choker can take an extra action on its turn."]},{"name":"Boneless","entries":["The choker can move through and occupy a space as narrow as 4 inches wide without squeezing."]},{"name":"Spider Climb","entries":["The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The choker makes two tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Chokers are cowardly and dimwitted creatures, useless as guard beasts, and utterly awful as servants. Yet for wizards of shorter stature, securing one as a familiar does negate the need for a ladder."],"by":"Mordenkainen"},{"type":"entries","name":"Choker","entries":["The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.","Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by."]},{"name":"Sly Trappers","type":"entries","entries":["A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious humanoids—explorers, drow, duergar, or the choker's favorite prey, goblins—to come within reach.","When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall while choking out its life. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons."]},{"name":"Lone Hunters","type":"entries","entries":["Chokers tend to set their ambushes alone, rather than working in concert, but where one creature is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through rock but are difficult to identify or locate in a typical echo-filled cavern."]}]}]}],"gallery":[{"path":"bestiary/MTF/Choker.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"choker","source":"MPMM"}]},{"id":"choldrith","name":"Choldrith","source":"MPMM","page":77,"srd":false,"image":"bestiary/MPMM/Choldrith.webp","token":"bestiary/tokens/MPMM/Choldrith.webp","size":"Medium","creatureType":"Monstrosity (Cleric)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., climb 30 ft.","str":12,"dex":16,"con":12,"int":11,"wis":14,"cha":10,"saves":"","skills":"Athletics +5, Religion +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The choldrith has advantage on saving throws against being {@condition charmed}, and magic can't put the choldrith to sleep."]},{"name":"Spider Climb","entries":["The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Web Sense","entries":["While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The choldrith ignores movement restrictions caused by webbing."]}],"spellcasting":[{"name":"Spellcasting","entries":["The choldrith casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}):","At will: {@spell guidance}, {@spell thaumaturgy}","1/day each: {@spell bane}, {@spell hold person}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Web {@recharge 5}","entries":["{@atk rw} {@hit 5} to hit, range 30/60 ft., one Large or smaller creature. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 11} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."]}],"bonusActions":[{"name":"Spectral Dagger (Recharges after a Short or Long Rest)","entries":["The choldrith conjures a floating, spectral dagger within 60 feet of itself. The choldrith can make a melee spell attack ({@hit 4} to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 6 ({@damage 1d8 + 2}) force damage.","The dagger lasts for 1 minute. As a bonus action on later turns, the choldrith can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Choldriths are monstrous spiderlike creatures originally created to serve Lolth. They rule colonies of chitines (in this book) and lead them into battle in Lolth's war against her enemies.","When devotees of Lolth created the first chitines, she watched as her followers used arcane magic and demonic powers and invoked her aid for the divine spark needed to ensure the subjects' survival, expecting to see these new abominations dedicated solely to her, but the devotees performed no such ritual. As revenge for the devotees' betrayal, the Spider Queen manipulated the creation rituals so that they sometimes created choldriths instead of chitines.","At first, these devotees were unaware that the new creatures, which they dubbed choldriths, were signs of Lolth's wrath. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the devotees soon realized their mistake—choldriths belonged to Lolth, body and soul. Choldriths whispered to the chitines of their adoration of the Spider Queen and their enmity against their creators, and led them in a successful revolt.","Choldriths are born with a mystical connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who determines which colony members perform which tasks, including whether a choldrith is permitted to lay eggs. Sometimes a choldrith ruler receives a vision from Lolth that inspires the entire colony into some grand, often violent, action."],"gallery":[{"path":"bestiary/MPMM/Choldrith.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"choldrith-vgm","source":"VGM"}]},{"id":"choldrith-vgm","name":"Choldrith","source":"VGM","page":132,"srd":false,"image":"bestiary/VGM/Choldrith.webp","token":"bestiary/tokens/VGM/Choldrith.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., climb 30 ft.","str":12,"dex":16,"con":12,"int":11,"wis":14,"cha":10,"saves":"","skills":"Athletics +5, Religion +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The choldrith has advantage on saving throws against being {@condition charmed}, and magic can't put the choldrith to sleep."]},{"name":"Spider Climb","entries":["The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Web Sense","entries":["While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The choldrith ignores movement restrictions caused by webbing."]}],"spellcasting":[{"name":"Spellcasting","entries":["The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The choldrith has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell mending}, {@spell resistance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bane}, {@spell healing word}, {@spell sanctuary}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon} (dagger)"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Web {@recharge 5}","entries":["{@atk rw} {@hit 5} to hit, range 30/60 ft., one Large or smaller creature. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 11} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Chitines are multi-armed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so.",{"name":"Unnatural Origin","entries":["Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves' intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable.","The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth's aid for the divine spark needed to ensure the subject's survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow's creation rituals to serve her own purposes."],"type":"entries"},{"name":"Lolth's Revenge","entries":["As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith."],"type":"entries"},"At first, the drow were unaware that the new creatures were signs of Lolth's displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake-choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead.","Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately.",{"name":"Lolth's Chosen","entries":["Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth's favored people, and that choldriths are the Spider Queen's rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth's spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way."],"type":"entries"},"As servants of Lolth, choldriths and chitines love spiders and spider-like creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place.",{"type":"quote","entries":["Look like spiders, but a colony of them behaves like ants, obeying a queen–and her queen is Lolth. And Lolth is all temper and cruel whim."],"by":"Elminster"},{"name":"Communal Spiders","entries":["Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface."],"type":"entries"},"A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony's entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves."]}]}],"gallery":[{"path":"bestiary/VGM/Choldrith.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"choldrith","source":"MPMM"}]},{"id":"chukka","name":"Chukka","source":"BGDIA","page":83,"srd":false,"image":"bestiary/BGDIA/053-p0ex0-03-05.webp","token":"bestiary/tokens/BGDIA/Chukka.webp","size":"Medium","creatureType":"Humanoid (Kenku)","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"13 (3d8)","speed":"30 ft.","str":10,"dex":16,"con":10,"int":11,"wis":10,"cha":10,"saves":"","skills":"Deception +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"understands Auran and Common but speaks only through the use of its Mimicry trait","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Ambusher","entries":["In the first round of a combat, Chukka has advantage on attack rolls against any creature it {@status surprised}."]},{"name":"Mimicry","entries":["Chukka can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Silvered Pike","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/053-p0ex0-03-05.webp"}]},{"id":"chupacabra","name":"Chupacabra","source":"PSX","page":9,"srd":false,"image":"bestiary/PSX/Chupacabra.webp","token":"bestiary/tokens/PSX/Chupacabra.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":6,"wis":13,"cha":9,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical weapons","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the chupacabra has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Drain Blood","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature that is {@condition prone}, {@condition incapacitated}, or {@condition restrained}. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the chupacabra regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]}],"bonusActions":[],"reactions":[{"name":"Pin","entries":["If a creature within 5 feet of the chupacabra stands up, the chupacabra can use its reaction to make a bite attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Indescribable creatures of nightmare lurk in the ruins and dark places of Ixalan. Many are thought to be the corrupted remnants of the life energy and brilliant light left behind in places the Sun Empire has abandoned. Such creatures include a monster that lurks in the darkness of the jungle and feeds on the blood of mammals and dinosaurs, called the chupacabra. It is stealthy and elusive, known more by the blood-drained prey it leaves behind than by actual physical sightings."]},{"type":"entries","entries":[{"type":"entries","name":"Night Terrors","page":36,"entries":["The legends of the Sun Empire are populated with the enemies of the sun—terrible monsters that threaten to devour its light and undo its work. Unfortunately for the people of Ixalan, these are not just creatures of legend but real monsters with supernatural power, lurking in the darkness of night and the shadows of ancient ruins and crypts."]}]}],"gallery":[{"path":"bestiary/PSX/Chupacabra.webp","title":"Lurking Chupacabra","credit":"YW Tang"}]},{"id":"chuul","name":"Chuul","source":"XMM","page":71,"srd":true,"image":"bestiary/XMM/Chuul.webp","token":"bestiary/tokens/XMM/Chuul.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"76 (9d10 + 27)","speed":"30 ft., swim 30 ft.","str":19,"dex":10,"con":16,"int":5,"wis":11,"cha":5,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 60 ft., Passive Perception 14","languages":"understands Deep Speech but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Coastal, Swamp, Underdark","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The chuul can breathe air and water."]},{"name":"Sense Magic","entries":["The chuul senses magic within 120 feet of itself. This trait otherwise works like the {@spell Detect Magic|XPHB} spell but isn't itself magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chuul makes two Pincer attacks and uses Paralyzing Tentacles."]},{"name":"Pincer","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}9 ({@damage 1d10 + 4}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from one of two pincers."]},{"name":"Paralyzing Tentacles","entries":["{@actSave con} {@dc 13}, one creature {@condition Grappled|XPHB} by the chuul. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While {@condition Poisoned|XPHB}, the target has the {@condition Paralyzed|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Chuul","entries":["{@i Chitinous Servant of Primeval Powers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Chuuls originated in forgotten ages when aboleths and stranger beings ruled alien empires beneath the waves. The aboleths transformed numerous deep-sea predators into servants that could venture beyond the seas to claim more magic and creatures to exploit. Chuuls are the most enduring of these bizarre servants.","Many chuuls serve aboleth overlords, carrying out their whims amid lightless seas and primeval swamps. Other chuuls obey new aberrant masters, such as beholders, grells, or mind flayers. Some chuuls follow their own drives, endlessly collecting ancient magic treasures or interpreting age-old orders to bizarre ends. Regardless of their agendas, chuuls snare creatures in their massive pincers before rendering foes helpless with their paralytic tentacles.","Chuuls don't age and can lie dormant in hidden places for millennia before threats, ancient orders, or strange compulsions awaken them."]}],"gallery":[{"path":"bestiary/XMM/Chuul.webp","credit":"Ben Wootten"}],"otherVersions":[{"id":"chuul-mm","source":"MM"}]},{"id":"chuul-mm","name":"Chuul","source":"MM","page":40,"srd":false,"image":"bestiary/MM/Chuul.webp","token":"bestiary/tokens/MM/Chuul.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"93 (11d10 + 33)","speed":"30 ft., swim 30 ft.","str":19,"dex":10,"con":16,"int":5,"wis":11,"cha":5,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"understands Deep Speech but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The chuul can breathe air and water."]},{"name":"Sense Magic","entries":["The chuul senses magic within 120 feet of it at will. This trait otherwise works like the {@spell detect magic} spell but isn't itself magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once."]},{"name":"Pincer","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. The target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature and the chuul doesn't have two other creatures {@condition grappled}."]},{"name":"Tentacles","entries":["One creature {@condition grappled} by the chuul must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time.",{"name":"Primeval Relics","type":"entries","entries":["In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls.","Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths' command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths' empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power."]},{"name":"Tireless Guardians","type":"entries","entries":["Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death.","Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago."]},{"name":"Waiting Servants","type":"entries","entries":["Although the aboleths' ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths' sinister purposes."]}]}]}],"gallery":[{"path":"bestiary/MM/Chuul.webp"}],"hidden":true,"otherVersions":[{"id":"chuul","source":"XMM"}]},{"id":"chuul-spore-servant","name":"Chuul Spore Servant","source":"OotA","page":228,"srd":false,"image":"bestiary/tokens/OotA/Chuul Spore Servant.webp","token":"bestiary/tokens/OotA/Chuul Spore Servant.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"16","initiative":"+0 (10)","hp":"93 (11d10 + 33)","speed":"30 ft., swim 30 ft.","str":19,"dex":10,"con":16,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; frightened; paralyzed; poisoned","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spore servant makes two pincer attacks."]},{"name":"Pincer","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. The target is {@condition grappled} (Escape {@dc 14}) if it is a Large or smaller creature and the spore servant doesn't have two other creatures {@condition grappled}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"chwinga","name":"Chwinga","source":"CM","page":212,"srd":false,"image":"bestiary/CM/Chwinga.webp","token":"bestiary/tokens/CM/Chwinga.webp","size":"Tiny","creatureType":"Elemental","alignment":"Neutral","ac":"15","initiative":"+5 (15)","hp":"5 (2d4)","speed":"20 ft., climb 20 ft., swim 20 ft.","str":1,"dex":20,"con":10,"int":14,"wis":16,"cha":16,"saves":"","skills":"Acrobatics +7, Perception +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 17","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The chwinga doesn't require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice)."]},{"name":"Evasion","entries":["When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:","At will: {@spell druidcraft}, {@spell guidance}, {@spell pass without trace}, {@spell resistance}"]}],"actions":[{"name":"Magical Gift (1/Day)","entries":["The chwinga targets a humanoid it can see within 5 feet of it. The target gains a {@filter supernatural charm|rewards|type=charm} of the DM's choice. See {@book chapter 7|DMG|7|Other Rewards} of the Dungeon Masters Guide for more information on supernatural charms."]},{"name":"Natural Shelter","entries":["The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to move about unseen.","Chwingas resemble 6-inch-tall animated dolls with mask-like faces, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by gentle breezes, the sweet smell of flowers, dancing fireflies, or snowflakes. They don't have names and cannot speak.",{"type":"entries","entries":[{"type":"entries","name":"Humanoid Fascination","entries":["Chwingas find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it follows them for a short time to observe them. If it takes a liking to a humanoid, a chwinga might use its cantrips to aid the creature, or it might bestow a magical gift before departing. The aspect that attracts a chwinga to a humanoid can take any form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food."]}]},"Chwingas that live in the desert can bestow the following additional supernatural charms:",{"type":"list","columns":2,"items":["{@reward Charm of the Mirage|CM}","{@reward Charm of the Water Bearer|CM}"]}]}]}],"gallery":[{"path":"bestiary/CM/Chwinga.webp","credit":"Irina Nordsol"}],"otherVersions":[{"id":"chwinga-idrotf","source":"IDRotF"},{"id":"chwinga-toa","source":"ToA"}]},{"id":"chwinga-idrotf","name":"Chwinga","source":"IDRotF","page":282,"srd":false,"image":"bestiary/IDRotF/Chwinga.webp","token":"bestiary/tokens/IDRotF/Chwinga.webp","size":"Tiny","creatureType":"Elemental","alignment":"Neutral","ac":"15","initiative":"+5 (15)","hp":"5 (2d4)","speed":"20 ft., climb 20 ft., swim 20 ft.","str":1,"dex":20,"con":10,"int":14,"wis":16,"cha":16,"saves":"","skills":"Acrobatics +7, Perception +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 17","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The chwinga doesn't require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice)."]},{"name":"Evasion","entries":["When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:","At will: {@spell druidcraft}, {@spell guidance}, {@spell pass without trace}, {@spell resistance}"]}],"actions":[{"name":"Magical Gift (1/Day)","entries":["The chwinga targets a humanoid it can see within 5 feet of it. The target gains a {@filter supernatural charm|rewards|type=charm} of the DM's choice. See {@book chapter 7|DMG|7|Other Rewards} of the Dungeon Masters Guide for more information on supernatural charms."]},{"name":"Natural Shelter","entries":["The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to move about unseen.","Chwingas resemble 6-inch-tall animated dolls with mask-like faces, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by gentle breezes, the sweet smell of flowers, dancing fireflies, or snowflakes. They don't have names and cannot speak.",{"type":"entries","entries":[{"type":"entries","name":"Humanoid Fascination","entries":["Chwingas find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it follows them for a short time to observe them. If it takes a liking to a humanoid, a chwinga might use its cantrips to aid the creature, or it might bestow a magical gift before departing. The aspect that attracts a chwinga to a humanoid can take any form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food."]}]},{"type":"entries","name":"Chwingas in Icewind Dale","entries":["Chwingas first appeared in the published adventure {@adventure Tomb of Annihilation|ToA} as creatures indigenous to the tropical peninsula of Chult. As spirits of the elements, however, they range far and wide. Large numbers of them came to Icewind Dale with immigrants from Chult and made new homes for themselves in and around Ten-Towns. Those that remained near civilization adopted the garb of their humanoid neighbors, creating miniature coats for themselves. They can sometimes be seen riding on arctic foxes or snowshoe hares. Others wandered into the tundra, changing their coloration to blend in with their surroundings.","Exposure to Auril's nightly aurora and the unnatural blizzards she creates can cause chwingas to behave unpredictably, even insanely."]},{"type":"entries","name":"New Chwinga Charms","entries":["This section describes several new charms that chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action.",{"type":"list","columns":2,"items":["{@reward Charm of Biting Cold|IDRotF}","{@reward Charm of Bounty|IDRotF}","{@reward Charm of Cold Resistance|IDRotF}","{@reward Charm of Snowball Strike|IDRotF}","{@reward Charm of the Ice Troll|IDRotF}","{@reward Charm of the Snow Walker|IDRotF}","{@reward Charm of the Traveler's Haven|IDRotF}"]}]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Chwinga.webp"},{"path":"bestiary/IDRotF/Chwinga-2.webp"},{"path":"bestiary/IDRotF/Chwinga-3.webp"}],"hidden":true,"otherVersions":[{"id":"chwinga","source":"CM"},{"id":"chwinga-toa","source":"ToA"}]},{"id":"chwinga-toa","name":"Chwinga","source":"ToA","page":216,"srd":false,"image":"bestiary/ToA/Chwinga.webp","token":"bestiary/tokens/ToA/Chwinga.webp","size":"Tiny","creatureType":"Elemental","alignment":"Neutral","ac":"15","initiative":"+5 (15)","hp":"5 (2d4)","speed":"20 ft., climb 20 ft., swim 20 ft.","str":1,"dex":20,"con":10,"int":14,"wis":16,"cha":16,"saves":"","skills":"Acrobatics +7, Perception +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 17","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The chwinga doesn't require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice)."]},{"name":"Evasion","entries":["When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components:","At will: {@spell druidcraft}, {@spell guidance}, {@spell pass without trace}, {@spell resistance}"]}],"actions":[{"name":"Magical Gift (1/Day)","entries":["The chwinga targets a humanoid it can see within 5 feet of it. The target gains a {@filter supernatural charm|rewards|type=charm} of the DM's choice. See {@book chapter 7|DMG|7|Other Rewards} of the Dungeon Masters Guide for more information on supernatural charms."]},{"name":"Natural Shelter","entries":["The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A chwinga (pronounced cheh-WING-ah) is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Painfully shy, chwingas prefer to move about unseen.","If two or more chwingas live in the same area, each one will take shelter in a different plant, rock, or body of fresh water. Though no two chwingas look exactly alike, they resemble 6-inch-tall animated dolls with strange masks, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by cool breezes, the sweet smell of flowers, and dancing fireflies. Their mere presence makes a natural setting more lush and vibrant.",{"name":"Humanoid Fascination","type":"entries","entries":["Chwingas shun most other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it shadows those creatures for a short time to observe them. If it takes a liking to a particular humanoid, a chwinga might use its cantrips to aid it, or might bestow a magical gift before departing. The features that attract a chwinga to a particular humanoid can vary. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food."]},{"name":"Elemental Nature","type":"entries","entries":["Chwingas sleep but don't require air, food, or drink. They don't have names and have no ability to speak. When a chwinga dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a marble of smooth stone, or a puddle of fresh water."]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Chwinga.webp"}],"hidden":true,"otherVersions":[{"id":"chwinga","source":"CM"},{"id":"chwinga-idrotf","source":"IDRotF"}]},{"id":"chwinga-astronaut","name":"Chwinga Astronaut","source":"BAM","page":17,"srd":false,"image":"bestiary/BAM/Chwinga Astronaut.webp","token":"bestiary/tokens/BAM/Chwinga Astronaut.webp","size":"Tiny","creatureType":"Elemental","alignment":"Neutral","ac":"15","initiative":"+5 (15)","hp":"7 (3d4)","speed":"20 ft., climb 20 ft., swim 20 ft.","str":1,"dex":20,"con":10,"int":14,"wis":16,"cha":16,"saves":"","skills":"Acrobatics +7, Perception +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 17","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails, provided it isn't {@condition incapacitated}."]},{"name":"Unusual Nature","entries":["The chwinga doesn't require air, food, or drink. When it dies, it turns into a tiny pile of moondust, a cloud of glittering spores, a statuette resembling its former self, a chunk of ice, or a sponge shaped like a dodecahedron (DM's choice)."]}],"spellcasting":[{"name":"Spellcasting","entries":["The chwinga casts one of the following spells, requiring no material or verbal components and using Charisma as the spellcasting ability:","At will: {@spell druidcraft}, {@spell guidance}, {@spell pass without trace}, {@spell resistance}"]}],"actions":[{"name":"Magical Gift (1/Day)","entries":["The chwinga targets a Humanoid it can see within 5 feet of itself. The target gains a {@filter supernatural charm|rewards|type=charm} of the DM's choice. See {@book chapter 7|DMG|7|Other Rewards} for more information on supernatural charms."]},{"name":"Natural Shelter","entries":["The chwinga takes shelter inside a rock, a bush, a tree, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while it is magically protected in this way, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Chwingas that live in Wildspace usually dwell on habitable moons and asteroids, though they occasionally stow away on spelljamming ships or ride around on space guppies. Using its Magical Gift ability, a chwinga astronaut can bestow one of the following charms in place of those described in the {@book chapter 7|DMG|7|Other Rewards}.",{"type":"list","items":["{@reward Charm of Air Bubbles|BAM}","{@reward Charm of Instant Tools|BAM}"]}]}],"gallery":[{"path":"bestiary/BAM/Chwinga Astronaut.webp","credit":"Shawn Wood"}]},{"id":"cinder-hulk","name":"Cinder Hulk","source":"BGG","page":123,"srd":false,"image":"bestiary/BGG/Cinder Hulk.webp","token":"bestiary/tokens/BGG/Cinder Hulk.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"40 ft.","str":20,"dex":12,"con":20,"int":9,"wis":14,"cha":10,"saves":"Dex +4, Con +8, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 15","languages":"Giant, Ignan","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is {@quickref Vision and Light||2||heavily obscured}. Any creature that moves into the area for the first time on a turn or starts its turn there must succeed on a {@dc 16} Constitution saving throw or take 10 ({@damage 3d6}) fire damage. The cloud lasts for 1 minute or until it is dispersed by strong wind."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cinder hulk makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage."]},{"name":"Wave of Cinders {@recharge 5}","entries":["The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 31 ({@damage 7d8}) fire damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Cinder hulks are distant descendants of fire giants who isolated themselves from the world and steeped themselves in the energy of the Elemental Planes. Over the course of centuries, these giants were transformed into Elementals made of smoke and cinders. Half the size of their giant ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow around their barely cohesive physical forms.","Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke."]}],"gallery":[{"path":"bestiary/BGG/Cinder Hulk.webp"}]},{"id":"cinderhild","name":"Cinderhild","source":"SKT","page":182,"srd":false,"image":"bestiary/tokens/SKT/Cinderhild.webp","token":"bestiary/tokens/SKT/Cinderhild.webp","size":"Large","creatureType":"Giant","alignment":"Lawful Evil","ac":"9","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":12,"wis":12,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Golden Pin","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"cipolla","name":"Cipolla","source":"QftIS","page":66,"srd":false,"image":"bestiary/tokens/QftIS/Cipolla.webp","token":"bestiary/tokens/QftIS/Cipolla.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":16,"wis":14,"cha":16,"saves":"","skills":"Arcana +5, History +5, Insight +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any three languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Cipolla casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Dancing Lights}, {@spell Mage Hand}, {@spell Prestidigitation}","1/day each: {@spell Arcane Lock}, {@spell Burning Hands}, {@spell Comprehend Languages}, {@spell Detect Magic}, {@spell Levitate}, {@spell Mage Armor}"]}],"actions":[{"name":"Multiattack","entries":["Cipolla makes two Arcane Burst attacks and can use Starry Radiance if available."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) radiant damage."]},{"name":"Starry Radiance {@recharge 5}","entries":["Dazzling light bursts from Cipolla's fingertips in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or have the {@condition blinded} condition until the end of the tower sage's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"citadel-spider","name":"Citadel Spider","source":"VEoR","page":214,"srd":false,"image":"bestiary/VEoR/Citadel Spider.webp","token":"bestiary/tokens/VEoR/Citadel Spider.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"18","initiative":"+0 (10)","hp":"310 (20d20 + 150)","speed":"50 ft., climb 50 ft.","str":26,"dex":10,"con":21,"int":6,"wis":12,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 11","languages":"","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the spider fails a saving throw, it can choose to succeed instead."]},{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spider makes two Bite attacks. It can replace one of these attacks with a use of Web Bomb."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Web Bomb","entries":["{@atk rw} {@hit 14} to hit, range 300 ft./600 ft., one target. {@h}24 ({@damage 3d10 + 8}) bludgeoning damage, and the target and all creatures within 10 feet of it must succeed on a {@dc 19} Dexterity saving throw or take 10 ({@damage 3d6}) acid damage and have the {@condition restrained} condition until the start of the spider's next turn."]}],"bonusActions":[],"reactions":[{"name":"Absorb Blow","entries":["In response to being hit with an attack roll, the spider's carapace absorbs some of the blow, reducing the damage it takes by 11 ({@dice 2d10})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["Citadel spiders aren't smart, but for sheer battlefield power and versatility, they can't be beat."],"by":"Camlash, Balor General of Lolth"},"Lolth's followers breed spiders of all types and sizes, infusing the creatures with foul energy from the Demonweb Pits. Perhaps the most feared of such abominations is the citadel spider. The titanic citadel spider serves as a powerhouse weapon and mobile command post. Wedges of chitin atop a citadel spider's back shield passengers and protect the spider's biological cannon. A citadel spider can launch globs of acidic webbing from its cannon that hold victims in place until the spider can eviscerate them with its serrated jaws."]}],"gallery":[{"path":"bestiary/VEoR/Citadel Spider.webp"}]},{"id":"clapperclaw-the-scarecrow","name":"Clapperclaw the Scarecrow","source":"WBtW","page":78,"srd":false,"image":"bestiary/WBtW/Clapperclaw the Scarecrow.webp","token":"bestiary/tokens/WBtW/Clapperclaw the Scarecrow.webp","size":"Small","creatureType":"Construct","alignment":"Lawful Neutral","ac":"12","initiative":"+1 (11)","hp":"14 (4d6)","speed":"25 ft.","str":14,"dex":13,"con":11,"int":7,"wis":10,"cha":10,"saves":"","skills":"Stealth +3, Survival +2","vulnerabilities":"fire","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["Clapperclaw doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Stuffing","entries":["Clapperclaw stuffs straw or other dead plant matter into itself and regains {@dice 2d4 + 2} hit points. Roll a {@dice d6}; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again."]}],"bonusActions":[{"name":"Unsettling Presence {@recharge}","entries":["Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw or be magically {@condition frightened} until the end of Clapperclaw's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Clapperclaw the scarecrow is 3 feet tall. Created by Granny Nightshade using a tormented child's soul she found in Gehenna, it ran away from home so that it wouldn't have to perform evil tasks for her. After fleeing Thither, Clapperclaw was waylaid by Agdon Longscarf and his harengon brigands, who stole its head, which the scarecrow describes as a most glorious stag skull. It desperately wants its head back, and it's a bit self-conscious about its replacement head: a hollow gourd that now sits askew on its shoulders. Eight copper coins are sealed inside the gourd, causing the head to rattle whenever Clapperclaw nods, turns, or shakes its head."]}],"gallery":[{"path":"bestiary/WBtW/Clapperclaw the Scarecrow.webp","credit":"David René Christensen"}]},{"id":"claugiyliamatar","name":"Claugiyliamatar","source":"SKT","page":96,"srd":false,"image":"bestiary/tokens/SKT/Claugiyliamatar.webp","token":"bestiary/tokens/SKT/Claugiyliamatar.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Lawful Evil","ac":"21","initiative":"+1 (11)","hp":"385 (22d20 + 154)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":27,"dex":12,"con":25,"int":20,"wis":17,"cha":19,"saves":"Dex +8, Con +14, Wis +10, Cha +11","skills":"Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Claugiyliamatar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):","At will: {@spell detect magic}, {@spell druidcraft}, {@spell speak with animals}","2/day each: {@spell animal messenger}, {@spell cure wounds}, {@spell dispel magic}, {@spell entangle}, {@spell invisibility}","1/day each: {@spell blight}, {@spell legend lore} (cast as 1 action), {@spell locate creature}, {@spell pass without trace}, {@spell protection from energy}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Poison Breath {@recharge 5}","entries":["The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 77 ({@damage 22d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes {@quickref difficult terrain||3}, and each creature there must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by the roots and vines. A creature can be freed if it or another creature takes an action to make a {@dc 15} Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.","A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a {@dc 15} Dexterity saving throw. A creature that fails the save takes 18 ({@damage 4d8}) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a {@dc 15} Dexterity saving throw once each round it's in contact with the wall, taking 18 ({@damage 4d8}) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.","Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} by the dragon until initiative count 20 on the next round."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Green Dragon||adult} or {@creature Ancient Green Dragon||ancient}) green dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Creeper Vines","entry":"The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become {@creature Zombie||zombies}. The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed."},{"type":"item","name":"Lashing Root","entry":"One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a {@hit 7} bonus to hit and deals 10 ({@damage 3d6}) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":[{"type":"item","entries":["Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a {@dc 15} Dexterity saving throw once each round it's in contact with the thickets or take 3 ({@damage 1d6}) piercing damage from thorns.","Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage."]},"Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.","Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator."]},"If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within {@dice 1d10} days, they become mundane plants and normal {@quickref difficult terrain||3}, losing their thorns.",{"type":"entries","name":"Additional Regional Effects","entries":["Either or both of these effects might appear in the area around a green dragon's lair, in addition to or instead of those described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Inviting Whispers","entry":"Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery."},{"type":"item","name":"Twisted Messengers","entry":"The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature's throat and mouth temporarily warp into a twisted version of the dragon's own in order to allow the dragon's voice to issue forth."}]}],"source":"FTD"}]},{"id":"clawfoot","name":"Clawfoot","source":"ERLW","page":289,"srd":false,"image":"bestiary/ERLW/Clawfoot.webp","token":"bestiary/tokens/ERLW/Clawfoot.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"19 (3d8 + 6)","speed":"40 ft.","str":12,"dex":16,"con":14,"int":4,"wis":12,"cha":10,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Pounce","entries":["If the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the clawfoot can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The clawfoot makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Clawfoot dinosaurs are two-legged saurians with sharp teeth and toe claws that resemble deadly sickles. They are imposing creatures, about the size of a tall human, and are fierce enough to take down even larger prey.","In the wild, an untrained clawfoot can easily hold its own in combat, but they are even fiercer when hunting in packs. Their instinct for pack structure has made these dinosaurs a traditional war mount for the halflings of the Talenta Plains, with clawfoots quickly and eagerly responding to training and control."]}]},{"type":"entries","entries":[{"type":"entries","entries":["Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts."]}]}],"gallery":[{"path":"bestiary/ERLW/Clawfoot.webp","credit":"Art from Wayfinder's Guide to Eberron"}]},{"id":"clay-gladiator","name":"Clay Gladiator","source":"ToA","page":100,"srd":false,"image":"bestiary/tokens/ToA/Clay Gladiator.webp","token":"bestiary/tokens/ToA/Clay Gladiator.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft., climb 30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Passive Perception 11","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Climbing","entries":["The gladiator can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Steadfast","entries":["The gladiator can't be disarmed, and cannot make ranged attacks."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gladiator makes three melee attacks."]},{"name":"Spear","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A clay gladiator fights if attacked or when called to the gladiatorial pit. If reduced to 0 hit points outside of the gladiatorial pit, the gladiator disappears along with its possessions, reappears in its cell at full health with spear and shield in hand, and returns to the gladiatorial pit if it can. If defeated in the gladiatorial pit, the gladiator leaves its spear behind before reforming in its cell"]}]}]}]},{"id":"clay-golem","name":"Clay Golem","source":"XMM","page":72,"srd":true,"image":"bestiary/XMM/Clay Golem.webp","token":"bestiary/tokens/XMM/Clay Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"123 (13d10 + 52)","speed":"20 ft.","str":20,"dex":9,"con":18,"int":3,"wis":8,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"acid; poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"Common plus one other language","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Urban","treasure":"Relics","traits":[{"name":"Acid Absorption","entries":["Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of {@variantrule Hit Points|XPHB} equal to the Acid damage dealt."]},{"name":"Berserk","entries":["Whenever the golem starts its turn {@status Bloodied|XPHB}, roll {@dice 1d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer {@status Bloodied|XPHB}."]},{"name":"Immutable Form","entries":["The golem can't shape-shift."]},{"name":"Magic Resistance","entries":["The golem has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn."]},{"name":"Slam","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}10 ({@damage 1d10 + 5}) Bludgeoning damage plus 6 ({@damage 1d12}) Acid damage, and the target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Acid damage taken."]}],"bonusActions":[{"name":"Hasten {@recharge 5}","entries":["The golem takes the {@action Dash|XPHB} and {@action Disengage|XPHB} actions."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Clay Golem","entries":["{@i Guardian of Home and Heart}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Clay golems are magical defenders made from earth and clay to protect places or communities. The materials used in creating clay golems originate from near the location the golems protect and often have special significance to their creators, such as clay from a holy site or bricks from a magical ruin. While some clay golems are masterfully sculpted to resemble living beings, others have only vaguely humanlike forms.","These golems obey their creators' orders and protect what their makers value most. Some still follow these orders long after their creators' deaths. Roll on or choose a result from the Clay Golem Orders table to inspire the commands a clay golem follows.",{"type":"table","caption":"Clay Golem Orders","colLabels":["1d4","The Clay Golem Follows Orders To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Block the path of anyone who enters a site with a weapon drawn."],["2","Defend any member of their creator's family or community who is threatened in its sight."],["3","Prevent any Fiend from crossing a bridge."],["4","Remove any who enter its creator's workshop."]]}]}],"gallery":[{"path":"bestiary/XMM/Clay Golem.webp","credit":"Hinchel Or"}],"otherVersions":[{"id":"clay-golem-mm","source":"MM"}]},{"id":"clay-golem-mm","name":"Clay Golem","source":"MM","page":168,"srd":false,"image":"bestiary/MM/Clay Golem.webp","token":"bestiary/tokens/MM/Clay Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"133 (14d10 + 56)","speed":"20 ft.","str":20,"dex":9,"con":18,"int":3,"wis":8,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands the languages of its creator but can't speak","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Acid Absorption","entries":["Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt."]},{"name":"Berserk","entries":["Whenever the golem starts its turn with 60 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic."]},{"name":"Haste {@recharge 5}","entries":["Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off.","Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force. If the golem is damaged, the elemental spirit bound into it can break free. Such a golem runs amok, smashing everything around it until it is destroyed or completely repaired.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The more rigid its physical form, the less likely the golem is to lose its sense of purpose. The clay ones can be a bit twitchy."],"by":"Words of warning in the {@style Manual of Clay Golems|small-caps}"}]},{"type":"section","name":"Golems","entries":["Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.","To create a golem, one requires a {@item manual of golems}. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Elemental Spirit in Material Form","entries":["The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.","After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.","A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.","A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words."],"type":"entries"},{"name":"Ageless Guardians","entries":["Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells."],"type":"entries"},{"name":"Blind Obedience","entries":["When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is {@condition incapacitated}, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them."],"type":"entries"},{"name":"Constructed Nature","entries":["A golem doesn't require air, food, drink, or sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Clay Golem.webp"}],"hidden":true,"otherVersions":[{"id":"clay-golem","source":"XMM"}]},{"id":"cloaker","name":"Cloaker","source":"XMM","page":73,"srd":true,"image":"bestiary/XMM/Cloaker.webp","token":"bestiary/tokens/XMM/Cloaker.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"14","initiative":"+5 (15)","hp":"91 (14d10 + 14)","speed":"10 ft., fly 40 ft.","str":17,"dex":15,"con":12,"int":13,"wis":14,"cha":7,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Darkvision 120 ft., Passive Perception 12","languages":"Deep Speech, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"Implements","traits":[{"name":"Light Sensitivity","entries":["While in {@variantrule Bright Light|XPHB}, the cloaker has {@variantrule Disadvantage|XPHB} on attack rolls."]}],"spellcasting":[{"name":"Phantasms (Recharge after a Short or Long Rest)","entries":["The cloaker casts the {@spell Mirror Image|XPHB} spell, requiring no spell components and using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in {@variantrule Bright Light|XPHB}.","At will: {@spell Mirror Image|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cloaker makes one Attach attack and two Tail attacks."]},{"name":"Attach","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}13 ({@damage 3d6 + 3}) Piercing damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the {@condition Blinded|XPHB} condition, and the cloaker can't make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.","The cloaker can detach itself by spending 5 feet of movement. The target or a creature within 5 feet of it can take an action to try to detach the cloaker, doing so by succeeding on a {@dc 14} Strength ({@skill Athletics|XPHB}) check."]},{"name":"Tail","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}8 ({@damage 1d10 + 3}) Slashing damage."]}],"bonusActions":[{"name":"Moan","entries":["{@actSave wis} {@dc 13}, each creature in a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the cloaker. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the end of the cloaker's next turn. {@actSaveSuccess} The target is immune to this cloaker's Moan for the next 24 hours."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Cloaker","entries":["{@i Haunter in the Dark}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Cloakers are mysterious Underdark predators, named by adventurers for their resemblance to hanging cloaks when they cling to walls. What cloakers call themselves is unknown, if they refer to themselves at all. Though they're undeniably intelligent, their behavior is often inscrutable.","Cloakers sometimes gather in Underdark enclaves, but they rarely build settlements or form social structures. Most operate as solitary predators, lurking in dismal subterranean reaches or abandoned dungeons—sometimes for months at a time—as they wait for prey to pass. They use their mottled hides to blend in with their surroundings. When unsuspecting prey nears, cloakers unfurl and attempt to latch on and then smother their victims in their powerful wings.","Cloakers delight in frightening foes. In addition to their methods of ambush, cloakers can create illusory duplicates of themselves and emit surreal moans that non-cloakers find terrifying in unexplainable, primal ways. Cloakers might antagonize explorers lost in the Underdark for days, terrorizing and scattering them before attacking. They rarely converse with other beings, except to whisper eerie riddles to those they're about to consume."]}],"gallery":[{"path":"bestiary/XMM/Cloaker.webp","credit":"Alex Stone"}],"otherVersions":[{"id":"cloaker-mm","source":"MM"}]},{"id":"cloaker-mm","name":"Cloaker","source":"MM","page":41,"srd":false,"image":"bestiary/MM/Cloaker.webp","token":"bestiary/tokens/MM/Cloaker.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"78 (12d10 + 12)","speed":"10 ft., fly 40 ft.","str":17,"dex":15,"con":12,"int":13,"wis":12,"cha":14,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Deep Speech, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Damage Transfer","entries":["While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half."]},{"name":"False Appearance","entries":["While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak."]},{"name":"Light Sensitivity","entries":["While in bright light, the cloaker has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cloaker makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is {@condition blinded} and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a {@dc 16} Strength check."]},{"name":"Tail","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d8 + 3}) slashing damage."]},{"name":"Moan","entries":["Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a {@dc 13} Wisdom saving throw or become {@condition frightened} until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours."]},{"name":"Phantasms (Recharges after a Short or Long Rest)","entries":["The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.","Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.","A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.",{"name":"Camouflaged Lurkers","type":"entries","entries":["Like a stingray, a cloaker's body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps.","When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it."]},{"name":"Opportunistic Predators","type":"entries","entries":["When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling.","Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves."]},{"name":"Haunting Moan","type":"entries","entries":["Cloakers' thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker's haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it."]},{"name":"Cloaker Conclaves","type":"entries","entries":["Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again."]}]}]}],"gallery":[{"path":"bestiary/MM/Cloaker.webp","credit":"Mark Behm"}],"hidden":true,"otherVersions":[{"id":"cloaker","source":"XMM"}]},{"id":"cloaker-mutate","name":"Cloaker Mutate","source":"PaBTSO","page":212,"srd":false,"image":"bestiary/PaBTSO/Cloaker Mutate.webp","token":"bestiary/tokens/PaBTSO/Cloaker Mutate.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"143 (22d10 + 22)","speed":"10 ft., fly 30 ft.","str":19,"dex":15,"con":12,"int":18,"wis":13,"cha":11,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"necrotic; poison; psychic","immunities":"","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Deep Speech, telepathy 60 ft., Undercommon","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Avoidance","entries":["If the mutate is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Light Sensitivity","entries":["While in bright light, the mutate has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mutate makes one Corpse Swipe attack and two Tail attacks, or it makes four Tail attacks."]},{"name":"Corpse Swipe","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature can't regain hit points."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]}],"bonusActions":[{"name":"Phantasmal Duplicates","entries":["The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutate's true location and last until the end of the mutate's next turn. While the copies exist, attack rolls against the mutate are made with disadvantage."]},{"name":"Psychic Moan {@recharge}","entries":["The mutate lets out a moan charged with psychic energy. Each creature within 60 feet of the mutate that isn't an Aberration must succeed on a {@dc 16} Wisdom saving throw or take 17 ({@damage 5d6}) psychic damage and have the {@condition frightened} condition until the end of the mutate's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The malign energy of the Far Realm causes a cloaker to merge with the rotted corpse of its last meal, resulting in a hideous puppeteering Aberration. The cloaker mutate shrouds its actions in a miasma of phantasmic duplicates. It uses the corpse melded to its underside to absorb damage and to strike at prey."]}]},{"type":"section","entries":[{"type":"entries","name":"Mutates","entries":["A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature's existence.","Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates.","Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.","Several common types of mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker and otyugh.","Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Cloaker Mutate.webp"},{"path":"bestiary/PaBTSO/Mutates.webp"}]},{"id":"clockwork-behir","name":"Clockwork Behir","source":"OoW","page":173,"srd":false,"image":"bestiary/OoW/Clockwork Behir.webp","token":"bestiary/tokens/OoW/Clockwork Behir.webp","size":"Huge","creatureType":"Construct","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d12 + 64)","speed":"50 ft., climb 40 ft.","str":23,"dex":16,"con":18,"int":7,"wis":14,"cha":12,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 90 ft., Passive Perception 16","languages":"Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The behir makes two attacks: one with its bite and one to constrict."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}) if the behir isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends."]},{"name":"Lightning Breath {@recharge 5}","entries":["The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Swallow","entries":["The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the behir, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.","If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OoW/Clockwork Behir.webp"}]},{"id":"clockwork-bronze-scout","name":"Clockwork Bronze Scout","source":"MPMM","page":79,"srd":false,"image":"bestiary/MPMM/Clockwork Bronze Scout.webp","token":"bestiary/tokens/MPMM/Clockwork Bronze Scout.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"36 (8d8)","speed":"30 ft., burrow 30 ft.","str":10,"dex":16,"con":11,"int":3,"wis":14,"cha":1,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 16","languages":"understands one language of its creator but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Earth Armor","entries":["The clockwork doesn't provoke {@action opportunity attack||opportunity attacks} when it burrows."]},{"name":"Magic Resistance","entries":["The clockwork has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The clockwork doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) lightning damage."]},{"name":"Lightning Flare (Recharges after a Short or Long Rest)","entries":["Each creature in contact with the ground within 15 feet of the clockwork must make a {@dc 13} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats."]},{"type":"section","name":"Clockworks","entries":["Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.",{"name":"Individual Designs","type":"entries","entries":["Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.",{"type":"table","caption":"Clockwork Enhancements","colLabels":["d10","Enhancement"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine."],["2","{@b Sensors.} The range of the clockwork's {@sense darkvision} increases by 60 feet, and it gains proficiency in {@skill Perception} if it lacks that proficiency."],["3","{@b Fortified.} The clockwork's AC increases by 2."],["4","{@b Increased Speed.} The clockwork's speed increases by 10 feet."],["5","{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage."],["6","{@b Self-Repairing.} If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn."],["7","{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice."],["8","{@b Suction.} The clockwork gains a climbing speed of 30 feet."],["9","{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish."],["10","{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet."]]},{"type":"table","caption":"Clockwork Malfunctions","colLabels":["d8","Malfunction"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn."],["2","{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn."],["3","{@b Ground Fault.} The clockwork has vulnerability to lightning damage."],["4","{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it."],["5","{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn."],["6","{@b Overactive Sense of Self-Preservation.} If the clock work has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting."],["7","{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn."],["8","{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet."]]}]}]}],"gallery":[{"path":"bestiary/MPMM/Clockwork Bronze Scout.webp","credit":"Justin Gerard"}]},{"id":"clockwork-defender","name":"Clockwork Defender","source":"KftGV","page":85,"srd":false,"image":"bestiary/tokens/KftGV/Clockwork Defender.webp","token":"bestiary/tokens/KftGV/Clockwork Defender.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"42 (5d8 + 20)","speed":"30 ft.","str":16,"dex":15,"con":18,"int":3,"wis":14,"cha":1,"saves":"","skills":"Perception +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Passive Perception 16","languages":"understands the languages of its creator but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The defender doesn't need air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Electrified Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) lightning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be {@condition grappled} (escape {@dc 13}). A creature {@condition grappled} by the defender takes the damage again at the start of each of the defender's turns. The defender can have only one creature {@condition grappled} in this way at a time, and the defender can't make Electrified Bite attacks while grappling."]}],"bonusActions":[{"name":"Light Beam","entries":["The defender emits bright light from its eyes in a 60-foot cone, or it shuts off this light."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A clockwork defender is a mechanical quadruped that vaguely resembles a hound. Its eyes glow and can project intense but harmless beams of light. It tirelessly protects whatever its creator wants, and it can be programmed by its creator not to attack certain kinds of creatures."]}]},{"id":"clockwork-dragon","name":"Clockwork Dragon","source":"AI","page":209,"srd":false,"image":"bestiary/tokens/AI/Clockwork Dragon.webp","token":"bestiary/tokens/AI/Clockwork Dragon.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"16","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft., fly 60 ft.","str":14,"dex":10,"con":12,"int":10,"wis":11,"cha":13,"saves":"","skills":"Acrobatics +2, Perception +4","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 14","languages":"Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the clockwork dragon remains motionless, it is indistinguishable from a metal statue."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The clockwork dragon exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 11} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["These intricately crafted constructs are typically made to reflect the forms of the metallic dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats.","Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers' whims."]}]}]}]},{"id":"clockwork-horror","name":"Clockwork Horror","source":"MCV1SC","page":4,"srd":false,"image":"bestiary/MCV1SC/Clockwork Horror.webp","token":"bestiary/tokens/MCV1SC/Clockwork Horror.webp","size":"Small","creatureType":"Construct","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"60 (8d6 + 32)","speed":"30 ft., climb 30 ft.","str":14,"dex":14,"con":18,"int":13,"wis":14,"cha":10,"saves":"Str +4, Wis +4","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"lightning; poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Thri-kreen, Ziklight","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shutdown","entries":["If targeted by {@spell dispel magic}, the horror must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute or until it takes any damage."]},{"name":"Unusual Nature","entries":["The horror doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horror makes one Bite attack and two Rotating Saw attacks, or it makes two Lightning Jolt attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Rotating Saw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Lightning Jolt","entries":["{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}7 ({@damage 1d10 + 2}) lightning damage."]},{"name":"Spelljamming Helm Interface","entries":["The horror attaches to a spelljamming helm it can see within 5 feet of itself and attunes to the helm instantly. If another creature is already attuned to the helm, that creature's attunement to the helm ends when the horror's attunement begins. The horror can operate the helm even though it isn't a spellcaster. The horror can detach from the helm as a bonus action, which ends its attunement to the helm."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Clockwork horrors are ruthless insectile automatons—eldritch machines encased in adamantine or some other precious metal. They roam Wildspace in commandeered spelljamming ships, gathering the precious metals and crystals they need to build more of their kind. Clockwork horrors have no goal beyond replication and will stop at nothing to create new clockwork horrors. The time it takes for a clockwork horror to build another of its kind, assuming it has the requisite materials, is approximately ten days.","The body of a clockwork horror is about two feet in diameter, but the legs give it an overall diameter of four feet. Embedded in the front of its head is a crystal that enables the clockwork horror to see.","Clockwork horrors communicate with each other by means of clicks, whirs, and similar mechanical sounds that imitate the Thri-kreen language perfectly, leading some to speculate the first clockwork horror was the brainchild of a thri-kreen artificer. A horror can also emit light from its crystal eye, issuing dot-and-dash messages to other creatures that can see the light. Creatures besides clockwork horrors can learn this blinking light code, which is called Ziklight.","When another creature gets in its way, a clockwork horror attacks that creature with its razor-sharp mandibles and two tiny rotating saws mounted at the tips of its forelimbs. A horror can also discharge bolts of lightning from a short lightning rod embedded in its body.","When a clockwork horror dies, the magic that created it consumes it over a period of 1 minute. Its metallic body and crystal eye degrade rapidly until nothing is left but a small heap of glittering dust."]}],"gallery":[{"path":"bestiary/MCV1SC/Clockwork Horror.webp"}]},{"id":"clockwork-iron-cobra","name":"Clockwork Iron Cobra","source":"MPMM","page":79,"srd":false,"image":"bestiary/MPMM/Clockwork Iron Cobra.webp","token":"bestiary/tokens/MPMM/Clockwork Iron Cobra.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":12,"dex":16,"con":14,"int":3,"wis":10,"cha":1,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands one language of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Magic Resistance","entries":["The clockwork has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The clockwork doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or suffer one random effect (roll a {@dice d6}):",{"type":"list","style":"list-hang-notitle","items":[{"name":"1–2: Confusion","type":"item","entries":["On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the {@action Dash} action, moving toward the nearest creature."]},{"name":"3–4: Paralysis","type":"item","entries":["The target is {@condition paralyzed} until the end of its next turn."]},{"name":"5–6: Poison","type":"item","entries":["The target takes 13 ({@damage 3d8}) poison damage."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. Gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud the mind."]},{"type":"section","name":"Clockworks","entries":["Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.",{"name":"Individual Designs","type":"entries","entries":["Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.",{"type":"table","caption":"Clockwork Enhancements","colLabels":["d10","Enhancement"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine."],["2","{@b Sensors.} The range of the clockwork's {@sense darkvision} increases by 60 feet, and it gains proficiency in {@skill Perception} if it lacks that proficiency."],["3","{@b Fortified.} The clockwork's AC increases by 2."],["4","{@b Increased Speed.} The clockwork's speed increases by 10 feet."],["5","{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage."],["6","{@b Self-Repairing.} If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn."],["7","{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice."],["8","{@b Suction.} The clockwork gains a climbing speed of 30 feet."],["9","{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish."],["10","{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet."]]},{"type":"table","caption":"Clockwork Malfunctions","colLabels":["d8","Malfunction"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn."],["2","{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn."],["3","{@b Ground Fault.} The clockwork has vulnerability to lightning damage."],["4","{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it."],["5","{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn."],["6","{@b Overactive Sense of Self-Preservation.} If the clock work has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting."],["7","{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn."],["8","{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet."]]}]}]}],"gallery":[{"path":"bestiary/MPMM/Clockwork Iron Cobra.webp","credit":"Justin Gerard"}]},{"id":"clockwork-kraken","name":"Clockwork Kraken","source":"LLK","page":38,"srd":false,"image":"bestiary/tokens/LLK/Clockwork Kraken.webp","token":"bestiary/tokens/LLK/Clockwork Kraken.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+1 (11)","hp":"142 (15d10 + 60)","speed":"30 ft.","str":20,"dex":12,"con":18,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The clockwork kraken has advantage on saving throws against spells and other magical effects."]},{"name":"Independent Tentacles","entries":["The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage.","Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The clockwork kraken makes four tentacle slam attacks."]},{"name":"Tentacle Slam","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"clockwork-mule","name":"Clockwork Mule","source":"SKT","page":162,"srd":false,"image":"bestiary/tokens/SKT/Clockwork Mule.webp","token":"bestiary/tokens/SKT/Clockwork Mule.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":14,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Hill, Urban, Desert","treasure":"","traits":[{"name":"Maintainable","entries":["Repairing 1 hit point of damage to the clockwork mule takes 1 hour and requires replacement parts, which can be bought in a large city for 20 gp. If the mule drops to 0 hit points, it is destroyed and unrepairable."]},{"name":"Beast of Burden","entries":["The mule is considered to be a Large animal for the purpose of determining its carrying capacity."]},{"name":"Sure-Footed","entries":["The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"clockwork-oaken-bolter","name":"Clockwork Oaken Bolter","source":"MPMM","page":80,"srd":false,"image":"bestiary/MPMM/Clockwork Oaken Bolter.webp","token":"bestiary/tokens/MPMM/Clockwork Oaken Bolter.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+4 (14)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":12,"dex":18,"con":15,"int":3,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands one language of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Magic Resistance","entries":["The clockwork has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The clockwork doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack and one Harpoon attack."]},{"name":"Lancing Bolt","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 100/400 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Harpoon","entries":["{@atk rw} {@hit 7} to hit, range 50/200 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 12}). While {@condition grappled} in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 ({@damage 1d10}) slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon."]},{"name":"Explosive Bolt {@recharge 5}","entries":["The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Reel In","entries":["The clockwork pulls the creature {@condition grappled} by its Harpoon up to 20 feet closer."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force."]},{"type":"section","name":"Clockworks","entries":["Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.",{"name":"Individual Designs","type":"entries","entries":["Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.",{"type":"table","caption":"Clockwork Enhancements","colLabels":["d10","Enhancement"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine."],["2","{@b Sensors.} The range of the clockwork's {@sense darkvision} increases by 60 feet, and it gains proficiency in {@skill Perception} if it lacks that proficiency."],["3","{@b Fortified.} The clockwork's AC increases by 2."],["4","{@b Increased Speed.} The clockwork's speed increases by 10 feet."],["5","{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage."],["6","{@b Self-Repairing.} If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn."],["7","{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice."],["8","{@b Suction.} The clockwork gains a climbing speed of 30 feet."],["9","{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish."],["10","{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet."]]},{"type":"table","caption":"Clockwork Malfunctions","colLabels":["d8","Malfunction"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn."],["2","{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn."],["3","{@b Ground Fault.} The clockwork has vulnerability to lightning damage."],["4","{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it."],["5","{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn."],["6","{@b Overactive Sense of Self-Preservation.} If the clock work has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting."],["7","{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn."],["8","{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet."]]}]}]}],"gallery":[{"path":"bestiary/MPMM/Clockwork Oaken Bolter.webp","credit":"Justin Gerard"}]},{"id":"clockwork-observer","name":"Clockwork Observer","source":"KftGV","page":85,"srd":false,"image":"bestiary/tokens/KftGV/Clockwork Observer.webp","token":"bestiary/tokens/KftGV/Clockwork Observer.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"7 (2d4 + 2)","speed":"0 ft., fly 30 ft. (hover)","str":1,"dex":16,"con":13,"int":3,"wis":15,"cha":1,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 16","languages":"understands the languages of its creator but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The observer doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Telepathic Bond","entries":["While the observer is within 1 mile of its creator, it can magically convey what it sees to its creator, and the two can communicate telepathically."]},{"name":"Unusual Nature","entries":["The observer doesn't need air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Shriek","entries":["The observer emits a mechanical shriek until the start of its next turn or until it drops to 0 hit points. This shriek can be heard within a range of 300 feet."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A clockwork observer serves as an aerial spy for its creator. It looks like a mechanical, grapefruit-sized orb suspended under softly humming propeller blades. Embedded in the orb are keenly perceptive crystal eyes that enable the observer to see in multiple directions at once. When it perceives something troubling, the observer sounds the alarm by emitting a shriek that can be heard within a range of 300 feet. The observer can also telepathically relay what it has discovered to its creator, provided the two are within 1 mile of each other."]}]},{"id":"clockwork-stone-defender","name":"Clockwork Stone Defender","source":"MPMM","page":80,"srd":false,"image":"bestiary/MPMM/Clockwork Stone Defender.webp","token":"bestiary/tokens/MPMM/Clockwork Stone Defender.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+0 (10)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":19,"dex":10,"con":17,"int":3,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands one language of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Magic Resistance","entries":["The clockwork has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The clockwork doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, and if the target is Large or smaller, it is knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Intercept Attack","entries":["In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The thick plates of stone riveted onto a stone {@item defender} give it substantial protection. Its chief role is as a bodyguard."]},{"type":"section","name":"Clockworks","entries":["Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.",{"name":"Individual Designs","type":"entries","entries":["Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.",{"type":"table","caption":"Clockwork Enhancements","colLabels":["d10","Enhancement"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine."],["2","{@b Sensors.} The range of the clockwork's {@sense darkvision} increases by 60 feet, and it gains proficiency in {@skill Perception} if it lacks that proficiency."],["3","{@b Fortified.} The clockwork's AC increases by 2."],["4","{@b Increased Speed.} The clockwork's speed increases by 10 feet."],["5","{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage."],["6","{@b Self-Repairing.} If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn."],["7","{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice."],["8","{@b Suction.} The clockwork gains a climbing speed of 30 feet."],["9","{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish."],["10","{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet."]]},{"type":"table","caption":"Clockwork Malfunctions","colLabels":["d8","Malfunction"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn."],["2","{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn."],["3","{@b Ground Fault.} The clockwork has vulnerability to lightning damage."],["4","{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it."],["5","{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn."],["6","{@b Overactive Sense of Self-Preservation.} If the clock work has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting."],["7","{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn."],["8","{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet."]]}]}]}],"gallery":[{"path":"bestiary/MPMM/Clockwork Stone Defender.webp","credit":"Justin Gerard"}]},{"id":"clonk","name":"Clonk","source":"BGDIA","page":83,"srd":false,"image":"bestiary/BGDIA/053-p0ex0-03-05.webp","token":"bestiary/tokens/BGDIA/Clonk.webp","size":"Medium","creatureType":"Humanoid (Kenku)","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"13 (3d8)","speed":"30 ft.","str":10,"dex":16,"con":10,"int":11,"wis":10,"cha":10,"saves":"","skills":"Deception +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"understands Auran and Common but speaks only through the use of its Mimicry trait","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Ambusher","entries":["In the first round of a combat, Clonk has advantage on attack rolls against any creature it {@status surprised}."]},{"name":"Mimicry","entries":["Clonk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Hellfire Warhammer","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage, or 5 ({@damage 1d10 + 1}) bludgeoning damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/053-p0ex0-03-05.webp"}]},{"id":"cloud-giant","name":"Cloud Giant","source":"XMM","page":74,"srd":true,"image":"bestiary/XMM/Cloud Giant.webp","token":"bestiary/tokens/XMM/Cloud Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"200 (16d12 + 96)","speed":"40 ft., fly 20 ft. (hover)","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7","skills":"Insight +7, Perception +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 21","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain","treasure":"Arcana","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Detect Magic|XPHB}, {@spell Fog Cloud|XPHB}, {@spell Light|XPHB}","1/day each: {@spell Control Weather|XPHB}, {@spell Gaseous Form|XPHB}, {@spell Telekinesis|XPHB}"]},{"name":"Misty Step","entries":["The giant casts the {@spell Misty Step|XPHB} spell, using the same spellcasting ability as Spellcasting.","At will: {@spell Misty Step|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast {@spell Fog Cloud|XPHB}."]},{"name":"Thunderous Mace","entries":["{@atkr m} {@hit 12}, reach 10 ft. {@h}21 ({@damage 3d8 + 8}) Bludgeoning damage plus 7 ({@damage 2d6}) Thunder damage."]},{"name":"Thundercloud","entries":["{@atkr r} {@hit 12}, range 240 ft. {@h}18 ({@damage 3d6 + 8}) Thunder damage, and the target has the {@condition Incapacitated|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Cloud Giant","entries":["{@i Giant of the Loftiest Heights}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Cloud giants use the power of the skies to observe and subtly influence the world. These giants resemble humans with hair ranging from silver to blue and with skin in cloudlike shades from stark white to twilight hues. Curved canines grow in their upper jaws, extending past their lower lips. In battle, they attack with weapons wreathed in storm clouds and throw roaring thunderheads.","Most cloud giants inhabit citadels crowning tremendous mountains or magical palaces that drift amid the clouds. Many of these giants believe they possess similarly lofty status or purpose. Some view themselves as godlike beings who can manipulate and steal from terrestrial beings with impunity. Others claim their long lives and place among the clouds grant them unique perspectives, so they chronicle what they witness in the world below without interfering. In either case, cloud giants often possess fabulous magical treasures, either claimed from across the world or created by (and gigantically sized for) themselves."]}],"gallery":[{"path":"bestiary/XMM/Cloud Giant.webp","credit":"Taras Susak"}],"otherVersions":[{"id":"cloud-giant-mm","source":"MM"}]},{"id":"cloud-giant-mm","name":"Cloud Giant","source":"MM","page":154,"srd":false,"image":"bestiary/MM/Cloud Giant.webp","token":"bestiary/tokens/MM/Cloud Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Good Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Keen Smell","entries":["The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell fly}, {@spell misty step}, {@spell telekinesis}","1/day each: {@spell control weather}, {@spell gaseous form}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two morningstar attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.",{"type":"entries","name":"High and Mighty","entries":["Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.","Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.","Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants."]},{"type":"entries","name":"Affluent Princes","entries":["Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.","They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottage sized produce and magic beans are spread in the mortal realm.","As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions."]},{"type":"entries","name":"Children of the Trickster","entries":["The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silver-tongued speech. Family members usually align in the same direction."]},{"type":"entries","name":"Wealth and Power","entries":["A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.","However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.","Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor."]}]}]},{"type":"section","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"inset","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand."],"by":"Captain Dwern Addlestone's partial account of the Siege of Sterngate"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there."],"by":"Elder Zelane of Istivin, recounting the Giant Wars"}]}]}],"gallery":[{"path":"bestiary/MM/Cloud Giant.webp"}],"hidden":true,"otherVersions":[{"id":"cloud-giant","source":"XMM"}]},{"id":"cloud-giant-destiny-gambler","name":"Cloud Giant Destiny Gambler","source":"BGG","page":124,"srd":false,"image":"bestiary/BGG/Cloud Giant Destiny Gambler.webp","token":"bestiary/tokens/BGG/Cloud Giant Destiny Gambler.webp","size":"Huge","creatureType":"Giant (Bard)","alignment":"Any Alignment","ac":"15","initiative":"+1 (11)","hp":"337 (27d12 + 162)","speed":"40 ft., fly 40 ft. (hover)","str":27,"dex":12,"con":22,"int":19,"wis":16,"cha":22,"saves":"Con +12, Int +10, Wis +9, Cha +12","skills":"Deception +18, Insight +9, Perception +9","vulnerabilities":"","resistances":"","immunities":"thunder","conditionImmunities":"","senses":"truesight 30 ft. (requires cloud rune), Passive Perception 19","languages":"Common, Giant","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Cloud Rune","entries":["The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its Thunderous Clap action and Negate Spell reaction.","The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a cloud rune on a mask in its possession when it finishes a short or long rest."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 20}):","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}, {@spell minor illusion}","1/day each: {@spell dream} (as an action), {@spell gaseous form}, {@spell major image}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes three Flying Staff attacks."]},{"name":"Flying Staff","entries":["{@atk mw,rw} {@hit 14} to hit, reach 10 ft. or range 30/90 ft., one target. {@h}18 ({@damage 3d6 + 8}) bludgeoning damage plus 16 ({@damage 3d10}) thunder damage. {@hom}The staff magically returns to the giant's hand immediately after a ranged attack."]},{"name":"Thunderous Clap (Requires Cloud Rune)","entries":["The giant magically summons a thundercloud that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a {@dc 20} Constitution saving throw as the cloud emits a thunderous boom. On a failed save, a creature takes 52 ({@damage 8d12}) thunder damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only. The thunderclap is audible within 300 feet of the cloud's center point.","The cloud's area is {@quickref Vision and Light||2||heavily obscured}. The cloud lingers until the start of the giant's next turn or until a strong wind disperses it."]}],"bonusActions":[],"reactions":[{"name":"Negate Spell (Requires Cloud Rune)","entries":["When the giant sees a creature within 60 feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is casting a spell of 4th level or higher, it must succeed on a {@dc 18} Intelligence saving throw, or the spell fails and has no effect."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Cloud giants rise in the ordning by amassing valuable and beautiful treasures—often by gambling. While many cloud giants are content with risking their wealth in games with each other, those who aim for the top of their ordning challenge all manner of beings in games of chance and wit. A destiny gambler is a cloud giant who has won increasingly high-stakes wagers against other giants, smaller folk, and even beings from the Outer Planes.","Destiny gamblers wear half masks that cover their eyes. The masks' runic magic allows these giants not only to see normally, but also to see through illusions, invisibility, darkness, and other forms of magical trickery.","Years of successful wagers make destiny gamblers so confident in their ability to win any challenge that they invite potential rivals to name the terms of a wager. Those who are foolish enough to issue a combat challenge quickly find these giants' magical prowess is nearly unmatched."]}],"gallery":[{"path":"bestiary/BGG/Cloud Giant Destiny Gambler.webp"}]},{"id":"cloud-giant-ghost","name":"Cloud Giant Ghost","source":"CM","page":146,"srd":false,"image":"bestiary/CM/Cloud Giant Ghost.webp","token":"bestiary/tokens/CM/Cloud Giant Ghost.webp","size":"Huge","creatureType":"Undead","alignment":"","ac":"15","initiative":"+0 (10)","hp":"104 (16d12)","speed":"0 ft., fly 40 ft. (hover)","str":27,"dex":11,"con":10,"int":12,"wis":16,"cha":17,"saves":"Wis +7, Cha +7","skills":"Perception +7","vulnerabilities":"","resistances":"cold","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 120 ft., Passive Perception 17","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Ethereal Sight","entries":["The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Regeneration","entries":["The ghost regains 10 hit points at the start of its turn. If the ghost takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the ghost's next turn. The ghost dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Spellcasting","entries":["The ghost casts one of the following spells, using Charisma as the spellcasting ability and requiring no material components:","At will: {@spell fog cloud}","1/day: {@spell control weather}","3/day: {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The ghost makes two melee attacks."]},{"name":"Spectral Weapon","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) force damage."]},{"name":"Etherealness","entries":["The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Wind Howl {@recharge}","entries":["The ghost emits a dreadful howl that summons a cold, biting wind. This wind engulfs up to three creatures of the ghost's choice that it can see within 60 feet of it. Each target is pulled up to 20 feet toward the ghost and must make a {@dc 15} Constitution saving throw, taking 16 ({@damage 3d10}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CM/Cloud Giant Ghost.webp","credit":"Andrew Mar"}]},{"id":"cloud-giant-noble","name":"Cloud Giant Noble","source":"TftYP","page":206,"srd":false,"image":"bestiary/tokens/TftYP/Cloud Giant Noble.webp","token":"bestiary/tokens/TftYP/Cloud Giant Noble.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Good Neutral Evil","ac":"16","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Keen Smell","entries":["The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell fly}, {@spell misty step}, {@spell telekinesis}","1/day each: {@spell control weather}, {@spell gaseous form}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two morningstar attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"cloud-giant-of-evil-air","name":"Cloud Giant of Evil Air","source":"BGG","page":125,"srd":false,"image":"bestiary/BGG/Cloud Giant of Evil Air.webp","token":"bestiary/tokens/BGG/Cloud Giant of Evil Air.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft., fly 40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":19,"saves":"Con +10, Wis +7, Cha +8","skills":"Insight +7, Perception +7, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Auran, Common, Giant","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The giant doesn't provoke an opportunity attack when it flies out of an enemy's reach."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","1/day: {@spell gaseous form}","2/day: {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two Scimitar attacks and one Storm Boomerang attack."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 8}) slashing damage."]},{"name":"Storm Boomerang","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}15 ({@damage 3d4 + 8}) bludgeoning damage plus 7 ({@damage 2d6}) thunder damage, and the target must succeed on a {@dc 16} Constitution saving throw or have the {@condition stunned} condition until the end of its next turn. {@hom}The boomerang magically returns to the giant's hand immediately after the attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Given their inherent link to elemental air, cloud giants who turn from the gods of the Ordning often gravitate to the service of Yan-C-Bin, Prince of Evil Air. These giants' cunning, charisma, and sheer physical and magical might make them well suited to leadership positions in the cults of Elemental Evil. A cult with a cloud giant at its head can be a formidable force of corruption and destruction in the world. As if that weren't enough, cloud giants often bring tremendous wealth with them, swelling the cult's coffers to finance more far-reaching operations.","A cloud giant dedicated to Evil Air wears a magic vest adorned with wings made from roc feathers and enchanted with elemental air, allowing the giant to fly. The vest functions only for the giant who wears it."]}],"gallery":[{"path":"bestiary/BGG/Cloud Giant of Evil Air.webp"}]},{"id":"cloud-giant-smiling-one","name":"Cloud Giant Smiling One","source":"MPMM","page":81,"srd":false,"image":"bestiary/MPMM/Cloud Giant Smiling One.webp","token":"bestiary/tokens/MPMM/Cloud Giant Smiling One.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Neutral","ac":"15","initiative":"+1 (11)","hp":"250 (20d12 + 120)","speed":"40 ft., fly 40 ft. (hover)","str":26,"dex":12,"con":22,"int":15,"wis":16,"cha":17,"saves":"Con +10, Int +6, Cha +7","skills":"Deception +11, Insight +7, Perception +11, Sleight Of Hand +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 21","languages":"Common, Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Control Weather (8th-level Spell)","entries":["The giant can cast the {@spell control weather} spell, requiring no material components and using Charisma as the spellcasting ability."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}, {@spell minor illusion}","3/day each: {@spell invisibility}, {@spell silent image}, {@spell suggestion}, {@spell tongues}","1/day each: {@spell gaseous form}, {@spell major image}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two Slam attacks or two Telekinetic Strike attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage plus 5 ({@damage 1d10}) psychic damage."]},{"name":"Telekinetic Strike","entries":["{@atk rs} {@hit 7} to hit, range 240 ft., one target. {@h}25 ({@damage 4d10 + 3}) force damage."]},{"name":"Change Shape","entries":["The giant magically transforms to look and feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don't change. It reverts to its true form if it dies."]}],"bonusActions":[{"name":"Cloud Step {@recharge 4}","entries":["The giant teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Smiling ones are cloud giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior, doing and saying things that even other knavish folk consider beneath their dignity.","Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about cloud giants' place in the ordning—second to storm giants. The masks serve as symbols of smiling ones' devotion and also conceal their wearers' true facial expressions."],"gallery":[{"path":"bestiary/MPMM/Cloud Giant Smiling One.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"cloud-giant-smiling-one-vgm","source":"VGM"}]},{"id":"cloud-giant-smiling-one-vgm","name":"Cloud Giant Smiling One","source":"VGM","page":146,"srd":false,"image":"bestiary/VGM/Cloud Giant Smiling One.webp","token":"bestiary/tokens/VGM/Cloud Giant Smiling One.webp","size":"Huge","creatureType":"Giant (Cloud Giant)","alignment":"Chaotic Neutral","ac":"15","initiative":"+1 (11)","hp":"262 (21d12 + 128)","speed":"40 ft.","str":26,"dex":12,"con":22,"int":15,"wis":16,"cha":17,"saves":"Con +10, Int +6, Wis +7","skills":"Deception +11, Insight +7, Perception +7, Sleight Of Hand +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Keen Smell","entries":["The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Charisma (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell fly}, {@spell misty step}, {@spell telekinesis}","1/day each: {@spell control weather}, {@spell gaseous form}"]},{"name":"Spellcasting","entries":["The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The giant has the following bard spells prepared:","Cantrips (at will): {@spell minor illusion}, {@spell prestidigitation}, {@spell vicious mockery}","Level 1 (4 slots): {@spell cure wounds}, {@spell disguise self}, {@spell silent image}, {@spell Tasha's hideous laughter}","Level 2 (3 slots): {@spell invisibility}, {@spell suggestion}","Level 3 (2 slots): {@spell major image}, {@spell tongues}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks with its morningstar."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage. The attack deals an extra 14 ({@damage 4d6}) damage if the giant has advantage on the attack roll."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage. The attack deals an extra 14 ({@damage 4d6}) damage if the giant has advantage on the attack roll."]},{"name":"Change Shape","entries":["The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Cloud giants aren't, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance.","Smiling ones are cloud giants who honor and emulate Memnor's craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor.","While cloud giants expect a certain amount of trickery and deceit in their dealings with others of their kind, smiling ones overstep the bounds of decorum with their behavior, doing and saying things that nobler cloud giants consider beneath the dignity of their kind.",{"name":"Mysterious Masks","entries":["Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about their place in the ordning-second to the storm giants. The masks serve as symbols of their devotion, but they also conceal their wearers' true facial expressions."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Cloud Giant Smiling One.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"cloud-giant-smiling-one","source":"MPMM"}]},{"id":"clovin-belview","name":"Clovin Belview","source":"CoS","page":147,"srd":false,"image":"bestiary/CoS/Clovin Belview.webp","token":"bestiary/tokens/CoS/Clovin Belview.webp","size":"Medium","creatureType":"Humanoid (Mongrelfolk)","alignment":"Neutral Evil","ac":"11","initiative":"-1 (9)","hp":"26 (4d8 + 8)","speed":"20 ft.","str":12,"dex":9,"con":15,"int":9,"wis":10,"cha":6,"saves":"","skills":"Deception +2, Perception +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Two-Headed","entries":["The mongrelfolk has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]},{"name":"Mimicry","entries":["Clovin can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Clovin makes two attacks: one with its bite and one with its claw or dagger."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Clovin Belview.webp"}]},{"id":"clown","name":"Clown","source":"NRH-CoI","page":7,"srd":false,"image":"bestiary/tokens/NRH-CoI/Clown.webp","token":"bestiary/tokens/NRH-CoI/Clown.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Colorful Club","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"clystran","name":"Clystran","source":"DSotDQ","page":126,"srd":false,"image":"bestiary/DSotDQ/085-05-007.clystran.webp","token":"bestiary/tokens/DSotDQ/Clystran.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Clystran has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Clystran makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/085-05-007.clystran.webp","credit":"Olivier Bernard"}]},{"id":"coatl","name":"Coatl","source":"PSX","page":35,"srd":false,"image":"bestiary/PSX/Coatl.webp","token":"bestiary/tokens/PSX/Coatl.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"97 (13d8 + 39)","speed":"30 ft., fly 90 ft.","str":16,"dex":20,"con":17,"int":18,"wis":20,"cha":18,"saves":"Con +5, Wis +7, Cha +6","skills":"","vulnerabilities":"","resistances":"radiant","immunities":"psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 15","languages":"all, telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Urban, Desert","treasure":"","traits":[{"name":"Magic Weapons","entries":["The coatl's weapon attacks are magical."]},{"name":"Shielded Mind","entries":["The coatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The coatl's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}, {@spell detect magic}, {@spell detect thoughts}","3/day each: {@spell bless}, {@spell create food and water}, {@spell cure wounds}, {@spell lesser restoration}, {@spell protection from poison}, {@spell sanctuary}, {@spell shield}","1/day each: {@spell dream}, {@spell greater restoration}, {@spell scrying}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 24 hours. Until this poison ends, the target is {@condition unconscious}. Another creature can use an action to shake the target awake."]},{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one Medium or smaller creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the coatl can't constrict another target."]},{"name":"Change Shape","entries":["The coatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).","In a new form, the coatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The River Heralds believe that the waters of the world are divided into two spheres: the river and the sea are the lower half, with the jungle and the sky above. They believe that the sea possesses an unfathomable wisdom, the deep musings of the unspeakably ancient world. But the wisdom of the sky and the rivers is embodied in the coatls—winged serpents that twist through the air to reflect the course of rivers along the ground.","Coatls are immortal guardians of the sky, dwelling always among the clouds. The River Heralds say that they can be enticed to the ground by the earnest supplication of the wisest of merfolk shamans. Coatls are said to be wise beyond mortal measure and incapable of speaking a falsehood, so their advice is often sought in times of desperate need. The sight of a coatl is thought to foretell favorable winds—a belief that has begun to spread from the River Herald shamans to the pirates of the Brazen Coalition. Use the {@creature couatl|MM} statistics in the {@book Monster Manual|MM} for Ixalan's coatls."],"gallery":[{"path":"bestiary/PSX/Coatl.webp","title":"Favorable Winds","credit":"Shreya Shetty"}]},{"id":"cockatrice","name":"Cockatrice","source":"XMM","page":75,"srd":true,"image":"bestiary/XMM/Cockatrices.webp","token":"bestiary/tokens/XMM/Cockatrice.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"22 (5d6 + 5)","speed":"20 ft., fly 40 ft.","str":6,"dex":12,"con":12,"int":2,"wis":13,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"Darkvision 60 ft., Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Petrifying Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}3 ({@damage 1d4 + 1}) Piercing damage. If the target is a creature, it is subjected to the following effect. {@actSave con} {@dc 11}. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition. The target repeats the save at the end of its next turn if it is still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition, instead of the {@condition Restrained|XPHB} condition, for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Cockatrices often try to claim eye-catching structures—such as ruins and secluded farms—as roosts."]},{"type":"section","name":"Cockatrices","entries":["{@i Accursed Avians with the Power to Petrify}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Cockatrices combine the features of irate roosters and starving reptiles. They petrify those they bite, their slightest peck turning their prey to stone."]}],"gallery":[{"path":"bestiary/XMM/Cockatrices.webp","credit":"Daren Bader"}],"otherVersions":[{"id":"cockatrice-mm","source":"MM"}]},{"id":"cockatrice-mm","name":"Cockatrice","source":"MM","page":42,"srd":false,"image":"bestiary/MM/Cockatrice.webp","token":"bestiary/tokens/MM/Cockatrice.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"27 (6d6 + 6)","speed":"20 ft., fly 40 ft.","str":6,"dex":12,"con":12,"int":2,"wis":13,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw against being magically {@condition petrified}. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs-things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice's beak can spell doom as its victim slowly turns to stone from the injury."]}]}],"gallery":[{"path":"bestiary/MM/Cockatrice.webp"}],"hidden":true,"otherVersions":[{"id":"cockatrice","source":"XMM"}]},{"id":"cockatrice-regent","name":"Cockatrice Regent","source":"XMM","page":75,"srd":false,"image":"bestiary/XMM/Cockatrices.webp","token":"bestiary/tokens/XMM/Cockatrice Regent.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"136 (16d10 + 48)","speed":"30 ft., fly 60 ft.","str":19,"dex":14,"con":16,"int":3,"wis":16,"cha":5,"saves":"Wis +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"Darkvision 120 ft., Passive Perception 13","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Grassland","treasure":"","traits":[{"name":"Flyby","entries":["The cockatrice doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cockatrice makes one Petrifying Bite attack and two Talons attacks."]},{"name":"Petrifying Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Piercing damage. If the target is a creature, it is subjected to the following effect. {@actSave con} {@dc 14}. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition and repeats the save at the end of its next turn if it is still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition."]},{"name":"Talons","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}18 ({@damage 4d6 + 4}) Slashing damage."]}],"bonusActions":[],"reactions":[{"name":"Magical Backlash","entries":["{@actTrigger} A creature within 120 feet of the cockatrice deals damage to it. {@actResponse d}{@actSave dex} {@dc 14}, the triggering creature. {@actSaveFail} 13 ({@damage 3d6 + 3}) Force damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Bolder than their smaller cousins, cockatrice regents brim with unstable magical energy they use to restrain distant foes."]},{"type":"section","name":"Cockatrices","entries":["{@i Accursed Avians with the Power to Petrify}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Cockatrices combine the features of irate roosters and starving reptiles. They petrify those they bite, their slightest peck turning their prey to stone."]}],"gallery":[{"path":"bestiary/XMM/Cockatrices.webp","credit":"Daren Bader"}]},{"id":"cog","name":"Cog","source":"SKT","page":209,"srd":false,"image":"bestiary/tokens/SKT/Cog.webp","token":"bestiary/tokens/SKT/Cog.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"-1 (9)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"cogwork-archivist","name":"Cogwork Archivist","source":"SCC","page":188,"srd":false,"image":"bestiary/SCC/Cogwork Archivist.webp","token":"bestiary/tokens/SCC/Cogwork Archivist.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"17","initiative":"+0 (10)","hp":"90 (12d10 + 24)","speed":"40 ft.","str":18,"dex":10,"con":15,"int":17,"wis":11,"cha":6,"saves":"","skills":"Arcana +5, History +5, Nature +5, Perception +2, Religion +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"all","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The archivist has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The archivist casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:","At will: {@spell dancing lights}, {@spell prestidigitation}","2/day: {@spell silence}"]}],"actions":[{"name":"Multiattack","entries":["The archivist makes two Grasping Limb attacks."]},{"name":"Grasping Limb","entries":["{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}). The archivist can have no more than two targets {@condition grappled} at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Programmed with knowledge of Strixhaven's extensive lore catalog, cogwork archivists serve as keepers of the university's various libraries. The archivists' towering metal frames are equipped with long, articulated limbs and retractable conservator tools, which they use to organize and preserve documents from throughout Strixhaven's winding history. Many cogwork archivists can be found among the towering shelves of the Biblioplex, simultaneously retrieving scrolls for curious students while keeping a stern eye on any rowdy groups that might disrupt the quiet atmosphere."]}],"gallery":[{"path":"bestiary/SCC/Cogwork Archivist.webp","credit":"Joseph Meehan"}]},{"id":"coldlight-walker","name":"Coldlight Walker","source":"IDRotF","page":284,"srd":false,"image":"bestiary/IDRotF/Coldlight Walker.webp","token":"bestiary/tokens/IDRotF/Coldlight Walker.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":15,"dex":10,"con":17,"int":8,"wis":10,"cha":8,"saves":"Int +2, Wis +3","skills":"","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"blinded; charmed; exhaustion; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blinding Light","entries":["The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a {@dc 14} Constitution saving throw or be {@condition blinded} until the start of the walker's next turn."]},{"name":"Icy Doom","entries":["Any creature killed by the walker freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead."]},{"name":"Unusual Nature","entries":["The walker doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The walker makes two attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) bludgeoning damage plus 14 ({@damage 4d6}) cold damage."]},{"name":"Cold Ray","entries":["{@atk rs} {@hit 3} to hit, range 60 ft., one target. {@h}25 ({@damage 4d10 + 3}) cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died.",{"type":"entries","entries":[{"type":"entries","name":"God-Spawned Horrors","entries":["Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be.","When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead."]}]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Coldlight Walker.webp"}]},{"id":"colossus","name":"Colossus","source":"XMM","page":76,"srd":false,"image":"bestiary/XMM/Colossus.webp","token":"bestiary/tokens/XMM/Colossus.webp","size":"Gargantuan","creatureType":"Construct (Titan)","alignment":"Unaligned","ac":"23","initiative":"+16 (26)","hp":"553 (27d20 + 270)","speed":"60 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":8,"saves":"Dex +8, Wis +8","skills":"","vulnerabilities":"","resistances":"necrotic; radiant","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned; unconscious","senses":"Truesight 300 ft., Passive Perception 10","languages":"understands Celestial and Common but can't speak","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"Any","treasure":"Relics","traits":[{"name":"Immutable Form","entries":["The colossus can't shape-shift."]},{"name":"Legendary Resistance (4/Day)","entries":["If the colossus fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The colossus has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The colossus deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The colossus makes three attacks, using Slam or Radiant Ray in any combination."]},{"name":"Slam","entries":["{@atkr m} {@hit 18}, reach 20 ft. {@h}32 ({@damage 4d10 + 10}) Bludgeoning damage, and the colossus pushes the target up to 20 feet straight away from itself."]},{"name":"Radiant Ray","entries":["{@atkr r} {@hit 18}, range 300 ft. {@h}22 ({@damage 4d10}) Radiant damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Divine Beam {@recharge 5}","entries":["{@actSave dex} {@dc 26}, each creature in a 300-foot-long, 10-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 65 ({@damage 10d12}) Radiant damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} A creature reduced to 0 {@variantrule Hit Points|XPHB} by this beam disintegrates into dust, leaving behind any magic items it was wearing or carrying."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Smite","entries":["The colossus makes one Radiant Ray attack."]},{"name":"Stomp","entries":["The colossus moves up to half its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}, and it can make one Slam attack at any point during that move."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Colossus","entries":["{@i Titanic Vessel of Divine Might}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Colossi are massive Constructs created by the devout to reflect the nature of a deity, which could be benevolent or wicked. Colossi thrum with incredible magic and work divine will on the land.","Droves of faithful artisans craft a colossus in a shape to honor their deity, then call on that god to infuse the statue with life. This arduous process might take decades and involve hundreds of workers. If the god favors the creation, the mighty crystal at the construct's heart pulses with divine power, and the colossus rises to protect the faithful or enact the god's will.","Most colossi were created in ages past and now lie dormant in secluded wilderness, awakening only when disturbed or called on to serve once more."]}],"gallery":[{"path":"bestiary/XMM/Colossus.webp","credit":"Maxime Minard"}]},{"id":"colossus-of-akros","name":"Colossus of Akros","source":"MOT","page":218,"srd":false,"image":"bestiary/MOT/Colossus of Akros.webp","token":"bestiary/tokens/MOT/Colossus of Akros.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Unaligned","ac":"21","initiative":"+0 (10)","hp":"350 (20d20 + 140)","speed":"60 ft.","str":28,"dex":10,"con":25,"int":3,"wis":11,"cha":1,"saves":"Str +16, Con +14","skills":"Athletics +16, Perception +7","vulnerabilities":"","resistances":"","immunities":"fire; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned; unconscious","senses":"darkvision 120 ft., Passive Perception 17","languages":"understands Common and Celestial but can't speak","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Crumbling Destruction","entries":["When the colossus drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a {@dc 22} Dexterity saving throw, taking 22 ({@damage 4d10}) bludgeoning damage and 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Fire Absorption","entries":["Whenever the colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."]},{"name":"Immutable Form","entries":["The colossus is immune to any spell or effect that would alter its form."]},{"name":"Magic Weapons","entries":["The colossus's weapon attacks are magical."]},{"name":"Siege Monster","entries":["The colossus deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The colossus of Akros makes two melee attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 16} to hit, reach 15 ft., or range 200/600 ft., one target. {@h}23 ({@damage 4d6 + 9}) piercing damage, or 27 ({@damage 4d8 + 9}) piercing damage if used with two hands to make a melee attack. If the colossus makes a ranged attack with this spear, the spear magically returns to its hand after the attack."]},{"name":"Sword","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}36 ({@damage 6d8 + 9}) slashing damage."]},{"name":"Flames of Akros {@recharge}","entries":["Magical flames issue from the colossus toward up to three creatures the colossus can see within 90 feet of it. Each target must make a {@dc 24} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also magically catches fire for 1 minute. At the end of each of its turns thereafter, the burning target repeats the saving throw. It takes 18 ({@damage 4d8}) fire damage on a failed save, and the effect ends on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An enormous golem of bronze and iron overlooks the path leading to the polis of Akros. Though it is rarely called on to defend the polis, the sight of its towering form is enough to ease the minds of the populace. In truly desperate times, priests of Purphoros work their magic to call the colossus to life, whereupon the earth rumbles as it steps down from its twin plinths to place itself before the threat."]}],"gallery":[{"path":"bestiary/MOT/Colossus of Akros.webp","credit":"Zack Stella"}]},{"id":"combat-robot","name":"Combat Robot","source":"QftIS","page":214,"srd":false,"image":"bestiary/QftIS/Combat Robot.webp","token":"bestiary/tokens/QftIS/Combat Robot.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"40 ft.","str":20,"dex":14,"con":17,"int":10,"wis":15,"cha":10,"saves":"Con +6, Cha +3","skills":"Athletics +8, Intimidation +6, Perception +5","vulnerabilities":"","resistances":"acid; fire","immunities":"cold; poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Common plus the languages spoken by its creator","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Lightning Overload","entries":["When the robot takes lightning damage, it must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The robot makes two Tentacle attacks or three Laser Beam attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). While {@condition grappled}, the target also has the {@condition restrained} condition. The robot has two tentacles, each of which can grapple one target."]},{"name":"Laser Beam","entries":["{@atk rw} {@hit 5} to hit, range 120 ft., one target. {@h}16 ({@damage 4d6 + 2}) radiant damage."]},{"name":"Grenade Launcher {@recharge 5}","entries":["The robot fires a grenade at a point it can see within 120 feet of itself. The grenade explodes in a 20-foot-radius sphere centered on that point, creating one of the following effects (robot's choice):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Concussion Grenade","entries":["Each creature in the sphere must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) force damage on a failed save or half as much damage on a successful one."]},{"type":"item","name":"Sleep Grenade","entries":["Each creature in the sphere must succeed on a {@dc 15} Constitution saving throw or have the {@condition unconscious} condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake."]}]}]}],"bonusActions":[{"name":"Emergency Speed (2/Day)","entries":["The robot takes the {@action Dash} or {@action Disengage} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Combat robots are designed for security or military action. They make able sentries and are usually programmed to take intruders prisoner before resorting to lethal force. Combat robots signal their pursuit with built-in sirens and flashing lights, warning nearby creatures of their imminent arrival with an intimidating display. Combat robots display a wide range of voices. Some units are clearly designed to intimidate, while others offer canned, upbeat platitudes in pleasant tones even while subduing opponents."]},{"type":"section","entries":[{"type":"entries","name":"Robots","entries":["Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots' hardy construction, their circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots are programmed with intelligence, understanding, and usually loyalty to their creators. Despite that, long-operating robots sometimes develop their own personalities and ideas. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own."]}]}],"gallery":[{"path":"bestiary/QftIS/Combat Robot.webp"}]},{"id":"commodore-krux","name":"Commodore Krux","source":"LoX","page":22,"srd":false,"image":"bestiary/LoX/016-10-002.commodore-krux.webp","token":"bestiary/tokens/LoX/Commodore Krux.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"75 (10d8 + 30)","speed":"30 ft., swim 30 ft.","str":18,"dex":14,"con":17,"int":11,"wis":12,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Firearms Knowledge","entries":["Krux's mastery of its weapons enables it to ignore the loading property of any firearm."]},{"name":"Steady as She Goes","entries":["On the deck of a ship, Krux has advantage on ability checks and saving throws made against effects that would knock it {@condition prone} or shove it overboard."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Krux makes two Longsword or Musket attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Musket","entries":["{@atk rw} {@hit 4} to hit, range 40/120 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage."]},{"name":"Force Grenade","entries":["Krux throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) force damage on a failed save, or half as much damage on a successful one. After the giff throws the grenade, roll a {@dice d6}; on a roll of 4 or lower, the giff has no more grenades to throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/016-10-002.commodore-krux.webp","credit":"Mark Behm"}]},{"id":"commoner","name":"Commoner","source":"WttHC","page":77,"srd":true,"image":"bestiary/WttHC/Commoner (Stranger Things).webp","token":"bestiary/tokens/WttHC/Commoner.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Any","treasure":"Individual","traits":[{"name":"Training","entries":["The commoner has proficiency in one skill of the DM's choice and has {@variantrule Advantage|XPHB} whenever it makes an ability check using that skill."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}2 ({@damage 1d4}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Commoners constitute the majority of people who don't pursue magical talents, extraordinary training, or a life of adventure. Some are generous, helpful sorts, while others are more cautious in sharing what they have."]}],"gallery":[{"path":"bestiary/WttHC/Commoner (Stranger Things).webp"}],"otherVersions":[{"id":"commoner-xmm","source":"XMM"},{"id":"commoner-mm","source":"MM"}]},{"id":"commoner-xmm","name":"Commoner","source":"XMM","page":77,"srd":true,"image":"bestiary/XMM/Commoner.webp","token":"bestiary/tokens/XMM/Commoner.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Any","treasure":"Individual","traits":[{"name":"Training","entries":["The commoner has proficiency in one skill of the DM's choice and has {@variantrule Advantage|XPHB} whenever it makes an ability check using that skill."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}2 ({@damage 1d4}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Commoner","entries":["{@i Everyday Folk}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Commoners constitute the majority of people who don't pursue magical talents, extraordinary training, or a life of adventure. Some are generous, helpful sorts, while others are more cautious in sharing what they have. Use the following list of jobs and roles to introduce commoners in your adventures:",{"type":"list","style":"list-no-bullets","columns":3,"items":["Artist","Baker","Bartender","Blacksmith","Butcher","Captive","Carpenter","Castaway","Cobbler","Cook","Dyer","Farmer","Fisher","Fletcher","Flimflam artist","Gossip","Hermit","Hooligan","Hunter","Innkeeper","Laborer","Lamplighter","Mason","Merchant","Miner","Mud lark","Patient","Pilgrim","Resurrectionist","Rioter","Scribe","Servant","Shepherd","Student","Tailor","Tanner","Town crier","Weaver","Youngster"]}]}],"gallery":[{"path":"bestiary/XMM/Commoner.webp","credit":"Zuzanna Wužyk"}],"hidden":true,"otherVersions":[{"id":"commoner","source":"WttHC"},{"id":"commoner-mm","source":"MM"}]},{"id":"commoner-mm","name":"Commoner","source":"MM","page":345,"srd":false,"image":"bestiary/tokens/MM/Commoner.webp","token":"bestiary/tokens/MM/Commoner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits."]}]}],"hidden":true,"otherVersions":[{"id":"commoner","source":"WttHC"},{"id":"commoner-xmm","source":"XMM"}]},{"id":"conclave-dryad","name":"Conclave Dryad","source":"GGR","page":194,"srd":false,"image":"bestiary/GGR/Conclave Dryad.webp","token":"bestiary/tokens/GGR/Conclave Dryad.webp","size":"Medium","creatureType":"Fey","alignment":"Lawful Good","ac":"16","initiative":"+4 (14)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":12,"dex":19,"con":14,"int":19,"wis":20,"cha":21,"saves":"Int +8, Wis +9, Cha +9","skills":"Arcana +8, Nature +8, Perception +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 19","languages":"Common, Elvish, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The dryad has advantage on saving throws against spells and other magical effects."]},{"name":"Speak with Beasts and Plants","entries":["The dryad can communicate with beasts and plants as if they and the dryad shared a language."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dryad's innate spellcasting ability is Charisma (spell save {@dc 17}). The dryad can innately cast the following spells, requiring no material components:","At will: {@spell druidcraft}","3/day each: {@spell dispel magic}, {@spell entangle}, {@spell plant growth}, {@spell spike growth}","1/day each: {@spell moonbeam}, {@spell grasping vine}, {@spell wall of thorns}"]}],"actions":[{"name":"Multiattack","entries":["The dryad makes three attacks, using its vine staff, its longbow, or both."]},{"name":"Vine Staff","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Dexterity saving throw or become {@condition restrained} by twisting vines for 1 minute. A target {@condition restrained} in this way can use an action to make a {@dc 17} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check, ending the effect on itself on a success."]},{"name":"Longbow","entries":["{@atk rw} {@hit 8} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Summon Mount (1/Day)","entries":["The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an {@creature elk} (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can't speak. While within 1 mile of the mount, the dryad can communicate with it telepathically."]},{"name":"Suppress Magic {@recharge 5}","entries":["The dryad targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the dryad is {@condition incapacitated} or dies, or until the dryad uses a bonus action to end the effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their efforts are the will of Mat'Selesnya, the soul of the world, and they spread their teachings through every Selesnya enclave.","Thanks to their attunement to Mat'Selesnya, dryads serve as visionaries and spiritual intermediaries for the Selesnya Conclave. They hold positions of great respect as spiritual leaders, and also share their vision of harmonious construction as architects, working with stonemasons and woodshapers to create Selesnya enclaves.",{"name":"Summoned Mount","type":"entries","entries":["When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and imbued with a fey spirit."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Conclave Dryad.webp","credit":"Ryan Pancoast"}]},{"id":"conjurer","name":"Conjurer","source":"VGM","page":212,"srd":false,"image":"bestiary/tokens/VGM/Conjurer.webp","token":"bestiary/tokens/VGM/Conjurer.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher)","entries":["As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places."]}],"spellcasting":[{"name":"Spellcasting","entries":["The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The conjurer has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell mage hand}, {@spell poison spray}, {@spell prestidigitation}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell unseen servant}*","Level 2 (3 slots): {@spell cloud of daggers}*, {@spell misty step}*, {@spell web}*","Level 3 (3 slots): {@spell fireball}, {@spell stinking cloud}*","Level 4 (3 slots): {@spell Evard's black tentacles}*, {@spell stoneskin}","Level 5 (2 slots): {@spell cloudkill}*, {@spell conjure elemental}*","*Conjuration spell of 1st level or higher"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on battlefields, while others use summoned creatures to guard their lairs."]}]},{"id":"conjurer-wizard","name":"Conjurer Wizard","source":"MPMM","page":260,"srd":false,"image":"bestiary/MPMM/Conjurer Wizard.webp","token":"bestiary/tokens/MPMM/Conjurer Wizard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"58 (13d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The conjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell dancing lights}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell fireball}, {@spell mage armor}, {@spell unseen servant}","1/day each: {@spell fly}, {@spell stinking cloud}, {@spell web}"]}],"actions":[{"name":"Multiattack","entries":["The conjurer makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 120 ft., one target. {@h}19 ({@damage 3d10 + 3}) force damage."]}],"bonusActions":[{"name":"Benign Transportation {@recharge 4}","entries":["The conjurer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places."]},{"name":"Summon Elemental (1/Day)","entries":["The conjurer magically summons an {@creature air elemental}, an {@creature earth elemental}, a {@creature fire elemental}, or a {@creature water elemental}. The elemental appears in an unoccupied space within 60 feet of the conjurer, whom it obeys. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye."]},{"type":"section","name":"Wizards","entries":["Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."]}],"gallery":[{"path":"bestiary/MPMM/Conjurer Wizard.webp","credit":"Campbell White"}]},{"id":"conservatory-student","name":"Conservatory Student","source":"KftGV","page":110,"srd":false,"image":"bestiary/tokens/KftGV/Conservatory Student.webp","token":"bestiary/tokens/KftGV/Conservatory Student.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Performance +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"constrictor-snake","name":"Constrictor Snake","source":"XMM","page":351,"srd":true,"image":"bestiary/XMM/Constrictor Snake.webp","token":"bestiary/tokens/XMM/Constrictor Snake.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"13 (2d10 + 2)","speed":"30 ft., swim 30 ft.","str":15,"dex":14,"con":12,"int":1,"wis":10,"cha":3,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Desert, Forest, Swamp, Underwater","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage."]},{"name":"Constrict","entries":["{@actSave str} {@dc 12}, one Medium or smaller creature the snake can see within 5 feet. {@actSaveFail} 7 ({@damage 3d4}) Bludgeoning damage, and the target has the {@condition Grappled|XPHB} condition (escape {@dc 12})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Constrictor Snake.webp","credit":"Alejandro Pacheco"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"constrictor-snake-mm","source":"MM"}]},{"id":"constrictor-snake-mm","name":"Constrictor Snake","source":"MM","page":320,"srd":false,"image":"bestiary/tokens/MM/Constrictor Snake.webp","token":"bestiary/tokens/MM/Constrictor Snake.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"13 (2d10 + 2)","speed":"30 ft., swim 30 ft.","str":15,"dex":14,"con":12,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underwater, Forest, Swamp, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the creature is {@condition restrained}, and the snake can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"constrictor-snake","source":"XMM"}]},{"id":"construct-animated-armor","name":"Construct (Animated Armor)","source":"PSK","page":32,"srd":false,"image":"bestiary/PSK/Construct.webp","token":"bestiary/tokens/PSK/Construct (Animated Armor).webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"25 ft.","str":14,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The construct is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the construct remains motionless, it is indistinguishable from a normal suit of armor."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The construct makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The term \"construct\" encompasses a tremendous variety of artifact creatures. Some are automatons designed for battle—most often to fight each other in arenas, but also in real combat. Many of these battle constructs specialize in defense, sometimes carrying shields to protect their creators, or simply escorting their charges like a watchdog.","Many constructs are intended for use in foundries and workshops, assisting inventors or performing repetitive tasks. Such a construct might find and deliver a specific tool its inventor requests, or perform routine maintenance in parts of a foundry that are difficult or dangerous to reach.","Other constructs have been designed to carry messages or packages, to load and unload goods from barges and airships, to trawl the sewers for salvageable materials, and even—during the height of the Aether Revolt—to scan crowds of people for known renegades and fugitives, recognizing their facial features.","Almost any creature in the {@book Monster Manual|MM} with the construct type could be used as a construct on Kaladesh, including {@creature animated armor}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature monodrone|MM|modrons}."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Construct.webp","title":"Prizefighter Construct","credit":"Daniel Ljunggren"}]},{"id":"construct-helmed-horror","name":"Construct (Helmed Horror)","source":"PSK","page":32,"srd":false,"image":"bestiary/PSK/Construct.webp","token":"bestiary/tokens/PSK/Construct (Helmed Horror).webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 30 ft.","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"force; necrotic; poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"understands the languages of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The construct has advantage on saving throws against spells and other magical effects."]},{"name":"Spell Immunity","entries":["The construct is immune to three spells chosen by its creator. Typical immunities include {@spell fireball}, {@spell heat metal}, and {@spell lightning bolt}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The construct makes two longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The term \"construct\" encompasses a tremendous variety of artifact creatures. Some are automatons designed for battle—most often to fight each other in arenas, but also in real combat. Many of these battle constructs specialize in defense, sometimes carrying shields to protect their creators, or simply escorting their charges like a watchdog.","Many constructs are intended for use in foundries and workshops, assisting inventors or performing repetitive tasks. Such a construct might find and deliver a specific tool its inventor requests, or perform routine maintenance in parts of a foundry that are difficult or dangerous to reach.","Other constructs have been designed to carry messages or packages, to load and unload goods from barges and airships, to trawl the sewers for salvageable materials, and even—during the height of the Aether Revolt—to scan crowds of people for known renegades and fugitives, recognizing their facial features.","Almost any creature in the {@book Monster Manual|MM} with the construct type could be used as a construct on Kaladesh, including {@creature animated armor}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature monodrone|MM|modrons}."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Construct.webp","title":"Prizefighter Construct","credit":"Daniel Ljunggren"}]},{"id":"construct-modron","name":"Construct (Modron)","source":"PSK","page":32,"srd":false,"image":"bestiary/PSK/Construct.webp","token":"bestiary/tokens/PSK/Construct (Modron).webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"5 (1d8 + 1)","speed":"30 ft., fly 30 ft.","str":10,"dex":13,"con":12,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 10","languages":"Modron","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The construct can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If the construct dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The term \"construct\" encompasses a tremendous variety of artifact creatures. Some are automatons designed for battle—most often to fight each other in arenas, but also in real combat. Many of these battle constructs specialize in defense, sometimes carrying shields to protect their creators, or simply escorting their charges like a watchdog.","Many constructs are intended for use in foundries and workshops, assisting inventors or performing repetitive tasks. Such a construct might find and deliver a specific tool its inventor requests, or perform routine maintenance in parts of a foundry that are difficult or dangerous to reach.","Other constructs have been designed to carry messages or packages, to load and unload goods from barges and airships, to trawl the sewers for salvageable materials, and even—during the height of the Aether Revolt—to scan crowds of people for known renegades and fugitives, recognizing their facial features.","Almost any creature in the {@book Monster Manual|MM} with the construct type could be used as a construct on Kaladesh, including {@creature animated armor}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature monodrone|MM|modrons}."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Construct.webp","title":"Prizefighter Construct","credit":"Daniel Ljunggren"}]},{"id":"construct-shield-guardian","name":"Construct (Shield Guardian)","source":"PSK","page":32,"srd":false,"image":"bestiary/PSK/Construct.webp","token":"bestiary/tokens/PSK/Construct (Shield Guardian).webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"142 (15d10 + 60)","speed":"30 ft.","str":18,"dex":8,"con":18,"int":7,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 10","languages":"understands commands given in any language but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Bound","entries":["The construct is magically bound to an amulet. As long as the construct and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian."]},{"name":"Regeneration","entries":["The construct regains 10 hit points at the start of its turn if it has at least 1 hit point."]},{"name":"Spell Storing","entries":["A spellcaster who wears the construct's amulet can cause the construct to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The construct makes two fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Shield","entries":["When a creature makes an attack against the wearer of the construct's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The term \"construct\" encompasses a tremendous variety of artifact creatures. Some are automatons designed for battle—most often to fight each other in arenas, but also in real combat. Many of these battle constructs specialize in defense, sometimes carrying shields to protect their creators, or simply escorting their charges like a watchdog.","Many constructs are intended for use in foundries and workshops, assisting inventors or performing repetitive tasks. Such a construct might find and deliver a specific tool its inventor requests, or perform routine maintenance in parts of a foundry that are difficult or dangerous to reach.","Other constructs have been designed to carry messages or packages, to load and unload goods from barges and airships, to trawl the sewers for salvageable materials, and even—during the height of the Aether Revolt—to scan crowds of people for known renegades and fugitives, recognizing their facial features.","Almost any creature in the {@book Monster Manual|MM} with the construct type could be used as a construct on Kaladesh, including {@creature animated armor}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature monodrone|MM|modrons}."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Construct.webp","title":"Prizefighter Construct","credit":"Daniel Ljunggren"}]},{"id":"construct-spirit","name":"Construct Spirit","source":"XPHB","page":324,"srd":false,"image":"bestiary/XPHB/Construct Spirit.webp","token":"bestiary/tokens/XPHB/Construct Spirit.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"-","initiative":"+0 (10)","hp":"40 + 15 for each spell level above 4","speed":"30 ft.","str":18,"dex":10,"con":18,"int":14,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Heated Body (Metal Only)","entries":["A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes {@damage 1d10} Fire damage."]},{"name":"Stony Lethargy (Stone Only)","entries":["When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. {@actSave wis} DC equals your spell save DC, the target. {@actSaveFail} Until the start of its next turn, the target can't make {@action Opportunity Attack|XPHB|Opportunity Attacks}, and its {@variantrule Speed|XPHB} is halved."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of Slam attacks equal to half this spell's level (round down)."]},{"name":"Slam","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 4 + summonSpellLevel} Bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Berserk Lashing (Clay Only)","entries":["{@actTrigger} The spirit takes damage from a creature. {@actResponse} The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its {@variantrule Speed|XPHB} toward that creature without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Construct Spirit.webp","credit":"Hector Ortiz"}],"otherVersions":[{"id":"construct-spirit-tce","source":"TCE"}]},{"id":"construct-spirit-tce","name":"Construct Spirit","source":"TCE","page":111,"srd":false,"image":"bestiary/tokens/TCE/Construct Spirit.webp","token":"bestiary/tokens/TCE/Construct Spirit.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"-","initiative":"+0 (10)","hp":"40 + 15 for each spell level above 4th","speed":"30 ft.","str":18,"dex":10,"con":18,"int":14,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; incapacitated; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Heated Body (Metal Only)","entries":["A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes {@damage 1d10} fire damage."]},{"name":"Stony Lethargy (Stone Only)","entries":["When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The construct makes a number of attacks equal to half this spell's level (rounded down)."]},{"name":"Slam","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d8 + 4 + summonSpellLevel} bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Berserk Lashing (Clay Only)","entries":["When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"construct-spirit","source":"XPHB"}]},{"id":"constructed-commoner","name":"Constructed Commoner","source":"CM","page":149,"srd":false,"image":"bestiary/CM/Constructed Commoner.webp","token":"bestiary/tokens/CM/Constructed Commoner.webp","size":"Medium","creatureType":"Construct","alignment":"","ac":"15","initiative":"+0 (10)","hp":"6 (1d8 + 2)","speed":"25 ft.","str":10,"dex":10,"con":15,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 10","languages":"Common","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The commoner doesn't require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless object."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers. Magic makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. {@spell Detect magic} spells do not reveal their true nature, as each construct is shielded by a spell that makes it seem nonmagical.","Though these constructed villagers can physically interact with the environment around them and hold lengthy conversations, a few clues to their true nature exist. A character who observes one or more of the commoners closely and succeeds on a {@dc 15} Wisdom (Perception) check notices a faint clicking sound whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a {@dc 15} Wisdom (Insight) check notices that if the villagers are asked about anything outside Wisteria Vale or their individual talents, they quickly change subjects to small talk about the weather or gossip, and always in Common regardless of their apparent origin.","Constructed commoners don't bleed or feel pain like flesh-and-blood humanoids. If a villager's hit points drop to 0, its true form is revealed: that of a lifeless wooden mannequin. Overnight, the mannequin disappears, and a replacement villager is generated by the demiplane to take over the \"slain\" villager's place and role in the village a few days later. If the mannequin is disintegrated or reduced to ashes, it is not replaced and the population of the village permanently decreases by one."]}],"gallery":[{"path":"bestiary/CM/Constructed Commoner.webp","credit":"Zuzanna Wužyk"}]},{"id":"copper-dragon-wyrmling","name":"Copper Dragon Wyrmling","source":"XMM","page":78,"srd":true,"image":"bestiary/XMM/Copper Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/Copper Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Metallic)","alignment":"Chaotic Good","ac":"16","initiative":"+3 (13)","hp":"22 (4d8 + 4)","speed":"30 ft., climb 30 ft., fly 60 ft.","str":15,"dex":12,"con":13,"int":14,"wis":11,"cha":13,"saves":"Dex +3, Wis +2","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Hill","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 1d10 + 2}) Slashing damage."]},{"name":"Acid Breath {@recharge 5}","entries":["{@actSave dex} {@dc 11}, each creature in a 20-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 18 ({@damage 4d8}) Acid damage. {@actSaveSuccess} Half damage."]},{"name":"Slowing Breath","entries":["{@actSave con} {@dc 11}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target can't take Reactions; its {@variantrule Speed|XPHB} is halved; and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. This effect lasts until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Copper dragon wyrmlings venture into the world seeking to make friends and discover wonders. They sometimes get into trouble, but those who help them can become their friends for life."]},{"type":"section","name":"Copper Dragons","entries":["{@i Dragons of Curiosity and Community}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Relentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.","Copper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.",{"type":"entries","name":"Copper Dragon Lairs","entries":["Copper dragons typically inhabit multi-chamber caves and renovated ruins."]}]}],"gallery":[{"path":"bestiary/XMM/Copper Dragon Wyrmling.webp","credit":"Svetlin Velinov"}],"otherVersions":[{"id":"copper-dragon-wyrmling-mm","source":"MM"}]},{"id":"copper-dragon-wyrmling-mm","name":"Copper Dragon Wyrmling","source":"MM","page":111,"srd":false,"image":"bestiary/MM/Copper Dragon.webp","token":"bestiary/tokens/MM/Copper Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Chaotic Good","ac":"16","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"30 ft., climb 30 ft., fly 60 ft.","str":15,"dex":12,"con":13,"int":14,"wis":11,"cha":13,"saves":"Dex +3, Con +3, Wis +2, Cha +3","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acid Breath","entry":"The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a {@dc 11} Dexterity saving throw, taking 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Slowing Breath","entry":"The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 11} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.","A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon's pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.",{"type":"entries","entries":[{"name":"Good Hosts","type":"entries","entries":["A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn't laugh at its jokes or accept its tricks with good humor.","Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted."]},{"name":"Cautious and Crafty","type":"entries","entries":["When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.","A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure."]}]}]}]},{"type":"entries","name":"A Copper Dragon's Lair","entries":["Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Copper Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"copper-dragon-wyrmling","source":"XMM"}]},{"id":"copper-greatwyrm","name":"Copper Greatwyrm","source":"FTD","page":208,"srd":false,"image":"bestiary/tokens/FTD/Copper Greatwyrm.webp","token":"bestiary/tokens/FTD/Copper Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"22","initiative":"+3 (13)","hp":"565 (29d20 + 261)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":16,"con":29,"int":21,"wis":22,"cha":30,"saves":"Dex +11, Con +17, Int +13, Wis +14, Cha +18","skills":"Insight +14, Perception +22, Persuasion +18","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 32","languages":"Common, Draconic","cr":"28","crDisplay":"28 (XP 120,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Metallic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Elemental Breath","entries":["The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) acid damage on a failed save, or half as much damage on a successful one."]},{"type":"item","name":"Sapping Breath","entries":["The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}]}]},{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.","A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the \"Brass Dragons\" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.","Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.",{"type":"inset","name":"Justice and Mercy","source":"FTD","entries":["Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.","Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.","Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead."]},{"type":"quote","entries":["Call me biased, but the \"great\" part of \"metallic greatwyrm\" feels a little redundant. It goes without saying."],"by":"Fizban"}]},{"id":"copper-stormforge","name":"Copper Stormforge","source":"WDMM","page":30,"srd":false,"image":"bestiary/tokens/WDMM/Copper Stormforge.webp","token":"bestiary/tokens/WDMM/Copper Stormforge.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Copper has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Copper makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance."]}]}]}]},{"id":"coral","name":"Coral","source":"MisMV1","page":4,"srd":false,"image":"bestiary/MisMV1/Coral.webp","token":"bestiary/tokens/MisMV1/Coral.webp","size":"Large","creatureType":"Fey","alignment":"Chaotic Good","ac":"17","initiative":"+1 (11)","hp":"135 (18d10 + 36)","speed":"10 ft., fly 60 ft., swim 60 ft.","str":20,"dex":13,"con":15,"int":14,"wis":18,"cha":19,"saves":"Dex +5, Con +6, Wis +8, Cha +8","skills":"Arcana +6, Insight +8, Perception +8","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., Passive Perception 18","languages":"Common, Primordial, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Coral has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Coral makes two Hoof attacks and uses Tail Thump."]},{"name":"Hoof","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage."]},{"name":"Tail Thump","entries":["Coral slams her tail down, unleashing a burst of magical force toward one creature she can see within 60 feet of her. The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target takes 22 ({@damage 4d10}) force damage and has the {@condition prone} condition. On a successful save, the target takes half as much damage only. If this damage reduces the target to 0 hit points, the target dies, and its body is reduced to fine dust."]}],"bonusActions":[{"name":"Bubbles of Whimsy (2/Day)","entries":["Coral produces a stream of magical bubbles from her horn. These bubbles float toward a creature Coral can see within 60 feet of herself. Roll a {@dice d6} to determine the bubbles' effect:",{"type":"list","items":[{"name":"1-2: Bolstering Treat","type":"item","entries":["The bubbles transform into {@dice 1d4} cookies that appear in the target's space. The target gains 11 ({@dice 2d8 + 2}) temporary hit points if it immediately uses its reaction to eat one of the cookies. Any leftover cookies are delicious but confer no benefits."]},{"name":"3-4: Sparkle Burst","type":"item","entries":["The bubbles transform into glitter that swirls around the target before bursting outward. Each creature within 5 feet of the target must succeed on a {@dc 16} Constitution saving throw or have the {@condition blinded} condition until the start of Coral's next turn."]},{"name":"5-6: Stink Bomb Shield","type":"item","entries":["The bubbles transform into a foul-smelling cloud of gas that surrounds and shields the target. The target has {@quickref Cover||3||half cover} until the gas disappears at the start of Coral's next turn."]}]}]},{"name":"Gift of Speech (1/Day)","entries":["Coral targets one Beast she can see within 10 feet of herself. The target gains the ability to understand and speak Common or Sylvan (Coral's choice) for 10 minutes."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["{@note Created by Kenzie C.}","Coral lives in the ocean and in the clouds. Cookies are her favorite snack. She has the power to bolster other creatures, and she can bestow upon animals the ability to speak for a short time. When she is upset, her rainbow tail lights up. If she smacks her tail on the ground, magical force spreads outward to engulf an enemy, potentially turning it to dust. When Coral has the hiccups, bubbles shoot from her horn. These bubbles transform into tasty cookies, bursts of glitter, and protective clouds of stinky gas."]}],"gallery":[{"path":"bestiary/MisMV1/Coral.webp"},{"path":"bestiary/MisMV1/Coral (Original).webp"}]},{"id":"core-spawn-crawler","name":"Core Spawn Crawler","source":"EGW","page":286,"srd":false,"image":"bestiary/EGW/Core Spawn Crawler.webp","token":"bestiary/tokens/EGW/Core Spawn Crawler.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"21 (6d6)","speed":"30 ft.","str":7,"dex":14,"con":10,"int":9,"wis":12,"cha":6,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"blinded","senses":"blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft., Passive Perception 15","languages":"understands Deep Speech but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The crawler has advantage on an attack roll against a creature if at least one of the crawler's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The crawler makes four attacks: one with its bite, two with its claws, and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage and the target must succeed on a {@dc 11} Wisdom saving throw or become {@condition frightened} until the start of the crawler's next turn."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 15 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 4} to hit, reach 15 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth."]},{"type":"section","entries":["The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.","Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.",{"type":"entries","name":"Offspring of Calamity","entries":["The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right."]}]}],"gallery":[{"path":"bestiary/EGW/Core Spawn Crawler.webp","credit":"Stephen Oakley"}]},{"id":"core-spawn-emissary","name":"Core Spawn Emissary","source":"EGW","page":286,"srd":false,"image":"bestiary/EGW/Core Spawn Emissary.webp","token":"bestiary/tokens/EGW/Core Spawn Emissary.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"102 (12d8 + 48)","speed":"40 ft., fly 60 ft. (hover)","str":17,"dex":15,"con":18,"int":8,"wis":13,"cha":8,"saves":"Dex +5, Wis +4, Cha +2","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"blinded","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 14","languages":"telepathy 120 ft., understands Deep Speech but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The emissary has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The emissary makes three talons attacks."]},{"name":"Talons","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}14 ({@damage 2d10 + 3}) slashing damage."]},{"name":"Alluring Thrum {@recharge 5}","entries":["The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a {@dc 14} Constitution saving throw or be {@condition charmed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Crystal Spores {@recharge}","entries":["A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, a creature takes 11 ({@damage 2d10}) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary's arrival.","The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled."]},{"type":"section","entries":["The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.","Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.",{"type":"entries","name":"Offspring of Calamity","entries":["The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right."]}]}],"gallery":[{"path":"bestiary/EGW/Core Spawn Emissary.webp","credit":"Stephen Oakley"}]},{"id":"core-spawn-seer","name":"Core Spawn Seer","source":"EGW","page":286,"srd":false,"image":"bestiary/EGW/Core Spawn Seer.webp","token":"bestiary/tokens/EGW/Core Spawn Seer.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"17","initiative":"+1 (11)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":14,"dex":12,"con":18,"int":22,"wis":19,"cha":16,"saves":"Dex +6, Int +11, Wis +9, Cha +8","skills":"Perception +9","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"blindsight 60 ft., tremorsense 60 ft., Passive Perception 19","languages":"Common, Deep Speech, telepathy 120 ft., Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Earth Glide","entries":["The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through."]},{"name":"Magic Resistance","entries":["The seer has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once."]},{"name":"Fission Staff","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}9 ({@damage 1d6 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage, and the target is knocked {@condition prone}."]},{"name":"Psychedelic Orb","entries":["The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a {@dc 19} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a {@dice d6} for the condition: (1-2) {@condition blinded}, (3-4) {@condition frightened}, or (5-6) {@condition stunned}."]}],"bonusActions":[],"reactions":[{"name":"Fuse Damage","entries":["When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra {@damage 1d6} radiant damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes."]},{"type":"section","entries":["The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.","Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.",{"type":"entries","name":"Offspring of Calamity","entries":["The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right."]}]}],"gallery":[{"path":"bestiary/EGW/Core Spawn Seer.webp","credit":"Stephen Oakley"}]},{"id":"core-spawn-worm","name":"Core Spawn Worm","source":"EGW","page":287,"srd":false,"image":"bestiary/EGW/Core Spawn Worm.webp","token":"bestiary/tokens/EGW/Core Spawn Worm.webp","size":"Gargantuan","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"18","initiative":"-3 (7)","hp":"279 (18d20 + 90)","speed":"60 ft., burrow 40 ft.","str":26,"dex":5,"con":20,"int":6,"wis":8,"cha":4,"saves":"Con +10, Wis +4","skills":"Perception +4","vulnerabilities":"cold","resistances":"","immunities":"fire; psychic","conditionImmunities":"charmed; frightened","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 14","languages":"understands Deep Speech but can't speak","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Illumination","entries":["The worm sheds dim light in a 20-foot radius."]},{"name":"Radiant Mirror","entries":["If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well."]},{"name":"Tunneler","entries":["The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The worm makes two attacks: one with its barbed tentacles and one with its bite."]},{"name":"Barbed Tentacles","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one creature. {@h}25 ({@damage 5d6 + 8}) piercing damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}. The tentacles can grapple only one creature at a time."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}30 ({@damage 5d8 + 8}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and takes 21 ({@damage 6d6}) fire damage at the start of each of the worm's turns.","If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm's cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock."]},{"type":"section","entries":["The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.","Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.",{"type":"entries","name":"Offspring of Calamity","entries":["The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right."]}]}],"gallery":[{"path":"bestiary/EGW/Core Spawn Worm.webp","credit":"Stephen Oakley"}]},{"id":"cornelius-watson","name":"Cornelius Watson","source":"MaBJoV","page":30,"srd":false,"image":"bestiary/MaBJoV/Cornelius Watson.webp","token":"bestiary/tokens/MaBJoV/Cornelius Watson.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"154 (28d8 + 28)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13, Investigation +13, Perception +6","vulnerabilities":"","resistances":"damage from spells","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Celestial, Common, Dwarvish, Gnomish, Halfling, Infernal","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Doc Watson has advantage on saving throws against spells and other magical effects."]},{"name":"Portent {@recharge}","entries":["When Doc Watson or a creature he can see makes an attack roll, a saving throw, or an ability check, Doc Watson can roll a {@dice d20} and choose to use this roll in place of the attack roll, saving throw, or ability check. This trait recharges after using the Spellcasting action."]}],"spellcasting":[{"name":"Spellcasting","entries":["Doc Watson casts one of the following spells using Intelligence as his spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell identify}, {@spell mage armor}, {@spell Rary's telepathic bond}","2/day each: {@spell clairvoyance}, {@spell locate object}, {@spell scrying}","1/day each: {@spell foresight}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["Doc Watson makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 120 ft., one target. {@h}32 ({@damage 5d10 + 5}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Doc Watson (only his mother calls him Cornelius) is the consummate academic. He has an eclectic collection of interests and rarely stays focused on a single subject for longer than a few months. He calls himself a doctor, though strangely, medicine has never been one of his interests. Supposedly the term comes from his time with a man who claimed the highest accolade one could achieve in the study of a single subject was called a \"doctorate\". The one interest that Doc Watson has consistently kept up with is magic and that is mainly because it remains the best tool to help him continue to learn.","Doc Watson was born to a minor noble family in Waterdeep. While he was a studious child who loved reading, he was a little aimless and his family despaired of him finding a trade. Luckily, after spending time with his eccentric uncle (who happened to be a minor wizard), Doc Watson discovered that he had a knack for magic.","To the disappointment of his family, Doc Watson didn't apply this magical skill to a respectable profession such as the Watchful Order of Magists and Protectors, the clergy of Mystra or the Academy of Stargazers. Instead, he tried his hand at an increasingly strange number of jobs, some of which his exasperated mother was certain he had invented entirely on his own. This included being a weather forecaster for the Waterdeep Port Authority and a columnist for the Weekly Waterdeep Gazette. The final straw was when Doc Watson tried his hand as an executive chef at the Inn of Barmy Blowhards. During his time there he claimed to have achieved the optimal Maillard reaction with a localized pyromance (getting the perfect sear on a steak using fire magic). It was at this point that his family cut off his monthly allowance.","Forced to find a new source of income, Doc Watson was convinced by a friend of his, Flimp Shagglecran, that he should try his hand at the age-old profession of adventuring. Adventuring turned out to be quite lucrative and exposed Doc Watson to all sorts of interesting people, places and monsters. Eventually, he and Flimp had accumulated enough wealth that they were able to found a new guild which they gave a descriptive, but exceedingly unoriginal, name: The Adventurer's Guild.",{"type":"entries","name":"Watson as a Contact","entries":["Watson becomes available as a contact for the Adventurer's Guild at 9th level. Doc Watson has maps to some of the most dangerous monster lairs in Faerûn. These lairs are also the location of fantastic troves of treasure.",{"type":"table","caption":"Monster Lair Maps Available from Watson","colLabels":["Monster Lair","Treasure Trove","Map Cost"],"colStyles":["col-4","col-4","col-4"],"rows":[["Gynosphinx","Roll on {@table Treasure Hoard: Challenge 11—16|DMG} in DMG","250 gp"],["Beholder","Roll on {@table Treasure Hoard: Challenge 11—16|DMG} in DMG","500 gp"],["Mummy lord","Roll on {@table Treasure Hoard: Challenge 11—16|DMG} in DMG","500 gp"],["Adult green dragon","Roll on {@table Treasure Hoard: Challenge 11—16|DMG} in DMG","750 gp"],["Adult red dragon","Roll on {@table Treasure Hoard: Challenge 17+|DMG} in DMG","1000 gp"],["Ancient black dragon","Roll twice on {@table Treasure Hoard: Challenge 17+|DMG} in DMG","5000 gp"],["Kraken","Roll twice on {@table Treasure Hoard: Challenge 17+|DMG} in DMG","5000 gp"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Cornelius Watson.webp"}]},{"id":"corpse-flower","name":"Corpse Flower","source":"MPMM","page":82,"srd":false,"image":"bestiary/MPMM/Corpse Flower.webp","token":"bestiary/tokens/MPMM/Corpse Flower.webp","size":"Large","creatureType":"Plant","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"127 (15d10 + 45)","speed":"20 ft., climb 20 ft.","str":14,"dex":14,"con":16,"int":7,"wis":15,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; poisoned","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 12","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Corpses","entries":["When first encountered, a corpse flower contains the corpses of {@dice 1d6 + 3} Humanoids. A corpse flower can hold the remains of up to nine Humanoids. These remains have {@quickref Cover||3||total cover} against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free."]},{"name":"Spider Climb","entries":["The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Stench of Death","entries":["Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a {@dc 14} Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is {@condition poisoned} until the start of its next turn. On a successful save, the creature is immune to the Stench of Death of all corpse flowers for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The corpse flower makes three Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Harvest the Dead","entries":["The corpse flower swallows one unsecured Humanoid corpse within 10 feet of it, along with any equipment the corpse is wearing or carrying."]}],"bonusActions":[{"name":"Digest","entries":["The corpse flower digests one corpse in its body and instantly regains 11 ({@dice 2d10}) hit points. Nothing of the digested corpse remains. Any equipment on the corpse is expelled from the corpse flower in its space."]},{"name":"Reanimate","entries":["The corpse flower animates one corpse in its body, turning it into a {@creature zombie}. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see Stench of Death)."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging Humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body to sustain and repair itself. The plant has a malevolent bent and despises the living.","With or without corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades {@dice 2d4} days after the corpse flower dies."],"gallery":[{"path":"bestiary/MPMM/Corpse Flower.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"corpse-flower-mtf","source":"MTF"}]},{"id":"corpse-flower-mtf","name":"Corpse Flower","source":"MTF","page":127,"srd":false,"image":"bestiary/MTF/Corpse Flower.webp","token":"bestiary/tokens/MTF/Corpse Flower.webp","size":"Large","creatureType":"Plant","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"127 (15d10 + 45)","speed":"20 ft., climb 20 ft.","str":14,"dex":14,"con":16,"int":7,"wis":15,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 12","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Corpses","entries":["When first encountered, a corpse flower contains the corpses of {@dice 1d6 + 3} humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have {@quickref Cover||3||total cover} against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.","While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following:",{"type":"list","items":["The corpse flower digests one humanoid corpse in its body and instantly regains 11 ({@dice 2d10}) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.","The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait)."]}]},{"name":"Spider Climb","entries":["The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Stench of Death","entries":["Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a {@dc 14} Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is {@condition incapacitated} until the end of the turn. Creatures that are immune to poison damage or the {@condition poisoned} condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The corpse flower makes three tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and the target must succeed on a {@dc 14} Constitution saving throw or take 14 ({@damage 4d6}) poison damage."]},{"name":"Harvest the Dead","entries":["The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Corpse-flower seedlings are quite useful for various purposes. Simply kill and bury a necromancer, and you should have a good crop in about a week."],"by":"Mordenkainen"},{"type":"entries","name":"Corpse Flower","entries":["A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body and feeds on carrion to repair itself. The plant has a malevolent bent and despises the living."]},{"name":"Horrible Odor","type":"entries","entries":["With or without humanoid corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades {@dice 2d4} days after the corpse flower dies."]}]}]}],"gallery":[{"path":"bestiary/MTF/Corpse Flower.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"corpse-flower","source":"MPMM"}]},{"id":"corrin-delmaco","name":"Corrin Delmaco","source":"ERLW","page":271,"srd":false,"image":"bestiary/tokens/ERLW/Corrin Delmaco.webp","token":"bestiary/tokens/ERLW/Corrin Delmaco.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"21 (6d6)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Corrin can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Corrin deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Corrin makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"corrupted-avatar-of-lurue","name":"Corrupted Avatar of Lurue","source":"CM","page":123,"srd":false,"image":"bestiary/CM/Corrupted Avatar of Lurue.webp","token":"bestiary/tokens/CM/Corrupted Avatar of Lurue.webp","size":"Large","creatureType":"Monstrosity","alignment":"","ac":"14","initiative":"+2 (12)","hp":"90 (12d10 + 24)","speed":"50 ft., fly 50 ft. (hover)","str":18,"dex":14,"con":15,"int":11,"wis":17,"cha":16,"saves":"Int +3, Wis +6, Cha +6","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The avatar makes two attacks: one with its hooves and one with its horn."]},{"name":"Hooves","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}32 ({@damage 8d6 + 4}) necrotic damage."]},{"name":"Horn","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}32 ({@damage 8d6 + 4}) necrotic damage. If the target is a humanoid, it must succeed on a {@dc 13} Wisdom saving throw or be transformed into a wolf under the avatar's control. This transformation lasts for 1 hour, or until the target drops to 0 hit points or dies. The target's game statistics are replaced by the wolf's statistics, but it retains its hit points. The target is limited in the actions it can perform by the nature of its wolf form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form, and it can't activate, use, wield, or otherwise benefit from any of its equipment."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In normal circumstances, the avatar of Lurue is a breathtaking sight; her silver, stardust-like mane, her shimmering hooves, and her perfectly formed spiral horn elicit awe from even the most hardened souls. As powerful and striking as she is in her true form, she's just as wicked in her alternative state. With necrotic energy twisting and dancing at the tip of her black horn, this corrupted avatar of Lurue is instead a nightmare come to life.","While tainted by the influence of Malar, the avatar of Lurue carries out the Beast Lord's will: to slaughter anything that dares to cross its path."]}],"gallery":[{"path":"bestiary/CM/Corrupted Avatar of Lurue.webp","credit":"Katerina Ladon"}]},{"id":"corrupted-giant-shark","name":"Corrupted Giant Shark","source":"CRCotN","page":196,"srd":false,"image":"bestiary/CRCotN/Corrupted Giant Shark.webp","token":"bestiary/tokens/CRCotN/Corrupted Giant Shark.webp","size":"Huge","creatureType":"Aberration","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"126 (11d12 + 55)","speed":"0 ft., swim 50 ft.","str":23,"dex":11,"con":21,"int":1,"wis":10,"cha":5,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 14","languages":"","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Psychic Maelstrom","entries":["Any creature that starts its turn within 15 feet of the shark must succeed on a {@dc 17} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage."]},{"name":"Regeneration","entries":["The shark regains 10 hit points at the start of its turn. If the shark takes radiant damage or suffers a critical hit, this trait doesn't function at the start of its next turn. The shark dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Water Breathing","entries":["The shark can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage, and if the target is a creature, it must succeed on a {@dc 17} Charisma saving throw or gain 1 level of {@condition exhaustion}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In addition to its vicious bite, this giant shark projects a psychic aura that causes painful mental distress in other creatures nearby. The crystals that corrupt the shark's body enable it to regenerate, and only radiant energy or particularly devastating attacks can overcome this unnatural defense."]}],"gallery":[{"path":"bestiary/CRCotN/Corrupted Giant Shark.webp","credit":"Jessica Nguyen"}]},{"id":"corrupted-rat","name":"Corrupted Rat","source":"WttHC","srd":false,"image":"bestiary/WttHC/Corrupted Rat.webp","token":"bestiary/tokens/WttHC/Corrupted Rat.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"1 (1d4 - 1)","speed":"20 ft., climb 20 ft.","str":2,"dex":11,"con":9,"int":2,"wis":11,"cha":4,"saves":"","skills":"Perception +2, Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Agile","entries":["The rat doesn't provoke Opportunity Attacks when it moves out of an enemy's reach."]},{"name":"Death Burst","entries":["The rat explodes when it dies. {@actSave con} {@dc 9}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the rat. {@actSaveFail} 1 Acid damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Corrupted by a malevolent ex-adventurer's magic, the rats of Elmshire are mottled and sickly. Their organs glow and bubble beneath their scabby hides as if ready to pop. These pests sometimes gather in squeaking tides, devouring everything in their path."]}],"gallery":[{"path":"bestiary/WttHC/Corrupted Rat.webp"}]},{"id":"corruption-devil-paeliryon","name":"Corruption Devil (Paeliryon)","source":"CoA","page":239,"srd":false,"image":"bestiary/CoA/Corruption Devil (Paeliryon).webp","token":"bestiary/tokens/CoA/Corruption Devil (Paeliryon).webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"218 (19d10 + 114)","speed":"20 ft., burrow 20 ft., fly 60 ft. (hover)","str":21,"dex":14,"con":22,"int":19,"wis":15,"cha":14,"saves":"Con +11, Wis +7","skills":"Arcana +9, Deception +7, Insight +7, Intimidation +7","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned; stunned","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 12","languages":"all, telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the paeliryon's darkvision."]},{"name":"Keen Eyes","entries":["The paeliryon scores a critical hit on a roll of 19 or 20."]},{"name":"Magic Resistance","entries":["The paeliryon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The paeliryon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Bestow Curse}, {@spell Command}, {@spell Darkness}, {@spell Hold Monster}, {@spell Major Image}","1/day each: {@spell Antilife Shell}, {@spell Incendiary Cloud}, {@spell Scrying}, {@spell Weird}"]}],"actions":[{"name":"Multiattack","entries":["The paeliryon makes three Claw attacks. It can replace one of the attacks with Draining Grasp (if available)."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage plus 10 ({@damage 3d6}) fire damage."]},{"name":"Draining Grasp {@recharge 4}","entries":["The paeliryon makes a Claw attack. On a hit, the target's Charisma score is reduced by 2 ({@dice 1d4}). This reduction lasts until the target finishes a short or long rest. A creature whose Charisma is reduced to 3 or less because of this ability, has the {@condition stunned} condition for 1 minute."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["One of the stronger greater devils, the paeliryon focus on corruption and obtaining mortal souls. While they can be found on almost every layer of the Nine Hells, paeliryons are particularly prominent in Dis and Malbolge, where they hold positions of power. Their duties include managing lesser devils, directing and manipulating the soul trade, and infernal politics. They're particularly talented at blackmailing and spying—abilities used both within and without the Nine Hells.",{"type":"entries","name":"Imposing Devils","page":239,"entries":["As greater devils, paeliryons are particularly large, often weighing more than 4000 pounds. Like hags, their skin is covered in boils and warts of varying colors, and they have massive bellies and leathery wings. Despite their physical drawbacks, corruption devils are quite formidable in combat. Rather than fight themselves, however, they use followers and lesser devils as fodder."]},{"type":"entries","name":"Sire of Corruption","page":239,"entries":["Occasionally a paeliryon becomes more powerful than their sisters and takes on the mantle of a sire of corruption. These sires can be counted among the strongest infernals, aside from archdevils, and usually direct their power to other planes of existence. Befitting their name, sires of corruption only seek one goal: to corrupt. To this end, their plans often involve the decay of empires or corruption of religious groups. Sires are few and far between, and a new sire usually rises only once every few centuries. Though they usually operate alone, some sires have served archdevils whose plans involved enough corruption to encourage cooperation."]}],"gallery":[{"path":"bestiary/CoA/Corruption Devil (Paeliryon).webp","credit":"Sebastian Kowoll"}]},{"id":"cosmic-horror","name":"Cosmic Horror","source":"BAM","page":18,"srd":false,"image":"bestiary/BAM/Cosmic Horror.webp","token":"bestiary/tokens/BAM/Cosmic Horror.webp","size":"Gargantuan","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"280 (16d20 + 112)","speed":"50 ft., fly 100 ft.","str":27,"dex":10,"con":25,"int":24,"wis":15,"cha":24,"saves":"Int +13, Wis +8, Cha +13","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 240 ft., Passive Perception 12","languages":"Deep Speech, telepathy 240 ft.","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the horror fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The horror doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horror makes one Bite attack and two Tentacle attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d6 + 8}) piercing damage."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 14} to hit, reach 30 ft., one target. {@h}18 ({@damage 3d6 + 8}) force damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the horror can't use this tentacle against other targets. The horror has {@dice 1d8 + 1} tentacles, each of which can grapple one target."]},{"name":"Psychic Whispers {@recharge 5}","entries":["The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn't an Aberration must make a {@dc 21} Wisdom saving throw, taking 33 ({@damage 6d10}) psychic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Crushing Tentacle","entries":["The horror crushes one creature it is grappling. The {@condition grappled} creature must make a {@dc 22} Constitution saving throw, taking 18 ({@damage 3d6 + 8}) force damage on a failed save, or half as much damage on a successful one."]},{"name":"Poison Jet (Costs 2 Actions)","entries":["Foul gas squirts from the horror in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a {@dc 21} Constitution saving throw or take 14 ({@damage 4d6}) poison damage."]},{"name":"Teleport (Costs 2 Actions)","entries":["The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Cosmic horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane. Drawn to the light of distant stars, these creatures invade Wildspace systems and lay waste to worlds. After feeding on the minds and bodies of a world's inhabitants until it is sated, a cosmic horror usually returns to the void, where it falls into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens it.","Cosmic horrors are among the most powerful creatures spawned by the Far Realm. No two of them have the same appearance, but they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages."]}],"gallery":[{"path":"bestiary/BAM/Cosmic Horror.webp","credit":"Simon Dominic"}]},{"id":"cosmotronic-blastseeker","name":"Cosmotronic Blastseeker","source":"GGR","page":242,"srd":false,"image":"bestiary/tokens/GGR/Cosmotronic Blastseeker.webp","token":"bestiary/tokens/GGR/Cosmotronic Blastseeker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"15","initiative":"+2 (12)","hp":"37 (5d8 + 15)","speed":"30 ft.","str":14,"dex":15,"con":16,"int":18,"wis":9,"cha":12,"saves":"Dex +4, Con +5","skills":"Arcana +6, Intimidation +3, Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Empowered Spell (3/Day)","entries":["When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice."]},{"name":"Tides of Chaos (1/Day)","entries":["The blastseeker makes one attack roll, ability check, or saving throw with advantage."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The blastseeker's innate spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:","2/day: {@spell fireball}","3/day each: {@spell scorching ray}, {@spell shield}, {@spell thunderwave}"]}],"actions":[{"name":"Warhammer","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, or 7 ({@damage 1d10 + 2}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."]}]}]}]},{"id":"couatl","name":"Couatl","source":"XMM","page":82,"srd":true,"image":"bestiary/XMM/Couatl.webp","token":"bestiary/tokens/XMM/Couatl.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 90 ft.","str":16,"dex":20,"con":17,"int":18,"wis":20,"cha":18,"saves":"Con +5, Wis +7","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"psychic; radiant","conditionImmunities":"","senses":"Truesight 120 ft., Passive Perception 15","languages":"all; telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert, Forest, Grassland, Urban","treasure":"Relics","traits":[{"name":"Shielded Mind","entries":["The couatl's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."]}],"spellcasting":[{"name":"Spellcasting","entries":["The couatl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Detect Evil and Good|XPHB}, {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell)","1/day each: {@spell Create Food and Water|XPHB}, {@spell Dream|XPHB}, {@spell Greater Restoration|XPHB}, {@spell Scrying|XPHB}, {@spell Sleep|XPHB}"]},{"name":"Divine Aid (2/Day)","entries":["The couatl casts {@spell Bless|XPHB}, {@spell Lesser Restoration|XPHB}, or {@spell Sanctuary|XPHB}, requiring no spell components and using the same spellcasting ability as Spellcasting.","2/day: {@spell Bless|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Sanctuary|XPHB}"]}],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 1d12 + 5}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition until the end of the couatl's next turn."]},{"name":"Constrict","entries":["{@actSave str} {@dc 15}, one Medium or smaller creature the couatl can see within 5 feet. {@actSaveFail} 8 ({@damage 1d6 + 5}) Bludgeoning damage. The target has the {@condition Grappled|XPHB} condition (escape {@dc 13}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Couatl","entries":["{@i Guardian Manifestation of the Divine}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Embodiments of prophecy and protectors of divine secrets, couatls ensure fate unfolds as it should. They resemble serpents with rainbow wings, and each is a manifestation of a divine edict, a truth or fate that a righteous god decrees must hold true for all time. Most couatls appear in places of ancient power, where they guard hidden magic or ensure foretold acts do or don't come to pass. Rarely, couatls watch over communities or travel lands in disguise, interpreting omens or manipulating factors to set fate on its proper course.","Motivated by eternal mandates, couatls sometimes behave in inscrutable or antagonistic ways. They are inflexible and uncompromising, as their existences are fundamentally tied to their divine directives, but they harm other creatures only when absolutely necessary to achieve divine goals.","Each couatl goes through a period of renewal at the end of an age. In a couatl's lifecycle, an age might correspond to a celestial calendar or some divine chronology. Near the age's end, the couatl lays a wondrous, rainbow-hued egg. When the age ends, the couatl dies. For a period—perhaps a single day, perhaps until an annual solar event—the couatl's work is unattended. Once this time passes, the same couatl that laid the egg hatches from it, fully grown and renewed to serve for another age."]}],"gallery":[{"path":"bestiary/XMM/Couatl.webp","credit":"Viktor Titov"}],"otherVersions":[{"id":"couatl-mm","source":"MM"}]},{"id":"couatl-mm","name":"Couatl","source":"MM","page":43,"srd":false,"image":"bestiary/MM/Couatl.webp","token":"bestiary/tokens/MM/Couatl.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"97 (13d8 + 39)","speed":"30 ft., fly 90 ft.","str":16,"dex":20,"con":17,"int":18,"wis":20,"cha":18,"saves":"Con +5, Wis +7, Cha +6","skills":"","vulnerabilities":"","resistances":"radiant","immunities":"psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 15","languages":"all, telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Urban, Desert","treasure":"","traits":[{"name":"Magic Weapons","entries":["The couatl's weapon attacks are magical."]},{"name":"Shielded Mind","entries":["The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The couatl's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}, {@spell detect magic}, {@spell detect thoughts}","3/day each: {@spell bless}, {@spell create food and water}, {@spell cure wounds}, {@spell lesser restoration}, {@spell protection from poison}, {@spell sanctuary}, {@spell shield}","1/day each: {@spell dream}, {@spell greater restoration}, {@spell scrying}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 24 hours. Until this poison ends, the target is {@condition unconscious}. Another creature can use an action to shake the target awake."]},{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one Medium or smaller creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the couatl can't constrict another target."]},{"name":"Change Shape","entries":["The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).","In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins.",{"name":"Divine Caretakers","type":"entries","entries":["Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl's task, it prefers to remain hidden, revealing itself only as a last resort."]},{"type":"entries","name":"Truth Tellers","entries":["A couatl can't lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence."]},{"name":"Ancient and Few","type":"entries","entries":["A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring.","The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished."]}]}]}],"gallery":[{"path":"bestiary/MM/Couatl.webp"},{"path":"bestiary/MM/Couatl 2.webp"}],"hidden":true,"otherVersions":[{"id":"couatl","source":"XMM"}]},{"id":"count-thullen","name":"Count Thullen","source":"SKT","page":198,"srd":false,"image":"bestiary/tokens/SKT/Count Thullen.webp","token":"bestiary/tokens/SKT/Count Thullen.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Good","ac":"14","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":14,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Draconic, Druidic, Giant","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Keen Smell","entries":["Thullen has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Thullen's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell fly}, {@spell misty step}, {@spell telekinesis}","1/day each: {@spell control weather}, {@spell gaseous form}"]},{"name":"Spellcasting","entries":["Thullen is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell mending}, {@spell produce flame}","Level 1 (4 slots): {@spell cure wounds}, {@spell entangle}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}, {@spell gust of wind}","Level 3 (3 slots): {@spell call lightning}, {@spell conjure animals}, {@spell speak with plants}","Level 4 (3 slots): {@spell freedom of movement}, {@spell grasping vine}","Level 5 (1 slots): {@spell conjure elemental}"]}],"actions":[{"name":"Multiattack","entries":["Thullen makes two morningstar attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"counterflux-blastseeker","name":"Counterflux Blastseeker","source":"GGR","page":242,"srd":false,"image":"bestiary/GGR/Counterflux Blastseeker.webp","token":"bestiary/tokens/GGR/Counterflux Blastseeker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":13,"dex":16,"con":15,"int":18,"wis":11,"cha":14,"saves":"Con +4, Wis +2","skills":"Arcana +6, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any one language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Counterflux Overcast {@recharge 5}","entries":["The blastseeker can create an additional effect immediately after casting a spell. Roll a {@dice d6} to determine the effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1–3.","entry":"The blastseeker creates a 15-foot-radius {@condition invisible} sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects."},{"type":"item","name":"4–6.","entry":"The blastseeker creates a 15-foot-radius {@condition invisible} sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects."}]}]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The blastseeker's innate spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:","3/day each: {@spell enlarge/reduce}, {@spell mage armor} (self only), {@spell scorching ray}","1/day each: {@spell counterspell}, {@spell dispel magic}, {@spell protection from energy}"]}],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."]}]}]}],"gallery":[{"path":"bestiary/GGR/Counterflux Blastseeker.webp","credit":"Peter Mohrbacher"}]},{"id":"countess-sansuri","name":"Countess Sansuri","source":"SKT","page":192,"srd":false,"image":"bestiary/SKT/Countess Sansuri.webp","token":"bestiary/tokens/SKT/Countess Sansuri.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":16,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Auran, Common, Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Keen Smell","entries":["The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell fly}, {@spell misty step}, {@spell telekinesis}","1/day each: {@spell control weather}, {@spell gaseous form}"]},{"name":"Spellcasting","entries":["Sansuri casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}; {@hit 7} to hit with spell attacks):","At will: {@spell mage hand}, {@spell message}, {@spell prestidigitation}, {@spell ray of frost}","2/day each: {@spell arcane lock}, {@spell gust of wind}, {@spell invisibility}, {@spell magic missile}, {@spell unseen servant}","1/day each: {@spell globe of invulnerability}, {@spell haste}, {@spell hypnotic pattern}, {@spell ice storm}, {@spell lightning bolt}, {@spell Mordenkainen's sword}, {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["Sansuri makes two spear attacks."]},{"name":"Spear","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.",{"name":"High and Mighty","type":"entries","entries":["Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.","Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.","Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants."]},{"name":"Affluent Princes","type":"entries","entries":["Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.","They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottage-sized produce and magic beans are spread in the mortal realm.","As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions."]},{"name":"Children of the Trickster","type":"entries","entries":["The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silver-tongued speech. Family members usually align in the same direction."]},{"name":"Wealth and Power","type":"entries","entries":["A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.","However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.","Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor."]}]},{"type":"entries","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]}]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"entries","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]}]}]}],"gallery":[{"path":"bestiary/SKT/Countess Sansuri.webp"}]},{"id":"cow","name":"Cow","source":"VGM","page":207,"srd":false,"image":"bestiary/tokens/VGM/Cow.webp","token":"bestiary/tokens/VGM/Cow.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"15 (2d10 + 4)","speed":"30 ft.","str":18,"dex":10,"con":14,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Charge","entries":["If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["There are many kinds of cattle, from common oxen to more unusual, magical variants."]}]},{"id":"crab","name":"Crab","source":"XMM","page":351,"srd":true,"image":"bestiary/XMM/Crab.webp","token":"bestiary/tokens/XMM/Crab.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"3 (1d4 + 1)","speed":"20 ft., swim 20 ft.","str":6,"dex":11,"con":12,"int":1,"wis":8,"cha":2,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The crab can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Crab.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"crab-mm","source":"MM"}]},{"id":"crab-mm","name":"Crab","source":"MM","page":320,"srd":false,"image":"bestiary/tokens/MM/Crab.webp","token":"bestiary/tokens/MM/Crab.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"2 (1d4)","speed":"20 ft., swim 20 ft.","str":2,"dex":11,"con":10,"int":1,"wis":8,"cha":2,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The crab can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"crab","source":"XMM"}]},{"id":"crab-folk","name":"Crab Folk","source":"MFF","page":6,"srd":false,"image":"bestiary/MFF/Crab Folk.webp","token":"bestiary/tokens/MFF/Crab Folk.webp","size":"Large","creatureType":"Giant","alignment":"Neutral","ac":"16","initiative":"+0 (10)","hp":"68 (8d10 + 24)","speed":"40 ft., swim 40 ft.","str":19,"dex":10,"con":17,"int":7,"wis":9,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"Common, Giant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Limited Amphibiousness","entries":["The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The crab folk makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the crab folk can automatically hit the target with its claw, and the crab folk can't make attacks with that claw against other targets. The crab folk has two claws, each of which can grapple only one target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The crab folk are the result of a magical ritual used long ago by a mighty green hag to transform her ogre minions into more useful servants. All crab folk that now exist are descended from those original creations, with most living in small, isolated clutches. Though they are content to lead peaceful lives as hunters and gatherers, the magic that created the crab folk sometimes compels them to lash out in fearsome raids when the conditions are right.",{"type":"entries","name":"Aquatic Vassals","entries":["Long ago, a green hag gathered a small army of ogres to serve as her enforcers along the desolate coast she had claimed. The hag found the ogres' simple minds and brutal strength useful, but too often, their lack of cunning foiled her plans. Many tumbled into the sea and drowned, too simpleminded and impatient to learn how to swim. Others smashed caravans and crushed their defenders most effectively, but looted cheap, bulky trade goods while leaving valuable smaller treasures behind.","Frustrated by her servants, the hag wove a spell to adapt them to the coastal terrain while planting in their minds a few simple commands to help them with their tasks. She gave them the tenacity and toughness of a crab to augment their strength, grasping claws to help them claim the treasures she loved, and a deeply embedded magical compulsion to obedience."]},{"type":"entries","name":"Treasure Hungry","entries":["The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her spell gave the crab folk an insatiable love for silver. When they see it, all crab folk feel an irresistible urge to seize it and carry it back to their lairs. If necessary, they resort to violence to claim the metal."]},{"type":"entries","name":"Brutal Raiders","entries":["Each year, when the warm summer gives way to the chill of autumn, the crab folk look to the sky for omens. In ancient days, the green hag kept close watch on the fishing villages and towns near her domain. If those settlements grew too strong, she sent her familiar, a cruel seagull, to harangue the crab folk with its cries and drive them to war. Today, by a stroke of bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives."]},{"type":"entries","name":"Deep-Seated Memories","entries":["When a coastal raid or a theft of silver is done, crab folk gather the treasures they have won and place them at the feet of a simple effigy of their hag creator, made from driftwood and other scrap and kept in their communal lair. The crab folk have little sense of what drives them, but they understand that the effigy represents a mother and creator who must be obeyed.","Legend holds that the green hag preferred to travel in the guise of a regal hobgoblin queen. If the crab folk ever encounter someone who bears a strong resemblance to that form, their magical compulsion might force them to worship that creature, obeying their every command."]}]}]}],"gallery":[{"path":"bestiary/MFF/Crab Folk.webp"}]},{"id":"cradle-of-the-cloud-scion","name":"Cradle of the Cloud Scion","source":"BGG","page":166,"srd":false,"image":"bestiary/tokens/BGG/Cradle of the Cloud Scion.webp","token":"bestiary/tokens/BGG/Cradle of the Cloud Scion.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"19","initiative":"+5 (15)","hp":"624 (32d20 + 288)","speed":"0 ft., fly 90 ft. (hover)","str":29,"dex":21,"con":28,"int":14,"wis":22,"cha":19,"saves":"Int +10, Cha +12","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison; thunder","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"Passive Perception 16","languages":"Giant, Primordial","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Awakening of the Scion","entries":["The cradle is a container for the {@creature scion of Memnor|BGG}. When the cradle drops to 0 hit points, its body dissipates into cloud wisps. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count."]},{"name":"Flyby","entries":["The cradle doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Legendary Resistance (5/Day)","entries":["If the cradle fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The cradle has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The cradle deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cradle makes three Slam or Wind Javelin attacks in any combination."]},{"name":"Slam","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}31 ({@damage 4d10 + 9}) bludgeoning damage plus 19 ({@damage 3d12}) thunder damage."]},{"name":"Wind Javelin","entries":["{@atk rw} {@hit 17} to hit, range 120 ft., one target. {@h}27 ({@damage 4d8 + 9}) bludgeoning damage plus 10 ({@damage 3d6}) thunder damage, and the target must succeed on a {@dc 25} Strength saving throw or have the {@condition prone} condition."]},{"name":"Vortex {@recharge 5}","entries":["The cradle conjures a vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 71 ({@damage 11d12}) bludgeoning damage and has the {@condition restrained} condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the cradle's next turn. A creature with the {@condition restrained} condition falls {@condition prone} when the vortex ends.","A creature with the {@condition restrained} condition can use its action to try to escape the vortex. The creature makes a {@dc 19} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check. On a successful check, the creature escapes and moves {@dice 3d6 × 10} feet away from the vortex in a random direction."]}],"bonusActions":[],"reactions":[{"name":"Thunderclap","entries":["Immediately after taking damage, the cradle unleashes a thunderclap in a 30-foot-radius sphere centered on itself. All other creatures in that area must succeed on a {@dc 25} Constitution saving throw or take 18 ({@damage 4d8}) thunder damage and have the {@condition deafened} condition for 1 minute."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Memnor is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Compulsory Offering","entry":"The first time a sapient creature comes within 6 miles of the scion, the creature must succeed on a {@dc 15} Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only once by this compulsion."},{"type":"item","name":"Empowered Cloud Giants","entry":"Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls."},{"type":"item","name":"Mischievous Whispers","entry":"Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others."}]},"If the scion dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for \"rain spirits\" while playing mischievous pranks on each other.","When roused, a cradle of the cloud scion manifests as a titanic air elemental made of fierce winds and wisps of cloud. It wields air and thunder to knock enemies from the sky.","If the cradle is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75 feet tall and wields a morningstar made from magically dense clouds.","It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into fighting each other. If seriously threatened, it wields thunder and wind to demolish its enemies."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}]},{"id":"cradle-of-the-fire-scion","name":"Cradle of the Fire Scion","source":"BGG","page":172,"srd":false,"image":"bestiary/tokens/BGG/Cradle of the Fire Scion.webp","token":"bestiary/tokens/BGG/Cradle of the Fire Scion.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Lawful Evil","ac":"20","initiative":"+1 (11)","hp":"555 (30d20 + 240)","speed":"40 ft.","str":28,"dex":12,"con":27,"int":12,"wis":20,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Giant, Primordial","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Awakening of the Scion","entries":["The cradle is a container for the {@creature scion of Surtur|BGG}. When the cradle drops to 0 hit points, its body hardens and crumbles to ash. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count."]},{"name":"Legendary Resistance (5/Day)","entries":["If the cradle fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The cradle has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The cradle deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cradle makes three Slam or Hurl Lava attacks in any combination."]},{"name":"Slam","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}31 ({@damage 4d10 + 9}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage."]},{"name":"Hurl Lava","entries":["{@atk rw} {@hit 17} to hit, range 120 ft., one target. {@h}27 ({@damage 4d8 + 9}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature within 5 feet of the fire takes an action to douse the fire, the target takes 10 ({@damage 3d6}) fire damage at the start of each of its turns."]},{"name":"Erupting Breath {@recharge 5}","entries":["The cradle exhales flames and volcanic gases in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw. On a failed save, a creature takes 55 ({@damage 10d10}) fire damage and has the {@condition poisoned} condition for 1 minute. On a successful save, a creature takes half as much damage only.","A creature {@condition poisoned} in this way can make a {@dc 24} Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Lava Geyser","entries":["The cradle causes lava to erupt from a point on the ground it can see within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a {@dc 21} Dexterity saving throw or take 14 ({@damage 4d6}) fire damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Surtur is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abundant Ore","entry":"Veins of precious metals and ore are more common within 6 miles of the scion."},{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the scion, parching the land and withering most plant life."},{"type":"item","name":"Empowered Fire Giants","entry":"Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls."}]},"If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A scion of Surtur slumbering at the peak of a volcano causes an unending plume of smoke to rise, sometimes lit from below by fiery bursts of lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer all in Surtur's name—the volcano rumbles and spews molten rage.","If intruders disturb its resting place, the fire scion's cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion's volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened cradle defies all their expectations. Like a living volcano, the cradle hurls balls of magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it.","If the cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion's form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest, preferably at the head of a fire giant army."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}]},{"id":"cradle-of-the-frost-scion","name":"Cradle of the Frost Scion","source":"BGG","page":174,"srd":false,"image":"bestiary/tokens/BGG/Cradle of the Frost Scion.webp","token":"bestiary/tokens/BGG/Cradle of the Frost Scion.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral Evil","ac":"20","initiative":"+2 (12)","hp":"499 (27d20 + 216)","speed":"40 ft., swim 40 ft.","str":27,"dex":14,"con":26,"int":11,"wis":19,"cha":16,"saves":"Wis +11, Cha +10","skills":"","vulnerabilities":"","resistances":"fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 14","languages":"Giant, Primordial","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Awakening of the Scion","entries":["The cradle is a container for the {@creature scion of Thrym|BGG}. When the cradle drops to 0 hit points, its body shatters into shards of ice. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count."]},{"name":"Legendary Resistance (5/Day)","entries":["If the cradle fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The cradle has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The cradle deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cradle makes two Slam or Hurl Icicle attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage plus 11 ({@damage 2d10}) cold damage."]},{"name":"Hurl Icicle","entries":["{@atk rw} {@hit 15} to hit, range 120 ft., one target. {@h}26 ({@damage 4d8 + 8}) piercing damage plus 9 ({@damage 2d8}) cold damage, and the target must succeed on a {@dc 23} Strength saving throw or have the {@condition prone} condition."]},{"name":"Freezing Breath {@recharge 5}","entries":["The cradle exhales a blast of frost in a 90-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 52 ({@damage 8d12}) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as much damage only. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the {@condition petrified} condition, turning into a frozen statue.","If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification."]}],"bonusActions":[{"name":"Chilling Mist","entries":["The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. The mist spreads around corners. Each creature in that area must succeed on a {@dc 19} Constitution saving throw or take 28 ({@damage 8d6}) cold damage and be unable to use reactions until the start of its next turn. The mist vanishes at the end of the cradle's turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Thrym is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Biting Chill","entry":"Extreme cold envelops the land within 6 miles of the scion (see the {@book Dungeon Master's Guide|DMG} for rules on {@hazard extreme cold}). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks."},{"type":"item","name":"Empowered Frost Giants","entry":"Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls."},{"type":"item","name":"Thriving Wildlife","entry":"Beasts reproduce rapidly and thrive within 6 miles of the scion."}]},"If the scion dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A slumbering scion of Thrym encased in its cradle is functionally identical to a glacier or iceberg, nestled in an alpine valley or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.","If it is disturbed, the scion's cradle animates as a bipedal figure formed of ice and snow. It smashes intruders with its icy fists or hurls shards of its own icy substance at them, and it can exhale a blast of frigid air to freeze foes in place.","If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}]},{"id":"cradle-of-the-hill-scion","name":"Cradle of the Hill Scion","source":"BGG","page":164,"srd":false,"image":"bestiary/tokens/BGG/Cradle of the Hill Scion.webp","token":"bestiary/tokens/BGG/Cradle of the Hill Scion.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Chaotic Evil","ac":"19","initiative":"+0 (10)","hp":"402 (23d20 + 161)","speed":"40 ft.","str":25,"dex":10,"con":24,"int":9,"wis":16,"cha":10,"saves":"Wis +10, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; prone","senses":"Passive Perception 13","languages":"Giant, Primordial","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Awakening of the Scion","entries":["The cradle is a container for the {@creature scion of Grolantor|BGG}. When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count."]},{"name":"Legendary Resistance (5/Day)","entries":["If the cradle fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The cradle has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The cradle deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cradle makes three Slam or Spit Rock attacks in any combination and one Grasping Root attack."]},{"name":"Slam","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}33 ({@damage 4d12 + 7}) bludgeoning damage."]},{"name":"Spit Rock","entries":["{@atk rw} {@hit 14} to hit, range 120 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage, and the target must succeed on a {@dc 22} Strength saving throw or have the {@condition prone} condition."]},{"name":"Grasping Root","entries":["{@atk mw} {@hit 14} to hit, reach 30 ft., one creature not {@condition grappled} by the cradle. {@h}the target has the {@condition grappled} condition (escape {@dc 17}). Until the grapple ends, the target takes 29 ({@damage 4d10 + 7}) bludgeoning damage at the start of each of its turns. The root has AC 19 and can be severed by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn't hurt the cradle but ends the grapple."]},{"name":"Rolling Hills {@recharge}","entries":["The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and up to 30 feet wide. Each creature in the wave must make a {@dc 22} Strength saving throw. On a failed save, a creature takes 58 ({@damage 9d12}) bludgeoning damage, has the {@condition prone} condition, and is buried under dirt. On a successful save, a creature takes half as much damage only.","A buried creature has the {@condition restrained} condition, has {@quickref Cover||3||total cover}, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a {@dc 17} Strength ({@skill Athletics}) check. On a successful check, the buried creature no longer has the {@condition prone} or {@condition restrained} conditions."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Grolantor is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abundant Food","entry":"Crops and domestic animals grow and reproduce quickly within 6 miles of the scion."},{"type":"item","name":"Empowered Hill Giants","entry":"Hill giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls."},{"type":"item","name":"Farming Weather","entry":"The weather within 6 miles of the scion is always ideal for farming: sunny and warm with occasional showers."}]},"If the scion dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A slumbering scion of Grolantor is often mistaken for a hill, and sometimes people erect standing stones, a village, or a city on a scion's back, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scion's magic causes crops to flourish and livestock to thrive in the surrounding region. An ancient tree towers from the crest of the hill.","When roused, a cradle of the hill scion rises as a mass of dirt, stone, and roots with two massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes.","If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}]},{"id":"cradle-of-the-stone-scion","name":"Cradle of the Stone Scion","source":"BGG","page":168,"srd":false,"image":"bestiary/tokens/BGG/Cradle of the Stone Scion.webp","token":"bestiary/tokens/BGG/Cradle of the Stone Scion.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral","ac":"20","initiative":"+2 (12)","hp":"455 (26d20 + 182)","speed":"40 ft.","str":26,"dex":15,"con":24,"int":11,"wis":18,"cha":10,"saves":"Wis +11, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; prone","senses":"tremorsense 120 ft., Passive Perception 14","languages":"Giant, Primordial","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Awakening of the Scion","entries":["The cradle is a container for the {@creature scion of Skoraeus|BGG}. When the cradle drops to 0 hit points, its body crumbles to dust. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count."]},{"name":"Legendary Resistance (5/Day)","entries":["If the cradle fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The cradle has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The cradle deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cradle makes two Slam or Spit Rock attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]},{"name":"Spit Rock","entries":["{@atk rw} {@hit 15} to hit, range 120 ft., one target. {@h}24 ({@damage 3d10 + 8}) bludgeoning damage, and the target must succeed on a {@dc 23} Strength saving throw or have the {@condition prone} condition."]},{"name":"Shattering Roar {@recharge 5}","entries":["The cradle lets out a painfully load roar. Each creature within 60 feet of the cradle must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) thunder damage and has the {@condition incapacitated} condition until the end of its next turn."]}],"bonusActions":[{"name":"Crystal Flare","entries":["The cradle causes the crystals on its body to flare with light. Each creature within 30 feet of the cradle must succeed on a {@dc 22} Constitution saving throw or take 21 ({@damage 6d6}) radiant damage and have the {@condition blinded} condition until the end of the cradle's next turn."]},{"name":"Stone Spikes","entries":["The cradle causes the ground in a 20-foot square within 90 feet of itself to sprout crystal spikes until the start of its next turn. The area becomes difficult terrain for the duration. A creature takes 10 ({@damage 3d6}) piercing damage for each 5 feet it moves on this terrain."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Skoraeus is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abundant Stone and Minerals","entry":"Smooth stones and gems grow within 6 miles of the scion."},{"type":"item","name":"Edible Moss","entry":"Carpets of golden moss that stone giants find tasty grow on cavern walls within 6 miles of the scion."},{"type":"item","name":"Empowered Stone Giants","entry":"Stone giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls."}]},"If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and minerals, and existing moss dies within {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A scion of Skoraeus typically slumbers deep in the heart of a towering mountain, almost becoming one with the earth. While the scion dreams, the mountain's minerals are transformed into fine carving stones and brilliant gems.","If a miner tunnels too close to the heart of the mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder's head and unleashes an earsplitting roar that can collapse mine tunnels.","If the cradle is destroyed, the scion of Skoraeus inside it awakens. At nearly 70 feet tall, it towers over most other creatures and wields a mass of crystal as a club. Once awakened, the scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its palm into stone."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}]},{"id":"cradle-of-the-storm-scion","name":"Cradle of the Storm Scion","source":"BGG","page":170,"srd":false,"image":"bestiary/tokens/BGG/Cradle of the Storm Scion.webp","token":"bestiary/tokens/BGG/Cradle of the Storm Scion.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Chaotic Good","ac":"19","initiative":"+2 (12)","hp":"682 (35d20 + 315)","speed":"40 ft., fly 60 ft. (hover), swim 60 ft.","str":30,"dex":14,"con":29,"int":16,"wis":23,"cha":18,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"Passive Perception 16","languages":"Giant, Primordial","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Awakening of the Scion","entries":["The cradle is a container for the {@creature scion of Stronmaus|BGG}. When the cradle drops to 0 hit points, its body bursts into light. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count."]},{"name":"Legendary Resistance (5/Day)","entries":["If the cradle fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The cradle has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The cradle deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cradle makes three Slam or Spit Hailstone attacks in any combination."]},{"name":"Slam","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}36 ({@damage 4d12 + 10}) bludgeoning damage plus 19 ({@damage 3d12}) lightning damage."]},{"name":"Spit Hailstone","entries":["{@atk rw} {@hit 18} to hit, range 120 ft., one target. {@h}32 ({@damage 4d10 + 10}) bludgeoning damage plus 14 ({@damage 4d6}) cold damage, and the target must succeed on a {@dc 26} Strength saving throw or have the {@condition prone} condition."]},{"name":"Lightning Barrage {@recharge 5}","entries":["The cradle hurls multiple magical lightning bolts at up to two creatures it can see within 500 feet of itself. Each target must make a {@dc 22} Dexterity saving throw. On a failed save, the target takes 71 ({@damage 11d12}) lightning damage and has the {@condition stunned} condition until the end of its next turn. On a successful save, the target takes half as much damage only."]}],"bonusActions":[],"reactions":[{"name":"Booming Step","entries":["Immediately after taking damage, the cradle cracks with thunder and then magically teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the space the cradle left must make a {@dc 22} Constitution saving throw, taking 14 ({@damage 4d6}) thunder damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Stronmaus is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Elemental Portals","entry":"Two-way portals to the Elemental Plane of Air (if the scion is in the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within 1 mile of the cradle or scion, allowing elemental creatures into the world."},{"type":"item","name":"Empowered Storm Giants","entry":"Storm giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls."},{"type":"item","name":"Extreme Weather","entry":"The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms."}]},"If the scion dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A scion of Stronmaus often slumbers high in the sky or deep in the ocean, where the tumult caused by the scion's restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion's slumber is filled with dreams ranging from inspiring visions of Annam's return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment and devastation.","A cradle of the storm scion stirs into action not only when the scion is threatened but also if the scion's sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury.","If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn't necessarily lash out in violence when emerging from its cradle. But it's not particularly interested in Humanoids or other little creatures—either in conversing with them or in protecting them from harm it might cause.","If the scion is threatened, it unleashes elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}]},{"id":"crag-cat","name":"Crag Cat","source":"SKT","page":240,"srd":false,"image":"bestiary/SKT/Crag Cat.webp","token":"bestiary/tokens/SKT/Crag Cat.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"34 (4d10 + 12)","speed":"40 ft., climb 30 ft.","str":16,"dex":17,"con":16,"int":4,"wis":14,"cha":8,"saves":"","skills":"Stealth +7, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nondetection","entries":["The cat cannot be targeted or detected by any divination magic or perceived through magical scrying sensors."]},{"name":"Pounce","entries":["If the cat moves at least 20 feet straight toward a creature then hits it with a claw attack on the same turn, that target must succeed on a DC13 Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the cat can make one bite attack against it as a bonus action."]},{"name":"Spell Turning","entries":["The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except deep forest, preferring ledges and cliffs in the mountains. Its cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other prey.","Crag cats blend in with natural surroundings. During the winter, their fur turns white to blend in with the snow. At other times of the year, their fur is gray, enabling them to hide among the rocks more easily.","The crag cat knows its territory and often attacks when its prey is asleep, exhausted, or otherwise weakened. Although crag cats are typically solitary, they can be found in family groups of two parents and {@dice 1d4} Small noncombatant cubs in the spring, or in hungry packs in severe winter weather."]}]}],"gallery":[{"path":"bestiary/SKT/Crag Cat.webp"}]},{"id":"cranium-rat","name":"Cranium Rat","source":"MPMM","page":83,"srd":false,"image":"bestiary/MPMM/Swarm of Cranium Rats.webp","token":"bestiary/tokens/MPMM/Cranium Rat.webp","size":"Tiny","creatureType":"Aberration","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"30 ft.","str":2,"dex":14,"con":10,"int":4,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"telepathy 30 ft.","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Telepathic Shroud","entries":["The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[{"name":"Illumination","entries":["The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Cranium Rat","entries":["Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers.","A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically \"speaks\" as one creature, often referring to itself using the collective pronouns \"we\" and \"us.\" Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colony's elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy."]}],"gallery":[{"path":"bestiary/MPMM/Swarm of Cranium Rats.webp","credit":"Marco Nelor"}],"otherVersions":[{"id":"cranium-rat-vgm","source":"VGM"}]},{"id":"cranium-rat-vgm","name":"Cranium Rat","source":"VGM","page":133,"srd":false,"image":"bestiary/VGM/Cranium Rat.webp","token":"bestiary/tokens/VGM/Cranium Rat.webp","size":"Tiny","creatureType":"Beast","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"30 ft.","str":2,"dex":14,"con":10,"int":4,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"telepathy 30 ft.","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Illumination","entries":["As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light."]},{"name":"Telepathic Shroud","entries":["The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mind flayers create cranium rats by bombarding normal rats with psionic energy.",{"type":"entries","name":"Evil Collectives","entries":["Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells.","A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can't drop below 4 and becomes 15 again if it rejoins the swarm or another one."]},{"type":"entries","name":"Telepathic Vermin","entries":["A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically \"speaks\" as one creature, often referring to itself using the collective pronouns \"we\" and \"us.\""]},{"type":"entries","name":"Spies for an Elder Brain","entries":["Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy."]},"Cranium rats occasionally spread beyond the elder brain's range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire."]}]}],"gallery":[{"path":"bestiary/VGM/Cranium Rat.webp","credit":"Marco Nelor"}],"hidden":true,"otherVersions":[{"id":"cranium-rat","source":"MPMM"}]},{"id":"cranium-rat-squeaker","name":"Cranium Rat Squeaker","source":"MPP","page":22,"srd":false,"image":"bestiary/MPP/Cranium Rat Squeaker.webp","token":"bestiary/tokens/MPP/Cranium Rat Squeaker.webp","size":"Tiny","creatureType":"Aberration","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"30 ft.","str":2,"dex":14,"con":10,"int":4,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"telepathy 30 ft. (emotions only)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shared Telepathy","entries":["Any creature touching the cranium rat can use the rat's telepathy if the rat allows it. If the creature knows any language, the creature can use the telepathy to communicate words and emotions."]},{"name":"Telepathic Shroud","entries":["The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[{"name":"Illumination","entries":["The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents."]}],"gallery":[{"path":"bestiary/MPP/Cranium Rat Squeaker.webp"}]},{"id":"cranium-rat-squeaker-swarm","name":"Cranium Rat Squeaker Swarm","source":"MPP","page":22,"srd":false,"image":"bestiary/MPP/Cranium Rat Squeaker Swarm.webp","token":"bestiary/tokens/MPP/Cranium Rat Squeaker Swarm.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"76 (17d8)","speed":"30 ft.","str":9,"dex":14,"con":10,"int":15,"wis":11,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 30 ft., Passive Perception 10","languages":"telepathy 30 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Psychic Messenger","entries":["The swarm can use its {@spell sending} spell to target someone familiar to a creature in telepathic contact with the swarm."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Telepathic Shroud","entries":["The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell command} *, {@spell detect thoughts} *, {@spell sending} *","1/day each: {@spell confusion} *, {@spell dominate monster} *","*To cast this spell, the swarm must have more than half its hit points remaining."]}],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer, plus 22 ({@damage 5d8}) psychic damage."]}],"bonusActions":[{"name":"Illumination","entries":["The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius, or extinguishes the light."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents."]}],"gallery":[{"path":"bestiary/MPP/Cranium Rat Squeaker Swarm.webp"}]},{"id":"crawling-claw","name":"Crawling Claw","source":"XMM","page":83,"srd":false,"image":"bestiary/XMM/Crawling Claws.webp","token":"bestiary/tokens/XMM/Crawling Claw.webp","size":"Tiny","creatureType":"Undead","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"20 ft., climb 20 ft.","str":13,"dex":14,"con":11,"int":5,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; incapacitated; poisoned","senses":"Blindsight 30 ft., Passive Perception 10","languages":"understands Common but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Any","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}2 Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Lone crawling claws can continue killing sprees they perpetrated in life. Some recklessly attack the living, while others pursue specific victims. In rare cases, a crawling claw wreaks mayhem while the rest of its body still lives, with the original creature potentially unaware of its severed hand's crimes."]},{"type":"section","name":"Crawling Claws","entries":["{@i Severed Appendages with Malicious Will}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Crawling claws are severed hands that move and act of their own murderous accord. These deathless appendages can spring to life from the severed limbs of killers and villains, and sinister magic-users might animate crawling claws as foul servants. Crawling claws appear in a variety of forms, from decaying human hands to the fresh appendages of animals or monsters",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Is it possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as they will, absolving them from the wickedness of their words and the evil of their hands."],"by":"Ansolm Haas","from":"The Isolation of Evil"}]}]}],"gallery":[{"path":"bestiary/XMM/Crawling Claws.webp","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"crawling-claw-mm","source":"MM"}]},{"id":"crawling-claw-mm","name":"Crawling Claw","source":"MM","page":44,"srd":false,"image":"bestiary/MM/Crawling Claw.webp","token":"bestiary/tokens/MM/Crawling Claw.webp","size":"Tiny","creatureType":"Undead","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"20 ft., climb 20 ft.","str":13,"dex":14,"con":11,"int":5,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 10","languages":"understands Common but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Turn Immunity","entries":["The claw is immune to effects that turn undead."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning or slashing damage (claw's choice)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. Wizards and warlocks of a dark bent use crawling claws as extra hands in their labors.",{"name":"Magical Origins","type":"entries","entries":["Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.","The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers."]},{"name":"Creator's Control","type":"entries","entries":["A crawling claw can't be turned, nor can it be controlled by spells that control undead. These foul monsters are entirely bound to the will of their creator, which can concentrate on a claw in sight to mentally command its every action. If the crawling claw's creator doesn't command it, the claw follows its last command to the best of its ability.","Commands given to a crawling claw must be simple. A claw can't be tasked with finding and killing a particular person, because its limited senses and intelligence prevent it from tracking and picking out specific individuals. However, a command to kill all creatures in a particular locale works. A crawling claw can easily feel out the contours of keys and doorknobs, crawling from room to room on a blind killing spree."]},{"name":"Malign Intelligence","type":"entries","entries":["A crawling claw possesses little of the intellect and memories of the individual of which it was once a living part. The hate, jealousy, or greed that drove that person to murder lingers on, however, amplified by the claw's torturous fragmented state. Left to its own devices, a crawling claw imitates and recreates the same murderous acts it committed in life."]},{"name":"Living Claws","type":"entries","entries":["If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.","Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw."]},{"name":"Undead Nature","type":"entries","entries":["A crawling claw doesn't require air, food, drink, or sleep."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Makes you wonder what can be done with all those other murderer parts, doesn't it?"],"by":"Evangeliza Lavain, necromancer"}]}]}],"gallery":[{"path":"bestiary/MM/Crawling Claw.webp","credit":"Jim Pavelec"}],"hidden":true,"otherVersions":[{"id":"crawling-claw","source":"XMM"}]},{"id":"creeper","name":"Creeper","source":"MCV3MC","page":4,"srd":false,"image":"bestiary/MCV3MC/Creeper.webp","token":"bestiary/tokens/MCV3MC/Creeper.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+0 (10)","hp":"19 (3d8 + 6)","speed":"30 ft.","str":10,"dex":11,"con":14,"int":6,"wis":8,"cha":3,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"exhaustion","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bizarre Physiology","entries":["The creeper can't take actions except for {@action Dash}, {@action Disengage}, {@action Hide}, and {@action Search}. It can't take bonus actions or reactions."]},{"name":"Creeper Head","entries":["When a creeper drops to 0 hit points from a charged creeper's explosion (see the Destruction trait), it dies and its head falls off. A creeper's fallen head is hollow and can be worn as a mask with eye and mouth openings."]},{"name":"Destruction","entries":["When it ends its turn within 10 feet of a Humanoid that it can see, the creeper stops moving and emits a hiss loud enough to be heard by creatures within 30 feet of itself.","If the creeper drops to 0 hit points before the start of its next turn, the hissing stops, and the creeper dies. Otherwise, at the start of the creeper's next turn, one of following things happens:",{"type":"list","items":["If there are no Humanoids within 10 feet of the hissing creeper, it stops hissing. It then uses any available movement to approach the nearest Humanoid it can see.","If there are one or more Humanoids within 10 feet of the hissing creeper, the creeper explodes in a ball of energy that fills a 20-foot-radius sphere centered on itself. This energy spreads around corners. The creeper is destroyed, and every other creature in the explosion's area must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) lightning damage on a failed save, or half as much damage on a successful one. Increase this damage by 7 ({@damage 2d6}) if the creeper is charged (see \"Electrical Charge\" below). Objects in the area that aren't being worn or carried take 14 ({@damage 4d6}) lightning damage, or 21 ({@damage 6d6}) lightning damage if the creeper is charged."]}]},{"name":"Electrical Charge","entries":["Whenever the creeper is subjected to lightning damage, it takes no damage and instead becomes charged for 1 minute. While charged, the creeper emits dim blue light in a 5-foot radius."]},{"name":"Fear of Felines","entries":["The creeper has the {@condition frightened} condition whenever it starts its turn within 60 feet of a feline creature it can see. The condition lasts until the start of the creeper's next turn."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A creeper is a green, armless creature that emerges in darkness and silently prowls the Overworld on its four short legs. Its peculiar face bears no clue of its motives, but its destructiveness makes it one of the greatest threats to both life and property in the Overworld.","A creeper quietly shuffles toward Humanoid prey. When it gets close enough, it halts and begins to hiss like a burning fuse. Unless the creeper is defeated or its target gets far enough away that the creeper defuses itself, the creeper explodes a few short moments later, leaving a crater where it once stood.","Creepers have an uncanny ability to appear when least expected, and few places are safe from their explosive nature. Yet creepers have one strange weakness: they fear cats and do all they can to avoid them.","If a creeper is struck by lightning, rather than being harmed, it becomes charged with electrical power. In this charged state, the creeper gains a bluish aura and can explode with even greater power."]}],"gallery":[{"path":"bestiary/MCV3MC/Creeper.webp"}]},{"id":"creepy-doll","name":"Creepy Doll","source":"PSI","page":25,"srd":false,"image":"bestiary/PSI/Creepy Doll.webp","token":"bestiary/tokens/PSI/Creepy Doll.webp","size":"Tiny","creatureType":"Construct","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"21 (6d4 + 6)","speed":"40 ft.","str":6,"dex":14,"con":13,"int":12,"wis":11,"cha":10,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed","senses":"darkvision 60 ft., Passive Perception 10","languages":"speaks and understands the languages known by its creator","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the creepy doll remains motionless, it is indistinguishable from an ordinary, inanimate doll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The creepy doll makes one attack with its scissors and uses Psychic Assault."]},{"name":"Scissors","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Psychic Assault","entries":["The creepy doll targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a {@dc 12} Intelligence saving throw or take 11 ({@damage 2d10}) psychic damage. Also on a failure, roll {@dice 3d6}. If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is {@condition stunned} until it regains at least one point of Intelligence, as from the {@spell greater restoration} spell or similar magic."]},{"name":"Body Exchange","entries":["The creepy doll initiates an Intelligence contest with an {@condition incapacitated} humanoid within 5 feet of it. If it wins the contest, the creepy doll's spirit inhabits the target's body while the target's spirit is placed into the creepy doll's body. The creepy doll controls the target's body completely. It retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The target retains its alignment, Intelligence, Wisdom, and Charisma while inhabiting the creepy doll's body.","The body exchange lasts until the doll's spirit is forced out by magic. (The {@spell dispel evil and good} spell will accomplish this, though the doll is not one of the creature types whose possession that spell normally ends.) The body and the doll must be within 5 feet of each other for such an effect to work. The target is immune to this doll's Body Exchange for 24 hours after winning the Intelligence contest or after the exchange ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Many of the evils that plague humanity on Innistrad arise from within humanity itself, and among the most terrible of these are creatures built by human hands. Some of these are animated by the magic of {@creature necro-alchemist|PSI|necro-alchemists} or witches, but others are inhabited and given life by hostile spirits or other malign forces. These include {@creature gargoyle|MM|gargoyles} and {@creature scarecrow|MM|scarecrows}, haunted dolls and suits of {@creature animated armor}, {@creature stone golem|MM|stone golems} formed of gravestones and mausoleums, and {@creature homunculus|MM|homunculi} created by stitchers and {@creature necro-alchemist|PSI|necro-alchemists}."],"gallery":[{"path":"bestiary/PSI/Creepy Doll.webp","title":"Creepy Doll","credit":"Matt Stewart"}]},{"id":"cressaro","name":"Cressaro","source":"SKT","page":193,"srd":false,"image":"bestiary/tokens/SKT/Cressaro.webp","token":"bestiary/tokens/SKT/Cressaro.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"16","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Keen Smell","entries":["The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell fly}, {@spell misty step}, {@spell telekinesis}","1/day each: {@spell control weather}, {@spell gaseous form}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two morningstar attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"crimson-helmed-horror","name":"Crimson Helmed Horror","source":"KftGV","page":152,"srd":false,"image":"bestiary/tokens/KftGV/Crimson Helmed Horror.webp","token":"bestiary/tokens/KftGV/Crimson Helmed Horror.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 30 ft.","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"force; necrotic; poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"understands the languages of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The helmed horror has advantage on saving throws against spells and other magical effects."]},{"name":"Spell Immunity","entries":["The helmed horror is immune to {@spell burning hands}, {@spell fireball}, and {@spell scorching ray}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The helmed horror makes two longsword attacks."]},{"name":"Flaming Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) fire damage, or 9 ({@damage 1d10 + 4}) fire damage if used with two hands."]}],"bonusActions":[{"name":"Conjure Sword","entries":["As a bonus action on its first turn in combat, the helmed horror conjures a longsword-sized blade of fire, which appears in its free hand. This sword disappears in a cloud of smoke when the helmed horror drops to 0 hit points."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"criosphinx","name":"Criosphinx","source":"PSA","page":32,"srd":false,"image":"bestiary/PSA/Criosphinx.webp","token":"bestiary/tokens/PSA/Criosphinx.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"18","initiative":"+2 (12)","hp":"228 (24d10 + 96)","speed":"30 ft., fly 60 ft.","str":18,"dex":15,"con":18,"int":16,"wis":16,"cha":16,"saves":"","skills":"Arcana +8, History +8, Perception +8, Religion +8","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 18","languages":"understands Common, Sphinx","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Inscrutable","entries":["The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."]},{"name":"Magic Weapons","entries":["The sphinx's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sphinx makes a ram attack and two claw attacks."]},{"name":"Ram","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) bludgeoning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Ram Attack","entries":["The sphinx makes one ram attack."]},{"name":"Teleport (Costs 2 Actions)","entries":["The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A rare few {@creature Amonkhet sphinx|PSA|sphinxes} have the heads of rams instead of the humanlike faces of other {@creature Amonkhet sphinx|PSA|sphinxes}. Though they lie under the same curse as all their kind, they are less enigmatic and more aggressive, actively attacking {@creature angel of Amonkhet|PSA|angels}, demons, and other agents of Bolas they encounter in the desert. They stay far from Naktamun and care little for its people. Their hatred of Bolas is driven only by his curse.",{"type":"entries","name":"Sphinxes","entries":["{@creature Amonkhet sphinx|PSA|Sphinxes} are inscrutable beings, and keepers of secrets and mysteries. They have leonine bodies, hawk-like wings, and faces resembling humans, framed by great frills or manes of feathers. Their powerful forearms are also feathered, and fans of long feathers form their tails.","The {@creature Amonkhet sphinx|PSA|sphinxes} of Amonkhet are perhaps the only creatures to remain uncorrupted by the influence of Nicol Bolas on this plane. Their impenetrable minds proved to be beyond even Bolas's ability to control—but even so, he was able to place them under a curse to guarantee their silence. A {@creature Amonkhet sphinx|PSA|sphinx} is utterly incapable of communication—verbal or nonverbal, even written—as long as the curse remains in effect. In this way, Bolas has prevented the {@creature Amonkhet sphinx|PSA|sphinxes} from revealing his system of lies to the people or gods of Naktamun."]}]}]}],"gallery":[{"path":"bestiary/PSA/Criosphinx.webp","title":"Unesh, Criosphinx Sovereign","credit":"Adrian Majkrzak"}]},{"id":"crocodile","name":"Crocodile","source":"XMM","page":352,"srd":true,"image":"bestiary/XMM/Crocodile.webp","token":"bestiary/tokens/XMM/Crocodile.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"13 (2d10 + 2)","speed":"20 ft., swim 30 ft.","str":15,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"Con +3","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Swamp, Urban","treasure":"","traits":[{"name":"Hold Breath","entries":["The crocodile can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12}). While {@condition Grappled|XPHB}, the target has the {@condition Restrained|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Crocodile.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"crocodile-mm","source":"MM"}]},{"id":"crocodile-mm","name":"Crocodile","source":"MM","page":320,"srd":false,"image":"bestiary/tokens/MM/Crocodile.webp","token":"bestiary/tokens/MM/Crocodile.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"20 ft., swim 30 ft.","str":15,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Hold Breath","entries":["The crocodile can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the crocodile can't bite another target"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"crocodile","source":"XMM"}]},{"id":"crokek-toeck","name":"Crokek'toeck","source":"BGDIA","page":231,"srd":false,"image":"bestiary/BGDIA/Crokek'toeck.webp","token":"bestiary/tokens/BGDIA/Crokek'toeck.webp","size":"Gargantuan","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"297 (17d20 + 119)","speed":"60 ft., swim 60 ft.","str":28,"dex":10,"con":24,"int":6,"wis":10,"cha":13,"saves":"Con +12, Wis +5","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Abyssal but can't speak","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Crokek'toeck can breathe air and water."]},{"name":"Magic Resistance","entries":["Crokek'toeck has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Crokek'toeck's weapon attacks are magical."]},{"name":"Secure Memory","entries":["Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts."]},{"name":"Standing Leap","entries":["Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}44 ({@damage 10d6 + 9}) piercing damage."]},{"name":"Disgorge Allies {@recharge}","entries":["Crokek'toeck opens its mouth and disgorges {@dice 1d4} {@creature barlgura||barlguras}, {@dice 3d6} {@creature gnoll||gnolls} led by 1 {@creature gnoll fang of Yeenoghu}, {@dice 6d6} {@creature dretch||dretches}, or {@dice 1d3} {@creature vrock||vrocks}. Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek'toeck's mouth, or the next closest unoccupied space."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Crokek'toeck is Yeenoghu's demonic pet. Resembling a giant mudskipper with the teeth, fur, ears, and laugh of a hyena, this unique demon can hold smaller demons in its gullet and disgorge them anywhere Yeenoghu wishes. Immune to the mind-shattering effects of the River Styx, Crokek'toeck is often used to transport smaller demons (and sometimes Yeenoghu himself) through the Styx's terrible waters."]}]}],"gallery":[{"path":"bestiary/BGDIA/Crokek'toeck.webp"}]},{"id":"crow","name":"Crow","source":"WDMM","page":302,"srd":false,"image":"bestiary/tokens/WDMM/Crow.webp","token":"bestiary/tokens/WDMM/Crow.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 50 ft.","str":2,"dex":14,"con":8,"int":2,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Swamp, Hill, Urban","treasure":"","traits":[{"name":"Mimicry","entries":["The crow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"crunch","name":"Crunch","source":"VEoR","page":80,"srd":false,"image":"bestiary/tokens/VEoR/Crunch.webp","token":"bestiary/tokens/VEoR/Crunch.webp","size":"Medium","creatureType":"Construct (Warforged)","alignment":"Lawful Evil","ac":"18","initiative":"+5 (15)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":14,"dex":20,"con":16,"int":10,"wis":19,"cha":10,"saves":"Dex +8, Wis +7","skills":"Acrobatics +8, Perception +7, Stealth +8","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 17","languages":"Common","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["Crunch has advantage on an attack roll against a creature if at least one of the scout's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Crunch makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap."]},{"name":"Armblade","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Bolt Launcher","entries":["{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Snare Trap (1/Day)","entries":["Crunch deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful {@dc 17} Intelligence ({@skill Investigation}) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a {@dc 16} Dexterity saving throw or take 21 ({@damage 6d6}) piercing damage and have the {@condition prone} condition. A creature makes this saving throw only once per turn."]}],"bonusActions":[{"name":"Dash","entries":["Crunch moves up to its speed without provoking opportunity attacks."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"crushing-wave-priest","name":"Crushing Wave Priest","source":"PotA","page":205,"srd":false,"image":"bestiary/PotA/Crushing Wave Priest.webp","token":"bestiary/tokens/PotA/Crushing Wave Priest.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":11,"cha":16,"saves":"","skills":"Deception +5, Religion +2, Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Aquan, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell chill touch}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell expeditious retreat}, {@spell ice knife|xge}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell blur}, {@spell hold person}","Level 3 (2 slots): {@spell sleet storm}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Crushing Wave priests are the fanatical core of the cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water's destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra's favor."]}]}]}],"gallery":[{"path":"bestiary/PotA/Crushing Wave Priest.webp"}]},{"id":"crushing-wave-reaver","name":"Crushing Wave Reaver","source":"PotA","page":205,"srd":false,"image":"bestiary/PotA/Crushing Wave Reaver.webp","token":"bestiary/tokens/PotA/Crushing Wave Reaver.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":15,"dex":14,"con":13,"int":10,"wis":11,"cha":8,"saves":"","skills":"Athletics +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Sharktoothed Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The foot soldiers of the Crushing Wave cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and surprise, and look for chances to launch sudden attacks from positions of concealment whenever possible. The soldiers of the Crushing Wave cult are highly loyal to the cult priests, but they rarely fight to the death if an avenue of retreat is open to them.","Reavers carry shields made of giant crab shells, and the blades of their swords are lined with shark's teeth."]}]}]}],"gallery":[{"path":"bestiary/PotA/Crushing Wave Reaver.webp"}]},{"id":"cryonax","name":"Cryonax","source":"MaBJoV","page":98,"srd":false,"image":"bestiary/MaBJoV/Cryonax.webp","token":"bestiary/tokens/MaBJoV/Cryonax.webp","size":"Huge","creatureType":"Elemental","alignment":"Neutral Evil","ac":"21","initiative":"+3 (13)","hp":"391 (27d12 + 216)","speed":"40 ft., climb 40 ft.","str":26,"dex":16,"con":26,"int":19,"wis":19,"cha":23,"saves":"Str +15, Dex +10, Con +15, Wis +11","skills":"","vulnerabilities":"fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; poison","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned; prone","senses":"blindsight 60 ft., Passive Perception 14","languages":"Common, Primordial","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Cold Aura","entries":["At the start of each of Cryonax's turns, each creature within 10 feet of him takes 21 ({@damage 6d6}) cold damage. A creature also takes 21 ({@damage 6d6}) cold damage if they touch or hit Cryonax. Nonmagical weapons that hit Cryonax are frozen immediately after dealing damage to Cryonax. If used again and they hit any creature, the weapon shatters. The freezing effect disappears after an hour."]},{"name":"Empowered Attacks","entries":["Cryonax's Slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons."]},{"name":"Ice Walker","entries":["No ability checks are required when Cryonax walks or climbs across icy surfaces and difficult snow or ice terrain does not cost him extra movement."]},{"name":"Legendary Resistance (3/Day)","entries":["If Cryonax fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Cryonax has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Cryonax casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}, {@hit 13} to hit with spell attacks):","At will: {@spell ice storm}, {@spell sleet storm}, {@spell wall of ice}","2/day each: {@spell cone of cold}, {@spell otiluke's freezing sphere} (45 ({@damage 13d6}) damage)"]}],"actions":[{"name":"Multiattack","entries":["Cryonax makes two Slam attacks with his tentacles or two Ice Spear attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}27 ({@damage 3d12 + 8}) bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 20}). Cryonax can grapple up to two targets but any tentacle that is grappling can't be used to make a Slam or Ice Spear attack."]},{"name":"Ice Spear","entries":["{@atk rw} {@hit 10} to hit, range 120 ft., one target. {@h}36 ({@damage 6d10 + 3}) cold damage."]},{"name":"Summon Frost Horde (1/Day)","entries":["Cryonax summons two {@creature young white dragon||young white dragons} or a {@creature frost giant} with two {@creature yeti||yetis}. The summoning costs Cryonax 50 hit points. The summoned creatures have maximum hit points and appear within 100 feet of Cryonax."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Smash","entries":["Cryonax slams a {@condition grappled} target against the ground, dealing 13 ({@damage 3d8}) bludgeoning damage to it."]},{"name":"Tentacle Freeze","entries":["Cryonax's tentacle freezes a {@condition grappled} target. If the target fails a {@dc 22} Constitution saving throw they are {@condition paralyzed} and Cryonax releases them from its tentacle. They remain frozen indefinitely but can attempt the Constitution saving throw at the end of each of their turns. Success means they are no longer frozen."]},{"name":"Ice Shroud (Costs 3 Actions)","entries":["With a gesture Cryonax targets a frozen creature (see Tentacle Freeze) that is within 30 feet of him. The target is encased instantly in a hard shell of crushing ice. The target receives no saving throw and takes 22 ({@damage 5d8}) cold damage immediately and at the start of each of their turns. The target is considered {@condition stunned} but is partly protected by the shroud and resistant to all damage. The shroud disappears if Cryonax removes it, Cryonax dies, the shroud takes 100 hit points of damage or another character uses their action and succeeds on a {@dc 22} Strength check to remove the trapped ally."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["By all the gods! How the ranger hasn't gotten himself killed is beyond my understanding."],"by":"Volo"},{"type":"quote","entries":["Some fish people told Boo about a dread beast called Leemooggoogoon. We eventually found it on the icy glaciers to the north, but it didn't go so well. Sometimes when you dare to kick the butt of evil, your feet get frozen into icicles.."],"by":"MINSC"},"Cryonax, the Prince of Evil Ice Creatures, is an elemental prince of evil from the Plane of Ice. Cryonax appears as a hulking simian beast that stands about fifteen feet tall. Shaggy white fur covers his powerfully built humanoid body. Instead of arms, he has a pair of long, suckered, tentacles. The air around him is frigid and cold as death itself.","The elemental princes of evil are ancient elemental beings that wield immense power. Each one of them commands countless twisted and evil elementals and is worshipped by insane cultists on the mortal world. Unlike the princes that are embodiments of the four base elements, Cryonax draws power from multiple elements. For this reason, some feel that Cryonax is the favorite prince of the Elder Elemental Eye. The Eye is a dark, primordial god that corrupted the elements in the beginning of the world, giving rise to each of the princes.","Cryonax seeks to turn the multiverse into ice. To this end, he strives to unleash eternal winter upon entire worlds. When he comes to a realm, he schemes to prevent the coming of summer, dim the light of a world's sun, and extend the glaciers of a world's polar regions through weather control magic.","Cryonax rules the Frostfell, also known as the Plane of Ice. It is a place of pure, bone-chilling cold. Cryonax resides in the Chiseled Estate; a massive fortress constructed of ice, rock, crystal, and glass that rises a mile above the surface of Frostfell's glaciers."],"gallery":[{"path":"bestiary/MaBJoV/Cryonax.webp"}]},{"id":"cryovain","name":"Cryovain","source":"SKT","page":165,"srd":false,"image":"bestiary/tokens/SKT/Cryovain.webp","token":"bestiary/tokens/SKT/Cryovain.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.","str":22,"dex":10,"con":22,"int":8,"wis":12,"cha":12,"saves":"Dex +5, Con +11, Wis +6, Cha +6","skills":"Perception +11, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Arctic","treasure":"","traits":[{"name":"Ice Walk","entries":["The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 14} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 54 ({@damage 12d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a {@dc 10} Constitution saving throw, taking 10 ({@damage 3d6}) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ({@damage 3d6}) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.","Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll ({@hit 7} to hit) against each target. On a hit, the target takes 10 ({@damage 3d6}) piercing damage.","The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult White Dragon||adult} or {@creature Ancient White Dragon||ancient}) white dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blinding Sleet","entry":"Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until initiative count 20 on the next round."},{"type":"item","name":"Whirling Wind","entry":"A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the {@book Dungeon Master's Guide|DMG} for rules on {@book strong wind|DMG|5|Strong Wind}). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Chilly fog lightly obscures the land within 6 miles of the dragon's lair.","Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.","Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.","If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however."]},"If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Biting Chill","entry":"Extreme cold envelops the land within 6 miles of the dragon's lair (see the {@book Dungeon Master's Guide|DMG} for rules on {@book extreme cold|DMG|5|Extreme Cold}). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks."},{"type":"item","name":"Mirror Ice","entry":"The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity ({@skill Stealth}) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends."}]}],"source":"FTD"}]},{"id":"crystal-battleaxe","name":"Crystal Battleaxe","source":"WDMM","page":89,"srd":false,"image":"bestiary/tokens/WDMM/Crystal Battleaxe.webp","token":"bestiary/tokens/WDMM/Crystal Battleaxe.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The battleaxe is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the battleaxe remains motionless and isn't flying, it is indistinguishable from a normal sword."]}],"spellcasting":[],"actions":[{"name":"Battleaxe","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"crystal-cave-merfolk","name":"Crystal Cave Merfolk","source":"AWM","page":31,"srd":false,"image":"bestiary/tokens/AWM/Crystal Cave Merfolk.webp","token":"bestiary/tokens/AWM/Crystal Cave Merfolk.webp","size":"Medium","creatureType":"Humanoid (Merfolk)","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"11","speed":"10 ft., swim 40 ft.","str":10,"dex":13,"con":12,"int":11,"wis":11,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The merfolk can breathe air and water."]},{"name":"Siren Song","entries":["Lovely singing voices charm every humanoid or giant within 300 feet. The targets must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} until the song ends."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The Crystal Cave merfolk have long, flowing fins and silvery scales. They have lovely, melodic voices that are enhanced by the vibrating crystals of the cave in which they dwell.","They love anything silver and are willing to trade pearls and bits of gold treasure that they have found on their hunts under the waters. They also have {@item Potion of Water Breathing||magical potions} that can help a surface dweller breathe underwater."]},{"id":"crystal-dragon-wyrmling","name":"Crystal Dragon Wyrmling","source":"FTD","page":172,"srd":false,"image":"bestiary/FTD/Crystal Dragon Wyrmling.webp","token":"bestiary/tokens/FTD/Crystal Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Gem)","alignment":"Chaotic Neutral","ac":"14","initiative":"+1 (11)","hp":"32 (5d8 + 10)","speed":"30 ft., burrow 15 ft., climb 30 ft., fly 60 ft.","str":14,"dex":12,"con":14,"int":14,"wis":13,"cha":15,"saves":"Dex +3, Con +4, Wis +3, Cha +4","skills":"Perception +5, Stealth +5, Survival +3","vulnerabilities":"","resistances":"cold; radiant","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 15","languages":"Draconic, telepathy 120 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:","At will: {@spell dancing lights}, {@spell guidance}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) radiant damage."]},{"name":"Scintillating Breath {@recharge 5}","entries":["The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 18 ({@damage 4d8}) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 5 temporary hit points by absorbing a portion of the radiant energy."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic."]},{"type":"section","entries":[{"type":"entries","name":"Inner Glow","entries":["When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.","The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy."]},{"type":"entries","name":"Visions in Starlight","entries":["Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.","Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them."]},{"type":"entries","name":"Glittering Hoards","entries":["For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing."]},{"type":"entries","name":"Creating a Crystal Dragon","entries":["Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters.",{"type":"entries","name":"Crystal Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you're not a thief or a frost giant, let's talk!"],["2","Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?"],["3","Jokes are as valuable as any gemstone and more fun to share."],["4","My empathy is a bottomless well. I can't help but lose myself in the emotions of others."],["5","The stars have much to tell us, and folk need me to interpret what the stars say."],["6","All play and no work—those are the words I live by."],["7","I am always the first to offer a compliment."],["8","Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!"]]}]},{"type":"entries","name":"Crystal Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Exploration. Yesterday is already known. Today is for something new. (Chaotic)"],["2","Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good)"],["3","Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral)"],["4","Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)"],["5","Fun and Games. Play is learning, but without the boredom. (Chaotic)"],["6","Control. Everyone is welcome, as long as they follow my rules. (Lawful)"]]}]}]},{"type":"entries","name":"Crystal Dragon Adventures","entries":["The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures involving crystal dragons.",{"type":"entries","name":"Crystal Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it."],["2","Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible."],["3","A crystal dragon invites the greatest bards and philosophers to partake in \"the Great Dialogue\" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun."],["4","A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew."],["5","A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return."],["6","A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others."],["7","A crystal dragon seeks bold adventurers to steal an egg from an ancient white dragon who is infamous for abject cruelty and utter remorselessness."],["8","A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Crystal dragons are among the most social and hospitable of dragons. They are equal parts mysterious, contemplative, and mischievous, making it difficult to know what to expect of them."]},{"type":"entries","name":"Crystal Dragon Wyrmling Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A crystal dragon wyrmling rides a sled pulled by a trained pack of wolves and frets about outgrowing this favorite pastime."],["2","A crystal dragon wyrmling has foreseen an untimely end for the bandits who raided the wyrmling's lair and follows the bandits to keep them safe."],["3","A crystal dragon wyrmling has befriended a white dragon wyrmling. The wyrmlings' parents, who are ancient rivals, regard the relationship with concern."],["4","A crystal dragon wyrmling encourages nearby farmers to go on dangerous excursions so they'll return with interesting stories to tell the dragon."],["5","A crystal dragon wyrmling finds ice mephits to be the perfect household servants—if only they would stop trying to kill the dragon's guests."],["6","A crystal dragon wyrmling is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don't appreciate the wyrmling's pranks."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Crystal Dragon Wyrmling.webp","credit":"Brynn Metheney"}]},{"id":"crystal-golem","name":"Crystal Golem","source":"WDMM","page":210,"srd":false,"image":"bestiary/tokens/WDMM/Crystal Golem.webp","token":"bestiary/tokens/WDMM/Crystal Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]},{"name":"Illumination","entries":["The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is destroyed."]},{"name":"Light Intensity","entries":["Any creature that starts its turn within 10 feet of the illuminated golem and can see the golem must succeed on a {@dc 17} Wisdom saving throw or be {@condition blinded} until the start of the creature's next turn.","A creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the golem until the start of its next turn, when it can avert its eyes again. If the creature looks at the golem in the meantime, it must immediately make the save."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Crystal golems found throughout the Crystal Labyrinth look like 10-foot-tall githyanki warriors. Like other golems, they are nearly impervious to spells and ordinary weapons."]}]}]}]},{"id":"crystal-greatwyrm","name":"Crystal Greatwyrm","source":"FTD","page":201,"srd":false,"image":"bestiary/tokens/FTD/Crystal Greatwyrm.webp","token":"bestiary/tokens/FTD/Crystal Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Neutral","ac":"21","initiative":"+2 (12)","hp":"507 (26d20 + 234)","speed":"60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft.","str":28,"dex":14,"con":29,"int":30,"wis":24,"cha":25,"saves":"Dex +10, Con +17, Wis +15, Cha +15","skills":"Arcana +26, History +18, Perception +15","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"charmed; frightened; poisoned; prone","senses":"truesight 120 ft., Passive Perception 25","languages":"Common, Draconic","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Gem Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):","1/day each: {@spell dispel magic}, {@spell forcecage}, {@spell plane shift}, {@spell reverse gravity}, {@spell time stop}"]}],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn."]},{"name":"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)","entries":["The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.","At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them."]}],"bonusActions":[{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The greatwyrm makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The greatwyrm uses Psychic Step or Spellcasting."]},{"name":"Psychic Beam (Costs 3 Actions)","entries":["The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.","Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.",{"type":"inset","name":"Sardior's Greatwyrms","source":"FTD","entries":["Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon."]},{"type":"quote","entries":["The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me."],"by":"Fizban"}]},{"id":"crystal-helm-nothic","name":"Crystal Helm Nothic","source":"WDMM","page":130,"srd":false,"image":"bestiary/WDMM/Crystal Helm Nothic.webp","token":"bestiary/tokens/WDMM/Crystal Helm Nothic.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":14,"dex":16,"con":16,"int":13,"wis":10,"cha":8,"saves":"","skills":"Arcana +3, Insight +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 12","languages":"Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Keen Sight","entries":["The nothic has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nothic makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Rotting Gaze","entries":["The nothic targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 12} Constitution saving throw against this magic or take 10 ({@damage 3d6}) necrotic damage."]},{"name":"Weird Insight","entries":["The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the nothic's Wisdom ({@skill Insight}) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being {@condition charmed}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Crystal Helm Nothic.webp"}]},{"id":"ctenmiir-the-vampire","name":"Ctenmiir the Vampire","source":"LLK","page":4,"srd":false,"image":"bestiary/LLK/Ctenmiir the Vampire.webp","token":"bestiary/tokens/LLK/Ctenmiir the Vampire.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft., climb 10 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"the languages it knew in life","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Coffin Imprisonment","entries":["Ctenmiir is imprisoned within a magical iron coffin mounted atop animated golem legs. Ctenmiir's coffin has a speed of 30 feet and a climbing speed of 10 feet, and protects the vampire from sunlight even as it prevents him from escaping his servitude."]},{"name":"Shapechanger","entries":["If Ctenmiir isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.","While in bat form, Ctenmiir can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, Ctenmiir can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If Ctenmiir fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["When it drops to 0 hit points outside its resting place, Ctenmiir transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.","While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."]},{"name":"Regeneration","entries":["Ctenmiir regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Ctenmiir can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Ctenmiir has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Ctenmiir can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Ctenmiir takes 20 acid damage if it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into Ctenmiir's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Ctenmiir takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["Ctenmiir makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, Ctenmiir can grapple the target (escape {@dc 18})."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Ctenmiir, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control."]},{"name":"Charm","entries":["Ctenmiir targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.","Each time Ctenmiir or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["Ctenmiir magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Ctenmiir moves up to its speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Ctenmiir makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Ctenmiir makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",{"type":"list","items":["There's a noticeable increase in the populations of bats, rats, and wolves in the region.","Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.","Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.","A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."]},"If the vampire is destroyed, these effects end after {@dice 2d6} days."],"gallery":[{"path":"bestiary/LLK/Ctenmiir the Vampire.webp","credit":"Maxx Marshall"}]},{"id":"cthulhu","name":"Cthulhu","source":"RHW","page":106,"srd":false,"image":"bestiary/RHW/Cthulhu.webp","token":"bestiary/tokens/RHW/Cthulhu.webp","size":"Gargantuan","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"19","initiative":"+9 (19)","hp":"385 (22d20 + 154)","speed":"30 ft., climb 30 ft., swim 60 ft.","str":29,"dex":12,"con":25,"int":28,"wis":18,"cha":24,"saves":"Con +15, Wis +12, Cha +15","skills":"Insight +12, Perception +12, Persuasion +15","vulnerabilities":"","resistances":"acid; cold; lightning; psychic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Truesight 120 ft., Passive Perception 22","languages":"all; telepathy 120 ft.","cr":"25","crDisplay":"25 (XP 75,000, or 90,000 in lair; PB +8)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Cthulhu can breathe air and water."]},{"name":"Darklord Restoration","entries":["If Cthulhu dies, it revives with all its {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks inside the Vault of Cthulhu."]},{"name":"Impossible Geometry","entries":["Ground, air, and water in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Cthulhu is {@variantrule Difficult Terrain|XPHB}. A creature that starts its turn in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} takes 7 ({@damage 2d6}) Bludgeoning damage."]},{"name":"Legendary Resistance (4/Day, or 5/Day in Domain)","entries":["If Cthulhu fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Cthulhu has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Cthulhu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 25}):","At will: {@spell Mind Spike|XPHB} (level 4 version)","3/day each: {@spell Dream|XPHB}, {@spell Geas|XPHB} (can target creatures through dreams)","1/day each: {@spell Befuddlement|XPHB}, {@spell Plane Shift|XPHB} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Cthulhu makes three Eldritch Claw attacks and uses Spellcasting to cast {@spell Befuddlement|XPHB} if available or {@spell Mind Spike|XPHB} (level 4 version). It can replace one Eldritch Claw attack with a use of Tentacle."]},{"name":"Eldritch Claw","entries":["{@atkr m} {@hit 17}, reach 10 ft. {@h}18 ({@damage 2d8 + 9}) Slashing damage plus 9 ({@damage 2d8}) Acid damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 19}) from one of two limbs."]},{"name":"Tentacle","entries":["{@actSave con} {@dc 25}, one creature {@condition Grappled|XPHB} by Cthulhu. {@actSaveFail} 21 ({@damage 6d6}) Acid damage plus 13 ({@damage 3d8}) Psychic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Psychic damage taken, and Cthulhu regains {@variantrule Hit Points|XPHB} equal to that amount."]}],"bonusActions":[{"name":"Warp","entries":["Cthulhu teleports to an unoccupied space it can see within 120 feet, taking creatures it is grappling with it. Then each creature within 10 feet of the space it left is subjected to the following effect. {@actSave str} {@dc 25}. {@actSaveFail} 7 ({@damage 2d6}) Bludgeoning damage plus 7 ({@damage 2d6}) Thunder damage, and if the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"reactions":[],"legendaryActions":[{"name":"Clamp","entries":["Cthulhu makes an Eldritch Claw attack."]},{"name":"Fold Space","entries":["{@actSave cha} {@dc 25}, each creature and object that isn't being worn or carried in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point Cthulhu can see within 60 feet. {@actSaveFail} 36 ({@damage 8d8}) Force damage, and the target is teleported to an unoccupied space within 60 feet of Cthulhu that is horizontal to it. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} Cthulhu can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Innsmouth is altered by Cthulhu's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Choking Depths","entry":"A creature can {@hazard Suffocation|XPHB|hold its breath} for only 30 seconds while in the domain."},{"type":"item","name":"Closing the Borders","entry":"While in its domain, Cthulhu can close or open the borders of Innsmouth at will. While the borders are closed, those who enter the Mists surrounding Innsmouth become lost at sea amid inky fog for {@dice 3d4} days before arriving once more at Innsmouth."},{"type":"item","name":"Something in the Air","entry":"Creatures other than Cthulhu and its allies have {@variantrule Disadvantage|XPHB} on saving throws to avoid or end the {@condition Frightened|XPHB} condition."}]},"If Cthulhu dies, these effects end immediately."],"lore":[{"type":"entries","entries":["Cthulhu was—and inevitably will be once more—a threat to the entire multiverse. For untold ages, the Dark Powers have bound this harbinger of doom. Unlike the other prisoners of the Domains of Dread, Cthulhu isn't plagued by ironic torments or thwarted ambitions. Rather, this ageless terror remains physically bound and can exert only a fraction of its terrible might. Nevertheless, Cthulhu's dreams slip beyond its prison, manipulating minds and orchestrating events to ensure its release and a new epoch of multiversal doom."]}],"gallery":[{"path":"bestiary/RHW/Cthulhu.webp"}]},{"id":"cudgel-ironsmile","name":"Cudgel Ironsmile","source":"DSotDQ","page":58,"srd":false,"image":"bestiary/DSotDQ/040-03-003.cudgel-and-becklin.webp","token":"bestiary/tokens/DSotDQ/Cudgel Ironsmile.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Cudgel makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/040-03-003.cudgel-and-becklin.webp","title":"Cudgel Ironsmile and Becklin Uth Viharin send off their friend Ispin Greenshield","credit":"Lauren Walsh"}]},{"id":"cult-fanatic","name":"Cult Fanatic","source":"MM","page":345,"srd":false,"image":"bestiary/MM/Cult Fanatic.webp","token":"bestiary/tokens/MM/Cult Fanatic.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["The fanatic has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["The fanatic makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else"]}]}],"gallery":[{"path":"bestiary/MM/Cult Fanatic.webp"}]},{"id":"cultist","name":"Cultist","source":"XMM","page":84,"srd":true,"image":"bestiary/XMM/Cultists.webp","token":"bestiary/tokens/XMM/Cultist.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":10,"int":10,"wis":11,"cha":10,"saves":"Wis +2","skills":"Deception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[],"actions":[{"name":"Ritual Sickle","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}3 ({@damage 1d4 + 1}) Slashing damage plus 1 Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Cultists devote themselves to their faith's leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the face of threats. Cultists perform much of a cult's mundane work, which might include evangelism, criminal acts, or serving as sacrifices."]},{"type":"section","name":"Cultists","entries":["{@i Doomsayers and Fanatics}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.",{"type":"table","caption":"Cultist Agendas","colLabels":["1d6","The Cultist Strives To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring about the end of a dominant order, an age, or the world."],["2","Burn away the comfortable lies of reality, revealing forgotten or terrible truths."],["3","Expand their faith though mind control or supernatural coercion."],["4","Make global changes, like sinking the land or awakening volcanoes."],["5","Remake life on a mass scale, altering other creatures' bodies or spiritual beings."],["6","Summon their deity or its herald, weapon, or realm into their world."]]},{"type":"entries","name":"Occult Symbols","entries":["Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.",{"type":"table","caption":"Cult Symbols","isNameGenerator":true,"colLabels":["1d10","The Symbol Is...","Depicted As..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","An alchemical sign","A calendar or map"],["2","An animal","A crest or as heraldry"],["3","A celestial body","An elaborate diagram"],["4","A deity's icon","A metaphorical image"],["5","An element","A mystical being"],["6","An eye","Part of an equation"],["7","A geometric shape","A repeating pattern"],["8","A letter or number","A series of scratches"],["9","Part of a monster","A simple pictogram"],["10","A skull","A weapon or tool"]]}]},{"type":"entries","name":"Cult Members","entries":["Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. "]},{"type":"entries","name":"Types of Cultists","entries":["Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes."],"by":"Rites of the Cult of Elemental Evil"}]}]}],"gallery":[{"path":"bestiary/XMM/Cultists.webp","credit":"Aurore Folny"}],"otherVersions":[{"id":"cultist-mm","source":"MM"}]},{"id":"cultist-mm","name":"Cultist","source":"MM","page":345,"srd":false,"image":"bestiary/MM/Cultist.webp","token":"bestiary/tokens/MM/Cultist.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":10,"int":10,"wis":11,"cha":10,"saves":"","skills":"Deception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["The cultist has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices."]}]}],"gallery":[{"path":"bestiary/MM/Cultist.webp"}],"hidden":true,"otherVersions":[{"id":"cultist","source":"XMM"}]},{"id":"cultist-fanatic","name":"Cultist Fanatic","source":"XMM","page":85,"srd":true,"image":"bestiary/XMM/Cultists.webp","token":"bestiary/tokens/XMM/Cultist Fanatic.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":14,"cha":13,"saves":"Wis +4","skills":"Deception +3, Persuasion +3, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}, {@hit 4} to hit with spell attacks):","At will: {@spell Light|XPHB}, {@spell Thaumaturgy|XPHB}","1/day: {@spell Hold Person|XPHB}","2/day: {@spell Command|XPHB}"]},{"name":"Spiritual Weapon (2/Day)","entries":["The cultist casts the {@spell Spiritual Weapon|XPHB} spell, using the same spellcasting ability as Spellcasting.","2/day: {@spell Spiritual Weapon|XPHB}"]}],"actions":[{"name":"Pact Blade","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Slashing damage plus 7 ({@damage 2d6}) Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Cultist fanatics lead small cults or cells within larger cults. They're privy to more of a cult's mysteries than lower-ranking cultists are, granting them access to magical powers from their patrons."]},{"type":"section","name":"Cultists","entries":["{@i Doomsayers and Fanatics}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.",{"type":"table","caption":"Cultist Agendas","colLabels":["1d6","The Cultist Strives To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring about the end of a dominant order, an age, or the world."],["2","Burn away the comfortable lies of reality, revealing forgotten or terrible truths."],["3","Expand their faith though mind control or supernatural coercion."],["4","Make global changes, like sinking the land or awakening volcanoes."],["5","Remake life on a mass scale, altering other creatures' bodies or spiritual beings."],["6","Summon their deity or its herald, weapon, or realm into their world."]]},{"type":"entries","name":"Occult Symbols","entries":["Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.",{"type":"table","caption":"Cult Symbols","isNameGenerator":true,"colLabels":["1d10","The Symbol Is...","Depicted As..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","An alchemical sign","A calendar or map"],["2","An animal","A crest or as heraldry"],["3","A celestial body","An elaborate diagram"],["4","A deity's icon","A metaphorical image"],["5","An element","A mystical being"],["6","An eye","Part of an equation"],["7","A geometric shape","A repeating pattern"],["8","A letter or number","A series of scratches"],["9","Part of a monster","A simple pictogram"],["10","A skull","A weapon or tool"]]}]},{"type":"entries","name":"Cult Members","entries":["Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. "]},{"type":"entries","name":"Types of Cultists","entries":["Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes."],"by":"Rites of the Cult of Elemental Evil"}]}]}],"gallery":[{"path":"bestiary/XMM/Cultists.webp","credit":"Aurore Folny"}]},{"id":"cultist-hierophant","name":"Cultist Hierophant","source":"XMM","page":85,"srd":false,"image":"bestiary/XMM/Cultist Hierophant.webp","token":"bestiary/tokens/XMM/Cultist Hierophant.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"16","initiative":"+8 (18)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":14,"dex":18,"con":18,"int":13,"wis":16,"cha":20,"saves":"Wis +7, Cha +9","skills":"Perception +7, Persuasion +9, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Celestial, Common","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The cultist casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Thaumaturgy|XPHB}","1/day each: {@spell Jallarzi's Storm of Radiance|XPHB} (level 7 version), {@spell Mass Suggestion|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination."]},{"name":"Pact Blade","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 18 ({@damage 4d8}) Radiant damage."]},{"name":"Radiant Ray","entries":["{@atkr r} {@hit 9}, range 120 ft. {@h}31 ({@damage 4d12 + 5}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Cultist hierophants are leaders who oversee the lives of their underlings, dictate the edicts of the cult, and interpret their patron's will. They possess supernatural powers gained from the cult's patron, supernatural sources, or the power of their own fanaticism. These leaders know their cult's deepest secrets and often control strange relics, mystical sites, and monstrous servants."]},{"type":"section","name":"Cultists","entries":["{@i Doomsayers and Fanatics}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.",{"type":"table","caption":"Cultist Agendas","colLabels":["1d6","The Cultist Strives To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring about the end of a dominant order, an age, or the world."],["2","Burn away the comfortable lies of reality, revealing forgotten or terrible truths."],["3","Expand their faith though mind control or supernatural coercion."],["4","Make global changes, like sinking the land or awakening volcanoes."],["5","Remake life on a mass scale, altering other creatures' bodies or spiritual beings."],["6","Summon their deity or its herald, weapon, or realm into their world."]]},{"type":"entries","name":"Occult Symbols","entries":["Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.",{"type":"table","caption":"Cult Symbols","isNameGenerator":true,"colLabels":["1d10","The Symbol Is...","Depicted As..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","An alchemical sign","A calendar or map"],["2","An animal","A crest or as heraldry"],["3","A celestial body","An elaborate diagram"],["4","A deity's icon","A metaphorical image"],["5","An element","A mystical being"],["6","An eye","Part of an equation"],["7","A geometric shape","A repeating pattern"],["8","A letter or number","A series of scratches"],["9","Part of a monster","A simple pictogram"],["10","A skull","A weapon or tool"]]}]},{"type":"entries","name":"Cult Members","entries":["Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. "]},{"type":"entries","name":"Types of Cultists","entries":["Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes."],"by":"Rites of the Cult of Elemental Evil"}]}]}],"gallery":[{"path":"bestiary/XMM/Cultist Hierophant.webp"},{"path":"bestiary/XMM/Cultists.webp","credit":"Aurore Folny"}]},{"id":"cultist-of-bane","name":"Cultist of Bane","source":"FRAiF","page":254,"srd":false,"image":"bestiary/FRAiF/Cultists.webp","token":"bestiary/tokens/FRAiF/Cultist of Bane.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"16","initiative":"+6 (16)","hp":"142 (19d8 + 57)","speed":"30 ft.","str":18,"dex":14,"con":16,"int":13,"wis":19,"cha":15,"saves":"Con +7, Wis +8, Cha +6","skills":"Intimidation +6, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Urban","treasure":"Individual, Relics","traits":[{"name":"Determined Survivor","entries":["The cultist regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it is {@status Bloodied|XPHB} and has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):","1/day: {@spell Dominate Person|XPHB}","2/day each: {@spell Calm Emotions|XPHB}, {@spell Detect Thoughts|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cultist makes three attacks, using Gauntlet or Oppressive Burst in any combination. It can replace one attack with a use of Spellcasting to cast {@spell Dominate Person|XPHB}, if available."]},{"name":"Gauntlet","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}17 ({@damage 3d8 + 4}) Bludgeoning damage."]},{"name":"Oppressive Burst","entries":["{@atkr r} {@hit 8}, range 120 ft. {@h}16 ({@damage 2d10 + 5}) Psychic damage, and the target can't take Reactions until the start of the cultist's next turn."]}],"bonusActions":[],"reactions":[{"name":"Counterattack","entries":["{@actTrigger} The cultist is hit by an attack roll. {@actResponse} The cultist makes one Gauntlet or Oppressive Burst attack against the triggering creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Cultists of Bane sow strife, either by directly bullying others or by abusing existing power structures to create division and oppression. Although many cultists of Bane are tyrants capable of influencing large groups of lackeys, other cultists prefer to operate from the shadows. These cultists use their forceful personalities to counsel well-intentioned rulers, turning benign organizations into dictatorships and twisting leaders into tyrants. They tattoo Bane's symbol on their hands as a sign of devotion."]},{"type":"section","name":"Cultists","entries":["{@i Wicked Zealots of the Dead Three}","The adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that follow their paths of tyranny, murder, and necromancy.","More than any other gods, the Dead Three directly influence Faerûn—and particularly the city of Baldur's Gate—in malign ways. Cultists who receive orders from their patron god directly are often the most ambitious and most dangerous."]}],"gallery":[{"path":"bestiary/FRAiF/Cultists.webp"}]},{"id":"cultist-of-bhaal","name":"Cultist of Bhaal","source":"FRAiF","page":255,"srd":false,"image":"bestiary/FRAiF/Cultists.webp","token":"bestiary/tokens/FRAiF/Cultist of Bhaal.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"16","initiative":"+7 (17)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":13,"dex":19,"con":18,"int":15,"wis":17,"cha":14,"saves":"Dex +7, Int +5","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 16","languages":"Common","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"Individual, Relics","traits":[{"name":"Blood-Soaked Resolve","entries":["While {@status Bloodied|XPHB}, the cultist has {@variantrule Advantage|XPHB} on saving throws."]}],"spellcasting":[{"name":"Spellcasting","entries":["The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):","2/day: {@spell Mind Spike|XPHB}","1/day each: {@spell Dimension Door|XPHB}, {@spell Mislead|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of Spellcasting."]},{"name":"Cursed Blade","entries":["{@atkr m,r} {@hit 7} (with {@variantrule Advantage|XPHB} if the target doesn't have all its {@variantrule Hit Points|XPHB}), reach 5 ft. or range 20/80 ft. {@h}14 ({@damage 3d6 + 4}) Slashing damage. {@hom}The blade magically returns to the cultist's hand immediately after a ranged attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Cultists of Bhaal revel in bloodshed. They enjoy the act of murder, particularly when they can use inventive methods that instill fear among witnesses. Cultists of Bhaal sometimes form cabals of assassins or mercenaries, but they perform their brutal slaughter for the perverse love of bloodshed and honor to their sinister god rather than for financial recompense. These cunning serial killers and mass murderers remain a step ahead of investigators, at least until the cultists' zealous bloodlust overwhelms their senses."]},{"type":"section","name":"Cultists","entries":["{@i Wicked Zealots of the Dead Three}","The adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that follow their paths of tyranny, murder, and necromancy.","More than any other gods, the Dead Three directly influence Faerûn—and particularly the city of Baldur's Gate—in malign ways. Cultists who receive orders from their patron god directly are often the most ambitious and most dangerous."]}],"gallery":[{"path":"bestiary/FRAiF/Cultists.webp"}]},{"id":"cultist-of-demogorgon","name":"Cultist of Demogorgon","source":"WttHC","srd":false,"image":"bestiary/WttHC/Cultist of Demogorgon.webp","token":"bestiary/tokens/WttHC/Cultist of Demogorgon.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":14,"con":10,"int":10,"wis":11,"cha":10,"saves":"Wis +2","skills":"Deception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Ritual Sickle","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}{@damage 1d4 + 2} Slashing damage plus 1 Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Cultists use extreme measures to spread radical beliefs. They often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces.","Some cultists devote themselves to Demogorgon, the self-proclaimed Prince of Demons. These cultists garb themselves in costumes that resemble the two-headed beast they worship. Their two-faced, monstrous masks and tentacled sleeves strike fear into those they aim to subjugate. Like the demon lord they worship, cultists of Demogorgon revel in chaos, domination, and destruction."]}],"gallery":[{"path":"bestiary/WttHC/Cultist of Demogorgon.webp"}]},{"id":"cultist-of-myrkul","name":"Cultist of Myrkul","source":"FRAiF","page":255,"srd":false,"image":"bestiary/FRAiF/Cultists.webp","token":"bestiary/tokens/FRAiF/Cultist of Myrkul.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"16","initiative":"+6 (16)","hp":"204 (24d8 + 96)","speed":"30 ft.","str":13,"dex":14,"con":18,"int":20,"wis":18,"cha":15,"saves":"Con +8, Int +9, Wis +8, Cha +6","skills":"Arcana +9, Insight +8, Religion +9","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Urban","treasure":"Individual, Relics","traits":[{"name":"Nearer to the Dead","entries":["While {@status Bloodied|XPHB}, the cultist has {@variantrule Immunity|XPHB} to the {@condition Frightened|XPHB} and {@condition Poisoned|XPHB} conditions."]}],"spellcasting":[{"name":"Spellcasting","entries":["The cultist casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Speak with Dead|XPHB}, {@spell Thaumaturgy|XPHB}","1/day each: {@spell Animate Dead|XPHB}, {@spell Circle of Death|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cultist makes three Necrotic Burst attacks."]},{"name":"Necrotic Burst","entries":["{@atkr m,r} {@hit 9}, reach 5 ft. or range 120 ft. {@h}27 ({@damage 5d10}) Necrotic damage and the target can't regain {@variantrule Hit Points|XPHB} until the end of the cultist's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Cultists of Myrkul dominate the dead, whether to raise Undead servants, terrorize the living, or extract secrets known only to the deceased. Most are more interested in amassing knowledge than power or wealth. Many cultists of Myrkul are sinister manipulators who hoard necromantic lore and gather in cults to share their gruesome secrets. Such secrets often require unsavory experimentation, which these heartless cultists relish."]},{"type":"section","name":"Cultists","entries":["{@i Wicked Zealots of the Dead Three}","The adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that follow their paths of tyranny, murder, and necromancy.","More than any other gods, the Dead Three directly influence Faerûn—and particularly the city of Baldur's Gate—in malign ways. Cultists who receive orders from their patron god directly are often the most ambitious and most dangerous."]}],"gallery":[{"path":"bestiary/FRAiF/Cultists.webp"}]},{"id":"cuprilach-rilmani","name":"Cuprilach Rilmani","source":"MPP","page":44,"srd":false,"image":"bestiary/MPP/Cuprilach Rilmani.webp","token":"bestiary/tokens/MPP/Cuprilach Rilmani.webp","size":"Medium","creatureType":"Celestial","alignment":"Neutral","ac":"16","initiative":"+5 (15)","hp":"202 (27d8 + 81)","speed":"40 ft.","str":12,"dex":20,"con":16,"int":16,"wis":15,"cha":14,"saves":"Dex +9, Cha +6","skills":"Perception +6, Stealth +13","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 16","languages":"telepathy 120 ft., any four languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The cuprilach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect magic}, {@spell disguise self}","1/day each: {@spell alter self}, {@spell fog cloud}, {@spell silence}"]}],"actions":[{"name":"Multiattack","entries":["The cuprilach makes three Burnished Blade or Bolt attacks."]},{"name":"Burnished Blade","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 13 ({@damage 2d12}) psychic damage."]},{"name":"Bolt","entries":["{@atk rw} {@hit 9} to hit, range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 13 ({@damage 2d12}) psychic damage."]}],"bonusActions":[{"name":"Assassin's Agility","entries":["The cuprilach takes the {@action Dash} or {@action Disengage} action, or it makes one Burnished Blade attack."]}],"reactions":[{"name":"Uncanny Dodge","entries":["The cuprilach halves the damage it takes from an attack that hits it, provided it can see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the orders of aurumachs without question or emotion.","Cuprilachs have wiry copper frames, with torsos that float above their waists, separated by a hovering, polished sphere. Agile and armed with an arsenal of deceptive magic, cuprilachs do whatever they must to complete their missions."]},{"type":"section","entries":[{"type":"entries","name":"Rilmani","entries":["Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse's existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani act to even the odds.","While the rilmani might be found anywhere, they're most frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.","Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces."]}]}],"gallery":[{"path":"bestiary/MPP/Cuprilach Rilmani.webp"}]},{"id":"curate","name":"Curate","source":"HotB","page":15,"srd":false,"image":"bestiary/HotB/Curate.webp","token":"bestiary/tokens/HotB/Curate.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":8,"dex":14,"con":14,"int":14,"wis":18,"cha":14,"saves":"Int +5, Wis +7, Cha +5","skills":"Persuasion +5, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 14","languages":"Celestial, Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The curate has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Raise the Dead (1/Day)","entries":["In a ritual that takes 8 hours, the curate touches a creature that has died within the past 7 days. That creature returns to life with 1 {@variantrule Hit Points|XPHB|Hit Point}. The curate can't revive a creature that died of old age."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The curate makes three Celestial Radiance attacks."]},{"name":"Celestial Radiance","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 60 ft. {@h}18 ({@damage 4d8}) Radiant damage."]},{"name":"Healer's Touch (2/Day)","entries":["The curate touches another creature. That creature regains 13 ({@dice 2d8 + 4}) {@variantrule Hit Points|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A curate earns a special connection to the divine through service to shrines and temples. This devotion endows these spiritual leaders with the power to heal injuries, repel evil, and raise the dead."]}],"gallery":[{"path":"bestiary/HotB/Curate.webp"}]},{"id":"curran-corvalin","name":"Curran Corvalin","source":"TftYP","page":158,"srd":false,"image":"bestiary/tokens/TftYP/Curran Corvalin.webp","token":"bestiary/tokens/TftYP/Curran Corvalin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"cyclops","name":"Cyclops","source":"MM","page":45,"srd":false,"image":"bestiary/MM/Cyclops.webp","token":"bestiary/tokens/MM/Cyclops.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Neutral","ac":"14","initiative":"+0 (10)","hp":"138 (12d12 + 60)","speed":"30 ft.","str":22,"dex":11,"con":20,"int":8,"wis":6,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 8","languages":"Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark, Mountain, Grassland, Hill, Desert, Coastal","treasure":"","traits":[{"name":"Poor Depth Perception","entries":["The cyclops has disadvantage on any attack roll against a target more than 30 feet away."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cyclops makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 30/120 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Cyclopes are one-eyed giants that eke out a meager existence in wild lands. Isolationists by nature, they avoid contact with other races and try to drive away strangers in their territory.",{"name":"Nonreligious","type":"entries","entries":["Legends claim that the cyclopes are the spawn of one of the gods of the giants, but these creatures pay little heed to any deities. They see little benefit in prayer and dislike ritual, which they perceive as complex and foreign. However, a cyclops that gains direct benefit from some site of divine power, or which is threatened by a supernatural force or creature, will pay homage as long as the benefit or threat remains."]},{"name":"Unsophisticated","type":"entries","entries":["Though they are reasonably intelligent, cyclopes live simple, reclusive lives, keeping herds of animals for food. They prefer to dwell alone or in small family groups, lairing in caves, ruins, or rough structures of dry stone construction they build themselves. A cyclops keeps its herd animals with it at night, sealing the entrance to its home with boulders to let it serve double duty as a barn.","A cyclops lairs within a day's journey of other cyclopes, so that they can meet to trade goods or seek mates. They craft weapons and tools of wood and stone, but will use metal when they can find it. Although cyclopes understand the Giant tongue, they write nothing and speak little, using grunts and gestures for their interactions with each other. Cyclopes don't use money for trade, but they value gold, shells, and other glittering and colorful objects as jewelry. A cyclops might wear a necklace strung with feathers and silver coins, but also with pewter goblets, cutlery, and other bits of ruined metal."]},{"name":"Unwise","type":"entries","entries":["Cyclopes aren't great thinkers or strategists. Slow to learn and bound to their traditional ways, they find innovation difficult. Although they are a terrifying threat in combat due to their size and strength, they can often be tricked by clever foes. Cyclopes can be cowed and awed by obvious displays of magic. Rustics with little exposure to magic, they can be deceived into mistaking a warlock, cleric, or other caster for a powerful divine figure. However, their sense of pride causes them to react with vengeful, bloodthirsty violence once they learn that the individual they assumed was a \"god\" is a mere mortal."]}]}]}],"gallery":[{"path":"bestiary/MM/Cyclops.webp"}]},{"id":"cyclops-oracle","name":"Cyclops Oracle","source":"XMM","page":88,"srd":false,"image":"bestiary/XMM/Cyclopes.webp","token":"bestiary/tokens/XMM/Cyclops Oracle.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Neutral","ac":"16","initiative":"+8 (18)","hp":"207 (18d12 + 90)","speed":"40 ft.","str":22,"dex":11,"con":20,"int":16,"wis":18,"cha":10,"saves":"Con +9, Wis +8","skills":"History +11, Perception +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Truesight 30 ft., Passive Perception 22","languages":"Giant","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Coastal, Desert, Grassland, Hill, Mountain, Underdark","treasure":"Armaments","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The cyclops casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 16}):","1/day: {@spell Legend Lore|XPHB}","2/day each: {@spell Arcane Eye|XPHB}, {@spell Detect Magic|XPHB}, {@spell Locate Object|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cyclops makes three attacks, using Radiant Strike or Flash of Light in any combination."]},{"name":"Radiant Strike","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}22 ({@damage 3d10 + 6}) Radiant damage."]},{"name":"Flash of Light","entries":["{@atkr r} {@hit 10}, range 120 ft. {@h}17 ({@damage 2d10 + 6}) Radiant damage, and the target has {@variantrule Disadvantage|XPHB} on attack rolls until the end of the cyclops's next turn."]}],"bonusActions":[],"reactions":[{"name":"Portent {@recharge 4}","entries":["{@actTrigger} The cyclops or an ally it can see makes a {@variantrule D20 Test|XPHB}. {@actResponse} The cyclops rolls {@dice 1d20} and chooses whether to use that roll in place of the {@dice d20} rolled for the {@variantrule D20 Test|XPHB}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Cyclops oracles gaze through history to learn hidden truths. Many share these secrets with those who aid them in correcting the mistakes of the past."]},{"type":"section","name":"Cyclopes","entries":["{@i Monocular Servants of Destiny}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Desert|bestiary|environment=desert}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Cyclopes are gigantic, one-eyed descendants of the gods. Using their mystical vision, cyclopes can witness how future events are likely to occur."]}],"gallery":[{"path":"bestiary/XMM/Cyclopes.webp","credit":"Daarken"}]},{"id":"cyclops-sentry","name":"Cyclops Sentry","source":"XMM","page":88,"srd":false,"image":"bestiary/XMM/Cyclopes.webp","token":"bestiary/tokens/XMM/Cyclops Sentry.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Neutral","ac":"14","initiative":"+0 (10)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":22,"dex":11,"con":20,"int":8,"wis":6,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 8","languages":"Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Coastal, Desert, Grassland, Hill, Mountain, Underdark","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cyclops makes two attacks, using Stone Club or Rock in any combination."]},{"name":"Stone Club","entries":["{@atkr m} {@hit 9}, reach 10 ft. {@h}16 ({@damage 3d6 + 6}) Bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Rock","entries":["{@atkr r} {@hit 9}, range 30/120 ft. {@h}22 ({@damage 3d10 + 6}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Limited Foresight {@recharge}","entries":["{@actTrigger} A creature the cyclops can see makes an attack roll against it. {@actResponse} The cyclops imposes {@variantrule Disadvantage|XPHB} on the roll, and the cyclops gains {@variantrule Advantage|XPHB} on attack rolls against the target until the end of the cyclops's next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Most cyclops sentries serve their divine progenitors and oppose those who would tamper with fate."]},{"type":"section","name":"Cyclopes","entries":["{@i Monocular Servants of Destiny}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Desert|bestiary|environment=desert}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Cyclopes are gigantic, one-eyed descendants of the gods. Using their mystical vision, cyclopes can witness how future events are likely to occur."]}],"gallery":[{"path":"bestiary/XMM/Cyclopes.webp","credit":"Daarken"}]},{"id":"cyrus-belview","name":"Cyrus Belview","source":"CoS","page":77,"srd":false,"image":"bestiary/CoS/Cyrus Belview.webp","token":"bestiary/tokens/CoS/Cyrus Belview.webp","size":"Medium","creatureType":"Humanoid (Mongrelfolk)","alignment":"Any Alignment","ac":"11","initiative":"-1 (9)","hp":"26 (4d8 + 8)","speed":"20 ft.","str":12,"dex":9,"con":15,"int":9,"wis":10,"cha":6,"saves":"","skills":"Deception +2, Perception +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The mongrelfolk has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Mimicry","entries":["Cyrus can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Cyrus makes two attacks: one with its bite and one with its claw or dagger."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Cyrus Belview.webp"}]},{"id":"daask-bruiser","name":"Daask Bruiser","source":"EFA","page":58,"srd":false,"image":"bestiary/EFA/Daask Bruiser.webp","token":"bestiary/tokens/EFA/Daask Bruiser.webp","size":"Medium","creatureType":"Humanoid (Gnoll)","alignment":"Neutral Evil","ac":"17","initiative":"+5 (15)","hp":"150 (20d8 + 60)","speed":"30 ft.","str":20,"dex":13,"con":16,"int":10,"wis":12,"cha":14,"saves":"Str +9, Con +7, Wis +5","skills":"Athletics +9, Intimidation +6, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"Common, Gnoll","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The bruiser has {@variantrule Advantage|XPHB} on attack rolls against any creature that doesn't have all its {@variantrule Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bruiser makes three Pummel attacks and uses Glare."]},{"name":"Pummel","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}12 ({@damage 2d6 + 5}) Bludgeoning damage."]},{"name":"Glare","entries":["{@actSave wis} {@dc 14}, one creature the bruiser can see within 30 feet. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the start of the bruiser's next turn."]}],"bonusActions":[],"reactions":[{"name":"Smackback","entries":["{@actTrigger} The bruiser takes damage from a creature within 5 feet. {@actResponse} The bruiser makes one Pummel attack, targeting the triggering creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Intimidating and powerful, bruisers lead Daask operations when more violent and decisive shows of force are needed. These enforcers relish the brutality of their work."]}],"gallery":[{"path":"bestiary/EFA/Daask Bruiser.webp"}]},{"id":"daask-raider","name":"Daask Raider","source":"EFA","page":58,"srd":false,"image":"bestiary/EFA/Daask Raider.webp","token":"bestiary/tokens/EFA/Daask Raider.webp","size":"Medium","creatureType":"Humanoid (Gnoll)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":16,"dex":12,"con":13,"int":10,"wis":11,"cha":8,"saves":"Str +5","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Common, Gnoll","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The raider has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the raider's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Pummel","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Smackback","entries":["{@actTrigger} The raider takes damage from a creature within 5 feet. {@actResponse} The raider makes one Pummel attack, targeting the triggering creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Raiders use guerrilla tactics to ambush warehouses and beat down opponents. These skilled fistfighters work in tandem to claim goods and territory for Daask."]}],"gallery":[{"path":"bestiary/EFA/Daask Raider.webp"}]},{"id":"dabus","name":"Dabus","source":"MPP","page":23,"srd":false,"image":"bestiary/MPP/Dabus.webp","token":"bestiary/tokens/MPP/Dabus.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"20 ft., fly 30 ft. (hover)","str":8,"dex":14,"con":12,"int":16,"wis":15,"cha":14,"saves":"Int +5, Wis +4","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"exhaustion","senses":"darkvision 60 ft., Passive Perception 16","languages":"understands all languages but can't speak; communicates via Symbol Speech","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Physical Restraint","entries":["The dabus doesn't make melee attacks or opportunity attacks, even in self-defense."]},{"name":"Symbol Speech","entries":["A dabus communicates by creating illusory symbols and pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful {@dc 10} Intelligence ({@skill Investigation}) check (no action required)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dabus makes two Flying Brick attacks."]},{"name":"Flying Brick","entries":["{@atk rs} {@hit 5} to hit, range 90 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage."]},{"name":"Grasping Ground {@recharge}","entries":["The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of stone. Each creature of the dabus's choice in that area must succeed on a {@dc 13} Dexterity saving throw or take 9 ({@damage 2d8}) bludgeoning damage and have the {@condition grappled} condition (escape {@dc 13}). While {@condition grappled} in this way, the creature has the {@condition restrained} condition. The appendages vanish after 1 minute or if the dabus's {@status concentration} ends (as if {@status concentration||concentrating} on a spell)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Among the bustling throngs of Sigil's streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain.","Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil's infrastructure not only to effect repairs but also to combat individuals who disrupt the city's operations or violate the Lady's edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands.","When dabus communicate, rather than speaking or signing words, they create esoteric illusory images and symbols in front of themselves. Scholars have yet to determine the origin of dabus's difficult-to-comprehend rebuses, though some speculate their etymology predates Sigil itself."]}],"gallery":[{"path":"bestiary/MPP/Dabus.webp"}]},{"id":"daemogoth","name":"Daemogoth","source":"SCC","page":189,"srd":false,"image":"bestiary/SCC/Daemogoth.webp","token":"bestiary/tokens/SCC/Daemogoth.webp","size":"Huge","creatureType":"Fiend","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"157 (15d12 + 60)","speed":"40 ft., climb 40 ft.","str":19,"dex":15,"con":19,"int":21,"wis":14,"cha":18,"saves":"Int +9, Wis +6, Cha +8","skills":"Arcana +13, Deception +12, History +9, Perception +6","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"frightened","senses":"truesight 120 ft., Passive Perception 16","languages":"Abyssal, Infernal, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Pact of Pain","entries":["Using a 10-minute ritual, the daemogoth can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the daemogoth dies, or the pact is broken by any effect that can remove a curse.","The daemogoth chooses one spell from the {@filter necromancy or enchantment school that is 3rd level or lower|spells|level=0;1;2;3|school=N;E}. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 7 ({@damage 2d6}) psychic damage, which can't break the creature's {@status concentration} on a spell. Once the bound creature casts the spell in this way, it can't do so again until it finishes a long rest."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The daemogoth makes three Agonizing Burst attacks. It can use Terrify, if available, in place of one of the attacks."]},{"name":"Agonizing Burst","entries":["{@atk ms,rs} {@hit 9} to hit, reach 10 ft. or range 120 ft., one target. {@h}11 ({@damage 2d10}) force damage. If the target is a creature, the daemogoth regains 5 hit points."]},{"name":"Terrify {@recharge 4}","entries":["The daemogoth targets one creature it can see within 120 feet of itself. The target must make a {@dc 17} Wisdom saving throw. On a failed save, the target takes 33 ({@damage 6d10}) psychic damage and is {@condition frightened} of the daemogoth until the end of the daemogoth's next turn, and the daemogoth regains 5 hit points. On a successful save, the target takes half as much damage and isn't {@condition frightened}, and the daemogoth doesn't heal."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Slipping through the darkest corners of the world, daemogoths are powerful fiendish creatures that feed on misery and other negative emotions. Some sages refer to daemogoths as tear lickers, owing to the fiends' tendency to lurk near battlefields and other sites of great tragedy to consume the anguish saturating the area.","Daemogoths are creatures of forbidden knowledge and magic, all fueled by their consumption of anguish. They trade magical influence over the lives and minds of others to ambitious mortals in exchange for the mortal's agony.","Daemogoths are alien-looking in the extreme. Their eyes are insectile or smooth and bulbous like gleaming jewels, and they have five arms. They typically wear long robes, which drape low over their forms, and they sport a halo of horns, antlers, or floating stones or crystals."]}],"gallery":[{"path":"bestiary/SCC/Daemogoth.webp","credit":"Alex Brock"}]},{"id":"daemogoth-titan","name":"Daemogoth Titan","source":"SCC","page":190,"srd":false,"image":"bestiary/SCC/Daemogoth Titan.webp","token":"bestiary/tokens/SCC/Daemogoth Titan.webp","size":"Gargantuan","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"203 (11d20 + 88)","speed":"40 ft.","str":26,"dex":10,"con":26,"int":24,"wis":18,"cha":20,"saves":"Int +12, Wis +9, Cha +10","skills":"Arcana +17, Deception +15, History +12, Perception +9","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 19","languages":"Abyssal, Infernal, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the titan fails a saving throw, it can choose to succeed instead."]},{"name":"Pact of Suffering","entries":["Using a 10-minute long ritual, the titan can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the titan dies, or the pact is broken by a {@spell wish} spell.","The titan chooses one spell from the {@filter necromancy or enchantment school that is 8th level or lower|spells|level=0;1;2;3;4;5;6;7;8|school=N;E}. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 21 ({@damage 6d6}) psychic damage, which can't break the creature's {@status concentration} on a spell. Once the bound creature casts the spell in this way, it can't do so again until it finishes a long rest."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The titan makes two Agonizing Burst attacks."]},{"name":"Agonizing Burst","entries":["{@atk ms,rs} {@hit 12} to hit, reach 15 ft. or range 120 ft., one target. {@h}17 ({@damage 3d6 + 7}) force damage. If the target is a creature, the titan regains 5 hit points."]},{"name":"Teleport","entries":["The titan teleports to an unoccupied space it can see within 120 feet of itself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The titan makes one Agonizing Burst attack."]},{"name":"Stalking Nightmare (Costs 2 Actions)","entries":["The titan uses Teleport, after which it can target one creature within 20 feet of itself that it can see. The target must make a {@dc 20} Constitution saving throw. On a failed save, the target takes 22 ({@damage 4d10}) necrotic damage, and the titan regains 10 hit points. On a successful save, the target takes half as much damage, and the titan doesn't heal."]},{"name":"Terrorize (Costs 3 Actions)","entries":["The titan targets one creature it can see within 120 feet of itself. The target must make a {@dc 20} Wisdom saving throw. On a failed save, the target takes 38 ({@damage 7d10}) psychic damage and is {@condition frightened} of the titan until the end of the target's next turn, and the titan regains 15 hit points. On a successful save, the target takes half as much damage and isn't {@condition frightened}, and the titan doesn't heal."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Daemogoth titans are towering monsters that blight the land around them. A daemogoth grows in power over the course of decades spent feeding on sorrow and draining life from nature. Eventually that growth turns the daemogoth into a titan.","The titans maintain their lesser cousins' ability to trade magical power for a mortal's pain, but they tend to demand more punishing suffering in exchange for their pacts or knowledge."]},{"type":"section","entries":[{"type":"entries","name":"Barbed Gifts","entries":["When a supplicant piques a daemogoth titan's interest, the titan can grant a blessing to the supplicant (see \"Supernatural Gifts \"in the Dungeon Master's Guide). As long as the creature has the blessing, it must expend and roll two of its Hit Dice whenever it finishes a long rest. It takes psychic damage equal to the total rolled, and its hit point maximum is reduced by an amount equal to the psychic damage taken. This reduction lasts until the creature finishes its next long rest. The creature dies if this effect reduces its hit point maximum to 0. The blessing can be removed only by a {@spell wish} spell."]}]}],"gallery":[{"path":"bestiary/SCC/Daemogoth Titan.webp","credit":"Chris Cold"}]},{"id":"dagdra-deepforge","name":"Dagdra Deepforge","source":"OoW","page":145,"srd":false,"image":"bestiary/AI/Dagdra Deepforge.webp","token":"bestiary/tokens/OoW/Dagdra Deepforge.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"15","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Dagdra can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Dagdra is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]},{"name":"Scroll Service (1/Day)","entries":["As an action, Dagdra draws a {@item spell scroll} from her {@item documancy satchel|AI}. The scroll contains a spell of up to 3rd level of Dagdra's choice. Only Dagdra can use the scroll, which vanishes after 1 minute."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties."]}]}]}],"gallery":[{"path":"bestiary/AI/Dagdra Deepforge.webp"}]},{"id":"dagryn","name":"Dagryn","source":"MaBJoV","page":110,"srd":false,"image":"bestiary/MaBJoV/Dagryn.webp","token":"bestiary/tokens/MaBJoV/Dagryn.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Neutral Evil","ac":"19","initiative":"-1 (9)","hp":"84 (13d8 + 26)","speed":"20 ft.","str":12,"dex":8,"con":14,"int":14,"wis":13,"cha":17,"saves":"","skills":"Deception +5, Performance +5, Persuasion +5","vulnerabilities":"","resistances":"poison","immunities":"acid","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Common, Draconic, Dwarvish, Undercommon","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Draconic Transformation","entries":["When Dagryn drops to 0 hit points, instead of falling {@condition unconscious}, he transforms into his dragon form. He immediately gains all the statistics of an {@creature adult black dragon} with the exception that his size is Medium, and has the {@condition stunned} condition. At the start of his next turn, he grows to Large size, but remains {@condition stunned}. At the start of his subsequent turn, Dagryn grows to Huge size and is no longer {@condition stunned}. Dagryn remains in his dragon form for 24 hours whereupon he reverts to this stat block."]},{"name":"Dwarven Resilience","entries":["Dagryn has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Dagryn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell alter self}, {@spell disguise self}, {@spell levitate}, {@spell major image}, {@spell vicious mockery}","2/day each: {@spell bane}, {@spell fear}, {@spell hold monster}, {@spell misty step}","1/day each: {@spell dimension door}, {@spell seeming}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Eruption","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) acid damage."]}],"bonusActions":[{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["Dagryn magically turns {@condition invisible} for 1 hour or until he attacks or casts a spell. Any equipment Dagryn wears or carries turns {@condition invisible} with him."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["I've long pursued the story of the dwarf who could change into a dragon. That Minsc and his ridiculous pet could track him down first is infuriating!"],"by":"Volo"},"Dagryn appears as an old, stooped dwarf, crippled with age and afflictions. Long ago, however, he went by another name... and another form.","Originally, Dagryn was a powerful black dragon that hunted the Underdark, feasting on everything from beholders to drow to illithid. But he was particularly fond of dwarves, whom he considered a delicacy. Supremely arrogant, Dagryn believe no denizens of the Underdark could challenge his power, until he had the misfortune of angering a coven of hags.","The hags trapped and killed the great wyrm, but instead of leaving him for dead, they reincarnated him in the form of a dwarf—a twisted joke on the once fearsome creature. In a final mockery of his former glory, they branded him with the name Dagryn—a bastardized echo of the mighty beast he once had been. Dagryn has now lived so many years as a dwarf that the memories of his life before the reincarnation have mostly faded. In addition to forgetting his true name, he no longer remembers his origin world, though he knows that Faerûn is not where he was born.","In the early years after his transformation, Dagryn discovered another cruel quirk of the hag's curse. After several years his wretched existence as a lowly dwarf became unbearable, and Dagryn was driven to suicide. But upon his death, he woke to discover his body had been restored to its original dragon form. However, his joy was short-lived—after 24 hours he once again shifted back into his dwarven shape... but now he had a malformed leg, giving him a painful limp.","Over the next decades, the true scope of the horror inflicted upon him became apparent. Each time his dwarven body was killed, he would be reborn as a dragon for a single day. And each time he turned back into a dwarf he would find himself afflicted with some new infirmity: arthritic joints; rotting teeth; punishing migraines; constant ulcers.","Dagryn now dreads adding new ailments to the relentless, crippling pain of his dwarven body. Whenever he is killed—a somewhat frequent occurrence, as a frail, old dwarf is an easy target—he spends his time as a dragon unleashing mad vengeance upon the world in an orgy of death, destruction, and mayhem. As a result, he has developed two very distinct and contrasting personalities: the timid, subservient dwarf and the raging, hate-filled dragon."],"gallery":[{"path":"bestiary/MaBJoV/Dagryn.webp"}]},{"id":"dalamar","name":"Dalamar","source":"DSotDQ","page":111,"srd":false,"image":"bestiary/DSotDQ/073-05-003.dalamar.webp","token":"bestiary/tokens/DSotDQ/Dalamar.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Dalamar is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/073-05-003.dalamar.webp","title":"Dalamar provides a glimpse of lost, ancient ruins","credit":"Svetlin Velinov"}]},{"id":"damaged-flesh-golem","name":"Damaged Flesh Golem","source":"EGW","page":248,"srd":false,"image":"bestiary/tokens/EGW/Damaged Flesh Golem.webp","token":"bestiary/tokens/EGW/Damaged Flesh Golem.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"5 (11d8 + 44)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever the golem starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.","The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."]},{"name":"Aversion of Fire","entries":["If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Lightning Absorption","entries":["Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dancing-flame","name":"Dancing Flame","source":"CRCotN","page":68,"srd":false,"image":"bestiary/tokens/CRCotN/Dancing Flame.webp","token":"bestiary/tokens/CRCotN/Dancing Flame.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., fly 60 ft.","str":8,"dex":17,"con":13,"int":15,"wis":12,"cha":20,"saves":"","skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","vulnerabilities":"","resistances":"cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Telepathic Bond","entries":["The flame ignores the range restriction on its telepathy when communicating with a creature it has {@condition charmed}. The two don't even need to be on the same plane of existence."]},{"name":"Flame","entries":["The flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If it leaves the hall or is reduced to 0 hit points, it is destroyed and can't re-form for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) fire damage."]},{"name":"Charm","entries":["One humanoid the flame can see within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the flame's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this flame's Charm for the next 24 hours.","The flame can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends."]},{"name":"Draining Kiss","entries":["The flame kisses a creature {@condition charmed} by it or a willing creature. The target must make a {@dc 15} Constitution saving throw against this magic, taking 32 ({@damage 5d10 + 5}) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dancing-item","name":"Dancing Item","source":"TCE","page":29,"srd":false,"image":"bestiary/tokens/TCE/Dancing Item.webp","token":"bestiary/tokens/TCE/Dancing Item.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+2 (12)","hp":"10 + five times your bard level","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":14,"con":16,"int":4,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; poisoned; frightened","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The item is immune to any spell or effect that would alter its form."]},{"name":"Irrepressible Dance","entries":["When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Force-Empowered Slam","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. {@h}{@damage 1d10 + PB} force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dandylion","name":"Dandylion","source":"MisMV1","page":6,"srd":false,"image":"bestiary/MisMV1/Dandylion.webp","token":"bestiary/tokens/MisMV1/Dandylion.webp","size":"Large","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"14","initiative":"+4 (14)","hp":"90 (12d10 + 24)","speed":"50 ft.","str":22,"dex":19,"con":14,"int":16,"wis":17,"cha":18,"saves":"Str +9, Cha +7","skills":"Nature +9, Perception +6, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Sylvan","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The dandylion has advantage on saving throws against spells and other magical effects."]},{"name":"Pack Tactics","entries":["The dandylion has advantage on an attack roll against a creature if at least one of the dandylion's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dandylion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell druidcraft}, {@spell guidance}, {@spell purify food and drink}","1/day: {@spell speak with plants}","2/day each: {@spell entangle}, {@spell goodberry}"]}],"actions":[{"name":"Multiattack","entries":["The dandylion makes one Bite attack and one Claws attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage. If the dandylion moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a {@dc 17} Strength saving throw or have the {@condition prone} condition. If the target has the {@condition prone} condition, the dandylion can make one Bite attack against it as a bonus action."]},{"name":"Rejuvenating Seedpods (2/Day)","entries":["The dandylion releases a burst of seedpods from its tail, filling a 10-foot-radius sphere centered on itself. Each creature of the dandylion's choice in the sphere can immediately end one of the following conditions on itself (creature's choice): {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}. In addition, all soil in the sphere's area is enriched, restoring withered vegetation in the area to full health and causing all crops in the area to produce twice the normal harvest for the next year."]}],"bonusActions":[],"reactions":[{"name":"Roar of Pride","entries":["When a creature within 60 feet of the dandylion hits it with an attack roll, the dandylion can unleash a furious roar. The creature that triggered this reaction must succeed on a {@dc 15} Wisdom saving throw or have the {@condition frightened} condition until the end of the dandylion's next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["{@note Created by Jones D.-D.}","Dandylions are herbivorous farmers who cultivate beautiful gardens of flowers and fields of crops in the Feywild. If treated with respect, dandylions are glad to share their wealth of knowledge about farming with those who show interest in the subject. They give great gardening advice, and their fruits and vegetables are healthy and delicious. Some of their crops also have magical properties, making them valuable as potion ingredients and spell components. Dandylions protect their farms ferociously, and anyone who tramples on or steals from a dandylion's bounty is likely to incur the creature's fury. The surest way to entice a dandylion to give up some of its beloved produce or flowers is to flatter it.","A dandylion has soft green fur woven with small leaves. A small, fluffy seed head at the end of the dandylion's tail contains seed pods. These seed pods enrich soil, giving rise to healthy plants and bountiful harvests. Often, dandylions weave necklaces with petals from their flower gardens and brag about the fertility of their soil. Dandylions love to boast about the fullness of their sunny yellow manes."]}],"gallery":[{"path":"bestiary/MisMV1/Dandylion.webp"},{"path":"bestiary/MisMV1/Dandylion (Original).webp"}]},{"id":"danika-dorakova","name":"Danika Dorakova","source":"CoS","page":98,"srd":false,"image":"bestiary/CoS/Danika Dorakova.webp","token":"bestiary/tokens/CoS/Danika Dorakova.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"31 (7d8)","speed":"30 ft. (fly 50 ft. in raven and hybrid forms)","str":10,"dex":15,"con":11,"int":13,"wis":15,"cha":14,"saves":"","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common (can't speak in raven form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Danika can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies."]},{"name":"Mimicry","entries":["Danika can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]},{"name":"Regeneration","entries":["Danika regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Human or Hybrid Form Only)","entries":["Danika makes two weapon attacks, one of which can be with its hand crossbow."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form. If the target is humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with wereraven {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Human or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Human or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Danika Dorakova.webp"}]},{"id":"dankwood-duergar","name":"Dankwood Duergar","source":"MGELFT","page":32,"srd":false,"image":"bestiary/MGELFT/Dankwood Duergar.webp","token":"bestiary/tokens/MGELFT/Dankwood Duergar.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"lawful grumpy","ac":"18","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"25 ft.","str":16,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The Dankwood duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the Dankwood duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Verbal Jab","entries":["The duergar unleashes a string of insults laced with subtle enchantments at a creature they can see within 60 feet. If the creature can hear them (it doesn't need to understand them), it must succeed on a {@dc 12} Wisdom saving throw or take {@damage 1d4} psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn."]},{"name":"Haymaker","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) bludgeoning damage. If the duergar is enlarged, increase their damage to 10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dankwood duergar live in the deep caves below and are constantly on the search for treasure and magical discoveries they can claim as their own. Like their dwarven relatives, the Dankwood duergar are masters at crafting, but never seem to be happy or satisfied with their creations.","Some say that their constant pouting is what allows them the magical ability to double in size and strength for short moments. Now that's a temper tantrum!"],"gallery":[{"path":"bestiary/MGELFT/Dankwood Duergar.webp","credit":"Emi Tanji"}]},{"id":"dankwood-grung","name":"Dankwood Grung","source":"MGELFT","page":31,"srd":false,"image":"bestiary/MGELFT/Dankwood Grung.webp","token":"bestiary/tokens/MGELFT/Dankwood Grung.webp","size":"Small","creatureType":"Humanoid (Grung)","alignment":"lawful grumpy","ac":"13","initiative":"+3 (13)","hp":"27 (5d6 + 10)","speed":"25 ft., climb 25 ft.","str":7,"dex":16,"con":15,"int":10,"wis":11,"cha":15,"saves":"Dex +5","skills":"Athletics +2, Intimidation +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 12","languages":"Grung","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The grung can breathe air and water."]},{"name":"Poisonous Skin","entries":["Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Standing Leap","entries":["The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Grumpy Grung Growl","entries":["A ferocious gurgling issues from the throat of the Dankwood grung, warning those within 15 feet that they are indeed grumpy. Creatures in that area must succeed at a {@dc 12} Charisma saving throw or be {@condition frightened} until the end of their next turn."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 0} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage in melee, or 3 ({@damage 1d4 + 1}) piercing damage at range. Target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dankwood grungs come in a variety of colors and play different roles in their community:",{"type":"list","items":["Green: Warriors, hunters and workers","Blue: Crafters and cooks","Purple: Leaders and commanders","Red: Scholars and magic users","Orange: Super elite warriors","Gold: The big boss"]}],"gallery":[{"path":"bestiary/MGELFT/Dankwood Grung.webp","credit":"Emi Tanji"}]},{"id":"dankwood-hag","name":"Dankwood Hag","source":"AWM","page":31,"srd":false,"image":"bestiary/tokens/AWM/Dankwood Hag.webp","token":"bestiary/tokens/AWM/Dankwood Hag.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"82","speed":"30 ft.","str":18,"dex":12,"con":16,"int":13,"wis":14,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The hag can breathe air and water."]},{"name":"Mimicry (Green Hag)","entries":["The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The hag's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells:","At will: {@spell dancing lights}, {@spell minor illusion}, {@spell vicious mockery}"]}],"actions":[{"name":"Illusory Appearance","entries":["The hag covers herself with a magical illusion that allows her to look like another creature of her general size and shape. The illusion ends when the hag chooses, or if she dies. A {@dc 20} Intelligence ({@skill Investigation}) check will expose the hag's disguise."]},{"name":"Invisible Passage","entries":["The hag magically turns {@condition invisible} until she attacks or casts a spell, or until her {@status concentration} ends. While {@condition invisible}, she leaves no physical evidence of her passage, and can only be tracked by magic."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, one target. {@h}17 ({@damage 2d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dankwood hags are the worst kind of hags in the world. They are creepy and grumpy with long fingers that end in iron claws. They are known to eat small goblins and other warm-blooded creatures, but Dankwood hags are especially fond of sparkleberry tarts.","Since sparkleberries grow only where dryads have their sacred groves, Dankwood hags don't dare enter lest they anger the dryads and suffer their wrath. Dankwood hags are also very greedy and this can be used against them to lure them into a trap or trick them into eating something they shouldn't."]},{"id":"dao","name":"Dao","source":"XMM","page":89,"srd":false,"image":"bestiary/XMM/Dao.webp","token":"bestiary/tokens/XMM/Dao.webp","size":"Large","creatureType":"Elemental (Genie)","alignment":"Neutral","ac":"18","initiative":"+1 (11)","hp":"200 (16d10 + 112)","speed":"30 ft., burrow 30 ft., fly 30 ft. (hover)","str":23,"dex":12,"con":24,"int":12,"wis":13,"cha":18,"saves":"Dex +5, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Primordial (Terran)","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Planar, Earth, Underdark","treasure":"Implements","traits":[{"name":"Earth Glide","entries":["The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through."]},{"name":"Elemental Restoration","entries":["If the dao dies outside the Elemental Plane of Earth, its body dissolves into dirt, and it gains a new body in {@dice 1d4} days, reviving with all its {@variantrule Hit Points|XPHB} somewhere on the Plane of Earth."]},{"name":"Magic Resistance","entries":["The dao has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Wishes","entries":["The dao has a 30 percent chance of knowing the {@spell Wish|XPHB} spell. If the dao knows it, the dao can cast it only on behalf of a non-genie creature who communicates a wish in a way the dao can understand. If the dao casts the spell for the creature, the dao suffers none of the spell's stress. Once the dao has cast it three times, the dao can't do so again for 365 days."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dao casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Detect Evil and Good|XPHB}, {@spell Detect Magic|XPHB}, {@spell Stone Shape|XPHB}","1/day each: {@spell Gaseous Form|XPHB}, {@spell Invisibility|XPHB}, {@spell Move Earth|XPHB}, {@spell Passwall|XPHB}, {@spell Plane Shift|XPHB}, {@spell Tongues|XPHB}, {@spell Wall of Stone|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dao makes three Earthen Maul attacks or two Earth Burst attacks."]},{"name":"Earthen Maul","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}20 ({@damage 4d6 + 6}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Earth Burst","entries":["{@atkr r} {@hit 10}, range 120 ft. {@h}15 ({@damage 2d8 + 6}) Bludgeoning damage. {@hom}Earth explodes from the target's space, creating the following effect. {@actSave dex} {@dc 16}, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from and including the target. {@actSaveFail} 10 ({@damage 3d6}) Thunder damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Dao","entries":["{@i Genie of the Earth}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Plane of Earth)|bestiary|environment=planar, earth}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Genies of minerals and gemstones, dao embody the resolve of rock. Using innate magic, they move through the earth unimpeded, exploring depths inaccessible to most. Dao delight in the treasures of the earth, whether raw gemstones, jewelry crafted from pure metals, or wondrous fossils. In exchange for such treasures, dao might reveal underground mysteries, such as paths through the Underdark, buried ruins, or whole subterranean realms.","Many dao call the Elemental Plane of Earth home. There, they create cities that glitter with treasure. Among these realms is the labyrinthine expanse called the Great Dismal Delve or the Sevenfold Mazework, which protects the City of Jewels, the Iron Crucible, and the Strait of Magnets.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["On the Elemental Plane of Earth, galaxies of gemstones twinkle over vaults of treasure. If dao are there, so is wealth worth hunting."],"by":"Gundren Rockseeker, Dwarf Treasure Hunter"}]}]}],"gallery":[{"path":"bestiary/XMM/Dao.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"dao-mm","source":"MM"}]},{"id":"dao-mm","name":"Dao","source":"MM","page":143,"srd":false,"image":"bestiary/MM/Dao.webp","token":"bestiary/tokens/MM/Dao.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral Evil","ac":"18","initiative":"+1 (11)","hp":"187 (15d10 + 105)","speed":"30 ft., burrow 30 ft., fly 30 ft.","str":23,"dex":12,"con":24,"int":12,"wis":13,"cha":14,"saves":"Int +5, Wis +5, Cha +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"darkvision 120 ft., Passive Perception 11","languages":"Terran","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Earth Glide","entries":["The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through."]},{"name":"Elemental Demise","entries":["If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying."]},{"name":"Sure-Footed","entries":["The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dao's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell detect magic}, {@spell stone shape}","3/day each: {@spell passwall}, {@spell move earth}, {@spell tongues}","1/day each: {@spell conjure elemental} ({@creature earth elemental} only), {@spell gaseous form}, {@spell invisibility}, {@spell phantasmal killer}, {@spell plane shift}, {@spell wall of stone}"]}],"actions":[{"name":"Multiattack","entries":["The Dao makes two fist attacks or two maul attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Maul","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a {@dc 18} Strength check or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become columns of swirling sand. A dao isn't happy unless it is the envy of other dao.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"All That Glitters","type":"entries","entries":["The dao dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane of Earth. These maze works are continually expanding as the dao delve into and reshape the rock around them. Dao care nothing for the poverty or misfortune of others. A dao might grind powdered gems and gold dust over its food to heighten the experience of eating, devouring its wealth as mortals consume a precious spice."]},{"name":"Lords of the Earth","type":"entries","entries":["A dao never assists a mortal unless the genie has something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane of Earth avoid the dao, which are always seeking new slaves to mine the maze works of their floating earth islands."]},{"name":"Proud Slavers","type":"entries","entries":["The dao trade for the finest slaves that money can buy, forcing them to work in dangerous subterranean realms that rumble with earthquakes. As much as they enjoy enslaving others, the dao hate being enslaved. Powerful wizards have been known to lure dao to the Material Plane and trap them in the confines of magic gemstones or iron flasks. Unfortunately for the dao, their greed makes it relatively easy for mages to cozen them into service."]}]}]},{"type":"section","name":"Genies","entries":["Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.","Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Creatures of the Elements","entries":["A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.","A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.","When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.","In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.","Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.","Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them."],"type":"entries"},{"name":"Rule or Be Ruled","entries":["Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use."],"type":"entries"},{"name":"Decadent Nobility","entries":["Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination."],"type":"entries"},{"name":"The Power of Worship","entries":["Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Dao.webp"}],"hidden":true,"otherVersions":[{"id":"dao","source":"XMM"}]},{"id":"darathra-shendrel","name":"Darathra Shendrel","source":"SKT","page":253,"srd":false,"image":"bestiary/SKT/Darathra Shendrel.webp","token":"bestiary/tokens/SKT/Darathra Shendrel.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"14","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"","skills":"History +2, Intimidation +4, Investigation +2, Perception +2, Persuasion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["Darathra has advantage on saving throws against being {@condition frightened}"]},{"name":"Roleplaying Information","entries":["As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.","Ideal: \"Good people should be given every chance to prosper, free of tyranny.\"","Bond: \"I'll lay down my life to protect Triboar and its citizens.\"","Flaw: \"I refuse to back down. Push me, and I'll push back.\""]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Darathra makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage. Darathra carries twenty crossbow bolts."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.","Ideal:\"Good people should be given every chance to prosper, free of tyranny.\"","Bond:\"I'll lay down my life to protect Triboar and its citizens.\"","Flaw:\"I refuse to back down. Push me, and I'll push back.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Darathra Shendrel.webp"}],"otherVersions":[{"id":"darathra-shendrel-pota","source":"PotA"}]},{"id":"darathra-shendrel-pota","name":"Darathra Shendrel","source":"PotA","page":37,"srd":false,"image":"bestiary/tokens/PotA/Darathra Shendrel.webp","token":"bestiary/tokens/PotA/Darathra Shendrel.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Darathra has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Darathra makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Darathra can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Darathra adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"darathra-shendrel","source":"SKT"}]},{"id":"dardew","name":"Dardew","source":"WttHC","srd":false,"image":"bestiary/WttHC/Dardew.webp","token":"bestiary/tokens/WttHC/Dardew.webp","size":"Medium","creatureType":"Fiend","alignment":"Chaotic Neutral","ac":"19","initiative":"+4 (14)","hp":"105 (14d8 + 42)","speed":"30 ft., fly 60 ft.","str":18,"dex":18,"con":16,"int":14,"wis":12,"cha":16,"saves":"Int +5, Cha +6","skills":"Deception +6, Perception +4, Performance +9","vulnerabilities":"","resistances":"cold; fire; lightning; poison","immunities":"","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 14","languages":"Abyssal, Common, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Dardew makes two attacks, using Fiery Claw or Power Chord in any combination."]},{"name":"Fiery Claw","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Slashing damage plus 7 ({@damage 2d6}) Fire damage."]},{"name":"Power Chord","entries":["{@actSave con} {@dc 14}, one creature Dardew can see within 120 ft. {@actSaveFail} 13 ({@damage 3d6 + 3}) Thunder damage."]}],"bonusActions":[{"name":"Silver Tongue","entries":["{@actSave cha} {@dc 14}, one creature Dardew can see within 60 feet. {@actSaveFail} The creature has the {@condition Charmed|XPHB} condition until the start of Dardew's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dardew the Banished is a devilishly charming showman with fiery ambition. He knows how to delight an audience, even if it means making a few infernal pacts on the sly for a truly juicy spectacle.","Dardew is a cambion, a former mortal corrupted by an otherworldly power. His red skin and leathery wings betray his fiendish nature, and his boisterous but smooth voice commands attention. When that fails him, he accentuates his words with audacious riffs on his wicked lute."]}],"gallery":[{"path":"bestiary/WttHC/Dardew.webp"}]},{"id":"darien","name":"Darien","source":"MaBJoV","page":112,"srd":false,"image":"bestiary/MaBJoV/Darien.webp","token":"bestiary/tokens/MaBJoV/Darien.webp","size":"Large","creatureType":"Giant (Ogre)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"161 (19d10 + 57)","speed":"30 ft.","str":20,"dex":14,"con":16,"int":10,"wis":11,"cha":18,"saves":"Wis +4, Cha +8","skills":"Arcana +8, Deception +8, Persuasion +8","vulnerabilities":"","resistances":"psychic","immunities":"cold","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Aquan, Auran, Common, Elvish, Giant, telepathy 30 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Darien can see normally in darkness, both magical and nonmagical, to a distance of 120 feet"]},{"name":"Eldritch Mind","entries":["Darien has advantage on Constitution saving throws that she makes to maintain {@status concentration} on a spell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Darien casts one of the following spells, requiring no material component and using Charisma as the spellcasting ability (spell save {@dc 16}, {@hit 8} to hit with spell attacks):","At will: {@spell alter self}, {@spell blade ward}, {@spell chill touch}, {@spell disguise self}, {@spell false life}, {@spell invisibility}, {@spell mage armor} (self only), {@spell silent image}","2/day each: {@spell armor of Agathys}, {@spell cone of cold}, {@spell darkness}, {@spell fear}, {@spell hallucinatory terrain}, {@spell hold person}, {@spell hypnotic pattern}, {@spell major image}, {@spell mirror image}, {@spell mislead}, {@spell sleet storm}","1/day each: {@spell dream}, {@spell feeblemind}, {@spell mass suggestion}, {@spell project image}"]}],"actions":[{"name":"Multiattack","entries":["Darien makes two War Pick attacks."]},{"name":"War Pick","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft, one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 4 necrotic damage."]},{"name":"Eldritch Blast","entries":["{@atk rs} {@hit 8} to hit, range 300 ft., three targets. {@h}9 ({@damage 1d10 + 4}) force damage."]},{"name":"Create Thrall","entries":["Darien touches an {@condition incapacitated} Humanoid. That creature is then {@condition charmed} by her until a {@spell remove curse} spell is cast on it, the {@condition charmed} condition is removed from it, or she uses this feature again. Darien can communicate telepathically with the {@condition charmed} creature as long as the two of them are on the same plane of existence."]},{"name":"Summon War Pick","entries":["Darien creates a magical war pick in her empty hand. The war pick counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The war pick has a +1 bonus to attack and damage (already factored into Darien's attacks)."]}],"bonusActions":[],"reactions":[{"name":"Shield of Cryonax (1/Day)","entries":["When Darien takes damage, she can entomb herself in ice, which melts away at the end of her next turn. She gains 150 temporary hit points, which take as much of the triggering damage as possible. Immediately after she takes the damage, she gains vulnerability to fire damage, her speed is reduced to 0, and she is {@condition incapacitated}. These effects, including any remaining temporary hit points, all end when the ice melts."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Typically appearing as a beautiful, young elven woman clad in golden jewelry, Darien is usually accompanied by several scantily clad and equally beautiful \"bodyguards\", all of whom seem to be comfortable in any climate, no matter how cold. However, in reality Darien is a powerful half-ogre illusionist and the golden jewelry aren't simply valuable trinkets, but the soul circlets of skeleton warriors—the magically disguised bodyguards that accompany her. Worst of all, Darien is driven by a disturbing obsession for those who call themselves adventurers.","Born to a human mother who died at birth, Darien was rescued by an elven adventurer from Evereska named Vail. Vail tried to keep Darien's nature a secret from the elves of Evereska, knowing that they would never accept a half-ogre. When Darien was in her teens, Vail taught her illusion magic which she could use to change her appearance and create an entirely different identity. Darien modeled her looks and behavior off an elven girl named Shirri—a young elven princess that Darien idolized to the point of obsession. But Darien lacked the grace and refinement of a true elf and despite looking the part, she was never accepted by the elven youth of Evereska.","One spring, when Vail was away on a campaign, Darien kidnapped Shirri. She kept her a prisoner for weeks, obsessively studying her in order to learn how to mimic her poise and speech. She both loved and hated Shirri, and her moods would constantly shift between fawning adoration and bitter resentment. She would often shower her prisoner with gifts, like rich cakes and beautiful clothes, but even the smallest, seemingly insignificant thing could trigger a sudden bout of rage, causing Darien to lock Shirri for days in the cellar, naked, cold, and starving.","When Vail returned, he was horrified to discover what Darien had done and cast her out of Evereska. Banished, Darien wandered the Greycloak Hills that protect Evereska, hoping to die in the snows of an early winter. Instead, she was found by a force of Elemental Evil: Cryonax, Prince of Ice. A pact was made, and Darien survived the winter to make her way down into the civilized lands of the Sword Coast.","Darien's natural talent with illusion magic, coupled with the power that Cryonax provided, allowed her to thrive. In her travels, she became obsessed with the men and women that called themselves adventurers. These bands of treasure hunting thrill seekers seemed to exist outside of the normal order of the world. They did what they liked and became rich and powerful doing so. They also reminded her of the one man who had ever showed her love—Vail.","Darien is parasitic in nature. The smallest word or act—or even seeing them across a crowded room—will cause her to become obsessed with an individual. From that point on she will use all her powers to insert herself into their life, typically by hiring her victim for a high-paying adventuring job. If her machinations fail, however, she is not averse to resorting to brute force such as enchantment magic or taking loved ones as hostages to compel compliance.","Ultimately, she wants the targets of her obsessive infatuation to come to love and respect her. If she is not shown the love that she craves, then she will lash out. Often this means that she will wait for an opportune time to \"rescue\" them from a battle not going their way. These adventurers might wake to find themselves hostages of Darien, where they must endure her erratic emotional outbursts and cruel mind games until they either escape, are rescued, or are driven into total madness."],"gallery":[{"path":"bestiary/MaBJoV/Darien.webp"}]},{"id":"dark-tide-knight","name":"Dark Tide Knight","source":"PotA","page":205,"srd":false,"image":"bestiary/PotA/Dark Tide Knight.webp","token":"bestiary/tokens/PotA/Dark Tide Knight.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":17,"dex":16,"con":14,"int":10,"wis":11,"cha":11,"saves":"","skills":"Athletics +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bonded Mount","entries":["The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast's senses and ability to breathe underwater. The bonded mount obeys the knight's commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month."]},{"name":"Sneak Attack","entries":["The knight deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn't {@condition incapacitated} and the knight doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The knight makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Lance","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["When an attacker the knight can see hits it with an attack, the knight can halve the damage against it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Dark Tide knights are the elite warriors of the Crushing Wave cult. By drawing upon Olhydra's dark power, they gain the ability to ride sea-creatures that normally wouldn't be suitable as mounts, and can even breathe underwater and share their mount's senses. The knights prefer to fight from or in the water, since they don't like to leave their mounts behind, but they can be fierce opponents on foot at need.","Unlike most other knights, Dark Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory."]}]}]}],"gallery":[{"path":"bestiary/PotA/Dark Tide Knight.webp"}]},{"id":"darkling","name":"Darkling","source":"MPMM","page":84,"srd":false,"image":"bestiary/MPMM/Darkling.webp","token":"bestiary/tokens/MPMM/Darkling.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"14","initiative":"+3 (13)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":9,"dex":16,"con":12,"int":10,"wis":12,"cha":10,"saves":"","skills":"Acrobatics +5, Deception +2, Perception +5, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 15","languages":"Elvish, Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Death Flash","entries":["When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a {@dc 10} Constitution saving throw or be {@condition blinded} until the end of its next turn."]},{"name":"Light Sensitivity","entries":["While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Summer Queen's curse causes a darkling's body to absorb light, which wizens the creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives explodes outward when they die, incinerating the creatures and much of their possessions."]},{"type":"section","name":"Darklings","entries":["Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens' wrath, she cursed every member of his house. The seelie fey's true name has been stricken from history, but the stories call him Dubh Catha (\"Dark Crow\" in Common), and other Fey refer to the house's descendants as dubh sith—\"darklings.\" Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins."]}],"gallery":[{"path":"bestiary/MPMM/Darkling.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"darkling-vgm","source":"VGM"}]},{"id":"darkling-vgm","name":"Darkling","source":"VGM","page":134,"srd":false,"image":"bestiary/VGM/Darkling.webp","token":"bestiary/tokens/VGM/Darkling.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"14","initiative":"+3 (13)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":9,"dex":16,"con":12,"int":10,"wis":12,"cha":10,"saves":"","skills":"Acrobatics +5, Deception +2, Perception +5, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 15","languages":"Elvish, Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Forest, Swamp, Urban","treasure":"","traits":[{"name":"Death Flash","entries":["When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a {@dc 10} Constitution saving throw or be {@condition blinded} until the end of the creature's next turn."]},{"name":"Light Sensitivity","entries":["While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 ({@damage 2d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha (\"Dark Crow\" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith—or, in Common, \"darklings.\" Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.",{"name":"The Killing Light","entries":["The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions."],"type":"entries"},{"name":"Love of Art","entries":["Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel."],"type":"entries"},{"name":"Elder Transformation","entries":["A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Darkling.webp"}],"hidden":true,"otherVersions":[{"id":"darkling","source":"MPMM"}]},{"id":"darkling-elder","name":"Darkling Elder","source":"MPMM","page":84,"srd":false,"image":"bestiary/MPMM/Darkling Elder.webp","token":"bestiary/tokens/MPMM/Darkling Elder.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":13,"dex":17,"con":12,"int":10,"wis":14,"cha":13,"saves":"","skills":"Acrobatics +5, Deception +3, Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 16","languages":"Elvish, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Death Burn","entries":["When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a {@dc 11} Constitution saving throw. On a failed save, the creature takes 7 ({@damage 2d6}) radiant damage and is {@condition blinded} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition blinded}."]}],"spellcasting":[{"name":"Darkness (Recharges after a Short or Long Rest)","entries":["The darkling elder casts {@spell darkness}, requiring no spell components and using Wisdom as the spellcasting ability."]}],"actions":[{"name":"Multiattack","entries":["The darkling elder makes two Scimitar attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling's absorbed light. If the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails."]},{"type":"section","name":"Darklings","entries":["Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens' wrath, she cursed every member of his house. The seelie fey's true name has been stricken from history, but the stories call him Dubh Catha (\"Dark Crow\" in Common), and other Fey refer to the house's descendants as dubh sith—\"darklings.\" Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins."]}],"gallery":[{"path":"bestiary/MPMM/Darkling Elder.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"darkling-elder-vgm","source":"VGM"}]},{"id":"darkling-elder-vgm","name":"Darkling Elder","source":"VGM","page":134,"srd":false,"image":"bestiary/VGM/Darkling.webp","token":"bestiary/tokens/VGM/Darkling Elder.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":13,"dex":17,"con":12,"int":10,"wis":14,"cha":13,"saves":"","skills":"Acrobatics +5, Deception +3, Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 16","languages":"Elvish, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Forest, Swamp, Urban","treasure":"","traits":[{"name":"Death Burn","entries":["When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a {@dc 11} Constitution saving throw. On a failure, the creature takes 7 ({@damage 2d6}) radiant damage and, if the creature can see the light, is {@condition blinded} until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't {@condition blinded}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The darkling elder makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 ({@damage 3d6}) piercing damage."]},{"name":"Darkness (Recharges after a Short or Long Rest)","entries":["The darkling elder casts {@spell darkness} without any components. Wisdom is its spellcasting ability."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha (\"Dark Crow\" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith—or, in Common, \"darklings.\" Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.",{"name":"The Killing Light","entries":["The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions."],"type":"entries"},{"name":"Love of Art","entries":["Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel."],"type":"entries"},{"name":"Elder Transformation","entries":["A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Darkling.webp"}],"hidden":true,"otherVersions":[{"id":"darkling-elder","source":"MPMM"}]},{"id":"darkmantle","name":"Darkmantle","source":"XMM","page":90,"srd":true,"image":"bestiary/XMM/Darkmantle.webp","token":"bestiary/tokens/XMM/Darkmantle.webp","size":"Small","creatureType":"Aberration","alignment":"Unaligned","ac":"11","initiative":"+3 (13)","hp":"22 (5d6 + 5)","speed":"10 ft., fly 30 ft.","str":16,"dex":12,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Crush","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had {@variantrule Advantage|XPHB} on the attack roll, it covers the target, which has the {@condition Blinded|XPHB} condition and is suffocating while the darkmantle is attached in this way.","While attached to a target, the darkmantle can attack only the target but has {@variantrule Advantage|XPHB} on its attack rolls. Its {@variantrule Speed|XPHB} becomes 0, it can't benefit from any bonus to its {@variantrule Speed|XPHB}, and it moves with the target.","A creature can take an action to try to detach the darkmantle from itself, doing so with a successful {@dc 13} Strength ({@skill Athletics|XPHB}) check. On its turn, the darkmantle can detach itself by using 5 feet of movement."]},{"name":"Darkness Aura (1/Day)","entries":["Magical {@variantrule Darkness|XPHB} fills a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the darkmantle. This effect lasts while the darkmantle maintains {@status Concentration|XPHB} on it, up to 10 minutes. Darkvision can't penetrate this area, and no light can illuminate it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Darkmantle","entries":["{@i Ceiling-Clinging Ambush Predator}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Unnatural subterranean hunters, darkmantles veil themselves in magical shadows and use their bizarre anatomies to disguise themselves as stalactites. When prey passes below, lurking darkmantles drop and unfurl their webbed tentacles, attempting to blind, suffocate, or crush their victims.","Darkmantles share similarities with piercers and ropers and often hunt near those monsters. Scholars have attempted to establish a shared origin or life cycle between those creatures, but their efforts are thwarted by those monsters' supernatural physiologies and deadly natures.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Just assume there's no such thing as a stalactite."],"by":"S. Wakeman, Underdark Explorer"}]}]}],"gallery":[{"path":"bestiary/XMM/Darkmantle.webp","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"darkmantle-mm","source":"MM"}]},{"id":"darkmantle-mm","name":"Darkmantle","source":"MM","page":46,"srd":false,"image":"bestiary/MM/Darkmantle.webp","token":"bestiary/tokens/MM/Darkmantle.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"22 (5d6 + 5)","speed":"10 ft., fly 30 ft.","str":16,"dex":12,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Echolocation","entries":["The darkmantle can't use its blindsight while {@condition deafened}."]},{"name":"False Appearance","entries":["While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite."]}],"spellcasting":[],"actions":[{"name":"Crush","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also {@condition blinded} and unable to breathe while the darkmantle is attached in this way.","While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.","A creature can detach the darkmantle by making a successful {@dc 13} Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement."]},{"name":"Darkness Aura (1/Day)","entries":["A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey.","Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Remind me again why we're on this quest?"],"by":"Ethelrede the fighter, after his first darkmantle encounter"}]}]}],"gallery":[{"path":"bestiary/MM/Darkmantle.webp"}],"hidden":true,"otherVersions":[{"id":"darkmantle","source":"XMM"}]},{"id":"darkweaver","name":"Darkweaver","source":"MPP","page":25,"srd":false,"image":"bestiary/MPP/Darkweaver.webp","token":"bestiary/tokens/MPP/Darkweaver.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"149 (23d8 + 46)","speed":"50 ft., climb 50 ft.","str":10,"dex":17,"con":14,"int":17,"wis":14,"cha":15,"saves":"Dex +7, Wis +6","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"cold","immunities":"necrotic","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Abyssal, Deep Speech, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Shadowy Form","entries":["While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the {@condition incapacitated} condition."]},{"name":"Spider Climb","entries":["The darkweaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Hypersensitivity","entries":["The darkweaver takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 3d6 + 3}) piercing damage plus 17 ({@damage 5d6}) necrotic damage, and if the target is a creature, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]},{"name":"Shadow Web","entries":["{@atk rw} {@hit 7} to hit, reach 120 ft., one creature. {@h}16 ({@damage 3d10}) necrotic damage, and the target has the {@condition grappled} condition (escape {@dc 15}). The shadow web can be attacked and destroyed (AC 16; 20 hit points; vulnerability to radiant damage; immunity to bludgeoning, necrotic, poison, and psychic damage). The darkweaver can grapple up to six creatures at a time using its shadow web."]},{"name":"Reel","entries":["The darkweaver pulls each creature it has {@condition grappled} up to 60 feet toward itself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the darkweaver can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Extinguish.","entry":"All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."},{"type":"item","name":"Shadow Fears.","entry":"The darkweaver instills frightful magic into its webs. Each creature grappled by the darkweaver's Shadow Web must make a {@dc 15} Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn."},{"type":"item","name":"Shadow Step.","entry":"If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light or darkness."}]}],"regionalEffects":[],"lore":[{"type":"entries","entries":["Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target approaches, the darkweaver fires webs of pure shadow at its quarry, then drags the victim into the darkness.","Darkweavers are fascinated by sensations—particularly taste—and how creatures from across the planes experience reality. For them, the act of eating is an experience to be drawn out and savored, with every meal considered in all its facets. Whether its fare is a demon, an archon, a struggling halfling, or a catatonic mule, all such meals are culinary delights for a darkweaver, served up from the cosmic kitchen that is the multiverse. These spider-like terrors appreciate second-hand descriptions of sensations, especially those they're unlikely to experience in their home environment. A darkweaver's captive might delay being consumed by sharing tales of its experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to escape a darkweaver should think twice about returning to the creature's lair, though, as darkweavers prioritize their appetites over bargains."]},{"type":"section","entries":[{"type":"entries","name":"A Darkweaver's Lair","entries":["Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed.","A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP)."]},{"type":"entries","name":"Darkweaver Webs","entries":["A darkweaver's web has a 50 percent chance of having {@dice 1d6} cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses.",{"type":"table","colLabels":["d6","Category"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the cocoon contains the bones of a non-Humanoid creature, such as a flumph or a mule."],["2","A swarm of insects that might be a darkweaver's young"],["3","A corpse holding a jar of universal solvent with a slightly stuck lid"],["4","A collection of menus from restaurants in Sigil"],["5","{@dice 4d12} gold pieces amid a digested slurry"],["6","A halfling commoner or musteval guardinal that the darkweaver forgot about"]]}]}]}],"gallery":[{"path":"bestiary/MPP/Darkweaver.webp"}]},{"id":"darrett-highwater","name":"Darrett Highwater","source":"DSotDQ","page":59,"srd":false,"image":"bestiary/DSotDQ/042-03-005.darrett-highwater.webp","token":"bestiary/tokens/DSotDQ/Darrett Highwater.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Darrett has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Darrett makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Darrett can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Darrett adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/042-03-005.darrett-highwater.webp","credit":"Dawn Carlos"},{"path":"bestiary/DSotDQ/112-07-002.darrett-highwater.webp","title":"Darrett Highwater Wearing Solamnic Armor","credit":"Dawn Carlos"}]},{"id":"darz-helgar","name":"Darz Helgar","source":"SKT","page":253,"srd":false,"image":"bestiary/SKT/Darz Helgar.webp","token":"bestiary/tokens/SKT/Darz Helgar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":15,"dex":15,"con":12,"int":10,"wis":11,"cha":11,"saves":"","skills":"Intimidation +2, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Sneak Attack (1/Turn)","entries":["Darz deals an extra 7 ({@damage 2d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't {@condition incapacitated} and Darz doesn't have disadvantage on the attack roll."]},{"name":"Roleplaying Information","entries":["In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.","Ideal: \"You can run from your past, but you can't hide from it.\"","Bond: \"I've made a new life in Triboar. I'm not gonna run away this time. \"","Flaw: \"I have no regrets. I do whatever it takes to survive.\""]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Darz carries twenty sling stones."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.","Ideal:\"You can run from your past, but you can't hide from it.\"","Bond:\"I've made a new life in Triboar. I'm not gonna run away this time.\"","Flaw:\"I have no regrets. I do whatever it takes to survive.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Darz Helgar.webp"}]},{"id":"davian-martikov","name":"Davian Martikov","source":"CoS","page":173,"srd":false,"image":"bestiary/CoS/Davian Martikov.webp","token":"bestiary/tokens/CoS/Davian Martikov.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"31 (7d8)","speed":"30 ft. (fly 50 ft. in raven and hybrid forms)","str":10,"dex":15,"con":11,"int":13,"wis":15,"cha":14,"saves":"","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common (can't speak in raven form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Davian can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies."]},{"name":"Mimicry","entries":["Davian can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]},{"name":"Regeneration","entries":["Davian regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Human or Hybrid Form Only)","entries":["Davian makes two weapon attacks, one of which can be with its hand crossbow."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form. If the target is humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with wereraven {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Human or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Human or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Davian Martikov.webp"}]},{"id":"davil-starsong","name":"Davil Starsong","source":"WDH","page":199,"srd":false,"image":"bestiary/WDH/Davil Starsong.webp","token":"bestiary/tokens/WDH/Davil Starsong.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":16,"wis":12,"cha":17,"saves":"Dex +5, Cha +6","skills":"Arcana +6, History +6, Insight +4, Perception +4, Performance +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Draconic, Dwarvish, Elvish","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Davil has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Davil is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks) He has the following bard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell mending}, {@spell minor illusion}, {@spell vicious mockery}","Level 1 (4 slots): {@spell cure wounds}, {@spell disguise self}, {@spell sleep}","Level 2 (3 slots): {@spell crown of madness}, {@spell invisibility}, {@spell suggestion}","Level 3 (3 slots): {@spell nondetection}, {@spell sending}, {@spell tongues}","Level 4 (3 slots): {@spell compulsion}, {@spell freedom of movement}, {@spell polymorph}","Level 5 (2 slots): {@spell dominate person}, {@spell greater restoration}","Level 6 (1 slots): {@spell Otto's irresistible dance}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Within the Waterdeep division of the Black Network, Davil is accorded the title of Master of Opportunities and Negotiations because he's good at sniffing out lucrative business deals, and he makes friends easily.","Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span. Unlike most, he's not the least bit pretentious or aloof. He keeps a room at the Yawning Portal and does all his business in the establishment's taproom. He negotiates deals with grace and aplomb, even while drunk, and uses an elven lute as a spellcasting focus.","Davil can put the characters in contact with other leaders of the Black Network's Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if they need magic), Tashlyn Yafeera (if they need weapons or mercenaries), and Ziraj the Hunter (if they need a highly skilled assassin)."]},{"type":"entries","name":"The Doom Raiders","entries":["The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \"dooms\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies."]}]}]}],"gallery":[{"path":"bestiary/WDH/Davil Starsong.webp"}]},{"id":"dead-three-scion","name":"Dead Three Scion","source":"FRAiF","page":256,"srd":false,"image":"bestiary/FRAiF/Dead Three Scion.webp","token":"bestiary/tokens/FRAiF/Dead Three Scion.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"17","initiative":"+7 (17)","hp":"221 (26d8 + 104)","speed":"30 ft.","str":20,"dex":14,"con":19,"int":18,"wis":21,"cha":24,"saves":"Con +9, Wis +10","skills":"Arcana +9, Intimidation +12, Stealth +7","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"charmed; frightened","senses":"Truesight 120 ft., Passive Perception 15","languages":"Common","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Underdark, Urban","treasure":"Relics","traits":[{"name":"Culling Aura","entries":["{@actSave con} {@dc 20}, each {@status Bloodied|XPHB} creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the scion at the end of the scion's turn. {@actSaveFail} The target can't regain {@variantrule Hit Points|XPHB} until the start of the scion's next turn."]},{"name":"Legendary Resistance (3/Day)","entries":["If the scion fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The scion has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The scion casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 20}):","At will: {@spell Detect Thoughts|XPHB}, {@spell Dispel Magic|XPHB}","2/day each: {@spell Dimension Door|XPHB}, {@spell Invisibility|XPHB}, {@spell Scrying|XPHB}","1/day each: {@spell Circle of Death|XPHB}, {@spell Create Undead|XPHB}"]},{"name":"Command","entries":["The scion casts {@spell Command|XPHB} (level 2 version), using the same spellcasting ability as Spellcasting. The scion can't take this action again until the start of its next turn."]}],"actions":[{"name":"Multiattack","entries":["The scion makes two attacks, using Death Touch or Mindwrack Bolt in any combination."]},{"name":"Death Touch","entries":["{@atkr m} {@hit 12}, reach 5 ft. {@h}25 ({@damage 4d8 + 7}) Necrotic damage."]},{"name":"Mindwrack Bolt","entries":["{@atkr r} {@hit 12}, range 120 ft. {@h}21 ({@damage 6d6}) Psychic damage and the target has the {@condition Poisoned|XPHB} condition until the start of the scion's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The scion makes a Death Touch or Mindwrack Bolt attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Dead Three Scion","entries":["{@i Inheritor of a Malevolent Deific Triumvirate}","Some wicked mortals have bound their souls to Bane, Bhaal, and Myrkul and gained a portion of malevolent divine power from each. A scion of the Dead Three might have seized this power in a sinister ritual or had it thrust on them by an evil Artifact or a god's malevolent will. In any case, they possess cruelty, bloodlust, and necromantic power in equal measure and serve the Dead Three with their soul.","A Dead Three scion leads cults to Bane, Bhaal, or Myrkul—and often to all three. Sometimes the scion commands a single cult with an uneasy mix of adherents of each god, but a scion might lead separate cults from the shadows, playing them against each other and coordinating their efforts to bring the greatest amount of misery to a region."]}],"gallery":[{"path":"bestiary/FRAiF/Dead Three Scion.webp"}]},{"id":"deadbark-dryad","name":"Deadbark Dryad","source":"VEoR","page":216,"srd":false,"image":"bestiary/VEoR/Deadbark Dryad.webp","token":"bestiary/tokens/VEoR/Deadbark Dryad.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"187 (22d8 + 88)","speed":"30 ft.","str":17,"dex":16,"con":18,"int":11,"wis":16,"cha":18,"saves":"Con +9, Cha +9","skills":"Perception +8, Stealth +8","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 18","languages":"Elvish, Sylvan","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Bramble Walk","entries":["Difficult terrain composed of vegetation, such as foliage or thorns, doesn't cost the dryad extra movement."]},{"name":"Magic Resistance","entries":["The dryad has advantage on saving throws against spells and other magical effects."]},{"name":"Speak with Beasts and Plants","entries":["The dryad can communicate with Beasts and Plants as if they shared a language."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Druidcraft}","1/day: {@spell Dispel Magic}","2/day each: {@spell Pass without Trace}, {@spell Spike Growth}"]}],"actions":[{"name":"Multiattack","entries":["The dryad makes two Poisonous Thorn attacks and one Sapping Vine attack."]},{"name":"Poisonous Thorn","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 120 ft., one target. {@h}13 ({@damage 4d4 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage. If the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} condition until the start of the dryad's next turn."]},{"name":"Sapping Vine","entries":["{@atk mw} {@hit 8} to hit, reach 30 ft., one target. {@h}The target has the {@condition grappled} condition (escape {@dc 16}). Until the grapple ends, the target has the {@condition restrained} condition, and the dryad can't use the same vine on another target. A creature {@condition restrained} in this way takes 13 ({@damage 3d8}) necrotic damage at the start of its turn.","The dryad has six vines. Each vine can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a vine deals no damage to the dryad, but any creature {@condition grappled} by that vine no longer has the {@condition grappled} condition. All vines immediately wither and disappear when the dryad is reduced to 0 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a dryad fails to protect its wilderness home from a great evil and is unable to forgive itself, the dryad might transform into a wicked Fey monster called a deadbark dryad. Such dryads relinquish any compassion they once felt for living beings and instead harbor hatred for anyone who dares to invade their rotted demesne.","The wilds around a deadbark dryad become malignant, souring into a swampy morass of stinging nettles and noxious muck. Deadbark dryads are immune to this toxic bog's deleterious effects.","A deadbark dryad is typically bound to the spot where it failed to protect its charge. When a dryad transforms into a deadbark dryad, it becomes stronger and more violent, and it typically gains a renewed dedication to protecting its now-fetid domain. Most deadbark dryads would rather fight to the death than allow any intrusion into their homes.","Deadbark dryads are most often found on Krynn, but occasionally they are found on other worlds where magic and trees are plentiful."]}],"gallery":[{"path":"bestiary/VEoR/Deadbark Dryad.webp"}]},{"id":"deadstone-cleft-stone-giant","name":"Deadstone Cleft Stone Giant","source":"SKT","page":146,"srd":false,"image":"bestiary/tokens/SKT/Deadstone Cleft Stone Giant.webp","token":"bestiary/tokens/SKT/Deadstone Cleft Stone Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 30 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Olach Morrah","entries":["The giant meditates for 1 hour, during which time it can do nothing else. At the end of the hour, provided the giant's meditation has been uninterrupted, it becomes {@condition petrified} for 8 hours. At the end of this time, the giant is no longer petrified and gains tremorsense out to a range of 30 feet, as well as a measure of innate spellcasting ability for the next 24 hours."]},{"name":"Stone Camouflage","entries":["The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:","3/day each: {@spell meld into stone}, {@spell stone shape}","1/day each: {@spell stoneskin}, {@spell time stop}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"death-cultist","name":"Death Cultist","source":"XMM","page":86,"srd":false,"image":"bestiary/XMM/Cultists.webp","token":"bestiary/tokens/XMM/Death Cultist.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"17","initiative":"+4 (14)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":19,"dex":12,"con":18,"int":12,"wis":16,"cha":14,"saves":"Con +7, Wis +6","skills":"Insight +6, Perception +6, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Speak with Dead|XPHB}, {@spell Thaumaturgy|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cultist makes three attacks, using Dread Scythe or Deathly Ray in any combination."]},{"name":"Dread Scythe","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}9 ({@damage 1d10 + 4}) Slashing damage plus 11 ({@damage 2d10}) Necrotic damage, and the target can't regain {@variantrule Hit Points|XPHB} until the end of its next turn."]},{"name":"Deathly Ray","entries":["{@atkr r} {@hit 6}, range 120 ft. {@h}22 ({@damage 4d10}) Necrotic damage."]}],"bonusActions":[{"name":"Spirit Wail {@recharge 5}","entries":["{@actSave wis} {@dc 14}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the cultist. {@actSaveFail} 14 ({@damage 4d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn. {@actSaveSuccess} Half damage only."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Death cultists revel in nihilistic forces, embracing them as paths to undeath, multiversal purity, or entropic inevitability. These cultists serve powerful undead beings, apocalyptic prophecies, or immortals with power over death, such as Acererak, Kyuss, Orcus, Vecna, or Wee Jas."]},{"type":"section","name":"Cultists","entries":["{@i Doomsayers and Fanatics}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.",{"type":"table","caption":"Cultist Agendas","colLabels":["1d6","The Cultist Strives To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring about the end of a dominant order, an age, or the world."],["2","Burn away the comfortable lies of reality, revealing forgotten or terrible truths."],["3","Expand their faith though mind control or supernatural coercion."],["4","Make global changes, like sinking the land or awakening volcanoes."],["5","Remake life on a mass scale, altering other creatures' bodies or spiritual beings."],["6","Summon their deity or its herald, weapon, or realm into their world."]]},{"type":"entries","name":"Occult Symbols","entries":["Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.",{"type":"table","caption":"Cult Symbols","isNameGenerator":true,"colLabels":["1d10","The Symbol Is...","Depicted As..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","An alchemical sign","A calendar or map"],["2","An animal","A crest or as heraldry"],["3","A celestial body","An elaborate diagram"],["4","A deity's icon","A metaphorical image"],["5","An element","A mystical being"],["6","An eye","Part of an equation"],["7","A geometric shape","A repeating pattern"],["8","A letter or number","A series of scratches"],["9","Part of a monster","A simple pictogram"],["10","A skull","A weapon or tool"]]}]},{"type":"entries","name":"Cult Members","entries":["Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. "]},{"type":"entries","name":"Types of Cultists","entries":["Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes."],"by":"Rites of the Cult of Elemental Evil"}]}]}],"gallery":[{"path":"bestiary/XMM/Cultists.webp","credit":"Aurore Folny"}]},{"id":"death-dog","name":"Death Dog","source":"XMM","page":91,"srd":true,"image":"bestiary/XMM/Death Dog.webp","token":"bestiary/tokens/XMM/Death Dog.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"39 (6d8 + 12)","speed":"40 ft.","str":15,"dex":14,"con":14,"int":3,"wis":13,"cha":6,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened; stunned; unconscious","senses":"Darkvision 120 ft., Passive Perception 15","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The death dog makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage. If the target is a creature, it is subjected to the following effect. {@actSave con} {@dc 12}. {@actSaveFail 1} The target has the {@condition Poisoned|XPHB} condition. While {@condition Poisoned|XPHB}, the target's {@variantrule Hit Points|XPHB|Hit Point} maximum doesn't return to normal when finishing a {@variantrule Long Rest|XPHB}, and it repeats the save every 24 hours that elapse, ending the effect on itself on a success. Subsequent Failures: The {@condition Poisoned|XPHB} target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by 5 ({@dice 1d10})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Death Dog","entries":["{@i Two-Headed Spreader of Disease}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Death dogs are plagues on the arid lands they inhabit. These vicious, two-headed canines ambush creatures they perceive as weaker than themselves, favoring the wounded or infirm. They attack recklessly, infecting as many creatures as possible with their diseased jaws. If driven off, death dogs linger close to their victims, letting infection weaken their prey before they attack again.","Legends tie death dogs to malicious death gods, the underworld, and cursed rulers. These stories are based on the malady death dogs spread. Roll on or choose a result from the Death Dog Malady Symptoms table to inspire symptoms spread by a death dog's bite. These symptoms are cosmetic and don't alter the effects of the death dog's Bite action. The symptoms vanish when a creature no longer has the {@condition Poisoned|XPHB} condition from a death dog's Bite.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["And his sorrows will stalk your land like hungry dogs until the seas turn to sand and the sun burns to cinders."],"by":"Tablet Fragment","from":"Bright Desert"}]},{"type":"table","caption":"Death Dog Malady Symptoms","colLabels":["1d6","The Death Dog's Malady Causes..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Marks from canine jaws to appear on the victim's body, as if they were still being mauled."],["2","The victim's body to wither, as if constantly exposed to desert heat."],["3","The victim to be distracted by distant howling or vague whispers only they can hear."],["4","The victim's flesh to rot like a corpse."],["5","The victim to itch, as if they had fleas or sand beneath their skin."],["6","Wicked symbols to gradually appear on and spread across the victim's body."]]}]}],"gallery":[{"path":"bestiary/XMM/Death Dog.webp","credit":"Daren Bader"}],"otherVersions":[{"id":"death-dog-mm","source":"MM"}]},{"id":"death-dog-mm","name":"Death Dog","source":"MM","page":321,"srd":false,"image":"bestiary/MM/Death Dog.webp","token":"bestiary/tokens/MM/Death Dog.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"39 (6d8 + 12)","speed":"40 ft.","str":15,"dex":14,"con":14,"int":3,"wis":13,"cha":6,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert","treasure":"","traits":[{"name":"Two-Headed","entries":["The dog has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dog makes two bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone."]}]}],"gallery":[{"path":"bestiary/MM/Death Dog.webp"}],"hidden":true,"otherVersions":[{"id":"death-dog","source":"XMM"}]},{"id":"death-embrace","name":"Death Embrace","source":"CRCotN","page":197,"srd":false,"image":"bestiary/CRCotN/Death Embrace.webp","token":"bestiary/tokens/CRCotN/Death Embrace.webp","size":"Huge","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"147 (14d12 + 56)","speed":"0 ft., swim 20 ft.","str":23,"dex":15,"con":19,"int":6,"wis":9,"cha":4,"saves":"Str +10, Wis +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"exhaustion; paralyzed; petrified; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 9","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Petrifying Tendrils","entries":["Any creature that starts its turn in the death embrace's space must make a {@dc 16} Constitution saving throw. On a failed saving throw, the creature is {@condition restrained}. A creature {@condition restrained} in this way must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failed saving throw or ending the effect on a successful one. The {@condition petrified} condition lasts until the effect is ended by a greater restoration spell or similar magic."]},{"name":"Reel","entries":["At the start of each of its turns, the death embrace can pull each creature it is grappling up to 20 feet toward it (no action required)."]},{"name":"Water Breathing","entries":["The death embrace can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The death embrace makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 10} to hit, reach 60 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 11 ({@damage 2d10}) psychic damage. If the target is Large or smaller, it is also {@condition grappled} (escape {@dc 16}). The death embrace has six tentacles, each of which can grapple one target."]}],"bonusActions":[],"reactions":[{"name":"Body Shield","entries":["When the death embrace is hit by an attack, one creature the death embrace is grappling (chosen by the death embrace) takes the damage instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Drifting through the dark waters of the Netherdeep, the death embrace is an ominous sight. Beneath its bell hangs a lacy, tendrilous mass that thrums with magic, surrounded by six 60-foot-long, barbed tentacles. The death embrace uses these tentacles to grasp and petrify its prey.","Despite its foreboding name, the death embrace is not an overly aggressive creature. It prefers to bide its time, using creatures it has caught in its tentacles as shields to absorb attacks."]}],"gallery":[{"path":"bestiary/CRCotN/Death Embrace.webp","credit":"Crystal Sully"}]},{"id":"death-giant-reaper","name":"Death Giant Reaper","source":"BGG","page":126,"srd":false,"image":"bestiary/BGG/Death Giant Reaper.webp","token":"bestiary/tokens/BGG/Death Giant Reaper.webp","size":"Huge","creatureType":"Giant","alignment":"Any Alignment","ac":"18","initiative":"+2 (12)","hp":"172 (15d12 + 75)","speed":"40 ft.","str":27,"dex":14,"con":20,"int":18,"wis":16,"cha":16,"saves":"Con +9, Int +8, Wis +7, Cha +7","skills":"Arcana +8, History +8, Perception +7, Stealth +6","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 17","languages":"Giant","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two Scythe or Soul Bolt attacks."]},{"name":"Scythe","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d8 + 8}) slashing damage plus 11 ({@damage 2d10}) necrotic damage."]},{"name":"Soul Bolt","entries":["{@atk rs} {@hit 8} to hit, range 120 ft., one creature. {@h}26 ({@damage 4d10 + 4}) necrotic damage. If the target has the {@condition frightened} condition, the giant gains temporary hit points equal to the damage dealt."]}],"bonusActions":[{"name":"Frightening Teleport {@recharge 4}","entries":["The giant magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a {@dc 16} Wisdom saving throw or have the {@condition frightened} condition until the end of that creature's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the magic of shadow, which lets them take on a ghastly appearance and disappear, as well as twist shadow into terrifying bolts of energy that drain the vigor of their victims."]}]},{"type":"section","name":"Death Giants","entries":["Long ago, a large band of cloud giants traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to save themselves and their way of life, they collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the giants posed until the giants collapsed from exhaustion, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen ever since.","Over time, the Shadowfell transformed these giants; their bodies shriveled, and their complexions took on a deep-purple hue. They became the first death giants, and their descendants haunt the Shadowfell to this day, searching both that plane and the Material Plane for souls that might please their divine queen.",{"type":"quote","entries":["Most giants know better than to make regular use of the death rune."],"by":"Diancastra"},{"type":"quote","entries":["\"Know better\"? Perhaps, but there's no denying that death giants can make excellent use of it."],"by":"Bigby"}]}],"gallery":[{"path":"bestiary/BGG/Death Giant Reaper.webp"}]},{"id":"death-giant-shrouded-one","name":"Death Giant Shrouded One","source":"BGG","page":127,"srd":false,"image":"bestiary/BGG/Death Giant Shrouded One.webp","token":"bestiary/tokens/BGG/Death Giant Shrouded One.webp","size":"Huge","creatureType":"Giant (Wizard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"195 (17d12 + 85)","speed":"40 ft.","str":27,"dex":14,"con":20,"int":23,"wis":16,"cha":16,"saves":"Con +10, Int +11, Wis +8, Cha +8","skills":"Arcana +11, Perception +8, Stealth +7","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 18","languages":"Common, Giant","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Death Rune","entries":["The giant has a death rune inscribed on a giant's skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and Shroud of Souls bonus action.","The skull bearing the death rune has AC 18; 35 hit points; and immunity to necrotic, poison, and psychic damage. The skull regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a death rune on another skull in its possession when it finishes a short or long rest."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, using Intelligence as the spellcasting ability:","At will: {@spell detect magic}, {@spell mage armor}","3/day each: {@spell speak with dead}, {@spell Tenser's floating disk}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes three Soul Burst attacks. Alternatively, if the giant has its death rune, it can make three Reaping Scythe attacks."]},{"name":"Soul Burst","entries":["{@atk ms,rs} {@hit 11} to hit, reach 10 ft. or range 120 ft., one target. {@h}28 ({@damage 4d10 + 6}) necrotic damage. If the target has the {@condition frightened} condition, the giant gains temporary hit points equal to the damage dealt."]},{"name":"Reaping Scythe (Requires Death Rune)","entries":["{@atk ms} {@hit 11} to hit, reach 15 ft., one creature. {@h}38 ({@damage 7d10}) necrotic damage, and the target can't regain hit points until the end of its next turn. The target dies if it is reduced to 0 hit points by this attack."]}],"bonusActions":[{"name":"Frightening Teleport {@recharge 4}","entries":["The giant magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a {@dc 19} Wisdom saving throw or have the {@condition frightened} condition until the end of that creature's next turn."]},{"name":"Shroud of Souls (Requires Death Rune)","entries":["The giant shrouds itself in a torrent of souls. While the giant is shrouded, each creature that starts its turn within 5 feet of the giant must succeed on a {@dc 19} Wisdom saving throw or have disadvantage on saving throws until the end of that creature's next turn. The shroud disappears after 1 minute, when the giant dies, when the giant uses this bonus action again, or when the giant's death rune is destroyed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A death giant shrouded one has learned the secrets of death magic—some say from the Raven Queen herself. A shrouded one collects the skulls of fallen kin and inscribes the death rune on a prized skull from this grisly collection. Abandoning armor in favor of gloomy robes, the shrouded one uses rune magic to create a shadowy scythe blade at the end of a staff and to conjure an aura of tormented souls for protection."]}]},{"type":"section","name":"Death Giants","entries":["Long ago, a large band of cloud giants traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to save themselves and their way of life, they collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the giants posed until the giants collapsed from exhaustion, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen ever since.","Over time, the Shadowfell transformed these giants; their bodies shriveled, and their complexions took on a deep-purple hue. They became the first death giants, and their descendants haunt the Shadowfell to this day, searching both that plane and the Material Plane for souls that might please their divine queen.",{"type":"quote","entries":["Most giants know better than to make regular use of the death rune."],"by":"Diancastra"},{"type":"quote","entries":["\"Know better\"? Perhaps, but there's no denying that death giants can make excellent use of it."],"by":"Bigby"}]}],"gallery":[{"path":"bestiary/BGG/Death Giant Shrouded One.webp"}]},{"id":"death-kiss","name":"Death Kiss","source":"MPMM","page":85,"srd":false,"image":"bestiary/MPMM/Death Kiss.webp","token":"bestiary/tokens/MPMM/Death Kiss.webp","size":"Large","creatureType":"Aberration (Beholder)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"142 (15d10 + 60)","speed":"0 ft., fly 30 ft. (hover)","str":18,"dex":14,"con":18,"int":10,"wis":12,"cha":10,"saves":"Con +8, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 15","languages":"Deep Speech, Undercommon","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Lightning Blood","entries":["A creature within 5 feet of the death kiss takes 5 ({@damage 1d10}) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by Blood Drain—one replacement per tentacle grappling a creature."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Huge or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles."]},{"name":"Blood Drain","entries":["One creature {@condition grappled} by a tentacle of the death kiss must make a {@dc 16} Constitution saving throw. On a failed save, the target takes 22 ({@damage 4d10}) lightning damage, and the death kiss regains half as many hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A death kiss is a lesser beholder that can come into being when a true beholder has a vivid nightmare about losing blood. Its coloration and shape resemble those of the beholder that dreamed it into existence, but its hue is more muted, and instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. It can speak through any of its tentacle-maws in a high-pitched, nasal voice.","Death kisses fear true beholders, which can easily kill or subdue them. Lacking the egotism of their stronger kin, a death kiss usually submits to the rule of its creator or any other beholder it encounters, but it tries to escape as soon as the beholder is preoccupied.","A death kiss consumes ingested blood, which it also uses to heal and generate electrical energy inside its body. Terrified of dying from starvation, it obsessively drains even little creatures such as rats, leaving behind a trail of bloodless corpses. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard.","A death kiss lacks the combat finesse and intelligence of a true beholder. In most cases, it simply latches on to its prey with one or more of its tentacles and drains blood until the prey collapses. If it's in a superior position and its foe poses no threat, it might toy with its food, drawing out its prey's death. A death kiss prefers to hunt alone. If it meets another of its kind, it might fight, flee, or team up, depending on its health and pride."],"gallery":[{"path":"bestiary/MPMM/Death Kiss.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"death-kiss-vgm","source":"VGM"}]},{"id":"death-kiss-vgm","name":"Death Kiss","source":"VGM","page":124,"srd":false,"image":"bestiary/VGM/Death Kiss.webp","token":"bestiary/tokens/VGM/Death Kiss.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"161 (17d10 + 68)","speed":"0 ft., fly 30 ft. (hover)","str":18,"dex":14,"con":18,"int":10,"wis":12,"cha":10,"saves":"Con +8, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 15","languages":"Deep Speech, Undercommon","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Lightning Blood","entries":["A creature within 5 feet of the death kiss takes 5 ({@damage 1d10}) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature"]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Huge or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles."]},{"name":"Blood Drain","entries":["One creature {@condition grappled} by a tentacle of the death kiss must make a {@dc 16} Constitution saving throw. On a failed save, the target takes 22 ({@damage 4d10}) lightning damage, and the death kiss regains half as many hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. In coloration and shape it is similar to the beholder that dreamed it into existence, but its hue is more muted.",{"name":"Blood Drinker","entries":["A death kiss survives solely on ingested blood, which it uses to generate electrical energy inside its body. Paranoid about dying from starvation, it obsessively drains even little creatures such as rats in an effort to stave off this fate for as long as possible. After it drains its prey, it abandons the corpse to scavengers. A death kiss prefers to hunt alone. If it meets another death kiss, it might fight, flee, or team up, depending on its health and pride. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out and extends them to their full length to catch opponents off guard."],"type":"entries"},{"name":"False Tyrant","entries":["In poor lighting and with its tentacles extended, a death kiss can be mistaken for a true beholder. It might purposely present itself as a beholder to an ignorant creature, but this behavior is rare, since it usually is focused on hunting and lacks the self-importance and paranoia of a true beholder. It can speak through any of its tentacle-throats, and its voice sounds nasal and high-pitched. A true beholder has little to fear from a death kiss, since it can easily kill or subdue the death kiss long before the death kiss gets into melee range. Thus, out of self-preservation, a death kiss usually submits to the rule of a beholder that it encounters, though it might attempt to escape as soon as its master is preoccupied."],"type":"entries"},{"name":"Simple Tactics","entries":["A death kiss lacks the combat finesse and intelligence of a beholder. It might attempt an unusual maneuver to control its prey (such as flying up while grappling), but in most cases, it attaches one or more of its tentacles to a creature and drains blood until its prey collapses. If it is in a superior position and its opponent poses no threat, it might toy with its food, slowly squeezing and draining the life out of a creature."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Death Kiss.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"death-kiss","source":"MPMM"}]},{"id":"death-knight","name":"Death Knight","source":"XMM","page":92,"srd":false,"image":"bestiary/XMM/Death Knights.webp","token":"bestiary/tokens/XMM/Death Knight.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"20","initiative":"+12 (22)","hp":"199 (21d8 + 105)","speed":"30 ft.","str":20,"dex":11,"con":20,"int":12,"wis":16,"cha":18,"saves":"Dex +6, Wis +9","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"Darkvision 120 ft., Passive Perception 13","languages":"Abyssal, Common","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the death knight fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The death knight has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Marshal Undead","entries":["Undead creatures of the death knight's choice (excluding itself) in a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from it have {@variantrule Advantage|XPHB} on attack rolls and saving throws. It can't use this trait if it has the {@condition Incapacitated|XPHB} condition."]},{"name":"Undead Restoration","entries":["If the death knight is destroyed before it atones for its evil, it gains a new body in {@dice 1d10} days, reviving with all its {@variantrule Hit Points|XPHB}. The new body appears in a location significant to the death knight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The death knight casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Command|XPHB}, {@spell Phantom Steed|XPHB}","2/day each: {@spell Destructive Wave|XPHB} (Necrotic), {@spell Dispel Magic|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The death knight makes three Dread Blade attacks."]},{"name":"Dread Blade","entries":["{@atkr m} {@hit 11}, reach 5 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 13 ({@damage 3d8}) Necrotic damage."]},{"name":"Hellfire Orb {@recharge 5}","entries":["{@actSave dex} {@dc 18}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the death knight can see within 120 feet. {@actSaveFail} 35 ({@damage 10d6}) Fire damage plus 35 ({@damage 10d6}) Necrotic damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The death knight is hit by a melee attack roll while holding a weapon. {@actResponse} The death knight adds 6 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[{"name":"Dread Authority","entries":["The death knight uses Spellcasting to cast {@spell Command|XPHB}. The death knight can't take this action again until the start of its next turn."]},{"name":"Fell Word","entries":["{@actSave con} {@dc 18}, one creature the death knight can see within 120 feet. {@actSaveFail} 17 ({@damage 5d6}) Necrotic damage, and the target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the damage taken. {@actSaveSuccessOrFail} The death knight can't take this action again until the start of its next turn."]},{"name":"Lunge","entries":["The death knight moves up to half its {@variantrule Speed|XPHB}, and it makes one Dread Blade attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Death knights are deadly combatants and domineering commanders with grim histories. Some strive to end the curses that doom them to undeath, though their selfish souls eternally shackle them to their fates. Others, like the infamous death knight Lord Soth, brood in dismal ruins for centuries, rousing themselves to action only when something reignites their deathless evil."]},{"type":"section","name":"Death Knights","entries":["{@i Haunted Commanders of Unliving Legions}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Champions of evil, death knights are armor-clad, skeletal warlords. Combining devastating martial prowess and blasphemous magic, these undying tyrants lead unholy legions against the living or brood in cursed citadels. Every death knight is haunted by a legacy of tragedy and dishonor that drives it to commit greater evils."]}],"gallery":[{"path":"bestiary/XMM/Death Knights.webp","credit":"Alex Brock"}],"otherVersions":[{"id":"death-knight-mm","source":"MM"}]},{"id":"death-knight-mm","name":"Death Knight","source":"MM","page":47,"srd":false,"image":"bestiary/MM/Death Knight.webp","token":"bestiary/tokens/MM/Death Knight.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"20","initiative":"+0 (10)","hp":"180 (19d8 + 95)","speed":"30 ft.","str":20,"dex":11,"con":20,"int":12,"wis":16,"cha":18,"saves":"Dex +6, Wis +9, Cha +10","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Abyssal, Common","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The death knight has advantage on saving throws against spells and other magical effects."]},{"name":"Marshal Undead","entries":["Unless the death knight is {@condition incapacitated}, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It has the following paladin spells prepared:","Level 1 (4 slots): {@spell command}, {@spell compelled duel}, {@spell searing smite}","Level 2 (3 slots): {@spell hold person}, {@spell magic weapon}","Level 3 (3 slots): {@spell dispel magic}, {@spell elemental weapon}","Level 4 (3 slots): {@spell banishment}, {@spell staggering smite}","Level 5 (2 slots): {@spell destructive wave} (necrotic)"]}],"actions":[{"name":"Multiattack","entries":["The death knight makes three longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands, plus 18 ({@damage 4d8}) necrotic damage."]},{"name":"Hellfire Orb (1/Day)","entries":["The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 18} Dexterity saving throw. The sphere spreads around corners. A creature takes 35 ({@damage 10d6}) fire damage and 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight's skull with malevolent pinpoints of light burning in its eye sockets.",{"name":"Eldritch Power","type":"entries","entries":["The death knight retains the ability to cast divine spells. However, no death knight can use its magic to heal. A death knight also attracts and commands lesser undead, although death knights that serve powerful fiends might have fiendish followers instead. Death knights often use warhorse skeletons and nightmares as mounts."]},{"name":"Immortal Until Redeemed","type":"entries","entries":["A death knight can arise anew even after it has been destroyed. Only when it atones for a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish."]},{"name":"Undead Nature","type":"entries","entries":["A death knight doesn't require air, food, drink, or sleep."]},{"type":"inset","name":"Lord Soth","entries":["Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight."]}]}]}],"gallery":[{"path":"bestiary/MM/Death Knight.webp"}],"hidden":true,"otherVersions":[{"id":"death-knight","source":"XMM"}]},{"id":"death-knight-aspirant","name":"Death Knight Aspirant","source":"XMM","page":93,"srd":false,"image":"bestiary/XMM/Death Knights.webp","token":"bestiary/tokens/XMM/Death Knight Aspirant.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"20","initiative":"+4 (14)","hp":"178 (21d8 + 84)","speed":"30 ft.","str":20,"dex":10,"con":18,"int":10,"wis":12,"cha":16,"saves":"Dex +4, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Abyssal, Common","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Magic Resistance","entries":["The aspirant has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Marshal Undead","entries":["Undead creatures of the aspirant's choice (excluding itself) in a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from it have {@variantrule Advantage|XPHB} on attack rolls and saving throws. It can't use this trait if it has the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[{"name":"Spellcasting","entries":["The aspirant casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Phantom Steed|XPHB}","1/day each: {@spell Destructive Wave|XPHB} (Necrotic), {@spell Dispel Magic|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The aspirant makes three Dread Blade attacks."]},{"name":"Dread Blade","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Slashing damage plus 10 ({@damage 3d6}) Necrotic damage."]},{"name":"Hellfire Orb {@recharge 5}","entries":["{@actSave dex} {@dc 15}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the aspirant can see within 120 feet of itself. {@actSaveFail} 21 ({@damage 6d6}) Fire damage plus 21 ({@damage 6d6}) Necrotic damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The aspirant is hit by a melee attack roll while holding a weapon. {@actResponse} The aspirant adds 4 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["When the leader of a villainous order rises as a death knight, their wicked devotees might join them in their cursed existence as death knight aspirants. These followers bear a measure of their leader's power and serve as they did in life, obediently following the death knight's decrees and heralding its terrible will."]},{"type":"section","name":"Death Knights","entries":["{@i Haunted Commanders of Unliving Legions}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Champions of evil, death knights are armor-clad, skeletal warlords. Combining devastating martial prowess and blasphemous magic, these undying tyrants lead unholy legions against the living or brood in cursed citadels. Every death knight is haunted by a legacy of tragedy and dishonor that drives it to commit greater evils."]}],"gallery":[{"path":"bestiary/XMM/Death Knights.webp","credit":"Alex Brock"}]},{"id":"death-slaad","name":"Death Slaad","source":"XMM","page":287,"srd":false,"image":"bestiary/XMM/Death Slaad.webp","token":"bestiary/tokens/XMM/Death Slaad.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"18","initiative":"+10 (20)","hp":"178 (21d8 + 84)","speed":"40 ft.","str":20,"dex":15,"con":19,"int":15,"wis":10,"cha":19,"saves":"","skills":"Arcana +6, Perception +8","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 60 ft., Passive Perception 18","languages":"Common, Slaad; telepathy 60 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Planar, Limbo","treasure":"Any","traits":[{"name":"Magic Resistance","entries":["The slaad has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The slaad regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Invisibility|XPHB} (self only), {@spell Mage Hand|XPHB}, {@spell Major Image|XPHB}","1/day each: {@spell Blight|XPHB} (level 8 version), {@spell Cloudkill|XPHB} (level 6 version), {@spell Fly|XPHB}, {@spell Plane Shift|XPHB}, {@spell Tongues|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The slaad makes two Chaos Blade attacks."]},{"name":"Chaos Blade","entries":["{@atkr m} {@hit 9}, reach 10 ft. {@h}11 ({@damage 1d12 + 5}) Slashing damage plus 10 ({@damage 3d6}) Necrotic damage. Until the start of the slaad's next turn, the target has a condition determined by rolling {@dice 1d4}: on a 1, {@condition Charmed|XPHB}; on a 2, {@condition Frightened|XPHB}; on a 3, {@condition Poisoned|XPHB}; or on a 4, {@condition Incapacitated|XPHB}."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Slaad lords create death slaadi by infusing gray slaadi with a portion of their chaotic energy. When groups of slaadi act deliberately, death slaadi are often behind their designs."]},{"type":"section","name":"Slaadi","entries":["{@i Chaos-Spawned Hordes of Limbo}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Limbo)|bestiary|environment=planar, limbo}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.","Slaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.",{"type":"inset","name":"Slaad Control Gems","entries":["A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the {@condition Charmed|XPHB} condition and obeys the gem's bearer. The slaad ceases to be {@condition Charmed|XPHB} if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A {@spell Greater Restoration|XPHB} spell cast on a slaad destroys the gem, and the slaad ceases to be {@condition Charmed|XPHB}.","One can obtain a slaad's control gem using a {@spell Wish|XPHB} or {@spell Imprisonment|XPHB} spell. If the slaad fails its saving throw against {@spell Imprisonment|XPHB}, the caster gains the gem, and the slaad isn't imprisoned. An {@condition Incapacitated|XPHB} slaad's control gem can be removed by spending 1 minute and succeeding on a {@dc 20} Wisdom ({@skill Medicine|XPHB}) check. Failing this check deals 22 ({@damage 4d10}) Piercing damage to the slaad."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher."],"by":"Jebeel Sloom","from":"Guide to the Plane of Limbo"}]}]}],"gallery":[{"path":"bestiary/XMM/Death Slaad.webp","credit":"Néstor Ossandón Leal"}],"otherVersions":[{"id":"death-slaad-mm","source":"MM"}]},{"id":"death-slaad-mm","name":"Death Slaad","source":"MM","page":278,"srd":false,"image":"bestiary/MM/Death Slaad.webp","token":"bestiary/tokens/MM/Death Slaad.webp","size":"Medium","creatureType":"Aberration (Shapechanger)","alignment":"Chaotic Evil","ac":"18","initiative":"+2 (12)","hp":"170 (20d8 + 80)","speed":"30 ft.","str":20,"dex":15,"con":19,"int":15,"wis":10,"cha":16,"saves":"","skills":"Arcana +6, Perception +8","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 18","languages":"Slaad, telepathy 60 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Magic Resistance","entries":["The slaad has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The slaad's weapon attacks are magical."]},{"name":"Regeneration","entries":["The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The slaad's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell invisibility} (self only), {@spell mage hand}, {@spell major image}","2/day each: {@spell fear}, {@spell fireball}, {@spell fly}, {@spell tongues}","1/day each: {@spell cloudkill}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["The slaad makes three attacks: one with its bite and two with its claws or greatsword."]},{"name":"Bite (Slaad Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Claws (Slaad Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Death slaadi are suffused with energy from the Negative Energy Plane and exemplify evil's corruption of chaos, and they take sadistic pleasure in bringing harm to others. They propagate their race by dragooning mobs of red and blue slaadi and invading other planes. Humanoids who survive the incursion become incubators for new slaadi."]}]},{"type":"section","name":"Slaadi","entries":["In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.",{"type":"entries","name":"The Spawning Stone","entries":["Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.","The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them."]},{"name":"Birth and Transformation","entries":["Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories."],"type":"entries"},{"name":"Shapechangers","entries":["Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves."],"type":"entries"},{"type":"inset","name":"Variant: Slaad Control Gems","entries":["As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.","A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.",{"type":"entries","name":"Control Gem","entries":["Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.","Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.","A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.","Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Embedded in a slaad's brain is a magic gem. Acquire it, and the slaad is yours to command."]}]}]}],"gallery":[{"path":"bestiary/MM/Death Slaad.webp"}],"hidden":true,"otherVersions":[{"id":"death-slaad","source":"XMM"}]},{"id":"death-tyrant","name":"Death Tyrant","source":"XMM","page":95,"srd":false,"image":"bestiary/XMM/Death Tyrant.webp","token":"bestiary/tokens/XMM/Death Tyrant.webp","size":"Large","creatureType":"Undead (Beholder)","alignment":"Lawful Evil","ac":"19","initiative":"+12 (22)","hp":"195 (26d10 + 52)","speed":"5 ft., fly 40 ft. (hover)","str":18,"dex":14,"con":14,"int":19,"wis":15,"cha":19,"saves":"Con +7, Wis +7","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned; prone","senses":"Darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, Undercommon","cr":"14","crDisplay":"14 (XP 11,500, or 13,000 in lair; PB +5)","habitat":"Underdark","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the death tyrant fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The death tyrant uses Eye Rays three times."]},{"name":"Bite","entries":["{@atkr m} {@hit 9}, reach 5 feet. {@h}13 ({@damage 2d8 + 4}) Piercing damage."]},{"name":"Eye Rays","entries":["The death tyrant randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll {@dice 1d10}; reroll if the death tyrant has already used that ray during this turn):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1: Charm Ray","entries":["{@actSave wis} {@dc 17}. {@actSaveFail} 13 ({@damage 3d8}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition for 1 hour or until it takes damage. {@actSaveSuccess} Half damage only."]},{"type":"item","name":"2: Paralyzing Ray","entries":["{@actSave con} {@dc 17}. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"type":"item","name":"3: Fear Ray","entries":["{@actSave wis} {@dc 17}. {@actSaveFail} 10 ({@damage 3d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn. {@actSaveSuccess} Half damage only."]},{"type":"item","name":"4: Slowing Ray","entries":["{@actSave con} {@dc 17}. {@actSaveFail} 18 ({@damage 4d8}) Necrotic damage. Until the end of the target's next turn, the target can't take Reactions; its {@variantrule Speed|XPHB} is halved; and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. {@actSaveSuccess} Half damage only."]},{"type":"item","name":"5: Enervation Ray","entries":["{@actSave con} {@dc 17}. {@actSaveFail} 16 ({@damage 3d10}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn. While {@condition Poisoned|XPHB}, the target can't regain {@variantrule Hit Points|XPHB}. {@actSaveSuccess} Half damage only."]},{"type":"item","name":"6: Telekinetic Ray","entries":["{@actSave str} {@dc 17} (the target succeeds automatically if it is Gargantuan). {@actSaveFail} The death tyrant moves the target up to 30 feet in any direction. The target has the {@condition Restrained|XPHB} condition until the start of the death tyrant's next turn or until the death tyrant has the {@condition Incapacitated|XPHB} condition. The death tyrant can also exert fine control on objects with this ray, such as manipulating a tool or opening a door or container."]},{"type":"item","name":"7: Sleep Ray","entries":["{@actSave wis} {@dc 17} (the target succeeds automatically if it is a Construct or an Undead). {@actSaveFail} The target has the {@condition Unconscious|XPHB} condition for 1 minute. The condition ends if the target takes damage or a creature within 5 feet of it takes an action to wake it."]},{"type":"item","name":"8: Petrification Ray","entries":["{@actSave con} {@dc 17}. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition and repeats the save at the end of its next turn if it is still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition."]},{"type":"item","name":"9: Disintegration Ray","entries":["{@actSave dex} {@dc 17}. {@actSaveFail} 36 ({@damage 8d8}) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} of it disintegrates into dust. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} If the target is a creature and this damage reduces it to 0 {@variantrule Hit Points|XPHB}, it disintegrates into dust."]},{"type":"item","name":"10: Death Ray","entries":["{@actSave dex} {@dc 17}. {@actSaveFail} 55 ({@damage 10d10}) Necrotic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The target dies if the ray reduces it to 0 {@variantrule Hit Points|XPHB}."]}]}]}],"bonusActions":[{"name":"Negative Energy Cone","entries":["The death tyrant's central eye emits an imperceptible, magical wave of negative energy in a 150-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. Creatures in that area can't regain {@variantrule Hit Points|XPHB} until the start of the death tyrant's next turn. An intact Humanoid corpse there instantly rises as a {@creature Zombie|XMM} under the death tyrant's control and takes its turn immediately after the death tyrant on the same initiative count."]}],"reactions":[],"legendaryActions":[{"name":"Chomp","entries":["The death tyrant makes two Bite attacks."]},{"name":"Glare","entries":["The death tyrant uses Eye Rays."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a death tyrant's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Negative Energy Suffusion","entries":["Whenever a creature within 1 mile of the lair regains {@variantrule Hit Points|XPHB} from a spell, it subtracts {@dice 1d10} from the number of {@variantrule Hit Points|XPHB} regained."]},{"type":"item","name":"Scopophobia","entries":["Creatures within 1 mile of the lair feel as if they're being watched. Any creature (excluding the death tyrant and its allies) that finishes a {@variantrule Short Rest|XPHB} while within 1 mile of the lair must succeed on a {@dc 15} Wisdom saving throw or gain no benefit from that rest."]}]},"If the death tyrant dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","name":"Death Tyrant","entries":["{@i Beholder beyond Death}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"A death tyrant is a beholder that pursues aberrant goals beyond its death. Ten magical singularities—all that remains of its magical eyes—orbit its floating, cyclopean skull, while the hateful gaze of its central eye socket stifles life and raises the dead.","Beholders typically transform into death tyrants over years when their dreams fixate on death, morbid apotheoses, or journeys to realms inhospitable to life. Some death tyrants rise from the corpses of slain beholders or result from exposure to strange magic or Underdark radiation. Sometimes beholders purposefully pursue this undead state, just as depraved magic-users pursue lichdom, although it is rare, as most beholders already believe themselves to be perfect beings.","No matter how death tyrants come into being, bizarre impulses drive their deathless existences. Their motivations tend to be extreme or beyond the reason of living creatures.",{"type":"entries","name":"Death Tyrant Lairs","entries":["Death tyrants often lurk deep in the Underdark, in the tunnel-mazes they occupied in life or in the lairs of enemy beholders they conquered. These lairs are devoid of life, as death tyrants change their servants into Undead horrors."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great, alien skull that hung beneath them."],"by":"Journal of Jastus Hollowquill, explorer of Undermountain"}]}]}],"gallery":[{"path":"bestiary/XMM/Death Tyrant.webp","credit":"Simon Dominic"}],"otherVersions":[{"id":"death-tyrant-mm","source":"MM"}]},{"id":"death-tyrant-mm","name":"Death Tyrant","source":"MM","page":29,"srd":false,"image":"bestiary/MM/Death Tyrant.webp","token":"bestiary/tokens/MM/Death Tyrant.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"187 (25d10 + 50)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":14,"int":19,"wis":15,"cha":19,"saves":"Str +5, Con +7, Int +9, Wis +7, Cha +9","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned; prone","senses":"darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, Undercommon","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Negative Energy Cone","entries":["The death tyrant's central eye emits an {@condition invisible}, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.","Any creature in that area can't regain hit points. Any humanoid that dies there becomes a {@creature zombie} under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."]},{"name":"Eye Rays","entries":["The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Charm Ray","entry":"The targeted creature must succeed on a {@dc 17} Wisdom saving throw or be {@condition charmed} by the death tyrant for 1 hour, or until the death tyrant harms the creature."},{"type":"itemSub","name":"2. Paralyzing Ray","entry":"The targeted creature must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Fear Ray","entry":"The targeted creature must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"4. Slowing Ray","entry":"The targeted creature must succeed on a {@dc 17} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"5. Enervation Ray","entry":"The targeted creature must make a {@dc 17} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"6. Telekinetic Ray","entries":["If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or the death tyrant moves it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is {@condition incapacitated}.","If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container."]},{"type":"itemSub","name":"7. Sleep Ray","entry":"The targeted creature must succeed on a {@dc 17} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead."},{"type":"itemSub","name":"8. Petrification Ray","entry":"The targeted creature must make a {@dc 17} Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic."},{"type":"itemSub","name":"9. Disintegration Ray","entries":["If the target is a creature, it must succeed on a {@dc 17} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.","If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it."]},{"type":"itemSub","name":"10. Death Ray","entry":"The targeted creature must succeed on a {@dc 17} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Eye Ray","entries":["The death tyrant uses one random eye ray."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects:",{"type":"list","items":["An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and {@quickref difficult terrain||3} until initiative count 20 on the next round.","Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a {@dc 17} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 17} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.","A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant's choice. The eye then closes and disappears."]},"The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds."],"regionalEffects":["A region containing a death tyrant's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 1 mile of the tyrant's lair sometimes feel as if they're being watched even when they aren't.","When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant's lair, roll a {@dice d20} for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant."]},"If the death tyrant dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. This monster possesses the cunning and much of the magic it had in life, but it is fueled by the power of undeath. A death tyrant appears as a massive, naked skull, with a pinpoint of red light gleaming in its hollow eye socket. With its eyestalks rotted away, ten spectral eyes hover above the creature and glare in all directions.",{"name":"Deathly Despot","type":"entries","entries":["As they did when they were beholders, death tyrants lord their power over other creatures. Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.","Zombies created by a death tyrant are used and discarded as needed. They stand guard at the entrances to the death tyrant's lair or guard its treasure vaults.","Acting as bait for traps or as combat fodder, zombies keep powerful enemies distracted while the death tyrant moves into position and prepares to destroy them."]},{"name":"Armies of the Dead","type":"entries","entries":["A death tyrant that embraces undeath becomes an engine of destruction. Driven by a hunger for power and security, it advances against humanoid settlements, using its eye rays to destroy every creature it encounters, then building an army of undead. If left unchecked, a death tyrant might wipe out the population of a city in weeks, then set its undead eye on wider conquest. As each settlement falls, the death tyrant's zombie forces build to overwhelming numbers."]},{"name":"Undead Nature","type":"entries","entries":["A death tyrant doesn't require air, food, drink, or sleep."]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great, alien skull that hung beneath them."],"by":"From the Journal of Jastus Hollowquill, explorer of Undermountain"}]},{"type":"entries","name":"A Death Tyrant's Lair","entries":["A death tyrant's lair is usually the same site it held as a beholder, but it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP).","The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds."]}],"gallery":[{"path":"bestiary/MM/Death Tyrant.webp"}],"hidden":true,"otherVersions":[{"id":"death-tyrant","source":"XMM"}]},{"id":"death-s-head","name":"Death's Head","source":"RHW","page":242,"srd":false,"image":"bestiary/RHW/Death's Heads.webp","token":"bestiary/tokens/RHW/Death's Head.webp","size":"Tiny","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"17 (5d4 + 5)","speed":"5 ft., fly 30 ft. (hover)","str":8,"dex":13,"con":12,"int":5,"wis":14,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 12","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Flyby","entries":["The death's head doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}3 ({@damage 1d4 + 1}) Piercing damage plus 7 ({@damage 2d6}) Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The most common type of death's head arises from a person or animal, perhaps the victim of an unjust execution or a headhunting terror such as a dullahan. Flying and biting, a death's head harries its victims until destroyed."]},{"type":"section","name":"Death's Heads","entries":["{@i Flying Undead Heads}","Death's heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once were. Roll twice on or choose results from the Death's Head Features table to inspire the features of a death's head.",{"type":"table","colLabels":["1d10","The Head Is That of...","With..."],"colStyles":["col-2 text-center","col-6 text-center","col-4 text-center"],"rows":[["1","A bear","Bloodshot eyes"],["2","A burned corpse","Crimson drool"],["3","A hag","Extra eyes"],["4","A Humanoid","Face paint"],["5","A medusa","An iron mask"],["6","A mind flayer","A lengthy tongue"],["7","A nothic","Long hair"],["8","A shark","Sharpened teeth"],["9","A wolf","Wooden teeth"],["10","An elk","Exposed bone"]]}]}],"gallery":[{"path":"bestiary/RHW/Death's Heads.webp","title":"Three types of death's heads guard an accursed death's head tree","credit":"Chris Seaman"}],"otherVersions":[{"id":"death-s-head-vrgr","source":"VRGR"}]},{"id":"death-s-head-vrgr","name":"Death's Head","source":"VRGR","page":232,"srd":false,"image":"bestiary/VRGR/Deaths Head.webp","token":"bestiary/tokens/VRGR/Death's Head.webp","size":"Tiny","creatureType":"Undead","alignment":"","ac":"16","initiative":"+1 (11)","hp":"17 (5d4 + 5)","speed":"0 ft., fly 30 ft. (hover)","str":8,"dex":13,"con":12,"int":5,"wis":14,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Beheaded Form","entries":["When created, a death's head takes one of three forms: Aberrant Head, Gnashing Head, or Petrifying Head. This form determines the creature's attack."]},{"name":"Unusual Nature","entries":["The death's head doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Gnashing Bite (Gnashing Head Only)","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Mind-Bending Bite (Aberrant Head Only)","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage plus 5 ({@damage 1d10}) necrotic damage, and the target must succeed on a {@dc 10} Intelligence saving throw or it can't take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three."]},{"name":"Petrifying Bite (Petrifying Head Only)","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition restrained} as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target is {@condition petrified} for 10 minutes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A death's head is a disembodied, flying head. The type of creature one of these grotesque undead originated from determines how it terrorizes it prey. A death's head that arises from a person or animal swoops down to rip apart victims with its gnashing teeth. One with the head of monster like a nothic or medusa, though, retains a measure of the power it had in life and can befuddle the minds or petrify the bodies of its victims."]},{"type":"section","entries":[{"type":"entries","name":"Death's Head Tree","entries":["In cursed wilds grow death's head trees, awakened trees from which {@dice 2d6} death's heads dangle like foul fruit. The heads detach to protect the tree if it's threatened. Should the tree be destroyed, the heads scatter and plant themselves in unholy ground. A new death's head tree emerges from each planted head {@dice 1d12} months later."]}]}],"gallery":[{"path":"bestiary/VRGR/Deaths Head.webp","credit":"Helder Almeida"}],"hidden":true,"otherVersions":[{"id":"death-s-head","source":"RHW"}]},{"id":"death-s-head-of-bhaal","name":"Death's Head of Bhaal","source":"BGDIA","page":233,"srd":false,"image":"bestiary/tokens/BGDIA/Death's Head of Bhaal.webp","token":"bestiary/tokens/BGDIA/Death's Head of Bhaal.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"15","initiative":"+5 (15)","hp":"76 (8d8 + 40)","speed":"50 ft.","str":20,"dex":20,"con":20,"int":14,"wis":13,"cha":16,"saves":"","skills":"Intimidation +6, Perception +4, Persuasion +6, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aura of Murder","entries":["As long as the death's head is not {@condition incapacitated}, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage."]},{"name":"Magic Resistance","entries":["The death's head has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The death's head uses Stunning Gaze and makes two dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."]},{"name":"Stunning Gaze","entries":["The death's head targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Unstoppable (3/Day)","entries":["The death's head reduces the damage it takes from an attack to 0."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.",{"type":"entries","name":"Bloodletters","entries":["All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding."]},{"type":"entries","name":"Killers from the Shadows","entries":["Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn {@condition invisible} for a crucial moment."]},{"type":"entries","name":"Cult Ranks","entries":["Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with {@sense darkvision} and superior stealth. Reapers are the next rank up. They gain the ability to turn {@condition invisible} and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile."]}]}]}]},{"id":"death-s-head-tree","name":"Death's Head Tree","source":"RHW","page":243,"srd":false,"image":"bestiary/RHW/Death's Heads.webp","token":"bestiary/tokens/RHW/Death's Head Tree.webp","size":"Huge","creatureType":"Plant","alignment":"Chaotic Evil","ac":"15","initiative":"-1 (9)","hp":"95 (10d12 + 30)","speed":"20 ft.","str":18,"dex":8,"con":16,"int":5,"wis":10,"cha":13,"saves":"Str +6","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Blindsight 120 ft., Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Overhanging Branches","entries":["The tree's allies can willingly end their moves in the tree's space. Allies in the tree's space have {@variantrule Cover|XPHB|Half Cover}."]},{"name":"Unholy Regrowth","entries":["If the tree dies, {@dice 2d6} Death's Head Trees regrow around the same place in 365 days unless the tree is killed by a creature under the effect of a {@spell Bless|XPHB} spell using a weapon that deals Slashing damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tree makes two Slam attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}15 ({@damage 2d10 + 4}) Bludgeoning damage."]},{"name":"Exploding Head","entries":["{@actSave dex} {@dc 14}, each creature in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the tree can see within 120 feet. {@actSaveFail} 10 ({@damage 3d6}) Necrotic damage, and the creature has the {@condition Poisoned|XPHB} condition until the start of the tree's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Head Fruits","entries":["Each Undead ally in the tree's space can immediately take a {@variantrule Reaction|XPHB} to gain 5 {@variantrule Temporary Hit Points|XPHB}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Death's head trees are blasphemous plants that grow death's heads like foul fruit. They sprout from accursed lands, their roots snaking through mass graves, battlefields, or sites of terrible tragedies."]},{"type":"section","name":"Death's Heads","entries":["{@i Flying Undead Heads}","Death's heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once were. Roll twice on or choose results from the Death's Head Features table to inspire the features of a death's head.",{"type":"table","colLabels":["1d10","The Head Is That of...","With..."],"colStyles":["col-2 text-center","col-6 text-center","col-4 text-center"],"rows":[["1","A bear","Bloodshot eyes"],["2","A burned corpse","Crimson drool"],["3","A hag","Extra eyes"],["4","A Humanoid","Face paint"],["5","A medusa","An iron mask"],["6","A mind flayer","A lengthy tongue"],["7","A nothic","Long hair"],["8","A shark","Sharpened teeth"],["9","A wolf","Wooden teeth"],["10","An elk","Exposed bone"]]}]}],"gallery":[{"path":"bestiary/RHW/Death's Heads.webp","title":"Three types of death's heads guard an accursed death's head tree","credit":"Chris Seaman"}]},{"id":"deathless-rider","name":"Deathless Rider","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Deathless Rider.webp","token":"bestiary/tokens/MCV4EC/Deathless Rider.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"84 (13d8 + 26)","speed":"20 ft.","str":18,"dex":10,"con":14,"int":6,"wis":6,"cha":5,"saves":"Str +7, Con +5","skills":"Athletics +7, Perception +1","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"understands the languages it knew in life but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Mounted Adept","entries":["While mounted and without the {@condition incapacitated} condition, the rider has advantage on melee attack rolls against any unmounted creature smaller than its mount, the rider and its mount have advantage on Dexterity saving throws, and the rider can force an attack targeted at its mount to target the rider instead."]},{"name":"Undead Fortitude","entries":["If damage reduces the rider to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the rider drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The rider makes two Axe attacks. It can replace one of these attacks with Fell Glare."]},{"name":"Axe","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Fell Glare","entries":["The rider gazes at a creature within 30 feet of itself. The creature must succeed on a {@dc 13} Wisdom saving throw or have the {@condition frightened} condition for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the rider, ending the condition on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Legends told in the courts of Eldraine suggest that the deathless riders serve a warlock-queen, known simply as the Shadow Queen, who rules from a castle called Dynnistan. It isn't known whether these legends are based on any true experience or are simply the result of imagination trying to account for a terrifying and unexplained phenomenon.","In either case, deathless riders are undeniably real. They are undead knights, once human, who ride undead steeds through the remotest parts of the wilds. They are sometimes called lich-knights or fell horsemen.","In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are few in number—unless many more lurk in the dark heart of the forest than anyone is aware. But when mortal knights meet them in the wilds, the encounter rarely ends well for the living. The deathless riders fight with superhuman strength, heedless of wounds and relentless in their assault.","A typical deathless rider's mount is a warhorse skeleton, though some lich-knights ride equine spirits like nightmares.",{"type":"quote","entries":["Headed to the wilds? Beware the dead riders who serve the Shadow Queen."],"by":"Scalan, Edgewall innkeeper"}]}],"gallery":[{"path":"bestiary/MCV4EC/Deathless Rider.webp","credit":"Igor Krstic"}]},{"id":"deathlock","name":"Deathlock","source":"MPMM","page":86,"srd":false,"image":"bestiary/MPMM/Deathlock.webp","token":"bestiary/tokens/MPMM/Deathlock.webp","size":"Medium","creatureType":"Undead (Warlock)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"36 (8d8)","speed":"30 ft.","str":11,"dex":15,"con":10,"int":14,"wis":12,"cha":16,"saves":"Int +4, Cha +5","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"the languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Turn Resistance","entries":["The deathlock has advantage on saving throws against any effect that turns Undead."]},{"name":"Unusual Nature","entries":["The deathlock doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell detect magic}, {@spell disguise self}, {@spell mage armor}, {@spell mage hand}","1/day each: {@spell dispel magic}, {@spell hunger of Hadar}, {@spell invisibility}, {@spell spider climb}"]}],"actions":[{"name":"Multiattack","entries":["The deathlock makes two Deathly Claw or Grave Bolt attacks."]},{"name":"Deathly Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) necrotic damage."]},{"name":"Grave Bolt","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An overpowering urge to serve consumes the mind of a newly awakened deathlock. Any goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives it. The deathlock immediately resumes work on its patron's behalf.","Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a Fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One might hunt for the materials needed to call forth a horrifying entity into the world. To accomplish a difficult goal, the deathlock might be forced to serve another powerful creature or might need to gather servants of its own."]},{"type":"section","name":"Deathlocks","entries":["The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.","An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron."]}],"gallery":[{"path":"bestiary/MPMM/Deathlock.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"deathlock-mtf","source":"MTF"}]},{"id":"deathlock-mtf","name":"Deathlock","source":"MTF","page":128,"srd":false,"image":"bestiary/MTF/Deathlock.webp","token":"bestiary/tokens/MTF/Deathlock.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"36 (8d8)","speed":"30 ft.","str":11,"dex":15,"con":10,"int":14,"wis":12,"cha":16,"saves":"Int +4, Cha +5","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"the languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Turn Resistance","entries":["The deathlock has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The deathlock's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell disguise self}, {@spell mage armor}"]},{"name":"Spellcasting","entries":["The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast}, {@spell mage hand}","Level 3 (2 slots): {@spell arms of Hadar}, {@spell dispel magic}, {@spell hold person}, {@spell hunger of Hadar}, {@spell invisibility}, {@spell spider climb}"]}],"actions":[{"name":"Deathly Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Deathlock","entries":["The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.","An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Obedient and Obsessed","type":"entries","entries":["An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.","Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world."]},{"name":"Undead Nature","type":"entries","entries":["A deathlock doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Deathlock.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"deathlock","source":"MPMM"}]},{"id":"deathlock-mastermind","name":"Deathlock Mastermind","source":"MPMM","page":87,"srd":false,"image":"bestiary/MPMM/Deathlock Mastermind.webp","token":"bestiary/tokens/MPMM/Deathlock Mastermind.webp","size":"Medium","creatureType":"Undead (Warlock)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"110 (20d8 + 20)","speed":"30 ft.","str":11,"dex":16,"con":12,"int":15,"wis":12,"cha":17,"saves":"Int +5, Cha +6","skills":"Arcana +5, History +5, Perception +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the deathlock's {@sense darkvision}."]},{"name":"Turn Resistance","entries":["The deathlock has advantage on saving throws against any effect that turns Undead."]},{"name":"Unusual Nature","entries":["The deathlock doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell detect magic}, {@spell disguise self}, {@spell mage armor}, {@spell minor illusion}","1/day each: {@spell darkness}, {@spell dimension door}, {@spell dispel magic}, {@spell fly}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The deathlock makes two Deathly Claw or Grave Bolt attacks."]},{"name":"Deathly Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3} necrotic damage)."]},{"name":"Grave Bolt","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}13 ({@damage 3d8}) necrotic damage. If the target is Large or smaller, it must succeed on a {@dc 16} Strength saving throw or become {@condition restrained} as shadowy tendrils wrap around it for 1 minute. A {@condition restrained} target can use its action to repeat the saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil."]},{"type":"section","name":"Deathlocks","entries":["The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.","An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron."]}],"gallery":[{"path":"bestiary/MPMM/Deathlock Mastermind.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"deathlock-mastermind-mtf","source":"MTF"}]},{"id":"deathlock-mastermind-mtf","name":"Deathlock Mastermind","source":"MTF","page":129,"srd":false,"image":"bestiary/MTF/Deathlock.webp","token":"bestiary/tokens/MTF/Deathlock Mastermind.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"110 (20d8 + 20)","speed":"30 ft.","str":11,"dex":16,"con":12,"int":15,"wis":12,"cha":17,"saves":"Int +5, Cha +6","skills":"Arcana +5, History +5, Perception +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 120 ft. (including magical darkness), Passive Perception 14","languages":"the languages it knew in life","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Turn Resistance","entries":["The deathlock has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The deathlock's innate spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell disguise self}, {@spell mage armor}"]},{"name":"Spellcasting","entries":["The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell mage hand}, {@spell minor illusion}, {@spell poison spray}","Level 5 (2 slots): {@spell arms of Hadar}, {@spell blight}, {@spell counterspell}, {@spell crown of madness}, {@spell darkness}, {@spell dimension door}, {@spell dispel magic}, {@spell fly}, {@spell hold monster}, {@spell invisibility}"]}],"actions":[{"name":"Deathly Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) necrotic damage)."]},{"name":"Grave Bolts","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one or two targets. {@h}18 ({@damage 4d8}) necrotic damage. If the target is Large or smaller, it must succeed on a {@dc 16} Strength saving throw or become {@condition restrained} as shadowy tendrils wrap around it for 1 minute. A {@condition restrained} target can use its action to repeat the saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Deathlock Mastermind","entries":["Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil."]},{"type":"section","name":"Deathlock","entries":["The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.","An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Obedient and Obsessed","type":"entries","entries":["An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.","Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world."]},{"name":"Undead Nature","type":"entries","entries":["A deathlock doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Deathlock.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"deathlock-mastermind","source":"MPMM"}]},{"id":"deathlock-wight","name":"Deathlock Wight","source":"MPMM","page":87,"srd":false,"image":"bestiary/MPMM/Deathlock Wight.webp","token":"bestiary/tokens/MPMM/Deathlock Wight.webp","size":"Medium","creatureType":"Undead (Warlock)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"37 (5d8 + 15)","speed":"30 ft.","str":11,"dex":14,"con":16,"int":12,"wis":14,"cha":16,"saves":"Wis +4","skills":"Arcana +3, Perception +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Unusual Nature","entries":["The deathlock doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell detect magic}, {@spell disguise self}, {@spell mage armor}","1/day each: {@spell fear}, {@spell hold person}"]}],"actions":[{"name":"Multiattack","entries":["The deathlock makes two Life Drain or Grave Bolt attacks."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.","A Humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the deathlock's control, unless the Humanoid is restored to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time."]},{"name":"Grave Bolt","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}12 ({@damage 2d8 + 3}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Deprived of much of its magic as a special punishment, a deathlock wight lingers between the warlock it was and the wretched existence of a wight."]},{"type":"section","name":"Deathlocks","entries":["The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.","An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron."]}],"gallery":[{"path":"bestiary/MPMM/Deathlock Wight.webp","credit":"Wayne England"}],"otherVersions":[{"id":"deathlock-wight-mtf","source":"MTF"}]},{"id":"deathlock-wight-mtf","name":"Deathlock Wight","source":"MTF","page":129,"srd":false,"image":"bestiary/MTF/Deathlock.webp","token":"bestiary/tokens/MTF/Deathlock Wight.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"37 (5d8 + 15)","speed":"30 ft.","str":11,"dex":14,"con":16,"int":12,"wis":14,"cha":16,"saves":"Wis +4","skills":"Arcana +3, Perception +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The wight's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no verbal or material components:","At will: {@spell detect magic}, {@spell disguise self}, {@spell mage armor}","1/day each: {@spell fear}, {@spell hold person}, {@spell misty step}"]}],"actions":[{"name":"Multiattack","entries":["The wight attacks twice with Grave Bolt."]},{"name":"Grave Bolt","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}7 ({@damage 1d8 + 3}) necrotic damage."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve {@creature zombie||zombies} under its control at one time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Deathlock Wight","entries":["Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight—a special punishment meted out by certain patrons and necromancers."]},{"type":"section","name":"Deathlock","entries":["The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.","An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Obedient and Obsessed","type":"entries","entries":["An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.","Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world."]},{"name":"Undead Nature","type":"entries","entries":["A deathlock doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Deathlock.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"deathlock-wight","source":"MPMM"}]},{"id":"deathpact-angel","name":"Deathpact Angel","source":"GGR","page":192,"srd":false,"image":"bestiary/GGR/Deathpact Angel.webp","token":"bestiary/tokens/GGR/Deathpact Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"175 (27d8 + 54)","speed":"30 ft., fly 90 ft.","str":16,"dex":18,"con":14,"int":19,"wis":20,"cha":23,"saves":"Int +9, Wis +10, Cha +11","skills":"Insight +10, Intimidation +11, Perception +10, Persuasion +11","vulnerabilities":"","resistances":"necrotic; radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 20","languages":"all","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Exploitation of the Debtors","entries":["As a bonus action, the angel targets a creature {@condition charmed} by it that it can see within 30 feet of it. The angel deals 11 ({@damage 2d10}) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt."]},{"name":"Flyby","entries":["The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's innate spellcasting ability is Charisma (spell save {@dc 19}, {@hit 11} to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:","At will: {@spell command} (as a 2nd-level spell), {@spell detect evil and good}","1/day: {@spell raise dead}","3/day each: {@spell charm person} (as a 5th-level spell), {@spell darkness}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks."]},{"name":"Scythe","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage plus 27 ({@damage 6d8}) necrotic damage."]},{"name":"Chains of Obligation","entries":["The angel targets one creature {@condition charmed} by it that it can see within 90 feet of it. The target must succeed on a {@dc 19} Charisma saving throw or become {@condition paralyzed} for 1 minute or until it takes any damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Deathpact angels dwell in the grandest of Orzhov cathedrals, where they surround themselves with wealth and wretched vassals that are utterly in their thrall.",{"name":"Gift Givers","type":"entries","entries":["Posing as a beneficent god, a deathpact angel attracts petitioners who beg the angel for blessings: wealth, prestige, health, revenge, and the like. Imagining itself generous and merciful, the angel usually tries to grant the petitioners what they seek by using its abilities, drawing from its hoard of riches, or extorting favors from other members of the guild. True to the spirit of the Orzhov, though, the angel doesn't bestow these gifts out of kindness, but for the sake of gaining fanatical followers who owe it life debts."]},{"name":"Debt and Indenture","type":"entries","entries":["Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits (described later in this chapter).","Debts Paid"]}]},{"type":"entries","name":"Orzhov Angels","entries":["Few angels find anything appealing in the corruption and decadence embodied by the Orzhov Syndicate, since such a society is fundamentally antithetical to their natures, but disillusionment can seduce even immortal beings. When cynicism takes root in an angel's heart, when questions undermine devotion to the cause of justice, when strength becomes a tool to lord over the weak, the Orzhov Syndicate is there to welcome the angel with open arms, offering status, respect, and power.","Orzhov angels might claim positions as executioners, commanders, or power brokers, but more often they carve out their own place in the guild, standing apart from the otherwise rigid hierarchy of the Orzhov."]}]}]}],"gallery":[{"path":"bestiary/GGR/Deathpact Angel.webp","credit":"Jason Chan"}]},{"id":"deathwolf","name":"Deathwolf","source":"VEoR","page":217,"srd":false,"image":"bestiary/VEoR/Deathwolf.webp","token":"bestiary/tokens/VEoR/Deathwolf.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"153 (18d8 + 72)","speed":"40 ft.","str":20,"dex":16,"con":18,"int":10,"wis":17,"cha":19,"saves":"Str +10, Dex +8, Cha +9","skills":"Perception +13, Stealth +8","vulnerabilities":"","resistances":"","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 23","languages":"Common","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the deathwolf fails a saving throw, it can choose to succeed instead."]},{"name":"Moon's Grace","entries":["When the deathwolf falls, it descends at a rate of 60 feet per round and takes no falling damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The deathwolf makes one Bite attack and two Claw attacks. It can replace one of these attacks with Phantom Deathwolf if available."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. The target must succeed on a {@dc 16} Wisdom saving throw or have disadvantage on saving throws against the {@condition frightened} condition. This curse lasts until removed by the {@spell Remove Curse} spell or other magic."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 4 ({@damage 1d8}) necrotic damage."]},{"name":"Phantom Deathwolf {@recharge 5}","entries":["The deathwolf creates a terrifying phantom of itself in the mind of a creature the deathwolf can see within 60 feet of itself. The target must succeed on a {@dc 17} Intelligence saving throw or have the {@condition frightened} condition for 1 minute.","While the target is {@condition frightened}, the phantom deals 21 ({@damage 6d6}) psychic damage to the target at the start of each of the target's turns. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Imposing Slash","entries":["When a creature within 5 feet of the deathwolf makes an attack roll against it, the deathwolf forces the creature to succeed on a {@dc 17} Wisdom saving throw or have disadvantage on that roll. After the attack hits or misses, the deathwolf makes one Claw attack against the creature."]},{"name":"Phase Step","entries":["Immediately after taking damage, the deathwolf teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A deathwolf combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other locations where lycanthropy and necromancy are prevalent.","To create a deathwolf, a necromancer reanimates the body of a powerful werewolf by conducting a profane ritual fueled by lunar magic. The result is an Undead abomination that resembles a skeletal, shadowy werewolf in hybrid form. Deathwolves can't shapeshift, but they can create dangerous illusions. A deathwolf's bite makes its victims more susceptible to the mind-bending phantoms the deathwolf can conjure.",{"type":"inset","name":"Deathwolves in Dragonlance","entries":["On the world of Krynn, deathwolves are associated with Lunitari, Krynn's red moon and the god of neutral magic. The god Lunitari is a trickster and master of illusions; necromancers perform the ritual to create a deathwolf under the light of her moon to instill the deathwolf with powers of illusion and trickery."]}]}],"gallery":[{"path":"bestiary/VEoR/Deathwolf.webp"}]},{"id":"decapus","name":"Decapus","source":"TTP","page":21,"srd":false,"image":"bestiary/TTP/Decapus.webp","token":"bestiary/tokens/TTP/Decapus.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"75 (10d10 + 20)","speed":"15 ft., climb 30 ft.","str":15,"dex":14,"con":14,"int":4,"wis":10,"cha":7,"saves":"","skills":"Athletics +4, Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The decapus makes two attacks: one with its bite and one with its tentacles."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature {@condition grappled} by the decapus. {@h}7 ({@damage 2d4 + 2}) piercing damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}24 ({@damage 9d4 + 2}) bludgeoning damage or 14 ({@damage 5d4 + 2}) bludgeoning damage if the decapus is grappling a creature other than the target or if the decapus is on the ground or floor. The target is also {@condition grappled} (escape {@dc 14}) unless the decapus is already grappling a creature. Until this grapple ends, the target is {@condition restrained}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Decapuses are carnivorous, solitary hunters that swing through trees, scooping up prey with their 10-foot-long, suckered tentacles. Decapuses also use their tentacles to climb walls and ceilings.","After securing a high vantage point, a decapus hangs by one tentacle and attacks with the other nine. On the ground, a decapus is slower and less dangerous. It must use half of its tentacles to support its weight upright, leaving five tentacles with which it can attack and defend itself.",{"type":"entries","name":"Marine Decapus","entries":["A marine decapus is similar to its land-dwelling cousin, except that it gains a swimming speed of 30 feet and can breathe only underwater."]}]}]}],"gallery":[{"path":"bestiary/TTP/Decapus.webp"}]},{"id":"decaton-modron","name":"Decaton Modron","source":"MPP","page":36,"srd":false,"image":"bestiary/MPP/Decaton Modron.webp","token":"bestiary/tokens/MPP/Decaton Modron.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"16","initiative":"+1 (11)","hp":"144 (17d10 + 51)","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":12,"con":16,"int":15,"wis":15,"cha":11,"saves":"Int +5, Wis +5","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 18","languages":"Modron, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The decaton can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Combat Ready","entries":["The decaton has advantage on initiative rolls."]},{"name":"Disintegration","entries":["If the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying."]}],"spellcasting":[{"name":"Spellcasting","entries":["The decaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell detect magic}, {@spell dispel magic}, {@spell mending} (as an action)","1/day each: {@spell plane shift} (self only), {@spell protection from evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The decaton makes three Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target."]},{"name":"Lightning Rays {@recharge}","entries":["The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a {@dc 13} Dexterity saving throw, taking 38 ({@damage 7d10}) lightning damage on a failed save, or half as much damage on a successful save."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each of its ten eyes, synchronizing them to deadly effect."]}]},{"type":"section","entries":[{"type":"entries","name":"Modrons","entries":["Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the {@i Monster Manual}."]}]}],"gallery":[{"path":"bestiary/MPP/Decaton Modron.webp"},{"path":"bestiary/MPP/Modrons.webp","title":"Modrons"}]},{"id":"deck-defender","name":"Deck Defender","source":"BMT","page":72,"srd":false,"image":"bestiary/BMT/Deck Defender.webp","token":"bestiary/tokens/BMT/Deck Defender.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+3 (13)","hp":"5 + five times your level (the deck defender has a number of Hit Dice [d8s] equal to your level)","speed":"30 ft.","str":16,"dex":16,"con":14,"int":3,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 10","languages":"understands one of your languages but can't speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Allied Knight","entries":["Some of the deck defender's statistics are based on the character who drew the Knight card. Where the deck defender stat block refers to \"you,\" it refers to that character."]},{"name":"Folded Versatility","entries":["After finishing a long rest, you can refold the deck defender's shape, changing it to acrobat form, berserker form, or guardian form."]},{"name":"Fragile","entries":["If the deck defender is reduced to 0 hit points, it collapses into a haphazard pile of nonmagical playing cards and can't be resurrected or reconstructed."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The deck defender makes a number of attacks equal to half its proficiency bonus (rounded down)."]},{"name":"Paper Cut","entries":["{@atk mw} PB + {@hit 3} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]},{"name":"Reckless Strike (Berserker Form Only)","entries":["{@atk mw} PB + {@hit 3} to hit (with advantage), reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage, and attacks made against the deck defender until the start of its next turn have advantage."]}],"bonusActions":[{"name":"Swift Step (Acrobat Form Only)","entries":["The deck defender takes the {@action Dash} or {@action Disengage} action."]}],"reactions":[{"name":"Protection (Guardian Form Only)","entries":["When a creature the deck defender can see attacks a target other than the deck defender and is within 5 feet of the deck defender, the deck defender imposes disadvantage on the attack roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BMT/Deck Defender.webp","credit":"Nikki Dawes"}]},{"id":"deep-crow","name":"Deep Crow","source":"AI","page":210,"srd":false,"image":"bestiary/AI/Deep Crow.webp","token":"bestiary/tokens/AI/Deep Crow.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+3 (13)","hp":"133 (14d10 + 56)","speed":"20 ft., fly 80 ft.","str":20,"dex":16,"con":18,"int":8,"wis":15,"cha":14,"saves":"Con +8, Wis +6","skills":"Perception +6, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 16","languages":"Deep Crow","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The deep crow has advantage on saving throws against spells and other magical effects."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the deep crow can take the {@action Hide} action as a bonus action."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The deep crow makes three attacks: one with its mandibles and two with its claws."]},{"name":"Mandibles","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the deep crow can't use its mandibles on another target."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The only warning you'll get is that fearsome, far-off caw, echoing from the darkness like a death knell. For by the time those glowing red eyes fix on you, it's far too late to run...","Some adventurers and sages whisper that deep crows were first spawned as the familiars of evil arcane casters, abandoned in the subterranean depths and left to grow to enormous size. Others claim these creatures were once normal crows transmuted by vile essence and viler powers. But one thing all agree on is that ending up a meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs.","Though the deep crow most immediately resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed feet, and the cluster of red eyes that are the most unsettling part of its appearance.",{"type":"entries","name":"Terror from Above","entries":["The deep crow's most fearsome attack is the bite of its mandibles, which can seize and hold almost any creature. Their preferred attack is a snatch-and-grab that sees a deep crow flying off with a living victim before its companions have any chance of counterattack. Provided the doomed prey doesn't struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit."]},{"name":"Family Ties","type":"entries","entries":["Deep crows live alone for an unknown length of years, emerging from the lair only to hunt, to look for potential threats, and to mate. Mating is a once-in-a-lifetime urge that sees each deep crow involved in the pairing produce a cluster of four to eight eggs. Incubation lasts a year, followed by a year during which the fledgling deep crows stay close by their parent's side. The young then set out to establish lairs of their own."]},{"name":"Unknown and Inscrutable","type":"entries","entries":["The mindset of these intelligent yet alien creatures is a mystery, but some who have encountered them relate that they are quick to hold a grudge. For years. Of even greater importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries."]}]},{"type":"entries","name":"A Deep Crow's Lair","entries":["Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs."]}]}]}],"gallery":[{"path":"bestiary/AI/Deep Crow.webp","credit":"Leesha Hannigan"}]},{"id":"deep-dragon-wyrmling","name":"Deep Dragon Wyrmling","source":"FRAiF","page":257,"srd":false,"image":"bestiary/FRAiF/Deep Dragon.webp","token":"bestiary/tokens/FRAiF/Deep Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.","str":14,"dex":11,"con":12,"int":11,"wis":12,"cha":13,"saves":"Dex +2, Wis +3","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 15","languages":"Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Slashing damage."]},{"name":"Nightmare Breath {@recharge 5}","entries":["{@actSave wis} {@dc 11}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 7 ({@damage 2d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of the dragon's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Deep dragon wyrmlings are lithe with a narrow frame and flexible wings. They slip through crevasses in the Underdark, from which they hunt to satisfy their voracious appetites."]},{"type":"section","name":"Deep Dragons","entries":["{@i Dragons of Caverns and Secrets}","Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores.","Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of the Underdark to map hidden passages for dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons' sinuous forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.","Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.","Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales."]},{"type":"section","entries":[{"type":"entries","name":"Deep Dragon Lairs","entries":["Deep dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water."]}]}],"gallery":[{"path":"bestiary/FRAiF/Deep Dragon.webp"}],"otherVersions":[{"id":"deep-dragon-wyrmling-ftd","source":"FTD"}]},{"id":"deep-dragon-wyrmling-ftd","name":"Deep Dragon Wyrmling","source":"FTD","page":175,"srd":false,"image":"bestiary/FTD/Deep Dragon Wyrmling.webp","token":"bestiary/tokens/FTD/Deep Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.","str":14,"dex":11,"con":12,"int":11,"wis":12,"cha":13,"saves":"Dex +2, Con +3, Wis +3, Cha +3","skills":"Perception +3, Persuasion +3, Stealth +4","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"blindsight 10 ft., darkvision 90 ft., Passive Perception 13","languages":"Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]},{"name":"Nightmare Breath {@recharge 5}","entries":["The dragon exhales a cloud of spores in a 15-foot cone. Each creature in that area must make a {@dc 11} Wisdom saving throw. On a failed save, the creature takes 5 ({@damage 1d10}) psychic damage, and it is {@condition frightened} of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.","Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.","Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack."]},{"type":"section","entries":[{"type":"entries","name":"Creating a Deep Dragon","entries":["Use the Deep Dragon Personality Traits and Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.",{"type":"entries","name":"Deep Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead."],["2","It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts."],["3","I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict."],["4","I have no interest in going to the surface world. It's where one sends one's servants."],["5","While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or aboleth flesh."],["6","I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped."],["7","I dream of seeing the deepest places in the ocean."],["8","I find I rather enjoy the company of people—as long as they remain unaware of my true nature."]]}]},{"type":"entries","name":"Deep Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any)"],["2","Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any)"],["3","Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)"],["4","Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)"],["5","Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)"],["6","Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good)"]]}]}]},{"type":"entries","name":"Deep Dragon Adventures","entries":["The Deep Dragon Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.",{"type":"entries","name":"Deep Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve."],["2","Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor."],["3","A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business."],["4","A talented young ranger is kidnapped by a deep dragon who wants a hunting partner."],["5","A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust."],["6","A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate."],["7","Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility."],["8","A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Deep dragons appreciate the company of other dragons. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners—albeit junior ones."]},{"type":"entries","name":"Deep Dragon Wyrmling Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ogre has acquired a deep dragon wyrmling as a pet, ignoring the fact that the dragon is an intelligent creature who will grow extremely large."],["2","An inquisitive deep dragon wyrmling has made it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers."],["3","A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending them to the surface to fetch delicacies the wyrmling craves."],["4","An exclusive auction in an enclave of Lolth-worshipers features a deep dragon egg just about to hatch."],["5","A deep dragon wyrmling with an experimental bent has created a \"garden\" of gray oozes."],["6","An orphaned deep dragon wyrmling is cared for by a giant constrictor snake that is the recipient of a druid's {@spell awaken} spell."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Deep Dragon Wyrmling.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"deep-dragon-wyrmling","source":"FRAiF"}]},{"id":"deep-gnome-svirfneblin","name":"Deep Gnome (Svirfneblin)","source":"MM","page":164,"srd":false,"image":"bestiary/MM/Deep Gnome (Svirfneblin).webp","token":"bestiary/tokens/MM/Deep Gnome (Svirfneblin).webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Neutral Good","ac":"15","initiative":"+2 (12)","hp":"16 (3d6 + 6)","speed":"20 ft.","str":15,"dex":14,"con":14,"int":12,"wis":10,"cha":9,"saves":"","skills":"Investigation +3, Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Gnomish, Terran, Undercommon","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The gnome has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Gnome Cunning","entries":["The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The gnome's innate spellcasting ability is Intelligence (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:","At will: {@spell nondetection} (self only)","1/day each: {@spell blindness/deafness}, {@spell blur}, {@spell disguise self}"]}],"actions":[{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Poisoned Dart","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Deep gnomes, or svirfneblin, live far below the world's surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall.","A typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack.",{"name":"Established Gender Roles","type":"entries","entries":["Male svirfneblin are bald, while females have stringy gray hair. Traditionally, females run the enclaves while males scour the outskirts in search of enemies and deposits of precious gemstones."]},{"name":"Gemstone Harvesters","type":"entries","entries":["Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often brings them into conflict with beholders, drow, kuo-toa, duergar, and mind flayers. Of all their natural enemies, deep gnomes fear and despise the murderous, demon worshiping drow the most."]},{"name":"Earth Friends","type":"entries","entries":["Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on."]}]}]}],"gallery":[{"path":"bestiary/MM/Deep Gnome (Svirfneblin).webp"}]},{"id":"deep-rothe","name":"Deep Rothé","source":"MPMM","page":71,"srd":false,"image":"bestiary/MPMM/Deep Rothe.webp","token":"bestiary/tokens/MPMM/Deep Rothé.webp","size":"Medium","creatureType":"Beast (Cattle)","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":18,"dex":10,"con":14,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Beast of Burden","entries":["The rothé is considered to be one size larger for the purpose of determining its carrying capacity."]}],"spellcasting":[{"name":"Dancing Lights","entries":["The rothé casts {@spell dancing lights}, requiring no spell components and using Wisdom as the spellcasting ability.","At will: {@spell dancing lights}"]}],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the rothé moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Deep rothé are Underdark cattle that communicate with one another using the dancing lights spell. Some scholars speculate that rothé came originally from the Feywild and brought the ability to cast the spell with them. Other sages attribute the ability to the centuries rothé have spent in the Underdark, where ambient magic slowly transforms everything."]},{"type":"section","name":"Cattle","entries":["Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them."]}],"gallery":[{"path":"bestiary/MPMM/Deep Rothe.webp","credit":"Sam Wood"}],"otherVersions":[{"id":"deep-rothe-vgm","source":"VGM"}]},{"id":"deep-rothe-vgm","name":"Deep Rothé","source":"VGM","page":208,"srd":false,"image":"bestiary/tokens/VGM/Deep Rothé.webp","token":"bestiary/tokens/VGM/Deep Rothé.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":18,"dex":10,"con":14,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Charge","entries":["If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The deep rothé's spellcasting ability is Charisma. It can innately cast {@spell dancing lights} at will, requiring no components.","At will: {@spell dancing lights}"]}],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Deep rothé are stunted Underdark variants of {@creature rothé|vgm}."]}]},{"type":"entries","entries":["Ordinary rothé resemble musk oxen and have {@sense darkvision} out to a range of 30 feet."]}],"hidden":true,"otherVersions":[{"id":"deep-rothe","source":"MPMM"}]},{"id":"deep-scion","name":"Deep Scion","source":"MPMM","page":88,"srd":false,"image":"bestiary/MPMM/Deep Scion.webp","token":"bestiary/tokens/MPMM/Deep Scion.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft. (20 ft. and swim 40 ft. in hybrid form)","str":18,"dex":13,"con":16,"int":10,"wis":12,"cha":14,"saves":"Wis +3, Cha +4","skills":"Deception +6, Insight +3, Sleight Of Hand +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Aquan, Common, thieves' cant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious (Hybrid Form Only)","entries":["The deep scion can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Bite (Hybrid Form Only)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Claw (Hybrid Form Only)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)","entries":["The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a {@dc 13} Wisdom saving throw or be {@condition stunned} until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water."]}],"bonusActions":[{"name":"Change Shape","entries":["The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.","A deep scion emerges from the depths in service to their underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master's desires. Sometimes a deep scion returns to their former home—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend, a lover, the perfect candidate for a job, or some other role that enables the minion to carry out their master's commands.","The training to which a deep scion is subjected rids it of empathy for those they spy on. Though a deep scion might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. The creature believes that their true form is the shape they take when they return to the sea they think of as home. Ironically, however, a deep scion that is killed when in their piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of the person the deep scion once was."],"gallery":[{"path":"bestiary/MPMM/Deep Scion.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"deep-scion-vgm","source":"VGM"}]},{"id":"deep-scion-vgm","name":"Deep Scion","source":"VGM","page":135,"srd":false,"image":"bestiary/VGM/Deep Scion.webp","token":"bestiary/tokens/VGM/Deep Scion.webp","size":"Medium","creatureType":"Humanoid (Shapechanger)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft. (20 ft. and swim 40 ft. in hybrid form)","str":18,"dex":13,"con":16,"int":10,"wis":12,"cha":14,"saves":"Wis +3, Cha +4","skills":"Deception +6, Insight +3, Sleight Of Hand +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Aquan, Common, Thieves' cant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Shapechanger","entries":["The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies."]},{"name":"Amphibious (Hybrid Form Only)","entries":["The deep scion can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws."]},{"name":"Battleaxe (Humanoid Form Only)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Bite (Hybrid Form Only)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Claw (Hybrid Form Only)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)","entries":["The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a {@dc 13} Wisdom saving throw or be {@condition stunned} until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["If you meet a human and there's something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is just fish stink."],"by":"Volo"},"Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves.",{"name":"Spies from the Sea","entries":["A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master's desires. Sometimes a deep scion returns to its former home and a hero's welcome-unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world and report back to its master. When set to its task, a deep scion worms its way into the life of an unsuspecting enemy as a new best friend, an irresistible lover, the perfect candidate for a job, or in some other role that enables the minion to carry out its master's commands."],"type":"entries"},{"name":"Cold-Hearted Killers","entries":["The training to which a deep scion is subjected rids it of empathy for those whom it spies on. Though one might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. It believes that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that robbed it of emotion, leaving behind the corpse of the person the deep scion once was."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Deep Scion.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"deep-scion","source":"MPMM"}]},{"id":"deep-spider","name":"Deep Spider","source":"MaBJoV","page":151,"srd":false,"image":"bestiary/MaBJoV/Sword Spider.webp","token":"bestiary/tokens/MaBJoV/Deep Spider.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"95 (10d12 + 30)","speed":"30 ft., climb 30 ft.","str":20,"dex":14,"con":16,"int":6,"wis":12,"cha":4,"saves":"","skills":"Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"tremorsense 60 ft., Passive Perception 11","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The deep spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the deep spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The deep spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The deep spider makes one Bite attack and two Foreleg attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and the target must make a {@dc 14} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and has the {@condition paralyzed} condition while {@condition poisoned} in this way."]},{"name":"Foreleg","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Sword spiders are a type of giant arachnid that stalk the forests and caverns of Faerûn, walking on legs that resemble razor-sharp blades. These solitary predators move incredibly fast and with great stealth for their large size. The sword spider's sleek, 12-foot-long body is encased in a durable black exoskeleton covered in fine dark hairs. Although their eyesight is poor, sword spiders locate their prey using {@sense tremorsense|MM} to feel for minute vibrations in the ground.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Natural Weapons","entries":["All eight legs of a sword spider end in thick chitinous plates with serrated ridges. However, its primary weapons are its front two legs, which look like a pair of massive curved swords. Its victims are impaled upon these limbs and brought close enough for the spider to deliver its poisonous bite. Once slain, its prey is then chopped up into manageable morsels that can be fed into its cavernous maw lined with multiple rows of crooked fangs."]},{"type":"entries","name":"Death From Above","entries":["Rather than trapping its food within a pre-constructed web, sword spiders prefer to wait for prey high up in tree branches and on cavern walls. (Despite their large frames, sword spiders retain the ability to cling to most surfaces, making them adept climbers.) Once it spots its prey, the spider sprays the creature with a restraining web and drops down with all eight of its lethal legs extended to impale its meal. When hunting in areas not conducive to this strategy, sword spiders instead stalk and chase their prey like big cats and are able to leap forward up to 30 feet, lashing out with their forelimbs."]},{"type":"entries","name":"Deep Spiders","entries":["Sword spiders are native to the jungles of Mhair on the Chultan Peninsula in southwest Faerûn. Drow traders brought them to the Underdark where they were bred for use in battle under the control of Lolthite priestesses. These variants are called deep spiders and many have since escaped their pens and, with the ability to tolerate a wide range of climates, adapted quickly to their new subterranean homes. These creatures soon spread throughout the Underdark with many finding their way to the surface."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Sword Spider.webp"}]},{"id":"deepking-horgar-steelshadow-v","name":"Deepking Horgar Steelshadow V","source":"OotA","page":82,"srd":false,"image":"bestiary/OotA/Deepking Horgar Steelshadow V.webp","token":"bestiary/tokens/OotA/Deepking Horgar Steelshadow V.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"20","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":19,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Draconic, Giant, Dwarvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Duergar Resilience","entries":["Horgar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Horgar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Gauntlets of Ogre Power","entries":["Horgar wields {@item Gauntlets of Ogre Power} giving him a Strength score of 19 (+4)."]},{"name":"Brave","entries":["Horgar has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, Horgar magically increases in size, along with anything he is wearing or carrying. While enlarged, Horgar is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Horgar lacks the room to become Large, he attains the maximum size possible in the space available."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["Horgar magically turns {@condition invisible} until he attacks, casts a spell, or uses his Enlarge, or until his {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment Horgar wears or carries is {@condition invisible} with him."]},{"name":"Multiattack","entries":["Horgar makes two melee attacks."]},{"name":"+2 Warhammer","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage, or 11 ({@damage 1d10 + 6}) bludgeoning damage if used with two hands. While Horgar is enlarged, the damage increases to 15 ({@damage 2d8 + 6}) or 17 ({@damage 2d10 + 6}) bludgeoning damage, respectively."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Horgar can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of Horgar makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand Horgar. A creature can benefit from only one Leadership die at a time. This effect ends if Horgar is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Horgar adds 2 to its AC against one melee attack that would hit him. To do so, Horgar must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Deepking Horgar V ascended to the throne in 1372 DR. He is a ruthless and canny ruler who engages in secret meetings with all the city's councils and clans to keep their members guessing what he's up to, hands out favors out of the blue, and lets it be known that he'll use any trick to maintain his hold on power. This includes hiring assassins through third parties to take care of potential troublemakers. This strategy keeps all the city's factions at each other's throats and out of Horgar's way.","Like many other duergar in the city, Horgar Steelshadow V has been touched by the demon lords' madness. Roll on the {@table Indefinite Madness} table in {@book chapter 8|DMG|8|Madness} of the {@i Dungeon Master's Guide} to determine Horgar's flaw."],"gallery":[{"path":"bestiary/OotA/Deepking Horgar Steelshadow V.webp"}]},{"id":"deer","name":"Deer","source":"XMM","page":352,"srd":true,"image":"bestiary/XMM/Deer.webp","token":"bestiary/tokens/XMM/Deer.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"4 (1d8)","speed":"50 ft.","str":11,"dex":16,"con":11,"int":2,"wis":14,"cha":5,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Grassland","treasure":"","traits":[{"name":"Agile","entries":["The deer doesn't provoke an {@action Opportunity Attack|XPHB} when it moves out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}2 ({@damage 1d4}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Deer.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"deer-mm","source":"MM"}]},{"id":"deer-mm","name":"Deer","source":"MM","page":321,"srd":false,"image":"bestiary/tokens/MM/Deer.webp","token":"bestiary/tokens/MM/Deer.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"4 (1d8)","speed":"50 ft.","str":11,"dex":16,"con":11,"int":2,"wis":14,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"deer","source":"XMM"}]},{"id":"deformed-duergar","name":"Deformed Duergar","source":"WDMM","page":180,"srd":false,"image":"bestiary/tokens/WDMM/Deformed Duergar.webp","token":"bestiary/tokens/WDMM/Deformed Duergar.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"40 (4d8 + 4)","speed":"25 ft.","str":14,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Third Arm","entries":["The duergar can make an attack with its javelin as a bonus action."]},{"name":"Two Heads","entries":["The duergar has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition charmed}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]},{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["This creature used to be two separate duergar, a male named Blork and a female named Muatha. Arcturia fused them together into a single creature by using magic that only a {@spell wish} spell can undo. Both skulls merged into one bulbous head that has three ears, three eyes, two noses, and two mouths. It has a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as threats that must be destroyed."]}]}]}]},{"id":"degloth","name":"Degloth","source":"VEoR","page":218,"srd":false,"image":"bestiary/VEoR/Degloth.webp","token":"bestiary/tokens/VEoR/Degloth.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+3 (13)","hp":"133 (14d10 + 56)","speed":"40 ft., climb 40 ft.","str":23,"dex":17,"con":18,"int":6,"wis":11,"cha":9,"saves":"Str +10, Con +8","skills":"Athletics +10, Perception +4","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 14","languages":"Abyssal, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The degloth has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The degloth makes two Razor Fist attacks."]},{"name":"Razor Fist","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage, and if the target is a Medium or smaller creature, the target has the {@condition grappled} condition (escape {@dc 18}). Until this grapple ends, the target has the {@condition restrained} condition, and the degloth can't use this fist to grapple another target. The degloth has two fists."]}],"bonusActions":[{"name":"Crush","entries":["The degloth targets one creature currently {@condition grappled} by it. The target must make a {@dc 18} Strength saving throw, taking 15 ({@damage 2d8 + 6}) bludgeoning damage on a failed save or half as much damage on a successful one."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Degloths are massive, blue, bipedal demons with razor-studded fists. They are commonly used as shock troops on the front lines of wars waged in the Abyss and other Outer Planes. Degloths gravitate toward violence and mayhem without caring about the reasons behind the bloodshed. They enjoy ripping their enemies limb from limb using their razor-studded fists, which are equally adept at slashing foes and crushing the life from them."]}],"gallery":[{"path":"bestiary/VEoR/Degloth.webp"}]},{"id":"deinonychus","name":"Deinonychus","source":"MPMM","page":95,"srd":false,"image":"bestiary/tokens/MPMM/Deinonychus.webp","token":"bestiary/tokens/MPMM/Deinonychus.webp","size":"Medium","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"26 (4d8 + 8)","speed":"40 ft.","str":15,"dex":15,"con":14,"int":4,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[{"name":"Pounce","entries":["If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the deinonychus can make one Bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The deinonychus makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This larger cousin of the velociraptor kills by gripping its target with its claws and feeding."],"otherVersions":[{"id":"deinonychus-vgm","source":"VGM"}]},{"id":"deinonychus-vgm","name":"Deinonychus","source":"VGM","page":139,"srd":false,"image":"bestiary/tokens/VGM/Deinonychus.webp","token":"bestiary/tokens/VGM/Deinonychus.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"26 (4d8 + 8)","speed":"40 ft.","str":15,"dex":15,"con":14,"int":4,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Pounce","entries":["If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the deinonychus can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The deinonychus makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive."]}],"hidden":true,"otherVersions":[{"id":"deinonychus","source":"MPMM"}]},{"id":"demelin","name":"Demelin","source":"DSotDQ","page":139,"srd":false,"image":"bestiary/DSotDQ/096-06-002.demelin.webp","token":"bestiary/tokens/DSotDQ/Demelin.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Demelin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Demelin is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Demelin casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/096-06-002.demelin.webp","credit":"Ekaterina Burmak"}]},{"id":"demilich","name":"Demilich","source":"XMM","page":96,"srd":false,"image":"bestiary/XMM/Demilich.webp","token":"bestiary/tokens/XMM/Demilich.webp","size":"Tiny","creatureType":"Undead","alignment":"Neutral Evil","ac":"20","initiative":"+17 (27)","hp":"180 (72d4)","speed":"5 ft., fly 30 ft. (hover)","str":1,"dex":20,"con":10,"int":20,"wis":17,"cha":20,"saves":"Dex +11, Con +6, Int +11, Wis +9","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"necrotic; poison; psychic","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; prone; stunned","senses":"Truesight 120 ft., Passive Perception 13","languages":"","cr":"18","crDisplay":"18 (XP 20,000, or 22,000 in lair; PB +6)","habitat":"Any","treasure":"Arcana","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the demilich fails a saving throw, it can choose to succeed instead."]},{"name":"Undead Restoration","entries":["If the demilich is destroyed, it reforms and regains all its {@variantrule Hit Points|XPHB} in {@dice 1d10} days unless a {@spell Wish|XPHB} spell is cast on its remains."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The demilich makes three Necrotic Burst attacks."]},{"name":"Necrotic Burst","entries":["{@atkr m,r} {@hit 11}, reach 5 ft. or range 120 ft. {@h}24 ({@damage 7d6}) Necrotic damage."]},{"name":"Howl {@recharge 5}","entries":["{@actSave con} {@dc 19}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the demilich. {@actSaveFail} 70 ({@damage 20d6}) Psychic damage. {@actSaveSuccessOrFail} The target has the {@condition Frightened|XPHB} condition until the start of the demilich's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Energy Drain","entries":["{@actSave con} {@dc 19}, one creature the demilich can see within 120 feet. {@actSaveFail} The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by 14 ({@dice 4d6}). {@actSaveSuccessOrFail} The demilich can't take this action again until the start of its next turn."]},{"name":"Grave-Dust Flight","entries":["The demilich flies up to its {@variantrule Fly Speed|XPHB}, shedding grave dust. Each creature within 5 feet of the demilich as it moves is targeted once by the following effect. {@actSave con} {@dc 19}. {@actSaveFail} The target has the {@condition Blinded|XPHB} condition until the end of the demilich's next turn. {@actSaveSuccessOrFail} The demilich can't take this action again until the start of its next turn."]},{"name":"Necrosis","entries":["The demilich makes one Necrotic Burst attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a demilich's lair is twisted by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Enervating Domain","entries":["Whenever a creature other than the demilich or one of its allies finishes a {@variantrule Long Rest|XPHB} within 1 mile of the lair, the creature must succeed on a {@dc 20} Constitution saving throw or have its {@variantrule Hit Points|XPHB|Hit Point} maximum reduced by {@dice 1d4}. This reduction lasts until the creature finishes a {@variantrule Long Rest|XPHB} outside that area."]},{"type":"item","name":"Travel Ward","entries":["Creatures can't use teleportation or planar travel to enter or exit the lair."]}]},"If the demilich dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","name":"Demilich","entries":["{@i What Lies beyond Lichdom}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"A demilich is a skull harboring the remnants of a lich's wicked essence. If the burden of immortality overwhelms a lich, its consciousness turns inward as its body rots away. But if its remains are disturbed, a demilich rises. Demiliches usually appear as skulls adorned with gems or arcane sigils.",{"type":"entries","name":"Demilich Lairs","entries":["Demiliches jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak."]}]}],"gallery":[{"path":"bestiary/XMM/Demilich.webp","credit":"Fury Galluzzi"}],"otherVersions":[{"id":"demilich-mm","source":"MM"}]},{"id":"demilich-mm","name":"Demilich","source":"MM","page":48,"srd":false,"image":"bestiary/MM/Demilich.webp","token":"bestiary/tokens/MM/Demilich.webp","size":"Tiny","creatureType":"Undead","alignment":"Neutral Evil","ac":"20","initiative":"+5 (15)","hp":"80 (32d4)","speed":"0 ft., fly 30 ft. (hover)","str":1,"dex":20,"con":10,"int":20,"wis":17,"cha":20,"saves":"Con +6, Int +11, Wis +9, Cha +11","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from magic weapons","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; prone; stunned","senses":"truesight 120 ft., Passive Perception 13","languages":"","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Avoidance","entries":["If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Legendary Resistance (3/Day)","entries":["If the demilich fails a saving throw, it can choose to succeed instead."]},{"name":"Turn Immunity","entries":["The demilich is immune to effects that turn undead."]}],"spellcasting":[],"actions":[{"name":"Howl {@recharge 5}","entries":["The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a {@dc 15} Constitution saving throw or drop to 0 hit points. On a successful save, the creature is {@condition frightened} until the end of its next turn."]},{"name":"Life Drain","entries":["The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a {@dc 19} Constitution saving throw or take 21 ({@damage 6d6}) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Flight","entries":["The demilich flies up to half its flying speed."]},{"name":"Cloud of Dust","entries":["The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn."]},{"name":"Energy Drain (Costs 2 Actions)","entries":["Each creature with in 30 feet of the demilich must make a {@dc 15} Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 ({@dice 3d6}). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the {@spell greater restoration} spell or similar magic."]},{"name":"Vile Curse (Costs 3 Actions)","entries":["The demilich targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 15} Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the demilich rolls a {@dice d20}. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row.",{"type":"list","items":["The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a {@dc 19} Dexterity saving throw or be knocked {@condition prone}.","The demilich targets one creature it can see within 60 feet of it. An {@spell antimagic field} fills the space of the target, moving with it until initiative count 20 on the next round.","The demilich targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round."]}],"regionalEffects":["A demilich's tomb might have any or all of the following effects in place:",{"type":"list","items":["The first time a non-evil creature enters the tomb's area, the creature takes 16 ({@damage 3d10}) necrotic damage.","Monsters in the tomb have advantage on saving throws against being {@condition charmed} or {@condition frightened}, and against features that turn undead.","The tomb is warded against the magical travel of creatures the demilich hasn't authorized. Such creatures can't teleport into or out of the tomb's area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren't used to leave or enter the tomb's area."]},"If the demilich is destroyed, these effects fade over the course of 10 days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This \"demilich\" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraith-like form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of its existence.","Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich's reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy.",{"name":"Enduring Existence","type":"entries","entries":["Even after a lich is reduced to a demilich state, its phylactery survives. As long as its phylactery is intact, the demilich can't be permanently destroyed. Its skull reforms after {@dice 1d10} days, restoring the creature to its wretched state. If it has the presence of mind to do so, a demilich can reclaim its former power by feeding just one soul to its phylactery. Doing so restores the demilich to lich form, reconstituting its undead body."]},{"name":"Undead Nature","type":"entries","entries":["A demilich doesn't require air, food, drink, or sleep. So great is a demilich's will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average hit points."]},{"type":"entries","name":"A Demilich's Lair","entries":["A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests the demilich's skull and the dust from its other bones. In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits. A demilich in its lair has a challenge rating of 20 (24,500 XP)."]},{"type":"entries","name":"Acererak and His Disciples","entries":["The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.","Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.","Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.","Acererak or another demilich like him has a challenge rating of 21 (33,000 XP), or 23 (50,000 XP) in its lair, and gains the following additional action option.",{"name":"Trap Soul","entries":["The demilich targets one creature that it can see within 30 feet of it. The target must make a {@dc 19} Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 ({@damage 7d6}) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist.","If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I, Acererak the Eternal, beckon you to your doom. Come, foolish ones, plunger my treasures, if you dare! Others have tried. All have failed! From your skin, tapestries shall be woven, and your bones will carpet my tomb. Only I am beyond Death's reach. Only I know the secret to true immortality!"],"by":"Epitaph of a demilich"}]}]}],"gallery":[{"path":"bestiary/MM/Demilich.webp"}],"hidden":true,"otherVersions":[{"id":"demilich","source":"XMM"}]},{"id":"demobat","name":"Demobat","source":"WttHC","srd":false,"image":"bestiary/WttHC/Demobat.webp","token":"bestiary/tokens/WttHC/Demobat.webp","size":"Tiny","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"21 (6d4 + 6)","speed":"10 ft., fly 40 ft.","str":4,"dex":16,"con":12,"int":2,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Blindsight 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5} (with {@variantrule Advantage|XPHB} if the target is {@condition Grappled|XPHB} by a Demobat), reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage."]},{"name":"Tentacles","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage. If the target is a Medium or smaller creature, the target has the {@condition Grappled|XPHB} condition (escape {@dc 13}) from all four tentacles."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Demobats are slimy, winged pests endemic to demonic realms. A demobat has four serrated tentacles, which trail behind it during flight, and its eyeless head opens wide to reveal a toothed maw. Demobats hunt in flocks, using their tails to strangle and immobilize their prey as they feed."]}],"gallery":[{"path":"bestiary/WttHC/Demobat.webp"}]},{"id":"demodog","name":"Demodog","source":"WttHC","srd":false,"image":"bestiary/WttHC/Demodog.webp","token":"bestiary/tokens/WttHC/Demodog.webp","size":"Small","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"27 (6d6 + 6)","speed":"50 ft.","str":16,"dex":15,"con":12,"int":6,"wis":12,"cha":6,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"cold; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Blindsight 60 ft., Passive Perception 11","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The demodog has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the demodog's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Demodogs are sinister, quadrupedal predators that spawn from limacine larvae. From a distance, they loosely resemble hairless dogs with tough, wrinkled hides and faceless, flower-like heads. When a demodog attacks, its head parts to reveal powerful jaws framed by toothed, fleshy petals.","Like wolves, demodogs typically hunt in packs, overwhelming their prey in gloomy places. Their howls strike fear into the most hardened adventurers."]}],"gallery":[{"path":"bestiary/WttHC/Demodog.webp"}]},{"id":"demodragon","name":"Demodragon","source":"WttHC","srd":false,"image":"bestiary/WttHC/Demodragon.webp","token":"bestiary/tokens/WttHC/Demodragon.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"","ac":"16","initiative":"+3 (13)","hp":"102 (12d12 + 24)","speed":"40 ft., fly 60 ft.","str":19,"dex":10,"con":15,"int":8,"wis":12,"cha":10,"saves":"Con +5, Wis +4","skills":"","vulnerabilities":"","resistances":"acid; cold; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Blindsight 120 ft., Passive Perception 11","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Baleful Presence","entries":["Sources of light in a 120-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the demodragon flicker wildly. Nonmagical sources of {@variantrule Bright Light|XPHB} in that area instead shed {@variantrule Dim Light|XPHB}."]},{"name":"Regeneration","entries":["The demodragon regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}"]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The demodragon makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage plus 4 ({@damage 1d8}) Acid damage."]},{"name":"Acid Breath {@recharge 5}","entries":["{@actSave dex} {@dc 13}, each creature in a 30-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 22 ({@damage 4d10}) Acid damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Once the prized pet of Demogorgon, Prince of Demons, the demodragon now resides in the Nine Hells, where it serves as the gatekeeper of the Hellfire Games' final challenge.","Raised by vile magic from the corpse of a beheaded black dragon, the demodragon is the picture of its creator: an abomination with three writhing tails, monstrous wings, and two hideous heads. Initially, each bulbous head appears featureless—a disturbing, preternatural bud yet to bloom. When threatened, however, each unfurls to reveal a flower-like arrangement of glistening flesh and teeth around two crushing jaws.","Though the head of the dragon from which the demodragon spawned is long gone, its breath remains. Without warning, the demodragon can unleash a deluge of bone-melting acid on any who dare challenge it."]}],"gallery":[{"path":"bestiary/WttHC/Demodragon.webp"}]},{"id":"demogorgon","name":"Demogorgon","source":"MPMM","page":90,"srd":false,"image":"bestiary/MPMM/Demogorgon.webp","token":"bestiary/tokens/MPMM/Demogorgon.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"464 (32d12 + 256)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":26,"int":20,"wis":17,"cha":25,"saves":"Dex +10, Con +16, Wis +11, Cha +15","skills":"Insight +11, Perception +19","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 29","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Demogorgon fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Demogorgon has advantage on saving throws against spells and other magical effects."]},{"name":"Two Heads","entries":["Demogorgon has advantage on saving throws against being {@condition blinded}, {@condition deafened}, {@condition stunned}, or knocked {@condition unconscious}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","At will: {@spell detect magic}, {@spell major image}","3/day each: {@spell dispel magic}, {@spell fear}, {@spell telekinesis}","1/day each: {@spell feeblemind}, {@spell project image}"]}],"actions":[{"name":"Multiattack","entries":["Demogorgon makes two Tentacle attacks. He can replace one attack with a use of Gaze."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) force damage. If the target is a creature, it must succeed on a {@dc 23} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]},{"name":"Gaze","entries":["Demogorgon turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a {@dc 23} Wisdom saving throw or suffer one of the following effects (choose one or roll a {@dice d6}):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1–2: Beguiling Gaze","entries":["The target is {@condition stunned} until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight."]},{"type":"item","name":"3–4: Confusing Gaze","entries":["The target suffers the effect of the {@spell confusion} spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell."]},{"type":"item","name":"5–6: Hypnotic Gaze","entries":["The target is {@condition charmed} by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the {@condition charmed} target uses its action, reaction, and movement."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Gaze","entries":["Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing Gaze."]},{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Demogorgon uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Demogorgon can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Darkness","entries":["Demogorgon casts the {@spell darkness} spell four times, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round."]},{"type":"item","name":"Illusory Duplicate","entries":["Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a {@chance 50} chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears."]}]}],"regionalEffects":["The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beguiling Realm","entries":["Within 6 miles of the lair, all Charisma ({@skill Persuasion}) and Charisma ({@skill Performance}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Intimidation}) checks have advantage."]},{"type":"item","name":"Frenzied Animals","entries":["Beasts within 1 mile of the lair become frenzied and violent—even creatures that are normally docile. Within that area, any ability check involving Animal Handling has disadvantage."]},{"type":"item","name":"Venomous Beasts","entries":["The area within 6 miles of the lair becomes overpopulated with {@creature poisonous snake|MM|poisonous snakes} and other venomous Beasts."]}]},"If Demogorgon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"quote","entries":["Are two heads better than one? In Demogorgon's case, the two double the horror and the chaos."],"by":"Mordenkainen"},"Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.","The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them.","Similarly, the spiraling Y sign of Demogorgon's cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.",{"type":"entries","name":"Cultists of Demogorgon","entries":["{@note See the {@cult Cult of Demogorgon|MPMM} entry.}"]},{"type":"entries","name":"Demogorgon's Lair","entries":["Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns."]}],"gallery":[{"path":"bestiary/MPMM/Demogorgon.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"demogorgon-hftt","source":"HftT"},{"id":"demogorgon-mtf","source":"MTF"}]},{"id":"demogorgon-hftt","name":"Demogorgon","source":"HftT","page":36,"srd":false,"image":"bestiary/HftT/Demogorgon.webp","token":"bestiary/tokens/HftT/Demogorgon.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":3,"wis":12,"cha":5,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 13","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The demogorgon has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Blood Frenzy","entries":["The demogorgon has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Regeneration","entries":["The demogorgon regains 10 hit points at the start of its turn. If the demogorgon takes acid or fire damage, this trait doesn't function at the start of the demogorgon's next turn. The demogorgon dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The demogorgon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A predator of the Upside Down, the demogorgon hunts the dimension looking for unfortunate creatures that find their way there. The size and shape of an adult humanoid, the demogorgon's mouth encompasses its face and unfolds like a blossoming flower"]}]}],"gallery":[{"path":"bestiary/HftT/Demogorgon.webp"}],"hidden":true,"otherVersions":[{"id":"demogorgon","source":"MPMM"},{"id":"demogorgon-mtf","source":"MTF"}]},{"id":"demogorgon-mtf","name":"Demogorgon","source":"MTF","page":144,"srd":false,"image":"bestiary/MTF/Demogorgon.webp","token":"bestiary/tokens/MTF/Demogorgon.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"406 (28d12 + 224)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":26,"int":20,"wis":17,"cha":25,"saves":"Dex +10, Con +16, Wis +11, Cha +15","skills":"Insight +11, Perception +19","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 29","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Demogorgon fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Demogorgon has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Demogorgon's weapon attacks are magical."]},{"name":"Two Heads","entries":["Demogorgon has advantage on saving throws against being {@condition blinded}, {@condition deafened}, {@condition stunned}, or knocked {@condition unconscious}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Demogorgon's spellcasting ability is Charisma (spell save {@dc 23}). Demogorgon can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell major image}","3/day each: {@spell dispel magic}, {@spell fear}, {@spell telekinesis}","1/day each: {@spell feeblemind}, {@spell project image}"]}],"actions":[{"name":"Multiattack","entries":["Demogorgon makes two tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]},{"name":"Gaze","entries":["Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a {@dc 23} Wisdom saving throw. Unless the target is {@condition incapacitated}, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.","If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random:","1. Beguiling Gaze. The target is {@condition stunned} until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.","2. Hypnotic Gaze. The target is {@condition charmed} by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the {@condition charmed} target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn.","3. Insanity Gaze. The target suffers the effect of the {@spell confusion} spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage."]},{"name":"Maddening Gaze","entries":["Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On Initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects: Demogorgon can't use the same effect two rounds in a row:",{"type":"list","items":["Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a {@chance 50} chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears.","Demogorgon casts the {@spell darkness} spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round."]}],"regionalEffects":["The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","items":["The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.","Beasts within 1 mile of the lair become violent and crazed-even creatures that are normally docile.","If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Demogorgon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Madness of Demogorgon","entries":["If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",{"type":"table","caption":"Madness of Demogorgon","colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-1","col-11"],"rows":[["01–20","\"Someone is plotting to kill me. I need to strike first to stop them!\""],["21–40","\"There is only one solution to my problems: kill them all!\""],["41–60","\"There is more than one mind inside my head.\""],["61–80","\"If you don't agree with me, I'll beat you into submission to get my way.\""],["81–00","\"I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!\""]]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demogorgon","entries":["Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.","The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it.","Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later."]}]},{"type":"entries","name":"Demogorgon's Lair","entries":["Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of madness and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns."]}]}],"gallery":[{"path":"bestiary/MTF/Demogorgon.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"demogorgon","source":"MPMM"},{"id":"demogorgon-hftt","source":"HftT"}]},{"id":"demogorgon-spawn","name":"Demogorgon Spawn","source":"WttHC","srd":false,"image":"bestiary/WttHC/Demogorgon Spawn.webp","token":"bestiary/tokens/WttHC/Demogorgon Spawn.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"40 ft.","str":17,"dex":15,"con":13,"int":8,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"cold; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Blindsight 60 ft., Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Baleful Presence","entries":["Sources of light in a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the spawn flicker wildly. Nonmagical sources of {@variantrule Bright Light|XPHB} in that area instead shed {@variantrule Dim Light|XPHB}."]},{"name":"Regeneration","entries":["The spawn regains 5 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]},{"name":"Running Leap","entries":["With a 10-foot running start, the spawn can {@variantrule Long Jump|XPHB} up to 30 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spawn makes two Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13}). While {@condition Grappled|XPHB}, the target has the {@condition Blinded|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Monstrous offspring of the bestial demon lord Demogorgon, these spawn are lean, bipedal creatures with bulbous, featureless heads. A Demogorgon spawn's head opens like a flower in bloom, revealing a gaping maw and five or more fleshy petals lined with teeth.","Light flickers in the presence of these resilient predators, foretelling their arrival. Demogorgon spawns relentlessly pursue their prey."]}],"gallery":[{"path":"bestiary/WttHC/Demogorgon Spawn.webp"}]},{"id":"demon","name":"Demon","source":"PSX","page":36,"srd":false,"image":"bestiary/PSX/Demon.webp","token":"bestiary/tokens/PSX/Demon.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"104 (11d10 + 44)","speed":"40 ft., fly 60 ft.","str":17,"dex":15,"con":18,"int":8,"wis":13,"cha":8,"saves":"Dex +5, Wis +4, Cha +2","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The demon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The demon makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) slashing damage."]},{"name":"Spores {@recharge}","entries":["A 15-foot-radius cloud of toxic spores extends out from the demon. The spores spread around corners. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, a target takes 5 ({@damage 1d10}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a {@item Holy Water (Flask)|PHB|vial of holy water} on the target also ends the effect on it."]},{"name":"Stunning Screech (1/Day)","entries":["The demon emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a {@dc 14} Constitution saving throw or be {@condition stunned} until the end of the vrock's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Resembling twisted bats, the demons of Ixalan are the spawn of a bat-god, the source of all darkness. While the sun's aspects include destruction as well as creation and growth, the demons represent stagnation and decay. The sun consumes in glorious fire; demons work through rot and degeneration. They are said to be active at night, when the sun is hidden, and their efforts are directed toward preventing the sun from rising again each morning. In the meantime, they spread plague and corruption across the land. The {@creature vrock|MM} in the {@book Monster Manual|MM} is a good representation of Ixalan's demons."]},{"type":"entries","entries":[{"type":"entries","name":"Night Terrors","page":36,"entries":["The legends of the Sun Empire are populated with the enemies of the sun—terrible monsters that threaten to devour its light and undo its work. Unfortunately for the people of Ixalan, these are not just creatures of legend but real monsters with supernatural power, lurking in the darkness of night and the shadows of ancient ruins and crypts."]}]}],"gallery":[{"path":"bestiary/PSX/Demon.webp","credit":"Zack Stella"}],"otherVersions":[{"id":"demon-psk","source":"PSK"}]},{"id":"demon-psk","name":"Demon","source":"PSK","page":27,"srd":false,"image":"bestiary/PSK/Demon.webp","token":"bestiary/tokens/PSK/Demon.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"153 (18d8 + 72)","speed":"30 ft., fly 60 ft.","str":18,"dex":16,"con":18,"int":14,"wis":14,"cha":18,"saves":"Dex +7, Con +8, Wis +6, Cha +8","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 12","languages":"Infernal, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Hellish Weapons","entries":["The demon's weapon attacks are magical and deal an extra 13 ({@damage 3d8}) necrotic damage on a hit (included in the attacks)."]},{"name":"Magic Resistance","entries":["The demon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The demon makes three attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) necrotic damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 13 ({@damage 3d8}) necrotic damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The demon adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Demons are artificial creatures, carefully constructed and imbued with aether according to a pattern called the Dark Schematic. Unknown artificers of the ancient past devised this blueprint—perhaps in an attempt to imitate the angels, or possibly to replicate native demons that have since been hunted to extinction. Just as angels embody white mana and the construction phase of the Aether Cycle, demons are ravenous incarnations of black mana that feast on aether. They raid night markets, pillage airships, and break into refinement plants seeking aether to slake their thirst, causing as much destruction as possible in the process. They can thus be imagined as an embodiment of the reclamation stage of the Aether Cycle.","Artificers execute the Dark Schematic only in great desperation, often in the course of seeking power for themselves or revenge against their enemies. The destructive might of demons is hard to control, though, and these creatures have no particular regard for or gratitude toward their creators. As often as not, even an inventor who performs the steps necessary to create a demon with the utmost care suffers the same dismal fate as all its other victims.","Demons resemble angels on a superficial level, wearing ornate masks and headdresses, and often armored. The aether a demon consumes marks its skin with whorls of fiery red, deep purple, or searing yellow.","The statistics of an {@creature erinyes|MM} work well for demons on Kaladesh, but their weapons deal extra necrotic damage rather than extra poison damage."],"gallery":[{"path":"bestiary/PSK/Demon.webp","title":"Demon of Dark Schemes","credit":"Daarken"}],"hidden":true,"otherVersions":[{"id":"demon","source":"PSX"}]},{"id":"demon-ichor","name":"Demon Ichor","source":"CoA","page":78,"srd":false,"image":"bestiary/tokens/CoA/Demon Ichor.webp","token":"bestiary/tokens/CoA/Demon Ichor.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"7","initiative":"-3 (7)","hp":"120 (10d10 + 30)","speed":"20 ft., climb 20 ft.","str":16,"dex":5,"con":16,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; cold; fire; lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The ichor can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrosive Form","entries":["A creature that touches the ichor or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round."]},{"name":"Spider Climb","entries":["The ichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a ichor that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"demonlord-of-ashmouth","name":"Demonlord of Ashmouth","source":"PSI","page":37,"srd":false,"image":"bestiary/tokens/PSI/Demonlord of Ashmouth.webp","token":"bestiary/tokens/PSI/Demonlord of Ashmouth.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"178 (17d10 + 85)","speed":"20 ft., fly 60 ft.","str":22,"dex":17,"con":21,"int":12,"wis":16,"cha":17,"saves":"Str +10, Dex +7, Wis +7, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Infernal, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the demon's darkvision."]},{"name":"Magic Resistance","entries":["The demon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The demon makes three melee attacks: two with its battleaxe and one with its tail. It can use Hurl Flame in place of any melee attack."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage, or 17 ({@damage 2d10 + 6}) slashing damage if used with two hands."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 17} Constitution saving throw or lose 10 ({@dice 3d6}) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 10 ({@damage 3d6}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 7} to hit, range 150 ft., one target. {@h}14 ({@damage 4d6}) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"demos-magen","name":"Demos Magen","source":"IDRotF","page":300,"srd":false,"image":"bestiary/IDRotF/Demos Magen.webp","token":"bestiary/tokens/IDRotF/Demos Magen.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+2 (12)","hp":"51 (6d8 + 24)","speed":"30 ft.","str":14,"dex":14,"con":18,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fiery End","entries":["If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying."]},{"name":"Magic Resistance","entries":["The magen has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The magen doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The magen makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Demos magen wear armor, wield weapons, and typically serve as guards.","Magen are magical, humanlike beings created by a wizard spell (see the {@spell create magen|IDRotF} spell in appendix D) or by other arcane methods.","Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates."]}],"gallery":[{"path":"bestiary/IDRotF/Demos Magen.webp"}]},{"id":"dermot-wurder-tier-1","name":"Dermot Wurder (Tier 1)","source":"CRCotN","page":188,"srd":false,"image":"bestiary/CRCotN/Dermot Wurder (Tier 1).webp","token":"bestiary/tokens/CRCotN/Dermot Wurder (Tier 1).webp","size":"Small","creatureType":"Humanoid (Cleric, Goblin, Goblinoid)","alignment":"Lawful Good","ac":"17","initiative":"+1 (11)","hp":"44 (8d6 + 16)","speed":"30 ft.","str":16,"dex":12,"con":14,"int":10,"wis":16,"cha":10,"saves":"Wis +5, Cha +2","skills":"Medicine +5, Religion +2, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Goblin, Orc","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell guidance}, {@spell light}, {@spell spare the dying}","1/day each: {@spell bless}, {@spell cure wounds}"]}],"actions":[{"name":"Multiattack","entries":["Dermot makes one Warhammer attack and one Searing Wrath attack."]},{"name":"Warhammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, or 8 ({@damage 1d10 + 3}) bludgeoning damage when used with two hands."]},{"name":"Searing Wrath","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}9 ({@damage 2d8}) radiant damage, and the target is {@condition blinded} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When you're the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn't interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn't for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes—doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs.","Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about.","Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need—one even he doesn't know he has—is to make a friend who will help him realize what he wants for himself.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"I'm here to make sure no one dies. Back off!\" \"The Luxon will protect me.\" \"Ayo, Maggie, I could use a little help here!\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Dermot Wurder (Tier 1)"],["3 and 4","Dermot Wurder (Tier 2)"],["5, 6, and 7","Dermot Wurder (Tier 3)"]]},"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own."]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Dermot Wurder (Tier 1).webp","credit":"Nikki Dawes"}]},{"id":"dermot-wurder-tier-2","name":"Dermot Wurder (Tier 2)","source":"CRCotN","page":191,"srd":false,"image":"bestiary/tokens/CRCotN/Dermot Wurder (Tier 2).webp","token":"bestiary/tokens/CRCotN/Dermot Wurder (Tier 2).webp","size":"Small","creatureType":"Humanoid (Cleric, Goblin, Goblinoid)","alignment":"Lawful Good","ac":"19","initiative":"+1 (11)","hp":"82 (15d6 + 30)","speed":"30 ft.","str":18,"dex":12,"con":14,"int":10,"wis":18,"cha":10,"saves":"Wis +7, Cha +3","skills":"Medicine +7, Religion +3, Survival +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Goblin, Orc","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell guidance}, {@spell light}, {@spell spare the dying}","1/day: {@spell revivify}","2/day each: {@spell bless} (at 2nd level), {@spell cure wounds} (at 3rd level)"]}],"actions":[{"name":"Multiattack","entries":["Dermot makes one Warhammer attack and one Searing Wrath attack."]},{"name":"Warhammer","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage, or 9 ({@damage 1d10 + 4}) bludgeoning damage when used with two hands."]},{"name":"Searing Wrath","entries":["{@atk rs} {@hit 7} to hit, range 60 ft., one creature. {@h}18 ({@damage 4d8}) radiant damage, and the target is {@condition blinded} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When you're the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn't interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn't for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes—doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs.","Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about.","Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need—one even he doesn't know he has—is to make a friend who will help him realize what he wants for himself.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"I'm here to make sure no one dies. Back off!\" \"The Luxon will protect me.\" \"Ayo, Maggie, I could use a little help here!\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Dermot Wurder (Tier 1)"],["3 and 4","Dermot Wurder (Tier 2)"],["5, 6, and 7","Dermot Wurder (Tier 3)"]]},"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high."]}]}]}]},{"id":"dermot-wurder-tier-3","name":"Dermot Wurder (Tier 3)","source":"CRCotN","page":193,"srd":false,"image":"bestiary/CRCotN/Dermot Wurder (Tier 3).webp","token":"bestiary/tokens/CRCotN/Dermot Wurder (Tier 3).webp","size":"Small","creatureType":"Humanoid (Cleric, Goblin, Goblinoid)","alignment":"Lawful Good","ac":"20","initiative":"+1 (11)","hp":"93 (17d6 + 34)","speed":"30 ft., swim 30 ft. (mariner's armor)","str":18,"dex":12,"con":14,"int":10,"wis":20,"cha":10,"saves":"Wis +8, Cha +3","skills":"Medicine +8, Religion +3, Survival +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Goblin, Orc","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Dermot wears {@item mariner's armor} and wields a ruidium warhammer (see appendix B). If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):","At will: {@spell guidance}, {@spell light}, {@spell spare the dying}","1/day: {@spell revivify}","2/day each: {@spell bless} (at 3rd level), {@spell cure wounds} (at 3rd level)"]}],"actions":[{"name":"Multiattack","entries":["Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack."]},{"name":"Ruidium Warhammer","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage, or 9 ({@damage 1d10 + 4}) bludgeoning damage when used with two hands, plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Searing Wrath","entries":["{@atk rs} {@hit 8} to hit, range 60 ft., one creature. {@h}22 ({@damage 5d8}) radiant damage, and the target is {@condition blinded} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When you're the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn't interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn't for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes—doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs.","Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about.","Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need—one even he doesn't know he has—is to make a friend who will help him realize what he wants for himself.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"I'm here to make sure no one dies. Back off!\" \"The Luxon will protect me.\" \"Ayo, Maggie, I could use a little help here!\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Dermot Wurder (Tier 1)"],["3 and 4","Dermot Wurder (Tier 2)"],["5, 6, and 7","Dermot Wurder (Tier 3)"]]},"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \"Ruidium \"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.","If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \"Exhaustion \"in the {@i Player's Handbook}).",{"type":"entries","name":"Useful Magic","entries":["To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure."]}]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Dermot Wurder (Tier 3).webp","credit":"Nikki Dawes"}]},{"id":"derro","name":"Derro","source":"MPMM","page":91,"srd":false,"image":"bestiary/MPMM/Derro.webp","token":"bestiary/tokens/MPMM/Derro.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":11,"wis":5,"cha":9,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The derro has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Hooked Spear","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it {@condition prone}."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro.","Whenever I've met them, I refuse to fight, no matter how violent they might be. I think of the dwarves they once were. and I must confess that even I have shed tears."],"by":"Mordenkainen"},"Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.","Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.","Grandiose fantasies and rampant fanaticism have obscured derro's true origin, even among themselves. Most dwarves don't recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers' psionic power that the dwarves became Aberrations.","Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren't always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues."],"gallery":[{"path":"bestiary/MPMM/Derro.webp"}],"otherVersions":[{"id":"derro-mtf","source":"MTF"},{"id":"derro-oota","source":"OotA"}]},{"id":"derro-mtf","name":"Derro","source":"MTF","page":158,"srd":false,"image":"bestiary/MTF/Derro.webp","token":"bestiary/tokens/MTF/Derro.webp","size":"Small","creatureType":"Humanoid (Derro)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":11,"wis":5,"cha":9,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The derro has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Hooked Spear","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it {@condition prone}."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness a hindrance."],"by":"Mordenkainen"},{"type":"entries","name":"Derro","entries":["Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion."]},{"name":"Madness and Sorcery","type":"entries","entries":["Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka."]},{"name":"Forgotten Duergar","type":"entries","entries":["Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth.","According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted.","The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues."]},{"type":"entries","name":"Derro Madness","entries":["All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the {@table Derro Madness|MTF} table to generate one or more odd qualities for a derro NPC."]}]}]}],"gallery":[{"path":"bestiary/MTF/Derro.webp"}],"hidden":true,"otherVersions":[{"id":"derro","source":"MPMM"},{"id":"derro-oota","source":"OotA"}]},{"id":"derro-oota","name":"Derro","source":"OotA","page":224,"srd":false,"image":"bestiary/OotA/Derro.webp","token":"bestiary/tokens/OotA/Derro.webp","size":"Small","creatureType":"Humanoid (Derro)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":11,"wis":5,"cha":9,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Insanity","entries":["The derro has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Magic Resistance","entries":["The derro has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Hooked Shortspear","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a {@dc 9} Strength saving throw or fall {@condition prone}."]},{"name":"Light Repeating Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 40/160 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take delight in tormenting others—even their own kind.","Derro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils.",{"type":"entries","name":"Unnatural Origin","entries":["Derro believe they were created by their god, Diirinka, but they are actually the result of cruel experiments on dwarves by mind flayers. Like duergar, the derro were a slave race to the mind flayers, but eventually freed themselves."]},{"type":"entries","name":"Born to Madness","entries":["The process of their creation rendered the derro irrevocably insane. They cooperate with each other only out of necessity and when riled up by a charismatic leader."]},{"type":"entries","name":"Life of Attrition","entries":["Derro can live to be one hundred and fifty years old, but they mature and breed quickly. When their elders deem that their numbers are becoming unmanageable, the derro declare war on some other race and surge forth in a reckless horde, fighting until their population dwindles to a tolerable size. These ghastly purges weed out the weak among the derro and are referred to as \"Uniting Wars.\""]},{"type":"entries","name":"Second-Class Citizens","entries":["Derro create no settlements of their own. Instead, they form small, isolated enclaves in non-derro settlements throughout the Underdark, where they are treated as vermin or slaves. Their own cutthroat politics prevent the derro from mounting any effective resistance against such exploitation."]},{"type":"entries","name":"Derro Weapons","entries":["The derro wield special weapons. They use a hooked shortspear, which is a martial melee weapon that deals {@damage 1d4} piercing damage, weighs 2 pounds, and has the light weapon property (see chapter 5, \"Equipment,\" of the Player's Handbook). It doesn't possess the thrown or versatile weapon properties of a normal spear. On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall {@condition prone}. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.","The derro also use a {@item light repeating crossbow|OotA} fitted with a cartridge that can hold up to six crossbow bolts. This weapon is similar to a light crossbow except that it has half the range (40/160 feet) and doesn't have the loading property. It automatically reloads after firing until it runs out of ammunition. Reloading the cartridge takes an action."]}]}]}],"gallery":[{"path":"bestiary/OotA/Derro.webp"}],"hidden":true,"otherVersions":[{"id":"derro","source":"MPMM"},{"id":"derro-mtf","source":"MTF"}]},{"id":"derro-apprentice","name":"Derro Apprentice","source":"QftIS","page":196,"srd":false,"image":"bestiary/QftIS/Derro Apprentice.webp","token":"bestiary/tokens/QftIS/Derro Apprentice.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"22 (5d6 + 5)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":11,"wis":5,"cha":12,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The derro has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro has disadvantage on attack rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 11}):","At will: {@spell Message}, {@spell Prestidigitation}","1/day: {@spell Charm Person}"]}],"actions":[{"name":"Chaos Blast","entries":["{@atk ms,rs} {@hit 3} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 3d6}) damage. Roll a {@dice d4} to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning."]},{"name":"Force Burst {@recharge 4}","entries":["Raw arcane magic bursts out from the derro. Each creature within 10 feet of it must make a {@dc 11} Strength saving throw. On a failed save, the creature takes 7 ({@damage 2d6}) force damage and has the {@condition prone} condition. On a successful save, the creature takes half as much damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Derro who have just begun to discover and control their magic are called apprentices. The magic of a derro apprentice is dangerous and unpredictable."]},{"type":"section","entries":[{"type":"entries","name":"Derro","entries":["Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the rule of mind flayers. The mind flayers' psionic power eventually transformed these forsaken dwarves into Aberrations.","You can learn more about derro in {@i Mordenkainen Presents: Monsters of the Multiverse}."]}]}],"gallery":[{"path":"bestiary/QftIS/Derro Apprentice.webp"}]},{"id":"derro-raider","name":"Derro Raider","source":"QftIS","page":196,"srd":false,"image":"bestiary/QftIS/Derro Raider.webp","token":"bestiary/tokens/QftIS/Derro Raider.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"12","initiative":"+1 (11)","hp":"16 (3d6 + 6)","speed":"30 ft.","str":14,"dex":12,"con":14,"int":11,"wis":5,"cha":9,"saves":"","skills":"Athletics +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The derro has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Hooked Spear","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the {@condition prone} condition."]},{"name":"Throwing Hammer","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hostility and greed are guiding values for some derro. These derro indiscriminately raid settlements and rob travelers regardless of the apparent value of any goods they steal. These derro believe such acts are sanctioned by their despicable god, Diirinka, who delights in cruelty and destruction."]},{"type":"section","entries":[{"type":"entries","name":"Derro","entries":["Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the rule of mind flayers. The mind flayers' psionic power eventually transformed these forsaken dwarves into Aberrations.","You can learn more about derro in {@i Mordenkainen Presents: Monsters of the Multiverse}."]}]}],"gallery":[{"path":"bestiary/QftIS/Derro Raider.webp"}]},{"id":"derro-savant","name":"Derro Savant","source":"MPMM","page":92,"srd":false,"image":"bestiary/MPMM/Derro Savant.webp","token":"bestiary/tokens/MPMM/Derro Savant.webp","size":"Small","creatureType":"Aberration (Sorcerer)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"36 (8d6 + 8)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":11,"wis":5,"cha":14,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The derro has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell mage hand}, {@spell message}, {@spell prestidigitation}","1/day each: {@spell invisibility}, {@spell sleep}, {@spell spider climb}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage."]},{"name":"Chromatic Beam","entries":["The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a {@dc 12} Dexterity saving throw, taking 21 ({@damage 6d6}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro.","Whenever I've met them, I refuse to fight, no matter how violent they might be. I think of the dwarves they once were. and I must confess that even I have shed tears."],"by":"Mordenkainen"},"Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.","Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.","Grandiose fantasies and rampant fanaticism have obscured derro's true origin, even among themselves. Most dwarves don't recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers' psionic power that the dwarves became Aberrations.","Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren't always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues."],"gallery":[{"path":"bestiary/MPMM/Derro Savant.webp","credit":"Bryan Syme"}],"otherVersions":[{"id":"derro-savant-mtf","source":"MTF"},{"id":"derro-savant-oota","source":"OotA"}]},{"id":"derro-savant-mtf","name":"Derro Savant","source":"MTF","page":159,"srd":false,"image":"bestiary/MTF/Derro Savant.webp","token":"bestiary/tokens/MTF/Derro Savant.webp","size":"Small","creatureType":"Humanoid (Derro)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"36 (8d6 + 8)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":11,"wis":5,"cha":14,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The derro savant has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The derro knows the following sorcerer spells:","Cantrips (at will): {@spell acid splash}, {@spell mage hand}, {@spell message}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell burning hands}, {@spell chromatic orb}, {@spell sleep}","Level 2 (3 slots): {@spell invisibility}, {@spell spider climb}","Level 3 (2 slots): {@spell lightning bolt}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness a hindrance."],"by":"Mordenkainen"},{"type":"entries","name":"Derro","entries":["Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion."]},{"name":"Madness and Sorcery","type":"entries","entries":["Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka."]},{"name":"Forgotten Duergar","type":"entries","entries":["Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth.","According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted.","The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues."]},{"type":"entries","name":"Derro Madness","entries":["All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the {@table Derro Madness|MTF} table to generate one or more odd qualities for a derro NPC."]}]}]}],"gallery":[{"path":"bestiary/MTF/Derro Savant.webp","credit":"Bryan Syme"}],"hidden":true,"otherVersions":[{"id":"derro-savant","source":"MPMM"},{"id":"derro-savant-oota","source":"OotA"}]},{"id":"derro-savant-oota","name":"Derro Savant","source":"OotA","page":224,"srd":false,"image":"bestiary/OotA/Derro Savant.webp","token":"bestiary/tokens/OotA/Derro Savant.webp","size":"Small","creatureType":"Humanoid (Derro)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"49 (11d6 + 11)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":11,"wis":5,"cha":14,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Insanity","entries":["The derro has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Magic Resistance","entries":["The derro has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The derro knows the following sorcerer spells:","Cantrips (at will): {@spell acid splash}, {@spell mage hand}, {@spell message}, {@spell ray of frost}","Level 1 (4 slots): {@spell burning hands}, {@spell chromatic orb}, {@spell sleep}","Level 2 (3 slots): {@spell invisibility}, {@spell spider climb}","Level 3 (2 slots): {@spell blink}, {@spell lightning bolt}"]}],"actions":[{"name":"Hooked Shortspear","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a {@dc 9} Strength saving throw or fall {@condition prone}."]},{"name":"Light Repeating Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 40/160 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take delight in tormenting others—even their own kind.","Derro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils.",{"type":"entries","name":"Unnatural Origin","entries":["Derro believe they were created by their god, Diirinka, but they are actually the result of cruel experiments on dwarves by mind flayers. Like duergar, the derro were a slave race to the mind flayers, but eventually freed themselves."]},{"type":"entries","name":"Born to Madness","entries":["The process of their creation rendered the derro irrevocably insane. They cooperate with each other only out of necessity and when riled up by a charismatic leader."]},{"type":"entries","name":"Life of Attrition","entries":["Derro can live to be one hundred and fifty years old, but they mature and breed quickly. When their elders deem that their numbers are becoming unmanageable, the derro declare war on some other race and surge forth in a reckless horde, fighting until their population dwindles to a tolerable size. These ghastly purges weed out the weak among the derro and are referred to as \"Uniting Wars.\""]},{"type":"entries","name":"Second-Class Citizens","entries":["Derro create no settlements of their own. Instead, they form small, isolated enclaves in non-derro settlements throughout the Underdark, where they are treated as vermin or slaves. Their own cutthroat politics prevent the derro from mounting any effective resistance against such exploitation."]},{"type":"entries","name":"Derro Weapons","entries":["The derro wield special weapons. They use a hooked shortspear, which is a martial melee weapon that deals {@damage 1d4} piercing damage, weighs 2 pounds, and has the light weapon property (see chapter 5, \"Equipment,\" of the Player's Handbook). It doesn't possess the thrown or versatile weapon properties of a normal spear. On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall {@condition prone}. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.","The derro also use a {@item light repeating crossbow|OotA} fitted with a cartridge that can hold up to six crossbow bolts. This weapon is similar to a light crossbow except that it has half the range (40/160 feet) and doesn't have the loading property. It automatically reloads after firing until it runs out of ammunition. Reloading the cartridge takes an action."]}]}]}],"gallery":[{"path":"bestiary/OotA/Derro Savant.webp"}],"hidden":true,"otherVersions":[{"id":"derro-savant","source":"MPMM"},{"id":"derro-savant-mtf","source":"MTF"}]},{"id":"derwyth","name":"Derwyth","source":"QftIS","page":52,"srd":false,"image":"bestiary/QftIS/Derwyth.webp","token":"bestiary/tokens/QftIS/Derwyth.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60, Passive Perception 14","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Tree Shape (2/Day)","entries":["Over the course of 1 minute, Derwyth can magically transform into a Huge or smaller tree and remain in that form for 24 hours or until she ends this transformation early (no action required). Her equipment melds into her new form. While in this form, her Armor Class is 16, she has the {@condition incapacitated} condition, and she can't move or speak."]}],"spellcasting":[{"name":"Spellcasting","entries":["Derwyth is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Derwyth lives in Cernant Valley—a forested basin at the foot of the Tegefed Mountains—along with many animals, most of which are small woodland creatures. These animals act as Derwyth's eyes and ears, quickly bringing her news of events in the wood, particularly the arrival and actions of strangers. The creatures also carry messages to more powerful Beasts in the valley that sometimes come to Derwyth's aid."]}],"gallery":[{"path":"bestiary/QftIS/Derwyth.webp"}]},{"id":"deseyna-majarra","name":"Deseyna Majarra","source":"PotA","page":126,"srd":false,"image":"bestiary/tokens/PotA/Deseyna Majarra.webp","token":"bestiary/tokens/PotA/Deseyna Majarra.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Deseyna adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"detached-shadow","name":"Detached Shadow","source":"WBtW","page":213,"srd":false,"image":"bestiary/tokens/WBtW/Detached Shadow.webp","token":"bestiary/tokens/WBtW/Detached Shadow.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"40 ft.","str":6,"dex":14,"con":13,"int":6,"wis":10,"cha":8,"saves":"","skills":"Stealth +4","vulnerabilities":"radiant","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The shadow can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the shadow can take the {@action Hide} action as a bonus action. Its stealth bonus is also improved to +6."]},{"name":"Sunlight Weakness","entries":["While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws."]}],"spellcasting":[],"actions":[{"name":"Strength Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target falls {@condition unconscious} if this reduces its Strength to 0. The creature regains consciousness and the reduction to its Strength score disappears after it finishes a short or long rest."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"deva","name":"Deva","source":"XMM","page":97,"srd":true,"image":"bestiary/XMM/Deva.webp","token":"bestiary/tokens/XMM/Deva.webp","size":"Medium","creatureType":"Celestial (Angel)","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"229 (27d8 + 108)","speed":"30 ft., fly 90 ft. (hover)","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"Darkvision 120 ft., Passive Perception 19","languages":"all; telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Planar, Upper","treasure":"Relics","traits":[{"name":"Exalted Restoration","entries":["If the deva dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in Mount Celestia."]},{"name":"Magic Resistance","entries":["The deva has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Detect Evil and Good|XPHB}, {@spell Shapechange|XPHB} (Beast or Humanoid form only, no {@variantrule Temporary Hit Points|XPHB} gained from the spell, and no {@status Concentration|XPHB} or {@variantrule Temporary Hit Points|XPHB} required to maintain the spell)","1/day each: {@spell Commune|XPHB}, {@spell Raise Dead|XPHB}"]},{"name":"Divine Aid (2/Day)","entries":["The deva casts {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB}, or {@spell Remove Curse|XPHB}, using the same spellcasting ability as Spellcasting.","2/day: {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Remove Curse|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The deva makes two Holy Mace attacks."]},{"name":"Holy Mace","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Bludgeoning damage plus 18 ({@damage 4d8}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Deva","entries":["{@i World-Changing Angelic Messenger}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Upper Planes)|bestiary|environment=planar, upper}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Devas are emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.","Rather than literal correspondence from a god, a deva conveys an allegory or quest to mortals, tasking them with delivering something to its rightful place. While the angel might be called on in times of need, it encourages mortal heroism. Should a deva's chosen champions carry out their charge, they experience a revelation or the world is changed in line with divine purpose. Roll on or choose a result from the Deva Messages table to inspire a deva's charge.",{"type":"table","caption":"Deva Messages","colLabels":["1d6","The Deva Tasks a Mortal with Delivering..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The corpse of a hero in need of redemption."],["2","The cure for a plague in a distant land."],["3","A holy coffer that must not be opened."],["4","A magic weapon usable only by a true hero."],["5","A seedling that wilts if exposed to anger."],["6","Someone from another world with a prophesied purpose but no memory."]]}]}],"gallery":[{"path":"bestiary/XMM/Deva.webp","credit":"Sean Murray"}],"otherVersions":[{"id":"deva-mm","source":"MM"}]},{"id":"deva-mm","name":"Deva","source":"MM","page":16,"srd":false,"image":"bestiary/MM/Deva.webp","token":"bestiary/tokens/MM/Deva.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The deva has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The deva's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The deva makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The deva touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.",{"name":"Shards of the Divine","type":"entries","entries":["Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.","Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.","An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances."]},{"name":"Fallen Angels","type":"entries","entries":["An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service."]},{"name":"Immortal Nature","type":"entries","entries":["An angel doesn't require food, drink, or sleep."]},{"type":"entries","name":"Deva","entries":["Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to.","Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades."]}]}]}],"gallery":[{"path":"bestiary/MM/Deva.webp"}],"hidden":true,"otherVersions":[{"id":"deva","source":"XMM"}]},{"id":"devil-dog","name":"Devil Dog","source":"OoW","page":85,"srd":false,"image":"bestiary/tokens/OoW/Devil Dog.webp","token":"bestiary/tokens/OoW/Devil Dog.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Devil Dog is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"devkarin-lich","name":"Devkarin Lich","source":"GGR","page":198,"srd":false,"image":"bestiary/GGR/Devkarin Lich.webp","token":"bestiary/tokens/GGR/Devkarin Lich.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+3 (13)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":19,"wis":16,"cha":15,"saves":"Con +7, Int +9, Wis +8","skills":"Arcana +14, Insight +8, Perception +8","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 18","languages":"Common, Elvish, Kraul","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the lich fails a saving throw, it can choose to succeed instead."]},{"name":"Regeneration","entries":["The lich regains 10 hit points at the start of its turn. If the lich takes fire or radiant damage, this trait doesn't function at the start of the lich's next turn. The lich dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Turn Resistance","entries":["The lich has advantage on saving throws against any effect that turns undead."]},{"name":"Undead Fortitude","entries":["If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The lich has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell chill touch}, {@spell mage hand}, {@spell poison spray}, {@spell prestidigitation}","Level 1 (4 slots): {@spell chromatic orb}, {@spell magic missile}, {@spell ray of sickness}","Level 2 (3 slots): {@spell Melf's acid arrow}, {@spell ray of enfeeblement}, {@spell spider climb}, {@spell web}","Level 3 (3 slots): {@spell animate dead}, {@spell bestow curse}, {@spell fear}, {@spell vampiric touch}","Level 4 (3 slots): {@spell blight}, {@spell Evard's black tentacles}","Level 5 (2 slots): {@spell cloudkill}, {@spell insect plague}","Level 6 (1 slots): {@spell circle of death}, {@spell create undead}","Level 7 (1 slots): {@spell finger of death}"]}],"actions":[{"name":"Noxious Touch","entries":["{@atk ms} {@hit 9} to hit, reach 5 ft., one creature. {@h}14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["The lich casts one of its cantrips."]},{"name":"Noxious Touch (Costs 2 Actions)","entries":["The lich uses Noxious Touch."]},{"name":"Disrupt Life (Costs 3 Actions)","entries":["Each creature within 30 feet of the lich must make a {@dc 17} Constitution saving throw, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari.","Unlike the shambling zombies they command, liches retain their memories, their personalities, and especially their ambition. They also retain the grace and stature of living elves, but their bodies are in a constant state of slow decay. Various forms of fungus grow in and over the rotting flesh to hold the body together.",{"name":"Undead Nature","type":"entries","entries":["The lich doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Devkarin Lich.webp","credit":"Anna Steinbauer"}]},{"id":"devorastus","name":"Devorastus","source":"CoA","page":198,"srd":false,"image":"bestiary/tokens/CoA/Devorastus.webp","token":"bestiary/tokens/CoA/Devorastus.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"275 (22d12 + 132)","speed":"30 ft.","str":24,"dex":14,"con":22,"int":8,"wis":6,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"acid","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"telepathy 120 ft.","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Devorastus fails a saving throw, it can choose to succeed instead."]},{"name":"Ooze Cube","entries":["Devorastus takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have {@quickref Cover||3||total cover}. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful {@dc 21} Strength check, and the creature making the attempt takes 35 ({@damage 10d6}) acid damage. The cube can hold only one Huge creature or up to six Large or smaller creatures inside it at a time."]},{"name":"Sticky","entries":["Devorastus can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Transparent","entries":["Even when Devorastus is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot Devorastus if it has neither moved nor attacked. A creature that tries to enter Devorastus' space while unaware of Devorastus is surprised by it."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Devorastus makes four attacks using its Pseudopod, Spit, or a combination of the two."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}42 ({@damage 12d6}) acid damage."]},{"name":"Spit","entries":["{@atk rw} {@hit 8} to hit, range 100/200 ft., one target. {@h}28 ({@damage 8d6}) acid damage. A target hit by this attack must make a {@dc 21} Constitution saving throw. On a failed save, the target has the {@condition prone} condition."]},{"name":"Engulf","entries":["Devorastus moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever Devorastus enters a creature's space, the creature must make a {@dc 21} Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of Devorastus. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, Devorastus enters the creature's space, the creature takes 35 ({@damage 10d6}) acid damage, and is engulfed. The engulfed creature can't breathe, has the {@condition restrained} condition, and takes 42 ({@damage 12d6}) acid damage at the start of each of Devorastus' turns. When Devorastus moves, the engulfed creature moves with it. An engulfed creature can try to escape by making a {@dc 21} Strength check as an action. On a success, the creature escapes and enters a space of its choice within 5 feet of Devorastus."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"devourer","name":"Devourer","source":"MPMM","page":93,"srd":false,"image":"bestiary/MPMM/Devourer.webp","token":"bestiary/tokens/MPMM/Devourer.webp","size":"Large","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"189 (18d10 + 90)","speed":"30 ft.","str":20,"dex":12,"con":20,"int":13,"wis":10,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"Abyssal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Unusual Nature","entries":["A devourer doesn't require air, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devourer makes two Claw attacks and can use either Imprison Soul or Soul Rend, if available."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 21 ({@damage 6d6}) necrotic damage."]},{"name":"Imprison Soul","entries":["The devourer chooses a living Humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. While imprisoned in this way, the creature is {@condition restrained} and has disadvantage on death saving throws. If the creature dies while imprisoned, the devourer regains 25 hit points and immediately recharges Soul Rend. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a {@creature zombie}. If it had 3 to 5 Hit Dice, it becomes a {@creature ghoul}. Otherwise, it becomes a {@creature wight}. A devourer can imprison only one creature at a time."]},{"name":"Soul Rend {@recharge}","entries":["The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 44 ({@damage 8d10}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Of all the abominations unleashed by {@creature Orcus|MPMM}, devourers are among the most feared. These tall, mummy-like Undead wander the planes, consuming souls and spreading Orcus's creed of replacing all life with everlasting death.","A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated biped with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of Undead. {@creature skeleton||Skeletons}, {@creature zombie||zombies}, {@creature ghoul||ghouls}, {@creature ghast||ghasts}, and {@creature shadow||shadows} are particularly attracted to the presence of a devourer.","Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an Undead servitor of the monster that spawned it."],"gallery":[{"path":"bestiary/MPMM/Devourer.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"devourer-vgm","source":"VGM"}]},{"id":"devourer-vgm","name":"Devourer","source":"VGM","page":138,"srd":false,"image":"bestiary/VGM/Devourer.webp","token":"bestiary/tokens/VGM/Devourer.webp","size":"Large","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":20,"dex":12,"con":20,"int":13,"wis":10,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"Abyssal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 21 ({@damage 6d6}) necrotic damage."]},{"name":"Imprison Soul","entries":["The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time."]},{"name":"Soul Rend {@recharge}","entries":["The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a {@dc 18} Constitution saving throw, taking 44 ({@damage 8d10}) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus's creed of replacing all life with everlasting death.",{"name":"Instruments of Orcus","entries":["A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of undead. Skeletons, zombies, ghouls and ghasts, and shadows are particularly attracted to the presence of a devourer."],"type":"entries"},{"name":"Tormentors of Souls","entries":["Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it."],"type":"entries"},{"name":"Fiendish Nature","entries":["A devourer doesn't require air, food (other than souls), drink, or sleep."],"type":"entries"},{"type":"quote","entries":["I've heard of \"rib-sticking,\" but this is ridiculous."],"by":"Volo"}]}]}],"gallery":[{"path":"bestiary/VGM/Devourer.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"devourer","source":"MPMM"}]},{"id":"dezmyr-shadowdusk","name":"Dezmyr Shadowdusk","source":"WDMM","page":287,"srd":false,"image":"bestiary/WDMM/Dezmyr Shadowdusk.webp","token":"bestiary/tokens/WDMM/Dezmyr Shadowdusk.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"20","initiative":"+0 (10)","hp":"180 (19d8 + 95)","speed":"30 ft.","str":20,"dex":11,"con":20,"int":12,"wis":16,"cha":18,"saves":"Dex +6, Wis +9, Cha +10","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Abyssal, Common, Deep Speech","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Dezmyr has advantage on saving throws against spells and other magical effects."]},{"name":"Marshal Undead","entries":["Unless Dezmyr is {@condition incapacitated}, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Dezmyr is a 19th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). She has the following paladin spells prepared:","Level 1 (4 slots): {@spell command}, {@spell compelled duel}, {@spell searing smite}","Level 2 (3 slots): {@spell hold person}, {@spell magic weapon}","Level 3 (3 slots): {@spell dispel magic}, {@spell elemental weapon}","Level 4 (3 slots): {@spell locate creature}, {@spell staggering smite}","Level 5 (2 slots): {@spell destructive wave} (necrotic)"]}],"actions":[{"name":"Multiattack","entries":["Dezmyr makes three longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands, plus 18 ({@damage 4d8}) necrotic damage."]},{"name":"Hellfire Orb (1/Day)","entries":["Dezmyr hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 18} Dexterity saving throw. The sphere spreads around corners. A creature takes 35 ({@damage 10d6}) fire damage and 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Warp Reality","entries":["As a bonus action on her turn, Dezmyr can warp reality, undoing damage dealt to herself or another creature that she can see within 20 feet of her. The beneficiary of this warped reality instantly regains 10 hit points."]}],"reactions":[{"name":"Parry","entries":["Dezmyr adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Dezmyr Shadowdusk.webp","credit":"Shawn Wood"}]},{"id":"dhergoloth","name":"Dhergoloth","source":"MPMM","page":94,"srd":false,"image":"bestiary/MPMM/Dhergoloth.webp","token":"bestiary/tokens/MPMM/Dhergoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"119 (14d8 + 56)","speed":"30 ft.","str":17,"dex":10,"con":19,"int":7,"wis":10,"cha":9,"saves":"Str +6","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The dhergoloth has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dhergoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 10}):","At will: {@spell darkness}, {@spell fear}"]}],"actions":[{"name":"Multiattack","entries":["The dhergoloth makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) force damage."]},{"name":"Flailing Claws {@recharge 5}","entries":["The dhergoloth moves up to its speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a {@dc 14} Dexterity saving throw or take 22 ({@damage 3d12 + 3}) force damage."]},{"name":"Teleport","entries":["The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs.","I'd like to vivisect one a some point to find out how this can be."],"by":"Mordenkainen"},"A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims' screams.","Since dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don't take a lot of time to resolve. When given anything complex to do, however, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them."],"gallery":[{"path":"bestiary/MPMM/Dhergoloth.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"dhergoloth-mtf","source":"MTF"}]},{"id":"dhergoloth-mtf","name":"Dhergoloth","source":"MTF","page":248,"srd":false,"image":"bestiary/MTF/Dhergoloth.webp","token":"bestiary/tokens/MTF/Dhergoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"119 (14d8 + 56)","speed":"30 ft.","str":17,"dex":10,"con":19,"int":7,"wis":10,"cha":9,"saves":"Str +6","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The dhergoloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The dhergoloth's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dhergoloth's innate spellcasting ability is Charisma (spell save {@dc 10}). It can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell fear}","3/day: {@spell sleep}"]}],"actions":[{"name":"Multiattack","entries":["The dhergoloth makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage."]},{"name":"Flailing Claws {@recharge 5}","entries":["The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a {@dc 14} Dexterity saving throw or take 22 ({@damage 3d12 + 3}) slashing damage."]},{"name":"Teleport","entries":["The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs. I'd like to vivisect one at some point to find out how this can be."],"by":"Mordenkainen"},"Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims' screams.","Since dhergoloths are little more than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don't take a lot of time to resolve. When given anything complex to do, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them."]},{"type":"section","name":"Yugoloths","entries":["Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}."]}],"gallery":[{"path":"bestiary/MTF/Dhergoloth.webp","credit":"Claudio Pozas"}],"hidden":true,"otherVersions":[{"id":"dhergoloth","source":"MPMM"}]},{"id":"diatryma","name":"Diatryma","source":"WDH","page":191,"srd":false,"image":"bestiary/tokens/WDH/Diatryma.webp","token":"bestiary/tokens/WDH/Diatryma.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"50 ft.","str":14,"dex":12,"con":12,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"diderius","name":"Diderius","source":"RoT","page":40,"srd":false,"image":"bestiary/tokens/RoT/Diderius.webp","token":"bestiary/tokens/RoT/Diderius.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"97 (13d8 + 39)","speed":"20 ft.","str":18,"dex":10,"con":17,"int":18,"wis":18,"cha":16,"saves":"Con +8, Int +5, Wis +9, Cha +8","skills":"History +5, Religion +5","vulnerabilities":"fire","resistances":"","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Desert","treasure":"","traits":[{"name":"Magic Resistance","entries":["Diderius has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of Diderius's heart."]}],"spellcasting":[{"name":"Spellcasting","entries":["Diderius is a 10th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell minor illusion}, {@spell ray of frost}","Level 1 (4 slots): {@spell charm person}, {@spell detect magic}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell cloud of daggers}, {@spell hold person}, {@spell see invisibility}","Level 3 (3 slots): {@spell animate dead}, {@spell dispel magic}","Level 4 (3 slots): {@spell fire shield}, {@spell greater invisibility}","Level 5 (2 slots): {@spell cloudkill}, {@spell wall of stone}"]}],"actions":[{"name":"Multiattack","entries":["The mummy can use its Dreadful Glare and makes one attack with its rotting fist."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Dreadful Glare","entries":["Diderius targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Diderius makes one attack with its rotting fist or uses its Dreadful Glare."]},{"name":"Blinding Dust","entries":["Blinding dust and sand swirls magically around Diderius. Each creature within 5 feet of the mummy lord must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of the creature's next turn."]},{"name":"Blasphemous Word (Costs 2 Actions)","entries":["Diderius utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of the mummy lord's next turn."]},{"name":"Channel Negative Energy (Costs 2 Actions)","entries":["Diderius magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn."]},{"name":"Whirlwind of Sand (Costs 2 Actions)","entries":["Diderius magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, {@condition restrained}, or {@condition stunned}. Equipment worn or carried by the mummy lord remain in its possession."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row:",{"type":"list","items":["Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.","Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.","Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a {@dc 16} Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted."]}],"regionalEffects":["A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:",{"type":"list","items":["Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.","{@spell Divination} spells cast within the lair by creatures other than the mummy lord have a {@chance 25} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.","A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic."]},"If the mummy lord is destroyed, these regional effects end immediately."]},{"id":"dimetrodon","name":"Dimetrodon","source":"MPMM","page":95,"srd":false,"image":"bestiary/tokens/MPMM/Dimetrodon.webp","token":"bestiary/tokens/MPMM/Dimetrodon.webp","size":"Medium","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"19 (3d8 + 6)","speed":"30 ft., swim 20 ft.","str":14,"dex":10,"con":15,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Coastal, Swamp","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role to a crocodile."],"otherVersions":[{"id":"dimetrodon-vgm","source":"VGM"}]},{"id":"dimetrodon-vgm","name":"Dimetrodon","source":"VGM","page":139,"srd":false,"image":"bestiary/tokens/VGM/Dimetrodon.webp","token":"bestiary/tokens/VGM/Dimetrodon.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"19 (3d8 + 6)","speed":"30 ft., swim 20 ft.","str":14,"dex":10,"con":15,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp, Coastal","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role as a crocodile."]}],"hidden":true,"otherVersions":[{"id":"dimetrodon","source":"MPMM"}]},{"id":"dining-table-mimic","name":"Dining Table Mimic","source":"WDH","page":122,"srd":false,"image":"bestiary/tokens/WDH/Dining Table Mimic.webp","token":"bestiary/tokens/WDH/Dining Table Mimic.webp","size":"Large","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"75 (10d10 + 20)","speed":"15 ft.","str":17,"dex":12,"con":15,"int":5,"wis":13,"cha":8,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Adhesive (Object Form Only)","entries":["The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 13}). Ability checks made to escape this grapple have disadvantage."]},{"name":"False Appearance (Object Form Only)","entries":["While the mimic remains motionless, it is indistinguishable from an ordinary object."]},{"name":"Grappler","entries":["The mimic has advantage on attack rolls against any creature {@condition grappled} by it."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mimic can make three attacks; two with its pseudopods and one with its bite"]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dinosaur-skeleton","name":"Dinosaur Skeleton","source":"JttRC","page":57,"srd":false,"image":"bestiary/tokens/JttRC/Dinosaur Skeleton.webp","token":"bestiary/tokens/JttRC/Dinosaur Skeleton.webp","size":"Large","creatureType":"Undead","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"60 ft.","str":19,"dex":13,"con":17,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +5","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Pounce","entries":["If the skeleton moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the allosaurus can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These giant skeletons were unearthed shortly before the silver in the mine ran out, inspiring talk that the mine was cursed. When Teocín first joined Itzmin here, she drew on the power of Pazuzu to turn these skeletons into guardians."]}]},{"id":"dire-corby","name":"Dire Corby","source":"MFF","page":7,"srd":false,"image":"bestiary/MFF/Dire Corby.webp","token":"bestiary/tokens/MFF/Dire Corby.webp","size":"Medium","creatureType":"Humanoid (Dire Corby)","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"40 ft., climb 40 ft.","str":13,"dex":14,"con":13,"int":6,"wis":8,"cha":7,"saves":"","skills":"Acrobatics +4, Perception +3","vulnerabilities":"thunder","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 13","languages":"Undercommon","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dire Cacophony","entries":["Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a {@dc 11} Wisdom saving throw. On a failed save, the creature is unable to use the {@action Dash} action, cannot climb, or cast spells other than cantrips until the start of its next turn."]},{"name":"Keen Hearing","entries":["The dire corby has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dire corby makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures' bizarre song disrupts, disorients, and ultimately overwhelms their prey.",{"type":"entries","name":"Flocks of Doom","entries":["Dire corbies wander the Underdark in vast flocks, following predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats.","Horrid Songs  The denizens of the Underdark hear an approaching flock of dire corbies long before it comes into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo that makes it impossible to move at speed or climb cave walls. Spellcasters suffer as their minds swim, leaving them unable to use anything but their simplest magic. The dire corbies' disorienting song has left countless Underdark creatures and travelers unable to flee as these monsters fall upon them."]},{"type":"entries","name":"Strange Escort","entries":["Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock's song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with these creatures' simple minds making success surprisingly easy. Accepted as part of the flock, a traveler can range across the Underdark escorted by hundreds of humanoid creatures that the other predators of the depths take pains to avoid."]},{"type":"entries","name":"Unwitting Explorers","entries":["As old pathways become impassable or a flock sustains heavy losses in a particular area, dire corbies will sometimes chart a new migratory course. Depending on their new route, a mob of these creatures might emerge in a dungeon connecting the Underdark and the surface world. Rampaging through such a dungeon, the flock often forces its monstrous inhabitants to flee for safer lairs. When they inevitably emerge on the surface, the dire corbies' voracious appetites cause them to quickly strip their new environment—including any nearby settlements—of life."]}]}]}],"gallery":[{"path":"bestiary/MFF/Dire Corby.webp"}]},{"id":"dire-troll","name":"Dire Troll","source":"MPMM","page":246,"srd":false,"image":"bestiary/MPMM/Dire Troll.webp","token":"bestiary/tokens/MPMM/Dire Troll.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"172 (15d12 + 75)","speed":"40 ft.","str":22,"dex":15,"con":21,"int":9,"wis":11,"cha":5,"saves":"Wis +5, Cha +2","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 15","languages":"Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Arctic, Forest, Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes one Bite attack and four Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 5 ({@damage 1d10}) poison damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) slashing damage."]},{"name":"Whirlwind of Claws {@recharge 5}","entries":["Each creature within 10 feet of the troll must make a {@dc 19} Dexterity saving throw, taking 44 ({@damage 8d10}) slashing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Trolls kill and eat almost anything—including, in rare cases, other trolls. This cannibalism has the effect of causing a troll to grow to an unusually large size. The resulting dire trolls crave more and more troll flesh to fuel their continued growth.","Dire trolls also increase their size by grafting flesh onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on a dire troll, the dire troll's regenerative capacity incorporates the new mass into the troll's own musculature. Even more horrifying are the multiple arms, eyes, claws, and organs that dire trolls tear from their victims and graft onto themselves in this manner."]},{"type":"section","name":"Trolls","entries":["Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.",{"type":"entries","name":"Vaprak the Destroyer","entries":["Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.","Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body."]}]}],"gallery":[{"path":"bestiary/MPMM/Dire Troll.webp","credit":"Ralph Horsley"}],"otherVersions":[{"id":"dire-troll-mtf","source":"MTF"}]},{"id":"dire-troll-mtf","name":"Dire Troll","source":"MTF","page":243,"srd":false,"image":"bestiary/MTF/Dire Troll.webp","token":"bestiary/tokens/MTF/Dire Troll.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"172 (15d12 + 75)","speed":"40 ft.","str":22,"dex":15,"con":21,"int":9,"wis":11,"cha":5,"saves":"Wis +5, Cha +2","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 15","languages":"Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Arctic, Forest, Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Keen Senses","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell or sight."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes five attacks: one with its bite and four with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 5 ({@damage 1d10}) poison damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) slashing damage."]},{"name":"Whirlwind of Claws {@recharge 5}","entries":["Each creature within 10 feet of the troll must make a {@dc 19} Dexterity saving throw, taking 44 ({@damage 8d10}) slashing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Dire Troll","entries":["Trolls kill and eat almost anything—including, in rare cases, other trolls. This cannibalism has the effect of causing the troll to grow to an unusually large size. These dire trolls crave more and more troll flesh to fuel their continued growth.","Dire trolls also increase their size by grafting flesh and organs onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on the dire troll, its regenerative capacity incorporates the new mass into its own musculature. Even more horrifying are the multiple arms, eyes, claws, and other organs that a dire troll tears from its victims and grafts onto itself. Over time, these creatures can accumulate many limbs."]},{"type":"section","name":"Trolls","entries":["Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters."]}],"gallery":[{"path":"bestiary/MTF/Dire Troll.webp","credit":"Ralph Horsley"}],"hidden":true,"otherVersions":[{"id":"dire-troll","source":"MPMM"}]},{"id":"dire-wolf","name":"Dire Wolf","source":"XMM","page":352,"srd":true,"image":"bestiary/XMM/Dire Wolf.webp","token":"bestiary/tokens/XMM/Dire Wolf.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"22 (3d10 + 6)","speed":"50 ft.","str":17,"dex":15,"con":15,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Pack Tactics","entries":["The wolf has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Piercing damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Dire Wolf.webp","credit":"Borja Pindado"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"dire-wolf-mm","source":"MM"}]},{"id":"dire-wolf-mm","name":"Dire Wolf","source":"MM","page":321,"srd":false,"image":"bestiary/MM/Dire Wolf.webp","token":"bestiary/tokens/MM/Dire Wolf.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"37 (5d10 + 10)","speed":"50 ft.","str":17,"dex":15,"con":15,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Dire Wolf.webp"}],"hidden":true,"otherVersions":[{"id":"dire-wolf","source":"XMM"}]},{"id":"dire-worg","name":"Dire Worg","source":"XMM","page":335,"srd":false,"image":"bestiary/XMM/Dire Worg.webp","token":"bestiary/tokens/XMM/Dire Worg.webp","size":"Huge","creatureType":"Fey","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"147 (14d12 + 56)","speed":"50 ft.","str":22,"dex":14,"con":18,"int":7,"wis":16,"cha":8,"saves":"Dex +6, Wis +7","skills":"Perception +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 21","languages":"Goblin, Sylvan, Worg","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Forest, Grassland, Hill, Planar, Feywild","treasure":"","traits":[{"name":"Magic Resistance","entries":["The worg has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The worg makes three Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}15 ({@damage 2d8 + 6}) Piercing damage plus 7 ({@damage 2d6}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the worg's next turn. While {@condition Poisoned|XPHB}, the target can't regain {@variantrule Hit Points|XPHB}."]},{"name":"Dreadful Howl {@recharge 5}","entries":["{@actSave wis} {@dc 16}, each creature within 30 feet that isn't a worg. {@actSaveFail} 36 ({@damage 8d8}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of the worg's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Warp Step","entries":["The worg teleports, along with a willing creature of its choice within 5 feet of it, up to 30 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Dire worgs are larger than common worgs and possess a supernaturally terrifying howl. They frequently hunt alongside ettins, ogres, and trolls."]},{"type":"section","name":"Worgs","entries":["{@i Malicious Lupine Ravagers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Sometimes mistaken at first for giant wolves, worgs are vicious hunters. These sapient predators can speak and often taunt their prey, enjoying the taste of fear in their meals."]}],"gallery":[{"path":"bestiary/XMM/Dire Worg.webp"}]},{"id":"dirt-under-nails","name":"Dirt-Under-Nails","source":"RtG","page":32,"srd":false,"image":"bestiary/tokens/RtG/Dirt-Under-Nails.webp","token":"bestiary/tokens/RtG/Dirt-Under-Nails.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":10,"dex":14,"con":15,"int":12,"wis":12,"cha":18,"saves":"Wis +4, Cha +7","skills":"Arcana +4, Deception +7, Persuasion +7, Religion +4","vulnerabilities":"fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"telepathy 60 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Dark One's Own Luck (Recharges after a Short or Long Rest)","entries":["When the warlock makes an ability check or saving throw, it can add a {@dice d10} to the roll. It can do this after the roll is made but before any of the roll's effects occur."]},{"name":"Regeneration","entries":["Dirt-Under-Nails regains 10 hit points at the start of his turn if he is in contact with the ground. If Dirt-Under-Nails takes fire damage, this trait doesn't function at the start of his next turn. Dirt-Under-Nails dies only if he starts his turn with 0 hit points and doesn't regenerate."]},{"name":"Shared Senses","entries":["Dirt-Under-Nails can see and hear what any plant within 120 ft can see and hear. In addition, Dirt-Under- Nails can communicate telepathically with any plant within this range."]},{"name":"Special Equipment (+2 Rod of the Pact Keeper)","entries":["While holding this {@item +2 Rod of the Pact Keeper||rod}, Dirt-Under-Nails gains a +2 bonus to spell attack rolls and to the saving throw DCs of his warlock spells (included in modifications, below). In addition, he can regain 1 warlock spell slot as an action while holding the rod. He can't use this property again until he finishes a long rest."]},{"name":"Tree Stride","entries":["Once on each of its turns, Dirt-Under-Nails can use 10 feet of his movement to step magically into one copse of mushrooms within 5 feet of him and emerge from a second copse of mushrooms within 60 feet of it, appearing in an unoccupied space within 5 feet of the second copse. Both copses of mushrooms must be Large or bigger. Dirt-Under-Nails doesn't need to be able to see the second copse to use this ability."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:","At will: {@spell alter self}, {@spell false life}, {@spell levitate} (self only), {@spell mage armor} (self only), {@spell silent image}","1/day each: {@spell feeblemind}, {@spell finger of death}, {@spell plane shift}"]},{"name":"Spellcasting","entries":["Dirt-Under-Nails is a 17th level spellcaster. His spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast}, {@spell friends}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell shocking grasp}","Level 5 (4 slots): {@spell armor of Agathys}, {@spell banishment}, {@spell burning hands}, {@spell cloudkill}, {@spell flame strike}, {@spell magic circle}, {@spell scorching ray}, {@spell scrying}, {@spell stinking cloud}, {@spell suggestion}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"disciple","name":"Disciple","source":"HoL","page":201,"srd":false,"image":"bestiary/tokens/HoL/Disciple.webp","token":"bestiary/tokens/HoL/Disciple.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"11","initiative":"-1 (9)","hp":"9 (2d8)","speed":"30 ft.","str":12,"dex":9,"con":10,"int":11,"wis":13,"cha":9,"saves":"Wis +3","skills":"Perception +3, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common)","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["You cast one the following cleric spells (spell save {@dc 11}), using Wisdom as the spellcasting ability:","At will: {@spell guidance}, [object Object]","2/day: {@spell cure wounds}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]},{"name":"Sacred Flame (Cantrip)","entries":["You target one creature you can see within 60 feet of you. The target must succeed on a {@dc 11} Dexterity saving throw or take 4 ({@damage 1d8}) radiant damage. The target gains no benefit from cover for this saving throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dispater","name":"Dispater","source":"CoA","page":222,"srd":false,"image":"bestiary/CoA/Dispater.webp","token":"bestiary/tokens/CoA/Dispater.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+3 (13)","hp":"412 (33d10 + 231)","speed":"30 ft.","str":28,"dex":17,"con":25,"int":25,"wis":22,"cha":24,"saves":"Str +17, Dex +11, Con +15, Int +15","skills":"Arcana +23, Insight +22, Intimidation +15, Perception +14, Persuasion +15, Stealth +11","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 24","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Dispater's darkvision."]},{"name":"Fear Aura","entries":["When a creature starts their turn within 120 feet of Dispater, they must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour."]},{"name":"Fiendish Regeneration","entries":["Dispater regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Dispater dies only if he starts his turn with 0 hit points and is unable to regenerate."]},{"name":"Legendary Resistance (3/Day)","entries":["If Dispater fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Dispater has advantage on saving throws against spells and other magical effects."]},{"name":"Rust Metal","entries":["Any nonmagical weapon or ammunition made of metal that hits Dispater corrodes. After its hit, the weapon or ammunition is destroyed."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Dispater makes four attacks using his Wrought- Iron Tower, Iron Column, or a combination of the two. He can replace one of the attacks with Superheat Metal (if available)."]},{"name":"Wrought-Iron Tower","entries":["{@atk mw} {@hit 20} to hit, reach 10 ft., one target. {@h}21 ({@damage 2d8 + 12}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead."]},{"name":"Iron Column","entries":["{@atk rs} {@hit 15} to hit, range 60 ft., one target. {@h}21 ({@damage 2d8 + 12}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead."]},{"name":"Superheat Metal {@recharge 4}","entries":["Dispater targets a metal object he can see within 90 feet of him. The metal glows white-hot, burning all that touches it. If the object was held by a creature, the creature must succeed on a {@dc 23} Dexterity saving throw to drop the object or take 45 ({@damage 10d8}) fire damage. If the object is attached to a creature, or they couldn't feasibly drop it, they automatically fail the save. The object returns to room temperature at the end of Dispater's turn."]},{"name":"Nail Spray (2/Day)","entries":["Dispater conjures a storm of iron nails and launches them forward in a 90-foot-long, 5-foot-wide line. All creatures within the line must make a {@dc 23} Dexterity saving throw, taking 40 ({@damage 16d4}) piercing damage on a failed save, or half as much damage on a successful one. Nails launched from this ability stick into soft surfaces or fall to the ground after the attack finishes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Staff","entries":["Dispater makes a Wrought-Iron Tower attack."]},{"name":"Flesh to Iron (Costs 2 Actions)","entries":["{@atk ms} {@hit 15} to hit, reach 5 ft., one target. {@h}40 ({@damage 6d10 + 7}) force damage, and the target must make a {@dc 23} Constitution saving throw. On a failed save, the target's flesh begins to harden, and the creature's movement speed is halved for 1 minute. If the creature is harmed by Flesh to Iron again, while still partly iron, the rest of the creature also turns to iron, killing them."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Dispater summons an allied {@creature erinyes} in an unoccupied space that he can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Dispater can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Buckle","entries":["The area in a 120-foot-radius around Dispater bends and twists, becoming {@quickref difficult terrain||3}. Dispater's Superheat Metal ability is recharged."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Dispater's lair is corrupted by his presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Din","entries":["Within 6 miles of the lair, the sound of metal working is near inescapable. Any creature attempting a short or long rest may do so, but must make a {@dc 21} Constitution saving throw afterwards. Failure negates any benefits of the rest."]}]},"If Dispater dies, the effects fade over the course of {@dice 1d10} days."],"lore":["Despite frequent shifts in leadership among other archdevils, Dispater has maintained his position as the ruler of Dis since its creation. Known for his vigilance and caution, he rarely leaves his tower, and even less frequently leaves the Iron City. Those who know his plans, including Asmodeus, know that he hopes to one day rule each layer of the Nine Hells.","Dispater remains one of the foremost suppliers of weapons across all the planes, which helps keep his position in Dis secure. As well, his advisors are carefully chosen and he maintains very few friendships.","Those that attempt battle with the Iron Lord find victory nigh impossible. In addition to his stratagem and defense, Dispater maintains extremely powerful abilities and a legion of minions. Outwitting him can't be done, and anyone unfortunate enough to catch him off guard is quickly disposed of.","Dispater remains calm and controlled in conversation. He prefers wherever possible to engage in gentlemanly debates rather than aggressive arguments. Unlike other archdevils, he almost never forces an individual into doing something, preferring to persuade or deceive instead. Fittingly, his skin is an iron-black color and his signature staff, wrought from the same iron as the tower he lives in, is always in hand.",{"type":"entries","name":"Dispater's Lair","page":223,"entries":["The ruler of Dis makes his lair inside the Iron Tower. Within these confines he is vastly more protected."]}],"gallery":[{"path":"bestiary/CoA/Dispater.webp","credit":"Aaron Sims"}]},{"id":"displacer-beast","name":"Displacer Beast","source":"XMM","page":98,"srd":false,"image":"bestiary/XMM/Displacer Beast.webp","token":"bestiary/tokens/XMM/Displacer Beast.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"13","initiative":"+4 (14)","hp":"76 (9d10 + 27)","speed":"40 ft.","str":18,"dex":15,"con":16,"int":6,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"understands Sylvan but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Avoidance","entries":["If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the save and half damage if it fails. It can't use this trait if it has the {@condition Incapacitated|XPHB} condition."]},{"name":"Displacement","entries":["Attack rolls against the displacer beast have {@variantrule Disadvantage|XPHB}, since it projects an illusion that makes it appear to be near its actual location. This trait is suppressed while the displacer beast has the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The displacer beast makes one Rend attack and one Tentacle attack."]},{"name":"Rend","entries":["{@atkr m} {@hit 6}, reach 5 feet. {@h}9 ({@damage 1d10 + 4}) Slashing damage. If target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Tentacle","entries":["{@atkr m} {@hit 6}, reach 10 feet. {@h}11 ({@damage 2d6 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Displacer Beast","entries":["{@i Deceptive Feline Stalker}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"A displacer beast resembles a gaunt, six-legged panther with a barbed tentacle sprouting from each of its shoulders. This predator uses innate magic to displace light so it appears to be several feet away from its actual location.","Displacer beasts hunt not just to feed but because they enjoy killing. Once displacer beasts begin stalking prey, they can't be deterred until either they or their quarry is slain. While displacer beasts commonly inhabit dense forests, they might pursue travelers across great distances and even into cities or dungeons. More cunning than mere animals, these predators might set ambushes or lie hidden for days to bring down their prey.","Displacer beasts sometimes pursue prey through portals to other planes of existence. As a result, these predators can be found across the multiverse, particularly on the worlds of the Material Plane, in the Shadowfell, and in the Feywild. These restless hunters can destroy a land's natural balance and drive other creatures to extinction. As a result, many druid circles and Fey view displacer beasts as deadly threats.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The murderous fury of a displacer beast is fit only for nightmares, of which I've been haunted since narrowly escaping one's ambush. I'm certain that beast stalks me still."],"by":"Jen-Ahb, Naturalist and Displacer Beast Survivor"}]}]}],"gallery":[{"path":"bestiary/XMM/Displacer Beast.webp","credit":"Caio Monteiro"}],"otherVersions":[{"id":"displacer-beast-mm","source":"MM"}]},{"id":"displacer-beast-mm","name":"Displacer Beast","source":"MM","page":81,"srd":false,"image":"bestiary/MM/Displacer Beast.webp","token":"bestiary/tokens/MM/Displacer Beast.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"85 (10d10 + 30)","speed":"40 ft.","str":18,"dex":15,"con":16,"int":6,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Avoidance","entries":["If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Displacement","entries":["The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is {@condition incapacitated} or has a speed of 0."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The displacer beast makes two attacks with its tentacles."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur.","However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast's eyes glow with an awful malevolence that persists even in death.",{"name":"Unseelie Origins","type":"entries","entries":["Displacer beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the beasts to reinforce their ferocious and predatory nature, using them to hunt unicorns, pegasi, and other wondrous prey. However, it didn't take long for the displacer beasts to use their malevolent intelligence to escape their masters.","Running and breeding freely in the Feywild, the displacer beasts soon came to the attention of the Seelie Court. With blink dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to the Material Plane. To this day, displacer beasts and blink dogs attack each other on sight."]},{"name":"Love of the Kill","type":"entries","entries":["Displacer beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction.","Displacer beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its pack mates wait. Packs of displacer beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans."]}]}]}],"gallery":[{"path":"bestiary/MM/Displacer Beast.webp"}],"hidden":true,"otherVersions":[{"id":"displacer-beast","source":"XMM"}]},{"id":"displacer-beast-kitten","name":"Displacer Beast Kitten","source":"WBtW","page":108,"srd":false,"image":"bestiary/WBtW/Displacer Beast Kitten.webp","token":"bestiary/tokens/WBtW/Displacer Beast Kitten.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"9 (2d6 + 2)","speed":"30 ft.","str":12,"dex":13,"con":12,"int":4,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Displacement","entries":["The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is {@condition incapacitated} or has a speed of 0."]}],"spellcasting":[],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 bludgeoning damage plus 2 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WBtW/Displacer Beast Kitten.webp","credit":"Brynn Metheney"}]},{"id":"displacer-fiend","name":"Displacer Fiend","source":"CoA","page":240,"srd":false,"image":"bestiary/CoA/Displacer Fiend.webp","token":"bestiary/tokens/CoA/Displacer Fiend.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"135 (18d10 + 36)","speed":"40 ft.","str":17,"dex":19,"con":14,"int":8,"wis":13,"cha":10,"saves":"Str +7, Dex +8","skills":"Acrobatics +8, Athletics +7, Perception +5, Stealth +12","vulnerabilities":"","resistances":"fire; poison","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 15","languages":"","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Avoidance","entries":["If the displacer fiend is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Displacement","entries":["The displacer fiend projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer fiend is {@condition incapacitated} or has a speed of 0."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The displacer fiend makes three Tentacle attacks. It can replace one of the attacks with a Bite attack."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) piercing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d12 + 4}) piercing damage, and the target's Dexterity score is reduced by 2 ({@dice 1d4}). The target is killed if this reduces its Dexterity to 0. The reduction lasts until the target finishes a short or long rest."]}],"bonusActions":[{"name":"Shadowhop","entries":["While in dim light or darkness, the displacer fiend can teleport up to 60 feet, provided its destination is also in dim light or darkness."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Long ago a Fey lord led his hunt into the Nine Hells to settle a score with an archfiend over mortals claimed by both. What fate the lord met is unknown, but of all his expedition, one particular faerie breed prospered in its new environment. A particularly vicious strain of displacer beast has become an entrenched new threat across many layers of the Nine Hells, prowling about the edges of fiendish communities and attacking mortal and infernal travelers alike.",{"type":"entries","name":"Stalking Horrors","page":240,"entries":["Long ages in the Nine Hells have warped the original beasts into something more fiendish. Whilst still feline in shape, the displacer fiend's shoulders sprout with an explosion of writhing tentacles each tipped with a lamprey-like mouth. These tooth-lined maws drain life essence or infernal strength from their prey, providing the fiends with their sustenance. The mouths drip with a vitriol that causes agony to mortals, but acts as a tranquilizing balm to devils, permitting the Fiends to feast on them without waking their prey if they get the chance. Displacer fiends retain the innate stealth of their progenitors and slip from shadow to shadow across all but the most barren of infernal landscapes. Packs of them will follow travelers for long distances, waiting until the terrain most favors an ambush."]},{"type":"entries","name":"Corruptors of Perception","page":240,"entries":["Like their base stock, displacer fiends bend light around themselves, the visible monster always slightly shifted from its true location. These natural gifts have been fortified by the deceptive influence of the lower planes. The monsters also possess the ability to shift the perceived location of their victim and affect their prey's grasp of relative distance and place. Fighting them can be a nightmare of confusion, as allies, enemies and landscape features appear randomly close or far, huge or small—or the fighters find themselves viewing the battlefield from outside their own heads, trying to control their bodies like puppets. Even basic functions like proprioception—the knowledge of where one's limbs are when not directly observed—can be lost. This can lead to a complete loss of coordination, accidentally striking friends or falling into bogs or crevasses that seemed far distant."]},{"type":"entries","name":"Monstrous Pets","page":240,"entries":["Many large cities in the Nine Hells have feral populations of displacer fiends predating off the lowliest devils and breeding in hidden corners. Much of the time they're considered pests, but they do keep down populations of various infernal vermin, like halogs, that would otherwise be more troubling in their proliferation. Some devils actively cultivate their presence, encouraging them by staking out a lemure or imp every so often, as a human might leave a bowl of scraps for a cat. Devils aren't sentimental, but some find the viciousness and skulking cruelty of the displacer fiends oddly endearing."]}],"gallery":[{"path":"bestiary/CoA/Displacer Fiend.webp","credit":"Sebastian Kowoll"}]},{"id":"distended-corpse","name":"Distended Corpse","source":"CoS","page":165,"srd":false,"image":"bestiary/tokens/CoS/Distended Corpse.webp","token":"bestiary/tokens/CoS/Distended Corpse.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"20 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[{"name":"Snake-Swollen","entries":["When a corpse is reduced to 0 hit points, it splits open, disgorging a {@creature swarm of poisonous snakes}. The snakes are hungry and fight until slain."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"diva","name":"Diva","source":"JttRC","page":72,"srd":false,"image":"bestiary/JttRC/045-05-005.divas-attack.webp","token":"bestiary/tokens/JttRC/Diva.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["The diva has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes two melee attacks."]},{"name":"Broken Bottle","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/045-05-005.divas-attack.webp","title":"Divas attack the crowd at the Thornapple during their March of Vice performance","credit":"Ejiwa 'Edge' Ebenebe"}]},{"id":"diva-luma","name":"Diva Luma","source":"JttRC","page":71,"srd":false,"image":"bestiary/JttRC/045-05-005.divas-attack.webp","token":"bestiary/tokens/JttRC/Diva Luma.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Diva Luma has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Diva Luma is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Diva Luma deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Diva Luma makes two high-heeled shoe attacks."]},{"name":"High-Heeled Shoe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/045-05-005.divas-attack.webp","title":"Divas attack the crowd at the Thornapple during their March of Vice performance","credit":"Ejiwa 'Edge' Ebenebe"}]},{"id":"diviner","name":"Diviner","source":"VGM","page":213,"srd":false,"image":"bestiary/tokens/VGM/Diviner.webp","token":"bestiary/tokens/VGM/Diviner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"67 (15d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":18,"wis":12,"cha":11,"saves":"Int +7, Wis +4","skills":"Arcana +7, History +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher)","entries":["When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a {@dice d20} and choose to use this roll in place of the attack roll, saving throw, or ability check."]}],"spellcasting":[{"name":"Spellcasting","entries":["The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The diviner has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell message}, {@spell true strike}","Level 1 (4 slots): {@spell detect magic}*, {@spell feather fall}, {@spell mage armor}","Level 2 (3 slots): {@spell detect thoughts}*, {@spell locate object}*, {@spell scorching ray}","Level 3 (3 slots): {@spell clairvoyance}*, {@spell fly}, {@spell fireball}","Level 4 (3 slots): {@spell arcane eye}*, {@spell ice storm}, {@spell stoneskin}","Level 5 (2 slots): {@spell Rary's telepathic bond}*, {@spell seeming}","Level 6 (1 slots): {@spell mass suggestion}, {@spell true seeing}*","Level 7 (1 slots): {@spell delayed blast fireball}, {@spell teleport}","Level 8 (1 slots): {@spell maze}","* Divination spell of 1st level or higher"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Diviners are specialist wizards who know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling secrets and insights to advance their own status or reputation."]}]},{"id":"diviner-wizard","name":"Diviner Wizard","source":"MPMM","page":261,"srd":false,"image":"bestiary/MPMM/Diviner Wizard.webp","token":"bestiary/tokens/MPMM/Diviner Wizard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"90 (20d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":18,"wis":12,"cha":11,"saves":"Int +7, Wis +4","skills":"Arcana +7, History +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell mage hand}, {@spell message}, {@spell prestidigitation}","2/day each: {@spell arcane eye}, {@spell detect magic}, {@spell detect thoughts}, {@spell fly}, {@spell lightning bolt}, {@spell locate object}, {@spell mage armor}, {@spell Rary's telepathic bond}","1/day each: {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["The diviner makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}20 ({@damage 3d10 + 4}) radiant damage."]},{"name":"Overwhelming Revelation {@recharge 5}","entries":["The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a {@dc 15} Wisdom saving throw. On a failed save, a creature takes 45 ({@damage 10d8}) psychic damage and is {@condition stunned} until the end of the diviner's next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}."]}],"bonusActions":[],"reactions":[{"name":"Portent (3/Day)","entries":["When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner rolls a {@dice d20} and chooses whether to use that roll in place of the {@dice d20} rolled for the attack roll, saving throw, or ability check. "]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Diviners peer into the future and know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling insights to advance their own status."]},{"type":"section","name":"Wizards","entries":["Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."]}],"gallery":[{"path":"bestiary/MPMM/Diviner Wizard.webp","credit":"Alix Branwyn"}]},{"id":"djeneba","name":"Djeneba","source":"JttRC","page":173,"srd":false,"image":"bestiary/JttRC/116-12-003.djeneba.webp","token":"bestiary/tokens/JttRC/Djeneba.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Djeneba is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/116-12-003.djeneba.webp","credit":"Julio Reyna"}]},{"id":"djinni","name":"Djinni","source":"XMM","page":99,"srd":true,"image":"bestiary/XMM/Djinni.webp","token":"bestiary/tokens/XMM/Djinni.webp","size":"Large","creatureType":"Elemental (Genie)","alignment":"Chaotic Good","ac":"17","initiative":"+2 (12)","hp":"218 (19d10 + 114)","speed":"30 ft., fly 90 ft. (hover)","str":21,"dex":15,"con":22,"int":15,"wis":16,"cha":20,"saves":"Dex +6, Wis +7","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; thunder","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 13","languages":"Primordial (Auran)","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Coastal, Planar, Air","treasure":"Arcana","traits":[{"name":"Elemental Restoration","entries":["If the djinni dies outside the Elemental Plane of Air, its body dissolves into mist, and it gains a new body in {@dice 1d4} days, reviving with all its {@variantrule Hit Points|XPHB} somewhere on the Plane of Air."]},{"name":"Magic Resistance","entries":["The djinni has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Wishes","entries":["The djinni has a 30 percent chance of knowing the {@spell Wish|XPHB} spell. If the djinni knows it, the djinni can cast it only on behalf of a non-genie creature who communicates a wish in a way the djinni can understand. If the djinni casts the spell for the creature, the djinni suffers none of the spell's stress. Once the djinni has cast it three times, the djinni can't do so again for 365 days."]}],"spellcasting":[{"name":"Spellcasting","entries":["The djinni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Detect Evil and Good|XPHB}, {@spell Detect Magic|XPHB}","2/day each: {@spell Create Food and Water|XPHB} (can create wine instead of water), {@spell Tongues|XPHB}, {@spell Wind Walk|XPHB}","1/day each: {@spell Creation|XPHB}, {@spell Gaseous Form|XPHB}, {@spell Invisibility|XPHB}, {@spell Major Image|XPHB}, {@spell Plane Shift|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The djinni makes three attacks, using Storm Blade or Storm Bolt in any combination."]},{"name":"Storm Blade","entries":["{@atkr m} {@hit 9}, reach 5 feet. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 7 ({@damage 2d6}) Lightning damage."]},{"name":"Storm Bolt","entries":["{@atkr r} {@hit 9}, range 120 feet. {@h}13 ({@damage 3d8}) Thunder damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Create Whirlwind","entries":["The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} centered on that point. The whirlwind lasts until the djinni's {@status Concentration|XPHB} on it ends. The djinni can move the whirlwind up to 20 feet at the start of each of its turns.","Whenever the whirlwind enters a creature's space or a creature enters the whirlwind, that creature is subjected to the following effect. {@actSave str} {@dc 17} (a creature makes this save only once per turn, and the djinni is unaffected). {@actSaveFail} While in the whirlwind, the target has the {@condition Restrained|XPHB} condition and moves with the whirlwind. At the start of each of its turns, the {@condition Restrained|XPHB} target takes 21 ({@damage 6d6}) Thunder damage. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Djinni","entries":["{@i Genie of the Air}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Planar (Elemental Plane of Air)|bestiary|environment=planar, air}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"As genies of wind and skies, djinn personify freedom and might. They can control wind and travel as swiftly as a breeze. They might be as serene as drifting clouds or as tempestuous as storms, but most djinn relish their freedom and desire to discover the wonders of the multiverse. Djinn often know many stories, and they might share such lore with those who offer their own exciting stories in trade.","While many djinn create airy palaces on stormy coasts or high in the clouds, untold numbers dwell on the Elemental Plane of Air. In floating cities, djinn collect tales and experiences from across the planes of existence, sharing them in fabulous forums, libraries, and theaters. The greatest of these cities is the Citadel of Ice and Steel, in which wind-sculpted towers contain a city-size trove of incredible knowledge and treasures that defy belief."]}],"gallery":[{"path":"bestiary/XMM/Djinni.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"djinni-mm","source":"MM"}]},{"id":"djinni-mm","name":"Djinni","source":"MM","page":144,"srd":false,"image":"bestiary/MM/Djinni.webp","token":"bestiary/tokens/MM/Djinni.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Good","ac":"17","initiative":"+2 (12)","hp":"161 (14d10 + 84)","speed":"30 ft., fly 90 ft.","str":21,"dex":15,"con":22,"int":15,"wis":16,"cha":20,"saves":"Dex +6, Wis +7, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; thunder","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Auran","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Coastal","treasure":"","traits":[{"name":"Elemental Demise","entries":["If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The djinni's innate spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell detect magic}, {@spell thunderwave}","3/day each: {@spell create food and water} (can create wine instead of water), {@spell tongues}, {@spell wind walk}","1/day each: {@spell conjure elemental} ({@creature air elemental} only), {@spell creation}, {@spell gaseous form}, {@spell invisibility}, {@spell major image}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["The djinni makes three scimitar attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 3 ({@damage 1d6}) lightning or thunder damage (djinni's choice)."]},{"name":"Create Whirlwind","entries":["A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains {@status concentration} (as if {@status concentration||concentrating} on a spell). Any creature but the djinni that enters the whirlwind must succeed on a {@dc 18} Strength saving throw or be {@condition restrained} by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures {@condition restrained} by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.","A creature can use its action to free a creature {@condition restrained} by the whirlwind, including itself, by succeeding on a {@dc 18} Strength check. If the check succeeds, the creature is no longer {@condition restrained} and moves to the nearest space outside the whirlwind."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Airy Aesthetes","type":"entries","entries":["Djinn rule floating islands of cloud stuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music.","Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation."]},{"name":"Masters of the Wind","type":"entries","entries":["Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air."]},{"name":"Accepting Servitors","type":"entries","entries":["The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly.","A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend."]}]}]},{"type":"section","name":"Genies","entries":["Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.","Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Creatures of the Elements","entries":["A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.","A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.","When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.","In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.","Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.","Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them."],"type":"entries"},{"name":"Rule or Be Ruled","entries":["Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use."],"type":"entries"},{"name":"Decadent Nobility","entries":["Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination."],"type":"entries"},{"name":"The Power of Worship","entries":["Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Djinni.webp"}],"hidden":true,"otherVersions":[{"id":"djinni","source":"XMM"}]},{"id":"dohwar","name":"Dohwar","source":"BAM","page":19,"srd":false,"image":"bestiary/BAM/Dohwar.webp","token":"bestiary/tokens/BAM/Dohwar.webp","size":"Small","creatureType":"Fey","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"10 (3d6)","speed":"20 ft., swim 20 ft.","str":5,"dex":12,"con":11,"int":11,"wis":14,"cha":13,"saves":"Dex +3, Wis +4","skills":"Deception +3, Insight +4, Persuasion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dohwar, telepathy 30 ft. (see also Merging below)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Merging","entries":["Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dohwar casts the following spell, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 11}):","3/day: {@spell detect thoughts}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dohwars are short, pudgy, flightless avians that look and move like penguins. Dohwars migrate from the Feywild to Wildspace, where they are typically encountered. They conduct their affairs in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn't illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also shroud themselves in hooded cloaks.","The average dohwar stands 3 feet tall and has bright plumage matching a particular color in the rainbow spectrum. This color can change at unpredictable times in the dohwar's life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands.","Dohwars prefer to communicate through a form of telepathy they call merging, in which two dohwars stay in mental contact while both are telepathically linked with a third creature."]}],"gallery":[{"path":"bestiary/BAM/Dohwar.webp","credit":"Brynn Metheney"}]},{"id":"dolgaunt","name":"Dolgaunt","source":"ERLW","page":290,"srd":false,"image":"bestiary/ERLW/Dolgaunt.webp","token":"bestiary/tokens/ERLW/Dolgaunt.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"33 (6d8 + 6)","speed":"40 ft.","str":14,"dex":18,"con":12,"int":13,"wis":14,"cha":11,"saves":"","skills":"Acrobatics +6, Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 14","languages":"Deep Speech, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's {@condition incapacitated}."]},{"name":"Unarmored Defense","entries":["While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage. The target is {@condition grappled} (escape {@dc 12}) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage."]},{"name":"Vitality Drain","entries":["One creature {@condition grappled} by a tentacle of the dolgaunt must make a {@dc 11} Constitution saving throw. On a failed save, the target takes 9 ({@damage 2d8}) necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dolgaunts are emaciated hobgoblins with disease-hued flesh. Their eye sockets gape open and empty above a mouth with a wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also absorb life through its tentacles, allowing it to drain the vitality out of any creature it touches.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Warped by Chaos","entries":["When the daelkyr emerged from Xoriat to conquer Khorvaire, they captured and transformed that land's indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them into intelligent, cold, and efficient killers.","When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging their bodies into living weapons dedicated to the missions given them by those masters. Dolgaunts are often found commanding squads of dolgrims, and can also be found working with the Cults of the Dragon Below—particularly those devoted to Dyrrn the Corruptor."]}]}]}],"gallery":[{"path":"bestiary/ERLW/Dolgaunt.webp","credit":"Dave Allsop"}]},{"id":"dolgrim","name":"Dolgrim","source":"ERLW","page":291,"srd":false,"image":"bestiary/ERLW/Dolgrim.webp","token":"bestiary/tokens/ERLW/Dolgrim.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":15,"dex":14,"con":12,"int":8,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Deep Speech, Goblin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dual Consciousness","entries":["The dolgrim has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dolgrim makes three attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of a headless torso. The two mouths of a dolgrim sometimes carry on demented conversations with one another. However, a dolgrim has only a single personality—sadistic, bloodthirsty, and brutally dedicated to serving itself.","Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy."]}]}],"gallery":[{"path":"bestiary/ERLW/Dolgrim.webp","credit":"Dave Allsop"}]},{"id":"dolphin","name":"Dolphin","source":"MPMM","page":97,"srd":false,"image":"bestiary/MPMM/Dolphin.webp","token":"bestiary/tokens/MPMM/Dolphin.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"0 ft., swim 60 ft.","str":14,"dex":13,"con":13,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 13","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Hold Breath","entries":["The dolphin can hold its breath for 20 minutes."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage. If the dolphin moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dolphins are symbols of wisdom and playfulness among the sea folk of many worlds. Found in oceans and in the Elemental Plane of Water, dolphins are befriended by druids and rangers, and many tales speak of dolphins that appeared out of nowhere to protect swimmers from sharks and other aquatic predators."]},{"type":"section","name":"Dolphins","entries":["Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long."]}],"gallery":[{"path":"bestiary/MPMM/Dolphin.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"dolphin-vgm","source":"VGM"}]},{"id":"dolphin-vgm","name":"Dolphin","source":"VGM","page":208,"srd":false,"image":"bestiary/tokens/VGM/Dolphin.webp","token":"bestiary/tokens/VGM/Dolphin.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"0 ft., swim 60 ft.","str":14,"dex":13,"con":13,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 13","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Charge","entries":["If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 ({@damage 1d6}) bludgeoning damage."]},{"name":"Hold Breath","entries":["The dolphin can hold its breath for 20 minutes."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long."]}],"hidden":true,"otherVersions":[{"id":"dolphin","source":"MPMM"}]},{"id":"dolphin-delighter","name":"Dolphin Delighter","source":"MPMM","page":97,"srd":false,"image":"bestiary/MPMM/Dolphin Delighter.webp","token":"bestiary/tokens/MPMM/Dolphin Delighter.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Good","ac":"14","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"0 ft., swim 60 ft.","str":14,"dex":13,"con":13,"int":11,"wis":12,"cha":16,"saves":"Wis +3, Cha +5","skills":"Perception +3, Performance +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 13","languages":"Aquan, telepathy 120 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Hold Breath","entries":["The dolphin can hold its breath for 20 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dolphin makes two Dazzling Slam attacks."]},{"name":"Dazzling Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage, and the target is {@condition blinded} until the start of the dolphin's next turn."]}],"bonusActions":[{"name":"Delightful Light {@recharge 5}","entries":["The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in that light gain 11 ({@dice 2d10}) temporary hit points."]},{"name":"Fey Leap","entries":["The dolphin teleports up to 30 feet to an unoccupied space it can see. Immediately before teleporting, the dolphin can choose one creature within 5 feet of it. That creature can teleport with the dolphin, appearing in an unoccupied space within 5 feet of the dolphin's destination space."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In the Feywild, dolphin delighters brighten the moods of those who travel the seas of the Domains of Delight. Telepathically singing sea chanteys, these dolphins leap and teleport through the luminous waters of Faerie and the Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves.","Dolphin delighters often accompany groups of sea elves, tritons, and tortles as guardians and friends."]},{"type":"section","name":"Dolphins","entries":["Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long."]}],"gallery":[{"path":"bestiary/MPMM/Dolphin Delighter.webp","credit":"Brynn Metheney"}]},{"id":"domestic-wonder","name":"Domestic Wonder","source":"FRAiF","page":245,"srd":false,"image":"bestiary/tokens/FRAiF/Domestic Wonder.webp","token":"bestiary/tokens/FRAiF/Domestic Wonder.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"9","initiative":"-1 (9)","hp":"5 (1d8 + 1)","speed":"30 ft.","str":13,"dex":8,"con":13,"int":3,"wis":8,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mechanical Determination","entries":["If damage reduces the wonder to 0 {@variantrule Hit Points|XPHB}, it makes a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Lightning or from a {@variantrule Critical Hit|XPHB}. On a successful save, the wonder drops to 1 {@variantrule Hit Points|XPHB|Hit Point} instead."]},{"name":"Wind-Up Operation","entries":["The wonder has the {@condition Unconscious|XPHB} condition until another creature winds it with the wonder's unique key for 1 minute. Once wound, the wonder operates for 10 days or until a creature touches the wonder with its key as a {@action Utilize|XPHB} action to deactivate it, after which the wonder has the {@condition Unconscious|XPHB} condition until it is wound again."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"don-jon-raskin","name":"Don-Jon Raskin","source":"DIP","page":56,"srd":false,"image":"bestiary/DIP/Don-Jon Raskin.webp","token":"bestiary/tokens/DIP/Don-Jon Raskin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":11,"dex":10,"con":13,"int":12,"wis":10,"cha":14,"saves":"Dex +2, Con +3","skills":"Deception +4, Persuasion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Dwarvish","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["Don-Jon has advantage on saving throws against being {@condition frightened}."]},{"name":"Not Dead Yet (Recharges after a Long Rest)","entries":["If damage reduces Don-Jon to 0 hit points, he drops to 1 hit point instead and gains advantage on attack rolls until the end of his next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Don-Jon makes three melee attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 2} to hit, range 30/120 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Adventurers who undertake the Mountain's Toe Quest meet Don-Jon Raskin, a fearless troubleshooter who has experienced more than his fair share of adventures."]}]}],"gallery":[{"path":"bestiary/DIP/Don-Jon Raskin.webp","credit":"Olga Drebas"}]},{"id":"donaar-blit-zen","name":"Donaar Blit'zen","source":"AI","page":201,"srd":false,"image":"bestiary/AI/Donaar Blitzen.webp","token":"bestiary/tokens/AI/Donaar Blit'zen.webp","size":"Medium","creatureType":"Humanoid (Dragonborn)","alignment":"Chaotic Good","ac":"18","initiative":"-1 (9)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":17,"dex":8,"con":14,"int":10,"wis":10,"cha":16,"saves":"Wis +2, Cha +5","skills":"History +2, Insight +2, Intimidation +5, Persuasion +5","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic, Orc","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Champion Challenge (Recharges after a Short or Long Rest)","entries":["As a bonus action, Donaar causes each creature of his choice that he can see within 30 feet of him to make a {@dc 13} Wisdom saving throw. On a failure, a creature can't willingly move more than 30 feet away from Donaar. This effect ends on the creature if Donaar is {@condition incapacitated} or dies, or if the creature is moved more than 30 feet away from him."]}],"spellcasting":[{"name":"Spellcasting","entries":["Donaar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following paladin spells prepared:","Level 1 (4 slots): {@spell command}, {@spell compelled duel}, {@spell cure wounds}, {@spell wrathful smite}","Level 2 (2 slots): {@spell aid}, {@spell branding smite}, {@spell lesser restoration}, {@spell warding bond}, {@spell zone of truth}"]}],"actions":[{"name":"Multiattack","entries":["Donaar makes two attacks with his greatsword or his whip."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. Whenever Donaar rolls a 1 or 2 on a damage die, he can reroll the die and must use the new roll."]},{"name":"Whip","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage."]},{"name":"Acid Vomit","entries":["Donaar regurgitates acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Everybody cooooool out!"]},"The hulking dragonborn decisionist of the \"C\" Team, Donaar Blit'zen is an icon of brash confidence and warrior chill. He is known for his furious skill in battle, and for his propensity to fall asleep as soon as a fight is done (as well as countless other inopportune times). More immediately notable is the unique physical trait that all members of his clan bear-a stylish tail that is rare and often considered a deformity among dragonborn.","As with his tail, an odd quirk of heritage makes Donaar's acid breath more of a signature vomiting, giving rise to a driving paranoia that this regurgitation might damage his teeth. As testaments to his obsession with dental hygiene, Donaar named his greatsword Toothbrush and calls his whip Floss. He carries an actual toothbrush (named Percival) and actual floss at all times.","Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was once like. As such, Donaar has learned that no amount of bravado and compensation is too much-provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly come to realize that reinforcing Donaar's self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor.","Despite his easily massaged vanity, the dragonborn sometimes shows the occasional streak of selflessness. Most notably, Donaar serves in his off-hours as part-time godfather to a young dragonborn named Chronaar, who had inadvertently imprinted on Donaar as a parental figure while he watched over her while she was in her egg."]}]}]}],"gallery":[{"path":"bestiary/AI/Donaar Blitzen.webp","credit":"Nurse Normal"}]},{"id":"donavich","name":"Donavich","source":"CoS","page":46,"srd":false,"image":"bestiary/CoS/Donavich.webp","token":"bestiary/tokens/CoS/Donavich.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Donavich is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Donavich.webp"}]},{"id":"doomguard-doom-lord","name":"Doomguard Doom Lord","source":"MPP","page":54,"srd":false,"image":"bestiary/MPP/Doomguard Doom Lord.webp","token":"bestiary/tokens/MPP/Doomguard Doom Lord.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+1 (11)","hp":"202 (27d8 + 81)","speed":"30 ft.","str":20,"dex":12,"con":16,"int":15,"wis":14,"cha":18,"saves":"Str +9, Con +7","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus three more languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of Doom","entries":["Any creature that starts its turn within 10 feet of the doom lord must make a {@dc 16} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. If the doom lord doesn't have the {@condition incapacitated} condition, it can suppress or resume this aura at the start of its turn (no action required)."]},{"name":"Siege Monster","entries":["The doom lord deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The doom lord makes two Entropic Greatsword or Entropic Javelin attacks."]},{"name":"Entropic Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 10 ({@damage 3d6}) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash."]},{"name":"Entropic Javelin","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 14 ({@damage 4d6}) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Doom lords are the highest-ranking members of the Doomguard, embodying the multiverse's inevitable collapse into dust. Doom lords' mere presence snuffs the life from weaker foes, and the stoutest walls crumble before them."]}],"gallery":[{"path":"bestiary/MPP/Doomguard Doom Lord.webp"}]},{"id":"doomguard-rot-blade","name":"Doomguard Rot Blade","source":"MPP","page":56,"srd":false,"image":"bestiary/MPP/Doomguard Rot Blade.webp","token":"bestiary/tokens/MPP/Doomguard Rot Blade.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+1 (11)","hp":"97 (13d8 + 39)","speed":"30 ft.","str":18,"dex":12,"con":16,"int":12,"wis":10,"cha":15,"saves":"Str +7, Con +6","skills":"Perception +3","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common plus two more languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The rot blade makes two Entropic Blade or Entropic Javelin attacks."]},{"name":"Entropic Blade","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage plus 7 ({@damage 2d6}) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash. {@hom}The rot blade can cause the blade to emit a burst of entropic magic in a 10-foot-radius sphere centered on the weapon. Each creature in that area other than the rot blade must succeed on a {@dc 13} Constitution saving throw or take 6 ({@damage 1d12}) necrotic damage. The blade can emit entropic magic in this way only once per turn."]},{"name":"Entropic Javelin","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 13 ({@damage 2d12}) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Rot blades are the entropic levers through which the Doomguard quickens the natural decay of the multiverse. These members wield weapons immersed in necrotic energy, which can turn their enemies to ash."]}],"gallery":[{"path":"bestiary/MPP/Doomguard Rot Blade.webp"}]},{"id":"doomwake-giant","name":"Doomwake Giant","source":"MOT","page":224,"srd":false,"image":"bestiary/MOT/Doomwake Giant.webp","token":"bestiary/tokens/MOT/Doomwake Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"162 (13d12 + 78)","speed":"40 ft.","str":24,"dex":12,"con":22,"int":12,"wis":14,"cha":16,"saves":"Con +10, Wis +6","skills":"Intimidation +7, Perception +6","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of Erebos","entries":["Any creature that starts its turn within 10 feet of the giant must succeed on a {@dc 18} Constitution saving throw, or it takes 10 ({@damage 3d6}) necrotic damage and can't regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the giant's Aura of Erebos for 24 hours."]},{"name":"Magic Resistance","entries":["The giant has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage."]},{"name":"Noxious Gust {@recharge 5}","entries":["The giant exhales a mighty gust that creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a {@dc 18} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) necrotic damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their terror can manifest as one of these massive Nyxborn beings. Once unleashed, a doomwake giant goes on a rampage, fulfilling the prophecy mortals believed into being. After doing so, these terrors typically roam to the edges of the world, where they either fade away over time or become legends that take on their own terrible life.","A spectrum of giants claims territory across Theros, drawing strength from aspects of the world itself—from ancient stone and roiling flames to the depths of the seas and skies. Unlike many creatures of legend, most giants owe their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair crackling with lightning, or other primal incarnations.","Beyond these primal giants, though, other giants fill the tales of Theros."]}],"gallery":[{"path":"bestiary/MOT/Doomwake Giant.webp","credit":"Kev Walker"}]},{"id":"doppelganger","name":"Doppelganger","source":"XMM","page":100,"srd":true,"image":"bestiary/XMM/Doppelganger.webp","token":"bestiary/tokens/XMM/Doppelganger.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Insight +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Common plus three other languages","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"Individual","traits":[],"spellcasting":[{"name":"Read Thoughts","entries":["The doppelganger casts {@spell Detect Thoughts|XPHB}, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 12}).","At will: {@spell Detect Thoughts|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The doppelganger makes two Slam attacks and uses Unsettling Visage if available."]},{"name":"Slam","entries":["{@atkr m} {@hit 6} (with {@variantrule Advantage|XPHB} during the first round of each combat), reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Bludgeoning damage."]},{"name":"Unsettling Visage {@recharge}","entries":["{@actSave wis} {@dc 12}, each creature in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the doppelganger that can see the doppelganger. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Doppelganger","entries":["{@i Shape-Shifting Infiltrator}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Doppelgangers are supernatural beings with the ability to shape-shift into any humanlike form. Their mind-reading abilities aid them in creating near-perfect disguises and plucking secrets from unguarded minds. Occasionally, doppelgangers use their shape-shifting ability in more overt ways, transforming into unsettling forms to frighten foes.","A doppelganger's agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table to inspire a doppelganger's plot.",{"type":"table","caption":"Doppelganger Deceptions","colLabels":["1d6","The Doppelganger Schemes To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cause chaos within the temple of a deity that cursed it to live without a true form."],["2","Conceal evidence of a vast conspiracy."],["3","Control a community through fear by posing as a legendary bogeyman."],["4","Replace a noble to enjoy a decadent lifestyle."],["5","Spy on wizards to learn how to complete its own botched magical creation."],["6","Take an influential position, acting as a sleeper agent for a doppelganger invasion."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Meeting yourself is the surest way to realize you're not as charming as you think you are."],"by":"Someone claiming to be Lorhirin of Fearchor Keep"}]}]}],"gallery":[{"path":"bestiary/XMM/Doppelganger.webp","credit":"Sean Murray"}],"otherVersions":[{"id":"doppelganger-mm","source":"MM"}]},{"id":"doppelganger-mm","name":"Doppelganger","source":"MM","page":82,"srd":false,"image":"bestiary/MM/Doppelganger.webp","token":"bestiary/tokens/MM/Doppelganger.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Insight +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Ambusher","entries":["In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it {@status surprised}."]},{"name":"Surprise Attack","entries":["If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@damage 3d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The doppelganger makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage."]},{"name":"Read Thoughts","entries":["The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's {@status concentration} isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race.",{"name":"Stealing Secrets","type":"entries","entries":["A doppelganger's adopted form allows it to blend into almost any group or community, but its transformation doesn't impart languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature's surface thoughts, allowing it to glean that creature's name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim's mind daily to learn how to behave and speak authentically."]},{"name":"Hedonistic Swindlers","type":"entries","entries":["Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of identities as circumstances warrant, playing the parts of family or servants while they live off the victim's riches."]},{"name":"Changelings","type":"entries","entries":["Doppelgangers are too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother's species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them."]}]}]}],"gallery":[{"path":"bestiary/MM/Doppelganger.webp"}],"hidden":true,"otherVersions":[{"id":"doppelganger","source":"XMM"}]},{"id":"doric","name":"Doric","source":"HAT-TG","srd":false,"image":"bestiary/HAT-TG/Doric.webp","token":"bestiary/tokens/HAT-TG/Doric.webp","size":"Medium","creatureType":"Humanoid (Druid)","alignment":"Neutral Good","ac":"14","initiative":"+3 (13)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":12,"dex":16,"con":14,"int":16,"wis":19,"cha":10,"saves":"Int +6, Wis +7","skills":"Insight +7, Nature +6, Perception +7, Survival +7","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Common, Druidic, Elvish, Infernal, Sylvan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Doric casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell animal messenger}, {@spell beast sense}, {@spell speak with animals}","2/day each: {@spell cure wounds}, {@spell entangle}, {@spell faerie fire}, {@spell thunderwave}"]}],"actions":[{"name":"Multiattack","entries":["Doric makes two Shaped Claw or Sling attacks. She can replace one attack with a use of Spellcasting."]},{"name":"Shaped Claw","entries":["{@atk ms} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[{"name":"Change Shape (5/Day)","entries":["Doric magically transforms into a Beast with a challenge rating of 3 or less or into an owlbear (see the Monster Manual).","Doric can remain in that form for up to 2 hours. She can choose whether her equipment falls to the ground, melds with her new form, or is worn by the new form. Doric reverts to her true form if she is {@condition incapacitated} or dies. She can revert to her true form using a bonus action.","While Doric is transformed, her stat block is replaced by the stat block of that form, except she keeps her current hit points, her hit point maximum, this bonus action, her alignment, and her Intelligence, Wisdom, and Charisma scores."]}],"reactions":[{"name":"Fiery Rebuke (3/Day)","entries":["When Doric is damaged by a creature that she can see within 60 feet of herself, she magically engulfs the creature in flames. The creature must make a {@dc 15} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage on failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The tiefling Doric was taken in by a wood elf enclave in Neverwinter Wood after being abandoned as a child, and she guards her adoptive community with nature's ferocity. The Circle of the Moon has taught her to heed her primal instincts, which rarely lead her astray. She can be brusque, but she will fight tooth and nail for a cause she believes in.","Doric has joined the Emerald Enclave, a network of survivalists who tend to the balance between civilization and nature. When the Lord of Neverwinter targeted her woodland home for its resources, Doric rallied the resistance."]}],"gallery":[{"path":"bestiary/HAT-TG/Doric.webp"}]},{"id":"doru","name":"Doru","source":"CoS","page":47,"srd":false,"image":"bestiary/CoS/Doru.webp","token":"bestiary/tokens/CoS/Doru.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Regeneration","entries":["Doru regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Doru can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Doru has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Doru can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Doru takes 20 acid damage when it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"Doru is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Doru takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Doru makes two attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Doru, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, Doru can grapple the target (escape {@dc 13})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Doru.webp"}]},{"id":"dr-cassee-dannell","name":"Dr. Cassee Dannell","source":"KftGV","page":12,"srd":false,"image":"bestiary/KftGV/006-01-003.dr-cassee-dannell.webp","token":"bestiary/tokens/KftGV/Dr. Cassee Dannell.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/006-01-003.dr-cassee-dannell.webp","credit":"Nikki Dawes"}]},{"id":"dracohydra","name":"Dracohydra","source":"FTD","page":176,"srd":false,"image":"bestiary/FTD/Dracohydra.webp","token":"bestiary/tokens/FTD/Dracohydra.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"17","initiative":"+1 (11)","hp":"218 (19d12 + 95)","speed":"30 ft., swim 30 ft., fly 30 ft.","str":20,"dex":12,"con":20,"int":6,"wis":12,"cha":12,"saves":"","skills":"Perception +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 19","languages":"understands Draconic but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Multiple Heads","entries":["The dracohydra has five heads. While it has more than one head, the dracohydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.","Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies.","At the end of its turn, the dracohydra grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The dracohydra regains 10 hit points for each head regrown this way."]},{"name":"Reactive Heads","entries":["For each head the dracohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."]},{"name":"Wakeful","entries":["While the dracohydra sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dracohydra makes as many Bite attacks as it has heads."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison."]},{"name":"Prismatic Breath {@recharge 4}","entries":["The dracohydra's heads exhale a single breath of multicolored energy in a 60-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failed save, the creature takes 33 ({@damage 6d10}) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The dracohydra is the result of arcane experimentation dedicated to recreating Tiamat's power. Amalgamating the magic of chromatic dragons with the blood of a hydra resulted in a many-headed draconic monster with wings and multiple snakelike tails. The dracohydra's breath weapon is a multicolored mass of energy that contains the essence of a chromatic dragon's elemental power.","These gluttonous creatures' appearance heralds disaster for any region they settle in, as they feed relentlessly—with each head demanding a feast of its own. If left alone, they hunt the local fauna almost to extinction, then move on to threatening the folk of nearby settlements.","A dracohydra can sometimes be found in the service of the spellcaster who created it, kept obedient by the rituals of their creation."]}],"gallery":[{"path":"bestiary/FTD/Dracohydra.webp","credit":"Lars Grant-West"}]},{"id":"dracolich","name":"Dracolich","source":"XMM","page":102,"srd":false,"image":"bestiary/XMM/Dracolich.webp","token":"bestiary/tokens/XMM/Dracolich.webp","size":"Huge or Gargantuan","creatureType":"Undead","alignment":"Lawful Evil","ac":"20","initiative":"+12 (22)","hp":"225 (18d12 + 108)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":25,"dex":10,"con":23,"int":19,"wis":15,"cha":21,"saves":"Dex +6, Wis +8","skills":"Perception +14, Stealth +6","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000, or 20,000 in lair; PB +6)","habitat":"Any","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dracolich fails a saving throw, it can choose to succeed instead."]},{"name":"Life Suppression","entries":["Creatures within 60 feet of the dracolich can't regain {@variantrule Hit Points|XPHB}."]},{"name":"Magic Resistance","entries":["The dracolich has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Soul Gem","entries":["The dracolich has a magical gem. If the dracolich is destroyed while the gem is on the same plane of existence as it, the dracolich gains a new body in {@dice 1d20} days, regaining all its {@variantrule Hit Points|XPHB} and appearing within 5 feet of the gem.","The gem is a Tiny object that has AC 20; HP 50; and {@variantrule Immunity|XPHB} to Necrotic, Poison, and Psychic damage. The gem regains all its {@variantrule Hit Points|XPHB} at the end of every turn, but it turns to dust if reduced to 0 {@variantrule Hit Points|XPHB}. If the gem is destroyed, the dracolich can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP and by expending 5,000 GP, which the ritual consumes."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dracolich casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 19}, {@hit 11} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Ray of Sickness|XPHB} (level 2 version)","1/day each: {@spell Create Undead|XPHB} (level 8 version), {@spell Finger of Death|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dracolich makes three Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Ray of Sickness|XPHB} (level 2 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 13}, reach 10 ft. {@h}18 ({@damage 2d10 + 7}) Slashing damage plus 4 ({@damage 1d8}) Necrotic damage."]},{"name":"Necrotic Breath {@recharge 5}","entries":["{@actSave con} {@dc 20}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 52 ({@damage 8d12}) Necrotic damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Pounce","entries":["The dracolich moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Sickening Ray","entries":["The dracolich uses Spellcasting to cast {@spell Ray of Sickness|XPHB} (level 2 version). The dracolich can't take this action again until the start of its next turn."]},{"name":"Terrifying Presence","entries":["{@actSave wis} {@dc 19}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the dracolich. {@actSaveFail} 11 ({@damage 2d10}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn. {@actSaveSuccessOrFail} The dracolich can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a dracolich's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Sapping Mist","entries":["The area within 1 mile of the lair is {@variantrule Lightly Obscured|XPHB} by pale fog. Whenever a creature other than the dracolich or one of its allies finishes a {@variantrule Long Rest|XPHB} in that area, it must succeed on a {@dc 15} Constitution saving throw or gain 1 {@condition Exhaustion|XPHB} level."]},{"type":"item","name":"Soul Drain","entries":["Creatures within 1 mile of the lair have {@variantrule Disadvantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws}."]}]},"If the dracolich is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the dracolich gains a new body (see its Soul Gem trait)."],"lore":[{"type":"section","name":"Dracolich","entries":["{@i Draconic Tyrant Reborn}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"The vilest dragons seek to escape the grip of death, employing ageless secrets and blasphemous magic to become horrors called dracoliches. These deathless dragons bind their spirits to gems and magically animate their rotting corpses. Eventually becoming skeletal horrors, dracoliches continue the centuries-spanning plots they pursued in life, seek revenge on those that brought them low, and strive toward vicious goals they couldn't indulge in life.","Dracoliches combine the corrupt immortality of the undead with the legendary power of dragons. A dracolich retains a breath weapon, but it is a chilling necrotic blast. These terrors gradually sicken the land near their lairs and attract sinister followers—usually other undead or cultists seeking to revel in their terrible might. Living dragons of all types loathe and seek to destroy dracoliches, viewing them as distortions of draconic magic.","There are untold profane routes by which a dragon might become a dracolich. However one is created, a dracolich chooses a gem that becomes the anchor for its spirit and binds the deathless dragon to the world. So long as a dracolich is on the same plane of existence as its soul gem, the dracolich can survive the destruction of its physical body. Its spirit retreats into the gem if the dracolich's body is destroyed, and the monster might one day regain its terrifying form. Dracoliches often sequester their soul gems within meaningful treasure from their hoard or in unassuming baubles. Roll on or choose a result from the Dracolich Soul Gem Vessels table to inspire what holds a dracolich's soul gem.",{"type":"table","caption":"Dracolich Soul Gem Vessels","colLabels":["1d10","A Dracolich's Soul Gem Is Hidden In..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Another dragon's treasure hoard."],["2","The body of a servant or an ancestor."],["3","The core of a dracolich's melted hoard."],["4","A corrupted dragon egg."],["5","A dragon horn a hero took as a trophy."],["6","A nation's royal or religious treasure."],["7","A powerful magic item."],["8","A source of magical wonders, such as a giant tree or mystical pool."],["9","The vault of an archdevil, a wicked god, or another extraplanar villain."],["10","The weapon that slew the dracolich."]]},{"type":"entries","name":"Dracolich Lairs","entries":["A dracolich lurks in a corrupted version of the lair it had in life."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["And naught will be left save shattered thrones with no rulers. But the dead dragons shall rule the world entire..."],"by":"Sammaster the Fallen's translation of The Chronicle of Years to Come"}]}]}],"gallery":[{"path":"bestiary/XMM/Dracolich.webp","credit":"Slawomir Maniak"}]},{"id":"draconian-dreadnought","name":"Draconian Dreadnought","source":"FTD","page":177,"srd":false,"image":"bestiary/FTD/Draconian Dreadnought.webp","token":"bestiary/tokens/FTD/Draconian Dreadnought.webp","size":"Large","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"16","initiative":"+0 (10)","hp":"57 (6d10 + 24)","speed":"30 ft., fly 60 ft.","str":18,"dex":10,"con":18,"int":10,"wis":10,"cha":10,"saves":"Str +6, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points, it bursts into flames and is reduced to ashes. Each creature in a 10-foot-radius sphere centered on the draconian must succeed on a {@dc 13} Dexterity saving throw or take 10 ({@damage 3d6}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The draconian makes two Serrated Sword attacks and one Tail attack."]},{"name":"Serrated Sword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Shape Theft","entries":["After the draconian kills a Medium or smaller Humanoid, the draconian can magically transform itself to look and feel like that creature while retaining its game statistics (other than its size). This transformation lasts until the draconian dies or uses an action to end it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The largest of the draconians are the dreadnoughts, who are born from the eggs of silver, blue, or sapphire dragons. They fly on mighty wings over the battlefield to wherever the fighting is the thickest. Their magical ability to change their appearance to mimic those they've slain allows them to sow confusion and despair among their enemies. When dreadnoughts are killed, their bodies burst into flames, scorching everything around them.","On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.","When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence."]}]}],"gallery":[{"path":"bestiary/FTD/Draconian Dreadnought.webp","credit":"David Sladek"}]},{"id":"draconian-foot-soldier","name":"Draconian Foot Soldier","source":"FTD","page":178,"srd":false,"image":"bestiary/FTD/Draconian Foot Soldier.webp","token":"bestiary/tokens/FTD/Draconian Foot Soldier.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"14","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":13,"dex":11,"con":13,"int":8,"wis":8,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Draconic","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Controlled Fall","entries":["When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage."]},{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a {@dc 11} Constitution saving throw or be {@condition restrained} as it begins to turn to stone. The {@condition restrained} creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is {@condition petrified} for 1 minute. After 1 minute, the body of the draconian crumbles to dust."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The draconian makes two Shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are incapable of flight—though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get close to enemies before springing an ambush. When draconian foot soldiers die, they unleash clouds of petrifying gas, turning their corpses—and any creatures within the clouds—to stone.","On the world of Krynn, draconian foot soldiers formed from brass dragon eggs are called baaz draconians."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.","When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence."]}]}],"gallery":[{"path":"bestiary/FTD/Draconian Foot Soldier.webp","credit":"David Auden Nash"}]},{"id":"draconian-infiltrator","name":"Draconian Infiltrator","source":"FTD","page":178,"srd":false,"image":"bestiary/FTD/Draconian Infiltrator.webp","token":"bestiary/tokens/FTD/Draconian Infiltrator.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"15","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"40 ft., climb 30 ft.","str":11,"dex":17,"con":14,"int":9,"wis":13,"cha":11,"saves":"Dex +5","skills":"Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points, it turns into a puddle of acid and splashes acid on those around it. Each creature within 5 feet of the draconian must succeed on a {@dc 12} Dexterity saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 ({@damage 2d6}) acid damage at the start of each of its turns."]},{"name":"Glide","entries":["When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} until the end of the target's next turn. While {@condition poisoned} in this way, the target is also {@condition paralyzed}."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Copper, black, and topaz dragon eggs yield these sly and stealthy draconians, who often serve their creators as scouts and spies. They use the paralytic venom of their saliva to coat their weapons, making them formidable assassins as well. Their wings allow them to turn a fall into a rough glide. When draconian infiltrators die, their bodies dissolve into pools of acid.","On the world of Krynn, draconian infiltrators formed from copper dragon eggs are called kapak draconians."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.","When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence."]}]}],"gallery":[{"path":"bestiary/FTD/Draconian Infiltrator.webp","credit":"Mark Behm"}]},{"id":"draconian-mage","name":"Draconian Mage","source":"FTD","page":179,"srd":false,"image":"bestiary/FTD/Draconian Mage.webp","token":"bestiary/tokens/FTD/Draconian Mage.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"15","initiative":"+0 (10)","hp":"40 (9d8)","speed":"30 ft.","str":14,"dex":10,"con":11,"int":11,"wis":10,"cha":14,"saves":"Int +2, Wis +2, Cha +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a {@dc 10} Dexterity saving throw or take 9 ({@damage 2d8}) force damage."]},{"name":"Glide","entries":["When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends."]}],"spellcasting":[{"name":"Spellcasting","entries":["The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","1/day each: {@spell enlarge/reduce}, {@spell invisibility}, {@spell stinking cloud}"]}],"actions":[{"name":"Multiattack","entries":["The draconian makes two Trident or Necrotic Ray attacks."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Necrotic Ray","entries":["{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Draconians born from the eggs of bronze, green, and emerald dragons have some ability to wield magic. They often lead small groups of draconian foot soldiers, using their magic to snipe across the battlefield or aid their allies' incursions and attacks. They have wings that allow them to glide during a fall.","When draconian mages die, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions.","On the world of Krynn, draconian mages formed from bronze dragon eggs are called bozak draconians."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.","When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence."]}]}],"gallery":[{"path":"bestiary/FTD/Draconian Mage.webp","credit":"Clint Cearley"}]},{"id":"draconian-mastermind","name":"Draconian Mastermind","source":"FTD","page":180,"srd":false,"image":"bestiary/FTD/Draconian Mastermind.webp","token":"bestiary/tokens/FTD/Draconian Mastermind.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"17","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"35 ft.","str":13,"dex":14,"con":16,"int":15,"wis":11,"cha":17,"saves":"Int +5, Wis +3, Cha +6","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"truesight 60 ft., Passive Perception 13","languages":"Common, Draconic","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) lightning damage and is {@condition stunned} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell invisibility}, {@spell mage hand}","2/day each: {@spell dimension door}, {@spell disguise self}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The draconian makes three Rend or Energy Ray attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Energy Ray","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage."]},{"name":"Noxious Breath {@recharge 5}","entries":["The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a {@dc 14} Constitution saving throw. On a failed save, the creature takes 21 ({@damage 6d6}) poison damage and gains 1 level of {@condition exhaustion}. On a successful save, the creature takes half as much damage, doesn't gain {@condition exhaustion}, and is immune to all draconians' Noxious Breath for 24 hours."]}],"bonusActions":[],"reactions":[{"name":"Magic Shield (3/Day)","entries":["When the draconian is hit by an attack roll, it can create an {@condition invisible} barrier of magical force around itself, granting it a +5 bonus to its AC against that attack and potentially causing the attack to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military commanders or as advisors to those who created them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. Like their dragon progenitors, masterminds have a breath weapon—a billowing cloud of poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat.","Dying draconian masterminds are a sight to behold, as their magical essence coalesces as a ball of lightning that arcs out at those nearby.","On the world of Krynn, draconian masterminds formed from gold dragon eggs are called aurak draconians."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.","When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence."]}]}],"gallery":[{"path":"bestiary/FTD/Draconian Mastermind.webp","credit":"Svetlin Velinov"}]},{"id":"draconic-shard","name":"Draconic Shard","source":"FTD","page":181,"srd":false,"image":"bestiary/FTD/Draconic Shard.webp","token":"bestiary/tokens/FTD/Draconic Shard.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral","ac":"17","initiative":"+1 (11)","hp":"168 (16d12 + 64)","speed":"0 ft., fly 80 ft. (hover)","str":1,"dex":12,"con":18,"int":22,"wis":18,"cha":22,"saves":"Dex +7, Int +12, Wis +10, Cha +12","skills":"Arcana +12, History +12, Perception +16, Stealth +7","vulnerabilities":"","resistances":"acid; fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Deflection","entries":["The shard's AC includes its Intelligence modifier."]},{"name":"Incorporeal Movement","entries":["The shard can move through creatures and objects as if they were {@quickref difficult terrain||3}. If it ends its turn inside an object, it takes 5 ({@damage 1d10}) force damage."]},{"name":"Legendary Resistance (3/Day)","entries":["If the shard fails a saving throw, it can choose to succeed instead."]},{"name":"Rejuvenation","entries":["When it drops to 0 hit points, the shard disappears and leaves a Tiny cracked gemstone in its space. The gemstone matches the kind of gem dragon it was in life and has AC 20, 15 hit points, and immunity to all damage except force. Unless the gemstone is destroyed, after {@dice 1d20} days, the gemstone dissipates and the shard re-forms, regaining all its hit points and appearing in the place the gemstone once occupied or in the nearest unoccupied space."]},{"name":"Unusual Nature","entries":["The shard doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The shard casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 20}):","At will: {@spell detect thoughts}, {@spell invisibility}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The shard makes two Telekinetic Rend attacks."]},{"name":"Telekinetic Rend","entries":["{@atk ms,rs} {@hit 12} to hit, reach 10 ft. or range 120 ft., one target. {@h}15 ({@damage 2d8 + 6}) force damage."]},{"name":"Inhabit Object","entries":["The shard disappears as it pours its psychic essence into a Medium or smaller nonsentient object it can see within 30 feet of it, magically possessing it. The object uses the shard's AC, and any damage dealt to the object applies to the shard's hit points. The shard inhabits the object until it uses an action to leave; until it is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a {@spell dispel evil and good} spell, is used on it. When it leaves the object, it reappears in the nearest unoccupied space.","While inhabited, the object becomes a magic item if it wasn't already, and a Tiny cracked gemstone matching the kind of gem dragon the shard was in life appears somewhere on the object. The shard can cause the object to fly using the shard's own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions.","If a creature wears or carries the inhabited object, the shard can grant the creature the following benefits:","Each of the creature's attacks deals an extra {@damage 1d8} force damage on a hit.","The creature gains resistance to psychic damage."]},{"name":"Psychic Crush {@recharge 5}","entries":["The shard unleashes a pulse of psychic power. Each creature of the shard's choice in a 60-foot-radius sphere centered on it must make a {@dc 20} Intelligence saving throw. On a failed save, the creature takes 55 ({@damage 10d10}) psychic damage and is {@condition stunned} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition stunned}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Rend","entries":["The shard makes one Telekinetic Rend attack."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["The shard uses Spellcasting."]},{"name":"Commanding Thought (Costs 2 Actions)","entries":["The shard targets a creature it can see within 30 feet of it. The target must succeed on a {@dc 20} Wisdom saving throw or be {@condition charmed} until the end of its next turn. While {@condition charmed} in this way, the target becomes the shard's puppet, acting and moving in accordance with its telepathic commands. While under the shard's control, the target can take only the Attack (shard chooses the target) or {@action Dash} action on its turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gem dragons wield psionic power, and when a powerful gem dragon perishes, the force of the dragon's will and mind sometimes refuses to pass on. This essence lingers in the form of a psychic remnant called a draconic shard.","A draconic shard in its true form resembles a shimmering, spectral image of the dragon. More often, though, a shard inhabits an object the gem dragon poured psionic power into—typically a weapon or other item from the dragon's hoard. In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even accompanying adventurers in the guise of an intelligent magic item and steering them to fulfill the dragon's designs.","A draconic shard is difficult to destroy. Destroying the shard's spectral form or an object the shard inhabits forces the spirit into the form of a cracked gemstone while the spirit slowly regains strength. Only if that stone is destroyed can the shard be put to rest."]}],"gallery":[{"path":"bestiary/FTD/Draconic Shard.webp","credit":"Brynn Metheney"}]},{"id":"draconic-spirit","name":"Draconic Spirit","source":"XPHB","page":325,"srd":true,"image":"bestiary/XPHB/Draconic Spirit.webp","token":"bestiary/tokens/XPHB/Draconic Spirit.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral","ac":"-","initiative":"+2 (12)","hp":"50 + 10 for each spell level above 5","speed":"30 ft., fly 60 ft., swim 30 ft.","str":19,"dex":14,"con":17,"int":10,"wis":14,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; poison","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12","languages":"Draconic, understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Shared Resistances","entries":["When you summon the spirit, choose one of its Resistances. You have {@variantrule Resistance|XPHB} to the chosen damage type until the spell ends."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of Rend attacks equal to half the spell's level (round down), and it uses Breath Weapon."]},{"name":"Rend","entries":["{@atk m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 10 feet. {@h}{@damage 1d6 + 4 + summonSpellLevel} Piercing damage."]},{"name":"Breath Weapon","entries":["{@actSave dex} DC equals your spell save DC, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} {@damage 2d6} damage of a type this spirit has {@variantrule Resistance|XPHB} to (your choice when you cast the spell). {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Draconic Spirit.webp","credit":"Polar Engine"}],"otherVersions":[{"id":"draconic-spirit-ftd","source":"FTD"}]},{"id":"draconic-spirit-ftd","name":"Draconic Spirit","source":"FTD","page":21,"srd":false,"image":"bestiary/tokens/FTD/Draconic Spirit.webp","token":"bestiary/tokens/FTD/Draconic Spirit.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral","ac":"-","initiative":"+2 (12)","hp":"50 + 10 for each spell level above 5th (the dragon has a number of Hit Dice [d10s] equal to the level of the spell)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":19,"dex":14,"con":17,"int":10,"wis":14,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"acid, cold, fire, lightning, poison (Chromatic and Metallic Only); force, necrotic, psychic, radiant, thunder (Gem Only)","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 12","languages":"Draconic, understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Shared Resistances","entries":["When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes a number of Rend attacks equal to half the spell's level (rounded down), and it uses Breath Weapon."]},{"name":"Rend","entries":["{@atk mw} your spell attack modifier to hit, reach 10 ft., one target. {@h}{@damage 1d6 + 4 + summonSpellLevel} piercing damage."]},{"name":"Breath Weapon","entries":["The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes {@damage 2d6} damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"draconic-spirit","source":"XPHB"}]},{"id":"dracophage-subject","name":"Dracophage Subject","source":"DSotDQ","page":118,"srd":false,"image":"bestiary/tokens/DSotDQ/Dracophage Subject.webp","token":"bestiary/tokens/DSotDQ/Dracophage Subject.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"40 ft., climb 40 ft.","str":11,"dex":17,"con":14,"int":12,"wis":13,"cha":11,"saves":"Dex +5","skills":"Deception +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the subject is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a {@dc 12} Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 ({@damage 2d6}) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature."]},{"name":"Glide","entries":["When the subject falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage. If the target is a Humanoid, it must succeed on a {@dc 12} Constitution saving throw or be infected with a disease—a minuscule slaad egg.","A Humanoid host can carry only one slaad egg at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before the tadpole is born, the host feels unwell; its speed is halved; and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.","If the disease is cured before the tadpole's emergence, the tadpole disintegrates."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kapak draconians are created using copper dragon eggs. These cunning opponents relish striking foes who are distracted or unaware. Kapaks often coat their weapons with their paralytic saliva, making them formidable assassins as well. Their small wings don't allow kapaks to fly, but they do help the draconians turn a fall into a rough glide. When they die, kapaks dissolve into acid that can splash onto nearby creatures."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests."]}]}]},{"id":"draegloth","name":"Draegloth","source":"MPMM","page":98,"srd":false,"image":"bestiary/MPMM/Draegloth.webp","token":"bestiary/tokens/MPMM/Draegloth.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"123 (13d10 + 52)","speed":"30 ft.","str":20,"dex":15,"con":18,"int":13,"wis":11,"cha":11,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Abyssal, Elvish, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The draegloth has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 11}):","At will: {@spell dancing lights}, {@spell darkness}","1/day each: {@spell confusion}, {@spell faerie fire}"]}],"actions":[{"name":"Multiattack","entries":["The draegloth makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A draegloth is a demon created by an elf priest of Lolth in an unholy, dangerous ritual in which it is infused with the fey essence of the creator and the fiendish essence of a {@creature glabrezu}. This ritual rarely succeeds, but Lolth's faithful consider it worth the risk, as the resulting creature is gifted with innate magic and physical might. The draegloth usually serves its creator, lending its thirst for destruction to the creator's plans to triumph over rivals.","A draegloth is an ogre-sized, four-armed biped with purple skin and pale hair. Two of its arms are muscular, tipped with sharp claws; the other two are the size and shape of an elf's arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing red eyes, a doglike snout, and a mouth full of sharp teeth.","Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess's successful creation of a draegloth is seen as a sign of Lolth's favor toward her house—and a sign of the demon lord's disregard for the family's rivals, who were not thus gifted. The creation prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have a draegloth of its own.","Although draegloths plays an important part in the plans of Lolth's cult, a draegloth can't rise above the status of a favored servant to a priest in that cult. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Most draegloths fiercely resent being given orders, but thanks to their training, they typically take out their frustration on their creator's enemies, rather than on their creator. A draegloth that can't suppress its ambitions might abandon its creator and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing chaos is unclear."],"gallery":[{"path":"bestiary/MPMM/Draegloth.webp","credit":"Conceptopolis"}],"otherVersions":[{"id":"draegloth-vgm","source":"VGM"}]},{"id":"draegloth-vgm","name":"Draegloth","source":"VGM","page":141,"srd":false,"image":"bestiary/VGM/Draegloth.webp","token":"bestiary/tokens/VGM/Draegloth.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"123 (13d10 + 52)","speed":"30 ft.","str":20,"dex":15,"con":18,"int":13,"wis":11,"cha":11,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Abyssal, Elvish, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The draegloth has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The draegloth's innate spellcasting ability is Charisma (spell save {@dc 11}). The draegloth can innately cast the following spells, requiring no material components:","At will: {@spell darkness}","1/day each: {@spell confusion}, {@spell dancing lights}, {@spell faerie fire}"]}],"actions":[{"name":"Multiattack","entries":["The draegloth makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A draegloth is a half-drow, half-glabrezu demon, born of a drow high priestess in an unholy, dangerous ritual. Gifted with innate magic and physical might, it usually remains in the service of its mother's house, lending its thirst for destruction to that house's plans to triumph over its rivals.","A draegloth is an ogre-sized, four-armed humanoid with purple-black skin and yellow-white hair. Two of its arms are huge and muscular, tipped with sharp claws; the other two are the size and shape of drow arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful and quiet like a drow. Its face is clearly demonic, with bestial features, glowing red eyes, an elongated dog-like snout, and a mouth full of sharp teeth.",{"name":"Blessing on the House","entries":["The ritual to create a draegloth succeeds only rarely, but when it does, it is a great event that is seen by the drow of the house as a sign of the demon lord Lolth's favor-and a sign of Lolth's disregard for the family's rivals, which were not thus gifted. The birth prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans always use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have a draegloth of its own."],"type":"entries"},{"name":"Subservient Enforcers","entries":["Although it plays an important part in the welfare of its house, a draegloth can't rise above the status of a favored slave or a consort to a priestess. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house's enemies. A draegloth that can't suppress its ambitions might abandon its house and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing even greater chaos is unclear."],"type":"entries"},{"name":"Brute Cunning and Dark Magic","entries":["A draegloth loves the feeling of tearing opponents apart with its claws and teeth and of wielding the magic that courses through its veins. Most are too impatient to bother with complicated tactics, but a few go on to learn more destructive magic."],"type":"entries"},{"type":"quote","entries":["These drow house pets are as graceful and nimble as Waterdhavian stage dancers. Only they're slayers and enforcers, four-armed brutes built like an ogre. Life isn't fair."],"by":"Volo"}]}]}],"gallery":[{"path":"bestiary/VGM/Draegloth.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"draegloth","source":"MPMM"}]},{"id":"draft-horse","name":"Draft Horse","source":"XMM","page":352,"srd":true,"image":"bestiary/XMM/Draft Horse.webp","token":"bestiary/tokens/XMM/Draft Horse.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"15 (2d10 + 4)","speed":"40 ft.","str":18,"dex":10,"con":15,"int":2,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}6 ({@damage 1d4 + 4}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Draft Horse.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"draft-horse-mm","source":"MM"}]},{"id":"draft-horse-mm","name":"Draft Horse","source":"MM","page":321,"srd":false,"image":"bestiary/tokens/MM/Draft Horse.webp","token":"bestiary/tokens/MM/Draft Horse.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"40 ft.","str":18,"dex":10,"con":12,"int":2,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"draft-horse","source":"XMM"}]},{"id":"dragon","name":"Dragon","source":"PSK","page":29,"srd":false,"image":"bestiary/PSK/Dragon.webp","token":"bestiary/tokens/PSK/Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"19","initiative":"+0 (10)","hp":"256 (19d12 + 133)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":13,"cha":21,"saves":"Dex +6, Con +13, Wis +7, Cha +11","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 63 ({@damage 18d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Fiery Bite {@recharge 5}","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 63 ({@damage 18d6}) fire damage. This counts as a use of the dragon's breath weapon."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.","A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.","Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Noxious Smoke","entry":"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."},{"type":"item","name":"Searing Heat","entry":"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Small earthquakes are common within 6 miles of the dragon's lair.","Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.","Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."},{"type":"item","name":"Fiery Senses","entry":"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."},{"type":"item","name":"Ominous Flames","entry":"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."}]}],"source":"FTD"}],"lore":["Dragons are the apex predators of the skies. They are usually found in rural areas, avoiding the crowds of air ships and thopters found above the cities of Kaladesh. Their favorite prey are the sky whales that drift through the aethersphere, but they also hunt leviathans, wurms, hydras, drakes, giants—and airships.","Dragons typically hunt by perching on a promontory or hilltop, remaining perfectly still as they wait for prey to come into view. With a single snap of its powerful wings, a dragon can launch itself into the air with lightning speed, hurtling toward its target like a deadly arrow.","Dragons resemble a cross between a lizard and a tiger, with powerful feline bodies covered in striped fur, reptilian heads crowned with long horns, and enormous leathery wings that propel them through the sky at tremendous speed. Their chests are adorned with elaborate patterns resembling fine filigree.","The {@creature adult red dragon|MM|red dragon} statistics work well for the dragons of Kaladesh, though dragons rarely reach ancient age on that plane. They can spew great blasts of flame, but a dragon's preferred method of assault is to hold flame in its mouth as it attacks. This counts as a use of the dragon's breath weapon, but the dragon makes a special bite attack. On a hit, the bite attack deals its normal piercing damage plus the fire damage from the dragon's breath weapon, with no saving throw."],"gallery":[{"path":"bestiary/PSK/Dragon.webp","title":"Skyship Stalker","credit":"Tyler Jacobson"}]},{"id":"dragon-army-dragonnel","name":"Dragon Army Dragonnel","source":"DSotDQ","page":201,"srd":false,"image":"bestiary/DSotDQ/Dragon Army Dragonnel.webp","token":"bestiary/tokens/DSotDQ/Dragon Army Dragonnel.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"58 (9d10 + 9)","speed":"30 ft., fly 60 ft.","str":16,"dex":15,"con":12,"int":8,"wis":13,"cha":10,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 13","languages":"understands Common and Draconic but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The dragonnel doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragonnel makes two Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dragonnels from the volcanic mountains surrounding Sanction are closely related to red dragons, resembling them in scale coloration and general shape. They are cruel and selfish creatures trained by the Dragon Armies to serve as mounts for trusted officers. While they lack a red dragon's destructive breath, these dragonnels are inured to fire, and their vicious teeth and claws flare with embers."]},{"type":"section","entries":[{"type":"entries","name":"Dragonnels","entries":["Dragonnels are distantly related to chromatic and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures largely motivated by the desire for food."]}]}],"gallery":[{"path":"bestiary/DSotDQ/Dragon Army Dragonnel.webp","credit":"Crystal Sully"}]},{"id":"dragon-army-officer","name":"Dragon Army Officer","source":"DSotDQ","page":200,"srd":false,"image":"bestiary/tokens/DSotDQ/Dragon Army Officer.webp","token":"bestiary/tokens/DSotDQ/Dragon Army Officer.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":12,"wis":14,"cha":12,"saves":"Dex +4, Wis +4","skills":"Athletics +5, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Draconic Devotion","entries":["While the officer can see a Dragon that isn't hostile to it, the officer has advantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The officer makes two Vicious Lance attacks and uses Assault Orders if it's available."]},{"name":"Vicious Lance","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 2 ({@damage 1d4}) fire damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 5 ({@damage 1d10}) fire damage."]},{"name":"Assault Orders {@recharge 5}","entries":["The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Dragon Armies gather fanatical followers to their ranks. Recruits are indoctrinated to revere the Dragon Queen and view dragons as her favored servants. Troops in the Dragon Army wield weapons blessed by Takhisis to strike with the power of the dragons they fight alongside."]},{"type":"section","entries":[{"type":"entries","name":"Dragon Army Weapons","entries":["The weapons of Dragon Army troops are blessed with an infusion of dragon breath. The type of damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of other chromatic dragons by changing the fire damage to match the damage type associated with those dragons' breath weapons."]}]}]},{"id":"dragon-army-soldier","name":"Dragon Army Soldier","source":"DSotDQ","page":200,"srd":false,"image":"bestiary/DSotDQ/Dragon Army Soldier.webp","token":"bestiary/tokens/DSotDQ/Dragon Army Soldier.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"17","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":15,"dex":12,"con":12,"int":10,"wis":10,"cha":10,"saves":"","skills":"Athletics +4, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Draconic Devotion","entries":["While the soldier can see a Dragon that isn't hostile to it, the soldier has advantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The soldier makes two Longsword or Javelin attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands, plus 2 ({@damage 1d4}) fire damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 2 ({@damage 1d4}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Dragon Armies gather fanatical followers to their ranks. Recruits are indoctrinated to revere the Dragon Queen and view dragons as her favored servants. Troops in the Dragon Army wield weapons blessed by Takhisis to strike with the power of the dragons they fight alongside."]},{"type":"section","entries":[{"type":"entries","name":"Dragon Army Weapons","entries":["The weapons of Dragon Army troops are blessed with an infusion of dragon breath. The type of damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of other chromatic dragons by changing the fire damage to match the damage type associated with those dragons' breath weapons."]}]}],"gallery":[{"path":"bestiary/DSotDQ/Dragon Army Soldier.webp","credit":"Andrew Mar"}]},{"id":"dragon-blessed","name":"Dragon Blessed","source":"FTD","page":188,"srd":false,"image":"bestiary/FTD/Dragon Blessed.webp","token":"bestiary/tokens/FTD/Dragon Blessed.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"14","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft.","str":12,"dex":10,"con":16,"int":14,"wis":17,"cha":10,"saves":"Con +6, Wis +6","skills":"Medicine +6, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 13","languages":"Common, Draconic, and any two languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The blessed casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell light}, {@spell thaumaturgy}","1/day each: {@spell enhance ability}, {@spell flame strike}, {@spell mass cure wounds}, {@spell revivify}, {@spell tongues}"]}],"actions":[{"name":"Multiattack","entries":["The blessed makes two Mace or Radiant Bolt attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Radiant Bolt","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}22 ({@damage 5d8}) radiant damage, and the blessed regains 5 ({@dice 1d10}) hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dragon blessed are the acolytes of dragons, whom they revere as gods. They wield magic to heal and support those who have earned their dragon masters' favor—and scourge those who incur the dragons' wrath. Dragon blessed view their lives and magical abilities as gifts bestowed by their dragon, and they give life energy to save those they deem important to their masters' work."]},{"type":"section","entries":[{"type":"entries","name":"Dragon Followers","entries":["Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.","Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers."]}]}],"gallery":[{"path":"bestiary/FTD/Dragon Blessed.webp","credit":"Zuzanna Wužyk"}]},{"id":"dragon-chosen","name":"Dragon Chosen","source":"FTD","page":189,"srd":false,"image":"bestiary/FTD/Dragon Chosen.webp","token":"bestiary/tokens/FTD/Dragon Chosen.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"17","initiative":"+4 (14)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":18,"dex":18,"con":14,"int":10,"wis":13,"cha":14,"saves":"Str +6, Dex +6, Con +4","skills":"Athletics +6, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 13","languages":"Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chosen makes one Handaxe attack and two Shortsword attacks."]},{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage. {@hom}The handaxe magically returns to the chosen's hand immediately after a ranged attack."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Biting Rebuke","entries":["Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dragon chosen are mighty warriors who offer their bodies as vessels for a dragon's might. They serve as enforcers of their masters' will; they often accompany dragon speakers—and are quick to defend them if they sense any ill intent. Dragon chosen are skilled in close combat, using two weapons to tear at their foes."]},{"type":"section","entries":[{"type":"entries","name":"Dragon Followers","entries":["Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.","Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers."]}]}],"gallery":[{"path":"bestiary/FTD/Dragon Chosen.webp","credit":"Zuzanna Wužyk"}]},{"id":"dragon-hunter","name":"Dragon Hunter","source":"JttRC","page":138,"srd":false,"image":"bestiary/JttRC/Dragon Hunter.webp","token":"bestiary/tokens/JttRC/Dragon Hunter.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon hunter makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 3} to hit, ranged 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["They were raised together and share conviction that they must slay the bakunawa as vengeance for wrongs done to their clan."]}],"gallery":[{"path":"bestiary/JttRC/Dragon Hunter.webp","title":"Paolo Maykapal","credit":"Hinchel Or"}]},{"id":"dragon-speaker","name":"Dragon Speaker","source":"FTD","page":189,"srd":false,"image":"bestiary/FTD/Dragon Speaker.webp","token":"bestiary/tokens/FTD/Dragon Speaker.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"36 (8d6 + 8)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":13,"wis":11,"cha":17,"saves":"Dex +4, Cha +5","skills":"Persuasion +5, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic, and any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The speaker casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell dancing lights}","1/day each: {@spell calm emotions}, {@spell charm person}, {@spell command}, {@spell comprehend languages}"]}],"actions":[{"name":"Multiattack","entries":["The speaker makes two Thunder Bolt attacks."]},{"name":"Thunder Bolt","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 3d8}) thunder damage, and the target is pushed horizontally up to 10 feet away from the speaker."]}],"bonusActions":[],"reactions":[{"name":"Disarming Words (3/Day)","entries":["When a creature the speaker can see within 60 feet of it makes a damage roll, the speaker can roll a {@dice d6} and subtract the number rolled from that damage roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dragon speakers are charismatic and persuasive orators who serve as a dragon's ambassadors among other folk. Dragon speakers have loud and authoritative voices, which they use to gain valuable resources, diplomatic connections, and donations of treasure and magic for their dragons—as well as to weave magic both subtle and thundering. They use their commanding presence to instill awe and fear into the hearts of friends and foes alike."]},{"type":"section","entries":[{"type":"entries","name":"Dragon Followers","entries":["Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.","Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers."]}]}],"gallery":[{"path":"bestiary/FTD/Dragon Speaker.webp","credit":"Zuzanna Wužyk"}]},{"id":"dragon-tortoise","name":"Dragon Tortoise","source":"CM","page":205,"srd":false,"image":"bestiary/tokens/CM/Dragon Tortoise.webp","token":"bestiary/tokens/CM/Dragon Tortoise.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"20","initiative":"+0 (10)","hp":"341 (22d20 + 110)","speed":"20 ft.","str":25,"dex":10,"con":20,"int":10,"wis":12,"cha":12,"saves":"Dex +6, Con +11, Wis +7","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Draconic, Terran","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Underwater, Coastal","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon tortoise makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be pushed up to 10 feet away from the dragon tortoise and knocked {@condition prone}."]},{"name":"Sand Breath {@recharge 5}","entries":["The dragon tortoise exhales abrasive sand in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) slashing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dragon-turtle","name":"Dragon Turtle","source":"XMM","page":103,"srd":true,"image":"bestiary/XMM/Dragon Turtle.webp","token":"bestiary/tokens/XMM/Dragon Turtle.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"20","initiative":"+6 (16)","hp":"356 (23d20 + 115)","speed":"20 ft., swim 50 ft.","str":25,"dex":10,"con":20,"int":10,"wis":12,"cha":12,"saves":"Con +11, Wis +7","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Draconic, Primordial (Aquan)","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Coastal, Underwater","treasure":"Any","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Bite attacks. It can replace one attack with a Tail attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 13}, reach 15 ft. {@h}23 ({@damage 3d10 + 7}) Piercing damage plus 7 ({@damage 2d6}) Fire damage. Being underwater doesn't grant {@variantrule Resistance|XPHB} to this Fire damage."]},{"name":"Tail","entries":["{@atkr m} {@hit 13}, reach 15 ft. {@h}18 ({@damage 2d10 + 7}) Bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Steam Breath {@recharge 5}","entries":["{@actSave con} {@dc 19}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 56 ({@damage 16d6}) Fire damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} Being underwater doesn't grant {@variantrule Resistance|XPHB} to this Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Dragon Turtle","entries":["{@i Ancient Ruler of Undersea Realms}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Dragon turtles are mighty creatures with shells large enough to be mistaken for islands and jaws capable of snapping ships like twigs. While some of these aquatic dragons contentedly slumber in the depths, others jealously guard vast territories with their scalding breath and lay claim to anything that sinks into the depths or sails on the waves. Occasionally these dragons agree to aid pirates, aquatic peoples, or oceanic religions in return for contributions to their sunken treasure hoards.","Many dragon turtles live in secluded lairs or ruins deep underwater, and they might not be spotted by surface dwellers for generations. Like both their namesakes, dragon turtles can have exceptionally long lives. Some recall the wonders of ages past or remarkable individuals that passed through their realms long ago. Such dragon turtles might be convinced to share their tales or provide guidance through their territories in exchange for treasures they've never glimpsed on the ocean floor."]}],"gallery":[{"path":"bestiary/XMM/Dragon Turtle.webp","credit":"Yigit Koroglu"}],"otherVersions":[{"id":"dragon-turtle-mm","source":"MM"}]},{"id":"dragon-turtle-mm","name":"Dragon Turtle","source":"MM","page":119,"srd":false,"image":"bestiary/MM/Dragon Turtle.webp","token":"bestiary/tokens/MM/Dragon Turtle.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"20","initiative":"+0 (10)","hp":"341 (22d20 + 110)","speed":"20 ft., swim 40 ft.","str":25,"dex":10,"con":20,"int":10,"wis":12,"cha":12,"saves":"Dex +6, Con +11, Wis +7","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Aquan, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon turtle can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked {@condition prone}."]},{"name":"Steam Breath {@recharge 5}","entries":["The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws, steaming breath, and crushing tail.","A dragon turtle's rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves.",{"type":"entries","name":"Dragons of the Deep","entries":["Like true dragons, dragon turtles collect treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items. A dragon turtle swallows treasure for transport, then regurgitates it when it reaches its lair.","Dragon turtles dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to take over."]},{"name":"Mercenary Monsters","type":"entries","entries":["A dragon turtle is smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them treasure in exchange for safe passage. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements."]},{"name":"Elemental Might","type":"entries","entries":["Dragon turtles sometimes find their way through sunken planar rifts to the Elemental Plane of Water. Those monstrous specimens can often be found in the service of marids, which strap magnificent coral thrones to the backs of dragon turtles and ride them as mounts."]}]}]}],"gallery":[{"path":"bestiary/MM/Dragon Turtle.webp"}],"hidden":true,"otherVersions":[{"id":"dragon-turtle","source":"XMM"}]},{"id":"dragon-turtle-wyrmling","name":"Dragon Turtle Wyrmling","source":"FTD","page":192,"srd":false,"image":"bestiary/tokens/FTD/Dragon Turtle Wyrmling.webp","token":"bestiary/tokens/FTD/Dragon Turtle Wyrmling.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral","ac":"18","initiative":"+0 (10)","hp":"90 (12d10 + 24)","speed":"20 ft., swim 30 ft.","str":17,"dex":10,"con":15,"int":8,"wis":10,"cha":10,"saves":"Dex +2, Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon turtle can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 3}) piercing damage."]},{"name":"Steam Breath {@recharge 5}","entries":["The dragon turtle exhales steam in a 15-foot cone. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 17 ({@damage 5d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the {@i Monster Manual} is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.","Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes."]},{"type":"section","entries":[{"type":"entries","name":"Creating a Dragon Turtle","entries":["Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the {@i Monster Manual}doesn't explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)",{"type":"entries","name":"Dragon Turtle Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance."],["2","I am more interested in the shiny baubles people carry than in anything they have to say."],["3","I think of ships as kindred spirits and like to rub affectionately against their keels."],["4","I like to show visitors the vastness of my domain, so they appreciate how insignificant they are."],["5","I attack anyone I notice taking from the sea's bounty without offering something in return."],["6","I think of sailors' songs as their \"water speech\" and try to converse with them by humming snippets of tunes I have overheard."],["7","I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching."],["8","I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land."]]}]},{"type":"entries","name":"Dragon Turtle Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Endurance. We who dwell beneath the waves can weather all storms. (Any)"],["2","Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)"],["3","Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)"],["4","Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)"],["5","Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)"],["6","Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)"]]}]}]},{"type":"entries","name":"Dragon Turtle Adventures","entries":["The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles.",{"type":"entries","name":"Dragon Turtle Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business."],["2","A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers."],["3","After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave."],["4","The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across."],["5","A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace."],["6","A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is."],["7","A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface."],["8","A sea god has sent a dragon turtle to unleash devastation along a populated coast."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Dragon turtles are stolid and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth."]},{"type":"entries","name":"Dragon Turtle Wyrmling Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A sea hag has promised treasure to a dragon turtle wyrmling if the wyrmling brings the hag \"visitors\" by capsizing fishing boats."],["2","A school of hunter sharks try to drive a dragon turtle wyrmling out of their waters."],["3","A dragon turtle wyrmling shares food with a giant octopus in exchange for the octopus pilfering baubles from passing ships."],["4","A dragon turtle wyrmling lairs in a geyser inhabited by steam mephits, believing the creatures to be dragon turtle spirits."],["5","A dragon turtle wyrmling is blamed for attacks on sea traffic being made by a plesiosaurus."],["6","A dragon turtle wyrmling plays with a pod of killer whales, leaping into the air and blowing clouds of steam each time the whales breach."]]}]}]}]}]},{"id":"dragonbait","name":"Dragonbait","source":"ToA","page":218,"srd":false,"image":"bestiary/ToA/Dragonbait.webp","token":"bestiary/tokens/ToA/Dragonbait.webp","size":"Medium","creatureType":"Humanoid (Saurial)","alignment":"Lawful Good","ac":"17","initiative":"+1 (11)","hp":"120 (16d8 + 48)","speed":"30 ft.","str":15,"dex":13,"con":17,"int":14,"wis":16,"cha":18,"saves":"Wis +6, Cha +7","skills":"Athletics +5, Medicine +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"disease","senses":"Passive Perception 13","languages":"understands Common but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Divine Health","entries":["Dragonbait is immune to disease."]},{"name":"Magic Resistance","entries":["While holding his {@item holy avenger longsword}, Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Dragonbait makes two melee weapon attacks."]},{"name":"Holy Avenger (+3 Longsword)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage when used with two hands. If the target is a fiend or an undead it takes an extra 11 ({@damage 2d10}) radiant damage."]},{"name":"Sense Alignment","entries":["Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Dragonbait is a champion of good and a saurial-a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no saurial communities are believed to exist anywhere in the world.","The saurial's language is a combination of clicks and whistles beyond the human range of hearing, so Dragonbait tends to rely on scents to communicate emotions. To be understood by most speaking creatures, he must \"shout\" a scent. Dragonbait's known scents include: brimstone (confusion), roses (sadness), lemon (pleasure or joy), baked bread (anger), violets (danger or fear), honeysuckle (tenderness or concern), wood smoke (devotion or piety), tar (victory or celebration), and ham (nervousness or worry).","Dragonbait stands 4 feet 10 inches tall, weighs 150 pounds, and has a dry, wrinkled hide. He wields a holy avenger longsword and carries a blue, red, and white shield. Though he has traits in common with paladins, Dragonbait isn't a member of any class. Using an ability known as the Shen-state, he can determine the alignment of any creature within 60 feet of him.",{"name":"An Unexpected Friendship","type":"entries","entries":["Dragonbait met Artus Cimber in Port Nyanzaru, and the two became fast friends. As Artus spoke of his quest to reunite with his wife, Alisanda, he was comforted by Dragonbait's quiet manner and unusual methods of communication. With a smile and a nod, Dragonbait agreed to help Artus. A frequent visitor to Chult, the saurial understood the dangers of the jungle all too well."]},{"name":"Using Dragonbait","type":"entries","entries":["Dragonbait has never been to Omu and doesn't know where the city is located. If the characters convince Artus Cimber to help them destroy the Soulmonger, Dragonbait wants to help as well."]}]},{"type":"entries","name":"Dragonbait's Traits","entries":[{"name":"Ideal","type":"entries","entries":["Dragonbait emits a lemon scent while thinking about exploring the world, seeing its many wonders, and helping others along the way. (Translation: He has the heart of an explorer.)"]},{"name":"Bond","type":"entries","entries":["Dragonbait gives off the scent of wood smoke while doing things to aid a friend's quest. (Translation: He would do anything for a friend.)"]},{"name":"Flaw","type":"entries","entries":["Dragonbait \"shouts\" the scent of ham while going where others fear to tread. (Translation: He will hurl himself into danger no matter how frightening.)"]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Dragonbait.webp"}]},{"id":"dragonblood-ooze","name":"Dragonblood Ooze","source":"FTD","page":182,"srd":false,"image":"bestiary/FTD/Dragonblood Ooze.webp","token":"bestiary/tokens/FTD/Dragonblood Ooze.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"14","initiative":"-2 (8)","hp":"68 (8d10 + 24)","speed":"20 ft., climb 20 ft.","str":18,"dex":6,"con":17,"int":2,"wis":12,"cha":10,"saves":"","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"acid; cold; fire; lightning; poison","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; prone; restrained","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 14","languages":"understands Draconic and the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The ooze can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Spider Climb","entries":["The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Slime Breath, if available."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage plus 14 ({@damage 4d6}) acid damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target takes 7 ({@damage 2d6}) acid damage at the start of each of its turns."]},{"name":"Slime Breath {@recharge}","entries":["The ooze expels a spray of its gelatinous mass in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) acid damage and is pulled up to 30 feet straight toward the ooze. On a successful save, the creature takes half as much damage and isn't pulled."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Magic-minded artisans have long incorporated parts of dragons' bodies into magic items, crafting dragon hide into armor and forging weapons from claws and teeth. Alchemists have found beneficial uses for dragon blood, but ill-advised experiments have also given rise to dragonblood oozes.","The congealed blood of a dragon given mobility and hunger, the ooze tries to shape itself into a draconic form. It cannot hold a coherent shape for long and soon collapses into an amorphous heap. Similarly, it tries to manifest a breath weapon but manages only to spew forth part of its own body that it then reels back in."]}],"gallery":[{"path":"bestiary/FTD/Dragonblood Ooze.webp","credit":"Irina Nordsol"}]},{"id":"dragonbone-golem","name":"Dragonbone Golem","source":"FTD","page":183,"srd":false,"image":"bestiary/FTD/Dragonbone Golem.webp","token":"bestiary/tokens/FTD/Dragonbone Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+0 (10)","hp":"161 (19d10 + 57)","speed":"40 ft.","str":20,"dex":10,"con":17,"int":3,"wis":11,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands Draconic and the languages of its creator but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Fear Aura","entries":["Each creature of the golem's choice that starts its turn within 20 feet of the golem must make a {@dc 15} Wisdom saving throw unless the golem is {@condition incapacitated}. On a failed save, the creature is {@condition frightened} until the start of its next turn. On a successful save, the creature is immune to this golem's Fear Aura for the next 24 hours."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The golem doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes one Pinion attack and two Rend attacks."]},{"name":"Pinion","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and {@condition restrained}. The golem has two pinions, each of which can restrain one target. If a creature is {@condition restrained} by one of the pinions, the golem can't attack with it. Any creature {@condition restrained} by a pinion can free itself at the start of its turn with a successful {@dc 17} Strength ({@skill Athletics}) check."]},{"name":"Rend","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 5 ({@damage 1d10}) necrotic damage."]},{"name":"Petrifying Breath {@recharge 5}","entries":["The golem emits a 60-foot cone of petrifying gas from its mouth. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or take 35 ({@damage 10d6}) poison damage and be {@condition restrained} as it begins to turn to stone. The {@condition restrained} target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target is {@condition petrified}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones' inherent magic. Most dragon bone golems are created by powerful dragons from the bones of vanquished rivals. Each bone is etched with intricate glyphs that allow animating power to flow through the golem's form.","Dragonbone golems' resilience and obedience make them excellent lair guardians for their dragon creators, and their supernaturally fearsome presence is a strong deterrent against intrusion."]}],"gallery":[{"path":"bestiary/FTD/Dragonbone Golem.webp","credit":"David Sladek"}]},{"id":"dragonborn-of-bahamut","name":"Dragonborn of Bahamut","source":"FTD","page":184,"srd":false,"image":"bestiary/FTD/Dragonborn of Bahamut.webp","token":"bestiary/tokens/FTD/Dragonborn of Bahamut.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Good","ac":"18","initiative":"+1 (11)","hp":"93 (11d8 + 44)","speed":"30 ft., fly 30 ft.","str":19,"dex":13,"con":18,"int":12,"wis":14,"cha":17,"saves":"Con +7, Int +4, Wis +5, Cha +6","skills":"Athletics +7, Perception +5, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 15","languages":"Common, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (1/Day)","entries":["If the dragonborn fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragonborn makes three Longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) radiant damage. The dragonborn can cause the sword to flare with bright light, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition blinded} until the start of the dragonborn's next turn. The sword can flare in this way only once per turn."]},{"name":"Healing Touch (1/Day)","entries":["The dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed."]},{"name":"Radiant Breath {@recharge}","entries":["The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 44 ({@damage 8d10}) radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 ({@dice 4d10}) hit points each."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Often called platinum knights, dragonborn champions of Bahamut might belong to an order that exists to protect the world from evil—and especially from evil dragons. A champion of Bahamut has a distinctive pair of platinum wings and a breath weapon suffused with radiant energy."]},{"type":"section","entries":[{"type":"entries","name":"Dragonborn Champions","entries":["The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike."]}]}],"gallery":[{"path":"bestiary/FTD/Dragonborn of Bahamut.webp","credit":"Nikki Dawes"}]},{"id":"dragonborn-of-sardior","name":"Dragonborn of Sardior","source":"FTD","page":185,"srd":false,"image":"bestiary/FTD/Dragonborn of Sardior.webp","token":"bestiary/tokens/FTD/Dragonborn of Sardior.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"17","initiative":"+3 (13)","hp":"75 (10d8 + 30)","speed":"30 ft., fly 30 ft. (hover)","str":14,"dex":16,"con":17,"int":18,"wis":14,"cha":12,"saves":"Con +6, Int +7, Wis +5, Cha +4","skills":"Arcana +7, History +7, Perception +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 15","languages":"Common, Draconic","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (1/Day)","entries":["If the dragonborn fails a saving throw, it can choose to succeed instead."]},{"name":"Mental Defense","entries":["While the dragonborn is wearing no armor, its AC includes its Intelligence modifier."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragonborn casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks):","1/day each: {@spell Bigby's hand}, {@spell hypnotic pattern}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The dragonborn makes three Mind Blade attacks."]},{"name":"Mind Blade","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Heat Breath {@recharge}","entries":["The dragonborn exhales a wave of intense heat in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 27 ({@damage 6d8}) fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn's next turn. Any creature in physical contact with a heated object at the start of its turn must make a {@dc 14} Constitution saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) fire damage and has disadvantage on attack rolls until the start of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sardior is said to have died in the destruction of the First World. But many believe that Sardior's divine essence survives within every gem dragon. This philosophy is central to the teachings of Sardior's dragonborn champions, who wield psionic power in the service of their mysterious cause. Many of these champions are associated with the Inheritors of the First World (see chapter 3).","Sardior's champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost Sardior's breath."]},{"type":"section","entries":[{"type":"entries","name":"Dragonborn Champions","entries":["The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike."]}]}],"gallery":[{"path":"bestiary/FTD/Dragonborn of Sardior.webp","credit":"Mark Behm"}]},{"id":"dragonborn-of-tiamat","name":"Dragonborn of Tiamat","source":"FTD","page":185,"srd":false,"image":"bestiary/FTD/Dragonborn of Tiamat.webp","token":"bestiary/tokens/FTD/Dragonborn of Tiamat.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"85 (10d8 + 40)","speed":"30 ft.","str":20,"dex":11,"con":18,"int":10,"wis":12,"cha":16,"saves":"Str +8, Con +7, Wis +4, Cha +6","skills":"Athletics +8, Intimidation +6, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 14","languages":"Common, Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (1/Day)","entries":["If the dragonborn fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragonborn makes two Greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage plus 13 ({@damage 3d8}) necrotic damage."]},{"name":"Necrotic Breath {@recharge}","entries":["The dragonborn exhales shadowy fire in a 30-foot cone. Each creature in that area must make a {@dc 15} Wisdom saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) necrotic damage and is {@condition frightened} of the dragonborn for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition frightened}. A {@condition frightened} creature can repeat the saving throw at end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Champions of the dragon queen are often called Talons of Tiamat. They work tirelessly to free their master from her imprisonment in Avernus, and Tiamat grants these pawns immense strength and a devastating breath weapon. Champions of Tiamat are sometimes associated with the Cult of the Dragon (described in chapter 3)."]},{"type":"section","entries":[{"type":"entries","name":"Dragonborn Champions","entries":["The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike."]}]}],"gallery":[{"path":"bestiary/FTD/Dragonborn of Tiamat.webp","credit":"Sam Keiser"}]},{"id":"dragonclaw","name":"Dragonclaw","source":"HotDQ","page":89,"srd":false,"image":"bestiary/HotDQ/Dragonclaw.webp","token":"bestiary/tokens/HotDQ/Dragonclaw.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":9,"dex":16,"con":13,"int":11,"wis":10,"cha":12,"saves":"Wis +2","skills":"Deception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dragon Fanatic","entries":["The dragonclaw has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being {@condition charmed} or {@condition frightened}."]},{"name":"Fanatic Advantage","entries":["Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7 ({@damage 2d6}) damage."]},{"name":"Pack Tactics","entries":["The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragonclaw attacks twice with its scimitar."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Dragonclaw.webp"}]},{"id":"dragonfang","name":"Dragonfang","source":"RoT","page":89,"srd":false,"image":"bestiary/tokens/RoT/Dragonfang.webp","token":"bestiary/tokens/RoT/Dragonfang.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":12,"wis":12,"cha":14,"saves":"Wis +4","skills":"Deception +5, Stealth +6","vulnerabilities":"","resistances":"acid, cold, fire, lightning, poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Dragon Fanatic","entries":["The dragonfang has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being {@condition charmed} or {@condition frightened}."]},{"name":"Fanatic Advantage","entries":["Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 ({@damage 3d6}) damage."]},{"name":"Limited Flight","entries":["The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn."]},{"name":"Pack Tactics","entries":["The dragonfang has advantage on an attack roll against a creature if at least one of the dragonfang's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Dragonfang attacks twice with its shortsword."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) damage of the type to which the dragonfang has resistance."]},{"name":"Orb of Dragon's Breath (2/Day)","entries":["{@atk rs} {@hit 5} to hit, range 50 ft., one target. {@h}22 ({@damage 5d8}) damage of the type to which the dragonfang has damage resistance."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dragonflesh-abomination","name":"Dragonflesh Abomination","source":"FTD","page":187,"srd":false,"image":"bestiary/FTD/Dragonflesh Abomination.webp","token":"bestiary/tokens/FTD/Dragonflesh Abomination.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"66 (7d12 + 21)","speed":"30 ft., fly 40 ft.","str":18,"dex":14,"con":17,"int":5,"wis":12,"cha":6,"saves":"Str +7, Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"Passive Perception 11","languages":"understands Common and Draconic but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Cloying Miasma","entries":["The abomination is surrounded by a noxious stench. At the start of the abomination's turn, any creature within 5 feet of it must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of the abomination's next turn."]},{"name":"Regeneration","entries":["The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 5 ({@damage 1d10}) poison damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Acidic Spit","entries":["{@atk rw} {@hit 5} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) acid damage."]},{"name":"Acid Belch {@recharge 5}","entries":["The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 28 ({@damage 8d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A dragonflesh abomination is the final stage of a grafter's transformation—a hulking monster whose corrupted brain is ablaze with desire for treasure. Its abhorrent transformation erases the last vestiges of its previous life. It sprouts a tail and clumsy wings and grows to enormous size, barely retaining a bipedal shape. Its stomach churns with acid, causing noxious fumes to waft from its mouth and providing it with a caustic breath weapon. Its body is in a constant state of growth and change, allowing it to quickly heal from its wounds.","These creatures are most often found in abandoned dragon lairs, temples to Tiamat, or other sites associated with the dragons they love."]},{"type":"section","entries":[{"type":"entries","name":"Dragonflesh Grafters","entries":["Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse.","While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure."]}]}],"gallery":[{"path":"bestiary/FTD/Dragonflesh Abomination.webp","credit":"Andrew Mar"}]},{"id":"dragonflesh-grafter","name":"Dragonflesh Grafter","source":"FTD","page":186,"srd":false,"image":"bestiary/FTD/Dragonflesh Grafter.webp","token":"bestiary/tokens/FTD/Dragonflesh Grafter.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"52 (7d10 + 14)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":10,"wis":10,"cha":6,"saves":"Str +5, Con +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The grafter makes one Claw attack and one Greatclub attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 5 ({@damage 1d10}) poison damage."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage."]},{"name":"Acid Retch {@recharge 5}","entries":["The grafter retches forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An ordinary dragonflesh grafter is a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor that covers the grafted areas of its body. A dragonflesh grafter can belch forth a gout of corrosive acid in a mockery of dragon breath.","As a universal effect of their experimentation, grafters become obsessed with treasure. Their greed compels them to gather any gold or gems they can. After taking this treasure back to their lairs, they gaze for hours on end at their glittering trinkets and golden baubles."]},{"type":"section","entries":[{"type":"entries","name":"Dragonflesh Grafters","entries":["Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse.","While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure."]}]}],"gallery":[{"path":"bestiary/FTD/Dragonflesh Grafter.webp","credit":"Andrew Mar"}]},{"id":"dragonnel","name":"Dragonnel","source":"FTD","page":190,"srd":false,"image":"bestiary/FTD/Dragonnel.webp","token":"bestiary/tokens/FTD/Dragonnel.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"58 (9d10 + 9)","speed":"30 ft., fly 60 ft.","str":16,"dex":15,"con":12,"int":8,"wis":13,"cha":10,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 13","languages":"understands Draconic and Common but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The dragonnel doesn't provoke an opportunity attack when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragonnel makes two Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dragonnels are distantly related to chromatic, gem, and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill.","In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to break wild dragonnels to the saddle are perilous, as these creatures often feign compliance before throwing their would-be riders from great heights.","A dragonnel is an agile mount and naturally inclined to flyby tactics, swooping in to make attacks with its beak and claws before flying out of reach.",{"type":"inset","name":"Dragonnel Steeds","entries":["With the DM's permission, a paladin can summon a spirit in the form of a dragonnel using the {@spell find greater steed|XGE} spell, which appears in {@book Xanathar's Guide to Everything|XGE}."]}]}],"gallery":[{"path":"bestiary/FTD/Dragonnel.webp","credit":"Nikki Dawes"}]},{"id":"dragonpriest","name":"Dragonpriest","source":"TftYP","page":16,"srd":false,"image":"bestiary/tokens/TftYP/Dragonpriest.webp","token":"bestiary/tokens/TftYP/Dragonpriest.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"30 (8d10 + 40)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Elvish, Draconic","cr":"5","crDisplay":"5 (XP 450; PB +3)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The dragonpriest has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The dragonpriest regains 5 hit points at the start of its turn. If the dragonpriest takes acid or fire damage, this trait doesn't function at the start of the dragonpriest's next turn. The dragonpriest dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dragonsoul","name":"Dragonsoul","source":"RoT","page":89,"srd":false,"image":"bestiary/tokens/RoT/Dragonsoul.webp","token":"bestiary/tokens/RoT/Dragonsoul.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":13,"wis":12,"cha":16,"saves":"Wis +4","skills":"Deception +6, Stealth +7","vulnerabilities":"","resistances":"acid, cold, fire, lightning, poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Infernal","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Dragon Fanatic","entries":["The dragonsoul has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being {@condition charmed} or {@condition frightened}."]},{"name":"Fanatic Advantage","entries":["Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 ({@damage 3d6}) damage."]},{"name":"Limited Flight","entries":["The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn."]},{"name":"Pack Tactics","entries":["The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonsoul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Dragonsoul attacks twice with its shortsword."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) damage of the type to which the dragonsoul has resistance."]},{"name":"Orb of Dragon's Breath (3/Day)","entries":["{@atk rs} {@hit 7} to hit, range 90 ft., one target. {@h}27 ({@damage 6d8}) damage of the type to which the dragonsoul has damage resistance."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dragonwing","name":"Dragonwing","source":"HotDQ","page":90,"srd":false,"image":"bestiary/tokens/HotDQ/Dragonwing.webp","token":"bestiary/tokens/HotDQ/Dragonwing.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":16,"con":13,"int":11,"wis":11,"cha":13,"saves":"Wis +2","skills":"Deception +3, Stealth +5","vulnerabilities":"","resistances":"acid, cold, fire, lightning, poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dragon Fanatic","entries":["The dragonwing has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being {@condition charmed} or {@condition frightened}."]},{"name":"Fanatic Advantage","entries":["Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 ({@damage 2d6}) damage."]},{"name":"Limited Flight","entries":["The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn."]},{"name":"Pack Tactics","entries":["The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragonwing attacks twice with its scimitar."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 3 ({@damage 1d6}) damage of the type to which the cultist has resistance."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drake-large","name":"Drake (Large)","source":"PSK","page":29,"srd":false,"image":"bestiary/PSK/Drake.webp","token":"bestiary/tokens/PSK/Drake (Large).webp","size":"Large","creatureType":"Beast","alignment":"Neutral Good","ac":"13","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"10 ft., fly 80 ft.","str":16,"dex":17,"con":13,"int":8,"wis":14,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal","treasure":"","traits":[{"name":"Keen Sight","entries":["The drake has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drake makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Drakes are skittish, opportunistic predators that hunt the skies of Kaladesh in units called rushes, made up of as many as a dozen drakes. Though they prey mostly on birds, they can also be seen clinging to the hides of leviathans and whales, picking off winged leeches and other parasites and scavengers that attach themselves to the huge sky beasts. Occasionally, a rush of drakes will descend on a herd of mountain goats or other game found at high elevations.","Drakes have reptilian bodies and large, leathery wings. They use the sharp claws on their two legs to cling to rocky crags, whales, or leviathans, as well as to grasp and tear at larger prey. Drakes are highly territorial, and have been known to attack airships from time to time. A drake is intelligent enough to recognize specific airships that have killed other members of its rush, and drake harassment often forces such ships to find new routes to avoid a rush's territory.","A {@creature pteranodon|MM} can represent a smaller drake, while a larger one is more like a {@creature giant eagle|MM}."],"gallery":[{"path":"bestiary/PSK/Drake.webp","title":"Take Down","credit":"Izzy"}],"otherVersions":[{"id":"drake-large-psz","source":"PSZ"}]},{"id":"drake-large-psz","name":"Drake (Large)","source":"PSZ","page":24,"srd":false,"image":"bestiary/PSZ/Drake.webp","token":"bestiary/tokens/PSZ/Drake (Large).webp","size":"Large","creatureType":"Beast","alignment":"Neutral Good","ac":"13","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"10 ft., fly 80 ft.","str":16,"dex":17,"con":13,"int":8,"wis":14,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Giant Eagle, understands Common and Auran but can't speak them","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal","treasure":"","traits":[{"name":"Keen Sight","entries":["The drake has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drake makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Drakes are superficially similar to dragons, with reptilian bodies and large, leathery wings. They have only two legs, though. They are strongly associated with blue mana, the air, and the sea, rather than the dragons' mountains and fire. Many drakes are found in Akoum, but they typically live at higher altitudes and farther north than the dragons there.","A {@creature pteranodon} can represent a smaller drake, while a larger one is more like a {@creature giant eagle}."],"gallery":[{"path":"bestiary/PSZ/Drake.webp","title":"Champion's Drake","credit":"Lars Grant-West"}],"hidden":true,"otherVersions":[{"id":"drake-large","source":"PSK"}]},{"id":"drake-small","name":"Drake (Small)","source":"PSK","page":29,"srd":false,"image":"bestiary/PSK/Drake.webp","token":"bestiary/tokens/PSK/Drake (Small).webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"13 (3d8)","speed":"10 ft., fly 60 ft.","str":12,"dex":15,"con":10,"int":2,"wis":9,"cha":5,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Grassland, Coastal","treasure":"","traits":[{"name":"Flyby","entries":["The drake doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Drakes are skittish, opportunistic predators that hunt the skies of Kaladesh in units called rushes, made up of as many as a dozen drakes. Though they prey mostly on birds, they can also be seen clinging to the hides of leviathans and whales, picking off winged leeches and other parasites and scavengers that attach themselves to the huge sky beasts. Occasionally, a rush of drakes will descend on a herd of mountain goats or other game found at high elevations.","Drakes have reptilian bodies and large, leathery wings. They use the sharp claws on their two legs to cling to rocky crags, whales, or leviathans, as well as to grasp and tear at larger prey. Drakes are highly territorial, and have been known to attack airships from time to time. A drake is intelligent enough to recognize specific airships that have killed other members of its rush, and drake harassment often forces such ships to find new routes to avoid a rush's territory.","A {@creature pteranodon|MM} can represent a smaller drake, while a larger one is more like a {@creature giant eagle|MM}."],"gallery":[{"path":"bestiary/PSK/Drake.webp","title":"Take Down","credit":"Izzy"}],"otherVersions":[{"id":"drake-small-psz","source":"PSZ"}]},{"id":"drake-small-psz","name":"Drake (Small)","source":"PSZ","page":24,"srd":false,"image":"bestiary/PSZ/Drake.webp","token":"bestiary/tokens/PSZ/Drake (Small).webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"13 (3d8)","speed":"10 ft., fly 60 ft.","str":12,"dex":15,"con":10,"int":2,"wis":9,"cha":5,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Grassland, Coastal","treasure":"","traits":[{"name":"Flyby","entries":["The drake doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Drakes are superficially similar to dragons, with reptilian bodies and large, leathery wings. They have only two legs, though. They are strongly associated with blue mana, the air, and the sea, rather than the dragons' mountains and fire. Many drakes are found in Akoum, but they typically live at higher altitudes and farther north than the dragons there.","A {@creature pteranodon} can represent a smaller drake, while a larger one is more like a {@creature giant eagle}."],"gallery":[{"path":"bestiary/PSZ/Drake.webp","title":"Champion's Drake","credit":"Lars Grant-West"}],"hidden":true,"otherVersions":[{"id":"drake-small","source":"PSK"}]},{"id":"drake-companion","name":"Drake Companion","source":"FTD","page":15,"srd":false,"image":"bestiary/tokens/FTD/Drake Companion.webp","token":"bestiary/tokens/FTD/Drake Companion.webp","size":"Small","creatureType":"Dragon","alignment":"","ac":"-","initiative":"+1 (11)","hp":"5 + five times your ranger level (the drake has a number of Hit Dice [d10s] equal to your ranger level)","speed":"40 ft.","str":16,"dex":12,"con":15,"int":8,"wis":14,"cha":8,"saves":"Dex +1 + PB, Wis +2 + PB","skills":"","vulnerabilities":"","resistances":"","immunities":"determined by the drake's draconic essence trait","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Draconic","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Draconic Essence","entries":["When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} plus PB to hit, reach 5 ft., one target. {@h}{@damage 1d6} plus PB piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Infused Strikes","entries":["When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra {@damage 1d6} damage of the type determined by its Draconic Essence."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dralmorrer-borngray","name":"Dralmorrer Borngray","source":"HotDQ","page":90,"srd":false,"image":"bestiary/HotDQ/Dralmorrer Borngray.webp","token":"bestiary/tokens/HotDQ/Dralmorrer Borngray.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"52 (7d10 + 14)","speed":"30 ft.","str":18,"dex":14,"con":14,"int":16,"wis":10,"cha":8,"saves":"Str +6, Con +4","skills":"Arcana +5, Deception +1, Insight +2, Perception +2, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Bullywug, Draconic, Elvish, Goblin, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Dralmorrer has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"War Magic","entries":["When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack."]},{"name":"Weapon Bond","entries":["Provided his longsword is on the same plane Dralmorrer can take a bonus action to teleport it to his hand."]}],"spellcasting":[{"name":"Spellcasting","entries":["Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list:","Cantrips (at will): {@spell fire bolt}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell longstrider}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (2 slots): {@spell magic weapon}, {@spell misty step}"]}],"actions":[{"name":"Multiattack","entries":["Dralmorrer attacks twice, either with his longsword or dagger."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Dralmorrer Borngray.webp"}]},{"id":"drannin-splithelm","name":"Drannin Splithelm","source":"PotA","page":210,"srd":false,"image":"bestiary/tokens/PotA/Drannin Splithelm.webp","token":"bestiary/tokens/PotA/Drannin Splithelm.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Neutral Evil","ac":"18","initiative":"+0 (10)","hp":"93 (11d8 + 44)","speed":"25 ft.","str":19,"dex":10,"con":18,"int":11,"wis":8,"cha":12,"saves":"","skills":"Athletics +7, Intimidation +4","vulnerabilities":"","resistances":"cold; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Dwarvish","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Action Surge (Recharges after a Short or Long Rest)","entries":["Drannin takes an additional action on his turn."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack)."]},{"name":"Dwarven Resilience","entries":["Drannin has advantage on saving throws against poison."]},{"name":"Indomitable (Recharges after a Short or Long Rest)","entries":["Drannin can reroll a saving throw that he fails. He must use the new roll."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["Drannin can use a bonus action to regain 16 ({@dice 1d10 + 11}) hit points."]},{"name":"Special Equipment","entries":["Drannin wears a control amulet for his {@creature shield guardian} (see the Monster Manual) and a {@item ring of cold resistance}. He also carries a {@item potion of frost giant strength}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Drannin makes three attacks with his greataxe."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Drannin is a self-serving dwarf who has always felt that, due to his heritage, he was owed better than he received. When he didn't receive the accolades, he began to see everyone in his way as the problem, trying to keep him down, and he vowed to do whatever it took to turn the tables. He is currently intent on claiming the legendary axe Orcsplitter, the weapon buried with King Torhild Flametongue of Besilmer many centuries ago. The secret doors and puzzles of the Halls of the Hunting Axe have frustrated Drannin for a long time, but he now has a plan to dupe his cousin Gargosh into finding the axe for him (see the \"Halls of the Hunting Axe\" side trek in chapter 6). Drannin believes that with Orcsplitter in his possession he can establish himself as a powerful lord among his clan, and finally win the respect he thinks he deserves.","Drannin's most prized possession is his shield guardian. He stole the amulet that controls the shield guardian from a sorcerer some years back."]}]}]}]},{"id":"dread-doppelganger","name":"Dread Doppelganger","source":"MaBJoV","page":139,"srd":false,"image":"bestiary/MaBJoV/Dread Doppelganger.webp","token":"bestiary/tokens/MaBJoV/Dread Doppelganger.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral Evil","ac":"16","initiative":"+6 (16)","hp":"78 (12d8 + 24)","speed":"40 ft.","str":11,"dex":22,"con":14,"int":17,"wis":14,"cha":15,"saves":"","skills":"Deception +8, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Ambusher","entries":["The dread doppelganger has advantage on attack rolls against any creature it has surprised."]},{"name":"Shapechanger","entries":["The dread doppelganger can use its action to polymorph into a Small or Medium Humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Surprise Attack","entries":["If the dread doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 17 ({@damage 5d6}) damage from the attack."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dread doppelganger casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","2/day: {@spell phantasmal killer}","1/day each: {@spell mirror image}, {@spell mislead}"]}],"actions":[{"name":"Multiattack","entries":["The dread doppelganger makes three Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 9} to hit, range 5 ft., one target. {@h}10 ({@damage 1d8 + 6})."]},{"name":"Read Thoughts","entries":["The dread doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the dread doppelganger can continue reading its thoughts, as long as the dread doppelganger's Concentration isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Let me borrow your face... You won't be needing it anymore."],"by":"Doppelganger"},"The dread doppelganger is an ancient member of that race. It has lived for centuries adopting the forms of hundreds or even thousands of different creatures. The long years of impersonating others has drained these elder beings of any kind of empathy. Most dread doppelgangers work alone, though sometimes they will lead a band of younger members of their kind.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Emotionless","entries":["Dread doppelgangers have impersonated the feelings and emotions of so many others that they find it difficult to feel emotions of their own. Because of this they make excellent spies and assassins, for they don't experience remorse for anything that they might have to do. Dread doppelgangers seek out increasingly risky and bizarre behavior in order to instill any kind of emotion. Often this means they will take on dangerous jobs that could bring about their own death."]},{"type":"entries","name":"Unnatural Gait","entries":["In their natural form dread doppelgangers move about in a disturbing fashion. They are so used to mimicking the movements of others that their own manner of moving seems broken and chaotic. While they might seem ungainly and clumsy when they move, they can lash out at speeds that often surprise their victims."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Dread Doppelganger.webp"}]},{"id":"dread-warrior","name":"Dread Warrior","source":"TftYP","page":233,"srd":false,"image":"bestiary/tokens/TftYP/Dread Warrior.webp","token":"bestiary/tokens/TftYP/Dread Warrior.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"18","initiative":"+0 (10)","hp":"37 (5d8 + 15)","speed":"30 ft.","str":15,"dex":11,"con":16,"int":10,"wis":12,"cha":10,"saves":"Wis +3","skills":"Athletics +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dread warrior makes two melee attacks."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if wielded with two hands."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Red Wizards (Dead in Thay) make use of several kinds of undead minions, including the special servants known as dread warriors. After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar. By creating a psychic link with a dread warrior, a Red Wizard can experience the world through the creature's senses and direct the warrior.",{"name":"Undead Nature","type":"entries","entries":["A dread warrior doesn't require air, food, drink, or sleep."]}]}]}]}]},{"id":"dream-eater","name":"Dream Eater","source":"MCV2DC","page":3,"srd":false,"image":"bestiary/MCV2DC/Dream Eater.webp","token":"bestiary/tokens/MCV2DC/Dream Eater.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"15","initiative":"+5 (15)","hp":"77 (14d8 + 14)","speed":"0 ft., fly 50 ft. (hover)","str":15,"dex":20,"con":13,"int":12,"wis":16,"cha":21,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"psychic","conditionImmunities":"blinded; charmed; frightened; grappled; paralyzed; petrified; restrained","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 13","languages":"Deep Speech, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Ghastly Visions","entries":["Each creature that starts its turn within 30 feet of the dream eater must make a {@dc 16} Wisdom saving throw. On a failed save, the creature is {@condition frightened} of the dream eater until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to this dream eater's Ghastly Visions trait for the next 24 hours."]},{"name":"Incorporeal Movement","entries":["The dream eater can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Magic Resistance","entries":["The dream eater has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dream eater makes two Ensnaring Shriek attacks."]},{"name":"Ensnaring Shriek","entries":["{@atk ms,rs} {@hit 8} to hit, reach 15 ft. or range 60 ft., one target. {@h}12 ({@damage 2d6 + 5}) psychic damage, and if the target is a Medium or smaller creature, the target must succeed on a {@dc 16} Charisma saving throw or be pulled up to 15 feet toward the dream eater."]}],"bonusActions":[{"name":"Engulfing Nightmare","entries":["The dream eater targets one creature within 5 feet of itself. The target must succeed on a {@dc 16} Wisdom saving throw or be engulfed by the dream eater, as the dream eater envelops the creature in a miasma of its worst fears.","When the dream eater engulfs a target, the dream eater enters its space, and the target immediately takes 10 ({@damage 3d6}) psychic damage. An engulfed target is {@condition restrained} and {@condition blinded}, and it takes an additional 10 ({@damage 3d6}) psychic damage at the start of each of the dream eater's turns. When the dream eater moves, the engulfed target moves with it.","The dream eater can have only one target engulfed at a time. An engulfed target escapes at the start of its turn by making a {@dc 16} Wisdom saving throw. On a successful save, the target escapes; the target is no longer engulfed, and it enters a space of its choice within 5 feet of the dream eater. A creature within 15 feet of the dream eater also can use its action to attempt to free an engulfed target. Doing so requires the creature to use its action to make a {@dc 16} Charisma ({@skill Persuasion}) check to convince the engulfed target the nightmare isn't real, with the target escaping on a success. The creature making the check takes 10 ({@damage 3d6}) psychic damage, regardless of the check's success or failure, as its mind brushes against the nightmare."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Originating from the dream-warped elven realm of Silvanesti, dream eaters are violent manifestations of nightmares and subconscious terrors. The true appearance of a dream eater is obscured, as the dream eater twists its hazy form into surreal illusions of its foes' greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before engulfing its prey in a phantasmagorical nightmare.","The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards and other persuasive adventurers find themselves uniquely poised to confront a hungering dream eater."]}],"gallery":[{"path":"bestiary/MCV2DC/Dream Eater.webp"}]},{"id":"dreaming-dark-infiltrator","name":"Dreaming Dark Infiltrator","source":"EFA","page":59,"srd":false,"image":"bestiary/EFA/Dreaming Dark Infiltrator.webp","token":"bestiary/tokens/EFA/Dreaming Dark Infiltrator.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":14,"dex":17,"con":15,"int":18,"wis":16,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Deception +6, Insight +6, Stealth +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"Truesight 30 ft., Passive Perception 13","languages":"Common, Quori; telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The infiltrator casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","1/day: {@spell Synaptic Static|XPHB}","3/day: {@spell Detect Thoughts|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The infiltrator makes three Mind Blade attacks."]},{"name":"Mind Blade","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 30 ft. {@h}14 ({@damage 3d6 + 4}) Psychic damage."]}],"bonusActions":[{"name":"Mind Curse","entries":["{@actSave wis} {@dc 15}, one creature hit by the infiltrator's Mind Blade attack this turn. {@actSaveFail} The target takes 14 ({@damage 4d6}) Psychic damage and is cursed. While cursed in this way, it has {@variantrule Disadvantage|XPHB} on attack rolls against the infiltrator, and the infiltrator always knows its location while it and the infiltrator are on the same plane of existence. A cursed creature repeats the save whenever it finishes a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, ending the effect on itself on a success. {@actSaveSuccess} Half damage only."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dreaming Dark Infiltrators are spies sent to gather intelligence. They plant psychic seeds in their minds of their foes that enhance the infiltrators' combat prowess against those enemies."]}],"gallery":[{"path":"bestiary/EFA/Dreaming Dark Infiltrator.webp"}]},{"id":"dreaming-dark-mindkiller","name":"Dreaming Dark Mindkiller","source":"EFA","page":60,"srd":false,"image":"bestiary/EFA/Dreaming Dark Mindkiller.webp","token":"bestiary/tokens/EFA/Dreaming Dark Mindkiller.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"19","initiative":"+4 (14)","hp":"180 (24d8 + 72)","speed":"30 ft.","str":15,"dex":19,"con":16,"int":21,"wis":18,"cha":17,"saves":"Dex +8, Int +9, Wis +8, Cha +7","skills":"Deception +7, Insight +8, Perception +8, Stealth +8","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"Truesight 30 ft., Passive Perception 18","languages":"Common, Quori; telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Slayer's Puppet (1/Day)","entries":["The mindkiller casts {@spell Dominate Person|XPHB}, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}).","1/day: {@spell Dominate Person|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The mindkiller makes two Nightmare Whisper attacks."]},{"name":"Nightmare Whisper","entries":["{@atkr m,r} {@hit 9}, reach 5 ft. or range 30 ft. {@h}27 ({@damage 5d8 + 5}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of the mindkiller's next turn. If the target is already {@condition Frightened|XPHB}, it instead takes an extra 10 ({@damage 3d6}) Psychic damage."]},{"name":"Primal Fear (1/Day)","entries":["{@actSave wis} {@dc 17}, each creature in a 30-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the mindkiller can see within 120 feet. {@actSaveFail} 35 ({@damage 10d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of the mindkiller's next turn. While {@condition Frightened|XPHB} in this way, the target can do only one of the following on each of its turns: move, take an action, or take a {@variantrule Bonus Action|XPHB}. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Mindkillers are the assassins of the Dreaming Dark, sent to terrify their foes before striking to kill. Mindkillers force foes to attack their own allies, causing physical and emotional devastation to grow the power of the Dreaming Dark."]}],"gallery":[{"path":"bestiary/EFA/Dreaming Dark Mindkiller.webp"}]},{"id":"drelnza","name":"Drelnza","source":"QftIS","page":197,"srd":false,"image":"bestiary/QftIS/Drelnza.webp","token":"bestiary/tokens/QftIS/Drelnza.webp","size":"Medium","creatureType":"Undead (Vampire)","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"187 (22d8 + 88)","speed":"30 ft., climb 30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Int +8, Wis +7, Cha +9","skills":"Arcana +8, Deception +9, Perception +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"exhaustion","senses":"darkvision 120 ft., Passive Perception 17","languages":"Abyssal, Common, Giant","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Drelnza fails a saving throw, she can choose to succeed instead."]},{"name":"Special Equipment","entries":["Drelnza wields {@item Heretic|QftIS}."]},{"name":"Spider Climb","entries":["Drelnza can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Hypersensitivity","entries":["Drelnza takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Drelnza makes one Bite attack and one Heretic attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Drelnza regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Drelnza's control."]},{"name":"Heretic","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft. one target. {@h}40 ({@damage 6d10 + 7}) slashing damage, and the target must succeed on a {@dc 17} Constitution saving throw or have the {@condition paralyzed} condition until the start of Drelnza's next turn. Celestials have disadvantage on the saving throw."]},{"name":"Charm","entries":["Drelnza targets one Humanoid she can see within 30 feet of herself. The target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition charmed} condition. While {@condition charmed} in this way, the target regards Drelnza as a trusted friend to be heeded and protected. The target isn't under Drelnza's control, but it takes her requests and actions in the most favorable way.","Each time Drelnza or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Drelnza is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]}],"bonusActions":[],"reactions":[{"name":"Move","entries":["Immediately after a creature Drelnza can see ends its turn, Drelnza moves up to her speed without provoking opportunity attacks."]},{"name":"Parry","entries":["Drelnza adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Drelnza is the vampire daughter of Iggwilv. She is the Witch Queen's greatest treasure, an immortal warrior who guards some of her mother's most precious belongings decades after the archmage's mysterious departure. The identity of Drelnza's father is unknown even to her.","Drelnza slumbers deep in the Lost Caverns of Tsojcanth, rising to dispatch those few who make it to Iggwilv's hoard. As a consequence of Drelnza's prolonged rest, she has yet to regain some of her vampiric powers.","In the years before Iggwilv's disappearance, Drelnza acted as general to a battalion of demons bound to serve the Witch Queen. Armed with her sentient longsword, Heretic, Drelnza terrorized the people of Perrenland."]}],"gallery":[{"path":"bestiary/QftIS/Drelnza.webp"}]},{"id":"dretch","name":"Dretch","source":"WttHC","page":103,"srd":true,"image":"bestiary/WttHC/Dretch (Stranger Things).webp","token":"bestiary/tokens/WttHC/Dretch.webp","size":"Small","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"18 (4d6 + 4)","speed":"20 ft.","str":12,"dex":11,"con":12,"int":5,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Planar, Abyss","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Slashing damage."]},{"name":"Fetid Cloud (1/Day)","entries":["{@actSave con} {@dc 11}, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the dretch. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the end of its next turn. While {@condition Poisoned|XPHB}, the creature can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both, and it can't take Reactions."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WttHC/Dretch (Stranger Things).webp"}],"otherVersions":[{"id":"dretch-xmm","source":"XMM"},{"id":"dretch-mm","source":"MM"}]},{"id":"dretch-xmm","name":"Dretch","source":"XMM","page":103,"srd":true,"image":"bestiary/XMM/Dretches.webp","token":"bestiary/tokens/XMM/Dretch.webp","size":"Small","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"18 (4d6 + 4)","speed":"20 ft.","str":12,"dex":11,"con":12,"int":5,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Planar, Abyss","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Slashing damage."]},{"name":"Fetid Cloud (1/Day)","entries":["{@actSave con} {@dc 11}, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the dretch. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the end of its next turn. While {@condition Poisoned|XPHB}, the creature can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both, and it can't take Reactions."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Lone dretches serve other demons or evil magic-users. They are erratic, filthy, and violent, and they demonstrate little sense of self-preservation."]},{"type":"section","name":"Dretches","entries":["{@i Demons of Frenzy and Vulgarity}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The servants and victims of greater demons, dretches embody petty instincts, chaotic impulses, and violent urges. Dretches exist in unfathomable numbers in the depths of the Abyss, where their reeking throngs fill vast demonic hordes.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Ah, the infinite wonders of the Abyss. If there's anything you don't like, you'll find it here."],"by":"Jaranda, Expert on the Abyss"}]}]}],"gallery":[{"path":"bestiary/XMM/Dretches.webp","credit":"Mathias Kollros"}],"hidden":true,"otherVersions":[{"id":"dretch","source":"WttHC"},{"id":"dretch-mm","source":"MM"}]},{"id":"dretch-mm","name":"Dretch","source":"MM","page":57,"srd":false,"image":"bestiary/MM/Dretch.webp","token":"bestiary/tokens/MM/Dretch.webp","size":"Small","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"18 (4d6 + 4)","speed":"20 ft.","str":11,"dex":11,"con":12,"int":5,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dretch makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) slashing damage."]},{"name":"Fetid Cloud (1/Day)","entries":["A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} until the start of its next turn. While {@condition poisoned} in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Dretches are among the weakest of demons-repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Dretch.webp"}],"hidden":true,"otherVersions":[{"id":"dretch","source":"WttHC"},{"id":"dretch-xmm","source":"XMM"}]},{"id":"drevin","name":"Drevin","source":"TftYP","page":126,"srd":false,"image":"bestiary/tokens/TftYP/Drevin.webp","token":"bestiary/tokens/TftYP/Drevin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Drevin can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Drevin deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Drevin makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drider","name":"Drider","source":"XMM","page":105,"srd":true,"image":"bestiary/XMM/Drider.webp","token":"bestiary/tokens/XMM/Drider.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"19","initiative":"+4 (14)","hp":"123 (13d10 + 52)","speed":"30 ft., climb 30 ft.","str":16,"dex":19,"con":18,"int":13,"wis":16,"cha":12,"saves":"","skills":"Perception +6, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Forest, Underdark","treasure":"Armaments","traits":[{"name":"Spider Climb","entries":["The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drider has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]},{"name":"Web Walker","entries":["The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web."]}],"spellcasting":[{"name":"Magic of the Spider Queen {@recharge 5}","entries":["The drider casts {@spell Darkness|XPHB}, {@spell Faerie Fire|XPHB}, or {@spell Web|XPHB}, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 14})."]}],"actions":[{"name":"Multiattack","entries":["The drider makes three attacks, using Foreleg or Poison Burst in any combination."]},{"name":"Foreleg","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}13 ({@damage 2d8 + 4}) Piercing damage."]},{"name":"Poison Burst","entries":["{@atkr r} {@hit 6}, range 120 ft. {@h}13 ({@damage 3d6 + 3}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Drider","entries":["{@i Spiderlike Underdark Hunter}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Driders combine the features of drow and giant spiders. The wicked god Lolth is fond of transforming her drow worshipers into driders, as either a blessing or a curse. These driders often become fanatical servants of their god, or they are overwhelmed by their transformation and live only to indulge their predatory arachnid instincts.","Driders also appear when whole communities are transformed by a wicked god's wrath or other magical means, or driders might be part of a world's natural population. Most dwell underground or in dense forests where they can make the most of their spiderlike traits. Driders with non-drow features are uncommon but possible. Roll on or choose a result from the Drider Metamorphoses table to inspire how supernatural driders come into being.",{"type":"table","caption":"Drider Metamorphoses","colLabels":["1d6","The Drider Gained Its Form As..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A blessing from a deity of assassins, dangerous wildernesses, or the Underdark."],["2","A curse from a powerful hag, vengeful witch, or strange Artifact."],["3","An experiment by an aboleth, a mind flayer, or another life-shaping magic-user."],["4","A magical means of escaping disaster or some worse fate."],["5","A mutation after exposure to chaotic planar energies or strange Underdark radiations."],["6","A punishment from a spiteful god, like Lolth or the Queen of Air and Darkness."]]}]}],"gallery":[{"path":"bestiary/XMM/Drider.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"drider-mm","source":"MM"}]},{"id":"drider-mm","name":"Drider","source":"MM","page":120,"srd":false,"image":"bestiary/MM/Drider.webp","token":"bestiary/tokens/MM/Drider.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"19","initiative":"+3 (13)","hp":"123 (13d10 + 52)","speed":"30 ft., climb 30 ft.","str":16,"dex":16,"con":18,"int":13,"wis":14,"cha":12,"saves":"","skills":"Perception +5, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Elvish, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drider has advantage on saving throws against being {@condition charmed}, and magic can't put the drider to sleep."]},{"name":"Spider Climb","entries":["The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Web Walker","entries":["The drider ignores movement restrictions caused by webbing."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drider's innate spellcasting ability is Wisdom (spell save {@dc 13}). The drider can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}"]}],"actions":[{"name":"Multiattack","entries":["The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}2 ({@damage 1d4}) piercing damage plus 9 ({@damage 2d8}) poison damage."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen's favor. Those that fail are transformed into driders-a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth's power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone.",{"type":"entries","name":"Scarred for Life","entries":["Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders.","On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth's will, and a reminder of the fate that awaits all who fail the Spider Queen."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I failed the Spider Queen once. Never again."],"by":"Pellanistra the drider"}]}]}],"gallery":[{"path":"bestiary/MM/Drider.webp"}],"hidden":true,"otherVersions":[{"id":"drider","source":"XMM"}]},{"id":"drivvin-freth","name":"Drivvin Freth","source":"WDMM","page":169,"srd":false,"image":"bestiary/tokens/WDMM/Drivvin Freth.webp","token":"bestiary/tokens/WDMM/Drivvin Freth.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Abyssal, Common, Dwarvish, Elvish, Goblin, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Drivvin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Drivvin is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Drivvin casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Summon Demon (1/Day)","entries":["Drivvin magically summons a {@filter demon of challenge rating 6 or lower|bestiary|challenge rating=[&0;&6]|tag=demon|miscellaneous=!swarm}. The summoned demon appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other demons. The summoned demon remains until Drivvin dismisses it as an action or until the demon is reduced to 0 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"droki","name":"Droki","source":"OotA","page":231,"srd":false,"image":"bestiary/OotA/Droki.webp","token":"bestiary/tokens/OotA/Droki.webp","size":"Small","creatureType":"Humanoid (Derro)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"31 (7d6 + 7)","speed":"30 ft. (60 ft. with boots of speed)","str":11,"dex":16,"con":13,"int":10,"wis":5,"cha":16,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Droki wears {@item boots of speed}."]},{"name":"Insanity","entries":["Droki has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Sneak Attack (1/Turn)","entries":["Droki deals an extra 7 ({@damage 2d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Droki that isn't {@condition incapacitated} and Droki doesn't have disadvantage on the attack roll."]},{"name":"Magic Resistance","entries":["The derro has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Droki's innate spellcasting ability is Charisma (spell save {@dc 13}). He can innately cast the following spells, requiring no material components:","At will: {@spell minor illusion}","1/day each: {@spell darkness}, {@spell fear}, {@spell shatter}"]}],"actions":[{"name":"Multiattack","entries":["Droki makes two attacks with his shortsword"]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Roleplaying Droki","entries":["Droki hates everyone in general and surfacers in particular. He gnashes his teeth if he has to address the characters, taking every opportunity to be insulting and misleading. If the characters look through his satchel while he's still conscious, he throws an epic tantrum and becomes intractable until knocked {@condition unconscious}.","Droki is also obsessed with things happening where and when they should. If he is captured before he runs his errands in the Whorlstone Tunnels, he constantly complains about the characters altering fate by delaying him, and a good tactic to pressure him is to threaten to hold him indefinitely. He prefers to escape than to fight, except if the characters take his satchel."]}]}]}],"gallery":[{"path":"bestiary/OotA/Droki.webp"}]},{"id":"drow","name":"Drow","source":"MM","page":128,"srd":false,"image":"bestiary/MM/Drow.webp","token":"bestiary/tokens/MM/Drow.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"13 (3d8)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Elvish, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's spellcasting ability is Charisma (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"name":"Drow","type":"section","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Children of Lolth","entries":["The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will."]},{"type":"entries","name":"Creatures of Darkness","entries":["The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control."]},{"type":"entries","name":"Underdark Cities","entries":["The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls."]},{"type":"entries","name":"Drow Magic","entries":["Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways."]},{"type":"entries","name":"Arms and Armor","entries":["Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface."]},{"type":"entries","name":"Cutthroat Politics","entries":["Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short-lived and fraught with peril.","Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive."]},{"type":"entries","name":"Matriarchal Rule","entries":["Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.","In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house."]},{"type":"entries","name":"Poison Predilection","entries":["Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies {@condition unconscious}. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat."]},{"type":"inset","name":"Variant: Drow Magic Armor and Weapons","entries":["Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.",{"type":"list","items":["A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.","A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.","A drow priestess of Lolth wearing +3 scale mail has AC 19."]}]}]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind."],"by":"Nelar Autumnwell, elf cleric of Corellon Larethian"}]}]}]}],"gallery":[{"path":"bestiary/MM/Drow.webp","title":"Drow"}]},{"id":"drow-acolyte","name":"Drow Acolyte","source":"OotA","page":201,"srd":false,"image":"bestiary/tokens/OotA/Drow Acolyte.webp","token":"bestiary/tokens/OotA/Drow Acolyte.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-arachnomancer","name":"Drow Arachnomancer","source":"MPMM","page":99,"srd":false,"image":"bestiary/MPMM/Drow Arachnomancer.webp","token":"bestiary/tokens/MPMM/Drow Arachnomancer.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"162 (25d8 + 50)","speed":"30 ft., climb 30 ft.","str":11,"dex":17,"con":14,"int":19,"wis":14,"cha":16,"saves":"Con +7, Int +9, Cha +8","skills":"Arcana +9, Nature +9, Perception +7, Stealth +8","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 120 ft., Passive Perception 17","languages":"Elvish, Undercommon, can speak with spiders","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Spider Climb","entries":["The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Web Walker","entries":["The drow ignores movement restrictions caused by webbing."]}],"spellcasting":[{"name":"Spellcasting","entries":["The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell dancing lights}, {@spell mage hand}","1/day each: {@spell darkness}, {@spell dispel magic}, {@spell etherealness}, {@spell faerie fire}, {@spell fly}, {@spell insect plague}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes three attacks, using Bite, Poisonous Touch, Web, or a combination of them. One attack can be replaced by a use of Spellcasting."]},{"name":"Bite (Spider Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 31 ({@damage 7d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]},{"name":"Poisonous Touch (Humanoid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}35 ({@damage 10d6}) poison damage."]},{"name":"Web (Spider Form Only; {@recharge 5})","entries":["{@atk rw} {@hit 8} to hit, range 30/60 ft., one target. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 15} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."]}],"bonusActions":[{"name":"Change Shape (Recharges after a Short or Long Rest)","entries":["The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in spider form. Any equipment it is wearing or carrying in Humanoid form melds into the spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its Humanoid form if it dies."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Drow spellcasters who seek to devote themselves wholly to {@deity Lolth|Drow|MTF}, the Spider Queen, sometimes walk the sinister path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place."],"gallery":[{"path":"bestiary/MPMM/Drow Arachnomancer.webp","credit":"Zuzanna Wužyk"}],"otherVersions":[{"id":"drow-arachnomancer-mtf","source":"MTF"}]},{"id":"drow-arachnomancer-mtf","name":"Drow Arachnomancer","source":"MTF","page":182,"srd":false,"image":"bestiary/MTF/Drow Arachnomancer.webp","token":"bestiary/tokens/MTF/Drow Arachnomancer.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"162 (25d8 + 50)","speed":"30 ft., climb 30 ft.","str":11,"dex":17,"con":14,"int":19,"wis":14,"cha":16,"saves":"Con +7, Int +9, Cha +8","skills":"Arcana +9, Nature +9, Perception +7, Stealth +8","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 120 ft., Passive Perception 17","languages":"Elvish, Undercommon, can speak with spiders","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Change Shape (Recharges after a Short or Long Rest)","entries":["The drow can use a bonus action to magically polymorph into a {@creature giant spider}, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies."]},{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Spider Climb","entries":["The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Web Walker","entries":["The drow ignores movement restrictions caused by webbing."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","1/day: {@spell eyebite}, {@spell etherealness}, {@spell dominate monster}","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast}, {@spell mage hand}, {@spell poison spray}","Level 5 (3 slots): {@spell conjure animals} (spiders only), {@spell crown of madness}, {@spell dimension door}, {@spell dispel magic}, {@spell fear}, {@spell fly}, {@spell giant insect}, {@spell hold monster}, {@spell insect plague}, {@spell invisibility}, {@spell vampiric touch}, {@spell web}, {@spell witch bolt}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 ({@damage 4d12}) poison damage to the target."]},{"name":"Poisonous Touch (Humanoid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}28 ({@damage 8d6}) poison damage."]},{"name":"Bite (Giant Spider Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 26 ({@damage 4d12}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]},{"name":"Web (Giant Spider Form Only Recharge 5–6)","entries":["{@atk rw} {@hit 8} to hit, range 30/60 ft., one target. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 15} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells."],"by":"Mordenkainen"},"Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark path of the arachnomancer. By offering up body and soul to {@deity Lolth|drow|mtf}, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place."]},{"type":"section","name":"Drow","entries":["Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them."]}],"gallery":[{"path":"bestiary/MTF/Drow Arachnomancer.webp"}],"hidden":true,"otherVersions":[{"id":"drow-arachnomancer","source":"MPMM"}]},{"id":"drow-assassin","name":"Drow Assassin","source":"OotA","page":140,"srd":false,"image":"bestiary/tokens/OotA/Drow Assassin.webp","token":"bestiary/tokens/OotA/Drow Assassin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["The assassin deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The assassin makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-bandit","name":"Drow Bandit","source":"OotA","page":194,"srd":false,"image":"bestiary/tokens/OotA/Drow Bandit.webp","token":"bestiary/tokens/OotA/Drow Bandit.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-commander","name":"Drow Commander","source":"TftYP","page":209,"srd":false,"image":"bestiary/tokens/TftYP/Drow Commander.webp","token":"bestiary/tokens/TftYP/Drow Commander.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"18","initiative":"+4 (14)","hp":"110 (11d8 + 22)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":12,"saves":"Dex +7, Con +5, Wis +4","skills":"Perception +4, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Special Equipment","entries":["The drow carries three magical bolts, as follows:",{"type":"list","items":["A {@i bolt of holding}, which casts {@spell hold person} on a target hit with the bolt, as well as up to two other targets within 30 feet of that target","A {@i bolt of blinding}, which casts {@spell blindness/deafness} to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target","A {@i bolt of vapors}, which casts {@spell stinking cloud} centered on the point it hits"]},"Each of these effects has a spell save DC of 15 and a duration of 1 minute."]},{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two shortsword attacks."]},{"name":"Shortsword +2","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Hand Crossbow +1","entries":["{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-commoner","name":"Drow Commoner","source":"OotA","page":194,"srd":false,"image":"bestiary/tokens/OotA/Drow Commoner.webp","token":"bestiary/tokens/OotA/Drow Commoner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-cultist","name":"Drow Cultist","source":"OotA","page":196,"srd":false,"image":"bestiary/tokens/OotA/Drow Cultist.webp","token":"bestiary/tokens/OotA/Drow Cultist.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":10,"int":10,"wis":11,"cha":10,"saves":"","skills":"Deception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["The cultist has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-elite-warrior","name":"Drow Elite Warrior","source":"MM","page":128,"srd":false,"image":"bestiary/MM/Drow.webp","token":"bestiary/tokens/MM/Drow Elite Warrior.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"18","initiative":"+4 (14)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":12,"saves":"Dex +7, Con +5, Wis +4","skills":"Perception +4, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"name":"Drow","type":"section","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Children of Lolth","entries":["The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will."]},{"type":"entries","name":"Creatures of Darkness","entries":["The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control."]},{"type":"entries","name":"Underdark Cities","entries":["The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls."]},{"type":"entries","name":"Drow Magic","entries":["Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways."]},{"type":"entries","name":"Arms and Armor","entries":["Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface."]},{"type":"entries","name":"Cutthroat Politics","entries":["Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short-lived and fraught with peril.","Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive."]},{"type":"entries","name":"Matriarchal Rule","entries":["Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.","In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house."]},{"type":"entries","name":"Poison Predilection","entries":["Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies {@condition unconscious}. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat."]},{"type":"inset","name":"Variant: Drow Magic Armor and Weapons","entries":["Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.",{"type":"list","items":["A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.","A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.","A drow priestess of Lolth wearing +3 scale mail has AC 19."]}]}]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind."],"by":"Nelar Autumnwell, elf cleric of Corellon Larethian"}]}]}]}],"gallery":[{"path":"bestiary/MM/Drow.webp","title":"Drow"}]},{"id":"drow-elite-warrior-of-lolth","name":"Drow Elite Warrior of Lolth","source":"FRAiF","page":260,"srd":false,"image":"bestiary/FRAiF/Drow of Lolth.webp","token":"bestiary/tokens/FRAiF/Drow Elite Warrior of Lolth.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Evil","ac":"18","initiative":"+4 (14)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":12,"saves":"Dex +7, Con +5, Wis +4","skills":"Perception +4, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 14","languages":"Common, Elvish, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Fey Ancestry","entries":["The drow has {@variantrule Advantage|XPHB} on saving throws it makes to avoid or end the {@condition Charmed|XPHB} condition, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has {@variantrule Disadvantage|XPHB} on attack rolls."]}],"spellcasting":[{"name":"Underdark Magic (3/Day)","entries":["The drow casts {@spell Darkness|XPHB}, {@spell Faerie Fire|XPHB}, or {@spell Levitate|XPHB} (self only), requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 12}).","3/day: {@spell Darkness|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Levitate|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two attacks using Shortsword or Drow Hand Crossbow in any combination"]},{"name":"Shortsword","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage plus 10 ({@damage 3d6}) Poison damage."]},{"name":"Drow Hand Crossbow","entries":["{@atkr r} {@hit 7}, range 30/120 ft. {@h}7 ({@damage 1d6 + 4}) Piercing damage, and the target makes a saving throw. {@actSave con} {@dc 15}. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition for 1 hour. While {@condition Poisoned|XPHB} in this way, the target also has the {@condition Unconscious|XPHB} condition. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Elite warriors of Lolth lead raids and command garrisons in the Underdark."]},{"type":"section","name":"Drow of Lolth","entries":["{@i Elves Who Serve the Spider Queen}","Throughout the vast Underdark, in cities such as Menzoberranzan, many drow worship Lolth, the Spider Queen. Exiled from the surface world millennia ago, these drow now consider the Underdark to be their true home. Their insidious schemes include raiding the surface, plotting against each other, and preparing for ultimate war."]}],"gallery":[{"path":"bestiary/FRAiF/Drow of Lolth.webp"}]},{"id":"drow-favored-consort","name":"Drow Favored Consort","source":"MPMM","page":100,"srd":false,"image":"bestiary/MPMM/Drow Favored Consort.webp","token":"bestiary/tokens/MPMM/Drow Favored Consort.webp","size":"Medium","creatureType":"Humanoid (Elf, Wizard)","alignment":"Any Alignment","ac":"15","initiative":"+5 (15)","hp":"240 (32d8 + 96)","speed":"30 ft.","str":15,"dex":20,"con":16,"int":18,"wis":15,"cha":18,"saves":"Dex +11, Con +9, Cha +10","skills":"Acrobatics +11, Athletics +8, Perception +8, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"Elvish, Undercommon","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell dancing lights}, {@spell mage armor}, {@spell mage hand}, {@spell message}","3/day each: {@spell dimension door}, {@spell fireball}, {@spell invisibility}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 27 ({@damage 6d8}) poison damage."]},{"name":"Arcane Eruption","entries":["{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}36 ({@damage 8d8}) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature."]}],"bonusActions":[],"reactions":[{"name":"Protective Shield (3/Day)","entries":["When the drow or a creature within 10 feet of it is hit by an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow's next turn, which can cause the triggering attack roll to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Nearly every priestess of {@deity Lolth|Drow|MTF}, including the powerful {@creature drow matron mother|MPMM} in this book, takes an attractive drow as consort. Chosen as much for beauty as for magical might, a drow favored consort can hold their own in both conversation and combat. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne—or even to claim the throne themselves.","Those favored consorts who prove their cunning gain the ear, and perhaps even the heart, of their priestess and are relied on to provide useful advice. No position of consort is assured for long, though; Lolth's priestesses are notoriously fickle, and a consort must often contend with rivals.","Some favored consorts work behind the scenes to undermine the evils encouraged by Lolth. Others can be found in Underdark cities free of Lolth's influence, where these powerful spellcasters apply their might toward ending her tyranny."],"gallery":[{"path":"bestiary/MPMM/Drow Favored Consort.webp","credit":"Nikki Dawes"}],"otherVersions":[{"id":"drow-favored-consort-mtf","source":"MTF"}]},{"id":"drow-favored-consort-mtf","name":"Drow Favored Consort","source":"MTF","page":183,"srd":false,"image":"bestiary/tokens/MTF/Drow Favored Consort.webp","token":"bestiary/tokens/MTF/Drow Favored Consort.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"15","initiative":"+5 (15)","hp":"225 (30d8 + 90)","speed":"30 ft.","str":15,"dex":20,"con":16,"int":18,"wis":15,"cha":18,"saves":"Dex +11, Con +9, Cha +10","skills":"Acrobatics +11, Athletics +8, Perception +8, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"Elvish, Undercommon","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"War Magic","entries":["When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's innate spellcasting ability is Charisma (spell save {@dc 18}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell message}, {@spell poison spray}, {@spell shocking grasp}, {@spell ray of frost}","Level 1 (4 slots): {@spell burning hands}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell gust of wind}, {@spell invisibility}, {@spell misty step}, {@spell shatter}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell haste}","Level 4 (3 slots): {@spell dimension door}, {@spell Otiluke's resilient sphere}","Level 5 (2 slots): {@spell cone of cold}","Level 6 (1 slots): {@spell chain lightning}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes three scimitar attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 18 ({@damage 4d8}) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 11} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Many creatures enjoy torture, but the dark elves have made it into an exquisite art."],"by":"Mordenkainen"},"Nearly all priestesses of {@deity Lolth|drow|mtf}, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might."]},{"type":"section","name":"Drow","entries":["Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them."]}],"hidden":true,"otherVersions":[{"id":"drow-favored-consort","source":"MPMM"}]},{"id":"drow-guard","name":"Drow Guard","source":"OotA","page":195,"srd":false,"image":"bestiary/tokens/OotA/Drow Guard.webp","token":"bestiary/tokens/OotA/Drow Guard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-gunslinger","name":"Drow Gunslinger","source":"WDH","page":201,"srd":false,"image":"bestiary/WDH/Drow Gunslinger.webp","token":"bestiary/tokens/WDH/Drow Gunslinger.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Any Alignment","ac":"18","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":14,"saves":"Dex +6, Con +4, Wis +3","skills":"Perception +3, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Elvish, Undercommon","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Gunslinger","entries":["Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on the drow's ranged attack rolls with a pistol. In addition, the drow ignores {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover} when making ranged attacks with a pistol."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's spellcasting ability is Charisma (spell save {@dc 12}) It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Poisonous Pistol","entries":["{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 11 ({@damage 2d10}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Firearms aren't widely available in the North, but some members of Bregan D'aerthe are equipped with Lantanese pistols, bullets, and packets of smokepowder. These drow gunslingers are expert pistoleers, as skilled with their guns as the best archers are with their bows."]}]}]}],"gallery":[{"path":"bestiary/WDH/Drow Gunslinger.webp"}]},{"id":"drow-house-captain","name":"Drow House Captain","source":"MPMM","page":101,"srd":false,"image":"bestiary/MPMM/Drow House Captain.webp","token":"bestiary/tokens/MPMM/Drow House Captain.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Any Alignment","ac":"16","initiative":"+4 (14)","hp":"162 (25d8 + 50)","speed":"30 ft.","str":14,"dex":19,"con":15,"int":12,"wis":14,"cha":13,"saves":"Dex +8, Con +6, Wis +6","skills":"Perception +6, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Whip","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it."]}],"bonusActions":[{"name":"Battle Command","entries":["Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the {@action Dodge} or {@action Hide} action."]}],"reactions":[{"name":"Parry","entries":["The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["House captains will do anything to protect their family—whether that's their birth house or their platoon of scrappy rebels. I'd do anything for my (sometimes infuriating) mother and for my chosen family, so I admire their dedication."],"by":"Tasha"},"A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and tactics to become effective leaders in battle.","Among Lolth's devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who is typically the first or second son of a drow matron mother. Elsewhere drow house captains fight in the war against Lolth, often allying with duergar and others who also wish to rid their subterranean world of that god's malevolence."],"gallery":[{"path":"bestiary/MPMM/Drow House Captain.webp","credit":"Nikki Dawes"}],"otherVersions":[{"id":"drow-house-captain-mtf","source":"MTF"}]},{"id":"drow-house-captain-mtf","name":"Drow House Captain","source":"MTF","page":184,"srd":false,"image":"bestiary/tokens/MTF/Drow House Captain.webp","token":"bestiary/tokens/MTF/Drow House Captain.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"162 (25d8 + 50)","speed":"30 ft.","str":14,"dex":19,"con":15,"int":12,"wis":14,"cha":13,"saves":"Dex +8, Con +6, Wis +6","skills":"Perception +6, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Battle Command","entries":["As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the {@action Dodge} or {@action Hide} action."]},{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's innate spellcasting ability is Charisma (spell save {@dc 13}). He can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Whip","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Many creatures enjoy torture, but the dark elves have made it into an exquisite art."],"by":"Mordenkainen"},"Each drow noble house entrusts the leadership of its military forces to a house captain, a position normally held by the matriarch's first or second son. The house captain commands the drow and slaves making up the family's army and has made extensive study of strategy and tactics to become an effective leader in battle."]},{"type":"section","name":"Drow","entries":["Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them."]}],"hidden":true,"otherVersions":[{"id":"drow-house-captain","source":"MPMM"}]},{"id":"drow-inquisitor","name":"Drow Inquisitor","source":"MPMM","page":102,"srd":false,"image":"bestiary/MPMM/Drow Inquisitor.webp","token":"bestiary/tokens/MPMM/Drow Inquisitor.webp","size":"Medium","creatureType":"Humanoid (Cleric, Elf)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"149 (23d8 + 46)","speed":"30 ft.","str":11,"dex":15,"con":14,"int":16,"wis":21,"cha":20,"saves":"Con +7, Wis +10, Cha +10","skills":"Insight +10, Perception +10, Religion +8, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 20","languages":"Elvish, Undercommon","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Discern Lie","entries":["The drow discerns when a creature in earshot speaks a lie in a language the drow knows."]},{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The drow's casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell dancing lights}, {@spell detect magic}, {@spell message}, {@spell thaumaturgy}","1/day each: {@spell clairvoyance}, {@spell darkness}, {@spell detect thoughts}, {@spell dispel magic}, {@spell faerie fire}, {@spell levitate} (self only), {@spell silence}, {@spell suggestion}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes three Death Lance attacks."]},{"name":"Death Lance","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 18 ({@damage 4d8}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]}],"bonusActions":[{"name":"Spectral Dagger (Recharges after a Short or Long Rest)","entries":["The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack ({@hit 10} to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 9 ({@damage 1d8 + 5}) force damage.","The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Lolth's worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, priestesses of Lolth employ inquisitors. Inquisitors are chosen from the ranks of the priesthood, and their authority is equaled only by that of the {@creature drow matron mother|MPMM|drow matron mothers} (also in this book) of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death."],"gallery":[{"path":"bestiary/MPMM/Drow Inquisitor.webp","credit":"Nikki Dawes"}],"otherVersions":[{"id":"drow-inquisitor-mtf","source":"MTF"}]},{"id":"drow-inquisitor-mtf","name":"Drow Inquisitor","source":"MTF","page":184,"srd":false,"image":"bestiary/tokens/MTF/Drow Inquisitor.webp","token":"bestiary/tokens/MTF/Drow Inquisitor.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":11,"dex":15,"con":14,"int":16,"wis":21,"cha":20,"saves":"Con +7, Wis +10, Cha +10","skills":"Insight +10, Perception +10, Religion +8, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 20","languages":"Elvish, Undercommon","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Discern Lie","entries":["The drow knows when she hears a creature speak a lie in a language she knows."]},{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Magic Resistance","entries":["The drow has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's innate spellcasting ability is Charisma (spell save {@dc 18}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}, {@spell detect magic}","1/day each: {@spell clairvoyance}, {@spell darkness}, {@spell detect thoughts}, {@spell dispel magic}, {@spell faerie fire}, {@spell levitate} (self only), {@spell suggestion}"]},{"name":"Spellcasting","entries":["The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). She has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell message}, {@spell poison spray}, {@spell resistance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bane}, {@spell cure wounds}, {@spell inflict wounds}","Level 2 (3 slots): {@spell blindness/deafness}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell bestow curse}, {@spell dispel magic}, {@spell magic circle}","Level 4 (3 slots): {@spell banishment}, {@spell divination}, {@spell freedom of movement}","Level 5 (2 slots): {@spell contagion}, {@spell dispel evil and good}, {@spell insect plague}","Level 6 (1 slots): {@spell harm}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes three death lance attacks."]},{"name":"Death Lance","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 18 ({@damage 4d8}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells."],"by":"Mordenkainen"},"Drow expect treachery. After all, the Spider Queen encourages it. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, drow priestesses employ inquisitors. Chosen from the ranks of the priesthood, these female drow possess authority equaled only by the matrons of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death."]},{"type":"section","name":"Drow","entries":["Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them."]}],"hidden":true,"otherVersions":[{"id":"drow-inquisitor","source":"MPMM"}]},{"id":"drow-mage","name":"Drow Mage","source":"MM","page":129,"srd":false,"image":"bestiary/MM/Drow Mage.webp","token":"bestiary/tokens/MM/Drow Mage.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"45 (10d8)","speed":"30 ft.","str":9,"dex":14,"con":10,"int":17,"wis":13,"cha":12,"saves":"","skills":"Arcana +6, Deception +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell poison spray}, {@spell ray of frost}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}, {@spell witch bolt}","Level 2 (3 slots): {@spell alter self}, {@spell misty step}, {@spell web}","Level 3 (3 slots): {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell Evard's black tentacles}, {@spell greater invisibility}","Level 5 (2 slots): {@spell cloudkill}"]}],"actions":[{"name":"Staff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands, plus 3 ({@damage 1d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["The drow magically summons a {@creature quasit}, or attempts to summon a {@creature shadow demon} with a {@chance 50|50 percent|50% summoning chance} chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"name":"Drow","type":"section","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Children of Lolth","entries":["The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will."]},{"type":"entries","name":"Creatures of Darkness","entries":["The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control."]},{"type":"entries","name":"Underdark Cities","entries":["The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls."]},{"type":"entries","name":"Drow Magic","entries":["Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways."]},{"type":"entries","name":"Arms and Armor","entries":["Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface."]},{"type":"entries","name":"Cutthroat Politics","entries":["Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short-lived and fraught with peril.","Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive."]},{"type":"entries","name":"Matriarchal Rule","entries":["Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.","In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house."]},{"type":"entries","name":"Poison Predilection","entries":["Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies {@condition unconscious}. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat."]},{"type":"inset","name":"Variant: Drow Magic Armor and Weapons","entries":["Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.",{"type":"list","items":["A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.","A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.","A drow priestess of Lolth wearing +3 scale mail has AC 19."]}]}]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind."],"by":"Nelar Autumnwell, elf cleric of Corellon Larethian"}]}]}]}],"gallery":[{"path":"bestiary/MM/Drow Mage.webp"}]},{"id":"drow-mage-of-lolth","name":"Drow Mage of Lolth","source":"FRAiF","page":261,"srd":false,"image":"bestiary/FRAiF/Drow of Lolth.webp","token":"bestiary/tokens/FRAiF/Drow Mage of Lolth.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"81 (18d8)","speed":"30 ft., fly 15 ft. (hover)","str":9,"dex":14,"con":10,"int":17,"wis":13,"cha":12,"saves":"Dex +5, Wis +4","skills":"Arcana +6, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 14","languages":"Abyssal, Common, Elvish, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Fey Ancestry","entries":["The drow has {@variantrule Advantage|XPHB} on saving throws it makes to avoid or end the {@condition Charmed|XPHB} condition, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has {@variantrule Disadvantage|XPHB} on attack rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The drow casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks):","At will: {@spell Dancing Lights|XPHB}, {@spell Mage Armor|XPHB} (included in AC), {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}","1/day: {@spell Summon Fiend|XPHB} (demon only)"]},{"name":"Underdark Magic (3/Day)","entries":["The drow casts {@spell Faerie Fire|XPHB} or {@spell Misty Step|XPHB}, requiring no Material components and using the same spellcasting ability as Spellcasting.","3/day: {@spell Faerie Fire|XPHB}, {@spell Misty Step|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes three Abyssal Burst attacks."]},{"name":"Abyssal Burst","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 120 ft. {@h}21 ({@damage 4d8 + 3}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Some drow pursue arcane study, summoning Fiends from the Abyss in Lolth's name."]},{"type":"section","name":"Drow of Lolth","entries":["{@i Elves Who Serve the Spider Queen}","Throughout the vast Underdark, in cities such as Menzoberranzan, many drow worship Lolth, the Spider Queen. Exiled from the surface world millennia ago, these drow now consider the Underdark to be their true home. Their insidious schemes include raiding the surface, plotting against each other, and preparing for ultimate war."]}],"gallery":[{"path":"bestiary/FRAiF/Drow of Lolth.webp"}]},{"id":"drow-matron-mother","name":"Drow Matron Mother","source":"MPMM","page":104,"srd":false,"image":"bestiary/MPMM/Drow Matron Mother.webp","token":"bestiary/tokens/MPMM/Drow Matron Mother.webp","size":"Medium","creatureType":"Humanoid (Cleric, Elf)","alignment":"Neutral Evil","ac":"17","initiative":"+4 (14)","hp":"247 (33d8 + 99)","speed":"30 ft.","str":12,"dex":18,"con":16,"int":17,"wis":21,"cha":22,"saves":"Con +9, Wis +11, Cha +12","skills":"Insight +11, Perception +11, Religion +9, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 21","languages":"Elvish, Undercommon","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Special Equipment","entries":["The drow wields a {@item tentacle rod}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 20}):","At will: {@spell command}, {@spell dancing lights}, {@spell detect magic}, {@spell thaumaturgy}","2/day each: {@spell banishment}, {@spell blade barrier}, {@spell cure wounds}, {@spell hold person}, {@spell plane shift}, {@spell silence}","1/day each: {@spell clairvoyance}, {@spell darkness}, {@spell detect thoughts}, {@spell dispel magic}, {@spell faerie fire}, {@spell gate}, {@spell levitate} (self only), {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two Demon Staff attacks or one Demon Staff attack and three Tentacle Rod attacks."]},{"name":"Demon Staff","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage if used with two hands, plus 14 ({@damage 4d6}) psychic damage. The target must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} of the drow for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Tentacle Rod","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one creature. {@h}3 ({@damage 1d6}) bludgeoning damage. If the target is hit three times by the {@item tentacle rod|DMG|rod} on one turn, the target must succeed on a {@dc 15} Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success."]},{"name":"Divine Flame (2/Day)","entries":["A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a {@dc 20} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage and 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Lolth's Fickle Favor","entries":["The drow bestows the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 ({@damage 2d6}) psychic damage but has advantage on the next attack roll it makes before the end of its next turn."]},{"name":"Summon Servant (1/Day)","entries":["The drow magically summons a {@creature glabrezu} or a {@creature yochlol}. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"reactions":[],"legendaryActions":[{"name":"Compel Demon","entries":["An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see."]},{"name":"Demon Staff","entries":["The drow makes one Demon Staff attack."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["The drow uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the drow can take one of the following lair actions when in her lair; she can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Perceive Interlopers","entries":["The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can't become hidden from her and gain no benefit from the {@condition invisible} condition against her."]},{"type":"item","name":"Spectral Web","entries":["A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a {@dc 19} Dexterity saving throw or be {@condition restrained} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"type":"item","name":"Telekinetic Throw","entries":["The drow targets one creature she can see within 60 feet of her and attempts to expel it from her presence. The target must succeed on a {@dc 19} Strength saving throw or be flung {@dice 2d6 × 10} feet through the air. A creature smashed into a solid object takes {@damage 1d6} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal."]}]}],"regionalEffects":[],"lore":["Among drow followers of {@deity Lolth|Drow|MTF}, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, spiders, and conscripted soldiers positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the goddess sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power.","A matron mother is almost never encountered alone. She is typically accompanied by a {@creature drow favored consort|MPMM} and a {@creature drow house captain|MPMM}, each of whom appears in this book. Other Underdark creatures might also be in the priestess's presence, providing protection or advice.",{"type":"entries","name":"Mothers of Rebellion","page":103,"entries":["Some matron mothers renounce {@deity Lolth|Drow|MTF} and join the war against their former goddess. Such drow could be of any alignment, and they lose the following abilities in the stat block: Lolth's Fickle Favor, Summon Servant, and Compel Demon. Even without these abilities, drow matron mothers are formidable opponents, and several of them hold positions of great influence in the Underdark armies arrayed against the followers of Lolth."]},{"type":"entries","name":"A Matron Mother's Lair","page":103,"entries":["The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following lair actions while within it.","Any temple of {@deity Lolth|Drow|MTF} also functions as a matron mother's lair while she is inside it, unless she has renounced Lolth or another matron mother is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair."]}],"gallery":[{"path":"bestiary/MPMM/Drow Matron Mother.webp","credit":"Zuzanna Wužyk"}],"otherVersions":[{"id":"drow-matron-mother-mtf","source":"MTF"}]},{"id":"drow-matron-mother-mtf","name":"Drow Matron Mother","source":"MTF","page":186,"srd":false,"image":"bestiary/MTF/Drow Matron Mother.webp","token":"bestiary/tokens/MTF/Drow Matron Mother.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"17","initiative":"+4 (14)","hp":"262 (35d8 + 105)","speed":"30 ft.","str":12,"dex":18,"con":16,"int":17,"wis":21,"cha":22,"saves":"Con +9, Wis +11, Cha +12","skills":"Insight +11, Perception +11, Religion +9, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 21","languages":"Elvish, Undercommon","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Lolth's Fickle Favor","entries":["As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 ({@damage 2d6}) psychic damage but has advantage on the next attack roll it makes until the end of its next turn."]},{"name":"Magic Resistance","entries":["The drow has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's innate spellcasting ability is Charisma (spell save {@dc 20}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}, {@spell detect magic}","1/day each: {@spell clairvoyance}, {@spell darkness}, {@spell detect thoughts}, {@spell dispel magic}, {@spell faerie fire}, {@spell levitate} (self only), {@spell suggestion}"]},{"name":"Spellcasting","entries":["The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 19}, {@hit 11} to hit with spell attacks). The drow has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell mending}, {@spell resistance}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bane}, {@spell command}, {@spell cure wounds}, {@spell guiding bolt}","Level 2 (3 slots): {@spell hold person}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell bestow curse}, {@spell clairvoyance}, {@spell dispel magic}, {@spell spirit guardians}","Level 4 (3 slots): {@spell banishment}, {@spell death ward}, {@spell freedom of movement}, {@spell guardian of faith}","Level 5 (3 slots): {@spell contagion}, {@spell flame strike}, {@spell geas}, {@spell mass cure wounds}","Level 6 (2 slots): {@spell blade barrier}, {@spell harm}","Level 7 (2 slots): {@spell divine word}, {@spell plane shift}","Level 8 (1 slots): {@spell holy aura}","Level 9 (1 slots): {@spell gate}"]}],"actions":[{"name":"Multiattack","entries":["The matron mother makes two demon staff attacks or three tentacle rod attacks."]},{"name":"Demon Staff","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage if used with two hands, plus 14 ({@damage 4d6}) psychic damage. In addition, the target must succeed on a DC19 Wisdom saving throw or become {@condition frightened} of the drow for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Tentacle Rod","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a {@dc 15} Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success."]},{"name":"Summon Servant (1/Day)","entries":["The drow magically summons a {@creature retriever|mtf} or a {@creature yochlol}. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Demon Staff","entries":["The drow makes one attack with her demon staff."]},{"name":"Compel Demon (Costs 2 Actions)","entries":["An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see."]},{"name":"Cast a Spell (Costs 1–3 Actions)","entries":["The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Matron mother is a strange title for a cruel tyrant, but given what drow consider to be a goddess, perhaps we shouldn't be surprised."],"by":"Mordenkainen"},"At the head of each drow noble house sits a matron mother, an influential priestess of {@deity Lolth|drow|mtf} charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the dark god sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power."]},{"type":"section","name":"Drow","entries":["Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them."]}],"gallery":[{"path":"bestiary/MTF/Drow Matron Mother.webp"}],"hidden":true,"otherVersions":[{"id":"drow-matron-mother","source":"MPMM"}]},{"id":"drow-noble","name":"Drow Noble","source":"OotA","page":196,"srd":false,"image":"bestiary/tokens/OotA/Drow Noble.webp","token":"bestiary/tokens/OotA/Drow Noble.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-of-lolth","name":"Drow of Lolth","source":"FRAiF","page":260,"srd":false,"image":"bestiary/FRAiF/Drow of Lolth.webp","token":"bestiary/tokens/FRAiF/Drow of Lolth.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"13 (3d8)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 12","languages":"Common, Elvish, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Fey Ancestry","entries":["The drow has {@variantrule Advantage|XPHB} on saving throws it makes to avoid or end the {@condition Charmed|XPHB} condition, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has {@variantrule Disadvantage|XPHB} on attack rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The drow casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 11}):","At will: {@spell Dancing Lights|XPHB}","1/day: {@spell Faerie Fire|XPHB}"]}],"actions":[{"name":"Rapier","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage."]},{"name":"Drow Hand Crossbow","entries":["{@atkr r} {@hit 4}, range 30/120 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage, and the target makes a saving throw. {@actSave con} {@dc 12}. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition for 1 hour. If the target fails the save by 5 or more, it also has the {@condition Unconscious|XPHB} condition while {@condition Poisoned|XPHB} in this way. The target wakes up if it takes damage or if a creature within 5 feet of it takes an action to wake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Drow of Lolth defend cities in the Underdark and raid the surface in the name of the Spider Queen."]},{"type":"section","name":"Drow of Lolth","entries":["{@i Elves Who Serve the Spider Queen}","Throughout the vast Underdark, in cities such as Menzoberranzan, many drow worship Lolth, the Spider Queen. Exiled from the surface world millennia ago, these drow now consider the Underdark to be their true home. Their insidious schemes include raiding the surface, plotting against each other, and preparing for ultimate war."]}],"gallery":[{"path":"bestiary/FRAiF/Drow of Lolth.webp"}]},{"id":"drow-priestess-of-lolth","name":"Drow Priestess of Lolth","source":"FRAiF","page":261,"srd":false,"image":"bestiary/FRAiF/Drow of Lolth.webp","token":"bestiary/tokens/FRAiF/Drow Priestess of Lolth.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft., fly 15 ft. (hover)","str":10,"dex":14,"con":12,"int":13,"wis":18,"cha":17,"saves":"Con +4, Wis +7, Cha +6","skills":"Insight +7, Perception +7, Religion +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 17","languages":"Abyssal, Common, Elvish, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Fey Ancestry","entries":["The drow has {@variantrule Advantage|XPHB} on saving throws it makes to avoid or end the {@condition Charmed|XPHB} condition, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has {@variantrule Disadvantage|XPHB} on attack rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The drow casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability:","At will: {@spell Dancing Lights|XPHB}, {@spell Guidance|XPHB}, {@spell Thaumaturgy|XPHB}"]},{"name":"Lolth's Blessing (3/Day)","entries":["The drow casts {@spell Cure Wounds|XPHB}, {@spell Darkness|XPHB}, {@spell Dispel Magic|XPHB}, or {@spell Lesser Restoration|XPHB}, using the same spellcasting ability as Spellcasting.","3/day: {@spell Cure Wounds|XPHB}, {@spell Darkness|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Lesser Restoration|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes three Scourge attacks."]},{"name":"Scourge","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage plus 17 ({@damage 5d6}) Poison damage."]},{"name":"Spider Vortex {@recharge 5}","entries":["{@actSave con} {@dc 15}, each enemy in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the drow. {@actSaveFail} 33 ({@damage 6d10}) Piercing damage, and the target has the {@condition Restrained|XPHB} condition until the start of the drow's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Lolth's worship is matriarchal, and only female drow can rise to become priestesses of the Spider Queen or rule a noble house."]},{"type":"section","name":"Drow of Lolth","entries":["{@i Elves Who Serve the Spider Queen}","Throughout the vast Underdark, in cities such as Menzoberranzan, many drow worship Lolth, the Spider Queen. Exiled from the surface world millennia ago, these drow now consider the Underdark to be their true home. Their insidious schemes include raiding the surface, plotting against each other, and preparing for ultimate war."]}],"gallery":[{"path":"bestiary/FRAiF/Drow of Lolth.webp"}],"otherVersions":[{"id":"drow-priestess-of-lolth-mm","source":"MM"}]},{"id":"drow-priestess-of-lolth-mm","name":"Drow Priestess of Lolth","source":"MM","page":129,"srd":false,"image":"bestiary/MM/Drow.webp","token":"bestiary/tokens/MM/Drow Priestess of Lolth.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":13,"wis":17,"cha":18,"saves":"Con +4, Wis +6, Cha +7","skills":"Insight +6, Perception +6, Religion +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's spellcasting ability is Charisma (spell save {@dc 15}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell poison spray}, {@spell resistance}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell animal friendship}, {@spell cure wounds}, {@spell detect poison and disease}, {@spell ray of sickness}","Level 2 (3 slots): {@spell lesser restoration}, {@spell protection from poison}, {@spell web}","Level 3 (3 slots): {@spell conjure animals} (2 {@creature giant spider|mm|giant spiders}), {@spell dispel magic}","Level 4 (3 slots): {@spell divination}, {@spell freedom of movement}","Level 5 (2 slots): {@spell insect plague}, {@spell mass cure wounds}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two scourge attacks."]},{"name":"Scourge","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 17 ({@damage 5d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["The drow attempts to magically summon a {@creature yochlol} with a {@chance 30|30 percent|30% summoning chance} chance of success. If the attempt fails, the drow takes 5 ({@damage 1d10}) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Female drow with blood ties to a noble house are molded and trained from birth to become priestesses of Lolth. The Spider Queen doesn't allow male drow to hold such positions.","Such priestesses execute the will of the Spider Queen, and as a result, they wield tremendous power and influence in drow society. The matron mothers who rule the drow houses are the most powerful of Lolth's priestesses, but they must constantly balance their devotion to the Spider Queen with their devotion to their families."]}]},{"name":"Drow","type":"section","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Children of Lolth","entries":["The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will."]},{"type":"entries","name":"Creatures of Darkness","entries":["The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control."]},{"type":"entries","name":"Underdark Cities","entries":["The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls."]},{"type":"entries","name":"Drow Magic","entries":["Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways."]},{"type":"entries","name":"Arms and Armor","entries":["Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface."]},{"type":"entries","name":"Cutthroat Politics","entries":["Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short-lived and fraught with peril.","Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive."]},{"type":"entries","name":"Matriarchal Rule","entries":["Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.","In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house."]},{"type":"entries","name":"Poison Predilection","entries":["Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies {@condition unconscious}. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat."]},{"type":"inset","name":"Variant: Drow Magic Armor and Weapons","entries":["Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.",{"type":"list","items":["A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.","A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.","A drow priestess of Lolth wearing +3 scale mail has AC 19."]}]}]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind."],"by":"Nelar Autumnwell, elf cleric of Corellon Larethian"}]}]}]}],"gallery":[{"path":"bestiary/MM/Drow.webp","title":"Drow"}],"hidden":true,"otherVersions":[{"id":"drow-priestess-of-lolth","source":"FRAiF"}]},{"id":"drow-scout","name":"Drow Scout","source":"OotA","page":191,"srd":false,"image":"bestiary/tokens/OotA/Drow Scout.webp","token":"bestiary/tokens/OotA/Drow Scout.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-shadowblade","name":"Drow Shadowblade","source":"MPMM","page":105,"srd":false,"image":"bestiary/MPMM/Drow Shadowblade.webp","token":"bestiary/tokens/MPMM/Drow Shadowblade.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Any Alignment","ac":"17","initiative":"+5 (15)","hp":"150 (20d8 + 60)","speed":"30 ft.","str":14,"dex":21,"con":16,"int":12,"wis":14,"cha":13,"saves":"Dex +9, Con +7, Wis +6","skills":"Perception +6, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the drow's {@sense darkvision}."]},{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell dancing lights}, {@spell darkness}","1/day each: {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The drow makes three Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness."]},{"name":"Shadow Sword","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 30/60 ft., one target. {@h}27 ({@damage 7d6 + 5}) necrotic damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 9} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it."]}],"bonusActions":[{"name":"Shadow Step","entries":["While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Drow shadowblades steal down the dim passages of the Underdark, bound on errands of mayhem. They protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from other houses. In communities free of Lolth's sway, they serve as spies tasked with foiling the plots of that demon lord's cult. In any role they take on, they move undetected until the moment they attack—and then they are the last thing their victims see.","A shadowblade gains their powers over shadow via a ritual in which they kill a shadow demon and mystically prevent it from re-forming in the Abyss, siphoning its essence into themselves."],"gallery":[{"path":"bestiary/MPMM/Drow Shadowblade.webp","credit":"Zuzanna Wužyk"}],"otherVersions":[{"id":"drow-shadowblade-mtf","source":"MTF"}]},{"id":"drow-shadowblade-mtf","name":"Drow Shadowblade","source":"MTF","page":187,"srd":false,"image":"bestiary/tokens/MTF/Drow Shadowblade.webp","token":"bestiary/tokens/MTF/Drow Shadowblade.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"17","initiative":"+5 (15)","hp":"150 (20d8 + 60)","speed":"30 ft.","str":14,"dex":21,"con":16,"int":12,"wis":14,"cha":13,"saves":"Dex +9, Con +7, Wis +6","skills":"Perception +6, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Shadow Step","entries":["While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 ({@damage 6d6}) necrotic damage. The drow can dismiss darkness in this way no more than once per turn."]},{"name":"Shadow Sword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 10 ({@damage 3d6}) necrotic damage and 10 ({@damage 3d6}) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 9} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Many creatures enjoy torture, but the dark elves have made it into an exquisite art."],"by":"Mordenkainen"},"Drow shadowblades steal down the darkened passages of the Underdark, bound on errands of mayhem. Ruthless killers, shadowblades find employment with a noble house, usually involving the elimination of a rival in another house. Shadowblades also protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In whatever role they serve, they move undetected until the moment they attack. And then they are the last thing their victims see.","A shadowblade harnesses a dark magic that is said to arise from a fiendish ritual in which the drow kills a lesser demon and mystically prevents it from reforming in the Abyss. This ritual creates a shadow demon and infuses the drow with shadow magic."]},{"type":"section","name":"Drow","entries":["Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them."]}],"hidden":true,"otherVersions":[{"id":"drow-shadowblade","source":"MPMM"}]},{"id":"drow-spore-servant","name":"Drow Spore Servant","source":"OotA","page":229,"srd":false,"image":"bestiary/tokens/OotA/Drow Spore Servant.webp","token":"bestiary/tokens/OotA/Drow Spore Servant.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"13 (3d8)","speed":"20 ft.","str":10,"dex":14,"con":10,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; frightened; paralyzed","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drow-spy","name":"Drow Spy","source":"OotA","page":195,"srd":false,"image":"bestiary/tokens/OotA/Drow Spy.webp","token":"bestiary/tokens/OotA/Drow Spy.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, the spy can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["The spy deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spy makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"drowned-ascetic","name":"Drowned Ascetic","source":"GoS","page":233,"srd":false,"image":"bestiary/GoS/Drowned One.webp","token":"bestiary/tokens/GoS/Drowned Ascetic.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"75 (10d8 + 30)","speed":"30 ft.","str":12,"dex":16,"con":16,"int":3,"wis":9,"cha":5,"saves":"Dex +5","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands the languages it knew in life but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bottom Treader","entries":["The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet."]},{"name":"Bound Together","entries":["The drowned ascetic shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation."]},{"name":"Undead Fortitude","entries":["If damage reduces the drowned ascetic to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned ascetic drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drowned ascetic makes three unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \"Bluerot\" in notes)."]}],"bonusActions":[],"reactions":[{"name":"Dexterous Target","entries":["The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Dressed in tattered robes, its fists wrapped in long rib bons of rotting cloth, the drowned ascetic moves with alarming speed for an undead creature. This martial artist, rising from the ocean in Tammeraut's Fate, retains its fighting reflexes despite its rotting flesh."]},{"type":"entries","name":"Bluerot","entries":["This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.","At the end of each long rest, an infected creature makes a {@dc 12} Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@damage 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal."]}]}]}],"gallery":[{"path":"bestiary/GoS/Drowned One.webp","credit":"Shawn Wood"}]},{"id":"drowned-assassin","name":"Drowned Assassin","source":"GoS","page":234,"srd":false,"image":"bestiary/GoS/Drowned One.webp","token":"bestiary/tokens/GoS/Drowned Assassin.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"14","initiative":"+3 (13)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":15,"dex":16,"con":16,"int":9,"wis":9,"cha":16,"saves":"Dex +5, Con +5","skills":"Intimidation +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands the languages it knew in life but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bottom Treader","entries":["The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet."]},{"name":"Bound Together","entries":["The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation."]},{"name":"Undead Fortitude","entries":["If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned assassin drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \"Bluerot\" in notes)."]},{"name":"Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 9 ({@damage 2d8}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \"Bluerot\" in notes)."]},{"name":"Reveal (1/Day)","entries":["The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin's choice within 30 feet of it that can see the assassin must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The drowned assassin stalks and kills in a grim pantomime of its former occupation. Sneaking from shadow to shadow, and appearing in the undead assault of Tammeraut's Fate, it aims its barnacle-encrusted hand crossbow with deadly precision. Hidden behind a simple driftwood mask, this creature's face causes terror in mortal hearts when exposed."]},{"type":"entries","name":"Bluerot","entries":["This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.","At the end of each long rest, an infected creature makes a {@dc 12} Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@damage 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal."]}]}]}],"gallery":[{"path":"bestiary/GoS/Drowned One.webp","credit":"Shawn Wood"}]},{"id":"drowned-blade","name":"Drowned Blade","source":"GoS","page":235,"srd":false,"image":"bestiary/GoS/Drowned One.webp","token":"bestiary/tokens/GoS/Drowned Blade.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"10","initiative":"-1 (9)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":16,"dex":8,"con":16,"int":3,"wis":9,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands the languages it knew in life but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bottom Treader","entries":["The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet."]},{"name":"Bound Together","entries":["The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation."]},{"name":"Undead Fortitude","entries":["If damage reduces the drowned blade to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned blade drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drowned blade makes two rusted longsword attacks."]},{"name":"Rusted Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \"Bluerot\" in notes)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Assaulting the hermitage in Tammeraut's Fate, this barnacle-encrusted undead warrior fights with surprising cunning. Starfish cling to its wispy beard, and its evil rage is visible in its bloated gray eyes."]},{"type":"entries","name":"Bluerot","entries":["This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.","At the end of each long rest, an infected creature makes a {@dc 12} Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@damage 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal."]}]}]}],"gallery":[{"path":"bestiary/GoS/Drowned One.webp","credit":"Shawn Wood"}]},{"id":"drowned-master","name":"Drowned Master","source":"GoS","page":235,"srd":false,"image":"bestiary/GoS/Drowned One.webp","token":"bestiary/tokens/GoS/Drowned Master.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"157 (21d8 + 63)","speed":"30 ft.","str":17,"dex":12,"con":16,"int":9,"wis":14,"cha":12,"saves":"Con +7, Wis +6","skills":"Perception +10","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 20","languages":"understands the languages it knew in life but can't speak","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Bound Together","entries":["The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation."]},{"name":"Cold Aura","entries":["At the start of each of the drowned master's turns, each creature within 5 feet of it takes 5 ({@damage 1d10}) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) cold damage."]},{"name":"Undead Fortitude","entries":["If damage reduces the drowned master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned master drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drowned master makes two attacks: one with its greatsword and one with its Life-Draining Tentacle."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 14 ({@damage 4d6}) cold damage, and the target must succeed on a {@dc 12} Constitution saving throw or contract {@disease bluerot|GoS} (see the \"Bluerot\" in notes)."]},{"name":"Life-Draining Tentacle","entries":["{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d6 + 3}) necrotic damage. The target must succeed on a {@dc 15} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest. On a failed save, the target also contracts bluerot (see the \"Bluerot\" in notes)."]},{"name":"Necrotic Ink {@recharge 5}","entries":["The drowned master discharges foul ink in front of itself in a 30-foot cone. Each creature caught in the ink must make a {@dc 15} Constitution saving throw, taking 27 ({@damage 6d8}) necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is {@condition blinded} until the end of its next turn and contracts bluerot (see the \"Bluerot\" in notes)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["This waterlogged undead, bound to the Pit of Hatred in Tammeraut's Fate, hovers menacingly over the bones of its victims. Its torso, arms, and head retain their former shapes, but its legs have split into shadowy tentacles. The drowned master is tethered to a source of powerful magic that prevents it from traveling far. It commands other drowned ones, compelling them to serve as agents in its dark plots."]},{"type":"entries","name":"Bluerot","entries":["This disease targets humanoids. While afflicted with bluerot, a victim grows grotesque blue boils on their face and back. This disease is carried by undead (including the drowned ones in Tammeraut's Fate), and victims most often acquire it through wounds caused by infected creatures. The disease's boils manifest in {@dice 1d4} hours, causing the victim's Constitution and Charisma scores to decrease by {@dice 1d4} each, to a minimum of 3. This is quickly followed by a fever and tingling in the extremities. An infected creature is vulnerable to radiant damage and gains the ability to breathe underwater.","At the end of each long rest, an infected creature makes a {@dc 12} Constitution saving throw. On a success, the victim regains 1 point of Constitution and 1 point of Charisma lost to the disease. If the infected creature regains all the points lost to the disease, it is cured. Other effects that raise the victim's ability scores do not cure the disease. On a failed saving throw, the victim takes 18 ({@damage 4d8}) necrotic damage as the boils burst and spread. A creature reduced to 0 hit points by this damage cannot regain hit points until the disease is cured, though it can be stabilized as normal."]}]}]}],"gallery":[{"path":"bestiary/GoS/Drowned One.webp","credit":"Shawn Wood"}]},{"id":"drufi","name":"Drufi","source":"ToA","page":64,"srd":false,"image":"bestiary/tokens/ToA/Drufi.webp","token":"bestiary/tokens/ToA/Drufi.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"15","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":23,"dex":9,"con":21,"int":9,"wis":10,"cha":12,"saves":"Con +8, Wis +3, Cha +4","skills":"Athletics +9, Perception +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 13","languages":"Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Mountain, Arctic","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Drufi makes two greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"druid","name":"Druid","source":"XMM","page":106,"srd":true,"image":"bestiary/XMM/Druid.webp","token":"bestiary/tokens/XMM/Druid.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"13","initiative":"+1 (11)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":16,"cha":11,"saves":"","skills":"Medicine +5, Nature +3, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Druidic, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The druid casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Druidcraft|XPHB}, {@spell Speak with Animals|XPHB}","2/day each: {@spell Entangle|XPHB}, {@spell Thunderwave|XPHB}","1/day each: {@spell Animal Messenger|XPHB}, {@spell Longstrider|XPHB}, {@spell Moonbeam|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The druid makes two attacks, using Vine Staff or Verdant Wisp in any combination."]},{"name":"Vine Staff","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage plus 2 ({@damage 1d4}) Poison damage."]},{"name":"Verdant Wisp","entries":["{@atkr r} {@hit 5}, range 90 ft. {@h}10 ({@damage 3d6}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Druid","entries":["{@i Steward and Sage of Nature}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the natural world and heal its ills. These magic-users might be recluses devoted to a particular land, or they might be part of a mystic organization. Roll on or choose a result from the Druidic Traditions table to inspire a druid's magical practices.",{"type":"table","caption":"Druid Traditions","colLabels":["1d6","The Druid Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An avenger who strikes against destructive civilizations and those who abuse nature."],["2","A guide who aids travelers in navigating the realms of Beasts, Fey, or Plants."],["3","A hermit who works alone to protect the lands, seas, or skies they call home."],["4","A mender who travels the world healing natural, magical, or manufactured disasters."],["5","Part of a loose organization that adheres to timeless rituals and guards natural secrets."],["6","A warden who minds the underpinnings of reality and protects against extraplanar threats."]]}]}],"gallery":[{"path":"bestiary/XMM/Druid.webp","credit":"Cynthia Sheppard"}],"otherVersions":[{"id":"druid-mm","source":"MM"}]},{"id":"druid-mm","name":"Druid","source":"MM","page":346,"srd":false,"image":"bestiary/MM/Druid.webp","token":"bestiary/tokens/MM/Druid.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Druidic plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance."]}]}],"gallery":[{"path":"bestiary/MM/Druid.webp"}],"hidden":true,"otherVersions":[{"id":"druid","source":"XMM"}]},{"id":"druid-of-the-old-ways","name":"Druid of the Old Ways","source":"GGR","page":239,"srd":false,"image":"bestiary/GGR/Druid of the Old Ways.webp","token":"bestiary/tokens/GGR/Druid of the Old Ways.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"90 (12d8 + 36)","speed":"30 ft.","str":11,"dex":15,"con":16,"int":10,"wis":20,"cha":14,"saves":"Dex +5, Con +6, Wis +8","skills":"Nature +3, Perception +8, Survival +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common, Druidic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Siege Monster","entries":["The druid deals double damage to objects and structures."]},{"name":"Speak with Beasts and Plants","entries":["The druid can communicate with beasts and plants as if they shared a language."]}],"spellcasting":[{"name":"Spellcasting","entries":["The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell resistance}, {@spell thorn whip}","Level 1 (4 slots): {@spell cure wounds}, {@spell faerie fire}, {@spell thunderwave}","Level 2 (3 slots): {@spell beast sense}, {@spell flame blade}, {@spell pass without trace}","Level 3 (3 slots): {@spell conjure animals}, {@spell dispel magic}, {@spell plant growth}","Level 4 (3 slots): {@spell dominate beast}, {@spell freedom of movement}, {@spell wall of fire}","Level 5 (2 slots): {@spell commune with nature}, {@spell conjure elemental}, {@spell scrying}","Level 6 (1 slots): {@spell transport via plants}, {@spell wall of thorns}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The druids of the Old Ways are the keepers of ancient Gruul traditions devoted to the primal ferocity of animal gods such as Ilharg the Raze-Boar and Kashath the Stalker.",{"type":"entries","name":"The End-Raze","entries":["The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when Ilharg's hoofs will trample every brick and stone of Ravnica's soaring skylines to rubble. The world will return to a state of nature in which the lawless code of muscle and savagery will reign once again."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Druid of the Old Ways.webp","credit":"Daarken"}]},{"id":"dryad","name":"Dryad","source":"XMM","page":107,"srd":true,"image":"bestiary/XMM/Dryad.webp","token":"bestiary/tokens/XMM/Dryad.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral","ac":"16","initiative":"+1 (11)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":12,"con":11,"int":14,"wis":15,"cha":18,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Elvish, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"Any","traits":[{"name":"Magic Resistance","entries":["The dryad has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Speak with Beasts and Plants","entries":["The dryad can communicate with Beasts and Plants as if they shared a language."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dryad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Animal Friendship|XPHB}, {@spell Charm Monster|XPHB} (lasts 24 hours; ends early if the dryad casts the spell again), {@spell Druidcraft|XPHB}","1/day each: {@spell Entangle|XPHB}, {@spell Pass without Trace|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast {@spell Charm Monster|XPHB}."]},{"name":"Vine Lash","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}8 ({@damage 1d8 + 4}) Slashing damage."]},{"name":"Thorn Burst","entries":["{@atkr r} {@hit 6}, range 60 ft. {@h}7 ({@damage 1d6 + 4}) Piercing damage."]}],"bonusActions":[{"name":"Tree Stride","entries":["If within 5 feet of a Large or bigger tree, the dryad teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Dryad","entries":["{@i Tree-Bound Guardian of Nature}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Guardians of the woodlands, dryads magically flit from tree to tree and from root to bough, harrying trespassers with tangling vines and thorns. Most of these elusive beings have a special connection with one plant or a natural sanctuary that they protect. Some also share physical similarities with the plants they're most connected to. Dryads might sicken or die if their plant or sanctuary is destroyed, recovering only if it is healed or magically replaced. Roll on or choose an option from the Dryad Sanctuaries table to inspire a dryad's bond.",{"type":"table","caption":"Dryad Sanctuaries","colLabels":["1d6","The Dryad Dwells in and Protects..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An acres-large clonal colony—a stand of identical, interconnected trees."],["2","A fortress-like tree, like a baobab or sequoia."],["3","A living lock—a plant that seals evil below or blocks the path to a dungeon."],["4","A lonely tree that stands atop a windswept mountain or amid a {@condition petrified|XPHB} forest."],["5","A plant with magic fruit or remarkable seeds."],["6","A shambling mound or treant that the dryad lives in or around as a Fey symbiote."]]}]}],"gallery":[{"path":"bestiary/XMM/Dryad.webp","credit":"Dario Jelusic"}],"otherVersions":[{"id":"dryad-psx","source":"PSX"},{"id":"dryad-mm","source":"MM"}]},{"id":"dryad-psx","name":"Dryad","source":"PSX","page":38,"srd":false,"image":"bestiary/PSX/Dryad.webp","token":"bestiary/tokens/PSX/Dryad.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":12,"con":11,"int":14,"wis":15,"cha":18,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Elvish, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Magic Resistance","entries":["The dryad has advantage on saving throws against spells and other magical effects."]},{"name":"Speak with Beasts and Plants","entries":["The dryad can communicate with beasts and plants as if they shared a language."]},{"name":"Tree Stride","entries":["Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dryad's innate spellcasting ability is Charisma (spell save {@dc 14}). The dryad can innately cast the following spells, requiring no material components:","At will: {@spell druidcraft}","3/day each: {@spell entangle}, {@spell goodberry}","1/day each: {@spell barkskin}, {@spell pass without trace}, {@spell shillelagh}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit ({@hit 6} to hit with shillelagh), reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage with shillelagh."]},{"name":"Fey Charm","entries":["The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed}. The {@condition charmed} creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.","Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.","The dryad can have no more than one humanoid and up to three beasts {@condition charmed} at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["It is said that the only force on Ixalan not interested in finding the golden city is Ixalan itself. Dryads, as incarnations of the land and its will, prove the saying true. Their only concern is the health of the forest: when the trees and ferns are healthy, the dryads flourish. But when the vampires' dusk fog or a demon's unwholesome influence cause the jungle to wither, the dryads suffer. As a result, they are generally friendly with the River Heralds, who live in harmony with nature, and hostile to the Legion of Dusk.","The dryads otherwise have no stake in the conflict between the people of Ixalan and the invaders, but as creatures of life and growth, they hate to see any living being suffer. Thus, they have been known to tend to wounded people left in the jungle to die, sharing their own abundant life energy with those in their care.","Ixalan's dryads are identical to the {@creature dryad|MM|dryads} in the {@book Monster Manual|MM}."],"gallery":[{"path":"bestiary/PSX/Dryad.webp","title":"Old-Growth Dryads","credit":"Yongjae Choi"}],"hidden":true,"otherVersions":[{"id":"dryad","source":"XMM"},{"id":"dryad-mm","source":"MM"}]},{"id":"dryad-mm","name":"Dryad","source":"MM","page":121,"srd":false,"image":"bestiary/MM/Dryad.webp","token":"bestiary/tokens/MM/Dryad.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":12,"con":11,"int":14,"wis":15,"cha":18,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Elvish, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Magic Resistance","entries":["The dryad has advantage on saving throws against spells and other magical effects."]},{"name":"Speak with Beasts and Plants","entries":["The dryad can communicate with beasts and plants as if they shared a language."]},{"name":"Tree Stride","entries":["Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dryad's innate spellcasting ability is Charisma (spell save {@dc 14}). The dryad can innately cast the following spells, requiring no material components:","At will: {@spell druidcraft}","3/day each: {@spell entangle}, {@spell goodberry}","1/day each: {@spell barkskin}, {@spell pass without trace}, {@spell shillelagh}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit ({@hit 6} to hit with shillelagh), reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage with shillelagh."]},{"name":"Fey Charm","entries":["The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed}. The {@condition charmed} creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.","Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.","The dryad can have no more than one humanoid and up to three beasts {@condition charmed} at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows.",{"type":"entries","name":"Treebound","entries":["Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.","A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness."]},{"name":"Reclusive Fey","type":"entries","entries":["Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be {@condition charmed}.","Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads' devotion to the woods they call home."]},{"name":"Woodland Magic","type":"entries","entries":["Dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from their groves. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into friends. They also know a handful of useful spells."]}]}]}],"gallery":[{"path":"bestiary/MM/Dryad.webp"}],"hidden":true,"otherVersions":[{"id":"dryad","source":"XMM"},{"id":"dryad-psx","source":"PSX"}]},{"id":"dryad-spirit","name":"Dryad Spirit","source":"BGDIA","page":108,"srd":false,"image":"bestiary/tokens/BGDIA/Dryad Spirit.webp","token":"bestiary/tokens/BGDIA/Dryad Spirit.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"58 (13d8)","speed":"0 ft., fly 40 ft. (hover)","str":1,"dex":14,"con":10,"int":12,"wis":11,"cha":17,"saves":"Wis +2, Cha +5","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Coastal","treasure":"","traits":[{"name":"Detect Life","entries":["The dryad can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations."]},{"name":"Incorporeal Movement","entries":["The dryad can move through other creatures and objects as if they were {@quickref difficult terrain||3}. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Corrupting Touch","entries":["{@atk ms} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) necrotic damage."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of the dryad that can see her must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours."]},{"name":"Wail (1/Day)","entries":["The dryad releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a {@dc 13} Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 ({@damage 3d6}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"duchess-brimskarda","name":"Duchess Brimskarda","source":"SKT","page":185,"srd":false,"image":"bestiary/tokens/SKT/Duchess Brimskarda.webp","token":"bestiary/tokens/SKT/Duchess Brimskarda.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"16","initiative":"-1 (9)","hp":"162 (13d12 + 78)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":14,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Giant, Goblin","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark, Mountain","treasure":"","traits":[{"name":"Special Equipment","entries":["Brimskarda carries a {@item potion of invulnerability}, which she quaffs on her first turn in combat."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) slashing damage."]},{"name":"Iron Cauldron","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"duergar","name":"Duergar","source":"MM","page":122,"srd":false,"image":"bestiary/MM/Duergar.webp","token":"bestiary/tokens/MM/Duergar.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"26 (4d8 + 4)","speed":"25 ft.","str":14,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.","Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.",{"name":"Slaves to Slavers","type":"entries","entries":["The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.","Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency."]},{"name":"Tough as Stone","type":"entries","entries":["Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells."]},{"name":"Born of Darkness","type":"entries","entries":["The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight."]},{"name":"Infernal Master","type":"entries","entries":["Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity."]}]}]}],"gallery":[{"path":"bestiary/MM/Duergar.webp","credit":"Jasper Sandner"}]},{"id":"duergar-alchemist","name":"Duergar Alchemist","source":"OotA","page":76,"srd":false,"image":"bestiary/tokens/OotA/Duergar Alchemist.webp","token":"bestiary/tokens/OotA/Duergar Alchemist.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"26 (4d8 + 4)","speed":"25 ft.","str":14,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged."]},{"name":"Acid Vial","entries":["{@atk rw} {@hit 4} to hit, range 20 ft., one target. {@h}7 ({@damage 2d6}) acid damage."]},{"name":"Alchemist's Fire","entries":["{@atk rw} {@hit 4} to hit, range 20 ft., one target. {@h}2 ({@damage 1d4}) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a successful {@dc 10} Dexterity check to extinguish the flames."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"duergar-darkhaft","name":"Duergar Darkhaft","source":"OotA","page":226,"srd":false,"image":"bestiary/tokens/OotA/Duergar Darkhaft.webp","token":"bestiary/tokens/OotA/Duergar Darkhaft.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"26 (4d8 + 4)","speed":"25 ft.","str":14,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The darkhaft's innate spellcasting ability is Intelligence (spell save {@dc 10}) it can innately cast the following spells, requiring no components:","At will: {@spell friends}, {@spell mage hand}","1/day each: {@spell disguise self}, {@spell sleep}"]}],"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Darkhaft","entries":["The darkhafts are the members of the Deepking's secret corps of psionic agents."]},{"type":"section","name":"Duergar","entries":["The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.","Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Slaves to Slavers","type":"entries","entries":["The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency."]},{"name":"Tough as Stone","type":"entries","entries":["Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight."]},{"name":"Infernal Master","type":"entries","entries":["Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity."]}]}]}]}]},{"id":"duergar-despot","name":"Duergar Despot","source":"MPMM","page":107,"srd":false,"image":"bestiary/tokens/MPMM/Duergar Despot.webp","token":"bestiary/tokens/MPMM/Duergar Despot.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Any Alignment","ac":"21","initiative":"-3 (7)","hp":"119 (14d8 + 56)","speed":"25 ft.","str":20,"dex":5,"con":19,"int":15,"wis":14,"cha":13,"saves":"Con +8, Wis +6","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Dwarvish, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The duergar has advantage on saving throws against spells and other magical effects."]},{"name":"Psychic Engine","entries":["When the duergar suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 ({@damage 4d6}) psychic damage to each creature within 5 feet of it."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The duergar casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 12}):","At will: {@spell mage hand}, {@spell minor illusion}","1/day: {@spell stinking cloud}"]}],"actions":[{"name":"Multiattack","entries":["The duergar makes two Iron Fist attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking {@action opportunity attack||opportunity attacks}. It can replace one of the attacks with a use of Flame Jet."]},{"name":"Iron Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be pushed up to 30 feet away in a straight line and be knocked {@condition prone}."]},{"name":"Stomping Foot","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, or 21 ({@damage 3d10 + 5}) to a {@condition prone} target."]},{"name":"Flame Jet","entries":["The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a {@dc 16} Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework."],"by":"Mordenkainen"},{"type":"quote","entries":["The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?","Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys."],"by":"Mordenkainen"},"Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.","Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.","Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.","Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose."]}],"otherVersions":[{"id":"duergar-despot-mtf","source":"MTF"}]},{"id":"duergar-despot-mtf","name":"Duergar Despot","source":"MTF","page":188,"srd":false,"image":"bestiary/tokens/MTF/Duergar Despot.webp","token":"bestiary/tokens/MTF/Duergar Despot.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"21","initiative":"-3 (7)","hp":"119 (14d8 + 56)","speed":"25 ft.","str":20,"dex":5,"con":19,"int":15,"wis":14,"cha":13,"saves":"Con +8, Wis +6","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Dwarvish, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The duergar has advantage on saving throws against spells and other magical effects."]},{"name":"Psychic Engine","entries":["When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 ({@damage 4d6}) psychic damage to each creature within 5 feet of it."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The duergar despot's innate spellcasting ability is Intelligence (spell save {@dc 12}). It can cast the following spells, requiring no components:","At will: {@spell mage hand}, {@spell minor illusion}","1/day each: {@spell counterspell}, {@spell misty step}, {@spell stinking cloud}"]}],"actions":[{"name":"Multiattack","entries":["The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet."]},{"name":"Iron Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful {@dc 17} Strength saving throw or be thrown up to 30 feet away in a straight line. The target is knocked {@condition prone} and then takes 10 ({@damage 3d6}) bludgeoning damage."]},{"name":"Stomping Foot","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage, or 18 ({@damage 3d8 + 5}) bludgeoning damage to a {@condition prone} target."]},{"name":"Flame Jet","entries":["The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a {@dc 16} Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Despot","entries":["Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["You think dwarves are dour and unpleasant? Wait until you meet a duergar."],"by":"Mordenkainen"},"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles."]}],"hidden":true,"otherVersions":[{"id":"duergar-despot","source":"MPMM"}]},{"id":"duergar-hammerer","name":"Duergar Hammerer","source":"MPMM","page":112,"srd":false,"image":"bestiary/MPMM/Duergar Hammerer.webp","token":"bestiary/tokens/MPMM/Duergar Hammerer.webp","size":"Medium","creatureType":"Construct (Dwarf)","alignment":"Any Alignment","ac":"17","initiative":"-2 (8)","hp":"33 (6d8 + 6)","speed":"20 ft.","str":17,"dex":7,"con":12,"int":5,"wis":5,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 7","languages":"understands Dwarvish but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Siege Monster","entries":["The hammerer deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hammerer makes one Claw attack and one Hammer attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Hammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Engine of Pain","entries":["Immediately after a creature within 5 feet of the hammerer hits it with an attack roll, the hammerer makes a Hammer attack against that creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The duergar hammerer is a digging machine and siege engine, used to dig tunnels and besiege enemy fortifications."]},{"type":"section","name":"Duergar Constructs","entries":["Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar's psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked.","These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other duergar are forced into the fusion by Underdark tyrants. Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest's end."]}],"gallery":[{"path":"bestiary/MPMM/Duergar Hammerer.webp","credit":"David Sladek"}],"otherVersions":[{"id":"duergar-hammerer-mtf","source":"MTF"}]},{"id":"duergar-hammerer-mtf","name":"Duergar Hammerer","source":"MTF","page":188,"srd":false,"image":"bestiary/MTF/Duergar Hammerer.webp","token":"bestiary/tokens/MTF/Duergar Hammerer.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Evil","ac":"17","initiative":"-2 (8)","hp":"33 (6d8 + 6)","speed":"20 ft.","str":17,"dex":7,"con":12,"int":5,"wis":5,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 7","languages":"understands Dwarvish but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Engine of Pain","entries":["Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 ({@damage 1d10}) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction."]},{"name":"Siege Monster","entries":["The hammerer deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hammerer makes two attacks: one with its claw and one with its hammer."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Hammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Hammerer","entries":["The hammerer is a digging machine with a duergar strapped inside it—typically a punishment for those whose work ethic wavers. The machine's mechanism transforms the captive duergar's pain into energy that powers the device, which is typically used to dig tunnels and repel invaders."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["You think dwarves are dour and unpleasant? Wait until you meet a duergar."],"by":"Mordenkainen"},"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles."]}],"gallery":[{"path":"bestiary/MTF/Duergar Hammerer.webp","credit":"David Sladek"}],"hidden":true,"otherVersions":[{"id":"duergar-hammerer","source":"MPMM"}]},{"id":"duergar-kavalrachni","name":"Duergar Kavalrachni","source":"MPMM","page":107,"srd":false,"image":"bestiary/tokens/MPMM/Duergar Kavalrachni.webp","token":"bestiary/tokens/MPMM/Duergar Kavalrachni.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Any Alignment","ac":"16","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"25 ft.","str":14,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Cavalry Training","entries":["When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target."]},{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The duergar makes two War Pick attacks."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 5 ({@damage 2d4}) poison damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Shared Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it. While the {@condition invisible} duergar is mounted, the mount is {@condition invisible} as well. The invisibility ends early on the mount immediately after it attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kavalrachni are duergar cavalry trained to fight while riding {@creature female steeder|MPMM|female steeders} (in this book) or other Underdark creatures as mounts."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework."],"by":"Mordenkainen"},{"type":"quote","entries":["The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?","Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys."],"by":"Mordenkainen"},"Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.","Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.","Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.","Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose."]}],"otherVersions":[{"id":"duergar-kavalrachni-mtf","source":"MTF"}]},{"id":"duergar-kavalrachni-mtf","name":"Duergar Kavalrachni","source":"MTF","page":189,"srd":false,"image":"bestiary/tokens/MTF/Duergar Kavalrachni.webp","token":"bestiary/tokens/MTF/Duergar Kavalrachni.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"25 ft.","str":14,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Cavalry Training","entries":["When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack against the same target as a reaction."]},{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The duergar makes two war pick attacks."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 5 ({@damage 2d4}) poison damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Shared Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it. While the {@condition invisible} duergar is mounted on a female steeder, the steeder is {@condition invisible} as well. The invisibility ends early on the steeder immediately after it attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Kavalrachni","entries":["The kavalrachni are duergar cavalry, trained to fight while riding steeders."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["You think dwarves are dour and unpleasant? Wait until you meet a duergar."],"by":"Mordenkainen"},"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles."]}],"hidden":true,"otherVersions":[{"id":"duergar-kavalrachni","source":"MPMM"}]},{"id":"duergar-keeper-of-the-flame","name":"Duergar Keeper of the Flame","source":"OotA","page":226,"srd":false,"image":"bestiary/tokens/OotA/Duergar Keeper of the Flame.webp","token":"bestiary/tokens/OotA/Duergar Keeper of the Flame.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"26 (4d8 + 4)","speed":"25 ft.","str":14,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The Keeper of the Flame's innate spellcasting ability is Wisdom (spell save {@dc 12}.) It can innately cast the following spells, requiring no components:","At will: {@spell friends}, {@spell message}","1/day each: {@spell command}"]},{"name":"Spellcasting","entries":["The Keeper of the Flame is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The Keeper of the Flame has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell mending}, {@spell sacred flame}","Level 1 (4 slots): {@spell bane}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (2 slots): {@spell enhance ability}, {@spell spiritual weapon}"]}],"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Keeper of the Flame","entries":["The Keepers of the Flame is a well-respected order of psionic clerics that serves the red dragon Themberchaud in Gracklstugh, and whose members are advisors to the Deepking."]},{"type":"section","name":"Duergar","entries":["The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.","Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Slaves to Slavers","type":"entries","entries":["The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency."]},{"name":"Tough as Stone","type":"entries","entries":["Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight."]},{"name":"Infernal Master","type":"entries","entries":["Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity."]}]}]}]}]},{"id":"duergar-mind-master","name":"Duergar Mind Master","source":"MPMM","page":108,"srd":false,"image":"bestiary/MPMM/Duergar Mind Master.webp","token":"bestiary/tokens/MPMM/Duergar Mind Master.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"25 ft.","str":11,"dex":17,"con":14,"int":15,"wis":10,"cha":12,"saves":"Wis +2","skills":"Perception +2, Stealth +5","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., truesight 30 ft., Passive Perception 12","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery."]},{"name":"Mind-Poison Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) psychic damage, or 1 piercing damage plus 10 ({@damage 3d6}) psychic damage while under the effect of Reduce."]},{"name":"Invisibility {@recharge 4}","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]},{"name":"Mind Mastery","entries":["The duergar targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 12} Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be {@condition charmed} are immune to this effect."]}],"bonusActions":[{"name":"Reduce (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity ({@skill Stealth}) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework."],"by":"Mordenkainen"},{"type":"quote","entries":["The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?","Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys."],"by":"Mordenkainen"},"Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.","Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.","Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.","Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose."]}],"gallery":[{"path":"bestiary/MPMM/Duergar Mind Master.webp","credit":"Mark Behm"}],"otherVersions":[{"id":"duergar-mind-master-mtf","source":"MTF"}]},{"id":"duergar-mind-master-mtf","name":"Duergar Mind Master","source":"MTF","page":189,"srd":false,"image":"bestiary/MTF/Duergar Mind Master.webp","token":"bestiary/tokens/MTF/Duergar Mind Master.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"25 ft.","str":11,"dex":17,"con":14,"int":15,"wis":10,"cha":12,"saves":"Wis +2","skills":"Perception +2, Stealth +5","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., truesight 30 ft., Passive Perception 12","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery."]},{"name":"Mind-Poison Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage and 10 ({@damage 3d6}) psychic damage, or 1 piercing damage and 14 ({@damage 4d6}) psychic damage while reduced."]},{"name":"Invisibility {@recharge 4}","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]},{"name":"Mind Mastery","entries":["The duergar targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 12} Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be {@condition charmed} are immune to this effect."]},{"name":"Reduce (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity ({@skill Stealth}) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the {@action Hide} action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Mind Master","entries":[{"type":"quote","entries":["Absence of light results in darkness. So, what results from the absence of Good? The underdark is a place with very little of either."]},"The feared duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["You think dwarves are dour and unpleasant? Wait until you meet a duergar."],"by":"Mordenkainen"},"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles."]}],"gallery":[{"path":"bestiary/MTF/Duergar Mind Master.webp","credit":"Mark Behm"}],"hidden":true,"otherVersions":[{"id":"duergar-mind-master","source":"MPMM"}]},{"id":"duergar-screamer","name":"Duergar Screamer","source":"MPMM","page":111,"srd":false,"image":"bestiary/tokens/MPMM/Duergar Screamer.webp","token":"bestiary/tokens/MPMM/Duergar Screamer.webp","size":"Medium","creatureType":"Construct (Dwarf)","alignment":"Any Alignment","ac":"15","initiative":"-2 (8)","hp":"38 (7d8 + 7)","speed":"20 ft.","str":18,"dex":7,"con":12,"int":5,"wis":5,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 7","languages":"understands Dwarvish but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The screamer makes one Drill attack, and it uses Sonic Scream."]},{"name":"Drill","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage."]},{"name":"Sonic Scream","entries":["The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a {@dc 11} Strength saving throw or take 7 ({@damage 2d6}) thunder damage and be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Engine of Pain","entries":["Immediately after a creature within 5 feet of the screamer hits it with an attack roll, the screamer makes a Drill attack against that creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A duergar screamer uses sonic energy to grind rock into dust and to hurl invaders to the ground."]},{"type":"section","name":"Duergar Constructs","entries":["Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar's psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked.","These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other duergar are forced into the fusion by Underdark tyrants. Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest's end."]}],"otherVersions":[{"id":"duergar-screamer-mtf","source":"MTF"}]},{"id":"duergar-screamer-mtf","name":"Duergar Screamer","source":"MTF","page":190,"srd":false,"image":"bestiary/tokens/MTF/Duergar Screamer.webp","token":"bestiary/tokens/MTF/Duergar Screamer.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Evil","ac":"15","initiative":"-2 (8)","hp":"38 (7d8 + 7)","speed":"20 ft.","str":18,"dex":7,"con":12,"int":5,"wis":5,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 7","languages":"understands Dwarvish but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Engine of Pain","entries":["Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 ({@damage 2d10}) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The screamer makes one drill attack and uses its Sonic Scream."]},{"name":"Drill","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage."]},{"name":"Sonic Scream","entries":["The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a {@dc 11} Strength saving throw or take 7 ({@damage 2d6}) thunder damage and be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Screamer","entries":["A duergar screamer is a construct that uses sonic energy to grind rock into dust. Duergar accused of spreading gossip or plotting against their superiors are trapped within one of these devices, their beards shorn and their ongoing agony channeled into psionic energy that powers the screamer."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["You think dwarves are dour and unpleasant? Wait until you meet a duergar."],"by":"Mordenkainen"},"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles."]}],"hidden":true,"otherVersions":[{"id":"duergar-screamer","source":"MPMM"}]},{"id":"duergar-soulblade","name":"Duergar Soulblade","source":"MPMM","page":109,"srd":false,"image":"bestiary/MPMM/Duergar Soulblade.webp","token":"bestiary/tokens/MPMM/Duergar Soulblade.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"27 (6d8)","speed":"25 ft.","str":16,"dex":16,"con":10,"int":11,"wis":10,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Soulblade","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) force damage, or 13 ({@damage 3d6 + 3}) force damage while under the effect of Enlarge."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework."],"by":"Mordenkainen"},{"type":"quote","entries":["The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?","Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys."],"by":"Mordenkainen"},"Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.","Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.","Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.","Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose."]}],"gallery":[{"path":"bestiary/MPMM/Duergar Soulblade.webp","credit":"Daarken"}],"otherVersions":[{"id":"duergar-soulblade-mtf","source":"MTF"}]},{"id":"duergar-soulblade-mtf","name":"Duergar Soulblade","source":"MTF","page":190,"srd":false,"image":"bestiary/tokens/MTF/Duergar Soulblade.webp","token":"bestiary/tokens/MTF/Duergar Soulblade.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"18 (4d8)","speed":"25 ft.","str":11,"dex":16,"con":10,"int":11,"wis":10,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Create Soulblade","entries":["As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The duergar's innate spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell blade ward}, {@spell true strike}","3/day each: {@spell jump}, {@spell hunter's mark}"]}],"actions":[{"name":"Soulblade","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) force damage, or 10 ({@damage 2d6 + 3}) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 ({@damage 1d6}) force damage."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Soulblade","entries":["Soulblades are duergar warriors whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["You think dwarves are dour and unpleasant? Wait until you meet a duergar."],"by":"Mordenkainen"},"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles."]}],"hidden":true,"otherVersions":[{"id":"duergar-soulblade","source":"MPMM"}]},{"id":"duergar-spore-servant","name":"Duergar Spore Servant","source":"OotA","page":229,"srd":false,"image":"bestiary/tokens/OotA/Duergar Spore Servant.webp","token":"bestiary/tokens/OotA/Duergar Spore Servant.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"16","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"15 ft.","str":14,"dex":11,"con":14,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"blinded; charmed; frightened; paralyzed","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"duergar-spy","name":"Duergar Spy","source":"TftYP","page":234,"srd":false,"image":"bestiary/tokens/TftYP/Duergar Spy.webp","token":"bestiary/tokens/TftYP/Duergar Spy.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"33 (6d8 + 6)","speed":"25 ft.","str":10,"dex":16,"con":12,"int":12,"wis":10,"cha":13,"saves":"","skills":"Deception +5, Insight +2, Investigation +5, Perception +4, Persuasion +3, Sleight Of Hand +5, Stealth +7","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, the spy can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Duergar Resilience","entries":["The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sneak Attack","entries":["Once per turn, the spy can deal an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spy makes two shortsword attacks."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 10 ({@damage 2d6 + 3}) piercing damage while enlarged."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The spy magically turns {@condition invisible} until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the spy wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.","Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.",{"name":"Slaves to Slavers","type":"entries","entries":["The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.","Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency."]},{"name":"Tough as Stone","type":"entries","entries":["Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells."]},{"name":"Born of Darkness","type":"entries","entries":["The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight."]},{"name":"Infernal Master","type":"entries","entries":["Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity."]}]}]}]}]},{"id":"duergar-stone-guard","name":"Duergar Stone Guard","source":"MPMM","page":110,"srd":false,"image":"bestiary/MPMM/Duergar Stone Guard.webp","token":"bestiary/tokens/MPMM/Duergar Stone Guard.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"39 (6d8 + 12)","speed":"25 ft.","str":18,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions."]},{"name":"Phalanx Formation","entries":["The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a {@item shield|PHB}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The duergar makes two Shortsword or Javelin attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while under the effect of Enlarge."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while under the effect of Enlarge."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Stone guards are elite troops deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework."],"by":"Mordenkainen"},{"type":"quote","entries":["The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?","Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys."],"by":"Mordenkainen"},"Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.","Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.","Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.","Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose."]}],"gallery":[{"path":"bestiary/MPMM/Duergar Stone Guard.webp","credit":"Mark Behm"}],"otherVersions":[{"id":"duergar-stone-guard-mtf","source":"MTF"}]},{"id":"duergar-stone-guard-mtf","name":"Duergar Stone Guard","source":"MTF","page":191,"srd":false,"image":"bestiary/MTF/Duergar Stone Guard.webp","token":"bestiary/tokens/MTF/Duergar Stone Guard.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"39 (6d8 + 12)","speed":"25 ft.","str":18,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Phalanx Formation","entries":["The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"King's Knife (Shortsword)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while enlarged."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while enlarged."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Stone Guard","entries":["The stone guard are elite duergar troops, deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["You think dwarves are dour and unpleasant? Wait until you meet a duergar."],"by":"Mordenkainen"},"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles."]}],"gallery":[{"path":"bestiary/MTF/Duergar Stone Guard.webp","credit":"Mark Behm"}],"hidden":true,"otherVersions":[{"id":"duergar-stone-guard","source":"MPMM"}]},{"id":"duergar-warlord","name":"Duergar Warlord","source":"MPMM","page":111,"srd":false,"image":"bestiary/MPMM/Duergar Warlord.webp","token":"bestiary/tokens/MPMM/Duergar Warlord.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Any Alignment","ac":"20","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"25 ft.","str":18,"dex":11,"con":17,"int":12,"wis":12,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Dwarvish, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack."]},{"name":"Psychic-Attuned Hammer","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage, or 15 ({@damage 2d10 + 4}) bludgeoning damage while under the effect of Enlarge, plus 5 ({@damage 1d10}) psychic damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while under the effect of Enlarge."]},{"name":"Call to Attack","entries":["Up to three allies within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack."]},{"name":"Invisibility {@recharge 4}","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]}],"reactions":[{"name":"Scouring Instruction","entries":["When an ally that the duergar can see makes a {@dice d20} roll, the duergar can roll a {@dice d6}, and the ally can add the number rolled to the {@dice d20} by taking 3 ({@damage 1d6}) psychic damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A warlord is cunning, inspiring, and merciless in equal parts. A skilled leader in battle, the warlord can use spikes of psionic energy to compel the warriors they command to fight harder."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework."],"by":"Mordenkainen"},{"type":"quote","entries":["The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?","Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys."],"by":"Mordenkainen"},"Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.","Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.","Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.","Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose."]}],"gallery":[{"path":"bestiary/MPMM/Duergar Warlord.webp","credit":"Daarken"}],"otherVersions":[{"id":"duergar-warlord-mtf","source":"MTF"}]},{"id":"duergar-warlord-mtf","name":"Duergar Warlord","source":"MTF","page":192,"srd":false,"image":"bestiary/tokens/MTF/Duergar Warlord.webp","token":"bestiary/tokens/MTF/Duergar Warlord.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"20","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"25 ft.","str":18,"dex":11,"con":17,"int":12,"wis":12,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Dwarvish, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available."]},{"name":"Psychic-Attuned Hammer","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage plus 5 ({@damage 1d10}) psychic damage, or 15 ({@damage 2d10 + 4}) bludgeoning damage plus 5 ({@damage 1d10}) psychic damage while enlarged,"]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 11 ({@damage 2d6 + 4}) piercing damage while enlarged."]},{"name":"Call to Attack","entries":["Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"Invisibility {@recharge 4}","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[{"name":"Scouring Instruction","entries":["When an ally that the duergar can see makes a {@dice d20} roll, the duergar can roll a {@dice 1d6} and the ally can add the number rolled to the {@dice d20} roll by taking 3 ({@damage 1d6}) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Warlord","entries":["A warlord is cunning, inspiring, and cruel in equal parts. A skilled warrior who leads duergar into battle, the warlord can use spikes of psionic energy to compel duergar warriors to fight harder."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["You think dwarves are dour and unpleasant? Wait until you meet a duergar."],"by":"Mordenkainen"},"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles."]}],"hidden":true,"otherVersions":[{"id":"duergar-warlord","source":"MPMM"}]},{"id":"duergar-xarrorn","name":"Duergar Xarrorn","source":"MPMM","page":111,"srd":false,"image":"bestiary/MPMM/Duergar Xarrorn.webp","token":"bestiary/tokens/MPMM/Duergar Xarrorn.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"25 ft.","str":16,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against spells and the {@condition charmed}, {@condition paralyzed}, and {@condition poisoned} conditions."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Fire Lance","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage, or 16 ({@damage 2d12 + 3}) piercing damage while under the effect of Enlarge, plus 3 ({@damage 1d6}) fire damage."]},{"name":"Fire Spray {@recharge 5}","entries":["From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework."],"by":"Mordenkainen"},{"type":"quote","entries":["The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?","Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys."],"by":"Mordenkainen"},"Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.","Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.","Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive.","Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose."]}],"gallery":[{"path":"bestiary/MPMM/Duergar Xarrorn.webp","credit":"Daarken"}],"otherVersions":[{"id":"duergar-xarrorn-mtf","source":"MTF"}]},{"id":"duergar-xarrorn-mtf","name":"Duergar Xarrorn","source":"MTF","page":193,"srd":false,"image":"bestiary/tokens/MTF/Duergar Xarrorn.webp","token":"bestiary/tokens/MTF/Duergar Xarrorn.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"25 ft.","str":16,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Fire Lance","entries":["{@atk mw} {@hit 5} to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage plus 3 ({@damage 1d6}) fire damage, or 16 ({@damage 2d12 + 3}) piercing damage plus 3 ({@damage 1d6}) fire damage while enlarged."]},{"name":"Fire Spray {@recharge 5}","entries":["From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Duergar Xarrorn","entries":["The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics."]},{"type":"section","name":"Duergar","entries":[{"type":"quote","entries":["You think dwarves are dour and unpleasant? Wait until you meet a duergar."],"by":"Mordenkainen"},"The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles."]}],"hidden":true,"otherVersions":[{"id":"duergar-xarrorn","source":"MPMM"}]},{"id":"duke-thalamra-vanthampur","name":"Duke Thalamra Vanthampur","source":"BGDIA","page":38,"srd":false,"image":"bestiary/BGDIA/Duke Thalamra Vanthampur.webp","token":"bestiary/tokens/BGDIA/Duke Thalamra Vanthampur.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":17,"dex":10,"con":15,"int":13,"wis":16,"cha":18,"saves":"","skills":"Deception +6, Insight +5, Intimidation +6, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft. (see devil's sight below), Passive Perception 13","languages":"Common, Infernal","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dark Devotion","entries":["Thalamra has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Devil's Sight","entries":["Thalamra can see normally in darkness, both magical and nonmagical, out to a distance of 120 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Thalamra uses eldritch blast twice or makes two unarmed strikes."]},{"name":"Eldritch Blast (Cantrip)","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}9 ({@damage 1d10 + 4}) force damage."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Hellish Rebuke (1st-Level Spell; 2/Day)","entries":["When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a {@dc 14} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Acid-tongued, shrewd, and aggressive, Duke Thalamra Vanthampur is the matriarch of the Vanthampur family. Born with nothing, she spent years wallowing in obscurity, repairing and renovating the city's ancient sewer system. One promotion after another followed until she was named Master of Drains and Underways. By then, she had been married three times and given birth to three sons. Her lifelong goal has been to lift herself and her family out of the sewers and into high society.","Years of political dealing, blame shuffling, and bribery paid off when Thalamra was elected to the Council of Four. Although she has served on the council for the shortest amount of time, Duke Vanthampur is easily the most politically savvy council member. She speaks little during meetings of the council, preferring to further her political agenda through meetings in her private offices and at her family estate. When she does choose to debate, she speaks with a strength beyond what it seems like her age should allow, and is known for leveling insults that land unsettlingly close to (supposedly) hidden truths.","Thalamra Vanthampur is a cunning, devil-worshiping beast of a woman in her late sixties who can stare down a hell hound without flinching. She is barrel-bodied, with strong hands and forearms that speak to her beginnings as a manual laborer. Her youth was spent in the cellars and sewers of Baldur's Gate, repairing pipes and clearing out the city's filth. Thalamra rose from such lowly work to become the minister of the city's sewers and waterworks. Now she dresses in the finery that suits her station as a duke of Baldur's Gate."]}]}],"gallery":[{"path":"bestiary/BGDIA/Duke Thalamra Vanthampur.webp"}]},{"id":"duke-zalto","name":"Duke Zalto","source":"SKT","page":184,"srd":false,"image":"bestiary/SKT/Duke Zalto.webp","token":"bestiary/tokens/SKT/Duke Zalto.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"-1 (9)","hp":"221 (13d12 + 78)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"lightning","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Elvish, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Siege Monster","entries":["Zalto deals double damage to objects and structures."]},{"name":"Special Equipment","entries":["Zalto wears a {@item ring of lightning resistance}."]},{"name":"Tackle","entries":["When Zalto enters any enemy's space for the first time on a turn, the enemy must succeed on a {@dc 19} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zalto makes two maul attacks."]},{"name":"Maul","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.",{"name":"Fire Forged","type":"entries","entries":["Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.","Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm."]},{"name":"Martial Experts","type":"entries","entries":["From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash.","The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout their smoky halls.","Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians."]},{"name":"Feudal Lords","type":"entries","entries":["Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.","Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth.","Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce."]},{"name":"Skilled Artisans","type":"entries","entries":["Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.","Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind."]}]},{"type":"entries","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]}]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"entries","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]}]}]}],"gallery":[{"path":"bestiary/SKT/Duke Zalto.webp"}]},{"id":"dukha-bhatiyali","name":"Dukha Bhatiyali","source":"JttRC","page":124,"srd":false,"image":"bestiary/JttRC/081-09-003.dukha-bhatiyali.webp","token":"bestiary/tokens/JttRC/Dukha Bhatiyali.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"120 (16d8 + 48)","speed":"30 ft. (40 ft. in tiger form)","str":17,"dex":15,"con":16,"int":10,"wis":13,"cha":11,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common (can't speak in tiger form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["Dukha can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["Dukha has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pounce (Tiger or Hybrid Form Only)","entries":["If Dukha moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the weretiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["In humanoid form, Dukha makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks."]},{"name":"Bite (Tiger or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 13} Constitution saving throw or be cursed with weretiger {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claw (Tiger or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]},{"name":"Scimitar (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Longbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/081-09-003.dukha-bhatiyali.webp","credit":"Nikki Dawes"}]},{"id":"dullahan","name":"Dullahan","source":"RHW","page":244,"srd":false,"image":"bestiary/RHW/Dullahan.webp","token":"bestiary/tokens/RHW/Dullahan.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":18,"dex":14,"con":16,"int":11,"wis":15,"cha":16,"saves":"Con +7","skills":"Perception +6","vulnerabilities":"","resistances":"cold; necrotic; poison","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened; poisoned","senses":"Truesight 120 ft., Passive Perception 16","languages":"understands Common plus one other language but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Grassland, Hill, Urban","treasure":"Armaments","traits":[{"name":"Mounted Adept","entries":["While mounted and without the {@condition Incapacitated|XPHB} condition, the dullahan and its mount have {@variantrule Advantage|XPHB} on Dexterity saving throws, and the dullahan can force an attack targeted at its mount to target the dullahan instead."]},{"name":"Terrorizer","entries":["The dullahan has {@variantrule Advantage|XPHB} on attack rolls against targets that have the {@condition Frightened|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dullahan makes two attacks, using Beheading Blade or Fiery Skull in any combination, and uses Headless Wail."]},{"name":"Beheading Blade","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}9 ({@damage 1d10 + 4}) Slashing damage plus 11 ({@damage 2d10}) Necrotic damage. If the target is reduced to 0 {@variantrule Hit Points|XPHB} by this attack, it dies and its head is lopped off. The head rises as a Death's Head in the space of the target's corpse or in the nearest unoccupied space. The head is under the dullahan's control. The dullahan can control no more than seven heads at a time."]},{"name":"Fiery Skull","entries":["{@atkr r} {@hit 7}, range 120 ft. {@h}18 ({@damage 4d8}) Fire damage."]},{"name":"Headless Wail","entries":["{@actSave con} {@dc 15}, up to three creatures within 120 feet of the dullahan that aren't Constructs or Undead. {@actSaveFail} 13 ({@damage 2d12}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of the dullahan's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Vengeful Headless Hunter}","Headless, undying warriors, dullahans arise from decapitated villains and murderously seek to recover their missing heads. In their endless hunts, they terrorize sites relevant to their crimes or near where they died, beheading anyone they believe responsible (or connected to those responsible) for their deaths. Aside from their lethal blades, dullahans terrorize foes with their terrifying wails and by throwing the flame-wreathed skulls of past victims. Many pursue their victims astride undead or fiendish steeds."]}],"gallery":[{"path":"bestiary/RHW/Dullahan.webp","title":"{@creature Dullahan|RHW}"}],"otherVersions":[{"id":"dullahan-vrgr","source":"VRGR"}]},{"id":"dullahan-vrgr","name":"Dullahan","source":"VRGR","page":233,"srd":false,"image":"bestiary/VRGR/Dullahan.webp","token":"bestiary/tokens/VRGR/Dullahan.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"16","initiative":"+2 (12)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":18,"dex":14,"con":16,"int":11,"wis":15,"cha":16,"saves":"Con +7","skills":"Perception +6","vulnerabilities":"","resistances":"cold; lightning; poison","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 16","languages":"understands the languages it knew in life but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Headless Summoning (Recharges after a Short or Long Rest)","entries":["If the dullahan is reduced to 0 hit points, it doesn't die or fall {@condition unconscious}. Instead, it regains 97 hit points. In addition, it summons three {@creature death's head|VRGR|death's heads}, one of each type, in unoccupied spaces within 5 feet of it. The death's heads are under the dullahan's control and act immediately after the dullahan in the initiative order. Additionally, the dullahan can now use the options in the \"Mythic Actions\" section. Award a party an additional 5,900 XP (11,800 XP total) for defeating the dullahan after it uses Headless Summoning."]},{"name":"Legendary Resistance (2/Day)","entries":["If the dullahan fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The dullahan doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dullahan makes two attacks."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 11 ({@damage 2d10}) necrotic damage. If the dullahan scores a critical hit against a creature, the target must succeed on a {@dc 15} Constitution saving throw or the dullahan cuts off the target's head. The target dies if it can't survive without the lost head. A creature that doesn't have or need a head, or has legendary actions, instead takes an extra 27 ({@damage 6d8}) slashing damage."]},{"name":"Fiery Skull","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The dullahan makes one attack."]},{"name":"Frightful Presence (Costs 2 Actions)","entries":["Each creature of the dullahan's choice within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or become {@condition frightened} of the dullahan until the end of its next turn."]},{"name":"Head Hunt (Costs 3 Actions)","entries":["The dullahan moves up to its speed without provoking opportunity attacks and makes one Battleaxe attack with advantage. If the attack hits, but is not a critical hit, the attack deals an extra 27 ({@damage 6d8}) necrotic damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dullahans are headless undead warriors—the remains of villains who let vengeance consume them. These decapitated hunters haunt the areas where they were slain, butchering innocents in search of their severed heads or to quench their thirst for revenge.","Wicked knights or commanders in life, dullahans adhere to twisted codes of chivalry or soldiership. These fallen champions consider a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying campaign against the living. In death, dullahans are often rejoined by those who followed them in life, either in the form of lesser undead, like skeletons or wights, or terrifying mounts, like warhorse skeletons or nightmares."]},{"type":"section","entries":[{"type":"entries","name":"Headless Hunts","entries":["Dullahans are known for seeking their lost heads, giving rise to regional legends of headless hunters and endless searches. The Dullahan Legends table suggests dullahan hauntings that might be the stuff of local legends.",{"type":"table","caption":"Dullahan Legends","colLabels":["d4","Haunting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dullahan pursues anyone who has one of the shards of its shattered skull."],["2","A vain dullahan pursues it own relatives, seeking to claim a head with its family resemblance."],["3","A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it."],["4","Two dullahans seek the same head, both believing they're the actual owner."]]}]}]}],"gallery":[{"path":"bestiary/VRGR/Dullahan.webp","credit":"Helder Almeida"}],"hidden":true,"otherVersions":[{"id":"dullahan","source":"RHW"}]},{"id":"dum-dum-goblin","name":"Dum-Dum Goblin","source":"AWM","page":32,"srd":false,"image":"bestiary/AWM/Dum-Dum Goblin.webp","token":"bestiary/tokens/AWM/Dum-Dum Goblin.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"7","initiative":"+2 (12)","hp":"7","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nimble Escape","entries":["The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Catch me if you can!","entries":["Dum-Dum Goblins will opt to run and hide before fighting! A {@dc 15} Dexterity check must be made before they can be attacked."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, one target. {@h}3 ({@damage 1d6 +2}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, one target. {@h}6 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dum Dum goblins are your average run-of-the-mill goblins that live in the Dankwood. They are led by their chief, Grobble, who loves to eat mushroom pie and send out his gang of goblin thieves to steal stuff. He loves to be flattered and thinks he's the toughest goblin in the Dankwood."],"gallery":[{"path":"bestiary/AWM/Dum-Dum Goblin.webp","credit":"Emi Tanji"}]},{"id":"dunbarrow-witch","name":"Dunbarrow Witch","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Dunbarrow Witch.webp","token":"bestiary/tokens/MCV4EC/Dunbarrow Witch.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"72 (16d8)","speed":"30 ft.","str":12,"dex":14,"con":11,"int":16,"wis":15,"cha":20,"saves":"Wis +5, Cha +8","skills":"Arcana +6, Nature +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Sylvan, and any one language","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The witch casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell mage armor} (self only), {@spell prestidigitation}","2/day each: {@spell animal messenger}, {@spell charm person}, {@spell Tasha's hideous laughter}","1/day each: {@spell bestow curse}, {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["The witch makes two Poison Dagger attacks. It can replace one of these attacks with Spellcasting."]},{"name":"Poison Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 21 ({@damage 6d6}) poison damage."]},{"name":"Polymorph Concoction (1/Day)","entries":["The witch hurls a bottle of liquid at a point up to 20 feet away from itself, which shatters into a cloud of magical smoke that fills a 10-foot-radius sphere. Each creature in that area must succeed on a {@dc 16} Wisdom saving throw or transform into a creature, as if under the effects of a {@spell polymorph} spell, transforming into one of the following forms (roll a {@dice d4}): 1, bat; 2, frog; 3, lizard; or 4, rat. This transformation lasts for 1 hour or until the creature drops to 0 hit points in its new form."]},{"name":"Shattered Shards","entries":["The witch targets a point it can see within 30 feet of itself. The air there magically solidifies into a mirrorlike pane, then shatters in a 15-foot cone originating from that point. Each creature in that area must make a {@dc 16} Dexterity saving throw, taking 25 ({@damage 10d4}) force damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["\"Taste the sweetness, breath for breath.","Keep the balance, death for death.\""],"skipMarks":true,"by":"Dunbarrow witch incantation"},"In the misty marsh of Dunbarrow, the witches of the Eldraine wilds scheme. They crave power by any means, and they aren't above cheating, sacrificing, or allying with whatever they believe will get them closer to that power.","Much of a Dunbarrow witch's magic is performed at cauldrons and delivered as a poison or potion. The most aggressive witch spells take the form of shattering mirrors.",{"type":"inset","name":"Companion Creatures","entries":["Various creatures serve the witches of Dunbarrow. It's not uncommon to see ravens and bats flitting through the canopy, or cats or otters scurrying through the undergrowth, to deliver messages to allies or rivals across the marsh. Some witches animate bundles of sticks and roots to do their errands about the marsh for them, while others animate furniture, weapons, or other objects.","Feel free to build encounters with witches that include additional creatures such as animated armor, a flying sword, a rug of smothering, or a Tiny Beast acting as a spy."]}]}],"gallery":[{"path":"bestiary/MCV4EC/Dunbarrow Witch.webp","credit":"Anna Pavleeva"}]},{"id":"duodrone","name":"Duodrone","source":"MM","page":225,"srd":false,"image":"bestiary/MM/Duodrone.webp","token":"bestiary/tokens/MM/Duodrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":13,"con":12,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 10","languages":"Modron","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The duodrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The duodrone makes two fist attacks or two javelin attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The blocky duodrones supervise units of monodrones and can perform up to two tasks at a time.",{"type":"section","name":"Modrons","entries":["Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Absolute Law and Order","entries":["Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no \"I,\" but only \"we\" or \"us.\"",{"type":"inset","name":"Variant: Rogue Modrons","entries":["A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.","A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank."]}],"type":"entries"},{"name":"Absolute Hierarchy","entries":["Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand."],"type":"entries"},{"name":"Cogs of the Great Machine","entries":["If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result."],"type":"entries"},{"name":"The Great Modron March","entries":["When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Every 289 years, the entire multiverse goes mad. Like clockwork."],"by":"Kwint Stormbellow, rock gnome adventurer"}]}]}],"gallery":[{"path":"bestiary/MM/Duodrone.webp"}]},{"id":"durnan","name":"Durnan","source":"WDH","page":203,"srd":false,"image":"bestiary/WDH/Durnan.webp","token":"bestiary/tokens/WDH/Durnan.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"16","initiative":"+2 (12)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":15,"con":18,"int":13,"wis":12,"cha":10,"saves":"Str +8, Con +8","skills":"Athletics +8, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Dwarvish","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Durnan wields a {@item Greatsword of Sharpness||sword of sharpness (greatsword)} called Grimvault. He wears {@item boots of striding and springing}, {@item elven chain}, and a {@item ring of spell turning}."]},{"name":"Indomitable (Recharges after a Long Rest)","entries":["Durnan can reroll a saving throw that he fails. He must use the new roll."]},{"name":"Spell Turning","entries":["While wearing his ring of spell turning, Durnan has advantage on saving throws against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Durnan makes four melee weapon attacks."]},{"name":"Grimvault","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. If the target is an object, the hit instead deals 16 slashing damage. If the target is a creature and Durnan rolls a 20 on the {@dice d20} for the attack roll, the target takes an extra 14 slashing damage, and Durnan rolls another {@dice d20}. On a roll of 20, he lops off one of the target's limbs, or some other part of its body if it is limbless."]},{"name":"Double Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 60/240 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Human proprietor}",{"type":"quote","entries":["I'll give you a free flagon of ale if you don't talk to me about the weather."]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Durnan is the owner and proprietor of the Yawning Portal. Although he looks like a middle-aged man whose best days are behind him, Durnan has a sharp mind and can still swing a sword when he must. He doesn't like talking about his past, and he won't reveal anything about his time as an adventurer.","If Durnan has any living family members, he doesn't speak of them. He rarely says two words when one will do. He has a dark sense of humor and spares no pity on those who take the risk of entering Undermountain.","He keeps Grimvault, his magic greatsword, within reach under the bar, and can chop tables in half with it if he so desires. He also can pull out a double crossbow (a heavy crossbow with reduced range that fires two bolts at the same target). Still, if he gets involved in a brawl, he prefers fighting with fists or a well-flung tankard.","Durnan doesn't often venture far from the Yawning Portal, using his employees to run errands for him as needed. If he's feeling charitable, he might gently discourage likable \"nobodies\" from venturing into Undermountain, if he thinks they wouldn't survive. He can also direct adventurers toward tavern regulars who might be able to help them or offer useful information."]}]}]}],"gallery":[{"path":"bestiary/WDH/Durnan.webp"}]},{"id":"durnn","name":"Durnn","source":"TftYP","page":25,"srd":false,"image":"bestiary/tokens/TftYP/Durnn.webp","token":"bestiary/tokens/TftYP/Durnn.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Lawful Evil","ac":"19","initiative":"+1 (11)","hp":"18 (2d8 + 2)","speed":"30 ft.","str":15,"dex":12,"con":12,"int":10,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Martial Advantage","entries":["Once per turn, the hobgoblin can deal an extra 7 ({@damage 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.","Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.",{"name":"Goblinoids","type":"entries","entries":["Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears."]},{"name":"Martial Might","type":"entries","entries":["A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.","Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black."]},{"name":"Military Legions","type":"entries","entries":["Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.","As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield."]},{"name":"Strategic Thinkers","type":"entries","entries":["Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.","Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants."]},{"name":"Beast Trainers","type":"entries","entries":["Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts."]},{"name":"Conquer and Control","type":"entries","entries":["Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.","Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.","Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas."]},{"name":"Legion of Maglubiyet","type":"entries","entries":["Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron."]}]}]}]}]},{"id":"durstan-rial","name":"Durstan Rial","source":"DSotDQ","page":97,"srd":false,"image":"bestiary/DSotDQ/064-04-006.caradoc.webp","token":"bestiary/tokens/DSotDQ/Durstan Rial.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Durstan has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Durstan makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Durstan can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Durstan adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/064-04-006.caradoc.webp","title":"Knight Caradoc carries a message to Kalaman's leaders","credit":"Nikki Dawes"}]},{"id":"dusk-hag","name":"Dusk Hag","source":"ERLW","page":292,"srd":false,"image":"bestiary/ERLW/Dusk Hag.webp","token":"bestiary/tokens/ERLW/Dusk Hag.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":17,"wis":16,"cha":18,"saves":"Int +6, Wis +6","skills":"Deception +7, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; frightened","senses":"blindsight 60 ft., Passive Perception 16","languages":"Common, Giant, Infernal","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The hag has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The hag's spellcasting ability is Charisma (spell save {@dc 15}). She can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell disguise self}","3/day each: {@spell dream}, {@spell hypnotic pattern}, {@spell sleep} ({@dice 9d8})","1/day each: {@spell legend lore}, {@spell scrying}"]}],"actions":[{"name":"Multiattack","entries":["The hag makes two Nightmare Touch attacks."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Nightmare Touch","entries":["{@atk ms} {@hit 7} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d6 + 4}) psychic damage. If the target is {@condition unconscious}, it takes an extra 10 ({@damage 3d6}) psychic damage and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 ({@dice 1d10}) whenever it finishes a long rest."]}],"bonusActions":[],"reactions":[{"name":"Dream Eater","entries":["When an {@condition unconscious} creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a {@dc 15} Wisdom saving throw. Unless the save succeeds, the creature takes 11 ({@damage 2d10}) psychic damage, and the hag regains hit points equal to the amount of damage taken."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers.",{"type":"table","caption":"Dusk Hag Prophecies","colLabels":["d10","Prophecy"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","\"A red hat approaches with ill intent. Be wary.\""],["2","\"A ship comes on a sea of bones, but treasure waits behind a silver skull.\""],["3","\"Three days, three deaths, three eyes, three breaths.\""],["4","\"Doom falls on the peacock and the sparrow alike. Best be a raven.\""],["5","\"A white hand on a black field holds the golden key.\""],["6","\"Beware the black horse.\""],["7","\"The fish is your friend.\""],["8","\"The stairs downward lead to that which you seek.\""],["9","\"Look for two crossed swords. There your goal lies.\""],["10","\"If you see two crows, turn back. Beyond is death.\""]]}]}]}],"gallery":[{"path":"bestiary/ERLW/Dusk Hag.webp","credit":"Colin Boyer"}]},{"id":"duskwalker","name":"Duskwalker","source":"DSotDQ","page":150,"srd":false,"image":"bestiary/DSotDQ/105-06-005.duskwalker.webp","token":"bestiary/tokens/DSotDQ/Duskwalker.webp","size":"Huge","creatureType":"Plant","alignment":"Neutral","ac":"16","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"30 ft.","str":23,"dex":8,"con":21,"int":12,"wis":16,"cha":12,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While Duskwalker remains motionless, it is indistinguishable from a normal tree."]},{"name":"Siege Monster","entries":["Duskwalker deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Duskwalker makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]},{"name":"Animate Trees (1/Day)","entries":["Duskwalker magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {@creature treant}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/105-06-005.duskwalker.webp","credit":"Jessica Nguyen"}]},{"id":"dust-hulk","name":"Dust Hulk","source":"BGG","page":131,"srd":false,"image":"bestiary/BGG/Dust Hulk.webp","token":"bestiary/tokens/BGG/Dust Hulk.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"16","initiative":"+4 (14)","hp":"68 (8d10 + 24)","speed":"0 ft., fly 30 ft. (hover)","str":15,"dex":19,"con":16,"int":10,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"Giant, Terran","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Air Form","entries":["The dust hulk can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing."]},{"name":"Death Burst","entries":["When the dust hulk dies, it explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or have the {@condition blinded} condition for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dust hulk makes three Slam attacks. It can replace one of these attacks with Stinging Dust."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Stinging Dust","entries":["One creature of the dust hulk's choice inside its space must make a {@dc 14} Constitution saving throw. On a failed save, the creature takes 10 ({@damage 3d6}) bludgeoning damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, the creature takes half as much damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dust hulks are descended from enclaves of stone giants who lived in extreme environments, isolated from others. Elemental energy from the Plane of Air eroded their physical forms and slowly transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust.","Dust hulks retain their ancestors' passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels like living sandstorms, they create mesmerizing dances with their ever-shifting forms."]},{"type":"quote","entries":["It's tempting to view the various hulks as symbols of the long, slow decline of the giants as a people. But that's hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory."],"by":"Bigby"}],"gallery":[{"path":"bestiary/BGG/Dust Hulk.webp"}]},{"id":"dust-mephit","name":"Dust Mephit","source":"XMM","page":206,"srd":true,"image":"bestiary/XMM/Mephits.webp","token":"bestiary/tokens/XMM/Dust Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"17 (5d6)","speed":"30 ft., fly 30 ft.","str":5,"dex":14,"con":10,"int":9,"wis":11,"cha":10,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"fire","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Primordial (Auran, Terran)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Planar, Elemental","treasure":"","traits":[{"name":"Death Burst","entries":["The mephit explodes when it dies. {@actSave dex} {@dc 10}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the mephit. {@actSaveFail} 5 ({@damage 2d4}) Bludgeoning damage. {@actSaveSuccess} Half damage."]}],"spellcasting":[{"name":"Sleep (1/Day)","entries":["The mephit casts the {@spell Sleep|XPHB} spell, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 10}).","1/day: {@spell Sleep|XPHB}"]}],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Slashing damage."]},{"name":"Blinding Breath {@recharge}","entries":["{@actSave dex} {@dc 10}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has the {@condition Blinded|XPHB} condition until the end of the mephit's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Dust mephits are composed of air and fine earth. They are drawn to forsaken places, and they think everything associated with death is hilarious."]},{"type":"section","name":"Mephits","entries":["{@i Malicious Elemental Hooligans}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Planes)|bestiary|environment=planar, elemental}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.","Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!"],"by":"Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself"}]}]}],"gallery":[{"path":"bestiary/XMM/Mephits.webp","credit":"Andrew Mar"}],"otherVersions":[{"id":"dust-mephit-mm","source":"MM"}]},{"id":"dust-mephit-mm","name":"Dust Mephit","source":"MM","page":215,"srd":false,"image":"bestiary/MM/Dust Mephit.webp","token":"bestiary/tokens/MM/Dust Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"17 (5d6)","speed":"30 ft., fly 30 ft.","str":5,"dex":14,"con":10,"int":9,"wis":11,"cha":10,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"fire","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Auran, Terran","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Desert","treasure":"","traits":[{"name":"Death Burst","entries":["When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a {@dc 10} Constitution saving throw or be {@condition blinded} for 1 minute. A {@condition blinded} creature can repeat the saving throw on each of its turns, ending the effect on itself on a success."]}],"spellcasting":[{"name":"Innate Spellcasting (1/Day)","entries":["The mephit can innately cast {@spell sleep}, requiring no material components. Its innate spellcasting ability is Charisma.","At will: {@spell sleep}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Blinding Breath {@recharge}","entries":["The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a {@dc 10} Dexterity saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Mephits","entries":["Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.","Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Elemental Nature","entries":["A mephit doesn't require food, drink, or sleep."]}]}]}]},{"name":"Dust Mephit","type":"entries","entries":[{"type":"entries","entries":["Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating."]}]}],"gallery":[{"path":"bestiary/MM/Dust Mephit.webp"}],"hidden":true,"otherVersions":[{"id":"dust-mephit","source":"XMM"}]},{"id":"duvessa-shane","name":"Duvessa Shane","source":"SKT","page":248,"srd":false,"image":"bestiary/SKT/Duvessa Shane.webp","token":"bestiary/tokens/SKT/Duvessa Shane.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":11,"con":10,"int":16,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish, Giant, Orc","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Roleplaying Information","entries":["The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove.","Ideal: \"The people of Icewind Dale are survivors. They can weather any storm.\"","Bond: \"My mother taught me what it means to be a good leader. I won't disappoint her.\"","Flaw: \"I don't give an inch in any argument of conflict.\""]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Duvessa carries only one dagger."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Duvessa adds 2 to her AC against one melee attack that would hit her. To do so, Duvessa must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove.","Ideal:\"The people of Icewind Dale are survivors. They can weather any storm.\"","Bond:\"My mother taught me what it means to be a good leader. I won't disappoint her.\"","Flaw:\"I don't give an inch in any argument or conflict.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Duvessa Shane.webp"}]},{"id":"dwarf","name":"Dwarf","source":"AWM","page":32,"srd":false,"image":"bestiary/AWM/Dwarf.webp","token":"bestiary/tokens/AWM/Dwarf.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Good","ac":"10","initiative":"+1 (11)","hp":"30","speed":"25 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["They have advantage on saving throws against poison, and they have resistance to poison damage."]}],"spellcasting":[],"actions":[{"name":"Shortbow","entries":["{@atk mw} {@hit 3} to hit, one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Although there are no dwarves that live in the actual Dankwood, they will sometime pass through in travel or explore the forest for coveted materials and magical stones. They pride themselves in their skills and can create beautiful artifacts from the objects they find in nature.","The dwarves in the area are naturally cautious towards goblins. They will go out of their way to avoid contact and rarely stay for long periods in the Dankwood."],"gallery":[{"path":"bestiary/AWM/Dwarf.webp","credit":"Emi Tanji"}]},{"id":"dwarf-skeleton","name":"Dwarf Skeleton","source":"PaBTSO","page":123,"srd":false,"image":"bestiary/tokens/PaBTSO/Dwarf Skeleton.webp","token":"bestiary/tokens/PaBTSO/Dwarf Skeleton.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"25 ft.","str":16,"dex":10,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Dwarvish but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sure-Footed","entries":["The skeleton has advantage on Strength and Dexterity saving throws made against effects that make it have the {@condition prone} condition."]}],"spellcasting":[],"actions":[{"name":"Battleaxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dwarven-worker","name":"Dwarven Worker","source":"IMR","page":15,"srd":false,"image":"bestiary/tokens/IMR/Dwarven Worker.webp","token":"bestiary/tokens/IMR/Dwarven Worker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":10,"int":10,"wis":11,"cha":10,"saves":"","skills":"Deception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["The worker has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Pick or Hammer","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) bludgeoning or piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"dybbuk","name":"Dybbuk","source":"MPMM","page":113,"srd":false,"image":"bestiary/MPMM/Dybbuk.webp","token":"bestiary/tokens/MPMM/Dybbuk.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"37 (5d8 + 15)","speed":"40 ft. (hover)","str":6,"dex":19,"con":16,"int":16,"wis":15,"cha":14,"saves":"","skills":"Deception +6, Intimidation +4, Perception +4","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 120 ft., Passive Perception 14","languages":"Abyssal, Common, telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The dybbuk can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Magic Resistance","entries":["The dybbuk has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dybbuk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell dimension door}","3/day: {@spell phantasmal force}"]}],"actions":[{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 ({@dice 1d6}). This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0."]},{"name":"Possess Corpse {@recharge}","entries":["The dybbuk disappears into an intact corpse within 5 feet of it that belonged to a Large or smaller Beast or Humanoid. The dybbuk gains 20 temporary hit points. While possessing the corpse, the dybbuk adopts the corpse's size and can't use Incorporeal Movement. Its game statistics otherwise remain the same. The possession lasts until the temporary hit points are lost or the dybbuk ends it as a bonus action. When the possession ends, the dybbuk appears in an unoccupied space within 5 feet of the corpse."]}],"bonusActions":[{"name":"Control Corpse","entries":["While Possess Corpse is active, the dybbuk makes the corpse do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any Beast or Humanoid that sees this behavior must succeed on a {@dc 12} Wisdom saving throw or become {@condition frightened} of the dybbuk for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Control Corpse for 24 hours."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dybbuks are demons that terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities.","In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tentacles as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses a suitable corpse as a vehicle, rousing the body from death. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground."],"gallery":[{"path":"bestiary/MPMM/Dybbuk.webp","credit":"Aaron Miller"}],"otherVersions":[{"id":"dybbuk-mtf","source":"MTF"}]},{"id":"dybbuk-mtf","name":"Dybbuk","source":"MTF","page":132,"srd":false,"image":"bestiary/MTF/Dybbuk.webp","token":"bestiary/tokens/MTF/Dybbuk.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"37 (5d8 + 15)","speed":"0 ft., fly 40 ft. (hover)","str":6,"dex":19,"con":16,"int":16,"wis":15,"cha":14,"saves":"","skills":"Deception +6, Intimidation +4, Perception +4","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 120 ft., Passive Perception 14","languages":"Abyssal, Common, telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The dybbuk can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Magic Resistance","entries":["The dybbuk has advantage on saving throws against spells and other magical effects."]},{"name":"Violate Corpse","entries":["The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a {@dc 12} Wisdom saving throw or become {@condition frightened} for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dybbuk's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dimension door}","3/day each: {@spell fear}, {@spell phantasmal force}"]}],"actions":[{"name":"Tendril","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 ({@dice 1d6}). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Possess Corpse {@recharge}","entries":["The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.","While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, {@condition exhaustion}, and being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.","The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Dybbuk","entries":["Dybbuks terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities."]},{"name":"Puppet Masters","type":"entries","entries":["In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices."]},{"name":"Dark Masquerade","type":"entries","entries":["By plundering a corpse's memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can't resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground."]}]}]}],"gallery":[{"path":"bestiary/MTF/Dybbuk.webp","credit":"Aaron Miller"}],"hidden":true,"otherVersions":[{"id":"dybbuk","source":"MPMM"}]},{"id":"dyrrn","name":"Dyrrn","source":"ERLW","page":288,"srd":false,"image":"bestiary/ERLW/Dyrrn.webp","token":"bestiary/tokens/ERLW/Dyrrn.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"21","initiative":"+5 (15)","hp":"325 (31d8 + 186)","speed":"40 ft., fly 40 ft. (hover)","str":26,"dex":21,"con":22,"int":26,"wis":23,"cha":24,"saves":"Int +15, Wis +13, Cha +14","skills":"Arcana +15, History +15, Insight +13, Perception +13","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"blinded; charmed; exhaustion; frightened; poisoned; prone","senses":"truesight 120 ft., Passive Perception 23","languages":"Deep Speech, telepathy 120 ft.","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Alien Mind","entries":["If a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature must succeed on a {@dc 23} Intelligence saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Legendary Resistance (3/Day)","entries":["If Dyrrn fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Dyrrn has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Teleport","entries":["As a bonus action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature {@condition grappled}."]},{"name":"Tentacle Whip","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d10 + 8}) slashing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 23}), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a {@dc 23} Intelligence saving throw or be {@condition stunned} until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips."]},{"name":"Corruption","entries":["Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 23} Constitution saving throw or take 22 ({@damage 4d6 + 8}) necrotic damage and become corrupted for 1 minute.","A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a {@dc 15} Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one {@condition incapacitated} creature {@condition grappled} by Dyrrn. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tentacle Whip","entries":["Dyrrn makes one attack with its Tentacle Whip."]},{"name":"Spawn Aberration (Costs 2 Actions)","entries":["Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order."]},{"name":"Mind Blast (Costs 3 Actions)","entries":["Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 23} Intelligence saving throw or take 30 ({@damage 5d8 + 8}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:",{"type":"list","items":["Dyrrn uses its Corruption action.","A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a {@dc 23} Strength saving throw or be {@condition restrained}. A creature can escape the tentacles with a successful {@dc 23} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check as an action.","Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a {@dc 23} Wisdom saving throw or take 26 ({@damage 4d12}) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by {@dice 1d4} each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest."]}],"regionalEffects":["A region containing a passage to Dyrrn's lair is warped in one or more of these ways:",{"type":"list","items":["Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration.","Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.","If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a {@dc 22} Wisdom saving throw or descend into a type of madness (see \"Madness of Dyrrn\" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Dyrrn dies, these effects fade away after {@dice 1d10} days.",{"type":"entries","name":"Madness of Dyrrn","entries":["If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the {@book Dungeon Master's Guide|DMG} has more information on madness.",{"type":"table","caption":"Madness of Dyrrn","colLabels":["d6","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","\"There's an illithid parasite living in my brain!\""],["2","\"I can feel myself evolving into an aberration.\""],["3","\"Aberrations are the only natural things.\""],["4","\"A part of me has become a conscious entity.\""],["5","\"My opponents must bow down to a mind flayer!\""],["6","\"Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!\""]]}]}],"lore":[{"type":"entries","entries":["Dyrrn is known to its followers as the Corruptor, the Stealer of Thoughts, the Slithering Lord, and the Foul Labyrinth. In the lore of the Gatekeepers, it is said that Dyrrn plants thoughts in the weak minded—the seeds of terrible ideas that fester and grow. Those who are particularly brilliant often draw the attention of the Foul Labyrinth, which hungers to consume unique minds.",{"type":"entries","entries":[{"type":"entries","name":"Twisting Flesh and Thought","entries":["The mind flayers of Eberron know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. Of all the daelkyr, the Corruptor is the most adept at twisting minds and bodies to create monsters. It was Dyrrn who turned goblinoid prisoners into the first dolgaunts and dolgrims, creating the legions that would savage the nations of Khorvaire. Dyrrn is also a prolific creator of symbionts—treasures that tempt people to bind alien entities to their flesh."]},{"type":"entries","name":"Dyrrn's Cults","entries":["Dyrrn's lair touches the Eldeen Reaches, and the druids of the Towering Wood are always watching for Dyrrn's influence. At the start of the Last War, the dwarves of the Mror Holds discovered passages to the daelkyr's realm below their halls, and Dyrrn's cults have spread from there.","Mind flayers often work with Dyrrn's cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will consume all sentient beings, except for its servants.","Dyrrn most often appears as a tall humanoid male with pale skin, clad in a heavy cassock of interwoven black leather that slithers unsettlingly around the daelkyr's form. Dyrrn can extend tentacles from its body, using them to extract the brains of others."]}]},{"type":"entries","name":"Dyrrn's Lair","entries":["Dyrrn makes its lair in the Palace of Sinew, a horrid site shaped from the leftover flesh and bones of the daelkyr's sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing."]},{"type":"entries","name":"Madness of Dyrrn","entries":["If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the {@book Dungeon Master's Guide|DMG} has more information on madness.",{"type":"table","caption":"Madness of Dyrrn","colLabels":["d6","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","\"There's an illithid parasite living in my brain!\""],["2","\"I can feel myself evolving into an aberration.\""],["3","\"Aberrations are the only natural things.\""],["4","\"A part of me has become a conscious entity.\""],["5","\"My opponents must bow down to a mind flayer!\""],["6","\"Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!\""]]}]}]}],"gallery":[{"path":"bestiary/ERLW/Dyrrn.webp","credit":"Brian Valeza"}]},{"id":"dzaan","name":"Dzaan","source":"IDRotF","page":271,"srd":false,"image":"bestiary/IDRotF/Dzaans Simulacrum.webp","token":"bestiary/tokens/IDRotF/Dzaan.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":10,"dex":11,"con":12,"int":16,"wis":13,"cha":15,"saves":"Int +5, Wis +3","skills":"Arcana +5, Deception +4, History +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Abyssal, Common, Giant, Infernal","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Dzaan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:","At will: [object Object], [object Object]","Cantrips (at will): {@spell acid splash} *, {@spell light}, {@spell minor illusion}, {@spell shocking grasp} *","Level 1 (4 slots): {@spell detect magic}, {@spell disguise self}, {@spell magic missile} *","Level 2 (3 slots): {@spell invisibility}, {@spell levitate}, {@spell phantasmal force}","Level 3 (3 slots): {@spell fireball}, {@spell sending}, {@spell slow}","Level 4 (3 slots): {@spell arcane eye}, {@spell confusion}","Level 5 (1 slots): {@spell animate objects}","*See \"Actions\" below."]}],"actions":[{"name":"Shocking Grasp (Cantrip)","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). {@h}9 ({@damage 2d8}) lightning damage, and the target can't take reactions until the start of its next turn."]},{"name":"Acid Splash (Cantrip)","entries":["Dzaan hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a {@dc 13} Dexterity saving throw or take 7 ({@damage 2d6}) acid damage."]},{"name":"Magic Missile (1st-Level Spell; Requires a Spell Slot)","entries":["Dzaan creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 ({@damage 1d4 + 1}) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dzaan was a Red Wizard of Thay who studied the arcane tradition of illusion. The leaders of the Arcane Brotherhood welcomed him with open arms, eager to count a Red Wizard among their ranks. Dzaan might have become a force to reckon with in the brotherhood had his quest for power not led him to Icewind Dale, where he was killed by the people of Easthaven after making a few too many enemies.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Dzaan's Demise","entries":["Dzaan's trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried tower in the tundra (see \"Lost Spire of Netheril\"), and Dzaan went out of his way to eliminate anyone who knew of it, including the adventurers who found it and several Ten-Towners with whom they had spoken. After turning the tower into his secret base, Dzaan visited Easthaven to gather supplies. Although he took the precaution of adopting a magical disguise, members of the local militia recognized Dzaan by the way he walked and spoke. They captured him, gagged him, confiscated his spellbook, and condemned him to death."]},{"type":"entries","name":"Companion","entries":["Because they're so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort. They generally favor undead servants and bodyguards, since they find that undead tend to be more obedient than the living. Dzaan's bodyguard is a Thayan {@creature wight} named Krintaas. When Dzaan returned to Easthaven, he ordered his companion to stay with the simulacrum and watch over it and the buried Netherese spire."]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Dzaans Simulacrum.webp"}]},{"id":"dzaan-s-simulacrum","name":"Dzaan's Simulacrum","source":"IDRotF","page":270,"srd":false,"image":"bestiary/IDRotF/Dzaans Simulacrum.webp","token":"bestiary/tokens/IDRotF/Dzaan's Simulacrum.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"24 (9d8 + 9)","speed":"30 ft.","str":10,"dex":11,"con":12,"int":16,"wis":13,"cha":15,"saves":"Int +5, Wis +3","skills":"Arcana +5, Deception +4, History +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Abyssal, Common, Giant, Infernal","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}*, {@spell light}, {@spell minor illusion}, {@spell shocking grasp}*","Level 1 (2 slots): {@spell detect magic}, {@spell disguise self}, {@spell magic missile}*","Level 2 (2 slots): {@spell invisibility}, {@spell levitate}, {@spell phantasmal force}","*See \"Actions\" below."]}],"actions":[{"name":"Shocking Grasp (Cantrip)","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). {@h}9 ({@damage 2d8}) lightning damage, and the target can't take reactions until the start of its next turn."]},{"name":"Acid Splash (Cantrip)","entries":["The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a {@dc 13} Dexterity saving throw or take 7 ({@damage 2d6}) acid damage."]},{"name":"Magic Missile (1st-Level Spell; Requires a Spell Slot)","entries":["The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 ({@damage 1d4 + 1}) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.","The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with {@spell sending} spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses its remaining spell slots sparingly.","The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum effectively becomes a clone of Dzaan, authentic in every way."]}],"gallery":[{"path":"bestiary/IDRotF/Dzaans Simulacrum.webp"}]},{"id":"eagle","name":"Eagle","source":"XMM","page":353,"srd":true,"image":"bestiary/XMM/Eagle.webp","token":"bestiary/tokens/XMM/Eagle.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"4 (1d6 + 1)","speed":"10 ft., fly 60 ft.","str":6,"dex":15,"con":12,"int":2,"wis":14,"cha":7,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Coastal, Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atkr m} {@hit 4}, reach 5 feet. {@h}4 ({@damage 1d4 + 2}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Eagle.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"eagle-mm","source":"MM"}]},{"id":"eagle-mm","name":"Eagle","source":"MM","page":322,"srd":false,"image":"bestiary/MM/Eagle.webp","token":"bestiary/tokens/MM/Eagle.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"10 ft., fly 60 ft.","str":6,"dex":15,"con":10,"int":2,"wis":14,"cha":7,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal","treasure":"","traits":[{"name":"Keen Sight","entries":["The eagle has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Eagle.webp"}],"hidden":true,"otherVersions":[{"id":"eagle","source":"XMM"}]},{"id":"earth-elemental","name":"Earth Elemental","source":"XMM","page":108,"srd":true,"image":"bestiary/XMM/Earth Elemental.webp","token":"bestiary/tokens/XMM/Earth Elemental.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"17","initiative":"-1 (9)","hp":"147 (14d10 + 70)","speed":"30 ft., burrow 30 ft.","str":20,"dex":8,"con":20,"int":5,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"thunder","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; unconscious","senses":"Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10","languages":"Primordial (Terran)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Mountain, Planar, Earth, Underdark","treasure":"","traits":[{"name":"Earth Glide","entries":["The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."]},{"name":"Siege Monster","entries":["The elemental deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elemental makes two attacks, using Slam or Rock Launch in any combination."]},{"name":"Slam","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}14 ({@damage 2d8 + 5}) Bludgeoning damage."]},{"name":"Rock Launch","entries":["{@atkr r} {@hit 8}, range 60 ft. {@h}8 ({@damage 1d6 + 5}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Earth Elemental","entries":["{@i Primal Spirit of Soil and Stone}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Elemental Plane of Earth)|bestiary|environment=planar, earth}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Primal spirits from the Elemental Plane of Earth merge with rocks and minerals to form earth elementals. These beings possess powerful limbs and coarse features, sometimes studded with ore, gems, crystals, colorful striations, or living plants. On the Material Plane, earth elementals often serve those who conjure them, or they appear in regions influenced by their home plane, such as crystalline nodes, energetic fault lines, or veins of magical ore. Earth elementals effortlessly move through stone and can bring ruin to whole structures with their mighty fists.","Earth elementals are typically made of more than dirt. While an elemental's composition doesn't change its statistics or have monetary value, it makes each elemental distinct. Roll on or choose a result from the Earth Elemental Compositions table to inspire an earth elemental's features.",{"type":"table","caption":"Earth Elemental Compositions","colLabels":["1d8","The Earth Elemental's Body Features..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Colorful mineral formations."],["2","Cooled magma in melted heaps."],["3","Grass, moss, or plant roots."],["4","Heaps of peat or decaying matter."],["5","Mounds of sand studded with shells."],["6","Rubble or pieces of a ruined structure."],["7","Striking striations or bands of color."],["8","Veins of iron or other ore."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The foundations of our homes, the strength of our weapons, the vaults of our greatest secrets—earth is nothing less than the grip of reality itself. It is the mightiest element. This cannot be denied."],"by":"Kabril the Perfect Compass, Ruler of Dao"}]}]}],"gallery":[{"path":"bestiary/XMM/Earth Elemental.webp","credit":"Chris Cold"}],"otherVersions":[{"id":"earth-elemental-mm","source":"MM"}]},{"id":"earth-elemental-mm","name":"Earth Elemental","source":"MM","page":124,"srd":false,"image":"bestiary/MM/Earth Elemental.webp","token":"bestiary/tokens/MM/Earth Elemental.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"17","initiative":"-1 (9)","hp":"126 (12d10 + 60)","speed":"30 ft., burrow 30 ft.","str":20,"dex":8,"con":20,"int":5,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"thunder","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; unconscious","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"Terran","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Earth Glide","entries":["The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."]},{"name":"Siege Monster","entries":["The elemental deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elemental makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.","Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity."]}]},{"type":"section","name":"Elementals","entries":["Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Living Elements","entries":["On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being."]},{"type":"entries","name":"Conjured by Magic","entries":["Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it."]},{"type":"entries","name":"Bound and Shaped","entries":["Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds."]},{"type":"entries","name":"Elemental Nature","entries":["An elemental doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Earth Elemental.webp"}],"hidden":true,"otherVersions":[{"id":"earth-elemental","source":"XMM"}]},{"id":"earth-elemental-myrmidon","name":"Earth Elemental Myrmidon","source":"MPMM","page":122,"srd":false,"image":"bestiary/MPMM/Earth Elemental Myrmidon.webp","token":"bestiary/tokens/MPMM/Earth Elemental Myrmidon.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+0 (10)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":18,"dex":10,"con":17,"int":8,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"Terran, one language of its creator's choice","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myrmidon makes two Maul attacks."]},{"name":"Maul","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) force damage."]},{"name":"Thunderous Strike {@recharge}","entries":["The myrmidon makes one Maul attack. On a hit, the target takes an extra 22 ({@damage 4d10}) thunder damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Elemental Myrmidons","entries":["Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators."]}],"gallery":[{"path":"bestiary/MPMM/Earth Elemental Myrmidon.webp","credit":"Filip Burburan"}],"otherVersions":[{"id":"earth-elemental-myrmidon-mtf","source":"MTF"}]},{"id":"earth-elemental-myrmidon-mtf","name":"Earth Elemental Myrmidon","source":"MTF","page":202,"srd":false,"image":"bestiary/MTF/Earth Elemental Myrmidon.webp","token":"bestiary/tokens/MTF/Earth Elemental Myrmidon.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+0 (10)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":18,"dex":10,"con":17,"int":8,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"Terran, one language of its creator's choice","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Weapons","entries":["The myrmidon's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myrmidon makes two maul attacks."]},{"name":"Maul","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Thunderous Strike {@recharge}","entries":["The myrmidon makes one maul attack. On a hit, the target takes an extra 16 ({@damage 3d10}) thunder damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators."]}],"gallery":[{"path":"bestiary/MTF/Earth Elemental Myrmidon.webp","credit":"Filip Burburan"}],"hidden":true,"otherVersions":[{"id":"earth-elemental-myrmidon","source":"MPMM"}]},{"id":"earth-totem-elemental","name":"Earth Totem Elemental","source":"PSX","page":38,"srd":false,"image":"bestiary/tokens/PSX/Earth Totem Elemental.webp","token":"bestiary/tokens/PSX/Earth Totem Elemental.webp","size":"Large","creatureType":"Totem Elemental","alignment":"Neutral","ac":"17","initiative":"-1 (9)","hp":"126 (12d10 + 60)","speed":"30 ft., burrow 30 ft.","str":20,"dex":8,"con":20,"int":5,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"thunder","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; unconscious","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"Terran","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Earth Glide","entries":["The totem elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through."]},{"name":"Siege Monster","entries":["The totem elemental deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The totem elemental makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.","River Heralds also make use of elementals formed of air, water, or vegetation. In ancient times when folk of the River Heralds and the Sun Empire worked together, they harnessed fire elementals into guardians that still keep watch over certain forgotten ruins.","Any of the various elemental and plant creatures in the {@book Monster Manual|MM} can represent the elementals of Ixalan. The River Heralds' totem elementals are similar to the basic {@creature air elemental|MM|air}, {@creature earth elemental|MM|earth}, and {@creature water elemental|MM|water elementals}, or to {@creature treant|MM|treants}, blights, {@creature shambling mound|MM|shambling mounds}, or {@creature awakened tree|MM|awakened trees} and {@creature awakened shrub|MM|awakened shrubs}. Fire guardians are similar to {@creature fire elemental|MM|fire elementals}."]},{"id":"east-wind","name":"East Wind","source":"LLK","page":14,"srd":false,"image":"bestiary/tokens/LLK/East Wind.webp","token":"bestiary/tokens/LLK/East Wind.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"40 ft.","str":11,"dex":17,"con":13,"int":11,"wis":16,"cha":10,"saves":"","skills":"Acrobatics +5, Insight +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Special Equipment","entries":["East Wind is armed with a longsword that is a {@item polymorph blade|LLK}."]},{"name":"Unarmored Defense","entries":["While East Wind is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["East Wind makes three unarmed strikes or three dart attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the target is a creature, East Wind can choose one of the following additional effects:",{"type":"list","items":["The target must succeed on a {@dc 13} Strength saving throw or drop one item it is holding (adept's choice).","The target must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}.","The target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of East Wind's next turn."]}]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Polymorph Blade","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage. If East Wind rolls a 20 on the attack roll, the target must succeed on a {@dc 15} Wisdom saving throw or suffer the effects of a {@spell polymorph} spell."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, East Wind deflects the missile. The damage it takes from the attack is reduced by {@dice 1d10 + 3}. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"eater-of-hope","name":"Eater of Hope","source":"MOT","page":220,"srd":false,"image":"bestiary/MOT/Eater of Hope.webp","token":"bestiary/tokens/MOT/Eater of Hope.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"17","initiative":"+3 (13)","hp":"90 (12d10 + 24)","speed":"30 ft., fly 60 ft.","str":19,"dex":17,"con":14,"int":12,"wis":11,"cha":16,"saves":"Con +5, Cha +6","skills":"Deception +6, Intimidation +6, Persuasion +6","vulnerabilities":"","resistances":"cold; necrotic","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"Abyssal, Common, Infernal","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Insatiable Greed","entries":["The eater of hope can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold."]},{"name":"Magic Resistance","entries":["The eater of hope has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eater of hope makes two attacks with its claws."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Breath of Hopelessness {@recharge 5}","entries":["The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a {@dc 14} Charisma saving throw. On a failed save, the target takes 26 ({@damage 4d12}) necrotic damage and is cursed for 1 minute. While cursed in this way, the target takes an extra 6 ({@damage 1d12}) necrotic damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn't cursed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An eater of hope is bitter to the core, resentful of all forms of life and joy. Although these demons can strike down most foes, they prefer to let terror and despair overtake their victims first, letting their victims marinate in fear before the fiend devours them."]}],"gallery":[{"path":"bestiary/MOT/Eater of Hope.webp","credit":"Peter Mohrbacher"}]},{"id":"eater-of-knowledge","name":"Eater of Knowledge","source":"MPP","page":29,"srd":false,"image":"bestiary/MPP/Eater of Knowledge.webp","token":"bestiary/tokens/MPP/Eater of Knowledge.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"102 (12d10 + 36)","speed":"40 ft.","str":18,"dex":10,"con":17,"int":18,"wis":16,"cha":15,"saves":"Str +7, Int +7","skills":"Arcana +7, Perception +6","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"Passive Perception 16","languages":"telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Brains Devoured","entries":["When the eater of knowledge is first encountered, roll {@dice 1d10} to determine the number of brains it has already consumed."]},{"name":"Magic Resistance","entries":["The eater of knowledge has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The eater of knowledge casts one of the following spells, requiring no spell components and using Intelligence as its spellcasting ability (spell save {@dc 15}). It must have consumed the requisite number of brains to cast the spell, as indicated:","1/day each: {@spell plane shift} (self only, 0 brains), {@spell detect magic} (1 brain), {@spell silent image} (2 brains), {@spell invisibility} (3 brains), {@spell hypnotic pattern} (4 brains), {@spell major image} (5 brains), {@spell telekinesis} (6 brains), {@spell arcane eye} (7 brains), {@spell mislead} (8 brains), {@spell greater invisibility} (9 brains), {@spell mass suggestion} (10 or more brains)"]}],"actions":[{"name":"Multiattack","entries":["The eater of knowledge makes two Slam attacks. If both attacks hit the same creature and the target is Large or smaller, it has the {@condition grappled} condition (escape {@dc 14}) and must succeed on a {@dc 15} Intelligence saving throw or have the {@condition stunned} condition until the grapple ends."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one Humanoid with the {@condition incapacitated} condition. {@h}45 ({@damage 10d8}) piercing damage. If this damage reduces the target to 0 hit points, the eater of knowledge kills the target by extracting and consuming its brain."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Originally created by the mind flayer god-brain Ilsensine and now produced by some of that god's followers, eaters of knowledge are lumbering, bipedal masses of squelching muscles and exposed brain matter. These rugose hulks collect information from others by devouring brains before returning to their masters with delicious secrets. Unlike illithids, which overwhelm their foes with psionic power, eaters of knowledge use their physical strength to hold prey while burly feeding tentacles crack free their victims' brains. Consuming brains fuels these brutes' psionic power, making eaters of knowledge deadlier with each brain devoured."]}],"gallery":[{"path":"bestiary/MPP/Eater of Knowledge.webp"}]},{"id":"eblis","name":"Eblis","source":"ToA","page":219,"srd":false,"image":"bestiary/ToA/Eblis.webp","token":"bestiary/tokens/ToA/Eblis.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"30 ft., fly 40 ft.","str":11,"dex":16,"con":12,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Auran, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting","entries":["The eblis's innate spellcasting ability is Intelligence (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:","1/day each: {@spell blur}, {@spell hypnotic pattern}, {@spell minor illusion}"]}],"actions":[{"name":"Multiattack","entries":["The eblis attacks twice with its beak."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Eblis (pronounced EH-blee) are thought to be reincarnations of evil humans who were punished by gods for acts of larceny and kidnapping. These intelligent, evil cranes loom 8 feet tall and lay eggs as mundane birds do. They can manipulate objects with their beaks and feet.","Eblis try to sway other creatures into doing their bidding, and their plots are self-serving. They live to destroy creatures that offend them and delight in luring humanoids to an unexpected death. Eblis also like to collect treasure, which they sometimes use to reward those who serve them. They build crude huts and nests out of grass and reeds, wherein they hide their treasure."]}]}]}],"gallery":[{"path":"bestiary/ToA/Eblis.webp"}]},{"id":"ebonbane","name":"Ebonbane","source":"RHW","page":150,"srd":false,"image":"bestiary/RHW/Ebonbane.webp","token":"bestiary/tokens/RHW/Ebonbane.webp","size":"Small","creatureType":"Construct","alignment":"Chaotic Evil","ac":"17","initiative":"+14 (24)","hp":"130 (29d6 + 29)","speed":"5 ft., fly 50 ft. (hover)","str":18,"dex":18,"con":13,"int":17,"wis":14,"cha":19,"saves":"Con +6, Wis +7","skills":"Arcana +8, History +8, Perception +7","vulnerabilities":"","resistances":"bludgeoning; fire; piercing; psychic; slashing","immunities":"necrotic; poison","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Truesight 120 ft., Passive Perception 17","languages":"Common; telepathy 10 ft.","cr":"13","crDisplay":"13 (XP 10,000, or 11,500 in lair; PB +5)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Ebonbane dies, it revives with all its {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks, teleporting somewhere in Shadowborn Manor. Until it revives, Ebonbane acts as a +3 Longsword when wielded by a creature."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Ebonbane fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Ebonbane has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ebonbane makes three Darkflame Slash attacks. It can replace one of these attacks with a use of Possess {@variantrule Dead|XPHB} if available."]},{"name":"Darkflame Slash","entries":["{@atkr m,r} {@hit 9}, reach 5 ft. or range 90 ft. {@h}9 ({@damage 1d10 + 4}) Slashing damage plus 10 ({@damage 3d6}) Necrotic damage."]},{"name":"Possess Dead {@recharge 5}","entries":["Ebonbane raises a Medium or Small Humanoid corpse within 5 feet of itself and possesses it. The corpse wields Ebonbane and is under its control. Ebonbane gains 50 {@variantrule Temporary Hit Points|XPHB}, and its statistics are the same, except its {@variantrule Speed|XPHB} increases to 30 feet, and it can speak through the corpse using any language the corpse knew in life.","The possession lasts until Ebonbane drops to 0 {@variantrule Hit Points|XPHB} or Ebonbane ends the possession as a {@variantrule Bonus Action|XPHB}. Once the possession ends, Ebonbane can't possess the corpse again. The corpse crumbles to dust 24 hours after the possession ends."]},{"name":"Worthy Wielder","entries":["{@actSave cha} {@dc 17}, one willing Humanoid within 5 feet. {@actSaveFail} 36 ({@damage 8d8}) Force damage. If this damage reduces the target to 0 {@variantrule Hit Points|XPHB}, Ebonbane devourers its soul. A creature whose soul has been devoured by Ebonbane can be restored to life only by a {@spell Wish|XPHB} spell. {@actSaveSuccess} The target attunes to Ebonbane and can wield the sword."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} Ebonbane is hit by a melee attack roll. {@actResponse} Ebonbane adds 5 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[{"name":"Retaliate","entries":["Ebonbane moves up to half its {@variantrule Speed|XPHB} and makes one Darkflame Slash attack."]},{"name":"Runic Flare","entries":["{@actSave con} {@dc 17}, each creature of Ebonbane's choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Ebonbane. {@actSaveFail} The target has the {@condition Blinded|XPHB} condition and repeats the save at the end of each of its turns. The target succeeds automatically after 1 minute. {@actSaveSuccessOrFail} Ebonbane can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The Shadowlands is altered by {@i Ebonbane}'s presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in its domain, Ebonbane can close or open the borders of the Shadowlands at will. While the borders are closed, whirling blades of magic fly through the Mists surrounding the Shadowlands. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a {@dc 15} Dexterity saving throw or take {@damage 3d10} Force damage. A creature makes this save only once per turn."},{"type":"item","name":"Haunted Woods","entry":"The forest within 1 mile of Ebonbane's lair is wreathed in a powerful illusion. Whenever a creature other than Ebonbane or the sword's allies finishes a Short or Long Rest in that area, it must succeed on a {@dc 15} Intelligence saving throw, or it is lost in the forest, always finding itself at the location it started in until it finishes a Short or Long Rest."},{"type":"item","name":"Turning Weapons","entry":"While in its lair, Ebonbane can transform nonmagical {@item Greatsword|XPHB|Greatswords} and {@item Longsword|XPHB|Longswords} within 1 mile of the lair into {@creature Animated Flying Sword|XMM|Animated Flying Swords} by completing a 24-hour ritual."}]},"If {@i Ebonbane} is destroyed, these effects end immediately."],"lore":[{"type":"entries","entries":["{@i Ebonbane}is an evil, sapient blade that seeks to annihilate the legacy of the Shadowlands' greatest hero and her allies. This includes all with the Shadowborn name and every member of the Circle. Ebonbane is a magic weapon, but within Shadowborn Manor, it becomes a creature that can move on its own. Beyond the manor, it doesn't use its stat block—it requires a wielder to work its evil in the world.","Many who attempt to attune to the weapon are slain outright by its evil. Those who do manage to wield{@i Ebonbane}must endure the Darklord's constant demands and risk becoming its pawn (see \" Sentient Magic Items \" in the Dungeon Master's Guide). If unattended outside Shadowborn Manor,{@i Ebonbane}eventually finds its way back there. No one can carry{@i Ebonbane}out of the Shadowlands. If someone tries, the sword vanishes and reappears in Shadowborn Manor.{@i Ebonbane}has a flamboyant personality and a penchant for the dramatic and sadistic. It has no regard for life and delights in animating the corpses of foes, then destroying them in front of their allies. When it speaks, it uses language that mocks the elevated speech of knights."]}],"gallery":[{"path":"bestiary/RHW/Ebonbane.webp"}]},{"id":"ebonclaw","name":"Ebonclaw","source":"ToFW","page":50,"srd":false,"image":"bestiary/ToFW/ParvazOpheliaEbonclaw.webp","token":"bestiary/tokens/ToFW/Ebonclaw.webp","size":"Large","creatureType":"Beast","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"52 (7d10 + 14)","speed":"40 ft.","str":18,"dex":14,"con":15,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["Ebonclaw has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If Ebonclaw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the tiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/ParvazOpheliaEbonclaw.webp"}]},{"id":"ebondeath","name":"Ebondeath","source":"DC","srd":false,"image":"bestiary/tokens/DC/Ebondeath.webp","token":"bestiary/tokens/DC/Ebondeath.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"15","initiative":"+1 (11)","hp":"225 (10d8)","speed":"0 ft., fly 40 ft.","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"Any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Ebondeath can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Ebondeath can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Ebondeath enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of Ebondeath that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this Ebondeath's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that Ebondeath can see within 5 feet of it must succeed on a {@dc 20} Charisma saving throw or be possessed by Ebondeath; Ebondeath then disappears, and the target is {@condition incapacitated} and loses control of its body. Ebondeath now controls the body but doesn't deprive the target of awareness. Ebondeath can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, including gaining access to the target's knowledge, class features, and proficiencies.","The possession lasts until the body drops to 0 hit points, Ebondeath ends it as a bonus action, or Ebondeath is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, Ebondeath reappears in an unoccupied space within 5 feet of the body. The target is immune to Ebondeath Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Over a thousand years ago, the black dragon Chardansearavitriol, commonly known as Ebondeath, settled in the Mere of Dead Men, making his lair in the ruined citadel of Uthtower. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul's influence waned across Faerûn and the dragon's bones turned to dust."]}]}]},{"id":"echo-of-demogorgon","name":"Echo of Demogorgon","source":"BGG","page":132,"srd":false,"image":"bestiary/BGG/Echo of Demogorgon.webp","token":"bestiary/tokens/BGG/Echo of Demogorgon.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"85 (10d10 + 30)","speed":"40 ft.","str":22,"dex":10,"con":17,"int":10,"wis":12,"cha":14,"saves":"Str +9, Cha +5","skills":"Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal, Giant, Orc","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The echo has advantage on saving throws against spells and other magical effects."]},{"name":"Wakeful","entries":["When one of the echo's heads is asleep, its other head is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The echo makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage."]}],"bonusActions":[{"name":"Discordant Screams","entries":["The echo directs its frenzied howls at one creature it can see within 60 feet of itself. The target must succeed on a {@dc 13} Wisdom saving throw or suffer one of the following effects of the echo's choice:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Confused Reaction","entries":["The target must use its reaction to make a melee attack against another creature of the echo's choice that the echo can see."]},{"type":"item","name":"Psychic Torment","entries":["The target takes 13 ({@damage 2d12}) psychic damage."]}]}]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["No transformation wrought by the hand (or tentacle, whatever) of a demon lord is rightly understood as a \"blessing.\""],"by":"Bigby"},{"type":"entries","entries":["Some legends claim the first ettins were orcs transformed by Demogorgon, the Prince of Demons, while others tie their origin to Grolantor or another god of the Ordning. Whatever the truth of their origin, ettins sometimes recognize a kindred soul in the two-headed Demogorgon and devote themselves to his service. Those who prove exceptionally valuable to Demogorgon's purposes in the Material Plane are rewarded with a \"blessing\" that transforms them into monstrous echoes of their demon patron.","The arms of an echo of Demogorgon transform into powerful tentacles, and the heads take on a more bestial appearance. The transformation leaves the echo frenzied with rage; the two heads shout and howl at each other with a fury that resounds with demonic magic, sowing discord and confusion around them. As the echo's monstrous heads roar and bite at each other, nearby creatures are racked with psychic pain or join in the ruckus, attacking their allies."]}],"gallery":[{"path":"bestiary/BGG/Echo of Demogorgon.webp"}]},{"id":"edgin-darvis","name":"Edgin Darvis","source":"HAT-TG","srd":false,"image":"bestiary/HAT-TG/Edgin Darvis.webp","token":"bestiary/tokens/HAT-TG/Edgin Darvis.webp","size":"Medium","creatureType":"Humanoid (Bard)","alignment":"Chaotic Good","ac":"14","initiative":"+3 (13)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":14,"dex":16,"con":14,"int":14,"wis":16,"cha":18,"saves":"Dex +6, Cha +7","skills":"Deception +7, Performance +10, Persuasion +10, Sleight Of Hand +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Edgin casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell friends}, {@spell message}","1/day: {@spell suggestion}","3/day each: {@spell charm person}, {@spell disguise self}"]}],"actions":[{"name":"Multiattack","entries":["Edgin makes two Reinforced Lute or Shortsword attacks."]},{"name":"Reinforced Lute","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 11 ({@damage 2d10}) thunder damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 11 ({@damage 2d10}) thunder damage."]},{"name":"Disorienting Words","entries":["Edgin magically taunts up to three creatures he can see within 60 feet of himself. Each creature must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage and have disadvantage on the next attack roll it makes before the start of Edgin's next turn."]}],"bonusActions":[],"reactions":[{"name":"Inspiring Words (3/Day)","entries":["When a creature Edgin can see within 60 feet of himself fails an ability check, an attack roll, or a saving throw, Edgin grants the creature magical encouragement. The creature can roll a {@dice d8} and add the number rolled to the total, potentially turning the failure into a success."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Edgin Darvis has a talent for improvisation and strategy. He's a musician and tale-teller who relies on charisma first—rather than magic or muscle—to escape trouble. Once a member of the Harpers, a spy organization dedicated to protecting Faerûn's common folk, Edgin has forsworn his oath and turned to thievery to support his family. Edgin's strong moral compass compels him to steal only from people he believes deserve to lose both coin and face.","Edgin's confidence and rakish demeanor make him a natural leader. With carefully chosen words, he inspires the members of his thieves' crew to greatness. But when his past mistakes come calling, Edgin must face the music. He now seeks to make amends to those he's wronged and to confront those who have wronged him."]}],"gallery":[{"path":"bestiary/HAT-TG/Edgin Darvis.webp"}]},{"id":"edwin-odesseiron","name":"Edwin Odesseiron","source":"MaBJoV","page":114,"srd":false,"image":"bestiary/MaBJoV/Edwin Odesseiron.webp","token":"bestiary/tokens/MaBJoV/Edwin Odesseiron.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"195 (30d8 + 60)","speed":"30 ft.","str":10,"dex":16,"con":14,"int":20,"wis":15,"cha":16,"saves":"Int +12, Wis +9","skills":"Arcana +15, History +15","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Abyssal, Aquan, Auran, Common, Ignan, Infernal, Terran, Thayan","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Contingency","entries":["If Edwin has the {@condition incapacitated}, {@condition paralyzed}, or {@condition stunned} condition, a {@spell contingency} spell triggers, casting {@spell dispel magic} at 6th level, targeting Edwin. He also has a body created by the {@spell clone} spell stored in a cavern one mile beneath the city of Baldur's Gate."]},{"name":"Simulacrum","entries":["Edwin is always accompanied by a simulacrum of himself. The copy is identical to him in all respects except that it has 58 hit points, does not have the staff of power and can only cast the 'at will' spells available in Edwin's Spellcasting feature."]},{"name":"Special Equipment","entries":["Edwin wields a {@item staff of power}. While held the staff grants a +2 bonus to attack and damage rolls made with it, and a +2 bonus to armor class, saving throws, and spell attack rolls (all factored into Edwin's statistics)."]}],"spellcasting":[{"name":"Spellcasting","entries":["Edwin casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell mage armor}, {@spell mirror image}, {@spell shield}, {@spell unseen servant}","2/day each: {@spell contingency}, {@spell counterspell}, {@spell dispel magic}, {@spell fireball}, {@spell simulacrum}, {@spell scrying}","1/day each: {@spell clone}, {@spell maze}, {@spell meteor swarm}, {@spell teleport}"]},{"name":"Staff Spellcasting","entries":["While holding the staff of power, Edwin casts one of the following spells (spell save {@dc 18}, {@hit 12} to hit with spell attacks). These spells require charges; the staff has 20 charges, and it regains {@dice 2d8 + 4} expended charges daily at dawn. 1 charge each: magic missile, ray of enfeeblement 2 charges: levitate 5 charges each: cone of cold, fireball (5th level), hold monster, lightning bolt (5th level), wall of force 6 charges: globe of invulnerability"]}],"actions":[{"name":"Multiattack","entries":["Edwin makes a Staff of Power attack or uses Spellcasting or Staff Spellcasting. He then makes two Elemental Blast attacks."]},{"name":"Staff of Power","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage or 6 ({@damage 1d8 + 2}) bludgeoning damage if wielded with two hands. Edwin can expend one of the staff's charges to deal an extra 14 ({@damage 4d6}) force damage on a hit."]},{"name":"Elemental Blast","entries":["{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}38 ({@damage 6d10 + 5}) acid, cold, lightning, or fire damage."]},{"name":"Edwin's Choking Cloud {@recharge}","entries":["Edwin creates a 20-foot-radius sphere of poisonous fog centered on a point within 120 feet. The cloud spreads around corners but lasts only until the start of Edwin's next turn. When a creature enters the cloud's area for the first time on a turn or starts its turn there, that creature must make a {@dc 18} Constitution saving throw. The creature takes 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe."]}],"bonusActions":[{"name":"Summon Hell Hounds","entries":["Edwin magically summons three {@creature hell hound||hell hounds}. The summoned hell hounds appear in an unoccupied space within 60 feet of Edwin, and act as Edwin's allies. They remain for 10 minutes, until they or Edwin dies, or until Edwin dismisses them as an action."]}],"reactions":[{"name":"Edwin's Evasive Footwork","entries":["As a reaction to taking damage, Edwin teleports up to 30 feet to an unoccupied space that he can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["In many ways an archetypal Red Wizard, Edwin Odesseiron is an exceedingly arrogant conjuration mage hailing from the eastern nation of Thay. He originally traveled west to the Sword Coast on a mission to kill the Rashemi Wychlaran Dynaheir, both as part of a personal rivalry and under orders from his superior Red Wizards. Once his mission was accomplished, and Dynaheir was dead, Edwin remained on the Sword Coast in order to build up his own personal power without the oversight of the Zulkirs of Thay.","While Edwin had a falling out with the Red Wizards of Thay some time ago, he managed to repair the relationship by delivering one of the Nether Scrolls to the ruler of Thay—Szass Tam. His short time studying the Nether Scroll resulted in some calamitous results, but one of the spells he learned imparted him with the longevity of an elf.","While Edwin will often return to his homeland of Thay, he can most often be found in the city of Baldur's Gate. He has recently taken over Ramazith's Tower and adopted the identity of Lorroakan, the young mage who formerly lived in the tower (now dead by Edwin's hand).","Despite his inarguably high intelligence, Edwin seems to lack common sense. As a result, his grand schemes and power grabs are typically undone by his own hubris and oversights. Edwin almost universally treats others with disdain, openly insulting his \"lessers.\" As much as Edwin detests those he views as his inferiors, he gets along no better with his betters. (His envy of the legendary wizard Elminster Aumar is particularly venomous.) Edwin has a simulacrum of himself that he uses to augment his power or send into dangerous situations. Since he doesn't respect the intelligence of anyone other than himself, he often finds himself engaged in conversation with his simulacrum."],"gallery":[{"path":"bestiary/MaBJoV/Edwin Odesseiron.webp"}]},{"id":"efreeti","name":"Efreeti","source":"XMM","page":109,"srd":true,"image":"bestiary/XMM/Efreeti.webp","token":"bestiary/tokens/XMM/Efreeti.webp","size":"Large","creatureType":"Elemental (Genie)","alignment":"Neutral","ac":"17","initiative":"+1 (11)","hp":"212 (17d10 + 119)","speed":"40 ft., fly 60 ft. (hover)","str":22,"dex":12,"con":24,"int":16,"wis":15,"cha":19,"saves":"Wis +6, Cha +8","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 12","languages":"Primordial (Ignan)","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Desert, Planar, Fire","treasure":"Armaments","traits":[{"name":"Elemental Restoration","entries":["If the efreeti dies outside the Elemental Plane of Fire, its body dissolves into ash, and it gains a new body in {@dice 1d4} days, reviving with all its {@variantrule Hit Points|XPHB} somewhere on the Plane of Fire."]},{"name":"Magic Resistance","entries":["The efreeti has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Wishes","entries":["The efreeti has a 30 percent chance of knowing the {@spell Wish|XPHB} spell. If the efreeti knows it, the efreeti can cast it only on behalf of a non-genie creature who communicates a wish in a way the efreeti can understand. If the efreeti casts the spell for the creature, the efreeti suffers none of the spell's stress. Once the efreeti has cast it three times, the efreeti can't do so again for 365 days."]}],"spellcasting":[{"name":"Spellcasting","entries":["The efreeti casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Detect Magic|XPHB}, {@spell Elementalism|XPHB}","1/day each: {@spell Gaseous Form|XPHB}, {@spell Invisibility|XPHB}, {@spell Major Image|XPHB}, {@spell Plane Shift|XPHB}, {@spell Tongues|XPHB}, {@spell Wall of Fire|XPHB} (level 7 version)"]}],"actions":[{"name":"Multiattack","entries":["The efreeti makes three attacks, using Heated Blade or Hurl Flame in any combination."]},{"name":"Heated Blade","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}13 ({@damage 2d6 + 6}) Slashing damage plus 13 ({@damage 2d12}) Fire damage."]},{"name":"Hurl Flame","entries":["{@atkr r} {@hit 8}, range 120 ft. {@h}24 ({@damage 7d6}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Efreeti","entries":["{@i Genie of Fire}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Planar (Elemental Plane of Fire)|bestiary|environment=planar, fire}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Efreet burn with the energy and unpredictability of fire. Their innate magic allows them to conjure flames from nothing and shape treasures within magical infernos. Many efreet have wicked reputations, as their fickle natures and love for dramatic conflagrations can be destructive. Other efreet delight in fire's beauty, be it the delicacy of a candle flame or the shared wonder of fireworks. These genies might aid mortals in exchange for treasures or the liberation of captive Elementals.","On many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten minerals. Eclipsing all of these is the storied City of Brass, a gleaming metropolis that is one of the most wondrous cities in the multiverse. Here, magic tempers the plane's extreme heat, making the City of Brass a hub of trade between planes of existence.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Imagine seas of platinum and liquid flame, the Crimson Pillar with fires hot enough to sear the gods, and the infinite delights of the City of Brass. Now imagine what my master offers..."],"by":"Veyisvexvayn, Magma Mephit Herald"}]}]}],"gallery":[{"path":"bestiary/XMM/Efreeti.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"efreeti-mm","source":"MM"}]},{"id":"efreeti-mm","name":"Efreeti","source":"MM","page":145,"srd":false,"image":"bestiary/MM/Efreeti.webp","token":"bestiary/tokens/MM/Efreeti.webp","size":"Large","creatureType":"Elemental","alignment":"Lawful Evil","ac":"17","initiative":"+1 (11)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 60 ft.","str":22,"dex":12,"con":24,"int":16,"wis":15,"cha":16,"saves":"Int +7, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Ignan","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Desert","treasure":"","traits":[{"name":"Elemental Demise","entries":["If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The efreeti's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}","3/day each: {@spell enlarge/reduce}, {@spell tongues}","1/day each: {@spell conjure elemental} ({@creature fire elemental} only), {@spell gaseous form}, {@spell invisibility}, {@spell major image}, {@spell plane shift}, {@spell wall of fire}"]}],"actions":[{"name":"Multiattack","entries":["The efreeti makes two scimitar attacks or uses its Hurl Flame twice."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 5d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Haughty and Cruel","type":"entries","entries":["The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreet don't see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest."]},{"name":"Spiteful Slavers","type":"entries","entries":["Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes for slaves, which they capture and bring back to their homes on the Elemental Plane of Fire. The efreet rule as oppressive tyrants, promoting only the cruelest among their slaves. Those overseers are given whips to help keep the rank-and-file slaves in line."]},{"name":"Planar Raiders","type":"entries","entries":["Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions and slaves can be found scattered throughout the planes.","On the Material Plane, efreet dwell in fiery regions such as volcanoes and the burning expanses of the world's deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races."]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The armies of the Grand Sultan are bolstered by legions of devils, his palace warded by spells of a thousand archmagi. No one has plundered the efreeti's fabled vaults and lived to tell the tale. By the grace of a thousand winds, you could be the first."],"by":"A djinni enticing adventurers to free her caliph from a magic lamp in the Charcoal Palace of the City of Brass"}]},{"type":"section","name":"Genies","entries":["Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.","Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Creatures of the Elements","entries":["A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.","A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.","When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.","In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.","Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.","Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them."],"type":"entries"},{"name":"Rule or Be Ruled","entries":["Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use."],"type":"entries"},{"name":"Decadent Nobility","entries":["Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination."],"type":"entries"},{"name":"The Power of Worship","entries":["Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Efreeti.webp"}],"hidden":true,"otherVersions":[{"id":"efreeti","source":"XMM"}]},{"id":"egg-hunter-adult","name":"Egg Hunter Adult","source":"FTD","page":193,"srd":false,"image":"bestiary/FTD/Egg Hunter Adult.webp","token":"bestiary/tokens/FTD/Egg Hunter Adult.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+5 (15)","hp":"52 (8d6 + 24)","speed":"40 ft., climb 40 ft.","str":14,"dex":20,"con":16,"int":3,"wis":13,"cha":5,"saves":"Dex +8, Wis +4","skills":"Perception +4, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 14","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The egg hunter can breathe air and water."]},{"name":"False Appearance","entries":["If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the egg hunter move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the egg hunter is animate. Dragons have disadvantage on this check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The egg hunter makes two Barbed Proboscis attacks, and it can use Torpor Spores if it's available."]},{"name":"Barbed Proboscis","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage, and the egg hunter regains hit points equal to the necrotic damage dealt."]},{"name":"Torpor Spores {@recharge 5}","entries":["The egg hunter releases a billow of sparkling blue spores. Each creature in a 30-foot-radius sphere centered on the egg hunter must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature can take either an action or a bonus action on its turn but not both, and it can't take reactions. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this egg hunter's Torpor Spores for the next 24 hours."]}],"bonusActions":[],"reactions":[{"name":"Rapid Adaptation","entries":["When the egg hunter takes damage, it gives itself resistance to that damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The salamander-like adult of the species can inflate its bulbous tail so that it takes on the shape and texture of a dragon egg. It uses this mimicry to establish itself in a nest tended by a dragon or other creatures. If an egg hunter is discovered, it releases spores that make other creatures lethargic, allowing it to scurry to safety. If things turn dire, the egg hunter's physical form can magically harden, reducing the harm it suffers from even a dragon's wrath."]},{"type":"section","entries":[{"type":"entries","name":"Egg Hunters","entries":["Egg hunters are parasites that seek out dragon eggs and feed on the contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians."]}]}],"gallery":[{"path":"bestiary/FTD/Egg Hunter Adult.webp","credit":"Irina Nordsol"}]},{"id":"egg-hunter-hatchling","name":"Egg Hunter Hatchling","source":"FTD","page":193,"srd":false,"image":"bestiary/FTD/Egg Hunter Hatchling.webp","token":"bestiary/tokens/FTD/Egg Hunter Hatchling.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"28 (8d4 + 8)","speed":"30 ft., burrow 10 ft., climb 30 ft.","str":8,"dex":17,"con":13,"int":1,"wis":10,"cha":5,"saves":"Dex +5, Wis +2","skills":"Perception +2, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The egg hunter can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The egg hunter makes two Egg Tooth attacks."]},{"name":"Egg Tooth","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, or 17 ({@damage 4d6 + 3}) piercing damage if the target is an object."]}],"bonusActions":[{"name":"Rapid Movement","entries":["The egg hunter takes the {@action Dash} or {@action Disengage} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A dragon egg drained by an egg hunter is filled with {@dice 1d6} new eggs, which hatch inside the dragon egg's shell in {@dice 1d6} days. The egg hunter hatchlings burst forth {@dice 1d4} days later, using the needlelike egg tooth that extends from their heads. They are voracious, consuming any other dragon eggs in the vicinity if they can. A hatchling matures into an adult about twenty days after breaking free from its dragon egg."]},{"type":"section","entries":[{"type":"entries","name":"Egg Hunters","entries":["Egg hunters are parasites that seek out dragon eggs and feed on the contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians."]}]}],"gallery":[{"path":"bestiary/FTD/Egg Hunter Hatchling.webp","credit":"Irina Nordsol"}]},{"id":"eidolon","name":"Eidolon","source":"MPMM","page":114,"srd":false,"image":"bestiary/MPMM/Sacred Statue.webp","token":"bestiary/tokens/MPMM/Eidolon.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"9","initiative":"-1 (9)","hp":"63 (18d8 - 18)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":8,"con":9,"int":14,"wis":19,"cha":16,"saves":"Wis +8","skills":"Perception +8","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 18","languages":"the languages it knew in life","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Coastal, Desert, Forest, Grassland, Mountain, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The eidolon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object other than a {@creature sacred statue|MPMM}."]},{"name":"Sacred Animation {@recharge 5}","entries":["When the eidolon moves into a space occupied by a {@creature sacred statue|MPMM}, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the {@creature sacred statue|MPMM|sacred statue's stat block} in place of its own."]},{"name":"Turn Resistance","entries":["The eidolon has advantage on saving throws against any effect that turns Undead."]},{"name":"Unusual Nature","entries":["The eidolon doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Divine Dread","entries":["Each creature within 60 feet of the eidolon that can see it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of it for 1 minute. While {@condition frightened} in this way, the creature must take the {@action Dash} action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes {@condition stunned} until it can move again. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the {@creature eidolon|MPMM} plunges into a {@creature sacred statue|MPMM|statue} specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders."],"gallery":[{"path":"bestiary/MPMM/Sacred Statue.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"eidolon-mtf","source":"MTF"}]},{"id":"eidolon-mtf","name":"Eidolon","source":"MTF","page":194,"srd":false,"image":"bestiary/tokens/MTF/Eidolon.webp","token":"bestiary/tokens/MTF/Eidolon.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"9","initiative":"-1 (9)","hp":"63 (18d8 - 18)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":8,"con":9,"int":14,"wis":19,"cha":16,"saves":"Wis +8","skills":"Perception +8","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 18","languages":"the languages it knew in life","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Coastal, Desert, Forest, Grassland, Mountain, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The eidolon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object other than a sacred statue."]},{"name":"Sacred Animation {@recharge 5}","entries":["When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the {@creature sacred statue|mtf}'s statistics in place of its own."]},{"name":"Turn Resistance","entries":["The eidolon has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[],"actions":[{"name":"Divine Dread","entries":["Each creature within 60 feet of the eidolon that can see it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} for 1 minute. While {@condition frightened} in this way, the creature must take the {@action Dash} action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes {@condition stunned} until it can move again. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance."],"by":"Mordenkainen"},{"type":"entries","name":"Eidolon","entries":["The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding."]},{"name":"Sacred Guardians","type":"entries","entries":["Creating an eidolon requires a spirit of fanatical devotion—that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves."]},{"name":"Animated Statues","type":"entries","entries":["An eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach."]},{"name":"Undead Nature","type":"entries","entries":["An eidolon doesn't require air, food, drink, or sleep."]}]}]}],"hidden":true,"otherVersions":[{"id":"eidolon","source":"MPMM"}]},{"id":"eigeron-s-ghost","name":"Eigeron's Ghost","source":"SKT","page":129,"srd":false,"image":"bestiary/tokens/SKT/Eigeron's Ghost.webp","token":"bestiary/tokens/SKT/Eigeron's Ghost.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"65 (10d12)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Giant","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Rejuvenation","entries":["If it is destroyed, the ghost re-forms after 24 hours. To truly destroy the ghost, characters must lay Eigeron's spirit to rest by killing Blagothkus."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Possession {@recharge}","entries":["One humanoid or giant that the ghost can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. If a creature possessed by the ghost is forcibly removed from the Eye of Annam, the ghost is expelled from its host and re-forms in the middle of this room."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"eira","name":"Eira","source":"TftYP","page":159,"srd":false,"image":"bestiary/tokens/TftYP/Eira.webp","token":"bestiary/tokens/TftYP/Eira.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Druidic plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Eira is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ekene-afa","name":"Ekene-Afa","source":"ToA","page":25,"srd":false,"image":"bestiary/ToA/Ekene-Afa.webp","token":"bestiary/tokens/ToA/Ekene-Afa.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"16","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Ekene-Afa has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Ekene-Afa hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ekene-Afa makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Ekene-Afa adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Ekene-Afa.webp"}]},{"id":"ekengarik","name":"Ekengarik","source":"CoA","page":141,"srd":false,"image":"bestiary/tokens/CoA/Ekengarik.webp","token":"bestiary/tokens/CoA/Ekengarik.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"16","initiative":"+3 (13)","hp":"231 (22d10 + 110)","speed":"30 ft.","str":23,"dex":16,"con":21,"int":14,"wis":17,"cha":21,"saves":"Con +10, Cha +10","skills":"Deception +10, Insight +8, Persuasion +10","vulnerabilities":"","resistances":"acid; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; fire; poison","conditionImmunities":"charmed; poisoned","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 13","languages":"Common, Formian, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Hive Mind","entries":["All fiendish formians within 1 mile of Ekengarik can telepathically communicate with each other and Ekengarik."]},{"name":"Regeneration","entries":["Ekengarik regenerates 10 hit points at the start of her turn, unless she took radiant damage in the last round."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ekengarik casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Magic}, {@spell Dispel Magic}, {@spell Heroism}, {@spell Magic Missile}","1/day each: {@spell Evard's Black Tentacles}, {@spell Cone of Cold}, {@spell Confusion}, {@spell Dimension Door}, {@spell Geas}, {@spell Invisibility}, {@spell Prismatic Wall}, {@spell Slow}"]}],"actions":[{"name":"Multiattack","entries":["Ekengarik makes three Bite attacks. She can replace one of the attacks with an Acid Spray (if available) attack or a use of Spellcasting."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage and the target must make a {@dc 19} Constitution saving throw. On a failed save, the target's Strength score is reduced by 2 ({@dice 1d4}). The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest."]},{"name":"Acid Spray {@recharge 5}","entries":["Ekengarik spits acid at one creature within 60 feet of her, or two creatures within 60 feet of her and 5 feet of each other. Targets must make a {@dc 18} Dexterity saving throw, taking 33 ({@damage 6d10}) acid damage on a failed saving throw, or half as much on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Hardened Carapace {@recharge 4}","entries":["When hit with an attack, Ekengarik temporarily hardens her carapace, reducing her speed to 0 and increasing her AC by 5 until the start of her next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"eku","name":"Eku","source":"ToA","page":34,"srd":false,"image":"bestiary/ToA/Eku.webp","token":"bestiary/tokens/ToA/Eku.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"97 (13d8 + 39)","speed":"30 ft., fly 90 ft.","str":16,"dex":20,"con":17,"int":18,"wis":20,"cha":18,"saves":"Con +5, Wis +7, Cha +6","skills":"","vulnerabilities":"","resistances":"radiant","immunities":"psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 15","languages":"all, telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Urban, Desert","treasure":"","traits":[{"name":"Magic Weapons","entries":["Eku's weapon attacks are magical."]},{"name":"Shielded Mind","entries":["Eku is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Eku's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}, {@spell detect magic}, {@spell detect thoughts}","3/day each: {@spell bless}, {@spell create food and water}, {@spell cure wounds}, {@spell lesser restoration}, {@spell protection from poison}, {@spell sanctuary}, {@spell shield}","1/day each: {@spell dream}, {@spell greater restoration}, {@spell scrying}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 24 hours. Until this poison ends, the target is {@condition unconscious}. Another creature can use an action to shake the target awake."]},{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one Medium or smaller creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and Eku can't constrict another target."]},{"name":"Change Shape","entries":["Eku magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).","In a new form, Eku retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Eku.webp"}]},{"id":"elaina-sartell","name":"Elaina Sartell","source":"LoX","page":11,"srd":false,"image":"bestiary/LoX/006-09-002.captain-elaina-sartell.webp","token":"bestiary/tokens/LoX/Elaina Sartell.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Elaina makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Elaina adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/006-09-002.captain-elaina-sartell.webp","credit":"Andrew Mar"}]},{"id":"elder-black-pudding","name":"Elder Black Pudding","source":"TftYP","page":143,"srd":false,"image":"bestiary/tokens/TftYP/Elder Black Pudding.webp","token":"bestiary/tokens/TftYP/Elder Black Pudding.webp","size":"Huge","creatureType":"Ooze","alignment":"Unaligned","ac":"7","initiative":"-3 (7)","hp":"130 (10d12 + 30)","speed":"20 ft., climb 20 ft.","str":16,"dex":5,"con":16,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; cold; lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The pudding can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrosive Form","entries":["A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round."]},{"name":"Spider Climb","entries":["The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"elder-brain","name":"Elder Brain","source":"MPMM","page":120,"srd":false,"image":"bestiary/MPMM/Elder Brain.webp","token":"bestiary/tokens/MPMM/Elder Brain.webp","size":"Large","creatureType":"Aberration (Mind Flayer)","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"210 (20d10 + 100)","speed":"5 ft., swim 10 ft.","str":15,"dex":10,"con":20,"int":21,"wis":19,"cha":24,"saves":"Int +10, Wis +9, Cha +12","skills":"Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 14","languages":"understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Creature Sense","entries":["The elder brain is aware of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner."]},{"name":"Legendary Resistance (3/Day)","entries":["If the elder brain fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The elder brain has advantage on saving throws against spells and other magical effects."]},{"name":"Telepathic Hub","entries":["The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell detect thoughts}, {@spell levitate}","3/day: {@spell modify memory}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Tentacle","entries":["{@atk mw} {@hit 7} to hit, reach 30 ft., one target. {@h}20 ({@damage 4d8 + 2}) bludgeoning damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 15}) and takes 9 ({@damage 1d8 + 5}) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets {@condition grappled} at a time."]},{"name":"Mind Blast {@recharge 5}","entries":["Creatures of the elder brain's choice within 60 feet of it must succeed on a {@dc 18} Intelligence saving throw or take 32 ({@damage 5d10 + 5}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Psychic Link","entries":["The elder brain targets one {@condition incapacitated} creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer {@condition incapacitated}, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful {@dc 18} Charisma saving throw. On a successful save, the target takes 10 ({@damage 3d6}) psychic damage. The link also ends if the target and the elder brain are more than 5 miles apart. The elder brain can form psychic links with up to ten creatures at a time."]},{"name":"Sense Thoughts","entries":["The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's emotional state and foremost thoughts (including worries, loves, and hates)."]}],"reactions":[],"legendaryActions":[{"name":"Break Concentration","entries":["The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's {@status concentration} on a spell it has cast. The creature also takes 2 ({@damage 1d4}) psychic damage per level of the spell."]},{"name":"Psychic Pulse","entries":["The elder brain targets one creature within 120 feet of it with which it has a psychic link. The target and enemies of the elder brain within 30 feet of target take 10 ({@damage 3d6}) psychic damage."]},{"name":"Sever Psychic Link","entries":["The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn."]},{"name":"Tentacle (Costs 2 Actions)","entries":["The elder brain makes one Tentacle attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), an elder brain can take one of the following lair actions; the elder brain can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Force Wall","type":"item","entries":["The elder brain casts {@spell wall of force}."]},{"name":"Psionic Anchor","type":"item","entries":["The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must make a {@dc 18} Charisma saving throw. On a failed save, its speed is reduced to 0, and it can't teleport. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Psychic Inspiration","type":"item","entries":["The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn."]}]}],"regionalEffects":["The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Paranoia","type":"item","entries":["Creatures within 5 miles of an elder brain feel as if they are being followed, even when they're not."]},{"name":"Psychic Whispers","type":"item","entries":["Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked."]},{"name":"Telepathic Eavesdropping","type":"item","entries":["The elder brain can overhear any telepathic conversation within 5 miles of it. The creature that initiated the telepathic conversation makes a {@dc 18} Wisdom saving throw when telepathic contact is first established. If the save is successful, the creature is aware that something is eavesdropping. The nature of the eavesdropper isn't revealed."]}]},"If the elder brain dies, these effects immediately end."],"lore":["The ultimate expression of mind flayer domination, an elder brain sprawls within a vat of viscous brine, cared for by mind flayer minions as it touches the thoughts of creatures near and far. It scrawls upon the canvas of the creatures' minds, rewriting their thoughts and authoring their dreams.","An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don't bring meals directly to it, the elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them.","When a mind flayer perishes, the elder brain's servants feed its brain to their master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.",{"name":"Hive Mind","type":"entries","entries":["Elder brains are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand.","An elder brain considers itself and its desires the most important things in the multiverse, and the mind flayers in its colony nothing more than extensions of its will. Each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as tyrants, while others serve as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them."]},{"name":"An Elder Brain's Lair","type":"entries","entries":["The lair of an elder brain lies deep in the heart of a mind flayer colony. The brain dwells in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy.","An elder brain's ambitions are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible."]}],"gallery":[{"path":"bestiary/MPMM/Elder Brain.webp","credit":"Craig J Spearing"}],"otherVersions":[{"id":"elder-brain-vgm","source":"VGM"}]},{"id":"elder-brain-vgm","name":"Elder Brain","source":"VGM","page":173,"srd":false,"image":"bestiary/VGM/Elder Brain.webp","token":"bestiary/tokens/VGM/Elder Brain.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"210 (20d10 + 100)","speed":"5 ft., swim 10 ft.","str":15,"dex":10,"con":20,"int":21,"wis":19,"cha":24,"saves":"Int +10, Wis +9, Cha +12","skills":"Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 14","languages":"understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Creature Sense","entries":["The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner."]},{"name":"Legendary Resistance (3/Day)","entries":["If the elder brain fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The elder brain has advantage on saving throws against spells and other magical effects."]},{"name":"Telepathic Hub","entries":["The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The elder brain's innate spellcasting ability is Intelligence (spell save {@dc 18}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Tentacle","entries":["{@atk mw} {@hit 7} to hit, reach 30 ft., one target. {@h}20 ({@damage 4d8 + 2}) bludgeoning damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 15}) and takes 9 ({@damage 1d8 + 5}) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets {@condition grappled} at a time."]},{"name":"Mind Blast {@recharge 5}","entries":["The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a {@dc 18} Intelligence saving throw or take 32 ({@damage 5d10 + 5}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Psychic Link","entries":["The elder brain targets one {@condition incapacitated} creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer {@condition incapacitated}, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful {@dc 18} Charisma saving throw. On a successful save, the target takes 10 ({@damage 3d6}) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time."]},{"name":"Sense Thoughts","entries":["The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma ({@skill Deception}) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom ({@skill Insight}) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tentacle","entries":["The elder brain makes a tentacle attack."]},{"name":"Break Concentration","entries":["The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's {@status concentration} on a spell it has cast. The creature also takes {@damage 1d4} psychic damage per level of the spell."]},{"name":"Psychic Pulse","entries":["The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 ({@damage 3d6}) psychic damage."]},{"name":"Sever Psychic Link","entries":["The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can't use the same lair action two rounds in a row:",{"type":"list","items":["The elder brain casts {@spell wall of force}.","The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.","The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a {@dc 18} Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"regionalEffects":["The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not.","The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a {@dc 18} Wisdom ({@skill Insight}) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.","Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked."]},"If the elder brain dies, these effects immediately end."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The ultimate expression of illithid domination, an elder brain sprawls within a vat of viscous brine, touching the thoughts of creatures near and far. It scrawls upon the canvas of their minds, rewriting their thoughts and authoring their dreams.",{"name":"Psychic Infiltrators","entries":["When an elder brain infiltrates a mind, it alters the creature's perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder brain's intent. From across great distances, it implants subconscious suggestions or subtly influences dreams to compel creatures toward a course of action that benefits its grand plan.","When its insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature's body as it would a puppet. Against the rare, strong-willed stalwart that defies it or attacks it, an elder brain sends a blast of overwhelming psychic force to crush the upstart's mind, rendering the creature a thoughtless, drooling shell."],"type":"entries"},{"name":"Devourer of Thoughts","entries":["An elder brain sustains itself by consuming the brains of other creatures. When the mind flayer servants that guard and tend to an elder brain don't bring its meals directly to it, the elder brain reaches out with tendrils of thought, mentally compelling creatures to come to it so that it may feed upon them.","When a mind flayer perishes, the elder brain's servants feed the contents of its skull to their master, which absorbs the illithid's brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting the thoughts and experiences of the illithid colony into a unified whole. Mind flayers conceive of this \"oneness\" as a sacred state in the same way that a worshiper of a human deity might view an eternal afterlife in the heavens-for an elder brain can evoke the persona of any illithid it has ever absorbed."],"type":"entries"},{"name":"Hive Mind","entries":["Non-illithids call this creature an elder brain because it acts as the central communication hub for an entire mind flayer colony just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand."],"type":"entries"},{"name":"Ego Unhindered","entries":["Each elder brain considers itself and its desires the most important things in the multiverse, the mind flayers in its colony nothing more than extensions of its will. But no two elder brains are alike, and each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as domineering tyrants, while others serve more benignly as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.","The ambitions of an elder brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain will swiftly expire, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible."],"type":"entries"}]},{"type":"entries","name":"An Elder Brain's Lair","entries":["The lair of an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain's vital fluids and with psionic energy."]}]}]}],"gallery":[{"path":"bestiary/VGM/Elder Brain.webp","credit":"Craig J Spearing"}],"hidden":true,"otherVersions":[{"id":"elder-brain","source":"MPMM"}]},{"id":"elder-brain-dragon","name":"Elder Brain Dragon","source":"FTD","page":194,"srd":false,"image":"bestiary/FTD/Elder Brain Dragon.webp","token":"bestiary/tokens/FTD/Elder Brain Dragon.webp","size":"Gargantuan","creatureType":"Aberration","alignment":"Lawful Evil","ac":"17","initiative":"+1 (11)","hp":"350 (20d20 + 140)","speed":"40 ft., fly 80 ft. (hover)","str":27,"dex":13,"con":25,"int":21,"wis":19,"cha":24,"saves":"Con +14, Int +12, Wis +11, Cha +14","skills":"Arcana +12, Insight +18, Perception +18","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"blindsight 120 ft., Passive Perception 28","languages":"Deep Speech, Draconic, telepathy 5 miles","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Siege Monster","entries":["The dragon deals double damage to objects and structures."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack, two Claw attacks, and one Tentacle attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 11 ({@damage 2d10}) psychic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d6 + 8}) slashing damage."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one creature. {@h}12 ({@damage 1d8 + 8}) psychic damage. If the target is Huge or smaller, it is {@condition grappled} (escape {@dc 18}). The dragon can have up to four targets {@condition grappled} at a time."]},{"name":"Tadpole Brine Breath {@recharge 5}","entries":["The dragon exhales brine in a 120-foot line that is 15 feet wide. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 55 ({@damage 10d10}) psychic damage on a failed save, or half as much damage on a successful one. On a success or failure, if the creature isn't a Construct or an Undead, it becomes infested with illithid tadpoles.","While infested, the creature takes 16 ({@damage 3d10}) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect on the creature.","If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains {@condition unconscious} for {@dice 6d12} hours. When the period of unconsciousness ends, the creature transforms into a {@creature mind flayer} (see the Monster Manual) with all its hit points. Casting a {@spell wish} spell on the {@condition unconscious} creature rids it of the infestation and prevents it from turning into a mind flayer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tentacle","entries":["The dragon makes one Tentacle attack."]},{"name":"Shatter Concentration (Costs 2 Actions)","entries":["The dragon targets a creature it is grappling. The target's {@status concentration} on a spell it has cast or an ability it is maintaining ends, and the target takes 19 ({@damage 3d12}) psychic damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["One of the few consolations available to those who must contend with a mind flayer colony is the limit of its reach, which spreads only as far as the influence of the colony's elder brain. But this small solace withers away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon's back and digs its tentacles into the dragon's brain. An elder brain dragon is the nightmarish result.","Using the mobility of the dragon's body, the elder brain can now serve as a powerful general to illithid armies, free from the confines of its brine pool. The elder brain dragon becomes a psychic threat in addition to a physical one, its body rife with aberrant influence and pulsing with psionic power. Even the elder brain dragon's breath weapon mutates during its transformation, becoming a stream of briny liquid roiling with illithid tadpoles. These tadpoles can swiftly slay victims and transform them into mind flayers, allowing the elder brain dragon to grow its own roving colony."]}],"gallery":[{"path":"bestiary/FTD/Elder Brain Dragon.webp","credit":"Julian Kok"}]},{"id":"elder-dinosaur","name":"Elder Dinosaur","source":"PSX","page":33,"srd":false,"image":"bestiary/PSX/Elder Dinosaur.webp","token":"bestiary/tokens/PSX/Elder Dinosaur.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+0 (10)","hp":"676 (33d20 + 330)","speed":"40 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Int +5, Wis +9, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the elder dinosaur fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The elder dinosaur has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The elder dinosaur deals double damage to objects and structures."]},{"name":"Uniqueness","entries":["These statistics are shared by all six elder dinosaurs: {@creature Elder Dinosaur (Etali, Primal Storm)|PSX|Etali, Primal Storm}, {@creature Elder Dinosaur (Ghalta, Primal Hunger)|PSX|Ghalta, Primal Hunger}, {@creature Elder Dinosaur (Nezahal, Primal Tide)|PSX|Nezahal, Primal Tide}, {@creature Elder Dinosaur (Tetzimoc, Primal Death)|PSX|Tetzimoc, Primal Death}, {@creature Elder Dinosaur (Zacama, Primal Calamity)|PSX|Zacama, Primal Calamity}, {@creature Elder Dinosaur (Zetalpa, Primal Dawn)|PSX|Zetalpa, Primal Dawn}"]}],"spellcasting":[],"actions":[{"name":"Frightful Presence","entries":["Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours."]},{"name":"Swallow","entries":["The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the elder dinosaur, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack."]},{"name":"Move","entries":["The elder dinosaur moves up to half its speed."]},{"name":"Chomp (Costs 2 Actions)","entries":["The elder dinosaur makes one bite attack or uses its Swallow."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The opening of Orazca, the golden city—which marks the turn between the Ixalan set and Rivals of Ixalan—reveals the existence of six huge and ancient elder dinosaurs, apparently preserved for centuries. Compared to their smaller cousins, they have less brightly-colored plumage and more grayish scales, but their feathers are a bright gold that matches the city around them. They are strong-willed and ferocious, and thus are hard to control. But the power of the Immortal Sun gives the Sun Empire warriors who wield it the ability to bring these elder dinosaurs under their command."],"gallery":[{"path":"bestiary/PSX/Elder Dinosaur.webp","title":"Regisaur Alpha","credit":"Jonathan Kuo"}]},{"id":"elder-dinosaur-etali-primal-storm","name":"Elder Dinosaur (Etali, Primal Storm)","source":"PSX","page":34,"srd":false,"image":"bestiary/PSX/Elder Dinosaur (Etali, Primal Storm).webp","token":"bestiary/tokens/PSX/Elder Dinosaur (Etali, Primal Storm).webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+0 (10)","hp":"676 (33d20 + 330)","speed":"40 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Int +5, Wis +9, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the elder dinosaur fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The elder dinosaur has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The elder dinosaur deals double damage to objects and structures."]},{"name":"Uniqueness","entries":["These statistics are shared by all six elder dinosaurs: {@creature Elder Dinosaur (Etali, Primal Storm)|PSX|Etali, Primal Storm}, {@creature Elder Dinosaur (Ghalta, Primal Hunger)|PSX|Ghalta, Primal Hunger}, {@creature Elder Dinosaur (Nezahal, Primal Tide)|PSX|Nezahal, Primal Tide}, {@creature Elder Dinosaur (Tetzimoc, Primal Death)|PSX|Tetzimoc, Primal Death}, {@creature Elder Dinosaur (Zacama, Primal Calamity)|PSX|Zacama, Primal Calamity}, {@creature Elder Dinosaur (Zetalpa, Primal Dawn)|PSX|Zetalpa, Primal Dawn}"]},{"name":"Lightning Storm","entries":["The elder dinosaur is always accompanied by a raging thunderstorm similar to the effect of a {@spell call lightning} spell. A storm cloud in the shape of a cylinder that is 10 feet tall with a 60-foot radius instantly forms 100 feet in the air over the elder dinosaur when it is angered or becomes violent, as long as it is outdoors. On each of its turns, as an action, the elder dinosaur can choose a point it can see within 120 feet of it. A bolt of lightning flashes down from the cloud to that point. Each creature within 10 feet of that point must make a {@dc 20} Dexterity saving throw, taking 21 ({@damage 6d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"spellcasting":[],"actions":[{"name":"Frightful Presence","entries":["Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours."]},{"name":"Swallow","entries":["The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the elder dinosaur, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Multiattack","entries":["The elder dinosaur can use its Frightful Presence and call down two lightning strikes from its Lightning Storm. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target."]},{"name":"Claw","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack."]},{"name":"Move","entries":["The elder dinosaur moves up to half its speed."]},{"name":"Chomp (Costs 2 Actions)","entries":["The elder dinosaur makes one bite attack or uses its Swallow."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The opening of Orazca, the golden city—which marks the turn between the Ixalan set and Rivals of Ixalan—reveals the existence of six huge and ancient elder dinosaurs, apparently preserved for centuries. Compared to their smaller cousins, they have less brightly-colored plumage and more grayish scales, but their feathers are a bright gold that matches the city around them. They are strong-willed and ferocious, and thus are hard to control. But the power of the Immortal Sun gives the Sun Empire warriors who wield it the ability to bring these elder dinosaurs under their command."],"gallery":[{"path":"bestiary/PSX/Elder Dinosaur (Etali, Primal Storm).webp","title":"Etali, Primal Storm","credit":"Raymond Swanland"}]},{"id":"elder-dinosaur-ghalta-primal-hunger","name":"Elder Dinosaur (Ghalta, Primal Hunger)","source":"PSX","page":34,"srd":false,"image":"bestiary/PSX/Elder Dinosaur (Ghalta, Primal Hunger).webp","token":"bestiary/tokens/PSX/Elder Dinosaur (Ghalta, Primal Hunger).webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+0 (10)","hp":"676 (33d20 + 330)","speed":"40 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Int +5, Wis +9, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the elder dinosaur fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The elder dinosaur has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The elder dinosaur deals double damage to objects and structures."]},{"name":"Uniqueness","entries":["These statistics are shared by all six elder dinosaurs: {@creature Elder Dinosaur (Etali, Primal Storm)|PSX|Etali, Primal Storm}, {@creature Elder Dinosaur (Ghalta, Primal Hunger)|PSX|Ghalta, Primal Hunger}, {@creature Elder Dinosaur (Nezahal, Primal Tide)|PSX|Nezahal, Primal Tide}, {@creature Elder Dinosaur (Tetzimoc, Primal Death)|PSX|Tetzimoc, Primal Death}, {@creature Elder Dinosaur (Zacama, Primal Calamity)|PSX|Zacama, Primal Calamity}, {@creature Elder Dinosaur (Zetalpa, Primal Dawn)|PSX|Zetalpa, Primal Dawn}"]}],"spellcasting":[],"actions":[{"name":"Frightful Presence","entries":["Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours."]},{"name":"Swallow","entries":["The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the elder dinosaur, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Multiattack","entries":["The elder dinosaur can use its Frightful Presence. It then makes three attacks: one with its bite, one with its stomp, and one with its tail. It can use its Swallow instead of its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}62 ({@damage 8d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target."]},{"name":"Stomp","entries":["{@atk mw} {@hit 19} to hit, reach 5 ft., one target. {@h}46 ({@damage 8d8 + 10}) bludgeoning damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}38 ({@damage 8d6 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack."]},{"name":"Move","entries":["The elder dinosaur moves up to half its speed."]},{"name":"Chomp (Costs 2 Actions)","entries":["The elder dinosaur makes one bite attack or uses its Swallow."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The opening of Orazca, the golden city—which marks the turn between the Ixalan set and Rivals of Ixalan—reveals the existence of six huge and ancient elder dinosaurs, apparently preserved for centuries. Compared to their smaller cousins, they have less brightly-colored plumage and more grayish scales, but their feathers are a bright gold that matches the city around them. They are strong-willed and ferocious, and thus are hard to control. But the power of the Immortal Sun gives the Sun Empire warriors who wield it the ability to bring these elder dinosaurs under their command."],"gallery":[{"path":"bestiary/PSX/Elder Dinosaur (Ghalta, Primal Hunger).webp","title":"Ghalta, Primal Hunger","credit":"Chase Stone"}]},{"id":"elder-dinosaur-nezahal-primal-tide","name":"Elder Dinosaur (Nezahal, Primal Tide)","source":"PSX","page":34,"srd":false,"image":"bestiary/PSX/Elder Dinosaur (Nezahal, Primal Tide).webp","token":"bestiary/tokens/PSX/Elder Dinosaur (Nezahal, Primal Tide).webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+0 (10)","hp":"676 (33d20 + 330)","speed":"20 ft., swim 60 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Int +5, Wis +9, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the elder dinosaur fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The elder dinosaur has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The elder dinosaur deals double damage to objects and structures."]},{"name":"Uniqueness","entries":["These statistics are shared by all six elder dinosaurs: {@creature Elder Dinosaur (Etali, Primal Storm)|PSX|Etali, Primal Storm}, {@creature Elder Dinosaur (Ghalta, Primal Hunger)|PSX|Ghalta, Primal Hunger}, {@creature Elder Dinosaur (Nezahal, Primal Tide)|PSX|Nezahal, Primal Tide}, {@creature Elder Dinosaur (Tetzimoc, Primal Death)|PSX|Tetzimoc, Primal Death}, {@creature Elder Dinosaur (Zacama, Primal Calamity)|PSX|Zacama, Primal Calamity}, {@creature Elder Dinosaur (Zetalpa, Primal Dawn)|PSX|Zetalpa, Primal Dawn}"]},{"name":"Hold Breath","entries":["The elder dinosaur can hold its breath for 4 hours."]}],"spellcasting":[],"actions":[{"name":"Frightful Presence","entries":["Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours."]},{"name":"Swallow","entries":["The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the elder dinosaur, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Multiattack","entries":["The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite and four with its flippers. No two flipper attacks can target the same creature. It can use its Swallow instead of its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target."]},{"name":"Flipper","entries":["{@atk mw} {@hit 19} to hit, reach 5 ft., one target. {@h}28 ({@damage 4d8 + 10}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack."]},{"name":"Move","entries":["The elder dinosaur moves up to half its speed."]},{"name":"Chomp (Costs 2 Actions)","entries":["The elder dinosaur makes one bite attack or uses its Swallow."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The opening of Orazca, the golden city—which marks the turn between the Ixalan set and Rivals of Ixalan—reveals the existence of six huge and ancient elder dinosaurs, apparently preserved for centuries. Compared to their smaller cousins, they have less brightly-colored plumage and more grayish scales, but their feathers are a bright gold that matches the city around them. They are strong-willed and ferocious, and thus are hard to control. But the power of the Immortal Sun gives the Sun Empire warriors who wield it the ability to bring these elder dinosaurs under their command."],"gallery":[{"path":"bestiary/PSX/Elder Dinosaur (Nezahal, Primal Tide).webp","title":"Nezahal, Primal Tide","credit":"Sam Burley"}]},{"id":"elder-dinosaur-tetzimoc-primal-death","name":"Elder Dinosaur (Tetzimoc, Primal Death)","source":"PSX","page":34,"srd":false,"image":"bestiary/PSX/Elder Dinosaur (Tetzimoc, Primal Death).webp","token":"bestiary/tokens/PSX/Elder Dinosaur (Tetzimoc, Primal Death).webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+0 (10)","hp":"676 (33d20 + 330)","speed":"40 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Int +5, Wis +9, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the elder dinosaur fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The elder dinosaur has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The elder dinosaur deals double damage to objects and structures."]},{"name":"Uniqueness","entries":["These statistics are shared by all six elder dinosaurs: {@creature Elder Dinosaur (Etali, Primal Storm)|PSX|Etali, Primal Storm}, {@creature Elder Dinosaur (Ghalta, Primal Hunger)|PSX|Ghalta, Primal Hunger}, {@creature Elder Dinosaur (Nezahal, Primal Tide)|PSX|Nezahal, Primal Tide}, {@creature Elder Dinosaur (Tetzimoc, Primal Death)|PSX|Tetzimoc, Primal Death}, {@creature Elder Dinosaur (Zacama, Primal Calamity)|PSX|Zacama, Primal Calamity}, {@creature Elder Dinosaur (Zetalpa, Primal Dawn)|PSX|Zetalpa, Primal Dawn}"]},{"name":"Spiny Carapace","entries":["The elder dinosaur is covered in an armored carapace bristling with thick, sharp spines. Any creature that hits or misses Tetzimoc with a melee attack takes 7 ({@damage 2d6}) piercing damage."]},{"name":"Tail Spike Regrowth","entries":["The elder dinosaur has forty tail spikes. Used spikes regrow when the elder dinosaur finishes a long rest."]}],"spellcasting":[],"actions":[{"name":"Frightful Presence","entries":["Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours."]},{"name":"Swallow","entries":["The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the elder dinosaur, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Multiattack","entries":["The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its tail spikes in place of any or all of those attacks, and it can use its Swallow instead of its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target."]},{"name":"Claw","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) slashing damage."]},{"name":"Horns","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}32 ({@damage 4d10 + 10}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}24 ({@damage 4d6 + 10}) piercing damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}."]},{"name":"Tail Spikes","entries":["{@atk rw} {@hit 9} to hit, range 100/300 ft., two targets. {@h}7 ({@damage 2d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack."]},{"name":"Move","entries":["The elder dinosaur moves up to half its speed."]},{"name":"Chomp (Costs 2 Actions)","entries":["The elder dinosaur makes one bite attack or uses its Swallow."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The opening of Orazca, the golden city—which marks the turn between the Ixalan set and Rivals of Ixalan—reveals the existence of six huge and ancient elder dinosaurs, apparently preserved for centuries. Compared to their smaller cousins, they have less brightly-colored plumage and more grayish scales, but their feathers are a bright gold that matches the city around them. They are strong-willed and ferocious, and thus are hard to control. But the power of the Immortal Sun gives the Sun Empire warriors who wield it the ability to bring these elder dinosaurs under their command."],"gallery":[{"path":"bestiary/PSX/Elder Dinosaur (Tetzimoc, Primal Death).webp","title":"Tetzimoc, Primal Death","credit":"Zack Stella"}]},{"id":"elder-dinosaur-zacama-primal-calamity","name":"Elder Dinosaur (Zacama, Primal Calamity)","source":"PSX","page":34,"srd":false,"image":"bestiary/PSX/Elder Dinosaur (Zacama, Primal Calamity).webp","token":"bestiary/tokens/PSX/Elder Dinosaur (Zacama, Primal Calamity).webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+0 (10)","hp":"676 (33d20 + 330)","speed":"40 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Int +5, Wis +9, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the elder dinosaur fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The elder dinosaur has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The elder dinosaur deals double damage to objects and structures."]},{"name":"Uniqueness","entries":["These statistics are shared by all six elder dinosaurs: {@creature Elder Dinosaur (Etali, Primal Storm)|PSX|Etali, Primal Storm}, {@creature Elder Dinosaur (Ghalta, Primal Hunger)|PSX|Ghalta, Primal Hunger}, {@creature Elder Dinosaur (Nezahal, Primal Tide)|PSX|Nezahal, Primal Tide}, {@creature Elder Dinosaur (Tetzimoc, Primal Death)|PSX|Tetzimoc, Primal Death}, {@creature Elder Dinosaur (Zacama, Primal Calamity)|PSX|Zacama, Primal Calamity}, {@creature Elder Dinosaur (Zetalpa, Primal Dawn)|PSX|Zetalpa, Primal Dawn}"]}],"spellcasting":[],"actions":[{"name":"Frightful Presence","entries":["Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours."]},{"name":"Swallow","entries":["The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the elder dinosaur, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Multiattack","entries":["The elder dinosaur can use its Frightful Presence. It then makes five attacks: three with its bite, {@footnote one with its stomp, and one with its tail|{@note This statblock does not have these actions available.}}. It can use its Swallow instead of a bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}. If the elder dinosaur has three targets {@condition restrained} in this way, it can't bite another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack."]},{"name":"Move","entries":["The elder dinosaur moves up to half its speed."]},{"name":"Chomp (Costs 2 Actions)","entries":["The elder dinosaur makes one bite attack or uses its Swallow."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The opening of Orazca, the golden city—which marks the turn between the Ixalan set and Rivals of Ixalan—reveals the existence of six huge and ancient elder dinosaurs, apparently preserved for centuries. Compared to their smaller cousins, they have less brightly-colored plumage and more grayish scales, but their feathers are a bright gold that matches the city around them. They are strong-willed and ferocious, and thus are hard to control. But the power of the Immortal Sun gives the Sun Empire warriors who wield it the ability to bring these elder dinosaurs under their command."],"gallery":[{"path":"bestiary/PSX/Elder Dinosaur (Zacama, Primal Calamity).webp","title":"Zacama, Primal Calamity","credit":"Jaime Jones"}]},{"id":"elder-dinosaur-zetalpa-primal-dawn","name":"Elder Dinosaur (Zetalpa, Primal Dawn)","source":"PSX","page":34,"srd":false,"image":"bestiary/PSX/Elder Dinosaur (Zetalpa, Primal Dawn).webp","token":"bestiary/tokens/PSX/Elder Dinosaur (Zetalpa, Primal Dawn).webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+0 (10)","hp":"676 (33d20 + 330)","speed":"20 ft., fly 60 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Int +5, Wis +9, Cha +9","skills":"","vulnerabilities":"","resistances":"radiant","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the elder dinosaur fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The elder dinosaur has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The elder dinosaur deals double damage to objects and structures."]},{"name":"Uniqueness","entries":["These statistics are shared by all six elder dinosaurs: {@creature Elder Dinosaur (Etali, Primal Storm)|PSX|Etali, Primal Storm}, {@creature Elder Dinosaur (Ghalta, Primal Hunger)|PSX|Ghalta, Primal Hunger}, {@creature Elder Dinosaur (Nezahal, Primal Tide)|PSX|Nezahal, Primal Tide}, {@creature Elder Dinosaur (Tetzimoc, Primal Death)|PSX|Tetzimoc, Primal Death}, {@creature Elder Dinosaur (Zacama, Primal Calamity)|PSX|Zacama, Primal Calamity}, {@creature Elder Dinosaur (Zetalpa, Primal Dawn)|PSX|Zetalpa, Primal Dawn}"]}],"spellcasting":[],"actions":[{"name":"Frightful Presence","entries":["Each creature of the elder dinosaur's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself ona success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours."]},{"name":"Swallow","entries":["The elder dinosaur makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the elder dinosaur, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the elder dinosaur's turns. If the elder dinosaur takes 60 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If the elder dinosaur dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Multiattack","entries":["The elder dinosaur can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, and two with its wings. It can use its Swallow instead of its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the elder dinosaur can't bite another target."]},{"name":"Claw","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) slashing damage."]},{"name":"Wing","entries":["{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The elder dinosaur makes one claw attack, tail attack, wing attack, or flipper attack."]},{"name":"Move","entries":["The elder dinosaur moves up to half its speed."]},{"name":"Chomp (Costs 2 Actions)","entries":["The elder dinosaur makes one bite attack or uses its Swallow."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The opening of Orazca, the golden city—which marks the turn between the Ixalan set and Rivals of Ixalan—reveals the existence of six huge and ancient elder dinosaurs, apparently preserved for centuries. Compared to their smaller cousins, they have less brightly-colored plumage and more grayish scales, but their feathers are a bright gold that matches the city around them. They are strong-willed and ferocious, and thus are hard to control. But the power of the Immortal Sun gives the Sun Empire warriors who wield it the ability to bring these elder dinosaurs under their command."],"gallery":[{"path":"bestiary/PSX/Elder Dinosaur (Zetalpa, Primal Dawn).webp","title":"Zetalpa, Primal Dawn","credit":"Chris Rallis"}]},{"id":"elder-giant-lizard","name":"Elder Giant Lizard","source":"TftYP","page":176,"srd":false,"image":"bestiary/tokens/TftYP/Elder Giant Lizard.webp","token":"bestiary/tokens/TftYP/Elder Giant Lizard.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"85 (9d12 + 27)","speed":"30 ft., climb 30 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The lizard can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lizard makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the lizard can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target not {@condition grappled} by the lizard. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"elder-monastery-of-the-distressed-body-monk","name":"Elder Monastery of the Distressed Body Monk","source":"LLK","page":12,"srd":false,"image":"bestiary/tokens/LLK/Elder Monastery of the Distressed Body Monk.webp","token":"bestiary/tokens/LLK/Elder Monastery of the Distressed Body Monk.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["The monk has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The monk is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["The monk makes two melee attacks."]},{"name":"Force Pike","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 40/100 ft., one creature. {@h}7 ({@damage 1d10 + 2}) force damage. The attack has disadvantage against any target with polished metal armor or shield, and has its ranged halved when firing through smoke or fog."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"elder-oblex","name":"Elder Oblex","source":"MPMM","page":199,"srd":false,"image":"bestiary/MPMM/Elder Oblex.webp","token":"bestiary/tokens/MPMM/Elder Oblex.webp","size":"Huge","creatureType":"Ooze","alignment":"Lawful Evil","ac":"16","initiative":"+3 (13)","hp":"115 (10d12 + 50)","speed":"20 ft.","str":15,"dex":16,"con":21,"int":22,"wis":13,"cha":18,"saves":"Int +10, Cha +8","skills":"Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; prone","senses":"blindsight 60 ft. (blind beyond this distance), Passive Perception 15","languages":"Common plus six more languages","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The oblex can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Aversion to Fire","entries":["If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Unusual Nature","entries":["The oblex doesn't require sleep."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell charm person} (as 5th-level spell), {@spell detect thoughts}","3/day each: {@spell dimension door}, {@spell dominate person}, {@spell hypnotic pattern}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The elder oblex makes two Pseudopod attacks, and it uses Eat Memories."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}17 ({@damage 4d6 + 3}) bludgeoning damage plus 14 ({@damage 4d6}) psychic damage."]},{"name":"Eat Memories","entries":["The oblex targets one creature it can see within 5 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw or take 44 ({@damage 8d10}) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the {@spell greater restoration} or {@spell heal} spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically.","While memory drained, the target must roll a {@dice d4} and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target becomes {@condition unconscious} for 1 hour. The effect then ends.","The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies."]}],"bonusActions":[{"name":"Sulfurous Impersonation","entries":["The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate {@dice 2d6 + 1} different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims."]},{"type":"section","name":"Oblexes","entries":[{"type":"quote","entries":["Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex."],"by":"Mordenkainen"},{"type":"quote","entries":["An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims."],"by":"Mordenkainen"},"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused—or dead.","When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters."]}],"gallery":[{"path":"bestiary/MPMM/Elder Oblex.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"elder-oblex-mtf","source":"MTF"}]},{"id":"elder-oblex-mtf","name":"Elder Oblex","source":"MTF","page":219,"srd":false,"image":"bestiary/MTF/Oblex.webp","token":"bestiary/tokens/MTF/Elder Oblex.webp","size":"Huge","creatureType":"Ooze","alignment":"Lawful Evil","ac":"16","initiative":"+3 (13)","hp":"115 (10d12 + 50)","speed":"20 ft.","str":15,"dex":16,"con":21,"int":22,"wis":13,"cha":18,"saves":"Int +10, Cha +8","skills":"Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; prone","senses":"blindsight 60 ft. (blind beyond this distance), Passive Perception 15","languages":"Common plus six more","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The oblex can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Aversion to Fire","entries":["If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Sulfurous Impersonation","entries":["As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate {@dice 2d6 + 1} different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The oblex's innate spellcasting ability is Intelligence (spell save {@dc 18}). It can innately cast the following spells, requiring no material components:","At will: {@spell charm person} (as 5th-level spell), {@spell detect thoughts}, {@spell hold person}","3/day each: {@spell confusion}, {@spell dimension door}, {@spell dominate person}, {@spell fear}, {@spell hallucinatory terrain}, {@spell hold monster}, {@spell hypnotic pattern}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The elder oblex makes two pseudopod attacks and uses Eat Memories."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}17 ({@damage 4d6 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Eat Memories","entries":["The oblex targets one creature it can see within 5 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw or take 44 ({@damage 8d10}) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the {@spell greater restoration} or {@spell heal} spell. Constructs, oozes, plants, and undead succeed on the save automatically.","While memory drained, the target must roll a {@dice d4} and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target becomes {@condition unconscious} for 1 hour. The effect then ends.","When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Adult and Elder Oblexes","entries":["Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims.","Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims."]},{"type":"section","name":"Oblex","entries":[{"type":"quote","entries":["Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex."],"by":"Mordenkainen"},"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Memory Eaters","type":"entries","entries":["Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused."]},{"name":"Ooze Nature","type":"entries","entries":["An oblex doesn't require sleep."]},{"type":"quote","entries":["An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims."],"by":"Mordenkainen"}]}]}]}],"gallery":[{"path":"bestiary/MTF/Oblex.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"elder-oblex","source":"MPMM"}]},{"id":"elder-tempest","name":"Elder Tempest","source":"MPMM","page":121,"srd":false,"image":"bestiary/MPMM/Elder Tempest.webp","token":"bestiary/tokens/MPMM/Elder Tempest.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral","ac":"19","initiative":"+9 (19)","hp":"264 (16d20 + 96)","speed":"0 ft., fly 120 ft. (hover)","str":23,"dex":28,"con":23,"int":2,"wis":21,"cha":18,"saves":"Wis +12, Cha +11","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison; thunder","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"Arctic, Coastal, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Air Form","entries":["The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Flyby","entries":["The tempest doesn't provoke {@action opportunity attack||opportunity attacks} when it flies out of an enemy's reach."]},{"name":"Legendary Resistance (3/Day)","entries":["If the tempest fails a saving throw, it can choose to succeed instead."]},{"name":"Living Storm","entries":["The tempest is always at the center of a storm {@dice 1d6 + 4} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. They also extinguish open flames and disperse fog."]},{"name":"Siege Monster","entries":["The tempest deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tempest makes two Thunderous Slam attacks."]},{"name":"Thunderous Slam","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}23 ({@damage 4d6 + 9}) thunder damage."]},{"name":"Lightning Storm {@recharge}","entries":["Each creature within 120 feet of the tempest must make a {@dc 21} Dexterity saving throw, taking 27 ({@damage 6d8}) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The tempest moves up to its speed."]},{"name":"Lightning Strike (Costs 2 Actions)","entries":["The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a {@dc 21} Dexterity saving throw, taking 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Screaming Gale (Costs 3 Actions)","entries":["The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 ({@damage 4d10}) thunder damage. Each creature there must succeed on a {@dc 21} Dexterity saving throw or take 22 ({@damage 4d10}) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object (such as a wall or floor) or another creature, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown before impact. If the target collides with another creature, that other creature must succeed on a {@dc 19} Dexterity saving throw or take the same impact damage and be knocked {@condition prone}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder tempests assume the shape of serpents that slither through the sky. They drown the land beneath them with rain and stab the earth with lances of lightning. Punishing winds scream around them as they fly, feeding the chaos they create."],"gallery":[{"path":"bestiary/MPMM/Elder Tempest.webp","credit":"Aaron Miller"}],"otherVersions":[{"id":"elder-tempest-mtf","source":"MTF"}]},{"id":"elder-tempest-mtf","name":"Elder Tempest","source":"MTF","page":200,"srd":false,"image":"bestiary/MTF/Elder Tempest.webp","token":"bestiary/tokens/MTF/Elder Tempest.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral","ac":"19","initiative":"+9 (19)","hp":"264 (16d20 + 96)","speed":"0 ft., fly 120 ft. (hover)","str":23,"dex":28,"con":23,"int":2,"wis":21,"cha":18,"saves":"Wis +12, Cha +11","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison; thunder","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"Arctic, Coastal, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Air Form","entries":["The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Flyby","entries":["The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Legendary Resistance (3/Day)","entries":["If the tempest fails a saving throw, it can choose to succeed instead."]},{"name":"Living Storm","entries":["The tempest is always at the center of a storm {@dice 1d6 + 4} miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom ({@skill Perception}) checks that rely on hearing.","In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog."]},{"name":"Siege Monster","entries":["The tempest deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tempest makes two attacks with its thunderous slam."]},{"name":"Thunderous Slam","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}23 ({@damage 4d6 + 9}) thunder damage."]},{"name":"Lightning Storm {@recharge}","entries":["All other creatures within 120 feet of the tempest must each make a {@dc 20} Dexterity saving throw, taking 27 ({@damage 6d8}) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The tempest moves up to its speed."]},{"name":"Lightning Strike (Costs 2 Actions)","entries":["The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a {@dc 20} Dexterity saving throw, taking 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Screaming Gale (Costs 3 Actions)","entries":["The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 ({@damage 4d10}) thunder damage. Each creature there must succeed on a {@dc 21} Dexterity saving throw or take 22 ({@damage 4d10}) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a {@dc 19} Dexterity saving throw or take the same damage and be knocked {@condition prone}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Elder Tempest","entries":["Terrifying storms manifest in the body of the elder tempest. A being carved from clouds, wind, rain, and lightning, the elder tempest assumes the shape of a serpent that slithers through the sky. The tempest drowns the land beneath it with rain and stabs the earth with lances of lightning. Punishing winds scream around it as it flies, feeding the chaos it creates."]},{"type":"section","name":"Elder Elementals","entries":["On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Deadly When Summoned","type":"entries","entries":["The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end."]},{"name":"Elemental Nature","type":"entries","entries":["An elder elemental doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Elder Tempest.webp","credit":"Aaron Miller"}],"hidden":true,"otherVersions":[{"id":"elder-tempest","source":"MPMM"}]},{"id":"elder-thing","name":"Elder Thing","source":"RHW","page":245,"srd":false,"image":"bestiary/RHW/Elder Thing.webp","token":"bestiary/tokens/RHW/Elder Thing.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"209 (22d10 + 88)","speed":"20 ft., fly 90 ft. (hover)","str":21,"dex":11,"con":18,"int":20,"wis":17,"cha":16,"saves":"Con +9, Int +10","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; psychic; slashing","immunities":"lightning","conditionImmunities":"charmed; frightened","senses":"Truesight 120 ft., Passive Perception 13","languages":"Deep Speech; telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Mountain, Underdark","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The elder thing has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Eldritch Magic (3/Day)","entries":["The elder thing casts {@spell Command|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Gust of Wind|XPHB}, or {@spell Nondetection|XPHB}, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}).","3/day: {@spell Command|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Nondetection|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The elder thing makes two Soothing Tentacle attacks and uses Psychic Skewer."]},{"name":"Soothing Tentacle","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}14 ({@damage 2d8 + 5}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition until the start of the elder thing's next turn."]},{"name":"Mind-Scouring Spores {@recharge}","entries":["{@actSave int} {@dc 18}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the elder thing. {@actSaveFail} 55 ({@damage 10d10}) Psychic damage. For 1 minute, whenever the target takes the {@action Magic|XPHB} action, it takes 10 ({@damage 3d6}) Psychic damage. {@actSaveSuccess} Half damage only."]},{"name":"Psychic Skewer","entries":["{@actSave wis} {@dc 18}, one creature within 60 feet. {@actSaveFail} 22 ({@damage 4d10}) Psychic damage. If the target has the {@condition Charmed|XPHB} condition, it gains 1 {@condition Exhaustion|XPHB} level and has the {@condition Stunned|XPHB} condition while {@condition Charmed|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Inscrutable Entity from Another Realm}","The aliens known as elder things have colonized countless worlds over unfathomable eons. Within hidden cyclopean cities, they collect mind-shattering secrets of the multiverse. Their empires have declined over the ages, suffering challenges by yithians and their creations, the shoggoths). Those elder things that remain guard the remnants of their power and seek to subjugate those they consider lesser beings."]}],"gallery":[{"path":"bestiary/RHW/Elder Thing.webp","credit":"Mathias Kollros"}]},{"id":"eldeth-feldrun","name":"Eldeth Feldrun","source":"OotA","page":6,"srd":false,"image":"bestiary/OotA/Eldeth Feldrun.webp","token":"bestiary/tokens/OotA/Eldeth Feldrun.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Eldeth has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Eldeth makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Eldeth Feldrun.webp"}]},{"id":"eldon-keyward","name":"Eldon Keyward","source":"VEoR","page":29,"srd":false,"image":"bestiary/tokens/VEoR/Eldon Keyward.webp","token":"bestiary/tokens/VEoR/Eldon Keyward.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Eldon can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Eldon is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"eldritch-eddy","name":"Eldritch Eddy","source":"NF","srd":false,"image":"bestiary/NF/Eldritch Eddy.webp","token":"bestiary/tokens/NF/Eldritch Eddy.webp","size":"Large","creatureType":"Construct","alignment":"Chaotic Neutral","ac":"11","initiative":"+1 (11)","hp":"144 (17d10 + 51)","speed":"10 ft., fly 40 ft. (hover)","str":10,"dex":12,"con":16,"int":12,"wis":9,"cha":17,"saves":"Dex +4, Int +4, Cha +6","skills":"","vulnerabilities":"","resistances":"force","immunities":"fire; lightning","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Blindsight 60 ft., Passive Perception 9","languages":"understands Common plus one other language but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The eddy has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eddy makes two attacks, using Searing Swipe or Arcane Bolt in any combination."]},{"name":"Searing Swipe","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}13 ({@damage 3d6 + 3}) Fire or Lightning damage (eddy's choice)."]},{"name":"Arcane Bolt","entries":["{@atkr r} {@hit 6}, range 120 ft. {@h}14 ({@damage 2d10 + 3}) Force damage."]}],"bonusActions":[],"reactions":[{"name":"Eldritch Overload","entries":["{@actTrigger} The eddy takes damage. {@actResponse d}{@actSave str} {@dc 14}, each creature of the eddy's choice in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the eddy. {@actSaveFail} 7 ({@damage 2d6}) Force damage, and the target has the {@condition Prone|XPHB} condition."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When magical energy becomes dangerously unstable, it sometimes animates into an eldritch eddy: an uncontrolled whirlwind of Evocation magic that crackles with fire and lightning. Eldritch eddies typically arise where magic use is heavy and irresponsible, such as near a fanatical mage's sanctum, a workshop that churns out magic items, or a library where undertrained scribes work with Spell Scrolls. Eldritch eddies are common in ancient Netheril near the homes and workplaces of famous mages.","Eldritch eddies rampage with one purpose: destroy as much in their paths as possible. Before eldritch eddies manifest, telltale signs signal their arrival. Roll on or choose a result from the Eldritch Eddy Manifestations table to inspire what happens right before an eldritch eddy arises.",{"type":"table","colLabels":["1d6","Right Before an Eddy Manifests..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Brightly colored sparks fly through the air like fireworks."],["2","Spectral images of screaming mages or terrible beasts swirl in a whirlwind."],["3","Electricity flashes, flames ignite, and the air smells acrid."],["4","Purple smoke billows into a vortex."],["5","A geyser of multicolored light shoots from the ground toward the sky."],["6","The air shimmers, and unsettling laughter booms from all directions."]]}]}],"gallery":[{"path":"bestiary/NF/Eldritch Eddy.webp"}]},{"id":"eldritch-horror-hatchling","name":"Eldritch Horror Hatchling","source":"KftGV","page":24,"srd":false,"image":"bestiary/tokens/KftGV/Eldritch Horror Hatchling.webp","token":"bestiary/tokens/KftGV/Eldritch Horror Hatchling.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"39 (6d10 + 6)","speed":"30 ft., burrow 10 ft.","str":17,"dex":11,"con":13,"int":1,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) poison damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the eldritch horror hatchling can bite only the {@condition grappled} creature and has advantage on attack rolls to do so."]},{"name":"Acid Spray {@recharge}","entries":["The eldritch horror hatchling spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature {@condition grappled}. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"eldritch-lich","name":"Eldritch Lich","source":"MCV1SC","page":6,"srd":false,"image":"bestiary/MCV1SC/Eldritch Lich.webp","token":"bestiary/tokens/MCV1SC/Eldritch Lich.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"17","initiative":"+4 (14)","hp":"165 (22d8 + 66)","speed":"30 ft., fly 30 ft. (hover)","str":11,"dex":18,"con":16,"int":19,"wis":14,"cha":12,"saves":"Int +9, Wis +7","skills":"Arcana +14, Perception +7","vulnerabilities":"","resistances":"necrotic; poison","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120ft., Passive Perception 17","languages":"Common, Deep Speech, telepathy 120 ft.","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Far Realm Parasite","entries":["Inside the lich's torso dwells a wormlike parasite that contains the lich's soul. When the lich dies, it implodes into the parasite, which then vanishes into the Far Realm. In {@dice 2d4} days, the parasite causes the lich to reappear within {@dice 1d4} miles of where it died. If the lich died inside a magic circle cast to contain Undead, the lich instead reappears as an {@creature otyugh} with all the lich's memories."]},{"name":"Legendary Resistance (4/Day)","entries":["If the lich fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The lich doesn't need air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell dispel magic}, {@spell hunger of Hadar}, {@spell lightning bolt}","1/day each: {@spell arcane eye}, {@spell dimension door}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The lich makes one Parasitic Tentacle attack or uses Spellcasting. The lich also uses Psychic Whisper twice."]},{"name":"Parasitic Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}25 ({@damage 6d6 + 4}) piercing damage plus 25 ({@damage 6d6 + 4}) necrotic damage. The target must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned}. The {@condition poisoned} target can repeat the save at the end of each of its turns, ending the effect on itself on a success. The third time the target fails the save, the target dies and dissolves into a {@creature gibbering mouther} that obeys the lich and uses the target's initiative."]},{"name":"Psychic Whisper","entries":["The lich targets one creature it can see within 120 feet of itself. The target must succeed on a {@dc 17} Wisdom saving throw or take 25 ({@damage 6d6 + 4}) psychic damage and be {@condition stunned} until the end of the lich's next turn as incomprehensible whispers fill the target's mind."]}],"bonusActions":[],"reactions":[{"name":"Far Realm Step","entries":["Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["From beyond the stars, a Great Old One whispers promises of reality-defying knowledge and world-bending power. When a wizard or a warlock hears that whisper and listens too intently, they might set foot on the twisting path toward becoming an eldritch lich.","Like other liches, eldritch liches are spellcasters who have cheated death, but an eldritch lich does so by allowing a Great Old One to implant a Far Realm parasite in the lich. That parasite bestows undeath upon the spellcaster and causes strange tentacles to sprout from the body. The parasite's mouth is visible on the lich's torso, and the parasite guards the lich against destruction, reviving the lich a few days after death. Canny foes can sabotage an eldritch lich's revival by slaying the lich in a magic circle, thereby forcing the lich to return in a distorted form, robbed of most of its power.","An eldritch lich constantly hears bizarre whispers from the Far Realm, to which the lich nods and mutters. Occasionally, the lich uses its telepathy to share those whispers with the minds around it."]},{"type":"section","entries":[{"type":"entries","name":"Form of the Great Old One","entries":["Multiple entities bear the title Great Old One. You may roll on the Great Old Ones table to determine which entity gave an eldritch lich its parasite.",{"type":"entries","name":"Great Old Ones","entries":[{"type":"table","colLabels":["d6","Form"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cthulhu"],["2","Tharizdun, the Chained God"],["3","Dendar, the Night Serpent"],["4","Ghaunadaur"],["5","Zargon, the Returner"],["6","That Which Lurks"]]}]}]}]}],"gallery":[{"path":"bestiary/MCV1SC/Eldritch Lich.webp"}]},{"id":"elemental-cataclysm","name":"Elemental Cataclysm","source":"XMM","page":111,"srd":false,"image":"bestiary/XMM/Elemental Cataclysm.webp","token":"bestiary/tokens/XMM/Elemental Cataclysm.webp","size":"Gargantuan","creatureType":"Elemental (Titan)","alignment":"Chaotic Neutral","ac":"20","initiative":"+18 (28)","hp":"370 (20d20 + 160)","speed":"60 ft., burrow 60 ft., fly 80 ft. (hover), swim 80 ft.","str":26,"dex":19,"con":27,"int":9,"wis":14,"cha":9,"saves":"Dex +11, Con +15, Wis +9, Cha +6","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; cold; fire; lightning; poison; thunder","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned; unconscious","senses":"Truesight 150 ft., Passive Perception 12","languages":"Primordial","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"Planar, Elemental Chaos","treasure":"","traits":[{"name":"Earth Glide","entries":["The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn't disturb the material it moves through."]},{"name":"Legendary Resistance (4/Day)","entries":["If the cataclysm fails a saving throw, it can choose to succeed instead."]},{"name":"Siege Monster","entries":["The cataclysm deals double damage to objects and structures."]}],"spellcasting":[{"name":"Control Weather","entries":["The cataclysm casts the {@spell Control Weather|XPHB} spell, requiring no spell components and using Constitution as the spellcasting ability.","At will: {@spell Control Weather|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cataclysm makes two Elemental Burst attacks."]},{"name":"Elemental Burst","entries":["{@atkr m,r} {@hit 15}, reach 30 ft. or range 150 ft. {@h}25 ({@damage 5d6 + 8}) damage of a type chosen by the cataclysm: Acid, Cold, Fire, Lightning, or Thunder."]},{"name":"Cataclysmic Event {@recharge 4}","entries":["The cataclysm creates one of the following effects at random (roll {@dice 1d4}):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1: Clinging Flames","entries":["{@actSave dex} {@dc 23}, each creature in a 60-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the cataclysm can see within 150 feet. {@actSaveFail} 45 ({@damage 13d6}) Fire damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The target starts {@hazard burning|XPHB}."]},{"type":"item","name":"2: Freezing Waves","entries":["{@actSave str} {@dc 23}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 22 ({@damage 5d8}) Bludgeoning damage plus 22 ({@damage 5d8}) Cold damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} The target's {@variantrule Speed|XPHB} is reduced to 0 until the end of its next turn."]},{"type":"item","name":"3: Raging Storm","entries":["A storm cloud fills a 60-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the cataclysm can see within 150 feet. The cloud lasts for 1 minute or until the cataclysm uses Cataclysmic Event again. Creatures entirely in the cloud have the {@condition Blinded|XPHB} and {@condition Deafened|XPHB} conditions and can't cast spells with a Verbal component. {@actSave dex} {@dc 23}, each creature that enters the cloud for the first time on a turn or starts its turn there. {@actSaveFail} 18 ({@damage 4d8}) Lightning damage plus 18 ({@damage 4d8}) Thunder damage. {@actSaveSuccess} Half damage."]},{"type":"item","name":"4: Swallowing Earth","entries":["{@actSave str} {@dc 23}, each creature in a 90-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} originating from a point on the ground within 150 feet. {@actSaveFail} 18 ({@damage 4d8}) Bludgeoning damage plus 18 ({@damage 4d8}) Acid damage, and the target has the {@condition Prone|XPHB} condition and is buried under rubble. A buried target has the {@condition Restrained|XPHB} condition, has {@variantrule Cover|XPHB|Total Cover}, and is suffocating. As an action, a buried creature or another creature within 5 feet of it can make a {@dc 18} Strength ({@skill Athletics|XPHB}) check. On a successful check, the creature is no longer buried. {@actSaveSuccess} Half damage only."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Eruption","entries":["The cataclysm makes one Elemental Burst attack."]},{"name":"Rumbling Movement","entries":["The cataclysm moves up to its {@variantrule Speed|XPHB}, {@variantrule Fly Speed|XPHB}, or {@variantrule Swim Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}. Each creature within 5 feet of the cataclysm as it moves is targeted once by the following effect. {@actSave con} {@dc 23}. {@actSaveFail} The target has the {@condition Prone|XPHB} condition. {@actSaveSuccessOrFail} The cataclysm can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Elemental Cataclysm","entries":["{@i The End and Beginning of Ages}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Chaos)|bestiary|environment=planar, elemental chaos}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Beyond the fringes of the Elemental Planes, primordial forces endlessly clash amid the Elemental Chaos. Within the vastness and violence of this realm rage elemental cataclysms, entities spawned from the raw forces of the multiverse and awash in dissonant elemental powers. These beings of primal conflict annihilate nearly all they encounter and seed the ruins left in their wake with the potential for new creations.","Elemental cataclysms rarely escape the Elemental Chaos. When they do, it is typically due to some planar disruption or the summons of nihilistic cultists. When they emerge on Material Plane worlds, elemental cataclysms create realm-altering trails of destruction, carelessly destroying cities and throwing whole nations into chaos. The rampages aren't random. Elemental cataclysms abhor anything that visibly mars nature, be it mines or monuments, fortresses or cities, but they vent their most intense rage on works of metal and clockwork. As they sow destruction, they howl condemnation and chant words of unmaking in the languages of the Inner Planes.","Little can stop an elemental cataclysm. Those that oppose one of these calamities often attempt to reverse the ritual that summoned it, coax it through a planar rift, or conjure another titan in hopes that the two destroy one another. These terrors leave a wake of ashes, floods, storms, and broken earth. But after these disasters recede, the land is imbued with new life or environmental changes. Roll on or choose a result from the Elemental Alterations table to inspire what changes emerge after an elemental cataclysm's destruction.",{"type":"table","caption":"Elemental Alterations","colLabels":["1d8","The Elemental Cataclysm Leaves Behind A..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dramatic increase or decrease in temperature."],["2","Gigantic coral reef or fungal forest."],["3","Never-ending storm or whirlpool."],["4","Passage to the Underdark or portal to an Elemental Plane."],["5","Primeval or previously extinct animal population."],["6","Rapidly growing rainforest."],["7","River where previously there was none."],["8","Series of dramatic rock formations."]]}]}],"gallery":[{"path":"bestiary/XMM/Elemental Cataclysm.webp","credit":"Johan Grenier"}]},{"id":"elemental-cultist","name":"Elemental Cultist","source":"XMM","page":87,"srd":false,"image":"bestiary/XMM/Aberrant Cultist and Elemental Cultist.webp","token":"bestiary/tokens/XMM/Elemental Cultist.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":18,"dex":12,"con":16,"int":14,"wis":18,"cha":12,"saves":"Con +6, Wis +7","skills":"Arcana +5, Perception +7, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Primordial","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Elementalism|XPHB}, {@spell Mage Hand|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cultist makes three attacks, using Elemental Flail or Elemental Claw in any combination."]},{"name":"Elemental Flail","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}25 ({@damage 6d6 + 4}) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder."]},{"name":"Elemental Claw","entries":["{@atkr r} {@hit 7}, range 120 ft. {@h}22 ({@damage 4d10}) damage of a type chosen by the cultist: Acid, Cold, Fire, Lightning, or Thunder. If the target is a Medium or smaller creature, the cultist moves the target up to 10 feet straight toward or away from itself."]}],"bonusActions":[],"reactions":[{"name":"Elemental Absorption (1/Day)","entries":["{@actTrigger} The cultist takes Acid, Cold, Fire, Lightning, or Thunder damage. {@actResponse} The cultist gives itself {@variantrule Resistance|XPHB} to that instance of damage and gains 10 {@variantrule Temporary Hit Points|XPHB}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Elemental cultists harness destructive natural forces to cleanse the world of civilization or prove the dominance of one element over all others. Such cultists are aligned with Elemental monsters or wicked immortals such as the Princes of Elemental Evil or the Elder Elemental Eye."]},{"type":"section","name":"Cultists","entries":["{@i Doomsayers and Fanatics}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.",{"type":"table","caption":"Cultist Agendas","colLabels":["1d6","The Cultist Strives To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring about the end of a dominant order, an age, or the world."],["2","Burn away the comfortable lies of reality, revealing forgotten or terrible truths."],["3","Expand their faith though mind control or supernatural coercion."],["4","Make global changes, like sinking the land or awakening volcanoes."],["5","Remake life on a mass scale, altering other creatures' bodies or spiritual beings."],["6","Summon their deity or its herald, weapon, or realm into their world."]]},{"type":"entries","name":"Occult Symbols","entries":["Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.",{"type":"table","caption":"Cult Symbols","isNameGenerator":true,"colLabels":["1d10","The Symbol Is...","Depicted As..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","An alchemical sign","A calendar or map"],["2","An animal","A crest or as heraldry"],["3","A celestial body","An elaborate diagram"],["4","A deity's icon","A metaphorical image"],["5","An element","A mystical being"],["6","An eye","Part of an equation"],["7","A geometric shape","A repeating pattern"],["8","A letter or number","A series of scratches"],["9","Part of a monster","A simple pictogram"],["10","A skull","A weapon or tool"]]}]},{"type":"entries","name":"Cult Members","entries":["Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. "]},{"type":"entries","name":"Types of Cultists","entries":["Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes."],"by":"Rites of the Cult of Elemental Evil"}]}]}],"gallery":[{"path":"bestiary/XMM/Aberrant Cultist and Elemental Cultist.webp"},{"path":"bestiary/XMM/Cultists.webp","credit":"Aurore Folny"}]},{"id":"elemental-spirit","name":"Elemental Spirit","source":"XPHB","page":325,"srd":false,"image":"bestiary/XPHB/Elemental Spirit.webp","token":"bestiary/tokens/XPHB/Elemental Spirit.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"-","initiative":"+2 (12)","hp":"50 + 10 for each spell level above 4","speed":"40 ft., burrow 40 ft. (Earth only), fly 40 ft. (hover; Air only), swim 40 ft. (Water only)","str":18,"dex":15,"con":17,"int":4,"wis":10,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"lightning, thunder (Air only); piercing, slashing (Earth only); acid (Water only)","immunities":"poison; fire (Fire only)","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial, understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Amorphous Form (Air, Fire, and Water Only)","entries":["The spirit can move through a space as narrow as 1 inch wide without it counting as {@variantrule Difficult Terrain|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of Slam attacks equal to half this spell's level (round down)."]},{"name":"Slam","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d10 + 4 + summonSpellLevel} Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Elemental Spirit.webp"}],"otherVersions":[{"id":"elemental-spirit-tce","source":"TCE"}]},{"id":"elemental-spirit-tce","name":"Elemental Spirit","source":"TCE","page":111,"srd":false,"image":"bestiary/tokens/TCE/Elemental Spirit.webp","token":"bestiary/tokens/TCE/Elemental Spirit.webp","size":"Medium","creatureType":"Elemental","alignment":"Unaligned","ac":"-","initiative":"+2 (12)","hp":"50 + 10 for each spell level above 4th","speed":"40 ft., fly 40 ft. (air only; hover), burrow 40 ft. (earth only), swim 40 ft. (water only)","str":18,"dex":15,"con":17,"int":4,"wis":10,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"lightning, thunder (Air only); piercing, slashing (Earth only); acid (Water only)","immunities":"poison; fire (Fire only)","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Primordial, understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Amorphous Form (Air, Fire, and Water Only)","entries":["The elemental can move through a space as narrow as 1 inch wide without squeezing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elemental makes a number of attacks equal to half this spell's level (rounded down)."]},{"name":"Slam","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d10 + 4 + summonSpellLevel} bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"elemental-spirit","source":"XPHB"}]},{"id":"elephant","name":"Elephant","source":"XMM","page":353,"srd":true,"image":"bestiary/XMM/Elephant.webp","token":"bestiary/tokens/XMM/Elephant.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"40 ft.","str":22,"dex":9,"con":17,"int":3,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elephant makes two Gore attacks."]},{"name":"Gore","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}15 ({@damage 2d8 + 6}) Piercing damage. If the target is a Huge or smaller creature and the elephant moved 20+ feet straight toward it immediately before the hit, the target has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Trample","entries":["{@actSave dex} {@dc 16}, one creature within 5 feet that has the {@condition Prone|XPHB} condition. {@actSaveFail} 17 ({@damage 2d10 + 6}) Bludgeoning damage. {@actSaveSuccess} Half damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Elephant.webp","credit":"Jonathan Kuo"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"elephant-mm","source":"MM"}]},{"id":"elephant-mm","name":"Elephant","source":"MM","page":322,"srd":false,"image":"bestiary/tokens/MM/Elephant.webp","token":"bestiary/tokens/MM/Elephant.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"40 ft.","str":22,"dex":9,"con":17,"int":3,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the elephant can make one stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"elephant","source":"XMM"}]},{"id":"eliphas-adulare","name":"Eliphas Adulare","source":"KftGV","page":188,"srd":false,"image":"bestiary/tokens/KftGV/Eliphas Adulare.webp","token":"bestiary/tokens/KftGV/Eliphas Adulare.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"135 (18d8 + 54)","speed":"30 ft. (40 ft., climb 30 ft. in bear or hybrid form)","str":19,"dex":10,"con":17,"int":18,"wis":12,"cha":12,"saves":"","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common (can't speak in bear form)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Hill, Arctic","treasure":"","traits":[{"name":"Shapechanger","entries":["Eliphas can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Smell","entries":["Eliphas has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Spellcasting (Humanoid or Hybrid Form Only)","entries":["Eliphas casts one of the following spells, using Intelligence as the spellcasting ability (save {@dc 15}):","At will: {@spell light}, {@spell minor illusion}, {@spell prestidigitation}","2/day each: {@spell detect magic}, {@spell fog cloud}","1/day each: {@spell phantasmal force}, {@spell shatter}"]}],"actions":[{"name":"Multiattack","entries":["In bear form, Eliphas makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid."]},{"name":"Bite (Bear or Hybrid Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 14} Constitution saving throw or be cursed with werebear {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claw (Bear or Hybrid Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Greataxe (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Eliphas is a gentleman and a tinkerer. For years, he offered his services to the Golden Vault, an organization dedicated to preserving historical relics and keeping powerful items out of evil hands. Eliphas designed the magical music boxes that the Golden Vault uses to communicate with its field operatives.","Eliphas is a neutral good, human werebear who can adopt the form of a polar bear."]}]},{"id":"elise","name":"Elise","source":"VRGR","page":143,"srd":false,"image":"bestiary/VRGR/Elise.webp","token":"bestiary/tokens/VRGR/Elise.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["Elise is immune to any spell or effect that would alter her form."]},{"name":"Lightning Absorption","entries":["Whenever Elise is subjected to lightning damage, she takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["Elise has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Elise's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Elise makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dr. Mordenheim's supposed beloved and greatest achievement, Elise is a confused, frustrated soul who never wished for her current circumstances.","Elise's heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies, even if it is replaced with another heart. Elise is horrified by what Dr. Mordenheim did to her and tries to avoid the doctor and all strangers, fearing they might kill her to learn the Unbreakable Heart's secrets. She roams without destination but keeps a hidden sanctuary at Hope's Heart on the Isles of Agony. Although she has tried to leave Lamordia, the Mists prevent her from doing so."]}],"gallery":[{"path":"bestiary/VRGR/Elise.webp","credit":"Irina Nordsol"}]},{"id":"elister","name":"Elister","source":"SKT","page":154,"srd":false,"image":"bestiary/tokens/SKT/Elister.webp","token":"bestiary/tokens/SKT/Elister.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Elister is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Elister has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell create food and water}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"elizar-dryflagon","name":"Elizar Dryflagon","source":"PotA","page":202,"srd":false,"image":"bestiary/PotA/Elizar Dryflagon.webp","token":"bestiary/tokens/PotA/Elizar Dryflagon.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":13,"dex":15,"con":14,"int":11,"wis":18,"cha":10,"saves":"","skills":"Arcana +3, Deception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Druidic","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Summon Mephits (Recharges after a Long Rest)","entries":["By puffing on his pipe, Elizar can use an action to cast {@spell conjure minor elementals}. If he does so, he summons four smoke mephits."]}],"spellcasting":[{"name":"Spellcasting","entries":["Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Elizar has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell guidance}, {@spell poison spray}, {@spell produce flame}","Level 1 (4 slots): {@spell animal friendship}, {@spell faerie fire}, {@spell healing word}, {@spell jump}, {@spell thunderwave}","Level 2 (3 slots): {@spell flame blade}, {@spell spike growth}","Level 3 (3 slots): {@spell dispel magic}, {@spell stinking cloud}","Level 4 (2 slots): {@spell blight}, {@spell wall of fire}"]}],"actions":[{"name":"Dagger +1","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Elizar was a druid who claims to be a member of the Circle of the Scarlet Moon. However, Elizar is really in service to Imix, maintaining some druidic power through a connection to the elements."]}]}]}],"gallery":[{"path":"bestiary/PotA/Elizar Dryflagon.webp"}]},{"id":"elk","name":"Elk","source":"XMM","page":353,"srd":true,"image":"bestiary/XMM/Elk.webp","token":"bestiary/tokens/XMM/Elk.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"11 (2d10)","speed":"50 ft.","str":16,"dex":10,"con":11,"int":2,"wis":10,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage. If the target is a Large or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 3 ({@damage 1d6}) Bludgeoning damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Elk.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"elk-mm","source":"MM"}]},{"id":"elk-mm","name":"Elk","source":"MM","page":322,"srd":false,"image":"bestiary/tokens/MM/Elk.webp","token":"bestiary/tokens/MM/Elk.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d10 + 2)","speed":"50 ft.","str":16,"dex":10,"con":12,"int":2,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one {@condition prone} creature. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"elk","source":"XMM"}]},{"id":"elkhorn","name":"Elkhorn","source":"WBtW","page":224,"srd":false,"image":"bestiary/WBtW/Elkhorn.webp","token":"bestiary/tokens/WBtW/Elkhorn.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Good","ac":"18","initiative":"+1 (11)","hp":"52 (7d8 + 21)","speed":"25 ft.","str":9,"dex":13,"con":16,"int":9,"wis":10,"cha":11,"saves":"Str +1, Con +5","skills":"Perception +2, Survival +2","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Dwarvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Elkhorn wields a {@item +1 longsword}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Elkhorn makes two Dagger or +1 Longsword attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage. If the target is a creature that is Large or bigger, it takes an extra 5 ({@damage 1d10}) piercing damage."]},{"name":"+1 Longsword","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) slashing damage, or 5 ({@damage 1d10}) slashing damage when used with two hands. If the target is a creature that is Large or bigger, it takes an extra 5 ({@damage 1d10}) slashing damage."]}],"bonusActions":[{"name":"Feint {@recharge 5}","entries":["Elkhorn targets one creature that he can see within 5 feet of him. Elkhorn has advantage on the next attack roll he makes against that target before the end of his turn. If that attack hits, the target takes an extra 7 ({@damage 2d6}) damage of the weapon's type."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["Elkhorn regains 12 hit points."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Elkhorn has been Strongheart's most stalwart companion over the years—unflinchingly loyal, tirelessly optimistic, and fiercely devoted to the destruction of evil in all its forms. He's not especially bright, so he fights with his heart rather than his wits.","Age has drained much of the strength from Elkhorn's body. Strongheart has urged Elkhorn to retire, but the old dwarf stubbornly refuses to do so."]}],"gallery":[{"path":"bestiary/WBtW/Elkhorn.webp","credit":"Daarken"}]},{"id":"elliach","name":"Elliach","source":"BGDIA","page":130,"srd":false,"image":"bestiary/tokens/BGDIA/Elliach.webp","token":"bestiary/tokens/BGDIA/Elliach.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Elliach is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 10 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"elok-jaharwon","name":"Elok Jaharwon","source":"ToA","page":67,"srd":false,"image":"bestiary/ToA/Elok Jaharwon.webp","token":"bestiary/tokens/ToA/Elok Jaharwon.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"78 (12d8 + 24)","speed":"30 ft. (40 ft. in boar form)","str":17,"dex":10,"con":15,"int":10,"wis":11,"cha":8,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common (can't speak in boar form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["Elok can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Charge (Boar or Hybrid Form Only)","entries":["If Elok moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 ({@damage 2d6}) slashing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Relentless (Recharges after a Short or Long Rest)","entries":["If Elok takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Elok makes two attacks, only one of which can be with its tusks."]},{"name":"Maul (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]},{"name":"Tusks (Boar or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with wereboar {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Elok Jaharwon.webp"}]},{"id":"elzerina-cassalanter","name":"Elzerina Cassalanter","source":"WDH","page":115,"srd":false,"image":"bestiary/WDH/Cassalanters.webp","token":"bestiary/tokens/WDH/Elzerina Cassalanter.webp","size":"Small","creatureType":"Humanoid (Human)","alignment":"","ac":"-","initiative":"+0 (10)","hp":"-","speed":"-","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDH/Cassalanters.webp"}]},{"id":"ember","name":"Ember","source":"MCV2DC","page":5,"srd":false,"image":"bestiary/MCV2DC/Ember.webp","token":"bestiary/tokens/MCV2DC/Ember.webp","size":"Huge","creatureType":"Dragon (Adult Chromatic)","alignment":"Chaotic Evil","ac":"20","initiative":"+0 (10)","hp":"270 (20d12 + 140)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":28,"dex":10,"con":25,"int":17,"wis":14,"cha":22,"saves":"Dex +7, Con +14, Wis +9, Cha +13","skills":"Perception +16, Religion +10, Stealth +14","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Abyssal, Common, Draconic","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Calescent Aura","entries":["At the start of Ember's turn, Ember can force any number of creatures of his choice within 10 feet of himself to make a {@dc 22} Constitution saving throw. On a failed save, a creature takes 7 ({@damage 2d6}) fire damage and is {@condition frightened} of Ember until the start of its next turn."]},{"name":"Legendary Resistance (5/Day)","entries":["If Ember fails a saving throw, he can choose to succeed instead."]},{"name":"Special Equipment","entries":["In battle, Ember dons magical plate armor custom-forged for his use. While wearing the armor, Ember adds his Charisma modifier to his weapon damage rolls (included in the attack descriptions), and his AC can't be lower than 20."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ember makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}26 ({@damage 2d10 + 15}) piercing damage plus 13 ({@damage 2d6 + 6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}22 ({@damage 2d6 + 15}) slashing damage."]},{"name":"Firestorm Breath {@recharge 5}","entries":["Ember exhales roiling flames and ash in a 90-foot cone. Each creature in that area must make a {@dc 22} Dexterity saving throw. On a failed save, a creature takes 56 ({@damage 16d6}) fire damage and is pushed up to 30 feet away from Ember and knocked {@condition prone}. On a successful save, a creature takes half as much damage with no other effects. If a creature is reduced to 0 hit points by this effect, the creature immediately dies, and its body is reduced to ash."]}],"bonusActions":[{"name":"Alter Shape","entries":["Ember magically transforms into a vulture or a mage and retains his alignment, damage immunities, hit points, and Hit Dice, as well as his Intelligence, Wisdom, and Charisma scores. This transformation ends if Ember is reduced to 0 hit points or if he uses another bonus action to end it."]}],"reactions":[],"legendaryActions":[{"name":"Pursuit","entries":["Ember moves up to 40 feet in a straight line toward one creature he can see. This movement ignores opportunity attacks."]},{"name":"Searing Bite (Costs 2 Actions)","entries":["Ember makes one Bite attack. If the attack hits, it deals an additional 7 ({@damage 2d6}) fire damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Emperor Ariakas,","Glory to the Dragon Queen's name! Our designs on Abanasinia unfold according to your plans. This is no thanks to the so-called \"adviser\" I've been saddled with, the dragon Ember. The beast is terrifying, both in might and cunning, but it undermines my every design and terrorizes my forces. It's too canny to be caught, but I'm certain some portion of the troops we've lost to Qualinesti ambushes in fact smolder in the wyrm's gut. It thinks I don't hear, but it whispers curses in reply to my every command. Were it not one of our queen's favored children, I would have replaced my bed linens with its hide.","I will complete our queen's work with the troops at my disposal, but when I return to Neraka, I would have this viper reassigned. I recommend to Icewall.","By Her Will, Verminaard","Highlord of the Red Dragon Army"]}]},{"type":"section","entries":["Also known as Pyros, Ember is an imperious and ruthless red dragon who serves the Dragon Queen Takhisis. In his service to the Dragon Queen, Ember has taken on many roles at her behest—including that of a black-robed human member of the Mages of High Sorcery—but he is best known as the adviser of Dragon Highlord Verminaard, leader of the Red Dragon Army.","Empowered by Takhisis herself, Ember's innate fire can sear those nearby, and his breath weapon is a molten storm of ash and flame. In combat, Ember wears a set of magic plate armor that bolsters his already-impressive might, allowing him to annihilate entire cohorts with terrifying ease."]}],"gallery":[{"path":"bestiary/MCV2DC/Ember.webp"}]},{"id":"emberhorn-minotaur","name":"Emberhorn Minotaur","source":"PotA","page":120,"srd":false,"image":"bestiary/tokens/PotA/Emberhorn Minotaur.webp","token":"bestiary/tokens/PotA/Emberhorn Minotaur.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"76 (9d10 + 27)","speed":"40 ft.","str":18,"dex":11,"con":16,"int":6,"wis":16,"cha":9,"saves":"","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Charge","entries":["If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}."]},{"name":"Labyrinthine Recall","entries":["The minotaur can perfectly recall any path it has traveled."]},{"name":"Reckless","entries":["At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Burning Breath {@recharge 5}","entries":["The minotaur exhales a cloud of burning embers in a 15-foot cone. Each creature in that area must succeed on a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"emberosa","name":"Emberosa","source":"WDMM","page":185,"srd":false,"image":"bestiary/tokens/WDMM/Emberosa.webp","token":"bestiary/tokens/WDMM/Emberosa.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"-1 (9)","hp":"221 (13d12 + 78)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Emberosa makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) slashing damage."]},{"name":"Hurl Fire","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy."]}]}]}]},{"id":"embric","name":"Embric","source":"WDH","page":32,"srd":false,"image":"bestiary/tokens/WDH/Embric.webp","token":"bestiary/tokens/WDH/Embric.webp","size":"Medium","creatureType":"Humanoid (Genasi)","alignment":"Neutral Good","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Primordial","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting","entries":["Embric's spellcasting ability is Constitution ({@hit 4} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell produce flame}"]}],"actions":[{"name":"Multiattack","entries":["Embric makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Embric adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Embric tends the forge in the Steam and Steel shop in Trollskull Alley. He is an expert weaponsmith and claims descent from the efreet of Calimshan and is prone to extreme mood swings. He is married to Avi."]}]}]}]},{"id":"emerald-claw-commander","name":"Emerald Claw Commander","source":"EFA","page":90,"srd":false,"image":"bestiary/EFA/Emerald Claw Commander.webp","token":"bestiary/tokens/EFA/Emerald Claw Commander.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"20","initiative":"+2 (12)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":18,"dex":11,"con":15,"int":15,"wis":12,"cha":14,"saves":"Con +4, Wis +3","skills":"Athletics +6, Intimidation +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Dwarvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aura of Authority","entries":["While in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the commander, the commander and its allies have {@variantrule Advantage|XPHB} on attack rolls and saving throws, provided the commander doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The commander makes two attacks, using Flail or Javelin in any combination."]},{"name":"Flail","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Bludgeoning damage—plus 7 ({@damage 2d6}) Necrotic damage if the commander is Bloodied—and the target has {@variantrule Disadvantage|XPHB} on its next attack roll before the start of the commander's next turn."]},{"name":"Javelin","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 30/120 ft. {@h}7 ({@damage 1d6 + 4}) Piercing damage—plus 7 ({@damage 2d6}) Necrotic damage if the commander is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Emerald Claw commanders lead large groups of soldiers, inspiring the fanatical devotion of Humanoids and Undead alike."]}],"gallery":[{"path":"bestiary/EFA/Emerald Claw Commander.webp"}]},{"id":"emerald-claw-knight","name":"Emerald Claw Knight","source":"EFA","page":90,"srd":false,"image":"bestiary/EFA/Emerald Claw Knight.webp","token":"bestiary/tokens/EFA/Emerald Claw Knight.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":17,"dex":11,"con":14,"int":13,"wis":10,"cha":13,"saves":"Wis +2","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The knight makes two attacks, using Flail or Javelin in any combination."]},{"name":"Flail","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage—plus 4 ({@damage 1d8}) Necrotic damage if the knight is Bloodied—and the target has {@variantrule Disadvantage|XPHB} on its next attack roll before the start of the knight's next turn."]},{"name":"Javelin","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 30/120 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage—plus 4 ({@damage 1d8}) Necrotic damage if the knight is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Knights of the Emerald Claw command squads of Humanoid or Undead soldiers. As they draw nearer to death, the chill of the grave suff uses their weapon attacks."]}],"gallery":[{"path":"bestiary/EFA/Emerald Claw Knight.webp"}]},{"id":"emerald-dragon-wyrmling","name":"Emerald Dragon Wyrmling","source":"FTD","page":197,"srd":false,"image":"bestiary/FTD/Emerald Dragon Wyrmling.webp","token":"bestiary/tokens/FTD/Emerald Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Gem)","alignment":"Lawful Neutral","ac":"16","initiative":"+1 (11)","hp":"39 (6d8 + 12)","speed":"30 ft., burrow 20 ft., fly 60 ft.","str":15,"dex":12,"con":15,"int":14,"wis":12,"cha":14,"saves":"Dex +3, Con +4, Wis +3, Cha +4","skills":"Arcana +4, Deception +4, Perception +5, Stealth +3","vulnerabilities":"","resistances":"fire; psychic","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 15","languages":"Draconic, telepathy 120 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 12}):","At will: {@spell mage hand} (the hand is invisible), {@spell minor illusion}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 3 ({@damage 1d6}) psychic damage."]},{"name":"Disorienting Breath {@recharge 5}","entries":["The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a {@dc 12} Intelligence saving throw. On a failed save, the creature takes 17 ({@damage 5d6}) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a {@dice d4} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences."]},{"type":"section","entries":[{"type":"entries","name":"Shimmering Green","entries":["A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood."]},{"type":"entries","name":"Clever Concealment","entries":["The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.","Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.","Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals."]},{"type":"entries","name":"Hoarded Histories","entries":["Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations."]},{"type":"entries","name":"Creating an Emerald Dragon","entries":["Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your portrayal of distinctive emerald dragon characters.",{"type":"entries","name":"Emerald Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I repeat what others have said back to them to make sure I have remembered it correctly."],["2","I might not like you, but I will endeavor to treat you with respect, if not kindness."],["3","I like to impress visitors by reciting epic poetry."],["4","The only people I'm interested in are those who know history and those who make history."],["5","I like to adopt the personas of characters from legend."],["6","I studiously mimic the mannerisms of my guests."],["7","I prefer to get others talking, then fade into the background. Sometimes literally."],["8","I seek out audiences and like to be the center of attention."]]}]},{"type":"entries","name":"Emerald Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any)"],["2","Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)"],["3","Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)"],["4","Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)"],["5","Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)"],["6","Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil)"]]}]}]},{"type":"entries","name":"Emerald Dragon Adventures","entries":["The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons.",{"type":"entries","name":"Emerald Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An emerald dragon is the only witness to a murder but doesn't want to be found or identified."],["2","An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders."],["3","An emerald dragon's assault on a fire giant has attracted the attention of the giant's clan, and now the dragon seeks aid."],["4","Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair."],["5","Giant lizards drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon."],["6","An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college."],["7","An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond."],["8","An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Emerald dragons generally go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world."]},{"type":"entries","name":"Emerald Dragon Wyrmling Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blood hawks routinely accost an emerald dragon wyrmling who lairs near the hawks' nest."],["2","An emerald dragon wyrmling is being hunted by a fire giant's pet hell hound."],["3","An emerald dragon wyrmling follows a berserker to observe the berserker's life. The berserker believes the dragon is a spirit companion."],["4","A flattering orog plies an emerald dragon wyrmling with gems in exchange for information about a settlement the wyrmling has been observing."],["5","An emerald dragon wyrmling keeps trying to play with a pair of newly hatched fire snakes."],["6","An emerald dragon wyrmling has been captured by scheming duergar, who plan to use the wyrmling as bait to lure the wyrmling's parents out of their lair."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Emerald Dragon Wyrmling.webp","credit":"Julian Kok"}]},{"id":"emerald-enclave-scout","name":"Emerald Enclave Scout","source":"OotA","page":130,"srd":false,"image":"bestiary/tokens/OotA/Emerald Enclave Scout.webp","token":"bestiary/tokens/OotA/Emerald Enclave Scout.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"19 (3d8 + 6)","speed":"25 ft.","str":11,"dex":14,"con":14,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Dwarvish","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["The scout has advantage on saving throws against poison."]},{"name":"Keen Hearing and Sight","entries":["The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes two melee attacks."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"emerald-greatwyrm","name":"Emerald Greatwyrm","source":"FTD","page":201,"srd":false,"image":"bestiary/tokens/FTD/Emerald Greatwyrm.webp","token":"bestiary/tokens/FTD/Emerald Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Neutral","ac":"21","initiative":"+2 (12)","hp":"507 (26d20 + 234)","speed":"60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft.","str":28,"dex":14,"con":29,"int":30,"wis":24,"cha":25,"saves":"Dex +10, Con +17, Wis +15, Cha +15","skills":"Arcana +26, History +18, Perception +15","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed; frightened; poisoned; prone","senses":"truesight 120 ft., Passive Perception 25","languages":"Common, Draconic","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Gem Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):","1/day each: {@spell dispel magic}, {@spell forcecage}, {@spell plane shift}, {@spell reverse gravity}, {@spell time stop}"]}],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn."]},{"name":"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)","entries":["The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.","At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them."]}],"bonusActions":[{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The greatwyrm makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The greatwyrm uses Psychic Step or Spellcasting."]},{"name":"Psychic Beam (Costs 3 Actions)","entries":["The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.","Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.",{"type":"inset","name":"Sardior's Greatwyrms","source":"FTD","entries":["Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon."]},{"type":"quote","entries":["The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me."],"by":"Fizban"}]},{"id":"emil-toranescu","name":"Emil Toranescu","source":"CoS","page":81,"srd":false,"image":"bestiary/CoS/Emil Toranescu.webp","token":"bestiary/tokens/CoS/Emil Toranescu.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"72 (9d8 + 18)","speed":"30 ft. (40 ft. in wolf form)","str":15,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common (can't speak in wolf form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["Emil can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["Emil has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Emil makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form)."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claws (Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Spear (Humanoid Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Emil Toranescu.webp"}]},{"id":"emmek-frewn","name":"Emmek Frewn","source":"WDH","page":42,"srd":false,"image":"bestiary/tokens/WDH/Emmek Frewn.webp","token":"bestiary/tokens/WDH/Emmek Frewn.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"emo","name":"Emo","source":"NRH-AT","page":9,"srd":false,"image":"bestiary/tokens/NRH-AT/Emo.webp","token":"bestiary/tokens/NRH-AT/Emo.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"180 (19d10 + 76)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":18,"int":17,"wis":15,"cha":17,"saves":"Int +8, Wis +7, Cha +8","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Antimagic Cone","entries":["Emo's central eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."]},{"name":"Eye Rays","entries":["Emo shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"name":"1. Happiness Ray","entries":["The targeted creature must succeed on a {@dc 14} Wisdom saving throw or fall {@condition prone} with laughter, becoming {@condition incapacitated} and unable to stand up for 1 minute or until Emo harms the creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"item"},{"name":"2. Sadness Ray","entries":["The targeted creature must succeed on a {@dc 15} Intelligence saving throw. On a failed save, the target is overcome by sorrow and takes {@damage 3d6} psychic damage, and it can't take a reaction until the end of its next turn. On its next turn, it can use either an action or a bonus action, not both. On a successful save, the target takes half as much damage and suffers none of the other effects."],"type":"item"},{"name":"3. Anger Ray","entries":["The targeted creature must succeed on a {@dc 14} Wisdom saving throw or be compelled to duel with Emo for 1 minute. The target has disadvantage on attack rolls against creatures other than Emo and must make a Wisdom saving throw each time it attempts to move more than 30 feet away from Emo."],"type":"item"},{"name":"4. Anxiety Ray","entries":["The targeted creature must succeed on a {@dc 15} Intelligence saving throw or lose the ability to distinguish friend from foe, regarding all creatures it can see as enemies for 1 minute. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.","Whenever the affected creature targets another creature with an attack, spell, or other ability, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to."],"type":"item"},{"name":"5. Fear Ray","entries":["The targeted creature must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute.","The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"item"},{"name":"6. Desolation Ray","entries":["The targeted creature must succeed on a {@dc 14} Intelligence saving throw. On a successful save, the target takes {@damage 5d10} psychic damage, and the spell ends. On a failed save, the target takes {@damage 5d10} psychic damage and perceives itself to be confined within an illusory stone cell for 1 minute. The target can't see or hear anything beyond the cell and is {@condition restrained}."],"type":"item"},{"name":"7. Jealousy Ray","entries":["The targeted creature must succeed on a {@dc 14} Wisdom saving throw or become {@condition charmed} for 1 minute. While the target is {@condition charmed} in this way, it must use its action before moving on each of its turns to make a melee attack against a creature that Emo chooses. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"item"},{"name":"8. Disgusting Ray","entries":["The targeted creature must succeed on a {@dc 15} Constitution saving throw against poison. On a failed save, the target is enveloped in sphere of yellow, nauseating gas and spends its action on its next turn retching and reeling."],"type":"item"},{"name":"9. Surprise Ray","entries":["The targeted creature must succeed on a","{@dc 15} Dexterity saving throw or be {@condition blinded} by a spray of color until the end of its next turn."],"type":"item"},{"name":"10. Trust Ray","entries":["The targeted creature must succeed on a","{@dc 16} Wisdom saving throw or be {@condition charmed} by Emo for 1 hour or until Emo harms the creature."],"type":"item"}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Eye Ray","entries":["Emo uses one random eye ray."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:",{"type":"list","items":["A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is {@quickref difficult terrain||3} until initiative count 20 on the next round.","Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.","An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears."]},"The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row."],"regionalEffects":["A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.","When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person."]},"If the beholder dies, these effects fade over the course of {@dice 1d10} days."]},{"id":"empyrean","name":"Empyrean","source":"XMM","page":113,"srd":false,"image":"bestiary/XMM/Empyreans.webp","token":"bestiary/tokens/XMM/Empyrean.webp","size":"Huge","creatureType":"Celestial (Titan)","alignment":"Neutral","ac":"22","initiative":"+19 (29)","hp":"346 (21d12 + 210)","speed":"50 ft., fly 50 ft. (hover), swim 50 ft.","str":30,"dex":21,"con":30,"int":21,"wis":22,"cha":27,"saves":"Str +17, Wis +13","skills":"Insight +13, Perception +13","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"necrotic; radiant","conditionImmunities":"","senses":"Truesight 120 ft., Passive Perception 23","languages":"all","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"Any","treasure":"Relics","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If the empyrean fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The empyrean has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The empyrean casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","At will: {@spell Calm Emotions|XPHB}, {@spell Greater Restoration|XPHB}, {@spell Pass without Trace|XPHB}, {@spell Water Breathing|XPHB}","1/day each: {@spell Commune|XPHB}, {@spell Dispel Evil and Good|XPHB}, {@spell Plane Shift|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The empyrean makes two attacks, using Sacred Weapon or Divine Ray in any combination."]},{"name":"Sacred Weapon","entries":["{@atkr m} {@hit 17}, reach 10 ft. {@h}31 ({@damage 6d6 + 10}) Force damage, and the target has the {@condition Stunned|XPHB} condition until the start of the empyrean's next turn. The target can choose not to be {@condition Stunned|XPHB}, in which case it takes an extra 21 Force damage that bypasses {@variantrule Resistance|XPHB} or {@variantrule Immunity|XPHB}."]},{"name":"Divine Ray","entries":["{@atkr r} {@hit 15}, range 600 ft. {@h}35 ({@damage 6d8 + 8}) Necrotic or Radiant damage (empyrean's choice)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Bolster","entries":["The empyrean gains 10 {@variantrule Temporary Hit Points|XPHB}, and the empyrean and each ally within 30 feet of it gain {@variantrule Advantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests} until the end of the empyrean's next turn. The empyrean can't take this action again until the start of its next turn."]},{"name":"Shockwave of Glory","entries":["{@actSave con} {@dc 23}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the empyrean. {@actSaveFail} 27 ({@damage 6d8}) Force damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} The empyrean can't take this action again until the start of its next turn."]},{"name":"Smite","entries":["The empyrean makes one Divine Ray attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Inheritors of divine might, empyreans are idealized, human-shaped beings of godly power. These beings might have relationships with their creators akin to those of parents and their children, royalty and their servants, inventors and their creations, or other bonds. Empyreans' existences are fundamentally influenced by their patrons and their connection to the heavenly deities of the Upper Planes or the fiendish deities of the Lower Planes. Nevertheless, empyreans have free will.","Celestial empyreans are typically noble beings who quest to prove themselves worthy of their divine pedigree. Many work in the service of their parents or support those gods' causes and champions. Fiendish empyreans are usually dreadful, self-serving villains who seek to claim their parents' power. Some forge unholy armies or rule over hidden realms in mockery of true gods, while others might seek to escape their accursed families."]},{"type":"section","name":"Empyreans","entries":["{@i Scions of the Gods}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Empyreans are the spawn of deities. While not gods themselves, they possess divine influence and powers related to their divine parents. Some empyreans are near-demigods with fantastic might and the power to reshape mortal lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean's heritage manifest in its physical form.",{"type":"table","caption":"Empyrean Influences","colLabels":["1d6","The Empyrean Has Features That Are..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balanced, naturalistic, or suggestive of watching eyes."],["2","Colorful, shadowy, or fluid or that vary depending on the viewer."],["3","Comforting and gentle or that remind viewers of pleasant memories."],["4","Disconnected parts, visible thoughts, or errant shapes."],["5","Machinelike, stoic, symmetrical, or suggestive of judgment."],["6","Morbid, menacing, or monstrous or that embody the viewer's fears."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["One day I might be the god of storms—mind countless followers, answer prayers, change whole worlds—but, until then, I do what I please."],"by":"Kopoha, Scion of Storms"}]}]}],"gallery":[{"path":"bestiary/XMM/Empyreans.webp","credit":"Néstor Ossandón Leal"}],"otherVersions":[{"id":"empyrean-mm","source":"MM"}]},{"id":"empyrean-mm","name":"Empyrean","source":"MM","page":130,"srd":false,"image":"bestiary/MM/Empyrean.webp","token":"bestiary/tokens/MM/Empyrean.webp","size":"Huge","creatureType":"Celestial (Titan)","alignment":"Chaotic Good Neutral Evil","ac":"22","initiative":"+5 (15)","hp":"313 (19d12 + 190)","speed":"50 ft., fly 50 ft., swim 50 ft.","str":30,"dex":21,"con":30,"int":21,"wis":22,"cha":27,"saves":"Str +17, Int +12, Wis +13, Cha +15","skills":"Insight +13, Persuasion +15","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 16","languages":"all","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the empyrean fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The empyrean has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The empyrean's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The empyrean's innate spellcasting ability is Charisma (spell save {@dc 23}, {@hit 15} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell greater restoration}, {@spell pass without trace}, {@spell water breathing}, {@spell water walk}","1/day each: {@spell commune}, {@spell dispel evil and good}, {@spell earthquake}, {@spell fire storm}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Maul","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}31 ({@damage 6d6 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the end of the empyrean's next turn."]},{"name":"Bolt","entries":["{@atk rs} {@hit 15} to hit, range 600 ft., one target. {@h}24 ({@damage 7d6}) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The empyrean makes one attack."]},{"name":"Bolster","entries":["The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be {@condition charmed} or {@condition frightened}, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn."]},{"name":"Trembling Strike (Costs 2 Actions)","entries":["The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a {@dc 25} Strength saving throw or be knocked {@condition prone}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured.",{"name":"Manifest Emotion","type":"entries","entries":["An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs."]},{"name":"Evil Empyreans","type":"entries","entries":["A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can't survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant."]},{"name":"Immortal Titans","type":"entries","entries":["Empyreans don't age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death's door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean's parents resurrects the empyrean unless he or she has a good reason not to."]}]}]}],"gallery":[{"path":"bestiary/MM/Empyrean.webp"}],"hidden":true,"otherVersions":[{"id":"empyrean","source":"XMM"}]},{"id":"empyrean-iota","name":"Empyrean Iota","source":"XMM","page":112,"srd":false,"image":"bestiary/XMM/Empyreans.webp","token":"bestiary/tokens/XMM/Empyrean Iota.webp","size":"Medium","creatureType":"Celestial (Titan)","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"22 (5d8)","speed":"5 ft., fly 30 ft. (hover)","str":1,"dex":14,"con":10,"int":15,"wis":16,"cha":16,"saves":"","skills":"History +4, Insight +5, Perception +5","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"prone","senses":"Truesight 30 ft., Passive Perception 15","languages":"all","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Any","treasure":"Relics","traits":[{"name":"Incorporeal Movement","entries":["The empyrean can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]},{"name":"Magic Resistance","entries":["The empyrean has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The empyrean casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability:","1/day each: {@spell Bless|XPHB}, {@spell Lesser Restoration|XPHB} (as an action)"]},{"name":"Healing Word (1/Day)","entries":["The empyrean casts {@spell Healing Word|XPHB}, using the same spellcasting ability as Spellcasting.","1/day: {@spell Healing Word|XPHB}"]}],"actions":[{"name":"Otherworldly Strike","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 30 ft. {@h}7 ({@damage 1d8 + 3}) Necrotic or Radiant damage (empyrean's choice)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Empyrean iotas are the thoughts, memories, or indirect attentions of deities personified and given a measure of autonomy. Resembling floating glyphs, motes of color, icons of divinity, or stranger shapes, these beings are messengers of the gods and aides to those gods' servants. Iotas have their own knowledge and personalities, though they might know little more than the realms and wishes of their creators."]},{"type":"section","name":"Empyreans","entries":["{@i Scions of the Gods}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Empyreans are the spawn of deities. While not gods themselves, they possess divine influence and powers related to their divine parents. Some empyreans are near-demigods with fantastic might and the power to reshape mortal lives. Others are little more than divine thoughts or moments of immortal attention made manifest. Whether empyreans are idealized beings or vestiges of divinity, their appearances are influenced by their creators. Roll on or choose a result from the Empyrean Influences table to inspire what aspects of an empyrean's heritage manifest in its physical form.",{"type":"table","caption":"Empyrean Influences","colLabels":["1d6","The Empyrean Has Features That Are..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balanced, naturalistic, or suggestive of watching eyes."],["2","Colorful, shadowy, or fluid or that vary depending on the viewer."],["3","Comforting and gentle or that remind viewers of pleasant memories."],["4","Disconnected parts, visible thoughts, or errant shapes."],["5","Machinelike, stoic, symmetrical, or suggestive of judgment."],["6","Morbid, menacing, or monstrous or that embody the viewer's fears."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["One day I might be the god of storms—mind countless followers, answer prayers, change whole worlds—but, until then, I do what I please."],"by":"Kopoha, Scion of Storms"}]}]}],"gallery":[{"path":"bestiary/XMM/Empyreans.webp","credit":"Néstor Ossandón Leal"}]},{"id":"emrakul","name":"Emrakul","source":"PSZ","page":38,"srd":false,"image":"bestiary/PSZ/Emrakul.webp","token":"bestiary/tokens/PSZ/Emrakul.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+0 (10)","hp":"676 (33d20 + 330)","speed":"40 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Int +5, Wis +9, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"Urban","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Emrakul fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Emrakul has advantage on saving throws against spells and other magical effects."]},{"name":"Reflective Carapace","entries":["Any time Emrakul is targeted by a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, roll a {@dice d6}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target."]},{"name":"Siege Monster","entries":["Emrakul deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Emrakul can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and Emrakul can't bite another target."]},{"name":"Claw","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) slashing damage."]},{"name":"Horns","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}32 ({@damage 4d10 + 10}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}24 ({@damage 4d6 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}."]},{"name":"Frightful Presence","entries":["Each creature of Emrakul's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours."]},{"name":"Swallow","entries":["Emrakul makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the tarrasque, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the tarrasque's turns.","If Emrakul takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 30 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Emrakul makes one claw attack or tail attack."]},{"name":"Move","entries":["Emrakul moves up to half its speed."]},{"name":"Chomp (Costs 2 Actions)","entries":["Emrakul makes one bite attack or uses its Swallow."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PSZ/Emrakul.webp","title":"Emrakul the Promised End","credit":"Jaime Jones"},{"path":"bestiary/PSZ/Eldrazi Mimic.webp","title":"Eldrazi Mimic","credit":"Craig J. Spearing"}]},{"id":"encephalon-cluster","name":"Encephalon Cluster","source":"PaBTSO","page":205,"srd":false,"image":"bestiary/PaBTSO/Encephalon Cluster.webp","token":"bestiary/tokens/PaBTSO/Encephalon Cluster.webp","size":"Large","creatureType":"Aberration","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"110 (17d10 + 17)","speed":"20 ft.","str":23,"dex":10,"con":13,"int":5,"wis":17,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 13","languages":"","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the cluster fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The cluster has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cluster makes two Slam attacks. It can replace one of these attacks with Spawn Progeny if available."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 10 ({@damage 3d6}) psychic damage, and if the target is a creature, the target must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition. If this attack reduces the target to 0 hit points, the target immediately dies and is consumed by the cluster."]},{"name":"Spawn Progeny (Recharges after a Short or Long Rest)","entries":["The cluster bulges and spews {@dice 1d4} mature eggs. Each egg lands in an unoccupied space of the cluster's choice within 30 feet of itself and immediately transforms into an {@creature encephalon gemmule|PaBTSO}. The gemmules obey the cluster's commands and take their turns immediately after it."]}],"bonusActions":[],"reactions":[{"name":"Aggressive Hunger","entries":["Immediately after being hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn't provoke opportunity attacks. If the cluster ends this movement within 5 feet of the attacker, it then makes one Slam attack against that attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An encephalon cluster pays no heed to an elder brain or its mind flayer progenitors. This grotesque creature shambles through dark and forgotten caverns, spewing warped progeny so it can multiply. As such, many mind flayers view encephalon clusters as insidious viruses. If left unchecked, a single encephalon cluster can quickly become a gorging menace that can overrun an entire mind flayer colony."]},{"type":"section","entries":[{"type":"entries","name":"Encephalons","entries":["When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a chance to mutate into what is known as an encephalon cluster—a ravenous, slimy, psionic, brain-shaped mass that spawns horrors called encephalon gemmules."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Encephalon Cluster.webp"}]},{"id":"encephalon-gemmule","name":"Encephalon Gemmule","source":"PaBTSO","page":206,"srd":false,"image":"bestiary/PaBTSO/Encephalon Gemmule.webp","token":"bestiary/tokens/PaBTSO/Encephalon Gemmule.webp","size":"Tiny","creatureType":"Aberration","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"54 (12d4 + 24)","speed":"40 ft.","str":1,"dex":18,"con":14,"int":5,"wis":12,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded","senses":"blindsight 30 ft. (can't see beyond this radius), Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Encephalon Progeny","entries":["The gemmule matures into an encephalon cluster if not killed within 30 ({@dice 4d12 + 4}) days of its creation."]},{"name":"Magic Resistance","entries":["The gemmule has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Psychic Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d10}) psychic damage."]}],"bonusActions":[{"name":"Leech","entries":["The gemmule targets one creature within 5 feet of itself and forces the target to make a {@dc 14} Dexterity saving throw. On a failed save, the gemmule enters the target's space and attaches to the target. While the gemmule is attached, the target takes 7 ({@damage 3d4}) piercing damage at the start of each of its turns, and the gemmule can't use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a {@dc 15} Strength check."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Due to the influence of the Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster's eggs reaches maturity, it is ejected from the mass as an encephalon gemmule.","When spawned, a gemmule appears as a misshapen, spindly legged, pyramid-shaped nugget of soft, fleshy matter. If left to its own devices, an encephalon gemmule grows into an encephalon cluster in a matter of days, at which point it begins producing its own gemmules."]},{"type":"section","entries":[{"type":"entries","name":"Encephalons","entries":["When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a chance to mutate into what is known as an encephalon cluster—a ravenous, slimy, psionic, brain-shaped mass that spawns horrors called encephalon gemmules."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Encephalon Gemmule.webp"}]},{"id":"enchanter","name":"Enchanter","source":"VGM","page":213,"srd":false,"image":"bestiary/tokens/VGM/Enchanter.webp","token":"bestiary/tokens/VGM/Enchanter.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The enchanter has the following wizard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell mending}, {@spell message}","Level 1 (4 slots): {@spell charm person}*, {@spell mage armor}, {@spell magic missile}","Level 2 (3 slots): {@spell hold person}*, {@spell invisibility}, {@spell suggestion}*","Level 3 (3 slots): {@spell fireball}, {@spell haste}, {@spell tongues}","Level 4 (3 slots): {@spell dominate beast}*, {@spell stoneskin}","Level 5 (2 slots): {@spell hold monster}*","*Enchantment spell of 1st level or higher"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher)","entries":["The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.","The attacker must make a {@dc 14} Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and conventional persuasion fails, or they might be rude and demanding, using and relying on {@condition charmed}, obedient minions."]}]},{"id":"enchanter-wizard","name":"Enchanter Wizard","source":"MPMM","page":261,"srd":false,"image":"bestiary/tokens/MPMM/Enchanter Wizard.webp","token":"bestiary/tokens/MPMM/Enchanter Wizard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"49 (11d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell friends}, {@spell mage hand}, {@spell message}","2/day each: {@spell charm person}, {@spell mage armor}, {@spell hold person}, {@spell invisibility}, {@spell suggestion}, {@spell tongues}"]}],"actions":[{"name":"Multiattack","entries":["The enchanter makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}19 ({@damage 3d10 + 3}) psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Instinctive Charm {@recharge 4}","entries":["When a visible creature within 30 feet of the enchanter makes an attack roll against it, the enchanter forces the attacker to make a {@dc 14} Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Enchanters know how to magically influence minds. Benign enchanters use this magic to defuse violence and sow peace, while malevolent enchanters are some of the most evil of all spellcasters."]},{"type":"section","name":"Wizards","entries":["Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."]}]},{"id":"enchanting-infiltrator","name":"Enchanting Infiltrator","source":"BMT","page":46,"srd":false,"image":"bestiary/BMT/Enchanting Infiltrator.webp","token":"bestiary/tokens/BMT/Enchanting Infiltrator.webp","size":"Small or Medium","creatureType":"Fey","alignment":"Neutral Evil","ac":"18","initiative":"+5 (15)","hp":"156 (24d8 + 48)","speed":"40 ft.","str":10,"dex":20,"con":15,"int":20,"wis":16,"cha":18,"saves":"Dex +9, Int +9","skills":"Deception +12, Perception +7, Stealth +13","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"blindsight 30 ft., Passive Perception 17","languages":"Common, thieves' cant, plus any one language","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the infiltrator fails a saving throw, it can choose to succeed instead."]},{"name":"Veiled Presence","entries":["The infiltrator's AC includes its Wisdom modifier, and the infiltrator can't be targeted by divination magic or features that would read its mind or determine its creature type."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The infiltrator makes two Poison Blade attacks and can use Beguiling Whisper."]},{"name":"Poison Blade","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 11 ({@damage 2d10}) poison damage."]},{"name":"Beguiling Whisper","entries":["The infiltrator magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition stunned} condition due to fear or delight (the infiltrator's choice) until the end of the target's next turn, after which the target is immune to this Beguiling Whisper for 24 hours."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["When an attacker the infiltrator can see hits the infiltrator with an attack, the infiltrator halves the attack's damage against it."]}],"legendaryActions":[{"name":"Cunning","entries":["The infiltrator escapes nonmagical restraints and ends the {@condition grappled} condition on itself, then moves up to its speed without provoking opportunity attacks."]},{"name":"Stab (Costs 2 Actions)","entries":["The infiltrator makes one Poison Blade attack."]},{"name":"Misdirecting Escape (Costs 3 Actions)","entries":["The infiltrator magically has the {@condition invisible} condition and creates an illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two creatures of the infiltrator's choice within 20 feet of the image. Each target must make a {@dc 17} Wisdom saving throw, taking 13 ({@damage 3d8}) psychic damage on a failed save, or half as much damage on a successful one. The invisibility lasts until the end of the infiltrator's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distraction","entry":"A shrill sound fills the lair. Creatures that can hear it must succeed on a {@dc 15} Constitution saving throw or lose concentration."},{"type":"item","name":"Snares","entry":"Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a {@dc 15} Strength saving throw or have the grappled condition (escape {@dc 15}) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage."},{"type":"item","name":"Traps","entry":"Traps target up to two creatures the villain can see in the lair. Each target must succeed on a {@dc 15} Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by the villain when the villain uses this action."}]}],"regionalEffects":["The region containing a villain's lair is warped by their presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Corruption Abounds","entry":"While within 3 miles of the lair, creatures that aren't members of the villain's organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills."},{"type":"item","name":"Potent Toxins","entry":"When members of the villain's organization deal poison damage while within 3 miles of the lair, they ignore the target's resistance to poison damage."}]},"If the villain dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["An antagonist for tier 2 play (levels 5 to 10), the enchanting infiltrator is a Fey that beguiles and misdirects."]},{"type":"section","entries":[{"type":"entries","name":"The Rogue's Lair","entries":["This villain resides in a place of power and safety, whether that's a hidden thieves' guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.","The villain's challenge rating increases while the villain is in this lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Enchanting Infiltrator","entry":"Challenge 12 (8,400 XP)"}]}]}]}],"gallery":[{"path":"bestiary/BMT/Enchanting Infiltrator.webp"}]},{"id":"endelyn-moongrave","name":"Endelyn Moongrave","source":"WBtW","page":217,"srd":false,"image":"bestiary/WBtW/Endelyn Moongrave.webp","token":"bestiary/tokens/WBtW/Endelyn Moongrave.webp","size":"Medium","creatureType":"Fey (Hag)","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"114 (12d8 + 60)","speed":"30 ft., climb 30 ft.","str":20,"dex":13,"con":20,"int":13,"wis":10,"cha":17,"saves":"Con +8, Int +4, Wis +3, Cha +6","skills":"Arcana +7, Deception +6, Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Boon of Immortality","entries":["Endelyn is immune to any effect that would age her, and she can't die from old age."]},{"name":"Eclipsed Doom","entries":["Endelyn can be killed only if she is reduced to 0 hit points during a solar eclipse or while she is within 60 feet of a symbolic representation of one. Otherwise, Endelyn disappears in a cloud of inky smoke when she drops to 0 hit points, along with anything she was wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space."]},{"name":"Uncanny Awareness","entries":["Endelyn can't be {@status surprised}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Endelyn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell detect magic}, {@spell mage hand}","1/day: {@spell plane shift} (self only)","2/day each: {@spell augury}, {@spell polymorph}"]}],"actions":[{"name":"Multiattack","entries":["Endelyn makes two Puppeteer's Lash attacks"]},{"name":"Puppeteer's Lash","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one creature. {@h}17 ({@damage 4d6 + 3}) psychic damage, and if the target is Large or smaller, Endelyn telekinetically moves it up to 10 feet in any direction horizontally."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass Coven. People come to her to learn about their futures, which she spells out through grotesque theatrical pageants. As payment, she snatches away a portion of each client's free will, preventing them from taking certain courses of action in their lives. Her petitioners often learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their deal.","Endelyn's obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device called the Orrery of Tragedies clicks and turns day and night, giving Endelyn glimpses of her terrible fate."]}],"gallery":[{"path":"bestiary/WBtW/Endelyn Moongrave.webp","credit":"Andrew Mar"}]},{"id":"ender-dragon","name":"Ender Dragon","source":"MCV3MC","page":5,"srd":false,"image":"bestiary/MCV3MC/Ender Dragon.webp","token":"bestiary/tokens/MCV3MC/Ender Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"350 (20d20 + 140)","speed":"30 ft., fly 120 ft.","str":27,"dex":14,"con":25,"int":10,"wis":15,"cha":19,"saves":"Con +13, Int +6, Wis +8","skills":"Perception +14, Stealth +8","vulnerabilities":"","resistances":"fire","immunities":"necrotic","conditionImmunities":"charmed; frightened","senses":"darkvision 240 ft., Passive Perception 24","languages":"Draconic","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Dragon Egg","entries":["When the Ender Dragon drops to 0 hit points, it radiates beams of purple light and then disappears, leaving behind an inert, jet-black dragon egg worth 5,000 gp."]},{"name":"Legendary Resistance (4/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and uses Beating Wings."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit; reach 15 ft., one target. {@h}18 ({@damage 3d6 + 8}) piercing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Beating Wings","entries":["The dragon beats its great wings. Each creature within 15 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 10 ({@damage 1d4 + 8}) bludgeoning damage, be pushed 10 feet away from the dragon, and have the {@condition prone} condition."]},{"name":"Harmful Breath {@recharge 5}","entries":["The dragon exhales putrid gas in a 60-foot cone. Each creature in that area must make a {@dc 21} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a successful one. The dragon then chooses a point it can see where the cone makes contact with the ground. That point becomes the center of a 10-foot-high, 10-foot-radius cylinder of lingering gas that disappears at the start of the dragon's next turn. Any creature that starts its turn in the cylinder takes 10 ({@damage 3d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The mighty Ender Dragon is one of a kind—a vast, flying creature with void-black scales and purple eyes. It soars above the central island of the End. No one can say whether it is a guardian or a prisoner of the End, but either way, the Ender Dragon challenges anyone who enters its domain.","The Ender Dragon buffets enemies with great wings, engulfs foes with its gaseous breath weapon, and delivers crushing bites with its powerful jaws. Its hide is strong enough to deflect all but the deadliest weapons.",{"type":"inset","name":"End Crystals","entries":["The Ender Dragon has a special relationship with the ten 40-foot-tall obsidian towers scattered around the central island of the End. At the top of each tower is an End crystal that sends a beam of healing energy to the Ender Dragon when it flies nearby. If slain, the Ender Dragon can be brought back to life by placing four End crystals on the portal that leads back to the Overworld.",{"type":"entries","name":"Crystal Healing","entries":["When the Ender Dragon ends its turn within 60 feet of an End crystal, the crystal emits a healing beam that causes the dragon to regain 20 hit points. The dragon can benefit from such healing only once per turn."]},{"type":"entries","name":"Crystal Statistics","entries":["An End crystal is a Large object that has Armor Class 11; 30 hit points; vulnerability to bludgeoning and thunder damage; resistance to piercing and slashing damage; and immunity to poison and psychic damage. When a crystal is destroyed, it explodes in a 20-foot-radius sphere of destructive energy. Any creature in that area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) force damage on a failed save, or half as much damage on a successful one."]}]}]}],"gallery":[{"path":"bestiary/MCV3MC/Ender Dragon.webp"}]},{"id":"enderman","name":"Enderman","source":"MCV3MC","page":6,"srd":false,"image":"bestiary/MCV3MC/Enderman.webp","token":"bestiary/tokens/MCV3MC/Enderman.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"14","initiative":"+4 (14)","hp":"78 (12d8 + 24)","speed":"40 ft.","str":15,"dex":18,"con":15,"int":10,"wis":18,"cha":11,"saves":"Str +5, Con +5","skills":"Perception +7, Stealth +7, Survival +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Endspeech","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Evasive Teleportation","entries":["Whenever it takes damage or is the target of a ranged attack, the Enderman can teleport, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 20 feet of itself (no action required). If this effect is triggered by a ranged attack, the Enderman teleports just before the attack hits, causing the attack to miss it. This trait is suppressed while the Enderman has the {@condition incapacitated} condition."]},{"name":"Implosion","entries":["When the Enderman drops to 0 hit points, it dies as its body implodes. Roll a {@dice d10}. On a roll of 9 or less, the Enderman leaves no remains. On a roll of 10, the Enderman leaves behind a glowing, purple orb called an Ender pearl, worth 500 gp. A creature can throw the pearl up to 60 feet; if the pearl lands in an unoccupied space big enough to contain the creature, the creature teleports to that space, along with any equipment it is wearing or carrying, and the pearl disappears."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the Enderman has disadvantage on attack rolls."]},{"name":"Water Susceptibility","entries":["The Enderman takes 1 cold damage for every 5 feet it moves in water, for every gallon of water splashed on it, or whenever it starts its turn in the rain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Enderman makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit; reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Endermen are tall, black, bipedal creatures with long, thin limbs and piercing, purple eyes. Violet particles flicker in and out of existence around them. Endermen are unnerving and enigmatic, acting in a manner that is all but impossible to interpret.","Endermen seem particularly drawn to the End, where they gather in large groups. They are uncommon visitors to other dimensions, although they appear more often in pairs in such peculiar places as the warped forests of the Nether. They shun sunlight and are hurt by water, including rain. When an Enderman becomes the target of a ranged weapon or takes damage, it teleports to a safer location nearby and makes a distinctive \"voop\" sound at its destination.","Endermen have no known predators. When a Humanoid looks directly at an Enderman, the Enderman becomes enraged, opens its mouth horrifyingly wide, and rushes to attack with its long arms. A defeated Enderman implodes and sometimes leaves behind an Ender pearl, which, when thrown, teleports the thrower to the place it lands."]}],"gallery":[{"path":"bestiary/MCV3MC/Enderman.webp"}]},{"id":"engineer","name":"Engineer","source":"WDH","page":141,"srd":false,"image":"bestiary/tokens/WDH/Engineer.webp","token":"bestiary/tokens/WDH/Engineer.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"7 (2d6)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":14,"wis":10,"cha":11,"saves":"","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Gnomish","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The engineer is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell mending}, {@spell prestidigitation}","Level 1 (2 slots): {@spell burning hands}, {@spell disguise self}, {@spell shield}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["An engineer who maintains and operates the Scarlet Marpenoth, a submarine, currently attached below Jarlaxle's flagship the Eyecatcher"]}]}]}]},{"id":"enhanced-medusa","name":"Enhanced Medusa","source":"IMR","page":47,"srd":false,"image":"bestiary/tokens/IMR/Enhanced Medusa.webp","token":"bestiary/tokens/IMR/Enhanced Medusa.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":10,"dex":15,"con":16,"int":12,"wis":13,"cha":15,"saves":"","skills":"Deception +5, Insight +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 14","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to metal, wood, or porcelain (the medusa's choice) and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.","If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The medusa's innate spellcasting ability is Charisma (spell save {@dc 13}). The medusa can innately cast the following spells, requiring no material components:","Cantrips (at will): {@spell light}"]}],"actions":[{"name":"Multiattack","entries":["The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow."]},{"name":"Snake Hair","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"enna-galakiir-levels-1-4","name":"Enna Galakiir (Levels 1-4)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Enna Galakiir (Levels 1-4).webp","token":"bestiary/tokens/KftGV/Enna Galakiir (Levels 1-4).webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"enna-galakiir-levels-5-8","name":"Enna Galakiir (Levels 5-8)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Enna Galakiir (Levels 5-8).webp","token":"bestiary/tokens/KftGV/Enna Galakiir (Levels 5-8).webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Enna Galakiir can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Enna Galakiir deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Enna Galakiir makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"enna-galakiir-levels-9-11","name":"Enna Galakiir (Levels 9-11)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Enna Galakiir (Levels 9-11).webp","token":"bestiary/tokens/KftGV/Enna Galakiir (Levels 9-11).webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Enna Galakiir has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Enna Galakiir is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Enna Galakiir deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Enna Galakiir makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"enormous-tentacle","name":"Enormous Tentacle","source":"OoW","page":94,"srd":false,"image":"bestiary/AI/Enormous Tentacle.webp","token":"bestiary/tokens/OoW/Enormous Tentacle.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"60 (8d12 + 8)","speed":"30 ft., swim 30 ft.","str":19,"dex":14,"con":12,"int":1,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater, Underdark, Forest, Swamp, Desert","treasure":"","traits":[{"name":"Reach","entries":["The tentacle can reach anywhere in the room."]}],"spellcasting":[],"actions":[{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 35 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the creature is {@condition restrained}, and the tentacle can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/AI/Enormous Tentacle.webp"}]},{"id":"envy","name":"Envy","source":"WBtW","page":178,"srd":false,"image":"bestiary/WBtW/Envy.webp","token":"bestiary/tokens/WBtW/Envy.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"19","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"40 ft.","str":20,"dex":11,"con":18,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Sylvan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Trampling Charge","entries":["If Envy moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, Envy can make one attack with its claws against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage."]},{"name":"Petrifying Breath {@recharge 5}","entries":["Envy exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw. On a failed save, a target begins to turn to stone and is {@condition restrained}. The {@condition restrained} target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The iron lion, Envy, is one of two guardians that Zybilna created to watch over her garden in her absence. When Zybilna became frozen in time, her guardians appeared from their respective demiplanes to perform their duty.","The iron lion speaks Common and Sylvan, referring to itself using the pronouns \"we\" and \"us.\"","Envy dislikes its counterpart, Wrath (see area P10), but the two are prevented by Zybilna's magic from harming one another. When the characters first grace the iron lion with their presence, it demands their obeisance and commands them to kneel before it. If the characters do as Envy commands, the lion is pleased and allows them to remain in its presence. Characters who fail to show it deference are instructed to leave the tower at once, and the lion attacks those who refuse."]}],"gallery":[{"path":"bestiary/WBtW/Envy.webp","credit":"Ned Rogers"}]},{"id":"eo-ashmajiir","name":"Eo Ashmajiir","source":"MaBJoV","page":116,"srd":false,"image":"bestiary/MaBJoV/Eo Ashmajiir.webp","token":"bestiary/tokens/MaBJoV/Eo Ashmajiir.webp","size":"Medium","creatureType":"Humanoid (Tiefling)","alignment":"Chaotic Neutral","ac":"16","initiative":"+3 (13)","hp":"126 (28d8 + 0)","speed":"30 ft., fly 30 ft.","str":10,"dex":16,"con":10,"int":12,"wis":14,"cha":20,"saves":"Con +4, Cha +9","skills":"Arcana +9, Deception +9, Persuasion +9","vulnerabilities":"","resistances":"lightning","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Abyssal, Celestial, Common, Draconic, Infernal, Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Lightning Affinity","entries":["When Eo uses Spellcasting to cast a spell that deals lightning damage, that spell deals an additional 5 damage. When Eo casts a spell that deals a type of damage from the following list, she can change that damage type to lightning: acid, cold, fire, poison, thunder."]}],"spellcasting":[{"name":"Spellcasting","entries":["Eo casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 17}, {@hit 9} to hit with spell attacks):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell light}, {@spell mage hand}, {@spell magic missile}, {@spell prestidigitation}, {@spell shield}, {@spell shocking grasp}","2/day each: {@spell banishment}, {@spell counterspell}, {@spell dominate person}, {@spell fireball}, {@spell lightning bolt}, {@spell mirror image}, {@spell misty step}","1/day each: {@spell chain lightning}, {@spell finger of death}, {@spell power word stun}, {@spell teleport}, {@spell wish}*","* Eo uses wish to ensure she has a simulacrum of herself at all times."]}],"actions":[{"name":"Twinned Orbs","entries":["{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 90 ft., two targets. {@h}27 ({@damage 5d8 + 5}) acid, cold, fire, lightning, poison or thunder damage (Eo's choice)."]},{"name":"Twinned Spell","entries":["Eo uses Spellcasting to cast {@spell banishment}, dominate person, finger of death, or power word stun. This spell targets a second creature in range."]},{"name":"Discharge (1/Day)","entries":["Eo emits a thin green ray at a creature within 60 feet. The target must make a {@dc 17} Dexterity saving throw. On a failed save the target takes 89 ({@damage 14d6 + 40}) force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a {@spell wish} spell."]}],"bonusActions":[],"reactions":[{"name":"Shocking Rebuke","entries":["As a reaction to taking damage, Eo surrounds her attacker with a coil of lightning. The target must make a {@dc 17} Dexterity saving throw. It takes 16 ({@damage 2d10 + 5}) lightning damage on a failed save, half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Born from the experiments of Belic Haphrat, a Red Wizard from the lands of Thay, Eo is a powerful tiefling sorceress. The offspring of a half-dragon and a succubus, Eo was raised by Belic as his own child, and showed an early affinity for magical gifts. As she grew older, Eo became increasingly useful to the Haphrat's families plans and schemes, eventually becoming a key cog in their complex machinations. Only then did Belic realize his daughter had been carefully manipulating him her entire life, working herself into a position of power and influence in his affairs so she could betray him. By then, however, it was too late, and Eo used her power to take control of Belic's mind, his family, and his wealth before ultimately discarding her adopted father when he ceased to be useful.","Eo is obsessed with her lineage, believing her bloodline makes her inherently superior to other beings. Her infatuation with her kinfolk—demons, devils, and dragons—has led her to walk the Nine Hells, playing dice games with demon lords and signing contracts with archdevils. She has sought audience with dragons of all kinds, including several of the most ancient wyrms in all of Faerûn. There are even rumors she possess a dragon orb, one of the most rare and powerful magical items.","The other driving influence in her life is the unbridled pursuit of hedonistic pleasure. Eo believes that the promise of the afterlife is a conspiracy by the gods to trick mortals into living lives of conformity, preparing them to be consigned to an eternity of sheer boredom after they die. In this way, Eo believes, the status quo of the Heavens and the Hells can be more easily maintained. Eo rebels against this status quo by pursuing earthly pleasures in all their forms, regardless of the long-term costs. She lives almost exclusively in the moment, relying on her wealth, fame, and privilege to protect her against any serious consequences of her actions.","Eo is a narcissist of the highest order, desiring attention, adulation, and unbridled praise at all times. Eager to be recognized as the most beautiful and the most powerful woman in history, she has spent much of her ill-gotten Thayvian fortune in a campaign to be elected Duke of Baldur's Gate. In her pursuit of political power, she continually tries to buy the love and loyalty of the populace with extravagant festivals where wine and illicit drugs are freely available in virtually unlimited quantities. While winning many of the ordinary citizens to her side, these public orgies have put her at odds with the reigning political establishment and various religious figures championing a more traditional morality.","Eo's only weakness is her children. Her son, Aeshma, has gone missing recently. Rumor has it that Eo gambled his soul away in a drunken game of cards with some fiendish lord, though there is no proof as to his fate. Whatever the truth may be, one thing is certain—Eo is desperate to find him... though whether for his sake or simply to protect her own reputation is up for debate."],"gallery":[{"path":"bestiary/MaBJoV/Eo Ashmajiir.webp"}]},{"id":"equinal-guardinal","name":"Equinal Guardinal","source":"MPP","page":33,"srd":false,"image":"bestiary/MPP/Equinal Guardinal.webp","token":"bestiary/tokens/MPP/Equinal Guardinal.webp","size":"Large","creatureType":"Celestial","alignment":"Neutral Good","ac":"15","initiative":"+3 (13)","hp":"93 (11d10 + 33)","speed":"50 ft.","str":23,"dex":16,"con":17,"int":15,"wis":14,"cha":12,"saves":"Str +9, Con +6","skills":"Athletics +9, Perception +5, Religion +5","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 15","languages":"Celestial, Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Headfirst Charge","entries":["If the equinal moves at least 30 feet in a straight line toward a creature and ends within 5 feet of it, that creature must succeed on a {@dc 17} Strength saving throw or take 14 ({@damage 4d6}) bludgeoning damage and have the {@condition prone} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The equinal makes two Fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 3 ({@damage 1d6}) radiant damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/180 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or have the {@condition prone} condition."]},{"name":"Shout {@recharge}","entries":["The equinal lets out a booming shout. Each creature within 30 feet of the equinal must succeed on a {@dc 14} Constitution saving throw or have the {@condition stunned} condition until the end of the equinal's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The horselike equinals are among the strongest of the guardinals. Equinals have long faces and crested manes, and their powerful, hocked legs carry them over great distances. These good-natured, boisterous Celestials boast their might in contests of strength and rarely back down from a challenge. Tough and courageous, they use their iron-hard fists to pound evil to a pulp. Equinals can also bellow a mighty shout that stops their foes in their tracks."]},{"type":"section","entries":[{"type":"entries","name":"Guardinals","entries":["Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands.","While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace."]}]}],"gallery":[{"path":"bestiary/MPP/Equinal Guardinal.webp"}]},{"id":"eriflamme","name":"Eriflamme","source":"CoA","page":121,"srd":false,"image":"bestiary/CoA/Eriflamme.webp","token":"bestiary/tokens/CoA/Eriflamme.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Unaligned","ac":"19","initiative":"+0 (10)","hp":"518 (28d20 + 224)","speed":"40 ft.","str":30,"dex":11,"con":26,"int":5,"wis":10,"cha":10,"saves":"Int +5, Wis +8, Cha +8","skills":"Arcana +5, Athletics +18","vulnerabilities":"","resistances":"","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"28","crDisplay":"28 (XP 120,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the Eriflamme fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The Eriflamme has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Eriflamme makes four Claw attacks. It can replace one of the attacks with a Bite attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d6 + 10}) slashing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}24 ({@damage 4d6 + 10}) piercing damage plus 33 ({@damage 6d10}) fire damage."]},{"name":"Reform","entries":["All the Eriflamme's fire elementals vanish and the Eriflamme reappears in one of their spaces. The Eriflamme's hit points are equivalent to the combined hit points of the fire elementals."]}],"bonusActions":[],"reactions":[{"name":"Split (2/Day)","entries":["As a reaction to taking damage, the Eriflamme can split into fire elementals and reduce the damage to 0. The Eriflamme can form up to 10 {@creature fire elemental||fire elementals}, splitting its remaining hit points between them. The fire elementals appear in spaces adjacent to or within the Eriflamme's old location, and all act on the Eriflamme's initiative. They gain a +5 bonus to attack rolls and have the Eriflamme's Reform action."]}],"legendaryActions":[{"name":"Slam","entries":["The Eriflamme makes a Claw attack, which deals force damage instead of slashing damage if it hits."]},{"name":"Fireglide","entries":["The Eriflamme moves up to half its speed. It can fly during this movement."]},{"name":"Chomp (Costs 2 Actions)","entries":["The Eriflamme makes a Bite attack with advantage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoA/Eriflamme.webp","credit":"Sergei Sarichev"}]},{"id":"erinyes","name":"Erinyes","source":"XMM","page":114,"srd":true,"image":"bestiary/XMM/Erinyes.webp","token":"bestiary/tokens/XMM/Erinyes.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+7 (17)","hp":"178 (21d8 + 84)","speed":"30 ft., fly 60 ft.","str":18,"dex":16,"con":18,"int":14,"wis":14,"cha":18,"saves":"Dex +7, Con +8, Cha +8","skills":"Perception +6, Persuasion +8","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Truesight 120 ft., Passive Perception 16","languages":"Infernal; telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Planar, Nine Hells","treasure":"Armaments","traits":[{"name":"Diabolical Restoration","entries":["If the erinyes dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Magic Resistance","entries":["The erinyes has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Magic Rope","entries":["The erinyes has a magic rope. While bearing it, the erinyes can use the Entangling Rope action. The rope has AC 20, HP 90, and {@variantrule Immunity|XPHB} to Poison and Psychic damage. The rope turns to dust if reduced to 0 {@variantrule Hit Points|XPHB}, if it is 5+ feet away from the erinyes for 1 hour or more, or if the erinyes dies. If the rope is damaged or destroyed, the erinyes can fully restore it when finishing a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The erinyes makes three Withering Sword attacks and can use Entangling Rope."]},{"name":"Withering Sword","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage plus 11 ({@damage 2d10}) Necrotic damage."]},{"name":"Entangling Rope (Requires Magic Rope)","entries":["{@actSave str} {@dc 16}, one creature the erinyes can see within 120 feet. {@actSaveFail} 14 ({@damage 4d6}) Force damage, and the target has the {@condition Restrained|XPHB} condition until the rope is destroyed, the erinyes uses a {@variantrule Bonus Action|XPHB} to release the target, or the erinyes uses Entangling Rope again."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The erinyes is hit by a melee attack roll while holding a weapon. {@actResponse} The erinyes adds 4 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Erinyes","entries":["{@i Devil of Vengeance and Righteous Wrath}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Erinyes, also known as furies, are winged devils clad in fiendish armor. These fallen angels exact a merciless form of divine justice, hunting down oath breakers and dragging the rightfully damned to the Nine Hells in the grip of their magical ropes. Few ever glimpse what lies within these devils' armored exteriors, and erinyes ensure that those who do can never speak of what they've seen.","Erinyes often serve archdevils and guard the order of the Nine Hells against trespassers and escapees. Although they're prone to wrathful outbursts, erinyes cooperate well with other devils. They sometimes hunt in trios with other erinyes, forging infamous reputations for themselves.","When not in the service of a diabolical master, erinyes hunt wicked souls. They pursue quarries relentlessly, across the multiverse and for ages if need be. While they might be summoned to serve evil magic-users, erinyes also listen for oaths and curses sworn in their names. In rare cases, wronged mortals who call out with just rage might be heard by an erinyes who appears to take vengeance on their behalf. Once erinyes are so summoned, they won't leave without claiming the soul of either their quarry or the mortal who summoned them."]}],"gallery":[{"path":"bestiary/XMM/Erinyes.webp","credit":"Justin Gerard"}],"otherVersions":[{"id":"erinyes-mm","source":"MM"}]},{"id":"erinyes-mm","name":"Erinyes","source":"MM","page":73,"srd":false,"image":"bestiary/MM/Erinyes.webp","token":"bestiary/tokens/MM/Erinyes.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"153 (18d8 + 72)","speed":"30 ft., fly 60 ft.","str":18,"dex":16,"con":18,"int":14,"wis":14,"cha":18,"saves":"Dex +7, Con +8, Wis +6, Cha +8","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 12","languages":"Infernal, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Hellish Weapons","entries":["The erinyes's weapon attacks are magical and deal an extra 13 ({@damage 3d8}) poison damage on a hit (included in the attacks)."]},{"name":"Magic Resistance","entries":["The erinyes has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The erinyes makes three attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) poison damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 13 ({@damage 3d8}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned}. The poison lasts until it is removed by the {@spell lesser restoration} spell or similar magic."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes.","Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["They live by the sword and kill by the sword. Their beauty is nothing compared to their wrath."],"by":"From {@style The Book of Vile Darkness|small-caps}"}]},{"type":"inset","name":"Variant: Rope of Entanglement","entries":["Some erinyes carry a {@item rope of entanglement} (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks."]}]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Erinyes.webp"}],"hidden":true,"otherVersions":[{"id":"erinyes","source":"XMM"}]},{"id":"erky-timbers","name":"Erky Timbers","source":"TftYP","page":22,"srd":false,"image":"bestiary/TftYP/Erky Timbers.webp","token":"bestiary/tokens/TftYP/Erky Timbers.webp","size":"Medium","creatureType":"Humanoid (Gnome)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"17 (5d6)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Draconic, Gnomish, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]},{"name":"Channel Divinity: Turn Undead (1/Short Rest)","entries":["Erky presents his holy Symbol and speaks a prayer censuring the Undead. Each Undead that can see or hear Erky within 30 feet of him must make a {@dc 12} Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.","A turned creature must spend its turns trying to move as far away from Erky as it can, and it can't willingly move to a space within 30 feet of him. It also can't take reactions. For its action, it can use only the {@action Dash} action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the {@action Dodge} action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities."]}]}]}],"gallery":[{"path":"bestiary/TftYP/Erky Timbers.webp"}]},{"id":"ervan-soulfallen","name":"Ervan Soulfallen","source":"LRDT","page":11,"srd":false,"image":"bestiary/LRDT/Ervan Soulfallen.webp","token":"bestiary/tokens/LRDT/Ervan Soulfallen.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":10,"dex":15,"con":14,"int":11,"wis":8,"cha":17,"saves":"","skills":"Arcana 3, Deception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"Common, Draconic","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Ervan casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Light}, {@spell Mage Hand}","2/day: {@spell Dimension Door}","1/day each: {@spell Disguise Self}, {@spell Levitate}, {@spell Mage Armor}"]}],"actions":[{"name":"Multiattack","entries":["Ervan uses his staff to make three Arcane Blast attacks."]},{"name":"Arcane Blast","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}13 ({@damage 3d6 + 3}) force damage."]},{"name":"Acid Rain (Recharges after a Short or Long Rest)","entries":["Acid falls in a 10-foot-radius, 20-foot-high cylinder centered on a point Ervan can see within 120 feet of himself. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LRDT/Ervan Soulfallen.webp"}]},{"id":"escher","name":"Escher","source":"CoS","page":70,"srd":false,"image":"bestiary/CoS/Escher.webp","token":"bestiary/tokens/CoS/Escher.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Regeneration","entries":["Escher regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Escher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Escher has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Escher can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Escher takes 20 acid damage when it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"Escher is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Escher takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Escher makes two attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Escher, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, Escher can grapple the target (escape {@dc 13})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Escher.webp"}]},{"id":"esthetic","name":"Esthetic","source":"BAM","page":20,"srd":false,"image":"bestiary/BAM/Esthetic.webp","token":"bestiary/tokens/BAM/Esthetic.webp","size":"Gargantuan","creatureType":"Aberration","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"217 (14d20 + 70)","speed":"0 ft., fly 60 ft. (hover)","str":24,"dex":8,"con":20,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; petrified; prone","senses":"blindsight 300 ft. (blind beyond this radius), Passive Perception 12","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Bioluminescence","entries":["While it has at least 1 hit point, the esthetic sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and its interior compartments are dimly lit."]},{"name":"Spelljamming","entries":["The esthetic has the properties of a spelljamming helm (see the Astral Adventurer's Guide), but only its reigar creator can attune to it."]},{"name":"Unusual Nature","entries":["The esthetic doesn't require air, food, or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The esthetic makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 11} to hit, reach 30 ft., one target. {@h}17 ({@damage 3d6 + 7}) force damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the creature takes 18 ({@damage 4d8}) acid damage at the start of each of its turns, and the esthetic can't use this tentacle against other targets. The esthetic has {@dice 1d4 × 2} tentacles, each of which can grapple one target."]}],"bonusActions":[{"name":"Jammerscream {@recharge}","entries":["The esthetic targets one spelljamming ship within 300 feet of itself, magically suppressing the properties of the ship's spelljamming helm for {@dice 2d10} days. If the ship has more than one helm aboard it, randomly determine which helm is affected. A creature attuned to that helm can choose to make a {@dc 17} Charisma saving throw. On a failed save, the creature takes 42 ({@damage 12d6}) psychic damage, and the helm is suppressed for {@dice 2d10} hours instead of {@dice 2d10} days. On a successful save, the creature takes half as much damage, and the helm is suppressed for {@dice 2d10} minutes instead of {@dice 2d10} days."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An esthetic is a biological, symbiotic creation of a reigar. It is essentially an organic ship with only the barest hint of awareness. Without its reigar to guide it, an esthetic becomes a nearly mindless entity with an instinct for self-preservation.","Reigar use their esthetics as spelljamming warships. When a hostile reigar in its esthetic encounters another spacefaring vessel, it uses a magical vibration to disable the ship's spelljamming helm. The reigar then commands the esthetic to grapple members of the ship's crew and dissolve their flesh with its acid-secreting tentacles.","Each esthetic is unique in appearance. One might be bilaterally symmetrical (two matching halves, like a humanoid body along its vertical axis), radially symmetrical (like a starfish), or have no definable shape. From a distance, an esthetic is easily mistaken for a giant, space-dwelling jellyfish or cephalopod. Its outer shell is made of bioluminescent resin.","An esthetic contains enough interior space to comfortably accommodate its reigar host and up to six Medium passengers. Access is gained through a hatch that the reigar (and no one else) can open or close with a touch.","An esthetic can survive indefinitely on the Astral Plane, provided its creator is alive. If the esthetic's creator dies, the esthetic sickens over a period of {@dice 1d12} days and then expires."]}],"gallery":[{"path":"bestiary/BAM/Esthetic.webp","credit":"Shawn Wood"}]},{"id":"estia","name":"Estia","source":"TftYP","page":189,"srd":false,"image":"bestiary/tokens/TftYP/Estia.webp","token":"bestiary/tokens/TftYP/Estia.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Good Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Estia makes two morningstar attacks."]},{"name":"Morningstar +2","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d8 + 10}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"eternal","name":"Eternal","source":"PSA","page":34,"srd":false,"image":"bestiary/PSA/Eternal.webp","token":"bestiary/tokens/PSA/Eternal.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the eternal has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eternal makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the eternal's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"An Eternal Army","entries":["A being as mighty and magnificent as Nicol Bolas demands a fighting force of the highest caliber, so that an ordinary army of zombies could never be worthy of the God-Pharaoh. The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty. Bolas has personally crafted all of Amonkhet to create just such an army.","Eternals have the statistics of {@creature wight|MM|wights}—individually fearsome, and terrifying as they march in endless ranks."]}]}]}],"gallery":[{"path":"bestiary/PSA/Eternal.webp","title":"Wildfire Eternal","credit":"Magali Villeneuve"}]},{"id":"eternal-flame-guardian","name":"Eternal Flame Guardian","source":"PotA","page":200,"srd":false,"image":"bestiary/PotA/Eternal Flame Guardian.webp","token":"bestiary/tokens/PotA/Eternal Flame Guardian.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"17","initiative":"+1 (11)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":15,"dex":13,"con":14,"int":8,"wis":11,"cha":13,"saves":"","skills":"Intimidation +3, Perception +2","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flaming Weapon (Recharges after a Short or Long Rest)","entries":["As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard's next turn. While wreathed in flame, the weapon deals an extra 3 ({@damage 1d6}) fire damage on a hit."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guard makes two melee attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Eternal Flame guardians are dullards fascinated by the power of fire and eager to show the cult's enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don't always think ahead about what else nearby might catch fire."]}]}]}],"gallery":[{"path":"bestiary/PotA/Eternal Flame Guardian.webp"}]},{"id":"eternal-flame-priest","name":"Eternal Flame Priest","source":"PotA","page":200,"srd":false,"image":"bestiary/PotA/Eternal Flame Priest.webp","token":"bestiary/tokens/PotA/Eternal Flame Priest.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":12,"dex":15,"con":14,"int":10,"wis":11,"cha":16,"saves":"","skills":"Deception +5, Intimidation +5, Religion +2","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Ignan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell control flames|xge}, {@spell create bonfire|xge}, {@spell fire bolt}, {@spell light}, {@spell minor illusion}","Level 1 (4 slots): {@spell burning hands}, {@spell expeditious retreat}, {@spell mage armor}","Level 2 (3 slots): {@spell blur}, {@spell scorching ray}","Level 3 (2 slots): {@spell fireball}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Eternal Flame priests see the world around them as impure and unworthy, and believe that only cleansing by fire can set it right. As a result, all fire is deemed holy, from the smallest candle flame to the greatest conflagrations. When traveling in the open, Eternal Flame priests are clever enough to hide their true beliefs, passing themselves off as druids or wizards with a knack for fire magic."]}]}]}],"gallery":[{"path":"bestiary/PotA/Eternal Flame Priest.webp"}]},{"id":"ettercap","name":"Ettercap","source":"XMM","page":115,"srd":true,"image":"bestiary/XMM/Ettercap.webp","token":"bestiary/tokens/XMM/Ettercap.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft., climb 30 ft.","str":14,"dex":15,"con":13,"int":7,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +4, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"Implements","traits":[{"name":"Spider Climb","entries":["The ettercap can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The ettercap ignores movement restrictions caused by webs, and the ettercap knows the location of any other creature in contact with the same web."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ettercap makes one Bite attack and one Claw attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 2 ({@damage 1d4}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the ettercap's next turn."]},{"name":"Claw","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d4 + 2}) Slashing damage."]},{"name":"Web Strand {@recharge 5}","entries":["{@actSave dex} {@dc 12}, one Large or smaller creature the ettercap can see within 30 feet. {@actSaveFail} The target has the {@condition Restrained|XPHB} condition until the web is destroyed (AC 10; HP 5; {@variantrule Vulnerability|XPHB} to Fire damage; {@variantrule Immunity|XPHB} to Bludgeoning, Poison, and Psychic damage)."]}],"bonusActions":[{"name":"Reel","entries":["The ettercap pulls one creature within 30 feet of itself that is {@condition Restrained|XPHB} by its Web Strand up to 25 feet straight toward itself."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ettercap","entries":["{@i Venomous Arachnid Abductor}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Spiderlike hunters, ettercaps lurk in forested depths and seek prey to drag into their web-choked lairs. These vicious predators have arachnid features and hunched, bipedal frames, and they're notorious for their venomous bites and ability to shoot out webs to entrap their victims. Ettercaps often hunt in small groups alongside giant spiders and mundane spider swarms.","Ettercaps frequently overhunt their environment. Left unchecked, ettercaps might fill whole woodlands with their webs and the cocooned remains of past meals, which puts ettercaps in conflict with Fey. Spiteful ettercaps go out of their way to torment and feed on Fey; they prefer to menace those smaller than themselves, like pixies and sprites. They rarely devour other sapient creatures swiftly, preferring to cocoon their captives and terrorize them for days.","Ettercaps avoid fire, which can quickly burn through their webs and the dead trees where they make their homes."]}],"gallery":[{"path":"bestiary/XMM/Ettercap.webp","credit":"Sean Murray"}],"otherVersions":[{"id":"ettercap-mm","source":"MM"}]},{"id":"ettercap-mm","name":"Ettercap","source":"MM","page":131,"srd":false,"image":"bestiary/MM/Ettercap.webp","token":"bestiary/tokens/MM/Ettercap.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft., climb 30 ft.","str":14,"dex":15,"con":13,"int":7,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +4, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Spider Climb","entries":["The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The ettercap ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ettercap makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 4 ({@damage 1d8}) poison damage. The target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Web {@recharge 5}","entries":["{@atk rw} {@hit 4} to hit, range 30/60 ft., one Large or smaller creature. {@h}The creature is {@condition restrained} by webbing. As an action, the {@condition restrained} creature can make a {@dc 11} Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests.","Fine strands of silk stream from glands in an ettercap's abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair.",{"name":"Quiet Killers","type":"entries","entries":["When travelers and explorers venture into an ettercap's territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite."]},{"name":"Sylvan Despoilers","type":"entries","entries":["Though they dwell in the wilds, ettercaps have no desire to live in harmony with nature. A forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators. Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps' victims."]},{"name":"Enemies of the Fey","type":"entries","entries":["Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad's tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap infestation, being ill-equipped to deal with the malevolent creatures themselves."]}]}]}],"gallery":[{"path":"bestiary/MM/Ettercap.webp"}],"hidden":true,"otherVersions":[{"id":"ettercap","source":"XMM"}]},{"id":"ettin","name":"Ettin","source":"XMM","page":116,"srd":true,"image":"bestiary/XMM/Ettin.webp","token":"bestiary/tokens/XMM/Ettin.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"12","initiative":"-1 (9)","hp":"85 (10d10 + 30)","speed":"40 ft.","str":21,"dex":8,"con":17,"int":6,"wis":10,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened; stunned; unconscious","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Hill, Mountain, Underdark","treasure":"Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ettin makes one Battleaxe attack and one Morningstar attack."]},{"name":"Battleaxe","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Slashing damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Morningstar","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Piercing damage, and the target has {@variantrule Disadvantage|XPHB} on the next attack roll it makes before the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ettin","entries":["{@i Quarrelsome Two-Headed Giant}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Ettins are physically powerful Giants with two heads. While many ettins have features similar to hill giants, others have more bestial or unusual traits, such as tusks, short horns, or a single eye on each head.","Ettins frequently ally with other Giants or groups that value their strength, such as hill giants, bandits, or ogres. Some ettins possess mystical ties to the lands they inhabit, and they might know or guard secrets valued by druids or Fey.","Each ettin head has a distinct personality. While this makes some ettins quarrelsome with themselves and others, many function as a team. An ettin head might have its own name, or both heads might refer to themselves as a single being—either with one name or a portmanteau of two.","Roll on or choose a result from the Ettin Interactions table to inspire how an ettin's heads are interacting when the creature is encountered.",{"type":"table","caption":"Ettin Interactions","colLabels":["1d8","The Ettin's Heads Are..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Amping up one another in preparation for a conflict or challenge."],["2","Arguing over plans for battle, dinner, or how to spend the day."],["3","Criticizing one another as they perform separate tasks."],["4","Engaged in a staring contest."],["5","Making polite small talk as if they were meeting for the first time."],["6","Performatively ignoring one another."],["7","Talking over an increasingly convoluted plot."],["8","Trying to keep one another awake."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Twice the malice, aggressiveness, and appetite—the ettin demonstrates that two heads aren't necessarily better than one."],"by":"Bertrand, Inquisitor of the Mind Fire"}]}]}],"gallery":[{"path":"bestiary/XMM/Ettin.webp","credit":"Robson Michel"}],"otherVersions":[{"id":"ettin-mm","source":"MM"}]},{"id":"ettin-mm","name":"Ettin","source":"MM","page":132,"srd":false,"image":"bestiary/MM/Ettin.webp","token":"bestiary/tokens/MM/Ettin.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"12","initiative":"-1 (9)","hp":"85 (10d10 + 30)","speed":"40 ft.","str":21,"dex":8,"con":17,"int":6,"wis":10,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant, Orc","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Two Heads","entries":["The ettin has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]},{"name":"Wakeful","entries":["When one of the ettin's heads is asleep, its other head is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ettin makes two attacks: one with its battleaxe and one with its morningstar."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks.",{"name":"Dual Personality","type":"entries","entries":["The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other's slights.","When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle."]},{"name":"Solitary Lives","type":"entries","entries":["As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce.","An ettin's twin heads are always the same gender, with a body to match.","Females are the dominant gender among ettins, and they initiate the ettins' mating rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den."]},{"name":"Two Heads are Better than One","type":"entries","entries":["When focused on a mutually beneficial purpose or united by a common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude."]},{"name":"Orcish Ties","type":"entries","entries":["In ancient dialects of Common, the word \"ettin\" translates as \"ugly giant.\" Legends tell of orcs that once stumbled upon a temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. Driven to near madness, these creatures scattered into the wilderness to become the first ettins.","Whatever the truth of the ettins' origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn't particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot."]}]}]}],"gallery":[{"path":"bestiary/MM/Ettin.webp"}],"hidden":true,"otherVersions":[{"id":"ettin","source":"XMM"}]},{"id":"ettin-ceremorph","name":"Ettin Ceremorph","source":"BGG","page":133,"srd":false,"image":"bestiary/BGG/Ettin Ceremorph.webp","token":"bestiary/tokens/BGG/Ettin Ceremorph.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"104 (11d10 + 44)","speed":"40 ft.","str":18,"dex":14,"con":18,"int":18,"wis":15,"cha":14,"saves":"Int +7, Wis +5","skills":"Perception +8","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened; stunned; unconscious","senses":"darkvision 120 ft., Passive Perception 18","languages":"Deep Speech, Giant, telepathy 60 ft., Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The ceremorph has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ceremorph makes one Slam attack and one Tentacles attack. The ceremorph can replace one of the attacks with a Mind Bolt attack, if available."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Large or smaller, it has the {@condition grappled} condition (escape {@dc 14}) and must succeed on a {@dc 15} Intelligence saving throw or have the {@condition stunned} condition until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} Humanoid {@condition grappled} by the ceremorph. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain."]},{"name":"Mind Bolt (3/Day)","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}17 ({@damage 2d12 + 4}) psychic damage, and the target must succeed on a {@dc 15} Intelligence saving throw or have the {@condition stunned} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Mind flayers, which are described in the {@i Monster Manual}, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a Humanoid host. Mind flayers have subjected giants to this process in an effort to create larger, stronger mind flayers, but those experiments all ended in failure: a giant's body is simply too large for a single tadpole to take over. Ettins, however, proved to be perfect subjects. An ettin's two brains provide sufficient food for two tadpoles, and the two tadpoles are able to transform the entirety of the ettin's body, creating an ettin ceremorph. As part of the transformation process, one of the ettin's heads sinks into the body, with that brain focused on controlling the body. The other head focuses on cogitation and psionic power, though its power is not as great as a mind flayer's.","Ettin ceremorphs serve mind flayer colonies, protecting the elder brains that rule the communities and guarding their treasures. They retain no memory of their previous existence as ettins."]}],"gallery":[{"path":"bestiary/BGG/Ettin Ceremorph.webp"}]},{"id":"euryale","name":"Euryale","source":"BMT","page":189,"srd":false,"image":"bestiary/BMT/Euryale.webp","token":"bestiary/tokens/BMT/Euryale.webp","size":"Medium","creatureType":"Monstrosity (Druid, Medusa)","alignment":"Neutral Good","ac":"17","initiative":"+3 (13)","hp":"297 (35d8 + 140)","speed":"30 ft., 50 ft. in serpent form, climb 50 ft. in serpent form","str":21,"dex":16,"con":18,"int":12,"wis":20,"cha":15,"saves":"Dex +9, Con +10, Int +7, Wis +11","skills":"Animal Handling +11, Insight +17, Medicine +11, Nature +13, Perception +11","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; frightened; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 21","languages":"Common, Druidic","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Euryale fails a saving throw, she can choose to succeed instead."]},{"name":"Special Equipment","entries":["Euryale carries one half of a pair of {@item Sending Stones}; the other half of the pair is held by Asteria."]}],"spellcasting":[{"name":"Spellcasting (Medusa Form Only)","entries":["Euryale casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 19}):","At will: {@spell Druidcraft}, {@spell Pass without Trace}","2/day each: {@spell Goodberry}, {@spell Lesser Restoration}, {@spell Locate Creature}, {@spell Move Earth}, {@spell Transport via Plants}"]}],"actions":[{"name":"Multiattack","entries":["Euryale makes three attacks. If she is in serpent form, only one of these attacks can be Constrict."]},{"name":"Constrict (Serpent Form Only)","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage, and the target has the {@condition grappled} condition (escape {@dc 19}). Until this grapple ends, the target takes 11 ({@damage 2d10}) bludgeoning damage at the start of each of its turns, and Euryale can't constrict another target."]},{"name":"Snake Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, and the target must succeed on a {@dc 18} Constitution saving throw or have the {@condition poisoned} condition until the start of Euryale's next turn."]},{"name":"Verdant Bolt (Medusa Form Only)","entries":["{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}18 ({@damage 4d8}) acid damage."]}],"bonusActions":[{"name":"Change Shape","entries":["Euryale changes shape into her Huge serpent form or back into her Medium medusa form. Euryale's game statistics are the same in each form except where noted in this stat block. Any equipment she is wearing or carrying isn't transformed. Euryale reverts to her medusa form if she dies."]},{"name":"Petrifying Gaze {@recharge 4}","entries":["Euryale unleashes petrifying magic from her eyes in a 30-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw if it doesn't have the {@condition blinded} condition. If the saving throw fails by 5 or more, the creature has the {@condition petrified} condition. Otherwise, on a failed save, the creature takes 14 ({@damage 4d6}) force damage, begins to turn to stone, and has the {@condition restrained} condition. The {@condition restrained} creature must repeat the saving throw at the end of its next turn. On a failed save, it has the {@condition petrified} condition, and on a successful save, the effect ends on it, The petrification lasts until the creature is freed by the {@spell Greater Restoration} spell or other magic A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the {@condition blinded} condition until the end of its next turn."]}],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Euryale moves up to her speed."]},{"name":"Venomous Strike (Costs 2 Actions)","entries":["Euryale makes one Snake Bite attack. If the target has the {@condition poisoned} condition, the attack deals an extra 16 ({@damage 3d10}) poison damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When she retired from adventuring, Euryale relocated to Cair Ophidian, a small hideaway in the Outlands detailed later in chapter 22. There, Euryale embraced the quiet life of a gardener, and she spends her time tending to the plants she's cultivated around her home. However, should Asteria call for her aid, Euryale would venture across the multiverse without hesitation, battling tooth and nail to protect her sister.","Euryale has the petrifying gaze and venomous snaky hair of other medusas. But as an ancient and powerful druid, Euryale often adopts the form of a hulking serpent when threatened. She has attained precise control over her petrifying gaze, rendering her immune to its effects and allowing her to use it while not in her medusa guise. Despite her alarming appearance in serpent form, Euryale remains a healer and caretaker at heart."]}],"gallery":[{"path":"bestiary/BMT/Euryale.webp"}]},{"id":"evil-mage","name":"Evil Mage","source":"HftT","page":42,"srd":false,"image":"bestiary/tokens/HftT/Evil Mage.webp","token":"bestiary/tokens/HftT/Evil Mage.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +5, Wis +3","skills":"Arcana +5, History +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The mage knows the following spells from the wizard's spell list:","Cantrips (at will): {@spell light}, {@spell mage hand}, {@spell shocking grasp}","Level 1 (4 slots): {@spell charm person}, {@spell magic missile}","Level 2 (3 slots): {@spell hold person}, {@spell misty step}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d8 -1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Evil mages hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference."]}]}],"otherVersions":[{"id":"evil-mage-lmop","source":"LMoP"}]},{"id":"evil-mage-lmop","name":"Evil Mage","source":"LMoP","page":57,"srd":false,"image":"bestiary/tokens/LMoP/Evil Mage.webp","token":"bestiary/tokens/LMoP/Evil Mage.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +5, Wis +3","skills":"Arcana +5, History +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save {@dc 13}; {@hit 5} to hit with spell attacks). The mage knows the following spells from the wizard's spell list:","Cantrips (at will): {@spell light}, {@spell mage hand}, {@spell shocking grasp}","Level 1 (4 slots): {@spell charm person}, {@spell magic missile}","Level 2 (3 slots): {@spell hold person}, {@spell misty step}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d8 - 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Evil mages (such as Iarno Albrek and Hamun Kost) hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference."]}]}],"hidden":true,"otherVersions":[{"id":"evil-mage","source":"HftT"}]},{"id":"evoker","name":"Evoker","source":"VGM","page":214,"srd":false,"image":"bestiary/tokens/VGM/Evoker.webp","token":"bestiary/tokens/VGM/Evoker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":17,"wis":12,"cha":11,"saves":"Int +7, Wis +5","skills":"Arcana +7, History +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Sculpt Spells","entries":["When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it."]}],"spellcasting":[{"name":"Spellcasting","entries":["The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The evoker has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}*, {@spell light}*, {@spell prestidigitation}, {@spell ray of frost}*","Level 1 (4 slots): {@spell burning hands}*, {@spell mage armor}, {@spell magic missile}*","Level 2 (3 slots): {@spell mirror image}, {@spell misty step}, {@spell shatter}*","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}*, {@spell lightning bolt}*","Level 4 (3 slots): {@spell ice storm}*, {@spell stoneskin}","Level 5 (2 slots): {@spell Bigby's hand}*, {@spell cone of cold}*","Level 6 (1 slots): {@spell chain lightning}*, {@spell wall of ice}*","*Evocation spell"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent's weakness."]}]},{"id":"evoker-wizard","name":"Evoker Wizard","source":"MPMM","page":262,"srd":false,"image":"bestiary/MPMM/Evoker Wizard.webp","token":"bestiary/tokens/MPMM/Evoker Wizard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"121 (22d8 + 22)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":17,"wis":12,"cha":11,"saves":"Int +7, Wis +5","skills":"Arcana +7, History +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The evoker casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell light}, {@spell mage hand}, {@spell message}, {@spell prestidigitation}","2/day each: {@spell ice storm}, {@spell lightning bolt}, {@spell mage armor}","1/day each: {@spell wall of ice}"]}],"actions":[{"name":"Multiattack","entries":["The evoker makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}25 ({@damage 4d10 + 3}) force damage."]},{"name":"Sculpted Explosion {@recharge 4}","entries":["The evoker unleashes a magical explosion of a particular damage type: cold, fire, lightning, or thunder. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a {@dc 15} Dexterity saving throw. The evoker can select up to three creatures it can see in the area to ignore the spell, as the evoker sculpts the spell's energy around them. On a failed save, a creature takes 40 ({@damage 9d8}) damage of the chosen type and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Evokers harness arcane energy to destroy. Many armies employ evokers to rain destruction down on enemy forces."]},{"type":"section","name":"Wizards","entries":["Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."]}],"gallery":[{"path":"bestiary/MPMM/Evoker Wizard.webp","credit":"Zack Stella"}]},{"id":"exethanter","name":"Exethanter","source":"CoS","page":189,"srd":false,"image":"bestiary/tokens/CoS/Exethanter.webp","token":"bestiary/tokens/CoS/Exethanter.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful NX Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"99 (18d8 + 54)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":20,"wis":14,"cha":16,"saves":"Con +10, Int +12, Wis +9","skills":"Arcana +19, History +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Common plus up to five other languages","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Exethanter fails a saving throw, it can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If it has a phylactery, a destroyed lich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."]},{"name":"Turn Resistance","entries":["Exethanter has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The lich has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}"]}],"actions":[{"name":"Paralyzing Touch","entries":["{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["Exethanter casts a cantrip."]},{"name":"Paralyzing Touch (Costs 2 Actions)","entries":["Exethanter uses its Paralyzing Touch."]},{"name":"Frightening Gaze (Costs 2 Actions)","entries":["Exethanter fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours."]},{"name":"Disrupt Life (Costs 3 Actions)","entries":["Each non-undead creature within 20 feet of Exethanter must make a {@dc 18} Constitution saving throw against this magic, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:",{"type":"list","items":["The lich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.","The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear."]}],"regionalEffects":[]},{"id":"expeditious-messenger","name":"Expeditious Messenger","source":"ERLW","page":293,"srd":false,"image":"bestiary/tokens/ERLW/Expeditious Messenger.webp","token":"bestiary/tokens/ERLW/Expeditious Messenger.webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"7 (2d4 + 2)","speed":"25 ft., fly 60 ft.","str":6,"dex":16,"con":13,"int":8,"wis":12,"cha":7,"saves":"","skills":"Acrobatics +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"one language spoken by its creator","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Telepathic Bond","entries":["While the messenger is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An expeditious messenger is a speedy flier, designed to quickly carry messages for its creator. Their speedy and efficient attitude makes expeditious messengers quite chatty, and they natter on as fast as they move.","These messengers come in a variety of forms, often looking like mechanical birds or sprites."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Constructed Nature","entries":["A homunculus doesn't require air, food, drink, or sleep."]}]}]},"A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence.","Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual."]}]}]},{"id":"expert","name":"Expert","source":"DC","srd":false,"image":"bestiary/tokens/DC/Expert.webp","token":"bestiary/tokens/DC/Expert.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"17","initiative":"+5 (15)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":10,"dex":20,"con":12,"int":14,"wis":10,"cha":14,"saves":"Dex +9","skills":"Acrobatics +13, Performance +6, Persuasion +6, Sleight Of Hand +9, Stealth +13","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Helpful","entries":["The expert can take the Help action as a bonus action, and the creature who receives the help gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target."]},{"name":"Evasion","entries":["When the expert is not {@condition incapacitated} and subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed."]},{"name":"Reliable Talent","entries":["Whenever the expert makes an ability check that includes its whole proficiency bonus, it can treat a {@dice d20} roll of 9 or lower as a 10."]},{"name":"Tools","entries":["The expert has {@item thieves' tools|phb} and a musical instrument."]}],"spellcasting":[],"actions":[{"name":"Extra Attack","entries":["The expert can attack twice, instead of once, whenever it takes the attack action on its turn."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 9} to hit, range 80/320 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"expert-sdw","source":"SDW"},{"id":"expert-slw","source":"SLW"},{"id":"expert-esk","source":"ESK"}]},{"id":"expert-sdw","name":"Expert","source":"SDW","srd":false,"image":"bestiary/tokens/SDW/Expert.webp","token":"bestiary/tokens/SDW/Expert.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"16","initiative":"+4 (14)","hp":"55 (10d8 + 10)","speed":"30 ft.","str":10,"dex":18,"con":12,"int":14,"wis":10,"cha":14,"saves":"Dex +8","skills":"Acrobatics +12, Performance +6, Persuasion +6, Sleight Of Hand +8, Stealth +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Helpful","entries":["The expert can take the Help action as a bonus action, and the creature who receives the help gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target."]},{"name":"Evasion","entries":["When the expert is not {@condition incapacitated} and subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed."]},{"name":"Tools","entries":["The expert has thieves' tools and a musical instrument."]}],"spellcasting":[],"actions":[{"name":"Extra Attack","entries":["The expert can attack twice, instead of once, whenever it takes the attack action on its turn."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"expert","source":"DC"},{"id":"expert-slw","source":"SLW"},{"id":"expert-esk","source":"ESK"}]},{"id":"expert-slw","name":"Expert","source":"SLW","srd":false,"image":"bestiary/tokens/SLW/Expert.webp","token":"bestiary/tokens/SLW/Expert.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"15","initiative":"+3 (13)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":10,"dex":16,"con":12,"int":14,"wis":10,"cha":14,"saves":"Dex +6","skills":"Acrobatics +9, Performance +5, Persuasion +5, Sleight Of Hand +6, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Helpful","entries":["The expert can take the Help action as a bonus action, and the creature who receives the help gains a {@dice 1d6} bonus to the {@dice d20} roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target."]},{"name":"Tools","entries":["The expert has {@item thieves' tools|phb} and a musical instrument."]}],"spellcasting":[],"actions":[{"name":"Extra Attack","entries":["The expert can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"expert","source":"DC"},{"id":"expert-sdw","source":"SDW"},{"id":"expert-esk","source":"ESK"}]},{"id":"expert-esk","name":"Expert","source":"ESK","page":63,"srd":false,"image":"bestiary/tokens/ESK/Expert.webp","token":"bestiary/tokens/ESK/Expert.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"14","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":10,"dex":15,"con":12,"int":13,"wis":10,"cha":14,"saves":"Dex +4","skills":"Acrobatics +4, Performance +4, Persuasion +4, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Helpful","entries":["The expert can take the Help action as a bonus action."]},{"name":"Tools","entries":["The expert has {@item thieves' tools|phb} and a musical instrument."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"expert","source":"DC"},{"id":"expert-sdw","source":"SDW"},{"id":"expert-slw","source":"SLW"}]},{"id":"exul","name":"Exul","source":"AitFR-ISF","page":12,"srd":false,"image":"bestiary/tokens/AitFR-ISF/Exul.webp","token":"bestiary/tokens/AitFR-ISF/Exul.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 60 ft.","str":22,"dex":12,"con":24,"int":16,"wis":15,"cha":16,"saves":"Int +7, Cha +7","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Common, Ignan, Terran","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Elemental Demise","entries":["If Exul dies, his body disintegrates in a flash of fire and puff of smoke, leaving behind only the equipment he was wearing or carrying."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Exul's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}","3/day each: {@spell comprehend languages}, {@spell tongues}","1/day each: {@spell conjure elemental} (earth or fire elemental only), {@spell invisibility}, {@spell major image}, {@spell plane shift}, {@spell wall of fire}"]}],"actions":[{"name":"Multiattack","entries":["Exul makes two handaxe attacks or uses his Hurl Flame twice."]},{"name":"Handaxe","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 (2d6 + 6) slashing damage plus 3 (1d6) fire damage."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 (5d6) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["With his skin aglow like searing coal, a beard like sheafs of burnt paper, and hair billowing like smoke, Exul's physical form does nothing to hide his elemental nature. He was born as a spirit of earth and flame. This physical manifestation is a dalliance of mere decades, he hopes.","Exul serves Tyreus not out of loyalty, but due to a geas. Exul bears Tyreus only a little ill will, however, as occasional \"arrangements\" with mortal wizards are no great hassle. Exul resents and avoids the pain of the geas, ideally, but has no intention of dying for Tyreus's petty, mortal ambitions."]},{"id":"eye-monger","name":"Eye Monger","source":"BAM","page":21,"srd":false,"image":"bestiary/BAM/Eye Monger.webp","token":"bestiary/tokens/BAM/Eye Monger.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"17","initiative":"-2 (8)","hp":"149 (13d10 + 78)","speed":"0 ft., fly 20 ft. (hover)","str":21,"dex":6,"con":23,"int":7,"wis":13,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., blindsight 120 ft. while the eye monger's eye is closed, Passive Perception 11","languages":"Deep Speech","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Antimagic Gullet","entries":["Magical effects, including those produced by spells and magic items but excluding those created by artifacts or deities, are suppressed inside the eye monger's gullet. Any spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. No spell or magical effect that originates outside the eye monger's gullet, except one created by an artifact or a deity, can affect a creature or an object inside the gullet."]},{"name":"False Appearance","entries":["If the eye monger is motionless and has its eye and mouth closed at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the eye monger move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the eye monger is animate."]},{"name":"Unusual Nature","entries":["The eye monger doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, and if the target is a Medium or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the eye monger and deposited in the eye monger's gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects originating outside the eye monger, and takes 35 ({@damage 10d6}) acid damage at the start of each of its turns.","If the eye monger takes 25 damage or more on a single turn from a creature inside its gullet, the eye monger regurgitates the swallowed creature, which falls {@condition prone} in a space within 10 feet of the eye monger. If the eye monger dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When its large eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true, menacing nature.","An eye monger has no use for treasure, but its belly might hold a fair amount of incidental valuables that it can't digest, including coins, metal weapons, gemstones, and magic items that belonged to the creatures it swallowed.","Although an eye monger doesn't project an antimagic cone from its eye as a beholder does, magic is suppressed inside its gullet, which prevents a swallowed creature from using magic to escape."]}],"gallery":[{"path":"bestiary/BAM/Eye Monger.webp","credit":"Shawn Wood"}]},{"id":"eye-of-fear-and-flame","name":"Eye of Fear and Flame","source":"MFF","page":8,"srd":false,"image":"bestiary/MFF/Eye of Fear and Flame.webp","token":"bestiary/tokens/MFF/Eye of Fear and Flame.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":16,"dex":14,"con":18,"int":18,"wis":17,"cha":18,"saves":"Str +7, Con +8, Wis +7, Cha +8","skills":"Perception +7","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"blinded; charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"darkvision 60 ft., Passive Perception 17","languages":"Common, all languages known by any creature within 30 feet of it","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Turn Immunity","entries":["The eye of fear and flame is immune to effects that turn undead."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The eye of fear and flame's innate spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no components:","At will: {@spell detect evil and good}, {@spell detect thoughts}","1/day each: {@spell etherealness}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["The eye of fear and flame makes two claw attacks and uses its Gemstone Eyes."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Gemstone Eyes","entries":["The eye of fear and flame shoots one of the following magical eye rays, choosing one target it can see within 90 feet of it.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Eye of Fear","entry":"The target and up to four other creatures of the eye of fear and flame's choice within 10 feet of the target must each succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Eye of Flame","entry":"The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target takes 44 ({@damage 8d10}) fire damage, and if it is a creature or a flammable object, it ignites. On a successful save, the target takes half as much damage and does not ignite. A target that ignites takes 5 ({@damage 1d10}) fire damage at the start of each of its turns until a creature takes an action to douse the fire."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An eye of fear and flame stalks the world of the living, commanding individuals to perform evil deeds of the undead's choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal its skull—set with gems of red and black in each eye socket—then attacks.",{"type":"entries","name":"Spectral Visage","entries":["An eye of fear and flame resembles a hooded, skeletal humanoid figure. The interior of its hood cannot be seen except as an opaque black void. Ominous tales speak of these creatures prowling city streets in the darkest nights and during times of unease and unrest. It is said that eyes of fear and flame were created by chaotic gods to foment the destruction of lawful creatures, or by lawful gods for the testing of their followers. Rumors state that only twenty of these creatures exist, but much of the truth about them remains unknown."]},{"type":"entries","name":"Cruel Puppet Masters","entries":["An eye of fear and flame often chooses to appear during times of uncertainty, such as after a group's devastating defeat or when an individual contemplates some momentous decision. The undead seeks to corrupt vulnerable individuals, especially those of lawful or good alignments, by setting tasks that test its targets' moral foundations. A paladin might be ordered to murder an innocent, with the argument that not doing so will result in some greater evil taking place. Ultimately, the success or failure of the task is of less interest to the eye of fear and flame than the instigation of the evil act—and the general spread of chaos and misery that comes with it."]},{"type":"entries","name":"Mystic Gemstones","entries":["An eye of fear and flame casts its magic powers through its gemstone eyes. In combat, it targets not only its opponents but also innocent bystanders, seeking to cause the greatest amount of confusion and destruction. If the creature is destroyed, these gems can be recovered, though they are treated as dangerous, cursed trophies akin to a demilich's soul gems. Still, they might be sold to certain discerning—and brazen—collectors."]}]}]}],"gallery":[{"path":"bestiary/MFF/Eye of Fear and Flame.webp"}]},{"id":"eyedrake","name":"Eyedrake","source":"FTD","page":199,"srd":false,"image":"bestiary/FTD/Eyedrake.webp","token":"bestiary/tokens/FTD/Eyedrake.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"119 (14d10 + 42)","speed":"0 ft., fly 30 ft. (hover)","str":16,"dex":10,"con":16,"int":14,"wis":14,"cha":16,"saves":"Con +6, Wis +5","skills":"Perception +8, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 18","languages":"Deep Speech, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The eyedrake doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 3d6 + 3}) piercing damage."]},{"name":"Antimagic Breath {@recharge}","entries":["The eyedrake emits a magic wave in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 39 ({@damage 6d12}) force damage on a failed save, or half as much damage on a successful one. Every spell of 3rd level or lower ends on creatures and objects of the eyedrake's choice in that area."]},{"name":"Eye Rays","entries":["The eyedrake shoots three of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"name":"1: Freezing Ray","entries":["The target must make a {@dc 14} Constitution saving throw. On a failed save, the target takes 17 ({@damage 5d6}) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects."],"type":"item"},{"name":"2: Debilitating Ray","entries":["The target must succeed on a {@dc 14} Constitution saving throw or take 7 ({@damage 2d6}) thunder damage and become {@condition incapacitated} until the end of its next turn."],"type":"item"},{"name":"3: Repulsion Ray","entries":["The target must succeed on a {@dc 14} Strength saving throw or take 14 ({@damage 4d6}) force damage and be pushed up to 60 feet away from the eyedrake."],"type":"item"},{"name":"4: Fire Ray","entries":["The target must make a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one."],"type":"item"},{"name":"5: Paralyzing Ray","entries":["The target must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"item"},{"name":"6: Death Ray","entries":["The target must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points."],"type":"item"}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a beholder contends with a dragon for power and wealth, its thoughts of its dragon rival can become deeply obsessive, eventually pervading the beholder's dreams. If the rivalry lasts long enough, these fevered dreams can manifest as an eyedrake—a beholder-like creature with draconic features.","An eyedrake resembles a winged draconic creature with no true limbs and a perpetually open mouth. Inside that mouth is a large eye that emits a breath-like wave of antimagic energy. The creature's wings are formed from multiple eyestalks, each of which can fire magical rays that combine aspects of a dragon's breath weapon attacks and a beholder's eye rays.","An eyedrake left to its own devices exhibits much of the stereotypical behavior of a young dragon, attempting to establish a lair and a hoard. Driven by instinct to jealously defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own."]}],"gallery":[{"path":"bestiary/FTD/Eyedrake.webp","credit":"Dawn Carlos"}]},{"id":"eyestalk-of-gzemnid","name":"Eyestalk of Gzemnid","source":"ToFW","page":88,"srd":false,"image":"bestiary/tokens/ToFW/Eyestalk of Gzemnid.webp","token":"bestiary/tokens/ToFW/Eyestalk of Gzemnid.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"-2 (8)","hp":"247 (15d20 + 90)","speed":"50 ft., burrow 30 ft.","str":28,"dex":7,"con":22,"int":1,"wis":8,"cha":4,"saves":"Con +11, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 9","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Underdark, Desert","treasure":"","traits":[{"name":"Tunneler","entries":["The eyestalk can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eyestalk attacks with its bite and uses Eradication Gaze."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the eyestalk. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the worm's turns.","If the eyestalk takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Eradication Gaze {@recharge 5}","entries":["The eyestalk creates an area of magical devastation in a 150-foot cone. Any creature in that area must succeed on a {@dc 16} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine violet dust."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gzemnid is a beholder god of deception, gases, and obscurement.","The realm of the beholder deity Gzemnid lies beneath the Outlands. Most entrances into these mysterious, gas-filled caverns are found near chaotically aligned gate-towns—like Bedlam, Sylvania, or Xaos—but Gzemnid's Realm is elusive, even by the mutable standards of the Outlands."]}]},{"id":"ez-d-avenir","name":"Ez d'Avenir","source":"RHW","page":246,"srd":false,"image":"bestiary/RHW/Ez d'Avenir.webp","token":"bestiary/tokens/RHW/Ez d'Avenir.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"14","initiative":"+7 (17)","hp":"120 (16d8 + 48)","speed":"30 ft.","str":14,"dex":19,"con":16,"int":18,"wis":11,"cha":17,"saves":"Dex +7, Wis +3","skills":"Acrobatics +7, Deception +6, Perception +3, Stealth +7, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Elvish","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Ez casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Light|XPHB}, {@spell Mage Hand|XPHB}","1/day each: {@spell Dispel Evil and Good|XPHB}, {@spell Lightning Bolt|XPHB}, {@spell Magic Circle|XPHB}"]},{"name":"Shield (3/Day)","entries":["Ez casts {@spell Shield|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","3/day: {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Ez makes three attacks, using Hunter's Blade or Fiery Bolt in any combination."]},{"name":"Hunter's Blade","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage plus 11 ({@damage 2d10}) Radiant damage."]},{"name":"Fiery Bolt","entries":["{@atkr r} {@hit 7}, range 120 ft. {@h}19 ({@damage 3d10 + 3}) Fire damage."]}],"bonusActions":[{"name":"Bolster Allies","entries":["Ez chooses up to six allies within 60 feet. Each target that can hear her has Ez's choice of (A) {@variantrule Advantage|XPHB} on the next attack roll it makes before the end of its next turn or (B) {@variantrule Resistance|XPHB} to Acid, Necrotic, and Poison damage until the end of its next turn."]},{"name":"Curse of the All-Seeing Eye (1/Day)","entries":["Ez chooses a damage type. {@actSave wis} {@dc 15}, one target within 30 feet that Ez can see. {@actSaveFail} The target is cursed. Until the curse ends, the target has {@variantrule Vulnerability|XPHB} to the chosen damage type. The curse ends early if Ez uses this action again.","If the target drops to 0 {@variantrule Hit Points|XPHB} before the curse ends, Ez can take a {@variantrule Bonus Action|XPHB} on a later turn to curse a new creature."]},{"name":"Inspiring Rally","entries":["Ez chooses up to six allies within 60 feet. Each target that can hear her can take a {@variantrule Reaction|XPHB} to move up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Wandering Monster Hunter}","Ez d'Avenir first encountered monsters among her manipulative family, the Radanaviches, who posed as Vistani to prey on travelers. Among their foul deeds, the Radanavich family kidnapped Erasmus van Richten, the son of Rudolph van Richten and sold him to his death at the hands of the vampire Baron Metus. In the brief time Ez knew Erasmus, the youth spoke lovingly of a different sort of family than the one Ez knew. When Erasmus's father tracked down Ez's family and delivered her mother to justice, Ez didn't stop the determined doctor.","In the years that followed, Ez joined a true Vistani band and adopted the name d'Avenir. She traveled far but never found the sense of belonging Erasmus described. She sought out Rudolph van Richten and, after a wary introduction, came to study with the doctor. During that time, she reconnected with Erasmus, now a ghost. She learned priceless lessons from the van Richtens, but she eventually left their household to pursue her own destiny.","Ez's skillful slaying of monsters and her bravery in the face of supernatural perils have earned her a reputation as a folk hero and Mist wanderer of note. Although her adventures have cost her dearly—she has lost valuable bounties, dear companions, and her leg from the knee down—Ez works tirelessly to eradicate evil and protect innocents. Armed with wisdom from her mentor, encouragement from her departed friend, and hope forged in the depths of her heart, Ez aspires to someday create a place that feels safe enough to call home.","Whether she's hunting monsters or investigating mysteries, Ez carries Vistani music with her wherever she goes. She boasts a significant repertoire of songs from across the Land of the Mists, which she's happy to perform for anyone who travels alongside her."]}],"gallery":[{"path":"bestiary/RHW/Ez d'Avenir.webp","credit":"Taras Susak"}]},{"id":"ezmerelda-d-avenir","name":"Ezmerelda d'Avenir","source":"CoS","page":231,"srd":false,"image":"bestiary/CoS/Ezmerelda d'Avenir.webp","token":"bestiary/tokens/CoS/Ezmerelda d'Avenir.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"17","initiative":"+4 (14)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":14,"dex":19,"con":16,"int":16,"wis":11,"cha":17,"saves":"Wis +3","skills":"Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight Of Hand +7, Stealth +7, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Elvish","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["In addition to her magic armor and weapons, Ezmerelda has two {@item potion of greater healing||potions of greater healing}, six {@item holy water (flask)|phb|vials of holy water}, and three wooden stakes."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Ezmerelda has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell protection from evil and good}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell darkvision}, {@spell knock}, {@spell mirror image}","Level 3 (3 slots): {@spell clairvoyance}, {@spell lightning bolt}, {@spell magic circle}","Level 4 (1 slots): {@spell greater invisibility}"]}],"actions":[{"name":"Multiattack","entries":["Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword."]},{"name":"Rapier +1","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Handaxe +1","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Silvered Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Curse (Recharges after a Long Rest)","entries":["Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a {@dc 14} Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. When the curse ends, Ezmerelda takes {@damage 3d6} psychic damage."]},{"name":"Evil Eye (Recharges after a Short or Long Rest)","entries":["Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save {@dc 14}), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is {@condition blinded} until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ezmerelda d'Avenir, a Vistana, is the protégé of Rudolph van Richten - despite the fact that her first encounter with the vampire hunter was anything but pleasant.",{"name":"Witness to Tragedy","type":"entries","entries":["When Ezmerelda was a little girl, her family kidnapped van Richten's teenage son, Erasmus, and delivered him into the clutches of a vampire. Even today, years later, she can still hear Erasmus's pleas for mercy. That event haunted her childhood.","Van Richten tracked down Ezmerelda's family soon after the kidnapping, but not before the Vistani had sold the boy. Though van Richten could have done them harm, he instead interrogated Ezmerelda's mother and father on the whereabouts of his missing son. Satisfied with their answers, he spared their lives before departing with the information they had given him. Ezmerelda witnessed van Richten's act of mercy and was deeply moved by it."]},{"name":"Van Richten's Tragic Tale","type":"entries","entries":["At the age of fifteen, Ezmerelda, still troubled by what her family had done to van Richten, ran away from home. After many harrowing adventures, she tracked down van Richten two years later. Thinking she was a Vistana assassin, he put a sword to her throat and threatened to spill her blood. Ezmerelda convinced him that she genuinely wanted to help him find his missing son, whereupon van Richten told her the saddest of tales. He had found his son, who had been transformed into a vampire spawn. When Erasmus pleaded to his father for salvation, van Richten granted his request by ending his existence."]},{"name":"Farewell","type":"entries","entries":["Ezmerelda remained by van Richten's side for two years, helping him track down and slay many creatures of the night. But because van Richten could never bring himself to fully trust a Vistana, he kept secrets from her. The two vampire hunters got on each other's nerves, and their arguments became more frequent. At last, Ezmerelda suggested that they part company with some shred of their friendship still intact, and van Richten agreed."]},{"name":"Ezmerelda's Secret","type":"entries","entries":["Since bidding farewell to van Richten, Ezmerelda has amassed a sizable personal fortune, some of which she used to buy a wagon to carry her vampire-slaying paraphernalia. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. She has since adapted well to the false appendage."]},{"name":"The Great Vampire Hunt","type":"entries","entries":["While in the company of a Vistani caravan, Ezmerelda heard a rumor that Rudolph van Richten had gone to Barovia to slay the most powerful vampire of them all. She decided that he might need help and traveled for months to reach Strahd's domain. She rode her wagon to Vallaki and learned about an old tower that seemed the sort of place van Richten would use as a base. When she arrived there, she found some of van Richten's belongings, but of the vampire hunter there was no sign. Although she is anxious to learn the whereabouts of her mentor, she is also eager to earn his trust and respect. To that end, she has been poring over van Richten's research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself."]},{"name":"Tarokka Deck","type":"entries","entries":["Ezmerelda keeps a {@deck Tarokka Deck|CoS|deck of tarokka cards} in her wagon (chapter 11, area V1). Although the cards aren't magical, Ezmerelda can use them to perform a card reading for the characters (see chapter 1), like the one that can be performed by Madam Eva."]}]},{"type":"entries","name":"Ezmerelda d'Avenir's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"Evil that feeds on the innocent is the worst of all evils and must be destroyed.\""]},{"name":"Bond","type":"entries","entries":["\"My mentor and teacher, Dr. Rudolph van Richten, is like a father to me.\""]},{"name":"Flaw","type":"entries","entries":["\"I go where angels fear to tread.\""]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Ezmerelda d'Avenir.webp"}]},{"id":"ezzat","name":"Ezzat","source":"WDMM","page":262,"srd":false,"image":"bestiary/WDMM/Ezzat.webp","token":"bestiary/tokens/WDMM/Ezzat.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful NX Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":20,"wis":14,"cha":16,"saves":"Con +10, Int +12, Wis +9","skills":"Arcana +19, History +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Common, Dwarvish, Draconic, Elvish, Sylvan, Undercommon","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Ezzat wears an {@item amulet of proof against detection and location}."]},{"name":"Legendary Resistance (3/Day)","entries":["If Ezzat fails a saving throw, it can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If it has a phylactery, a destroyed lich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."]},{"name":"Turn Resistance","entries":["Ezzat has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ezzat is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell detect thoughts}, {@spell invisibility}, {@spell Melf's acid arrow}, {@spell mirror image}","Level 3 (3 slots): {@spell animate dead}, {@spell counterspell}, {@spell dispel magic}, {@spell fireball}","Level 4 (3 slots): {@spell blight}, {@spell dimension door}","Level 5 (3 slots): {@spell cloudkill}, {@spell scrying}","Level 6 (1 slots): {@spell disintegrate}, {@spell globe of invulnerability}","Level 7 (1 slots): {@spell finger of death}, {@spell forcecage}","Level 8 (1 slots): {@spell dominate monster}, {@spell power word stun}","Level 9 (1 slots): {@spell power word kill}"]}],"actions":[{"name":"Paralyzing Touch","entries":["{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["Ezzat casts a cantrip."]},{"name":"Paralyzing Touch (Costs 2 Actions)","entries":["Ezzat uses its Paralyzing Touch."]},{"name":"Frightening Gaze (Costs 2 Actions)","entries":["Ezzat fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours."]},{"name":"Disrupt Life (Costs 3 Actions)","entries":["Each non-undead creature within 20 feet of Ezzat must make a {@dc 18} Constitution saving throw against this magic, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:",{"type":"list","items":["The lich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.","The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear."]}],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Ezzat.webp","credit":"Zoltan Boros"}]},{"id":"f-yorl","name":"F'yorl","source":"IDRotF","page":183,"srd":false,"image":"bestiary/tokens/IDRotF/F'yorl.webp","token":"bestiary/tokens/IDRotF/F'yorl.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"9 (13d8 + 13)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":19,"wis":17,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["F'yorl has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"factol-skall","name":"Factol Skall","source":"AATM","srd":false,"image":"bestiary/AATM/Factol Skall.webp","token":"bestiary/tokens/AATM/Factol Skall.webp","size":"Medium","creatureType":"Undead (Wizard)","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"210 (28d8 + 84)","speed":"30 ft., fly 30 ft. (hover)","str":11,"dex":16,"con":16,"int":20,"wis":14,"cha":16,"saves":"Con +9, Int +11, Wis +8","skills":"Arcana +17, History +11, Medicine +8, Perception +8","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 18","languages":"all","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Aura of Death","entries":["Creatures within 30 feet of Skall have disadvantage on death saving throws."]},{"name":"Cosmic Annihilation","entries":["A creature killed by Skall can be restored to life only by means of a true resurrection or {@spell wish} spell."]},{"name":"Legendary Resistance (4/Day)","entries":["If Skall fails a saving throw, he can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If Skall dies, he turns to dust. If his orrery of souls hasn't been destroyed, Skall re-forms within the Mortuary in {@dice 1d10} days. He appears within 5 feet of the orrery."]},{"name":"Turn Resistance","entries":["Skall has advantage on saving throws against any effect that turns Undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Skall casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 19}):","At will: {@spell detect magic}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell animate dead} (as an action), {@spell dispel magic}, {@spell speak with dead}","1/day each: {@spell finger of death}, {@spell plane shift} (self only), {@spell project image}"]}],"actions":[{"name":"Multiattack","entries":["Skall makes one Withering Touch attack or uses Spellcasting. He also uses Death Knell twice."]},{"name":"Withering Touch","entries":["{@atk ms} {@hit 11} to hit, reach 5 ft., one target. {@h}32 ({@damage 6d8 + 5}) cold damage plus 31 ({@damage 7d8}) necrotic damage, and if the target is a creature, it can't regain hit points until the start of Skall's next turn."]},{"name":"Death Knell","entries":["Skall points his finger at a creature he can see within 120 feet of himself, filling the target's mind with visions of death and the plangent toll of an iron bell. The target must succeed on a {@dc 19} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage and have the {@condition frightened} condition until the start of Skall's next turn."]},{"name":"Fog of Death (1/Day)","entries":["Skall exudes a killing fog in a 30-foot-radius sphere centered on himself. The sphere spreads around corners, and its area is {@quickref Vision and Light||2||heavily obscured}. The fog lasts until the start of Skall's next turn, and it can't be dispersed by wind. It does not move with him.","Each creature that enters the fog for the first time on a turn or starts its turn there must make a {@dc 19} Constitution saving throw, taking 28 ({@damage 8d6}) necrotic damage and 28 ({@damage 8d6}) poison damage on a failed save, or half as much damage on a successful one. A Medium or smaller Humanoid killed by this damage becomes a zombie under Skall's control. The zombie acts on Skall's initiative but immediately after his turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters."]}],"bonusActions":[],"reactions":[{"name":"Baleful Counterspell","entries":["Skall chatters his teeth to interrupt a creature he can see within 60 feet of himself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Skall makes an Intelligence check ({@dc 10} + the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) necrotic damage if the spell fails."]},{"name":"Near-Death Experience","entries":["In response to being hit by an attack, Skall teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Skall is the current factol of the Heralds of Dust and the only leader the faction has ever had. A popular Duster legend holds that other than the Lady of Pain herself, Skall is Sigil's oldest resident, the first creature to live and die in the City of Doors. The Heralds of Dust idolize their ageless factol, whose stoic visage has become the faction's emblem. Skall can usually be found examining his orrery of souls (detailed in {@i Adventure Atlas: The Mortuary}).","After eons of existence, Skall is in an advanced state of deterioration. Once a spry lich with a wrinkled frame, he now drifts listlessly through the Mortuary's forlorn halls, rasping to himself. Skall appears as little more than a floating, disembodied head and two hands, his tattered cloak fluttering behind them. Notorious among the factols of Sigil but rarely seen in the flesh, Skall often delegates his bureaucratic responsibilities to Undead proxies or—on rare occasions—appears as an illusory duplicate. Subtle social cues are lost on the factol, whose eternal nature has eroded any memory of mortal life.","As a result of his decay, Skall's power has waned considerably, but challenging him in combat is as much a death sentence as ever. Factol Skall imparts a lasting oblivion to his enemies. Caretaker, custodian, and grave keeper, the factol ushers allies and foes alike from this false existence toward the path to True Death."]}],"gallery":[{"path":"bestiary/AATM/Factol Skall.webp"}]},{"id":"faerie-borrower","name":"Faerie Borrower","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Faerie Borrower.webp","token":"bestiary/tokens/MCV4EC/Faerie Borrower.webp","size":"Tiny","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"15","initiative":"+5 (15)","hp":"12 (5d4)","speed":"10 ft., fly 30 ft.","str":2,"dex":20,"con":10,"int":13,"wis":12,"cha":16,"saves":"","skills":"Sleight Of Hand +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The faerie doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[{"name":"Spellcasting","entries":["The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell prestidigitation}","1/day: {@spell silent image}"]}],"actions":[{"name":"Needle Blade","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."]},{"name":"Magic Mockery","entries":["The faerie hurls magical taunts at one creature it can see within 60 feet of itself. The creature must succeed on a {@dc 13} Wisdom saving throw or take 3 ({@damage 1d6}) psychic damage and have disadvantage on attack rolls and ability checks until the start of the faerie's next turn."]}],"bonusActions":[],"reactions":[{"name":"Tricksy Parry","entries":["Immediately after taking damage, the faerie reduces the damage taken by 2 ({@dice 1d4})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Faerie borrowers are tiny thieves who steal whatever they can lay their hands on to cause confusion and consternation. A faerie borrower stands less than six inches tall, with blue or blue-gray skin and wings resembling shards of broken glass.","Faerie borrowers often adorn themselves with purloined trophies: stolen keys and needles filed into swords, and buttons and scraps of paper fashioned into clothing. Though they are often boastful and love to mock their victims, faerie borrowers are quick to dart away from losing battles on their nimble wings.",{"type":"quote","entries":["The throng of faeries flitted from castle to castle, leaving a trail of star-crossed love, damaging rumors, and missing heirlooms in their wake."],"from":"Tales of the Fae"}]},{"type":"section","entries":[{"type":"entries","name":"Faeries","entries":["The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.",{"type":"inset","name":"Ouphes","entries":["Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and moss than most mortals. While ouphes are related to Eldraine's faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for pixies or sprites."]}]}]}],"gallery":[{"path":"bestiary/MCV4EC/Faerie Borrower.webp","credit":"Eric Deschamps"}]},{"id":"faerie-dragon-blue","name":"Faerie Dragon (Blue)","source":"MM","page":133,"srd":false,"image":"bestiary/MM/Faerie Dragon.webp","token":"bestiary/tokens/MM/Faerie Dragon (Blue).webp","size":"Tiny","creatureType":"Dragon","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"14 (4d4 + 4)","speed":"10 ft., fly 60 ft.","str":3,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"The Colors of Age","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.","Red—5 years or less","Orange—6–10 years","Yellow—11–20 years","Green—21–30 years","Blue—31–40 years","Indigo—41–50 years","Violet—51 years or more","A green or older faerie dragon's CR increases to 2."]},{"name":"Superior Invisibility","entries":["As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it."]},{"name":"Limited Telepathy","entries":["Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it."]},{"name":"Magic Resistance","entries":["The faerie dragon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:","1/day each: {@spell color spray}, {@spell dancing lights}, {@spell mage hand}, {@spell major image}, {@spell minor illusion}, {@spell mirror image}, {@spell suggestion}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:","1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.","5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["As they are presented in the {@book Monster Manual|MM}, faerie dragons don't have access to lair actions while in their lairs. At your discretion, a {@creature Faerie Dragon (Green)||green} or {@creature Faerie Dragon (Violet)||older faerie dragon} can take one of the following lair actions on initiative count 20 (losing initiative ties):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Chaotic Aura","entry":"The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have {@quickref Cover||3||total cover} against the attack."},{"type":"item","name":"Grasping Plants","entry":"The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is {@book difficult terrain|PHB|8|Difficult Terrain}."}]}],"regionalEffects":["The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Compulsory Offering","entry":"The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a {@dc 15} Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion."},{"type":"item","name":"Malleable Time","entry":"Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed."},{"type":"item","name":"Mischief Afoot","entry":"Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others."}]},"If the faerie dragon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.",{"name":"Invisible Tricksters","type":"entries","entries":["The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \"prey.\""]},{"name":"Friendly and Bright","type":"entries","entries":["A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \"treasure\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory."]},{"name":"The Colors of Age","type":"entries","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature."]},{"type":"table","colLabels":["Dragon Color","Age Range"],"colStyles":["col-6","col-6"],"rows":[["Red","5 years or less"],["Orange","6–10 years"],["Yellow","11–20 years"],["Green","21–30 years"],["Blue","31–40 years"],["Indigo","41–50 years"],["Violet","51 years or more"]]},"CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon"]}]}],"gallery":[{"path":"bestiary/MM/Faerie Dragon.webp"}]},{"id":"faerie-dragon-green","name":"Faerie Dragon (Green)","source":"MM","page":133,"srd":false,"image":"bestiary/MM/Faerie Dragon.webp","token":"bestiary/tokens/MM/Faerie Dragon (Green).webp","size":"Tiny","creatureType":"Dragon","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"14 (4d4 + 4)","speed":"10 ft., fly 60 ft.","str":3,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"The Colors of Age","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.","Red—5 years or less","Orange—6–10 years","Yellow—11–20 years","Green—21–30 years","Blue—31–40 years","Indigo—41–50 years","Violet—51 years or more","A green or older faerie dragon's CR increases to 2."]},{"name":"Superior Invisibility","entries":["As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it."]},{"name":"Limited Telepathy","entries":["Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it."]},{"name":"Magic Resistance","entries":["The faerie dragon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:","1/day each: {@spell color spray}, {@spell dancing lights}, {@spell mage hand}, {@spell minor illusion}, {@spell mirror image}, {@spell suggestion}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:","1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.","5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["As they are presented in the {@book Monster Manual|MM}, faerie dragons don't have access to lair actions while in their lairs. At your discretion, a {@creature Faerie Dragon (Green)||green} or {@creature Faerie Dragon (Violet)||older faerie dragon} can take one of the following lair actions on initiative count 20 (losing initiative ties):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Chaotic Aura","entry":"The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have {@quickref Cover||3||total cover} against the attack."},{"type":"item","name":"Grasping Plants","entry":"The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is {@book difficult terrain|PHB|8|Difficult Terrain}."}]}],"regionalEffects":["The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Compulsory Offering","entry":"The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a {@dc 15} Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion."},{"type":"item","name":"Malleable Time","entry":"Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed."},{"type":"item","name":"Mischief Afoot","entry":"Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others."}]},"If the faerie dragon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.",{"name":"Invisible Tricksters","type":"entries","entries":["The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \"prey.\""]},{"name":"Friendly and Bright","type":"entries","entries":["A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \"treasure\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory."]},{"name":"The Colors of Age","type":"entries","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature."]},{"type":"table","colLabels":["Dragon Color","Age Range"],"colStyles":["col-6","col-6"],"rows":[["Red","5 years or less"],["Orange","6–10 years"],["Yellow","11–20 years"],["Green","21–30 years"],["Blue","31–40 years"],["Indigo","41–50 years"],["Violet","51 years or more"]]},"CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon"]}]}],"gallery":[{"path":"bestiary/MM/Faerie Dragon.webp"}]},{"id":"faerie-dragon-indigo","name":"Faerie Dragon (Indigo)","source":"MM","page":133,"srd":false,"image":"bestiary/MM/Faerie Dragon.webp","token":"bestiary/tokens/MM/Faerie Dragon (Indigo).webp","size":"Tiny","creatureType":"Dragon","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"14 (4d4 + 4)","speed":"10 ft., fly 60 ft.","str":3,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"The Colors of Age","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.","Red—5 years or less","Orange—6–10 years","Yellow—11–20 years","Green—21–30 years","Blue—31–40 years","Indigo—41–50 years","Violet—51 years or more","A green or older faerie dragon's CR increases to 2."]},{"name":"Superior Invisibility","entries":["As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it."]},{"name":"Limited Telepathy","entries":["Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it."]},{"name":"Magic Resistance","entries":["The faerie dragon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:","1/day each: {@spell color spray}, {@spell dancing lights}, {@spell hallucinatory terrain}, {@spell mage hand}, {@spell major image}, {@spell minor illusion}, {@spell mirror image}, {@spell suggestion}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:","1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.","5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["As they are presented in the {@book Monster Manual|MM}, faerie dragons don't have access to lair actions while in their lairs. At your discretion, a {@creature Faerie Dragon (Green)||green} or {@creature Faerie Dragon (Violet)||older faerie dragon} can take one of the following lair actions on initiative count 20 (losing initiative ties):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Chaotic Aura","entry":"The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have {@quickref Cover||3||total cover} against the attack."},{"type":"item","name":"Grasping Plants","entry":"The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is {@book difficult terrain|PHB|8|Difficult Terrain}."}]}],"regionalEffects":["The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Compulsory Offering","entry":"The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a {@dc 15} Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion."},{"type":"item","name":"Malleable Time","entry":"Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed."},{"type":"item","name":"Mischief Afoot","entry":"Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others."}]},"If the faerie dragon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.",{"name":"Invisible Tricksters","type":"entries","entries":["The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \"prey.\""]},{"name":"Friendly and Bright","type":"entries","entries":["A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \"treasure\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory."]},{"name":"The Colors of Age","type":"entries","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature."]},{"type":"table","colLabels":["Dragon Color","Age Range"],"colStyles":["col-6","col-6"],"rows":[["Red","5 years or less"],["Orange","6–10 years"],["Yellow","11–20 years"],["Green","21–30 years"],["Blue","31–40 years"],["Indigo","41–50 years"],["Violet","51 years or more"]]},"CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon"]}]}],"gallery":[{"path":"bestiary/MM/Faerie Dragon.webp"}]},{"id":"faerie-dragon-orange","name":"Faerie Dragon (Orange)","source":"MM","page":133,"srd":false,"image":"bestiary/MM/Faerie Dragon.webp","token":"bestiary/tokens/MM/Faerie Dragon (Orange).webp","size":"Tiny","creatureType":"Dragon","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"14 (4d4 + 4)","speed":"10 ft., fly 60 ft.","str":3,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"The Colors of Age","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.","Red—5 years or less","Orange—6–10 years","Yellow—11–20 years","Green—21–30 years","Blue—31–40 years","Indigo—41–50 years","Violet—51 years or more","A green or older faerie dragon's CR increases to 2."]},{"name":"Superior Invisibility","entries":["As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it."]},{"name":"Limited Telepathy","entries":["Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it."]},{"name":"Magic Resistance","entries":["The faerie dragon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:","1/day each: {@spell color spray}, {@spell dancing lights}, {@spell mage hand}, {@spell minor illusion}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:","1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.","5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.",{"name":"Invisible Tricksters","type":"entries","entries":["The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \"prey.\""]},{"name":"Friendly and Bright","type":"entries","entries":["A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \"treasure\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory."]},{"name":"The Colors of Age","type":"entries","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature."]},{"type":"table","colLabels":["Dragon Color","Age Range"],"colStyles":["col-6","col-6"],"rows":[["Red","5 years or less"],["Orange","6–10 years"],["Yellow","11–20 years"],["Green","21–30 years"],["Blue","31–40 years"],["Indigo","41–50 years"],["Violet","51 years or more"]]},"CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon"]}]}],"gallery":[{"path":"bestiary/MM/Faerie Dragon.webp"}]},{"id":"faerie-dragon-red","name":"Faerie Dragon (Red)","source":"MM","page":133,"srd":false,"image":"bestiary/MM/Faerie Dragon.webp","token":"bestiary/tokens/MM/Faerie Dragon (Red).webp","size":"Tiny","creatureType":"Dragon","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"14 (4d4 + 4)","speed":"10 ft., fly 60 ft.","str":3,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"The Colors of Age","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.","Red—5 years or less","Orange—6–10 years","Yellow—11–20 years","Green—21–30 years","Blue—31–40 years","Indigo—41–50 years","Violet—51 years or more","A green or older faerie dragon's CR increases to 2."]},{"name":"Superior Invisibility","entries":["As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it."]},{"name":"Limited Telepathy","entries":["Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it."]},{"name":"Magic Resistance","entries":["The faerie dragon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:","1/day each: {@spell dancing lights}, {@spell mage hand}, {@spell minor illusion}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:","1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.","5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.",{"name":"Invisible Tricksters","type":"entries","entries":["The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \"prey.\""]},{"name":"Friendly and Bright","type":"entries","entries":["A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \"treasure\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory."]},{"name":"The Colors of Age","type":"entries","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature."]},{"type":"table","colLabels":["Dragon Color","Age Range"],"colStyles":["col-6","col-6"],"rows":[["Red","5 years or less"],["Orange","6–10 years"],["Yellow","11–20 years"],["Green","21–30 years"],["Blue","31–40 years"],["Indigo","41–50 years"],["Violet","51 years or more"]]},"CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon"]}]}],"gallery":[{"path":"bestiary/MM/Faerie Dragon.webp"}]},{"id":"faerie-dragon-violet","name":"Faerie Dragon (Violet)","source":"MM","page":133,"srd":false,"image":"bestiary/MM/Faerie Dragon.webp","token":"bestiary/tokens/MM/Faerie Dragon (Violet).webp","size":"Tiny","creatureType":"Dragon","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"14 (4d4 + 4)","speed":"10 ft., fly 60 ft.","str":3,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"The Colors of Age","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.","Red—5 years or less","Orange—6–10 years","Yellow—11–20 years","Green—21–30 years","Blue—31–40 years","Indigo—41–50 years","Violet—51 years or more","A green or older faerie dragon's CR increases to 2."]},{"name":"Superior Invisibility","entries":["As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it."]},{"name":"Limited Telepathy","entries":["Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it."]},{"name":"Magic Resistance","entries":["The faerie dragon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:","1/day each: {@spell color spray}, {@spell dancing lights}, {@spell hallucinatory terrain}, {@spell mage hand}, {@spell major image}, {@spell minor illusion}, {@spell mirror image}, {@spell polymorph}, {@spell suggestion}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:","1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.","5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["As they are presented in the {@book Monster Manual|MM}, faerie dragons don't have access to lair actions while in their lairs. At your discretion, a {@creature Faerie Dragon (Green)||green} or {@creature Faerie Dragon (Violet)||older faerie dragon} can take one of the following lair actions on initiative count 20 (losing initiative ties):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Chaotic Aura","entry":"The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have {@quickref Cover||3||total cover} against the attack."},{"type":"item","name":"Grasping Plants","entry":"The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is {@book difficult terrain|PHB|8|Difficult Terrain}."}]}],"regionalEffects":["The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Compulsory Offering","entry":"The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a {@dc 15} Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion."},{"type":"item","name":"Malleable Time","entry":"Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed."},{"type":"item","name":"Mischief Afoot","entry":"Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others."}]},"If the faerie dragon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.",{"name":"Invisible Tricksters","type":"entries","entries":["The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \"prey.\""]},{"name":"Friendly and Bright","type":"entries","entries":["A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \"treasure\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory."]},{"name":"The Colors of Age","type":"entries","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature."]},{"type":"table","colLabels":["Dragon Color","Age Range"],"colStyles":["col-6","col-6"],"rows":[["Red","5 years or less"],["Orange","6–10 years"],["Yellow","11–20 years"],["Green","21–30 years"],["Blue","31–40 years"],["Indigo","41–50 years"],["Violet","51 years or more"]]},"CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon"]}]}],"gallery":[{"path":"bestiary/MM/Faerie Dragon.webp"}]},{"id":"faerie-dragon-yellow","name":"Faerie Dragon (Yellow)","source":"MM","page":133,"srd":false,"image":"bestiary/MM/Faerie Dragon.webp","token":"bestiary/tokens/MM/Faerie Dragon (Yellow).webp","size":"Tiny","creatureType":"Dragon","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"14 (4d4 + 4)","speed":"10 ft., fly 60 ft.","str":3,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"The Colors of Age","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.","Red—5 years or less","Orange—6–10 years","Yellow—11–20 years","Green—21–30 years","Blue—31–40 years","Indigo—41–50 years","Violet—51 years or more","A green or older faerie dragon's CR increases to 2."]},{"name":"Superior Invisibility","entries":["As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it."]},{"name":"Limited Telepathy","entries":["Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it."]},{"name":"Magic Resistance","entries":["The faerie dragon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:","1/day each: {@spell color spray}, {@spell dancing lights}, {@spell mage hand}, {@spell minor illusion}, {@spell mirror image}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:","1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.","5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.",{"name":"Invisible Tricksters","type":"entries","entries":["The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its \"prey.\""]},{"name":"Friendly and Bright","type":"entries","entries":["A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it \"treasure\" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory."]},{"name":"The Colors of Age","type":"entries","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature."]},{"type":"table","colLabels":["Dragon Color","Age Range"],"colStyles":["col-6","col-6"],"rows":[["Red","5 years or less"],["Orange","6–10 years"],["Yellow","11–20 years"],["Green","21–30 years"],["Blue","31–40 years"],["Indigo","41–50 years"],["Violet","51 years or more"]]},"CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon"]}]}],"gallery":[{"path":"bestiary/MM/Faerie Dragon.webp"}]},{"id":"faerie-dragon-adult","name":"Faerie Dragon Adult","source":"XMM","page":117,"srd":false,"image":"bestiary/XMM/Faerie Dragons.webp","token":"bestiary/tokens/XMM/Faerie Dragon Adult.webp","size":"Tiny","creatureType":"Dragon","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"35 (10d4 + 10)","speed":"10 ft., fly 60 ft.","str":3,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan; telepathy 60 ft. (faerie dragons only)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"Implements","traits":[{"name":"Magic Resistance","entries":["The dragon has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Dancing Lights|XPHB}, {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}","1/day each: {@spell Hallucinatory Terrain|XPHB}, {@spell Polymorph|XPHB}"]},{"name":"Superior Invisibility","entries":["The dragon casts {@spell Greater Invisibility|XPHB} on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.","At will: {@spell Greater Invisibility|XPHB}"]}],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}7 ({@damage 1d4 + 5}) Piercing damage plus 3 ({@damage 1d6}) Psychic damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["{@actSave wis} {@dc 13}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While {@condition Incapacitated|XPHB}, the target uses all its movement on each of its turns to move in a random direction."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The pranks of faerie dragon adults tend to lead others to people in need or wrongs to be righted."]},{"type":"section","name":"Faerie Dragons","entries":["{@i Whimsical Draconic Tricksters}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Faerie dragons are cat-size pranksters with draconic features, butterfly-like wings, and scales of warm hues as youths and cool hues as adults."]}],"gallery":[{"path":"bestiary/XMM/Faerie Dragons.webp","credit":"Jesper Ejsing"}]},{"id":"faerie-dragon-youth","name":"Faerie Dragon Youth","source":"XMM","page":117,"srd":false,"image":"bestiary/XMM/Faerie Dragons.webp","token":"bestiary/tokens/XMM/Faerie Dragon Youth.webp","size":"Tiny","creatureType":"Dragon","alignment":"Chaotic Good","ac":"13","initiative":"+3 (13)","hp":"21 (6d4 + 6)","speed":"10 ft., fly 60 ft.","str":3,"dex":16,"con":12,"int":12,"wis":12,"cha":14,"saves":"","skills":"Arcana +3, Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan; telepathy 60 ft. (faerie dragons only)","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"Implements","traits":[{"name":"Magic Resistance","entries":["The dragon has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Dancing Lights|XPHB}, {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}"]},{"name":"Superior Invisibility","entries":["The dragon casts {@spell Greater Invisibility|XPHB} on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.","At will: {@spell Greater Invisibility|XPHB}"]}],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage plus 2 ({@damage 1d4}) Psychic damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["{@actSave wis} {@dc 12}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn and uses all its movement on its turn to move in a random direction."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Faerie dragon youths are quick to use their euphoria-inducing breath on rude or uptight folk."]},{"type":"section","name":"Faerie Dragons","entries":["{@i Whimsical Draconic Tricksters}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Faerie dragons are cat-size pranksters with draconic features, butterfly-like wings, and scales of warm hues as youths and cool hues as adults."]}],"gallery":[{"path":"bestiary/XMM/Faerie Dragons.webp","credit":"Jesper Ejsing"}]},{"id":"faerie-pathlighter","name":"Faerie Pathlighter","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Faerie Pathlighter.webp","token":"bestiary/tokens/MCV4EC/Faerie Pathlighter.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"38 (7d8 + 7)","speed":"30 ft., fly 30 ft. (hover)","str":10,"dex":14,"con":12,"int":13,"wis":17,"cha":18,"saves":"","skills":"Insight +5, Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Faerie Illumination","entries":["The faerie sheds dim light in a 15-foot radius."]}],"spellcasting":[{"name":"Spellcasting","entries":["The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:","At will: {@spell dancing lights}, {@spell detect magic}, {@spell prestidigitation}","1/day: {@spell locate creature}"]}],"actions":[{"name":"Multiattack","entries":["The faerie makes two Shining Strike attacks."]},{"name":"Shining Strike","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 30 ft., one target. {@h}7 ({@damage 2d6}) radiant damage, and if the target is a creature, it must succeed on a {@dc 14} Dexterity saving throw or be wreathed in light until the end of the faerie's next turn. While a creature is wreathed in light, attack rolls against the creature have advantage, and the creature can't benefit from the {@condition invisible} condition."]}],"bonusActions":[{"name":"Guiding Light (2/Day)","entries":["The faerie summons a 30-foot-radius sphere of magical light centered on itself, which lasts for 1 minute or until the faerie has the {@condition incapacitated} condition. Each creature of the faerie's choice (other than the faerie) that starts its turn in that area gains 5 temporary hit points and has advantage on Wisdom saving throws and Wisdom checks until the start of its next turn.","The sphere is bright light, sheds dim light for an additional 30 feet, and moves with the faerie. If any of the sphere's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Faerie pathlighters pry into human lives, sometimes to help (like a classic fairy godparent) and sometimes to harm. In the wilds of Eldraine, faerie pathlighters often serve as protectors for the lost, the glow of their guiding lanterns leading weary travelers to respite.","A faerie pathlighter has an almost angelic appearance. Their large, white wings become more translucent toward the edges. Motes of magical light drift around their heads, and a faint white aura surrounds their bodies.",{"type":"quote","entries":["For good or ill, most fae can't resist meddling in the adventures of any knight they meet."]}]},{"type":"section","entries":[{"type":"entries","name":"Faeries","entries":["The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.",{"type":"inset","name":"Ouphes","entries":["Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and moss than most mortals. While ouphes are related to Eldraine's faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for pixies or sprites."]}]}]}],"gallery":[{"path":"bestiary/MCV4EC/Faerie Pathlighter.webp","credit":"Anastasia Ovchinnikova"}]},{"id":"faerie-pest","name":"Faerie Pest","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Faerie Pest.webp","token":"bestiary/tokens/MCV4EC/Faerie Pest.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Evil","ac":"14","initiative":"+3 (13)","hp":"22 (5d6 + 5)","speed":"30 ft., fly 30 ft.","str":8,"dex":16,"con":12,"int":10,"wis":12,"cha":14,"saves":"","skills":"Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","1/day: {@spell blindness/deafness}","2/day each: {@spell bane}, {@spell grease}"]}],"actions":[{"name":"Stingblade","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 5 ({@damage 2d4}) poison damage. If the faerie had advantage on the attack roll, the target takes an additional 3 ({@damage 1d6}) slashing damage."]},{"name":"Theft of Nerves (1/Day)","entries":["The faerie unleashes a burst of mind-muddling magic in a 15-foot cone. Each creature in that area must succeed on a {@dc 12} Intelligence saving throw or have the {@condition frightened} condition for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Mischievous Stealth","entries":["The faerie takes the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Faerie pests love to cause annoyance, fear, and pain. They are perhaps the most mercurial of the faeries and are happy to follow anyone who promises the opportunity to menace someone new.","A faerie pest could be mistaken for a human toddler, except for the black-feathered wings sprouting from the faerie's shoulders. When engaged in combat, faerie pests wield thought-manipulating magic alongside sharp blades coated in stinging poison.",{"type":"quote","entries":["Tarry not in Tuinvale,","Ignore the flowers' heady scents.","Take no thing, stay to the trail,","Lest the fae seek recompense."],"from":"To Walk the Wilds"}]},{"type":"section","entries":[{"type":"entries","name":"Faeries","entries":["The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.",{"type":"inset","name":"Ouphes","entries":["Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and moss than most mortals. While ouphes are related to Eldraine's faeries, the faeries treat them like distant (and somewhat embarrassing) cousins. Ouphes can be represented with the stat blocks for pixies or sprites."]}]}]}],"gallery":[{"path":"bestiary/MCV4EC/Faerie Pest.webp","credit":"Jodie Muir"}]},{"id":"faerl","name":"Faerl","source":"CM","page":104,"srd":false,"image":"bestiary/CM/Faerl.webp","token":"bestiary/tokens/CM/Faerl.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Elvish","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Faerl has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]}],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Faerl adds 2 to his AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Faerl, a neutral evil wood elf, is proud and cruel. He believes that he must be in control at all times. He dresses in pompous finery and an oversized red hat. He speaks precisely, but in a volume so low that it forces people to pay close attention to him."]}],"gallery":[{"path":"bestiary/CM/Faerl.webp","credit":"Nikki Dawes"}]},{"id":"fala-lefaliir","name":"Fala Lefaliir","source":"WDH","page":32,"srd":false,"image":"bestiary/tokens/WDH/Fala Lefaliir.webp","token":"bestiary/tokens/WDH/Fala Lefaliir.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Druidic, Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Fala is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Fala Lefaliir is an outgoing wood elf with long, braided hair. Like the elven god Corellon Larethian, Fala is neither male nor female. If referred to as \"he\" or \"she,\" Fala gently requests to be addressed by name or as \"they.\" Fala is friends with a member of the Zhentarim named Ziraj, who saved Fala's life. He visits Fala from time to time, and Fala has set aside a room for him on the second floor. Fala runs Correllon's Crown, a herbalist shop in Trollskull Alley"]}]}]}]},{"id":"falcon","name":"Falcon","source":"WDH","page":53,"srd":false,"image":"bestiary/tokens/WDH/Falcon.webp","token":"bestiary/tokens/WDH/Falcon.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 60 ft.","str":5,"dex":16,"con":8,"int":2,"wis":14,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight","entries":["The falcon has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"falcon-the-hunter","name":"Falcon the Hunter","source":"DIP","page":56,"srd":false,"image":"bestiary/DIP/Falcon the Hunter.webp","token":"bestiary/tokens/DIP/Falcon the Hunter.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"14","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":14,"dex":15,"con":16,"int":11,"wis":16,"cha":15,"saves":"Dex +4, Wis +5","skills":"Athletics +4, Perception +7, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Archer","entries":["A longbow or shortbow deals one extra die of its damage when Falcon hits with it (included in his longbow attack)."]},{"name":"Sharpshooter","entries":["Falcon's ranged weapon attacks ignore {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Falcon makes three melee attacks or two ranged attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Adventurers encounter Falcon the Hunter if they visit his hunting lodge in Neverwinter Wood."]}]}],"gallery":[{"path":"bestiary/DIP/Falcon the Hunter.webp","credit":"Claudio Pozas"}]},{"id":"faldorn","name":"Faldorn","source":"MaBJoV","page":50,"srd":false,"image":"bestiary/MaBJoV/Faldorn.webp","token":"bestiary/tokens/MaBJoV/Faldorn.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"130 (20d8 + 40)","speed":"30 ft.","str":12,"dex":12,"con":14,"int":12,"wis":20,"cha":15,"saves":"Int +6, Wis +10","skills":"Medicine +10, Nature +11, Perception +10, Survival +15","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 20","languages":"Common, Druidic, Elvish, Sylvan","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Staff of the Woodlands","entries":["This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it and grants Faldorn a +2 bonus to spell attack rolls (already factored into Faldorn's attacks). The staff has 10 charges. It regains {@dice 1d6 + 4} expended charges each dawn. Faldorn can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, with a spell save DC of 14:",{"type":"list","style":"list-hang-notitle","items":["0 charges: {@spell pass without trace}","1 charge each: {@spell animal friendship}, {@spell speak with animals}","2 charges each: {@spell barkskin}, {@spell locate animals or plants}","3 charges: {@spell speak with plants}","5 charges: {@spell awaken}","6 charges: {@spell wall of thorns}"]}]}],"spellcasting":[{"name":"Spellcasting","entries":["Faldorn casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell druidcraft}, {@spell poison spray}, {@spell shillelagh}","2/day each: {@spell entangle}, {@spell locate creature}, {@spell speak with animals}, {@spell stoneskin}, {@spell tree stride}, {@spell water breathing}","1/day each: {@spell foresight}, {@spell heal}"]}],"actions":[{"name":"Multiattack","entries":["Faldorn makes two Staff of the Woodlands attacks and uses Spellcasting. Or she uses Spellcasting and then Change Shape if available."]},{"name":"Staff of the Woodlands","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, or 7 ({@damage 1d8 + 3}) bludgeoning damage if wielded with two hands plus 7 ({@damage 2d6}) acid damage."]},{"name":"Shadowlight {@recharge}","entries":["A beam of dim light emerges from Faldorn in a 5-foot-wide, 300-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 27 ({@damage 6d8}) radiant damage and is {@condition blinded} until Faldorn's next turn. On a successful save, it takes half as much damage and isn't {@condition blinded}."]},{"name":"Change Shape (2/Day)","entries":["Faldorn magically polymorphs into a Beast or Elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Faldorn reverts to her true form if she dies or falls {@condition unconscious}. She can revert to her true form using a bonus action on her turn. While in a new form, Faldorn retains her game statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and she gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or somatic components in her new form. The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Faldorn is a human druid who is secretly a Shadow Master, one of the leaders of a militant sect of druids called the Shadow Druids. She is a devout follower of the beliefs of the Shadow Druids, believing that civilization is a cancer that threatens to make all the mortal races into weaklings.","Faldorn was born into the Black Raven Uthgardt tribe of the North. Her tribe resided within the Spine of the World, an icy mountain range in far northwest Faerûn. As an infant, Faldorn was offered to a Shadow Druid enclave and was later inducted into their ranks. Never knowing any other family, she grew to become a fervent worshipper of nature and the Shadow Druid's tenets. Over the decades, Faldorn rose through the ranks of her order until she eventually claimed leadership in a battle with the former Shadow Master. She returned to her Uthgardt tribe for a few years to take a husband, but abandoned him and the son that they had together after a few years.","Recently, Faldorn has taken it upon herself to infiltrate the Emerald Enclave. She joined the order and quickly rose through the ranks to become a Hierophant. She now is biding her time for one of the three members of the Elder Circle to die, so that she can take their place. Once she is a member of the Elder Circle, it will be easy for her to subvert the Emerald Enclave to do the bidding of the Shadow Druids. Her only worry is one of her former henchmen, an elven ranger named Kivan. He knows of her connections to the Shadow Druids and could potentially out her to the Elder Circle.","Faldorn is usually accompanied by corrupted fey creatures known as hamadryads. She claims that she is the only one willing to take in these sad creatures cast aside by nature.",{"type":"entries","name":"Faldorn as a Contact","entries":["Faldorn becomes available as a contact for the Emerald Enclave at 7th level. Faldorn can give you a small magic item that can be used to summon a powerful ally that will help you for 24 hours. You must use the item as described below to summon the ally. When the ally is summoned you must use an action and succeed at a {@skill Persuasion} check to convince it to help you. Faldorn gives these items for free, but she only grants each item once.",{"type":"table","caption":"Summoning Allies with Faldorn","colLabels":["Item Required","Required Level","Activation","Summoned Ally","Persuasion Check DC"],"colStyles":["col-1","col-1 text-right","col-6","col-4","col-1 text-right"],"rows":[["Magical acorn","7","Plant it in the ground with an action","In one round the acorn grows into an awakened tree","10"],["Apple","8","Eat the apply and spit out the seeds with an action","The seeds transform into {@dice 1d4} hamadryads","10"],["Decanter of oil","9","Use an action to burn the body of a beast killed only 1 minute earlier with the oil from the decanter","A salamander bursts from the body","15"],["Crown of thorns","10","Succeed with an attack roll to place the crown of thorns on a humanoid of CR 5 or less","The humanoid permanently transforms into a shambling mound","15"],["Bone Knife","11","Use the knife to cut out the heart of a dragon slain within 8 hours","The heart transforms into a wyvern","10"],["Vial of tree sap","12","Succeed with an attack roll to pour the sap on a Plant creature of CR 5 or less","The plant creature transforms into a treant with an evil alignment","15"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Faldorn.webp"}]},{"id":"false-lich","name":"False Lich","source":"VEoR","page":220,"srd":false,"image":"bestiary/VEoR/False Lich.webp","token":"bestiary/tokens/VEoR/False Lich.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"18","initiative":"+3 (13)","hp":"199 (21d8 + 105)","speed":"30 ft.","str":10,"dex":16,"con":20,"int":25,"wis":19,"cha":15,"saves":"Con +12, Int +14, Wis +11, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"truesight 60 ft., Passive Perception 14","languages":"Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the false lich fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The false lich has advantage on saving throws against spells and magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The false lich casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):","At will: {@spell Detect Magic}, {@spell Fly}, {@spell Mage Hand}, {@spell Prestidigitation}","3/day each: {@spell Dispel Magic}, {@spell Invisibility} (self only)","1/day each: {@spell Globe of Invulnerability}, {@spell Hold Monster}"]}],"actions":[{"name":"Multiattack","entries":["The false lich makes two Death Rend attacks and uses Bloodcurdling Lament if available."]},{"name":"Death Rend","entries":["{@atk ms} {@hit 14} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) necrotic damage."]},{"name":"Bloodcurdling Lament {@recharge 5}","entries":["The false lich emits a hideous shriek charged with malignant energy. Each creature within 30 feet of the false lich must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition for 1 minute. While {@condition frightened} in this way, a creature also has the {@condition unconscious} condition. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Soul Siphon","entries":["The false lich targets one creature it can see within 120 feet of itself. The target must make a {@dc 22} Charisma saving throw; if the target has the {@condition unconscious} condition, it has disadvantage on this saving throw. The target takes 21 ({@damage 6d6}) force damage on a failed save or half as much damage on a successful one. The false lich then regains a number of hit points equal to the amount of force damage taken.","If this damage reduces the target to 0 hit points, the target immediately dies, its body disappears, and its soul is trapped inside one of the soul gems within the false lich's skull. After 24 hours, the gem transfers the soul to the false lich's creator.","When the false lich is reduced to 0 hit points, it is destroyed and disintegrates, leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul's body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its soul was trapped."]}],"reactions":[],"legendaryActions":[{"name":"Spiteful Teleport","entries":["The false lich, along with anything it is wearing or carrying, teleports to an unoccupied space it can see within 60 feet of itself. It then makes one Death Rend attack if possible."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["The false lich uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Occasionally, liches create nefarious magical copies of themselves to fool enemies, to guard treasure, or for other inscrutable reasons.","To create a false lich, a lich binds a shred of its life force to a corpse in a profane ritual. This transforms the corpse into a near-identical copy of the lich with immense necrotic power and some of its creator's arcane prowess. The creator then embeds enchanted gemstones into the corpse's eye sockets; the gems allow the false lich to trap creatures' souls and transfer the souls to its creator.","A false lich often gradually gains a sense of self-identity. While many false liches remain steadfastly loyal to their creators, others resent their creators for imprisoning and abandoning them."]}],"gallery":[{"path":"bestiary/VEoR/False Lich.webp"}]},{"id":"farastu-demodand","name":"Farastu Demodand","source":"MPP","page":26,"srd":false,"image":"bestiary/MPP/Farastu Demodand.webp","token":"bestiary/tokens/MPP/Farastu Demodand.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"195 (26d8 + 78)","speed":"40 ft., climb 40 ft.","str":20,"dex":13,"con":16,"int":8,"wis":12,"cha":16,"saves":"Dex +5, Wis +5","skills":"Perception +9, Stealth +5, Survival +5","vulnerabilities":"","resistances":"cold; fire","immunities":"acid; poison","conditionImmunities":"paralyzed; poisoned; restrained","senses":"darkvision 120 ft., Passive Perception 19","languages":"Abyssal, Demodand, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Boundless Movement","entries":["The farastu ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the {@condition grappled} condition from itself."]},{"name":"Magic Resistance","entries":["The farastu has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The farastu can climb difficult surfaces, including upside down on ceilings, without an ability check."]}],"spellcasting":[{"name":"Spellcasting","entries":["The farastu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:","At will: {@spell invisibility} (self only)","1/day each: {@spell dispel magic}, {@spell fog cloud}"]}],"actions":[{"name":"Multiattack","entries":["The farastu makes two Claw attacks and one Bite attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 15}, with disadvantage). The farastu has two claws, each of which can grapple one creature."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit (with advantage against a creature the farastu is grappling), reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 24 ({@damage 7d6}) acid damage."]},{"name":"Summon Demodand (1/Day)","entries":["The farastu has a 40 percent chance of summoning 1 farastu demodand. A summoned demodand appears in an unoccupied space within 60 feet of the farastu, acts as an ally of the farastu, and can't summon other demodands. It remains for 1 minute, until it or the farastu dies, or until the farastu dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Farastus, also known as tarry demodands, are the least of the demodands. These violent Fiends ooze thick, sticky tar that sticks to anything it touches. Arrogant and cruel, farastus delight in tormenting those weaker than themselves. Due to their sharp senses and vicious streaks, farastus sometimes work as hunters that track down those who escape Carceri."]},{"type":"section","entries":[{"type":"entries","name":"Demodands","entries":["Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.","Demodands that manage to leave Carceri know they're doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes {@dice 2d20} days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether."]}]}],"gallery":[{"path":"bestiary/MPP/Farastu Demodand.webp"}]},{"id":"farastu-stalker","name":"Farastu Stalker","source":"MaBJoV","page":135,"srd":false,"image":"bestiary/MaBJoV/Demodand.webp","token":"bestiary/tokens/MaBJoV/Farastu Stalker.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"71 (11d8 + 22)","speed":"40 ft.","str":19,"dex":13,"con":14,"int":8,"wis":12,"cha":16,"saves":"Str +7, Con +5","skills":"Athletics +7","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Adhesive Slime","entries":["The farastu secretes a thick, tar-like slime and it can choose to use this slime to secure enemies that it has {@condition grappled} or to make weapons become attached to it. It is able to end the adhesion with a bonus action, causing all items and creatures secured to it to be released. The adhesion also ends after the farastu dies."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the farastu's darkvision."]},{"name":"Keen Smell","entries":["The farastu has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Magic Resistance","entries":["The farastu has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The farastu's weapon attacks are magical."]},{"name":"Reckless","entries":["At the start of its turn, the farastu can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The farastu makes one Bite attack and two Claws attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage. The target is held fast by the farastu's adhesive slime ({@condition grappled} condition, escape {@dc 15}) if the farastu isn't already grappling a creature."]}],"bonusActions":[],"reactions":[{"name":"Adhesive Hide","entries":["After taking damage from a melee weapon, the farastu uses its reaction to attach the weapon to its hide. The attacker must make a {@dc 15} Dexterity saving throw. On a failure, the weapon becomes attached to the farastu's adhesive hide until the farastu dies or releases the weapon. A creature can also use an action to make a {@dc 15} Strength check, prying the weapon free from the farastu, if successful."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Me and Boo like many sticky things, most especially donuts and Boo's favorite, candied pecans. But some sticky things belong on the pointy end of a sword."],"by":"MINSC & BOO!"},{"type":"quote","entries":["Demodands are difficult to study since they usually never leave their native plane of Carceri. However, the prison in Ust Natha presents a unique opportunity to view them up close. Not that I enjoyed the experience."],"by":"Volo"},"Demodands are primal creations of evil and implacable agents of destruction. Exiled to Carceri for their chaotic taint, they are also known as gehreleths or leths.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Wardens of the Damned","entries":["Though they are trapped in Carceri, the demodands do not consider themselves prisoners. Instead, they are the self-appointed wardens and jailors of the Tarterian Depths. They derive pleasure from tormenting and terrorizing their fellow captives through acts of brutality, cruelly taunting them the entire time. However, they make no distinction between those actually condemned to Carceri, and planar travelers just passing through. As far as the demodand are concerned, all must be prevented from escaping at any cost."]},{"type":"entries","name":"A Trio of the Grotesque","entries":["Demodands have three castes, each with a form so repulsive even other denizens of the Lower Planes view them with disgust. The farastu are forced to do the most menial tasks, under orders from their kelubar and shator superiors. When around weaker creatures they are vicious bullies; around more powerful beings they become whimpering cowards. The kelubars are the bureaucrats of the demodands, acting as intermediaries between the lowly farastu and their shator overlords. The kelubar decide which prisoners are rewarded, and which should be punished with extra torments. The shators make up the ruling caste, effectively serving as prison wardens to the lower-ranked guards."]},{"type":"entries","name":"The Memory of Eons","entries":["Each shator possesses an obsidian triangle. These powerful magical artifacts grant the demodands access to the collective memory of their kind; a shared recollection stretching back to the very dawn of time. The shators primarily use the triangles to track the identity of every being that has ever escaped Carceri, concocting elaborate, generation-spanning strategies to recapture these fugitive souls."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Demodand.webp"}]},{"id":"farmer","name":"Farmer","source":"JttRC","page":36,"srd":false,"image":"bestiary/JttRC/021-03-001.enchanted-farmers-attack.webp","token":"bestiary/tokens/JttRC/Farmer.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":10,"int":10,"wis":11,"cha":10,"saves":"","skills":"Deception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["The farmer has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/021-03-001.enchanted-farmers-attack.webp","title":"Enchanted farmers attack Aunt Dellie on the streets of Promise","credit":"Mia Araujo"}]},{"id":"faroul","name":"Faroul","source":"ToA","page":34,"srd":false,"image":"bestiary/ToA/Faroul and Gondolo.webp","token":"bestiary/tokens/ToA/Faroul.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Faroul has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Faroul makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Faroul and Gondolo.webp"}]},{"id":"farrow","name":"Farrow","source":"ToFW","page":17,"srd":false,"image":"bestiary/ToFW/FarrowPlum.webp","token":"bestiary/tokens/ToFW/Farrow.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Farrow can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Farrow deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Farrow makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/FarrowPlum.webp"}]},{"id":"fastieth","name":"Fastieth","source":"ERLW","page":289,"srd":false,"image":"bestiary/ERLW/Fastieth.webp","token":"bestiary/tokens/ERLW/Fastieth.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"9 (2d8)","speed":"50 ft.","str":12,"dex":18,"con":10,"int":4,"wis":11,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Quickness {@recharge 5}","entries":["The fastieth can take the {@action Dodge} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Fastieth are human-sized, two-legged saurians with large eyes, brightly colored and patterned scales, and strong legs. They are the most common mounts of the halflings of the Talenta Plains, bred for speed. Although too small to bear larger riders, a fastieth can carry a halfling with light gear easily and at a good pace. Fastieths are typically stubborn creatures, so specimens with an even temperament are prized among the Talenta tribes.","Being herbivores, fastieths prefer to flee rather than fight. However, even though not trained for battle, they can deliver a vicious bite if pressed."]}]},{"type":"entries","entries":[{"type":"entries","entries":["Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts."]}]}],"gallery":[{"path":"bestiary/ERLW/Fastieth.webp","credit":"Olga Drebas"}]},{"id":"fate-hag","name":"Fate Hag","source":"BMT","page":176,"srd":false,"image":"bestiary/BMT/Fate Hag.webp","token":"bestiary/tokens/BMT/Fate Hag.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":12,"dex":14,"con":13,"int":12,"wis":18,"cha":15,"saves":"Con +3, Wis +6","skills":"Arcana +5, Deception +6, History +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"truesight 60 ft., Passive Perception 16","languages":"all","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the hag fails a saving throw, it can choose to succeed instead."]},{"name":"Trace the Threads (1/Day)","entries":["The hag can cast the {@spell Legend Lore} spell, requiring no material components and using Wisdom as the spellcasting ability."]}],"spellcasting":[{"name":"Spellcasting","entries":["While holding its shears, the hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Bless}, {@spell Guidance}, {@spell Silent Image}","1/day each: {@spell Bane}, {@spell Bestow Curse}, {@spell Divination}, {@spell Scrying} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["The hag makes two Shears attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Shears","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) force damage. If the target is a creature, it has disadvantage on attack rolls until the end of the hag's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Destined Jaunt","entries":["The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself."]},{"name":"Tangle Threads","entries":["The hag magically tangles a creature it can see within 60 feet of itself in spectral silver threads. The creature must succeed on a {@dc 14} Strength saving throw, or its speed is reduced to 0 until the end of its next turn."]},{"name":"Destiny Curse (Costs 2 Actions)","entries":["The hag magically curses a creature it can see within 60 feet of itself. The creature must make a {@dc 14} Wisdom saving throw, and the creature has disadvantage on this save if it has damaged the hag within the last minute. On a failed save, the creature has disadvantage on ability checks, attack rolls, and saving throws until the curse ends. Once per turn, when the cursed creature fails one of those {@dice d20} rolls, it takes 7 ({@damage 2d6}) force damage. The curse ends after 1 minute; when the creature succeeds on a total of three ability checks, attack rolls, or saving throws in any combination; or when the hag uses this action again."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most attuned depends on the plane where the hag dwells—hopeful and prosperous in the Feywild or dire and doomed in the Shadowfell.","Fate hags carry gleaming magical shears they use to snip strands of fate. These shears are frightful weapons, severing a foe's destiny as well as its flesh. Fate hags often glimpse others' destinies when truths are revealed to them, when they lay curses, and when they offer divinations; they delight in such glimpses and are compelled to speak of what they see. Those who dare harm a fate hag find silvery threads of destiny winding around their bodies, tightening and slicing deeper as fate turns against the hag's foes."]}],"gallery":[{"path":"bestiary/BMT/Fate Hag.webp"}]},{"id":"fated-shaker","name":"Fated Shaker","source":"MPP","page":56,"srd":false,"image":"bestiary/MPP/Fated Shaker.webp","token":"bestiary/tokens/MPP/Fated Shaker.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"76 (17d8)","speed":"30 ft.","str":10,"dex":16,"con":10,"int":15,"wis":16,"cha":15,"saves":"Int +5, Wis +6","skills":"Insight +6, Investigation +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus two more languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The shaker casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell mage armor}, {@spell mage hand}","1/day each: {@spell enlarge/reduce}, {@spell fly}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The shaker makes two Golden Rod or Radiant Bolt attacks."]},{"name":"Golden Rod","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 9 ({@damage 2d8}) radiant damage."]},{"name":"Radiant Bolt","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) radiant damage."]}],"bonusActions":[{"name":"Commanding Words","entries":["The shaker speaks magical words to order a creature it can see within 30 feet of itself. The target must succeed on a {@dc 14} Wisdom saving throw or be affected by one of the following effects (choose one or roll a {@dice d4}):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-2: Grovel","entries":["The target takes 14 ({@damage 4d6}) psychic damage, drops whatever it is holding, and has the {@condition prone} condition."]},{"type":"item","name":"3-4: Cower","entries":["The target takes 10 ({@damage 3d6}) psychic damage and has the {@condition frightened} condition until the end of its next turn."]}]}]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Fated shakers are bullies who shake down those indebted to the faction's tax collectors and evictors. These enforcers use their magic to intimidate and subjugate those who try to stand up to them."]}],"gallery":[{"path":"bestiary/MPP/Fated Shaker.webp"}]},{"id":"fathomer","name":"Fathomer","source":"PotA","page":207,"srd":false,"image":"bestiary/PotA/Fathomer.webp","token":"bestiary/tokens/PotA/Fathomer.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":14,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"","skills":"Arcana +2, Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Aquan, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger (2/Day)","entries":["The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked {@condition unconscious} or dies, it also reverts to its true form.","While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. It also has immunity to the following conditions: {@condition exhaustion}, {@condition grappled}, {@condition paralyzed}, {@condition poisoned}, {@condition restrained}, {@condition prone}, {@condition unconscious}. The serpent form can enter a hostile creature's space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing."]},{"name":"Olhydra's Armor (Human Form Only)","entries":["The fathomer can cast {@spell mage armor} at will, without expending material components."]}],"spellcasting":[{"name":"Spellcasting (Human Form Only)","entries":["The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast}, {@spell mage hand}","Level 3 (2 slots): {@spell armor of Agathys}, {@spell expeditious retreat}, {@spell hex}, {@spell invisibility}, {@spell Vampiric touch}"]}],"actions":[{"name":"Constrict (Serpent Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 12}). Until the grapple ends, the target is {@condition restrained}, and the fathomer can't constrict another target."]},{"name":"Dagger (Human Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Fathomers are cultists who have sealed a pact with Olhydra, Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances elemental creatures possess, as well as the ability to grapple and crush their enemies with their watery bodies.","Fathomers often serve as spies, infiltrators, and assassins for the water cult, since they can slip under locked doors or pass through bars and similar obstacles with ease."]}]}]}],"gallery":[{"path":"bestiary/PotA/Fathomer.webp"}]},{"id":"fazrian","name":"Fazrian","source":"WDMM","page":275,"srd":false,"image":"bestiary/WDMM/Fazrian.webp","token":"bestiary/tokens/WDMM/Fazrian.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Evil","ac":"19","initiative":"+5 (15)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 120 ft.","str":24,"dex":20,"con":24,"int":19,"wis":22,"cha":25,"saves":"Con +12, Wis +11, Cha +12","skills":"Perception +11","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Fazrian's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra {@damage 5d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["Fazrian knows if it hears a lie."]},{"name":"Magic Resistance","entries":["Fazrian has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Fazrian's spellcasting ability is Charisma (spell save {@dc 20}). The planetar can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell flame strike}, {@spell raise dead}","1/day each: {@spell commune}, {@spell control weather}, {@spell insect plague}"]}],"actions":[{"name":"Multiattack","entries":["Fazrian makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage plus 22 ({@damage 5d8}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["Unless he is {@condition incapacitated}, Fazrian can take one of the following lair actions on initiative count 20 (losing initiative ties) while on the Terminus Level:",{"type":"list","items":["Blood flows from Fazrian's eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.","Fazrian's eyes become smoldering black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends.","Blinding magical light springs from Fazrian's eyes until initiative count 20 on the next round. If a creature starts its turn within 120 feet of the planetar and the two of them can see each other, Fazrian can force the creature to make a {@dc 20} Constitution saving throw. On a failed save, the creature is {@condition blinded}. The blindness lasts until the creature receives a {@spell lesser restoration} spell or similar magic."]}],"regionalEffects":["The Terminus Level has been warped by {@creature Fazrian|WDMM}'s presence, which creates the following magical effects that end when the planetar dies:",{"type":"list","items":["A faint breeze bears the scent of roses mixed with sulfur. Characters who try to track the breeze to its source are led toward {@creature Fazrian|WDMM} in {@adventure area 23b|WDMM|21|23b. Hall of Final Judgment}. Warm blood oozes from the walls and drips from the ceiling, starting and stopping for no apparent reason. (The blood might attract ravenous, blood-drinking creatures such as {@creature Stirge||stirges} or {@creature vampire spawn}.)","The song of an unholy choir echoes through an area whenever a fight breaks out, then fades away when combat ends."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Once an exemplar of courage and good judgment, Fazrian now seeks to destroy any creature it believes is undeserving of continued existence. Fazrian's views are a mockery of what they once were. Every creature is guilty of \"deformity\" in the planetar's eyes. Unless someone can swiftly prove their innocence, Fazrian sentences that individual to an immediate death."]}]}]}],"gallery":[{"path":"bestiary/WDMM/Fazrian.webp","credit":"Sam Keiser"}]},{"id":"feathergale-knight","name":"Feathergale Knight","source":"PotA","page":189,"srd":false,"image":"bestiary/PotA/Feathergale Knight.webp","token":"bestiary/tokens/PotA/Feathergale Knight.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":14,"dex":14,"con":12,"int":11,"wis":10,"cha":14,"saves":"","skills":"Animal Handling +2, History +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Auran, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It knows the following sorcerer spell:","Cantrips (at will): {@spell gust|xge}, {@spell light}, {@spell message}, {@spell ray of frost}","Level 1 (2 slots): {@spell expeditious retreat}, {@spell feather fall}"]}],"actions":[{"name":"Multiattack","entries":["The knight makes two melee attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Feathergale Knights are ambitious, wealthy folk from cities such as Waterdeep seduced by the air cult's promises of power. From the backs of hippogriffs or giant vultures, they survey the land around Feathergale Spire, guarding the entrance to the air cult's hidden temple.","The knights are contemptuous of other elemental cultists, whom they view as depraved lunatics. Under lord commander Thurl Merosska, the Feathergale Knights see themselves as elite men and women who can make hard choices for the good of their realms. In reality, they are bound to Yan-C-Bin and are blind to their own corruption and decadence. Despite their refined manners and social sophistication, each has sealed that pact with the murder of a sentient being-deaths the knights have dubbed necessary for the security of the realm.","The knights have access to wingwear, as described in the \"Elemental Magic Items\" section. They are often wearing it when encountered."]}]}]}],"gallery":[{"path":"bestiary/PotA/Feathergale Knight.webp"}]},{"id":"fel-ardra","name":"Fel Ardra","source":"LoX","page":23,"srd":false,"image":"bestiary/LoX/019-10-003.fel-ardra.webp","token":"bestiary/tokens/LoX/Fel Ardra.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["Fel has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Fel is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Fel makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/019-10-003.fel-ardra.webp","credit":"Zuzanna Wužyk"}]},{"id":"fel-rekt-lafeen","name":"Fel'rekt Lafeen","source":"WDH","page":67,"srd":false,"image":"bestiary/tokens/WDH/Fel'rekt Lafeen.webp","token":"bestiary/tokens/WDH/Fel'rekt Lafeen.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Good","ac":"18","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":14,"saves":"Dex +6, Con +4, Wis +3","skills":"Perception +3, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Elvish, Undercommon","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Fel'rekt has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Gunslinger","entries":["Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Fel'rekt's ranged attack rolls with a pistol. In addition, the drow ignores {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover} when making ranged attacks with a pistol."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Fel'rekt has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Fel'rekt's spellcasting ability is Charisma (spell save {@dc 12}) It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Fel'rekt makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Poisonous Pistol","entries":["{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 11 ({@damage 2d10}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"felbarren-dwarf","name":"Felbarren Dwarf","source":"SKT","page":79,"srd":false,"image":"bestiary/tokens/SKT/Felbarren Dwarf.webp","token":"bestiary/tokens/SKT/Felbarren Dwarf.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"felgolos","name":"Felgolos","source":"SKT","page":192,"srd":false,"image":"bestiary/tokens/SKT/Felgolos.webp","token":"bestiary/tokens/SKT/Felgolos.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Good","ac":"19","initiative":"+0 (10)","hp":"212 (17d12 + 102)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":19,"saves":"Dex +5, Con +11, Wis +7, Cha +9","skills":"Insight +7, Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["Felgolos can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Felgolos fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Felgolos can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Felgolos's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["Felgolos uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Breath","entry":"Felgolos exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Repulsion Breath","entry":"Felgolos exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 19} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon."}]}]},{"name":"Change Shape","entries":["Felgolos magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, Felgolos retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Felgolos makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Felgolos makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Felgolos beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as though it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) thunder damage and be {@condition deafened} until the end of its next turn."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Bronze Dragon||adult} or {@creature Ancient Bronze Dragon||ancient}) bronze dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ocean's Call","entry":"The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a {@dc 15} Dexterity saving throw or take 5 ({@damage 1d10}) slashing damage; then the swarm vanishes."},{"type":"item","name":"Salt Burst","entry":"The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) slashing damage."},{"type":"item","name":"Whelming Water","entry":"The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary bronze dragon's lair is warped by the dragon's magic.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.","Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Phantom Escort","entry":"Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair."},{"type":"item","name":"Underwater Pursuit","entry":"Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel."},{"type":"item","name":"Unfailing Faithfulness","entry":"Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise."}]}],"source":"FTD"}]},{"id":"felidar","name":"Felidar","source":"GGR","page":199,"srd":false,"image":"bestiary/GGR/Felidar.webp","token":"bestiary/tokens/GGR/Felidar.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"17","initiative":"+3 (13)","hp":"93 (11d10 + 33)","speed":"40 ft.","str":19,"dex":16,"con":17,"int":10,"wis":17,"cha":14,"saves":"Dex +6, Wis +6, Cha +5","skills":"Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 16","languages":"understands Celestial and Common but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Bonding","entries":["The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn."]},{"name":"Keen Hearing and Sight","entries":["The felidar has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]},{"name":"Pounce","entries":["If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the felidar can make one claw attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The felidar makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders.","Nearly every felidar forms a close bond with one other creature. Winged felidars almost always bond with archons, joining in their relentless pursuit of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody."]}]}]}],"gallery":[{"path":"bestiary/GGR/Felidar.webp","credit":"Chris Rallis"}],"otherVersions":[{"id":"felidar-psz","source":"PSZ"}]},{"id":"felidar-psz","name":"Felidar","source":"PSZ","page":23,"srd":false,"image":"bestiary/PSZ/Felidar.webp","token":"bestiary/tokens/PSZ/Felidar.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"67 (9d10 + 18)","speed":"50 ft.","str":18,"dex":14,"con":15,"int":11,"wis":17,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Celestial, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Pounce","entries":["If the felidar moves at least 20 feet straight toward a creature and then hits it with a claws attack on the same turn, the target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the felidar can make one bite attack against it as a bonus action."]},{"name":"Magic Resistance","entries":["The felidar has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The felidar's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The felidar's innate spellcasting ability is Charisma (spell save {@dc 14}). The felidar can innately cast the following spells, requiring no components:","At will: {@spell detect evil and good}, {@spell light}, {@spell thaumaturgy}","1/day each: {@spell calm emotions}, {@spell daylight}, {@spell dispel evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The felidar makes two attacks with its claws."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Healing Touch (3/Day)","entries":["The felidar touches another creature with its horns. The target magically regains 11 ({@dice 2d8 + 2}) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target"]},{"name":"Teleport (1/Day)","entries":["The felidar magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the felidar is familiar with, up to 1 mile away."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claws","entries":["The felidar makes one attack with its claws."]},{"name":"Shimmering Shield (Costs 2 Actions)","entries":["The felidar creates a shimmering magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the felidar's next turn."]},{"name":"Heal Self (Costs 3 Actions)","entries":["The felidar magically regains 11 ({@dice 2d8 + 2}) hit points."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Standing fully ten feet high at the shoulder, the great cats called felidars are noble, fierce beasts charged with white mana. Felidars consent to be ridden only by knights they consider virtuous. The crystalline horns rising from a hard plate on their foreheads glow with white or golden light when they spring into battle, sometimes brightly enough to blind their foes.","In game terms, a felidar is similar to a {@creature unicorn|MM}, with changes that reflect its feline nature."],"gallery":[{"path":"bestiary/PSZ/Felidar.webp","title":"Hero of Goma Fada","credit":"Willian Murai"}],"hidden":true,"otherVersions":[{"id":"felidar","source":"GGR"}]},{"id":"female-steeder","name":"Female Steeder","source":"MPMM","page":231,"srd":false,"image":"bestiary/MPMM/Female Steeder.webp","token":"bestiary/tokens/MPMM/Female Steeder.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"30 (4d10 + 8)","speed":"30 ft., climb 30 ft.","str":15,"dex":16,"con":14,"int":2,"wis":10,"cha":3,"saves":"","skills":"Stealth +7, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Extraordinary Leap","entries":["The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet."]},{"name":"Spider Climb","entries":["The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 9 ({@damage 2d8}) poison damage."]},{"name":"Sticky Leg","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature. {@h}The target is stuck to the steeder's leg and {@condition grappled} (escape {@dc 12}). The steeder can have only one creature {@condition grappled} at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Steeders","entries":[{"type":"quote","entries":["Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin."],"by":"Mordenkainen"},"Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals.","Steeders attempt to tear apart perceived threats—and consider even other steeders enemies. When they're put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other.","Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.","Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey."]}],"gallery":[{"path":"bestiary/MPMM/Female Steeder.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"female-steeder-mtf","source":"MTF"},{"id":"female-steeder-oota","source":"OotA"}]},{"id":"female-steeder-mtf","name":"Female Steeder","source":"MTF","page":238,"srd":false,"image":"bestiary/MTF/Steeder.webp","token":"bestiary/tokens/MTF/Female Steeder.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"30 (4d10 + 8)","speed":"30 ft., climb 30 ft.","str":15,"dex":16,"con":14,"int":2,"wis":10,"cha":3,"saves":"","skills":"Stealth +7, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Spider Climb","entries":["The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Extraordinary Leap","entries":["The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 9 ({@damage 2d8}) poison damage."]},{"name":"Sticky Leg","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature. {@h}The target is stuck to the steeder's leg and is {@condition grappled} until it escapes (escape {@dc 12}). The steeder can have only one creature {@condition grappled} at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Steeders","entries":[{"type":"quote","entries":["Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin."],"by":"Mordenkainen"},"Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Female Dominance","type":"entries","entries":["Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle."]},{"name":"Lone Predators","type":"entries","entries":["Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they're put to work to keep them from attacking each other."]},{"name":"Low Cunning","type":"entries","entries":["Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast's predatory instincts."]},{"name":"Deadly Hunters","type":"entries","entries":["Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Steeder.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"female-steeder","source":"MPMM"},{"id":"female-steeder-oota","source":"OotA"}]},{"id":"female-steeder-oota","name":"Female Steeder","source":"OotA","page":238,"srd":false,"image":"bestiary/tokens/OotA/Female Steeder.webp","token":"bestiary/tokens/OotA/Female Steeder.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"30 (4d10 + 8)","speed":"30 ft., climb 30 ft.","str":15,"dex":16,"con":14,"int":2,"wis":10,"cha":3,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Leap","entries":["The steeder can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that its speed is at least 30 feet."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 9 ({@damage 2d8}) acid damage on a failed save, or half as much damage on a successful one."]},{"name":"Sticky Leg (Recharges when the Steeder Has No Creatures Grappled)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature. {@h}The target is stuck to the steeder's leg and {@condition grappled} until it escapes (escape {@dc 12})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Duergar breed and train these giant Underdark-dwelling tarantulas. Male steeders are as big as ponies and used by the duergar as beasts of burden. The larger females are trained and used as mounts.","Steeders don't spin webs, but they exude a sticky substance from their legs that lets them walk on walls and ceilings without trouble, as well as snare prey."],"hidden":true,"otherVersions":[{"id":"female-steeder","source":"MPMM"},{"id":"female-steeder-mtf","source":"MTF"}]},{"id":"fennor","name":"Fennor","source":"PotA","page":170,"srd":false,"image":"bestiary/tokens/PotA/Fennor.webp","token":"bestiary/tokens/PotA/Fennor.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good NY Evil","ac":"14","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Hill, Arctic, Forest, Desert","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, Fennor can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Fennor makes two attacks with her greatsword"]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fensir-devourer","name":"Fensir Devourer","source":"BGG","page":135,"srd":false,"image":"bestiary/BGG/Fensir Devourer.webp","token":"bestiary/tokens/BGG/Fensir Devourer.webp","size":"Huge","creatureType":"Celestial","alignment":"Chaotic Neutral","ac":"17","initiative":"+0 (10)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":20,"dex":10,"con":21,"int":10,"wis":14,"cha":11,"saves":"","skills":"Perception +8, Survival +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 18","languages":"Common, Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Death Curse","entries":["When the fensir starts its turn with 0 hit points and doesn't regenerate, it releases a curse on those around it. Each creature within 30 feet of the fensir when it dies must succeed on a {@dc 13} Charisma saving throw or be cursed for the next 24 hours.","While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour, the creature must succeed on a {@dc 13} Charisma saving throw or take 11 ({@damage 2d10}) psychic damage."]},{"name":"Regeneration","entries":["The fensir regains 10 hit points at the start of its turn if it isn't in sunlight. If the fensir takes acid or fire damage, this trait doesn't function at the start of the fensir's next turn. The fensir dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Sunlight Hypersensitivity","entries":["When the fensir starts its turn in sunlight, it must succeed on a {@dc 15} Constitution saving throw or have the {@condition petrified} condition until the fensir is no longer in sunlight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fensir makes two attacks, using Rend, Boulder, or a combination of them."]},{"name":"Rend","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage."]},{"name":"Boulder","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}18 ({@damage 2d12 + 5}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 16} Strength saving throw or have the {@condition prone} condition. After the fensir throws the boulder, roll a {@dice d6}; on a roll of 4 or lower, the fensir has no more boulders to throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Some fensirs undergo a transformation after living in Ysgard for at least a thousand years. They grow rapidly to a height of 25 feet, fueled by an insatiable hunger. These fensir devourers use their great size and strength to overwhelm foes. They can also issue a baleful curse in their final moments."]}]},{"type":"section","name":"Fensirs","entries":["Long ago, a band of frost giants led trolls in a campaign to win Annam's favor by conquering the outer plane of Ysgard. The campaign's aspirations of conquest quickly failed, but the raiders discovered a key feature of Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants' incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.","Fensirs' troll ancestry is hardly apparent in their appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle.","The transformation that created fensirs left them with an odd quirk to their regenerative powers: their regeneration doesn't function in sunlight, and in fact, sunlight can turn these creatures to stone.",{"type":"quote","entries":["Bringing trolls to a place where nothing ever truly dies seems like a transparently bad idea. What were those giants thinking?"],"by":"Bigby"},{"type":"quote","entries":["And yet, can we fairly say that the existence of fensirs is \"transparently bad\"? Some might argue they are a significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That's only bad if you think a small universe that fits within your narrow understanding is good."],"by":"Diancastra"}]}],"gallery":[{"path":"bestiary/BGG/Fensir Devourer.webp"}]},{"id":"fensir-skirmisher","name":"Fensir Skirmisher","source":"BGG","page":135,"srd":false,"image":"bestiary/tokens/BGG/Fensir Skirmisher.webp","token":"bestiary/tokens/BGG/Fensir Skirmisher.webp","size":"Large","creatureType":"Giant","alignment":"Any Alignment","ac":"15","initiative":"+2 (12)","hp":"94 (9d10 + 45)","speed":"30 ft.","str":18,"dex":15,"con":20,"int":14,"wis":11,"cha":12,"saves":"Int +5, Wis +3","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["The fensir regains 10 hit points at the start of its turn if it isn't in sunlight. If the fensir takes acid or fire damage, this trait doesn't function at the start of the fensir's next turn. The fensir dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Sunlight Hypersensitivity","entries":["When the fensir starts its turn in sunlight, it must succeed on a {@dc 15} Constitution saving throw or have the {@condition petrified} condition until the fensir is no longer in sunlight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The fensir casts one of the following spells, using Intelligence as the spellcasting ability:","1/day each: {@spell create or destroy water}, {@spell detect magic}, {@spell pass without trace}"]}],"actions":[{"name":"Multiattack","entries":["The fensir makes three Battleaxe attacks or two Magic Stone attacks."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands."]},{"name":"Magic Stone","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}15 ({@damage 2d12 + 2}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 13} Strength saving throw or have the {@condition prone} condition."]},{"name":"Mud to Stone {@recharge}","entries":["The fensir lobs a magical mass of mud that splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a {@dc 13} Dexterity saving throw or take 13 ({@damage 3d8}) bludgeoning damage and have the {@condition restrained} condition as the mud begins to turn to stone. An affected creature must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the creature. On a failed save, the creature has the {@condition petrified} condition for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Fensir skirmishers boast great skill in battle, honed over centuries of endless conflict on the battlefields of Ysgard. They also wield elemental magic of earth and stone. True to their giant heritage, they can transform even a pinch of mud or gravel into a boulder suitable for hurling, and the thrown stone grows in flight to knock its target flat on impact."]}]},{"type":"section","name":"Fensirs","entries":["Long ago, a band of frost giants led trolls in a campaign to win Annam's favor by conquering the outer plane of Ysgard. The campaign's aspirations of conquest quickly failed, but the raiders discovered a key feature of Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants' incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs.","Fensirs' troll ancestry is hardly apparent in their appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle.","The transformation that created fensirs left them with an odd quirk to their regenerative powers: their regeneration doesn't function in sunlight, and in fact, sunlight can turn these creatures to stone.",{"type":"quote","entries":["Bringing trolls to a place where nothing ever truly dies seems like a transparently bad idea. What were those giants thinking?"],"by":"Bigby"},{"type":"quote","entries":["And yet, can we fairly say that the existence of fensirs is \"transparently bad\"? Some might argue they are a significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That's only bad if you think a small universe that fits within your narrow understanding is good."],"by":"Diancastra"}]}]},{"id":"fenthaza","name":"Fenthaza","source":"ToA","page":113,"srd":false,"image":"bestiary/ToA/Fenthaza.webp","token":"bestiary/tokens/ToA/Fenthaza.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"Wis +3, Cha +5","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft. (penetrates magical darkness), Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Forest, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["Fenthaza can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form."]},{"name":"Death Fangs (2/Day)","entries":["The first time Fenthaza hits with a melee attack on its turn, it can deal an extra 16 ({@damage 3d10}) necrotic damage to the target."]},{"name":"Magic Resistance","entries":["Fenthaza has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["Fenthaza's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]},{"name":"Spellcasting (Yuan-ti Form Only)","entries":["Fenthaza is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast} (range 300 ft., +3 bonus to each damage roll), {@spell mage hand}, {@spell message}, {@spell poison spray}, {@spell prestidigitation}","Level 3 (2 slots): {@spell arms of Hadar}, {@spell darkness}, {@spell fear}, {@spell hex}, {@spell hold person}, {@spell hunger of Hadar}, {@spell witch bolt}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["Fenthaza makes one constrict attack and one scimitar attack."]},{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and Fenthaza can't constrict another target."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Invoke Nightmare (Recharges after a Short or Long Rest)","entries":["Fenthaza taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a {@dc 13} Intelligence saving throw. On a failed save, the target takes 11 ({@damage 2d10}) psychic damage and is {@condition frightened} of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if {@status concentration||concentrating} on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 ({@damage 2d10}) psychic damage on a failure."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Fenthaza.webp"}]},{"id":"feonor","name":"Feonor","source":"BGDIA","page":130,"srd":false,"image":"bestiary/BGDIA/058-gyhxw-03-10.webp","token":"bestiary/tokens/BGDIA/Feonor.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Feonor has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Feonor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Feonor casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/058-gyhxw-03-10.webp"}]},{"id":"feral-ashenwight","name":"Feral Ashenwight","source":"PaBTSO","page":204,"srd":false,"image":"bestiary/PaBTSO/Feral Ashenwight.webp","token":"bestiary/tokens/PaBTSO/Feral Ashenwight.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"65 (10d8 + 20)","speed":"25 ft.","str":19,"dex":13,"con":15,"int":4,"wis":14,"cha":6,"saves":"Str +7, Con +5","skills":"","vulnerabilities":"","resistances":"necrotic; poison","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 120 ft., Passive Perception 12","languages":"understands the languages it knew in life but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ashenwight makes two Necrotic Shard attacks."]},{"name":"Necrotic Shard","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 1d6 + 4}) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories or thoughts beyond a compulsive desire to destroy all living creatures they encounter."]}]},{"type":"section","entries":[{"type":"entries","name":"Ashenwights","entries":["When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwight. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Feral Ashenwight.webp"},{"path":"bestiary/PaBTSO/Ashenwights.webp"}]},{"id":"fernitha","name":"Fernitha","source":"VEoR","page":53,"srd":false,"image":"bestiary/tokens/VEoR/Fernitha.webp","token":"bestiary/tokens/VEoR/Fernitha.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"153 (18d8 + 72)","speed":"30 ft., fly 60 ft.","str":18,"dex":16,"con":18,"int":14,"wis":14,"cha":18,"saves":"Dex +7, Con +8, Wis +6, Cha +8","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 12","languages":"Infernal, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Hellish Weapons","entries":["Fernitha's weapon attacks are magical and deal an extra 13 ({@damage 3d8}) poison damage on a hit (included in the attacks)."]},{"name":"Magic Resistance","entries":["Fernitha has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Fernitha makes three attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) poison damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 13 ({@damage 3d8}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned}. The poison lasts until it is removed by the {@spell lesser restoration} spell or similar magic."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Fernitha adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ferocidon","name":"Ferocidon","source":"PSX","page":30,"srd":false,"image":"bestiary/PSX/Ferocidon.webp","token":"bestiary/tokens/PSX/Ferocidon.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"60 ft.","str":19,"dex":13,"con":17,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Pounce","entries":["If the ferocidon moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the allosaurus can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"Teeth and Frills","page":30,"entries":["Ferocidons are particularly vicious relatives of raptors, specialized to take down much larger prey. Use the {@creature allosaurus|MM} statistics in the {@book Monster Manual|MM} for these creatures."]}]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Ferocidon.webp","title":"Thrash of Raptors","credit":"Jonathan Kuo"}]},{"id":"ferol-sal","name":"Ferol Sal","source":"EGW","page":249,"srd":false,"image":"bestiary/tokens/EGW/Ferol Sal.webp","token":"bestiary/tokens/EGW/Ferol Sal.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":16,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, Ferol has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ferol makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under Ferol's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ferrumach-rilmani","name":"Ferrumach Rilmani","source":"MPP","page":44,"srd":false,"image":"bestiary/MPP/Ferrumach Rilmani.webp","token":"bestiary/tokens/MPP/Ferrumach Rilmani.webp","size":"Medium","creatureType":"Celestial","alignment":"Neutral","ac":"18","initiative":"+2 (12)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":19,"dex":14,"con":18,"int":15,"wis":14,"cha":10,"saves":"Str +8, Con +8","skills":"Athletics +8, Perception +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 16","languages":"telepathy 120 ft., any two languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Bladed Edges","entries":["A creature takes 10 ({@damage 3d6}) slashing damage if it starts its turn grappling or being {@condition grappled} by the ferrumach."]},{"name":"Skewering Charge","entries":["If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that creature must succeed on a {@dc 16} Strength saving throw or have the {@condition grappled} condition (escape {@dc 18}) and take 10 ({@damage 3d6}) piercing damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["The ferrumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell detect magic}","1/day each: {@spell dispel magic}, {@spell ice storm}"]}],"actions":[{"name":"Multiattack","entries":["The ferrumach makes three Sharpened Limb or Bolt attacks."]},{"name":"Sharpened Limb","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage plus 11 ({@damage 2d10}) psychic damage."]},{"name":"Bolt","entries":["{@atk rw} {@hit 8} to hit, range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 11 ({@damage 2d10}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ferrumachs are the foot soldiers of the rilmani, preserving the balance between the planes through martial force. They vigilantly defend the Spire and fight at the command of aurumachs to protect the neutrality of the multiverse. Ferrumachs gleam with the sheen of bare iron. Their bodies are honed to razor edges, and from it they can fling bolts of sharpened metal."]},{"type":"section","entries":[{"type":"entries","name":"Rilmani","entries":["Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse's existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani act to even the odds.","While the rilmani might be found anywhere, they're most frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.","Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces."]}]}],"gallery":[{"path":"bestiary/MPP/Ferrumach Rilmani.webp"}]},{"id":"fewmaster-gholcag","name":"Fewmaster Gholcag","source":"DSotDQ","page":74,"srd":false,"image":"bestiary/DSotDQ/Fewmaster Gholcag.webp","token":"bestiary/tokens/DSotDQ/Fewmaster Gholcag.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"14","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Fewmaster Gholcag is a low-ranking commander in the Red Dragon Army and the leader of the raid on Vogler.","Ogres are hulking giants notorious for their quick tempers. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash."]}],"gallery":[{"path":"bestiary/DSotDQ/Fewmaster Gholcag.webp","credit":"Alexandre Honoré"}]},{"id":"fey-spirit","name":"Fey Spirit","source":"XPHB","page":326,"srd":false,"image":"bestiary/XPHB/Fey Spirit.webp","token":"bestiary/tokens/XPHB/Fey Spirit.webp","size":"Small","creatureType":"Fey","alignment":"Neutral","ac":"-","initiative":"+3 (13)","hp":"30 + 10 for each spell level above 3","speed":"30 ft., fly 30 ft.","str":13,"dex":16,"con":14,"int":14,"wis":11,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Sylvan, understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down)."]},{"name":"Fey Blade","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 2d6 + 3 + summonSpellLevel} Force damage."]}],"bonusActions":[{"name":"Fey Step","entries":["The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Fuming","type":"item","entries":["The spirit has {@variantrule Advantage|XPHB} on the next attack roll it makes before the end of this turn."]},{"name":"Mirthful","type":"item","entries":["{@actSave wis} DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. {@actSaveFail} The target is {@condition Charmed|XPHB} by you and the spirit for 1 minute or until the target takes any damage."]},{"name":"Tricksy","type":"item","entries":["The spirit fills a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} within 5 feet of it with magical Darkness, which lasts until the end of its next turn."]}]}]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Fey Spirit.webp","credit":"Joseph Weston"}],"otherVersions":[{"id":"fey-spirit-tce","source":"TCE"}]},{"id":"fey-spirit-tce","name":"Fey Spirit","source":"TCE","page":112,"srd":false,"image":"bestiary/tokens/TCE/Fey Spirit.webp","token":"bestiary/tokens/TCE/Fey Spirit.webp","size":"Small","creatureType":"Fey","alignment":"Unaligned","ac":"-","initiative":"+3 (13)","hp":"30 + 10 for each spell level above 3rd","speed":"40 ft.","str":13,"dex":16,"con":14,"int":14,"wis":11,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 10","languages":"Sylvan, understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fey makes a number of attacks equal to half this spell's level (rounded down)."]},{"name":"Shortsword","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d6 + 3 + summonSpellLevel} piercing damage {@damage + 1d6} force damage."]}],"bonusActions":[{"name":"Fey Step","entries":["The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey's chosen mood:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fuming","entry":"The fey has advantage on the next attack roll it makes before the end of this turn."},{"type":"item","name":"Mirthful","entry":"The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is {@condition charmed} by you and the fey for 1 minute or until the target takes any damage."},{"type":"item","name":"Tricksy","entry":"The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn."}]}]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"fey-spirit","source":"XPHB"}]},{"id":"feyr","name":"Feyr","source":"BAM","page":22,"srd":false,"image":"bestiary/BAM/Feyr.webp","token":"bestiary/tokens/BAM/Feyr.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"88 (16d10)","speed":"0 ft., fly 50 ft. (hover)","str":16,"dex":16,"con":11,"int":14,"wis":14,"cha":11,"saves":"Int +5, Wis +5","skills":"Perception +5, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 15","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The feyr doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The feyr makes one Frightful Bite attack and one Tentacle attack."]},{"name":"Frightful Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} of the feyr until the end of the feyr's next turn."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}17 ({@damage 4d6 + 3}) psychic damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the feyr can't use this tentacle against other targets. The feyr has two tentacles, each of which can grapple one creature."]},{"name":"Invisibility","entries":["The feyr becomes {@condition invisible} until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible."]},{"name":"Nightmare Fuel (1/Day)","entries":["The feyr targets one {@condition unconscious} creature it can see within 10 feet of itself. The target must succeed on a {@dc 13} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage, and the feyr gains temporary hit points equal to the damage dealt."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A feyr (pronounced \"fear\") is a tentacled horror that feeds quietly on strong emotions. To minimize the chance of harm to itself, it prefers to devour the nightmares of other creatures while they sleep.","Feyrs shun bright light but aren't harmed by it. Consequently, they are as much at home in the void of Wildspace as they are in dark alleys and dungeons. A feyr that comes across a spelljamming ship tries to enter the ship's air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation."]}],"gallery":[{"path":"bestiary/BAM/Feyr.webp","credit":"Shawn Wood"}]},{"id":"fhenimore","name":"Fhenimore","source":"LR","page":20,"srd":false,"image":"bestiary/tokens/LR/Fhenimore.webp","token":"bestiary/tokens/LR/Fhenimore.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"13","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft., swim 30 ft.","str":16,"dex":10,"con":16,"int":10,"wis":15,"cha":14,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Aquan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["Fhenimore can breathe air and water."]},{"name":"Blood Frenzy","entries":["Fhenimore has advantage on melee attack rolls against any creature that doesn't have all its hit points."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Fhenimore's spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell command}, {@spell create or destroy water}","3/day each: {@spell control water}, {@spell darkness}, {@spell water breathing}, {@spell water walk}","1/day each: {@spell lightning bolt}, {@spell Evard's black tentacles}"]}],"actions":[{"name":"Thunderous Touch","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one creature. {@h}27 ({@damage 5d10}) thunder damage."]},{"name":"Multiattack","entries":["Fhenimore can attack once with her bite attack and once with Thunderous Touch."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fidelio","name":"Fidelio","source":"WDMM","page":197,"srd":false,"image":"bestiary/tokens/WDMM/Fidelio.webp","token":"bestiary/tokens/WDMM/Fidelio.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Good","ac":"11","initiative":"+1 (11)","hp":"80 (10d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Fidelio can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Fidelio can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Fidelio enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of Fidelio that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that Fidelio can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Fidelio ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fiend-cultist","name":"Fiend Cultist","source":"XMM","page":87,"srd":false,"image":"bestiary/XMM/Fiend Cultist.webp","token":"bestiary/tokens/XMM/Fiend Cultist.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"16","initiative":"+5 (15)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":19,"dex":15,"con":16,"int":12,"wis":18,"cha":10,"saves":"Con +6, Wis +7","skills":"Perception +7, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 90 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 17","languages":"Abyssal, Common, Infernal","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks):","At will: {@spell Scorching Ray|XPHB} (level 5 version), {@spell Thaumaturgy|XPHB}","2/day: {@spell Fireball|XPHB} (level 6 version)"]},{"name":"Hellish Rebuke","entries":["The cultist casts {@spell Hellish Rebuke|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","At will: {@spell Hellish Rebuke|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The cultist makes three Pact Axe attacks."]},{"name":"Pact Axe","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}10 ({@damage 1d12 + 4}) Slashing damage plus 13 ({@damage 3d8}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Fiend cultists worship fiends or evil deities. They often work to bring ruin to innocents or to summon their sinister patron into the world. Fiend cultists might serve infamous powers such as archdevils and demon lords, or foul immortals—beings such as Demogorgon, Pazuzu, Iuz, Zariel, or Zuggtmoy."]},{"type":"section","name":"Cultists","entries":["{@i Doomsayers and Fanatics}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Cultists use magic and extreme measures to spread radical beliefs. Some privately pursue esoteric secrets, while others form shadowy cabals seeking to bring about terrifying ends. Cultists often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Roll on or choose a result from the Cultist Agendas table to inspire what a cultist seeks to achieve.",{"type":"table","caption":"Cultist Agendas","colLabels":["1d6","The Cultist Strives To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring about the end of a dominant order, an age, or the world."],["2","Burn away the comfortable lies of reality, revealing forgotten or terrible truths."],["3","Expand their faith though mind control or supernatural coercion."],["4","Make global changes, like sinking the land or awakening volcanoes."],["5","Remake life on a mass scale, altering other creatures' bodies or spiritual beings."],["6","Summon their deity or its herald, weapon, or realm into their world."]]},{"type":"entries","name":"Occult Symbols","entries":["Cults often identify with symbols that exemplify their beliefs. Such symbols might mark objects important to the cult, as well as the dress and bodies of cultists themselves. These symbols might be broadly understandable, or they might have meaning only to cultists. Roll twice on or choose results from the Cult Symbols table to inspire a cult's icons.",{"type":"table","caption":"Cult Symbols","isNameGenerator":true,"colLabels":["1d10","The Symbol Is...","Depicted As..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","An alchemical sign","A calendar or map"],["2","An animal","A crest or as heraldry"],["3","A celestial body","An elaborate diagram"],["4","A deity's icon","A metaphorical image"],["5","An element","A mystical being"],["6","An eye","Part of an equation"],["7","A geometric shape","A repeating pattern"],["8","A letter or number","A series of scratches"],["9","Part of a monster","A simple pictogram"],["10","A skull","A weapon or tool"]]}]},{"type":"entries","name":"Cult Members","entries":["Cults often form hierarchies around a charismatic or domineering leader. While cult members might work independently, they take their orders from superiors with greater supernatural powers. "]},{"type":"entries","name":"Types of Cultists","entries":["Cults can organize around any mystical tradition, but many serve supernatural beings. Cult members often have abilities tied to the forces they worship."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Dread Tharizdun, power of the Elder Elemental Eye and master of all destructive forces, I am the Champion of Elemental Evil and am ready to carry out your wishes."],"by":"Rites of the Cult of Elemental Evil"}]}]}],"gallery":[{"path":"bestiary/XMM/Fiend Cultist.webp"},{"path":"bestiary/XMM/Cultists.webp","credit":"Aurore Folny"}]},{"id":"fiendish-auger","name":"Fiendish Auger","source":"PaBTSO","page":206,"srd":false,"image":"bestiary/PaBTSO/Fiendish Auger.webp","token":"bestiary/tokens/PaBTSO/Fiendish Auger.webp","size":"Huge","creatureType":"Construct","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"85 (9d12 + 27)","speed":"40 ft., burrow 30 ft.","str":23,"dex":10,"con":17,"int":6,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"blinded; charmed; exhaustion; frightened; paralyzed; petrified; poisoned; unconscious","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 11","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Siege Monster","entries":["The auger deals double damage to objects and structures."]},{"name":"Tunneler","entries":["The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Flaming Drill","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 7 ({@damage 2d6}) fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 ({@damage 2d10}) piercing damage, and if the target is a creature, it must succeed on a {@dc 17} Strength saving throw or have the {@condition prone} condition."]}],"bonusActions":[{"name":"Burst of Heat {@recharge 5}","entries":["The auger releases an intense burst of heat in a 30-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a {@dc 17} Constitution saving throw, taking 13 ({@damage 3d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A fiendish auger is created when a wicked spirit enters an excavation drill, causing the hulking corkscrew bore to glow brightly with hellfire.","Fueled by the fervent aggression of the evil spirit within, fiendish augers can rapidly churn through solid rock. However, those who employ a fiendish auger must keep a keen eye on the machine. Without careful instruction, a fiendish auger indiscriminately bores through creature and earth alike."]}],"gallery":[{"path":"bestiary/PaBTSO/Fiendish Auger.webp"}]},{"id":"fiendish-flesh-golem","name":"Fiendish Flesh Golem","source":"BGDIA","page":236,"srd":false,"image":"bestiary/tokens/BGDIA/Fiendish Flesh Golem.webp","token":"bestiary/tokens/BGDIA/Fiendish Flesh Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"-1 (9)","hp":"210 (20d10 + 100)","speed":"30 ft., fly 30 ft. (hover)","str":20,"dex":9,"con":20,"int":7,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine or silvered","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever the golem starts its turn with 100 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Lightning Absorption","entries":["Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A fiendish flesh golem is a particularly big flesh golem made of stitched-together body parts from devils, demons, yugoloths, and other fiends. As these parts can come from different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else.","Some fiendish flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings."]}]}]},{"id":"fiendish-formian","name":"Fiendish Formian","source":"CoA","page":144,"srd":false,"image":"bestiary/tokens/CoA/Fiendish Formian.webp","token":"bestiary/tokens/CoA/Fiendish Formian.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"40 ft.","str":18,"dex":14,"con":17,"int":10,"wis":12,"cha":11,"saves":"Str +6","skills":"Acrobatics +4, Stealth +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"cold; fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Formian","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hive Mind","entries":["All fiendish formians within 1 mile of Ekengarik can telepathically communicate with each other and Ekengarik."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fiendish formian makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage and the target must make a {@dc 14} Constitution saving throw. On a failed save, the target's Strength score is reduced by 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fiendish-giant-spider","name":"Fiendish Giant Spider","source":"OotA","page":97,"srd":false,"image":"bestiary/tokens/OotA/Fiendish Giant Spider.webp","token":"bestiary/tokens/OotA/Fiendish Giant Spider.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"11 (2d8 + 2)","speed":"40 ft., climb 40 ft.","str":12,"dex":16,"con":13,"int":3,"wis":12,"cha":4,"saves":"","skills":"Perception +3, Stealth +7","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Forest, Hill, Desert, Coastal","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 7 ({@damage 2d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fiendish-icon","name":"Fiendish Icon","source":"ABH","page":14,"srd":false,"image":"bestiary/ABH/Fiendish Icon.webp","token":"bestiary/tokens/ABH/Fiendish Icon.webp","size":"Small","creatureType":"Construct","alignment":"Lawful Evil","ac":"13","initiative":"+1 (11)","hp":"22 (5d6 + 5)","speed":"30 ft.","str":15,"dex":12,"con":13,"int":6,"wis":11,"cha":6,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Darkvision 60, Passive Perception 10","languages":"understands Common and Infernal but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The icon has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The icon makes two Slam attacks and uses Fiery Eruption."]},{"name":"Slam","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Bludgeoning damage."]},{"name":"Fiery Eruption","entries":["{@actSave dex} {@dc 11}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the icon. {@actSaveFail} 7 ({@damage 2d6}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Effigy Animated by Hellish Magic}","Fiendish icons are grotesque, sapient statues depicting fearsome fiends. These creatures gain life as a result of sinister rituals. Fiendish icons can explode with hellfire to roast their foes, and they often pretend to be ordinary statues until they leap up to ambush invaders.","Roll on or choose a result from the Fiendish Icon Appearances table to inspire what a particular fiendish icon resembles.",{"type":"table","colLabels":["1d6","The Fiendish Icon Depicts..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A muscular, fiendish figure holding a lit candelabra."],["2","A rotund imp licking a serrated knife."],["3","A squat, robed figure with a forked tail poking from beneath its garments."],["4","A cherub with sharp fangs and a hand outstretched in welcome."],["5","Six crows perched atop each other in a roughly humanoid shape."],["6","A horned fiend that bears an uncanny resemblance to one of the characters."]]},{"type":"quote","entries":["The only thing uglier than these wretched statues are my siblings and I when the servants forget to secure our blackout curtains."],"by":"Astarion on Fiendish Icons"}],"gallery":[{"path":"bestiary/ABH/Fiendish Icon.webp"}]},{"id":"fiendish-orc","name":"Fiendish Orc","source":"CRCotN","page":71,"srd":false,"image":"bestiary/tokens/CRCotN/Fiendish Orc.webp","token":"bestiary/tokens/CRCotN/Fiendish Orc.webp","size":"Medium","creatureType":"Fiend (Orc)","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":18,"dex":12,"con":18,"int":11,"wis":11,"cha":16,"saves":"Str +6, Con +6, Wis +2","skills":"Intimidation +5","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Common, Orc","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."]},{"name":"Gruumsh's Fury","entries":["The orc deals an extra 4 ({@damage 1d8}) damage when it hits with a weapon attack (included in the attacks)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The orc makes two attacks with its greataxe or its spear."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 1d12 + 4} plus {@damage 1d8}) slashing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}12 ({@damage 1d6 + 4} plus {@damage 1d8}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Battle Cry (1/Day)","entries":["Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fiendish-spirit","name":"Fiendish Spirit","source":"XPHB","page":327,"srd":false,"image":"bestiary/XPHB/Fiendish Spirit.webp","token":"bestiary/tokens/XPHB/Fiendish Spirit.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral","ac":"-","initiative":"+3 (13)","hp":"50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6","speed":"40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)","str":13,"dex":16,"con":15,"int":10,"wis":10,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"fire","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Infernal, Telepathy 60 ft.","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Death Throes (Demon Only)","entries":["When the spirit drops to 0 {@variantrule Hit Points|XPHB} or the spell ends, the spirit explodes. {@actSave dex} DC equals your spell save DC, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the spirit. {@actSaveFail} {@damage 2d10} plus this spell's level Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Devil's Sight (Devil Only)","entries":["Magical {@variantrule Darkness|XPHB} doesn't impede the spirit's Darkvision."]},{"name":"Magic Resistance","entries":["The spirit has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of attacks equal to half this spell's level (round down)."]},{"name":"Bite (Demon Only)","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d12 + 3 + summonSpellLevel} Necrotic damage."]},{"name":"Claws (Yugoloth Only)","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 3 + summonSpellLevel} Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see."]},{"name":"Fiery Strike (Devil Only)","entries":["{@atkr m,r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. or range 150 ft. {@h}{@damage 2d6 + 3 + summonSpellLevel} Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Fiendish Spirit.webp","credit":"Alexandre Honore"}],"otherVersions":[{"id":"fiendish-spirit-tce","source":"TCE"}]},{"id":"fiendish-spirit-tce","name":"Fiendish Spirit","source":"TCE","page":112,"srd":false,"image":"bestiary/tokens/TCE/Fiendish Spirit.webp","token":"bestiary/tokens/TCE/Fiendish Spirit.webp","size":"Large","creatureType":"Fiend","alignment":"Unaligned","ac":"-","initiative":"+3 (13)","hp":"50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th","speed":"40 ft., climb 40 ft. (demon only), fly 60 ft. (devil only)","str":13,"dex":16,"con":15,"int":10,"wis":10,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"fire","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The fiend has advantage on saving throws against spells and other magical effects."]},{"name":"Death Throes (Demon Only)","entries":["When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes {@damage 2d10 + summonSpellLevel} fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Devil's Sight (Devil Only)","entries":["Magical darkness doesn't impede the fiend's darkvision."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fiend makes a number of attacks equal to half this spell's level (rounded down)."]},{"name":"Bite (Demon Only)","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d12 + 3 + summonSpellLevel} necrotic damage."]},{"name":"Claws (Yugoloth Only)","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d8 + 3 + summonSpellLevel} slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see."]},{"name":"Hurl Flame (Devil Only)","entries":["{@atk rs} {@hitYourSpellAttack} to hit, range 150 ft., one target. {@h}{@damage 2d6 + 3 + summonSpellLevel} fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"fiendish-spirit","source":"XPHB"}]},{"id":"fierna","name":"Fierna","source":"CoA","page":225,"srd":false,"image":"bestiary/CoA/Fierna.webp","token":"bestiary/tokens/CoA/Fierna.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"20","initiative":"+7 (17)","hp":"367 (35d8 + 210)","speed":"30 ft., fly 60 ft.","str":17,"dex":25,"con":22,"int":22,"wis":22,"cha":29,"saves":"Dex +15, Con +14, Wis +14, Cha +17","skills":"Acrobatics +15, Deception +25, Insight +14, Intimidation +17, Perception +14, Persuasion +25","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"cold; fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 24","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Fear Aura","entries":["When a creature starts their turn within 120 feet of Fierna, they must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour."]},{"name":"Fiendish Regeneration","entries":["Fierna regains 20 hit points at the start of her turn. If she takes radiant damage this trait doesn't function at the start of her next turn. Fierna dies only if she starts her turn with 0 hit points and is unable to regenerate."]},{"name":"Legendary Resistance (3/Day)","entries":["If Fierna fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Fierna has advantage on saving throws against spells and other magical effects."]},{"name":"Princess of Hellfire","entries":["Fire conjured by Fierna becomes Hellfire. It ignores resistances and immunities to fire damage, deals double damage to creatures vulnerable to fire or necrotic damage, can't be extinguished through any means, and is capable of melting stone or igniting inflammable objects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Fierna makes three attacks using Flame Blade, Mote of Flame, or a combination of the two."]},{"name":"Flame Blade","entries":["{@atk ms} {@hit 20} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d6 + 9}) fire damage."]},{"name":"Mote of Flame","entries":["Fierna targets a creature she can see within 90 feet of her. The target must make a {@dc 25} Dexterity saving throw, taking 22 ({@damage 3d8 + 9}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Wreath of Flames","entries":["When hit by a melee attack and Fierna can see her attacker, she covers herself in Hellfire, and the attacker takes 13 ({@damage 3d8}) fire damage."]}],"legendaryActions":[{"name":"Blade","entries":["Fierna makes a Flame Blade attack."]},{"name":"Conjure Hellfire (Costs 2 Actions)","entries":["Fierna chooses a point she can see within 150 feet of her. All creatures in a 20-foot-radius sphere centered on that point must make a {@dc 25} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Fierna summons an allied {@creature spined devil} in an unoccupied space that she can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Fierna can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); she can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fiery Reversal","entries":["Fierna exchanges places with a creature she can see within 30 feet of her. Both her old location and her new location erupt into flames that persist for 1 minute. Anyone entering either flame must succeed on a {@dc 21} Constitution saving throw or take 28 ({@damage 8d6}) fire damage."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Fierna's lair is corrupted by her presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Smoke-cloud","entries":["A vast fog rises 3 feet above ground within 1 mile of the lair, completely obscuring the ground. Any creature having the prone condition at the start of their turn must succeed on a {@dc 22} Constitution saving throw or take 7 ({@damage 2d12}) necrotic damage from choking on the noxious fumes."]}]},"If Fierna dies, the effects fade over the course of {@dice 1d10} days."],"lore":["Fierna rules Phlegethos alongside her father, Belial. She is emotionally intelligent, and her charisma has earned her many allies and few enemies in the Nine Hells. Although some view her as incompetent, Fierna's true intentions are hidden behind a smokescreen of brashness.","Her father, Belial, was a key player in the Reckoning, and due to his actions, Fierna was granted primary leadership of Phlegethos. Despite this political appearance, Fierna and Belial rule together, often meeting in secret to discuss strategy and upcoming plans. Some of the more ignorant archdevils view the relationship between Belial and Fierna as something to be exploited or broken. In reality, Fierna deeply respects her father, and the feeling is mutual.","Laying eyes on Fierna, one can immediately see the reasons she is so admired: she is impossibly beautiful. Her beauty is a strength, complementing her strategic mind and ingenuity.",{"type":"entries","name":"Fierna's Lair","page":225,"entries":["Fierna's lair is a palace, a tower of crystalline stone wreathed in blue flame."]}],"gallery":[{"path":"bestiary/CoA/Fierna.webp","credit":"Aaron Sims"}]},{"id":"figaro","name":"Figaro","source":"VEoR","page":64,"srd":false,"image":"bestiary/tokens/VEoR/Figaro.webp","token":"bestiary/tokens/VEoR/Figaro.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Figaro is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"firbolg-primeval-warden","name":"Firbolg Primeval Warden","source":"BGG","page":136,"srd":false,"image":"bestiary/BGG/Firbolg Primeval Warden.webp","token":"bestiary/tokens/BGG/Firbolg Primeval Warden.webp","size":"Medium","creatureType":"Humanoid (Druid)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":16,"dex":14,"con":14,"int":12,"wis":16,"cha":11,"saves":"Int +3, Wis +5","skills":"Medicine +5, Nature +3, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Druidic, Giant","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The firbolg casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell entangle}, {@spell speak with animals}, {@spell speak with plants}","1/day each: {@spell commune with nature} (as an action), {@spell detect magic}, {@spell disguise self}"]}],"actions":[{"name":"Multiattack","entries":["The firbolg makes two Spear or Fire Lance attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 9 ({@damage 2d8}) fire damage."]},{"name":"Fire Lance","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) fire damage."]}],"bonusActions":[{"name":"Hidden Step (2/Day)","entries":["The firbolg magically turns {@condition invisible} until the start of its next turn, until it makes an attack roll, or until it forces someone to make a saving throw."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Like giant priests of Hiatea, firbolgs who serve her fall into two distinct roles that parallel Hiatea's dual nature. At home, primeval wardens tend the hearths and tutor the young. Primeval wardens who patrol the borders of firbolg communities are fierce hunters who guard against external threats and incursions."]}]},{"type":"section","name":"Firbolgs","entries":["Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Ages later, that magic still thrums inside firbolgs.","Firbolgs are often drawn to the service or emulation of the gods Diancastra and Hiatea. Firbolgs' innate magic of obscurement and trickery resonates with Diancastra's wily resourcefulness. A traditional emphasis on community and harmony leads many firbolgs to pledge themselves to Hiatea's service."]}],"gallery":[{"path":"bestiary/BGG/Firbolg Primeval Warden.webp"}]},{"id":"firbolg-wanderer","name":"Firbolg Wanderer","source":"BGG","page":137,"srd":false,"image":"bestiary/BGG/Firbolg Wanderer.webp","token":"bestiary/tokens/BGG/Firbolg Wanderer.webp","size":"Medium","creatureType":"Humanoid (Cleric)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"90 (12d8 + 36)","speed":"30 ft.","str":16,"dex":14,"con":16,"int":14,"wis":17,"cha":16,"saves":"Dex +5, Cha +6","skills":"Perception +6, Persuasion +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The firbolg casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell mage hand}, {@spell minor illusion}, {@spell Tasha's hideous laughter}","1/day each: {@spell detect magic}, {@spell disguise self}, {@spell dispel magic}, {@spell polymorph}"]}],"actions":[{"name":"Multiattack","entries":["The firbolg makes two attacks using Longsword, Bewitching Bolt, or a combination of them."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 9 ({@damage 2d8}) psychic damage."]},{"name":"Bewitching Bolt","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}10 ({@damage 2d6 + 3}) psychic damage, and the target must succeed on a {@dc 14} Charisma saving throw or have the {@condition charmed} condition until the start of the target's next turn."]}],"bonusActions":[{"name":"Duplicitous Movement (1/Day)","entries":["The firbolg projects an illusory duplicate of itself in an unoccupied space it can see within 30 feet of itself. The firbolg can then swap places with the illusion. The illusion vanishes after 1 minute, if the firbolg is {@condition incapacitated}, or if the illusion is more than 120 feet from the firbolg.","As a bonus action on later turns, the firbolg can move the illusion up to 30 feet and can then swap places with it."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Firbolgs inspired by the saga of Diancastra embark on adventures to create their own legends. These wanderers use their magic for trickery and disguise to emulate Diancastra."]}]},{"type":"section","name":"Firbolgs","entries":["Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs' souls. Ages later, that magic still thrums inside firbolgs.","Firbolgs are often drawn to the service or emulation of the gods Diancastra and Hiatea. Firbolgs' innate magic of obscurement and trickery resonates with Diancastra's wily resourcefulness. A traditional emphasis on community and harmony leads many firbolgs to pledge themselves to Hiatea's service."]}],"gallery":[{"path":"bestiary/BGG/Firbolg Wanderer.webp"}]},{"id":"fire-elemental","name":"Fire Elemental","source":"XMM","page":118,"srd":true,"image":"bestiary/XMM/Fire Elemental.webp","token":"bestiary/tokens/XMM/Fire Elemental.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"93 (11d10 + 33)","speed":"50 ft.","str":10,"dex":17,"con":16,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"fire; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial (Ignan)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert, Planar, Fire","treasure":"","traits":[{"name":"Fire Aura","entries":["At the end of each of the elemental's turns, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the elemental takes 5 ({@damage 1d10}) Fire damage. Creatures and flammable objects in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} start {@hazard burning|XPHB}."]},{"name":"Fire Form","entries":["The elemental can move through a space as narrow as 1 inch without expending extra movement to do so, and it can enter a creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) Fire damage."]},{"name":"Illumination","entries":["The elemental sheds {@variantrule Bright Light|XPHB} in a 30-foot radius and {@variantrule Dim Light|XPHB} for an additional 30 feet."]},{"name":"Water Susceptibility","entries":["The elemental takes 3 ({@damage 1d6}) Cold damage for every 5 feet the elemental moves in water or for every gallon of water splashed on it."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elemental makes two Burn attacks."]},{"name":"Burn","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Fire damage. If the target is a creature or a flammable object, it starts {@hazard burning|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Fire Elemental","entries":["{@i Primal Spirit of Heat and Flame}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Planar (Elemental Plane of Fire)|bestiary|environment=planar, fire}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Fire elementals arise when spirits of the Elemental Plane of Fire inhabit flames, burning cinders, and heated smoke. These beings are tangible despite largely being made of flames and particles, and they can uses their vague limbs to ignite foes and flammable materials. Fire elementals typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes, wildfires, or magma flows that connect to their home plane.","Fire elementals might burn in distinctive ways. Roll on or choose a result from the Fire Elemental Compositions table to inspire a fire elemental's features.",{"type":"table","caption":"Fire Elemental Compositions","colLabels":["1d8","The Fire Elemental's Body Features..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Colorful, superheated gases."],["2","A column of diabolical or divine flame."],["3","Crackling shapes that look like animals, fiends, skeletons, sprites, or other beings."],["4","Flames that are predominantly white, blue, or a more unusual color."],["5","The form of a calm or tormented humanoid."],["6","Smoke that forms eerie shapes or symbols."],["7","Soot that smells like cedar, cloves, incense, or burning meat."],["8","Swirls of cinders and burning debris."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to burn."],"by":"Marrake the Incandescent, Ruler of Efreet"}]}]}],"gallery":[{"path":"bestiary/XMM/Fire Elemental.webp","credit":"Chris Cold"}],"otherVersions":[{"id":"fire-elemental-mm","source":"MM"}]},{"id":"fire-elemental-mm","name":"Fire Elemental","source":"MM","page":125,"srd":false,"image":"bestiary/MM/Fire Elemental.webp","token":"bestiary/tokens/MM/Fire Elemental.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"102 (12d10 + 36)","speed":"50 ft.","str":10,"dex":17,"con":16,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Ignan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert","treasure":"","traits":[{"name":"Fire Form","entries":["The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns."]},{"name":"Illumination","entries":["The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet."]},{"name":"Water Susceptibility","entries":["For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elemental makes two touch attacks."]},{"name":"Touch","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage."]}]},{"type":"section","name":"Elementals","entries":["Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Living Elements","entries":["On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being."]},{"type":"entries","name":"Conjured by Magic","entries":["Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it."]},{"type":"entries","name":"Bound and Shaped","entries":["Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds."]},{"type":"entries","name":"Elemental Nature","entries":["An elemental doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Fire Elemental.webp"}],"hidden":true,"otherVersions":[{"id":"fire-elemental","source":"XMM"}]},{"id":"fire-elemental-myrmidon","name":"Fire Elemental Myrmidon","source":"MPMM","page":123,"srd":false,"image":"bestiary/MPMM/Fire Elemental Myrmidon.webp","token":"bestiary/tokens/MPMM/Fire Elemental Myrmidon.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+4 (14)","hp":"123 (19d8 + 38)","speed":"40 ft.","str":13,"dex":18,"con":15,"int":9,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"paralyzed; petrified; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"Ignan, one language of its creator's choice","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Illumination","entries":["The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius."]},{"name":"Water Susceptibility","entries":["For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 ({@damage 1d4}) cold damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myrmidon makes three Scimitar attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) force damage."]},{"name":"Fiery Strikes {@recharge}","entries":["The myrmidon uses Multiattack. Each attack that hits deals an extra 7 ({@damage 2d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Elemental Myrmidons","entries":["Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators."]}],"gallery":[{"path":"bestiary/MPMM/Fire Elemental Myrmidon.webp","credit":"Filip Burburan"}],"otherVersions":[{"id":"fire-elemental-myrmidon-mtf","source":"MTF"}]},{"id":"fire-elemental-myrmidon-mtf","name":"Fire Elemental Myrmidon","source":"MTF","page":203,"srd":false,"image":"bestiary/MTF/Fire Elemental Myrmidon.webp","token":"bestiary/tokens/MTF/Fire Elemental Myrmidon.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+4 (14)","hp":"123 (19d8 + 38)","speed":"40 ft.","str":13,"dex":18,"con":15,"int":9,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"paralyzed; petrified; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"Ignan, one language of its creator's choice","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Illumination","entries":["The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius."]},{"name":"Magic Weapons","entries":["The myrmidon's weapon attacks are magical."]},{"name":"Water Susceptibility","entries":["For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 ({@damage 1d4}) cold damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myrmidon makes three scimitar attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Fiery Strikes {@recharge}","entries":["The myrmidon uses Multiattack. Each attack that hits deals an extra 5 ({@damage 1d10}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators."]}],"gallery":[{"path":"bestiary/MTF/Fire Elemental Myrmidon.webp","credit":"Filip Burburan"}],"hidden":true,"otherVersions":[{"id":"fire-elemental-myrmidon","source":"MPMM"}]},{"id":"fire-giant","name":"Fire Giant","source":"XMM","page":119,"srd":true,"image":"bestiary/XMM/Fire Giant.webp","token":"bestiary/tokens/XMM/Fire Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"162 (13d12 + 78)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain, Underdark","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks, using Flame Sword or Hammer Throw in any combination."]},{"name":"Flame Sword","entries":["{@atkr m} {@hit 11}, reach 10 ft. {@h}21 ({@damage 4d6 + 7}) Slashing damage plus 10 ({@damage 3d6}) Fire damage."]},{"name":"Hammer Throw","entries":["{@atkr r} {@hit 11}, range 60/240 ft. {@h}23 ({@damage 3d10 + 7}) Bludgeoning damage plus 4 ({@damage 1d8}) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has {@variantrule Disadvantage|XPHB} on the next attack roll it makes before the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Fire Giant","entries":["{@i Giant of the Smoldering Depths}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Fire giants inhabit the hollow vaults and molten rivers of mountainous depths. There, they use subterranean heat and riches to craft wonders, from titanic weapons of war to delicate works of art.","Fire giants have broad frames, skin tones in a variety of rocklike shades, and hair like flame.","Most fire giants dwell in volcanically active mountains or cavernous depths that house their fortress-forges. Evil fire giants tend to be martially minded, and they craft mighty arms to conquer their neighbors and seize valuable resources. More temperate fire giants trade their works for what they need, and they might share the ancient techniques of Giant artisans with other craftspeople. In either case, fire giants are prone to undertaking ambitious designs, and they rarely appreciate interruptions in their titanic workshops."]}],"gallery":[{"path":"bestiary/XMM/Fire Giant.webp","credit":"Robson Michel"}],"otherVersions":[{"id":"fire-giant-mm","source":"MM"}]},{"id":"fire-giant-mm","name":"Fire Giant","source":"MM","page":154,"srd":false,"image":"bestiary/MM/Fire Giant.webp","token":"bestiary/tokens/MM/Fire Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"-1 (9)","hp":"162 (13d12 + 78)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.",{"type":"entries","name":"Fire Forged","entries":["Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.","Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm."]},{"type":"entries","name":"Martial Experts","entries":["From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash.","The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout their smoky halls.","Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians."]},{"type":"entries","name":"Feudal Lords","entries":["Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.","Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth.","Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce."]},{"type":"entries","name":"Skilled Artisans","entries":["Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.","Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind."]}]}]},{"type":"section","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"inset","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand."],"by":"Captain Dwern Addlestone's partial account of the Siege of Sterngate"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there."],"by":"Elder Zelane of Istivin, recounting the Giant Wars"}]}]}],"gallery":[{"path":"bestiary/MM/Fire Giant.webp"}],"hidden":true,"otherVersions":[{"id":"fire-giant","source":"XMM"}]},{"id":"fire-giant-dreadnought","name":"Fire Giant Dreadnought","source":"MPMM","page":124,"srd":false,"image":"bestiary/MPMM/Fire Giant Dreadnought.webp","token":"bestiary/tokens/MPMM/Fire Giant Dreadnought.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"21","initiative":"-1 (9)","hp":"187 (15d12 + 90)","speed":"30 ft.","str":27,"dex":9,"con":23,"int":8,"wis":10,"cha":11,"saves":"Dex +4, Con +11, Cha +5","skills":"Athletics +13, Perception +5","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 15","languages":"Giant","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Mountain, Underdark","treasure":"","traits":[{"name":"Dual Shields","entries":["The giant carries two shields, which together give the giant +3 to its AC (accounted for above)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two Fireshield or Rock attacks."]},{"name":"Fireshield","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage plus 7 ({@damage 2d6}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]},{"name":"Shield Charge {@recharge 5}","entries":["The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, that creature must succeed on a {@dc 21} Strength saving throw or take 36 ({@damage 8d6 + 8}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage and be pushed up to 30 feet and knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["When I first saw a fire giant dreadnought, I doubted the giant could even move. I quickly learned my error."],"by":"Mordenkainen"},"Most fire giants value not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is a temple, school, proving ground, and political hub rolled into one.","Those whose primary virtue is brawn are usually consigned to the lowliest of tasks, such as working forge bellows or moving coal. However, the strongest among these can excel at and gain rank through a specialized role: the dreadnought.","Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor.","When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation and use their fierce and intimidating demeanor to strengthen the delegation's position."],"gallery":[{"path":"bestiary/MPMM/Fire Giant Dreadnought.webp","credit":"Scott Murphy"}],"otherVersions":[{"id":"fire-giant-dreadnought-vgm","source":"VGM"}]},{"id":"fire-giant-dreadnought-vgm","name":"Fire Giant Dreadnought","source":"VGM","page":147,"srd":false,"image":"bestiary/VGM/Fire Giant Dreadnought.webp","token":"bestiary/tokens/VGM/Fire Giant Dreadnought.webp","size":"Huge","creatureType":"Giant (Fire Giant)","alignment":"Lawful Evil","ac":"21","initiative":"-1 (9)","hp":"187 (15d12 + 90)","speed":"30 ft.","str":27,"dex":9,"con":23,"int":8,"wis":10,"cha":11,"saves":"Dex +4, Con +11, Cha +5","skills":"Athletics +13, Perception +5","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 15","languages":"Giant","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Underdark, Mountain","treasure":"","traits":[{"name":"Dual Shields","entries":["The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two fireshield attacks."]},{"name":"Fireshield","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage plus 7 ({@damage 2d6}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]},{"name":"Shield Charge","entries":["The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a {@dc 21} Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked {@condition prone} and takes 18 ({@damage 3d6 + 8}) bludgeoning damage, or 29 ({@damage 6d6 + 8}) bludgeoning damage if it was already {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The ordning for fire giants emphasizes not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is temple, school, proving ground, and political hub rolled into one.","Those who have brawn but little brain are usually consigned to the lowliest of tasks such as working forge bellows or moving coal. However, there is one role at which the strongest among them can excel and gain rank: the dreadnought.",{"name":"Weapons of War","entries":["Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with its two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor.","When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation, The presence of the dreadnoughts presents a fierce face in either case."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Fire Giant Dreadnought.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"fire-giant-dreadnought","source":"MPMM"}]},{"id":"fire-giant-forgecaller","name":"Fire Giant Forgecaller","source":"BGG","page":138,"srd":false,"image":"bestiary/BGG/Fire Giant Forgecaller.webp","token":"bestiary/tokens/BGG/Fire Giant Forgecaller.webp","size":"Huge","creatureType":"Giant (Cleric)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"312 (25d12 + 150)","speed":"30 ft., fly 30 ft. (hover)","str":25,"dex":11,"con":23,"int":16,"wis":21,"cha":18,"saves":"Dex +6, Int +9, Wis +11","skills":"Athletics +13, Perception +11","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 21","languages":"Common, Giant","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the giant fails a saving throw, it can choose to succeed instead."]},{"name":"Fire Rune","entries":["The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Magma Wave action and Furnace Armor bonus action.","The object bearing the rune has AC 15; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a fire rune on an object in its possession when it finishes a short or long rest."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes three Forge Hammer attacks or two Heated Rock attacks."]},{"name":"Forge Hammer","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}24 ({@damage 5d6 + 7}) bludgeoning damage. {@hom}The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that area glow red-hot until the start of the giant's next turn. Any creature in physical contact with a heated object at the start of its turn must make a {@dc 19} Constitution saving throw. On a failed save, the creature takes 10 ({@damage 3d6}) fire damage and has disadvantage on attack rolls until the start of its next turn unless it has immunity to fire damage. The hammer can emit heat in this way only once per turn."]},{"name":"Heated Rock","entries":["{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage plus 19 ({@damage 3d12}) fire damage. If the target is a Large or smaller creature, it must succeed on a {@dc 21} Strength saving throw or have the {@condition prone} condition. After the giant throws the rock, roll a {@dice d6}; on a roll of 3 or lower, the giant has no more rocks to throw."]},{"name":"Magma Wave (Requires Fire Rune)","entries":["The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) fire damage and has the {@condition restrained} condition. As an action, a creature can make a {@dc 19} Strength ({@skill Athletics}) check, freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature has AC 17; 20 hit points; and immunity to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[{"name":"Furnace Armor (Requires Fire Rune)","entries":["The giant causes smoke and cinders to billow from its armor, filling a 30-foot-radius sphere centered on the giant. While the armor is billowing smoke, the giant has {@quickref Cover||3||half cover}. The armor stops billowing smoke after 1 minute, when the giant dies, when the giant uses a bonus action to end the effect, or when the giant's fire rune is destroyed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community, these forgecallers oversee both forges and the community's defense, often in Surtur's name. Some forgecallers prefer to live and work in isolation, seeking the hottest fires in volcanoes' hearts or the Elemental Plane of Fire to pursue their own crafts and studies.","A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from their legs and body."]}],"gallery":[{"path":"bestiary/BGG/Fire Giant Forgecaller.webp"}]},{"id":"fire-giant-of-evil-fire","name":"Fire Giant of Evil Fire","source":"BGG","page":139,"srd":false,"image":"bestiary/BGG/Fire Giant of Evil Fire.webp","token":"bestiary/tokens/BGG/Fire Giant of Evil Fire.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"-1 (9)","hp":"150 (12d12 + 72)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":19,"cha":14,"saves":"Con +10, Wis +8, Cha +6","skills":"Athletics +11, Perception +8","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common, Giant, Ignan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Shrapnel Explosion","entries":["When the giant drops to 0 hit points, its armor explodes, destroying the giant's body and scattering the armor as shrapnel. Creatures within 10 feet of the giant when its armor explodes must make a {@dc 18} Dexterity saving throw, taking 21 ({@damage 6d6}) piercing damage on a failed save, or half as much damage on a successful one."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two Searing Scepter attacks or two Bolt of Imix attacks."]},{"name":"Searing Scepter","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage plus 9 ({@damage 2d8}) fire damage, and the target is magically branded. While branded in this way, the target becomes visible if it's {@condition invisible}, can't become {@condition invisible}, and sheds dim light in a 5-foot radius. The brand disappears after 24 hours, or it can be removed from a creature or an object by any spell that ends a curse."]},{"name":"Bolt of Imix","entries":["{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}20 ({@damage 3d10 + 4}) fire damage, and the target must succeed on a {@dc 16} Wisdom saving throw or have the {@condition frightened} condition until the end of the target's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A fire giant is born around flame, works with flame, and lives among flames, but a fire giant who gazes into flames too deeply may see the Prince of Evil Fire, Imix, gazing back. Giants who fall to Imix's corruption might leave their homes to join with like-minded cultists, but others remain within their communities to pursue Imix's destructive agenda.","A fire giant of Evil Fire forges a set of armor and weapons in flames blessed by Imix. The giant can then call on these magical flames to strike the foes of the Eternal Flame. The armor forged in these flames welds to the flesh, so while the giant isn't burned, the armor can't be removed once donned. When the giant dies, the armor explodes as a final gift from the All-Consuming Fire."]}],"gallery":[{"path":"bestiary/BGG/Fire Giant of Evil Fire.webp"}]},{"id":"fire-giant-royal-headsman","name":"Fire Giant Royal Headsman","source":"TftYP","page":201,"srd":false,"image":"bestiary/tokens/TftYP/Fire Giant Royal Headsman.webp","token":"bestiary/tokens/TftYP/Fire Giant Royal Headsman.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"-1 (9)","hp":"162 (13d12 + 78)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greataxe attacks."]},{"name":"Greataxe +2","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fire-giant-servant","name":"Fire Giant Servant","source":"TftYP","page":171,"srd":false,"image":"bestiary/tokens/TftYP/Fire Giant Servant.webp","token":"bestiary/tokens/TftYP/Fire Giant Servant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage, or 21 ({@damage 3d10 + 5}) slashing damage if used with both hands."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fire-guardian","name":"Fire Guardian","source":"PSX","page":38,"srd":false,"image":"bestiary/tokens/PSX/Fire Guardian.webp","token":"bestiary/tokens/PSX/Fire Guardian.webp","size":"Large","creatureType":"Fire Guardian","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"102 (12d10 + 36)","speed":"50 ft.","str":10,"dex":17,"con":16,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Ignan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert","treasure":"","traits":[{"name":"Fire Form","entries":["The fire guardian can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns."]},{"name":"Illumination","entries":["The fire guardian sheds bright light in a 30-foot radius and dim light in an additional 30 feet."]},{"name":"Water Susceptibility","entries":["For every 5 feet the fire guardian moves in water, or for every gallon of water splashed on it, it takes 1 cold damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fire guardian makes two touch attacks."]},{"name":"Touch","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.","River Heralds also make use of elementals formed of air, water, or vegetation. In ancient times when folk of the River Heralds and the Sun Empire worked together, they harnessed fire elementals into guardians that still keep watch over certain forgotten ruins.","Any of the various elemental and plant creatures in the {@book Monster Manual|MM} can represent the elementals of Ixalan. The River Heralds' totem elementals are similar to the basic {@creature air elemental|MM|air}, {@creature earth elemental|MM|earth}, and {@creature water elemental|MM|water elementals}, or to {@creature treant|MM|treants}, blights, {@creature shambling mound|MM|shambling mounds}, or {@creature awakened tree|MM|awakened trees} and {@creature awakened shrub|MM|awakened shrubs}. Fire guardians are similar to {@creature fire elemental|MM|fire elementals}."]},{"id":"fire-hellion","name":"Fire Hellion","source":"BGG","page":140,"srd":false,"image":"bestiary/BGG/Fire Hellion.webp","token":"bestiary/tokens/BGG/Fire Hellion.webp","size":"Huge","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"175 (14d12 + 84)","speed":"30 ft.","str":25,"dex":10,"con":23,"int":16,"wis":14,"cha":21,"saves":"Wis +6, Cha +9","skills":"Arcana +7, Athletics +11, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 16","languages":"Common, Giant, Infernal","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The hellion has advantage on saving throws against spells and other magical effects."]},{"name":"Soul Taker","entries":["A Giant or a Humanoid that is reduced to 0 hit points by the hellion dies, and its soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in {@dice 1d4} hours. If the creature isn't revived before then, it can be restored to life only by a {@spell wish} spell or by killing the lemure and casting true resurrection on the creature's original body."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hellion makes two Morningstar attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) piercing damage plus 11 ({@damage 2d10}) fire damage. If the target is a creature, it can't regain hit points until the start of the hellion's next turn."]},{"name":"Infernal Orb","entries":["The hellion hurls a magical ball of fire that explodes in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a {@dc 17} Dexterity saving throw. A creature takes 18 ({@damage 4d8}) fire damage and 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["To my mind, the fire hellion perfectly illustrates the difference between natural fire and the corrupt flames of the Nine Hells."],"by":"Bigby"},{"type":"entries","entries":["Fire giants study war in its many forms across the multiverse, which sometimes leads the giants to a fascination with the Blood War—the endless conflict between demons and devils across the Lower Planes. Such a giant might enter into a pact with a powerful devil, hoping to learn tactics the devils have fine-tuned over millennia and to acquire magical gifts to help the giant rise in the ordning.","Over time, the giant is corrupted, becoming a Fiend in its own right. The devil teaches the giant how to forge with infernal iron and hellfire, enabling the giant to craft weapons that can funnel the souls of the slain to Avernus, the first layer of the Nine Hells. In this way, the devil stands to gain a constant supply of souls from the giant's enemies, as well as the promise that the giant will serve the devil as a smith in the Nine Hells after death.","The corrupted fire giant takes on fiendish features, including horns, cloven hooves for feet, and a forked tail."]}],"gallery":[{"path":"bestiary/BGG/Fire Hellion.webp"}]},{"id":"fire-kraken","name":"Fire Kraken","source":"CoA","page":120,"srd":false,"image":"bestiary/CoA/Fire Kraken.webp","token":"bestiary/tokens/CoA/Fire Kraken.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"16","initiative":"+0 (10)","hp":"402 (23d20 + 161)","speed":"30 ft., swim 60 ft.","str":27,"dex":11,"con":24,"int":10,"wis":20,"cha":15,"saves":"Dex +7, Con +14","skills":"Athletics +15, Nature +7, Survival +12","vulnerabilities":"","resistances":"","immunities":"fire; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"frightened; paralyzed","senses":"blindsight 120 ft., Passive Perception 15","languages":"understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Freedom of Movement","entries":["The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or grapples."]},{"name":"Legendary Resistance (3/Day)","entries":["If the kraken fails a saving throw, it can choose to succeed instead."]},{"name":"Siege Monster","entries":["The kraken deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kraken makes two attacks using its Tentacle, Fling, or a combination of the two."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 8}) piercing damage and 7 ({@damage 2d6}) fire damage. If the target is a Large or smaller creature {@condition grappled} by the kraken, the creature is swallowed and the grapple ends. While swallowed, a creature has the {@condition blinded} and {@condition restrained} conditions, has {@quickref Cover||3||total cover} against attacks and other effects outside the kraken, and takes 42 ({@damage 12d6}) fire damage at the start of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 23} Constitution saving throw or regurgitate all swallowed creatures, which fall into a space within 10 feet of the kraken and now have the {@condition prone} condition. If the kraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting with the {@condition prone} condition."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}13 ({@damage 2d4 + 8}) fire damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). While {@condition grappled}, the target also has the {@condition restrained} condition. Any target that starts its turn {@condition grappled} by the kraken takes 5 ({@damage 2d4}) fire damage. The kraken has five tentacles, each of which can grapple one target."]},{"name":"Fling","entries":["One Large or smaller object or creature {@condition grappled} by the kraken is thrown up to 60 feet in a random direction, and now has the {@condition prone} condition. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at a creature, that creature must succeed on a {@dc 16} Dexterity saving throw or take the same damage and be knocked down with the {@condition prone} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Appendage","entries":["The kraken makes a Fling attack."]},{"name":"Fire Breath (Costs 3 Actions)","entries":["The kraken exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 20} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoA/Fire Kraken.webp","credit":"Sergei Sarichev"}]},{"id":"fire-snake","name":"Fire Snake","source":"MM","page":265,"srd":false,"image":"bestiary/MM/Fire Snake.webp","token":"bestiary/tokens/MM/Fire Snake.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft.","str":12,"dex":14,"con":11,"int":7,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"cold","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands Ignan but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Heated Body","entries":["A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The snake makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage plus 3 ({@damage 1d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces.","Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes.",{"name":"Fire Snakes","type":"entries","entries":["Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year."]},{"name":"Slaves of the Efreet","type":"entries","entries":["Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers' work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes.","Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders' hatred and pitting them against the efreeti's former servants.","The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves."]},{"name":"Domineering Nobles","type":"entries","entries":["Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin.","As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure."]},{"name":"Living Forges","type":"entries","entries":["Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity.","This inherent heat is an asset to salamanders' skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat."]}]}]}],"gallery":[{"path":"bestiary/MM/Fire Snake.webp","credit":"Christopher Burdett"}]},{"id":"firefist","name":"Firefist","source":"GGR","page":231,"srd":false,"image":"bestiary/GGR/Firefist.webp","token":"bestiary/tokens/GGR/Firefist.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":16,"dex":10,"con":14,"int":11,"wis":17,"cha":13,"saves":"Con +5, Wis +6","skills":"Intimidation +4, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common)","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It has the following cleric spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell sacred flame}, {@spell spare the dying}","Level 1 (4 slots): {@spell guiding bolt}, {@spell healing word}, {@spell heroism}, {@spell shield of faith}","Level 2 (3 slots): {@spell lesser restoration}, {@spell scorching ray}","Level 3 (3 slots): {@spell blinding smite}, {@spell crusader's mantle}, {@spell revivify}","Level 4 (3 slots): {@spell banishment}, {@spell wall of fire}","Level 5 (1 slots): {@spell flame strike}"]}],"actions":[{"name":"Multiattack","entries":["The firefist makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[{"name":"Guided Attack (Recharges after a Short or Long Rest)","entries":["When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Boros firefists combine potent magic with peerless fighting ability, inspiring all who serve alongside them. They often act as the point of contact between the Boros Legion and the angelic leaders."]}]}]}],"gallery":[{"path":"bestiary/GGR/Firefist.webp","credit":"James Ryman"}]},{"id":"firegaunt","name":"Firegaunt","source":"BGG","page":137,"srd":false,"image":"bestiary/BGG/Firegaunt.webp","token":"bestiary/tokens/BGG/Firegaunt.webp","size":"Huge","creatureType":"Undead","alignment":"Lawful Evil","ac":"15","initiative":"-2 (8)","hp":"175 (14d12 + 84)","speed":"40 ft.","str":25,"dex":7,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +2, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"necrotic","immunities":"fire; poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"Passive Perception 16","languages":"Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Fire Blood","entries":["Whenever a creature within 5 feet of the firegaunt hits the firegaunt with a melee attack that deals piercing or slashing damage, that creature takes 5 ({@damage 1d10}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The firegaunt makes two Heated Maul attacks."]},{"name":"Heated Maul","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage. The firegaunt can cause the maul to erupt with crimson flames, and the target must succeed on a {@dc 18} Dexterity saving throw or take 10 ({@damage 3d6}) fire damage and 10 ({@damage 3d6}) necrotic damage. The maul can erupt with flames in this way only once per turn."]},{"name":"Crimson Rays {@recharge 5}","entries":["The firegaunt emits beams of fire from its eyes, mouth, and wounds in a 30-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 31 ({@damage 7d8}) fire damage on a failed save, or half as much damage on a successful one. On a success or failure, that creature catches fire. Until the burning creature or another creature that can reach it takes an action to extinguish the fire, the burning creature can't regain hit points and takes 5 ({@damage 1d10}) fire damage at the start of each of its turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A fire giant whose burning hatred prevents it from moving on to the afterlife rises as a firegaunt. Spawned from deep rancor, the firegaunt seeks out living creatures to destroy. Like a specter, it doesn't seek redemption; it just hopes to cause as much destruction as possible before attaining its final oblivion.","A firegaunt looks like a severely burned corpse. Supernatural crimson flames flow through its veins, erupting from its wounds and its mouth."]}],"gallery":[{"path":"bestiary/BGG/Firegaunt.webp"}]},{"id":"firemane-angel","name":"Firemane Angel","source":"GGR","page":190,"srd":false,"image":"bestiary/GGR/Firemane Angel.webp","token":"bestiary/tokens/GGR/Firemane Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Chaotic Good","ac":"18","initiative":"+2 (12)","hp":"135 (18d8 + 54)","speed":"40 ft., fly 120 ft.","str":22,"dex":15,"con":17,"int":12,"wis":14,"cha":23,"saves":"Str +10, Wis +6, Cha +10","skills":"Insight +6, Perception +6","vulnerabilities":"","resistances":"fire; radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 16","languages":"all","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]},{"name":"Relentless (Recharges after a Short or Long Rest)","entries":["If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's innate spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:","3/day each: {@spell compelled duel}, {@spell guiding bolt} (as a 5th-level spell)","1/day each: {@spell daylight}, {@spell fireball} (as a 6th-level spell)"]}],"actions":[{"name":"Multiattack","entries":["The angel makes two melee attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage, or 11 ({@damage 1d10 + 6}) slashing damage if used with two hands, plus 22 ({@damage 5d8}) fire or radiant damage (angel's choice)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Firemane angels are holy champions and paragons of war who specialize in single combat. They are powerful warriors who seek out the mightiest foes in any conflict, trusting lesser soldiers to handle lesser opponents.","Like many other Boros angels, firemanes typically have red hair. In the heat of battle, a firemane's hair can ignite, transforming into a mane of flames cascading over its shoulders and down its back."]},{"type":"section","name":"Boros Angels","entries":["Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.","Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Warleaders","type":"entries","entries":["The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Firemane Angel.webp","credit":"Clint Cearley"}]},{"id":"firenewt-warlock-of-imix","name":"Firenewt Warlock of Imix","source":"MPMM","page":125,"srd":false,"image":"bestiary/tokens/MPMM/Firenewt Warlock of Imix.webp","token":"bestiary/tokens/MPMM/Firenewt Warlock of Imix.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":13,"dex":11,"con":12,"int":9,"wis":11,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Draconic, Ignan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The firenewt can breathe air and water."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the firenewt's {@sense darkvision}."]},{"name":"Imix's Blessing","entries":["When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points."]}],"spellcasting":[{"name":"Spellcasting","entries":["The firenewt casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell guidance}, {@spell light}, {@spell mage armor}, {@spell mage hand}, {@spell prestidigitation}"]}],"actions":[{"name":"Multiattack","entries":["The firenewt makes three Morningstar or Fire Ray attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]},{"name":"Fire Ray","entries":["{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}5 ({@damage 1d6 + 2}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest."]},{"type":"section","name":"Firenewts","entries":["Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area."]}],"otherVersions":[{"id":"firenewt-warlock-of-imix-vgm","source":"VGM"}]},{"id":"firenewt-warlock-of-imix-vgm","name":"Firenewt Warlock of Imix","source":"VGM","page":143,"srd":false,"image":"bestiary/VGM/Firenewt.webp","token":"bestiary/tokens/VGM/Firenewt Warlock of Imix.webp","size":"Medium","creatureType":"Humanoid (Firenewt)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":13,"dex":11,"con":12,"int":9,"wis":11,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 120 ft. (penetrates magical darkness), Passive Perception 10","languages":"Draconic, Ignan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Mountain, Hill, Desert","treasure":"","traits":[{"name":"Amphibious","entries":["The firenewt can breathe air and water."]},{"name":"Imix's Blessing","entries":["When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The firenewt's innate spellcasting ability is Charisma. It can innately cast {@spell mage armor} (self only) at will, requiring no material components.","At will: {@spell mage armor}"]},{"name":"Spellcasting","entries":["The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell fire bolt}, {@spell guidance}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 2 (2 slots): {@spell burning hands}, {@spell flaming sphere}, {@spell hellish rebuke}, {@spell scorching ray}"]}],"actions":[{"name":"Morningstar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.",{"name":"Heat Seekers","entries":["Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.","Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.","The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it."],"type":"entries"},{"name":"Religious Militants","entries":["Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become \"touched by the Fire Lord,\" entering a nearly unstoppable battle rage.","Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.","When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result."],"type":"entries"},{"type":"quote","entries":["'Tis always a fight to death for them, so 'tis also one for ye."],"by":"Elminster"},{"name":"Giant Striders","entries":["Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Firenewt.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"firenewt-warlock-of-imix","source":"MPMM"}]},{"id":"firenewt-warrior","name":"Firenewt Warrior","source":"MPMM","page":125,"srd":false,"image":"bestiary/MPMM/Firenewt Warrior.webp","token":"bestiary/tokens/MPMM/Firenewt Warrior.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":13,"con":12,"int":7,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 10","languages":"Draconic, Ignan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Desert, Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The firenewt can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The firenewt makes two Scimitar attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Spit Fire (Recharges after a Short or Long Rest)","entries":["The firenewt spits fire at a creature within 10 feet of it. The creature must make a {@dc 11} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders (in this book). They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts."]},{"type":"section","name":"Firenewts","entries":["Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area."]}],"gallery":[{"path":"bestiary/MPMM/Firenewt Warrior.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"firenewt-warrior-vgm","source":"VGM"}]},{"id":"firenewt-warrior-vgm","name":"Firenewt Warrior","source":"VGM","page":142,"srd":false,"image":"bestiary/VGM/Firenewt.webp","token":"bestiary/tokens/VGM/Firenewt Warrior.webp","size":"Medium","creatureType":"Humanoid (Firenewt)","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":10,"dex":13,"con":12,"int":7,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 10","languages":"Draconic, Ignan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Mountain, Hill, Desert","treasure":"","traits":[{"name":"Amphibious","entries":["The firenewt can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The firenewt makes two attacks with its scimitar."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Spit Fire (Recharges after a Short or Long Rest)","entries":["The firenewt spits fire at a creature within 10 feet of it. The creature must make a {@dc 11} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage on a failed save, or half as much damage on a successful one"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.",{"name":"Heat Seekers","entries":["Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.","Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.","The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it."],"type":"entries"},{"name":"Religious Militants","entries":["Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become \"touched by the Fire Lord,\" entering a nearly unstoppable battle rage.","Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.","When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result."],"type":"entries"},{"type":"quote","entries":["'Tis always a fight to death for them, so 'tis also one for ye."],"by":"Elminster"},{"name":"Giant Striders","entries":["Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Firenewt.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"firenewt-warrior","source":"MPMM"}]},{"id":"first-year-student","name":"First-Year Student","source":"SCC","page":191,"srd":false,"image":"bestiary/SCC/First-Year Student.webp","token":"bestiary/tokens/SCC/First-Year Student.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":8,"dex":12,"con":13,"int":12,"wis":10,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common plus any two languages","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Excited to Be Here","entries":["The student has advantage on initiative rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The student casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 11}):","At will: {@spell mage hand}, {@spell prestidigitation}","1/day: {@spell detect magic}"]}],"actions":[{"name":"Magic Flare","entries":["{@atk ms,rs} {@hit 3} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 1d12 + 1}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Beginner's Luck (2/Day)","entries":["When the student fails a saving throw, it can reroll the {@dice d20}. It must use the new roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A student who has not yet chosen one of Strixhaven's five mystic colleges is referred to as a first-year student, after the one year of basic curriculum that most students must complete before selecting their school. These beginner students are taught by faculty from all of Strixhaven's colleges, learning rudimentary magic as they acclimate to the university's environment. Once a student has selected a college, they trade their plain gray first-year uniforms for the trappings of their chosen school and begin honing—or even replacing—the magic they learned in their initial year with other skills."]}],"gallery":[{"path":"bestiary/SCC/First-Year Student.webp","credit":"Jokubas Uogintas"}]},{"id":"fish","name":"Fish","source":"GoS","page":224,"srd":false,"image":"bestiary/tokens/GoS/Fish.webp","token":"bestiary/tokens/GoS/Fish.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"swim 40 ft.","str":2,"dex":16,"con":9,"int":1,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Water Breathing","entries":["The fish can breathe only underwater."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fist-of-bane","name":"Fist of Bane","source":"BGDIA","page":232,"srd":false,"image":"bestiary/tokens/BGDIA/Fist of Bane.webp","token":"bestiary/tokens/BGDIA/Fist of Bane.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":16,"dex":11,"con":13,"int":10,"wis":12,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 11","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Tactical Discipline","entries":["The fist of Bane has advantage on all ability checks and saving throws made during combat."]}],"spellcasting":[],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 2} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.",{"type":"entries","name":"Cruel Tyrants","entries":["Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty."]},{"type":"entries","name":"Warrior Cult","entries":["Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist."]},{"type":"entries","name":"Cult Ranks","entries":["Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls."]}]}]}]},{"id":"five-armed-troll","name":"Five-Armed Troll","source":"WDMM","page":154,"srd":false,"image":"bestiary/tokens/WDMM/Five-Armed Troll.webp","token":"bestiary/tokens/WDMM/Five-Armed Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes six attacks: one with its bite and five with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"flabbergast","name":"Flabbergast","source":"AI","page":200,"srd":false,"image":"bestiary/AI/Flabbergast.webp","token":"bestiary/tokens/AI/Flabbergast.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":17,"wis":13,"cha":13,"saves":"Int +5, Wis +3","skills":"Arcana +5, Persuasion +3, History +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Draconic, Elvish, Gnomish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Flabbergast is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell distort value|AI}*","Level 2 (3 slots): {@spell gift of gab|AI}*, {@spell suggestion}","Level 3 (3 slots): {@spell fast friends|AI}*, {@spell lightning bolt}","Level 4 (3 slots): {@spell greater invisibility}","Level 5 (1 slots): {@spell cone of cold}","*New spell introduced in chapter 3"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Not much is known of the mysterious and aloof majordomo of Acquisitions Incorporated Head Office, the mage known as Flabbergast. It's said that he hails from Neverwinter, and that his wealthy family helped erect and carve the famous Dolphin Bridge in that city. Although he detests physical labor, Flabbergast is a bit of a bridge builder in his own way, always striving to bring people together and flexing his diplomatic muscles. A pacifist bureaucrat, he abhors violence, and rarely puts his magical prowess on display.","One thing that is known (though it's seldom spoken of) is that Flabbergast once worked for Dran Enterprises, and specifically for Portentia Dran. He carries a certain amount of guilt around being complicit in certain Dran Enterprises' dealings, and helped Acquisitions Incorporated on the side even before taking up an official role with the company. Though Head Office certainly trusts him, others might wonder where his true loyalties lie.","Flabbergast's familiar, Mister Snibbly, uses the cat stat block."]}]}]}],"gallery":[{"path":"bestiary/AI/Flabbergast.webp","credit":"Nurse Normal"}]},{"id":"flail-snail","name":"Flail Snail","source":"MPMM","page":126,"srd":false,"image":"bestiary/MPMM/Flail Snail.webp","token":"bestiary/tokens/MPMM/Flail Snail.webp","size":"Large","creatureType":"Elemental","alignment":"Unaligned","ac":"16","initiative":"-3 (7)","hp":"52 (5d10 + 25)","speed":"10 ft.","str":17,"dex":5,"con":20,"int":3,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Antimagic Shell","entries":["The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll.","If the snail succeeds on its saving throw against a spell or a spell's attack roll misses it, the snail's shell converts some of the spell's energy into a burst of destructive force if the spell is of 1st level or higher; each creature within 30 feet of the snail must make a {@dc 15} Constitution saving throw, taking 3 ({@damage 1d6}) force damage per level of the spell on a failed save, or half as much damage on a successful one."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The snail makes five Flail Tentacle attacks."]},{"name":"Flail Tentacle","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]},{"name":"Scintillating Shell (Recharges after a Short or Long Rest)","entries":["The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} until the light ends."]},{"name":"Shell Defense","entries":["The flail snail withdraws into its shell. Until it emerges, it gains a +4 bonus to its AC and is {@condition restrained}. It can emerge from its shell as a bonus action on its turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A flail snail is a creature of elemental earth that is prized for its multihued shell. It may seem harmless, but if a creature big enough to be a threat approaches too close, the snail flashes a scintillating light and attacks with its mace-like tentacles.","Left undisturbed, a flail snail moves slowly along the ground. It consumes everything on the surface, including rocks, sand, and soil, and it stops periodically to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This glassy residue can be harvested and cut to form window panes. It can also be heated and spun into other glass objects. Some folk make a living from trailing flail snails to collect this glass.",{"name":"Using the Shell of a Flail Snail","type":"entries","entries":["A flail snail shell weighs about 250 pounds and has numerous uses. An intact shell can sell for 5,000 gp.","Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail's Antimagic Shell trait. When the shield's magic fades, it becomes an exotic shield that is the perfect item from which to make a {@item spellguard shield}.","A flail snail shell can also be used to make a {@item robe of scintillating colors}. The shell is ground and added to the dye applied to the fabric. The powder is also a material component of the ritual that enchants the robe."]}],"gallery":[{"path":"bestiary/MPMM/Flail Snail.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"flail-snail-vgm","source":"VGM"}]},{"id":"flail-snail-vgm","name":"Flail Snail","source":"VGM","page":144,"srd":false,"image":"bestiary/VGM/Flail Snail.webp","token":"bestiary/tokens/VGM/Flail Snail.webp","size":"Large","creatureType":"Elemental","alignment":"Unaligned","ac":"16","initiative":"-3 (7)","hp":"52 (5d10 + 25)","speed":"10 ft.","str":17,"dex":5,"con":20,"int":3,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Forest, Swamp","treasure":"","traits":[{"name":"Antimagic Shell","entries":["The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a {@dice d6}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1–2","entry":"If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster."},{"type":"itemSub","name":"3–4","entry":"No additional effect."},{"type":"itemSub","name":"5–6","entry":"The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a {@dc 15} Constitution saving throw, taking {@damage 1d6} force damage per level of the spell on a failed save, or half as much damage on a successful one."}]}]},{"name":"Flail Tentacles","entries":["The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within {@dice 1d4} days. If all its tentacles die, the snail retracts into its shell, gaining {@quickref Cover||3||total cover}, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies {@dice 5d6} minutes later. Healing magic that restores limbs, such as the {@spell regenerate} spell, can halt this dying process."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target."]},{"name":"Flail Tentacle","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Scintillating Shell (Recharges after a Short or Long Rest)","entries":["The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} until the light ends."]},{"name":"Shell Defense","entries":["The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A flail snail is a creature of elemental earth that is prized for its multi-hued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles.",{"name":"Trail of Treasure","entries":["Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to form window panes of varying clearness. It can also be heated and spun into glass objects of other sorts. Some humanoids make a living from trailing flail snails to collect this glass."],"type":"entries"}]},{"type":"inset","name":"Using the Shell of a Flail Snail","entries":["A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp.","Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail's Antimagic Shell trait. When the shield's magic fades, it leaves behind an exotic shield that is the perfect item from which to make a {@item spellguard shield}.","A flail snail shell can also be used to make a {@item robe of scintillating colors}. The shell is ground and added to the dye while the garment is being fashioned. The powder is also a material component of the ritual that enchants the robe."]}]}]}],"gallery":[{"path":"bestiary/VGM/Flail Snail.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"flail-snail","source":"MPMM"}]},{"id":"flameskull","name":"Flameskull","source":"XMM","page":120,"srd":false,"image":"bestiary/XMM/Flameskull.webp","token":"bestiary/tokens/XMM/Flameskull.webp","size":"Tiny","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"40 (9d4 + 18)","speed":"5 ft., fly 40 ft. (hover)","str":1,"dex":17,"con":14,"int":16,"wis":10,"cha":11,"saves":"","skills":"Arcana +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"fire; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; prone","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Common plus two other languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"Arcana","traits":[{"name":"Illumination","entries":["The flameskull sheds {@variantrule Bright Light|XPHB} in a 15-foot radius and {@variantrule Dim Light|XPHB} for an additional 15 feet."]},{"name":"Magic Resistance","entries":["The flameskull has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Undead Restoration","entries":["If the flameskull is destroyed, it regains all its {@variantrule Hit Points|XPHB} in 1 hour unless {@item Holy Water|XPHB} is sprinkled on its remains or the {@spell Dispel Evil and Good|XPHB} spell is cast on them."]}],"spellcasting":[{"name":"Spellcasting","entries":["The flameskull casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Mage Hand|XPHB}","1/day: {@spell Fireball|XPHB}","2/day: {@spell Magic Missile|XPHB} (level 2 version)"]}],"actions":[{"name":"Multiattack","entries":["The flameskull makes two Fire Ray attacks."]},{"name":"Fire Ray","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 60 ft. {@h}13 ({@damage 3d6 + 3}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Flameskull","entries":["{@i Skull Smoldering with Magical Obsession}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Flameskulls are flying skulls that blaze with magical fire and the half-remembered arcana of dead spellcasters. They rise from the remains of dead magic-users who were reanimated by sinister necromancers or whose magical pursuits drive them beyond death. Flameskulls might serve as guardians for their creators or pursue ambitions left unfulfilled in life. They lash out at foes with destructive spells and bursts of fire, wielding magic without the need for most components.","Flameskulls take various forms, from skulls with humanlike features to ones with fearsome or bestial alterations. Their flames vary in color and grow more intense when they're angry. Roll on or choose a result from the Flameskull Details table to inspire what makes a flameskull distinctive.",{"type":"table","caption":"Flameskull Details","colLabels":["1d6","The Flameskull Features..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arcane diagrams etched into it."],["2","Flames like dramatic features, horns, or hair."],["3","Fractured pieces that fly in unison."],["4","An iron plate bolted over its mouth."],["5","Lethal head trauma."],["6","Mismatched animal teeth."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I never cared for warmth. I never needed a body. My will is enough, and my work will be the legacy that makes my every sacrifice worthwhile!"],"by":"Trenzia, Undermountain Flameskull"}]}]}],"gallery":[{"path":"bestiary/XMM/Flameskull.webp","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"flameskull-mm","source":"MM"}]},{"id":"flameskull-mm","name":"Flameskull","source":"MM","page":134,"srd":false,"image":"bestiary/MM/Flameskull.webp","token":"bestiary/tokens/MM/Flameskull.webp","size":"Tiny","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"40 (9d4 + 18)","speed":"0 ft., fly 40 ft. (hover)","str":1,"dex":17,"con":14,"int":16,"wis":10,"cha":11,"saves":"","skills":"Arcana +5, Perception +2","vulnerabilities":"","resistances":"lightning; necrotic; piercing","immunities":"cold; fire; poison","conditionImmunities":"charmed; frightened; paralyzed; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Illumination","entries":["The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action."]},{"name":"Magic Resistance","entries":["The flameskull has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["If the flameskull is destroyed, it regains all its hit points in 1 hour unless {@item Holy Water (Flask)|PHB|holy water} is sprinkled on its remains or a {@spell dispel magic} or {@spell remove curse} spell is cast on them."]}],"spellcasting":[{"name":"Spellcasting","entries":["The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}","Level 1 (3 slots): {@spell magic missile}, {@spell shield}","Level 2 (2 slots): {@spell blur}, {@spell flaming sphere}","Level 3 (1 slots): {@spell fireball}"]}],"actions":[{"name":"Multiattack","entries":["The flameskull uses Fire Ray twice."]},{"name":"Fire Ray","entries":["{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h}10 ({@damage 3d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory.","Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.",{"name":"Legacy of Life","type":"entries","entries":["A flameskull only dimly recalls its former life. Though it might speak in its old voice and recount key events from its past, it is but an echo of its former self. However, its undead transformation grants it full access to the magic it wielded in life, letting it cast spells while ignoring the material and somatic components it can no longer employ."]},{"name":"Eternally Bound","type":"entries","entries":["Intelligent and vigilant, a flameskull serves its creator by protecting a hidden treasure hoard, a secret chamber, or a specific individual. A flameskull carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull's master must craft its instructions with care to ensure that the creature carries out its tasks properly.",{"name":"Wreathed in Flame","entries":["The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to loose them as fiery rays from its eye sockets."],"type":"entries"}]},{"name":"Eldritch Rejuvenation","type":"entries","entries":["A flameskull's shattered fragments reform unless they are splashed with holy water or subjected to a {@spell dispel magic} or {@spell remove curse} spell. If it can no longer fulfill its intended purpose, the re-formed flameskull is beholden to no one and becomes autonomous."]},{"name":"Undead Nature","type":"entries","entries":["A flameskull doesn't require air, food, drink, or sleep"]}]}]}],"gallery":[{"path":"bestiary/MM/Flameskull.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"flameskull","source":"XMM"}]},{"id":"flamewrath","name":"Flamewrath","source":"PotA","page":201,"srd":false,"image":"bestiary/PotA/Flamewrath.webp","token":"bestiary/tokens/PotA/Flamewrath.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":10,"dex":14,"con":16,"int":11,"wis":10,"cha":16,"saves":"","skills":"Arcana +3, Religion +3","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Ignan","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Wreathed in Flame","entries":["For the flamewrath, the warm version of the {@spell fire shield} spell has a duration of \"until dispelled.\" The fire shield burns for 10 minutes after the flamewrath dies, consuming its body."]}],"spellcasting":[{"name":"Spellcasting","entries":["The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell control flames|xge}, {@spell fire bolt}, {@spell friends}, {@spell light}, {@spell minor illusion}","Level 1 (4 slots): {@spell burning hands}, {@spell color spray}, {@spell mage armor}","Level 2 (3 slots): {@spell scorching ray}, {@spell suggestion}","Level 3 (3 slots): {@spell fireball}, {@spell hypnotic pattern}","Level 4 (1 slots): {@spell fire shield} (see Wreathed in Flame)"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A flamewrath is a spellcaster that has earned the favor of Imix, the Prince of Elemental Fire, through a series of painful rites. A flamewrath's skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath's skin and burn attackers."]}]}]}],"gallery":[{"path":"bestiary/PotA/Flamewrath.webp"}]},{"id":"flaming-skeleton","name":"Flaming Skeleton","source":"XMM","page":283,"srd":false,"image":"bestiary/XMM/Skeletons.webp","token":"bestiary/tokens/XMM/Flaming Skeleton.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":10,"dex":14,"con":15,"int":10,"wis":15,"cha":8,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"fire; poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"understands Common plus one other language but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Death Burst","entries":["The skeleton explodes when it dies. {@actSave dex} {@dc 12}, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the skeleton. {@actSaveFail} 14 ({@damage 4d6}) Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Illumination","entries":["The skeleton sheds {@variantrule Bright Light|XPHB} in a 15-foot radius and {@variantrule Dim Light|XPHB} for an additional 15 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skeleton makes two attacks, using Flame Scepter or Hurl Flame in any combination."]},{"name":"Flame Scepter","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Bludgeoning damage plus 3 ({@damage 1d6}) Fire damage."]},{"name":"Hurl Flame","entries":["{@atkr r} {@hit 4}, range 60 ft. {@h}7 ({@damage 1d10 + 2}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Flaming skeletons burn with unbridled necromantic energy. This magic grants them blazing attacks and greater awareness, which they use to command lesser Undead."]},{"type":"section","name":"Skeletons","entries":["{@i Ossified Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Skeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.",{"type":"table","caption":"Skeleton Pantomimes","colLabels":["1d6","Left to Its Own Devices, the Skeleton..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Delivers meal salvers or ages-old correspondence to the crypt of its dead master."],["2","Endlessly trains in battle with other skeletons, despite being hacked to animate splinters."],["3","Mimics ways it entertained itself in life, such as acting, dancing, or reading."],["4","Performs a familiar task, such as cleaning, cooking, mining, or praying."],["5","Repeats its final moments of life."],["6","Stands guard at the post it protected in life."]]}]}],"gallery":[{"path":"bestiary/XMM/Skeletons.webp","title":"Adventurers face an onslaught from all manner of skeletons","credit":"Andrey Kuzinskiy"}]},{"id":"flapjack","name":"Flapjack","source":"LoX","page":13,"srd":false,"image":"bestiary/LoX/Flapjack the Flumph.webp","token":"bestiary/tokens/LoX/Flapjack.webp","size":"Small","creatureType":"Aberration","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"5 ft., fly 30 ft.","str":6,"dex":15,"con":10,"int":14,"wis":14,"cha":11,"saves":"","skills":"Arcana +4, History +4, Religion +4","vulnerabilities":"psychic","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Undercommon but can't speak, telepathy 60 ft.","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Advanced Telepathy","entries":["Flapjack can perceive the content of any telepathic communication used within 60 feet of it, and it can't be {@status surprised} by creatures with any form of telepathy."]},{"name":"Prone Deficiency","entries":["If Flapjack is knocked {@condition prone}, roll a die. On an odd result, the flumph lands upside-down and is {@condition incapacitated}. At the end of each of its turns, the flumph can make a {@dc 10} Dexterity saving throw, righting itself and ending the {@condition incapacitated} condition if it succeeds."]},{"name":"Telepathic Shroud","entries":["Flapjack is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells."]}],"spellcasting":[{"name":"Spellcasting","entries":["Flapjack casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 12}):","At will: {@spell mage hand}, {@spell minor illusion}","1/day each: {@spell magic missile}, {@spell unseen servant}"]}],"actions":[{"name":"Tendrils","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 2 ({@damage 1d4}) acid damage. At the end of each of its turns, the target must make a {@dc 10} Constitution saving throw, taking 2 ({@damage 1d4}) acid damage on a failure or ending the recurring acid damage on a success. A {@spell lesser restoration} spell cast on the target also ends the recurring acid damage."]},{"name":"Stench Spray (1/Day)","entries":["Each creature in a 15-foot cone originating from Flapjack must succeed on a {@dc 10} Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for {@dice 1d4} hours. The coated creature is {@condition poisoned} as long as the stench lasts, and other creatures are {@condition poisoned} while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["One crew member stayed aboard the Moondancer while it was in port: a flumph named Flapjack, who serves as the ship's spelljammer."]}],"gallery":[{"path":"bestiary/LoX/Flapjack the Flumph.webp","credit":"Suzanne Helmigh"}]},{"id":"flask-of-wine","name":"Flask of Wine","source":"ToA","page":35,"srd":false,"image":"bestiary/ToA/River Mist and Flask of Wine.webp","token":"bestiary/tokens/ToA/Flask of Wine.webp","size":"Medium","creatureType":"Humanoid (Tabaxi)","alignment":"Chaotic Good","ac":"14","initiative":"+3 (13)","hp":"40 (9d8)","speed":"30 ft., climb 20 ft.","str":10,"dex":17,"con":11,"int":13,"wis":14,"cha":15,"saves":"","skills":"Athletics +2, Perception +4, Stealth +5, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common plus any one language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Feline Agility","entries":["When Flask of Wine moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Flask of Wine makes two attacks with its claws, its shortsword, or its shortbow."]},{"name":"Claws","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/River Mist and Flask of Wine.webp"}]},{"id":"fleecemane-lion","name":"Fleecemane Lion","source":"MOT","page":223,"srd":false,"image":"bestiary/MOT/Fleecemane Lion.webp","token":"bestiary/tokens/MOT/Fleecemane Lion.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+3 (13)","hp":"45 (6d10 + 12)","speed":"50 ft.","str":19,"dex":16,"con":14,"int":6,"wis":14,"cha":10,"saves":"Str +6, Con +4","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The lion has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the lion can make one bite attack against it as a bonus action."]},{"name":"Running Leap","entries":["With a 10-foot running start, the lion can long jump up to 25 feet."]},{"name":"Spell Turning","entries":["The lion has advantage on saving throws against any spell that targets only the lion (not an area). If the lion's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the lion and instead targets the caster."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lion makes two attacks: one with its bite and one with its claw."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The lion makes one claw attack."]},{"name":"Roar (Costs 2 Actions)","entries":["The lion emits a magical roar. Each creature within 60 feet of the lion that can hear the roar must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} of the lion until the end of the lion's next turn."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Twice the size of normal lions and with resplendent manes of silvery or golden hair, fleecemane lions prowl and protect sites imbued with the power of Nyx. While the specifics of these massive lions' connection to Nyx is unclear, many myths tell of the deadly predators stalking mortals and spreading fear until they're ultimately defeated by a brave hunter. As a result, overcoming a fleecemane lion is widely considered an early step on the road to becoming a true hero."]}],"gallery":[{"path":"bestiary/MOT/Fleecemane Lion.webp","credit":"Slawomir Maniak"}]},{"id":"flesh-colossus","name":"Flesh Colossus","source":"BGG","page":141,"srd":false,"image":"bestiary/BGG/Flesh Colossus.webp","token":"bestiary/tokens/BGG/Flesh Colossus.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"280 (16d20 + 112)","speed":"60 ft.","str":24,"dex":9,"con":24,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Giant but can't speak","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["If the core inside the colossus is destroyed, the colossus goes berserk. On each of its turns while berserk, the colossus attacks the nearest creature it can see. If no creature is near enough to move to and attack, the colossus attacks an object. Once the colossus goes berserk, it remains berserk until it is destroyed."]},{"name":"Immutable Form","entries":["The colossus is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The colossus has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The colossus deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The colossus makes two Fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 13} to hit (with advantage if the colossus is berserk), reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage. If the target is a Large or smaller creature, it is pulled up to 15 feet toward the colossus, it has the {@condition grappled} condition (escape {@dc 17}), and it has the {@condition restrained} condition until this grapple ends. The colossus can have up to two creatures {@condition grappled} this way at a time."]},{"name":"Elemental Breath {@recharge 5}","entries":["The colossus exhales a cloud swirling with elemental energy in a 90-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw. On a failed save, a creature takes 40 ({@damage 9d8}) damage of a type of the colossus's choosing: acid, cold, fire, or lightning. On a successful save, a creature takes half as much damage.","At the same time as the colossus releases this exhalation, creatures inside the colossus's chest cavity take 40 ({@damage 9d8}) force damage from churning elemental energy."]}],"bonusActions":[{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one Large or smaller creature {@condition grappled} by the colossus. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage, and the creature is swallowed. A swallowed creature has the {@condition restrained} condition, has {@quickref Cover||3||total cover} against attacks and other effects outside the colossus, and takes 10 ({@damage 3d6}) force damage at the start of each of the colossus's turns.","The colossus's chest cavity can hold up to two creatures at a time. Inside its chest cavity is its core, which is a Large object with AC 16 that is immune to lightning, poison, and psychic damage. It has 140 hit points and sheds dim light in a 10-foot radius. If the core is destroyed, the colossus regurgitates all swallowed creatures, each of which falls in a space within 10 feet of the colossus and has the {@condition prone} condition, and the colossus can no longer swallow a creature. If the colossus dies, any swallowed creature no longer has the {@condition restrained} condition and can escape from the corpse using 10 feet of movement, exiting with the {@condition prone} condition."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["During the dawn of the giants' empires, twisted minds sought to make their fallen comrades continue their service. Wizard giants stitched and wove the flesh of various giants over an adamantine skeleton, creating a grisly colossal construct. Inside the flesh colossus's chest is a stone sphere infused with spirits from each elemental plane acting as its core.","To this day, some of these ancient flesh colossi guard abandoned ruins, sites sacred to giants, and lost treasures—and possibly the procedure to create new examples of their kind."]}],"gallery":[{"path":"bestiary/BGG/Flesh Colossus.webp"}]},{"id":"flesh-golem","name":"Flesh Golem","source":"XMM","page":121,"srd":true,"image":"bestiary/XMM/Flesh Golem.webp","token":"bestiary/tokens/XMM/Flesh Golem.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"understands Common plus one other language but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Any","treasure":"Arcana","traits":[{"name":"Aversion to Fire","entries":["If the golem takes Fire damage, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks until the end of its next turn."]},{"name":"Berserk","entries":["Whenever the golem starts its turn {@status Bloodied|XPHB}, roll {@dice 1d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer {@status Bloodied|XPHB}.","The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a {@dc 15} Charisma ({@skill Persuasion|XPHB}) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still {@status Bloodied|XPHB}."]},{"name":"Immutable Form","entries":["The golem can't shape-shift."]},{"name":"Lightning Absorption","entries":["Whenever the golem is subjected to Lightning damage, it regains a number of {@variantrule Hit Points|XPHB} equal to the Lightning damage dealt."]},{"name":"Magic Resistance","entries":["The golem has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two Slam attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage plus 4 ({@damage 1d8}) Lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Flesh Golem","entries":["{@i Dead Flesh Given New Life}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Flesh golems are roughly human-shaped collections of body parts bound together by misused magic or strange science. They serve their reckless creators, but many possess disjointed memories and instincts from their component parts. If wounded, these golems might go berserk and vent their confusion on anything in their sight, including their creators.","Flesh golems appear in varied forms. Roll on or choose a result from the Flesh Golem Characteristics table to inspire a flesh golem's features.",{"type":"table","caption":"Flesh Golem Characteristics","colLabels":["1d6","The Flesh Golem Has..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Animal parts among its humanlike pieces."],["2","A disguise of makeup and heavy clothing."],["3","Missing parts and exposed insides."],["4","Parts serving unintended roles, like a body composed of dozens of hands."],["5","Perfect features accented by beautiful stitching."],["6","Visible mechanisms, bellows, and engines."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The barrier between the mortal and the divine lies shattered—open is the mold for new gods. It was I who invaded the divine. Not with a spear but with a stitch. Not with my heresies but with my heart."],"by":"Viktra Mordenheim, Darklord of Lamordia"}]}]}],"gallery":[{"path":"bestiary/XMM/Flesh Golem.webp","credit":"Bjorn Hurri"}],"otherVersions":[{"id":"flesh-golem-mm","source":"MM"}]},{"id":"flesh-golem-mm","name":"Flesh Golem","source":"MM","page":169,"srd":false,"image":"bestiary/MM/Flesh Golem.webp","token":"bestiary/tokens/MM/Flesh Golem.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever the golem starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.","The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."]},{"name":"Aversion of Fire","entries":["If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Lightning Absorption","entries":["Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem's muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful enchantments protect the golem's skin, deflecting spells and all but the most potent weapons.","A flesh golem lurches with a stiff-jointed gait, as if not in complete control of its body. Its dead flesh isn't an ideal container for an elemental spirit, which sometimes howls incoherently to vent its outrage. If the spirit breaks free of its creator's will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Two of my gravediggers were caught and hanged yesterday. The other two are understandably reluctant to meet a similar fate, but I shan't let their concerns stall my progress. I need fresh corpses, and if those bumpkins can't get them for me, I'll use theirs instead."],"by":"From the diary of Evangeliza Lavain, necromancer"}]},{"type":"section","name":"Golems","entries":["Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.","To create a golem, one requires a {@item manual of golems}. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Elemental Spirit in Material Form","entries":["The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.","After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.","A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.","A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words."],"type":"entries"},{"name":"Ageless Guardians","entries":["Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells."],"type":"entries"},{"name":"Blind Obedience","entries":["When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is {@condition incapacitated}, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them."],"type":"entries"},{"name":"Constructed Nature","entries":["A golem doesn't require air, food, drink, or sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Flesh Golem.webp"}],"hidden":true,"otherVersions":[{"id":"flesh-golem","source":"XMM"}]},{"id":"flesh-meld","name":"Flesh Meld","source":"PaBTSO","page":207,"srd":false,"image":"bestiary/PaBTSO/Flesh Meld.webp","token":"bestiary/tokens/PaBTSO/Flesh Meld.webp","size":"Huge","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"95 (10d12 + 30)","speed":"30 ft., climb 30 ft.","str":21,"dex":14,"con":17,"int":7,"wis":13,"cha":5,"saves":"Str +8, Dex +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; prone","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 11","languages":"understands all but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The flesh meld can move through a space as narrow as 1 inch without squeezing."]},{"name":"Aura of Death","entries":["At the start of each of the flesh meld's turns, each creature within 5 feet of it must succeed on a {@dc 15} Constitution saving throw or take 3 ({@damage 1d6}) necrotic damage and have the {@condition poisoned} condition until the start of the flesh meld's next turn."]},{"name":"Magic Resistance","entries":["The flesh meld has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The flesh meld can climb difficult surfaces, including ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The flesh meld makes two Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 30 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage, and if the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 15}) and is pulled up to 15 feet toward the flesh meld."]}],"bonusActions":[{"name":"Consume Creature","entries":["The flesh meld targets one Large or smaller creature within 5 feet of itself that it's grappling. The target must succeed on a {@dc 15} Dexterity saving throw or be swallowed by the flesh meld. The flesh meld can have one creature swallowed at a time.","A swallowed creature no longer has the {@condition grappled} condition. While swallowed, it has the {@condition blinded} and {@condition restrained} conditions, has {@quickref Cover||3||total cover} against attacks and other effects outside the flesh meld, and takes 10 ({@damage 3d6}) necrotic damage at the start of each of the flesh meld's turns. If this damage reduces a swallowed creature to 0 hit points, the creature dies, and the flesh meld consumes its body.","If the flesh meld takes 30 damage or more on a single turn from the swallowed creature, the flesh meld must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls with the {@condition prone} condition in a space within 5 feet of the flesh meld. If the flesh meld dies, the swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting with the {@condition prone} condition."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Squelching and quivering with insatiable hunger, a flesh meld is a hulking amalgamation of teeth, blood, and body parts. Sinuous appendages of gore, each ending in a gnashing mouth, bite at prey before yanking the piteous creatures into the flesh meld's core. The stench of death surrounds a flesh meld.","When a creature is consumed by a flesh meld, the creature's mind is merged into the flesh meld's consciousness. More resilient minds may fight against this assimilation, but inevitably, the mind succumbs to the discordant chorus of thoughts to kill and consume."]}],"gallery":[{"path":"bestiary/PaBTSO/Flesh Meld.webp"}]},{"id":"flight-alabaster-angel","name":"Flight Alabaster Angel","source":"PSI","page":26,"srd":false,"image":"bestiary/PSI/Angel1.webp","token":"bestiary/tokens/PSI/Flight Alabaster Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The angel's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}, {@spell protection from evil and good}","1/day each: {@spell commune}, {@spell raise dead}, {@spell dispel evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The angel makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The angel touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Avacyn|PSI} was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.","Traditionally, three groups of angels known as flights or hosts served {@creature Avacyn|PSI}, each under the leadership of a lesser archangel.",{"type":"entries","name":"Flight Alabaster","page":26,"entries":["The practical and sympathetic angels of Flight Alabaster were instrumental in maintaining Avacyn's wards against the supernatural evils of Innistrad. They preferred the use of spells to weapons, and engaged in battle only when they had exhausted other options. As a result, angels of other flights sometimes dismissed them as overly sentimental. Alabaster angels aided priests and cathars in maintaining the protective wards on city walls and at holy sites throughout the plane, and also aided Avacyn in conducting the spirits of the dead to their ultimate fate, dissolving into Innistrad's Æthereal essence. The leader of Flight Alabaster was {@creature Bruna|PSI}, called the Light of Alabaster."]},{"type":"entries","name":"Host of Herons","page":26,"entries":["The Host of Herons comprised the angels of birth, rebirth, and purity, whose magic was said to ward humans against harm in life. This was always the smallest flight of angels, and its primary function was the scouting and tracking of werewolves and other marauding monsters. {@creature Sigarda|PSI} led the Host of Herons, wielding a scythe shaped like the head of a heron."]},{"type":"entries","name":"Flight Goldnight","page":26,"entries":["Flight Goldnight was an army of soldier-angels focused on the martial strength of the church. These angels were characterized by pragmatism and strict observance of church law. They were strategists in battle and skillful leaders during armed conflicts, cultivating a martial mindset that made them more than willing to take up arms when the need arose. The leader of Flight Goldnight was {@creature Gisela|PSI}, called the Blade of Goldnight or the Blade of the Church."]},{"type":"entries","name":"The Madness of Avacyn","page":27,"entries":["When the Eldrazi titan Emrakul first approached Innistrad, {@creature Avacyn|PSI} perceived her influence as a contagion that must be expunged from the world. However, unable to identify the source of that contagion, {@creature Avacyn|PSI} was driven mad, lashing out instead at every living thing. She led the angels in a vain effort to purge this corruption from the plane, viewing the humans they once protected as part of the maddening illness. The different flights of angels even began to war against each other, drastically reducing the number of angels on the plane.","Wielding fiery swords and clad in full armor, the soldier-angels of Flight Goldnight became the scourge of all mortal life on Innistrad. None could predict what would trigger their violent judgment or where they would strike next. The angels of Flight Alabaster had always been at the forefront of the church's efforts to root out and punish demon cultists, necromancers, and other heretics. With Emrakul's approach, they grew at least as mad as {@creature Avacyn|PSI} herself. Their fervent obsession drove the forces of the Lunarch Inquisition, the church's efforts to root out sin among the human populace. The angels prodded the church to ever greater and more desperate action.","Amid the chaos, {@creature Avacyn|PSI} created a new angelic flight to serve as her honor guard. Armed with moonsilver spears forged from shards of the broken Helvault, these angels of the Flight of Moonsilver served as sentries and guards at Thraben Cathedral, and flew alongside {@creature Avacyn|PSI} into battle against any perceived threat to Innistrad.","Only {@creature Sigarda|PSI} and the Host of Herons remained unaffected by Avacyn's madness, perhaps because they were the angels of purity. The survivors of this host retreated to their old haunt in Gavony's remote parish of Videns to maintain a safe distance from {@creature Avacyn|PSI}.","Angels that have gone mad can cast {@spell flame strike} once per day using their Innate Spellcasting trait. Additionally, the extra damage from their Angelic Weapons is half fire damage and half radiant damage."]}],"gallery":[{"path":"bestiary/PSI/Angel1.webp","title":"Gisela, Blade of Goldnight","credit":"Jason Chan"},{"path":"bestiary/PSI/Angel2.webp","title":"Fiery Temper","credit":"Johannes Voss"},{"path":"bestiary/PSI/Sigarda.webp","title":"Sigarda, Host of Herons","credit":"Chris Rahn"}]},{"id":"flight-goldnight-angel","name":"Flight Goldnight Angel","source":"PSI","page":26,"srd":false,"image":"bestiary/PSI/Angel1.webp","token":"bestiary/tokens/PSI/Flight Goldnight Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The angel's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]},{"name":"Goldnight Menace","entries":["As an action, an angel of Flight Goldnight can strike fear into the hearts of its enemies. Each creature of the angel's choice that is within 120 feet of it and is aware of it must succeed on a Wisdom saving throw or become {@condition frightened} for 1 minute. The DC for this saving throw is the same as for the angel's Innate Spellcasting trait. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that angel's Goldnight Menace for the next 24 hours."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The angel makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The angel touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Avacyn|PSI} was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.","Traditionally, three groups of angels known as flights or hosts served {@creature Avacyn|PSI}, each under the leadership of a lesser archangel.",{"type":"entries","name":"Flight Alabaster","page":26,"entries":["The practical and sympathetic angels of Flight Alabaster were instrumental in maintaining Avacyn's wards against the supernatural evils of Innistrad. They preferred the use of spells to weapons, and engaged in battle only when they had exhausted other options. As a result, angels of other flights sometimes dismissed them as overly sentimental. Alabaster angels aided priests and cathars in maintaining the protective wards on city walls and at holy sites throughout the plane, and also aided Avacyn in conducting the spirits of the dead to their ultimate fate, dissolving into Innistrad's Æthereal essence. The leader of Flight Alabaster was {@creature Bruna|PSI}, called the Light of Alabaster."]},{"type":"entries","name":"Host of Herons","page":26,"entries":["The Host of Herons comprised the angels of birth, rebirth, and purity, whose magic was said to ward humans against harm in life. This was always the smallest flight of angels, and its primary function was the scouting and tracking of werewolves and other marauding monsters. {@creature Sigarda|PSI} led the Host of Herons, wielding a scythe shaped like the head of a heron."]},{"type":"entries","name":"Flight Goldnight","page":26,"entries":["Flight Goldnight was an army of soldier-angels focused on the martial strength of the church. These angels were characterized by pragmatism and strict observance of church law. They were strategists in battle and skillful leaders during armed conflicts, cultivating a martial mindset that made them more than willing to take up arms when the need arose. The leader of Flight Goldnight was {@creature Gisela|PSI}, called the Blade of Goldnight or the Blade of the Church."]},{"type":"entries","name":"The Madness of Avacyn","page":27,"entries":["When the Eldrazi titan Emrakul first approached Innistrad, {@creature Avacyn|PSI} perceived her influence as a contagion that must be expunged from the world. However, unable to identify the source of that contagion, {@creature Avacyn|PSI} was driven mad, lashing out instead at every living thing. She led the angels in a vain effort to purge this corruption from the plane, viewing the humans they once protected as part of the maddening illness. The different flights of angels even began to war against each other, drastically reducing the number of angels on the plane.","Wielding fiery swords and clad in full armor, the soldier-angels of Flight Goldnight became the scourge of all mortal life on Innistrad. None could predict what would trigger their violent judgment or where they would strike next. The angels of Flight Alabaster had always been at the forefront of the church's efforts to root out and punish demon cultists, necromancers, and other heretics. With Emrakul's approach, they grew at least as mad as {@creature Avacyn|PSI} herself. Their fervent obsession drove the forces of the Lunarch Inquisition, the church's efforts to root out sin among the human populace. The angels prodded the church to ever greater and more desperate action.","Amid the chaos, {@creature Avacyn|PSI} created a new angelic flight to serve as her honor guard. Armed with moonsilver spears forged from shards of the broken Helvault, these angels of the Flight of Moonsilver served as sentries and guards at Thraben Cathedral, and flew alongside {@creature Avacyn|PSI} into battle against any perceived threat to Innistrad.","Only {@creature Sigarda|PSI} and the Host of Herons remained unaffected by Avacyn's madness, perhaps because they were the angels of purity. The survivors of this host retreated to their old haunt in Gavony's remote parish of Videns to maintain a safe distance from {@creature Avacyn|PSI}.","Angels that have gone mad can cast {@spell flame strike} once per day using their Innate Spellcasting trait. Additionally, the extra damage from their Angelic Weapons is half fire damage and half radiant damage."]}],"gallery":[{"path":"bestiary/PSI/Angel1.webp","title":"Gisela, Blade of Goldnight","credit":"Jason Chan"},{"path":"bestiary/PSI/Angel2.webp","title":"Fiery Temper","credit":"Johannes Voss"},{"path":"bestiary/PSI/Sigarda.webp","title":"Sigarda, Host of Herons","credit":"Chris Rahn"}]},{"id":"flight-of-moonsilver-angel","name":"Flight of Moonsilver Angel","source":"PSI","page":26,"srd":false,"image":"bestiary/PSI/Angel1.webp","token":"bestiary/tokens/PSI/Flight of Moonsilver Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The angel's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]},{"name":"Moonsilver Spear","entries":["An angel of the Flight of Moonsilver wields a spear made from a shard of the Helvault. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when the angel hits a creature with an attack using this weapon, it can wound the target. At the start of each of the wounded creature's turns, it takes {@damage 1d4} necrotic damage for each time the angel has wounded it, and it can then make a {@dc 15} Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a {@dc 15} Wisdom ({@skill Medicine}) check, ending the effect of such wounds on it on a success."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The angel makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The angel touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Avacyn|PSI} was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.","Traditionally, three groups of angels known as flights or hosts served {@creature Avacyn|PSI}, each under the leadership of a lesser archangel.",{"type":"entries","name":"Flight Alabaster","page":26,"entries":["The practical and sympathetic angels of Flight Alabaster were instrumental in maintaining Avacyn's wards against the supernatural evils of Innistrad. They preferred the use of spells to weapons, and engaged in battle only when they had exhausted other options. As a result, angels of other flights sometimes dismissed them as overly sentimental. Alabaster angels aided priests and cathars in maintaining the protective wards on city walls and at holy sites throughout the plane, and also aided Avacyn in conducting the spirits of the dead to their ultimate fate, dissolving into Innistrad's Æthereal essence. The leader of Flight Alabaster was {@creature Bruna|PSI}, called the Light of Alabaster."]},{"type":"entries","name":"Host of Herons","page":26,"entries":["The Host of Herons comprised the angels of birth, rebirth, and purity, whose magic was said to ward humans against harm in life. This was always the smallest flight of angels, and its primary function was the scouting and tracking of werewolves and other marauding monsters. {@creature Sigarda|PSI} led the Host of Herons, wielding a scythe shaped like the head of a heron."]},{"type":"entries","name":"Flight Goldnight","page":26,"entries":["Flight Goldnight was an army of soldier-angels focused on the martial strength of the church. These angels were characterized by pragmatism and strict observance of church law. They were strategists in battle and skillful leaders during armed conflicts, cultivating a martial mindset that made them more than willing to take up arms when the need arose. The leader of Flight Goldnight was {@creature Gisela|PSI}, called the Blade of Goldnight or the Blade of the Church."]},{"type":"entries","name":"The Madness of Avacyn","page":27,"entries":["When the Eldrazi titan Emrakul first approached Innistrad, {@creature Avacyn|PSI} perceived her influence as a contagion that must be expunged from the world. However, unable to identify the source of that contagion, {@creature Avacyn|PSI} was driven mad, lashing out instead at every living thing. She led the angels in a vain effort to purge this corruption from the plane, viewing the humans they once protected as part of the maddening illness. The different flights of angels even began to war against each other, drastically reducing the number of angels on the plane.","Wielding fiery swords and clad in full armor, the soldier-angels of Flight Goldnight became the scourge of all mortal life on Innistrad. None could predict what would trigger their violent judgment or where they would strike next. The angels of Flight Alabaster had always been at the forefront of the church's efforts to root out and punish demon cultists, necromancers, and other heretics. With Emrakul's approach, they grew at least as mad as {@creature Avacyn|PSI} herself. Their fervent obsession drove the forces of the Lunarch Inquisition, the church's efforts to root out sin among the human populace. The angels prodded the church to ever greater and more desperate action.","Amid the chaos, {@creature Avacyn|PSI} created a new angelic flight to serve as her honor guard. Armed with moonsilver spears forged from shards of the broken Helvault, these angels of the Flight of Moonsilver served as sentries and guards at Thraben Cathedral, and flew alongside {@creature Avacyn|PSI} into battle against any perceived threat to Innistrad.","Only {@creature Sigarda|PSI} and the Host of Herons remained unaffected by Avacyn's madness, perhaps because they were the angels of purity. The survivors of this host retreated to their old haunt in Gavony's remote parish of Videns to maintain a safe distance from {@creature Avacyn|PSI}.","Angels that have gone mad can cast {@spell flame strike} once per day using their Innate Spellcasting trait. Additionally, the extra damage from their Angelic Weapons is half fire damage and half radiant damage."]}],"gallery":[{"path":"bestiary/PSI/Angel1.webp","title":"Gisela, Blade of Goldnight","credit":"Jason Chan"},{"path":"bestiary/PSI/Angel2.webp","title":"Fiery Temper","credit":"Johannes Voss"},{"path":"bestiary/PSI/Sigarda.webp","title":"Sigarda, Host of Herons","credit":"Chris Rahn"}]},{"id":"flimp-shagglecran","name":"Flimp Shagglecran","source":"MaBJoV","page":32,"srd":false,"image":"bestiary/MaBJoV/Flimp Shagglecran.webp","token":"bestiary/tokens/MaBJoV/Flimp Shagglecran.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Lawful Neutral","ac":"21","initiative":"+0 (10)","hp":"137 (25d6 + 50)","speed":"25 ft., fly 25 ft., swim 60 ft.","str":14,"dex":10,"con":14,"int":18,"wis":12,"cha":11,"saves":"Con +6, Int +8","skills":"Arcana +8, History +8, Medicine +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Dwarvish, Giant, Gnomish","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Battle Smith","entries":["Flimp uses his Intelligence modifier for attack and damage rolls with his weapons."]},{"name":"Gnome Cunning","entries":["Flimp has advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic."]},{"name":"Special Equipment","entries":["Flimp wears a {@item cloak of the manta ray}, a {@item cloak of protection}, {@item +2 plate armor}, and {@item winged boots}. Flimp wields a {@item +2 warhammer}. These items vanish 4 days after Flimp dies."]}],"spellcasting":[{"name":"Spellcasting","entries":["Flimp casts one of the following spells using Intelligence as his spellcasting ability (spell save {@dc 16}):","At will: {@spell guidance}, {@spell light}","2/day each: {@spell aid}, {@spell blur}, {@spell cure wounds}, {@spell shield}","1/day each: {@spell blink}, {@spell elemental weapon}, {@spell fire shield}"]}],"actions":[{"name":"Multiattack","entries":["Flimp makes two Magic Warhammer attacks."]},{"name":"Magic Warhammer","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage plus 3 ({@damage 1d6}) force damage."]},{"name":"Hurl Acid {@recharge}","entries":["Flimp hurls a vial of acid at a location within 60 feet. Every creature within 10 feet of the target location must succeed on a {@dc 16} Dexterity saving throw or take 21 ({@damage 6d6}) acid damage."]},{"name":"Summon Steel Defender (1/Day)","entries":["Flimp summons a {@creature Steel Defender|TCE|metallic panther} to aid him in combat. The panther has 24 hit points and is immune to poison damage and the poison and {@condition charmed} conditions."]}],"bonusActions":[],"reactions":[{"name":"Flash of Genius","entries":["When Flimp or another creature he can see within 30 feet of him makes an ability check or a saving throw, Flimp can use his reaction to add +4 to the roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Flimpius Theodore Shagglecran (known to his friends as Flimp) is a gnome artificer who hails from the island nation of Lantan. Flimp has an appearance unlike any other gnome on Faerûn. Dressed in plate armor with hooks and pouches for keeping his many inventions, Flimp is always accompanied by his ornery, but entirely mechanical, dog named Metallison.","Flimp spent his youth as many gnomes in Lantan do—studying with hopes to one day join the Gnomish Academy of Engineering. While he easily qualified to study at the Academy, Flimp quickly found that such a life was too boring for his tastes. To the consternation of his family and teachers, Flimp set off on a merchant ship headed north to the fabled city of Waterdeep. Halfway into the voyage, his ship was struck by misfortune and swamped during a powerful storm. Flimp found himself shipwrecked on a strange land with only a few other survivors with him. This turned out to be a blessing in disguise, for it was how he met his great friend and ally, the Waterdhavian scholar Doc Watson.","Together the two of them were able to rebuild and modify the wrecked ship which they named the Kraken's Folly. The name was inspired by the ship's most unique addition, a magical steering wheel (stolen from the lair of a kraken) that allows the ship to sail between worlds. After convincing Doc Watson to give up academic life, the two new friends used the ship to launch an adventuring career. This career turned out to be so lucrative, that eventually they founded a joint venture they named \"The Adventurer's Guild\".",{"type":"entries","name":"Flimp as a Contact","entries":["Flimp is the primary contact for members of the Adventurer's Guild at low levels. Flimp can use his planar ship, the Kraken's Folly, to take adventurers to many exotic locations.",{"type":"table","caption":"Flimp's Planar Ship Transportation Costs","colLabels":["Location","Required Level","Cost"],"colStyles":["col-4","col-4 text-center","col-4 text-right"],"rows":[["Waterdeep","1","10 gp per passenger"],["Baldur's Gate","1","10 gp per passenger"],["Neverwinter","1","10 gp per passenger"],["Athkatla","1","10 gp per passenger"],["Lantan","5","25 gp per passenger"],["Ust Natha","5","50 gp per passenger"],["Icewind Dale","5","50 gp per passenger"],["Port Nyanzaru","5","25 gp per passenger"],["Abyss","10","500 gp per passenger"],["Avernus","10","500 gp per passenger"],["Githyanki City","10","400 gp per passenger"],["City Of Greyhawk","10","250 gp per passenger"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Flimp Shagglecran.webp"}]},{"id":"flind","name":"Flind","source":"MPMM","page":127,"srd":false,"image":"bestiary/MPMM/Flind.webp","token":"bestiary/tokens/MPMM/Flind.webp","size":"Medium","creatureType":"Fiend (Gnoll)","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":20,"dex":14,"con":19,"int":11,"wis":13,"cha":12,"saves":"Con +8, Wis +5","skills":"Intimidation +5, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Gnoll, Abyssal","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Coastal, Forest, Grassland, Hill","treasure":"","traits":[{"name":"Aura of Blood Thirst","entries":["If the flind isn't {@condition incapacitated}, any creature with the Rampage trait can make a Bite attack as a bonus action while within 10 feet of the flind."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The flind makes one Flail of Chaos attack, one Flail of Pain attack, and one Flail of Paralysis attack, or it makes three Longbow attacks."]},{"name":"Flail of Chaos","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, and the target must make a {@dc 16} Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than the flind, within its reach. If there's no creature within reach, the target instead moves half its speed in a random direction."]},{"name":"Flail of Pain","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage plus 16 ({@damage 3d10}) psychic damage."]},{"name":"Flail of Paralysis","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} until the end of its next turn."]},{"name":"Longbow","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["When the demon lord Yeenoghu wants to create a particularly fearsome war band leader, he transforms an exceptionally strong and vicious gnoll into a demonic warrior known as a flind.","A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band's path. Because of its special connection to Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.","Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes."],"gallery":[{"path":"bestiary/MPMM/Flind.webp","credit":"John Paul Balmet"}],"otherVersions":[{"id":"flind-vgm","source":"VGM"}]},{"id":"flind-vgm","name":"Flind","source":"VGM","page":153,"srd":false,"image":"bestiary/VGM/Flind.webp","token":"bestiary/tokens/VGM/Flind.webp","size":"Medium","creatureType":"Humanoid (Gnoll)","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":20,"dex":10,"con":19,"int":11,"wis":13,"cha":12,"saves":"Con +8, Wis +5","skills":"Intimidation +5, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Gnoll","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Grassland, Forest, Hill, Arctic","treasure":"","traits":[{"name":"Aura of Blood Thirst","entries":["If the flind isn't {@condition incapacitated}, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The flind makes three attacks: one with each of its different flail attacks or three with its longbow."]},{"name":"Flail of Madness","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, and the target must make a {@dc 16} Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn."]},{"name":"Flail of Pain","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage plus 22 ({@damage 4d10}) psychic damage."]},{"name":"Flail of Paralysis","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} until the end of its next turn."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["When gnolls are weakened, they seek out isolated settlements, maim and disable its inhabitants, and feed upon them as they rest and regain strength."],"by":"Elminster"},{"type":"entries","entries":["A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself.","A war band can have only one flind, and that creature sets a war band's path. Because of its special connection to Yeenoghu, a flind uses god-given omens and demonic insight to guide the gnolls toward weak prey ripe for slaughter.","Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those struck by it."]}],"gallery":[{"path":"bestiary/VGM/Flind.webp","credit":"John Paul Balmet"}],"hidden":true,"otherVersions":[{"id":"flind","source":"MPMM"}]},{"id":"flitterstep-eidolon","name":"Flitterstep Eidolon","source":"MOT","page":222,"srd":false,"image":"bestiary/tokens/MOT/Flitterstep Eidolon.webp","token":"bestiary/tokens/MOT/Flitterstep Eidolon.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"14","initiative":"+4 (14)","hp":"44 (8d8 + 8)","speed":"40 ft.","str":8,"dex":18,"con":13,"int":11,"wis":12,"cha":10,"saves":"","skills":"Perception +3, Stealth +8","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; restrained","senses":"Passive Perception 13","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blurred Form","entries":["Attack rolls against the eidolon are made with disadvantage unless the eidolon is {@condition incapacitated}."]},{"name":"Evasion","entries":["If the eidolon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the eidolon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's {@condition incapacitated}."]},{"name":"Incorporeal Movement","entries":["The eidolon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Turn Resistance","entries":["The eidolon has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eidolon makes two melee attacks. Immediately before or after one of its attacks, it can use Flitterstep if it is available."]},{"name":"Flickering Dagger","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) psychic damage."]},{"name":"Flitterstep {@recharge 5}","entries":["The eidolon magically teleports to an unoccupied space it can see within 30 feet of it. If it makes an attack immediately after teleporting, it has advantage on the attack roll."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants.","Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose."]}]},{"id":"flizzlebin","name":"Flizzlebin","source":"WttHC","srd":false,"image":"bestiary/WttHC/Flizzlebin.webp","token":"bestiary/tokens/WttHC/Flizzlebin.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"38 (7d6 + 14)","speed":"30 ft.","str":8,"dex":14,"con":15,"int":16,"wis":10,"cha":12,"saves":"","skills":"Arcana +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common, Dwarvish, Gnomish","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Flizzlebin has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Ventriloquist","entries":["Flizzlebin can project his voice from anywhere within 1 mile of himself."]}],"spellcasting":[],"actions":[{"name":"Dazzling Confetti","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 60 ft. {@h}10 ({@damage 2d6 + 3}) Radiant damage."]},{"name":"Vanishing Trick (3/Day)","entries":["Flizzlebin has the {@condition Invisible|XPHB} condition for 10 minutes. This effect ends early immediately after Flizzlebin makes an attack roll, deals damage, or has the {@condition Incapacitated|XPHB} condition, or if his hat is removed."]}],"bonusActions":[],"reactions":[{"name":"Distracting Glitter","entries":["{@actTrigger} Flizzlebin is hit by an attack roll. {@actResponse} Flizzlebin adds 2 to his AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A trickster with a penchant for games, Flizzlebin tempts novice adventurers into dungeons to test their skills. The so-called \"Vanishing Gnome's\" favorite game involves hiding within dangerous dungeons and rewarding those who find him with priceless treasures."]}],"gallery":[{"path":"bestiary/WttHC/Flizzlebin.webp"}]},{"id":"floon-blagmaar","name":"Floon Blagmaar","source":"WDH","page":202,"srd":false,"image":"bestiary/tokens/WDH/Floon Blagmaar.webp","token":"bestiary/tokens/WDH/Floon Blagmaar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":7,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"flumph","name":"Flumph","source":"XMM","page":122,"srd":false,"image":"bestiary/XMM/Flumph.webp","token":"bestiary/tokens/XMM/Flumph.webp","size":"Small","creatureType":"Aberration","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"5 ft., fly 30 ft. (hover)","str":6,"dex":15,"con":10,"int":14,"wis":14,"cha":11,"saves":"","skills":"Arcana +4, History +4, Religion +4","vulnerabilities":"psychic","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"understands Undercommon but can't speak; telepathy 60 ft.","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underdark","treasure":"Arcana","traits":[{"name":"Advanced Telepathy","entries":["The flumph perceives the content of any telepathic communication within 60 feet of it."]},{"name":"Prone Deficiency","entries":["If the flumph receives the {@condition Prone|XPHB} condition, roll a die. On an odd number, it has the {@condition Incapacitated|XPHB} condition. At the end of each of its turns, the flumph makes a {@dc 10} Dexterity saving throw, ending the {@condition Incapacitated|XPHB} condition on a success."]},{"name":"Telepathic Shroud","entries":["The flumph's thoughts can't be read by any means, and magic can't detect its location or observe it remotely."]}],"spellcasting":[],"actions":[{"name":"Tentacle","entries":["{@atkr m} {@hit 4}, reach 5 feet. {@h}4 ({@damage 1d4 + 2}) Acid damage."]},{"name":"Stench Spray (1/Day)","entries":["{@actSave dex} {@dc 10}, one creature the flumph can see within 15 feet. {@actSaveFail} The target is coated in a foul-smelling liquid, exudes a stench for {@dice 1d4} hours, and has the {@condition Poisoned|XPHB} condition while the stench lasts. Other creatures have the {@condition Poisoned|XPHB} condition while in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the coated target. The target can remove the stench on itself if it bathes during a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Flumph","entries":["{@i Strange Ally from a Strange Place}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Bizarre creatures with aberrant agendas inhabit the Underdark. Flumphs number among the few that are helpful to strangers.","These tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate telepathically and by changing color to reflect their moods.","Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well. Roll on or choose a result from the Flumph Assistance table to inspire what support flumphs provide.",{"type":"table","caption":"Flumph Assistance","colLabels":["1d6","The Flumph Helps By..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cooking a meal of Underdark delicacies."],["2","Performing a psychic song or \"smell poem.\""],["3","Recovering and nursing fallen adventurers."],["4","Revealing the location of helpful magic items."],["5","Serving as a guide to a foe's hidden lair."],["6","Sharing excessive encouragement and praise."]]},{"type":"entries","name":"Flumph Colors","entries":["A flumph's extremities change color to reflect its mood. The Flumph Colors and Emotions table summarizes common flumph colors and the human emotions to which they most closely correspond.",{"type":"table","caption":"Flumph Colors and Emotions","colLabels":["Color","Emotion"],"colStyles":["col-6","col-6"],"rows":[["Blue, Dark","Sadness"],["Blue, Light","Happiness"],["Green","Curiosity"],["Magenta","Unknown*"],["Orange","Confusion"],["Pink","Amusement"],["Purple","Fear"],["Red","Anger"],["Teal","Serenity"],["Yellow","Excitement"]],"footnotes":["*Rarely seen; potentially no human equivalent"]}]}]}],"gallery":[{"path":"bestiary/XMM/Flumph.webp","credit":"Axel Defois"}],"otherVersions":[{"id":"flumph-mm","source":"MM"}]},{"id":"flumph-mm","name":"Flumph","source":"MM","page":135,"srd":false,"image":"bestiary/MM/Flumph.webp","token":"bestiary/tokens/MM/Flumph.webp","size":"Small","creatureType":"Aberration","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"5 ft., fly 30 ft.","str":6,"dex":15,"con":10,"int":14,"wis":14,"cha":11,"saves":"","skills":"Arcana +4, History +4, Religion +4","vulnerabilities":"psychic","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Undercommon but can't speak, telepathy 60 ft.","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Advanced Telepathy","entries":["The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be {@status surprised} by creatures with any form of telepathy."]},{"name":"Prone Deficiency","entries":["If the flumph is knocked {@condition prone}, roll a die. On an odd result, the flumph lands upside-down and is {@condition incapacitated}. At the end of each of its turns, the flumph can make a {@dc 10} Dexterity saving throw, righting itself and ending the {@condition incapacitated} condition if it succeeds."]},{"name":"Telepathic Shroud","entries":["The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells."]}],"spellcasting":[],"actions":[{"name":"Tendrils","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 2 ({@damage 1d4}) acid damage. At the end of each of its turns, the target must make a {@dc 10} Constitution saving throw, taking 2 ({@damage 1d4}) acid damage on a failure or ending the recurring acid damage on a success. A {@spell lesser restoration} spell cast on the target also ends the recurring acid damage."]},{"name":"Stench Spray (1/Day)","entries":["Each creature in a 15-foot cone originating from the flumph must succeed on a {@dc 10} Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for {@dice 1d4} hours. The coated creature is {@condition poisoned} as long as the stench lasts, and other creatures are {@condition poisoned} while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger.",{"name":"Intelligent and Wise","type":"entries","entries":["Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects.","Flumphs are sensitive to the emotional states of nearby creatures. If a creature's thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees."]},{"name":"Psionic Siphons","type":"entries","entries":["Flumphs feed by siphoning mental energy from psionic creatures, and they can be found lurking near communities of mind flayers, aboleths, githyanki, and githzerai. As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding.","Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumphs feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature. When flumphs encounter good-hearted adventurers, they eagerly share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment."]},{"name":"Flumph Society","type":"entries","entries":["Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders, since all flumphs contribute in their own way"]}]}]}],"gallery":[{"path":"bestiary/MM/Flumph.webp"}],"hidden":true,"otherVersions":[{"id":"flumph","source":"XMM"}]},{"id":"flux-blastseeker","name":"Flux Blastseeker","source":"GGR","page":242,"srd":false,"image":"bestiary/tokens/GGR/Flux Blastseeker.webp","token":"bestiary/tokens/GGR/Flux Blastseeker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"55 (10d8 + 10)","speed":"30 ft.","str":10,"dex":15,"con":12,"int":20,"wis":9,"cha":14,"saves":"Dex +5, Int +8","skills":"Arcana +8, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any one language","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fluxbending Overcast {@recharge 5}","entries":["The blastseeker can create an additional effect immediately after casting a spell. Roll a {@dice d6} to determine the effect: 1-3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) thunder damage."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The blastseeker's innate spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:","3/day each: {@spell mage armor} (self only), {@spell scorching ray}","1/day each: {@spell banishment}, {@spell cone of cold}, {@spell dimension door}, {@spell fireball}, {@spell ice storm}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."]}]}]}]},{"id":"fluxcharger","name":"Fluxcharger","source":"GGR","page":208,"srd":false,"image":"bestiary/GGR/Fluxcharger.webp","token":"bestiary/tokens/GGR/Fluxcharger.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"16","initiative":"+4 (14)","hp":"60 (8d10 + 16)","speed":"0 ft., fly 60 ft.","str":15,"dex":18,"con":15,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amplify Lightning","entries":["Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 ({@damage 2d8}) lightning damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fluxcharger makes two slam attacks or uses Arc Lightning twice."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage."]},{"name":"Arc Lightning","entries":["{@atk rs} {@hit 7} to hit, range 30 ft., one target. {@h}16 ({@damage 3d10}) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target. That second creature must succeed on a {@dc 15} Dexterity saving throw or take 13 ({@damage 3d8}) lightning damage. {@hom}The fluxcharger takes 5 ({@damage 1d10}) force damage after resolving the attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn't explode like some other weirds do, but it is more intelligent and more headstrong than other weirds.","A fluxcharger's mizzium frame is suggestive of an angel. A faceplate is meant to give it some personality, but most people find its solemn expression and unblinking stare more unnerving than relatable."]},{"type":"entries","name":"Izzet Weirds","entries":["Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.",{"name":"Elemental Nature","type":"entries","entries":["An Izzet weird doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Fluxcharger.webp","credit":"Willian Murai"}]},{"id":"flying-dagger","name":"Flying Dagger","source":"BGDIA","page":30,"srd":false,"image":"bestiary/tokens/BGDIA/Flying Dagger.webp","token":"bestiary/tokens/BGDIA/Flying Dagger.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"7 (3d4)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The dagger is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the dagger remains motionless and isn't flying, it is indistinguishable from a normal sword."]}],"spellcasting":[],"actions":[{"name":"Longdagger","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"flying-horror","name":"Flying Horror","source":"GGR","page":203,"srd":false,"image":"bestiary/GGR/Flying Horror.webp","token":"bestiary/tokens/GGR/Flying Horror.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"16","initiative":"+5 (15)","hp":"49 (9d8 + 9)","speed":"30 ft., fly 60 ft.","str":9,"dex":20,"con":12,"int":2,"wis":15,"cha":16,"saves":"","skills":"Perception +4, Stealth +7","vulnerabilities":"radiant","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 14","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fear Frenzy","entries":["The horror has advantage on attack rolls against {@condition frightened} creatures."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 14 ({@damage 4d6}) psychic damage."]},{"name":"Frightening Screech {@recharge 5}","entries":["The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} of it for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Horrors and Madness","entries":["Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.","Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a {@dc 13} Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"table","caption":"Madness Severity","colLabels":["Failed Saves","Madness"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Short-term"],["2-3","Long-term"],["4+","Indefinite"]]}]},{"type":"entries","name":"Horrors","entries":["Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.","At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.","House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors."]},{"type":"entries","name":"Customizing a Horror","entries":["Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.","",{"type":"table","caption":"Primary Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."],["2","Damage Resistances. The horror has resistance to necrotic and psychic damage."],["3","Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save {@dc 13} for flying horror, {@dc 16} for shadow horror, and {@dc 17} for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: {@spell darkness} 1/day each: {@spell fear} (shadow horror and skittering horror only), {@spell phantasmal killer} (skittering horror only)"],["4","Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 ({@damage 1d6}) psychic damage (flying horror), 7 ({@damage 2d6}) psychic damage (shadow horror), or 10 ({@damage 3d6}) psychic damage (skittering horror)."]]},{"type":"table","caption":"Secondary Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be {@condition grappled} by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target."],["2","Indomitable Mind. The horror is immune to the {@condition charmed} condition."],["3","Keen Senses. The horror has advantage on Wisdom ({@skill Perception}) checks that rely on sight, sound, or smell."],["4","Mind Sight. Magical darkness doesn't impede the horror's {@sense darkvision}."]]}]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Flying Horror.webp","credit":"Adam Paquette"}]},{"id":"flying-monkey","name":"Flying Monkey","source":"ToA","page":220,"srd":false,"image":"bestiary/ToA/Flying Monkey.webp","token":"bestiary/tokens/ToA/Flying Monkey.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"30 ft., climb 20 ft., fly 30 ft.","str":8,"dex":14,"con":11,"int":5,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Familiar","entries":["With the DM's permission, the {@spell find familiar} spell can summon a flying monkey."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target {@h}1 ({@damage 1d4 - 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Flying monkeys are slightly more clever and curious than common monkeys, and they can be domesticated and taught to obey simple commands. They come in many colors and varieties, with feathered wings that have a span of about 5 feet. With the DM's permission, the {@spell find familiar} spell can summon a flying monkey."]}]}]}],"gallery":[{"path":"bestiary/ToA/Flying Monkey.webp"}]},{"id":"flying-rocking-horse","name":"Flying Rocking Horse","source":"WBtW","page":121,"srd":false,"image":"bestiary/WBtW/Flying Rocking Horse.webp","token":"bestiary/tokens/WBtW/Flying Rocking Horse.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"0 ft., fly 40 ft. (only while mounted; hover)","str":10,"dex":10,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the rocking horse move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the rocking horse is animate."]},{"name":"Flying Mount","entries":["The rocking horse can serve as a mount for a Medium or smaller creature and can fly only while mounted."]},{"name":"Unusual Nature","entries":["The rocking horse doesn't require air, food, drink, or sleep, and it regains no hit points or Hit Dice at the end of a long rest."]}],"spellcasting":[],"actions":[{"name":"Head Butt","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WBtW/Flying Rocking Horse.webp","credit":"Olga Drebas"}]},{"id":"flying-shield","name":"Flying Shield","source":"TftYP","page":224,"srd":false,"image":"bestiary/tokens/TftYP/Flying Shield.webp","token":"bestiary/tokens/TftYP/Flying Shield.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The shield is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the shield remains motionless and isn't flying, it is indistinguishable from a normal sword."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"flying-snake","name":"Flying Snake","source":"XMM","page":353,"srd":true,"image":"bestiary/XMM/Flying Snake.webp","token":"bestiary/tokens/XMM/Flying Snake.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"5 (2d4)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":4,"dex":15,"con":11,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Passive Perception 11","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Desert, Forest, Grassland","treasure":"","traits":[{"name":"Flyby","entries":["The snake doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Piercing damage plus 5 ({@damage 2d4}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Flying Snake.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"flying-snake-mm","source":"MM"}]},{"id":"flying-snake-mm","name":"Flying Snake","source":"MM","page":322,"srd":false,"image":"bestiary/MM/Flying Snake.webp","token":"bestiary/tokens/MM/Flying Snake.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"5 (2d4)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":4,"dex":18,"con":11,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 11","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Grassland, Forest, Urban, Desert","treasure":"","traits":[{"name":"Flyby","entries":["The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}1 piercing damage plus 7 ({@damage 3d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils."]}]}],"gallery":[{"path":"bestiary/MM/Flying Snake.webp"}],"hidden":true,"otherVersions":[{"id":"flying-snake","source":"XMM"}]},{"id":"flying-staff","name":"Flying Staff","source":"WDH","page":152,"srd":false,"image":"bestiary/tokens/WDH/Flying Staff.webp","token":"bestiary/tokens/WDH/Flying Staff.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The staff is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the staff must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the staff remains motionless and isn't flying, it is indistinguishable from a normal staff."]}],"spellcasting":[],"actions":[{"name":"Knife","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"flying-sword","name":"Flying Sword","source":"MM","page":20,"srd":false,"image":"bestiary/MM/Flying Sword.webp","token":"bestiary/tokens/MM/Flying Sword.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The sword is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A flying sword dances through the air, fighting with the confidence of a warrior that can't be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Lyin' next to the chest were the bones of {@style Cap'n Scornblade|small-caps} himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still go the scar."],"by":"Levity Quickstitch, halfling rogue"}]},{"type":"section","name":"Animated Objects","entries":["Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Constructed Nature","type":"entries","entries":["An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Flying Sword.webp"}]},{"id":"flying-trident","name":"Flying Trident","source":"WDMM","page":106,"srd":false,"image":"bestiary/tokens/WDMM/Flying Trident.webp","token":"bestiary/tokens/WDMM/Flying Trident.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The trident is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the trident remains motionless and isn't flying, it is indistinguishable from a normal sword."]}],"spellcasting":[],"actions":[{"name":"Longtrident","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"flying-wand","name":"Flying Wand","source":"WDMM","page":105,"srd":false,"image":"bestiary/tokens/WDMM/Flying Wand.webp","token":"bestiary/tokens/WDMM/Flying Wand.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"17 (5d6)","speed":"0 ft., fly 50 ft. (hover)","str":12,"dex":15,"con":11,"int":1,"wis":5,"cha":1,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The wand is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the wand remains motionless and isn't flying, it is indistinguishable from a normal sword."]}],"spellcasting":[],"actions":[{"name":"Magic Missile","entries":["The wand shoots a dart of magical force at one creature that it can detect within 60 feet of it. The target takes 3 ({@damage 1d4 + 1}) force damage as the dart hits it unerringly."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"flying-wonder","name":"Flying Wonder","source":"FRAiF","page":246,"srd":false,"image":"bestiary/tokens/FRAiF/Flying Wonder.webp","token":"bestiary/tokens/FRAiF/Flying Wonder.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"5 ft., fly 30 ft.","str":2,"dex":15,"con":10,"int":3,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Blindsight 60 ft., Passive Perception 10","languages":"understands Common but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Increased Carrying Capacity","entries":["The wonder can carry up to 100 pounds."]},{"name":"Wind-Up Operation","entries":["The wonder has the {@condition Unconscious|XPHB} condition until another creature winds it with the wonder's unique key for 1 minute. Once wound, the wonder operates for 24 hours or until a creature touches the wonder with its key as a {@action Utilize|XPHB} action to deactivate it, after which the wonder has the {@condition Unconscious|XPHB} condition until it is wound again."]}],"spellcasting":[],"actions":[],"bonusActions":[{"name":"Chime","entries":["The wonder chirps a merry, metronomic tune. The wonder chooses one ally that it can see within 60 feet. Until the start of the wonder's next turn, the target has {@variantrule Advantage|XPHB} on the next ability check it makes with a Musical Instrument or Tinker's Tools."]},{"name":"Sprint","entries":["The wonder takes the {@action Dash|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"fog-giant","name":"Fog Giant","source":"MFF","page":10,"srd":false,"image":"bestiary/MFF/Fog Giant.webp","token":"bestiary/tokens/MFF/Fog Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"16","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7, Persuasion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Denizen of the Mist","entries":["During its turn, the fog giant ignores the effects of {@spell fog cloud} spells cast by it or other allied fog giants."]},{"name":"Keen Smell","entries":["The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell misty step}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two greatsword attacks and casts {@spell fog cloud}."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}29 ({@damage 6d6 + 8}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]},{"name":"Petty Tyrant {@recharge}","entries":["The fog giant shouts bloodcurdling threats at the creatures that serve it. Each medium or smaller ally of the giant within 120 feet of it that can see or hear it can use its reaction to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The place of cloud giants in the ordning—the set of values and expectations that determines their rank in giant society—is driven by wealth. Those cloud giants foolish or unlucky enough to have their treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their treasure or start a new hoard—by any means possible.",{"type":"entries","name":"Beleaguered Moguls","entries":["Though they live as ruthless raiders, fog giants remain tasteful and refined in their desires. They remember their former wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the giant's desires. Instead, they seek out grand works of art, wondrous jewelry, and beautiful sculptures."]},{"type":"entries","name":"Reasonable Offers","entries":["Fog giants are powerful warriors, but they prefer to use threats and intimidation to get their way. A fog giant seeks out news and rumors of treasures that appeal to its sense of refinement, then tracks down and treats owners of those treasures to a show of force. Kicking down the gate of a backwater duke's castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return for a treasure or two."]},{"type":"entries","name":"Bandit Kings","entries":["Forced to dwell in exile in the lands of the small folk, many fog giants develop an interest in those folk. Using a combination of threats and the promise of vast reward once they return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to work with ambitious humans, renegade elves, and greedy dwarves—all folk they see as properly civilized. They treat orcs, goblinoids, and other \"barbarian\" types as pesky vermin, best killed or driven away."]},{"type":"entries","name":"Calculating Masters","entries":["When a fog giant accumulates followers, it sets them to the task of rebuilding the giant's collection of wondrous, expensive treasures. Its favored servants are civilized folk who can mingle among the rich and refined. These agents take note of treasures that might interest the fog giant, who then plots heists, raids, and other stratagems to seize the chosen prize. A giant might undertake a carefully planned robbery, making extensive use of magic to cover their presence. Or it might engage in a brute-force raid that involves tearing off the roof of a merchant's home, seizing what they seek, and stalking away before the town watch can rally."]},{"type":"entries","name":"Intricate Networks","entries":["Clever, ambitious, and greedy, many fog giants build up whole networks of bandits, raiders, spies, and criminals. In some cases, such a network might grow large enough that minions in the lower ranks are ignorant of their leader's true nature. Fog giants who amass such organizations think of themselves as exiled nobles, and often take on such fanciful titles as Duke of Robbery, Baron of Bandits, or Lord of Larceny."]}]}]}],"gallery":[{"path":"bestiary/MFF/Fog Giant.webp"}]},{"id":"foghome","name":"Foghome","source":"CRCotN","page":58,"srd":false,"image":"bestiary/CRCotN/032-03-005.foghome-the-firbolg.webp","token":"bestiary/tokens/CRCotN/Foghome.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Foghome can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Foghome is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/032-03-005.foghome-the-firbolg.webp","credit":"Shawn Wood"}]},{"id":"fomorian","name":"Fomorian","source":"XMM","page":123,"srd":false,"image":"bestiary/XMM/Fomorian.webp","token":"bestiary/tokens/XMM/Fomorian.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"172 (15d12 + 75)","speed":"40 ft.","str":23,"dex":10,"con":20,"int":9,"wis":14,"cha":6,"saves":"","skills":"Perception +8, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 18","languages":"Giant, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fomorian makes two Stone Club attacks. It can replace one attack with a use of Warping Hex if available."]},{"name":"Stone Club","entries":["{@atkr m} {@hit 9}, reach 15 ft. {@h}24 ({@damage 4d8 + 6}) Bludgeoning damage."]},{"name":"Warping Hex {@recharge 4}","entries":["{@actSave wis} {@dc 16}, one creature the fomorian can see within 120 feet. {@actSaveFail} 21 ({@damage 6d6}) Psychic damage, and the target gains 1 {@condition Exhaustion|XPHB} level. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Fomorian","entries":["{@i Cursed Giant of the Dark}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Once infamous for their magical aptitude, fomorians are giants afflicted with a fey curse. In their pride, they were tricked into invading the Feywild to claim its magic for their own. When the archfey rulers of that realm united, the fomorians were turned back and cursed with supernatural strangeness to make their bodies match their vile souls. Ever since, fomorians have dwelled in the Underdark amid the ruins of their magical cities. The archfey's curse afflicts them still, tormenting them with wandering cankers, lurching organs, and stranger discomforts. Rather than atoning for their offenses, fomorians harness the magic of their curse and turn it against others. Roll on or choose a result from the Fomorian Warping table to inspire the cosmetic effects a creature undergoes while they're affected by a fomorian's Warping Hex.",{"type":"table","caption":"Fomorian Warping","colLabels":["1d4","The Fomorian's Hex Causes..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Colorful, wandering pustules."],["2","Excessive sweating of rainbow-hued fluids."],["3","Patches of wriggling hair."],["4","Veins that bulge and lurch under the skin."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["All-Father Annam banished his son, Karontor, for Karontor's part in the fomorian assault on the Feywild. That day, the ordning—the hierarchy of the giants and their gods—changed forever, and the fomorians were part of it no more."],"by":"Bigby"}]}]}],"gallery":[{"path":"bestiary/XMM/Fomorian.webp","credit":"Daarken"}],"otherVersions":[{"id":"fomorian-mm","source":"MM"}]},{"id":"fomorian-mm","name":"Fomorian","source":"MM","page":136,"srd":false,"image":"bestiary/MM/Fomorian.webp","token":"bestiary/tokens/MM/Fomorian.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"149 (13d12 + 65)","speed":"30 ft.","str":23,"dex":10,"con":20,"int":9,"wis":14,"cha":6,"saves":"","skills":"Perception +8, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"Giant, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Evil Eye","entries":["The fomorian magically forces a creature it can see within 60 feet of it to make a {@dc 14} Charisma saving throw. The creature takes 27 ({@damage 6d8}) psychic damage on a failed save, or half as much damage on a successful one."]},{"name":"Curse of the Evil Eye (Recharges after a Short or Long Rest)","entries":["With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.","The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Their wretched appearance rarely evokes sympathy, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds.",{"name":"Fey Curse","type":"entries","entries":["The elves remember when the fomorians were among the most handsome of races, possessed of brilliant minds and unrivaled magical ability. That physical perfection did not extend to their hearts, however, as a lust for magic and power consumed them. The fomorians sought to conquer the Feywild and enslave its inhabitants, claiming those creatures' magic for themselves. When the fey united to defend their realm, the fomorians fought them and were subjected to a terrible curse.","One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep beneath the world to nurse their hatred. Cursing their fate, they have ever after plotted vengeance against the fey that wronged them."]},{"name":"Giants of the Underdark","type":"entries","entries":["The fomorians dwell in eerily beautiful caverns in the Underdark, rarely venturing to the surface. Their lairs feature abundant access to water, fish, and mushroom forests, as well as to the creatures whose slave labor keeps the fomorians fed. When those slaves can no longer toil, they are slain and devoured. Wickedness and depravity are the cornerstones of fomorian society, in which the strongest and cruelest giants rule. Fomorians mark their territories with the corpses of their enemies, painting their cavern walls with blood or stitching together limbs and body parts to make mockeries of the creatures they have killed.",{"name":"Ruined Flesh, Evil Minds","entries":["The deformities visited on the fomorians prevent them from hurling rocks like their giant kin, or wearing anything more than scraps of cloth. However, the grotesque positioning of their eyes, noses, and ears gives fomorians keen perceptive abilities, making it hard to surprise or ambush them. The greed and evil of the fomorians lies at the heart of their degeneration and fall, and continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by nature and betray their allies on a whim."],"type":"entries"}]},{"name":"Curse of the Evil Eye","type":"entries","entries":["Fomorians can pass their curse onto others using a power called the evil eye-a last vestige of the giants' once-remarkable spellcasting ability. A creature cursed by a fomorian's evil eye is magically twisted and deformed, gaining a glimpse into the pain and malice that has consumed this evil race."]}]}]}],"gallery":[{"path":"bestiary/MM/Fomorian.webp"}],"hidden":true,"otherVersions":[{"id":"fomorian","source":"XMM"}]},{"id":"fomorian-deep-crawler","name":"Fomorian Deep Crawler","source":"BGG","page":142,"srd":false,"image":"bestiary/BGG/Fomorian Deep Crawler.webp","token":"bestiary/tokens/BGG/Fomorian Deep Crawler.webp","size":"Huge","creatureType":"Giant","alignment":"Any Alignment","ac":"14","initiative":"+2 (12)","hp":"184 (16d12 + 80)","speed":"30 ft., climb 30 ft.","str":23,"dex":15,"con":20,"int":9,"wis":17,"cha":6,"saves":"","skills":"Perception +7, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"Giant, Undercommon","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Contortionist","entries":["The fomorian can enter a space large enough for a Large creature without squeezing."]},{"name":"Crawling Stance","entries":["While the fomorian has the {@condition prone} condition, crawling does not cost it extra movement. In addition, the {@condition prone} condition does not grant advantage on attack rolls against the fomorian."]},{"name":"Spider Climb","entries":["The fomorian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fomorian makes two Slam attacks and uses Crawling Hex if it is available."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]},{"name":"Crawling Hex {@recharge 4}","entries":["The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a {@dc 15} Wisdom saving throw or take 31 ({@damage 7d8}) psychic damage, have the {@condition prone} condition, and become cursed for 1 hour. While cursed this way, the target can't stand up and end the {@condition prone} condition on itself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Deep crawlers are fomorians whose bodies are adapted to crawling through the tunnels of the Underdark, perhaps in imitation or in honor of Karontor, \"the king that crawls.\" Their limbs are long and sinuous, and their grip is strong enough for them to climb walls and ceilings."]}]},{"type":"section","name":"Fomorians","entries":["Descended from Annam's son Karontor, fomorians once occupied a place in the giants' ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians' bodies and souls twisted until they became the fomorians of today."]}],"gallery":[{"path":"bestiary/BGG/Fomorian Deep Crawler.webp"}]},{"id":"fomorian-noble","name":"Fomorian Noble","source":"BGG","page":143,"srd":false,"image":"bestiary/BGG/Fomorian Noble.webp","token":"bestiary/tokens/BGG/Fomorian Noble.webp","size":"Huge","creatureType":"Giant (Wizard)","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"253 (22d12 + 110)","speed":"30 ft.","str":23,"dex":18,"con":20,"int":19,"wis":14,"cha":16,"saves":"Int +9, Wis +7, Cha +8","skills":"Arcana +14, Perception +7, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Passive Perception 17","languages":"Giant plus any three languages","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The fomorian casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell mage armor} (self only), {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell chain lightning}, {@spell cone of cold} (6th-level version), {@spell fireball} (6th-level version), {@spell fly}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The fomorian makes three Rod attacks."]},{"name":"Rod","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 11 ({@damage 2d10}) force damage."]}],"bonusActions":[{"name":"Beguiling Presence","entries":["The fomorian targets a creature it can see within 60 feet of itself. The target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition charmed} condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all fomorians' Beguiling Presence for the next 24 hours."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Before their banishment to the Underdark, fomorians ordered themselves based on achievements of knowledge and magical power. Before Karontor urged his descendants into an ill-fated assault against the Feywild, some of the most ambitious, inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge unopposed.","In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane to survey the world they left. With angular features and apparently ageless faces, these fomorians resemble gigantic elves.",{"type":"quote","entries":["The fomorian nobles I have met are so utterly unrepentant and so unmoved by the plight of their cursed kindred that I struggle to embrace them as my cousins."],"by":"Diancastra"}]}]},{"type":"section","name":"Fomorians","entries":["Descended from Annam's son Karontor, fomorians once occupied a place in the giants' ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians' bodies and souls twisted until they became the fomorians of today."]}],"gallery":[{"path":"bestiary/BGG/Fomorian Noble.webp"}]},{"id":"fomorian-warlock-of-the-dark","name":"Fomorian Warlock of the Dark","source":"BGG","page":144,"srd":false,"image":"bestiary/BGG/Fomorian Warlock of the Dark.webp","token":"bestiary/tokens/BGG/Fomorian Warlock of the Dark.webp","size":"Huge","creatureType":"Giant","alignment":"Any Alignment","ac":"15","initiative":"+1 (11)","hp":"207 (18d12 + 90)","speed":"30 ft.","str":23,"dex":13,"con":20,"int":9,"wis":14,"cha":18,"saves":"Wis +6, Cha +8","skills":"Arcana +3, Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Giant, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Blood Rune","entries":["The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction.","The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the fomorian dies. If the rune is destroyed, the fomorian can inscribe a blood rune on an object in its possession when it finishes a short or long rest."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the fomorian's darkvision."]},{"name":"Legendary Resistance (3/Day)","entries":["If the fomorian fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The fomorian casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell detect magic}, {@spell levitate}, {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell detect thoughts}, {@spell suggestion}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The fomorian makes three Greatclub attacks. If the fomorian has its blood rune, it can replace one of these attacks with a use of Corrupting Hex."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Corrupting Hex (Requires Blood Rune)","entries":["The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a {@dc 16} Charisma saving throw or take 27 ({@damage 6d8}) necrotic damage and become cursed for 24 hours. While cursed this way, the target's speed is reduced by half, and if it tries to cast a spell, it must first succeed on a {@dc 16} Intelligence check or the spell fails and is wasted."]},{"name":"Eldritch Burst","entries":["Magical energy explodes in a 20-foot-radius sphere centered on a point the fomorian can see within 120 feet of itself. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 32 ({@damage 5d12}) force damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[{"name":"Creeping Gloom {@recharge}","entries":["The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) necrotic damage and have the {@condition blinded} condition until the end of its next turn."]}],"reactions":[{"name":"Poisoning Rebuke (Requires Blood Rune)","entries":["In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a {@dc 16} Constitution saving throw; on a failed save, the creature has the {@condition poisoned} condition until the end of its next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Some fomorians search for the arcane glory their kind possessed before their banishment into the Underdark. They forge magical pacts with entities of the dark—perhaps powerful Fey of the Gloaming Court or eldritch entities buried deep in the Underdark. Their pacts give these fomorians power over shadows, allowing them to mold and shape darkness like clay."]}]},{"type":"section","name":"Fomorians","entries":["Descended from Annam's son Karontor, fomorians once occupied a place in the giants' ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians' bodies and souls twisted until they became the fomorians of today."]}],"gallery":[{"path":"bestiary/BGG/Fomorian Warlock of the Dark.webp"}]},{"id":"forest-master","name":"Forest Master","source":"MCV2DC","page":6,"srd":false,"image":"bestiary/MCV2DC/Forest Master.webp","token":"bestiary/tokens/MCV2DC/Forest Master.webp","size":"Large","creatureType":"Celestial (Unicorn)","alignment":"Neutral Good","ac":"16","initiative":"+2 (12)","hp":"105 (14d10 + 28)","speed":"50 ft.","str":18,"dex":14,"con":15,"int":13,"wis":19,"cha":17,"saves":"Int +4, Wis +7","skills":"Insight +7, Nature +4, Perception +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 17","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the Forest Master fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The Forest Master has advantage on saving throws against spells and other magical effects."]},{"name":"Master of Beasts","entries":["The Forest Master can comprehend and communicate with any Beast, even if the Beast knows no languages."]}],"spellcasting":[{"name":"Spellcasting","entries":["The Forest Master casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell druidcraft}, {@spell fog cloud}, {@spell guidance}","2/day each: {@spell goodberry}, {@spell greater restoration}, {@spell pass without trace}, {@spell speak with plants}"]}],"actions":[{"name":"Multiattack","entries":["The Forest Master makes either two Hooves attacks, two Moon Bolt attacks, or one of each."]},{"name":"Hooves","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Moon Bolt","entries":["{@atk rs} {@hit 7} to hit, range 60 ft., one target. {@h}11 ({@damage 2d6 + 4}) radiant damage."]}],"bonusActions":[{"name":"Erupting Briars {@recharge 4}","entries":["The Forest Master touches his horn to the earth and causes a 5-foot-tall wall of briars to erupt in a 90-foot line that is 10 feet wide. When the wall appears, each creature in its area is pushed into the nearest unoccupied space adjacent to the wall and must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 6d8}) piercing damage on a failed save or half as much damage on a successful one.","The wall of briars lasts until the start of the Forest Master's next turn. The wall blocks line of sight and counts as difficult terrain for all creatures except the Forest Master. The first time a creature enters the wall's area on a turn, that creature must succeed on a {@dc 15} Dexterity saving throw or take 13 ({@damage 3d8}) piercing damage."]}],"reactions":[{"name":"Misty Escape","entries":["If the Forest Master takes damage from a melee attack, he, along with any equipment he is wearing or carrying, teleports to an unoccupied space within 30 feet that he can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who rules over the creatures of Darken Wood in Krynn. The ancient being's body is wreathed in protective briars, and moonlight dances around the unicorn's horn. Those who threaten the Forest Master's lands find themselves beguiled by magical mist and nigh-impregnable thorny thickets, but those who gain the Forest Master's favor are blessed with healing and protected as they traverse the woods."]}],"gallery":[{"path":"bestiary/MCV2DC/Forest Master.webp"}]},{"id":"foresworn","name":"Foresworn","source":"MCV2DC","page":7,"srd":false,"image":"bestiary/MCV2DC/Foresworn.webp","token":"bestiary/tokens/MCV2DC/Foresworn.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Good","ac":"18","initiative":"+2 (12)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":20,"dex":14,"con":17,"int":12,"wis":18,"cha":10,"saves":"Str +8, Wis +7","skills":"","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Duty-Bound","entries":["The foresworn is bound to enacting a singular duty it pledged itself to in life. While this duty is incomplete, whenever the foresworn is destroyed, it re-forms at its previous location after 3 ({@dice 1d6}) days, with all its hit points restored."]},{"name":"Incorporeal Movement","entries":["The foresworn can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Unusual Nature","entries":["The foresworn doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The foresworn casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","1/day: {@spell wall of force}","2/day each: {@spell command}, {@spell detect evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The foresworn makes three Spectral Polearm attacks."]},{"name":"Spectral Polearm","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) force damage."]}],"bonusActions":[{"name":"Phantasmic Battalion {@recharge 5}","entries":["The foresworn summons a battalion of ghostly soldiers to its aid. The ghostly soldiers fill a 10-foot-cube centered on the foresworn, move with the foresworn when the foresworn moves, and last until the start of the foresworn's next turn. While the ghostly soldiers are present, the area they occupy is considered difficult terrain for all creatures except the foresworn, and the foresworn's reach for melee weapon attacks increases by 10 feet."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Foresworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and weaponry, a foresworn maintains the martial prowess it had in life and can call on magic and its fallen brethren for aid.","Like revenants, foresworn fixate on a singular purpose, and they refuse to abandon their undead state until the duty they had in life is fulfilled. For example, a foresworn might be pledged to protect a family's bloodline from harm or guard a dangerous artifact against thieves. If a foresworn is destroyed before it can complete its duty, it returns within a few days, its strength and purpose renewed."]}],"gallery":[{"path":"bestiary/MCV2DC/Foresworn.webp"}]},{"id":"forge-fitzwilliam","name":"Forge Fitzwilliam","source":"HAT-TG","srd":false,"image":"bestiary/HAT-TG/Forge Fitzwilliam.webp","token":"bestiary/tokens/HAT-TG/Forge Fitzwilliam.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"110 (20d8 + 20)","speed":"30 ft.","str":11,"dex":14,"con":13,"int":15,"wis":17,"cha":20,"saves":"Dex +5, Int +5","skills":"Acrobatics +5, Deception +11, Investigation +8, Persuasion +11, Sleight Of Hand +5, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Thieves' cant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Disarming Charm","entries":["While Forge isn't wearing armor, his AC includes his Charisma modifier."]},{"name":"Double-Cross","entries":["If Forge hits a creature friendly to him with an attack roll, the attack is automatically a critical hit."]},{"name":"Evasion","entries":["If Forge is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he takes no damage if he succeeds on the saving throw, and only half damage if he fails, provided he isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Forge makes two Dagger attacks, two Heavy Crossbow attacks, or one of each."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 24 ({@damage 7d6}) poison damage, and the target is {@condition poisoned} until the end of its next turn."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 24 ({@damage 7d6}) poison damage. {@hom}If the target is a creature, it has disadvantage on the next attack roll it makes before the start of Forge's next turn."]}],"bonusActions":[{"name":"Cunning","entries":["Forge takes the {@action Dash}, {@action Disengage}, or {@action Hide} action, or he gives himself advantage on the next attack roll he makes before the end of this turn."]}],"reactions":[{"name":"Uncanny Dodge","entries":["Forge halves the damage he takes from an attack that hits him. He must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Forge Fitzwilliam is a con artist who manipulates others with lies and flattery. The audacious criminal has left a trail of broken promises and false identities along the Sword Coast. He conceals flexible morals and a ready dagger behind his winning smile.","Forge enjoys the finer things in life, particularly when they result from his own cleverness. Decades of heists and cons haven't slaked his thirst—in fact, his ambitions only grow grander with time."]}],"gallery":[{"path":"bestiary/HAT-TG/Forge Fitzwilliam.webp"}]},{"id":"forlarren","name":"Forlarren","source":"MFF","page":9,"srd":false,"image":"bestiary/MFF/Forlarren.webp","token":"bestiary/tokens/MFF/Forlarren.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"16","initiative":"+3 (13)","hp":"45 (6d8 + 18)","speed":"40 ft.","str":14,"dex":16,"con":17,"int":12,"wis":11,"cha":18,"saves":"","skills":"Acrobatics +5, Deception +8, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"Common, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The forlarren has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The forlarren's innate spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:","At will: {@spell expeditious retreat}, {@spell false life}, {@spell minor illusion}, {@spell prestidigitation}","3/day each: {@spell aid}, {@spell misty step}, {@spell Tasha's hideous laughter}","1/day each: {@spell heal}, {@spell heat metal}, {@spell mirror image}"]}],"actions":[{"name":"Multiattack","entries":["The forlarren makes two claw attacks and one gore attack, or it makes three chromatic ray attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Chromatic Ray","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}3 ({@damage 1d6}) lightning damage plus 3 ({@damage 1d6}) fire damage plus 3 ({@damage 1d6}) cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The descendants of satyrs corrupted by infernal power, forlarren are miserable creatures—an unhappy union between the rigid demands of the Nine Hells and the impulsive hedonism of the Feywild. Driven by dramatic and unpredictable emotions, these feral creatures wreak havoc wherever they go.",{"type":"entries","name":"Corrupted Essence","entries":["The devils of Avernus attempted an expedition to the Feywild long ago, and the forlarren are the bitter reminder of that doomed excursion. The archdevil Fierna—co-ruler of Phlegethos, the fourth layer of the Nine Hells—courted a mighty fey in hopes of luring him into trading away his soul. The attempt failed, but not before a troop of satyrs were corrupted by the dark delights of Phlegethos. The satyrs were bound to their fey lord and unable to bargain away their souls. So rather than claim them, Fierna warped and twisted them before returning them to the Feywild, content that the corruption of the satyrs would be adequate compensation for her failure."]},{"type":"entries","name":"Bifurcated Souls","entries":["The divided nature of the forlarren reflects their origin, marking each one as two entities trapped in a single form. One forlarren might present itself as a friendly, agreeable guide that helps travelers survive the Nine Hells. Another is a howling beast that attempts to destroy all in its path. One will show mercy and empathy peppered with a parental attitude toward strangers. Another is a mirthful sybarite with an unfettered love of food, drink, and romance. When dealing with the forlarren, the only constant is the malleable, chaotic, and temperamental nature they all share.","When its diabolical aspect shines through, a forlarren is a cunning, calculating, and brutal enemy. It might use its natural charm to worm its way into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak, set itself up as a petty lord, and rule over all those who fall into its grasp."]},{"type":"entries","name":"A Sinister Cycle","entries":["A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to death, or to throw itself into caring for others with such relentless energy that it eventually collapses from {@condition exhaustion}. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed with fear and shame, the forlarren's diabolical nature fades and its fey aspect emerges once again.","Several ballads of the Feywild recount the dramatic fall of valiant forlarren. In all these tales, the hero achieves some great deed only to see their sinister, diabolical side surface. Deceiving their companions during their most daunting trials, the forlarren then betrays those companions at the worst moment possible."]}]}]}],"gallery":[{"path":"bestiary/MFF/Forlarren.webp"}]},{"id":"four-armed-gargoyle","name":"Four-Armed Gargoyle","source":"TftYP","page":129,"srd":false,"image":"bestiary/tokens/TftYP/Four-Armed Gargoyle.webp","token":"bestiary/tokens/TftYP/Four-Armed Gargoyle.webp","size":"Medium","creatureType":"Elemental","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"63 (7d8 + 21)","speed":"30 ft., fly 60 ft.","str":15,"dex":11,"con":16,"int":6,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Terran","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the gargoyle remains motionless, it is indistinguishable from an inanimate statue."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gargoyle makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"four-armed-statue","name":"Four-Armed Statue","source":"OotA","page":206,"srd":false,"image":"bestiary/tokens/OotA/Four-Armed Statue.webp","token":"bestiary/tokens/OotA/Four-Armed Statue.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The statue is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The statue has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The statue's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes four sword attacks."]},{"name":"Sword","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage."]},{"name":"Slow {@recharge 5}","entries":["The statue targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"four-armed-troll","name":"Four-Armed Troll","source":"HotDQ","page":65,"srd":false,"image":"bestiary/HotDQ/Four-Armed Troll.webp","token":"bestiary/tokens/HotDQ/Four-Armed Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll attacks five times, once with its bite and four times with its claws. If two or more claws hit the same target, the troll rends the target, dealing an extra {@damage 2d6} slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Sometimes when a troll loses a limb, it regenerates two limbs to replace the one it lost. This can result in trolls with multiple arms. A four-armed troll uses the troll stat block, except that it is a Challenge Rating 6 monster (2,300 XP) and has alternate action options to suit."]}]}]}],"gallery":[{"path":"bestiary/HotDQ/Four-Armed Troll.webp"}]},{"id":"fox","name":"Fox","source":"IDRotF","page":288,"srd":false,"image":"bestiary/IDRotF/Fox.webp","token":"bestiary/tokens/IDRotF/Fox.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"2 (1d4)","speed":"30 ft., burrow 5 ft.","str":2,"dex":16,"con":11,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing","entries":["The fox has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by {@creature Chwinga|ToA|chwingas}."]}],"gallery":[{"path":"bestiary/IDRotF/Fox.webp"}]},{"id":"fractal-mascot","name":"Fractal Mascot","source":"SCC","page":192,"srd":false,"image":"bestiary/SCC/Fractal Mascot.webp","token":"bestiary/tokens/SCC/Fractal Mascot.webp","size":"Small","creatureType":"Construct","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d6 + 6)","speed":"30 ft.","str":12,"dex":14,"con":13,"int":7,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Relative Density","entries":["The fractal can move through creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Quantum Strike","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) force damage, or 6 ({@damage 2d4 + 1}) force damage if the fractal is Medium or bigger."]}],"bonusActions":[{"name":"Augment","entries":["The fractal's size increases by one category. While the fractal is Medium or bigger, it makes Strength checks and Strength saving throws with advantage. The fractal can become no larger than Huge via this bonus action."]},{"name":"Diminish","entries":["The fractal's size decreases by one category. While the fractal is Tiny, it makes attack rolls, Dexterity checks, and Dexterity saving throws with advantage. The fractal can become no smaller than 1 foot in height via this bonus action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["To an untrained eye, a fractal mascot looks like a creature made from facets of hard light. But arithmancers know that these fractals are actually living equations: artificial life forms created by extrapolating magic from the mathematical patterns in nature.","Because of their arithmetic basis, fractal mascots can alter both their size and density. Quandrix College has adopted the fractal as its mascot, and many a Quandrix student can be found playing fetch with a fractal companion in between lessons."]}],"gallery":[{"path":"bestiary/SCC/Fractal Mascot.webp","credit":"Andreas Zafiratos"}]},{"id":"fractine","name":"Fractine","source":"MCV1SC","page":7,"srd":false,"image":"bestiary/MCV1SC/Fractine.webp","token":"bestiary/tokens/MCV1SC/Fractine.webp","size":"Large","creatureType":"Construct","alignment":"Neutral","ac":"14","initiative":"+1 (11)","hp":"110 (13d10 + 39)","speed":"0 ft., fly 60 ft. (hover)","str":1,"dex":13,"con":16,"int":18,"wis":18,"cha":11,"saves":"","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"blindsight 360 ft. (blind beyond this radius), Passive Perception 18","languages":"","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The fractine has advantage on saving throws against spells and other magical effects."]},{"name":"Scrying Focus","entries":["A spellcaster can use the fractine as a substitute focus when casting the {@spell scrying} spell or similar magic, provided the spellcaster and the fractine are within 5 feet of each other."]},{"name":"Two-Dimensionality","entries":["The fractine can occupy another creature's space and vice versa. It can move through other creatures and objects as if they were difficult terrain, but it takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Unusual Nature","entries":["The fractine doesn't require air, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Extradimensional Touch","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}24 ({@damage 8d6}) force damage."]}],"bonusActions":[{"name":"Imprison","entries":["The fractine targets one creature of its size or smaller in its space. The target must succeed on a {@dc 16} Dexterity saving throw or be imprisoned in a demiplane. While the creature is imprisoned, a distorted image of it can be seen on the fractine's two-dimensional surface.","The demiplane moves with the fractine, has indestructible and opaque walls, and is only as big as it needs to be to contain the target, which doesn't suffer from hunger or thirst while imprisoned. No other creature can enter the demiplane, and the fractine can't be harmed from within the demiplane.","The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced to 0 hit points, any creature in the fractine's demiplane is released instantly. A released creature reappears in an unoccupied space as close to the fractine (or where it died) as possible. A creature can leave the demiplane on its own by using magic that enables planar travel, such as the {@spell plane shift} spell."]}],"reactions":[{"name":"Mirrored Damage","entries":["In response to being damaged by a creature it can see within 120 feet of itself, the fractine forces that creature to make a {@dc 16} Constitution saving throw. On a failed save, the creature takes 24 ({@damage 8d6}) force damage. On a successful save, the creature takes half as much damage."]},{"name":"Split","entries":["When a Large fractine that has at least 10 hit points remaining takes bludgeoning, piercing, slashing, or thunder damage from any source, it splits into two Medium fractines. The new fractines occupy the space formerly occupied by the original fractine, and each new fractine has hit points equal to half the original's, rounded down. If the original fractine had a creature trapped in its demiplane, that creature is released when the fractine splits, reappearing in an unoccupied space as close to the new fractines as possible."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["I've encountered a creature unlike any other in the multiverse: a flickering mirror tumbling across the Astral Sea toward some unknown destination, with a beholder's distorted reflection in its surface. Initially, I feared it was some kind of vessel. Now I believe the beholder was the mirror's prisoner.","As the flickering mirror approached me, I grew fearful. Would it imprison me as well? Luckily, it didn't. As it hovered next to me, I felt a curious tingling sensation. When I tried to touch it, the mirror withdrew slightly, as though it feared some harm might befall it or me. I remember casting a spell or two, hoping to communicate with the creature. A few seconds later, it stopped flickering and flew away. I think it feeds on magical energy.","This entity has piqued my curiosity. I must learn more. To the library at Starhold!"],"by":"Emilou the Charismatic, Warlock and Scion of Acamar"},"A fractine is a bizarre, two-dimensional creature that flies through Wildspace and the Astral Sea, folding and refolding like a piece of origami. When it encounters another creature, it flattens into a plane that resembles a trapezoidal mirror between 9 and 13 feet tall.","Astral explorers who have encountered fractines attest that the creatures are intelligent and often allow themselves to be used as scrying sensors, their reflective surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the spellcaster—not enough to cause harm, but enough to make the caster take notice.","A fractine needs light and magical energy to survive. It can draw sustenance from a nearby light source, spellcaster, magic item, or magical effect without causing harm to anyone or anything. A fractine that doesn't consume light or magical energy for ten days begins to flicker. A day later, it folds in on itself and self-destructs, leaving no trace of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass.","A fractine attacks by falling on its targets, dealing damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner's distorted reflection visible in the fractine's glassy surface.","Bludgeoning, piercing, slashing, and thunder damage can cause a fractine to break into two smaller fractines, each one autonomous and capable of imprisoning creatures. When a fractine dies, it folds in on itself and disappears, releasing any creature trapped inside it."]}],"gallery":[{"path":"bestiary/MCV1SC/Fractine.webp"}]},{"id":"fragment-of-krokulmar","name":"Fragment of Krokulmar","source":"KftGV","page":53,"srd":false,"image":"bestiary/KftGV/Fragment of Krokulmar.webp","token":"bestiary/tokens/KftGV/Fragment of Krokulmar.webp","size":"Tiny","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"10 (3d4 + 3)","speed":"0 ft.","str":4,"dex":16,"con":12,"int":16,"wis":16,"cha":16,"saves":"","skills":"Arcana +7, History +7, Persuasion +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Deep Speech, telepathy 60 ft.","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Psionic Revitalization","entries":["The fragment touches one creature that has 0 hit points in the fragment's space. The target regains 10 hit points, and each creature within 10 feet of the healed creature takes 3 ({@damage 1d6}) psychic damage."]},{"name":"Squirming Dodge","entries":["Until the start of the fragment's next turn, any attack roll made against the fragment has disadvantage, and the fragment makes saving throws with advantage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/Fragment of Krokulmar.webp","credit":"Olivier Bernard"}]},{"id":"fraternity-of-order-law-bender","name":"Fraternity of Order Law Bender","source":"MPP","page":57,"srd":false,"image":"bestiary/MPP/Fraternity of Order Law Bender.webp","token":"bestiary/tokens/MPP/Fraternity of Order Law Bender.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"137 (25d8 + 25)","speed":"30 ft.","str":8,"dex":15,"con":12,"int":19,"wis":16,"cha":14,"saves":"Con +5, Wis +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common plus three more languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The law bender casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:","At will: {@spell dispel magic}, {@spell fly}, {@spell mage armor}, {@spell mage hand}, {@spell prestidigitation}"]}],"actions":[{"name":"Multiattack","entries":["The law bender makes three Arcane Burst attacks and uses Power of Authority or Spellcasting."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 90 ft., one target. {@h}17 ({@damage 2d12 + 4}) force damage."]},{"name":"Power of Authority","entries":["The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a {@dc 16} Intelligence saving throw or take 10 ({@damage 3d6}) psychic damage and have the {@condition incapacitated} condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the {@condition incapacitated} condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender's Power of Authority for 24 hours."]}],"bonusActions":[{"name":"Spatial Loophole","entries":["The law bender teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[{"name":"Probability Loophole (3/Day)","entries":["When the law bender or a creature it can see makes an attack roll, a saving throw, or an ability check, the law bender can cause the roll to be made with advantage or disadvantage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Members of the Fraternity of Order find and exploit loopholes in the laws of the multiverse. Law benders are magistrates who skirt the rules of probability and space, moving freely and manipulating the outcomes of actions around them."]}],"gallery":[{"path":"bestiary/MPP/Fraternity of Order Law Bender.webp"}]},{"id":"fraz-urb-luu","name":"Fraz-Urb'luu","source":"MPMM","page":129,"srd":false,"image":"bestiary/MPMM/Fraz-Urbluu.webp","token":"bestiary/tokens/MPMM/Fraz-Urb'luu.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+1 (11)","hp":"337 (27d10 + 189)","speed":"40 ft., fly 40 ft.","str":29,"dex":12,"con":25,"int":26,"wis":24,"cha":26,"saves":"Dex +8, Con +14, Int +15, Wis +14","skills":"Deception +15, Perception +14, Stealth +8","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Fraz-Urb'luu has advantage on saving throws against spells and other magical effects."]},{"name":"Undetectable","entries":["Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or Fiends."]}],"spellcasting":[{"name":"Spellcasting","entries":["Fraz-Urb'luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","At will: {@spell alter self} (can become Medium when changing his appearance), {@spell detect magic}, {@spell dispel magic}, {@spell phantasmal force}","3/day each: {@spell mislead}, {@spell programmed illusion}, {@spell seeming}","1/day each: {@spell modify memory}, {@spell project image}"]}],"actions":[{"name":"Multiattack","entries":["Fraz-Urb'luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) force damage."]},{"name":"Fist","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) force damage."]},{"name":"Phantasmal Terror","entries":["Fraz-Urb'luu targets one creature he can see within 120 feet of him. The target must succeed on a {@dc 23} Wisdom saving throw, or it takes 16 ({@damage 3d10}) psychic damage and is {@condition frightened} of Fraz-Urb'luu until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) force damage. If the target is a Large or smaller creature, it is also {@condition grappled} (escape {@dc 24}), and it is {@condition restrained} until the grapple ends. Fraz-Urb'luu can grapple only one creature with his tail at a time."]},{"name":"Terror (Costs 2 Actions)","entries":["Fraz-Urb'luu uses Phantasmal Terror."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Fraz-Urb'luu can take one of the following lair actions when in his lair; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Conjure Walls and Doors","type":"item","entries":["Fraz-Urb'luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none."]},{"name":"Psychic Anguish","type":"item","entries":["Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a {@dc 23} Wisdom saving throw or take 33 ({@damage 6d10}) psychic damage."]},{"name":"Simulacrum","type":"item","entries":["Fraz-Urb'luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the {@spell simulacrum} spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20."]}]}],"regionalEffects":["The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Beguiling Realm","type":"item","entries":["Within 6 miles of the lair, all Charisma ({@skill Persuasion}) and Wisdom ({@skill Insight}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Performance}) checks have advantage."]},{"name":"Nostalgic Pangs","type":"item","entries":["Sapient creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse."]},{"name":"Twisted Paths","type":"item","entries":["Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult."]}]},"If Fraz-Urb'luu dies, these effects fade over the course of {@dice 1d10} days."],"lore":["Fraz-Urb'luu is the Prince of {@skill Deception} and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes.","Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary {@item staff of power} taken from him by those who imprisoned him and commands his servants to do likewise.","The Prince of {@skill Deception}'s true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful.","Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of {@skill Deception}, believing their master is a beneficent being and granter of wishes, some lost god or Celestial, or even another Fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.",{"name":"Cultists of Fraz-Urb'luu","type":"entries","entries":["{@note See the {@cult Cult of Fraz-Urb'luu|MPMM} entry.}"]},{"name":"Fraz-Urb'luu's Lair","type":"entries","entries":["Fraz-Urb'luu's lair lies within the abyssal realm of Hollow's Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, forming a surreal and disorienting cityscape.","The challenge rating of Fraz-Urb'luu is 24 (62,000 XP) when he's encountered in his lair."]}],"gallery":[{"path":"bestiary/MPMM/Fraz-Urbluu.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"fraz-urb-luu-mtf","source":"MTF"}]},{"id":"fraz-urb-luu-mtf","name":"Fraz-Urb'luu","source":"MTF","page":146,"srd":false,"image":"bestiary/MTF/Fraz-Urb'luu.webp","token":"bestiary/tokens/MTF/Fraz-Urb'luu.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+1 (11)","hp":"337 (27d10 + 189)","speed":"40 ft., fly 40 ft.","str":29,"dex":12,"con":25,"int":26,"wis":24,"cha":26,"saves":"Dex +8, Con +14, Int +15, Wis +14","skills":"Deception +15, Perception +14, Stealth +8","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Fraz-Urb'luu has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Fraz-Urb'luu's weapon attacks are magical."]},{"name":"Undetectable","entries":["Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Fraz-Urb'luu's spellcasting ability is Charisma (spell save {@dc 23}). Fraz-Urb'luu can innately cast the following spells, requiring no material components:","At will: {@spell alter self} (can become Medium when changing his appearance), {@spell detect magic}, {@spell dispel magic}, {@spell phantasmal force}","3/day each: {@spell confusion}, {@spell dream}, {@spell mislead}, {@spell programmed illusion}, {@spell seeming}","1/day each: {@spell mirage arcane}, {@spell modify memory}, {@spell project image}"]}],"actions":[{"name":"Multiattack","entries":["Fraz-Urb'luu makes three attacks: one with his bite and two with his fists."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) piercing damage."]},{"name":"Fist","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage. If the target is a Large or smaller creature, it is also {@condition grappled} (escape {@dc 24}). The {@condition grappled} target is also {@condition restrained}. Fraz-Urb'luu can grapple only one creature with his tail at a time."]},{"name":"Phantasmal Killer (Costs 2 Actions)","entries":["Fraz-Urb'luu casts {@spell phantasmal killer}, no {@status concentration} required."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On Initiative count 20 (losing initiative ties), Fraz-Urb'luu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",{"type":"list","items":["Fraz-Urb'luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none.","Fraz-Urb'luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the {@spell simulacrum} spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.","Fraz-Urb'luu creates a {@item wave} of anguish. Each creature he can see within the lair must succeed on a {@dc 23} Wisdom saving throw or take 33 ({@damage 6d10}) psychic damage."]}],"regionalEffects":["The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","items":["Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.","Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult.","If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb'luu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Fraz-Urb'luu dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Madness of Fraz-Urb'luu","entries":["If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",{"type":"table","caption":"Madness of Fraz-Urb'luu","colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-1","col-11"],"rows":[["01–20","\"I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.\""],["21–40","\"I have intermittent hallucinations and fits of catatonia.\""],["41–60","\"My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.\""],["61–80","\"I convince myself that things are true, even in the face of overwhelming evidence to the contrary.\""],["81–00","\"My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else.\""]]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Fraz-Urb'luu","entries":["All demons are liars, but Fraz-Urb'luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes.","Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise.","The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time.","Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own."]}]},{"type":"entries","name":"Fraz-Urb'luu's Lair","entries":["Fraz-Urb'luu's lair lies within the Abyssal lair known as Hollow's Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the impossible architecture that fills the city."]}]}],"gallery":[{"path":"bestiary/MTF/Fraz-Urb'luu.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"fraz-urb-luu","source":"MPMM"}]},{"id":"frilled-deathspitter","name":"Frilled Deathspitter","source":"PSX","page":30,"srd":false,"image":"bestiary/PSX/Frilled Deathspitter.webp","token":"bestiary/tokens/PSX/Frilled Deathspitter.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"18 (4d6 + 4)","speed":"40 ft.","str":12,"dex":16,"con":13,"int":4,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The deathspitter makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Spit Poison","entries":["{@atk rw} {@hit 5} to hit, range 15/30 ft., one creature. {@h}The target must make a {@dc 13} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw is {@condition blinded} until the end of the deathspitter's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The dinosaurs aptly known as deathspitters can spit venom to blind their prey before closing in for the kill."]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Frilled Deathspitter.webp","title":"Frilled Deathspitter","credit":"Zoltan Boros"}]},{"id":"frody-dartwild","name":"Frody Dartwild","source":"KftGV","page":105,"srd":false,"image":"bestiary/tokens/KftGV/Frody Dartwild.webp","token":"bestiary/tokens/KftGV/Frody Dartwild.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Good","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":10,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces Frody to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"frog","name":"Frog","source":"XMM","page":354,"srd":true,"image":"bestiary/XMM/Frog.webp","token":"bestiary/tokens/XMM/Frog.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"1 (1d4 - 1)","speed":"20 ft., swim 20 ft.","str":1,"dex":13,"con":8,"int":1,"wis":8,"cha":3,"saves":"","skills":"Perception +1, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The frog can breathe air and water."]},{"name":"Standing Leap","entries":["The frog's {@variantrule Long Jump|XPHB} is up to 10 feet and its {@variantrule High Jump|XPHB} is up to 5 feet with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}1 Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Frog.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"frog-mm","source":"MM"}]},{"id":"frog-mm","name":"Frog","source":"MM","page":322,"srd":false,"image":"bestiary/MM/Frog.webp","token":"bestiary/tokens/MM/Frog.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"1 (1d4 - 1)","speed":"20 ft., swim 20 ft.","str":1,"dex":13,"con":8,"int":1,"wis":8,"cha":3,"saves":"","skills":"Perception +1, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 0; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The frog can breathe air and water."]},{"name":"Standing Leap","entries":["The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad."]}]}],"gallery":[{"path":"bestiary/MM/Frog.webp"}],"hidden":true,"otherVersions":[{"id":"frog","source":"XMM"}]},{"id":"froghemoth","name":"Froghemoth","source":"MPMM","page":130,"srd":false,"image":"bestiary/MPMM/Froghemoth.webp","token":"bestiary/tokens/MPMM/Froghemoth.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"161 (14d12 + 70)","speed":"30 ft., swim 30 ft.","str":23,"dex":13,"con":20,"int":2,"wis":12,"cha":5,"saves":"Con +9, Wis +5","skills":"Perception +9, Stealth +5","vulnerabilities":"","resistances":"fire; lightning","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 19","languages":"","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Swamp, Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The froghemoth can breathe air and water."]},{"name":"Shock Susceptibility","entries":["If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the froghemoth, and takes 10 ({@damage 3d6}) acid damage at the start of each of the froghemoth's turns.","The froghemoth's gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls {@condition prone} in a space within 10 feet of the froghemoth. If the froghemoth dies, any swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 10} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles."]},{"name":"Tongue","entries":["The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a {@dc 18} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.","Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.","Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg and might eat the hatchling. A young froghemoth's survival thus depends on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once; it wraps its tongue around one and pulls it in to be devoured while holding the rest at bay.","If {@creature bullywug||bullywugs} come across a froghemoth, the bullywugs may treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. The bullywugs gather food as tribute for it, provide it with a comfortable lair, protect it from harm, and try to ensure that any of its offspring reach maturity."],"gallery":[{"path":"bestiary/MPMM/Froghemoth.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"froghemoth-vgm","source":"VGM"}]},{"id":"froghemoth-vgm","name":"Froghemoth","source":"VGM","page":145,"srd":false,"image":"bestiary/VGM/Froghemoth.webp","token":"bestiary/tokens/VGM/Froghemoth.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"184 (16d12 + 80)","speed":"30 ft., swim 30 ft.","str":23,"dex":13,"con":20,"int":2,"wis":12,"cha":5,"saves":"Con +9, Wis +5","skills":"Perception +9, Stealth +5","vulnerabilities":"","resistances":"fire; lightning","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 19","languages":"","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Underdark, Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The froghemoth can breathe air and water."]},{"name":"Shock Susceptibility","entries":["If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 10} to hit, reach 20 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the froghemoth, and takes 10 ({@damage 3d6}) acid damage at the start of each of the froghemoth's turns.","The froghemoth's gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls {@condition prone} in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}."]},{"name":"Tongue","entries":["The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a {@dc 18} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.",{"name":"Otherworldly Entities","entries":["Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum the Mad describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist."],"type":"entries"},{"name":"Hungry from Birth","entries":["Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg, and might eat the hatchling. A young froghemoth's survival is most often predicated on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once, keeping them at bay while it wraps its tongue around another one and pulls it in to be devoured."],"type":"entries"},{"name":"Revered by Bullywugs","entries":["If a bullywug tribe comes across a froghemoth, the bullywugs treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and try to ensure that any young froghemoth reaches maturity."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Froghemoth.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"froghemoth","source":"MPMM"}]},{"id":"froghemoth-elder","name":"Froghemoth Elder","source":"QftIS","page":198,"srd":false,"image":"bestiary/QftIS/Froghemoth Elder.webp","token":"bestiary/tokens/QftIS/Froghemoth Elder.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"207 (18d12 + 90)","speed":"30 ft., swim 30 ft.","str":25,"dex":13,"con":20,"int":2,"wis":14,"cha":8,"saves":"Str +12, Con +10, Wis +7","skills":"Perception +12, Stealth +6","vulnerabilities":"","resistances":"fire; lightning","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 22","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The froghemoth can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the froghemoth fails a saving throw, it can choose to succeed instead."]},{"name":"Shock Susceptibility","entries":["If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature has the {@condition blinded} and {@condition restrained} conditions, has {@quickref Cover||3||total cover} against attacks and other effects outside the froghemoth, and takes 10 ({@damage 3d6}) acid damage at the start of each of the froghemoth's turns.","The froghemoth's gullet can hold up to three creatures at a time. If the froghemoth takes 25 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the froghemoth and has the {@condition prone} condition. If the froghemoth dies, any swallowed creatures are no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting with the {@condition prone} condition."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage, and the target has the {@condition grappled} condition (escape {@dc 20}). Until this grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles."]},{"name":"Tongue","entries":["The froghemoth targets one Large or smaller creature that it can see within 25 feet of it. The target must make a {@dc 20} Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth."]}],"bonusActions":[],"reactions":[{"name":"Alien Gaze","entries":["When a creature the froghemoth can see damages the froghemoth, the froghemoth swivels its eyestalk toward the creature and pierces the creature's mind with its otherworldly gaze. That creature must make a {@dc 18} Intelligence saving throw, taking 7 ({@damage 2d6}) psychic damage on a failed save or half as much damage on a successful one."]},{"name":"Leap","entries":["Immediately after a creature the froghemoth can see ends its turn, the froghemoth jumps up to half its speed. Each creature within 5 feet of the froghemoth when it lands must succeed on a {@dc 20} Strength saving throw or have the {@condition prone} condition."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), the froghemoth can take one of the following lair actions; the froghemoth can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Croak","entry":"The froghemoth lets out an ear-splitting croak. Each creature within 30 feet of it must make a {@dc 18} Wisdom saving throw. On a failed save, the creature has the deafened and frightened conditions until the end of its next turn."},{"type":"item","name":"Hypnotic Visions","entry":"One creature of the froghemoth's choice within 60 feet of it must make a {@dc 15} Wisdom saving throw. On a failed save, the target is mesmerized by otherworldly visions and has the charmed condition until the end of the target's next turn. While charmed in this way, the target has the incapacitated condition, and its speed is 0."}]}],"regionalEffects":["The region within 1 mile of a froghemoth elder's lair is altered by the froghemoth's unearthly presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Alien Flora","entry":"Strange, invasive plants with bright colors and odd patterns sprout up around the lair."},{"type":"item","name":"Mutations","entry":"Wildlife encountered near the lair often sport mutations, such as extra limbs or eyes, glowing secretions, or vestigial tentacles."}]},"If the froghemoth elder dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["Froghemoths are massive amphibious predators with starry origins. A froghemoth has four tentacles, a rubbery hide, a long prehensile tongue, and three bulbous eyes branching from an extendable stalk.","Though most froghemoths lurk in swamps, those raised in unnatural environs—as well as those that dine on smaller, weaker hatchlings—are unmatched in strength and hunger. These ancient specimens, known as froghemoth elders, possess alien abilities and warp the ecosystems in which they dwell.","To learn more about froghemoths, see {@i Mordenkainen Presents: Monsters of the Multiverse}."]},{"type":"section","entries":[{"type":"entries","name":"A Froghemoth Elder's Lair","entries":["Froghemoth elders lair in unnatural ecosystems that facilitate their growth, such as wrecked spaceships, primordial bogs, and radioactive pools."]}]}],"gallery":[{"path":"bestiary/QftIS/Froghemoth Elder.webp"}]},{"id":"frontline-medic","name":"Frontline Medic","source":"GGR","page":231,"srd":false,"image":"bestiary/tokens/GGR/Frontline Medic.webp","token":"bestiary/tokens/GGR/Frontline Medic.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"20","initiative":"+0 (10)","hp":"19 (3d8 + 6)","speed":"30 ft.","str":15,"dex":10,"con":14,"int":10,"wis":13,"cha":12,"saves":"","skills":"Medicine +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The medic is a 3rd-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}). The medic has the following cleric spells prepared:","Cantrips (at will): {@spell mending}, {@spell resistance}, {@spell spare the dying}","Level 1 (4 slots): {@spell cure wounds}, {@spell sanctuary}","Level 2 (2 slots): {@spell aid}, {@spell lesser restoration}"]}],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The soldiers of the Boros Legion depend on skilled healers to keep them on their feet. Frontline medics use a mix of magical healing and mundane medicine to keep their compatriots alive."]}]}]}]},{"id":"frost-druid","name":"Frost Druid","source":"IDRotF","page":288,"srd":false,"image":"bestiary/IDRotF/Frost Druid.webp","token":"bestiary/tokens/IDRotF/Frost Druid.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"13","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"40 ft. (wolf form only), burrow 5 ft. (fox form only), climb 30 ft. (goat form only), fly 60 ft. (owl form only)","str":12,"dex":13,"con":16,"int":10,"wis":16,"cha":9,"saves":"Int +3, Wis +6","skills":"Nature +3, Perception +6, Survival +6","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft. (beast form only), Passive Perception 16","languages":"Common, Druidic","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Humanoid Form Only)","entries":["The druid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}; {@hit 6} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell guidance}, {@spell resistance}","Level 1 (4 slots): {@spell animal friendship}, {@spell fog cloud}, {@spell speak with animals}","Level 2 (3 slots): {@spell animal messenger}, {@spell moonbeam}, {@spell pass without trace}","Level 3 (3 slots): {@spell conjure animals}, {@spell sleet storm}, {@spell wind wall}","Level 4 (3 slots): {@spell hallucinatory terrain}, {@spell ice storm}","Level 5 (1 slots): {@spell awaken}"]}],"actions":[{"name":"Multiattack","entries":["The druid makes two melee attacks."]},{"name":"Ice Sickle (Humanoid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage plus 5 ({@damage 2d4}) cold damage."]},{"name":"Maul (Beast Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Change Shape","entries":["The druid magically polymorphs into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid's choice). It reverts to its humanoid form when it dies. The druid's statistics are the same in each form, except where noted in this stat block."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use {@spell hallucinatory terrain} spells to create illusory snowdrifts under which they can hide, or to obscure pools covered by thin ice through which others might fall.",{"type":"entries","entries":[{"type":"entries","name":"Awakened Companions","entries":["A frost druid is often accompanied by one or more beasts, shrubs, or evergreen trees that it has made sentient using the {@spell awaken} spell. These druids favor polar bears and reindeer (use the {@creature elk} stat block in the {@book Monster Manual|MM}) as companions, and such creatures typically share the druid's disposition."]},{"type":"entries","name":"Ice Sickle","entries":["A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon while it's in the druid's hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle."]}]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Frost Druid.webp"}]},{"id":"frost-giant","name":"Frost Giant","source":"XMM","page":124,"srd":true,"image":"bestiary/XMM/Frost Giant.webp","token":"bestiary/tokens/XMM/Frost Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"149 (13d12 + 65)","speed":"40 ft.","str":23,"dex":9,"con":21,"int":9,"wis":10,"cha":12,"saves":"Con +8, Wis +3, Cha +4","skills":"Athletics +9, Perception +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 13","languages":"Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Arctic, Mountain","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks, using Frost Axe or Great Bow in any combination."]},{"name":"Frost Axe","entries":["{@atkr m} {@hit 9}, reach 10 ft. {@h}19 ({@damage 2d12 + 6}) Slashing damage plus 9 ({@damage 2d8}) Cold damage."]},{"name":"Great Bow","entries":["{@atkr r} {@hit 9}, range 150/600 ft. {@h}17 ({@damage 2d10 + 6}) Piercing damage plus 7 ({@damage 2d6}) Cold damage, and the target's {@variantrule Speed|XPHB} decreases by 10 feet until the end of its next turn."]}],"bonusActions":[{"name":"War Cry {@recharge 5}","entries":["The giant or one creature of its choice that can see or hear it gains 16 ({@dice 2d10 + 5}) {@variantrule Temporary Hit Points|XPHB} and has {@variantrule Advantage|XPHB} on attack rolls until the start of the giant's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Frost Giant","entries":["{@i Giant of the Ice and Snow}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"From glacial mountain heights and vast tundras rise the homes of frost giants. These giants have skin and hair of icy hues. Their natural immunity to cold allows them to flourish in places inhospitable to most other creatures. They use this resilience to aid them when hunting and in combat, bolstering their allies with chilling war cries.","Frost giants often travel far to find food and goods. This leads many to become raiders and earn violent reputations. Others live more peaceably by hunting titanic game or creating sanctuaries from the cold (frequently featuring hot springs or snowy contests). Frost giants sometimes forge partnerships with icy Fey or fire giants dwelling underground, serving as guardians to their realms in exchange for treasure, weapons, and crafts.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The small folk have barely anything worth looting, so they shouldn't much mind when we take it from them."],"by":"Jarl Grugnur, Frost Giant"}]}]}],"gallery":[{"path":"bestiary/XMM/Frost Giant.webp","credit":"Robson Michel"}],"otherVersions":[{"id":"frost-giant-mm","source":"MM"}]},{"id":"frost-giant-mm","name":"Frost Giant","source":"MM","page":155,"srd":false,"image":"bestiary/MM/Frost Giant.webp","token":"bestiary/tokens/MM/Frost Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"15","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":23,"dex":9,"con":21,"int":9,"wis":10,"cha":12,"saves":"Con +8, Wis +3, Cha +4","skills":"Athletics +9, Perception +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 13","languages":"Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Mountain, Arctic","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.",{"type":"entries","name":"Hearts of Ice","entries":["Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.","Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate."]},{"type":"entries","name":"Reavers of the Storm","entries":["The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When that storm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.","Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor."]},{"type":"entries","name":"Rulers by Might","entries":["Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.","When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides."]},{"type":"entries","name":"Make War, Not Goods","entries":["Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws."]}]}]},{"type":"section","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"inset","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand."],"by":"Captain Dwern Addlestone's partial account of the Siege of Sterngate"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there."],"by":"Elder Zelane of Istivin, recounting the Giant Wars"}]}]}],"gallery":[{"path":"bestiary/MM/Frost Giant.webp"}],"hidden":true,"otherVersions":[{"id":"frost-giant","source":"XMM"}]},{"id":"frost-giant-everlasting-one","name":"Frost Giant Everlasting One","source":"MPMM","page":131,"srd":false,"image":"bestiary/MPMM/Frost Giant Everlasting One.webp","token":"bestiary/tokens/MPMM/Frost Giant Everlasting One.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"-1 (9)","hp":"189 (14d12 + 98)","speed":"40 ft.","str":25,"dex":9,"con":24,"int":9,"wis":10,"cha":12,"saves":"Str +11, Con +11, Wis +4","skills":"Athletics +11, Perception +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Coastal","treasure":"","traits":[{"name":"Extra Heads","entries":["The giant has a {@chance 25} chance of having more than one head. If it has more than one, it has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]},{"name":"Regeneration","entries":["The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two Greataxe or Rock attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}26 ({@damage 3d12 + 7}) slashing damage, or 30 ({@damage 3d12 + 11}) slashing damage while raging."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[{"name":"Vaprak's Rage (Recharges after a Short or Long Rest)","entries":["The giant enters a rage. The rage lasts for 1 minute or until the giant is {@condition incapacitated}. While raging, the giant gains the following benefits:",{"type":"list","items":["The giant has advantage on Strength checks and Strength saving throws.","When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.","The giant has resistance to bludgeoning, piercing, and slashing damage."]}]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.","Vaprak is a ferocious god of strength and hunger also worshiped by some ogres and trolls. He likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet the giant in secret. The troll offers up its own body to be devoured in Vaprak's name. Only the boldest and most determined frost giants can finish such a gory feast.","After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, resulting in discolored skin; warty scars; and vestigial body parts, such as extra digits, limbs, and even heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by their clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the \"blessing\" and worship of Vaprak from one generation to the next."],"gallery":[{"path":"bestiary/MPMM/Frost Giant Everlasting One.webp","credit":"Chris Seaman"}],"otherVersions":[{"id":"frost-giant-everlasting-one-vgm","source":"VGM"}]},{"id":"frost-giant-everlasting-one-vgm","name":"Frost Giant Everlasting One","source":"VGM","page":148,"srd":false,"image":"bestiary/VGM/Frost Giant Everlasting One.webp","token":"bestiary/tokens/VGM/Frost Giant Everlasting One.webp","size":"Huge","creatureType":"Giant (Frost Giant)","alignment":"Chaotic Evil","ac":"15","initiative":"-1 (9)","hp":"189 (14d12 + 98)","speed":"40 ft.","str":25,"dex":9,"con":24,"int":9,"wis":10,"cha":12,"saves":"Str +11, Con +11, Wis +4","skills":"Athletics +11, Perception +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Coastal, Arctic","treasure":"","traits":[{"name":"Extra Heads","entries":["The giant has a {@chance 25} chance of having more than one head. If it has more than one, it has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]},{"name":"Regeneration","entries":["The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Vaprak's Rage (Recharges after a Short or Long Rest)","entries":["As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is {@condition incapacitated}. While raging, the giant gains the following benefits:","- The giant has advantage on Strength checks and Strength saving throws","- When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.","- The giant has resistance to bludgeoning, piercing, and slashing damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks with its greataxe."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}26 ({@damage 3d12 + 7}) slashing damage, or 30 ({@damage 3d12 + 11}) slashing damage while raging."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.",{"name":"Troll Eater","entries":["Frost giants mainly turn to Vaprak, a rapacious god of strength and hunger worshiped by ogres and trolls, out of desperation. Vaprak likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet it in secret. The troll offers up its own body to be devoured in Vaprak's name. Only the boldest and most determined frost giants can finish such a gory feast."],"type":"entries"},{"name":"Vaprak's Blessing","entries":["After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, often resulting in discolored skin, warty scars, and vestigial body parts, such as extra digits, limbs, and even extra heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by its clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the \"blessing\" and worship of Vaprak from one generation to the next."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Frost Giant Everlasting One.webp","credit":"Chris Seaman"}],"hidden":true,"otherVersions":[{"id":"frost-giant-everlasting-one","source":"MPMM"}]},{"id":"frost-giant-ice-shaper","name":"Frost Giant Ice Shaper","source":"BGG","page":145,"srd":false,"image":"bestiary/BGG/Frost Giant Ice Shaper.webp","token":"bestiary/tokens/BGG/Frost Giant Ice Shaper.webp","size":"Huge","creatureType":"Giant (Cleric)","alignment":"Any Alignment","ac":"16","initiative":"+0 (10)","hp":"310 (27d12 + 135)","speed":"40 ft.","str":23,"dex":10,"con":21,"int":11,"wis":19,"cha":16,"saves":"Str +12, Con +11, Wis +10, Cha +9","skills":"Athletics +12, Perception +10","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 20","languages":"Common, Giant","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Frost Rune","entries":["The giant has a frost rune inscribed on a chunk of ice or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Ice Wolves action and Ice Armor reaction.","The object bearing the rune has AC 16; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a frost rune on an object in its possession when it finishes a short or long rest."]},{"name":"Legendary Resistance (3/Day)","entries":["If the giant fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes three attacks using Greataxe, Freezing Ray, or a combination of them."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) slashing damage plus 9 ({@damage 2d8}) cold damage."]},{"name":"Freezing Ray","entries":["{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) cold damage, and the target must make a {@dc 18} Constitution saving throw. On a failed save, the target has the {@condition restrained} condition until the end of its next turn. On a successful save, the target's speed is reduced by 10 feet until the end of its next turn."]},{"name":"Ice Wolves (Requires Frost Rune)","entries":["The giant magically summons {@dice 1d4} wolves made of ice (use the {@creature winter wolf} stat block in the Monster Manual to represent them, but they are Elementals instead of Monstrosities). The wolves appear in unoccupied spaces the giant can see within 30 feet of itself. The wolves take their turn immediately after the giant on the same initiative count, and they obey the giant's commands. The wolves gain a +6 bonus to their attack and damage rolls while they are within 30 feet of the giant. The wolves disappear after 1 minute, when the giant dies, or when the giant uses this action again."]}],"bonusActions":[],"reactions":[{"name":"Ice Armor (Requires Frost Rune)","entries":["When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to its AC against that attack. After the attack hits or misses, the ice shatters, and each creature within 5 feet of the giant must succeed on a {@dc 18} Dexterity saving throw or take 13 ({@damage 3d8}) cold damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants' ordning. Many of them end up as jarls, leading their communities, or as advisers to jarls—often the true power behind the throne. They are usually devoted to Thrym.","True to their name, these ice shapers manipulate the raw elemental energy of air and water to wield ice in both offense and defense. They summon ice elementals in the shape of wolves, cloak themselves in icy armor, and just as quickly turn that armor into a hail of deadly ice shards."]}],"gallery":[{"path":"bestiary/BGG/Frost Giant Ice Shaper.webp"}]},{"id":"frost-giant-of-evil-water","name":"Frost Giant of Evil Water","source":"BGG","page":146,"srd":false,"image":"bestiary/BGG/Frost Giant of Evil Water.webp","token":"bestiary/tokens/BGG/Frost Giant of Evil Water.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"16","initiative":"+3 (13)","hp":"172 (15d12 + 75)","speed":"40 ft., swim 40 ft.","str":23,"dex":16,"con":21,"int":9,"wis":14,"cha":12,"saves":"Dex +7, Con +9, Wis +6","skills":"Athletics +10, Perception +6","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 16","languages":"Aquan, Common, Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The giant can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two Battleaxe attacks and one Harpoon attack."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage, or 22 ({@damage 3d10 + 6}) slashing damage if used with two hands, plus 7 ({@damage 2d6}) cold damage."]},{"name":"Harpoon","entries":["{@atk rw} {@hit 7} to hit, range 50/200 ft., one creature. {@h}14 ({@damage 2d10 + 3}) piercing damage, and the target has the {@condition grappled} condition (escape {@dc 16}). While the target is {@condition grappled} this way, its speed isn't reduced, but it can't move farther from the giant. The target takes 5 ({@damage 1d10}) slashing damage if it escapes from the grapple or if it tries and fails. The giant can grapple only one target at a time with its harpoon."]}],"bonusActions":[{"name":"Reel In","entries":["The giant pulls the target {@condition grappled} by its Harpoon up to 20 feet toward itself."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["I learned enough about the Temple of Elemental Evil in my studies with Mordenkainen that I regard giants connected to the cult with a healthy amount of respect. When you combine a cultist's fanatical devotion with a giant's sheer power, the result can be horrifying."],"by":"Bigby"},"Though primordials of frost and ice do exist (most notably Cryonax, who is sometimes considered almost the equal of the four Princes of Elemental Evil), frost giants who turn from the gods of the Ordning to embrace Elemental Evil are more likely to serve Olhydra, the Princess of Evil Water. To these giants, water is a cruel and destructive force that finds its ultimate expression in ice. These cultists of Evil Water often hide their allegiance as long as possible while urging their communities to ever increasing depths of cruelty and violence, but if the cultists' apostasy is revealed and they are exiled, they often end up as leaders of Olhydra's cults in colder regions.","Olhydra grants these frost giants the ability to breathe underwater, and they wield armor and weapons that reflect their commitment to the cult. Their armor is outfitted with enormous crossbows that can launch barbed harpoons, which the giants use to drag enemies into or through the water."]}],"gallery":[{"path":"bestiary/BGG/Frost Giant of Evil Water.webp"}]},{"id":"frost-giant-servant","name":"Frost Giant Servant","source":"TftYP","page":187,"srd":false,"image":"bestiary/tokens/TftYP/Frost Giant Servant.webp","token":"bestiary/tokens/TftYP/Frost Giant Servant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"frost-giant-skeleton","name":"Frost Giant Skeleton","source":"IDRotF","page":288,"srd":false,"image":"bestiary/IDRotF/Frost Giant Skeleton.webp","token":"bestiary/tokens/IDRotF/Frost Giant Skeleton.webp","size":"Huge","creatureType":"Undead","alignment":"Lawful Evil","ac":"14","initiative":"-1 (9)","hp":"102 (12d12 + 24)","speed":"40 ft.","str":23,"dex":9,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"cold; poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Giant but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The skeleton doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skeleton makes two greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage."]},{"name":"Freezing Stare","entries":["The skeleton targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 13} Constitution saving throw or take 35 ({@damage 10d6}) cold damage and be {@condition paralyzed} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living."]}],"gallery":[{"path":"bestiary/IDRotF/Frost Giant Skeleton.webp"}]},{"id":"frost-giant-zombie","name":"Frost Giant Zombie","source":"EGW","page":288,"srd":false,"image":"bestiary/EGW/Frost Giant Zombie.webp","token":"bestiary/tokens/EGW/Frost Giant Zombie.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"-2 (8)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":23,"dex":6,"con":21,"int":3,"wis":6,"cha":5,"saves":"Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands Giant but can't speak","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Numbing Aura","entries":["Any creature that starts its turn within 10 feet of the zombie must make a {@dc 17} Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack, or take a bonus action on that turn."]},{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zombie makes two weapon attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage."]},{"name":"Hurl Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]},{"name":"Freezing Stare","entries":["The zombie targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 17} Constitution saving throw or take 35 ({@damage 10d6}) cold damage and be {@condition paralyzed} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eiselcross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. These hulking brutes now wander the ruined landscape surrounding their cursed home, hunting and destroying all living things with a frightening ferocity.","The battered, butchered, and frozen remains of would-be heroes litter battle sites where these undead giants have been encountered. Underestimating these towering horrors has been the folly of numerous expeditions to the northern reaches of Eiselcross, with only rumors often finding their way back as proof that these frigid monsters even exist."]}],"gallery":[{"path":"bestiary/EGW/Frost Giant Zombie.webp","credit":"David Sladek"}]},{"id":"frost-salamander","name":"Frost Salamander","source":"MPMM","page":132,"srd":false,"image":"bestiary/MPMM/Frost Salamander.webp","token":"bestiary/tokens/MPMM/Frost Salamander.webp","size":"Huge","creatureType":"Elemental","alignment":"Unaligned","ac":"17","initiative":"+1 (11)","hp":"168 (16d12 + 64)","speed":"60 ft., burrow 40 ft., climb 40 ft.","str":20,"dex":12,"con":18,"int":7,"wis":11,"cha":7,"saves":"Con +8, Wis +4","skills":"Perception +4","vulnerabilities":"fire","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 14","languages":"Primordial","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Burning Fury","entries":["When the salamander takes fire damage, its Freezing Breath automatically recharges."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The salamander makes one Bite attack and four Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 5 ({@damage 1d10}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage."]},{"name":"Freezing Breath {@recharge}","entries":["The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw, taking 44 ({@damage 8d10}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates.","Frost salamanders' aggressive appetite for any heat source leads them to attack expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. {@creature Azer||Azers} use this predilection to hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting weapons and armor.","Although frost salamanders can burrow their way through loose soil, they prefer to dig into ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, which become ever larger as they claw fresh chunks of ice from the walls of their lairs.","A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs.","On rare occasions, {@creature frost giant||frost giants} capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses."],"gallery":[{"path":"bestiary/MPMM/Frost Salamander.webp","credit":"Brynn Metheney, Philip Straub"}],"otherVersions":[{"id":"frost-salamander-mtf","source":"MTF"}]},{"id":"frost-salamander-mtf","name":"Frost Salamander","source":"MTF","page":223,"srd":false,"image":"bestiary/MTF/Frost Salamander.webp","token":"bestiary/tokens/MTF/Frost Salamander.webp","size":"Huge","creatureType":"Elemental","alignment":"Unaligned","ac":"17","initiative":"+1 (11)","hp":"168 (16d12 + 64)","speed":"60 ft., burrow 40 ft., climb 40 ft.","str":20,"dex":12,"con":18,"int":7,"wis":11,"cha":7,"saves":"Con +8, Wis +4","skills":"Perception +4","vulnerabilities":"fire","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 14","languages":"Primordial","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Burning Fury","entries":["When the salamander takes fire damage, its Freezing Breath automatically recharges."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The salamander makes five attacks: four with its claws and one with its bite."]},{"name":"Claws","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage and 5 ({@damage 1d10}) cold damage."]},{"name":"Freezing Breath {@recharge}","entries":["The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw, taking 44 ({@damage 8d10}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Salamander, Frost","entries":["Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates."]},{"name":"Devourers of Heat","type":"entries","entries":["The frost salamanders' aggression appetite for any heat source leads them to attack settlements they come across. They might mistake the fire of a forge or a campfire for a large, tasty meal, drawing them to attack expeditions and settlements that other predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting weapons and armor."]},{"name":"False Refuge","type":"entries","entries":["Although frost salamanders can burrow their way through loose soil, they prefer to dig into the ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, becoming ever larger as they claw fresh chunks of ice from the walls of their lairs.","A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs.","On rare occasions, {@creature frost giant||frost giants} capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses."]}]}]}],"gallery":[{"path":"bestiary/MTF/Frost Salamander.webp","credit":"Brynn Metheney, Philip Straub"}],"hidden":true,"otherVersions":[{"id":"frost-salamander","source":"MPMM"}]},{"id":"frost-worm","name":"Frost Worm","source":"EGW","page":289,"srd":false,"image":"bestiary/EGW/Frost Worm.webp","token":"bestiary/tokens/EGW/Frost Worm.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"-1 (9)","hp":"264 (16d20 + 96)","speed":"40 ft., burrow 30 ft.","str":28,"dex":8,"con":22,"int":1,"wis":5,"cha":5,"saves":"Con +12, Wis +3","skills":"","vulnerabilities":"fire","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 7","languages":"","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Freezing Body","entries":["A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) cold damage."]},{"name":"Death Burst","entries":["When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a {@dc 20} Dexterity saving throw, taking 28 ({@damage 8d6}) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw."]},{"name":"Tunneler","entries":["The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The worm makes two bite attacks, or uses its Trill and makes a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage plus 10 ({@damage 3d6}) cold damage. If the target is a Large or smaller creature, it must succeed on a {@dc 20} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and takes 10 ({@damage 3d6}) acid damage and 10 ({@damage 3d6}) cold damage at the start of each of the worm's turns.","If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm."]},{"name":"Trill","entries":["The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a {@dc 20} Wisdom saving throw or be {@condition stunned} for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Frost worms burrow through the snow, dirt, ice, and rock of Wildemount's Biting North. These enormous monstrosities eagerly consume any living creature they can wrap their jaws around.","A frost worm spends most of its time beneath the frozen ground, conserving energy while it waits for prey to pass overhead. Smart travelers can identify a frost worm's hunting grounds by looking for recently iced-over tunnels. When the worm senses vibrations above, it bursts forth through dirt, ice, and snow. Those who escape its initial assault must still contend with the worm's haunting trill—a hypnotizing call that stops creatures in their tracks to make them easy prey."]}],"gallery":[{"path":"bestiary/EGW/Frost Worm.webp","credit":"Brian Valeza"}]},{"id":"frostmourn","name":"Frostmourn","source":"BGG","page":147,"srd":false,"image":"bestiary/BGG/Frostmourn.webp","token":"bestiary/tokens/BGG/Frostmourn.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"-1 (9)","hp":"195 (17d12 + 85)","speed":"40 ft.","str":23,"dex":9,"con":21,"int":9,"wis":11,"cha":18,"saves":"Con +9, Wis +4","skills":"Athletics +10, Perception +4","vulnerabilities":"fire","resistances":"","immunities":"cold; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"Passive Perception 14","languages":"Giant","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The frostmourn makes one Freezing Touch attack and one Icy Axe attack. It can replace one of these attacks with a Polar Ray attack."]},{"name":"Freezing Touch","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d8}) cold damage plus 18 ({@damage 4d8}) necrotic damage. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the {@condition petrified} condition, turning into a frozen statue.","If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification."]},{"name":"Icy Axe","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage plus 7 ({@damage 2d6}) cold damage."]},{"name":"Polar Ray","entries":["{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}31 ({@damage 5d10 + 4}) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Blizzard Escape","entries":["Immediately after a creature the frostmourn can see hits it with an attack roll, the frostmourn momentarily dissolves into a blizzard, reducing the damage to itself by half. The frostmourn can then magically teleport to an unoccupied space it can see within 30 feet of itself."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a frost giant is murdered in a dishonorable manner—perhaps poisoned, stabbed in the back, or killed while sleeping—the slain giant can rise as a frostmourn. Driven by its desire for vengeance, the frostmourn can turn the living into frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain.","A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold. It carries the marks of its death on its body: a wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard to avoid harm, reforming at a distance to continue its assault."]}],"gallery":[{"path":"bestiary/BGG/Frostmourn.webp","credit":"Daneen Wilkerson"}]},{"id":"frozen-golem","name":"Frozen Golem","source":"CoA","page":132,"srd":false,"image":"bestiary/tokens/CoA/Frozen Golem.webp","token":"bestiary/tokens/CoA/Frozen Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"-1 (9)","hp":"210 (20d10 + 100)","speed":"30 ft.","str":24,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Fire Absorption","entries":["Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]},{"name":"Sword","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) slashing damage."]},{"name":"Poison Breath {@recharge 5}","entries":["The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"frulam-mondath","name":"Frulam Mondath","source":"HotDQ","page":90,"srd":false,"image":"bestiary/HotDQ/Frulam Mondath.webp","token":"bestiary/tokens/HotDQ/Frulam Mondath.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":14,"dex":10,"con":13,"int":11,"wis":18,"cha":15,"saves":"Wis +6, Cha +4","skills":"Deception +4, History +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Draconic, Infernal","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell cure wounds}, {@spell healing word}, {@spell sanctuary}","Level 2 (3 slots): {@spell calm emotions}, {@spell hold person}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell mass healing word}, {@spell spirit guardians}"]}],"actions":[{"name":"Multiattack","entries":["Frulam attacks twice with her halberd."]},{"name":"Halberd","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Frulam Mondath.webp"}]},{"id":"fume-drake","name":"Fume Drake","source":"DoSI","page":41,"srd":false,"image":"bestiary/tokens/DoSI/Fume Drake.webp","token":"bestiary/tokens/DoSI/Fume Drake.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"22 (5d6 + 5)","speed":"30 ft., fly 30 ft.","str":6,"dex":14,"con":12,"int":6,"wis":10,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Draconic, Ignan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the fume drake dies, it explodes in a cloud of noxious fumes. Each creature within 5 feet of the fume drake must succeed on a {@dc 11} Constitution saving throw or take 4 ({@damage 1d8}) poison damage."]},{"name":"Unusual Nature","entries":["The fume drake doesn't require food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) fire damage."]},{"name":"Scalding Breath {@recharge}","entries":["The fume drake exhales a 15-foot cone of scalding steam. Each creature in that area must make a {@dc 11} Dexterity saving throw, taking 4 ({@damage 1d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Fume drakes are mischievous creatures that arise from the lingering magical energy of a dead dragon. They resemble small, legless dragons formed from clouds of greenish smoke. They delight in causing pain and confusion in other creatures."]}]},{"id":"fungal-servant","name":"Fungal Servant","source":"CM","page":217,"srd":false,"image":"bestiary/tokens/CM/Fungal Servant.webp","token":"bestiary/tokens/CM/Fungal Servant.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"97 (13d8 + 39)","speed":"20 ft.","str":18,"dex":10,"con":17,"int":11,"wis":18,"cha":16,"saves":"Con +8, Int +5, Wis +9, Cha +8","skills":"History +5, Religion +5","vulnerabilities":"fire","resistances":"","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"The languages it knew in life","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The fungal servant has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["A destroyed fungal servant gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the fungal servant's heart."]}],"spellcasting":[{"name":"Spellcasting","entries":["The fungal servant is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The fungal servant has the following cleric spells prepared:","Cantrips (at will): {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell guiding bolt}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell animate dead}, {@spell dispel magic}","Level 4 (3 slots): {@spell divination}, {@spell guardian of faith}","Level 5 (2 slots): {@spell contagion}, {@spell insect plague}","Level 6 (1 slots): {@spell harm}"]}],"actions":[{"name":"Multiattack","entries":["The fungal servant can use its Dreadful Glare and makes one attack with its rotting fist."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to spores. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Dreadful Glare","entries":["The fungal servant targets one creature it can see within 60 feet of it. If the target can see the fungal servant, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of the fungal servant's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all fungal servants for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The fungal servant makes one attack with its rotting fist or uses its Dreadful Glare."]},{"name":"Blinding Spores","entries":["Blinding spores swirls magically around the fungal servant. Each creature within 5 feet of the fungal servant must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of the creature's next turn."]},{"name":"Blasphemous Word (Costs 2 Actions)","entries":["The fungal servant utters a blasphemous word. Each non-undead creature within 10 feet of the fungal servant that can hear the magical utterance must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of the fungal servant's next turn."]},{"name":"Channel Negative Energy (Costs 2 Actions)","entries":["The fungal servant magically unleashes negative energy. Creatures within 60 feet of the fungal servant, including ones behind barriers and around corners, can't regain hit points until the end of the fungal servant's next turn."]},{"name":"Whirlwind of Spores (Costs 2 Actions)","entries":["The fungal servant magically transforms into a whirlwind of spores, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the fungal servant is immune to all damage, and it can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, {@condition restrained}, or {@condition stunned}. Equipment worn or carried by the fungal servant remain in its possession."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[]},{"id":"fury-of-kostchtchie","name":"Fury of Kostchtchie","source":"BGG","page":148,"srd":false,"image":"bestiary/BGG/Fury of Kostchtchie.webp","token":"bestiary/tokens/BGG/Fury of Kostchtchie.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"216 (16d12 + 112)","speed":"40 ft.","str":26,"dex":10,"con":25,"int":10,"wis":12,"cha":11,"saves":"Con +12, Wis +6","skills":"Athletics +13, Perception +6","vulnerabilities":"","resistances":"fire; lightning; poison","immunities":"cold","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Abyssal, Giant","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Chilling Aura","entries":["A creature that starts its turn within 10 feet of the fury must succeed on a {@dc 20} Constitution saving throw or take 11 ({@damage 2d10}) cold damage."]},{"name":"Magic Resistance","entries":["The fury has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fury makes two Fist or Rock attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage, or 17 ({@damage 5d6}) cold damage if the target took damage from the fury's Chilling Aura since the end of the fury's last turn."]},{"name":"Rock","entries":["{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[{"name":"Charge","entries":["The fury can move up to its speed toward an enemy it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Frost giants who struggle to rise in their ordning, along with those who reject Annam and his children, sometimes turn to the worship of the demon lord Kostchtchie. In the myths of these giants, Kostchtchie was once a frost giant of such tremendous might that he slew a demon lord in single combat, claimed its Abyssal realm for himself, and now waits for other frost giants to join him in conquering the rest of the Abyss.","When Kostchtchie answers the pleas of giants, he gives them supernatural strength and ferocious bloodlust. The giants' muscles expand, their arms extend past their knees, and bitter cold surrounds them. The demon lord's gifts come at a cost, though, as the giants' souls slowly burn away to fuel these newfound powers. Over time, the sensation of burning in the chest intensifies, driving these giants into a frenzy. The newly transformed Fiends quickly find that only combat can numb the burning."]}],"gallery":[{"path":"bestiary/BGG/Fury of Kostchtchie.webp"}]},{"id":"gadabout","name":"Gadabout","source":"MCV1SC","page":8,"srd":false,"image":"bestiary/MCV1SC/Gadabout.webp","token":"bestiary/tokens/MCV1SC/Gadabout.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"10 ft., fly 60 ft. (hover)","str":12,"dex":10,"con":14,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"fire","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified","senses":"blindsight 10 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Air Envelope","entries":["If it has at least 1 hit point, the gadabout can generate an air envelope around itself when in a vacuum. This air envelope can sustain the gadabout and one other creature in its space indefinitely."]},{"name":"Unusual Nature","entries":["The gadabout doesn't require food or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gadabout makes two Branch attacks."]},{"name":"Branch","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]},{"name":"Wrap","entries":["The gadabout enters the space of a willing Medium or Small creature within 5 feet of itself and gently wraps its branches around the target. The target is {@condition grappled} (escape {@dc 0}). Any attempt by the target to escape the grapple causes the gadabout to use its reaction to move into the nearest unoccupied space. While {@condition grappled} by the gadabout, the target determines where the gadabout moves on the gadabout's turns and accompanies the gadabout wherever it goes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gadabouts are gentle, winged creatures that can be used as personal conveyances for short-distance travel across the airless void of Wildspace. A gadabout wraps its branches around a Humanoid creature, spreads its butterfly wings, and allows its wearer to fly through space in a continuously refreshed air envelope. The gadabout's leaves even provide a nourishing syrup that its wearer can consume in the absence of other food and water. One Humanoid can survive on these leaves for up to sixty days.","Gadabouts require sunlight and water to survive. A healthy specimen can live for 25 years. Although its preferred mode of travel is flight, a gadabout can creep slowly along the ground as well.","Elves are the only Humanoids to date who know how to grow gadabouts. Since gadabouts don't generate seeds, each one is a valuable commodity. Mercane and dohwar merchants who come into possession of a healthy gadabout might sell it for 2,500 gp or more."]}],"gallery":[{"path":"bestiary/MCV1SC/Gadabout.webp"}]},{"id":"gadof-blinsky","name":"Gadof Blinsky","source":"CoS","page":118,"srd":false,"image":"bestiary/CoS/Gadof Blinsky.webp","token":"bestiary/tokens/CoS/Gadof Blinsky.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Gadof Blinsky.webp"}]},{"id":"gaj","name":"Gaj","source":"BAM","page":23,"srd":false,"image":"bestiary/BAM/Gaj.webp","token":"bestiary/tokens/BAM/Gaj.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral Evil","ac":"16","initiative":"+0 (10)","hp":"75 (10d10 + 20)","speed":"30 ft., climb 30 ft.","str":16,"dex":10,"con":15,"int":12,"wis":15,"cha":7,"saves":"","skills":"Perception +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"understands all languages but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gaj makes one Mandibles attack and uses Mind-Probing Antennae or Paralyze (if available)."]},{"name":"Mandibles","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) slashing damage, and the target is {@condition grappled} (escape {@dc 11}). Until the grapple ends, the target takes 10 ({@damage 2d6 + 3}) slashing damage at the start of each of the gaj's turns. While it is grappling a creature, the gaj can't use its mandibles to attack other creatures."]},{"name":"Mind-Probing Antennae","entries":["The gaj targets one creature {@condition grappled} by it. The target must make a {@dc 12} Wisdom saving throw. On a failed save, the target takes 16 ({@damage 3d10}) psychic damage, and the gaj magically pulls one piece of information from the target's mind that the gaj wants to know. On a successful save, the target takes half as much damage, and the gaj learns nothing."]},{"name":"Paralyze {@recharge}","entries":["The gaj magically targets one creature it can see within 60 feet of itself. The target must succeed on a {@dc 12} Wisdom saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gaj are hideous hunters that prey on other intelligent life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves under sand or silt and lying in wait, lurking in dark caves, or perching on natural stone ledges, where they blend in with their surroundings. Gaj have no language, but they have the magical ability to understand the speech of other creatures.","A gaj's head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and six finger-like appendages hang over its mouth. A gaj can try to read the thoughts of another intelligent creature by wrapping its antennae around the creature's head. Regardless of whether the attempt succeeds, this mental probe is painful and takes a toll on the victim's well-being."]}],"gallery":[{"path":"bestiary/BAM/Gaj.webp","credit":"Shawn Wood"}]},{"id":"galazeth-prismari","name":"Galazeth Prismari","source":"SCC","page":193,"srd":false,"image":"bestiary/SCC/Galazeth Prismari.webp","token":"bestiary/tokens/SCC/Galazeth Prismari.webp","size":"Gargantuan","creatureType":"Dragon (Sorcerer)","alignment":"Chaotic Neutral","ac":"21","initiative":"+2 (12)","hp":"402 (23d20 + 161)","speed":"40 ft., fly 80 ft.","str":26,"dex":14,"con":25,"int":18,"wis":20,"cha":26,"saves":"Dex +9, Con +14, Wis +12, Cha +15","skills":"Acrobatics +16, Arcana +18, Perception +12, Performance +22","vulnerabilities":"","resistances":"lightning","immunities":"cold; fire","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Galazeth fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Galazeth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","1/day each: {@spell control water}, {@spell gust of wind}, {@spell wall of stone}"]}],"actions":[{"name":"Multiattack","entries":["Galazeth makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}13 ({@damage 1d10 + 8}) piercing damage plus 5 ({@damage 1d10}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d6 + 8}) slashing damage. If the target is a Large or smaller creature, it is knocked {@condition prone}."]},{"name":"Dancing Elements Breath {@recharge 5}","entries":["Galazeth exhales a blast of flames and ice in a 90-foot cone. Each creature in that area must make a {@dc 22} Dexterity saving throw, gaining no benefit from cover (other than {@quickref Cover||3||total cover}) and taking 38 ({@damage 7d10}) fire damage and 38 ({@damage 7d10}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["Galazeth makes one Claw attack."]},{"name":"Lightning Flash (Costs 2 Actions)","entries":["Galazeth moves up to half his flying speed without provoking opportunity attacks. When he passes within 15 feet of a creature during this move, that creature must succeed on a {@dc 22} Dexterity saving throw or take 11 ({@damage 2d10}) lightning damage. A creature can take this damage no more than once during the move."]},{"name":"Flowing Creation (Costs 3 Actions)","entries":["Galazeth magically summons {@dice 1d4} {@creature art elemental mascot|SCC|elemental mascots} in unoccupied spaces he can see within 60 feet of himself. The art elementals obey his commands and take their turns immediately after his. Any creature, other than an art elemental, takes 5 ({@damage 1d10}) cold, fire, or lightning damage (Galazeth's choice) if it ends its turn within 5 feet of one or more of these elementals. When one of these elementals drops to 0 hit points, Galazeth can fly up to 20 feet without provoking opportunity attacks. These elementals disappear after 10 minutes, when Galazeth dies, or when he uses this action again."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The dragon Galazeth Prismari embodies the flow of magic from inspiration into artistic expression, whether through physical form or another sensory medium. His magic draws on primal energy—such as flame, lightning, and the tides—and weaves them into spectacles both beautiful and deadly.","Galazeth founded Prismari College to ensure that the study of magic wouldn't ever be relegated to pure practicality. His teachings emphasize that magic's beauty must contribute to unfolding culture and personal emotional growth. Galazeth views dynamic expression and precise perfection as necessarily competing forces, both within individuals and the world at large."]}],"gallery":[{"path":"bestiary/SCC/Galazeth Prismari.webp","credit":"Raymond Swanland"}]},{"id":"galeb-duhr","name":"Galeb Duhr","source":"XMM","page":127,"srd":false,"image":"bestiary/XMM/Galeb Duhr.webp","token":"bestiary/tokens/XMM/Galeb Duhr.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"16","initiative":"+2 (12)","hp":"123 (13d8 + 65)","speed":"15 ft. (30 ft. when rolling, 60 ft. rolling downhill)","str":20,"dex":14,"con":20,"int":11,"wis":12,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11","languages":"Primordial (Terran)","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Hill, Mountain","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Avalanche Slam","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}12 ({@damage 2d6 + 5}) Bludgeoning damage. If the target is a Large or smaller creature and the galeb duhr moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 ({@damage 2d6}) Bludgeoning damage and has the {@condition Prone|XPHB} condition."]},{"name":"Animate Boulders (1/Day)","entries":["The galeb duhr magically animates one or two boulders it can see within 60 feet of itself. Each boulder uses the Galeb Duhr stat block, except it has Intelligence and Charisma scores of 1 and lacks this action. The boulder takes its turn immediately after the galeb duhr on the same {@variantrule Initiative|XPHB} count, and it obeys the galeb duhr. A boulder remains animate for 1 minute or until it or the galeb duhr dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Galeb Duhr","entries":["{@i Eyes and Ears of the Earth}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Beings of living rock, galeb duhr seek harmony with the earth and give voice to the vibrations of stone. Their rocky bodies have limbs and facial features accented by gems, ores, and other minerals found in the surrounding earth.","Galeb duhr are effectively immortal, with lifespans similar in length to mountains. They don't experience time or perceive danger as shorter-lived species do. Galeb duhr avoid danger by hiding from other creatures. When they do reveal themselves, they speak and act ponderously, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same.","Some mountain dwellers view galeb duhr as aloof allies and might entrust these long-lived beings with secrets or treasures for future generations. Others speak of galeb duhr songs, barely audible harmonizations by groups of galeb duhr that are said to influence earthquakes and volcanic eruptions."]}],"gallery":[{"path":"bestiary/XMM/Galeb Duhr.webp","credit":"Luca Bancone"}],"otherVersions":[{"id":"galeb-duhr-mm","source":"MM"}]},{"id":"galeb-duhr-mm","name":"Galeb Duhr","source":"MM","page":139,"srd":false,"image":"bestiary/MM/Galeb Duhr.webp","token":"bestiary/tokens/MM/Galeb Duhr.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"16","initiative":"+2 (12)","hp":"85 (9d8 + 45)","speed":"15 ft. (30 ft. when rolling, 60 ft. rolling downhill)","str":20,"dex":14,"con":20,"int":11,"wis":12,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 11","languages":"Terran","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"False Appearance","entries":["While the galeb duhr remains motionless, it is indistinguishable from a normal boulder."]},{"name":"Rolling Charge","entries":["If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage."]},{"name":"Animate Boulders (1/Day)","entries":["The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be {@condition charmed} or {@condition frightened}, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains {@status concentration}, up to 1 minute (as if {@status concentration||concentrating} on a spell)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered in rocky terrain.","Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Earth. Some galeb duhr also form naturally in places touched by that plane. The galeb duhr is imbued with greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area.",{"name":"Stone Guardian","type":"entries","entries":["A galeb duhr doesn't age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard's tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time.","A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn't return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn't regard as threats."]},{"name":"Stone Connection","type":"entries","entries":["A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace."]}]}]}],"gallery":[{"path":"bestiary/MM/Galeb Duhr.webp","credit":"Aaron Hübrich"}],"hidden":true,"otherVersions":[{"id":"galeb-duhr","source":"XMM"}]},{"id":"galeokaerda","name":"Galeokaerda","source":"CRCotN","page":130,"srd":false,"image":"bestiary/CRCotN/Galeokaerda.webp","token":"bestiary/tokens/CRCotN/Galeokaerda.webp","size":"Small or Medium","creatureType":"Humanoid (Elf, Sorcerer)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":12,"dex":15,"con":14,"int":16,"wis":15,"cha":18,"saves":"Wis +5, Cha +7","skills":"Arcana +6, Deception +7, History +9, Perception +5, Stealth +8","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Celestial, Common, Elvish","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Galeokaerda has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The extollant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell minor illusion}","1/day each: {@spell mage armor}, {@spell major image}, {@spell phantasmal force}"]}],"actions":[{"name":"Multiattack","entries":["The extollant makes two Crimson Bolt attacks."]},{"name":"Crimson Bolt","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one creature. {@h}20 ({@damage 3d10 + 4}) psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Reflect Agony","entries":["When the extollant is damaged by a creature within 60 feet of it, the creature must make a {@dc 15} Wisdom saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed saving throw, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Galeokaerda has long posed as a professor of the Allegiance of Allsight and has become Insight's friend.","Unknown to Professor Acuere, Galeokaerda is the Consortium spy."]},{"type":"section","entries":[{"type":"entries","name":"Occultists of the Vermilion Dream","entries":["The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn't inaccurate, but the consortium's leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence.","The cruelest desires and predilections of the consortium's most obsessive agents have been enhanced by contact with ruidium-tainted items.",{"type":"entries","name":"Occult Extollant","entries":["Occult extollants delve deep into ancient legends and seek to solve mysteries that have led other investigators to their doom, driven by an unquenchable yearning to know the unknown."]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Galeokaerda.webp","credit":"Jessica Mahon"}]},{"id":"gallows-speaker","name":"Gallows Speaker","source":"RHW","page":248,"srd":false,"image":"bestiary/RHW/Gallows Speaker.webp","token":"bestiary/tokens/RHW/Gallows Speaker.webp","size":"Huge","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"75 (10d12 + 10)","speed":"5 ft., fly 40 ft. (hover)","str":9,"dex":16,"con":12,"int":10,"wis":12,"cha":19,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing; thunder","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"Truesight 60 ft., Passive Perception 11","languages":"Common plus two other languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Grassland, Planar, Shadowfell, Swamp, Urban","treasure":"Armaments","traits":[{"name":"Aura of Violence","entries":["At the end of each of the gallows speaker's turns, each creature of the gallows speaker's choice in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the gallows speaker suffers the following effect. {@actSave wis} {@dc 15}. {@actSaveFail} The target takes a {@variantrule Reaction|XPHB} to make a melee attack roll against a creature within reach. If no creature is within reach, the target takes 7 ({@damage 2d6}) Psychic damage."]},{"name":"Whirling Form","entries":["The gallows speaker can enter a creature's space and stop there."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gallows speaker makes two Whirling Blades attacks."]},{"name":"Whirling Blades","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 60 ft. {@h}13 ({@damage 3d6 + 3}) Slashing damage plus 7 ({@damage 3d4}) Necrotic damage."]},{"name":"Howling Wind {@recharge 5}","entries":["{@actSave con} {@dc 15}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 18 ({@damage 4d8}) Thunder damage, and the target has the {@condition Frightened|XPHB} condition for 1 minute. While {@condition Frightened|XPHB} in this way, the creature has the {@condition Deafened|XPHB} condition, is compelled to shriek along with the gallows speaker, and can't cast spells with a Verbal component. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Mass-Grave Ghost}","Gallows speakers are swirling maelstroms of restless spirits. They rise from sites of mass tragedies or pointless yet bloody battles. Gallows speakers rage endlessly with the weapons and death screams of the souls that compose its being, compelling those who come near to join in its suffering and uncontrollable violence."]}],"gallery":[{"path":"bestiary/RHW/Gallows Speaker.webp","title":"{@creature Gallows Speaker|RHW}"}],"otherVersions":[{"id":"gallows-speaker-vrgr","source":"VRGR"}]},{"id":"gallows-speaker-vrgr","name":"Gallows Speaker","source":"VRGR","page":234,"srd":false,"image":"bestiary/VRGR/Gallows Speaker.webp","token":"bestiary/tokens/VRGR/Gallows Speaker.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"12","initiative":"+2 (12)","hp":"85 (19d8)","speed":"0 ft., fly 40 ft. (hover)","str":8,"dex":14,"con":10,"int":10,"wis":12,"cha":18,"saves":"Wis +4","skills":"Perception +7","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"truesight 60 ft., Passive Perception 17","languages":"any languages its component spirits knew in life","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Divination Senses","entries":["The gallows speaker can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa."]},{"name":"Incorporeal Movement","entries":["The gallows speaker can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends it turn inside an object."]},{"name":"Unusual Nature","entries":["The gallows speaker doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Foretelling Touch","entries":["{@atk ms} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage, and the target must roll a {@dice d4} and subtract the number rolled from the next attack roll or saving throw it makes before the start of the gallows speaker's next turn."]},{"name":"Suffering Echoes","entries":["The gallows speaker targets a creature it can see within 30 feet of it. The target must make a {@dc 15} Wisdom saving throw. On a failed save, the target takes 19 ({@damage 3d12}) psychic damage, and waves of painful memories leap from the target to up to three other creatures of the gallows speaker's choice that are within 30 feet of the target, each of which takes 13 ({@damage 3d8}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gallows speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths, gallows speakers can predict suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths.","Gallows speakers rarely speak coherently or communicate with the living, instead being entirely obsessed with their memories of death. These undead endlessly mutter to themselves, giving voice to final curses, regrets, pleas, and apologies. Those who linger and listen to a gallows speaker might gain insight into any of its many deaths."]}],"gallery":[{"path":"bestiary/VRGR/Gallows Speaker.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"gallows-speaker","source":"RHW"}]},{"id":"galsariad-ardyth-tier-1","name":"Galsariad Ardyth (Tier 1)","source":"CRCotN","page":188,"srd":false,"image":"bestiary/CRCotN/Galsariad Ardyth (Tier 1).webp","token":"bestiary/tokens/CRCotN/Galsariad Ardyth (Tier 1).webp","size":"Medium","creatureType":"Humanoid (Drow, Elf, Wizard)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"49 (14d8 - 14)","speed":"30 ft.","str":8,"dex":14,"con":8,"int":16,"wis":15,"cha":12,"saves":"Int +5, Wis +4","skills":"Arcana +5, Investigation +5, Nature +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Common, Draconic, Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Galsariad has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell mage armor}, {@spell mage hand}","1/day: {@spell longstrider}"]}],"actions":[{"name":"Drain Potential","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one creature. {@h}16 ({@damage 3d10}) necrotic damage, and Galsariad gains 5 temporary hit points."]},{"name":"Gravity Wave {@recharge 5}","entries":["Galsariad causes a rippling wave of magical gravity to fill a 10-foot-radius sphere centered on a point he can see within 120 feet of himself. Each creature in that area must make a {@dc 13} Strength saving throw. On a failed saving throw, the creature takes 17 ({@damage 5d6}) force damage and is pulled up to 10 feet toward the sphere's center. On a successful save, the creature takes half as much damage and isn't pulled."]}],"bonusActions":[{"name":"Distort Gravity (1/Day)","entries":["Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 3 ({@damage 1d6}) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Beautiful, ethereal, deathly, shadowy—all accurately describe Galsariad Ardyth, a drow in his two-hundredth year of life. He's recently taken up the study of arcane magic, and he's pursuing the life of an adventurer in hopes of improving his reputation within the Kryn Dynasty. Loquacious, snarky, and sarcastic to a fault, he's ready with a barb for any occasion—usually to mask his own insecurities.","A city-dweller from the Kryn capital of Rosohna, Galsariad is blessed with sharp aesthetic sensibilities and an interest in ancient lore, especially history concerning the Age of Arcanum, Exandria's long-lost magical golden age. He's also the newest member of the rival party, and both Ayo and Irvan are impressed by his ethereal elegance—and have a bit of a crush on him, even if he does talk too much.","Galsariad appreciates people who share his interests and are willing to spend time studying with him, though he also likes it when people treat him with respect even if they don't care about magic. He dislikes people who keep secrets from him, and hates when people judge him for being a novice at magic even though he's centuries old.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"You have much to learn.\" \"And here I thought you possessed some talent.\" \"With this next incantation, I shall pluck any hope of victory from your mind.\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Galsariad Ardyth (Tier 1)"],["3 and 4","Galsariad Ardyth (Tier 2)"],["5, 6, and 7","Galsariad Ardyth (Tier 3)"]]},"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own."]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Galsariad Ardyth (Tier 1).webp","credit":"Nikki Dawes"}]},{"id":"galsariad-ardyth-tier-2","name":"Galsariad Ardyth (Tier 2)","source":"CRCotN","page":190,"srd":false,"image":"bestiary/tokens/CRCotN/Galsariad Ardyth (Tier 2).webp","token":"bestiary/tokens/CRCotN/Galsariad Ardyth (Tier 2).webp","size":"Medium","creatureType":"Humanoid (Drow, Elf, Wizard)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"67 (15d8)","speed":"30 ft., fly 30 ft. (hover)","str":8,"dex":14,"con":10,"int":18,"wis":15,"cha":12,"saves":"Int +7, Wis +5","skills":"Arcana +7, Investigation +7, Nature +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Common, Draconic, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Galsariad has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell mage armor}, {@spell mage hand}","1/day each: {@spell longstrider}, {@spell scrying} (as an action), {@spell slow}"]}],"actions":[{"name":"Drain Potential","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage, and Galsariad gains 5 temporary hit points."]},{"name":"Gravity Wave {@recharge 5}","entries":["Galsariad causes a rippling wave of magical gravity to fill a 20-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature in that area must make a {@dc 15} Strength saving throw. On a failed saving throw, the creature takes 35 ({@damage 10d6}) force damage and is pulled up to 20 feet toward the sphere's center, and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't pulled or knocked {@condition prone}."]}],"bonusActions":[{"name":"Distort Gravity (1/Day)","entries":["Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 7 ({@damage 2d6}) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Beautiful, ethereal, deathly, shadowy—all accurately describe Galsariad Ardyth, a drow in his two-hundredth year of life. He's recently taken up the study of arcane magic, and he's pursuing the life of an adventurer in hopes of improving his reputation within the Kryn Dynasty. Loquacious, snarky, and sarcastic to a fault, he's ready with a barb for any occasion—usually to mask his own insecurities.","A city-dweller from the Kryn capital of Rosohna, Galsariad is blessed with sharp aesthetic sensibilities and an interest in ancient lore, especially history concerning the Age of Arcanum, Exandria's long-lost magical golden age. He's also the newest member of the rival party, and both Ayo and Irvan are impressed by his ethereal elegance—and have a bit of a crush on him, even if he does talk too much.","Galsariad appreciates people who share his interests and are willing to spend time studying with him, though he also likes it when people treat him with respect even if they don't care about magic. He dislikes people who keep secrets from him, and hates when people judge him for being a novice at magic even though he's centuries old.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"You have much to learn.\" \"And here I thought you possessed some talent.\" \"With this next incantation, I shall pluck any hope of victory from your mind.\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Galsariad Ardyth (Tier 1)"],["3 and 4","Galsariad Ardyth (Tier 2)"],["5, 6, and 7","Galsariad Ardyth (Tier 3)"]]},"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high."]}]}]}]},{"id":"galsariad-ardyth-tier-3","name":"Galsariad Ardyth (Tier 3)","source":"CRCotN","page":193,"srd":false,"image":"bestiary/CRCotN/Galsariad Ardyth (Tier 3).webp","token":"bestiary/tokens/CRCotN/Galsariad Ardyth (Tier 3).webp","size":"Medium","creatureType":"Humanoid (Drow, Elf, Wizard)","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"90 (20d8)","speed":"30 ft., fly 30 ft. (hover), swim 40 ft. (ring of swimming)","str":8,"dex":14,"con":10,"int":20,"wis":15,"cha":12,"saves":"Int +8, Wis +5","skills":"Arcana +8, Investigation +8, Nature +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Common, Draconic, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Deflection","entries":["Galsariad warps gravity around himself to magically deflect incoming attacks. While Galsariad is wearing no armor and not {@condition incapacitated}, his AC includes his Intelligence modifier."]},{"name":"Fey Ancestry","entries":["Galsariad has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Special Equipment","entries":["Galsariad wears a {@item ring of swimming} and carries a ruidium dagger (see appendix B). If he rolls a 1 on an attack roll made with the dagger, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell mage hand}","1/day each: {@spell longstrider}, {@spell scrying} (as an action), {@spell slow}, {@spell telekinesis}, {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Galsariad makes one Drain Potential attack and one Ruidium Dagger attack."]},{"name":"Drain Potential","entries":["{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 120 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage, and Galsariad gains 10 temporary hit points."]},{"name":"Ruidium Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Gravity Wave {@recharge 5}","entries":["Galsariad causes a rippling wave of magical gravity to fill a 30-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature in that area must make a {@dc 16} Strength saving throw. On a failed saving throw, the creature takes 42 ({@damage 12d6}) force damage and is {@condition restrained} for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition restrained}. A {@condition restrained} creature can repeat the save at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Distort Gravity (1/Day)","entries":["Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 14 ({@damage 4d6}) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Beautiful, ethereal, deathly, shadowy—all accurately describe Galsariad Ardyth, a drow in his two-hundredth year of life. He's recently taken up the study of arcane magic, and he's pursuing the life of an adventurer in hopes of improving his reputation within the Kryn Dynasty. Loquacious, snarky, and sarcastic to a fault, he's ready with a barb for any occasion—usually to mask his own insecurities.","A city-dweller from the Kryn capital of Rosohna, Galsariad is blessed with sharp aesthetic sensibilities and an interest in ancient lore, especially history concerning the Age of Arcanum, Exandria's long-lost magical golden age. He's also the newest member of the rival party, and both Ayo and Irvan are impressed by his ethereal elegance—and have a bit of a crush on him, even if he does talk too much.","Galsariad appreciates people who share his interests and are willing to spend time studying with him, though he also likes it when people treat him with respect even if they don't care about magic. He dislikes people who keep secrets from him, and hates when people judge him for being a novice at magic even though he's centuries old.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"You have much to learn.\" \"And here I thought you possessed some talent.\" \"With this next incantation, I shall pluck any hope of victory from your mind.\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Galsariad Ardyth (Tier 1)"],["3 and 4","Galsariad Ardyth (Tier 2)"],["5, 6, and 7","Galsariad Ardyth (Tier 3)"]]},"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \"Ruidium \"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.","If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \"Exhaustion \"in the {@i Player's Handbook}).",{"type":"entries","name":"Useful Magic","entries":["To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure."]}]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Galsariad Ardyth (Tier 3).webp","credit":"Nikki Dawes"}]},{"id":"galvan","name":"Galvan","source":"RoT","page":9,"srd":false,"image":"bestiary/tokens/RoT/Galvan.webp","token":"bestiary/tokens/RoT/Galvan.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":13,"wis":12,"cha":16,"saves":"Wis +4","skills":"Deception +6, Stealth +7","vulnerabilities":"","resistances":"acid, cold, fire, lightning, poison","immunities":"lightning","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Draconic, Infernal","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"5etools Note","entries":["While Galvan is not presented in an encounter in {@adventure The Rise of Tiamat|RoT}, the {@creature dragonsoul|RoT} stat block has been provided here for ease of use, with optional alterations for the {@item Blue Dragon Mask|RoTOS}."]},{"name":"Special Equipment","entries":["Galvan has the {@item Blue Dragon Mask|RoTOS}."]},{"name":"Draconic Majesty","entries":["While wearing no armor and wearing the Blue Dragon Mask, Galvan adds his Charisma bonus to his AC (included)."]},{"name":"Lingering Shock","entries":["If Galvan deals lightning damage to a creature while wearing the Blue Dragon Mask, that creature can't take reactions until its next turn."]},{"name":"Legendary Resistance (1/Day)","entries":["If Galvan fails a saving throw while wearing the Blue Dragon Mask, he can choose to succeed instead."]},{"name":"Dragon Fanatic","entries":["Galvan has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being {@condition charmed} or {@condition frightened}."]},{"name":"Fanatic Advantage","entries":["Once per turn, if Galvan makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 ({@damage 3d6}) damage."]},{"name":"Limited Flight","entries":["Galvan can use a bonus action to gain a flying speed of 30 feet until the end of its turn."]},{"name":"Pack Tactics","entries":["Galvan has advantage on an attack roll against a creature if at least one of the dragonsoul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Galvan attacks twice with its shortsword."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) damage of the type to which Galvan has resistance."]},{"name":"Orb of Dragon's Breath (3/Day)","entries":["{@atk rs} {@hit 7} to hit, range 90 ft., one target. {@h}27 ({@damage 6d8}) damage of the type to which Galvan has damage resistance."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"galvan-magen","name":"Galvan Magen","source":"IDRotF","page":301,"srd":false,"image":"bestiary/IDRotF/Galvan Magen.webp","token":"bestiary/tokens/IDRotF/Galvan Magen.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"68 (8d8 + 32)","speed":"30 ft., fly 30 ft. (hover)","str":10,"dex":18,"con":18,"int":12,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fiery End","entries":["If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying."]},{"name":"Magic Resistance","entries":["The magen has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The magen doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The magen makes two Shocking Touch attacks."]},{"name":"Shocking Touch","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). {@h}7 ({@damage 1d6 + 4}) lightning damage."]},{"name":"Static Discharge {@recharge 5}","entries":["The magen discharges a lightning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw (with disadvantage if the creature is wearing armor made of metal), taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Galvan magen can fly. They also store static electricity, which they discharge as lightning bolts.","Magen are magical, humanlike beings created by a wizard spell (see the {@spell create magen|IDRotF} spell in appendix D) or by other arcane methods.","Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates."]}],"gallery":[{"path":"bestiary/IDRotF/Galvan Magen.webp"}]},{"id":"galvanic-blastseeker","name":"Galvanic Blastseeker","source":"GGR","page":243,"srd":false,"image":"bestiary/GGR/041-228.webp","token":"bestiary/tokens/GGR/Galvanic Blastseeker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":10,"dex":17,"con":14,"int":19,"wis":10,"cha":13,"saves":"Dex +6","skills":"Acrobatics +6, Arcana +7, Perception +3","vulnerabilities":"","resistances":"lightning; thunder","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common and Primordial, plus any one language","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Galvanic Overcast {@recharge 5}","entries":["When the blastseeker casts {@spell lightning bolt} or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 ({@damage 2d8}) force damage. On an even number, the spell also deals 9 ({@damage 2d8}) lightning damage to each target that fails its saving throw."]},{"name":"Heart of the Storm","entries":["When the blastseeker casts {@spell lightning bolt} or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage."]},{"name":"Gust-Propelled Leap","entries":["The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The blastseeker's innate spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:","1/day: {@spell stoneskin}","3/day each: {@spell levitate}, {@spell lightning bolt}, {@spell thunderwave}"]}],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, or 4 ({@damage 1d8}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."]}]}]}],"gallery":[{"path":"bestiary/GGR/041-228.webp","credit":"Chris Rallis"}]},{"id":"galvanice-weird","name":"Galvanice Weird","source":"GGR","page":209,"srd":false,"image":"bestiary/GGR/Galvanice Weird.webp","token":"bestiary/tokens/GGR/Galvanice Weird.webp","size":"Medium","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"12","initiative":"+0 (10)","hp":"22 (3d8 + 9)","speed":"30 ft.","str":14,"dex":10,"con":17,"int":3,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a {@dc 13} Dexterity saving throw, taking 7 ({@damage 2d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 5 ({@damage 2d4}) lightning damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk."]},{"type":"entries","name":"Izzet Weirds","entries":["Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.",{"name":"Elemental Nature","type":"entries","entries":["An Izzet weird doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Galvanice Weird.webp","credit":"Chris Rallis"}]},{"id":"gammon-xungoon","name":"Gammon Xungoon","source":"JttRC","page":20,"srd":false,"image":"bestiary/JttRC/009-02-001.tyenmo-rivalry-xungoon.webp","token":"bestiary/tokens/JttRC/Gammon Xungoon.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/009-02-001.tyenmo-rivalry-xungoon.webp","title":"The rivalry between the Xungoon and Tyenmo families disrupts the peace in the Dyn Singh Night Market","credit":"Vicki Pangestu"}]},{"id":"gar-shatterkeel","name":"Gar Shatterkeel","source":"LR","page":18,"srd":false,"image":"bestiary/LR/Gar Shatterkeel.webp","token":"bestiary/tokens/LR/Gar Shatterkeel.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"144 (17d8 + 68)","speed":"30 ft., swim 30 ft.","str":16,"dex":16,"con":18,"int":12,"wis":20,"cha":14,"saves":"","skills":"Nature +11, Perception +10, Survival +10","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"Passive Perception 20","languages":"Aquan, Common","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Gar can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Gar fails a saving throw, he can choose to succeed instead."]},{"name":"Water Walk","entries":["Gar can stand and move on liquid surfaces as if they were solid ground."]},{"name":"Watery Fall","entries":["When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Except for {@item Wave} and his claw, anything he was wearing or carrying is left behind."]}],"spellcasting":[{"name":"Spellcasting","entries":["Gar is a 13th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following druid spells prepared:","Cantrips (at will): {@spell frostbite|XGE}, {@spell mending}, {@spell resistance}, {@spell shape water|XGE}, {@spell thunderclap|XGE}*","Level 1 (4 slots): {@spell create or destroy water}, {@spell charm person}, {@spell cure wounds}, {@spell thunderwave}","Level 2 (3 slots): {@spell darkvision}, {@spell hold person}, {@spell mirror image}*, {@spell misty step}*, {@spell pass without trace}, {@spell protection from poison}","Level 3 (3 slots): {@spell conjure animals}, {@spell dispel magic}, {@spell tidal wave|XGE}, {@spell water breathing}*, {@spell water walk}*","Level 4 (3 slots): {@spell charm monster|XGE}, {@spell control water}*, {@spell dominate beast}, {@spell freedom of movement}*, {@spell watery sphere|XGE}","Level 5 (2 slots): {@spell conjure elemental}*, {@spell maelstrom|XGE}, {@spell scrying}*, {@spell tree stride}","Level 6 (1 slots): {@spell heal}","Level 7 (1 slots): {@spell plane shift}","*Circle spells don't count against spells prepared."]}],"actions":[{"name":"Multiattack","entries":["Gar makes two melee attacks, one with his claw and one with {@item Wave}."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until the grapple ends, Gar can't attack other creatures with his claw."]},{"name":"Wave","entries":["{@atk mw,rw} {@hit 11} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage or 10 ({@damage 1d8 + 6}) piercing damage when used with two hands. If Gar scores a critical hit with this weapon, the target takes extra necrotic damage equal to half its hit point maximum."]},{"name":"Umberlee's Wake {@recharge 5}","entries":["Power ripples out in a 60-foot radius sphere from a point within range (150 ft.) as the will of Umberlee affects all in her watery embrace. Each creature in that area must succeed on a {@dc 18} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. This only affects targets that are submerged or floating in water. Gar Shatterkeel and any undead serving him are immune to this effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Gar moves up to his speed without provoking opportunity attacks."]},{"name":"Claw","entries":["Gar makes one attack with his claw."]},{"name":"Wave (Costs 2 Actions)","entries":["Gar makes one attack with {@item Wave} with advantage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["Gar can employ lair actions while he's within the coral mountain.","On initiative count 20 (losing initiative ties), Gar Shatterkeel takes a lair action to cause one of the following effects; Gar can't use the same effect two rounds in a row.",{"type":"list","items":["Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with him.","The coral in a 60-foot radius grows rapidly around creatures inside the coral mountain. Each creature must succeed on a {@dc 18} Strength saving throw or become {@condition restrained}. Restrained creatures can take an action on their turn to make a {@dc 18} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell), and doesn't require Gar to maintain {@status concentration}. Gar Shatterkeel and any creatures he designates are immune to this effect.","Up to five corpses that Gar can see within 60 feet rise up as {@creature drowned blade|GoS|drowned blades} and attack anyone Gar directs them to on his turn."]}],"regionalEffects":[],"gallery":[{"path":"bestiary/LR/Gar Shatterkeel.webp","credit":"Raymond Swanland"}],"otherVersions":[{"id":"gar-shatterkeel-pota","source":"PotA"}]},{"id":"gar-shatterkeel-pota","name":"Gar Shatterkeel","source":"PotA","page":208,"srd":false,"image":"bestiary/PotA/Gar Shatterkeel.webp","token":"bestiary/tokens/PotA/Gar Shatterkeel.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"97 (15d8 + 45)","speed":"30 ft., swim 30 ft.","str":15,"dex":15,"con":16,"int":12,"wis":18,"cha":13,"saves":"","skills":"Nature +9, Survival +8","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Aquan, Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Gar can breathe air and water."]},{"name":"Legendary Resistance (2/Day)","entries":["If Gar fails a saving throw, he can choose to succeed instead."]},{"name":"Water Walk","entries":["Gar can stand and move on liquid surfaces as if they were solid ground."]},{"name":"Watery Fall","entries":["When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind."]}],"spellcasting":[{"name":"Spellcasting","entries":["Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following druid spells prepared:","Cantrips (at will): {@spell mending}, {@spell resistance}, {@spell shape water|xge}","Level 1 (4 slots): {@spell create or destroy water}, {@spell cure wounds}, {@spell fog cloud}, {@spell thunderwave}","Level 2 (3 slots): {@spell darkvision}, {@spell hold person}, {@spell protection from poison}","Level 3 (3 slots): {@spell call lightning}, {@spell sleet storm}, {@spell tidal wave|xge}","Level 4 (3 slots): {@spell control water}, {@spell ice storm}","Level 5 (1 slots): {@spell scrying}"]}],"actions":[{"name":"Multiattack","entries":["Gar makes two melee attacks, one with his claw and one with {@item Drown|PotA}."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until the grapple ends, Gar can't attack other creatures with his claw."]},{"name":"Drown","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 4 ({@damage 1d8}) cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["If Gar is in the water node while {@creature Olhydra|PotA} isn't, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can't cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while {@status concentration||concentrating} on a spell cast as a lair action. His favorite use of this capability is casting {@spell inflict wounds} or {@spell call lightning}.","If Gar casts {@spell cure wounds} using this lair action, he regains the maximum number of hit points from the spell (28)."],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Gar Shatterkeel is the water prophet of Elemental Evil and the dour leader of the Crushing Wave cult. He is embittered by a life of suffering at the hands of others. Pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others who feel as he does.","Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab's claw. As the leader of Olhydra's cult, he wields her innate magic. Other Crushing Wave cultists sense her power in him and follow him out of fear."]},{"type":"entries","name":"In the Water Node","entries":["When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait."]}]}]}],"gallery":[{"path":"bestiary/PotA/Gar Shatterkeel.webp"}],"hidden":true,"otherVersions":[{"id":"gar-shatterkeel","source":"LR"}]},{"id":"gargantua","name":"Gargantua","source":"BGG","page":149,"srd":false,"image":"bestiary/BGG/Gargantua.webp","token":"bestiary/tokens/BGG/Gargantua.webp","size":"Gargantuan","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"17","initiative":"+0 (10)","hp":"388 (21d20 + 168)","speed":"60 ft.","str":27,"dex":10,"con":26,"int":9,"wis":16,"cha":18,"saves":"Dex +7, Int +6, Wis +10","skills":"","vulnerabilities":"","resistances":"force; psychic","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 13","languages":"Giant","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Weird Aura","entries":["At the start of each of the gargantua's turns, each creature of the gargantua's choice within 30 feet of it must make a {@dc 19} Wisdom saving throw. On a failed save, a target sees the gargantua as a manifestation of the target's worst fears; it takes 17 ({@damage 5d6}) psychic damage and has the {@condition frightened} condition until the start of the target's next turn. On a successful save, a target is immune to this gargantua's Weird Aura for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gargantua makes two Slam or Rock attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}27 ({@damage 3d12 + 8}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 15} to hit, range 120/480 ft., one target. {@h}24 ({@damage 3d10 + 8}) bludgeoning damage."]}],"bonusActions":[{"name":"Baleful Hex","entries":["The gargantua curses one creature it can see within 120 feet of itself. The target must succeed on a {@dc 19} Wisdom saving throw or have the {@condition incapacitated} condition until the end of its next turn."]},{"name":"Teleport","entries":["The gargantua teleports, along with any equipment it is wearing or carrying, to an unoccupied space that it can see within 120 feet of itself."]}],"reactions":[{"name":"Flick","entries":["Immediately after the gargantua takes damage from a Large or smaller creature it can see within 20 feet of itself, it attempts to flick the creature away. The target must succeed on a {@dc 23} Strength saving throw, or the target takes 18 ({@damage 3d6 + 8}) bludgeoning damage, is pushed horizontally up to 100 feet away from the gargantua, and has the {@condition prone} condition."]},{"name":"Spell Mimicry (1/Day)","entries":["Immediately after a creature the gargantua can see casts a spell of 5th level or lower, the gargantua tries to copy the spell. That creature must succeed on a {@dc 19} Charisma saving throw, or the gargantua immediately casts the same spell at the same level ({@hit 11} to hit with spell attacks, spell save {@dc 19}), requiring no material components and choosing the spell's targets."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["From time to time—perhaps once a generation, under a particular configuration of stars and planets, or at the whim of some malicious god—a gargantua is born to giant parents. Though the child appears like any other of its kind, the creature's true nature manifests upon reaching adulthood: its complexion turns purplish and horns sprout from its head. The gargantua grows rapidly, eventually towering over other giants at a height of 40 feet or more.","Most gargantuas do not feel at home in giant communities and end up searching for homes large enough to hold their enormous frames. They might find a suitable home in an ancient forest, a deep canyon, or an immense cavern in the Underdark. Some gargantuas seek only peace and solitude, while others lash out fiercely at a world that fears them.","Giants tell a variety of stories to explain the existence of gargantuas. One tale connects their origin to an ancient enclave's pact with an entity from the Far Realm. Another claims that Karontor, \"the banished son\" of Annam, creates gargantuas in retaliation for his imprisonment. A third blames Annam, claiming the All-Father of the giants is disgusted with his descendants and seeks to destroy them."]}],"gallery":[{"path":"bestiary/BGG/Gargantua.webp"}]},{"id":"gargantuan-rug-of-smothering","name":"Gargantuan Rug of Smothering","source":"TftYP","page":56,"srd":false,"image":"bestiary/tokens/TftYP/Gargantuan Rug of Smothering.webp","token":"bestiary/tokens/TftYP/Gargantuan Rug of Smothering.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"63 (6d20)","speed":"10 ft.","str":17,"dex":14,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The rug is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"Damage Transfer","entries":["While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature {@condition grappled} by the rug takes the other half."]},{"name":"False Appearance","entries":["While the rug remains motionless, it is indistinguishable from a normal rug."]}],"spellcasting":[],"actions":[{"name":"Smother","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature. {@h}The creature is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, {@condition blinded}, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"gargoyle","name":"Gargoyle","source":"XMM","page":128,"srd":true,"image":"bestiary/XMM/Gargoyle.webp","token":"bestiary/tokens/XMM/Gargoyle.webp","size":"Medium","creatureType":"Elemental","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"30 ft., fly 60 ft.","str":15,"dex":11,"con":16,"int":6,"wis":11,"cha":7,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial (Terran)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Flyby","entries":["The gargoyle doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gargoyle makes two Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d4 + 2}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Gargoyle","entries":["{@i Sculpted Sentinel Hidden in Plain Sight}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Gargoyles are sculptures inhabited by elemental spirits. Wings and magic allow their heavy stone bodies to fly, and they often perch where they can blend in amid ornate architecture, rock formations, or mundane statues. Gargoyles usually serve the magic-users who conjured them into their bodies, but if left to their own devices, they might play cruel pranks and steal treasures to hoard in lofty lairs.","Gargoyles have a variety of appearances. Roll on or choose a result from the Gargoyle Sculptures table to inspire how a gargoyle looks.",{"type":"table","caption":"Gargoyle Sculptures","colLabels":["1d6","The Gargoyle Is Sculpted to Appear..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cherubic with perpetually smiling features."],["2","Crudely hewed or naturally formed."],["3","Damaged or marred by mismatched pieces."],["4","Dragon-like with polished stone scales."],["5","Gothically fiendish with horns and a tail."],["6","Useful, like an ornate podium or a pillar."]]},{"type":"entries","name":"Gargoyle Ambushes","entries":["Gargoyles seek to ambush foes or creatures that trespass on their territories. With no biological needs and supernatural patience, these monsters might wait unmoving for months, revealing themselves only when conditions are perfect to attack. They tend to lurk where statuary seems commonplace or where terrain obscures the shape and color of their bodies. Roll on or choose a result from the Gargoyle Camouflage table to inspire where a gargoyle sets up an ambush.",{"type":"table","caption":"Gargoyle Camouflage","colLabels":["1d8","The Gargoyle Conceals Itself Amid..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Burls and bark on a giant tree."],["2","Monuments in a graveyard or memorial."],["3","Outcroppings on a cliff or rock formation"],["4","The {@condition petrified|XPHB} victims of a basilisk or medusa."],["5","Reliefs on a sculpted gate or wall."],["6","Rubble in a ruin or junkyard."],["7","Stalactites or icicles on a cavern ceiling."],["8","Statuary on a castle, mansion, or temple."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Where evil passes in the Elemental Plane of Earth, it stains the rock and spoils the soil. Malice vanishes amid other elements, but in the dismal dark, the wicked shape it into nightmares."],"by":"Tiv, Scholar of the Elemental Planes"}]}]}],"gallery":[{"path":"bestiary/XMM/Gargoyle.webp","credit":"Kent Davis"}],"otherVersions":[{"id":"gargoyle-mm","source":"MM"}]},{"id":"gargoyle-mm","name":"Gargoyle","source":"MM","page":140,"srd":false,"image":"bestiary/MM/Gargoyle.webp","token":"bestiary/tokens/MM/Gargoyle.webp","size":"Medium","creatureType":"Elemental","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft., fly 60 ft.","str":15,"dex":11,"con":16,"int":6,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Terran","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"False Appearance","entries":["While the gargoyle remains motionless, it is indistinguishable from an inanimate statue."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gargoyle makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims.",{"name":"Animate Stone","type":"entries","entries":["Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry."]},{"name":"Deadly Reputation","type":"entries","entries":["Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures."]},{"name":"Cruel Servants","type":"entries","entries":["Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master's home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage.","Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint."]},{"type":"entries","name":"Elemental Nature","entries":["A gargoyle doesn't require air, food, drink, or sleep."]},{"type":"inset","name":"Shards of Elemental Evil","entries":["As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.","Ogrémoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.","On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air."]}]}]}],"gallery":[{"path":"bestiary/MM/Gargoyle.webp"}],"hidden":true,"otherVersions":[{"id":"gargoyle","source":"XMM"}]},{"id":"garra","name":"Garra","source":"ERLW","page":272,"srd":false,"image":"bestiary/tokens/ERLW/Garra.webp","token":"bestiary/tokens/ERLW/Garra.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"12","initiative":"+0 (10)","hp":"30 (4d10 + 8)","speed":"30 ft.","str":17,"dex":10,"con":14,"int":14,"wis":9,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Giant","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Mountain, Forest, Hill, Urban, Desert, Arctic","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Battleaxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"garret-levistusson","name":"Garret Levistusson","source":"LLK","page":41,"srd":false,"image":"bestiary/LLK/Garret Levistusson.webp","token":"bestiary/tokens/LLK/Garret Levistusson.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":12,"cha":17,"saves":"","skills":"Deception +7, Investigation +4, Performance +5, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Abyssal, Common, Infernal, Thieves' cant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Garret wears a {@item Ring of Warmth} (included in his statistics) and wields a {@item Gambler's Blade longsword|LLK}."]},{"name":"Bardic Inspiration (3/Day)","entries":["As a bonus action, Garret can give one chosen creature (other than him) a {@dice d6} inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails. Once the inspiration die is rolled, it is lost. A creature can have only one inspiration die at a time."]},{"name":"Cunning Action","entries":["On each of his turns, Garret can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Garret deals an extra 7 ({@damage 2d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Garret that isn't {@condition incapacitated} and Garret doesn't have disadvantage on the attack roll."]}],"spellcasting":[{"name":"Spellcasting","entries":["Garret is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following bard spells prepared:","Cantrips (at will): {@spell blade ward}, {@spell vicious mockery}","Level 1 (3 slots): {@spell charm person}, {@spell detect magic}, {@spell disguise self}, {@spell identify}, {@spell Tasha's hideous laughter}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LLK/Garret Levistusson.webp","credit":"Stan!"}]},{"id":"gas-spore","name":"Gas Spore","source":"MM","page":138,"srd":false,"image":"bestiary/MM/Gas Spore.webp","token":"bestiary/tokens/MM/Gas Spore.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"5","initiative":"-5 (5)","hp":"1 (1d10 - 4)","speed":"0 ft., fly 10 ft. (hover)","str":5,"dex":1,"con":3,"int":1,"wis":1,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; deafened; frightened; paralyzed; poisoned; prone","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 5","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Death Burst","entries":["The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) poison damage and become infected with a disease on a failed save. Creatures immune to the {@condition poisoned} condition are immune to this disease.","Spores invade an infected creature's system, killing the creature in a number of hours equal to {@dice 1d12} + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes {@condition poisoned} for the rest of the duration. After the creature dies, it sprouts {@dice 2d4} Tiny gas spores that grow to full size in 7 days."]},{"name":"Eerie Resemblance","entries":["The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful {@dc 15} Intelligence ({@skill Nature}) check."]}],"spellcasting":[],"actions":[{"name":"Touch","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one creature. {@h}1 poison damage, and the creature must succeed on a {@dc 10} Constitution saving throw or become infected with the disease described in the Death Burst trait."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The first gas spores are thought to have been spawned from dead beholders, whose moldering corpses fed a parasitic fungus with aberrant magic. Having long since adapted into a unique plant creature, a gas spore grows quickly and purposefully out of any corpse, creating a malevolent-looking mockery of the most feared denizen of the Underdark.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eye Tyrant's Form","entries":["A gas spore is a spherical, balloon-like fungus that resembles a beholder from a distance, though its true nature becomes increasingly obvious as one approaches it. The monster possesses a blind central \"eye\" and rhizome growths sprouting from its upper surface, superficially resembling a beholder's eyestalks."]},{"type":"entries","name":"Death Burst","entries":["A gas spore is a hollow shell filled with a lighter-than-air gas that enables it to float as a beholder does. Piercing the shell with even the weakest attack causes the creature to burst apart, releasing a cloud of deadly spores. A creature that inhales the spores becomes host to them, and is often dead within a day. Its corpse then becomes the spawning ground from which new gas spores arise."]},{"type":"entries","name":"Beholder Memories","entries":["A gas spore that sprouts from a beholder's corpse sometimes carries within it memories of its deceased parent. When the gas spore explodes, its deadly spores cast those memories adrift. Any creature that inhales the spores and survives inherits one or more of the beholder's fragmented memories, and might gain useful information about the beholder's former lair and other nearby places and creatures of interest."]}]}]},{"type":"section","name":"Fungi","entries":["With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness.","Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi.","Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed."]}],"gallery":[{"path":"bestiary/MM/Gas Spore.webp"}]},{"id":"gas-spore-fungus","name":"Gas Spore Fungus","source":"XMM","page":125,"srd":false,"image":"bestiary/XMM/Fungi.webp","token":"bestiary/tokens/XMM/Gas Spore Fungus.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"8","initiative":"-5 (5)","hp":"13 (9d10 - 36)","speed":"5 ft., fly 10 ft. (hover)","str":5,"dex":1,"con":3,"int":1,"wis":1,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; poisoned; prone","senses":"Blindsight 30 ft., Passive Perception 5","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Death Burst","entries":["The gas spore bursts when it dies. {@actSave con} {@dc 10}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the gas spore. {@actSaveFail} The target takes 10 ({@damage 3d6}) Poison damage and has the {@condition Poisoned|XPHB} condition for {@dice 1d12} hours. Unless the {@condition Poisoned|XPHB} condition is removed, the target dies at the end of that time and sprouts {@dice 2d4} Tiny Gas Spore Fungi (each with 1 {@variantrule Hit Points|XPHB|Hit Point}). After {@dice 2d6} days, they become Large and have 13 {@variantrule Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Tendril","entries":["{@atkr m} {@hit 0}, reach 5 ft. {@h}3 ({@damage 1d6}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gas spores are floating, orbicular fungi with rhizome growths and protuberances that resemble the stalks and eyes of beholders. If destroyed, a gas spore explodes in a poisonous burst that can infect creatures and slay them in hours. Infected corpses spawn more gas spores that grow to full size in a matter of days."]},{"type":"section","name":"Fungi","entries":["{@i Deadly Spores and Predatory Polyps}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi."]}],"gallery":[{"path":"bestiary/XMM/Fungi.webp","credit":"Helge C. Balzer"}]},{"id":"gash","name":"Gash","source":"OotA","page":181,"srd":false,"image":"bestiary/OotA/Gash.webp","token":"bestiary/tokens/OotA/Gash.webp","size":"Medium","creatureType":"Humanoid (Gnoll)","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"11 (5d8)","speed":"25 ft.","str":14,"dex":12,"con":11,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Gnoll, Abyssal","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Rampage","entries":["When Gash reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."]},{"name":"Wretched","entries":["Gash has disadvantage on Wisdom checks and Wisdom saving throws because of the physical and mental abuse he has suffered. A {@spell lesser restoration} spell rids him of these effects."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Longbow","entries":["{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Gash.webp"}]},{"id":"gauth","name":"Gauth","source":"MPMM","page":133,"srd":false,"image":"bestiary/MPMM/Gauth.webp","token":"bestiary/tokens/MPMM/Gauth.webp","size":"Medium","creatureType":"Aberration (Beholder)","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"52 (7d8 + 21)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":16,"int":15,"wis":15,"cha":13,"saves":"Int +5, Wis +5, Cha +4","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 15","languages":"Deep Speech, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Stunning Gaze","entries":["When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a {@dc 14} Wisdom saving throw if the gauth isn't {@condition incapacitated} and can see the creature. A creature that fails the save is {@condition stunned} until the start of its next turn.","Unless {@status surprised}, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save."]},{"name":"Death Throes","entries":["When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a {@dc 14} Dexterity saving throw, taking 13 ({@damage 3d8}) force damage on a failed save, or half as much damage on a successful one."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) piercing damage."]},{"name":"Eye Rays","entries":["The gauth shoots three of the following magical eye rays at random (roll three {@dice d6}s, and reroll duplicates), targeting one to three creatures it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"name":"1: Devour Magic Ray","entries":["The target must succeed on a {@dc 14} Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses {@dice 1d4} charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls."],"type":"item"},{"name":"2: Enervation Ray","entries":["The target must make a {@dc 14} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one."],"type":"item"},{"name":"3: Fire Ray","entries":["The target must succeed on a {@dc 14} Dexterity saving throw or take 22 ({@damage 4d10}) fire damage."],"type":"item"},{"name":"4: Paralyzing Ray","entries":["The target must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"item"},{"name":"5: Pushing Ray","entries":["The target must succeed on a {@dc 14} Strength saving throw or be pushed up to 15 feet away from the gauth and have its speed halved until the start of the gauth's next turn."],"type":"item"},{"name":"6: Sleep Ray","entries":["The target must succeed on a {@dc 14} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on Constructs and Undead."],"type":"item"}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A gauth is a hungry, tyrannical creature similar to a beholder that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.","A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to bring it items that can provide it with sustenance.","When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard.","A {@creature beholder} usually drives away or kills any gauths that enter its territory, but it might choose to force them to serve it as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely."],"gallery":[{"path":"bestiary/MPMM/Gauth.webp","credit":"Scott Murphy"}],"otherVersions":[{"id":"gauth-vgm","source":"VGM"}]},{"id":"gauth-vgm","name":"Gauth","source":"VGM","page":125,"srd":false,"image":"bestiary/VGM/Gauth.webp","token":"bestiary/tokens/VGM/Gauth.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":16,"int":15,"wis":15,"cha":13,"saves":"Int +5, Wis +5, Cha +4","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 15","languages":"Deep Speech, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Stunning Gaze","entries":["When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a {@dc 14} Wisdom saving throw if the gauth isn't {@condition incapacitated} and can see the creature. A creature that fails the save is {@condition stunned} until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save."]},{"name":"Death Throes","entries":["When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a {@dc 14} Dexterity saving throw, taking 13 ({@damage 3d8}) force damage on a failed save, or half as much damage on a successful one."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) piercing damage."]},{"name":"Eye Rays","entries":["The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Devour Magic Ray","entry":"The targeted creature must succeed on a {@dc 14} Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses {@dice 1d4} charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls."},{"type":"itemSub","name":"2. Enervation Ray","entry":"The targeted creature must make a {@dc 14} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"3. Pushing Ray","entry":"The targeted creature must succeed on a {@dc 14} Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn."},{"type":"itemSub","name":"4. Fire Ray","entry":"The targeted creature must succeed on a {@dc 14} Dexterity saving throw or take 22 ({@damage 4d10}) fire damage."},{"type":"itemSub","name":"5. Paralyzing Ray","entry":"The targeted creature must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"6. Sleep Ray","entry":"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A gauth is a hungry, tyrannical beholder-like creature that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.",{"name":"Magical Metabolism","entries":["A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to serve it by bringing it items that provide it with sustenance."],"type":"entries"},{"name":"Accidental Summoning","entries":["When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard."],"type":"entries"},{"name":"Inferior Tyrant","entries":["A beholder usually drives away or kills any gauths that enter its territory, but it might choose to enslave them and use them as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Gauth.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"gauth","source":"MPMM"}]},{"id":"gazer","name":"Gazer","source":"MPMM","page":134,"srd":false,"image":"bestiary/MPMM/Gazer.webp","token":"bestiary/tokens/MPMM/Gazer.webp","size":"Tiny","creatureType":"Aberration (Beholder)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"13 (3d4 + 6)","speed":"0 ft., fly 30 ft. (hover)","str":3,"dex":17,"con":14,"int":3,"wis":10,"cha":7,"saves":"Wis +2","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Mimicry","entries":["The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage."]},{"name":"Eye Rays","entries":["The gazer shoots two of the following magical eye rays at random (roll two {@dice d4}s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"name":"1: Dazing Ray","entries":["The targeted creature must succeed on a {@dc 12} Wisdom saving throw or be {@condition charmed} until the start of the gazer's next turn. While the target is {@condition charmed} in this way, its speed is halved, and it has disadvantage on attack rolls."],"type":"item"},{"name":"2: Fear Ray","entries":["The targeted creature must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} until the start of the gazer's next turn."],"type":"item"},{"name":"3: Frost Ray","entries":["The target must succeed on a {@dc 12} Dexterity saving throw or take 10 ({@damage 3d6}) cold damage."],"type":"item"},{"name":"4: Telekinetic Ray","entries":["If the target is a creature that is Medium or smaller, it must succeed on a {@dc 12} Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is a Tiny object that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container."],"type":"item"}]}]}],"bonusActions":[{"name":"Aggressive","entries":["The gazer moves up to its speed toward a hostile creature that it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A gazer is a tiny manifestation of the dreams of a beholder. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.","A gazer can't speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. Some beholders with wizard minions insist they take a gazer as a familiar because the beholders can see through the eyes of these creatures.","A wild gazer (one living separately from a beholder) is territorial, eats bugs and little animals, and is known for playing with its food. A lone wild gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow the folk in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill."],"gallery":[{"path":"bestiary/MPMM/Gazer.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"gazer-vgm","source":"VGM"}]},{"id":"gazer-vgm","name":"Gazer","source":"VGM","page":126,"srd":false,"image":"bestiary/VGM/Gazer.webp","token":"bestiary/tokens/VGM/Gazer.webp","size":"Tiny","creatureType":"Aberration","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"13 (3d4 + 6)","speed":"0 ft., fly 30 ft. (hover)","str":3,"dex":17,"con":14,"int":3,"wis":10,"cha":7,"saves":"Wis +2","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see."]},{"name":"Mimicry","entries":["The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage."]},{"name":"Eye Rays","entries":["The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Dazing Ray","entry":"The targeted creature must succeed on a {@dc 12} Wisdom saving throw or be {@condition charmed} until the start of the gazer's next turn. While the target is {@condition charmed} in this way, its speed is halved, and it has disadvantage on attack rolls."},{"type":"itemSub","name":"2. Fear Ray","entry":"The targeted creature must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} until the start of the gazer's next turn."},{"type":"itemSub","name":"3. Frost Ray","entry":"The targeted creature must succeed on a {@dc 12} Dexterity saving throw or take 10 ({@damage 3d6}) cold damage."},{"type":"itemSub","name":"4. Telekinetic Ray","entries":["If the target is a creature that is Medium or smaller, it must succeed on a {@dc 12} Strength saving throw or be moved up to 30 feet directly away from the gazer.","If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A gazer is a tiny manifestation of a beholder's dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.",{"type":"quote","entries":["I met a wizard in the Yawning Portal tavern who had a tiny beholder pet. A gazer, she called it. When I reached to pet it, the creature struck me with one of its eye beams and flung me back against a wall with such force that I almost spilled my ale."],"by":"Volo"},{"name":"Nuisance Pet","entries":["A gazer can't speak any languages but can approximate mimicking words and sentences in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. A gazer can't be tamed by anyone but its creator, except through the use of magic or by bonding with a spellcaster (see sidebar). Some beholders with wizard minions insist they take a gazer as a familiar because they can see through the eyes of these creatures."],"type":"entries"},{"name":"Aggressive Vermin-Eater","entries":["A wild gazer (one living separately from a beholder) is territorial, eats bugs and small animals, and is known for playing with its food. A lone gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill."],"type":"entries"}]},{"type":"inset","name":"Variant: Gazer Familiar","entries":["Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait.",{"name":"Familiar","entries":["The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Gazer.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"gazer","source":"MPMM"}]},{"id":"gearbox","name":"Gearbox","source":"LLK","page":5,"srd":false,"image":"bestiary/LLK/Gearbox.webp","token":"bestiary/tokens/LLK/Gearbox.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"5 (1d8 + 1)","speed":"30 ft., fly 30 ft.","str":10,"dex":13,"con":12,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 10","languages":"Modron","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unique Programming","entries":["Gearbox's unique programming allows the modron to function as an {@item Orb of Direction|XGE} and an {@item Orb of Time|XGE}, to cast the {@spell light} cantrip at will, and to grant other characters advantage on Dexterity checks made with thieves' tools and on ability checks made to identify or operate mechanical or laboratory equipment."]},{"name":"Axiomatic Mind","entries":["Gearbox can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If Gearbox dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[{"name":"Spellcasting","entries":["Gearbox can cast the {@spell light} cantrip at will.","Cantrips (at will): {@spell light}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LLK/Gearbox.webp","credit":"Stan!"}]},{"id":"gearkeeper-construct","name":"Gearkeeper Construct","source":"EGW","page":290,"srd":false,"image":"bestiary/EGW/Gearkeeper Construct.webp","token":"bestiary/tokens/EGW/Gearkeeper Construct.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+3 (13)","hp":"161 (17d10 + 68)","speed":"60 ft.","str":20,"dex":16,"con":18,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The gearkeeper is immune to any spell or effect that would alter its form."]},{"name":"Rapid Shifting","entries":["Opportunity attacks made against the gearkeeper have disadvantage."]},{"name":"Whirling Blades","entries":["Any creature that starts its turn within 5 feet of the gearkeeper takes 4 ({@damage 1d8}) slashing damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack."]},{"name":"Arm Blade","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage."]},{"name":"Spear Launcher","entries":["{@atk rw} {@hit 9} to hit, range 90 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, and the target is knocked {@condition prone}."]},{"name":"Shrapnel Blast {@recharge}","entries":["The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) piercing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Rolling, deadly whirlwinds of metal plates and curving blades, these clockwork automatons were initially designed by tinkerers and mage engineers to be sentries and guardians in the deepest of vaults during the Age of Arcanum. While most of these majestic and deadly curiosities have fallen to rust and ruin, forgotten along with their long-destroyed and buried societies, some continue to patrol the tunnels and pathways of forgotten tombs and dungeons, following their original operations and directives to protect the contents of their domain.","Resembling a rolling ball of shield-like plates, a gearkeeper construct can rapidly travel through corridors to seek intruders. Upon discovering an unrecognized creature, the shields expand to reveal gaps where numerous metallic legs emerge for precision movement. Bladed appendages whir around the construct, threatening any unlucky delvers who wander too close, while heavy spears of steel can be fired from within the construct's core, impaling unwanted guests. If overwhelmed, the construct can discharge a spray of heated, jagged metal fragments to subdue groups of intruders.","Reverse engineering from the recovered shells and scraps of excavated gearkeeper constructs, a number of modern tinkerers have developed updated variations of these sentinels. Such designs are only recently seeing use in select prisons, or by wealthy collectors seeking to keep their collections safe."]}],"gallery":[{"path":"bestiary/EGW/Gearkeeper Construct.webp","credit":"Stephen Oakley"}]},{"id":"geist","name":"Geist","source":"PSI","page":19,"srd":false,"image":"bestiary/PSI/Geist.webp","token":"bestiary/tokens/PSI/Geist.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft.","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Ethereal Sight","entries":["The geist can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["The geist can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["The geist enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Possession {@recharge}","entries":["One creature that the geist can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the geist; the geist then disappears, and the target is {@condition incapacitated} and loses control of its body. The geist now controls the body but doesn't deprive the target of awareness. The geist can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the geist ends it as a bonus action, or the geist is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the geist reappears in an unoccupied space within 5 feet of the body. The target is immune to this geist's Possession for 24 hours after succeeding on the saving throw or after the possession ends. The geist can instead target the corpse of a creature, effectively using its own life force to animate the corpse as a zombie. The animated corpse uses zombie statistics and returns to death if the geist ends the possession."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn't in life. While Avacyn stood as guardian over Innistrad, she and the angels of Flight Alabaster ushered the spirits of the departed into the Æther, where they rejoined the essence of the plane. In her absence—and now her madness—many spirits cling to the world of the living, unable or unwilling to find their way to the Blessed Sleep.","Geists exist in the space between the material and immaterial realms. Although their nature and substance are fundamentally insubstantial, allowing them to pass through walls or disappear entirely from view, they can affect the material world in a variety of ways. Some can make themselves solid for a brief time, or can solidify parts of themselves or items they hold—typically long enough to slash open a throat with a weapon or claws. Others operate at the level of the mind, instilling deadly fear within the living or twisting their senses. Victims believe so strongly in the illusory harm being inflicted on them by a geist that they actually suffer injury. Some geists can affect temperatures, using cold to numb or freeze the living—particularly when humans get lost on the moors or wander too far into bogs. Some use psychokinetic power to wrap brambles, chains, spikes, or glass around themselves, then wield those objects against the living.","Geists have always been a presence on Innistrad. Some manifest on the plane only because of a grudge or regret powerful enough to disturb the Blessed Sleep of the body to which they were connected. Others linger because of a strong desire to protect their living kin, or because of some obsession forcing them to continue a duty they performed in life.",{"type":"entries","name":"Ghostly Possession","page":18,"entries":["Most geists have the ability to take control of corporeal bodies, including those still inhabited by the living. To possess a living person, a geist must overpower its victim's will, making it much easier to inhabit a corpse or a zombie. As long as the possession lasts, the geist has complete control over a living victim, which is forced to watch its body act without any ability to stop it."]},{"type":"entries","name":"Mana Connection","page":19,"entries":["As creatures of pure spirit, geists are partially sustained by the mana that flows through the plane of Innistrad. Thus, each geist is closely associated with one or more colors of mana, and its nature and attitude are shaped by the characteristics of that mana. The effects of possession by a geist likewise depend on the geist:",{"type":"list","page":19,"items":["Most white-aligned geists are benevolent, sheltering spirits, and they generally possess the living for their own protection.","Blue-aligned geists are prone to performing repetitive actions—knocking, arranging things in patterns, stacking objects, making marks, and so on. When they possess the living, they often induce this same kind of obsessive behavior.","Black-aligned geists hate the living, hungering eternally for life, power, or the settling of a wicked grudge. The victims they possess are forced to commit terrible crimes of violence and murder, and are often left injured, permanently crippled, or dying. These geists might be represented by the {@creature shadow}, {@creature specter}, {@creature will-o'-wisp}, or {@creature wraith} statistics in the Monster Manual.","Human spirits motivated by fury sometimes return as red-aligned geists called {@creature poltergeist|MM|poltergeists}. Use the {@creature specter} statistics from the Monster Manual with the {@creature poltergeist} variant for these creatures.","Rarely, human spirits return as benevolent green-aligned geists. Similar to white geists, these spirits protect homes nestled in the forest and keep watch over orchards and groves."]}]}]}]}],"gallery":[{"path":"bestiary/PSI/Geist.webp","title":"Bygone Bishop","credit":"Jason A. Engle"},{"path":"bestiary/PSI/Geist2.webp","title":"Geist-Honored Monk","credit":"Clint Cearley"}]},{"id":"gelatinous-cube","name":"Gelatinous Cube","source":"XMM","page":129,"srd":true,"image":"bestiary/XMM/Gelatinous Cube.webp","token":"bestiary/tokens/XMM/Gelatinous Cube.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"6","initiative":"-4 (6)","hp":"63 (6d10 + 30)","speed":"15 ft.","str":14,"dex":3,"con":20,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"Blindsight 60 ft., Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"Any","traits":[{"name":"Ooze Cube","entries":["The cube fills its entire space and is transparent. Other creatures can enter that space, but a creature that does so is subjected to the cube's Engulf and has {@variantrule Disadvantage|XPHB} on the saving throw.","Creatures inside the cube have {@variantrule Cover|XPHB|Total Cover}, and the cube can hold one Large creature or up to four Medium or Small creatures inside itself at a time.","As an action, a creature within 5 feet of the cube can pull a creature or an object out of the cube by succeeding on a {@dc 12} Strength ({@skill Athletics|XPHB}) check, and the puller takes 10 ({@damage 3d6}) Acid damage."]},{"name":"Transparent","entries":["Even when the cube is in plain sight, a creature must succeed on a {@dc 15} Wisdom ({@skill Perception|XPHB}) check to notice the cube if the creature hasn't witnessed the cube move or otherwise act."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}12 ({@damage 3d6 + 2}) Acid damage."]},{"name":"Engulf","entries":["The cube moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}. The cube can move through the spaces of Large or smaller creatures if it has room inside itself to contain them (see the Ooze {@variantrule Cube [Area of Effect]|XPHB|Cube} trait). {@actSave dex} {@dc 12}, each creature whose space the cube enters for the first time during this move. {@actSaveFail} 10 ({@damage 3d6}) Acid damage, and the target is engulfed. An engulfed target is suffocating, can't cast spells with a Verbal component, has the {@condition Restrained|XPHB} condition, and takes 10 ({@damage 3d6}) Acid damage at the start of each of the cube's turns. When the cube moves, the engulfed target moves with it. An engulfed target can try to escape by taking an action to make a {@dc 12} Strength ({@skill Athletics|XPHB}) check. On a successful check, the target escapes and enters the nearest unoccupied space. {@actSaveSuccess} Half damage, and the target moves to an unoccupied space within 5 feet of the cube. If there is no unoccupied space, the target fails the save instead."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Gelatinous Cube","entries":["{@i Dungeon-Scouring Block of Ooze}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Quivering masses of acidic goo, gelatinous cubes wobble through narrow caverns and dungeons, engulfing anything in their paths. These Oozes are naturally transparent, making them difficult to see while they're stationary. Creatures and objects that become stuck within these slimes are gradually dissolved. Undigested detritus sometimes floats within a gelatinous cube, hinting at its past meals. Roll on or choose a result from the Gelatinous Cube Debris table to inspire a gelatinous cube's contents.",{"type":"table","caption":"Gelatinous Cube Debris","colLabels":["1d6","Floating in the Gelatinous Cube Is A..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Chest or recently trapped mimic."],["2","Collection of bubbles or rocks resembling eyes."],["3","Key to a nearby door or coffer."],["4","Remarkable weapon in need of repair."],["5","Skeleton belonging to a famous adventurer."],["6","Tablet bearing a mysterious message."]]}]}],"gallery":[{"path":"bestiary/XMM/Gelatinous Cube.webp","credit":"Olivier Bernard"}],"otherVersions":[{"id":"gelatinous-cube-mm","source":"MM"}]},{"id":"gelatinous-cube-mm","name":"Gelatinous Cube","source":"MM","page":242,"srd":false,"image":"bestiary/MM/Gelatinous Cube.webp","token":"bestiary/tokens/MM/Gelatinous Cube.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"6","initiative":"-4 (6)","hp":"84 (8d10 + 40)","speed":"15 ft.","str":14,"dex":3,"con":20,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Ooze Cube","entries":["The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.","Creatures inside the cube can be seen but have {@quickref Cover||3||total cover}.","A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful {@dc 12} Strength check, and the creature making the attempt takes 10 ({@damage 3d6}) acid damage.","The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time."]},{"name":"Transparent","entries":["Even when the cube is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is {@status surprised} by the cube."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) acid damage."]},{"name":"Engulf","entries":["The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a {@dc 12} Dexterity saving throw.","On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.","On a failed save, the cube enters the creature's space, and the creature takes 10 ({@damage 3d6}) acid damage and is engulfed. The engulfed creature can't breathe, is {@condition restrained}, and takes 21 ({@damage 6d6}) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.","An engulfed creature can try to escape by taking an action to make a {@dc 12} Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.","A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims' bones, coins, and other objects can be seen suspended inside the creature.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The dungeon's floors were spotless. That should have been our first clue."],"by":"From the journal of Jaster Hollowquill, on his first exploration of Undermountain"}]}],"gallery":[{"path":"bestiary/MM/Gelatinous Cube.webp"}],"hidden":true,"otherVersions":[{"id":"gelatinous-cube","source":"XMM"}]},{"id":"gem-stalker","name":"Gem Stalker","source":"FTD","page":202,"srd":false,"image":"bestiary/FTD/Gem Stalker.webp","token":"bestiary/tokens/FTD/Gem Stalker.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"67 (9d10 + 18)","speed":"40 ft., climb 40 ft.","str":17,"dex":15,"con":14,"int":15,"wis":10,"cha":6,"saves":"Dex +5, Int +5","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"telepathy 60 ft. understands Draconic but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The gem stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Unusual Nature","entries":["The gem stalker doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gem stalker makes four Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[{"name":"Crystal Dart","entries":["{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h}7 ({@damage 1d10 + 2}) force damage, and one of the following effects occurs, determined by the kind of dragon that created the gem stalker:"]},{"name":"Amethyst","entries":["The gem stalker can teleport to an unoccupied space it can see within 30 feet of it."]},{"name":"Crystal","entries":["The gem stalker gains a number of temporary hit points equal to the damage dealt."]},{"name":"Emerald","entries":["The target must roll a {@dice d4} and subtract the number rolled from the next attack roll it makes before the start of the gem stalker's next turn."]},{"name":"Sapphire","entries":["The target must succeed on a {@dc 13} Strength saving throw or be pushed horizontally up to 10 feet away from the gem stalker and be knocked {@condition prone}."]},{"name":"Topaz","entries":["The target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the start of the gem stalker's next turn."]}],"reactions":[{"name":"Protective Link","entries":["When another creature the gem stalker can see within 30 feet of it is about to take damage, the gem stalker reduces that damage by 10 ({@dice 3d6}). The gem stalker then takes damage equal to that amount."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a gem dragon kills an aberrant creature from the Far Realm, the dragon sometimes reshapes the alien corpse into a gem stalker—a cunning predator capable of traversing the Underdark, hunting Aberrations, and guarding its creator's lair. A gem stalker is imbued with life, sapience, and purpose by the mystical energy of the gem dragon's breath, and it is dedicated to its mission.","A gem stalker has a four-legged body resembling that of a wingless dragon, but with a vaguely humanlike torso, head, and arms in place of the dragon's head. Its eyes are milk white, it has no mouth, and its skin is studded with bright crystals that pulse with psychic energy. These crystals give the gem stalker its telepathy, as well as its ability to fling crystal darts and create a protective link that can ward other creatures against harm."]}],"gallery":[{"path":"bestiary/FTD/Gem Stalker.webp","credit":"Svetlin Velinov"}]},{"id":"gennifer-weathermay-foxgrove","name":"Gennifer Weathermay-Foxgrove","source":"RHW","page":278,"srd":false,"image":"bestiary/RHW/Weathermay-Foxgrove Twins.webp","token":"bestiary/tokens/RHW/Gennifer Weathermay-Foxgrove.webp","size":"Medium","creatureType":"Humanoid (Human, Lycanthrope)","alignment":"Lawful Good","ac":"14","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":15,"wis":17,"cha":10,"saves":"","skills":"Arcana +4, Investigation +4, Medicine +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Draconic, Infernal","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Suppressed Lycanthropy","entries":["If reduced to 0 {@variantrule Hit Points|XPHB}, Gennifer succumbs to lycanthropy. Her statistics are replaced by those of the Werewolf stat block, but she retains her alignment; personality; Intelligence, Wisdom, and Charisma scores; proficiencies; and languages known. She then immediately revives in her hybrid form with all her {@variantrule Hit Points|XPHB}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Gennifer casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Light|XPHB}, {@spell Mending|XPHB}","1/day each: {@spell Locate Animals or Plants|XPHB}, {@spell Magic Circle|XPHB}, {@spell Protection from Poison|XPHB}"]},{"name":"Occult Aid (2/Day)","entries":["Gennifer casts {@spell Healing Word|XPHB}, using the same spellcasting ability as Spellcasting.","2/day: {@spell Healing Word|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Gennifer makes two attacks, using Blessed Dagger or Radiant Wisp in any combination."]},{"name":"Blessed Dagger","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 20/60 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage plus 9 ({@damage 2d8}) Radiant damage."]},{"name":"Radiant Wisp","entries":["{@atkr r} {@hit 5}, range 60 ft. {@h}14 ({@damage 2d10 + 3}) Radiant damage."]},{"name":"Esoteric Ward {@recharge}","entries":["{@actSave con} {@dc 13}, each creature in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Gennifer. {@actSaveFail} 18 ({@damage 4d8}) Radiant damage. If the target is an Undead creature, it has the {@condition Stunned|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gennifer learned a variety of medicinal and spiritual practices, both traditional and esoteric, from Rudolph van Richten. She has conducted in-depth studies of lycanthropy to help her and her sister pursue Natalia Vhorishkova, who remains at large. Secretly, Gennifer fears that she might have been infected with lycanthropy after their encounter with Natalia. She hasn't shown signs of the curse yet, but she takes medication of her own concoction to ward off unwanted transformation. Gennifer quietly researches lycanthropy, searching for medicinal cures."]},{"type":"section","name":"Weathermay-Foxgrove Twins","entries":["{@i Adventurous Paranormal Investigators}","Twins Gennifer and Laurie Weathermay-Foxgrove are monster hunters who've built a reputation as heroes in the domain of {@book Mordent|RHW|2}, and their reputation is spreading in domains beyond. The daughters of the mayor of Mordentshire, Alice Weathermay, the twins can often be found at their home, Heather House, or at that of their adopted uncle, {@creature Rudolph van Richten|RHW|Doctor Rudolph van Richten}.","In their youth, Gennifer and Laurie channeled their curiosity and propensity for troublemaking into solving local mysteries. The twins' uncle—renowned monster hunter George Weathermay—returned to Mordent with his fiancée, Natalia Vhorishkova, just before the twins' sixteenth birthday. The twins realized Natalia was manipulating their beloved uncle and eventually exposed her as a werewolf who was using George to pursue Rudolph van Richten. After the twins saved their uncle and the doctor from the werewolf, George and Rudolph encouraged the girls' investigative instincts by training them as monster hunters.","Ever since, Gennifer and Laurie have aided Rudolph in his research and on adventurers across the Land of the Mists. Increasingly, the twins have struck out on their own, allying with heroes such as {@creature Ez d'Avenir|RHW} and Savra Sunstar to solve mysteries and hunt evil across domains."]}],"gallery":[{"path":"bestiary/RHW/Weathermay-Foxgrove Twins.webp","credit":"Polar Engine"}]},{"id":"geonid","name":"Geonid","source":"TTP","page":22,"srd":false,"image":"bestiary/TTP/Geonid.webp","token":"bestiary/tokens/TTP/Geonid.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral","ac":"17","initiative":"+0 (10)","hp":"26 (4d6 + 12)","speed":"30 ft.","str":12,"dex":10,"con":16,"int":9,"wis":14,"cha":11,"saves":"","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 30 ft., Passive Perception 14","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Boulder Guise","entries":["While fully withdrawn into its shell, the geonid can't see and is indistinguishable from a small boulder"]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Stone Tell","entries":["The geonid touches a stone object or surface and knows what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Also known as rocklings and rock hermits, geonids are small, intelligent cave dwellers that originated on the Elemental Plane of Earth. A geonid's arms and legs come out of a small opening in the bottom of its shell. A geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the geonid can't see and relies on its {@sense tremorsense|MM} to detect other creatures nearby.",{"type":"entries","name":"Dark Lairs","entries":["Geonids live in natural tunnels and caves. They feed primarily on lizards, rats, slugs, and other vermin, as well as on cave lichen and moss. Geonids like to collect coins and gemstones, and they rarely confront creatures larger than themselves except to rob them or scare them away."]},{"type":"entries","name":"Stone Tell","entries":["Geonids can attune to stone in a way that lets them discern what other creatures have been in the area recently. Geonids use this ability to track prey and to determine whether other creatures have trespassed in their territory. The information gleaned is imprecise and doesn't include the specific identities of such creatures or the precise times when they passed nearby."]}]}]}],"gallery":[{"path":"bestiary/TTP/Geonid.webp"}]},{"id":"gertrube","name":"Gertrube","source":"ToFW","page":18,"srd":false,"image":"bestiary/ToFW/Gertrube.webp","token":"bestiary/tokens/ToFW/Gertrube.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Pack Tactics","entries":["Gertrube has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Gertrube makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/Gertrube.webp"}]},{"id":"gertruda","name":"Gertruda","source":"CoS","page":68,"srd":false,"image":"bestiary/CoS/Gertruda.webp","token":"bestiary/tokens/CoS/Gertruda.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Gertruda.webp"}]},{"id":"geryon","name":"Geryon","source":"MPMM","page":136,"srd":false,"image":"bestiary/MPMM/Geryon.webp","token":"bestiary/tokens/MPMM/Geryon.webp","size":"Huge","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"300 (24d12 + 144)","speed":"30 ft., fly 50 ft.","str":29,"dex":17,"con":22,"int":19,"wis":16,"cha":23,"saves":"Dex +10, Con +13, Wis +10, Cha +13","skills":"Deception +13, Intimidation +13, Perception +10","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"cold; fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 20","languages":"all, telepathy 120 ft.","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Geryon fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Geryon has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Spellcasting","entries":["Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell alter self} (can become Medium when changing his appearance), {@spell detect magic}, {@spell ice storm}, {@spell invisibility} (self only), {@spell locate object}, {@spell suggestion}, {@spell wall of ice}","1/day: {@spell banishment}"]}],"actions":[{"name":"Multiattack","entries":["Geryon makes one Claw attack and one Stinger attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}23 ({@damage 4d6 + 9}) cold damage. If the target is Large or smaller, it is {@condition grappled} ({@dc 24}), and it is {@condition restrained} until the grapple ends. Geryon can grapple one creature at a time. If the target is already {@condition grappled} by Geryon, the target takes an extra 27 ({@damage 6d8}) cold damage."]},{"name":"Stinger","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one creature. {@h}14 ({@damage 2d4 + 9}) force damage, and the target must succeed on a {@dc 21} Constitution saving throw or take 13 ({@damage 2d12}) poison damage and become {@condition poisoned} until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the {@condition poisoned} condition is removed. The target dies if its hit point maximum is reduced to 0."]},{"name":"Teleport","entries":["Geryon teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Infernal Glare","entries":["Geryon targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 23} Wisdom saving throw or become {@condition frightened} of Geryon until the end of its next turn."]},{"name":"Teleport","entries":["Geryon uses Teleport."]},{"name":"Swift Sting (Costs 2 Actions)","entries":["Geryon makes one Stinger attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Geryon can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Banish","type":"item","entries":["Geryon casts the banishment spell."]},{"name":"Chill Blast","type":"item","entries":["Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or take 28 ({@damage 8d6}) cold damage."]},{"name":"Hateful Restraints","type":"item","entries":["Geryon targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition restrained} for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies."]}]}],"regionalEffects":["The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Chilling Wind","type":"item","entries":["Freezing strong winds howl around the area within 1 mile of the lair."]},{"name":"Enervating Screams","type":"item","entries":["Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a {@dc 21} Wisdom saving throw or derive no benefit from the rest."]},{"name":"Hellish Doorways","type":"item","entries":["Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia."]}]},"If Geryon dies, these effects fade over the course of {@dice 1d10} days."],"lore":["Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought for centuries, each displacing the other innumerable times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this opportunity to replace his hated rival.","Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves to feel flesh and steel sundered beneath his claws and to taste his foes' blood. Yet Geryon's ferocity has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus—or discovering a competent replacement for both.",{"name":"Cultists of Geryon","type":"entries","entries":["{@note See the {@cult Cult of Geryon|MPMM} entry.}"]},{"name":"Geryon's Lair","type":"entries","entries":["Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting oaths of vengeance against Asmodeus and hatching schemes to reclaim his standing from Levistus. The challenge rating of Geryon is 23 (50,000 XP) when he's encountered in his lair."]}],"gallery":[{"path":"bestiary/MPMM/Geryon.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"geryon-mtf","source":"MTF"}]},{"id":"geryon-mtf","name":"Geryon","source":"MTF","page":173,"srd":false,"image":"bestiary/MTF/Geryon.webp","token":"bestiary/tokens/MTF/Geryon.webp","size":"Huge","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"300 (24d12 + 144)","speed":"30 ft., fly 50 ft.","str":29,"dex":17,"con":22,"int":19,"wis":16,"cha":23,"saves":"Dex +10, Con +13, Wis +10, Cha +13","skills":"Deception +13, Intimidation +13, Perception +10","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"cold; fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 20","languages":"all, telepathy 120 ft.","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Geryon fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Geryon has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Geryon's weapon attacks are magical."]},{"name":"Regeneration","entries":["Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Geryon's innate spellcasting ability is Charisma (spell save {@dc 21}). He can innately cast the following spells, requiring no material components:","At will: {@spell alter self} (can become Medium when changing his appearance), {@spell detect magic}, {@spell geas}, {@spell ice storm}, {@spell invisibility} (self only), {@spell locate object}, {@spell suggestion}, {@spell wall of ice}","1/day each: {@spell divine word}, {@spell symbol} (pain only)"]}],"actions":[{"name":"Multiattack","entries":["Geryon makes two attacks: one with his claws and one with his stinger."]},{"name":"Claws","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}23 ({@damage 4d6 + 9}) slashing damage. If the target is Large or smaller, it is {@condition grappled} ({@dc 24}) and is {@condition restrained} until the grapple ends. Geryon can grapple one creature at a time. If the target is already {@condition grappled} by Geryon, the target takes an extra 27 ({@damage 6d8}) slashing damage."]},{"name":"Stinger","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one creature. {@h}14 ({@damage 2d4 + 9}) piercing damage, and the target must succeed on a {@dc 21} Constitution saving throw or take 13 ({@damage 2d12}) poison damage and become {@condition poisoned} until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the {@condition poisoned} condition is removed."]},{"name":"Teleport","entries":["Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Infernal Glare","entries":["Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a {@dc 23} Wisdom saving throw or become {@condition frightened} of Geryon until the end of its next turn."]},{"name":"Swift Sting (Costs 2 Actions)","entries":["Geryon attacks with his stinger."]},{"name":"Teleport","entries":["Geryon uses his Teleport action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",{"type":"list","items":["Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or take 28 ({@damage 8d6}) cold damage.","Geryon targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition restrained} for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.","Geryon casts the {@spell banishment} spell."]}],"regionalEffects":["The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","items":["Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.","Freezing strong winds howl around the area within 1 mile of the lair.","Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a {@dc 21} Wisdom saving throw or derive no benefit from the rest."]},"If Geryon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Which is less worthy: the archdevil who leads a layer while being trapped in a block of ice, or the archdevil who can't outmaneuver a frozen adversary?"],"by":"Mordenkainen"},{"type":"entries","name":"Geryon","entries":["Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon occupies an odd position in the infernal hierarchy. Although Levistus still claims lordship over Stygia, he has been trapped in an enormous block of ice at the command of Asmodeus. For his part, Geryon marshals his followers and seeks to discover the means to replace his hated rival.","Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a relentless tracker. Other devils command legions and bid their followers to battle their enemies. Geryon loves the feeling of flesh and steel being sundered beneath his claws, and the taste of his foes' blood.","His ferocity serves him well in Stygia's frozen waste, but it has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe that the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus, or at the very least opening the door for a competent replacement for both to rise from the ranks."]}]},{"type":"entries","name":"Geryon's Lair","entries":["Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the {@creature ice devil||ice devils} and {@creature minotaur} slaves he took from {@creature Baphomet|MTF}, raging against Asmodeus's betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus."]}]}],"gallery":[{"path":"bestiary/MTF/Geryon.webp","credit":"Claudio Pozas"}],"hidden":true,"otherVersions":[{"id":"geryon","source":"MPMM"}]},{"id":"ghald","name":"Ghald","source":"PotA","page":210,"srd":false,"image":"bestiary/PotA/Ghald.webp","token":"bestiary/tokens/PotA/Ghald.webp","size":"Large","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"102 (12d10 + 36)","speed":"30 ft., swim 50 ft.","str":19,"dex":17,"con":16,"int":14,"wis":13,"cha":17,"saves":"Dex +6, Con +6, Int +5, Wis +4","skills":"Insight +4, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"Common, Sahuagin","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Ghald has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ghald scores against a {@status surprised} creature is a critical hit."]},{"name":"Limited Amphibiousness","entries":["Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["Ghald can magically command any shark within 120 feet of him, using a limited telepathy."]},{"name":"Sneak Attack","entries":["Ghald deals an extra 14 ({@damage 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald's that isn't {@condition incapacitated} and Ghald doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ghald makes three attacks, one with his bite and two with his shortswords."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) piercing damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Garrote","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target can't breathe, and Ghald has advantage on attack rolls against it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ghald is an 8-foot-tall, four-armed sahuagin who works with a partner, Unferth, for the Kraken Society in Yartar. He's careful not to emerge from his hiding place beneath the docks unless it's dark and rainy, and even then he hides under a bulky cloak. He and Unferth serve as the Kraken Society's top operatives in this part of the North, and specialize in advancing the agenda of the society through theft, intimidation, and assassination.","When the thieves' guild known as the Hand of Yartar comes into possession of a powerful elemental weapon (see the \"Dark Dealings in Yartar\" side trek in chapter 6), Ghald and Unferth make sure the Kraken Society comes in with the top bid. They then make sure that no one else interferes."]}]}]}],"gallery":[{"path":"bestiary/PotA/Ghald.webp"}]},{"id":"ghallanda-troubleshooter","name":"Ghallanda Troubleshooter","source":"EFA","page":80,"srd":false,"image":"bestiary/EFA/Ghallanda Troubleshooter.webp","token":"bestiary/tokens/EFA/Ghallanda Troubleshooter.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Neutral","ac":"14","initiative":"+3 (13)","hp":"78 (12d6 + 36)","speed":"30 ft.","str":10,"dex":16,"con":17,"int":13,"wis":14,"cha":17,"saves":"Dex +5, Con +5, Wis +4, Cha +5","skills":"Insight +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 14","languages":"Common, Halfling","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hustle","entries":["The troubleshooter can move through the space of any creature that is of a larger size, but it can't stop there."]}],"spellcasting":[{"name":"Spellcasting","entries":["The troubleshooter casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","1/day each: {@spell Sleep|XPHB}, {@spell Unseen Servant|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The troubleshooter makes two Poisoned Dagger attacks."]},{"name":"Poisoned Dagger","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 20/60 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the troubleshooter's next turn."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The troubleshooter takes the {@action Disengage|XPHB} or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The inns of House Ghallanda are meant to be places of safe refuge and quiet rest, so the house employs troubleshooters (mostly halflings) to protect the safety and serenity of its guests."]}],"gallery":[{"path":"bestiary/EFA/Ghallanda Troubleshooter.webp"}]},{"id":"ghast","name":"Ghast","source":"XMM","page":130,"srd":true,"image":"bestiary/XMM/Ghasts.webp","token":"bestiary/tokens/XMM/Ghast.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"36 (8d8)","speed":"30 ft.","str":16,"dex":17,"con":10,"int":11,"wis":10,"cha":8,"saves":"Wis +2","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Swamp, Underdark, Urban","treasure":"Any","traits":[{"name":"Stench","entries":["{@actSave con} {@dc 10}, any creature that starts its turn in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the ghast. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the start of its next turn. {@actSaveSuccess} The target is immune to this ghast's Stench for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage plus 9 ({@damage 2d8}) Necrotic damage."]},{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. {@actSave con} {@dc 10}. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ghasts frequently organize ghouls into packs to despoil crypts and steal the wealth within."]},{"type":"section","name":"Ghasts","entries":["{@i Tyrants among Corpses}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Ghasts are reeking, undying corpses closely related to ghouls. They hunger for the vices they enjoyed in life as much as they do for rotting flesh."]}],"gallery":[{"path":"bestiary/XMM/Ghasts.webp","credit":"Olivier Bernard"}],"otherVersions":[{"id":"ghast-mm","source":"MM"}]},{"id":"ghast-mm","name":"Ghast","source":"MM","page":148,"srd":false,"image":"bestiary/MM/Ghast.webp","token":"bestiary/tokens/MM/Ghast.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"36 (8d8)","speed":"30 ft.","str":16,"dex":17,"con":10,"int":11,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Swamp, Urban","treasure":"","traits":[{"name":"Stench","entries":["Any creature that starts its turn within 5 feet of the ghast must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours."]},{"name":"Turn Defiance","entries":["The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d8 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a creature other than an undead, it must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.",{"name":"Devourers of Flesh","type":"entries","entries":["Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding."]},{"name":"Abyssal Origins","type":"entries","entries":["Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch."]},{"name":"Ghasts","type":"entries","entries":["Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands."]}]}]}],"gallery":[{"path":"bestiary/MM/Ghast.webp","credit":"Ryan Pancoast"}],"hidden":true,"otherVersions":[{"id":"ghast","source":"XMM"}]},{"id":"ghast-gravecaller","name":"Ghast Gravecaller","source":"XMM","page":130,"srd":false,"image":"bestiary/XMM/Ghasts.webp","token":"bestiary/tokens/XMM/Ghast Gravecaller.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":16,"dex":17,"con":14,"int":18,"wis":14,"cha":8,"saves":"Con +5, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"Darkvision 120 ft., Passive Perception 12","languages":"Abyssal, Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Swamp, Underdark, Urban","treasure":"Any","traits":[{"name":"Stench","entries":["{@actSave con} {@dc 13}, any creature that starts its turn in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the ghast. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the start of its next turn. {@actSaveSuccess} The target is immune to this ghast's Stench for 24 hours."]}],"spellcasting":[{"name":"Spellcasting","entries":["The ghast casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability:","At will: {@spell Speak with Dead|XPHB}, {@spell Thaumaturgy|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The ghast makes two Horrific Necrosis attacks. It can replace one attack with a Claw attack."]},{"name":"Claw","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}13 ({@damage 3d6 + 3}) Slashing damage. If the target isn't an Undead, it has the {@condition Paralyzed|XPHB} condition until the end of its next turn."]},{"name":"Horrific Necrosis","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 120 ft. {@h}15 ({@damage 2d10 + 4}) Necrotic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ghast gravecallers wield fell magic and converse with corpses. They might pose as liches or vampires."]},{"type":"section","name":"Ghasts","entries":["{@i Tyrants among Corpses}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Ghasts are reeking, undying corpses closely related to ghouls. They hunger for the vices they enjoyed in life as much as they do for rotting flesh."]}],"gallery":[{"path":"bestiary/XMM/Ghasts.webp","credit":"Olivier Bernard"}]},{"id":"ghazrim-duloc","name":"Ghazrim DuLoc","source":"OotA","page":141,"srd":false,"image":"bestiary/OotA/Ghazrim DuLoc.webp","token":"bestiary/tokens/OotA/Ghazrim DuLoc.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Ghazrim adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Ghazrim DuLoc.webp"}]},{"id":"ghelryn-foehammer","name":"Ghelryn Foehammer","source":"SKT","page":255,"srd":false,"image":"bestiary/SKT/Ghelryn Foehammer.webp","token":"bestiary/tokens/SKT/Ghelryn Foehammer.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Good","ac":"14","initiative":"-2 (8)","hp":"30 (4d8 + 12)","speed":"25 ft.","str":18,"dex":7,"con":17,"int":10,"wis":11,"cha":11,"saves":"","skills":"Athletics +6, Intimidation +2, Perception +2","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Dwarvish","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["Ghelryn has advantage on saving throws against poison."]},{"name":"Giant Slayer","entries":["Any weapon attack that Ghelryn makes against a giant deals an extra 7 ({@damage 2d6}) damage on a hit."]},{"name":"Roleplaying Information","entries":["The blacksmith Ghelryn has a good heart, but he hates orcs and giants—hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!","Ideal: \"It is incumbent upon every dwarf to forge a legacy.\"","Bond: \"I stand for Clan Foehammer and all dwarvenkind.\"","Flaw: \"I never run from a fight, especially if it involves killing orcs or giants.\""]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ghelryn makes two battleaxe attacks."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The blacksmith Ghelryn has a good heart, but he hates orcs and giants-hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!","Ideal:\"It is incumbent upon every dwarf to forge a legacy.\"","Bond:\"I stand for Clan Foehammer and all dwarvenkind.\"","Flaw:\"I never run from a fight, especially if it involves killing orcs or giants.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Ghelryn Foehammer.webp"}]},{"id":"ghost","name":"Ghost","source":"XMM","page":131,"srd":true,"image":"bestiary/XMM/Ghost.webp","token":"bestiary/tokens/XMM/Ghost.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"5 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning; cold; fire; lightning; piercing; slashing; thunder","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Common plus one other language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Ethereal Sight","entries":["The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane."]},{"name":"Incorporeal Movement","entries":["The ghost can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]}],"spellcasting":[{"name":"Etherealness","entries":["The ghost casts the {@spell Etherealness|XPHB} spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane.","At will: {@spell Etherealness|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The ghost makes two Withering Touch attacks."]},{"name":"Withering Touch","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}19 ({@damage 3d10 + 3}) Necrotic damage."]},{"name":"Horrific Visage","entries":["{@actSave wis} {@dc 13}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone} that can see the ghost and isn't an Undead. {@actSaveFail} 10 ({@damage 2d6 + 3}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of the ghost's next turn. {@actSaveSuccess} The target is immune to this ghost's Horrific Visage for 24 hours."]},{"name":"Possession {@recharge}","entries":["{@actSave cha} {@dc 13}, one Humanoid the ghost can see within 5 feet. {@actSaveFail} The target is possessed by the ghost; the ghost disappears, and the target has the {@condition Incapacitated|XPHB} condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's {@variantrule Speed|XPHB}, as well as the target's Strength, Dexterity, and Constitution modifiers.","The possession lasts until the body drops to 0 {@variantrule Hit Points|XPHB} or the ghost leaves as a {@variantrule Bonus Action|XPHB}. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's {@variantrule Possession|XPHB} for 24 hours. {@actSaveSuccess} The target is immune to this ghost's {@variantrule Possession|XPHB} for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ghost","entries":["{@i Lost Soul and Unquiet Spirit}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Ghosts arise when living creatures die in a state of extreme emotion or having left an important task undone. These incorporeal spirits haunt locations that are meaningful to them, lingering until their business is complete or they're put to rest.","Ghosts typically appear as semitransparent versions of the creatures they were in life, though some bear evidence of the wounds that killed them or have nightmarish distortions to their forms. Many have extreme reactions to actions, objects, or individuals that remind them of emotionally charged aspects of their lives. Particularly desperate or vengeful ghosts might possess the living to fulfill their ends."]}],"gallery":[{"path":"bestiary/XMM/Ghost.webp","credit":"Steven Belledin"}],"otherVersions":[{"id":"ghost-mm","source":"MM"}]},{"id":"ghost-mm","name":"Ghost","source":"MM","page":147,"srd":false,"image":"bestiary/MM/Ghost.webp","token":"bestiary/tokens/MM/Ghost.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of the ghost that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that the ghost can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.",{"name":"Unfinished Business","type":"entries","entries":["A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.","The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance."]},{"name":"Ghostly Manifestations","type":"entries","entries":["Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur."]},{"name":"Undead Nature","type":"entries","entries":["A ghost doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Ghost.webp"}],"hidden":true,"otherVersions":[{"id":"ghost","source":"XMM"}]},{"id":"ghost-dragon","name":"Ghost Dragon","source":"FTD","page":203,"srd":false,"image":"bestiary/FTD/Ghost Dragon.webp","token":"bestiary/tokens/FTD/Ghost Dragon.webp","size":"Huge","creatureType":"Undead","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"324 (24d12 + 168)","speed":"40 ft., fly 80 ft. (hover)","str":20,"dex":10,"con":25,"int":16,"wis":15,"cha":19,"saves":"Con +13, Wis +8, Cha +10","skills":"Perception +14, Stealth +12","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"acid; cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The ghost dragon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Legendary Resistance (3/Day)","entries":["If the ghost dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The ghost dragon doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ghost dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}32 ({@damage 6d8 + 5}) cold damage, and the target's speed is halved until the start of the dragon's next turn."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) necrotic damage."]},{"name":"Terrifying Breath {@recharge}","entries":["The ghost dragon exhales shadowy mist in a 90-foot cone. Each creature in that area must make a {@dc 21} Constitution saving throw. On a failed save, the creature takes 40 ({@damage 9d8}) cold damage and is {@condition frightened} of the ghost dragon for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition frightened}.","While {@condition frightened} of the ghost dragon, a creature is {@condition paralyzed}. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ghost dragon's Terrifying Breath for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A dragon's attachment to a hoard can be strong enough to bind the dragon's spirit to existence after death. Such a ghost dragon haunts the hoard, often forming an attachment to a single priceless object that becomes the focus of the ghost dragon's Undead existence.","A ghost dragon is a translucent and incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath's shadowy mist can induce waking nightmares."]}],"gallery":[{"path":"bestiary/FTD/Ghost Dragon.webp","credit":"Andrew Mar"}]},{"id":"ghostblade-eidolon","name":"Ghostblade Eidolon","source":"MOT","page":222,"srd":false,"image":"bestiary/MOT/Ghostblade Eidolon.webp","token":"bestiary/tokens/MOT/Ghostblade Eidolon.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"55 (10d8 + 10)","speed":"30 ft.","str":16,"dex":15,"con":12,"int":13,"wis":12,"cha":14,"saves":"","skills":"Acrobatics +5, Athletics +6, Perception +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; restrained","senses":"Passive Perception 14","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blurred Form","entries":["Attack rolls against the eidolon are made with disadvantage unless the eidolon is {@condition incapacitated}."]},{"name":"Incorporeal Movement","entries":["The eidolon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Turn Resistance","entries":["The eidolon has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eidolon makes two ghostblade attacks."]},{"name":"Ghostblade","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 3}) slashing damage plus 11 ({@damage 2d10}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants.","Of the various types of eidolons, ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles."]}],"gallery":[{"path":"bestiary/MOT/Ghostblade Eidolon.webp","credit":"Ryan Yee"}]},{"id":"ghoul","name":"Ghoul","source":"XMM","page":132,"srd":true,"image":"bestiary/XMM/Ghouls.webp","token":"bestiary/tokens/XMM/Ghoul.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft.","str":13,"dex":15,"con":10,"int":7,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Swamp, Underdark, Urban","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ghoul makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 3 ({@damage 1d6}) Necrotic damage."]},{"name":"Claw","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. {@actSave con} {@dc 10}. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ghouls rise from the bodies of cannibals and villains with depraved hungers. They form packs out of shared voracity."]},{"type":"section","name":"Ghouls","entries":["{@i Eaters of the Dead}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Packs of ghouls haunt the rotten corners of the world, ravenously hunting for corpses and those soon to be corpses. These gaunt, animate cadavers with unnaturally long tongues dwell in catacombs and ruins where they devour the contents of graves and paralyze foes with vicious claws.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["On a plain of teeth, in a temple of filth, the starving king wastes no morsel. Every coffin a banquet. Every slab a platter. Now is the time of feasting!"],"from":"Invocation of Doresain, King of Ghouls"}]}]}],"gallery":[{"path":"bestiary/XMM/Ghouls.webp","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"ghoul-mm","source":"MM"}]},{"id":"ghoul-mm","name":"Ghoul","source":"MM","page":148,"srd":false,"image":"bestiary/MM/Ghoul.webp","token":"bestiary/tokens/MM/Ghoul.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft.","str":13,"dex":15,"con":10,"int":7,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Swamp, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.",{"name":"Devourers of Flesh","type":"entries","entries":["Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding."]},{"name":"Abyssal Origins","type":"entries","entries":["Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch."]},{"name":"Ghasts","type":"entries","entries":["Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands."]}]}]}],"gallery":[{"path":"bestiary/MM/Ghoul.webp"}],"hidden":true,"otherVersions":[{"id":"ghoul","source":"XMM"}]},{"id":"giant","name":"Giant","source":"PSK","page":30,"srd":false,"image":"bestiary/PSK/Giant.webp","token":"bestiary/tokens/PSK/Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Standing twenty to thirty feet tall, giants are towering bipedal creatures that follow the flow of aether on regular migratory routes. Once they start moving, they build both momentum and a single-mindedness that makes them nearly impossible to stop. Anything in their path, whether it's a building or a force of soldiers, is crushed without thought.","Giants eat whatever they happen across in the course of their migrations, which includes many other creatures drawn to the aether flow. They are beings of pure aggressive instinct, but without a hint of malice. In all likelihood, giants aren't intelligent enough to wish harm on anyone or anything. Still, the combination of their regular migrations and their sheer destructive power makes these creatures a menace.","Any structure built along one of their migratory paths is sure to be destroyed unless special accommodations are made. The zone of Giant's Walk in Ghirapur was designed by the city's engineers and edificers to include such accommodations, including rotating platforms, shifting bridges, and adjustable canal locks that provide the giants a clear and easy pathway during their biannual migration through the city.","The {@creature stone giant|MM} statistics in the Monster Manual work well for the giants of Kaladesh."],"gallery":[{"path":"bestiary/PSK/Giant.webp","title":"Enraged Giant","credit":"Anthony Palumbo"}]},{"id":"giant-ape","name":"Giant Ape","source":"XMM","page":354,"srd":true,"image":"bestiary/XMM/Giant Ape and Giant Bat.webp","token":"bestiary/tokens/XMM/Giant Ape.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+5 (15)","hp":"168 (16d12 + 64)","speed":"40 ft., climb 40 ft.","str":23,"dex":14,"con":18,"int":5,"wis":12,"cha":7,"saves":"","skills":"Athletics +9, Perception +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ape makes two Fist attacks."]},{"name":"Fist","entries":["{@atkr m} {@hit 9}, reach 10 ft. {@h}22 ({@damage 3d10 + 6}) Bludgeoning damage."]},{"name":"Boulder Toss {@recharge}","entries":["The ape hurls a boulder at a point it can see within 90 feet. {@actSave dex} {@dc 17}, each creature in a 5-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point. {@actSaveFail} 24 ({@damage 7d6}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Leap","entries":["The ape jumps up to 30 feet by spending 10 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Ape and Giant Bat.webp","credit":"Dario Jelusic"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-ape-mm","source":"MM"}]},{"id":"giant-ape-mm","name":"Giant Ape","source":"MM","page":323,"srd":false,"image":"bestiary/tokens/MM/Giant Ape.webp","token":"bestiary/tokens/MM/Giant Ape.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"157 (15d12 + 60)","speed":"40 ft., climb 40 ft.","str":23,"dex":14,"con":18,"int":7,"wis":12,"cha":7,"saves":"","skills":"Athletics +9, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ape makes two fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 50/100 ft., one target. {@h}30 ({@damage 7d6 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-ape","source":"XMM"}]},{"id":"giant-axe-beak","name":"Giant Axe Beak","source":"XMM","page":24,"srd":false,"image":"bestiary/XMM/Axe Beak.webp","token":"bestiary/tokens/XMM/Giant Axe Beak.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+5 (15)","hp":"84 (8d12 + 32)","speed":"50 ft.","str":21,"dex":14,"con":19,"int":3,"wis":12,"cha":5,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Arctic, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The axe beak makes one Sharpened Beak attack and one Talons attack."]},{"name":"Sharpened Beak","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}18 ({@damage 2d12 + 5}) Slashing damage, and a creature within 5 feet of the target (axe beak's choice) takes 6 ({@damage 1d12}) Slashing damage."]},{"name":"Talons","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Piercing damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Giant axe beaks typically dwell in secluded, primeval realms, such as isolated islands or underground wildernesses. They often compete with dinosaurs and other giant beasts for territory."]},{"type":"section","name":"Axe Beaks","entries":["{@i Flightless Avian Predators}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Axe beaks are flightless, birdlike creatures with distinctive axe-shaped beaks. Swift predators, they chase down prey and use their beaks to hack through foliage protecting their quarry. Axe beaks live in varied environments. Colorfully plumed axe beaks race across tropical plains, while axe beaks with snowy feathers hunt the tundra.","Axe beaks are difficult to train, but those hatched and raised in captivity can become reliable mounts.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The thing's got an axe for a face and a giant, angry rooster for everything else—of course I want to ride it!"],"by":"Batley Summerfoot, Adventurer"}]}]}],"gallery":[{"path":"bestiary/XMM/Axe Beak.webp"}]},{"id":"giant-badger","name":"Giant Badger","source":"XMM","page":354,"srd":true,"image":"bestiary/XMM/Giant Badger.webp","token":"bestiary/tokens/XMM/Giant Badger.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"15 (2d8 + 6)","speed":"30 ft., burrow 10 ft.","str":13,"dex":10,"con":17,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}6 ({@damage 2d4 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Badger.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-badger-mm","source":"MM"}]},{"id":"giant-badger-mm","name":"Giant Badger","source":"MM","page":323,"srd":false,"image":"bestiary/MM/Giant Badger.webp","token":"bestiary/tokens/MM/Giant Badger.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft., burrow 10 ft.","str":13,"dex":10,"con":15,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Keen Smell","entries":["The badger has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The badger makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Giant Badger.webp"}],"hidden":true,"otherVersions":[{"id":"giant-badger","source":"XMM"}]},{"id":"giant-bat","name":"Giant Bat","source":"XMM","page":355,"srd":true,"image":"bestiary/XMM/Giant Ape and Giant Bat.webp","token":"bestiary/tokens/XMM/Giant Bat.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"22 (4d10)","speed":"10 ft., fly 60 ft.","str":15,"dex":16,"con":11,"int":2,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 120 ft., Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Mountain, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Ape and Giant Bat.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-bat-mm","source":"MM"}]},{"id":"giant-bat-mm","name":"Giant Bat","source":"MM","page":323,"srd":false,"image":"bestiary/tokens/MM/Giant Bat.webp","token":"bestiary/tokens/MM/Giant Bat.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"22 (4d10)","speed":"10 ft., fly 60 ft.","str":15,"dex":16,"con":11,"int":2,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Forest","treasure":"","traits":[{"name":"Echolocation","entries":["The bat can't use its blindsight while {@condition deafened}."]},{"name":"Keen Hearing","entries":["The bat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-bat","source":"XMM"}]},{"id":"giant-boar","name":"Giant Boar","source":"XMM","page":355,"srd":true,"image":"bestiary/XMM/Boar.webp","token":"bestiary/tokens/XMM/Giant Boar.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"42 (5d10 + 15)","speed":"40 ft.","str":17,"dex":10,"con":16,"int":2,"wis":7,"cha":5,"saves":"Str +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[{"name":"Bloodied Fury","entries":["The boar has {@variantrule Advantage|XPHB} on melee attack rolls while it is {@status Bloodied|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage. If the target is a Large or smaller creature and the boar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 ({@damage 2d6}) Piercing damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Boar.webp","credit":"Polar Engine"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-boar-mm","source":"MM"}]},{"id":"giant-boar-mm","name":"Giant Boar","source":"MM","page":323,"srd":false,"image":"bestiary/tokens/MM/Giant Boar.webp","token":"bestiary/tokens/MM/Giant Boar.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"42 (5d10 + 15)","speed":"40 ft.","str":17,"dex":10,"con":16,"int":2,"wis":7,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 ({@damage 2d6}) slashing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Relentless (Recharges after a Short or Long Rest)","entries":["If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Tusk","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-boar","source":"XMM"}]},{"id":"giant-canary","name":"Giant Canary","source":"FTD","page":23,"srd":false,"image":"bestiary/tokens/FTD/Giant Canary.webp","token":"bestiary/tokens/FTD/Giant Canary.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"26 (4d10 + 4)","speed":"30 ft., fly 60 ft.","str":10,"dex":14,"con":12,"int":2,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Peck","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-centipede","name":"Giant Centipede","source":"XMM","page":355,"srd":true,"image":"bestiary/XMM/Giant Centipede.webp","token":"bestiary/tokens/XMM/Giant Centipede.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"9 (2d6 + 2)","speed":"30 ft., climb 30 ft.","str":5,"dex":14,"con":12,"int":1,"wis":7,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Passive Perception 8","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the centipede's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Centipede.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-centipede-mm","source":"MM"}]},{"id":"giant-centipede-mm","name":"Giant Centipede","source":"MM","page":323,"srd":false,"image":"bestiary/tokens/MM/Giant Centipede.webp","token":"bestiary/tokens/MM/Giant Centipede.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"4 (1d6 + 1)","speed":"30 ft., climb 30 ft.","str":5,"dex":14,"con":12,"int":1,"wis":7,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 8","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or take 10 ({@damage 3d6}) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-centipede","source":"XMM"}]},{"id":"giant-child","name":"Giant Child","source":"BGG","page":34,"srd":false,"image":"bestiary/tokens/BGG/Giant Child.webp","token":"bestiary/tokens/BGG/Giant Child.webp","size":"Medium","creatureType":"Giant","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":14,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Giant","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-constrictor-snake","name":"Giant Constrictor Snake","source":"XMM","page":355,"srd":true,"image":"bestiary/XMM/Constrictor Snake.webp","token":"bestiary/tokens/XMM/Giant Constrictor Snake.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"60 (8d12 + 8)","speed":"30 ft., swim 30 ft.","str":19,"dex":14,"con":12,"int":1,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Desert, Forest, Swamp, Underwater","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The snake makes one Bite attack and uses Constrict."]},{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage."]},{"name":"Constrict","entries":["{@actSave str} {@dc 14}, one Large or smaller creature the snake can see within 10 feet. {@actSaveFail} 13 ({@damage 2d8 + 4}) Bludgeoning damage, and the target has the {@condition Grappled|XPHB} condition (escape {@dc 14})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Constrictor Snake.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-constrictor-snake-mm","source":"MM"}]},{"id":"giant-constrictor-snake-mm","name":"Giant Constrictor Snake","source":"MM","page":324,"srd":false,"image":"bestiary/tokens/MM/Giant Constrictor Snake.webp","token":"bestiary/tokens/MM/Giant Constrictor Snake.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"60 (8d12 + 8)","speed":"30 ft., swim 30 ft.","str":19,"dex":14,"con":12,"int":1,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater, Underdark, Forest, Swamp, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the creature is {@condition restrained}, and the snake can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-constrictor-snake","source":"XMM"}]},{"id":"giant-coral-snake","name":"Giant Coral Snake","source":"GoS","page":236,"srd":false,"image":"bestiary/tokens/GoS/Giant Coral Snake.webp","token":"bestiary/tokens/GoS/Giant Coral Snake.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"90 (12d10 + 24)","speed":"30 ft., swim 30 ft.","str":12,"dex":16,"con":14,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 12","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition stunned} until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a {@table short-term madness|DMG} effect (determined randomly or by the DM; see \"Madness\" in chapter 8 of the {@book Dungeon Master's Guide|dmg|8|madness}). The effect lasts 10 minutes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the abandoned chambers of the hermitage in Tammeraut's Fate, these giant serpents feed on any creature that crosses their path."]}]}]}]},{"id":"giant-corrupted-rat","name":"Giant Corrupted Rat","source":"WttHC","srd":false,"image":"bestiary/WttHC/Giant Corrupted Rat.webp","token":"bestiary/tokens/WttHC/Giant Corrupted Rat.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"18 (4d6)","speed":"30 ft., climb 30 ft.","str":7,"dex":16,"con":12,"int":2,"wis":10,"cha":4,"saves":"","skills":"Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["The rat explodes when it dies. Constitution {@variantrule Saving Throw|XPHB} {@dc 11}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the rat. {@actSaveFail} 5 ({@damage 2d4}) Acid damage. {@actSaveSuccess} Half damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, Reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage plus 5 ({@damage 2d4}) Acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The rats of Elmshire sometimes grow to unusual proportions. Though frightening, these dog-size rodents were little more than a local nuisance until an ex-adventurer's magic transformed them into feral terrors. Caustic drool drips from their chattering incisors, and glowing pustules pockmark their bloated, ghastly hides."]}],"gallery":[{"path":"bestiary/WttHC/Giant Corrupted Rat.webp"}]},{"id":"giant-crab","name":"Giant Crab","source":"XMM","page":356,"srd":true,"image":"bestiary/XMM/Crab.webp","token":"bestiary/tokens/XMM/Giant Crab.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"13 (3d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":13,"con":11,"int":1,"wis":9,"cha":3,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Passive Perception 9","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The crab can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 11}) from one of two claws."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Crab.webp","credit":"Warren Mahy"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-crab-mm","source":"MM"}]},{"id":"giant-crab-mm","name":"Giant Crab","source":"MM","page":324,"srd":false,"image":"bestiary/tokens/MM/Giant Crab.webp","token":"bestiary/tokens/MM/Giant Crab.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"13 (3d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":15,"con":11,"int":1,"wis":9,"cha":3,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 9","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The crab can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 11}). The crab has two claws, each of which can grapple only one target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-crab","source":"XMM"}]},{"id":"giant-crayfish","name":"Giant Crayfish","source":"TftYP","page":235,"srd":false,"image":"bestiary/tokens/TftYP/Giant Crayfish.webp","token":"bestiary/tokens/TftYP/Giant Crayfish.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"45 (7d10 + 7)","speed":"30 ft., swim 30 ft.","str":15,"dex":13,"con":13,"int":1,"wis":9,"cha":3,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 9","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The giant crayfish can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant crayfish makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). The crayfish has two claws, each of which can grapple only one target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-crocodile","name":"Giant Crocodile","source":"XMM","page":356,"srd":true,"image":"bestiary/XMM/Crocodile.webp","token":"bestiary/tokens/XMM/Giant Crocodile.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"85 (9d12 + 27)","speed":"30 ft., swim 50 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Coastal, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The crocodile can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The crocodile makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}21 ({@damage 3d10 + 5}) Piercing damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 15}). While {@condition Grappled|XPHB}, the target has the {@condition Restrained|XPHB} condition and can't be targeted by the crocodile's Tail."]},{"name":"Tail","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}18 ({@damage 3d8 + 5}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Crocodile.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-crocodile-mm","source":"MM"}]},{"id":"giant-crocodile-mm","name":"Giant Crocodile","source":"MM","page":324,"srd":false,"image":"bestiary/tokens/MM/Giant Crocodile.webp","token":"bestiary/tokens/MM/Giant Crocodile.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"85 (9d12 + 27)","speed":"30 ft., swim 50 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The crocodile can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The crocodile makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the crocodile can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target not {@condition grappled} by the crocodile. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-crocodile","source":"XMM"}]},{"id":"giant-dragonfly","name":"Giant Dragonfly","source":"WBtW","page":234,"srd":false,"image":"bestiary/WBtW/Giant Dragonfly.webp","token":"bestiary/tokens/WBtW/Giant Dragonfly.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"16","initiative":"+4 (14)","hp":"22 (4d10)","speed":"10 ft., fly 60 ft.","str":15,"dex":18,"con":11,"int":3,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Drone","entries":["When it beats its wings, the dragonfly emits a loud droning sound that can be heard out to a range of 120 feet."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["The dragonfly halves the damage it takes from an attack made against it, provided it can see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A giant dragonfly has a 20-foot wingspan. It drones loudly as it hovers and darts through the air, searching for smaller insects to consume."]}],"gallery":[{"path":"bestiary/WBtW/Giant Dragonfly.webp","credit":"Katerina Ladon"}]},{"id":"giant-eagle","name":"Giant Eagle","source":"XMM","page":356,"srd":true,"image":"bestiary/XMM/Eagle.webp","token":"bestiary/tokens/XMM/Giant Eagle.webp","size":"Large","creatureType":"Celestial","alignment":"Neutral Good","ac":"13","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"10 ft., fly 80 ft.","str":16,"dex":17,"con":13,"int":8,"wis":14,"cha":10,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"necrotic; radiant","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Celestial; understands Common and Primordial (Auran) but can't speak them","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Coastal, Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eagle makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Slashing damage plus 3 ({@damage 1d6}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Eagle.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-eagle-mm","source":"MM"}]},{"id":"giant-eagle-mm","name":"Giant Eagle","source":"MM","page":324,"srd":false,"image":"bestiary/MM/Giant Eagle.webp","token":"bestiary/tokens/MM/Giant Eagle.webp","size":"Large","creatureType":"Beast","alignment":"Neutral Good","ac":"13","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"10 ft., fly 80 ft.","str":16,"dex":17,"con":13,"int":8,"wis":14,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Giant Eagle, understands Common and Auran but can't speak them","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal","treasure":"","traits":[{"name":"Keen Sight","entries":["The eagle has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eagle makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles)."]}]}],"gallery":[{"path":"bestiary/MM/Giant Eagle.webp"}],"hidden":true,"otherVersions":[{"id":"giant-eagle","source":"XMM"}]},{"id":"giant-elk","name":"Giant Elk","source":"XMM","page":356,"srd":true,"image":"bestiary/XMM/Elk.webp","token":"bestiary/tokens/XMM/Giant Elk.webp","size":"Huge","creatureType":"Celestial","alignment":"Neutral Good","ac":"14","initiative":"+6 (16)","hp":"42 (5d12 + 10)","speed":"60 ft.","str":19,"dex":18,"con":14,"int":7,"wis":14,"cha":10,"saves":"Str +6, Dex +6","skills":"Perception +4","vulnerabilities":"","resistances":"necrotic; radiant","immunities":"","conditionImmunities":"","senses":"Darkvision 90 ft., Passive Perception 14","languages":"Celestial; understands Common, Elvish, and Sylvan but can't speak them","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Bludgeoning damage plus 5 ({@damage 2d4}) Radiant damage. If the target is a Huge or smaller creature and the elk moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 ({@damage 2d4}) Bludgeoning damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Elk.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-elk-mm","source":"MM"}]},{"id":"giant-elk-mm","name":"Giant Elk","source":"MM","page":325,"srd":false,"image":"bestiary/tokens/MM/Giant Elk.webp","token":"bestiary/tokens/MM/Giant Elk.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"42 (5d12 + 10)","speed":"60 ft.","str":19,"dex":16,"con":14,"int":7,"wis":14,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Giant Elk, understands Common, Elvish, Sylvan but can't speak them","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath."]}]}],"hidden":true,"otherVersions":[{"id":"giant-elk","source":"XMM"}]},{"id":"giant-fire-beetle","name":"Giant Fire Beetle","source":"XMM","page":357,"srd":true,"image":"bestiary/XMM/Giant Fire Beetle.webp","token":"bestiary/tokens/XMM/Giant Fire Beetle.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"4 (1d6 + 1)","speed":"30 ft., climb 30 ft.","str":8,"dex":10,"con":12,"int":1,"wis":7,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Passive Perception 8","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Illumination","entries":["The beetle sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 1}, reach 5 ft. {@h}1 Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Fire Beetle.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-fire-beetle-mm","source":"MM"}]},{"id":"giant-fire-beetle-mm","name":"Giant Fire Beetle","source":"MM","page":325,"srd":false,"image":"bestiary/MM/Giant Fire Beetle.webp","token":"bestiary/tokens/MM/Giant Fire Beetle.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"4 (1d6 + 1)","speed":"30 ft.","str":8,"dex":10,"con":12,"int":1,"wis":7,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 8","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Illumination","entries":["The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for {@dice 1d6} days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests."]}]}],"gallery":[{"path":"bestiary/MM/Giant Fire Beetle.webp"}],"hidden":true,"otherVersions":[{"id":"giant-fire-beetle","source":"XMM"}]},{"id":"giant-fly","name":"Giant Fly","source":"XDMG","page":261,"srd":false,"image":"bestiary/tokens/XDMG/Giant Fly.webp","token":"bestiary/tokens/XDMG/Giant Fly.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"30 ft., fly 60 ft.","str":14,"dex":13,"con":13,"int":2,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 0; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"giant-fly-dmg","source":"DMG"}]},{"id":"giant-fly-dmg","name":"Giant Fly","source":"DMG","page":169,"srd":false,"image":"bestiary/DMG/Giant Fly.webp","token":"bestiary/tokens/DMG/Giant Fly.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"30 ft., fly 60 ft.","str":14,"dex":13,"con":13,"int":2,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DMG/Giant Fly.webp"}],"hidden":true,"otherVersions":[{"id":"giant-fly","source":"XDMG"}]},{"id":"giant-flying-spider","name":"Giant Flying Spider","source":"WDMM","page":150,"srd":false,"image":"bestiary/tokens/WDMM/Giant Flying Spider.webp","token":"bestiary/tokens/WDMM/Giant Flying Spider.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"30 ft., climb 30 ft., fly 40 ft.","str":14,"dex":16,"con":12,"int":2,"wis":11,"cha":4,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Forest, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]},{"name":"Web {@recharge 5}","entries":["{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 12} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-four-armed-gargoyle","name":"Giant Four-Armed Gargoyle","source":"ToA","page":221,"srd":false,"image":"bestiary/ToA/Giant Four-Armed Gargoyle.webp","token":"bestiary/tokens/ToA/Giant Four-Armed Gargoyle.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"147 (14d10 + 70)","speed":"30 ft., fly 60 ft.","str":19,"dex":11,"con":20,"int":6,"wis":11,"cha":9,"saves":"Wis +4","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons","immunities":"poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"Terran","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the gargoyle remains motionless, it is indistinguishable from an inanimate statue."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gargoyle makes five attacks: one with its bite and four with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Only Acererak knows the secret of creating these creatures. A giant four-armed gargoyle stands 8 to 9 feet tall and weighs roughly five thousand pounds. It is typically employed as a tomb guardian, rending intruders with its fangs and deadly claws. For more information on gargoyles, see the Monster Manual."]}]}]}],"gallery":[{"path":"bestiary/ToA/Giant Four-Armed Gargoyle.webp"}]},{"id":"giant-frog","name":"Giant Frog","source":"XMM","page":357,"srd":true,"image":"bestiary/XMM/Frog.webp","token":"bestiary/tokens/XMM/Giant Frog.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"18 (4d8)","speed":"30 ft., swim 30 ft.","str":12,"dex":13,"con":11,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The frog can breathe air and water."]},{"name":"Standing Leap","entries":["The frog's {@variantrule Long Jump|XPHB} is up to 20 feet and its {@variantrule High Jump|XPHB} is up to 10 feet with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 11})."]},{"name":"Swallow","entries":["The frog swallows a Small or smaller target it is grappling. While swallowed, the target isn't {@condition Grappled|XPHB} but has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions, and it has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the frog. While swallowing the target, the frog can't use Bite, and if the frog dies, the swallowed target is no longer {@condition Restrained|XPHB} and can escape from the corpse using 5 feet of movement, exiting with the {@condition Prone|XPHB} condition.","At the end of the frog's next turn, the swallowed target takes 5 ({@damage 2d4}) Acid damage. If that damage doesn't kill it, the frog disgorges it, causing it to exit {@condition Prone|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Frog.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-frog-mm","source":"MM"}]},{"id":"giant-frog-mm","name":"Giant Frog","source":"MM","page":325,"srd":false,"image":"bestiary/MM/Giant Frog.webp","token":"bestiary/tokens/MM/Giant Frog.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"18 (4d8)","speed":"30 ft., swim 30 ft.","str":12,"dex":13,"con":11,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The frog can breathe air and water."]},{"name":"Standing Leap","entries":["The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target is {@condition restrained}, and the frog can't bite another target."]},{"name":"Swallow","entries":["The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the frog, and it takes 5 ({@damage 2d4}) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Giant Frog.webp"}],"hidden":true,"otherVersions":[{"id":"giant-frog","source":"XMM"}]},{"id":"giant-gelatinous-cube","name":"Giant Gelatinous Cube","source":"WDMM","page":241,"srd":false,"image":"bestiary/tokens/WDMM/Giant Gelatinous Cube.webp","token":"bestiary/tokens/WDMM/Giant Gelatinous Cube.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"6","initiative":"-4 (6)","hp":"84 (8d10 + 40)","speed":"15 ft.","str":14,"dex":3,"con":20,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Ooze Cube","entries":["The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.","Creatures inside the cube can be seen but have {@quickref Cover||3||total cover}.","A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful {@dc 12} Strength check, and the creature making the attempt takes 10 ({@damage 3d6}) acid damage.","The cube can hold up to nine Large creatures or up to thirty-six Medium or smaller creatures inside it at a time."]},{"name":"Transparent","entries":["Even when the cube is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is {@status surprised} by the cube."]},{"name":"Enlarged","entries":["The cube makes Strength checks and Strength saving throws with advantage. When the cube shrinks back to normal size, any creatures that it can no longer contain are expelled into unoccupied spaces around it."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cube makes four pseudopod attacks."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) acid damage."]},{"name":"Engulf","entries":["The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a {@dc 12} Dexterity saving throw.","On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.","On a failed save, the cube enters the creature's space, and the creature takes 10 ({@damage 3d6}) acid damage and is engulfed. The engulfed creature can't breathe, is {@condition restrained}, and takes 21 ({@damage 6d6}) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.","An engulfed creature can try to escape by taking an action to make a {@dc 12} Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-goat","name":"Giant Goat","source":"XMM","page":357,"srd":true,"image":"bestiary/XMM/Giant Goat.webp","token":"bestiary/tokens/XMM/Giant Goat.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"40 ft., climb 30 ft.","str":17,"dex":13,"con":12,"int":3,"wis":12,"cha":6,"saves":"Str +5","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage. If the target is a Large or smaller creature and the goat moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 ({@damage 2d4}) Bludgeoning damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Goat.webp","credit":"Pindurski"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-goat-mm","source":"MM"}]},{"id":"giant-goat-mm","name":"Giant Goat","source":"MM","page":326,"srd":false,"image":"bestiary/tokens/MM/Giant Goat.webp","token":"bestiary/tokens/MM/Giant Goat.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"40 ft.","str":17,"dex":11,"con":12,"int":3,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 ({@damage 2d4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Sure-Footed","entries":["The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-goat","source":"XMM"}]},{"id":"giant-goose","name":"Giant Goose","source":"BGG","page":150,"srd":false,"image":"bestiary/BGG/Giant Goose.webp","token":"bestiary/tokens/BGG/Giant Goose.webp","size":"Large","creatureType":"Fey","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"60 (8d10 + 16)","speed":"30 ft., fly 30 ft.","str":14,"dex":16,"con":15,"int":6,"wis":14,"cha":11,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"understands Giant and Sylvan but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goose makes one Beak attack and two Wing attacks."]},{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage."]},{"name":"Wing","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage, and the target must succeed on a {@dc 12} Strength saving throw or have the {@condition prone} condition."]},{"name":"Thunderous Honk {@recharge 5}","entries":["The goose honks with ear-splitting volume. Each other creature within 30 feet of the goose must make a {@dc 12} Constitution saving throw. On a failed save, a creature takes 16 ({@damage 3d10}) thunder damage and has the {@condition deafened} condition until the start of the goose's next turn. On a successful save, a creature takes half as much damage only. The honk can be heard within 300 feet."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Giants keep geese as livestock for eggs and because geese make excellent sentries, protecting the giants' property with their keen senses and loud voices. Not only are giant geese from fey stock significantly larger than ordinary geese, but they also have two magical properties that make them even more valuable: their honk is a powerful defense against intruders, and they can lay eggs with shells of pure gold.","When commanded by its keeper, a giant goose lays a golden egg—a hollow shell of gold, 1 foot long and weighing 2 pounds. The shell is worth 100 gp. Sometimes, the egg inexplicably contains some kind of small trinket or minor magic item. Once it lays a golden egg, a giant goose can't do so again for a year and a day.","You can use the {@item Goose Egg Trinket|BGG} table to determine the contents of a golden egg. A giant goose's egg can be a great way to give characters an item that's important to the story of an adventure or your campaign."]}],"gallery":[{"path":"bestiary/BGG/Giant Goose.webp"}]},{"id":"giant-hyena","name":"Giant Hyena","source":"XMM","page":357,"srd":true,"image":"bestiary/XMM/Hyena.webp","token":"bestiary/tokens/XMM/Giant Hyena.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"45 (6d10 + 12)","speed":"50 ft.","str":16,"dex":14,"con":14,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Forest, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage."]}],"bonusActions":[{"name":"Rampage (1/Day)","entries":["Immediately after dealing damage to a creature that was already {@status Bloodied|XPHB}, the hyena can move up to half its {@variantrule Speed|XPHB}, and it makes one Bite attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Hyena.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-hyena-mm","source":"MM"}]},{"id":"giant-hyena-mm","name":"Giant Hyena","source":"MM","page":326,"srd":false,"image":"bestiary/tokens/MM/Giant Hyena.webp","token":"bestiary/tokens/MM/Giant Hyena.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"45 (6d10 + 12)","speed":"50 ft.","str":16,"dex":14,"con":14,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Rampage","entries":["When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-hyena","source":"XMM"}]},{"id":"giant-ice-toad","name":"Giant Ice Toad","source":"TftYP","page":235,"srd":false,"image":"bestiary/tokens/TftYP/Giant Ice Toad.webp","token":"bestiary/tokens/TftYP/Giant Ice Toad.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"14","initiative":"+1 (11)","hp":"52 (7d10 + 14)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":8,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Ice Toad","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The toad can breathe air and water."]},{"name":"Cold Aura","entries":["Any creature that starts its turn within 10 feet of the toad takes 5 ({@damage 1d10}) cold damage."]},{"name":"Standing Leap","entries":["The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the toad can't bite another target."]},{"name":"Swallow","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature the toad is grappling. {@h}10 ({@damage 2d6 + 3}) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the toad, and it takes 10 ({@damage 3d6}) acid damage and 11 ({@damage 2d10}) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.","If the toad dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In a cavern within the glacial rift (Against the Giants), a group of ice toads vigorously guard their territory. Waves of cold radiate from the creature, afflicting those that try to approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad's digestive juices."]}]}]},{"id":"giant-insect","name":"Giant Insect","source":"XPHB","page":279,"srd":true,"image":"bestiary/XPHB/Giant Insect.webp","token":"bestiary/tokens/XPHB/Giant Insect.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"-","initiative":"+1 (11)","hp":"30 + 10 for each spell level above 4","speed":"40 ft., climb 40 ft., fly 40 ft. (Wasp only)","str":17,"dex":13,"con":15,"int":4,"wis":14,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The insect makes a number of attacks equal to half this spell's level (round down)."]},{"name":"Poison Jab","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 10 ft. {@h}{@damage 1d6 + 3 + summonSpellLevel} Piercing damage plus {@damage 1d4} Poison damage."]},{"name":"Web Bolt (Spider Only)","entries":["{@atkr r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, range 60 ft. {@h}{@damage 1d10 + 3 + summonSpellLevel} Bludgeoning damage, and the target's {@variantrule Speed|XPHB} is reduced to 0 until the start of the insect's next turn."]}],"bonusActions":[{"name":"Venomous Spew (Centipede Only)","entries":["{@actSave con} Your spell save DC, one creature the insect can see within 10 feet. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the start of the insect's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Giant Insect.webp"}]},{"id":"giant-lightning-eel","name":"Giant Lightning Eel","source":"TftYP","page":236,"srd":false,"image":"bestiary/tokens/TftYP/Giant Lightning Eel.webp","token":"bestiary/tokens/TftYP/Giant Lightning Eel.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"42 (5d10 + 15)","speed":"5 ft., swim 30 ft.","str":11,"dex":17,"con":16,"int":2,"wis":12,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"lightning","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Water Breathing","entries":["The eel can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eel makes two bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 4 ({@damage 1d8}) lightning damage."]},{"name":"Lightning Jolt {@recharge 5}","entries":["One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a {@dc 12} Constitution saving throw. On failed save, a target takes 13 ({@damage 3d8}) lightning damage. If the target takes any of this damage, the target is {@condition stunned} until the end of the eel's next turn. On a successful save, a target takes half as much damage and isn't {@condition stunned}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-lizard","name":"Giant Lizard","source":"XMM","page":358,"srd":true,"image":"bestiary/XMM/Lizard.webp","token":"bestiary/tokens/XMM/Giant Lizard.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"40 ft., climb 40 ft.","str":15,"dex":12,"con":13,"int":2,"wis":10,"cha":5,"saves":"Dex +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Coastal, Desert, Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Spider Climb","entries":["The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Lizard.webp","credit":"Jonathan Kuo"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-lizard-mm","source":"MM"}]},{"id":"giant-lizard-mm","name":"Giant Lizard","source":"MM","page":326,"srd":false,"image":"bestiary/tokens/MM/Giant Lizard.webp","token":"bestiary/tokens/MM/Giant Lizard.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"30 ft., climb 30 ft.","str":15,"dex":12,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Forest, Swamp, Desert, Coastal","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers.",{"type":"inset","name":"Variant: Giant Lizard Traits","entries":["Some giant lizards have one or both of the following traits.",{"type":"entries","name":"Hold Breath","entries":["The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)"]},{"name":"Spider Climb","type":"entries","entries":["The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}]}]}]}],"hidden":true,"otherVersions":[{"id":"giant-lizard","source":"XMM"}]},{"id":"giant-lynx","name":"Giant Lynx","source":"BGG","page":151,"srd":false,"image":"bestiary/BGG/Giant Lynx.webp","token":"bestiary/tokens/BGG/Giant Lynx.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"22 (4d8 + 4)","speed":"30 ft., climb 30 ft.","str":14,"dex":18,"con":13,"int":12,"wis":14,"cha":10,"saves":"","skills":"Perception +6, Stealth +6","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 16","languages":"Giant, Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Lynx's Sight (1/Day)","entries":["The lynx can cast {@spell clairvoyance}, requiring no spell components and using Wisdom as the spellcasting ability."]},{"name":"Woodland Camouflage","entries":["The lynx has advantage on Dexterity ({@skill Stealth}) checks made to hide in undergrowth or snowy terrain."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage. If the lynx moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a {@dc 12} Strength saving throw or have the {@condition prone} condition. If the target has the {@condition prone} condition, the lynx can make another Claws attack against it as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Though they're often mistaken for mundane cats, giant lynxes are magical creatures with origins in the snowy woodlands of the Feywild. Their coats grow lighter in winter, helping to camouflage them in their favored habitats even when the landscape is draped in snow.","Giant lynxes are crafty hunters, cooperating in small groups to trap prey and occasionally using a magical gift to scout likely hunting locations. They're also smart enough to outwit many of the hunters who seek to trap them for their fur, and they're fond of disabling any trappers' snares they find in their territories.","Frost and cloud giants sometimes befriend giant lynxes and treat them as beloved pets. As long as the lynxes' intelligence and independence are respected, the creatures are happy to share their divination magic with their giant companions.",{"type":"quote","entries":["Shortly before encountering the frost giant whose well-placed boulder ended my human existence, Mordenkainen and I saw a giant lynx. It was just staring into space, in that oh-so-feline way. Mordenkainen wanted to talk to it, to find out what it was looking at, but I successfully dissuaded him."],"by":"Bigby"},{"type":"quote","entries":["When you see a giant lynx staring into space, you can be quite sure it's looking at something that isn't there. Or at a ghost."],"by":"Diancastra"}]}],"gallery":[{"path":"bestiary/BGG/Giant Lynx.webp"}]},{"id":"giant-octopus","name":"Giant Octopus","source":"XMM","page":358,"srd":true,"image":"bestiary/XMM/Octopus.webp","token":"bestiary/tokens/XMM/Giant Octopus.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"45 (7d10 + 7)","speed":"10 ft., swim 60 ft.","str":17,"dex":13,"con":13,"int":5,"wis":10,"cha":4,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Water Breathing","entries":["The octopus can breathe only underwater. It can hold its breath for 1 hour outside water."]}],"spellcasting":[],"actions":[{"name":"Tentacles","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}10 ({@damage 2d6 + 3}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13}) from all eight tentacles. While {@condition Grappled|XPHB}, the target has the {@condition Restrained|XPHB} condition."]}],"bonusActions":[],"reactions":[{"name":"Ink Cloud (1/Day)","entries":["{@actTrigger} The octopus takes damage while underwater. {@actResponse} The octopus releases ink that fills a 10-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} centered on itself, and the octopus moves up to its {@variantrule Swim Speed|XPHB}. The {@variantrule Cube [Area of Effect]|XPHB|Cube} is {@variantrule Heavily Obscured|XPHB} for 1 minute or until a strong current or similar effect disperses the ink."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Octopus.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-octopus-mm","source":"MM"}]},{"id":"giant-octopus-mm","name":"Giant Octopus","source":"MM","page":326,"srd":false,"image":"bestiary/MM/Giant Octopus.webp","token":"bestiary/tokens/MM/Giant Octopus.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"52 (8d10 + 8)","speed":"10 ft., swim 60 ft.","str":17,"dex":13,"con":13,"int":4,"wis":10,"cha":4,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Hold Breath","entries":["While out of water, the octopus can hold its breath for 1 hour."]},{"name":"Underwater Camouflage","entries":["The octopus has advantage on Dexterity ({@skill Stealth}) checks made while underwater."]},{"name":"Water Breathing","entries":["The octopus can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the octopus can't use its tentacles on another target."]},{"name":"Ink Cloud (Recharges after a Short or Long Rest)","entries":["A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is {@quickref Vision and Light||2||heavily obscured} for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the {@action Dash} action as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Giant Octopus.webp"}],"hidden":true,"otherVersions":[{"id":"giant-octopus","source":"XMM"}]},{"id":"giant-owl","name":"Giant Owl","source":"XMM","page":358,"srd":true,"image":"bestiary/XMM/Owl.webp","token":"bestiary/tokens/XMM/Giant Owl.webp","size":"Large","creatureType":"Celestial","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"19 (3d10 + 3)","speed":"5 ft., fly 60 ft.","str":13,"dex":15,"con":12,"int":10,"wis":14,"cha":10,"saves":"Wis +4","skills":"Perception +6, Stealth +6","vulnerabilities":"","resistances":"necrotic; radiant","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 16","languages":"Celestial; understands Common, Elvish, and Sylvan but can't speak them","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Arctic, Forest, Hill","treasure":"","traits":[{"name":"Flyby","entries":["The owl doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[{"name":"Spellcasting","entries":["The owl casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:","At will: {@spell Detect Evil and Good|XPHB}, {@spell Detect Magic|XPHB}","1/day: {@spell Clairvoyance|XPHB}"]}],"actions":[{"name":"Talons","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 1d10 + 2}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Owl.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-owl-mm","source":"MM"}]},{"id":"giant-owl-mm","name":"Giant Owl","source":"MM","page":327,"srd":false,"image":"bestiary/MM/Giant Owl.webp","token":"bestiary/tokens/MM/Giant Owl.webp","size":"Large","creatureType":"Beast","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"19 (3d10 + 3)","speed":"5 ft., fly 60 ft.","str":13,"dex":15,"con":12,"int":8,"wis":13,"cha":10,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Giant Owl, understands Common, Elvish, and Sylvan but can't speak them","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Hill, Arctic","treasure":"","traits":[{"name":"Flyby","entries":["The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Keen Hearing and Sight","entries":["The owl has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms."]}]}],"gallery":[{"path":"bestiary/MM/Giant Owl.webp"}],"hidden":true,"otherVersions":[{"id":"giant-owl","source":"XMM"}]},{"id":"giant-ox","name":"Giant Ox","source":"BGG","page":152,"srd":false,"image":"bestiary/BGG/Giant Ox.webp","token":"bestiary/tokens/BGG/Giant Ox.webp","size":"Huge","creatureType":"Fey","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":22,"dex":10,"con":19,"int":4,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"understands Giant and Sylvan but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Beast of Burden","entries":["The ox is considered to be one size larger for the purpose of determining its carrying capacity."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage. If the ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage, and it must succeed on a {@dc 16} Strength saving throw or have the {@condition prone} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Giant oxen labor as beasts of burden for giants of all kinds, pulling plows, hauling oversized carts, and performing similar tasks well suited to their tremendous strength. These cattle are covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet.",{"type":"quote","entries":["It's easy to get caught up in the wonders of giant-sized wildlife when you're wandering some pocket of a primeval world tucked away in a remote valley or demiplane somewhere. \"Look, that goose laid a golden egg!\" \"Look, that ox is blue!\" \"Look, this ram's magic fleece is so soft!\" Then a tick that's bigger than you tries to drain every drop of blood from your body. Nope, nope, nope. Time to go home."],"by":"Bigby"}]}],"gallery":[{"path":"bestiary/BGG/Giant Ox.webp"}]},{"id":"giant-poisonous-snake","name":"Giant Poisonous Snake","source":"MM","page":327,"srd":false,"image":"bestiary/tokens/MM/Giant Poisonous Snake.webp","token":"bestiary/tokens/MM/Giant Poisonous Snake.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"11 (2d8 + 2)","speed":"30 ft., swim 30 ft.","str":10,"dex":18,"con":13,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Grassland, Forest, Swamp, Urban, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-ram","name":"Giant Ram","source":"BGG","page":153,"srd":false,"image":"bestiary/BGG/Giant Ram.webp","token":"bestiary/tokens/BGG/Giant Ram.webp","size":"Large","creatureType":"Fey","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"28 (3d10 + 12)","speed":"50 ft.","str":19,"dex":12,"con":18,"int":3,"wis":14,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The ram has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition."]},{"name":"Force Bolt","entries":["{@atk rs} {@hit 4} to hit, range 30 ft., one target. {@h}7 ({@damage 2d6}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Absorbent Fleece {@recharge}","entries":["Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Giant rams are prized livestock among giants. The rams' fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its fleece's magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators.","If the fleece is shorn from the ram without damaging the creature, it can be made into a protective magical garment. When woven into cloth, the fleece serves as a cloak of protection. It can also be woven into the lining of armor to make armor of resistance that protects against cold, fire, or lightning damage."]}],"gallery":[{"path":"bestiary/BGG/Giant Ram.webp"}]},{"id":"giant-rat","name":"Giant Rat","source":"XMM","page":358,"srd":true,"image":"bestiary/XMM/Rats.webp","token":"bestiary/tokens/XMM/Giant Rat.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"7 (2d6)","speed":"30 ft., climb 30 ft.","str":7,"dex":16,"con":11,"int":2,"wis":10,"cha":4,"saves":"Dex +5","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Pack Tactics","entries":["The rat has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 feet. {@h}5 ({@damage 1d4 + 3}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Rats.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-rat-mm","source":"MM"}]},{"id":"giant-rat-mm","name":"Giant Rat","source":"MM","page":327,"srd":false,"image":"bestiary/MM/Giant Rat.webp","token":"bestiary/tokens/MM/Giant Rat.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":7,"dex":15,"con":11,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underdark, Forest, Swamp, Urban","treasure":"","traits":[{"name":"Keen Smell","entries":["The rat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pack Tactics","entries":["The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Giant Rat.webp"}],"hidden":true,"otherVersions":[{"id":"giant-rat","source":"XMM"}]},{"id":"giant-raven","name":"Giant Raven","source":"SKT","page":66,"srd":false,"image":"bestiary/tokens/SKT/Giant Raven.webp","token":"bestiary/tokens/SKT/Giant Raven.webp","size":"Large","creatureType":"Beast","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"22 (3d10 + 6)","speed":"10 ft., fly 60 ft.","str":15,"dex":10,"con":15,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"understands Common but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland, Desert","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The raven has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]},{"name":"Pack Tactics","entries":["The raven has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The raven makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-riding-lizard","name":"Giant Riding Lizard","source":"OotA","page":131,"srd":false,"image":"bestiary/tokens/OotA/Giant Riding Lizard.webp","token":"bestiary/tokens/OotA/Giant Riding Lizard.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"30 ft., climb 30 ft.","str":15,"dex":12,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-river-serpent","name":"Giant River Serpent","source":"PSA","page":38,"srd":false,"image":"bestiary/PSA/River Serpent.webp","token":"bestiary/tokens/PSA/Giant River Serpent.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d12 + 64)","speed":"50 ft., climb 40 ft.","str":23,"dex":16,"con":18,"int":7,"wis":14,"cha":12,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 90 ft., Passive Perception 16","languages":"Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The serpent makes two attacks: one with its bite and one to constrict."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}) if the serpent isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends."]},{"name":"Swallow","entries":["The serpent makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the behir, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.","If the serpent takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Luxa river is an abundant source of life, fertilizing the lush valley around Naktamun and providing water to humanoids and animals alike. It is also a vibrant habitat for countless creatures, including many species of birds, fish, and frogs. {@creature crocodile||Crocodiles} and {@creature hippopotamus|PSA|hippopotamuses} can be a danger to boats and barges, but perhaps the most feared denizens of the river are the {@creature giant river serpent|PSA|giant serpents} known to lurk near its bottom. When roused to anger, they can sink fishing boats by the dozens and flood the shore.","Monsters found in the river include fish such as {@creature quipper|MM|quippers}, {@creature giant frog|MM|giant frogs}, and {@creature crocodile|MM|crocodiles}.","River serpents range from fairly mundane specimens that resemble {@creature giant constrictor snake|MM|giant constrictor snakes} to more monstrous versions with the statistics of a {@creature behir} (but without lightning immunity or lightning breath)."]}]}]}],"gallery":[{"path":"bestiary/PSA/River Serpent.webp","title":"River Serpent","credit":"Christopher Moeller"}]},{"id":"giant-rocktopus","name":"Giant Rocktopus","source":"OotA","page":28,"srd":false,"image":"bestiary/tokens/OotA/Giant Rocktopus.webp","token":"bestiary/tokens/OotA/Giant Rocktopus.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"52 (8d10 + 8)","speed":"20 ft., climb 10 ft.","str":17,"dex":13,"con":13,"int":4,"wis":10,"cha":4,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Camouflage","entries":["The octopus has advantage on Dexterity ({@skill Stealth}) checks."]}],"spellcasting":[],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage. If the target is a creature, it is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the octopus can't use its tentacles on another target."]},{"name":"Ink Cloud (Recharges after a Short or Long Rest)","entries":["A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is {@quickref Vision and Light||2||heavily obscured} for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the {@action Dash} action as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-scorpion","name":"Giant Scorpion","source":"XMM","page":359,"srd":true,"image":"bestiary/XMM/Giant Scorpion.webp","token":"bestiary/tokens/XMM/Giant Scorpion.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"52 (7d10 + 14)","speed":"40 ft.","str":16,"dex":13,"con":15,"int":1,"wis":9,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Passive Perception 9","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scorpion makes two Claw attacks and one Sting attack."]},{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13}) from one of two claws."]},{"name":"Sting","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage plus 11 ({@damage 2d10}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Scorpion.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-scorpion-mm","source":"MM"}]},{"id":"giant-scorpion-mm","name":"Giant Scorpion","source":"MM","page":327,"srd":false,"image":"bestiary/tokens/MM/Giant Scorpion.webp","token":"bestiary/tokens/MM/Giant Scorpion.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"52 (7d10 + 14)","speed":"40 ft.","str":15,"dex":13,"con":15,"int":1,"wis":9,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 9","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scorpion makes three attacks: two with its claws and one with its sting."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). The scorpion has two claws, each of which can grapple only one target."]},{"name":"Sting","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 22 ({@damage 4d10}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-scorpion","source":"XMM"}]},{"id":"giant-sea-eel","name":"Giant Sea Eel","source":"GoS","page":237,"srd":false,"image":"bestiary/tokens/GoS/Giant Sea Eel.webp","token":"bestiary/tokens/GoS/Giant Sea Eel.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"19 (3d10 + 3)","speed":"0 ft., swim 40 ft.","str":11,"dex":14,"con":12,"int":7,"wis":10,"cha":7,"saves":"Dex +4","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Water Breathing","entries":["The eel can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Snaking predators lurking in the dark waters of the ocean, these kelp-colored beasts serve as guards and mounts for the locathah (including those found in Danger at Dunwater)."]}]}]}]},{"id":"giant-sea-horse","name":"Giant Sea Horse","source":"MM","page":328,"srd":false,"image":"bestiary/tokens/MM/Giant Sea Horse.webp","token":"bestiary/tokens/MM/Giant Sea Horse.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"16 (3d10)","speed":"0 ft., swim 40 ft.","str":12,"dex":15,"con":11,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Charge","entries":["If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}."]},{"name":"Water Breathing","entries":["The sea horse can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts."]}]}]},{"id":"giant-seahorse","name":"Giant Seahorse","source":"XMM","page":359,"srd":true,"image":"bestiary/XMM/Seahorse.webp","token":"bestiary/tokens/XMM/Giant Seahorse.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"16 (3d10)","speed":"5 ft., swim 40 ft.","str":15,"dex":12,"con":11,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Water Breathing","entries":["The seahorse can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Bludgeoning damage, or 11 ({@damage 2d8 + 2}) Bludgeoning damage if the seahorse moved 20+ feet straight toward the target immediately before the hit."]}],"bonusActions":[{"name":"Bubble Dash","entries":["While underwater, the seahorse moves up to half its {@variantrule Swim Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Seahorse.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}]},{"id":"giant-shark","name":"Giant Shark","source":"XMM","page":359,"srd":true,"image":"bestiary/XMM/Hunter Shark.webp","token":"bestiary/tokens/XMM/Giant Shark.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"92 (8d12 + 40)","speed":"5 ft., swim 60 ft.","str":23,"dex":11,"con":21,"int":1,"wis":10,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Passive Perception 13","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underwater","treasure":"","traits":[{"name":"Water Breathing","entries":["The shark can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shark makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 9} (with {@variantrule Advantage|XPHB} if the target doesn't have all its {@variantrule Hit Points|XPHB}), reach 5 ft. {@h}22 ({@damage 3d10 + 6}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Hunter Shark.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-shark-mm","source":"MM"}]},{"id":"giant-shark-mm","name":"Giant Shark","source":"MM","page":328,"srd":false,"image":"bestiary/tokens/MM/Giant Shark.webp","token":"bestiary/tokens/MM/Giant Shark.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"126 (11d12 + 55)","speed":"swim 50 ft.","str":23,"dex":11,"con":21,"int":1,"wis":10,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 13","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underwater","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Water Breathing","entries":["The shark can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships."]}]}],"hidden":true,"otherVersions":[{"id":"giant-shark","source":"XMM"}]},{"id":"giant-shark-skeleton","name":"Giant Shark Skeleton","source":"SDW","srd":false,"image":"bestiary/tokens/SDW/Giant Shark Skeleton.webp","token":"bestiary/tokens/SDW/Giant Shark Skeleton.webp","size":"Huge","creatureType":"Undead","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"126 (11d12 + 55)","speed":"20 ft., swim 50 ft.","str":23,"dex":11,"con":21,"int":1,"wis":10,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"blindsight 60 ft., Passive Perception 13","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.","The giant shark skeleton doesn't require air, food, drink, or sleep. The shark has had skeletal feet attached by some demented necromancer."]}]}]},{"id":"giant-skeleton","name":"Giant Skeleton","source":"TftYP","page":236,"srd":false,"image":"bestiary/tokens/TftYP/Giant Skeleton.webp","token":"bestiary/tokens/TftYP/Giant Skeleton.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Evil","ac":"17","initiative":"+0 (10)","hp":"115 (10d12 + 50)","speed":"30 ft.","str":21,"dex":10,"con":20,"int":4,"wis":6,"cha":6,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands Giant but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Magic Resistance","entries":["The skeleton has advantage on saving throws against spells and other magical effects."]},{"name":"Turn Immunity","entries":["The skeleton is immune to effects that turn undead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skeleton makes three scimitar attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In the Tomb of Horrors, treasure sometimes presents itself for the taking. In one such location, the \"reward\" for an attempt to grab some valuables turns out to be the animated skeleton of a giant—deadly not only because of its size and strength, but because it has defenses normally possessed only by undead of much greater power.",{"name":"Undead Nature","type":"entries","entries":["A skeleton doesn't require air, food, drink, or sleep."]}]}]}]},{"id":"giant-slug","name":"Giant Slug","source":"TTP","page":18,"srd":false,"image":"bestiary/tokens/TTP/Giant Slug.webp","token":"bestiary/tokens/TTP/Giant Slug.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"66 (6d10 + 18)","speed":"10 ft., climb 10 ft.","str":14,"dex":13,"con":16,"int":1,"wis":12,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Aquan, Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The slug has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Spider Climb","entries":["The slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The slug's innate spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","1/day each: {@spell guiding bolt}, {@spell sanctuary}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["The slug makes two attacks: one with its tentacles and one with its bite."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d4 + 2}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Animate Tentacle","entries":["When the slug takes damage in this cave ({@adventure Shrine of Umberlee|ttp|3|24. Shrine of Umberlee}), it can use its reaction to animate one of the tentacles of the kraken statue and cause it to   make a melee weapon attack ({@hit 3} to hit) against one creature within 20 feet of the statue that the slug can see. The tentacle deals 8 ({@damage 1d8 + 4}) bludgeoning damage on a hit."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-snail","name":"Giant Snail","source":"WBtW","page":234,"srd":false,"image":"bestiary/WBtW/Giant Snail.webp","token":"bestiary/tokens/WBtW/Giant Snail.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"-4 (6)","hp":"22 (4d10)","speed":"10 ft., climb 10 ft.","str":15,"dex":3,"con":11,"int":3,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Salt Osmosis","entries":["Whenever the snail starts its turn in contact with a pound or more of salt, it takes {@damage 1d4} necrotic damage. Using an action to sprinkle a pound of salt on the snail deals {@damage 1d4} necrotic damage to it immediately and another {@damage 1d4} necrotic damage to it at the start of its next turn (after which the salt rubs off), provided the snail has not withdrawn into its shell."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Shell Defense","entries":["The snail withdraws into its shell, gaining a +4 bonus to its AC until it emerges. It can emerge from its shell as a bonus action on its turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These large mollusks retreat into their hardy shells when threatened, and they're particularly susceptible to being injured by contact with salt."]}],"gallery":[{"path":"bestiary/WBtW/Giant Snail.webp","credit":"Axel Defois"}]},{"id":"giant-snapping-turtle","name":"Giant Snapping Turtle","source":"ToA","page":222,"srd":false,"image":"bestiary/tokens/ToA/Giant Snapping Turtle.webp","token":"bestiary/tokens/ToA/Giant Snapping Turtle.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"17","initiative":"+0 (10)","hp":"75 (10d10 + 20)","speed":"30 ft., swim 40 ft.","str":19,"dex":10,"con":14,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The turtle can breathe air and water."]},{"name":"Stable","entries":["Whenever an effect knocks the turtle {@condition prone}, it can make a {@dc 10} Constitution saving throw to avoid being knocked {@condition prone}. A {@condition prone} turtle is upside down. To stand up, it must succeed on a {@dc 10} Dexterity check on its turn and then use all its movement for that turn."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack smaller creatures that approach them. One snap of a giant turtle's jaws can cut a human in half, and these creatures aren't fussy about what they eat."]}]}]}]},{"id":"giant-space-hamster","name":"Giant Space Hamster","source":"BAM","page":56,"srd":false,"image":"bestiary/BAM/Giant Space Hamster.webp","token":"bestiary/tokens/BAM/Giant Space Hamster.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"22 (4d10)","speed":"30 ft., burrow 10 ft.","str":14,"dex":12,"con":10,"int":2,"wis":12,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Giant space hamsters are cute, plant-eating rodents as big as brown bears. They tend to avoid other creatures, especially threatening ones, but they can be trained to serve as mounts and beasts of burden. Gnomes have tried to build spelljamming ships powered by giant space hamster wheels, so far without success."]}],"gallery":[{"path":"bestiary/BAM/Giant Space Hamster.webp","credit":"Zoltan Boros"}]},{"id":"giant-spider","name":"Giant Spider","source":"WttHC","page":359,"srd":true,"image":"bestiary/WttHC/Giant Spider (Stranger Things).webp","token":"bestiary/tokens/WttHC/Giant Spider.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"30 ft., climb 30 ft.","str":14,"dex":16,"con":12,"int":2,"wis":11,"cha":4,"saves":"","skills":"Perception +4, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Web {@recharge 5}","entries":["{@actSave dex} {@dc 13}, one creature the spider can see within 60 feet. {@actSaveFail} The target has the {@condition Restrained|XPHB} condition until the web is destroyed (AC 10; HP 5; {@variantrule Vulnerability|XPHB} to Fire damage; {@variantrule Immunity|XPHB} to Poison and Psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Some spiders are big—others are really big."]}],"gallery":[{"path":"bestiary/WttHC/Giant Spider (Stranger Things).webp"}],"otherVersions":[{"id":"giant-spider-xmm","source":"XMM"},{"id":"giant-spider-mm","source":"MM"}]},{"id":"giant-spider-xmm","name":"Giant Spider","source":"XMM","page":359,"srd":true,"image":"bestiary/XMM/Spiders.webp","token":"bestiary/tokens/XMM/Giant Spider.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"30 ft., climb 30 ft.","str":14,"dex":16,"con":12,"int":2,"wis":11,"cha":4,"saves":"","skills":"Perception +4, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Web {@recharge 5}","entries":["{@actSave dex} {@dc 13}, one creature the spider can see within 60 feet. {@actSaveFail} The target has the {@condition Restrained|XPHB} condition until the web is destroyed (AC 10; HP 5; {@variantrule Vulnerability|XPHB} to Fire damage; {@variantrule Immunity|XPHB} to Poison and Psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Spiders.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"hidden":true,"otherVersions":[{"id":"giant-spider","source":"WttHC"},{"id":"giant-spider-mm","source":"MM"}]},{"id":"giant-spider-mm","name":"Giant Spider","source":"MM","page":328,"srd":false,"image":"bestiary/MM/Giant Spider.webp","token":"bestiary/tokens/MM/Giant Spider.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"30 ft., climb 30 ft.","str":14,"dex":16,"con":12,"int":2,"wis":11,"cha":4,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Forest, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]},{"name":"Web {@recharge 5}","entries":["{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 12} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims."]}]}],"gallery":[{"path":"bestiary/MM/Giant Spider.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"giant-spider","source":"WttHC"},{"id":"giant-spider-xmm","source":"XMM"}]},{"id":"giant-squid","name":"Giant Squid","source":"XMM","page":360,"srd":false,"image":"bestiary/XMM/Giant Squid.webp","token":"bestiary/tokens/XMM/Giant Squid.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"120 (16d12 + 16)","speed":"5 ft., swim 80 ft.","str":23,"dex":14,"con":12,"int":5,"wis":11,"cha":4,"saves":"Str +9, Dex +5","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 16","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underwater","treasure":"","traits":[{"name":"Water Breathing","entries":["The squid can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The squid makes one Bite attack and one Tentacle attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}28 ({@damage 4d10 + 6}) Piercing damage."]},{"name":"Tentacle","entries":["{@atkr m} {@hit 9}, reach 15 ft. {@h}19 ({@damage 3d8 + 6}) Bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 16}) from one of two tentacles, and the squid can pull the target up to 10 feet straight toward itself."]}],"bonusActions":[],"reactions":[{"name":"Ink Cloud (1/Day)","entries":["{@actTrigger} The squid takes damage while underwater. {@actResponse} The squid releases ink that fills a 15-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} centered on itself, and the squid moves up to its {@variantrule Swim Speed|XPHB}. The {@variantrule Cube [Area of Effect]|XPHB|Cube} is {@variantrule Heavily Obscured|XPHB} for 1 minute or until a strong current or similar effect disperses the ink."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Squid.webp","credit":"Alejandro Pacheco"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}]},{"id":"giant-strider","name":"Giant Strider","source":"MPMM","page":137,"srd":false,"image":"bestiary/MPMM/Giant Strider.webp","token":"bestiary/tokens/MPMM/Giant Strider.webp","size":"Large","creatureType":"Elemental","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"22 (3d10 + 6)","speed":"50 ft.","str":18,"dex":13,"con":14,"int":4,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Fire Absorption","entries":["Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Fire Burst {@recharge 5}","entries":["The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Out of curiosity, I once tamed a giant strider. Several potions of fire resistance later, the creature was purring in my lap, and I didn't feel a thing."],"by":"Mordenkainen"},{"type":"quote","entries":["We might have discovered the key to unlock Mordenkainen's frigid heart: magical pets!"],"by":"Tasha"},"These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat.","Firenewts prize giant striders and seek to adopt them whenever possible. They provide for stables of these creatures in their lairs, and in return, the giant striders voluntarily serve as mounts for firenewt warriors (in this book)."],"gallery":[{"path":"bestiary/MPMM/Giant Strider.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"giant-strider-vgm","source":"VGM"}]},{"id":"giant-strider-vgm","name":"Giant Strider","source":"VGM","page":143,"srd":false,"image":"bestiary/VGM/Giant Strider.webp","token":"bestiary/tokens/VGM/Giant Strider.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"14","initiative":"+1 (11)","hp":"22 (3d10 + 6)","speed":"50 ft.","str":18,"dex":13,"con":14,"int":4,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Fire Absorption","entries":["Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Fire Burst {@recharge 5}","entries":["The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.",{"name":"Heat Seekers","entries":["Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.","Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.","The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it."],"type":"entries"},{"name":"Religious Militants","entries":["Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become \"touched by the Fire Lord,\" entering a nearly unstoppable battle rage.","Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.","When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result."],"type":"entries"},{"type":"quote","entries":["'Tis always a fight to death for them, so 'tis also one for ye."],"by":"Elminster"},{"name":"Giant Striders","entries":["Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Giant Strider.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"giant-strider","source":"MPMM"}]},{"id":"giant-subterranean-lizard","name":"Giant Subterranean Lizard","source":"TftYP","page":236,"srd":false,"image":"bestiary/tokens/TftYP/Giant Subterranean Lizard.webp","token":"bestiary/tokens/TftYP/Giant Subterranean Lizard.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"66 (7d12 + 21)","speed":"30 ft., swim 50 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the lizard can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target not grappled by the lizard. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Swallow","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. {@h}16 ({@damage 2d10 + 5}) piercing damage. The target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the lizard, and it takes 10 ({@damage 3d6}) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time.","If the lizard dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-swan","name":"Giant Swan","source":"WBtW","page":38,"srd":false,"image":"bestiary/tokens/WBtW/Giant Swan.webp","token":"bestiary/tokens/WBtW/Giant Swan.webp","size":"Large","creatureType":"Beast","alignment":"Neutral Good","ac":"13","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"10 ft., fly 80 ft.","str":16,"dex":17,"con":13,"int":8,"wis":14,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Auran, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight","entries":["The swan has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The swan makes two attacks with its beak."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-tick","name":"Giant Tick","source":"BGG","page":153,"srd":false,"image":"bestiary/BGG/Giant Tick.webp","token":"bestiary/tokens/BGG/Giant Tick.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft.","str":16,"dex":10,"con":16,"int":2,"wis":10,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Proboscis","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the tick attaches to the target. While attached, the tick can't make Proboscis attacks. The tick can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the tick can try to detach the tick, doing so with a successful {@dc 13} Strength check."]},{"name":"Blood Drain","entries":["The tick deals 10 ({@damage 2d6 + 3}) necrotic damage to one creature it is physically attached to, provided that creature isn't a Construct or an Undead, or 17 ({@damage 4d6 + 3}) necrotic damage if the creature is a Giant. The tick regains hit points equal to the damage dealt."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ticks the size of boars have feasted on the blood of giants for countless ages. Though these parasites are painful nuisances to giants, they can be terrible threats to smaller folk, since a hungry tick will consume the blood of any creature it can catch."]}],"gallery":[{"path":"bestiary/BGG/Giant Tick.webp"}]},{"id":"giant-toad","name":"Giant Toad","source":"XMM","page":360,"srd":true,"image":"bestiary/XMM/Giant Toad.webp","token":"bestiary/tokens/XMM/Giant Toad.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"39 (6d10 + 6)","speed":"30 ft., swim 30 ft.","str":15,"dex":13,"con":13,"int":2,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Coastal, Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The toad can breathe air and water."]},{"name":"Standing Leap","entries":["The toad's {@variantrule Long Jump|XPHB} is up to 20 feet and its {@variantrule High Jump|XPHB} is up to 10 feet with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 5 ({@damage 2d4}) Poison damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12})."]},{"name":"Swallow","entries":["The toad swallows a Medium or smaller target it is grappling. While swallowed, the target isn't {@condition Grappled|XPHB} but has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions, and it has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the toad. In addition, the target takes 10 ({@damage 3d6}) Acid damage at the end of each of the toad's turns. The toad can have only one target swallowed at a time, and it can't use Bite while it has a swallowed target. If the toad dies, a swallowed creature is no longer {@condition Restrained|XPHB} and can escape from the corpse using 5 feet of movement, exiting with the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Toad.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-toad-mm","source":"MM"}]},{"id":"giant-toad-mm","name":"Giant Toad","source":"MM","page":329,"srd":false,"image":"bestiary/tokens/MM/Giant Toad.webp","token":"bestiary/tokens/MM/Giant Toad.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"39 (6d10 + 6)","speed":"20 ft., swim 40 ft.","str":15,"dex":13,"con":13,"int":2,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Forest, Swamp, Desert, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The toad can breathe air and water."]},{"name":"Standing Leap","entries":["The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 5 ({@damage 1d10}) poison damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the toad can't bite another target."]},{"name":"Swallow","entries":["The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the toad, and it takes 10 ({@damage 3d6}) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.","If the toad dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-toad","source":"XMM"}]},{"id":"giant-venomous-snake","name":"Giant Venomous Snake","source":"XMM","page":361,"srd":true,"image":"bestiary/XMM/Swarm of Venomous Snakes.webp","token":"bestiary/tokens/XMM/Giant Venomous Snake.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"11 (2d8 + 2)","speed":"40 ft., swim 40 ft.","str":10,"dex":18,"con":13,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Coastal, Desert, Forest, Grassland, Hill, Swamp","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}6 ({@damage 1d4 + 4}) Piercing damage plus 4 ({@damage 1d8}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Swarm of Venomous Snakes.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}]},{"id":"giant-vulture","name":"Giant Vulture","source":"XMM","page":361,"srd":true,"image":"bestiary/XMM/Vulture.webp","token":"bestiary/tokens/XMM/Giant Vulture.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"25 (3d10 + 9)","speed":"10 ft., fly 60 ft.","str":15,"dex":10,"con":16,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"understands Common but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Grassland, Hill","treasure":"","traits":[{"name":"Pack Tactics","entries":["The vulture has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Gouge","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Vulture.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-vulture-mm","source":"MM"}]},{"id":"giant-vulture-mm","name":"Giant Vulture","source":"MM","page":329,"srd":false,"image":"bestiary/tokens/MM/Giant Vulture.webp","token":"bestiary/tokens/MM/Giant Vulture.webp","size":"Large","creatureType":"Beast","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"22 (3d10 + 6)","speed":"10 ft., fly 60 ft.","str":15,"dex":10,"con":15,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"understands Common but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland, Desert","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The vulture has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]},{"name":"Pack Tactics","entries":["The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vulture makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering."]}]}],"hidden":true,"otherVersions":[{"id":"giant-vulture","source":"XMM"}]},{"id":"giant-walrus","name":"Giant Walrus","source":"IDRotF","page":312,"srd":false,"image":"bestiary/IDRotF/Giant Walrus.webp","token":"bestiary/tokens/IDRotF/Giant Walrus.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"9","initiative":"-1 (9)","hp":"85 (9d12 + 27)","speed":"20 ft., swim 40 ft.","str":22,"dex":9,"con":16,"int":3,"wis":11,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The walrus can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The walrus makes two attacks: one with its body flop and one with its tusks."]},{"name":"Body Flop","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Tusks","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Giant walruses are enormous, ill-tempered creatures as big as elephants. A typical adult specimen weighs at least 12,000 pounds."]}],"gallery":[{"path":"bestiary/IDRotF/Giant Walrus.webp"}]},{"id":"giant-wasp","name":"Giant Wasp","source":"XMM","page":361,"srd":true,"image":"bestiary/XMM/Giant Wasp.webp","token":"bestiary/tokens/XMM/Giant Wasp.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"22 (5d8)","speed":"10 ft., fly 50 ft.","str":10,"dex":14,"con":10,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest, Grassland, Urban","treasure":"","traits":[{"name":"Flyby","entries":["The wasp doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 5 ({@damage 2d4}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Wasp.webp","title":"A gnome rogue distracts a hive of giant wasps while Sheila the thief sneaks by","credit":"Dario Jelusic"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-wasp-mm","source":"MM"}]},{"id":"giant-wasp-mm","name":"Giant Wasp","source":"MM","page":329,"srd":false,"image":"bestiary/tokens/MM/Giant Wasp.webp","token":"bestiary/tokens/MM/Giant Wasp.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"13 (3d8)","speed":"10 ft., fly 50 ft.","str":10,"dex":14,"con":10,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Forest, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-wasp","source":"XMM"}]},{"id":"giant-weasel","name":"Giant Weasel","source":"XMM","page":361,"srd":true,"image":"bestiary/XMM/Weasel.webp","token":"bestiary/tokens/XMM/Giant Weasel.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"9 (2d8)","speed":"40 ft., climb 30 ft.","str":11,"dex":17,"con":10,"int":4,"wis":12,"cha":5,"saves":"","skills":"Acrobatics +5, Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Weasel.webp","credit":"Rowan Holloway"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-weasel-mm","source":"MM"}]},{"id":"giant-weasel-mm","name":"Giant Weasel","source":"MM","page":329,"srd":false,"image":"bestiary/tokens/MM/Giant Weasel.webp","token":"bestiary/tokens/MM/Giant Weasel.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"9 (2d8)","speed":"40 ft.","str":11,"dex":16,"con":10,"int":4,"wis":12,"cha":5,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The weasel has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"giant-weasel","source":"XMM"}]},{"id":"giant-whirlwyrm","name":"Giant Whirlwyrm","source":"ToFW","page":55,"srd":false,"image":"bestiary/tokens/ToFW/Giant Whirlwyrm.webp","token":"bestiary/tokens/ToFW/Giant Whirlwyrm.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d12 + 64)","speed":"50 ft., swim 60 ft.","str":23,"dex":16,"con":18,"int":7,"wis":14,"cha":12,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"darkvision 90 ft., Passive Perception 16","languages":"Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The whirlwyrm makes two attacks: one with its bite and one to constrict."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}) if the whirlwyrm isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends."]},{"name":"Thunder Breath {@recharge 5}","entries":["The whirlwyrm exhales a line of thunder that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) thunder damage on a failed save, or half as much damage on a successful one."]},{"name":"Swallow","entries":["The whirlwyrm makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the behir, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.","If the whirlwyrm takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-white-moray-eel","name":"Giant White Moray Eel","source":"GoS","page":216,"srd":false,"image":"bestiary/tokens/GoS/Giant White Moray Eel.webp","token":"bestiary/tokens/GoS/Giant White Moray Eel.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"60 (8d12 + 8)","speed":"0 ft., swim 40 ft.","str":19,"dex":14,"con":12,"int":1,"wis":10,"cha":3,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater, Underdark, Forest, Swamp, Desert","treasure":"","traits":[{"name":"Water Breathing","entries":["The eel can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"giant-wolf-spider","name":"Giant Wolf Spider","source":"XMM","page":362,"srd":true,"image":"bestiary/XMM/Giant Wolf Spider.webp","token":"bestiary/tokens/XMM/Giant Wolf Spider.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"11 (2d8 + 2)","speed":"40 ft., climb 40 ft.","str":12,"dex":16,"con":13,"int":3,"wis":12,"cha":4,"saves":"","skills":"Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Coastal, Desert, Forest, Grassland, Hill","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage plus 5 ({@damage 2d4}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Giant Wolf Spider.webp","credit":"Michele Giorgi"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"giant-wolf-spider-mm","source":"MM"}]},{"id":"giant-wolf-spider-mm","name":"Giant Wolf Spider","source":"MM","page":330,"srd":false,"image":"bestiary/tokens/MM/Giant Wolf Spider.webp","token":"bestiary/tokens/MM/Giant Wolf Spider.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"11 (2d8 + 2)","speed":"40 ft., climb 40 ft.","str":12,"dex":16,"con":13,"int":3,"wis":12,"cha":4,"saves":"","skills":"Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill, Desert, Coastal","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 7 ({@damage 2d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris."]}]}],"hidden":true,"otherVersions":[{"id":"giant-wolf-spider","source":"XMM"}]},{"id":"giant-zombie-constrictor-snake","name":"Giant Zombie Constrictor Snake","source":"AitFR-DN","page":11,"srd":false,"image":"bestiary/tokens/AitFR-DN/Giant Zombie Constrictor Snake.webp","token":"bestiary/tokens/AitFR-DN/Giant Zombie Constrictor Snake.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"187 (22d12 + 44)","speed":"30 ft., climb 20 ft., swim 30 ft.","str":19,"dex":16,"con":14,"int":1,"wis":15,"cha":4,"saves":"","skills":"Perception +5, Stealth +6","vulnerabilities":"poison","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 15 ft., darkvision 60 ft., Passive Perception 15","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Sunlight Vulnerability","entries":["While in sunlight, the snake has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight. When the snake begins its turn in sunlight, it immediately suffers 10 radiant damage."]},{"name":"Undead Fortitude","entries":["If damage reduces the snake to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the snake drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The snake makes two attacks: one with its bite and one with a constrict attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d8 + 4}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 17 ({@damage 5d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Constrict","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the creature is {@condition restrained} and the snake cannot constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["These enormous, rotten husks were living, Medium-sized constrictors when the yuan-ti brought them to honor and entice Kyrilla to share her knowledge and powers. They grew to their full, Huge size on a diet of supplicants and prisoners, many of whose bones can be found elsewhere in the lair. When the yuan-ti turned against Kyrilla, they fought and slew these snakes—only to find them slithering again through cursed, ambient magic in Kyrilla's lair.","The constrictors die if they leave the lair."]},{"id":"gibbering-mouther","name":"Gibbering Mouther","source":"XMM","page":133,"srd":true,"image":"bestiary/XMM/Gibbering Mouther.webp","token":"bestiary/tokens/XMM/Gibbering Mouther.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"9","initiative":"-1 (9)","hp":"52 (7d8 + 21)","speed":"20 ft., swim 20 ft.","str":10,"dex":8,"con":16,"int":3,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"Darkvision 60 ft., Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Aberrant Ground","entries":["The ground in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the mouther is {@variantrule Difficult Terrain|XPHB}."]},{"name":"Gibbering","entries":["The mouther babbles incoherently while it doesn't have the {@condition Incapacitated|XPHB} condition. {@actSave wis} {@dc 10}, any creature that starts its turn within 20 feet of the mouther while it is babbling. {@actSaveFail} The target rolls {@dice 1d8} to determine what it does during the current turn:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-4","entry":"The target does nothing."},{"type":"item","name":"5-6","entry":"The target takes no action or {@variantrule Bonus Action|XPHB} and uses all its movement to move in a random direction."},{"type":"item","name":"7-8","entry":"The target makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack."}]}]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}7 ({@damage 2d6}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition. The target dies if it is reduced to 0 {@variantrule Hit Points|XPHB} by this attack. Its body is then absorbed into the mouther, leaving only equipment behind."]},{"name":"Blinding Spittle {@recharge 5}","entries":["{@actSave dex} {@dc 10}, each creature in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within 30 feet. {@actSaveFail} 7 ({@damage 2d6}) Radiant damage, and the target has the {@condition Blinded|XPHB} condition until the end of the mouther's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Gibbering Mouther","entries":["{@i Ravenous Chorus of Unreality}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Gibbering mouthers endlessly feed on and regrow their own amoeboid bodies—amorphous heaps roiling with eyes, teeth, and strange organs. These mind-bending terrors sing and scream, laugh and cry with a cacophony of voices ranging from disturbingly unnatural to shockingly familiar. They exist only to feed and to unleash their disdain for reality, their many maws dripping with otherworldly spittle.","Gibbering mouthers come into being in various unpleasant ways. Roll on or choose a result from the Gibbering Mouther Nascencies table to inspire what brought one of these horrors into being.",{"type":"table","caption":"Gibbering Mouther Nascencies","colLabels":["1d6","The Gibbering Mouther Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Another creature warped by dangerous magic."],["2","The autonomous appendage of a chaotic deity, Far Realm entity, or star-spawn horror."],["3","The experiment of an aberrant manipulator."],["4","Part of the life cycle of some other Aberration."],["5","A shape-shifter that lost control of its powers."],["6","Someone cursed by a cult or vengeful deity."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Alas, the Elder Elves made a fatal mistake. When the Dragon's Tear comet next returned, the Vast Gate—still keyed to the Far Realm of alien entities—linked to the comet and opened again. And what emerged, ululating profanities, sang unnameable hungers into an unguarded world."],"from":"The Book of the Gate, found near Firestorm Peak"}]}]}],"gallery":[{"path":"bestiary/XMM/Gibbering Mouther.webp","credit":"Helge C. Balzer"}],"otherVersions":[{"id":"gibbering-mouther-mm","source":"MM"}]},{"id":"gibbering-mouther-mm","name":"Gibbering Mouther","source":"MM","page":157,"srd":false,"image":"bestiary/MM/Gibbering Mouther.webp","token":"bestiary/tokens/MM/Gibbering Mouther.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"67 (9d8 + 27)","speed":"10 ft., swim 10 ft.","str":10,"dex":8,"con":16,"int":3,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Aberrant Ground","entries":["The ground in a 10-foot radius around the mouther is doughlike {@quickref difficult terrain||3}. Each creature that starts its turn in that area must succeed on a {@dc 10} Strength saving throw or have its speed reduced to 0 until the start of its next turn."]},{"name":"Gibbering","entries":["The mouther babbles incoherently while it can see any creature and isn't {@condition incapacitated}. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a {@dc 10} Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a {@dice d8} to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle."]},{"name":"Bites","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}17 ({@damage 5d6}) piercing damage. If the target is Medium or smaller, it must succeed on a {@dc 10} Strength saving throw or be knocked {@condition prone}. If the target is killed by this damage, it is absorbed into the mouther."]},{"name":"Blinding Spittle {@recharge 5}","entries":["The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a {@dc 13} Dexterity saving throw or be {@condition blinded} until the end of the mouther's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach.",{"name":"Amoeboid Form","type":"entries","entries":["The gibbering mouther's body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease."]},{"name":"Mouths of Madness","type":"entries","entries":["When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand {@condition paralyzed}, fixated on the horrific creature as it oozes forward to consume them.",{"name":"All-Consuming","entries":["Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee.","A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim's body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster's next meal."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Gibbering Mouther.webp"}],"hidden":true,"otherVersions":[{"id":"gibbering-mouther","source":"XMM"}]},{"id":"gibberling","name":"Gibberling","source":"QftIS","page":202,"srd":false,"image":"bestiary/QftIS/Gibberling.webp","token":"bestiary/tokens/QftIS/Gibberling.webp","size":"Small","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":13,"dex":14,"con":11,"int":5,"wis":7,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 120 ft., Passive Perception 8","languages":"Gibberling","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aversion to Fire","entries":["If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Incessant Gibberish","entries":["Any non-gibberling that is within 30 feet of the gibberling and doesn't have the {@condition deafened} condition has disadvantage on Constitution saving throws to maintain {@status concentration} on spells and similar effects."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A single gibberling is little more than a nuisance—a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path.","Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most focused creatures. Gibberling swarms are heard long before they are seen.","The first gibberlings were spawned in the jungles of the Gaping Maw, a layer of the Abyss ruled by the demon lord Demogorgon. The Prince of Demons' influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire.","On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark."]}],"gallery":[{"path":"bestiary/QftIS/Gibberling.webp"}],"otherVersions":[{"id":"gibberling-mabjov","source":"MaBJoV"}]},{"id":"gibberling-mabjov","name":"Gibberling","source":"MaBJoV","page":141,"srd":false,"image":"bestiary/MaBJoV/Gibberling.webp","token":"bestiary/tokens/MaBJoV/Gibberling.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"25 ft., burrow 5 ft.","str":10,"dex":15,"con":10,"int":6,"wis":8,"cha":8,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Light Sensitivity","entries":["While in bright light, gibberlings have disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Reckless","entries":["At the start of its turn, the gibberling can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Swarm","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 10}). All gibberlings within 5 feet of the target can use a reaction to make a Dagger attack with advantage on the attack roll."]},{"name":"Burrow","entries":["The gibberling burrows into the dirt, giving itself the {@condition prone} condition. It has advantage on Dexterity ({@skill Stealth}) checks while it is {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Gibberlings are appropriately named, for they babble, or should I say gibber, incessantly. They are unpredictable and thus barely worthy of any kind of research. Thus, why I didn't include them in my book \"Volo's Guide to Monsters\"."],"by":"Volo"},{"type":"quote","entries":["SKREEEEEEEEGLURKLGLURKL! blarkblarkblarkblark. JagAjaGaJaGaJagAjAga!?"],"by":"Gibberling"},"Gibberlings are small, feral humanoids believed to have originally come from the Far Realm, a distant plane characterized by chaos and madness. However, just how these creatures reached the Prime Material Plane and Faerûn is unknown. Regardless, these deadly, wild creatures have become an increasingly common sight for unfortunate travelers along the Sword Coast who stray from major roads at night. Luckily, the gibberlings' intense fear of all sources of light, including fire, make safeguarding camps and settlements a simple task.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Madness Made Flesh","entries":["Gibberlings are short, squat creatures roughly the same height as the average gnome, though their hunched posture makes them appear to be even smaller. Thick black fur covers most of their muscular bodies, though bare patches of sickly gray skin are found on their faces, arms, and legs. Jet black eyes and a perpetual deranged grin adorn the bestial face of a gibberling, which is framed by pointed ears topped with hairy tufts."]},{"type":"entries","name":"Chattering Hunger","entries":["Gibberlings roam the wilderness in large groups, largely preferring to stay within dense forests and caverns. They are exclusively carnivorous and do not hesitate to eat the flesh of their fallen kin. Gibberlings are rarely able to surprise their prey, as they constantly shriek, howl, and chatter. Although these vocalizations appear to be a form communication, the few linguists who study these creatures have concluded that these noises are not a language."]},{"type":"entries","name":"Unpredictable Combatants","entries":["Even a novice adventurer could make short work of a single gibberling, though they always travel in packs. If left unchecked, these groups swell to vast hordes that devour everything in their path. Despite their animalistic behavior, gibberlings are intelligent enough to wield weapons, albeit ones stolen from victims rather than forged themselves. When such arms are unavailable, gibberlings improvise using rocks, bones, and large sticks. Gibberlings lack any sense of self-preservation; with no concept of retreat, a gibberling always fights to the death."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Gibberling.webp"}],"hidden":true,"otherVersions":[{"id":"gibberling","source":"QftIS"}]},{"id":"gideon-lightward","name":"Gideon Lightward","source":"BGDIA","page":65,"srd":false,"image":"bestiary/BGDIA/Gideon Lightward.webp","token":"bestiary/tokens/BGDIA/Gideon Lightward.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":18,"dex":13,"con":18,"int":10,"wis":18,"cha":13,"saves":"Dex +4, Con +7, Wis +7","skills":"Insight +7, Religion +6","vulnerabilities":"radiant","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"exhaustion; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Gideon attacks twice with his fists."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Withering Gaze","entries":["Gideon targets one creature he can see within 60 feet of him. The target must make a {@dc 15} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.","Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in Elturel. He sees his cause as a noble one—fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands."]}]}],"gallery":[{"path":"bestiary/BGDIA/Gideon Lightward.webp"}]},{"id":"giff","name":"Giff","source":"MPMM","page":138,"srd":false,"image":"bestiary/MPMM/Giff.webp","token":"bestiary/tokens/MPMM/Giff.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"60 (8d8 + 24)","speed":"30 ft.","str":18,"dex":14,"con":17,"int":11,"wis":12,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Firearms Knowledge","entries":["The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols."]},{"name":"Headfirst Charge","entries":["The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line and ends within 5 feet of a Large or smaller creature, that creature must succeed on a {@dc 14} Strength saving throw or take 7 ({@damage 2d6}) bludgeoning damage and be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giff makes two Longsword, Musket, or Pistol attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Musket","entries":["{@atk rw} {@hit 4} to hit, range 40/120 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage."]},{"name":"Pistol","entries":["{@atk rw} {@hit 4} to hit, range 30/90 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]},{"name":"Fragmentation Grenade (1/Day)","entries":["The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) piercing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["My travels in Wildspace are always brightened by my giff associates. Their use of gunpowder reminds me of my own explosive wizardry. Spectacular!"],"by":"Mordenkainen"},"It's easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and the associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming pistols and muskets. The stat block here represents one of those mercenaries.","Every aspect of these spacefaring giff's society is organized along military lines. From birth until death, each has a military rank. Promotions don't depend on age but are granted by a superior as a reward for valor.","Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Giff mercenaries have been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency.",{"name":"Gunpowder by the Keg","type":"entries","entries":["In addition to their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or if a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a {@dc 12} Dexterity saving throw. On a failed save, a creature takes 24 ({@damage 7d6}) fire damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.","Every other keg of gunpowder within 20 feet of an exploding keg has a {@chance 50} chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it."]}],"gallery":[{"path":"bestiary/MPMM/Giff.webp","credit":"Ralph Horsley"}],"otherVersions":[{"id":"giff-mtf","source":"MTF"}]},{"id":"giff-mtf","name":"Giff","source":"MTF","page":204,"srd":false,"image":"bestiary/MTF/Giff.webp","token":"bestiary/tokens/MTF/Giff.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"60 (8d8 + 24)","speed":"30 ft.","str":18,"dex":14,"con":17,"int":11,"wis":12,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Headfirst Charge","entries":["The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a {@dc 14} Strength saving throw or take 7 ({@damage 2d6}) bludgeoning damage and be knocked {@condition prone}."]},{"name":"Firearms Knowledge","entries":["The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giff makes two pistol attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Musket","entries":["{@atk rw} {@hit 4} to hit, range 40/120 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage."]},{"name":"Pistol","entries":["{@atk rw} {@hit 4} to hit, range 30/90 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]},{"name":"Fragmentation Grenade (1/Day)","entries":["The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) piercing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Giff","entries":["It's easy to spot the giff in a room: a group of 7-foot-tall, hippopotamus-headed humanoids attired in gaudy military uniforms, with gleaming pistols and muskets on display. These spacefaring mercenaries are renowned for their martial training and their love of explosives."]},{"name":"Military Organization","type":"entries","entries":["Every aspect of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower rank. Promotions don't depend on age but are granted by a superior as a reward for valor. Giff are devoted to their children, even as most of their education is geared toward fighting and war."]},{"name":"Mercenaries Extraordinaire","type":"entries","entries":["Giff are in high demand as warriors for hire, but they insist on serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its own life. Life is fleeting, but the regiment endures for generations or even centuries."]},{"type":"entries","name":"A Whiff of Gunpowder","entries":["Muskets and grenades are the favorite weapons of every giff. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of building a bomb big enough to level a fortification. They gladly accept payment in kegs of gunpowder in preference to gold, gems, or other currency."]},{"type":"entries","name":"No Honor in Magic","entries":["Some giff become wizards, clerics, and other kinds of spellcasters, but they're so infrequent that most giff mercenary units have no magical capability. Typical giff are as smart as the average human, but their focus on military training to the exclusion of all other areas of study can make them seem dull-witted to those who have more varied interests."]},{"type":"entries","name":"Gunpowder by the Keg","entries":["Aside from their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or any time a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a {@dc 12} Dexterity saving throw. On a failed save, a creature takes 24 ({@damage 7d6}) fire damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.","Every other keg of gunpowder within 20 feet of an exploding keg has a {@chance 50} chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it."]}]}]}],"gallery":[{"path":"bestiary/MTF/Giff.webp","credit":"Ralph Horsley"}],"hidden":true,"otherVersions":[{"id":"giff","source":"MPMM"}]},{"id":"giff-shipmate","name":"Giff Shipmate","source":"BAM","page":24,"srd":false,"image":"bestiary/tokens/BAM/Giff Shipmate.webp","token":"bestiary/tokens/BAM/Giff Shipmate.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"75 (10d8 + 30)","speed":"30 ft., swim 30 ft.","str":18,"dex":14,"con":17,"int":11,"wis":12,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Firearms Knowledge","entries":["The giff's mastery of its weapons enables it to ignore the loading property of any firearm."]},{"name":"Steady as She Goes","entries":["On the deck of a ship, the giff has advantage on ability checks and saving throws made against effects that would knock it {@condition prone} or shove it overboard."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giff makes two Longsword or Musket attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Musket","entries":["{@atk rw} {@hit 4} to hit, range 40/120 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage."]},{"name":"Force Grenade","entries":["The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) force damage on a failed save, or half as much damage on a successful one. After the giff throws the grenade, roll a {@dice d6}; on a roll of 4 or lower, the giff has no more grenades to throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Giff shipmates, who make up the bulk of the crew on most giff vessels, are disciplined sailors."]}]},{"id":"giff-shock-trooper","name":"Giff Shock Trooper","source":"BAM","page":25,"srd":false,"image":"bestiary/BAM/Giff Shock Trooper.webp","token":"bestiary/tokens/BAM/Giff Shock Trooper.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+2 (12)","hp":"93 (11d8 + 44)","speed":"30 ft., swim 30 ft.","str":20,"dex":14,"con":18,"int":11,"wis":12,"cha":13,"saves":"Str +8, Con +7, Wis +4","skills":"Athletics +8, Intimidation +7, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Firearms Knowledge","entries":["The giff's mastery of its weapons enables it to ignore the loading property of any firearm."]},{"name":"Headfirst Charge","entries":["If the giff moves at least 20 feet in a straight line and ends within 5 feet of a Large or smaller creature, that creature must succeed on a {@dc 16} Strength saving throw or take 7 ({@damage 2d6}) bludgeoning damage and be knocked {@condition prone}."]},{"name":"Siege Monster","entries":["The giff deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giff makes two Greatsword or Musket attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage."]},{"name":"Musket","entries":["{@atk rw} {@hit 5} to hit, range 40/120 ft., one target. {@h}15 ({@damage 2d12 + 2}) piercing damage."]},{"name":"Thunder Bomb","entries":["The giff lights a grapefruit-sized bomb and throws it at a point up to 60 feet away, where it explodes. Each creature within a 10-foot-radius sphere centered on that point must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) thunder damage on a failed save, or half as much damage on a successful one. After the giff throws the bomb, roll a {@dice d6}; on a roll of 4 or lower, the giff has no more bombs to throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A giff shock trooper is trained to mount assaults on enemy strongholds. Each one is adept at softening up the enemy from a distance with firearms before charging into melee to mop up the foes that remain standing."]}],"gallery":[{"path":"bestiary/BAM/Giff Shock Trooper.webp","credit":"Robson Michel"}]},{"id":"giff-warlord","name":"Giff Warlord","source":"BAM","page":25,"srd":false,"image":"bestiary/BAM/Giff Warlord.webp","token":"bestiary/tokens/BAM/Giff Warlord.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"17","initiative":"+2 (12)","hp":"178 (21d8 + 84)","speed":"30 ft., swim 30 ft.","str":22,"dex":15,"con":18,"int":14,"wis":14,"cha":18,"saves":"Str +10, Dex +6, Con +8, Wis +6","skills":"Athletics +10, Insight +6, Intimidation +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Firearms Knowledge","entries":["The giff's mastery of its weapons enables it to ignore the loading property of any firearm."]},{"name":"Legendary Resistance (2/Day)","entries":["If the giff fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giff makes two Morningstar attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage."]},{"name":"Double-Barreled Musket","entries":["{@atk rw} {@hit 6} to hit, range 40/120 ft., one target. {@h}28 ({@damage 4d12 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The giff moves up to its speed without provoking opportunity attacks."]},{"name":"Rallying Cry","entries":["The giff ends the {@condition frightened} condition on itself and each creature of its choice that it can see within 30 feet of it."]},{"name":"Weapon of Choice (2 Actions)","entries":["The giff makes two Morningstar attacks or one Double-Barreled Musket attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A high-ranking giff who takes up the life of an independent mercenary might amass enough power and influence to become a warlord.","A giff warlord usually commands a small fleet of spelljamming ships and operates out of a heavily defended stronghold. Anyone who shares the warlord's ideology—whatever it might be—is eligible to join the ranks of the warlord's army, which is mainly made up of mages who helm the ships of the fleet and provide magical firepower, sellswords of various species, and guns for hire in the form of giff shock troopers."]}],"gallery":[{"path":"bestiary/BAM/Giff Warlord.webp","credit":"Robson Michel"}]},{"id":"gigant","name":"Gigant","source":"BGG","page":154,"srd":false,"image":"bestiary/BGG/Gigant.webp","token":"bestiary/tokens/BGG/Gigant.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"325 (21d20 + 105)","speed":"50 ft., burrow 50 ft., fly 80 ft.","str":24,"dex":14,"con":21,"int":3,"wis":14,"cha":11,"saves":"Dex +8, Wis +8","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Spell-Resistant Carapace","entries":["The gigant has advantage on saving throws against spells, and any creature that makes a spell attack against the gigant has disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gigant makes one Mandibles attack and two Talons attacks."]},{"name":"Mandibles","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one creature. {@h}21 ({@damage 4d6 + 7}) slashing damage, and the target has the {@condition grappled} condition (escape {@dc 17}). Until the grapple ends, the target takes 21 ({@damage 4d6 + 7}) slashing damage at the start of each of the gigant's turns. While the gigant is grappling a target, it can't use Mandibles against other targets."]},{"name":"Talons","entries":["{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage, and the target is pulled 10 feet straight toward the gigant."]},{"name":"Scale Dust {@recharge 5}","entries":["The gigant releases magical dust from its wings in a 30-foot cube. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one. On a success or failure, the creature has the {@condition poisoned} condition for 1 hour. While {@condition poisoned} this way, the creature can't regain hit points."]}],"bonusActions":[{"name":"Drone","entries":["The gigant produces a horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a {@dc 19} Constitution saving throw or take 10 ({@damage 3d6}) thunder damage and have the {@condition incapacitated} condition until the end of its next turn. The gigant can then fly up to half its flying speed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a plague, since gigants prefer giants over other food. Some giants claim gigants are created by the weird magical aura that surrounds a gargantua.","A gigant resembles an enormous beetle with legs ending in sharp talons. It uses its talons to bring creatures to its enormous mandibles, which are strong enough to carry a giant to the gigant's nest to be devoured.","A gigant's wings are usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust."]}],"gallery":[{"path":"bestiary/BGG/Gigant.webp"}]},{"id":"gildha-duhn","name":"Gildha Duhn","source":"OoW","page":110,"srd":false,"image":"bestiary/OoW/Gildha Duhn.webp","token":"bestiary/tokens/OoW/Gildha Duhn.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Gildha is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OoW/Gildha Duhn.webp"}]},{"id":"gingerbrute","name":"Gingerbrute","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Gingerbrute.webp","token":"bestiary/tokens/MCV4EC/Gingerbrute.webp","size":"Tiny","creatureType":"Construct","alignment":"Chaotic Neutral","ac":"14","initiative":"+4 (14)","hp":"18 (4d4 + 8)","speed":"60 ft.","str":13,"dex":18,"con":14,"int":7,"wis":10,"cha":12,"saves":"","skills":"Acrobatics +6, Athletics +3","vulnerabilities":"bludgeoning","resistances":"","immunities":"","conditionImmunities":"exhaustion","senses":"Passive Perception 10","languages":"one language of its creator","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Can't Catch Me","entries":["The gingerbrute has advantage on any ability checks or saving throws it makes to avoid or end the {@condition grappled} or the {@condition restrained} condition on itself."]},{"name":"Sweet Victory","entries":["Once the gingerbrute is destroyed, a creature can use its action to eat all the remains and gain 5 temporary hit points. The remains crumble away after 24 hours if not eaten."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gingerbrute makes two Fork attacks, two Gumdrop Slingshot attacks, or one of each."]},{"name":"Fork","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Gumdrop Slingshot","entries":["{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gingerbread cookies baked in the wilds of Eldraine—or made from ingredients grown there—have a habit of developing a life of their own. Known as gingerbrutes, these cookie Constructs are notoriously difficult to pin down.","When an unfortunate baker accidentally creates a gingerbrute, the cookie causes mayhem throughout the kitchen before running back to the wilds where its ingredients originated. Many witches of Dunbarrow craft gingerbrutes intentionally, whipping them into shape (sometimes with actual whipped cream) as soldiers to defend their wicked cauldrons.","The same magic that animates a gingerbrute also makes it extra scrumptious. Those who have eaten a gingerbrute report feeling a burst of energy like a long-lasting sugar rush.",{"type":"quote","entries":["The unlabeled vial was not vanilla extract after all."],"by":"Todwin Mallow, now-destitute baker"}]}],"gallery":[{"path":"bestiary/MCV4EC/Gingerbrute.webp","credit":"Vincent Proce"}]},{"id":"gingwatzim","name":"Gingwatzim","source":"CM","page":27,"srd":false,"image":"bestiary/tokens/CM/Gingwatzim.webp","token":"bestiary/tokens/CM/Gingwatzim.webp","size":"Small","creatureType":"Aberration (Shapechanger)","alignment":"","ac":"12","initiative":"+2 (12)","hp":"39 (6d6 + 18)","speed":"30 ft., fly 30 ft. (hover) in its true form only","str":3,"dex":15,"con":16,"int":4,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"telepathy 60 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Alternate Forms","entries":["The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can't be changed."]}],"spellcasting":[],"actions":[{"name":"Energy Drain (True Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}16 ({@damage 4d6 + 2}) necrotic damage, and the target must succeed on a {@dc 12} Constitution saving throw or gain 1 level of {@condition exhaustion}. When the target finishes a short or long rest, the target loses every level of {@condition exhaustion} gained from this attack."]},{"name":"Change Shape","entries":["The gingwatzim changes from its true form—a 3-foot-diameter sphere of luminous ectoplasm—into one of its two alternate forms, or from one of those forms back into its true form. In object form, it can't move or make attacks but otherwise retains its statistics, and it is indistinguishable from the thing it is imitating. In beast form, it retains its hit points but otherwise uses the stat block of the beast it is imitating. When it dies, the gingwatzim reverts to its true form and then vanishes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A gingwatzim is a peculiar form of life created by a spell or a ritual. The magic that brings it into being draws on spirit energy from the Ethereal Plane to give the gingwatzim its true form—that of a luminous (but not too bright) sphere of ectoplasm roughly 3 feet in diameter. A newly formed gingwatzim appears as near to its creator as possible and follows its creator's commands without question, using telepathy to communicate.","A gingwatzim can assume two other forms that are determined by its creator at the time the gingwatzim comes into being. One is an exact duplicate of a Tiny nonmagical object that its creator is wearing or carrying. The gingwatzim's other form is that of a specific Tiny beast."]}]},{"id":"girallon","name":"Girallon","source":"MPMM","page":139,"srd":false,"image":"bestiary/MPMM/Girallon.webp","token":"bestiary/tokens/MPMM/Girallon.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"59 (7d10 + 21)","speed":"40 ft., climb 40 ft.","str":18,"dex":16,"con":16,"int":5,"wis":12,"cha":7,"saves":"","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The girallon makes one Bite attack and four Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]}],"bonusActions":[{"name":"Aggressive","entries":["The girallon moves up to its speed toward a hostile creature that it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A girallon looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.","Girallons are most common in temperate or warm forest environments abundant with life. They share apes' adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep forests and jungles, seem to attract girallons. They see a city's buildings as a superior sort of forest whose uppermost \"branches\" can safely support them. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.","When girallons can't climb, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.","Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill, however. If they succeed, everyone in the group shares the spoils, with the best parts going to those caring for their young.","Girallons' strange appearance and attraction to ruins lead sages to believe they were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world.","Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels. Recognizing that girallons are peaceful among their own kind, other folk have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures.","Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain. A girallon that's captured when young and carefully trained could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon must always be wary, however, because the creature could revert to its predatory nature at any time."],"gallery":[{"path":"bestiary/MPMM/Girallon.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"girallon-vgm","source":"VGM"}]},{"id":"girallon-vgm","name":"Girallon","source":"VGM","page":152,"srd":false,"image":"bestiary/VGM/Girallon.webp","token":"bestiary/tokens/VGM/Girallon.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"59 (7d10 + 21)","speed":"40 ft., climb 40 ft.","str":18,"dex":16,"con":16,"int":5,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see."]},{"name":"Keen Smell","entries":["The girallon has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The girallon makes five attacks: one with its bite and four with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit. reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.",{"name":"Forest Hunters","entries":["Girallons are most common in temperate or warm forest environments abundant with life. They share the ape's adeptness at climbing, although these half-ton creatures shy away from scaling trees that can't support their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.","Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others, to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill. If they succeed, everyone in the group shares the spoils, with the best parts going to mothers caring for their young."],"type":"entries"},{"name":"Wall Climbers","entries":["The ruins of humanoid habitations, especially those found in deep forests and jungles, seem to attract girallons. They move effortlessly along stairs and balconies, as well as on the sloped rooftops and buttresses of such formations. To a girallon, a city's buildings are just another sort of forest-and better yet, one whose uppermost \"branches\" can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area."],"type":"entries"},{"name":"Magical Origin","entries":["The social habits of wild girallons are unusual for apes, as is their instinctive attraction to humanoid structures. These facts, together with the girallon's appearance, lead sages to believe that girallons were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world.","In the time since then, numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, yuan-ti enslave girallons, turning them into border sentinels for their serpent kingdoms. Because girallons are known to be peaceful among their own kind, some humanoids have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures.","Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers that enter their domain. If one is taken young and properly trained, a girallon could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Girallon.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"girallon","source":"MPMM"}]},{"id":"girallon-zombie","name":"Girallon Zombie","source":"ToA","page":240,"srd":false,"image":"bestiary/ToA/Girallon Zombie.webp","token":"bestiary/tokens/ToA/Girallon Zombie.webp","size":"Large","creatureType":"Undead","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"30 ft., climb 30 ft.","str":18,"dex":12,"con":16,"int":3,"wis":7,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see."]},{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zombie makes five attacks: one with its bite and four with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh."],"gallery":[{"path":"bestiary/ToA/Girallon Zombie.webp"}]},{"id":"gisela","name":"Gisela","source":"PSI","page":26,"srd":false,"image":"bestiary/PSI/Angel1.webp","token":"bestiary/tokens/PSI/Gisela.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 120 ft.","str":24,"dex":20,"con":24,"int":19,"wis":22,"cha":25,"saves":"Con +12, Wis +11, Cha +12","skills":"Perception +11","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The Gisela's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra {@damage 5d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["The Gisela knows if it hears a lie."]},{"name":"Magic Resistance","entries":["The Gisela has advantage on saving throws against spells and other magical effects."]},{"name":"Goldnight Menace","entries":["As an action, an angel of Flight Goldnight can strike fear into the hearts of its enemies. Each creature of the angel's choice that is within 120 feet of it and is aware of it must succeed on a Wisdom saving throw or become {@condition frightened} for 1 minute. The DC for this saving throw is the same as for the angel's Innate Spellcasting trait. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that angel's Goldnight Menace for the next 24 hours."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The Gisela's spellcasting ability is Charisma (spell save {@dc 20}). The planetar can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell flame strike}, {@spell raise dead}","1/day each: {@spell commune}, {@spell control weather}, {@spell insect plague}"]}],"actions":[{"name":"Multiattack","entries":["The Gisela makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage plus 22 ({@damage 5d8}) radiant damage."]},{"name":"Healing Touch (4/Day)","entries":["The Gisela touches another creature. The target magically regains 30 ({@dice 6d8 + 3}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Avacyn|PSI} was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.","Traditionally, three groups of angels known as flights or hosts served {@creature Avacyn|PSI}, each under the leadership of a lesser archangel.",{"type":"entries","name":"Flight Alabaster","page":26,"entries":["The practical and sympathetic angels of Flight Alabaster were instrumental in maintaining Avacyn's wards against the supernatural evils of Innistrad. They preferred the use of spells to weapons, and engaged in battle only when they had exhausted other options. As a result, angels of other flights sometimes dismissed them as overly sentimental. Alabaster angels aided priests and cathars in maintaining the protective wards on city walls and at holy sites throughout the plane, and also aided Avacyn in conducting the spirits of the dead to their ultimate fate, dissolving into Innistrad's Æthereal essence. The leader of Flight Alabaster was {@creature Bruna|PSI}, called the Light of Alabaster."]},{"type":"entries","name":"Host of Herons","page":26,"entries":["The Host of Herons comprised the angels of birth, rebirth, and purity, whose magic was said to ward humans against harm in life. This was always the smallest flight of angels, and its primary function was the scouting and tracking of werewolves and other marauding monsters. {@creature Sigarda|PSI} led the Host of Herons, wielding a scythe shaped like the head of a heron."]},{"type":"entries","name":"Flight Goldnight","page":26,"entries":["Flight Goldnight was an army of soldier-angels focused on the martial strength of the church. These angels were characterized by pragmatism and strict observance of church law. They were strategists in battle and skillful leaders during armed conflicts, cultivating a martial mindset that made them more than willing to take up arms when the need arose. The leader of Flight Goldnight was {@creature Gisela|PSI}, called the Blade of Goldnight or the Blade of the Church."]},{"type":"entries","name":"The Madness of Avacyn","page":27,"entries":["When the Eldrazi titan Emrakul first approached Innistrad, {@creature Avacyn|PSI} perceived her influence as a contagion that must be expunged from the world. However, unable to identify the source of that contagion, {@creature Avacyn|PSI} was driven mad, lashing out instead at every living thing. She led the angels in a vain effort to purge this corruption from the plane, viewing the humans they once protected as part of the maddening illness. The different flights of angels even began to war against each other, drastically reducing the number of angels on the plane.","Wielding fiery swords and clad in full armor, the soldier-angels of Flight Goldnight became the scourge of all mortal life on Innistrad. None could predict what would trigger their violent judgment or where they would strike next. The angels of Flight Alabaster had always been at the forefront of the church's efforts to root out and punish demon cultists, necromancers, and other heretics. With Emrakul's approach, they grew at least as mad as {@creature Avacyn|PSI} herself. Their fervent obsession drove the forces of the Lunarch Inquisition, the church's efforts to root out sin among the human populace. The angels prodded the church to ever greater and more desperate action.","Amid the chaos, {@creature Avacyn|PSI} created a new angelic flight to serve as her honor guard. Armed with moonsilver spears forged from shards of the broken Helvault, these angels of the Flight of Moonsilver served as sentries and guards at Thraben Cathedral, and flew alongside {@creature Avacyn|PSI} into battle against any perceived threat to Innistrad.","Only {@creature Sigarda|PSI} and the Host of Herons remained unaffected by Avacyn's madness, perhaps because they were the angels of purity. The survivors of this host retreated to their old haunt in Gavony's remote parish of Videns to maintain a safe distance from {@creature Avacyn|PSI}.","Angels that have gone mad can cast {@spell flame strike} once per day using their Innate Spellcasting trait. Additionally, the extra damage from their Angelic Weapons is half fire damage and half radiant damage."]}],"gallery":[{"path":"bestiary/PSI/Angel1.webp","title":"Gisela, Blade of Goldnight","credit":"Jason Chan"},{"path":"bestiary/PSI/Angel2.webp","title":"Fiery Temper","credit":"Johannes Voss"},{"path":"bestiary/PSI/Sigarda.webp","title":"Sigarda, Host of Herons","credit":"Chris Rahn"}]},{"id":"gishath-sun-s-avatar","name":"Gishath, Sun's Avatar","source":"PSX","page":32,"srd":false,"image":"bestiary/PSX/Gishath, Sun's Avatar.webp","token":"bestiary/tokens/PSX/Gishath, Sun's Avatar.webp","size":"Gargantuan","creatureType":"Beast","alignment":"Unaligned","ac":"16","initiative":"+1 (11)","hp":"203 (14d20 + 56)","speed":"40 ft.","str":24,"dex":12,"con":18,"int":12,"wis":16,"cha":6,"saves":"Str +11, Con +8, Wis +7, Cha +2","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Gishath fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Gishath makes two attacks: one with its bite and one with its stomp or tail. It can't make both attacks against the same target."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}39 ({@damage 5d12 + 7}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or it is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, and Gishath can't bite another target."]},{"name":"Swallow","entries":["Gishath makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside Gishath, and it takes 21 ({@damage 6d6}) acid damage at the start of each of Gishath's turns.","If Gishath takes 30 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 18} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of it. If Gishath dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Stomp","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}29 ({@damage 5d8 + 7}) bludgeoning damage, and the target must succeed on a {@dc 19} Strength saving throw or be knocked {@condition prone}."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Gishath makes one stomp or tail attack."]},{"name":"Roar (Costs 2 Actions)","entries":["Each creature that is within 120 feet of Gishath and can hear it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Gishath's Roar for the next 24 hours."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The opening of Orazca, the golden city—which marks the turn between the Ixalan set and Rivals of Ixalan—reveals the existence of six huge and ancient elder dinosaurs, apparently preserved for centuries. Compared to their smaller cousins, they have less brightly-colored plumage and more grayish scales, but their feathers are a bright gold that matches the city around them. They are strong-willed and ferocious, and thus are hard to control. But the power of the Immortal Sun gives the Sun Empire warriors who wield it the ability to bring these elder dinosaurs under their command."],"gallery":[{"path":"bestiary/PSX/Gishath, Sun's Avatar.webp","title":"Gishath, Sun's Avatar","credit":"Zack Stella"}]},{"id":"githyanki-buccaneer","name":"Githyanki Buccaneer","source":"BAM","page":27,"srd":false,"image":"bestiary/BAM/Githyanki Buccaneer.webp","token":"bestiary/tokens/BAM/Githyanki Buccaneer.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":14,"con":14,"int":16,"wis":13,"cha":13,"saves":"Con +4, Int +5, Wis +3","skills":"Athletics +5, Deception +3, Perception +3, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Gith","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell light}, {@spell mage hand} (the hand is invisible)","1/day each: {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes two Greatsword or Telekinetic Bolt attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) psychic damage."]},{"name":"Telekinetic Bolt","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}13 ({@damage 3d6 + 3}) force damage."]}],"bonusActions":[{"name":"Astral Step {@recharge 4}","entries":["The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Githyanki buccaneers ply the Astral Plane for riches, which they haul back to their hidden fortresses in the Deep Astral. Many of them are warriors who lost the will to serve the Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom."]}],"gallery":[{"path":"bestiary/BAM/Githyanki Buccaneer.webp","credit":"Andrew Mar"}]},{"id":"githyanki-dracomancer","name":"Githyanki Dracomancer","source":"XMM","page":135,"srd":false,"image":"bestiary/XMM/Githyanki.webp","token":"bestiary/tokens/XMM/Githyanki Dracomancer.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Lawful Evil","ac":"18","initiative":"+8 (18)","hp":"255 (30d8 + 120)","speed":"30 ft., fly 30 ft. (hover)","str":10,"dex":16,"con":18,"int":20,"wis":16,"cha":18,"saves":"Dex +8, Con +9, Int +10, Wis +8","skills":"Arcana +10, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Passive Perception 18","languages":"Common, Draconic, Gith","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Planar, Astral","treasure":"Armaments","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}, {@hit 10} to hit with spell attacks):","At will: {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB})","2/day each: {@spell Nondetection|XPHB} (self only), {@spell Plane Shift|XPHB}, {@spell Tongues|XPHB}"]},{"name":"Misty Step (3/Day)","entries":["The githyanki casts {@spell Misty Step|XPHB}, requiring no spell components and using the same spellcasting ability as Spellcasting.","3/day: {@spell Misty Step|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes three Draconic Strike attacks."]},{"name":"Draconic Strike","entries":["{@atkr m,r} {@hit 10}, reach 10 ft. or range 120 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 17 ({@damage 5d6}) Fire damage, and the target has the {@condition Frightened|XPHB} condition until the start of the githyanki's next turn."]},{"name":"Conjured Dragon's Breath {@recharge 5}","entries":["{@actSave dex} {@dc 18}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 27 ({@damage 6d8}) Fire damage plus 27 ({@damage 6d8}) Force damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["One of Gith's last deeds was to forge an alliance between the githyanki and the dragon god Tiamat. Ever since, the Dragon Queen's red dragon consort, Ephelomon, and his kind have been allies of the githyanki. Githyanki dracomancers uphold this pact and cultivate magic talents that complement the might of red dragons."]},{"type":"section","name":"Githyanki","entries":["{@i Invaders from the Astral Plane}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Astral Plane)|bestiary|environment=planar, astral}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Githyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.",{"type":"entries","name":"History of the Gith","entries":["Ages ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.","The victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programming laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.","When Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the Lich-Queen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy."]}]}],"gallery":[{"path":"bestiary/XMM/Githyanki.webp","credit":"Jason Rainville"}]},{"id":"githyanki-gish","name":"Githyanki Gish","source":"MPMM","page":140,"srd":false,"image":"bestiary/MPMM/Githyanki Gish.webp","token":"bestiary/tokens/MPMM/Githyanki Gish.webp","size":"Medium","creatureType":"Humanoid (Gith, Wizard)","alignment":"Any Alignment","ac":"17","initiative":"+2 (12)","hp":"130 (20d8 + 40)","speed":"30 ft.","str":17,"dex":15,"con":14,"int":16,"wis":15,"cha":16,"saves":"Con +6, Int +7, Wis +6","skills":"Insight +6, Perception +6, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Gith","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell light}, {@spell mage hand} (the hand is invisible), {@spell message}","3/day each: {@spell fireball}, {@spell invisibility}, {@spell nondetection} (self only)","1/day each: {@spell dimension door}, {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes three Longsword or Telekinetic Bolt attacks, or it makes one of those attacks and uses Spellcasting."]},{"name":"Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 22 ({@damage 5d8}) psychic damage."]},{"name":"Telekinetic Bolt","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) force damage."]}],"bonusActions":[{"name":"Astral Step {@recharge 4}","entries":["The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage."]},{"type":"section","name":"Githyanki","entries":["Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches."]}],"gallery":[{"path":"bestiary/MPMM/Githyanki Gish.webp","credit":"Chris Seaman"}],"otherVersions":[{"id":"githyanki-gish-mtf","source":"MTF"}]},{"id":"githyanki-gish-mtf","name":"Githyanki Gish","source":"MTF","page":205,"srd":false,"image":"bestiary/MTF/Gith.webp","token":"bestiary/tokens/MTF/Githyanki Gish.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"123 (19d8 + 38)","speed":"30 ft.","str":17,"dex":15,"con":14,"int":16,"wis":15,"cha":16,"saves":"Con +6, Int +7, Wis +6","skills":"Insight +6, Perception +6, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Gith","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[{"name":"War Magic","entries":["When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The githyanki's innate spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell jump}, {@spell misty step}, {@spell nondetection} (self only)","1/day each: {@spell plane shift}, {@spell telekinesis}"]},{"name":"Spellcasting","entries":["The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The githyanki has the following wizard spells prepared:","Cantrips (at will): {@spell blade ward}, {@spell light}, {@spell message}, {@spell true strike}","Level 1 (4 slots): {@spell expeditious retreat}, {@spell magic missile}, {@spell sleep}, {@spell thunderwave}","Level 2 (3 slots): {@spell blur}, {@spell invisibility}, {@spell levitate}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell haste}","Level 4 (2 slots): {@spell dimension door}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes two longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 18 ({@damage 4d8}) psychic damage, or 8 ({@damage 1d10 + 3}) slashing damage plus 18 ({@damage 4d8}) psychic damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Githyanki Gish","entries":["Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage."]},{"type":"section","name":"Gith","entries":[{"type":"quote","entries":["What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?"],"by":"Mordenkainen"},"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes."]}],"gallery":[{"path":"bestiary/MTF/Gith.webp","credit":"Chris Seaman"}],"hidden":true,"otherVersions":[{"id":"githyanki-gish","source":"MPMM"}]},{"id":"githyanki-kith-rak","name":"Githyanki Kith'rak","source":"MPMM","page":140,"srd":false,"image":"bestiary/MPMM/Githyanki Kithrak.webp","token":"bestiary/tokens/MPMM/Githyanki Kith'rak.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Any Alignment","ac":"18","initiative":"+3 (13)","hp":"180 (24d8 + 72)","speed":"30 ft.","str":18,"dex":16,"con":17,"int":16,"wis":15,"cha":17,"saves":"Con +7, Int +7, Wis +6","skills":"Intimidation +7, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Gith","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell blur}, {@spell nondetection} (self only)","1/day each: {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes three Greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 17 ({@damage 5d6}) psychic damage."]}],"bonusActions":[{"name":"Astral Step {@recharge 4}","entries":["The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]},{"name":"Rally the Troops","entries":["The githyanki magically ends the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it can see within 30 feet of it."]}],"reactions":[{"name":"Parry","entries":["The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Militarized githyanki cultures assign ranks and responsibilities to citizens. Groups of ten warriors follow the commands of sarths ({@creature githyanki warrior||githyanki warriors}), while ten sarths obey the commands of a mighty kith'rak. These champions undergo torturous training and psionic testing until they can command the respect of their underlings."]},{"type":"section","name":"Githyanki","entries":["Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches."]}],"gallery":[{"path":"bestiary/MPMM/Githyanki Kithrak.webp","credit":"Chris Seaman"}],"otherVersions":[{"id":"githyanki-kith-rak-mtf","source":"MTF"}]},{"id":"githyanki-kith-rak-mtf","name":"Githyanki Kith'rak","source":"MTF","page":205,"srd":false,"image":"bestiary/MTF/Gith.webp","token":"bestiary/tokens/MTF/Githyanki Kith'rak.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"180 (24d8 + 72)","speed":"30 ft.","str":18,"dex":16,"con":17,"int":16,"wis":15,"cha":17,"saves":"Con +7, Int +7, Wis +6","skills":"Intimidation +7, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Gith","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[{"name":"Rally the Troops","entries":["As a bonus action, the githyanki can magically end the {@condition charmed} and {@condition frightened} conditions on itself and each creature of its choice that it can see within 30 feet of it."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The githyanki's innate spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell blur}, {@spell jump}, {@spell misty step}, {@spell nondetection} (self only)","1/day each: {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes three greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 17 ({@damage 5d6}) psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Githyanki Kith'rak","entries":["The githyanki's militarized culture assigns ranks and responsibilities to its citizens. Groups of ten warriors follow the commands of the sarths (githyanki warriors), while ten sarths obey the commands of the mighty kith'rak. These champions earn their status through torturous training and psionic testing until they can command the respect of their underlings."]},{"type":"section","name":"Gith","entries":[{"type":"quote","entries":["What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?"],"by":"Mordenkainen"},"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes."]}],"gallery":[{"path":"bestiary/MTF/Gith.webp","credit":"Chris Seaman"}],"hidden":true,"otherVersions":[{"id":"githyanki-kith-rak","source":"MPMM"}]},{"id":"githyanki-knight","name":"Githyanki Knight","source":"XMM","page":135,"srd":false,"image":"bestiary/XMM/Githyanki.webp","token":"bestiary/tokens/XMM/Githyanki Knight.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Lawful Evil","ac":"18","initiative":"+5 (15)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":14,"wis":14,"cha":15,"saves":"Con +5, Int +5, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Gith","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Planar, Astral","treasure":"Armaments","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB})","2/day each: {@spell Nondetection|XPHB} (self only), {@spell Tongues|XPHB}","1/day each: {@spell Plane Shift|XPHB}, {@spell Telekinesis|XPHB}"]},{"name":"Misty Step (2/Day)","entries":["The githyanki casts {@spell Misty Step|XPHB}, requiring no spell components and using the same spellcasting ability as Spellcasting.","2/day: {@spell Misty Step|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes three Silver Sword attacks. It can replace one attack with a use of Spellcasting to cast {@spell Telekinesis|XPHB} if available."]},{"name":"Silver Sword","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage plus 14 ({@damage 4d6}) Psychic damage. Critical {@h}If the target is in an astral body (as with the {@spell Astral Projection|XPHB} spell), the githyanki can cut the silvery cord that tethers the target to its material body instead of dealing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Githyanki knights wield silver blades to slay magic-users who use the {@spell Astral Projection|XPHB} spell to intrude on githyanki territories on the Astral Plane. These silver blades are sacred to the githyanki. Non-githyanki who claim these weapons often find themselves hunted by wrathful githyanki knights."]},{"type":"section","name":"Githyanki","entries":["{@i Invaders from the Astral Plane}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Astral Plane)|bestiary|environment=planar, astral}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Githyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.",{"type":"entries","name":"History of the Gith","entries":["Ages ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.","The victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programming laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.","When Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the Lich-Queen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy."]}]}],"gallery":[{"path":"bestiary/XMM/Githyanki.webp","credit":"Jason Rainville"}],"otherVersions":[{"id":"githyanki-knight-mm","source":"MM"}]},{"id":"githyanki-knight-mm","name":"Githyanki Knight","source":"MM","page":160,"srd":false,"image":"bestiary/MM/Githyanki.webp","token":"bestiary/tokens/MM/Githyanki Knight.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":14,"wis":14,"cha":15,"saves":"Con +5, Int +5, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Gith","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The githyanki's innate spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell jump}, {@spell misty step}, {@spell nondetection} (self only), {@spell tongues}","1/day each: {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes two silver greatsword attacks."]},{"name":"Silver Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 10 ({@damage 3d6}) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons-the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.",{"name":"Astral Raiders","type":"entries","entries":["The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far flung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again."]},{"name":"Followers of Gith","type":"entries","entries":["In their own language, githyanki means \"followers of Gith.\" Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself.","Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races."]},{"type":"entries","name":"Silver Swords","entries":["In ancient times, gith knights created special weapons to combat their mind flayer masters.","These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a {@item greatsword|phb}, and takes on the properties of a {@item +3 greatsword} in the hands of its creator.","In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people."]},{"name":"Red Dragon Riders","type":"entries","entries":["In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to {@deity Tiamat|dawn war|DMG}, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies.",{"name":"Outposts in the Mortal Realm","entries":["Since creatures that dwell on the Astral Plane don't age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane."],"type":"entries"}]}]}]},{"type":"section","name":"Gith","entries":["The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the {@creature mind flayer||mind flayers}. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose.","After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle.","Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day.","Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the {@creature mind flayer||mind flayers} enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forget they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend."],"by":"Aristul the Yellow, master of planar lore"}]}]}],"gallery":[{"path":"bestiary/MM/Githyanki.webp"}],"hidden":true,"otherVersions":[{"id":"githyanki-knight","source":"XMM"}]},{"id":"githyanki-star-seer","name":"Githyanki Star Seer","source":"BAM","page":27,"srd":false,"image":"bestiary/BAM/Githyanki Star Seer.webp","token":"bestiary/tokens/BAM/Githyanki Star Seer.webp","size":"Medium","creatureType":"Humanoid (Gith, Warlock)","alignment":"Any Alignment","ac":"13","initiative":"+0 (10)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":11,"dex":11,"con":14,"int":19,"wis":16,"cha":14,"saves":"Con +5, Int +7, Wis +6","skills":"Arcana +10, History +10","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Gith","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell light}, {@spell mage hand} (the hand is invisible)","2/day each: {@spell detect magic}, {@spell invisibility} (self only), {@spell mage armor} (self only), {@spell tongues}","1/day each: {@spell contact other plane} (as an action), {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes three Astral Bolt attacks."]},{"name":"Astral Bolt","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}20 ({@damage 3d10 + 4}) radiant damage."]}],"bonusActions":[{"name":"Astral Step {@recharge 4}","entries":["The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Githyanki star seers believe that the stars are the eyes of the multiverse. They use their magic to contact ancient stellar entities such as Acamar, Caiphon, and Hadar, hoping to learn their secrets, then record these secrets in journals. They scour Wildspace in search of new entities as well, hoping to be the first to contact them.","Some of the secrets learned are so cryptic that they require years of research to decipher, but time is of little concern to a star seer, who resides mainly on the Astral Plane."]}],"gallery":[{"path":"bestiary/BAM/Githyanki Star Seer.webp","credit":"Andrew Mar"}]},{"id":"githyanki-supreme-commander","name":"Githyanki Supreme Commander","source":"MPMM","page":141,"srd":false,"image":"bestiary/MPMM/Githyanki Supreme Commander.webp","token":"bestiary/tokens/MPMM/Githyanki Supreme Commander.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Any Alignment","ac":"18","initiative":"+3 (13)","hp":"187 (22d8 + 88)","speed":"30 ft.","str":19,"dex":17,"con":18,"int":16,"wis":16,"cha":18,"saves":"Con +9, Int +8, Wis +8","skills":"Intimidation +9, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Gith","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the githyanki fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell levitate} (self only), {@spell nondetection} (self only)","1/day each: {@spell Bigby's hand}, {@spell mass suggestion}, {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes two Silver Greatsword attacks."]},{"name":"Silver Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage plus 17 ({@damage 5d6}) psychic damage. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage."]}],"bonusActions":[{"name":"Astral Step","entries":["The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[{"name":"Parry","entries":["The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[{"name":"Command Ally","entries":["The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction, if available, and has advantage on the attack roll."]},{"name":"Attack (2 Actions)","entries":["The githyanki makes one Silver Greatsword attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Supreme commanders lead armies, each one commanding ten kith'raks, who in turn lead the rest of their forces. Most supreme commanders ride {@creature adult red dragon||red dragons} into battle."]},{"type":"section","name":"Githyanki","entries":["Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches."]}],"gallery":[{"path":"bestiary/MPMM/Githyanki Supreme Commander.webp","credit":"Chris Seaman"}],"otherVersions":[{"id":"githyanki-supreme-commander-mtf","source":"MTF"}]},{"id":"githyanki-supreme-commander-mtf","name":"Githyanki Supreme Commander","source":"MTF","page":206,"srd":false,"image":"bestiary/MTF/Gith.webp","token":"bestiary/tokens/MTF/Githyanki Supreme Commander.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"187 (22d8 + 88)","speed":"30 ft.","str":19,"dex":17,"con":18,"int":16,"wis":16,"cha":18,"saves":"Con +9, Int +8, Wis +8","skills":"Insight +8, Intimidation +9, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Gith","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The githyanki's innate spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell jump}, {@spell levitate} (self only), {@spell misty step}, {@spell nondetection} (self only)","1/day each: {@spell Bigby's hand}, {@spell mass suggestion}, {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes two greatsword attacks."]},{"name":"Silver Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage plus 17 ({@damage 5d6}) psychic damage. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[{"name":"Attack (2 Actions)","entries":["The githyanki makes a greatsword attack."]},{"name":"Command Ally","entries":["The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll."]},{"name":"Teleport","entries":["The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were {@quickref difficult terrain||3}. If it ends its turn inside an object, it takes 16 ({@damage 3d10}) force damage and is moved to the nearest unoccupied space."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Githyanki Supreme Commander","entries":["Supreme commanders lead the githyanki armies, each one commanding ten kith'raks, who in turn lead the rest of their forces. Most supreme commanders ride red dragons into battle."]},{"type":"section","name":"Gith","entries":[{"type":"quote","entries":["What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?"],"by":"Mordenkainen"},"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes."]}],"gallery":[{"path":"bestiary/MTF/Gith.webp","credit":"Chris Seaman"}],"hidden":true,"otherVersions":[{"id":"githyanki-supreme-commander","source":"MPMM"}]},{"id":"githyanki-warrior","name":"Githyanki Warrior","source":"XMM","page":134,"srd":false,"image":"bestiary/XMM/Githyanki.webp","token":"bestiary/tokens/XMM/Githyanki Warrior.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":15,"dex":14,"con":12,"int":13,"wis":13,"cha":10,"saves":"Con +3, Int +3, Wis +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Gith","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Planar, Astral","treasure":"Armaments","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:","At will: {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB})","2/day: {@spell Nondetection|XPHB} (self only)"]},{"name":"Misty Step (2/Day)","entries":["The githyanki casts {@spell Misty Step|XPHB}, requiring no spell components and using the same spellcasting ability as Spellcasting.","2/day: {@spell Misty Step|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes two Psi Blade attacks."]},{"name":"Psi Blade","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Slashing damage plus 7 ({@damage 2d6}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Githyanki warriors use psionic abilities to augment their battle prowess."]},{"type":"section","name":"Githyanki","entries":["{@i Invaders from the Astral Plane}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Astral Plane)|bestiary|environment=planar, astral}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Githyanki were once an ordinary people, but the deeds of a vile mind flayer empire etched conflict on their being. Gaunt, humanlike creatures, githyanki have serrated ears and speckled skin ranging through shades of yellow, green, and brown. While some githyanki follow their own paths, many are influenced by a past that forever altered their fates.",{"type":"entries","name":"History of the Gith","entries":["Ages ago, a humanlike people were conquered by an empire of mind flayers. The illithids manipulated this forgotten people through untold horrors, forced evolution, and psychic reshaping. Eventually one named Gith rose from among the captives and led a rebellion against their oppressors. Gith's followers, who became known as the gith, defeated the mind flayers and shattered their vast empire.","The victory of the gith was short-lived. As Gith was forging her own burgeoning empire, a leader named Zerthimon challenged her. Zerthimon claimed Gith's drive for vengeance and new conquests was evidence of species-wide mental programming laid by the mind flayers, biological manipulation that condemned her people to continued servitude. This claim split the gith into Gith's followers, the githyanki (meaning \"followers of Gith\"), and Zerthimon's followers, the githzerai (meaning \"those who spurn Gith\"), and sparked an ongoing conflict.","When Gith perished, her adviser, Vlaakith, assumed rule of the githyanki. Vlaakith's line has continued to the githyanki's current ruler, Vlaakith the Lich-Queen. This undead tyrant compels her people to wage endless wars against mind flayers, githzerai, and any others that threaten githyanki supremacy."]}]}],"gallery":[{"path":"bestiary/XMM/Githyanki.webp","credit":"Jason Rainville"}],"otherVersions":[{"id":"githyanki-warrior-mm","source":"MM"}]},{"id":"githyanki-warrior-mm","name":"Githyanki Warrior","source":"MM","page":160,"srd":false,"image":"bestiary/MM/Githyanki.webp","token":"bestiary/tokens/MM/Githyanki Warrior.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":15,"dex":14,"con":12,"int":13,"wis":13,"cha":10,"saves":"Con +3, Int +3, Wis +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Gith","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell jump}, {@spell misty step}, {@spell nondetection} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage plus 7 ({@damage 2d6}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons-the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.",{"name":"Astral Raiders","type":"entries","entries":["The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far flung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again."]},{"name":"Followers of Gith","type":"entries","entries":["In their own language, githyanki means \"followers of Gith.\" Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself.","Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races."]},{"type":"entries","name":"Silver Swords","entries":["In ancient times, gith knights created special weapons to combat their mind flayer masters.","These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a {@item greatsword|phb}, and takes on the properties of a {@item +3 greatsword} in the hands of its creator.","In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people."]},{"name":"Red Dragon Riders","type":"entries","entries":["In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to {@deity Tiamat|dawn war|DMG}, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies.",{"name":"Outposts in the Mortal Realm","entries":["Since creatures that dwell on the Astral Plane don't age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane."],"type":"entries"}]}]}]},{"type":"section","name":"Gith","entries":["The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the {@creature mind flayer||mind flayers}. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose.","After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle.","Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day.","Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the {@creature mind flayer||mind flayers} enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forget they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend."],"by":"Aristul the Yellow, master of planar lore"}]}]}],"gallery":[{"path":"bestiary/MM/Githyanki.webp"}],"hidden":true,"otherVersions":[{"id":"githyanki-warrior","source":"XMM"}]},{"id":"githyanki-xenomancer","name":"Githyanki Xenomancer","source":"BAM","page":27,"srd":false,"image":"bestiary/BAM/Githyanki Xenomancer.webp","token":"bestiary/tokens/BAM/Githyanki Xenomancer.webp","size":"Medium","creatureType":"Humanoid (Druid, Gith)","alignment":"Any Alignment","ac":"14","initiative":"+4 (14)","hp":"157 (21d8 + 63)","speed":"30 ft.","str":14,"dex":18,"con":17,"int":15,"wis":18,"cha":13,"saves":"Dex +8, Con +7, Wis +8","skills":"Animal Handling +8, Nature +6, Perception +8, Survival +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Gith plus any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githyanki casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 16}):","At will: {@spell druidcraft}, {@spell light}, {@spell mage hand} (the hand is invisible)","2/day each: {@spell invisibility} (self only), {@spell pass without trace} (self only)","1/day each: {@spell dominate monster}, {@spell forcecage}, {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githyanki makes three Staff attacks, three Telekinetic Bolt attacks, or a combination thereof."]},{"name":"Staff","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage when used with two hands, plus 14 ({@damage 4d6}) psychic damage."]},{"name":"Telekinetic Bolt","entries":["{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}20 ({@damage 3d10 + 4}) force damage."]}],"bonusActions":[{"name":"Astral Step {@recharge 4}","entries":["The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A githyanki xenomancer travels to the farthest reaches of Wildspace and the Astral Sea, even visiting worlds of the Material Plane from time to time, to study and catalog creatures it has never encountered before. Friendly contact with sapient creatures can bring the xenomancer's diplomatic skills to the forefront, while hostile contact becomes a test of the xenomancer's survival skills.","Sometimes a xenomancer's research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides). Many xenomancers prefer to do this work in their laboratories on the Astral Plane."]}],"gallery":[{"path":"bestiary/BAM/Githyanki Xenomancer.webp","credit":"Andrew Mar"}]},{"id":"githzerai-anarch","name":"Githzerai Anarch","source":"MPMM","page":142,"srd":false,"image":"bestiary/MPMM/Githzerai Anarch.webp","token":"bestiary/tokens/MPMM/Githzerai Anarch.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Any Alignment","ac":"20","initiative":"+5 (15)","hp":"144 (17d8 + 68)","speed":"30 ft., fly 40 ft. (hover)","str":16,"dex":21,"con":18,"int":18,"wis":20,"cha":14,"saves":"Str +8, Dex +10, Int +9, Wis +10","skills":"Arcana +9, Insight +10, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 20","languages":"Gith","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the githzerai fails a saving throw, it can choose to succeed instead."]},{"name":"Psychic Defense","entries":["While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell see invisibility}, {@spell telekinesis}","1/day each: {@spell globe of invulnerability}, {@spell plane shift}, {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes three Unarmed Strike attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Strike","entries":["The githzerai makes one Unarmed Strike attack."]},{"name":"Teleport","entries":["The githzerai teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of it."]},{"name":"Change Gravity (Costs 3 Actions)","entries":["The githzerai casts the {@spell reverse gravity} spell, using Wisdom as the spellcasting ability. The spell has the normal effect, except that the githzerai can orient the area in any direction and creatures and objects fall toward the end of the area."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Create Object","type":"item","entries":["The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's {@status concentration} is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, the anarch's {@status concentration} breaks."]},{"name":"Move Object","type":"item","entries":["The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: {@dc 5} for Tiny, {@dc 10} for Small, {@dc 15} for Medium, {@dc 20} for Large, and {@dc 25} for Huge or larger."]},{"name":"Psionic Bolt","type":"item","entries":["The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects."]}]}],"regionalEffects":["The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Form Substance","type":"item","entries":["In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created."]},{"name":"Stabilize Object","type":"item","entries":["The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required)."]}]},"If the anarch dies, these effects end after {@dice 1d6} rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates {@dice 1d6} rounds later."],"lore":[{"type":"entries","entries":["Anarchs are githzerai sages and mystics who lead communities and maintain the adamantine citadels that serve as strong points in Limbo and on other planes. They have formidable psionic capabilities and are able to manipulate the unformed substance of their adopted plane with a thought.",{"name":"An Anarch's Lair","type":"entries","entries":["In Limbo, githzerai anarchs create islands of tranquility in this turbulent plane. An anarch can use its psionic power to give form to formless substance, creating mountains, lakes, and structures to serve as a foundation for a githzerai community.","The anarch's challenge rating is 17 (18,000 XP) when it's encountered in its lair."]}]},{"type":"section","name":"Githzerai","entries":["Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki (also in this book). The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on controlling and manipulating their endlessly malleable home."]}],"gallery":[{"path":"bestiary/MPMM/Githzerai Anarch.webp","credit":"Michael Komarck"}],"otherVersions":[{"id":"githzerai-anarch-mtf","source":"MTF"}]},{"id":"githzerai-anarch-mtf","name":"Githzerai Anarch","source":"MTF","page":207,"srd":false,"image":"bestiary/MTF/Githzerai Anarch.webp","token":"bestiary/tokens/MTF/Githzerai Anarch.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"20","initiative":"+5 (15)","hp":"144 (17d8 + 68)","speed":"30 ft., fly 40 ft. (hover)","str":16,"dex":21,"con":18,"int":18,"wis":20,"cha":14,"saves":"Str +8, Dex +10, Int +9, Wis +10","skills":"Arcana +9, Insight +10, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 20","languages":"Gith","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The anarch's innate spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell feather fall}, {@spell jump}, {@spell see invisibility}, {@spell shield}, {@spell telekinesis}","1/day each: {@spell globe of invulnerability}, {@spell plane shift}, {@spell teleportation circle}, {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["The anarch makes three unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Strike","entries":["The anarch makes one unarmed strike."]},{"name":"Teleport","entries":["The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it."]},{"name":"Change Gravity (Costs 3 Actions)","entries":["The anarch casts the {@spell reverse gravity} spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row:",{"type":"list","items":["The anarch casts the {@spell lightning bolt} spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.","The anarch casts the {@spell creation} spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's {@status concentration} is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its {@status concentration} breaks.","The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: {@dc 5} for Tiny, {@dc 10} for Small, {@dc 15} for Medium, {@dc 20} for Large, and {@dc 25} for Huge or larger."]}],"regionalEffects":["The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:",{"type":"list","items":["In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created.","The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required)."]},"If the anarch dies, these effects end after {@dice 1d6} rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates {@dice 1d6} rounds later."],"lore":[{"type":"section","name":"Githzerai Anarch","entries":["The most powerful of the githzerai, anarchs lead communities and maintain the adamantine citadels that serve as strong points in planes beyond Limbo. They have formidable psionic capabilities, able to manipulate the unformed substance of their adopted plane with a thought. These rare githzerai are sages and mystics, and their word is law.",{"type":"entries","name":"An Anarch's Lair","entries":["In Limbo, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and structures of any composition to serve as a foundation for a githzerai community."]}]},{"type":"section","name":"Gith","entries":[{"type":"quote","entries":["What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?"],"by":"Mordenkainen"},"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes."]}],"gallery":[{"path":"bestiary/MTF/Githzerai Anarch.webp"}],"hidden":true,"otherVersions":[{"id":"githzerai-anarch","source":"MPMM"}]},{"id":"githzerai-enlightened","name":"Githzerai Enlightened","source":"MPMM","page":143,"srd":false,"image":"bestiary/MPMM/Githzerai Enlightened.webp","token":"bestiary/tokens/MPMM/Githzerai Enlightened.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Any Alignment","ac":"18","initiative":"+4 (14)","hp":"112 (15d8 + 45)","speed":"40 ft.","str":14,"dex":19,"con":16,"int":17,"wis":19,"cha":13,"saves":"Str +6, Dex +8, Int +7, Wis +8","skills":"Arcana +7, Insight +8, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Gith","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[{"name":"Psychic Defense","entries":["While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 16}):","At will: {@spell mage hand} (the hand is invisible)","3/day: {@spell see invisibility}","1/day each: {@spell plane shift}, {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes three Unarmed Strike attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage."]},{"name":"Temporal Strike {@recharge}","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 52 ({@damage 8d12}) psychic damage. The target must succeed on a {@dc 16} Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied."]}],"bonusActions":[],"reactions":[{"name":"Slow Fall","entries":["When the githzerai falls, it reduces any falling damage it takes by 50."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Some spiritual githzerai spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become known as the enlightened."]},{"type":"section","name":"Githzerai","entries":["Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki (also in this book). The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on controlling and manipulating their endlessly malleable home."]}],"gallery":[{"path":"bestiary/MPMM/Githzerai Enlightened.webp","credit":"Michael Komarck"}],"otherVersions":[{"id":"githzerai-enlightened-mtf","source":"MTF"}]},{"id":"githzerai-enlightened-mtf","name":"Githzerai Enlightened","source":"MTF","page":208,"srd":false,"image":"bestiary/MTF/Githzerai Enlightened.webp","token":"bestiary/tokens/MTF/Githzerai Enlightened.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"18","initiative":"+4 (14)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":14,"dex":19,"con":16,"int":17,"wis":19,"cha":13,"saves":"Str +6, Dex +8, Int +7, Wis +8","skills":"Arcana +7, Insight +8, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Gith","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[{"name":"Psychic Defense","entries":["While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The githzerai's innate spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell blur}, {@spell expeditious retreat}, {@spell feather fall}, {@spell jump}, {@spell see invisibility}, {@spell shield}","1/day each: {@spell haste}, {@spell plane shift}, {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes three unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage."]},{"name":"Temporal Strike {@recharge}","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 52 ({@damage 8d12}) psychic damage. The target must succeed on a {@dc 16} Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Githzerai Enlightened","entries":["Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened."]},{"type":"section","name":"Gith","entries":[{"type":"quote","entries":["What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?"],"by":"Mordenkainen"},"The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes."]}],"gallery":[{"path":"bestiary/MTF/Githzerai Enlightened.webp"}],"hidden":true,"otherVersions":[{"id":"githzerai-enlightened","source":"MPMM"}]},{"id":"githzerai-futurist","name":"Githzerai Futurist","source":"MPP","page":30,"srd":false,"image":"bestiary/MPP/Githzerai Futurist.webp","token":"bestiary/tokens/MPP/Githzerai Futurist.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"149 (23d8 + 46)","speed":"40 ft.","str":14,"dex":17,"con":15,"int":17,"wis":17,"cha":13,"saves":"Str +6, Dex +7, Int +7, Wis +7","skills":"Arcana +7, Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 30 ft., Passive Perception 17","languages":"Common, Gith","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell dispel magic}, {@spell levitate} (self only), {@spell mage hand} (the hand is invisible), {@spell see invisibility}","1/day each: {@spell plane shift} (self only), {@spell scrying} (as an action), {@spell slow}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes three Unarmed Strike or Psychic Bolt attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 11 ({@damage 2d10}) psychic damage."]},{"name":"Psychic Bolt","entries":["{@atk rs} {@hit 7} to hit, range 60 ft., one creature. {@h}21 ({@damage 4d8 + 3}) psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Future Insight (3/Day)","entries":["When the githzerai or a creature it can see makes an attack roll, a saving throw, or an ability check, the githzerai can cause the roll to be made with advantage or disadvantage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Githzerai futurists have transcended their limits through focused meditation and can now catch glimpses of the future. They foresee the possible outcomes of battles, using those portents to tilt the balance in their favor."]},{"type":"section","entries":[{"type":"entries","name":"Githzerai","entries":["Githzerai descend from an ancient people who were also the progenitors of the githyanki—all of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the {@i Monster Manual}."]}]}],"gallery":[{"path":"bestiary/MPP/Githzerai Futurist.webp"}]},{"id":"githzerai-monk","name":"Githzerai Monk","source":"XMM","page":136,"srd":false,"image":"bestiary/XMM/Githzerai.webp","token":"bestiary/tokens/XMM/Githzerai Monk.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Lawful Neutral","ac":"14","initiative":"+4 (14)","hp":"38 (7d8 + 7)","speed":"40 ft.","str":12,"dex":15,"con":12,"int":13,"wis":14,"cha":10,"saves":"Str +3, Dex +4, Int +3, Wis +4","skills":"Insight +4, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Gith","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Planar, Limbo","treasure":"Arcana, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:","At will: {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB})","1/day: {@spell See Invisibility|XPHB}"]},{"name":"Psi-Powered Leap (2/Day)","entries":["The githzerai casts {@spell Jump|XPHB}, requiring no spell components and using the same spellcasting ability as Spellcasting.","2/day: {@spell Jump|XPHB}"]},{"name":"Psionic Defense (2/Day)","entries":["The githzerai casts {@spell Feather Fall|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.","2/day: {@spell Feather Fall|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes two Psi Strike attacks."]},{"name":"Psi Strike","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Bludgeoning damage plus 9 ({@damage 2d8}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Githzerai monks pursue control of their minds by honing their physical and psionic talents. They might be found beyond githzerai sanctuaries, testing themselves amid the dangerous extremes of the multiverse."]},{"type":"section","name":"Githzerai","entries":["{@i Explorers at Reality's Extremes}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Limbo)|bestiary|environment=planar, limbo}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}, Individual"}]},"Githzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.","Githzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.",{"type":"entries","name":"Adventures with Gith","entries":["Characters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.",{"type":"table","caption":"Gith Conflicts","colLabels":["1d8","The Characters Are..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen."],["2","Encouraged by a disguised intellect devourer to seek out an elusive gith leader."],["3","Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary."],["4","Entrusted with renewing or disrupting the githyanki's alliance with red dragons."],["5","Invited to hunt illithids with githyanki."],["6","Pressed to uncover a gith spy in a planar community or on a spelljamming ship."],["7","Sent on a quest to discover the last known location of the hero Gith or Zerthimon."],["8","Tasked with returning the blade of a fallen githyanki knight to the knight's people."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["We githzerai crave a challenge, so that when Zerthimon returns, he shall find us ready. Thus we traveled to howling Limbo to make our new home."],"by":"Zaerith Menyar-Ag-Gith, Githzerai Leader"}]}]}],"gallery":[{"path":"bestiary/XMM/Githzerai.webp","credit":"Jason Rainville"}],"otherVersions":[{"id":"githzerai-monk-mm","source":"MM"}]},{"id":"githzerai-monk-mm","name":"Githzerai Monk","source":"MM","page":161,"srd":false,"image":"bestiary/MM/Githzerai.webp","token":"bestiary/tokens/MM/Githzerai Monk.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"14","initiative":"+2 (12)","hp":"38 (7d8 + 7)","speed":"30 ft.","str":12,"dex":15,"con":12,"int":13,"wis":14,"cha":10,"saves":"Str +3, Dex +4, Int +3, Wis +4","skills":"Insight +4, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Gith","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell feather fall}, {@spell jump}, {@spell see invisibility}, {@spell shield}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes two unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) psychic damage. This is a magic weapon attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.",{"name":"Psionic Adepts","type":"entries","entries":["The progenitors of the githzerai adapted to—and were transformed by—the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment."]},{"name":"Order amid Chaos","type":"entries","entries":["The githzerai willingly dwell in the heart of utter chaos in Limbo—a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice.","The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom.","Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things.","The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives."]},{"name":"Disciples of Zerthimon","type":"entries","entries":["Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the {@creature mind flayer||mind flayers}.","Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths.","These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds."]},{"name":"Beyond Limbo","type":"entries","entries":["Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon.","As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers.","As a special devotion, they organize a rrakkma—an illithid hunting party—to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party."]}]}]},{"type":"section","name":"Gith","entries":["The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the {@creature mind flayer||mind flayers}. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose.","After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle.","Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day.","Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the {@creature mind flayer||mind flayers} enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forget they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend."],"by":"Aristul the Yellow, master of planar lore"}]}]}],"gallery":[{"path":"bestiary/MM/Githzerai.webp"}],"hidden":true,"otherVersions":[{"id":"githzerai-monk","source":"XMM"}]},{"id":"githzerai-psion","name":"Githzerai Psion","source":"XMM","page":137,"srd":false,"image":"bestiary/XMM/Githzerai.webp","token":"bestiary/tokens/XMM/Githzerai Psion.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Lawful Neutral","ac":"18","initiative":"+8 (18)","hp":"169 (26d8 + 52)","speed":"40 ft., fly 40 ft. (hover)","str":12,"dex":18,"con":15,"int":19,"wis":18,"cha":14,"saves":"Str +5, Dex +8, Int +8, Wis +8","skills":"Arcana +8, Insight +8, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common, Gith","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Planar, Limbo","treasure":"Arcana, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The githzerai casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB})","1/day each: {@spell Plane Shift|XPHB}, {@spell See Invisibility|XPHB}"]},{"name":"Psionic Defense","entries":["The githzerai casts {@spell Feather Fall|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.","At will: {@spell Feather Fall|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes three Psychic Warp attacks."]},{"name":"Psychic Warp","entries":["{@atkr m,r} {@hit 8}, reach 5 ft. or range 120 ft. {@h}26 ({@damage 4d10 + 4}) Psychic damage, and the target has the githzerai's choice of (A) the {@condition Charmed|XPHB} condition until the start of the githzerai's next turn or (B) the {@condition Prone|XPHB} condition, provided the target is a Large or smaller creature."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["These powerful psions oversee githzerai sanctuaries, study enigmatic planar events, and lead rrakkma—hostile forays into mind flayer colonies to slay illithids and uncover secrets of how the ancient gith were transformed."]},{"type":"section","name":"Githzerai","entries":["{@i Explorers at Reality's Extremes}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Limbo)|bestiary|environment=planar, limbo}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}, Individual"}]},"Githzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.","Githzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.",{"type":"entries","name":"Adventures with Gith","entries":["Characters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.",{"type":"table","caption":"Gith Conflicts","colLabels":["1d8","The Characters Are..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen."],["2","Encouraged by a disguised intellect devourer to seek out an elusive gith leader."],["3","Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary."],["4","Entrusted with renewing or disrupting the githyanki's alliance with red dragons."],["5","Invited to hunt illithids with githyanki."],["6","Pressed to uncover a gith spy in a planar community or on a spelljamming ship."],["7","Sent on a quest to discover the last known location of the hero Gith or Zerthimon."],["8","Tasked with returning the blade of a fallen githyanki knight to the knight's people."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["We githzerai crave a challenge, so that when Zerthimon returns, he shall find us ready. Thus we traveled to howling Limbo to make our new home."],"by":"Zaerith Menyar-Ag-Gith, Githzerai Leader"}]}]}],"gallery":[{"path":"bestiary/XMM/Githzerai.webp","credit":"Jason Rainville"}]},{"id":"githzerai-traveler","name":"Githzerai Traveler","source":"MPP","page":31,"srd":false,"image":"bestiary/MPP/Githzerai Traveler.webp","token":"bestiary/tokens/MPP/Githzerai Traveler.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Any Alignment","ac":"15","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":12,"dex":15,"con":12,"int":14,"wis":16,"cha":10,"saves":"Str +3, Dex +4, Int +4, Wis +5","skills":"Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Gith","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell mage hand} (the hand is invisible)","1/day each: {@spell jump}, {@spell plane shift} (self only), {@spell see invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes three Unarmed Strike attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 4 ({@damage 1d8}) psychic damage."]}],"bonusActions":[{"name":"Matter Manipulation {@recharge 4}","entries":["The githzerai manipulates the energy of the plane of existence it's on to produce one of the following effects (choose one or roll a {@dice d6}):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-2: Astral Step","entries":["The githzerai can teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. In addition, its walking speed increases to 40 feet until the start of its next turn."]},{"type":"item","name":"3-4: Growth","entries":["Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground within 15 feet of the githzerai is difficult terrain for other creatures while the flowers and vines are present."]},{"type":"item","name":"5-6: Retaliating Light","entries":["Multicolored lights surround the githzerai until the start of its next turn. For the effect's duration, whenever a creature within 5 feet of the githzerai hits it with a melee attack roll, that creature takes 3 ({@damage 1d6}) force damage, as magic lashes out in retribution."]}]}]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Githzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to manipulate planar energies to create wondrous effects.","Githzerai descend from an ancient people who were also the progenitors of the githyanki—all of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the {@i Monster Manual}."]}],"gallery":[{"path":"bestiary/MPP/Githzerai Traveler.webp"}]},{"id":"githzerai-uniter","name":"Githzerai Uniter","source":"MPP","page":31,"srd":false,"image":"bestiary/MPP/Githzerai Uniter.webp","token":"bestiary/tokens/MPP/Githzerai Uniter.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"123 (19d8 + 38)","speed":"40 ft.","str":13,"dex":17,"con":15,"int":15,"wis":17,"cha":16,"saves":"Str +4, Dex +6, Int +5, Wis +6","skills":"Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Gith","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell mage hand} (the hand is invisible), {@spell see invisibility}","1/day each: {@spell plane shift} (self only), {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes three Unarmed Strike or Psychic Bolt attacks. It can replace any of these attacks with one use of its Pacifying Touch."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Psychic Bolt","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}17 ({@damage 5d6}) psychic damage."]},{"name":"Pacifying Touch","entries":["The githzerai touches one creature it can see within 5 feet of itself. The target must succeed on a {@dc 14} Intelligence saving throw, or the githzerai chooses an action for that target: Attack, Cast a Spell, or {@action Dash}. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a successful save. A target that succeeds on the saving throw becomes immune to this githzerai's Pacifying Touch for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Githzerai uniters espouse wisdom and unity rather than violence. Many uniters are members of the Sha'sal Khou, a group of githyanki and githzerai who band together to reunify the gith people. Capable martial artists, uniters are more inclined to disarm and subdue their opponents than destroy them."]},{"type":"section","entries":[{"type":"entries","name":"Githzerai","entries":["Githzerai descend from an ancient people who were also the progenitors of the githyanki—all of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the {@i Monster Manual}."]}]}],"gallery":[{"path":"bestiary/MPP/Githzerai Uniter.webp"}]},{"id":"githzerai-zerth","name":"Githzerai Zerth","source":"XMM","page":137,"srd":false,"image":"bestiary/XMM/Githzerai.webp","token":"bestiary/tokens/XMM/Githzerai Zerth.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Lawful Neutral","ac":"17","initiative":"+7 (17)","hp":"84 (13d8 + 26)","speed":"40 ft.","str":13,"dex":18,"con":15,"int":16,"wis":17,"cha":12,"saves":"Str +4, Dex +7, Int +6, Wis +6","skills":"Arcana +6, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Gith","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Planar, Limbo","treasure":"Arcana, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB})","1/day each: {@spell Phantasmal Killer|XPHB} (level 6 version), {@spell Plane Shift|XPHB}, {@spell See Invisibility|XPHB}"]},{"name":"Psi-Powered Leap (2/Day)","entries":["The githzerai casts {@spell Jump|XPHB}, requiring no spell components and using the same spellcasting ability as Spellcasting.","2/day: {@spell Jump|XPHB}"]},{"name":"Psionic Defense (2/Day)","entries":["The githzerai casts {@spell Feather Fall|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.","2/day: {@spell Feather Fall|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes two Psi Strike attacks."]},{"name":"Psi Strike","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Bludgeoning damage plus 13 ({@damage 3d8}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Githzerai zerths embody the discipline espoused by their first leader, Zerthimon. Their psionic control aids them in protecting their people and traveling the planes of existence without fear of being followed by githyanki or mind flayer foes."]},{"type":"section","name":"Githzerai","entries":["{@i Explorers at Reality's Extremes}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Limbo)|bestiary|environment=planar, limbo}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}, Individual"}]},"Githzerai are gaunt, humanlike beings, physically identical to githyanki. They share a history with githyanki as creatures physically and psychically transformed by mind flayers (see the \"Githyanki\" section). Githzerai know that in body and mind, their species was manipulated by their former illithid oppressors. Rather than giving in to this programming, githzerai follow the teachings of their first leader, Zerthimon, and reshape their minds and bodies to find peace.","Githzerai psychically create serene, hidden sanctuaries in chaotic reaches of the multiverse. Most of these redoubts drift through the chaotic plane of Limbo, but githzerai conclaves can also be found in the Abyss, the Elemental Chaos, and the Feywild. Githzerai create these cloisters to hone their psionic abilities, to gain insights from the multiverse, and to avoid githyanki and mind flayers.",{"type":"entries","name":"Adventures with Gith","entries":["Characters might be drawn into conflicts involving githzerai and githyanki in various ways. Roll on or choose a result from the Gith Conflicts table to inspire adventures featuring these age-old rivals.",{"type":"table","caption":"Gith Conflicts","colLabels":["1d8","The Characters Are..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Called on to deliver a message or mysterious parcel to or from Vlaakith the Lich Queen."],["2","Encouraged by a disguised intellect devourer to seek out an elusive gith leader."],["3","Entreated to aid githzerai fleeing the githyanki who destroyed their sanctuary."],["4","Entrusted with renewing or disrupting the githyanki's alliance with red dragons."],["5","Invited to hunt illithids with githyanki."],["6","Pressed to uncover a gith spy in a planar community or on a spelljamming ship."],["7","Sent on a quest to discover the last known location of the hero Gith or Zerthimon."],["8","Tasked with returning the blade of a fallen githyanki knight to the knight's people."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["We githzerai crave a challenge, so that when Zerthimon returns, he shall find us ready. Thus we traveled to howling Limbo to make our new home."],"by":"Zaerith Menyar-Ag-Gith, Githzerai Leader"}]}]}],"gallery":[{"path":"bestiary/XMM/Githzerai.webp","credit":"Jason Rainville"}],"otherVersions":[{"id":"githzerai-zerth-mm","source":"MM"}]},{"id":"githzerai-zerth-mm","name":"Githzerai Zerth","source":"MM","page":161,"srd":false,"image":"bestiary/MM/Githzerai.webp","token":"bestiary/tokens/MM/Githzerai Zerth.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"17","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":18,"con":15,"int":16,"wis":17,"cha":12,"saves":"Str +4, Dex +7, Int +6, Wis +6","skills":"Arcana +6, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Gith","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell feather fall}, {@spell jump}, {@spell see invisibility}, {@spell shield}","1/day each: {@spell phantasmal killer}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["The githzerai makes two unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage. This is a magic weapon attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.",{"name":"Psionic Adepts","type":"entries","entries":["The progenitors of the githzerai adapted to—and were transformed by—the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment."]},{"name":"Order amid Chaos","type":"entries","entries":["The githzerai willingly dwell in the heart of utter chaos in Limbo—a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice.","The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom.","Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things.","The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives."]},{"name":"Disciples of Zerthimon","type":"entries","entries":["Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the {@creature mind flayer||mind flayers}.","Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths.","These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds."]},{"name":"Beyond Limbo","type":"entries","entries":["Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon.","As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers.","As a special devotion, they organize a rrakkma—an illithid hunting party—to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party."]}]}]},{"type":"section","name":"Gith","entries":["The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the {@creature mind flayer||mind flayers}. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose.","After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle.","Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day.","Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the {@creature mind flayer||mind flayers} enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forget they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend."],"by":"Aristul the Yellow, master of planar lore"}]}]}],"gallery":[{"path":"bestiary/MM/Githzerai.webp"}],"hidden":true,"otherVersions":[{"id":"githzerai-zerth","source":"XMM"}]},{"id":"glabbagool","name":"Glabbagool","source":"OotA","page":35,"srd":false,"image":"bestiary/OotA/Glabbagool.webp","token":"bestiary/tokens/OotA/Glabbagool.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"6","initiative":"-4 (6)","hp":"84 (8d10 + 40)","speed":"15 ft.","str":14,"dex":3,"con":20,"int":10,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"telepathy 60 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Ooze Cube","entries":["Glabbagool takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.","Creatures inside Glabbagool can be seen but have {@quickref Cover||3||total cover}.","A creature within 5 feet of Glabbagool can take an action to pull a creature or object out of the cube. Doing so requires a successful {@dc 12} Strength check, and the creature making the attempt takes 10 ({@damage 3d6}) acid damage.","Glabbagool can hold only one Large creature or up to four Medium or smaller creatures inside it at a time."]},{"name":"Transparent","entries":["Even when Glabbagool is in plain sight, it takes a successful {@dc 15} Wisdom ({@skill Perception}) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is {@status surprised} by the cube."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) acid damage."]},{"name":"Engulf","entries":["Glabbagool moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a {@dc 12} Dexterity saving throw.","On a successful save, the creature can choose to be pushed 5 feet back or to the side of Glabbagool. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.","On a failed save, Glabbagool enters the creature's space, and the creature takes 10 ({@damage 3d6}) acid damage and is engulfed. The engulfed creature can't breathe, is {@condition restrained}, and takes 21 ({@damage 6d6}) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.","An engulfed creature can try to escape by taking an action to make a {@dc 12} Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of Glabbagool."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Juiblex's arrival in the Underdark has granted Glabbagool sentience and awareness. The ooze is genuinely curious about other creatures and wants to learn more about the world. It defends itself if attacked, but doesn't otherwise try to harm the characters, instead asking who they are, where they come from, and why they have come to the temple."],"gallery":[{"path":"bestiary/OotA/Glabbagool.webp"}]},{"id":"glabrezu","name":"Glabrezu","source":"XMM","page":138,"srd":true,"image":"bestiary/XMM/Glabrezu.webp","token":"bestiary/tokens/XMM/Glabrezu.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+6 (16)","hp":"189 (18d10 + 90)","speed":"40 ft.","str":20,"dex":15,"con":21,"int":19,"wis":17,"cha":16,"saves":"Str +9, Con +9, Wis +7, Cha +7","skills":"Deception +7, Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Truesight 120 ft., Passive Perception 17","languages":"Abyssal; telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Planar, Abyss","treasure":"Relics","traits":[{"name":"Demonic Restoration","entries":["If the glabrezu dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]},{"name":"Magic Resistance","entries":["The glabrezu has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The glabrezu casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Darkness|XPHB}, {@spell Detect Magic|XPHB}, {@spell Dispel Magic|XPHB}","1/day each: {@spell Confusion|XPHB}, {@spell Fly|XPHB}, {@spell Power Word Stun|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The glabrezu makes two Pincer attacks and uses Pummel or Spellcasting."]},{"name":"Pincer","entries":["{@atkr m} {@hit 9}, reach 10 ft. {@h}16 ({@damage 2d10 + 5}) Slashing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 15}) from one of two pincers."]},{"name":"Pummel","entries":["{@actSave dex} {@dc 17}, one creature {@condition Grappled|XPHB} by the glabrezu. {@actSaveFail} 15 ({@damage 3d6 + 5}) Bludgeoning damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Glabrezu","entries":["{@i Demon of Delusion and Entrapment}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Glabrezus embody delusion and predatory guile. These cunning demons know the most effective traps are those that individuals devise for themselves. Despite having massive claws and overwhelming physicality, glabrezus excel at using flattery and misdirection to coerce victims into isolating themselves and harming others.","In the Abyss, glabrezus act as lone hunters or deceitful advisers to greater demons. Glabrezus seek routes to the Material Plane and relish being summoned by magic-users. They eagerly serve mortals while tempting them to betray their allies and indulge in hubristic fantasies. A glabrezu strives to murder its summoner once the magic-user has committed irredeemable misdeeds and the mortal's soul is surely condemned to the Abyss.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Your companion's life, or what you've journeyed through infinity in search of! Make your choice."],"by":"Gerrzog, Glabrezu of the Infinite Staircase"}]}]}],"gallery":[{"path":"bestiary/XMM/Glabrezu.webp","credit":"Richard Luong"}],"otherVersions":[{"id":"glabrezu-mm","source":"MM"}]},{"id":"glabrezu-mm","name":"Glabrezu","source":"MM","page":58,"srd":false,"image":"bestiary/MM/Glabrezu.webp","token":"bestiary/tokens/MM/Glabrezu.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"157 (15d10 + 75)","speed":"40 ft.","str":20,"dex":15,"con":21,"int":19,"wis":17,"cha":16,"saves":"Str +9, Con +9, Wis +7, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 13","languages":"Abyssal, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The glabrezu has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The glabrezu's spellcasting ability is Intelligence (spell save {@dc 16}). The glabrezu can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}","1/day each: {@spell confusion}, {@spell fly}, {@spell power word stun}"]}],"actions":[{"name":"Multiattack","entries":["The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell."]},{"name":"Pincer","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). The glabrezu has two pincers, each of which can grapple only one target."]},{"name":"Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them.","Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Glabrezu.webp"}],"hidden":true,"otherVersions":[{"id":"glabrezu","source":"XMM"}]},{"id":"gladiator","name":"Gladiator","source":"XMM","page":139,"srd":true,"image":"bestiary/XMM/Gladiator.webp","token":"bestiary/tokens/XMM/Gladiator.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"16","initiative":"+5 (15)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6, Wis +4","skills":"Athletics +10, Performance +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Any","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gladiator makes three Spear attacks. It can replace one attack with a use of Shield Bash."]},{"name":"Spear","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 20/60 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage."]},{"name":"Shield Bash","entries":["{@actSave str} {@dc 15}, one creature within 5 feet that the gladiator can see. {@actSaveFail} 9 ({@damage 2d4 + 4}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The gladiator is hit by a melee attack roll while holding a weapon. {@actResponse} The gladiator adds 3 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Gladiator","entries":["{@i Competitor and Prizefighter}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Gladiators are professional fighters who pit themselves against one another, monsters, and other challenges to entertain audiences. While some compete merely to survive, others love the thrill of performing—and all gladiators know the importance of theatrics in keeping audiences excited. Roll on or choose an option from the Gladiator Theatrics table to inspire the unique flourishes a gladiator uses when competing.",{"type":"table","caption":"Gladiator Theatrics","colLabels":["1d6","During a Competition, the Gladiator..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dedicates their impending victory to a deity, ruler, beloved noble, or member of the crowd."],["2","Dresses in a monster-themed mask and cape."],["3","Judges whether their foe fights honorably."],["4","Leads the crowd in a rousing theme song."],["5","Seeks to claim a trophy from a foe."],["6","Takes advice from the crowd, omens, or a pet."]]}]}],"gallery":[{"path":"bestiary/XMM/Gladiator.webp","title":"In an undersea arena, the crowd goes wild as a gladiator triumphs over a giant squid","credit":"Alejandro Pacheco"}],"otherVersions":[{"id":"gladiator-mm","source":"MM"}]},{"id":"gladiator-mm","name":"Gladiator","source":"MM","page":346,"srd":false,"image":"bestiary/tokens/MM/Gladiator.webp","token":"bestiary/tokens/MM/Gladiator.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["The gladiator has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gladiator makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death."]}]}],"hidden":true,"otherVersions":[{"id":"gladiator","source":"XMM"}]},{"id":"glaive","name":"Glaive","source":"VEoR","page":81,"srd":false,"image":"bestiary/VEoR/Glaive.webp","token":"bestiary/tokens/VEoR/Glaive.webp","size":"Medium","creatureType":"Construct (Warforged)","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"187 (22d8 + 88)","speed":"30 ft. (50 ft. with overdrive)","str":20,"dex":16,"con":19,"int":11,"wis":16,"cha":9,"saves":"Str +9, Dex +7, Wis +7","skills":"Athletics +9, Perception +7, Stealth +7, Survival +7","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"Passive Perception 17","languages":"Common","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Heatsink","entries":["When Glaive takes cold damage, her Overdrive immediately recharges."]},{"name":"Pack Tactics","entries":["Glaive has advantage on attack rolls if at least one ally is within 5 feet of the creature she's attacking and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Glaive makes two Spiked Glaive attacks and two Serrated Bolt attacks."]},{"name":"Spiked Glaive","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing or slashing damage, or 14 ({@damage 1d10 + 9}) piercing or slashing damage if Glaive is in overdrive."]},{"name":"Serrated Bolt","entries":["{@atk rw} {@hit 7} to hit, range 60 ft., one target. {@h}13 ({@damage 3d6 + 3}) piercing damage. If Glaive has advantage on the attack roll, the serrated bolt lodges in the target, and the target's speed is reduced by 10 feet until the serrated bolt is removed. A target's speed can be reduced by only one serrated bolt at a time. A creature can use its action to remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 ({@damage 2d4}) slashing damage."]}],"bonusActions":[{"name":"Overdrive (Recharges after Finishing a Short or Long Rest)","entries":["Glaive enters a state of overdrive that lasts for 1 minute or until she has the {@condition incapacitated} condition. While in overdrive, Glaive gains the following benefits:",{"type":"list","items":["Glaive has advantage on Strength checks and Strength saving throws.","When Glaive makes a melee weapon attack, she gains a +4 bonus to the damage roll.","Glaive's speed increases to 50 feet."]}]}],"reactions":[{"name":"Self-Preservation","entries":["In response to being hit by a weapon attack, Glaive reduces the damage by 11 ({@dice 2d10})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Since the Mournland's earliest days, Glaive has wielded her namesake weapon in service to the Lord of Blades' bloody conquest of the blighted region. Among the blades, Glaive is best known for her talent at self-modification. \"Glaive\" is etched onto the back of her neck-plate. It is the only name Glaive has ever known, and fellow blades don't dare call her anything else. Mournland adventurers, however, refer to the terrifying commander by another name: Kill Switch."]}],"gallery":[{"path":"bestiary/VEoR/Glaive.webp"}]},{"id":"glass-pegasus","name":"Glass Pegasus","source":"WBtW","page":181,"srd":false,"image":"bestiary/tokens/WBtW/Glass Pegasus.webp","token":"bestiary/tokens/WBtW/Glass Pegasus.webp","size":"Large","creatureType":"Construct","alignment":"Chaotic Good","ac":"15","initiative":"+2 (12)","hp":"59 (7d10 + 21)","speed":"60 ft., fly 90 ft.","str":18,"dex":15,"con":16,"int":10,"wis":15,"cha":13,"saves":"Dex +4, Wis +4, Cha +3","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified","senses":"Passive Perception 16","languages":"Celestial, Common, Elvish and Sylvan but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"glasswork-golem","name":"Glasswork Golem","source":"WBtW","page":193,"srd":false,"image":"bestiary/WBtW/Glasswork Golem.webp","token":"bestiary/tokens/WBtW/Glasswork Golem.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"36 (8d8)","speed":"30 ft.","str":13,"dex":10,"con":10,"int":1,"wis":10,"cha":1,"saves":"Dex +2, Con +2, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the golem is animate."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Regeneration","entries":["The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Unusual Nature","entries":["The golem doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two Glass Sword attacks."]},{"name":"Glass Sword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]}],"bonusActions":[{"name":"Dazzling Light {@recharge 5}","entries":["Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a {@dc 10} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WBtW/Glasswork Golem.webp","credit":"Mark Winters"}]},{"id":"glasya","name":"Glasya","source":"CoA","page":226,"srd":false,"image":"bestiary/CoA/Glasya.webp","token":"bestiary/tokens/CoA/Glasya.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+9 (19)","hp":"380 (40d8 + 200)","speed":"40 ft., fly 80 ft.","str":22,"dex":28,"con":20,"int":21,"wis":25,"cha":28,"saves":"Dex +17, Int +13, Wis +15, Cha +17","skills":"Deception +25, Intimidation +17, Perception +15, Persuasion +17, Stealth +25, Survival +15","vulnerabilities":"","resistances":"cold; necrotic; radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 25","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Charm Aura","entries":["When a creature moves to be within 120 feet of Glasya, they must succeed on a {@dc 23} Wisdom saving throw or have the {@condition charmed} condition, treating Glasya as an ally, until they leave the aura. A creature that succeeds the saving throw is immune to this effect for 1 hour. Whenever a {@condition charmed} creature takes damage, they may repeat the saving throw, ending the effect on a success."]},{"name":"Dominating Presence","entries":["Glasya deals an additional 13 ({@damage 2d12}) psychic damage when attacking a {@condition charmed} creature, and her attacks don't break charms."]},{"name":"Fiendish Regeneration","entries":["Glasya regains 20 hit points at the start of her turn. If she takes radiant damage this trait doesn't function at the start of her next turn. Glasya dies only if she starts her turn with 0 hit points and is unable to regenerate. If Glasya is killed, her body slowly regenerates, returning to life 9 ({@dice 2d8}) weeks later."]},{"name":"Legendary Resistance (3/Day)","entries":["If Glasya fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Glasya has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Glasya makes four attacks using Scourge of Shadow, Necrotic Grasp, or a combination of the two. She can replace one of the attacks with Mesmerizing Gaze."]},{"name":"Scourge of Shadow","entries":["{@atk mw} {@hit 20} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d4 + 12}) slashing damage, plus 5 ({@damage 2d4}) necrotic damage. This attack scores a critical on a roll of 18, 19, or 20."]},{"name":"Necrotic Grasp","entries":["Glasya summons necrotic hands to grope and claw at a creature she can see within 90 feet of her. The target must make a {@dc 25} Constitution saving throw, taking 20 ({@damage 2d10 + 9}) necrotic damage on a failed save, or half as much damage on a successful one."]},{"name":"Mesmerizing Gaze","entries":["Glasya focuses her gaze in a 60-foot cone in front of her. Each creature of her choice within the cone must make a {@dc 23} Charisma saving throw or have the {@condition charmed} condition until the end of their next turn. While {@condition charmed}, creatures automatically fail saving throws from abilities used by Glasya and move to be as close to her as possible."]},{"name":"Deathly Exclamation (1/Day)","entries":["Glasya targets a creature she can see within 60 feet of her. The target must make a {@dc 25} Constitution saving throw, taking 61 ({@damage 7d8 + 30}) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Glasya's next turn as a zombie permanently under her command."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Whip","entries":["Glasya makes a Scourge of Shadow attack."]},{"name":"Disorient (Costs 2 Actions)","entries":["Glasya casts {@spell Confusion} (30-foot-radius, spell save {@dc 25}), but only lasting until the end of Glasya's next turn."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Glasya summons an allied {@creature erinyes} in an unoccupied space that she can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Glasya can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); she can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Change Appearance","entries":["Glasya polymorphs into a Small or Medium Humanoid she has seen, or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Glasya's lair is corrupted by her presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Hag's Gaze","entries":["Every hour that a good creature travels within 1 mile of the lair, a blast of fire erupts from one of the eye sockets of the lair. If the target fails a {@dc 23} Dexterity saving throw, they take 42 ({@damage 12d6}) fire damage, half on a successful save. If the creature was flying and fails the saving throw, it falls. Only one such creature is targeted each hour."]}]},"If Glasya dies, the effects fade over the course of {@dice 1d10} days."],"lore":["Glasya is known by many names: the Dark Prodigy, the Princess of the Nine Hells, and Lord of Malbolge. She maintains control over the erinyes and has a massive following within the downtrodden and the neglected royalty of the other planes. For a long time, she was simply a lesser archdevil, jumping between various courts as she saw fit. It wasn't until the Reckoning, which she helped instigate, that she claimed true power and became ruler of one of the nine layers.","Asmodeus, her father, and Glasya share much in common—particularly their cunning, ambition, and \"dedication\" to laws. Because of this, despite some of the hatred Glasya has towards her father, the two share a relationship of respect and support.","Even though she busies herself with many important undertakings to further cement her power, being surrounded by beautiful things is also important to Glasya. Similarly, she detests the ugly, punishing those she sees as disgusting. During her brief relationship with Mammon, she was rarely found in his swampy domain, choosing instead to roam other layers. Almost everything that interacts with Glasya either deeply loves or loathes her. She maintains a charming persona, often even converting spies from other archdevils to her side.","Perhaps contributing to her obsession with beauty, Glasya herself is considered stunning. Her jet-black hair and copper skin hide her infernal nature, though her large, leathery wings and small horns give it away. Due to her ability to polymorph at will, she can meet various other standards of beauty as well, always maintaining an outward charm—which helps conceal her foul core.",{"type":"entries","name":"Glasya's Lair","page":227,"entries":["Glasya built her fortress lair, Ossiea, from the grotesquely enlarged and distorted skull of Malagard. Behind the walls of the skull, there are numerous opulent levels, within which Glasya conducts the business of ruling her realm or indulges her other interests."]}],"gallery":[{"path":"bestiary/CoA/Glasya.webp","credit":"Aaron Sims"}]},{"id":"gloam","name":"Gloam","source":"WBtW","page":93,"srd":false,"image":"bestiary/tokens/WBtW/Gloam.webp","token":"bestiary/tokens/WBtW/Gloam.webp","size":"Tiny","creatureType":"Undead","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"40 ft., climb 30 ft.","str":3,"dex":15,"con":10,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage."]},{"name":"Cloud of Dust","entries":["On its first turn in combat or when it is reduced to 0 hit points, the cat expels a cloud of dust that acts as dust of sneezing and choking"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"gloamwing","name":"Gloamwing","source":"GGR","page":215,"srd":false,"image":"bestiary/GGR/Gloamwing.webp","token":"bestiary/tokens/GGR/Gloamwing.webp","size":"Large","creatureType":"Undead","alignment":"Neutral Evil","ac":"16","initiative":"+3 (13)","hp":"136 (16d10 + 48)","speed":"30 ft., fly 60 ft.","str":20,"dex":16,"con":17,"int":2,"wis":11,"cha":6,"saves":"Str +8, Dex +6","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"understands Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Death Link","entries":["If its specter rider is reduced to 0 hit points, the gloamwing is destroyed."]},{"name":"Flyby","entries":["The gloamwing doesn't provoke an opportunity attack when it flies out of an enemy's reach."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gloamwing makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders."]}]}]}],"gallery":[{"path":"bestiary/GGR/Gloamwing.webp","credit":"Steven Belledin"}]},{"id":"gloine-nathair-nathair","name":"Gloine Nathair-Nathair","source":"LLK","page":23,"srd":false,"image":"bestiary/LLK/Gloine Nathair-Nathair.webp","token":"bestiary/tokens/LLK/Gloine Nathair-Nathair.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":10,"dex":15,"con":16,"int":12,"wis":13,"cha":15,"saves":"","skills":"Deception +5, Insight +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"poison; necrotic","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to glass and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.","If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Gloine makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow."]},{"name":"Snake Hair","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LLK/Gloine Nathair-Nathair.webp","credit":"Shawn Wood"}]},{"id":"gloom-weaver","name":"Gloom Weaver","source":"MTF","page":224,"srd":false,"image":"bestiary/MTF/Gloom Weaver.webp","token":"bestiary/tokens/MTF/Gloom Weaver.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":15,"wis":12,"cha":18,"saves":"Dex +8, Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"charmed; exhaustion","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Elvish","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Burden of Time","entries":["Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver."]},{"name":"Fey Ancestry","entries":["The gloom weaver has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The gloom weaver's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell arcane eye}, {@spell mage armor}, {@spell speak with dead}","1/day each: {@spell arcane gate}, {@spell bane}, {@spell compulsion}, {@spell confusion}, {@spell true seeing}"]},{"name":"Spellcasting","entries":["The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell minor illusion}, {@spell prestidigitation}, {@spell chill touch}, {@spell eldritch blast}*","Level 5 (3 slots): {@spell armor of Agathys}, {@spell blight}, {@spell darkness}, {@spell dream}, {@spell invisibility}, {@spell fear}, {@spell hypnotic pattern}, {@spell major image}, {@spell contact other plane}, {@spell vampiric touch}, {@spell witch bolt}","*3 beams +4 bonus to each damage roll"]}],"actions":[{"name":"Multiattack","entries":["The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast."]},{"name":"Shadow Spear","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 26 ({@damage 4d12}) necrotic damage, or 8 ({@damage 1d8 + 4}) piercing damage plus 26 ({@damage 4d12}) necrotic damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Misty Escape (Recharges after a Short or Long Rest)","entries":["When the gloom weaver takes damage, it turns {@condition invisible} and teleports up to 60 feet to an unoccupied space it can see. It remains {@condition invisible} until the start of its next turn or until it attacks or casts a spell."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Gloom Weaver","entries":["Although a formidable fighter, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom weaver uses its shadow magic to reduce its enemies to ghastly corpses."]},{"type":"section","name":"Shadar-kai","entries":["In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Soul Custodians","type":"entries","entries":["Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can."]},{"name":"Blighted Elves","type":"entries","entries":["Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Gloom Weaver.webp","credit":"Sidharth Chaturvedi"}]},{"id":"gloomstalker","name":"Gloomstalker","source":"EGW","page":291,"srd":false,"image":"bestiary/EGW/Gloomstalker.webp","token":"bestiary/tokens/EGW/Gloomstalker.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"90 (12d10 + 24)","speed":"40 ft., fly 80 ft.","str":22,"dex":16,"con":14,"int":5,"wis":17,"cha":14,"saves":"Str +9, Dex +6","skills":"Athletics +9, Intimidation +5, Perception +6, Stealth +6","vulnerabilities":"radiant","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 240 ft, Passive Perception 16","languages":"understands Common but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Shadowstep","entries":["As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gloomstalker makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Snatch","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one Medium or smaller creature. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) necrotic damage, and the target is {@condition grappled} (escape {@dc 17}). While {@condition grappled} in this way, the target is {@condition restrained}."]},{"name":"Shriek {@recharge}","entries":["The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} until the end of the enemy's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A gloomstalker is a terrifying, winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth."]}],"gallery":[{"path":"bestiary/EGW/Gloomstalker.webp","credit":"Zoltan Boros"}]},{"id":"glyphic-shroomlight","name":"Glyphic Shroomlight","source":"OotA","page":103,"srd":false,"image":"bestiary/tokens/OotA/Glyphic Shroomlight.webp","token":"bestiary/tokens/OotA/Glyphic Shroomlight.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"glyster","name":"Glyster","source":"WDMM","page":241,"srd":false,"image":"bestiary/tokens/WDMM/Glyster.webp","token":"bestiary/tokens/WDMM/Glyster.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Good","ac":"19","initiative":"+0 (10)","hp":"212 (17d12 + 102)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":19,"saves":"Dex +5, Con +11, Wis +7, Cha +9","skills":"Insight +7, Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["Glyster can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Glyster fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Glyster can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Glyster's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["Glyster uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Breath","entry":"Glyster exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Repulsion Breath","entry":"Glyster exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 19} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon."}]}]},{"name":"Change Shape","entries":["Glyster magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, Glyster retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Glyster makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Glyster makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Glyster beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as though it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) thunder damage and be {@condition deafened} until the end of its next turn."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Bronze Dragon||adult} or {@creature Ancient Bronze Dragon||ancient}) bronze dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ocean's Call","entry":"The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a {@dc 15} Dexterity saving throw or take 5 ({@damage 1d10}) slashing damage; then the swarm vanishes."},{"type":"item","name":"Salt Burst","entry":"The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) slashing damage."},{"type":"item","name":"Whelming Water","entry":"The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary bronze dragon's lair is warped by the dragon's magic.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.","Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Phantom Escort","entry":"Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair."},{"type":"item","name":"Underwater Pursuit","entry":"Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel."},{"type":"item","name":"Unfailing Faithfulness","entry":"Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise."}]}],"source":"FTD"}]},{"id":"gnarlid","name":"Gnarlid","source":"PSZ","page":34,"srd":false,"image":"bestiary/tokens/PSZ/Gnarlid.webp","token":"bestiary/tokens/PSZ/Gnarlid.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"34 (4d10 + 12)","speed":"40 ft., climb 30 ft.","str":19,"dex":10,"con":16,"int":2,"wis":13,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The gnarlid has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnarlid makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Gnarlids are about the size of a large dog and resemble a cross between a bear and a wolverine. They have horns with distinctive shapes that vary by species, and some varieties have similar spikes elsewhere on their bodies. They have an innate ability to grow larger by drawing on green mana in the environment, nearly doubling in size as well as ferocity. In this enlarged state, a gnarlid can be represented with the {@creature brown bear} statistics in the Monster Manual. If some magic reduces its size, cut both its hit point maximum and its attack damage in half."]},{"id":"gnoll","name":"Gnoll","source":"MM","page":163,"srd":false,"image":"bestiary/MM/Gnoll.webp","token":"bestiary/tokens/MM/Gnoll.webp","size":"Medium","creatureType":"Humanoid (Gnoll)","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"22 (5d8)","speed":"30 ft.","str":14,"dex":12,"con":11,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Gnoll","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Rampage","entries":["When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Longbow","entries":["{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.",{"name":"Demonic Origin","type":"entries","entries":["The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power."]},{"name":"Nomadic Destroyers","type":"entries","entries":["Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.","Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.",{"name":"Thirst for Blood","entries":["No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Gnoll.webp"}]},{"id":"gnoll-demoniac","name":"Gnoll Demoniac","source":"XMM","page":141,"srd":false,"image":"bestiary/XMM/Gnolls.webp","token":"bestiary/tokens/XMM/Gnoll Demoniac.webp","size":"Medium","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":14,"wis":15,"cha":17,"saves":"Str +6, Con +6, Wis +5, Cha +6","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Gnoll","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Desert, Forest, Grassland, Hill","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnoll makes two Abyssal Strike attacks."]},{"name":"Abyssal Strike","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 60 ft. {@h}20 ({@damage 5d6 + 3}) Poison damage."]},{"name":"Hunger of Yeenoghu {@recharge 5}","entries":["The gnoll conjures a 30-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} of magical {@variantrule Darkness|XPHB} originating from a point it can see within 60 feet, which lasts for 1 minute or until the gnoll's {@status Concentration|XPHB} ends on it. This area is {@variantrule Difficult Terrain|XPHB}. {@actSave dex} {@dc 14}, any creature that starts its turn in this area or enters it for the first time on a turn. {@actSaveFail} 28 ({@damage 8d6}) Necrotic damage, and the gnoll or a creature of its choice it can see gains 10 {@variantrule Temporary Hit Points|XPHB}. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Rampage (2/Day)","entries":["Immediately after dealing damage to a creature that is already {@status Bloodied|XPHB}, the gnoll moves up to half its {@variantrule Speed|XPHB}, and it makes one Abyssal Strike attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gnoll demoniacs are berserkers that arise from gnolls who've ritualistically fed on flesh corrupted by the Abyss. Now embodying the ruinous hunger of Yeenoghu, these gnolls throw themselves into battle, heedless of odds or their own survival. Rampaging demoniacs even devour other gnolls in their wild frenzies."]},{"type":"section","name":"Gnolls","entries":["{@i Fiends in Feral Flesh}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"The first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his."],"by":"Iggwilv","from":"Demonomicon of Iggwilv"}]}]}],"gallery":[{"path":"bestiary/XMM/Gnolls.webp","credit":"Viko Menezes"}]},{"id":"gnoll-fang-of-yeenoghu","name":"Gnoll Fang of Yeenoghu","source":"XMM","page":141,"srd":false,"image":"bestiary/XMM/Gnolls.webp","token":"bestiary/tokens/XMM/Gnoll Fang of Yeenoghu.webp","size":"Medium","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":17,"dex":15,"con":15,"int":10,"wis":11,"cha":13,"saves":"Con +4, Wis +2, Cha +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Gnoll","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert, Forest, Grassland, Hill","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnoll makes one Bite attack and two Bone Flail attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the gnoll's next turn."]},{"name":"Bone Flail","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage."]}],"bonusActions":[{"name":"Rampage (2/Day)","entries":["Immediately after dealing damage to a creature that is already {@status Bloodied|XPHB}, the gnoll moves up to half its {@variantrule Speed|XPHB}, and it makes one Bite attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gnolls possessed by demonic vestiges of the demon lord Yeenoghu, fangs of Yeenoghu direct the chaos of gnoll packs. Along the way, these fanatics seek grisly omens from Yeenoghu and strive to interpret the demon lord's vicious goals."]},{"type":"section","name":"Gnolls","entries":["{@i Fiends in Feral Flesh}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"The first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his."],"by":"Iggwilv","from":"Demonomicon of Iggwilv"}]}]}],"gallery":[{"path":"bestiary/XMM/Gnolls.webp","credit":"Viko Menezes"}],"otherVersions":[{"id":"gnoll-fang-of-yeenoghu-mm","source":"MM"}]},{"id":"gnoll-fang-of-yeenoghu-mm","name":"Gnoll Fang of Yeenoghu","source":"MM","page":163,"srd":false,"image":"bestiary/MM/Gnoll Fang of Yeenoghu.webp","token":"bestiary/tokens/MM/Gnoll Fang of Yeenoghu.webp","size":"Medium","creatureType":"Fiend (Gnoll)","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":17,"dex":15,"con":15,"int":10,"wis":11,"cha":13,"saves":"Con +4, Wis +2, Cha +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Gnoll","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Rampage","entries":["When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnoll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 7 ({@damage 2d6}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Gnolls celebrate their victories by performing demonic rituals and making blood offerings to Yeenoghu.","Sometimes the demon lord rewards his worshipers by allowing one of them to be possessed by a demonic spirit. Marked as Yeenoghu's favorite, the lucky recipient becomes a fang of Yeenoghu, the chosen of the Gnoll Lord. In much the same way Yeenoghu created the first gnolls, a hyena that feasts on a fang's slain foe undergoes a horrible transformation, becoming a full-grown adult gnoll. Depending on the number of hyenas in a region, a fang of Yeenoghu can lead to a startling increase in the gnoll population. Finding and killing the fang is the only way to keep that population in check.",{"type":"entries","name":"Gnolls","entries":["Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.",{"name":"Demonic Origin","entries":["The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.","Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor."],"type":"entries"},{"name":"Nomadic Destroyers","entries":["Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured."],"type":"entries"},{"name":"Thirst for Blood","entries":["No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Gnoll Fang of Yeenoghu.webp"}],"hidden":true,"otherVersions":[{"id":"gnoll-fang-of-yeenoghu","source":"XMM"}]},{"id":"gnoll-flesh-gnawer","name":"Gnoll Flesh Gnawer","source":"MPMM","page":144,"srd":false,"image":"bestiary/MPMM/Gnoll Flesh Gnawer.webp","token":"bestiary/tokens/MPMM/Gnoll Flesh Gnawer.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":12,"dex":14,"con":12,"int":8,"wis":10,"cha":8,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Gnoll","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Arctic, Forest, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnoll makes one Bite attack and two Shortsword attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Sudden Rush","entries":["Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke {@action opportunity attack||opportunity attacks}."]}],"bonusActions":[{"name":"Rampage","entries":["After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These gnolls eschew the use of ranged weapons in favor of short blades that they wield with great speed and efficiency. In the thick of a fight, they dash across the battlefield, slashing and snarling as they run down stragglers and finish off wounded foes."]},{"type":"section","name":"Gnolls","entries":["The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive."]}],"gallery":[{"path":"bestiary/MPMM/Gnoll Flesh Gnawer.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"gnoll-flesh-gnawer-vgm","source":"VGM"}]},{"id":"gnoll-flesh-gnawer-vgm","name":"Gnoll Flesh Gnawer","source":"VGM","page":154,"srd":false,"image":"bestiary/VGM/Gnoll Flesh Gnawer.webp","token":"bestiary/tokens/VGM/Gnoll Flesh Gnawer.webp","size":"Medium","creatureType":"Humanoid (Gnoll)","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":12,"dex":14,"con":12,"int":8,"wis":10,"cha":8,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Gnoll","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland, Forest, Hill, Arctic","treasure":"","traits":[{"name":"Rampage","entries":["When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnoll makes three attacks: one with its bite and two with its shortsword."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Sudden Rush","entries":["Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["When gnolls are weakened, they seek out isolated settlements, maim and disable its inhabitants, and feed upon them as they rest and regain strength."],"by":"Elminster"},{"type":"entries","entries":["If any group of gnolls could be said to be more feral than the others, that distinction would go to the flesh gnawers. These gnolls eschew the use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of dashing across the field, slashing and snarling as they run down stragglers and finish off wounded foes."]}],"gallery":[{"path":"bestiary/VGM/Gnoll Flesh Gnawer.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"gnoll-flesh-gnawer","source":"MPMM"}]},{"id":"gnoll-hunter","name":"Gnoll Hunter","source":"MPMM","page":144,"srd":false,"image":"bestiary/tokens/MPMM/Gnoll Hunter.webp","token":"bestiary/tokens/MPMM/Gnoll Hunter.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":14,"dex":14,"con":12,"int":8,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Gnoll","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Arctic, Forest, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnoll makes two Bite, Spear, or Longbow attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage when used with two hands to make a melee attack."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn."]}],"bonusActions":[{"name":"Rampage","entries":["After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hunters are the stealthiest gnolls in a war band. In the vanguard, they creep around, picking off isolated opposition while clearing the way for the rest of the force to advance.","Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn't kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away."]},{"type":"section","name":"Gnolls","entries":["The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive."]}],"otherVersions":[{"id":"gnoll-hunter-vgm","source":"VGM"}]},{"id":"gnoll-hunter-vgm","name":"Gnoll Hunter","source":"VGM","page":154,"srd":false,"image":"bestiary/tokens/VGM/Gnoll Hunter.webp","token":"bestiary/tokens/VGM/Gnoll Hunter.webp","size":"Medium","creatureType":"Humanoid (Gnoll)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":14,"dex":14,"con":12,"int":8,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Gnoll","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Forest, Hill, Arctic","treasure":"","traits":[{"name":"Rampage","entries":["When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage when used with two hands to make a melee attack."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["When gnolls are weakened, they seek out isolated settlements, maim and disable its inhabitants, and feed upon them as they rest and regain strength."],"by":"Elminster"},{"type":"entries","entries":["Hunters are the stealthiest gnolls in a war band, and they put their talents to use on the battlefield in a number of ways. In the vanguard of a war band, hunters creep around, picking off isolated opposition while clearing the way for the rest of the force to run roughshod over the enemy's territory.","Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn't kill its target with its first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away. When a hunter on the prowl finds prey and isn't concerned about remaining stealthy, it sounds a horn crafted from bone that produces a keening wail similar to a banshee's yell."]}],"hidden":true,"otherVersions":[{"id":"gnoll-hunter","source":"MPMM"}]},{"id":"gnoll-pack-lord","name":"Gnoll Pack Lord","source":"XMM","page":140,"srd":false,"image":"bestiary/XMM/Gnolls.webp","token":"bestiary/tokens/XMM/Gnoll Pack Lord.webp","size":"Medium","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"15","initiative":"+4 (14)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":8,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Gnoll","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Desert, Forest, Grassland, Hill","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnoll makes two attacks, using Bone Whip or Bone Javelin in any combination, and it uses Incite Rampage if available."]},{"name":"Bone Whip","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}8 ({@damage 2d4 + 3}) Slashing damage."]},{"name":"Bone Javelin","entries":["{@atkr r} {@hit 5}, range 30/120 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage."]},{"name":"Incite Rampage {@recharge 5}","entries":["The gnoll targets another creature it can see within 60 feet of itself that has the Rampage {@variantrule Bonus Action|XPHB}. The target can take a {@variantrule Reaction|XPHB} to make one melee attack."]}],"bonusActions":[{"name":"Rampage (2/Day)","entries":["Immediately after dealing damage to a creature that is already {@status Bloodied|XPHB}, the gnoll moves up to half its {@variantrule Speed|XPHB}, and it makes one Bone Whip attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Rising above other gnolls with their viciousness and physical prowess, gnoll pack lords terrorize weaker gnolls into their service. These brutes drive other gnolls to acts of great violence, then claim the best of their servants' spoils."]},{"type":"section","name":"Gnolls","entries":["{@i Fiends in Feral Flesh}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"The first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his."],"by":"Iggwilv","from":"Demonomicon of Iggwilv"}]}]}],"gallery":[{"path":"bestiary/XMM/Gnolls.webp","credit":"Viko Menezes"}],"otherVersions":[{"id":"gnoll-pack-lord-mm","source":"MM"}]},{"id":"gnoll-pack-lord-mm","name":"Gnoll Pack Lord","source":"MM","page":163,"srd":false,"image":"bestiary/MM/Gnoll.webp","token":"bestiary/tokens/MM/Gnoll Pack Lord.webp","size":"Medium","creatureType":"Humanoid (Gnoll)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":8,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Gnoll","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Rampage","entries":["When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Glaive","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Incite Rampage {@recharge 5}","entries":["One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll pack's spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable.",{"type":"entries","name":"Gnolls","entries":["Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.",{"name":"Demonic Origin","entries":["The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.","Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor."],"type":"entries"},{"name":"Nomadic Destroyers","entries":["Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured."],"type":"entries"},{"name":"Thirst for Blood","entries":["No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Gnoll.webp"}],"hidden":true,"otherVersions":[{"id":"gnoll-pack-lord","source":"XMM"}]},{"id":"gnoll-vampire","name":"Gnoll Vampire","source":"IDRotF","page":290,"srd":false,"image":"bestiary/IDRotF/Gnoll Vampire.webp","token":"bestiary/tokens/IDRotF/Gnoll Vampire.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Chaotic Evil","ac":"17","initiative":"+4 (14)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":20,"dex":18,"con":18,"int":6,"wis":12,"cha":9,"saves":"Dex +7, Con +7","skills":"","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, Gnoll","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The vampire has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Rampage","entries":["When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a bonus action to move up to half its speed and make a bite attack."]},{"name":"Regeneration","entries":["The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Shapechanger","entries":["If the vampire isn't in sunlight, it can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form.","While in hyena form, the vampire can't speak, and its walking speed is 50 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, the vampire can't take any actions, speak, or manipulate objects. it is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Unusual Nature","entries":["The vampire doesn't require air."]},{"name":"Vampire Weaknesses","entries":["The vampire has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Enraged by Celestial","entry":"If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is {@condition restrained}. Otherwise, it moves to attack what it perceives to be the closest source."},{"type":"itemSub","name":"Repulsed by Perfume","entry":"The vampire has disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["The vampire makes two attacks: one with its bite and one with its claws."]},{"name":"Bite (Hyena or Vampire Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. the target dies if its hit point maximum is reduced to 0."]},{"name":"Claws (Vampire Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage."]},{"name":"Frightful Cackle (Hyena or Vampire Form Only)","entries":["The vampire emits a bone-chilling cackle. Each creature of the vampire's choice that is within 120 feet of the vampire and can hear its cackle must succeed on a {@dc 15} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vampire's Frightful Cackle for the next 24 hours."]},{"name":"Sickening Gaze (Hyena or Vampire Form Only)","entries":["The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 15} Constitution saving throw against this magic or be {@condition poisoned} for 24 hours. A creature whose saving throw is successful is immune to this vampire's Sickening Gaze for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.","A gnoll vampire is a savage predator that feeds on the blood of the living. It cackles maniacally when it catches the scent of its prey and quickly moves in for the kill, tearing away flesh with its claws, gorging on meat and blood, and leaving nothing behind but bones, gristle, and the victim's blood-spattered belongings.","Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other gnolls. Their noses can't stand the scent of perfumes, and their ears can't abide words spoken aloud in Celestial. They don't cast reflections in mirrors unless they want to.","Unlike normal vampires, gnoll vampires don't have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and they can enter residences without invitation. When a gnoll vampire needs to travel quickly, it adopts the form of a giant, emaciated hyena. When it wants to catch its prey by surprise, it takes the form of a cloud of mist. After it feeds on a victim's blood, its mist form takes on a crimson hue for an hour or so before its colorlessness returns.",{"type":"inset","name":"Tekeli-Li and the Caves of Hunger","entries":["Tekeli-li was a {@creature Gnoll Fang of Yeenoghu||fang of Yeenoghu}, a powerful gnoll whose pack invaded Icewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit.","The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become—the embodiment of winter's remorseless consumption.","Tekeli-li exists today as a gnoll vampire that hasn't fed in decades. Adventurers who use the \"{@adventure Rime of the Frostmaiden|IDRotF|23}\" to create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li's lair, the Caves of Hunger, see {@adventure chapter 6|IDRotF|16}."]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Gnoll Vampire.webp"}]},{"id":"gnoll-warrior","name":"Gnoll Warrior","source":"WttHC","page":140,"srd":true,"image":"bestiary/WttHC/Gnoll Warrior (Stranger Things).webp","token":"bestiary/tokens/WttHC/Gnoll Warrior.webp","size":"Medium","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"27 (6d8)","speed":"30 ft.","str":14,"dex":12,"con":11,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Gnoll","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Desert, Forest, Grassland, Hill","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage."]},{"name":"Bone Bow","entries":["{@atkr r} {@hit 3}, range 150/600 ft. {@h}6 ({@damage 1d10 + 1}) Piercing damage."]}],"bonusActions":[{"name":"Rampage (1/Day)","entries":["Immediately after dealing damage to a creature that is already {@status Bloodied|XPHB}, the gnoll moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gnoll warriors crave endless slaughter but quickly grow bored with the prey they kill and the treasures they plunder. Nevertheless, they're enraged by the thought of anyone else having what's theirs, compelling them to ruin what they can't take with them."]}],"gallery":[{"path":"bestiary/WttHC/Gnoll Warrior (Stranger Things).webp"}],"otherVersions":[{"id":"gnoll-warrior-xmm","source":"XMM"}]},{"id":"gnoll-warrior-xmm","name":"Gnoll Warrior","source":"XMM","page":140,"srd":true,"image":"bestiary/XMM/Gnolls.webp","token":"bestiary/tokens/XMM/Gnoll Warrior.webp","size":"Medium","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"27 (6d8)","speed":"30 ft.","str":14,"dex":12,"con":11,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Gnoll","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Desert, Forest, Grassland, Hill","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage."]},{"name":"Bone Bow","entries":["{@atkr r} {@hit 3}, range 150/600 ft. {@h}6 ({@damage 1d10 + 1}) Piercing damage."]}],"bonusActions":[{"name":"Rampage (1/Day)","entries":["Immediately after dealing damage to a creature that is already {@status Bloodied|XPHB}, the gnoll moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gnoll warriors crave endless slaughter but quickly grow bored with the prey they kill and the treasures they plunder. Nevertheless, they're enraged by the thought of anyone else having what's theirs, compelling them to ruin what they can't take with them."]},{"type":"section","name":"Gnolls","entries":["{@i Fiends in Feral Flesh}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"The first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Yeenoghu claims gnolls not as his brood but as maggots purposefully released to infest a despised carcass. They are a pernicious rot the Beast of Butchery spreads across mortal worlds. Whatever they once were, they were remade and are now his."],"by":"Iggwilv","from":"Demonomicon of Iggwilv"}]}]}],"gallery":[{"path":"bestiary/XMM/Gnolls.webp","credit":"Viko Menezes"}],"hidden":true,"otherVersions":[{"id":"gnoll-warrior","source":"WttHC"}]},{"id":"gnoll-witherling","name":"Gnoll Witherling","source":"MPMM","page":145,"srd":false,"image":"bestiary/MPMM/Gnoll Witherling.webp","token":"bestiary/tokens/MPMM/Gnoll Witherling.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"-1 (9)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":14,"dex":8,"con":12,"int":5,"wis":5,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 7","languages":"understands Gnoll but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Arctic, Forest, Grassland, Hill","treasure":"","traits":[{"name":"Unusual Nature","entries":["The witherling doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The witherling makes two Bite or Spiked Club attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) necrotic damage."]},{"name":"Spiked Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[{"name":"Rampage","entries":["After the witherling reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes one Bite attack."]}],"reactions":[{"name":"Vengeful Strike","entries":["In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes one Bite or Spiked Club attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["The life cycle of Yeenoghu's gnolls begins and ends with eating. They eat their enemies, they eat one another, and they're freed from their hunger only in death."],"by":"Mordenkainen"},"Sometimes the gnolls of Yeenoghu turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control their hunger and violent urges. Eventually, they fight among themselves.","The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu they bring the remains back to a semblance of life in the form of a gnoll witherling.","Witherlings travel with their comrades and try to kill anything in their path. They don't eat and aren't motivated by hunger, leaving more flesh for the rest of the war band."],"gallery":[{"path":"bestiary/MPMM/Gnoll Witherling.webp","credit":"Filip Burburan"}],"otherVersions":[{"id":"gnoll-witherling-vgm","source":"VGM"}]},{"id":"gnoll-witherling-vgm","name":"Gnoll Witherling","source":"VGM","page":155,"srd":false,"image":"bestiary/VGM/Gnoll Witherling.webp","token":"bestiary/tokens/VGM/Gnoll Witherling.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"-1 (9)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":14,"dex":8,"con":12,"int":5,"wis":5,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 7","languages":"understands Gnoll but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill, Arctic","treasure":"","traits":[{"name":"Rampage","entries":["When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The witherling makes two attacks: one with its bite and one with its club, or two with its club."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Vengeful Strike","entries":["In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves.","The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling.","Witherlings act much as gnolls do in life, traveling with their comrades and trying to kill anything in their path. They don't eat and aren't motivated by hunger, leaving more flesh for the rest of the war band. Gnoll witherlings are incapable of wielding any weapon more sophisticated than a simple club.",{"name":"Undead Nature","entries":["A gnoll witherling doesn't require air, food, drink, or sleep.",{"type":"quote","entries":["I heard a warlock sought to magically turn the last witherlings of a destroyed gnoll war band into his own strike force against foes. That worked well until Yeenoghu sent seven war bands after him."],"by":"Volo"}],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Gnoll Witherling.webp","credit":"Filip Burburan"}],"hidden":true,"otherVersions":[{"id":"gnoll-witherling","source":"MPMM"}]},{"id":"gnome-ceremorph","name":"Gnome Ceremorph","source":"IDRotF","page":303,"srd":false,"image":"bestiary/IDRotF/Gnome Ceremorph.webp","token":"bestiary/tokens/IDRotF/Gnome Ceremorph.webp","size":"Small","creatureType":"Aberration","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"58 (13d6 + 13)","speed":"25 ft.","str":6,"dex":14,"con":12,"int":19,"wis":17,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Gnomish, telepathy 120 ft., Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The ceremorph has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The ceremorph's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 9}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the ceremorph. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain."]},{"name":"Laser Pistol","entries":["{@atk rw} {@hit 5} to hit, range 40/120 ft., one target. {@h}12 ({@damage 3d6 + 2}) radiant damage."]},{"name":"Mind Blast {@recharge 5}","entries":["The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.","For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or simply a facet of how their minds work. When the process is warped only slightly, the mind flayer remains gnome-sized and is called a gnome ceremorph. It retains its knowledge of the Gnomish language while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention.",{"type":"entries","name":"Laser Pistol","entries":["A gnome ceremorph often carries a home-built device that functions as a {@item laser pistol} (see \"{@book Firearms|DMG|9|Firearms}\" in the {@book Dungeon Master's Guide|DMG}). This weapon is powered by an {@item energy cell}, which enables the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The {@item energy cell} can't be removed without destroying the weapon."]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Gnome Ceremorph.webp"}]},{"id":"gnome-squidling","name":"Gnome Squidling","source":"IDRotF","page":303,"srd":false,"image":"bestiary/IDRotF/Gnome Squidling.webp","token":"bestiary/tokens/IDRotF/Gnome Squidling.webp","size":"Small","creatureType":"Aberration","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"10 (3d6)","speed":"15 ft.","str":4,"dex":7,"con":10,"int":4,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands Deep Speech and Gnomish but can't speak, telepathy 60 ft.","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The squidling has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The squidling's innate spellcasting ability is Intelligence (spell save {@dc 7}). It can innately cast {@spell levitate} at will, requiring no components.","At will: {@spell levitate}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one creature. {@h}5 ({@damage 2d4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 7}) and must succeed on a {@dc 7} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one {@condition incapacitated} creature {@condition grappled} by the squidling. {@h}27 ({@damage 5d10}) piercing damage. If this damage reduces the target to 0 hit points, the squidling kills the target by extracting and devouring its brain."]},{"name":"Mind Tickle {@recharge 5}","entries":["The squidling magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 7} Intelligence saving throw or take 2 ({@damage 1d4}) psychic damage and be {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence.","When the process of turning a gnome into a mind flayer goes horribly awry, the result is a gnome squidling—a deformed mind flayer with weak, spindly limbs and oversized tentacles. It relies on levitation to keep its body aloft and uses its tentacles like legs, to propel it along whatever surface it's floating above. Most mind flayers destroy squidlings on sight, so it's rare to see one or more of these creatures.","Squidlings eat brains for sustenance, just like other mind flayers do, and they don't care where the brains come from."]}],"gallery":[{"path":"bestiary/IDRotF/Gnome Squidling.webp"}]},{"id":"goat","name":"Goat","source":"XMM","page":362,"srd":true,"image":"bestiary/XMM/Goat.webp","token":"bestiary/tokens/XMM/Goat.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"40 ft., climb 30 ft.","str":11,"dex":10,"con":11,"int":2,"wis":10,"cha":5,"saves":"Str +2","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Hill, Mountain, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Bludgeoning damage, or 2 ({@damage 1d4}) Bludgeoning damage if the goat moved 20+ feet straight toward the target immediately before the hit."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Goat.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"goat-mm","source":"MM"}]},{"id":"goat-mm","name":"Goat","source":"MM","page":330,"srd":false,"image":"bestiary/tokens/MM/Goat.webp","token":"bestiary/tokens/MM/Goat.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"40 ft.","str":12,"dex":10,"con":11,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Mountain, Grassland, Hill, Urban","treasure":"","traits":[{"name":"Charge","entries":["If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 ({@damage 1d4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 10} Strength saving throw or be knocked {@condition prone}."]},{"name":"Sure-Footed","entries":["The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"goat","source":"XMM"}]},{"id":"goblin","name":"Goblin","source":"MM","page":166,"srd":false,"image":"bestiary/MM/Goblin.webp","token":"bestiary/tokens/MM/Goblin.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Nimble Escape","entries":["The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.",{"name":"Goblinoids","type":"entries","entries":["Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards."]},{"name":"Malicious Glee","type":"entries","entries":["Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness."]},{"name":"Leaders and Followers","type":"entries","entries":["Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs."]},{"name":"Challenging Lairs","type":"entries","entries":["Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks."]},{"name":"Worshipers of Maglubiyet","type":"entries","entries":["Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a \"privilege\" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["If you want soldiers or thugs, hire hobgoblins. If you want someone clubbed to death in their sleep, hire bugbears. If you want mean little fools, hire goblins."],"by":"Stalman Kilm, Slave Lord"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["{@b {@style Bree-Yark!|small-caps}}"],"by":"Goblin for \"We surrender!\" (or so they say)"}]}]}],"gallery":[{"path":"bestiary/MM/Goblin.webp"}]},{"id":"goblin-boss","name":"Goblin Boss","source":"XMM","page":143,"srd":true,"image":"bestiary/XMM/Goblins.webp","token":"bestiary/tokens/XMM/Goblin Boss.webp","size":"Small","creatureType":"Fey (Goblinoid)","alignment":"Chaotic Neutral","ac":"17","initiative":"+2 (12)","hp":"21 (6d6)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":10,"wis":8,"cha":10,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Grassland, Hill, Planar, Acheron, Planar, Feywild, Underdark","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goblin makes two attacks, using Scimitar or Shortbow in any combination."]},{"name":"Scimitar","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage, plus 2 ({@damage 1d4}) Slashing damage if the attack roll had {@variantrule Advantage|XPHB}."]},{"name":"Shortbow","entries":["{@atkr r} {@hit 4}, range 80/320 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage, plus 2 ({@damage 1d4}) Piercing damage if the attack roll had {@variantrule Advantage|XPHB}."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The goblin takes the {@action Disengage|XPHB} or {@action Hide|XPHB} action."]}],"reactions":[{"name":"Redirect Attack","entries":["{@actTrigger} A creature the goblin can see makes an attack roll against it. {@actResponse} The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their followers."]},{"type":"section","name":"Goblins","entries":["{@i Wild Tricksters and Troublemakers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Planar (Acheron)|bestiary|environment=planar, acheron}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.","Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.","The deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Bree-yark!"],"by":"Approximate translation from Goblin to Common: \"Hey, rube!\""}]}]}],"gallery":[{"path":"bestiary/XMM/Goblins.webp","title":"A goblin boss, a goblin hexer, and a goblin Warrior prepare to strike against a bitter foe","credit":"Taras Susak"}],"otherVersions":[{"id":"goblin-boss-mm","source":"MM"}]},{"id":"goblin-boss-mm","name":"Goblin Boss","source":"MM","page":166,"srd":false,"image":"bestiary/MM/Goblin.webp","token":"bestiary/tokens/MM/Goblin Boss.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"21 (6d6)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":10,"wis":8,"cha":10,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Nimble Escape","entries":["The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goblin makes two attacks with its scimitar. The second attack has disadvantage."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Redirect Attack","entries":["When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.",{"name":"Goblinoids","type":"entries","entries":["Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards."]},{"name":"Malicious Glee","type":"entries","entries":["Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness."]},{"name":"Leaders and Followers","type":"entries","entries":["Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs."]},{"name":"Challenging Lairs","type":"entries","entries":["Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks."]},{"name":"Worshipers of Maglubiyet","type":"entries","entries":["Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a \"privilege\" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["If you want soldiers or thugs, hire hobgoblins. If you want someone clubbed to death in their sleep, hire bugbears. If you want mean little fools, hire goblins."],"by":"Stalman Kilm, Slave Lord"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["{@b {@style Bree-Yark!|small-caps}}"],"by":"Goblin for \"We surrender!\" (or so they say)"}]}]}],"gallery":[{"path":"bestiary/MM/Goblin.webp"}],"hidden":true,"otherVersions":[{"id":"goblin-boss","source":"XMM"}]},{"id":"goblin-boss-archer","name":"Goblin Boss Archer","source":"PaBTSO","page":60,"srd":false,"image":"bestiary/tokens/PaBTSO/Goblin Boss Archer.webp","token":"bestiary/tokens/PaBTSO/Goblin Boss Archer.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"21 (6d6)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":10,"wis":8,"cha":10,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Nimble Escape","entries":["The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goblin makes two attacks with its scimitar. The second attack has disadvantage."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80 ft./320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Redirect Attack","entries":["When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"goblin-commoner","name":"Goblin Commoner","source":"TftYP","page":24,"srd":false,"image":"bestiary/tokens/TftYP/Goblin Commoner.webp","token":"bestiary/tokens/TftYP/Goblin Commoner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"3 (1d6)","speed":"30 ft.","str":8,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"goblin-gang-member","name":"Goblin Gang Member","source":"KKW","page":167,"srd":false,"image":"bestiary/tokens/KKW/Goblin Gang Member.webp","token":"bestiary/tokens/KKW/Goblin Gang Member.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"14","initiative":"+3 (13)","hp":"10 (3d6)","speed":"30 ft.","str":8,"dex":16,"con":10,"int":10,"wis":10,"cha":8,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nimble Escape","entries":["The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"goblin-hexer","name":"Goblin Hexer","source":"XMM","page":143,"srd":false,"image":"bestiary/XMM/Goblins.webp","token":"bestiary/tokens/XMM/Goblin Hexer.webp","size":"Small","creatureType":"Fey (Goblinoid)","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"45 (10d6 + 10)","speed":"30 ft.","str":8,"dex":16,"con":12,"int":16,"wis":10,"cha":10,"saves":"","skills":"Sleight Of Hand +5, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Grassland, Hill, Planar, Acheron, Planar, Feywild, Underdark","treasure":"Implements, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Minor Illusion|XPHB}","1/day each: {@spell Blindness/Deafness|XPHB}, {@spell Faerie Fire|XPHB}, {@spell Grease|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The goblin makes two Hex Stick attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Hex Stick","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 60 ft. {@h}12 ({@damage 2d8 + 3}) Psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Jinx","entries":["{@actTrigger} A creature the goblin can see hits it with an attack roll. {@actResponse d}{@actSave wis} {@dc 13}, the triggering creature. {@actSaveFail} The attack misses instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Goblin hexers use flashy and disruptive magic. Many goblin hexers are theatrical, dressing and behaving in exaggerated mimicry of archmages."]},{"type":"section","name":"Goblins","entries":["{@i Wild Tricksters and Troublemakers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Planar (Acheron)|bestiary|environment=planar, acheron}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.","Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.","The deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Bree-yark!"],"by":"Approximate translation from Goblin to Common: \"Hey, rube!\""}]}]}],"gallery":[{"path":"bestiary/XMM/Goblins.webp","title":"A goblin boss, a goblin hexer, and a goblin Warrior prepare to strike against a bitter foe","credit":"Taras Susak"}]},{"id":"goblin-minion","name":"Goblin Minion","source":"XMM","page":142,"srd":true,"image":"bestiary/XMM/Goblins.webp","token":"bestiary/tokens/XMM/Goblin Minion.webp","size":"Small","creatureType":"Fey (Goblinoid)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":15,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Grassland, Hill, Planar, Acheron, Planar, Feywild, Underdark","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 20/60 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The goblin takes the {@action Disengage|XPHB} or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Goblin minions enjoy participating in the disruptive schemes of clever leaders but are quick to flee when confronted by their comeuppance."]},{"type":"section","name":"Goblins","entries":["{@i Wild Tricksters and Troublemakers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Planar (Acheron)|bestiary|environment=planar, acheron}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.","Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.","The deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Bree-yark!"],"by":"Approximate translation from Goblin to Common: \"Hey, rube!\""}]}]}],"gallery":[{"path":"bestiary/XMM/Goblins.webp","title":"A goblin boss, a goblin hexer, and a goblin Warrior prepare to strike against a bitter foe","credit":"Taras Susak"}]},{"id":"goblin-psi-brawler","name":"Goblin Psi Brawler","source":"PaBTSO","page":215,"srd":false,"image":"bestiary/PaBTSO/Goblin Psi Brawler.webp","token":"bestiary/tokens/PaBTSO/Goblin Psi Brawler.webp","size":"Small","creatureType":"Aberration (Goblinoid)","alignment":"Any Alignment","ac":"15","initiative":"+3 (13)","hp":"31 (7d6 + 7)","speed":"30 ft.","str":9,"dex":17,"con":12,"int":16,"wis":15,"cha":10,"saves":"Int +5, Wis +4","skills":"Stealth +7","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Goblin, telepathy 30 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mental Burst","entries":["When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a {@dc 13} Intelligence saving throw or take 5 ({@damage 2d4}) psychic damage."]},{"name":"Mental Fortitude","entries":["The goblin has advantage on saving throws against effects that would make it have the {@condition charmed} or {@condition frightened} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goblin makes two Unarmed Strike attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) psychic damage."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The goblin takes the {@action Disengage} or {@action Hide} action."]},{"name":"Telekinetic Shove","entries":["The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a {@dc 13} Strength saving throw or have the {@condition prone} condition."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a telekinetic thrust strong enough to knock enemies to the ground."]}]},{"type":"section","entries":[{"type":"entries","name":"Psionic Goblins","entries":["The specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.","Psionic goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat. Psionic goblins often augment their martial skills with telekinesis, and stealthy squads of psionic goblin warriors can communicate via telepathy, making them excellent infiltrators and ambushers."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Goblin Psi Brawler.webp"},{"path":"bestiary/PaBTSO/Psionic Goblins.webp"}]},{"id":"goblin-psi-commander","name":"Goblin Psi Commander","source":"PaBTSO","page":216,"srd":false,"image":"bestiary/PaBTSO/Goblin Psi Commander.webp","token":"bestiary/tokens/PaBTSO/Goblin Psi Commander.webp","size":"Small","creatureType":"Aberration (Goblinoid)","alignment":"Any Alignment","ac":"16","initiative":"+4 (14)","hp":"58 (13d6 + 13)","speed":"30 ft.","str":12,"dex":19,"con":13,"int":17,"wis":15,"cha":10,"saves":"Int +5, Wis +4","skills":"Stealth +8","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Goblin, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mental Burst","entries":["When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a {@dc 13} Intelligence saving throw or take 10 ({@damage 4d4}) psychic damage."]},{"name":"Mental Fortitude","entries":["The goblin has advantage on saving throws against effects that would make it have the {@condition charmed} or {@condition frightened} conditions."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell mage hand} (the hand is invisible), {@spell minor illusion}","1/day each: {@spell charm person}, {@spell dissonant whispers}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The goblin makes three Psychic Blade attacks."]},{"name":"Psychic Blade","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 60 ft., one creature. {@h}11 ({@damage 2d6 + 4}) psychic damage, and the target must subtract {@dice 1d4} from the next attack roll or saving throw it makes before the end of the goblin's next turn."]},{"name":"Synaptic Rend {@recharge 5}","entries":["The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a {@dc 13} Intelligence saving throw. On a failed save, a creature takes 14 ({@damage 4d6}) psychic damage and has the {@condition incapacitated} condition until the end of the goblin's next turn. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The goblin takes the {@action Disengage} or {@action Hide} action."]}],"reactions":[{"name":"Psionic Shield","entries":["When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the triggering attack roll, potentially causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Goblin psi commanders are among the few psionic goblins who manage to fully control the power within themselves. Awakened to the total breadth of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst."]}]},{"type":"section","entries":[{"type":"entries","name":"Psionic Goblins","entries":["The specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.","Psionic goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat. Psionic goblins often augment their martial skills with telekinesis, and stealthy squads of psionic goblin warriors can communicate via telepathy, making them excellent infiltrators and ambushers."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Goblin Psi Commander.webp"},{"path":"bestiary/PaBTSO/Psionic Goblins.webp"}]},{"id":"goblin-warrior","name":"Goblin Warrior","source":"WttHC","page":142,"srd":true,"image":"bestiary/WttHC/Goblin Warrior (Stranger Things).webp","token":"bestiary/tokens/WttHC/Goblin Warrior.webp","size":"Small","creatureType":"Fey (Goblinoid)","alignment":"Chaotic Neutral","ac":"15","initiative":"+2 (12)","hp":"10 (3d6)","speed":"30 ft.","str":8,"dex":15,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Grassland, Hill, Planar, Acheron, Planar, Feywild, Underdark","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage, plus 2 ({@damage 1d4}) Slashing damage if the attack roll had {@variantrule Advantage|XPHB}."]},{"name":"Shortbow","entries":["{@atkr r} {@hit 4}, range 80/320 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage, plus 2 ({@damage 1d4}) Piercing damage if the attack roll had {@variantrule Advantage|XPHB}."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The goblin takes the {@action Disengage|XPHB} or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Goblins are embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.","Goblin warriors excel at causing mischief, but some devote themselves to nobler pursuits."]}],"gallery":[{"path":"bestiary/WttHC/Goblin Warrior (Stranger Things).webp"}],"otherVersions":[{"id":"goblin-warrior-xmm","source":"XMM"}]},{"id":"goblin-warrior-xmm","name":"Goblin Warrior","source":"XMM","page":142,"srd":true,"image":"bestiary/XMM/Goblins.webp","token":"bestiary/tokens/XMM/Goblin Warrior.webp","size":"Small","creatureType":"Fey (Goblinoid)","alignment":"Chaotic Neutral","ac":"15","initiative":"+2 (12)","hp":"10 (3d6)","speed":"30 ft.","str":8,"dex":15,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Grassland, Hill, Planar, Acheron, Planar, Feywild, Underdark","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage, plus 2 ({@damage 1d4}) Slashing damage if the attack roll had {@variantrule Advantage|XPHB}."]},{"name":"Shortbow","entries":["{@atkr r} {@hit 4}, range 80/320 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage, plus 2 ({@damage 1d4}) Piercing damage if the attack roll had {@variantrule Advantage|XPHB}."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The goblin takes the {@action Disengage|XPHB} or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Goblin warriors excel at causing mischief. Those in service to Maglubiyet have greater discipline and are likely to withdraw to set up ambushes."]},{"type":"section","name":"Goblins","entries":["{@i Wild Tricksters and Troublemakers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Planar (Acheron)|bestiary|environment=planar, acheron}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.","Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.","The deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god's conquest.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Bree-yark!"],"by":"Approximate translation from Goblin to Common: \"Hey, rube!\""}]}]}],"gallery":[{"path":"bestiary/XMM/Goblins.webp","title":"A goblin boss, a goblin hexer, and a goblin Warrior prepare to strike against a bitter foe","credit":"Taras Susak"}],"hidden":true,"otherVersions":[{"id":"goblin-warrior","source":"WttHC"}]},{"id":"gold-dragon-wyrmling","name":"Gold Dragon Wyrmling","source":"XMM","page":144,"srd":true,"image":"bestiary/XMM/Gold Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/Gold Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":19,"dex":14,"con":17,"int":14,"wis":11,"cha":16,"saves":"Dex +4, Wis +2","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Grassland","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}9 ({@damage 1d10 + 4}) Slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 13}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 22 ({@damage 4d10}) Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Weakening Breath","entries":["{@actSave str} {@dc 13}, each creature that isn't currently affected by this breath in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has {@variantrule Disadvantage|XPHB} on Strength-based {@variantrule D20 Test|XPHB|D20 Tests} and subtracts 2 ({@dice 1d4}) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gold dragon wyrmlings learn much from their elders, then head off to save the world. Idealistic and curious, these wyrmlings seek to right obvious wrongs and make friends among those they aid."]},{"type":"section","name":"Gold Dragons","entries":["{@i Dragons of Hope and Majesty}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Gold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.","Gold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.",{"type":"entries","name":"Gold Dragon Lairs","entries":["Gold dragons make their homes in places of natural and magical wonder."]}]}],"gallery":[{"path":"bestiary/XMM/Gold Dragon Wyrmling.webp","credit":"Alexander Ostrowski"}],"otherVersions":[{"id":"gold-dragon-wyrmling-mm","source":"MM"}]},{"id":"gold-dragon-wyrmling-mm","name":"Gold Dragon Wyrmling","source":"MM","page":115,"srd":false,"image":"bestiary/MM/Gold Dragon.webp","token":"bestiary/tokens/MM/Gold Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Lawful Good","ac":"17","initiative":"+2 (12)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":19,"dex":14,"con":17,"int":14,"wis":11,"cha":16,"saves":"Dex +4, Con +5, Wis +2, Cha +5","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"The dragon exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Weakening Breath","entry":"The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.","A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.",{"name":"Devourer of Wealth","type":"entries","entries":["Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes."]},{"name":"Reserved Shapeshifters","type":"entries","entries":["Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.","Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end."]},{"name":"Master Hoarders","type":"entries","entries":["A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it."]}]}]},{"type":"entries","name":"A Gold Dragon's Lair","entries":["Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Gold Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"gold-dragon-wyrmling","source":"XMM"}]},{"id":"gold-greatwyrm","name":"Gold Greatwyrm","source":"FTD","page":208,"srd":false,"image":"bestiary/tokens/FTD/Gold Greatwyrm.webp","token":"bestiary/tokens/FTD/Gold Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"22","initiative":"+3 (13)","hp":"565 (29d20 + 261)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":16,"con":29,"int":21,"wis":22,"cha":30,"saves":"Dex +11, Con +17, Int +13, Wis +14, Cha +18","skills":"Insight +14, Perception +22, Persuasion +18","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 32","languages":"Common, Draconic","cr":"28","crDisplay":"28 (XP 120,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Metallic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Elemental Breath","entries":["The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) fire damage on a failed save, or half as much damage on a successful one."]},{"type":"item","name":"Sapping Breath","entries":["The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}]}]},{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.","A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the \"Brass Dragons\" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.","Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.",{"type":"inset","name":"Justice and Mercy","source":"FTD","entries":["Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.","Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.","Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead."]},{"type":"quote","entries":["Call me biased, but the \"great\" part of \"metallic greatwyrm\" feels a little redundant. It goes without saying."],"by":"Fizban"}]},{"id":"gold-forged-sentinel","name":"Gold-Forged Sentinel","source":"MOT","page":211,"srd":false,"image":"bestiary/MOT/Gold-Forged Sentinel.webp","token":"bestiary/tokens/MOT/Gold-Forged Sentinel.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+1 (11)","hp":"76 (8d10 + 32)","speed":"40 ft., fly 60 ft.","str":18,"dex":13,"con":19,"int":3,"wis":16,"cha":10,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"understands one language of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the sentinel moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 ({@damage 3d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Spell Turning","entries":["The sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the sentinel and instead targets the caster."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sentinel makes two ram attacks."]},{"name":"Ram","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The sentinel exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 6d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The original purpose of gold-forged sentinels is a mystery, and of all Purphoros's original anvilwroughts, this construct is the most difficult to control. A sentinel often operates without a master, stalking the high places of the mortal world or waiting, still as a statue, for what could be decades before reanimating to carry out their mysterious purpose.","The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.","Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.","A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters."]}],"gallery":[{"path":"bestiary/MOT/Gold-Forged Sentinel.webp","credit":"James Zapata"}]},{"id":"golden-stag","name":"Golden Stag","source":"HotDQ","page":35,"srd":false,"image":"bestiary/tokens/HotDQ/Golden Stag.webp","token":"bestiary/tokens/HotDQ/Golden Stag.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d10 + 2)","speed":"50 ft.","str":16,"dex":10,"con":12,"int":2,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one {@condition prone} creature. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"golgari-shaman","name":"Golgari Shaman","source":"GGR","page":236,"srd":false,"image":"bestiary/tokens/GGR/Golgari Shaman.webp","token":"bestiary/tokens/GGR/Golgari Shaman.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"88 (16d8 + 16)","speed":"30 ft.","str":11,"dex":15,"con":12,"int":12,"wis":17,"cha":16,"saves":"Con +4, Wis +6","skills":"Arcana +4, Insight +6, Nature +4, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The shaman has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The shaman has the following druid spells prepared:","Cantrips (at will): {@spell poison spray}, {@spell shillelagh}, {@spell thorn whip}","Level 1 (4 slots): {@spell cure wounds}, {@spell entangle}, {@spell ray of sickness}","Level 2 (3 slots): {@spell pass without trace}, {@spell ray of enfeeblement}, {@spell spike growth}","Level 3 (3 slots): {@spell animate dead}, {@spell dispel magic}, {@spell plant growth}","Level 4 (2 slots): {@spell blight}, {@spell giant insect}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage if used with two hands."]},{"name":"Fungal Rot","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) necrotic damage, and the target must make a {@dc 14} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Feed on Death","entries":["When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 ({@dice 1d10}) temporary hit points."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Golgari shamans are the spiritual leaders of the Golgari Swarm. They teach the guild's beliefs about the cycles of nature, using their necromantic magic to show how life sprouts from death.","Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to allow them to communicate by means of these marks. They wear clothing adorned with beetle carapaces, spiderwebs, or shelf fungus."]},{"type":"entries","name":"Golgari Lairs","entries":["Members of the Golgari Swarm have an intimate connection to their territory. When at least six Golgari defend their territory together, they can call on the environment to aid them. The group must include Jarad Vod Savo or at least one Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich. When determining the difficulty of such an encounter, consider the lair to be one additional creature of challenge rating 1."]}]}]}]},{"id":"goliath-giant-kin","name":"Goliath Giant-Kin","source":"BGG","page":155,"srd":false,"image":"bestiary/BGG/Goliath Giant-Kin.webp","token":"bestiary/tokens/BGG/Goliath Giant-Kin.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":18,"dex":13,"con":16,"int":10,"wis":12,"cha":12,"saves":"","skills":"Athletics +6, Perception +3, Survival +3","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Giant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goliath makes two Spear attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[{"name":"Giant's Strikes {@recharge 5}","entries":["Until the end of its turn, the goliath's melee attacks each deal an extra 7 ({@damage 2d6}) damage of a type determined by the goliath's giant community: cold (frost giant), fire (fire giant), force (stone giant), lightning (storm giant), piercing (hill giant), or thunder (cloud giant)."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Goliaths are Humanoids distantly related to giants. Infused with the supernatural essence of their ancestors' mountainous home, goliaths have the strength and fortitude to garner a giant's respect. Communities of goliaths who live in close relationship with giants emulate them and are recognized by the giants as kin. These goliath giant-kin often act as liaisons between giant clans and other Humanoids.","Though they rarely stand more than 8 feet tall, goliaths can hold their own in contests of strength with ogres. Goliath giant-kin can also channel the magic of their giant relatives into mighty melee attacks.","Though they are not part of the ordning, goliath giant-kin often revere the divine ancestors of the giants, with a particular affinity for Annam's daughters: Diancastra, Hiatea, and Iallanis. They also tend to extol the same virtues as the giants they live alongside, so goliath giant-kin dwelling near frost giants boast of their might, while those dwelling with stone giants cherish artistry.",{"type":"quote","entries":["Few things bring me as much delight as goliaths who strive to celebrate their connection to the magnificent history of giants. When they sing me hymns, their voices are sweetest."],"by":"Diancastra"}]}],"gallery":[{"path":"bestiary/BGG/Goliath Giant-Kin.webp"}]},{"id":"goliath-warrior","name":"Goliath Warrior","source":"IDRotF","page":292,"srd":false,"image":"bestiary/IDRotF/Goliath Warrior.webp","token":"bestiary/tokens/IDRotF/Goliath Warrior.webp","size":"Medium","creatureType":"Humanoid (Goliath)","alignment":"Any Alignment","ac":"12","initiative":"+0 (10)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":18,"dex":11,"con":16,"int":10,"wis":15,"cha":10,"saves":"","skills":"Athletics +6, Perception +4, Survival +4","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Giant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mountain Born","entries":["The goliath is acclimated to high altitude, including elevations above 20,000 feet."]},{"name":"Powerful Build","entries":["The goliath counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goliath makes two attacks with its greataxe or hurls two javelins."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Stone's Endurance (Recharges after a Short or Long Rest)","entries":["When the goliath takes damage, it reduces the damage taken by 9 ({@dice 1d12 + 3})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature."]}],"gallery":[{"path":"bestiary/IDRotF/Goliath Warrior.webp"}]},{"id":"goliath-werebear","name":"Goliath Werebear","source":"IDRotF","page":293,"srd":false,"image":"bestiary/IDRotF/Goliath Werebear.webp","token":"bestiary/tokens/IDRotF/Goliath Werebear.webp","size":"Medium","creatureType":"Humanoid (Goliath, Shapechanger)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"161 (19d8 + 76)","speed":"30 ft. (40 ft. swim 30 ft. in bear or hybrid form)","str":20,"dex":10,"con":18,"int":10,"wis":15,"cha":10,"saves":"","skills":"Athletics +8, Perception +8, Survival +5","vulnerabilities":"fire","resistances":"cold","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common, Giant (can't speak in bear form)","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The werebear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Mountain Born","entries":["The werebear is acclimated to high altitude, including elevations above 20,000 feet."]},{"name":"Powerful Build (Humanoid Form Only)","entries":["The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift."]},{"name":"Shapechanger","entries":["The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The werebear makes two melee attacks."]},{"name":"Bite (Bear or Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 15} Constitution saving throw or be cursed with werebear {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}, as described in the Monster Manual."]},{"name":"Claw (Bear or Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]},{"name":"Greataxe (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[{"name":"Stone's Endurance (Recharges after a Short or Long Rest)","entries":["When the werebear takes damage, it reduces the damage taken by 10 ({@dice 1d12 + 4})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Goliath legends speak of a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing snow. Elders invoke her name to keep young goliaths from wandering too far from home before they're ready. Adult goliaths sometimes encounter this legendary individual in their travels to the far-flung corners of the dale. If they flee like cowards, Oyaminartok laughs and lets them go to wander in obscurity. If they challenge Oyaminartok to a fight, the Winter Walker smiles and tests their mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves—goliaths who carry Oyaminartok's curse of lycanthropy. Contrary to myth, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure.","Oyaminartok and others of her kind try to help creatures they come across, for the weather and the geography of Icewind Dale can be brutal. They know the safest routes across the tundra, and they can help guide travelers through the Sea of Moving Ice and across its ever-shifting ice floes. These polar werebears attack evil in the wilderness, but they steer clear of camps and settlements. Fire is Oyaminartok's bane, and thus she and her kind are wary around hearths and open flames."]}],"gallery":[{"path":"bestiary/IDRotF/Goliath Werebear.webp"}]},{"id":"gomazoa","name":"Gomazoa","source":"PSZ","page":26,"srd":false,"image":"bestiary/PSZ/Gomazoa.webp","token":"bestiary/tokens/PSZ/Gomazoa.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"20","initiative":"-1 (9)","hp":"93 (11d10 + 33)","speed":"fly 10 ft.","str":18,"dex":8,"con":17,"int":7,"wis":16,"cha":6,"saves":"","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While the gomazoa remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."]},{"name":"Grasping Tendrils","entries":["The gomazoa can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a {@dc 15} Strength check against it."]},{"name":"Spider Climb","entries":["The gomazoa can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gomazoa makes four attacks with its tendrils, uses Reel, and makes one attack with its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage."]},{"name":"Tendril","entries":["{@atk mw} {@hit 7} to hit, reach 50 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and the gomazoa can't use the same tendril on another target."]},{"name":"Reel","entries":["The gomazoa pulls each creature {@condition grappled} by it up to 25 feet straight toward it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Zendikar's seas and skies tend to blur together, and creatures typically found in the sea often find their way to the clouds, gliding through the plane's gravitational currents by consuming the mana infused in the wind. The windrider eels hunted by the kor and the cloud mantas sometimes ridden by Emeria-creed merfolk are two examples. The gomazoas found in Murasa and the Makindi Trenches are another.","Gomazoas are similar to aquatic jellyfish, but their bodies are encased in stony growths. A gomazoa drifts motionless among floating rocks or hedrons with its long, sticky tentacles dangling below. When they brush against another creature, those tentacles grab and constrict it, or might slam larger prey against a cliff face. Some species can withdraw their tentacles into their bodies, extending them only to grab their prey. Gomazoas almost never release prey once they've caught it.","A gomazoa might be represented by the {@creature roper} statistics in the {@i Monster Manual}, with a flying speed of 10 feet in place of its walking and climbing speeds."],"gallery":[{"path":"bestiary/PSZ/Gomazoa.webp","title":"Guard Gomazoa","credit":"Rob Alexander"}]},{"id":"gondolo","name":"Gondolo","source":"ToA","page":34,"srd":false,"image":"bestiary/ToA/Faroul and Gondolo.webp","token":"bestiary/tokens/ToA/Gondolo.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"13","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Gondolo has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Gondolo makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Faroul and Gondolo.webp"}]},{"id":"goon","name":"Goon","source":"NRH-ASS","page":7,"srd":false,"image":"bestiary/tokens/NRH-ASS/Goon.webp","token":"bestiary/tokens/NRH-ASS/Goon.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":10,"int":10,"wis":11,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Goon Grit","entries":["The goon has advantage on saving throws against being {@condition charmed}, intimidated, or persuaded."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"goon-balloon","name":"Goon Balloon","source":"MCV1SC","page":9,"srd":false,"image":"bestiary/MCV1SC/Goon Balloon.webp","token":"bestiary/tokens/MCV1SC/Goon Balloon.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"6 (1d8 + 2)","speed":"20 ft., climb 20 ft.","str":10,"dex":11,"con":14,"int":11,"wis":14,"cha":4,"saves":"Con +4, Wis +4","skills":"Perception +6","vulnerabilities":"piercing","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Deep Speech","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Burst","entries":["The goon balloon bursts when it drops to 0 hit points, releasing noxious gas in a 10-foot-radius sphere centered on itself. Creatures in that area must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Unusual Nature","entries":["The goon balloon doesn't require air, food, or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goon balloon makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) slashing damage."]},{"name":"Scintillating Eye","entries":["Magical, kaleidoscopic light emanates from one of the goon balloon's eyes as the goon balloon targets one creature it can see within 30 feet of itself. The target must make a {@dc 12} Wisdom saving throw, taking 6 ({@damage 1d12}) psychic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Float","entries":["The goon balloon moves up to 20 feet vertically in one direction without provoking opportunity attacks. If it ends this movement suspended in the air, it hovers in place. It can't be knocked {@condition prone} while airborne."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["We found several of the creatures in an astral diamond mine at the edge of Greyspace. The miners wanted us to eliminate them. Our warlock, who was fluent in Deep Speech, managed to convince the bulbous creatures to relocate peacefully. They insisted we take them to a small, misshapen moon that doesn't appear on our charts. A horrible fear grips me. What if they're leading us into a trap?"],"by":"Final log entry of Arquebus Graves, giff first mate of the wasp ship Lightning Bolt"},"A goon balloon looks like a 5-foot-diameter beach ball with clawed feet. Unblinking eyes on the outer surface of its spherical air sac enable the creature to see in all directions at once. These eyes can produce kaleidoscopic light that tears at the minds of the goon balloon's foes.","A goon balloon speaks by pumping air through a hidden orifice on its underside. When the goon balloon dies, the air in its sac transforms into a noxious gas that bursts from the corpse, potentially poisoning other creatures nearby.","Although they can seem playful and harmless, goon balloons are quite mean-spirited. They like to observe the suffering of other creatures and orchestrate that suffering, given half a chance."]}],"gallery":[{"path":"bestiary/MCV1SC/Goon Balloon.webp"}]},{"id":"goose-mother","name":"Goose Mother","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Goose Mother.webp","token":"bestiary/tokens/MCV4EC/Goose Mother.webp","size":"Huge","creatureType":"Fey","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"114 (12d12 + 36)","speed":"40 ft., fly 40 ft.","str":17,"dex":15,"con":17,"int":12,"wis":18,"cha":15,"saves":"Str +6, Int +4","skills":"Insight +7, Investigation +4, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened; stunned; unconscious","senses":"darkvision 60 ft., Passive Perception 20","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the Goose Mother fails a saving throw, it can choose to succeed instead."]},{"name":"Multiple Heads","entries":["The Goose Mother has five heads. Whenever the Goose Mother takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the Goose Mother dies.","At the end of its turn, the Goose Mother grows two heads for each of its heads that died since its last turn, unless it has taken poison damage since its last turn. The Goose Mother regains 10 hit points for each head when it regrows."]},{"name":"Reactive Heads","entries":["For each head the Goose Mother has beyond one, it gets an extra reaction that can be used only for opportunity attacks."]},{"name":"Wakeful","entries":["While the Goose Mother sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Goose Mother makes as many Beak attacks as it has heads and one Wing attack."]},{"name":"Beak","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Wing","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 15} Strength saving throw or have the {@condition prone} condition."]},{"name":"Lullaby of Honks {@recharge 5}","entries":["The Goose Mother's heads honk a discordant lullaby. Each creature of the Goose Mother's choice within 10 feet of it must make a {@dc 15} Constitution saving throw. On a failed save, a creature takes 7 ({@damage 2d6}) thunder damage and falls into a magical slumber. On a successful save, the target takes half as much damage only. The honks can be heard up to 300 feet away.","A creature under magical slumber has the {@condition unconscious} condition for 8 hours. This effect ends early for a creature if it takes damage or another creature uses an action to shake it awake."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Astonishingly aggressive geese populate the marshes of Eldraine. Legends tell that these geese descend from a monstrous many-headed bird that dwells deep within the wilds. Though the knights of Eldraine consider its existence a myth, the folk of the wilds know that the Goose Mother is real.","Centuries ago, an enterprising witch created a frothy stew composed of hydra's blood and goose feathers. It is from this noxious slurry that the Goose Mother was born. Within days, the Goose Mother grew to prodigious size, and the witch grew fearful. One night, while the Goose Mother slept, the witch took to its neck with a cleaver, but to her horror, two more heads sprouted in place of the first. Enraged, the Goose Mother devoured the witch and rampaged deep into the wilds where it lives to this day.","The Goose Mother lays one golden egg every hour, precisely on the hour. Sometimes these eggs hatch into clutches of young geese that grow up to terrorize the marshes of Eldraine. Other times, the eggs contain trinkets or valuables. The fae folk of Eldraine's wilds have developed a symbiotic relationship with the Goose Mother, often bringing it fresh meat in exchange for the treasures inside its golden eggs.","If you have {@book Bigby Presents: Glory of the Giants|BGG}, you can use the {@item Goose Egg Trinket|BGG} table to determine the contents of one of the Goose Mother's eggs that isn't destined to hatch into a goose or a giant goose (also described in that book)."]}],"gallery":[{"path":"bestiary/MCV4EC/Goose Mother.webp","credit":"Jesper Ejsing"}]},{"id":"gorgon","name":"Gorgon","source":"XMM","page":148,"srd":true,"image":"bestiary/XMM/Gorgons.webp","token":"bestiary/tokens/XMM/Gorgon.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"19","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"40 ft.","str":20,"dex":11,"con":18,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"exhaustion; petrified","senses":"Darkvision 60 ft., Passive Perception 17","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Grassland, Hill","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}18 ({@damage 2d12 + 5}) Piercing damage. If the target is a Large or smaller creature and the gorgon moved 20+ feet straight toward it immediately before the hit, the target has the {@condition Prone|XPHB} condition."]},{"name":"Petrifying Breath {@recharge 5}","entries":["{@actSave con} {@dc 15}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition and repeats the save at the end of its next turn if it is still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition."]}],"bonusActions":[{"name":"Trample","entries":["{@actSave dex} {@dc 16}, one creature within 5 feet that has the {@condition Prone|XPHB} condition. {@actSaveFail} 16 ({@damage 2d10 + 5}) Bludgeoning damage. {@actSaveSuccess} Half damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Most gorgons are iron bulls wreathed in clouds of petrifying gas. Their metal plates vary in sheen and color, from sleek silver to pitted black. The oldest gorgons might be covered in rust, but this rarely impedes their abilities. These gorgons' stomping grounds are littered with the shattered remains of {@condition petrified|XPHB} foes. Many gorgons outlive their creators by centuries, misleading some to believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin."]},{"type":"section","name":"Gorgons","entries":["{@i Bull-like Guardians with Petrifying Breath}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Resembling mighty bulls armored in iron plates, gorgons are lifelike automatons that seek to destroy all who enter their territories. In addition to goring foes with their deadly horns and trampling them under their iron hooves, gorgons exhale gouts of noxious gas.","Gorgons are created by magic-users to serve as guardians. The process for creating a gorgon is labor intensive and dangerous, with one method requiring the skeleton of a bull, the blood of a medusa, and the brain of a basilisk fused into a frame of ensorcelled iron. If the process fails, petrifying gas emerges from the materials, creating a magical threat that can fill a structure and linger for years.","When magic-users create gorgons, they often enchant them to ignore those who confront the creature with a specific command key, usually a password or a specific signal. Once a gorgon is set to guard an area, it attacks any who enter until they flee or are destroyed. Should someone provide the command key, the monster ignores that intruder so long as the intruder remains in its sight. But if the intruder ventures out of sight and then returns without again presenting the command key, the gorgon attacks. Those in a gorgon's territory must remain vigilant and aware of the monster's exact position, or they risk being attacked by a gorgon they thought was no longer a threat.","Those who create gorgons strive to give them purposefully obscure command keys. Hints at command keys might be found among the records of a gorgon's creator or in the area the gorgon protects—perhaps scrawled as a {@condition petrified|XPHB} trespasser's final act. Roll on or choose a result from the Gorgon Command Keys table to inspire the word or signal that temporarily neutralizes a gorgon.",{"type":"table","caption":"Gorgon Command Keys","colLabels":["1d6","Gorgon Won't Attack Those That..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cast a particular spell in the gorgon's presence."],["2","Keep their back to the gorgon or otherwise act like they don't see the monster."],["3","Offer it a drink of blood, water, or wine."],["4","Recite a specific rhyme or sing a certain song."],["5","Say its creator's name backward."],["6","Wear a mask, perhaps in the shape of a bull or an animal meaningful to the gorgon's creator."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Notable among my eccentric ancestor's scattered designs was a schematic of a swamp-dwelling bovine monster and an ominous note: \"Do better.\""],"by":"Lum the Maestro","from":"A Mind of Metal"}]}]}],"gallery":[{"path":"bestiary/XMM/Gorgons.webp","credit":"Kai Carpenter"}],"otherVersions":[{"id":"gorgon-mm","source":"MM"}]},{"id":"gorgon-mm","name":"Gorgon","source":"MM","page":171,"srd":false,"image":"bestiary/MM/Gorgon.webp","token":"bestiary/tokens/MM/Gorgon.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"19","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"40 ft.","str":20,"dex":11,"con":18,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the gorgon can make one attack with its hooves against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage."]},{"name":"Petrifying Breath {@recharge 5}","entries":["The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw. On a failed save, a target begins to turn to stone and is {@condition restrained}. The {@condition restrained} target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor.",{"name":"Horrific Structure","type":"entries","entries":["A gorgon's iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together."]},{"name":"Monstrous Predator","type":"entries","entries":["When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its {@condition petrified} prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes."]}]}]}],"gallery":[{"path":"bestiary/MM/Gorgon.webp"}],"hidden":true,"otherVersions":[{"id":"gorgon","source":"XMM"}]},{"id":"goristro","name":"Goristro","source":"XMM","page":150,"srd":false,"image":"bestiary/XMM/Goristro.webp","token":"bestiary/tokens/XMM/Goristro.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+6 (16)","hp":"310 (23d12 + 161)","speed":"50 ft.","str":25,"dex":11,"con":25,"int":6,"wis":13,"cha":14,"saves":"Str +13, Dex +6, Con +13, Wis +7","skills":"Perception +7, Survival +7","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 17","languages":"Abyssal","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Planar, Abyss","treasure":"Armaments","traits":[{"name":"Demonic Restoration","entries":["If the goristro dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]},{"name":"Magic Resistance","entries":["The goristro has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The goristro deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goristro makes one Brutal Gore attack and two Slam attacks."]},{"name":"Brutal Gore","entries":["{@atkr m} {@hit 13}, reach 10 ft. {@h}40 ({@damage 6d10 + 7}) Piercing damage. If the target is a Huge or smaller creature, it is pushed up to 20 feet straight away from the goristro and has the {@condition Prone|XPHB} condition."]},{"name":"Slam","entries":["{@atkr m} {@hit 13}, reach 10 ft. {@h}29 ({@damage 4d10 + 7}) Bludgeoning damage."]}],"bonusActions":[{"name":"Charge","entries":["The goristro moves up to half its {@variantrule Speed|XPHB} straight toward an enemy it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Goristro","entries":["{@i Demon of Disaster}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Terrifying in scale and overwhelming power, goristros are giant demons capable of bringing cities to ruin. These demons embody senseless anarchy and nihilistic destruction, and they take special offense at creatures or structures that rival them in size. Castles, towers, giants, and beasts of war are all common victims of these monsters' wrath.","Goristros resemble hunched, primeval minotaurs bearing the scars of Abyssal wars or wounds from mighty war machines. Their appearance reflects that of their creator, Baphomet, the demon lord worshiped by many evil minotaurs. Goristros stalk Baphomet's Abyssal realm, known as the Endless Maze, and pulp any non-demons they encounter in that massive, magical labyrinth.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Plot and strategize, bait and scheme, but hubris is no armor against ruin incarnate, and greater beings than you have fallen under the onslaught of the Abyss."],"by":"Mellagorus the Pit Fiend","from":"Deceptions and Stratagems"}]}]}],"gallery":[{"path":"bestiary/XMM/Goristro.webp","credit":"Ben Wootten"}],"otherVersions":[{"id":"goristro-mm","source":"MM"}]},{"id":"goristro-mm","name":"Goristro","source":"MM","page":59,"srd":false,"image":"bestiary/MM/Goristro.webp","token":"bestiary/tokens/MM/Goristro.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+0 (10)","hp":"310 (23d12 + 161)","speed":"40 ft.","str":25,"dex":11,"con":25,"int":6,"wis":13,"cha":14,"saves":"Str +13, Dex +6, Con +13, Wis +7","skills":"Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 17","languages":"Abyssal","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 ({@damage 7d10}) piercing damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be pushed up to 20 feet away and knocked {@condition prone}."]},{"name":"Labyrinthine Recall","entries":["The goristro can perfectly recall any path it has traveled."]},{"name":"Magic Resistance","entries":["The goristro has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The goristro deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The goristro makes three attacks: two with its fists and one with its hoof."]},{"name":"Fist","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]},{"name":"Hoof","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}."]},{"name":"Gore","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}45 ({@damage 7d10 + 7}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The goristro resembles a fiendish minotaur towering more than twenty feet tall. When controlled by a demon lord, goristros make formidable living siege engines and prized pets. Goristros possess preternatural cunning when navigating labyrinthine passages and shifting corridors, pursuing foes in a terrifying hunt.","A hulking goristro sometimes bears a palanquin, carrying smaller demons on its broad shoulders, much like an elephant carries riders on its back."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Goristro.webp"}],"hidden":true,"otherVersions":[{"id":"goristro","source":"XMM"}]},{"id":"gorka-tharn","name":"Gorka Tharn","source":"WDMM","page":257,"srd":false,"image":"bestiary/tokens/WDMM/Gorka Tharn.webp","token":"bestiary/tokens/WDMM/Gorka Tharn.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"97 (13d8 + 39)","speed":"20 ft.","str":18,"dex":10,"con":17,"int":11,"wis":18,"cha":16,"saves":"Con +8, Int +5, Wis +9, Cha +8","skills":"History +5, Religion +5","vulnerabilities":"fire","resistances":"","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"Dwarvish, Undercommon","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Desert","treasure":"","traits":[{"name":"Magic Resistance","entries":["The mummy lord has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The mummy lord has the following cleric spells prepared:","Cantrips (at will): {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell guiding bolt}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell animate dead}, {@spell dispel magic}","Level 4 (3 slots): {@spell stone shape}, {@spell guardian of faith}","Level 5 (2 slots): {@spell contagion}, {@spell insect plague}","Level 6 (1 slots): {@spell harm}"]}],"actions":[{"name":"Multiattack","entries":["The mummy can use its Dreadful Glare and makes one attack with its rotting fist."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Dreadful Glare","entries":["The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles its damage dice with its Rotting Fist attack, and makes Strength checks and Strength saving throws with advantage. If the mummy lord lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The mummy lord magically turns {@condition invisible} for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment the mummy lord wears or carries is {@condition invisible} with it.","The stalagmite in the northwest alcove is hollow and serves as Gorka Tharn's sarcophagus. The mummy lord is lodged inside the stalagmite's funnel-shaped interior. When it awakens, the mummy lord uses a {@spell stone shape} spell to create an opening large enough for it to emerge. It destroys any intruders in its lair, then returns to its sarcophagus and its slumber.","At the bottom of the stalagmite's hollow cavity, four 1-foot-tall clay urns contain Gorka Tharn's preserved internal organs, including the mummy lord's shriveled heart. Only by destroying the heart can the characters prevent the mummy lord from rejuvenating. The heart is a Tiny object with AC 5, 25 hit points, and immunity to all damage except fire."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare."]},{"name":"Blinding Dust","entries":["Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of the creature's next turn."]},{"name":"Blasphemous Word (Costs 2 Actions)","entries":["The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of the mummy lord's next turn."]},{"name":"Channel Negative Energy (Costs 2 Actions)","entries":["The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn."]},{"name":"Whirlwind of Sand (Costs 2 Actions)","entries":["The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, {@condition restrained}, or {@condition stunned}. Equipment worn or carried by the mummy lord remain in its possession."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row:",{"type":"list","items":["Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.","Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.","Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a {@dc 16} Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted."]}],"regionalEffects":["A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:",{"type":"list","items":["Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.","{@spell Divination} spells cast within the lair by creatures other than the mummy lord have a {@chance 25} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.","A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic."]},"If the mummy lord is destroyed, these regional effects end immediately."]},{"id":"gorthok-the-thunder-boar","name":"Gorthok the Thunder Boar","source":"DIP","page":58,"srd":false,"image":"bestiary/DIP/Gorthok the Thunder Boar.webp","token":"bestiary/tokens/DIP/Gorthok the Thunder Boar.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"73 (7d12 + 28)","speed":"50 ft.","str":20,"dex":11,"con":19,"int":6,"wis":10,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; thunder","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Relentless (Recharges after a Short or Long Rest)","entries":["If Gorthok takes 27 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Gorthok makes two melee attacks: one with its lightning tusks and one with its thunder hooves."]},{"name":"Lightning Tusks","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) lightning damage."]},{"name":"Thunder Hooves","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 7 ({@damage 2d6}) thunder damage."]},{"name":"Lightning Bolt {@recharge}","entries":["Gorthok shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos's evil followers. Like its patron deity, Gorthok revels in destruction."]}]}],"gallery":[{"path":"bestiary/DIP/Gorthok the Thunder Boar.webp","credit":"Claudio Pozas"}]},{"id":"gorvan-ironheart","name":"Gorvan Ironheart","source":"TftYP","page":151,"srd":false,"image":"bestiary/tokens/TftYP/Gorvan Ironheart.webp","token":"bestiary/tokens/TftYP/Gorvan Ironheart.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Gorvan can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Gorvan is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"grabstab","name":"Grabstab","source":"ToA","page":89,"srd":false,"image":"bestiary/ToA/Grabstab.webp","token":"bestiary/tokens/ToA/Grabstab.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"21 (6d6)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":10,"wis":8,"cha":10,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Nimble Escape","entries":["Grabstab can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Grabstab makes two attacks with its scimitar. The second attack has disadvantage."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Redirect Attack","entries":["When a creature Grabstab can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Grabstab.webp"}]},{"id":"grandfather-oak","name":"Grandfather Oak","source":"IMR","page":5,"srd":false,"image":"bestiary/tokens/IMR/Grandfather Oak.webp","token":"bestiary/tokens/IMR/Grandfather Oak.webp","size":"Huge","creatureType":"Plant","alignment":"Chaotic Good","ac":"16","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"30 ft.","str":23,"dex":8,"con":21,"int":12,"wis":16,"cha":12,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While Grandfather Oak remains motionless, it is indistinguishable from a normal tree."]},{"name":"Siege Monster","entries":["Grandfather Oak deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Grandfather Oak makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]},{"name":"Animate Trees (1/Day)","entries":["Grandfather Oak magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {@creature treant}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."]},{"name":"Pacifying Spores (3/Day)","entries":["Grandfather Oak ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 17} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"grandfather-zitembe","name":"Grandfather Zitembe","source":"ToA","page":20,"srd":false,"image":"bestiary/tokens/ToA/Grandfather Zitembe.webp","token":"bestiary/tokens/ToA/Grandfather Zitembe.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Zitembe can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zitembe is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"grandlejaw","name":"Grandlejaw","source":"PaBTSO","page":121,"srd":false,"image":"bestiary/PaBTSO/GrandlejawandKellikilli.webp","token":"bestiary/tokens/PaBTSO/Grandlejaw.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"172 (15d12 + 75)","speed":"30 ft., swim 30 ft.","str":20,"dex":12,"con":20,"int":2,"wis":10,"cha":7,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["Grandlejaw can hold its breath for 1 hour."]},{"name":"Multiple Heads","entries":["Grandlejaw has five heads. While it has more than one head, the hydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.","Whenever Grandlejaw takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.","At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. Grandlejaw regains 10 hit points for each head regrown in this way."]},{"name":"Reactive Heads","entries":["For each head Grandlejaw has beyond one, it gets an extra reaction that can be used only for opportunity attacks."]},{"name":"Wakeful","entries":["While Grandlejaw sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Grandlejaw makes as many bite attacks as it has heads."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/GrandlejawandKellikilli.webp"}]},{"id":"grandolpha-muzgardt","name":"Grandolpha Muzgardt","source":"IDRotF","page":176,"srd":false,"image":"bestiary/IDRotF/Grandolpha Muzgardt.webp","token":"bestiary/tokens/IDRotF/Grandolpha Muzgardt.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"9","initiative":"-1 (9)","hp":"59 (7d8 + 28)","speed":"25 ft.","str":14,"dex":9,"con":18,"int":13,"wis":17,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Common, Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Duergar Resilience","entries":["Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Grandolpha has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Grandolpha's innate spellcasting ability is Wisdom (spell save {@dc 13}). She can innately cast the following spells, requiring no material components:","At will: {@spell druidcraft}, {@spell mending}, {@spell poison spray} (see \"Actions\" below)","3/day each: {@spell detect magic}, {@spell enlarge/reduce} (self only), {@spell faerie fire}, {@spell invisibility} (self only), {@spell polymorph}, {@spell stoneskin} (self only)"]}],"actions":[{"name":"Poison Spray (Cantrip)","entries":["Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of noxious gas from her palm. The creature must succeed on a {@dc 13} Constitution saving throw or take 13 ({@damage 2d12}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Grandolpha Muzgardt, the grand dame of the Muzgardt duergar clan, has recently arrived at the fortress after being invited here by Xardorok. The Muzgardts are based in Gracklstugh, a duergar city in the Underdark. They mass-produce and distribute a filthy duergar ale made from mushrooms. Xardorok has been eager to take a fourth wife and has had his eye on Grandolpha Muzgardt for many years. He asked Grandolpha to his fortress to give her a gift—a pseudodragon made of chardalyn (a pseudo-pseudodragon, if you will)—and make her an offer she can't refuse. Once he conquers Icewind Dale, he wants the Muzgardts to control the ale trade throughout his sunless surface kingdom.","Grandolpha, for her part, is too canny and jaded to fall for Xardorok's blunt attempt at seduction. She has begun plotting with disenfranchised advisors and warriors in his ranks to overthrow him when the moment is right. Ironically, despite his paranoia, Xardorok is too blinded by his admiration for Grandolpha to foresee her treachery.","Before entering combat, Grandolpha casts {@spell stoneskin} on herself. Once her guards come to her rescue, she withdraws from combat and uses her {@spell faerie fire} spell to make enemies easier for her guards to hit. The chardalyn pseudodragon defends Grandolpha to the death."]}],"gallery":[{"path":"bestiary/IDRotF/Grandolpha Muzgardt.webp"}]},{"id":"granite-juggernaut","name":"Granite Juggernaut","source":"VEoR","page":221,"srd":false,"image":"bestiary/VEoR/Granite Juggernaut.webp","token":"bestiary/tokens/VEoR/Granite Juggernaut.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"-5 (5)","hp":"157 (15d10 + 75)","speed":"30 ft. (in a straight line)","str":23,"dex":1,"con":20,"int":2,"wis":11,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; prone","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The juggernaut has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The juggernaut deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition."]}],"bonusActions":[{"name":"Devastating Roll","entries":["The juggernaut moves up to its speed. During this movement, the juggernaut can move through the spaces of creatures with the {@condition prone} condition. When the juggernaut enters the space of a {@condition prone} creature for the first time during this movement, the creature must make a {@dc 18} Dexterity saving throw, taking 55 ({@damage 10d10}) bludgeoning damage on a failed save or half as much damage on a successful one."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["If you're close enough to see the expression carved onto a granite juggernaut's face, you're as good as dead."],"by":"Teythorn, Oerthian Adventurer"},"A granite juggernaut is a lumbering Construct that can be found trundling across battlefields and down dungeon corridors. Granite juggernauts have dense, boxy bodies atop massive rollers they use for locomotion. Their fronts and rollers are often adorned with fearsome heads, such as those of enraged rhinos. Granite juggernauts are found on many worlds and typically are used to protect high-value locations."]}],"gallery":[{"path":"bestiary/VEoR/Granite Juggernaut.webp"}]},{"id":"graveyard-revenant","name":"Graveyard Revenant","source":"XMM","page":260,"srd":false,"image":"bestiary/XMM/Revenant and Graveyard Revenant.webp","token":"bestiary/tokens/XMM/Graveyard Revenant.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"161 (14d12 + 70)","speed":"40 ft.","str":20,"dex":14,"con":20,"int":13,"wis":16,"cha":18,"saves":"Str +8, Con +8, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned; unconscious","senses":"Darkvision 120 ft., Passive Perception 13","languages":"Common plus two other languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Swamp, Urban","treasure":"Any","traits":[{"name":"Undead Restoration","entries":["If the revenant dies, it revives 24 hours later unless {@spell Dispel Evil and Good|XPHB} is cast on its remains. If it revives, it animates another group of corpses elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its {@variantrule Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The revenant makes two Suffocate attacks."]},{"name":"Suffocate","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}10 ({@damage 1d10 + 5}) Bludgeoning damage plus 10 ({@damage 3d6}) Necrotic damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 15}). Until the grapple ends, the target is suffocating. The revenant can have up to two targets {@condition Grappled|XPHB} in this way at a time."]},{"name":"Haunting Glare {@recharge 5}","entries":["{@actSave wis} {@dc 15}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the revenant. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Graveyard revenants possess dozens of bodies that combine to form grotesque masses. They take revenge on those responsible for mass deaths or institutions that callously ruin lives."]},{"type":"section","name":"Revenants","entries":["{@i Vengeance from beyond the Grave}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests."]}],"gallery":[{"path":"bestiary/XMM/Revenant and Graveyard Revenant.webp"}]},{"id":"gray-ooze","name":"Gray Ooze","source":"XMM","page":151,"srd":true,"image":"bestiary/XMM/Gray Oozes.webp","token":"bestiary/tokens/XMM/Gray Ooze.webp","size":"Medium","creatureType":"Ooze","alignment":"Unaligned","ac":"9","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"10 ft., climb 10 ft.","str":12,"dex":6,"con":16,"int":1,"wis":6,"cha":2,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"acid; cold; fire","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; prone; restrained","senses":"Blindsight 60 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The ooze can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Corrosive Form","entries":["Nonmagical ammunition is destroyed immediately after hitting the ooze and dealing any damage. Any nonmagical weapon takes a cumulative -1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches -5. The penalty can be removed by casting the {@spell Mending|XPHB} spell on the weapon.","The ooze can eat through 2-inch-thick, nonmagical metal or wood in 1 round."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}10 ({@damage 2d8 + 1}) Acid damage. Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the {@spell Mending|XPHB} spell on the armor."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gray oozes appear in areas affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes."]},{"type":"section","name":"Gray Oozes","entries":["{@i Hungry Slimes and Magical Failures}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Gray oozes are predatory, corrosive slimes that blend in with stony surroundings."]}],"gallery":[{"path":"bestiary/XMM/Gray Oozes.webp","credit":"Mark Behm"}],"otherVersions":[{"id":"gray-ooze-mm","source":"MM"}]},{"id":"gray-ooze-mm","name":"Gray Ooze","source":"MM","page":243,"srd":false,"image":"bestiary/MM/Gray Ooze.webp","token":"bestiary/tokens/MM/Gray Ooze.webp","size":"Medium","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"10 ft., climb 10 ft.","str":12,"dex":6,"con":16,"int":1,"wis":6,"cha":2,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"acid; cold; fire","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The ooze can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrode Metal","entries":["Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.","The ooze can eat through 2-inch-thick, nonmagical metal in 1 round."]},{"name":"False Appearance","entries":["While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.",{"type":"section","name":"Oozes","entries":["Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.","The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Slow Death","entries":["An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.","Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.","Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent."],"type":"entries"},{"name":"Unwitting Servants","entries":["Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room."],"type":"entries"},{"name":"Spawn of Juiblex","entries":["According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex."],"type":"entries"},{"name":"Ooze Nature","entries":["An ooze doesn't require sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Gray Ooze.webp"}],"hidden":true,"otherVersions":[{"id":"gray-ooze","source":"XMM"}]},{"id":"gray-ooze-glob","name":"Gray Ooze Glob","source":"HotB","page":18,"srd":false,"image":"bestiary/HotB/Gray Ooze Glob.webp","token":"bestiary/tokens/HotB/Gray Ooze Glob.webp","size":"Small","creatureType":"Ooze","alignment":"Unaligned","ac":"9","initiative":"-2 (8)","hp":"19 (3d6 + 9)","speed":"10 ft., climb 10 ft.","str":12,"dex":6,"con":16,"int":1,"wis":6,"cha":2,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"acid; cold; fire","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; prone; restrained","senses":"Blindsight 60 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The ooze can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Corrosive Form","entries":["Whenever a creature hits the ooze with a melee attack, that creature takes 2 Acid damage."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}10 ({@damage 2d8 + 1}) Acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gray oozes are predatory, corrosive slimes that blend in with stony surroundings. Unpredictable magic and other chaotic forces can cause these oozes to split, creating smaller, unstable globs."]}],"gallery":[{"path":"bestiary/HotB/Gray Ooze Glob.webp"}]},{"id":"gray-render","name":"Gray Render","source":"MPMM","page":146,"srd":false,"image":"bestiary/MPMM/Gray Render.webp","token":"bestiary/tokens/MPMM/Gray Render.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Neutral","ac":"19","initiative":"+1 (11)","hp":"189 (18d10 + 90)","speed":"30 ft.","str":19,"dex":13,"con":20,"int":3,"wis":6,"cha":8,"saves":"Str +8, Con +9","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Forest, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gray render makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage. If the target is Medium or smaller, the target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, plus 10 ({@damage 3d6}) bludgeoning damage if the target is {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Bloody Rampage","entries":["When the gray render takes damage, it makes one Claw attack against a random creature within its reach, other than its master."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to protect that creature. Great strength and a ferocious nature make gray renders fierce guardians, but they lack a shred of cunning.","Gray renders reproduce by forming nodules on their bodies that, on reaching maturity, break off to begin life as young gray renders. They feel no obligation to their young and have no inclination to gather with others of their kind. Instead, each has an overpowering need to bond with an intelligent creature. When one encounters a suitable master, it sings to that creature—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms a bond, a gray render serves its master devotedly.","A gray render might be a strong ally, but it's always an unpredictable one. In combat, a gray render fights viciously and never willingly harms its master, but outside battle, it might cause considerable difficulties. It might follow its master despite being told to stay put, destroy its master's house, burrow holes through a ship's hull, attack out of jealousy, or worse.","The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired.",{"type":"table","caption":"Gray Render Quirks","colLabels":["d12","Quirk"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Hates horses and other mounts"],["2","Roars loudly when its bonded creature is touched by another creature"],["3","Likes to snuggle"],["4","Uproots and chews on trees"],["5","Has terrific and eye-watering flatulence"],["6","Brings offerings of meat to its bonded creature"],["7","Compulsively digs up the ground"],["8","Attacks carts and wagons as if they were terrible monsters"],["9","Howls when it rains"],["10","Whines piteously in the dark"],["11","Buries treasure it finds"],["12","Chases birds, leaping into the air to catch them, heedless of the destruction it causes"]]}],"gallery":[{"path":"bestiary/MPMM/Gray Render.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"gray-render-mtf","source":"MTF"}]},{"id":"gray-render-mtf","name":"Gray Render","source":"MTF","page":209,"srd":false,"image":"bestiary/MTF/Gray Render.webp","token":"bestiary/tokens/MTF/Gray Render.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Neutral","ac":"19","initiative":"+1 (11)","hp":"189 (18d10 + 90)","speed":"30 ft.","str":19,"dex":13,"con":20,"int":3,"wis":6,"cha":8,"saves":"Str +8, Con +9","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Forest, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gray render makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage. If the target is Medium or smaller, the target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage. If the target is {@condition prone} an additional 7 ({@damage 2d6}) bludgeoning damage is dealt to the target."]}],"bonusActions":[],"reactions":[{"name":"Bloody Rampage","entries":["When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["I suspect gray renders owe their origin to the neogi, since they are often in their company. Those that appear in the wilderness are likely castaways from frustrated neogi masters."],"by":"Mordenkainen"},{"type":"entries","name":"Gray Render","entries":["A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, give its life to protect that creature. Great strength and a savage nature enable gray renders to be fierce guardians, but they lack even a shred of cunning."]},{"type":"entries","name":"A Spreading Plague","entries":["Gray renders reproduce by forming nodules on their bodies that, upon reaching maturity, break off to begin life as young gray renders. These monstrosities feel no obligation to their young, and they have no inclination to gather with others of their kind."]},{"name":"Chaotic Allies","type":"entries","entries":["As a side effect of its breeding, each gray render has an overpowering need to bond with an intelligent creature. When it encounters a suitable master, the render sings to it—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms the bond, the render serves its master in all things.","Although this bond can be a great benefit, renders are inherently chaotic. In a battle, a render fights with all the savagery it can muster and never willingly harms its master, but outside battle, a gray render might present considerable difficulty for its master's associates. It might follow its master even after being told to stay put, destroy its master's house, burrow holes in the side of a ship, kill horses, attack when it feels jealous, and more. A gray render might be a boon companion, but it is always an unpredictable one.","The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired.",{"type":"table","caption":"Grey Render Quirk","colLabels":["d12","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[[1,"Hates horses and other mounts"],[2,"Roars loudly when its bonded creature is touched by another creature"],[3,"Likes to snuggle"],[4,"Uproots and chews on trees"],[5,"Has terrific and eye-watering flatulence"],[6,"Brings offerings of meat to its bonded creature"],[7,"Compulsively digs up the ground"],[8,"Attacks carts and wagons as if they were terrible monsters"],[9,"Howls when it rains"],[10,"Whines piteously in the dark"],[11,"Buries treasure it finds"],[12,"Chases birds, leaping into the air to catch them, heedless of the destruction it causes"]]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Gray Render.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"gray-render","source":"MPMM"}]},{"id":"gray-scavver","name":"Gray Scavver","source":"BAM","page":49,"srd":false,"image":"bestiary/BAM/Gray Scavver.webp","token":"bestiary/tokens/BAM/Gray Scavver.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"19 (3d8 + 6)","speed":"0 ft., fly 40 ft.","str":16,"dex":13,"con":15,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The scavver doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit (with advantage if the target is a creature that is missing any hit points), reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gray scavvers are 6 feet long and travel in packs. The scent of blood sends them into a feeding frenzy, but wounding one usually weakens it enough to make it break off its attack."]}],"gallery":[{"path":"bestiary/BAM/Gray Scavver.webp","credit":"Jessica Nguyen"}]},{"id":"gray-slaad","name":"Gray Slaad","source":"XMM","page":286,"srd":false,"image":"bestiary/XMM/Gray Slaad.webp","token":"bestiary/tokens/XMM/Gray Slaad.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"18","initiative":"+7 (17)","hp":"150 (20d8 + 60)","speed":"40 ft.","str":19,"dex":17,"con":16,"int":13,"wis":8,"cha":18,"saves":"","skills":"Arcana +5, Perception +7","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 60 ft., Passive Perception 17","languages":"Common, Slaad; telepathy 60 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Planar, Limbo","treasure":"Any","traits":[{"name":"Magic Resistance","entries":["The slaad has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The slaad regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Invisibility|XPHB} (self only), {@spell Mage Hand|XPHB}, {@spell Major Image|XPHB}","1/day each: {@spell Cloudkill|XPHB}, {@spell Fly|XPHB}, {@spell Plane Shift|XPHB} (self only), {@spell Tongues|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The slaad makes two Chaos Claw attacks."]},{"name":"Chaos Claw","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}9 ({@damage 1d10 + 4}) Slashing damage plus 11 ({@damage 2d10}) Necrotic damage. Until the start of the slaad's next turn, the target has a condition determined by rolling {@dice 1d4}: on a 1, {@condition Charmed|XPHB}; on a 2, {@condition Frightened|XPHB}; on a 3, {@condition Poisoned|XPHB}; or on a 4, {@condition Incapacitated|XPHB}."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gray slaadi arise from green slaadi transformed by the Spawning Stone or slaad lords. They explore the planes, seeking Humanoid communities to invade near planar pathways."]},{"type":"section","name":"Slaadi","entries":["{@i Chaos-Spawned Hordes of Limbo}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Limbo)|bestiary|environment=planar, limbo}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.","Slaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.",{"type":"inset","name":"Slaad Control Gems","entries":["A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the {@condition Charmed|XPHB} condition and obeys the gem's bearer. The slaad ceases to be {@condition Charmed|XPHB} if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A {@spell Greater Restoration|XPHB} spell cast on a slaad destroys the gem, and the slaad ceases to be {@condition Charmed|XPHB}.","One can obtain a slaad's control gem using a {@spell Wish|XPHB} or {@spell Imprisonment|XPHB} spell. If the slaad fails its saving throw against {@spell Imprisonment|XPHB}, the caster gains the gem, and the slaad isn't imprisoned. An {@condition Incapacitated|XPHB} slaad's control gem can be removed by spending 1 minute and succeeding on a {@dc 20} Wisdom ({@skill Medicine|XPHB}) check. Failing this check deals 22 ({@damage 4d10}) Piercing damage to the slaad."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher."],"by":"Jebeel Sloom","from":"Guide to the Plane of Limbo"}]}]}],"gallery":[{"path":"bestiary/XMM/Gray Slaad.webp"}],"otherVersions":[{"id":"gray-slaad-mm","source":"MM"}]},{"id":"gray-slaad-mm","name":"Gray Slaad","source":"MM","page":277,"srd":false,"image":"bestiary/MM/Gray Slaad.webp","token":"bestiary/tokens/MM/Gray Slaad.webp","size":"Medium","creatureType":"Aberration (Shapechanger)","alignment":"Chaotic Neutral","ac":"18","initiative":"+3 (13)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":17,"dex":17,"con":16,"int":13,"wis":8,"cha":14,"saves":"","skills":"Arcana +5, Perception +7","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 17","languages":"Slaad, telepathy 60 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Magic Resistance","entries":["The slaad has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The slaad's weapon attacks are magical."]},{"name":"Regeneration","entries":["The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The slaad's innate spellcasting ability is Charisma (spell save {@dc 14}). The slaad can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell invisibility} (self only), {@spell mage hand}, {@spell major image}","1/day: {@spell plane shift} (self only)","2/day each: {@spell fear}, {@spell fly}, {@spell fireball}, {@spell tongues}"]}],"actions":[{"name":"Multiattack","entries":["The slaad makes three attacks: one with its bite and two with its claws or greatsword."]},{"name":"Bite (Slaad Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Claws (Slaad Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Outside of Limbo, gray slaadi act as living extensions of the will of their masters, the death slaadi. A gray slaad journeys to the Material Plane on errands of doom, often taking humanoid form. A gray slaad learns how to master the use of a greatsword and imbue it with its own innate magic.","A gray slaad that eats the entire corpse of a dead death slaad instantly transforms into a death slaad."]}]},{"type":"section","name":"Slaadi","entries":["In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.",{"type":"entries","name":"The Spawning Stone","entries":["Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.","The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them."]},{"name":"Birth and Transformation","entries":["Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories."],"type":"entries"},{"name":"Shapechangers","entries":["Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves."],"type":"entries"},{"type":"inset","name":"Variant: Slaad Control Gems","entries":["As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.","A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.",{"type":"entries","name":"Control Gem","entries":["Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.","Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.","A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.","Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Embedded in a slaad's brain is a magic gem. Acquire it, and the slaad is yours to command."]}]}]}],"gallery":[{"path":"bestiary/MM/Gray Slaad.webp"}],"hidden":true,"otherVersions":[{"id":"gray-slaad","source":"XMM"}]},{"id":"graz-zt","name":"Graz'zt","source":"MPMM","page":148,"srd":false,"image":"bestiary/MPMM/Grazzt.webp","token":"bestiary/tokens/MPMM/Graz'zt.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"20","initiative":"+2 (12)","hp":"346 (33d10 + 165)","speed":"40 ft.","str":22,"dex":15,"con":21,"int":23,"wis":21,"cha":26,"saves":"Dex +9, Con +12, Wis +12","skills":"Deception +15, Perception +12, Persuasion +15","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 22","languages":"all, telepathy 120 ft.","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Graz'zt fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Graz'zt has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Graz'zt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","At will: {@spell charm person}, {@spell detect magic}, {@spell dispel magic}","3/day each: {@spell darkness}, {@spell dominate person}, {@spell telekinesis}, {@spell teleport}","1/day each: {@spell dominate monster}, {@spell greater invisibility}"]}],"actions":[{"name":"Multiattack","entries":["Graz'zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting."]},{"name":"Wave of Sorrow (Greatsword)","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 4d6 + 6}) force damage plus 14 ({@damage 4d6}) acid damage."]},{"name":"Teleport","entries":["Graz'zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[{"name":"Change Shape","entries":["Graz'zt transforms into a form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed."]}],"reactions":[{"name":"Negate Spell {@recharge 5}","entries":["Graz'zt tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz'zt makes a Charisma check against a DC of 10 + the spell's level. On a success, the spell fails and has no effect."]}],"legendaryActions":[{"name":"Abyssal Magic","entries":["Graz'zt uses Spellcasting or Teleport."]},{"name":"Attack","entries":["Graz'zt makes one Wave of Sorrow attack."]},{"name":"Dance, My Puppet!","entries":["One creature {@condition charmed} by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Graz'zt can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Command","type":"item","entries":["Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets."]},{"name":"Conjure Mirrors","type":"item","entries":["Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity ({@skill Stealth}) checks made to hide."]}]}],"regionalEffects":["The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Agitated Beasts","type":"item","entries":["Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons."]},{"name":"Beguiling Realm","type":"item","entries":["Within 6 miles of the lair, all Wisdom ({@skill Insight}) checks have disadvantage, and all Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks have advantage."]},{"name":"Mirrors Everywhere","type":"item","entries":["Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike."]}]},"If Graz'zt dies, these effects fade over the course of {@dice 1d10} days."],"lore":["The appearance of this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz'zt can transform himself at will, appearing in any humanlike form that pleases him or his onlookers, all equally tempting in their own ways. In every form, though, a subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot.","Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair and those of his cultists are pleasure palaces where nothing is forbidden save moderation and kindness.","Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.","Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.",{"name":"Cultists of Graz'zt","type":"entries","entries":["{@note See the {@cult Cult of Graz'zt|MPMM} entry.}"]},{"name":"Graz'zt's Lair","type":"entries","entries":["Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzatar. Graz'zt's demonic influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his power.","Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, devotees and subjects alike are forced to slake Graz'zt's thirst for pageantry."]}],"gallery":[{"path":"bestiary/MPMM/Grazzt.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"graz-zt-mtf","source":"MTF"}]},{"id":"graz-zt-mtf","name":"Graz'zt","source":"MTF","page":149,"srd":false,"image":"bestiary/MTF/Graz'zt.webp","token":"bestiary/tokens/MTF/Graz'zt.webp","size":"Large","creatureType":"Fiend (Demon, Shapechanger)","alignment":"Chaotic Evil","ac":"20","initiative":"+2 (12)","hp":"346 (33d10 + 165)","speed":"40 ft.","str":22,"dex":15,"con":21,"int":23,"wis":21,"cha":26,"saves":"Dex +9, Con +12, Wis +12","skills":"Deception +15, Insight +12, Perception +12, Persuasion +15","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 22","languages":"all, telepathy 120 ft.","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed."]},{"name":"Legendary Resistance (3/Day)","entries":["If Graz'zt fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Graz'zt has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Graz'zt's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Graz'zt's spellcasting ability is Charisma (spell save {@dc 23}). He can innately cast the following spells, requiring no material components:","At will: {@spell charm person}, {@spell crown of madness}, {@spell detect magic}, {@spell dispel magic}, {@spell dissonant whispers}","3/day each: {@spell counterspell}, {@spell darkness}, {@spell dominate person}, {@spell sanctuary}, {@spell telekinesis}, {@spell teleport}","1/day each: {@spell dominate monster}, {@spell greater invisibility}"]}],"actions":[{"name":"Multiattack","entries":["Graz'zt attacks twice with Wave of Sorrow."]},{"name":"Wave of Sorrow (Greatsword)","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage plus 10 ({@damage 3d6}) acid damage."]},{"name":"Teleport","entries":["Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Graz'zt attacks once with Wave of Sorrow."]},{"name":"Dance, My Puppet","entries":["One creature {@condition charmed} by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs."]},{"name":"Sow Discord","entries":["Graz'zt casts {@spell crown of madness} or dissonant whispers."]},{"name":"Teleport","entries":["Graz'zt uses his Teleport action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On Initiative count 20 (losing initiative ties), Graz'zt can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",{"type":"list","items":["Graz'zt casts the {@spell command} spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.","Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity ({@skill Stealth}) checks made to hide."]}],"regionalEffects":["The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","items":["Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.","Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.","If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Graz'zt dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Madness of Graz'zt","entries":["If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",{"type":"table","caption":"Madness of Graz'zt","colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-1","col-11"],"rows":[["01–20","\"There is nothing in the world more important than me and my desires.\""],["21–40","\"Anyone who doesn't do exactly what I say doesn't deserve to live.\""],["41–60","\"Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you.\""],["61–80","\"I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others.\""],["81–90","\"My own pleasure is of paramount importance. Everything else, including social graces, is a triviality.\""],["91–00","\"Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later.\""]]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Graz'zt","entries":["The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz'zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz'zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways.","Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness.","The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.","Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command."]}]},{"type":"entries","name":"Graz'zt's Lair","entries":["Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz'zt's maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his madness. Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, followers, thralls, and subjects alike are forced to slake Graz'zt's thirst for pageantry and pleasure."]}]}],"gallery":[{"path":"bestiary/MTF/Graz'zt.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"graz-zt","source":"MPMM"}]},{"id":"grazilaxx","name":"Grazilaxx","source":"OotA","page":29,"srd":false,"image":"bestiary/OotA/Grazilaxx.webp","token":"bestiary/tokens/OotA/Grazilaxx.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral","ac":"15","initiative":"+1 (11)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":18,"wis":17,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft., Dwarvish, Elvish","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["Grazilaxx has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Grazilaxx's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]},{"name":"Innate Spellcasting","entries":["Grazilaxx can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \"{@adventure Faerzress|OotA|1|Faerzress}\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.","1/day each: {@spell teleport}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by Grazilaxx. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["Grazilaxx magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Grazilaxx.webp"}]},{"id":"great-cat","name":"Great Cat","source":"PSZ","page":34,"srd":false,"image":"bestiary/PSZ/Great Cat.webp","token":"bestiary/tokens/PSZ/Great Cat.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"52 (7d10 + 14)","speed":"40 ft.","str":18,"dex":14,"con":15,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the tiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["At least two varieties of great cat (similar to the {@creature saber-toothed tiger}) sport enormous blades jutting back from the forelegs, which help them cut through heavy undergrowth and take down much larger prey."],"gallery":[{"path":"bestiary/PSZ/Great Cat.webp","title":"Scythe Leopard","credit":"Winona Nelson"}]},{"id":"great-chief-halric-bonesnapper","name":"Great Chief Halric Bonesnapper","source":"SKT","page":89,"srd":false,"image":"bestiary/tokens/SKT/Great Chief Halric Bonesnapper.webp","token":"bestiary/tokens/SKT/Great Chief Halric Bonesnapper.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"99 (9d8 + 27)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Bothii, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Hill, Arctic, Forest, Desert","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, Halric can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Greataxe +1","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"great-kroom-purple-worm","name":"Great Kroom, Purple Worm","source":"AWM","page":33,"srd":false,"image":"bestiary/AWM/Great Kroom, Purple Worm.webp","token":"bestiary/tokens/AWM/Great Kroom, Purple Worm.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"+1 (11)","hp":"247","speed":"50 ft., burrow 30 ft.","str":10,"dex":13,"con":12,"int":11,"wis":11,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Tunneler","entries":["The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The worm makes two attacks:"]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, one target. {@h}22 ({@damage 3d8}) piercing damage. Target must make a {@dc 19} Dexterity save, or be swallowed by the worm!"]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 14} to hit, one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage Target must make a {@dc 19} Constitution save, or take 42 ({@damage 12d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Great Kroom is a purple worm that comes to the Dankwood every twenty years to feed on all kinds of stuff that grows under the forest.","The Great Kroom is a terrifying and dangerous monster that could easily destroy Gob-Town but there are ways to stop it:",{"type":"list","items":["You need to find a tickling stick. This magical stick can be used on a purple worm to tickle it into a docile state. Then it can be led away from the Dankwood.","You need to have it eat a rare mushroom called a Punderpuff. This mushroom grows deep in the Dankwood and has a powerful chemical that can put a purple worm to sleep."]}],"gallery":[{"path":"bestiary/AWM/Great Kroom, Purple Worm.webp","credit":"Emi Tanji"}]},{"id":"great-ulfe","name":"Great Ulfe","source":"TftYP","page":42,"srd":false,"image":"bestiary/TftYP-TFoF/004-totyp-02-05.webp","token":"bestiary/tokens/TftYP/Great Ulfe.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP-TFoF/004-totyp-02-05.webp"}]},{"id":"greater-death-dragon","name":"Greater Death Dragon","source":"DSotDQ","page":195,"srd":false,"image":"bestiary/DSotDQ/Greater Death Dragon.webp","token":"bestiary/tokens/DSotDQ/Greater Death Dragon.webp","size":"Huge","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"230 (20d12 + 100)","speed":"40 ft., fly 80 ft.","str":23,"dex":10,"con":20,"int":11,"wis":14,"cha":10,"saves":"Dex +5, Wis +7","skills":"Perception +7, Stealth +5","vulnerabilities":"","resistances":"piercing","immunities":"necrotic; poison","conditionImmunities":"exhaustion; poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) necrotic damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, and the dragon can't bite a different target."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft. one target. {@h}10 ({@damage 1d8 + 6}) slashing damage."]},{"name":"Cataclysmic Breath {@recharge 5}","entries":["The dragon exhales a wave of ghostly purple flames in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points. Additionally, any Medium or smaller Humanoid killed by the breath's damage, as well as every corpse of such a creature within the cone, becomes a zombie (see the Monster Manual) under the dragon's control. The zombie acts on the dragon's initiative but immediately after the dragon's turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The dragon makes one Claw attack."]},{"name":"Cataclysmic Rush (Costs 2 Actions)","entries":["The dragon moves up to half its flying speed without provoking opportunity attacks, carrying with it any creatures it is grappling. During this move, if it enters the space of a Medium or smaller creature, that creature takes 4 ({@damage 1d8}) necrotic damage. A creature can take this damage only once per turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Some death dragons manage to retain almost all of their former selves, albeit twisted by their state of being. These greater death dragons scheme to achieve their ends, all the while amassing and jealously guarding treasure hoards as they did in life. In battle, they are deadly foes, channeling the Cataclysmic fire that limns their bones and fuels their breath. They take cruel delight in snatching foes in their jaws, rushing into the air, then dropping the snared creatures to their doom."]},{"type":"section","entries":[{"type":"entries","name":"Death Dragons","entries":["Death dragons are the Undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic. Rarely, death dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow of its former personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories.","A death dragon's bones burn with violet Cataclysmic fire, which it can unleash in a horrific mockery of the breath weapon it possessed in life. The breath snuffs out life force and infuses undeath into corpses it touches. These zombies burn with Cataclysmic fire and serve the death dragon's will, typically going on rampages to destroy all living creatures in sight."]}]}],"gallery":[{"path":"bestiary/DSotDQ/Greater Death Dragon.webp","credit":"Olivier Bernard"}]},{"id":"greater-shadow-horror","name":"Greater Shadow Horror","source":"AitFR-THP","page":12,"srd":false,"image":"bestiary/tokens/AitFR-THP/Greater Shadow Horror.webp","token":"bestiary/tokens/AitFR-THP/Greater Shadow Horror.webp","size":"Huge","creatureType":"Aberration","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"170 (20d12 + 40)","speed":"40 ft.","str":14,"dex":16,"con":14,"int":2,"wis":17,"cha":18,"saves":"","skills":"Perception +7, Stealth +11","vulnerabilities":"radiant","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 17","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The horror can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Legendary Resistance (2/Day)","entries":["If the horror fails a saving throw, it can choose to succeed instead."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the horror can take the {@action Hide} action as a bonus action."]},{"name":"Shadow Stride","entries":["As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Medium or larger creature or object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horror makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) slashing damage, and the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of the horror until the end of the target's next turn."]},{"name":"Lashing Shadows {@recharge 5}","entries":["Each creature within 60 feet of the horror, except other horrors, must succeed on a {@dc 16} Dexterity saving throw or take 36 ({@damage 8d8}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The horror makes a weapon attack."]},{"name":"Glide","entries":["The horror moves up to 20 feet without provoking opportunity attacks."]},{"name":"Frighten Foe (Costs 2 Actions)","entries":["The horror targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of horror's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["This shadowy horror was conjured by Tyreus. It is a powerful example of the terrifying evils that stalk the dark corners of Ravnica. This one is an amorphous creature of living shadow with dim reason and preternatural cunning, left here to keep trespassers from plundering the refuge without Tyreus's permission."]},{"id":"greater-star-spawn-emissary","name":"Greater Star Spawn Emissary","source":"RHW","page":268,"srd":false,"image":"bestiary/RHW/Star Spawn Emissaries.webp","token":"bestiary/tokens/RHW/Greater Star Spawn Emissary.webp","size":"Huge","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"15","initiative":"+8 (18)","hp":"304 (21d12 + 168)","speed":"40 ft., fly 40 ft. (hover)","str":24,"dex":13,"con":26,"int":27,"wis":22,"cha":25,"saves":"Con +15, Int +15, Wis +13, Cha +14","skills":"Arcana +22, Perception +13","vulnerabilities":"","resistances":"acid; force; necrotic; psychic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"Truesight 120 ft., Passive Perception 23","languages":"all; telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000, or 41,000 in lair; PB +7)","habitat":"Any","treasure":"Any","traits":[{"name":"Aberrant Restoration","entries":["If destroyed, the emissary revives with all its {@variantrule Hit Points|XPHB} in 1 day in the space of a Gibbering Mouther that was within 300 feet of the emissary when the emissary was destroyed; that mouther is destroyed."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the emissary fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The emissary makes two attacks, using Lashing Maw or Coagulated Nodule in any combination. It can replace one attack with Unearthly Bile if available."]},{"name":"Lashing Maw","entries":["{@atkr m} {@hit 14}, reach 15 ft. {@h}33 ({@damage 4d12 + 7}) Piercing damage plus 18 ({@damage 4d8}) Acid damage."]},{"name":"Coagulated Nodule","entries":["{@atkr r} {@hit 15}, range 120 ft. {@h}44 ({@damage 8d8 + 8}) Acid damage."]},{"name":"Unearthly Bile {@recharge 5}","entries":["{@actSave dex} {@dc 23}, each creature in a 30-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the emissary can see within 120 feet. {@actSaveFail} 54 ({@damage 12d8}) Acid damage, and a Gibbering Mouther appears in an unoccupied space within 30 feet of the target. The mouthers take their turn immediately after the emissary on the same {@variantrule Initiative|XPHB} count. Each mouther fights until destroyed. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Forced Mutations","entries":["{@actSave cha} {@dc 23}, up to two creatures the emissary can see within 30 feet. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition until the end of its next turn. {@actSaveSuccessOrFail} The emissary can't take this action again until the start of its next turn."]},{"name":"Teleporting Lash","entries":["The emissary can teleport up to 30 feet to an unoccupied space it can see, and it makes one Lashing Maw attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a star spawn emissary's lair becomes twisted by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cosmic Transformation","entries":["When a creature in the lair shape-shifts to its true form, creatures in a 10- foot Emanation originating from the shape-shifter take 10 ({@dice 3d6}) Force damage."]},{"type":"item","name":"Terrifying Topography","entries":["Terrain in the lair is transformed into a mockery of flesh with unsettling features like thick veins, lolling tongues, and pulsating orifices. Creatures of the emissary's choice within 1 mile of the lair have Disadvantage on saving throws to avoid or end the Frightened condition while in that area."]}]},"If the star spawn emissary dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["An emissary's greater form is a destructive abomination. This massive amalgamation of violent flesh is composed of the meat and voices of every form the emissary has ever mimicked. Only once this greater form is destroyed is the emissary defeated."]},{"type":"section","name":"Star Spawn Emissaries","entries":["{@i Colossal, Shape-Shifting Alien Colonizers}","Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for their unimaginable masters. Employing two malleable forms, emissaries undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses.",{"type":"entries","name":"Star Spawn Emissary Lairs","entries":["A star spawn emissary's lair takes on macabre bodily features. A ruined watchtower might become a spire of pulsating flesh, or an abandoned mineshaft might transform into a maze of sticky, muscular innards."]}]}],"gallery":[{"path":"bestiary/RHW/Star Spawn Emissaries.webp","title":"Front to Back: Lesser Star Spawn Emissary and Greater Star Spawn Emissary","credit":"Antonio José Manzanedo"}],"otherVersions":[{"id":"greater-star-spawn-emissary-vrgr","source":"VRGR"}]},{"id":"greater-star-spawn-emissary-vrgr","name":"Greater Star Spawn Emissary","source":"VRGR","page":245,"srd":false,"image":"bestiary/VRGR/Greater Star Spawn Emissary.webp","token":"bestiary/tokens/VRGR/Greater Star Spawn Emissary.webp","size":"Huge","creatureType":"Aberration","alignment":"","ac":"15","initiative":"+1 (11)","hp":"290 (20d12 + 160)","speed":"40 ft., fly 40 ft. (hover)","str":24,"dex":13,"con":26,"int":27,"wis":22,"cha":25,"saves":"Con +15, Int +15, Wis +13, Cha +14","skills":"Arcana +22, Perception +13","vulnerabilities":"","resistances":"acid; force; necrotic; psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 1,000 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If the emissary fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The emissary doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The emissary makes three attacks."]},{"name":"Lashing Maw","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 7}) piercing damage plus 13 ({@damage 3d8}) acid damage."]},{"name":"Psychic Orb","entries":["{@atk rs} {@hit 15} to hit, range 120 ft., one creature. {@h}27 ({@damage 3d12 + 8}) psychic damage."]},{"name":"Unearthly Bile {@recharge 5}","entries":["The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a {@dc 23} Dexterity saving throw, taking 55 ({@damage 10d10}) acid damage on a failed save, or half as much damage on a successful one. For each creature that fails the saving throw, a {@creature gibbering mouther} (see its entry in the Monster Manual) appears in an unoccupied space on a surface that can support it within 30 feet of that creature. The gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are destroyed. They disappear when the emissary dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The emissary teleports up to 30 feet to an unoccupied space it can see and makes one attack."]},{"name":"Warp Space (Costs 2 Actions)","entries":["The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes {@quickref difficult terrain||3} for the duration. Any creature takes 10 ({@damage 3d6}) piercing damage for each 5 feet it moves on this terrain."]},{"name":"Mind Cloud (Costs 3 Actions)","entries":["The emissary unleashes a psychic wave. Each creature within 30 feet of the emissary must succeed on a {@dc 23} Wisdom saving throw or take 32 ({@damage 5d12}) psychic damage. In addition, every spell ends on creatures and objects of the emissary's choice in that area."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An emissary's greater form sheds all pretense of being part of a plane's reality and openly mocks it. A destructive titan, this form rises in a 25-foot-tall pillar of violent flesh amalgamating the meat and voices of every form the emissary has ever mimicked. Manifestations of alien hunger erupt from this horror in waves of ravenous organs and mind-breaking psychic assaults."]},{"type":"section","entries":[{"type":"entries","name":"Star Spawn Emissary","entries":["Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms.",{"type":"entries","name":"Forms of the Emissary","entries":["Star spawn emissaries can assume two forms: a lesser form suited to infiltration and a greater, physically overwhelming form. To destroy an emissary, characters must reduce each of its forms to 0 hit points one after another. Typically, a star spawn emissary is initially encountered in its lesser form. When this form is destroyed, the emissary's body collapses into a gory slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater form does the star spawn die.","After finishing a long rest, a greater star spawn emissary regains its lesser form if it was destroyed. When an emissary transitions from one form to another, it loses all the traits and actions of the previous form and gains those of the new form."]}]}]}],"gallery":[{"path":"bestiary/VRGR/Greater Star Spawn Emissary.webp","credit":"April Prime"}],"hidden":true,"otherVersions":[{"id":"greater-star-spawn-emissary","source":"RHW"}]},{"id":"greater-tyrant-shadow","name":"Greater Tyrant Shadow","source":"CoA","page":256,"srd":false,"image":"bestiary/CoA/Tyrant Shadows.webp","token":"bestiary/tokens/CoA/Greater Tyrant Shadow.webp","size":"Gargantuan","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"372 (24d20 + 120)","speed":"30 ft.","str":25,"dex":15,"con":20,"int":24,"wis":16,"cha":22,"saves":"Int +14, Wis +10","skills":"Arcana +14, Deception +20, Perception +10, Stealth +16","vulnerabilities":"","resistances":"fire","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"blinded; charmed; frightened; poisoned","senses":"Passive Perception 20","languages":"understands all, telepathy 300 ft.","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Empath","entries":["The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow's telepathy. The shadow can't see creatures immune to telepathy."]},{"name":"Undying Connection","entries":["The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 ({@dice 1d20}) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shadow makes three Claw attacks. It can replace one of the attacks with Shadows of Death (if available)."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) necrotic damage, plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Cloak of Shadows","entries":["The shadow bends darkness around itself, and now has the {@condition invisible} condition for 1 minute. The invisibility ends if the shadow is subjected to a {@spell Daylight} spell or similar."]},{"name":"Empathic Link","entries":["The shadow attempts to form a link between itself and a creature it can see. The target must make a {@dc 22} Intelligence saving throw, taking 26 ({@damage 4d12}) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 26 ({@damage 4d12}) psychic damage on a failed save, or ending the effect on a successful one."]},{"name":"Shadows of Death {@recharge 5}","entries":["The shadow discharges inky-black shadows in a 90-foot-radius sphere around itself. Creatures in the shadows must succeed on a {@dc 22} Wisdom saving throw or take 36 ({@damage 8d8}) necrotic damage and have the {@condition frightened} condition for 1 minute. A {@condition frightened} creature may repeat the saving throw at the end of each of its turns, ending the effect on a successful save, but taking the damage again on a failed save."]}],"bonusActions":[{"name":"Change Shape","entries":["The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its alignment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form."]}],"reactions":[],"legendaryActions":[{"name":"Shadow Blink","entries":["The shadow surrounds itself in black mist, then teleports up to 60 feet to an unoccupied space that it can see."]},{"name":"Shapeshift","entries":["The shadow uses its Change Shape ability."]},{"name":"Mind Spike (Costs 2 Actions)","entries":["{@atk rs} {@hit 14} to hit, range 300 ft., one target. {@h}23 ({@damage 3d10 + 7}) psychic damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the greater tyrant shadow can take one lair action to cause the following effect; it can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Despair","entries":["One creature within 300 feet of the shadow must succeed on a {@dc 22} Charisma saving throw or be overcome with despair and self-doubt. The creature has the stunned condition for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success."]},{"type":"item","name":"Renewal","entries":["The shadow recharges its Shadows of Death ability."]}]}],"regionalEffects":[],"lore":[{"type":"quote","entries":["The nine hells can only dream of the perfect oppression which mortals bring upon each other."],"by":"Unknown"},"Alongside devils and monsters, the Nine Hells have given birth to more nebulous threats. Even raw negative emotion can be personified in the darkest reaches of the lower planes. Congealing into a shape that knows only hunger and the need to hunt. It stalks those filled with fears and insecurities that they refuse to acknowledge.",{"type":"entries","name":"Bred from Denial","page":254,"entries":["Tyrant shadows are a threat unique to the Nine Hells. Mortals in the Nine Hells dwell in agony and terror by definition. However, the life of a devil is seldom happier. The infernal hierarchy is harsh and those above constantly abuse the Fiends beneath them whilst fearing usurpation at every turn. In contrast to the unruly hosts of the Abyss, devils are never permitted to give vent to the bitterness that is their lot, bound to a show of discipline and obedience. This festering misery, given no other outlet, manifests as an independent creature that breaks from the devil who generated it to pursue its own malevolent life. Tyrant shadows most often appear as huge-mawed stalking reptiles made from writhing shadows, unless they take on specific forms to exploit the fears of their prey."]},{"type":"entries","name":"Shifting Stalkers","page":254,"entries":["Tyrant shadows are strongly attracted to the kind of suppressed negative emotions that gave rise to them. The minds of strong mortals valiantly enduring the horrors of the Nine Hells without complaint draw them from far away, and they hunger both for the flesh and the fear such prey generate. A truly satisfying feast for the tyrants must be prepared properly. They stalk their targets over long hours, telepathically sensing what is most feared and shifting their forms to provide glimpses and hints of terror wherever their target looks. Mortals who break easily, giving swift vent to their fear or flying into berserk rages, are of little interest to them. A fear that slowly erodes through its host's iron discipline is savored like a well-aged wine. For the same reason, they gleefully prey on middling and lesser devils whose lives are a constant battle between bitterness and discipline. Those few mortals who are so confident in themselves as to know no fear at all—the most focused of monks or blessed of paladins perhaps—are effectively invisible to tyrant shadows."]},{"type":"entries","name":"Personal Nemeses","page":254,"entries":["Every tyrant shadow was spawned from the resentful core of a particular devil before taking up its own existence, and the presence of \"their\" devil continues to sustain the tyrant. As the devil rises in the internal hierarchy, so the tyrant grows stronger. As the tyrant hunts and feasts, so the devil's inner bitterness grows, driving them to greater acts of evil, and thus leading to their advancement. Much as they might deny it, even the greatest of devils are consumed with negative emotions. Archdevils command whole planes yet hate and envy the gods. Somewhere perhaps even Asmodeus has a stalking shadow feeding his malice even as his great status empowers it."]},{"type":"entries","name":"Greater Tyrant Shadow's Lair","entries":["A greater tyrant shadow's lair is always within a few miles of the devil that spawned it, which means that the tyrant shadow itself may often relocate, following the movements of its progenitor, even across the layers of the Nine Hells themselves. Of the lair specifically, the tyrant shadow generally selects a suitably cavernous locale, with deep shadows, perfect for skulking and ambushes. Eroded canyons, abandoned dwellings, and even deep forests, though rare in the Nine Hells, are also suitable locations."]}],"gallery":[{"path":"bestiary/CoA/Tyrant Shadows.webp","credit":"Sebastian Kowoll"}]},{"id":"greater-zombie","name":"Greater Zombie","source":"TftYP","page":237,"srd":false,"image":"bestiary/tokens/TftYP/Greater Zombie.webp","token":"bestiary/tokens/TftYP/Greater Zombie.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"97 (13d8 + 39)","speed":"30 ft.","str":18,"dex":10,"con":17,"int":4,"wis":6,"cha":6,"saves":"Wis +1","skills":"","vulnerabilities":"","resistances":"cold; necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands the languages it knew in life but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Turn Resistance","entries":["The zombie has advantage on saving throws against any effect that turns undead."]},{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zombie makes two melee attacks."]},{"name":"Empowered Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage and 7 ({@damage 2d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie.",{"name":"Undead Nature","type":"entries","entries":["A zombie doesn't require air, food, drink, or sleep."]}]}]}]},{"id":"green-abishai","name":"Green Abishai","source":"MPMM","page":40,"srd":false,"image":"bestiary/MPMM/Green Abishai.webp","token":"bestiary/tokens/MPMM/Green Abishai.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"195 (26d8 + 78)","speed":"30 ft., fly 40 ft.","str":12,"dex":17,"con":16,"int":17,"wis":12,"cha":19,"saves":"Int +8, Cha +9","skills":"Deception +9, Insight +6, Perception +6, Persuasion +9","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The abishai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell alter self}, {@spell major image}","3/day each: {@spell charm person}, {@spell detect thoughts}, {@spell fear}","1/day each: {@spell confusion}, {@spell dominate person}, {@spell mass suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The abishai makes two Fiendish Claw attacks, or it makes one Fiendish Claw attack and uses Spellcasting."]},{"name":"Fiendish Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) force damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 16 ({@damage 3d10}) poison damage and become {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Green abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure they can manipulate even the shrewdest opponents."]},{"type":"section","name":"Abishais","entries":["Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.","Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.","Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}],"gallery":[{"path":"bestiary/MPMM/Green Abishai.webp","credit":"Daniel Landerman"}],"otherVersions":[{"id":"green-abishai-mtf","source":"MTF"}]},{"id":"green-abishai-mtf","name":"Green Abishai","source":"MTF","page":162,"srd":false,"image":"bestiary/MTF/Green Abishai.webp","token":"bestiary/tokens/MTF/Green Abishai.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"187 (25d8 + 75)","speed":"30 ft., fly 40 ft.","str":12,"dex":17,"con":16,"int":17,"wis":12,"cha":19,"saves":"Int +8, Cha +9","skills":"Deception +9, Insight +6, Perception +6, Persuasion +9","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's darkvision."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The abishai's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The abishai's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:","At will: {@spell alter self}, {@spell major image}","3/day each: {@spell charm person}, {@spell detect thoughts}, {@spell fear}","1/day each: {@spell confusion}, {@spell dominate person}, {@spell mass suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) poison damage and become {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Green Abishai","entries":["The envoys of Tiamat's armies, green abishais represent the god's interests in the Nine Hells and beyond. Their keen senses make them adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure that they can manipulate even the shrewdest opponents."]},{"type":"section","name":"Abishai","entries":[{"type":"quote","entries":["Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?"],"by":"Mordenkainen"},"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emissaries of Doom","type":"entries","entries":["Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed."]},{"type":"entries","name":"Outsiders in Hell","entries":["Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.","There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Green Abishai.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"green-abishai","source":"MPMM"}]},{"id":"green-dragon-wyrmling","name":"Green Dragon Wyrmling","source":"XMM","page":152,"srd":true,"image":"bestiary/XMM/Green Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/Green Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Chromatic)","alignment":"Lawful Evil","ac":"17","initiative":"+3 (13)","hp":"38 (7d8 + 7)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":15,"dex":12,"con":13,"int":14,"wis":11,"cha":13,"saves":"Dex +3, Wis +2","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 1d10 + 2}) Slashing damage plus 3 ({@damage 1d6}) Poison damage."]},{"name":"Poison Breath {@recharge 5}","entries":["{@actSave con} {@dc 11}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 21 ({@damage 6d6}) Poison damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Green dragon wyrmlings often serve as pawns in older dragons' schemes. By spying on those dragons' agents, wyrmlings learn the art of manipulation. Once they've accumulated influence and lackeys, these wyrmlings depart to claim their own territories and pursue their sinister ambitions."]},{"type":"section","name":"Green Dragons","entries":["{@i Dragons of Deceit and Derision}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"From forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.","Despite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.",{"type":"entries","name":"Green Dragon Lairs","entries":["Green dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered."]}]}],"gallery":[{"path":"bestiary/XMM/Green Dragon Wyrmling.webp","credit":"Alexander Ostrowski"}],"otherVersions":[{"id":"green-dragon-wyrmling-mm","source":"MM"}]},{"id":"green-dragon-wyrmling-mm","name":"Green Dragon Wyrmling","source":"MM","page":95,"srd":false,"image":"bestiary/MM/Green Dragon Wyrmling.webp","token":"bestiary/tokens/MM/Green Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Lawful Evil","ac":"17","initiative":"+1 (11)","hp":"38 (7d8 + 7)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":15,"dex":12,"con":13,"int":14,"wis":11,"cha":13,"saves":"Dex +3, Con +3, Wis +2, Cha +3","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 3 ({@damage 1d6}) poison damage."]},{"name":"Poison Breath {@recharge 5}","entries":["The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 11} Constitution saving throw, taking 21 ({@damage 6d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.","A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.","A wyrmling green dragon's thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.","A green dragon's legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.",{"name":"Capricious Hunters","type":"entries","entries":["A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.","Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.","A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures' activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die."]},{"name":"Manipulative Schemers","type":"entries","entries":["A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.","When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status."]},{"name":"Conflict and Corruption","type":"entries","entries":["Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch-sometimes for decades-for the chance to slay the other dragon, then claim its lair and hoard.","Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions' minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions' tortured dreams."]},{"name":"Living Treasures","type":"entries","entries":["A green dragon's favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects."]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king's ear, corrupting and twisting the king's dreams. This dragon's name is Cyan Bloodbane, and he means the destruction of us all."],"by":"Pelios of Ergoth, Silvanesti seer"}]},{"type":"entries","name":"A Green Dragon's Lair","entries":["The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon's wood, carrying an acrid whiff of the creature's poison breath.","The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.","At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Green Dragon Wyrmling.webp"}],"hidden":true,"otherVersions":[{"id":"green-dragon-wyrmling","source":"XMM"}]},{"id":"green-greatwyrm","name":"Green Greatwyrm","source":"FTD","page":168,"srd":false,"image":"bestiary/tokens/FTD/Green Greatwyrm.webp","token":"bestiary/tokens/FTD/Green Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"533 (26d20 + 260)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":14,"con":30,"int":21,"wis":20,"cha":26,"saves":"Dex +10, Con +18, Wis +13, Cha +16","skills":"Intimidation +16, Perception +21, Stealth +10","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 31","languages":"Common, Draconic","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Chromatic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) poison damage. On a successful save, the creature takes half as much damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]},{"name":"Arcane Spear (Costs 3 Actions)","entries":["The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.","Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.","In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike."]},{"id":"green-guard-drake","name":"Green Guard Drake","source":"VGM","page":158,"srd":false,"image":"bestiary/VGM/Guard Drake.webp","token":"bestiary/tokens/VGM/Green Guard Drake.webp","size":"Medium","creatureType":"Dragon","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft., swim 30 ft.","str":16,"dex":11,"con":16,"int":4,"wis":10,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Draconic but can't speak it","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Amphibious","entries":["The guard drake can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drake attacks twice, once with its bite and once with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.",{"name":"Gifts from Dragons","entries":["The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.","The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours."],"type":"entries"},{"name":"Eager to Learn","entries":["A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.","A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes."],"type":"entries"}]},{"type":"inset","name":"Variant: Chromatic Guard Drakes","entries":["Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.",{"name":"Black Guard Drake","entries":["A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage."],"type":"entries"},{"name":"Blue Guard Drake","entries":["A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage."],"type":"entries"},{"name":"Green Guard Drake","entries":["A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage."],"type":"entries"},{"name":"Red Guard Drake","entries":["A red guard drake has climbing speed of 30 feet and resistance to fire damage."],"type":"entries"},{"name":"White Guard Drake","entries":["A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Guard Drake.webp","credit":"Conceptopolis"}]},{"id":"green-hag","name":"Green Hag","source":"XMM","page":156,"srd":true,"image":"bestiary/XMM/Green Hag.webp","token":"bestiary/tokens/XMM/Green Hag.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"82 (11d8 + 33)","speed":"30 ft., swim 30 ft.","str":18,"dex":12,"con":16,"int":13,"wis":14,"cha":14,"saves":"","skills":"Arcana +5, Deception +4, Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Common, Elvish, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill, Swamp","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The hag can breathe air and water."]},{"name":"Mimicry","entries":["The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful {@dc 14} Wisdom ({@skill Insight|XPHB}) check."]}],"spellcasting":[{"name":"Coven Magic","entries":["While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save {@dc 11}): {@spell Augury|XPHB}, {@spell Find Familiar|XPHB}, {@spell Identify|XPHB}, {@spell Locate Object|XPHB}, {@spell Scrying|XPHB}, or {@spell Unseen Servant|XPHB}. The hag must finish a {@variantrule Long Rest|XPHB} before using this trait to cast that spell again."]},{"name":"Spellcasting","entries":["The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 12}, {@hit 4} to hit with spell attacks):","At will: {@spell Dancing Lights|XPHB}, {@spell Disguise Self|XPHB} (24-hour duration), {@spell Invisibility|XPHB} (self only, and the hag leaves no tracks while {@condition Invisible|XPHB}), {@spell Minor Illusion|XPHB}, {@spell Ray of Sickness|XPHB} (level 3 version)"]}],"actions":[{"name":"Multiattack","entries":["The hag makes two Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Slashing damage plus 3 ({@damage 1d6}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Green Hag","entries":["{@i Foul Witch of the Wicked Wild}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Hill|bestiary|environment=hill}, {@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Green hags work bitter magic to foul all that is beautiful and pure. Whether alone or in covens of other hags, these ancient witches call on eerie forces, spreading corruption and plotting doom for those who earn their ire. Green hags are adept deceivers, and they use illusions to cloak themselves in unassuming forms, hoping to tempt innocents into peril. These hags often spirit their victims back to surreal lairs where they hold captives prisoner or cook them into monstrous meals.","Green hags frequently know strange magic or forgotten secrets, such as the weaknesses of villains, the locations of lost treasures, or the ways to break curses. They might trade such knowledge for rare magic or symbolic treasures. Roll on or choose a result from the Green Hag Bargains table to inspire what a green hag charges for its secrets.",{"type":"table","caption":"Green Hag Bargains","colLabels":["1d6","A Green Hag Trades Its Knowledge For..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bargainer's memories of a loved one."],["2","The cauldron of a rival hag."],["3","A favor to be redeemed when the hag wishes."],["4","A flower from a hidden Feywild garden."],["5","A gift given freely by a yugoloth."],["6","A vial filled with a ruler's tears."]]}]}],"gallery":[{"path":"bestiary/XMM/Green Hag.webp","credit":"Helge C. Balzer"}],"otherVersions":[{"id":"green-hag-mm","source":"MM"}]},{"id":"green-hag-mm","name":"Green Hag","source":"MM","page":177,"srd":false,"image":"bestiary/MM/Green Hag.webp","token":"bestiary/tokens/MM/Green Hag.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":18,"dex":12,"con":16,"int":13,"wis":14,"cha":14,"saves":"","skills":"Arcana +3, Deception +4, Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Draconic, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Hill","treasure":"","traits":[{"name":"Amphibious","entries":["The hag can breathe air and water."]},{"name":"Mimicry","entries":["The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The hag's innate spellcasting ability is Charisma (spell save {@dc 12}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}, {@spell minor illusion}, {@spell vicious mockery}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Illusory Appearance","entries":["The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.","The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the hag is disguised."]},{"name":"Invisible Passage","entries":["The hag magically turns {@condition invisible} until she attacks or casts a spell, or until her {@status concentration} ends (as if {@status concentration||concentrating} on a spell). While {@condition invisible}, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is {@condition invisible} with her."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.","On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.","The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."]},"A powerful green hag might have the following additional lair action:",{"type":"list","items":["The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession."]}],"regionalEffects":["Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.","The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",{"type":"list","items":["Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.","Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.","Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."]},"A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:",{"type":"list","items":["Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears.","The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.","Trees transform into {@creature awakened tree||awakened trees} and attack when hostile intruders are near."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.",{"type":"entries","name":"Obsession with Tragedy","entries":["Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations."]},{"type":"entries","name":"Covens","entries":["A green hag that is part of a coven (see the \"Hag Covens\" sidebar) has a challenge rating of 5 (1,800 XP)."]}]}]},{"type":"section","name":"Hags","entries":["Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Faces of Evil","entries":["Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.","All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.","Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth."]},{"type":"entries","name":"Monstrous Motherhood","entries":["Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.","Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror."]},{"type":"entries","name":"Dark Bargains","entries":["Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.","Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain."]},{"type":"entries","name":"A Foul Nature","entries":["Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might \"help\" such creatures by disfiguring or transforming them.","This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke."]},{"type":"entries","name":"Dark Sorority","entries":["Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed.","Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson."]},{"type":"entries","name":"Dark Lairs","entries":["Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers."]},{"type":"inset","name":"Hag Covens","entries":["When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.","A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.",{"type":"entries","name":"Shared Spellcasting","entries":["While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:",{"type":"list","style":"list-no-bullets","items":["1st level (4 slots): {@spell identify}, {@spell ray of sickness}","2nd level (3 slots): {@spell hold person}, {@spell locate object}","3rd level (3 slots): {@spell bestow curse}, {@spell counterspell}, {@spell lightning bolt}","4th level (3 slots): {@spell phantasmal killer}, {@spell polymorph}","5th level (2 slots): {@spell contact other plane}, {@spell scrying}","6th level (1 slot): {@spell eyebite}"]},"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier."]},{"type":"entries","name":"Hag Eye","entries":["A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and {@sense darkvision} with a radius of 60 feet. If it is destroyed, each coven member takes {@damage 3d10} psychic damage and is {@condition blinded} for 24 hours.","A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over."]}]}]}]}]}],"gallery":[{"path":"bestiary/MM/Green Hag.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"green-hag","source":"XMM"}]},{"id":"green-slaad","name":"Green Slaad","source":"XMM","page":286,"srd":false,"image":"bestiary/XMM/Green Slaad.webp","token":"bestiary/tokens/XMM/Green Slaad.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"16","initiative":"+5 (15)","hp":"144 (17d10 + 51)","speed":"30 ft.","str":16,"dex":15,"con":16,"int":11,"wis":8,"cha":18,"saves":"","skills":"Arcana +3, Perception +2","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12","languages":"Common, Slaad; telepathy 60 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Planar, Limbo","treasure":"Any","traits":[{"name":"Magic Resistance","entries":["The slaad has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The slaad regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The slaad casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Mage Hand|XPHB}","1/day each: {@spell Fireball|XPHB}, {@spell Invisibility|XPHB} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The slaad makes three Chaos Staff attacks."]},{"name":"Chaos Staff","entries":["{@atkr m,r} {@hit 7}, reach 10 ft. or range 60 ft. {@h}8 ({@damage 1d8 + 4}) Force damage. Until the start of the slaad's next turn, the target has a condition determined by rolling {@dice 1d4}: on a 1, {@condition Charmed|XPHB}; on a 2, {@condition Frightened|XPHB}; on a 3, {@condition Poisoned|XPHB}; or on a 4, {@condition Incapacitated|XPHB}."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The slaad shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Green slaadi come into being when the propagation methods of red or blue slaadi affect certain creatures capable of casting spells of level 3 or higher. Green slaadi are more intelligent than their blue and red brethren and often direct their kin to portals where gray slaadi have identified Humanoid communities ripe for invasion."]},{"type":"section","name":"Slaadi","entries":["{@i Chaos-Spawned Hordes of Limbo}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Limbo)|bestiary|environment=planar, limbo}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.","Slaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.",{"type":"inset","name":"Slaad Control Gems","entries":["A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the {@condition Charmed|XPHB} condition and obeys the gem's bearer. The slaad ceases to be {@condition Charmed|XPHB} if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A {@spell Greater Restoration|XPHB} spell cast on a slaad destroys the gem, and the slaad ceases to be {@condition Charmed|XPHB}.","One can obtain a slaad's control gem using a {@spell Wish|XPHB} or {@spell Imprisonment|XPHB} spell. If the slaad fails its saving throw against {@spell Imprisonment|XPHB}, the caster gains the gem, and the slaad isn't imprisoned. An {@condition Incapacitated|XPHB} slaad's control gem can be removed by spending 1 minute and succeeding on a {@dc 20} Wisdom ({@skill Medicine|XPHB}) check. Failing this check deals 22 ({@damage 4d10}) Piercing damage to the slaad."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher."],"by":"Jebeel Sloom","from":"Guide to the Plane of Limbo"}]}]}],"gallery":[{"path":"bestiary/XMM/Green Slaad.webp"}],"otherVersions":[{"id":"green-slaad-mm","source":"MM"}]},{"id":"green-slaad-mm","name":"Green Slaad","source":"MM","page":277,"srd":false,"image":"bestiary/MM/Green Slaad.webp","token":"bestiary/tokens/MM/Green Slaad.webp","size":"Large","creatureType":"Aberration (Shapechanger)","alignment":"Chaotic Neutral","ac":"16","initiative":"+2 (12)","hp":"127 (15d10 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":11,"wis":8,"cha":12,"saves":"","skills":"Arcana +3, Perception +2","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 12","languages":"Slaad, telepathy 60 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Magic Resistance","entries":["The slaad has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The slaad's innate spellcasting ability is Charisma (spell save {@dc 12}). The slaad can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell mage hand}","1/day: {@spell fireball}","2/day each: {@spell fear}, {@spell invisibility} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice."]},{"name":"Bite (Slaad Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Claw (Slaad Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Staff","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) fire damage. The fire ignites flammable objects that aren't being worn or carried."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Green slaadi are surprisingly intelligent and possess innate spellcasting ability. A green slaad can change its shape to appear as a humanoid. If it was born of a humanoid host, the slaad usually adopts its host's form.","At some unpredictable point in its existence, a green slaad unlocks the means to magically, instantly, and permanently transform itself into a gray slaad. Unlocking this knowledge can take years, even decades."]}]},{"type":"section","name":"Slaadi","entries":["In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.",{"type":"entries","name":"The Spawning Stone","entries":["Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.","The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them."]},{"name":"Birth and Transformation","entries":["Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories."],"type":"entries"},{"name":"Shapechangers","entries":["Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves."],"type":"entries"},{"type":"inset","name":"Variant: Slaad Control Gems","entries":["As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.","A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.",{"type":"entries","name":"Control Gem","entries":["Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.","Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.","A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.","Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Embedded in a slaad's brain is a magic gem. Acquire it, and the slaad is yours to command."]}]}]}],"gallery":[{"path":"bestiary/MM/Green Slaad.webp"}],"hidden":true,"otherVersions":[{"id":"green-slaad","source":"XMM"}]},{"id":"gregir-fendelsohn-levels-1-4","name":"Gregir Fendelsohn (Levels 1-4)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Gregir Fendelsohn (Levels 1-4).webp","token":"bestiary/tokens/KftGV/Gregir Fendelsohn (Levels 1-4).webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"gregir-fendelsohn-levels-5-8","name":"Gregir Fendelsohn (Levels 5-8)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Gregir Fendelsohn (Levels 5-8).webp","token":"bestiary/tokens/KftGV/Gregir Fendelsohn (Levels 5-8).webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Pack Tactics","entries":["Gregir Fendelsohn has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Gregir Fendelsohn makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"gregir-fendelsohn-levels-9-11","name":"Gregir Fendelsohn (Levels 9-11)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Gregir Fendelsohn (Levels 9-11).webp","token":"bestiary/tokens/KftGV/Gregir Fendelsohn (Levels 9-11).webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Gregir Fendelsohn makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"grell","name":"Grell","source":"XMM","page":157,"srd":false,"image":"bestiary/XMM/Grell.webp","token":"bestiary/tokens/XMM/Grell.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"12","initiative":"+6 (16)","hp":"55 (10d8 + 10)","speed":"10 ft., fly 30 ft. (hover)","str":15,"dex":14,"con":13,"int":12,"wis":11,"cha":9,"saves":"","skills":"Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"blinded; prone","senses":"Blindsight 60 ft., Passive Perception 14","languages":"Deep Speech","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Abduct","entries":["The grell needn't spend extra movement to move a creature it is grappling."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The grell makes one Beak attack and one Paralyzing Tentacles attack."]},{"name":"Beak","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}11 ({@damage 2d8 + 2}) Piercing damage."]},{"name":"Paralyzing Tentacles","entries":["{@atkr m} {@hit 4}, reach 10 ft. {@h}7 ({@damage 1d10 + 2}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12}) from two of ten tentacles. The target is also subjected to the following effect. {@actSave con} {@dc 11}. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. While {@condition Poisoned|XPHB}, the target has the {@condition Paralyzed|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Grell","entries":["{@i Bizarre Hunter That Travels between Worlds}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"With barbed tentacles sprouting from their brain-shaped bodies, grells hunt the lightless depths. These silent predators defy gravity, allowing them to strike from unexpected places, and they perceive their surroundings via sound and electrical fields. Their tentacles secrete paralytic venom, which prevents most creatures ambushed by grells from crying out before being dragged into the dark and consumed.","Grells are sapient beings, but their intellects and motivations are alien to most. They typically cooperate with one another only to defeat more powerful prey. Most demonstrate no interest in creating things or in communicating with other creatures, including their own kind.","Many grells pursue methods of traveling between worlds and planes of existence. They sometimes slip onto star-faring vessels or enter portals heedless of their destination. Roll on or choose a result from the Grell Explorations table to inspire why grells seek passage between realms.",{"type":"table","caption":"Grell Explorations","colLabels":["1d6","Grells Travel Because They Are..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Advanced viruses, each the clone of all other grell. They exist only to feed and spread."],["2","The larvae of another creature and require electrically charged environs to reproduce."],["3","Seeking to escape some catastrophe or terror lurking in the depths."],["4","Supernaturally connected to ravenous alien beings and serve as their feeding appendages."],["5","Vestiges of an ancient evil that will return if grells collectively consume enough creatures."],["6","Without souls, but convinced they can attain souls by eating certain beings."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["For meal, my hunger grinds within my teeth. For might, my hunger clenches in my grip. But for what we're told we mustn't know, my hunger snaps a raptor's beak and makes my mind a muscle that knows only how to chew."],"by":"Evard","from":"Eighth Eye of the Necrophilosopher"}]}]}],"gallery":[{"path":"bestiary/XMM/Grell.webp","credit":"Domenico Cava"}],"otherVersions":[{"id":"grell-mm","source":"MM"}]},{"id":"grell-mm","name":"Grell","source":"MM","page":172,"srd":false,"image":"bestiary/MM/Grell.webp","token":"bestiary/tokens/MM/Grell.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"55 (10d8 + 10)","speed":"10 ft., fly 30 ft. (hover)","str":15,"dex":14,"con":13,"int":12,"wis":11,"cha":9,"saves":"","skills":"Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"blinded; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"Grell","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The grell makes two attacks: one with its tentacles and one with its beak."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} target is {@condition paralyzed}, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.","The target is also {@condition grappled} (escape {@dc 15}). If the target is Medium or smaller, it is also {@condition restrained} until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it."]},{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A grell resembles a bulbous floating brain with a wide, sharp beak. Its ten long tentacles are made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can partially retract its barbs into its tentacles to handle or manipulate objects it doesn't want to pierce or tear.","Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is sensitive to vibrations and electrical fields, allowing them to detect the presence of creatures and objects in their immediate vicinity. The creature's ability to manipulate electricity to sense and move also allow it to absorb lightning without harm.","Although solitary by nature, grells sometimes gather in small groups called covens.",{"name":"Floating Ambushers","type":"entries","entries":["A grell prefers to ambush lone creatures or stragglers, hovering silently near the ceiling of a passage or cavern until a suitable target passes below, whereupon it descends quickly and wraps its tentacles around its prey. It then floats away to its lair with the {@condition paralyzed} creature in its clutches."]},{"name":"Alien Devourers","type":"entries","entries":["Grell are alien predators that group other creatures into three categories: edibles, inedibles, and Great Eaters (those rare creatures that might prey on a grell). Grells have no compunction about attacking creatures they classify as edible, including humanoids. They tend to avoid bigger creatures that they have little hope of carrying away.","A grell will sometimes allow adventurers to wage war on the other monstrous inhabitants of the dungeon complex it calls home, staying out of the adventurers' way as they dispose of larger threats while waiting for the right time to strike."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Our intrepid rogue climbed up the shaft to secure a rope. There was a gasp, and the rope fell. We never saw her again."],"by":"An adventurer's account of a grell attack in Khyber, published in {@style The Korranberg Chronicle|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Grell.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"grell","source":"XMM"}]},{"id":"grell-psychic","name":"Grell Psychic","source":"PaBTSO","page":145,"srd":false,"image":"bestiary/PaBTSO/Grell Psychic.webp","token":"bestiary/tokens/PaBTSO/Grell Psychic.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"10 ft., fly 30 ft. (hover)","str":17,"dex":14,"con":13,"int":12,"wis":11,"cha":14,"saves":"","skills":"Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"blinded; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"Deep Speech, Grell","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The grell psychic casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell detect thoughts}, {@spell mage armor}, {@spell mage hand} (the hand is invisible)","1/day each: {@spell confusion}, {@spell fear}"]}],"actions":[{"name":"Multiattack","entries":["The grell psychic makes one Tentacle attack and one Beak attack."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d4 + 3}) piercing damage."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While the target is {@condition poisoned}, it also has the {@condition paralyzed} condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has the {@condition grappled} condition (escape {@dc 16}). While grappling the target, the grell can't make Tentacle attacks against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Grell Psychic.webp"}]},{"id":"gremishka","name":"Gremishka","source":"RHW","page":249,"srd":false,"image":"bestiary/RHW/Gremishka.webp","token":"bestiary/tokens/RHW/Gremishka.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"31 (7d4 + 14)","speed":"30 ft.","str":12,"dex":14,"con":15,"int":11,"wis":14,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Passive Perception 12","languages":"understands Common but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The gremishka has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Bite (Individual Form Only)","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 7 ({@damage 2d6}) Force damage."]}],"bonusActions":[],"reactions":[{"name":"Magic Allergy (Individual Form Only; 1/Day)","entries":["{@actTrigger} A creature within 30 feet of the gremishka casts a spell. {@actResponse} The gremishka regains 15 {@variantrule Hit Points|XPHB}, then becomes a {@creature Swarm of Gremishkas|RHW|Medium swarm of Tiny creatures}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Magic-Reactive Mage Killer}","Gremishkas are magically unstable creations of misguided magic-users. These wildly destructive menaces delight in tormenting spellcasters and seek to destroy anything associated with them, particularly spellbooks, spell components, and familiars. If exposed to magic, a lone gremishka explodes into a destructive swarm of duplicate gremishkas."]}],"gallery":[{"path":"bestiary/RHW/Gremishka.webp","credit":"Olivier Bernard"}],"otherVersions":[{"id":"gremishka-vrgr","source":"VRGR"}]},{"id":"gremishka-vrgr","name":"Gremishka","source":"VRGR","page":235,"srd":false,"image":"bestiary/VRGR/Gremishka.webp","token":"bestiary/tokens/VRGR/Gremishka.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"","ac":"12","initiative":"+2 (12)","hp":"10 (4d4)","speed":"30 ft.","str":6,"dex":14,"con":10,"int":12,"wis":11,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"understands Common but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4 + 2}) piercing damage plus 3 ({@damage 1d6}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Magic Allergy (1/Day)","entries":["Immediately after a creature within 30 feet of the gremishka casts a spell, the gremishka can spontaneously react to the magic. Roll a {@dice d6} to determine the effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-2","entry":"The gremishka emanates magical energy. Each creature within 30 feet of the gremishka must succeed on a {@dc 10} Constitution saving throw or take 3 ({@damage 1d6}) force damage."},{"type":"item","name":"3-4","entry":"The gremishka surges with magical energy and regains 3 ({@dice 1d6}) hit points."},{"type":"item","name":"5-6","entry":"The gremishka explodes and dies, and one swarm of gremishkas instantly appears in the space where this gremishka died. The swarm uses the gremishka's initiative."}]}]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with a taste for the trappings of magic—particularly spellbooks, spell components, familiars, and the like. Gremishkas delight in tormenting magic-users, holding vicious grudges against those who gave them life as they infest the walls of spellcasters' homes or the surrounding lands.","Despite their feral appearances, gremishkas are cunning creatures. They might imitate the sounds of whimpering children or wounded animals to coax victims into tight quarters. While they favor attacking spellcasters, gremishkas are opportunistic hunters and lash out at anything they think they can overwhelm—or just get a bite of.","Gremishkas have an unstable relationship with magic. Spells cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks rapidly reforming into duplicate gremishkas. These spontaneously created swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws."]}],"gallery":[{"path":"bestiary/VRGR/Gremishka.webp","credit":"April Prime"}],"hidden":true,"otherVersions":[{"id":"gremishka","source":"RHW"}]},{"id":"gremlin","name":"Gremlin","source":"PSK","page":26,"srd":false,"image":"bestiary/PSK/Gremlin.webp","token":"bestiary/tokens/PSK/Gremlin.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"40 ft.","str":12,"dex":13,"con":13,"int":3,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aether Scent","entries":["The gremlin can pinpoint, by scent, the location of refined or unrefined aether within 30 feet of it."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]},{"name":"Siphon","entries":["The gremlin drains aether from an aether-powered device it can see within 5 feet of it. If the object isn't being worn or carried, the touch automatically drains aether. If the object is being worn or carried by a creature, the creature must succeed on a {@dc 11} Dexterity saving throw to keep it out of the gremlin's reach.","If the aether-powered device grants any bonus (to attack rolls, damage rolls, Armor Class, and so on), that bonus is reduced by 1. If the device has charges, it loses 1 charge. Otherwise, it stops functioning for 1 round. Left unhindered, a gremlin can completely destroy an aether-powered device."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Gremlins are tenacious scavengers with an insatiable appetite for aether. They are drawn to places with abundant supplies of aether, including laboratories and workshops, where they can destroy months of careful work in a matter of hours. A small infestation of gremlins can easily end an inventor's career—and in sufficient numbers, these creatures could obliterate the aether infrastructure of a city like Ghirapur. Although the Consulate has extensive programs to prevent and control gremlin infestations, it often seems as though the city of wonders is just one gremlin away from a large-scale blackout and complete shutdown.","Gremlins are small, hairless creatures with six legs and long snouts. Each leg is tipped with hard, dense claws that are perfect for slicing and shredding through rock and wood in natural environments—as well as metal and machinery in more urban areas. Gremlins can also use their claws to climb, to widen holes and tunnels, and to pull themselves through cramped spaces."],"gallery":[{"path":"bestiary/PSK/Gremlin.webp","title":"Brazen Scourge","credit":"Kev Walker"}]},{"id":"gremorly-s-ghost","name":"Gremorly's Ghost","source":"BMT","page":122,"srd":false,"image":"bestiary/tokens/BMT/Gremorly's Ghost.webp","token":"bestiary/tokens/BMT/Gremorly's Ghost.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":14,"con":12,"int":18,"wis":12,"cha":17,"saves":"Int +8, Wis +5","skills":"Arcana +8, History +8","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Draconic, Dwarvish, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Gremorly can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Gremorly can move through other creatures and objects as if they were difficult terrain. He takes 5 ({@damage 1d10}) force damage if he ends his turn inside an object."]},{"name":"Legendary Resistance (3/Day)","entries":["If Gremorly fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Gremorly casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Dancing Lights}, {@spell Mage Hand}, {@spell Prestidigitation}","1/day: {@spell Slow}","2/day each: {@spell Bestow Curse}, {@spell Dispel Magic}"]}],"actions":[{"name":"Multiattack","entries":["Gremorly makes three Withering Strike attacks."]},{"name":"Withering Strike","entries":["{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d12}) necrotic damage."]},{"name":"Fell Necromancy","entries":["Gremorly targets one creature he can see within 60 feet of himself. The target must make a {@dc 16} Constitution saving throw, taking 61 ({@damage 7d8 + 30}) necrotic damage on a failed save, or half as much damage on a successful one. In addition, Gremorly regains 9 ({@dice 2d8}) hit points."]},{"name":"Possession {@recharge}","entries":["One Humanoid Gremorly can see within 5 feet of himself must succeed on a {@dc 15} Charisma saving throw or be possessed by him; Gremorly disappears, and the target has the {@condition incapacitated} condition and loses control of its body. Gremorly can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to the {@condition charmed} and {@condition frightened} conditions. He otherwise uses the target's game statistics, but Gremorly doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the target drops to 0 hit points, Gremorly ends it as a bonus action, or Gremorly is turned or forced out by an effect like the {@spell Dispel Evil and Good} spell. When the possession ends, Gremorly reappears in an unoccupied space within 5 feet of the target. The target is immune to this Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[{"name":"Ethereal Step {@recharge 4}","entries":["Gremorly teleports up to 30 feet to an unoccupied space he can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Years ago, a wizard named Gremorly drew the Throne card from a Deck of Many Things, gaining ownership of a small castle called Sovereign's Keep. Gremorly was a necromancer and misanthrope who had little patience for the living; he resolved to use the keep to create and house a ghostly army he would use to seize power. Gremorly performed a ritual that turned Sovereign Keep into a ghost trap: anyone who dies within the castle walls rises as an incorporeal spirit, trapped within the castle. Then, he waited. When adventurers came to investigate the seemingly abandoned keep, Gremorly murdered them and trapped their ghosts. But fortune recently turned against Gremorly when a behir entered the keep seeking a nest. It slew Gremorly, who became a victim of his own ritual.","Gremorly is now one of the many ghosts that haunt the keep. Locals have renamed the keep Harrowhall, as they dread the spectral figures moving through the fog there and the fierce lightning storms that erupt without warning."]}]},{"id":"grenl","name":"Grenl","source":"TftYP","page":25,"srd":false,"image":"bestiary/tokens/TftYP/Grenl.webp","token":"bestiary/tokens/TftYP/Grenl.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"10 (3d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":13,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nimble Escape","entries":["The goblin can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[{"name":"Spellcasting","entries":["Grenl is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). She has the following cleric spells prepared:","Cantrips (at will): {@spell poison spray}, {@spell thaumaturgy}","Level 1 (2 slots): {@spell bane}, {@spell inflict wounds}"]}],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 4}, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4}, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.",{"name":"Goblinoids","type":"entries","entries":["Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards."]},{"name":"Malicious Glee","type":"entries","entries":["Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness."]},{"name":"Leaders and Followers","type":"entries","entries":["Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs."]},{"name":"Challenging Lairs","type":"entries","entries":["Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks."]},{"name":"Worshipers of Maglubiyet","type":"entries","entries":["Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a \"privilege\" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death."]}]}]}]}]},{"id":"grick","name":"Grick","source":"XMM","page":158,"srd":true,"image":"bestiary/XMM/Gricks.webp","token":"bestiary/tokens/XMM/Grick.webp","size":"Medium","creatureType":"Aberration","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"54 (12d8)","speed":"30 ft., climb 30 ft.","str":14,"dex":14,"con":11,"int":3,"wis":14,"cha":5,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Underdark","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The grick makes one Beak attack and one Tentacles attack."]},{"name":"Beak","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Piercing damage."]},{"name":"Tentacles","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 1d10 + 2}) Slashing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12}) from all four tentacles."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gricks tend to be solitary hunters, but young gricks might lurk near dozens of their brood mates for years before gradually drifting apart."]},{"type":"section","name":"Gricks","entries":["{@i Worms That Hunt the Dark and Decaying}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Gricks are wormlike predators that burst from hiding—flailing and snapping—to consume whatever prey passes near. They hide in cavernous crags or amid deadfalls, the scattered bones and possessions of past meals the only evidence of their threat.","Gricks' origins are unclear, but some suggest these creatures arise from natural worms or similar invertebrates mutated by magical phenomena. Many cite the presence of gricks in a region as evidence of portals to other planes of existence, legendary magic items, or powerful supernatural beings."]}],"gallery":[{"path":"bestiary/XMM/Gricks.webp","credit":"Domenico Cava"}],"otherVersions":[{"id":"grick-mm","source":"MM"}]},{"id":"grick-mm","name":"Grick","source":"MM","page":173,"srd":false,"image":"bestiary/MM/Grick.webp","token":"bestiary/tokens/MM/Grick.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft., climb 30 ft.","str":14,"dex":14,"con":11,"int":3,"wis":14,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Forest","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The grick has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]},{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.",{"name":"Passive Predators","type":"entries","entries":["Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone."]},{"name":"Roving Ambushers","type":"entries","entries":["Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate."]},{"name":"Spoils of Slaughter","type":"entries","entries":["Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims."]}]}]}],"gallery":[{"path":"bestiary/MM/Grick.webp"}],"hidden":true,"otherVersions":[{"id":"grick","source":"XMM"}]},{"id":"grick-alpha","name":"Grick Alpha","source":"MM","page":173,"srd":false,"image":"bestiary/MM/Grick.webp","token":"bestiary/tokens/MM/Grick Alpha.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"18","initiative":"+3 (13)","hp":"75 (10d10 + 20)","speed":"30 ft., climb 30 ft.","str":18,"dex":16,"con":15,"int":4,"wis":14,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Forest","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The grick has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target."]},{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) slashing damage."]},{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.",{"name":"Passive Predators","type":"entries","entries":["Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone."]},{"name":"Roving Ambushers","type":"entries","entries":["Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate."]},{"name":"Spoils of Slaughter","type":"entries","entries":["Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims."]}]}]}],"gallery":[{"path":"bestiary/MM/Grick.webp"}]},{"id":"grick-ancient","name":"Grick Ancient","source":"XMM","page":158,"srd":false,"image":"bestiary/XMM/Gricks.webp","token":"bestiary/tokens/XMM/Grick Ancient.webp","size":"Large","creatureType":"Aberration","alignment":"Unaligned","ac":"18","initiative":"+3 (13)","hp":"135 (18d10 + 36)","speed":"30 ft., climb 30 ft.","str":18,"dex":16,"con":15,"int":4,"wis":14,"cha":9,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Underdark","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The grick makes one Beak attack, one Slam attack, and one Tentacles attack."]},{"name":"Beak","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}22 ({@damage 4d8 + 4}) Piercing damage."]},{"name":"Slam","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}7 ({@damage 1d6 + 4}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Tentacles","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}15 ({@damage 2d10 + 4}) Slashing damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from all four tentacles."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Gricks can live for centuries, with the eldest growing to monstrous sizes. Grick ancients actively hunt more than they wait in ambush, and they have no qualms about devouring smaller gricks."]},{"type":"section","name":"Gricks","entries":["{@i Worms That Hunt the Dark and Decaying}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Gricks are wormlike predators that burst from hiding—flailing and snapping—to consume whatever prey passes near. They hide in cavernous crags or amid deadfalls, the scattered bones and possessions of past meals the only evidence of their threat.","Gricks' origins are unclear, but some suggest these creatures arise from natural worms or similar invertebrates mutated by magical phenomena. Many cite the presence of gricks in a region as evidence of portals to other planes of existence, legendary magic items, or powerful supernatural beings."]}],"gallery":[{"path":"bestiary/XMM/Gricks.webp","credit":"Domenico Cava"}]},{"id":"griffin","name":"Griffin","source":"PSX","page":39,"srd":false,"image":"bestiary/PSX/Griffin.webp","token":"bestiary/tokens/PSX/Griffin.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"59 (7d10 + 21)","speed":"30 ft., fly 80 ft.","str":18,"dex":15,"con":16,"int":2,"wis":13,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal, Arctic","treasure":"","traits":[{"name":"Keen Sight","entries":["The griffin has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The griffin makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Colorful griffins combine the heads and plumage of jungle parrots with the sleek bodies of jaguars. They are intelligent and noble, and they share the River Heralds' desire to ensure that the power of the Immortal Sun is never again unleashed on the world."],"gallery":[{"path":"bestiary/PSX/Griffin.webp","title":"Resplendent Griffin","credit":"Sam Rowan"}]},{"id":"griffin-type-1","name":"Griffin (Type 1)","source":"PSZ","page":22,"srd":false,"image":"bestiary/PSZ/Griffin.webp","token":"bestiary/tokens/PSZ/Griffin (Type 1).webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"59 (7d10 + 21)","speed":"30 ft., fly 80 ft.","str":18,"dex":15,"con":16,"int":2,"wis":13,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal, Arctic","treasure":"","traits":[{"name":"Keen Sight","entries":["The griffin has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The griffin makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Less intelligent and less magical than {@creature felidar|PSZ|felidars}, griffins share those great cats' noble nature and alignment with the principles of white mana. Larger griffin species are about the size of horses and can be ridden. Indeed, such griffins are often the only reliable means of reaching certain remote locations, particularly in Akoum. Smaller griffins range from the size of donkeys to large dogs, and are trained to carry messages or supplies without a rider.","Zendikar's griffins are much like D&D's {@creature griffon|MM|griffons} (aside from the spelling) and {@creature hippogriff|MM|hippogriffs}."],"gallery":[{"path":"bestiary/PSZ/Griffin.webp","title":"Courier Griffin","credit":"Kieran Yanner"}]},{"id":"griffin-type-2","name":"Griffin (Type 2)","source":"PSZ","page":22,"srd":false,"image":"bestiary/PSZ/Griffin.webp","token":"bestiary/tokens/PSZ/Griffin (Type 2).webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"40 ft., fly 60 ft.","str":17,"dex":13,"con":13,"int":2,"wis":12,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Keen Sight","entries":["The griffin has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The griffin makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Less intelligent and less magical than {@creature felidar|PSZ|felidars}, griffins share those great cats' noble nature and alignment with the principles of white mana. Larger griffin species are about the size of horses and can be ridden. Indeed, such griffins are often the only reliable means of reaching certain remote locations, particularly in Akoum. Smaller griffins range from the size of donkeys to large dogs, and are trained to carry messages or supplies without a rider.","Zendikar's griffins are much like D&D's {@creature griffon|MM|griffons} (aside from the spelling) and {@creature hippogriff|MM|hippogriffs}."],"gallery":[{"path":"bestiary/PSZ/Griffin.webp","title":"Courier Griffin","credit":"Kieran Yanner"}]},{"id":"griffon","name":"Griffon","source":"XMM","page":159,"srd":true,"image":"bestiary/XMM/Griffon.webp","token":"bestiary/tokens/XMM/Griffon.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"59 (7d10 + 21)","speed":"30 ft., fly 80 ft.","str":18,"dex":15,"con":16,"int":2,"wis":13,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Arctic, Coastal, Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The griffon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from both of the griffon's front claws."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Griffon","entries":["{@i Majestic Hunter of Land and Sky}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Coastal|bestiary|environment=coastal}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Griffons combine the features of raptors and big cats—most commonly eagles and lions—and possess the precision and ferocity of such predators. Rarer breeds of griffons have the features of condors and panthers, while others resemble hawks and tigers. Regardless of their appearances, griffons are often associated with royalty and are widely called the Masters of Animals.","Countless tales surround griffons. Roll on or choose a result from the Griffon Tales table to inspire stories about them.",{"type":"table","caption":"Griffon Tales","colLabels":["1d6","Legends Claim That Griffons..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Attack anything in the skies near their lairs."],["2","Curse their killers. Those who slay a griffon face the enmity of all animals."],["3","Lay eggs with remarkable healing properties."],["4","Prefer the taste of horses over all other prey."],["5","Serve the first creature they see after hatching."],["6","Won't attack those with royal blood."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["People think we flew high over the city to avoid weather vanes and laundry lines and whatnot. Truth is, if the griffons smelled how much horse meat trotted just below, folks would have worse than joy-flying mages and stirges to worry about!"],"by":"Sildar Hallwinter, retired member of the Waterdeep Griffon Cavalry"}]}]}],"gallery":[{"path":"bestiary/XMM/Griffon.webp","credit":"Adam Rex"}],"otherVersions":[{"id":"griffon-mm","source":"MM"}]},{"id":"griffon-mm","name":"Griffon","source":"MM","page":174,"srd":false,"image":"bestiary/MM/Griffon.webp","token":"bestiary/tokens/MM/Griffon.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"59 (7d10 + 21)","speed":"30 ft., fly 80 ft.","str":18,"dex":15,"con":16,"int":2,"wis":13,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal, Arctic","treasure":"","traits":[{"name":"Keen Sight","entries":["The griffon has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The griffon makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion's savage might and grace.",{"name":"Horse Eaters","type":"entries","entries":["Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey.","Those riding or herding horses dread the griffon's piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse's rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon."]},{"name":"Sky Dwellers","type":"entries","entries":["Griffons lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted.","Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon's lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths."]},{"name":"Trained Mounts","type":"entries","entries":["A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon's legendary ferocity are typically the only ones able to raise these creatures safely.","Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands."]}]}]}],"gallery":[{"path":"bestiary/MM/Griffon.webp"}],"hidden":true,"otherVersions":[{"id":"griffon","source":"XMM"}]},{"id":"griffon-cavalry-rider","name":"Griffon Cavalry Rider","source":"WDH","page":197,"srd":false,"image":"bestiary/WDH/Griffon Cavalry Rider.webp","token":"bestiary/tokens/WDH/Griffon Cavalry Rider.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"17","initiative":"+2 (12)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":14,"dex":15,"con":14,"int":10,"wis":12,"cha":10,"saves":"","skills":"Animal Handling +3, Athletics +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Lance","entries":["{@atk mw} {@hit 4} to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage, or 11 ({@damage 1d12 + 5}) piercing damage while mounted."]},{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Feather Fall","entries":["The rider wears a magic ring with which it can cast the {@spell feather fall} spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The City Guard is Waterdeep's army, charged with protecting the city's walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail, Goldenfields, and Daggerford."]},{"type":"entries","name":"Ranks in the City Guard","entries":["Members of the City Guard have ranks. From lowest to highest, they are:","PrivateSergeant (armar)Lieutenant (civilar)Captain (senior civilar)Multiple command positions, some perennial (Seneschal of Castle Waterdeep, Defender of the Harbor, Master of the North Towers, Master of the South Towers, Master Armorer), others bestowed as needed in wartime (the Lords' Hand and the Lords' Champion)Warden of Waterdeep","The current Warden of Waterdeep is Elminster, who answers to the Open Lord, Laeral Silverhand.","The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts."]}]}]}],"gallery":[{"path":"bestiary/WDH/Griffon Cavalry Rider.webp"}]},{"id":"grim-champion-of-bloodshed","name":"Grim Champion of Bloodshed","source":"BMT","page":161,"srd":false,"image":"bestiary/BMT/Grim Champion of Bloodshed.webp","token":"bestiary/tokens/BMT/Grim Champion of Bloodshed.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"18","initiative":"+1 (11)","hp":"280 (33d8 + 132)","speed":"40 ft.","str":23,"dex":12,"con":18,"int":10,"wis":17,"cha":21,"saves":"Str +12, Dex +7, Con +10","skills":"Athletics +12, Intimidation +11, Perception +9","vulnerabilities":"","resistances":"cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; poisoned; stunned; unconscious","senses":"darkvision 60 ft., Passive Perception 19","languages":"Common","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the champion fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The champion makes four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available."]},{"name":"Blazing Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 14 ({@damage 4d6}) fire damage."]},{"name":"Blade Storm {@recharge 5}","entries":["The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120 feet of itself. The storm lasts until the start of the champion's next turn. While the storm is active, the area of the storm is difficult terrain. Whenever a creature enters the storm for the first time on a turn or starts its turn there, it must make a {@dc 19} Dexterity saving throw, taking 27 ({@damage 6d8}) slashing damage on a failed saving throw, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Furious Pursuit","entries":["The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn't provoke opportunity attacks."]},{"name":"Induce Violence","entries":["The champion targets one creature it can see within 60 feet of itself. The target must succeed on a {@dc 19} Wisdom saving throw or immediately make one melee weapon attack against another creature of the champion's choice that is within the target's reach. If no creature is within the target's reach or if the target has the {@condition incapacitated} condition, the target instead takes 11 ({@damage 2d10}) psychic damage."]},{"name":"Menace (Costs 2 Actions)","entries":["The champion chooses any number of creatures it can see within 30 feet of itself. Each target must succeed on a {@dc 19} Wisdom saving throw or have the {@condition frightened} condition until the end of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Wynemar Brack was once a farmer, but mercenaries in a local war razed her fields and sacked her village. In desperation, she yielded to the clever patter of a traveling fortune teller and drew from a Deck of Many Things. The avatar of death slew her in a flash. That was many centuries ago, and Wynemar is now a powerful and bloodthirsty Undead commander of the Grim Harrow.","Wreathed in searing fire, Wynemar embodies the havoc of violence and war. She rides a flaming steed that uses the nightmare stat block but is an Undead instead of a Fiend."]},{"type":"section","entries":[{"type":"entries","name":"The Grim Champions","entries":["The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is the oldest and most powerful of the three and embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of Delight long ago and is the nominal leader of all the Undead in the demiplane. The other two champions—Wynemar Brack, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group's power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources."]}]}],"gallery":[{"path":"bestiary/BMT/Grim Champion of Bloodshed.webp"}]},{"id":"grim-champion-of-desolation","name":"Grim Champion of Desolation","source":"BMT","page":162,"srd":false,"image":"bestiary/BMT/Grim Champion of Desolation.webp","token":"bestiary/tokens/BMT/Grim Champion of Desolation.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+6 (16)","hp":"416 (49d8 + 196)","speed":"30 ft.","str":22,"dex":23,"con":18,"int":12,"wis":20,"cha":19,"saves":"Dex +14, Con +12, Wis +13","skills":"Deception +12, Insight +13, Perception +13, Stealth +14","vulnerabilities":"","resistances":"cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; poisoned; stunned; unconscious","senses":"darkvision 60 ft., Passive Perception 23","languages":"Common, Elvish","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the champion fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The champion makes two Leeching Blade attacks and uses Hollow Void."]},{"name":"Leeching Blade","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 33 ({@damage 6d10}) cold damage, and the champion regains 10 hit points."]},{"name":"Hollow Void","entries":["The champion summons a hungering rift around a creature it can see within 120 feet of itself. The creature must make a {@dc 22} Constitution saving throw. On a failed save, the creature takes 49 ({@damage 11d8}) force damage and has the {@condition stunned} condition until the start of the champion's next turn. On a successful save, the creature takes half as much damage only. If a creature is reduced to 0 hit points by this effect, the creature dies, and its body crumbles to dust."]}],"bonusActions":[{"name":"Step into Nothing {@recharge 4}","entries":["The champion, along with any equipment it is wearing or carrying, has the {@condition invisible} condition and teleports to an unoccupied space it can see within 30 feet of itself. The champion remains {@condition invisible} until the start of its next turn or immediately after it deals damage."]}],"reactions":[],"legendaryActions":[{"name":"Crush","entries":["The champion unleashes a burst of crushing force on a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 22} Strength saving throw or take 14 ({@damage 4d6}) force damage and have the {@condition prone} condition."]},{"name":"Fearsome Pursuit","entries":["The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn't provoke opportunity attacks."]},{"name":"Nullify (Costs 2 Actions)","entries":["The champion emits a magic wave in a 60-foot cone. Every spell of 5th level or lower ends on creatures and objects of the champion's choice in that area."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Jyn Corvis, a former adventurer, might have been the first person to draw the Skull card from a Deck of Many Things and be slain by the avatar of death. Even Jyn doesn't know for sure, as that was so long ago that she's forgotten almost everything about her former life. Jyn's existence over so many centuries has left her in tortured misery, and now nihilism is all that drives her. More than any other member of the Grim Harrow, Jyn is desperate to destroy the deck and end her painful existence. If she could, she'd take the entire multiverse with her.","The Grim Champion of Desolation rides a malevolent draconic beast with pale, leathery wings and emaciated skin; this mount uses the wyvern stat block, but it is an Undead instead of a Dragon. An eerie, hollow silence heralds the champion's arrival."]},{"type":"section","entries":[{"type":"entries","name":"The Grim Champions","entries":["The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is the oldest and most powerful of the three and embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of Delight long ago and is the nominal leader of all the Undead in the demiplane. The other two champions—Wynemar Brack, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group's power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources."]}]}],"gallery":[{"path":"bestiary/BMT/Grim Champion of Desolation.webp","credit":"Domenico Cava"}]},{"id":"grim-champion-of-pestilence","name":"Grim Champion of Pestilence","source":"BMT","page":163,"srd":false,"image":"bestiary/BMT/Grim Champion of Pestilence.webp","token":"bestiary/tokens/BMT/Grim Champion of Pestilence.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"120 (16d8 + 48)","speed":"40 ft.","str":10,"dex":18,"con":16,"int":17,"wis":15,"cha":21,"saves":"Dex +9, Cha +10","skills":"Arcana +8, Perception +7, Stealth +9","vulnerabilities":"","resistances":"cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; poisoned; stunned; unconscious","senses":"darkvision 60 ft., Passive Perception 17","languages":"Common, Infernal","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Halo of Pestilence","entries":["The champion is surrounded by an aura of deadly magic that takes the form of a host of glowing white insects. Each creature that starts its turn within 10 feet of the champion must succeed on a {@dc 18} Constitution saving throw or have the {@condition incapacitated} condition until the start of its next turn, as the insects ravage its body."]},{"name":"Legendary Resistance (3/Day)","entries":["If the champion fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The champion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Magic}, {@spell Mage Armor} (self only)","2/day each: {@spell Blight}, {@spell Blindness/Deafness}","1/day each: {@spell Cloudkill}, {@spell Contagion}"]}],"actions":[{"name":"Multiattack","entries":["The champion makes two Blight Staff attacks, two Plague Bolt attacks, or one of each."]},{"name":"Blight Staff","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage."]},{"name":"Plague Bolt","entries":["{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}23 ({@damage 4d8 + 5}) poison damage, and the target has the {@condition poisoned} condition until the start of the champion's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The champion makes one Blight Staff or Plague Bolt attack."]},{"name":"Furious Pursuit","entries":["The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn't provoke opportunity attacks."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["The champion uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Aleron was once a tiefling adventurer, but unlike so many victims of the Deck of Many Things, he never drew the Skull card. Instead, when one of his allies drew the card and faced the avatar of death, Aleron came to his ally's aid. A second avatar of death appeared, and Aleron was slain; soon after, his Undead corpse crawled from Withered Vineyard, tainted with plague. Aleron resents his fellow Undead in the Grim Harrow, considering himself better than all of them and unjustly condemned to the Gardens of Decay for an act of altruism.","Though the weakest of the Harrow's three leaders, the Grim Champion of Pestilence is nonetheless a fearsome entity of sickness and blight. A swarm of insects surrounds him in a mockery of a halo, and debilitating plagues flow from his fingertips. Aleron rides a warhorse skeleton with flies buzzing in its gaping eye sockets."]},{"type":"section","entries":[{"type":"entries","name":"The Grim Champions","entries":["The Grim Harrow is led by three powerful entities with the title of grim champion. Each champion embodies a terrible facet of death. Jyn Corvis, Grim Champion of Desolation, is the oldest and most powerful of the three and embodies all-consuming nothingness. She led the Grim Harrow to the Gardens of Delight long ago and is the nominal leader of all the Undead in the demiplane. The other two champions—Wynemar Brack, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group's power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources."]}]}],"gallery":[{"path":"bestiary/BMT/Grim Champion of Pestilence.webp"}]},{"id":"grimlock","name":"Grimlock","source":"XMM","page":160,"srd":true,"image":"bestiary/XMM/Grimlock.webp","token":"bestiary/tokens/XMM/Grimlock.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft., climb 30 ft.","str":16,"dex":12,"con":12,"int":9,"wis":8,"cha":6,"saves":"","skills":"Athletics +5, Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bone Cudgel","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage plus 2 ({@damage 1d4}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Grimlock","entries":["{@i Puppet of the Mind Flayer Menace}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Grimlocks are victims of biological manipulation by mind flayers. To create grimlocks, illithids capture Humanoids, expose them to strange forms of Underdark radiation, and implant new directives into their brains. The process of creating a grimlock rends the creature's mind such that no semblance of the individual's former personality remains.","Grimlocks have shallow depressions rather than eyes. A sixth sense allows grimlocks to perceive their surroundings. Psychic energies from their transformations linger in grimlocks' bodies, and they channel these eerie forces into their attacks.","Roll on or choose a result from the Grimlock Tasks table to inspire how grimlocks serve illithids.",{"type":"table","caption":"Grimlock Tasks","colLabels":["1d4","The Grimlock Serves Mind Flayers By..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Carving caves to serve as illithid outposts."],["2","Hiding the threat of mind flayers beneath fake, purposefully crude dwellings."],["3","Pretending to be helpful and luring travelers into false senses of security."],["4","Raiding surface communities and tempting other creatures to pursue it into illithid traps."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["We thought we'd discovered a new people living deeper than we believed possible. The truth was something far worse."],"by":"Aljayera, Underdark Seer"}]}]}],"gallery":[{"path":"bestiary/XMM/Grimlock.webp","credit":"John Tedrick"}],"otherVersions":[{"id":"grimlock-mm","source":"MM"}]},{"id":"grimlock-mm","name":"Grimlock","source":"MM","page":175,"srd":false,"image":"bestiary/MM/Grimlock.webp","token":"bestiary/tokens/MM/Grimlock.webp","size":"Medium","creatureType":"Humanoid (Grimlock)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":16,"dex":12,"con":12,"int":9,"wis":8,"cha":6,"saves":"","skills":"Athletics +5, Perception +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded","senses":"blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), Passive Perception 13","languages":"Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Blind Senses","entries":["The grimlock can't use its blindsight while {@condition deafened} and unable to smell."]},{"name":"Keen Hearing and Smell","entries":["The grimlock has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Stone Camouflage","entries":["The grimlock has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Spiked Bone Club","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The degenerate subterranean grimlocks were once human, but their worship of the mind flayers over generations of prowling the Underdark transformed them into blind, monstrous cannibals long ago.",{"type":"entries","name":"Debased Cultists","entries":["The empire of the mind flayers once spread across many worlds, enslaving countless races. Among those were human cultures whose high priests the mind flayers subverted using their insidious powers of thought control. Those leaders gradually turned the faiths of their followers toward the illithids, which they worshiped as blasphemous deities.","Over time, the rituals of these enslaved humans created fervent cannibal cults that regarded the brain eating of the mind flayers as a holy sacrament. The illithids commanded their worshipers to abduct other sentient creatures to be sacrificed. After the victims' brains had been consumed, the mind flayers gave the lifeless bodies to the cultists."]},{"name":"Blind Hunters","type":"entries","entries":["When the rule of the mind flayers crumbled, their cults faced constant warfare from their enemies, the same creatures that had once been their victims. The cults fled into the Underdark domains of their illithid gods. Over generations in that lightless realm, the cultists learned to rely on their other senses for survival. In time, their eyes withered away and eyelids sealed, leaving only covered eye sockets behind.","A grimlock's ears prick up at the faintest footfall or whisper echoing down stone passageways. It can speak in tones too low for most other humanoids to hear. The odors of sweat, flesh, and blood awaken its hunger, and it can track by such scents like a bloodhound. To enhance their senses, grimlocks leave trails of blood, piles of dung, or the viscera of slain prey in places far from their lairs. When intruders pass through those areas, they carry the foul scents with them, warning the grimlocks of their approach.","For most creatures, blindness is an enormous hindrance. For a grimlock with its other heightened senses, sightlessness is a boon. A grimlock isn't fooled by visual illusions or misperceptions. It is fearless as it stalks prey."]},{"name":"Endless War","type":"entries","entries":["Grimlocks still venerate the mind flayers, serving them whenever possible. Grimlocks also recall the war in which they were driven underground. To them, it has never ended. They continue to return to the surface world to abduct captives for their illithid masters."]}]}]}],"gallery":[{"path":"bestiary/MM/Grimlock.webp"}],"hidden":true,"otherVersions":[{"id":"grimlock","source":"XMM"}]},{"id":"grimzod-gargenhale","name":"Grimzod Gargenhale","source":"LoX","page":32,"srd":false,"image":"bestiary/LoX/025-10-007.grimzod-gargenhale.webp","token":"bestiary/tokens/LoX/Grimzod Gargenhale.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"85 (10d8 + 40)","speed":"30 ft.","str":15,"dex":16,"con":18,"int":12,"wis":13,"cha":16,"saves":"Con +7, Wis +4, Cha +6","skills":"","vulnerabilities":"radiant","resistances":"","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"the languages it knew in life","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Explode","entries":["When Grimzod is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a {@dc 15} Constitution saving throw or take 16 ({@damage 3d10}) necrotic damage."]},{"name":"Spider Climb","entries":["Grimzod can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Unusual Nature","entries":["Grimzod doesn't require air or drink."]}],"spellcasting":[],"actions":[{"name":"Energy Drain","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 30 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain's choice) under the DM's control."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 100/400 ft., one target. {@h}19 ({@damage 3d10 + 3}) piercing damage."]},{"name":"Ship Invisibility (Recharges after a Short or Long Rest)","entries":["A ship upon which Grimzod stands, along with all creatures and objects aboard it, becomes {@condition invisible} to creatures not aboard the ship. The captain must concentrate on this magical effect to maintain it (as if {@status concentration||concentrating} on a spell), and it lasts for up to 1 hour. The effect ends if the captain leaves the ship."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["Grimzod halves the damage that it takes from an attack that hits it. The captain must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/025-10-007.grimzod-gargenhale.webp","credit":"Irina Nordsol"}]},{"id":"grinda-garloth","name":"Grinda Garloth","source":"WDH","page":65,"srd":false,"image":"bestiary/WDH/Grinda.webp","token":"bestiary/tokens/WDH/Grinda Garloth.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Dwarvish, Halfling, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Grinda is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDH/Grinda.webp"}]},{"id":"grinning-cat","name":"Grinning Cat","source":"BGG","page":156,"srd":false,"image":"bestiary/BGG/Grinning Cat.webp","token":"bestiary/tokens/BGG/Grinning Cat.webp","size":"Large","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"45 (7d10 + 7)","speed":"40 ft., climb 40 ft.","str":14,"dex":15,"con":13,"int":15,"wis":14,"cha":16,"saves":"","skills":"Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The grinning cat has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage. If the grinning cat was {@condition invisible} before it attacked, the target must succeed on a {@dc 12} Strength saving throw or have the {@condition prone} condition. If the target has the {@condition prone} condition, the cat can make a Bite attack against it as a bonus action."]},{"name":"Fade Away","entries":["The grinning cat magically becomes {@condition invisible} for 1 hour or until it attacks, gradually fading away over the course of its turn. It can choose to leave part of its body visible, such as its tail, its head, or its grinning mouth. Any equipment the cat wears or carries is {@condition invisible} with it."]}],"bonusActions":[{"name":"Fade Back","entries":["The grinning cat becomes visible or makes part of its body visible. Any equipment the cat wears or carries on a visible part of its body also becomes visible."]},{"name":"Grinning Step","entries":["The grinning cat teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Grinning cats are mischievous Fey who delight in pestering and misleading travelers. They resemble oversized domestic cats with long, needlelike claws, but they're distinguished by the wide, toothy smiles that give them their name.","Grinning cats often dwell in or near giants' enclaves. They spend much of their time invisible, lounging on tree branches until prey—or a potential conversation partner—wanders by. While trading riddles or witticisms, a cat often decides to reveal its grin, its tail, or sometimes its whole head to confuse or intimidate the creature it's talking to.","A grinning cat can be persuaded to bestow one of its whiskers as a gift. A creature holding a whisker can use it to cast the misty step spell once, then the whisker turns to smoke and is destroyed. If a grinning cat is slain, {@dice 2d12} of its whiskers can be retrieved for this purpose.",{"type":"quote","entries":["My one and only interaction with a grinning cat made me want to wipe the smirk off that thing's face with a great big clenched fist, if you get my meaning."],"by":"Bigby"},{"type":"quote","entries":["Trust me when I tell you that the cat was every bit as annoyed as you were, my friend."],"by":"Diancastra"}]}],"gallery":[{"path":"bestiary/BGG/Grinning Cat.webp"}]},{"id":"grippli-warrior","name":"Grippli Warrior","source":"CM","page":99,"srd":false,"image":"bestiary/CM/Grippli Warrior.webp","token":"bestiary/tokens/CM/Grippli Warrior.webp","size":"Small","creatureType":"Humanoid (Grippli)","alignment":"","ac":"12","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft., climb 30 ft., swim 30 ft.","str":10,"dex":15,"con":12,"int":10,"wis":14,"cha":10,"saves":"","skills":"Athletics +2, Stealth +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Grippli plus one other language (usually Common, Draconic, or Primordial)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The grippli can hold its breath for 20 minutes."]},{"name":"Standing Leap","entries":["The grippli can leap 30 feet horizontally or 20 feet vertically from a standing position."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The grippli makes one attack with its tongue. If this attack hits, the grippli can make a melee attack using its trident against the same target."]},{"name":"Tongue","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one Medium or smaller creature. {@h}The target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the grippli can't grab another creature."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack, plus 2 ({@damage 1d4}) piercing damage if the grippli had advantage on the attack roll."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 2 ({@damage 1d4}) piercing damage if the grippli had advantage on the attack roll."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["At first glance or from a distance, a grippli looks like a large frog. Its head and body are indeed those of a frog, but its front extremities end in hands with fingers that enable it to manipulate weapons and other objects, and its rear legs have similar digits that it can use for grasping and climbing. A grippli can move as quickly on all fours as it can on two legs."]}],"gallery":[{"path":"bestiary/CM/Grippli Warrior.webp","credit":"April Prime"}]},{"id":"grisdelfawr","name":"Grisdelfawr","source":"QftIS","page":70,"srd":false,"image":"bestiary/tokens/QftIS/Grisdelfawr.webp","token":"bestiary/tokens/QftIS/Grisdelfawr.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"178 (17d10 + 85)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":14,"wis":11,"cha":19,"saves":"Dex +4, Con +9, Wis +4, Cha +8","skills":"Perception +8, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Mountain, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Grisdelfawr makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["Grisdelfawr exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"grisha","name":"Grisha","source":"OotA","page":232,"srd":false,"image":"bestiary/tokens/OotA/Grisha.webp","token":"bestiary/tokens/OotA/Grisha.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"18","initiative":"+1 (11)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":14,"dex":12,"con":12,"int":11,"wis":14,"cha":16,"saves":"Wis +4, Cha +5","skills":"Persuasion +5, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Grisha is a 6th-level-spellcaster. His spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell divine favor}, {@spell inflict wounds}, {@spell protection from evil and good}, {@spell shield of faith}","Level 2 (3 slots): {@spell continual flame}, {@spell hold person}, {@spell magic weapon}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell bestow curse}, {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Multiattack","entries":["Grisha makes two attacks with his +1 flail."]},{"name":"+1 Flail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"groff","name":"Groff","source":"SCC","page":194,"srd":false,"image":"bestiary/SCC/Groff.webp","token":"bestiary/tokens/SCC/Groff.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"68 (8d10 + 24)","speed":"30 ft., swim 30 ft.","str":20,"dex":10,"con":17,"int":4,"wis":13,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the groff is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the groff move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the groff isn't an ordinary moss-covered bog patch."]},{"name":"Hold Breath","entries":["The groff can hold its breath for up to 1 hour."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The groff makes one Bite attack and one Swamp Claw attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Swamp Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or become engulfed by the groff. While engulfed, the target can't breathe, is {@condition restrained}, and takes 10 ({@damage 3d6}) poison damage at the start of each of its turns. When the groff moves, the engulfed target moves with it. The groff can have only one target engulfed at a time.","An engulfed target can repeat the saving throw at the end of its turns. On a success, the target escapes and enters the nearest unoccupied space."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Many a Strixhaven student wandering the bayou has stepped on a seemingly mundane patch of moss—only to discover that it was the back of a hungry groff lurking beneath the surface. These shaggy swamp creatures have canine faces and glowing blue eyes, and they are ravenous carnivores—with pest mascots being their favorite food. A handful of more intrepid Witherbloom mages have learned to follow groffs in order to track down pest mascots, but most of these mages have yet to find a way to capture the pests before the groff eats someone."]}],"gallery":[{"path":"bestiary/SCC/Groff.webp","credit":"Ilse Gort"}]},{"id":"grotesque-tentacle","name":"Grotesque Tentacle","source":"CoA","page":78,"srd":false,"image":"bestiary/tokens/CoA/Grotesque Tentacle.webp","token":"bestiary/tokens/CoA/Grotesque Tentacle.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"127 (15d10 + 45)","speed":"0 ft.","str":19,"dex":18,"con":16,"int":16,"wis":19,"cha":18,"saves":"Dex +8, Con +7, Int +7, Wis +8, Cha +8","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"Celestial, Common","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Forest, Desert","treasure":"","traits":[{"name":"Rejuvenation","entries":["If it dies, the tentacle returns to life in {@dice 1d6} days and regains all its hit points. Only a {@spell wish} spell can prevent this trait from functioning."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}8 ({@damage 1d8 + 4}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Spit Poison","entries":["{@atk rw} {@hit 8} to hit, range 15/30 ft., one creature. {@h}The target must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"grottenelle-stonecutter","name":"Grottenelle Stonecutter","source":"VEoR","page":49,"srd":false,"image":"bestiary/tokens/VEoR/Grottenelle Stonecutter.webp","token":"bestiary/tokens/VEoR/Grottenelle Stonecutter.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Grottenelle is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"grum-shar","name":"Grum'shar","source":"WDH","page":29,"srd":false,"image":"bestiary/tokens/WDH/Grum'shar.webp","token":"bestiary/tokens/WDH/Grum'shar.webp","size":"Medium","creatureType":"Humanoid (Half-orc)","alignment":"Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":14,"wis":10,"cha":11,"saves":"","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Relentless Endurance","entries":["When reduced to 0 hit points, Grum'shar drops to 1 hit point instead. He can only do this once per long rest."]}],"spellcasting":[{"name":"Spellcasting","entries":["Grum'shar is a 1st-level spellcaster. His spellcasting ability is Intelligence. He has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell mending}, {@spell prestidigitation}","Level 1 (2 slots): {@spell burning hands}, {@spell disguise self}, {@spell shield}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Or Ranged Weapon Attack: {@hit 2} to hit, range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Apprentice wizards are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work, such as cooking and cleaning, in exchange for education in the ways of magic."]}]}]}]},{"id":"grumink-the-renegade","name":"Grumink the Renegade","source":"PotA","page":210,"srd":false,"image":"bestiary/PotA/Grumink the Renegade.webp","token":"bestiary/tokens/PotA/Grumink the Renegade.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Grumink has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Grumink is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Grumink deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Grumink makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PotA/Grumink the Renegade.webp"}]},{"id":"grung","name":"Grung","source":"MPMM","page":149,"srd":false,"image":"bestiary/MPMM/Grungs.webp","token":"bestiary/tokens/MPMM/Grung.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"11 (2d6 + 4)","speed":"25 ft., climb 25 ft.","str":7,"dex":14,"con":15,"int":10,"wis":11,"cha":10,"saves":"Dex +4","skills":"Athletics +2, Perception +2, Stealth +4, Survival +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 12","languages":"Grung","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The grung can breathe air and water."]},{"name":"Poisonous Skin","entries":["Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Standing Leap","entries":["The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."]},{"name":"Water Dependency","entries":["If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of {@condition exhaustion} at the end of that day. The grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 5 ({@damage 2d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The grung stat block represents a typical grung warrior or hunter, met either in a grung community or traveling elsewhere as a mercenary, game warden, guard, or bandit."]},{"type":"section","name":"Grungs","entries":["Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.","Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see \"Variant: Grung Poison\"). They also use this venom to poison their weapons."]}],"gallery":[{"path":"bestiary/MPMM/Grungs.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"grung-vgm","source":"VGM"}]},{"id":"grung-vgm","name":"Grung","source":"VGM","page":156,"srd":false,"image":"bestiary/VGM/Grung.webp","token":"bestiary/tokens/VGM/Grung.webp","size":"Small","creatureType":"Humanoid (Grung)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"11 (2d6 + 4)","speed":"25 ft., climb 25 ft.","str":7,"dex":14,"con":15,"int":10,"wis":11,"cha":10,"saves":"Dex +4","skills":"Athletics +2, Perception +2, Stealth +4, Survival +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 12","languages":"Grung","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The grung can breathe air and water."]},{"name":"Poisonous Skin","entries":["Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Standing Leap","entries":["The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.",{"name":"Tree-Dwelling Amphibians","entries":["Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity."],"type":"entries"},{"type":"quote","entries":["Sentient, poisonous frogs that live in trees. Truly, the gods hate us."],"by":"Volo"},{"name":"Castes and Colors","entries":["Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.","Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.)","Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.)","Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)","A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste."],"type":"entries"},{"name":"Naturally Toxic","entries":["All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons."],"type":"entries"},{"type":"inset","name":"Variant: Grung Poison","entries":["Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.","A creature {@condition poisoned} by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer {@condition poisoned} by the grung.",{"name":"Green","entries":["The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands."],"type":"entries"},{"name":"Blue","entries":["The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn."],"type":"entries"},{"name":"Purple","entries":["The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud."],"type":"entries"},{"name":"Red","entries":["The {@condition poisoned} creature must use its action to eat if food is within reach."],"type":"entries"},{"name":"Orange","entries":["The {@condition poisoned} creature is {@condition frightened} of its allies."],"type":"entries"},{"name":"Gold","entries":["The {@condition poisoned} creature is {@condition charmed} and can speak Grung."],"type":"entries"}]},{"name":"Slavers","entries":["Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly {@condition poisoned} food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic."],"type":"entries"},{"name":"Water Dependency","entries":["A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of {@condition exhaustion} at the end of that day. A grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Grung.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"grung","source":"MPMM"}]},{"id":"grung-elite-warrior","name":"Grung Elite Warrior","source":"MPMM","page":150,"srd":false,"image":"bestiary/MPMM/Grungs.webp","token":"bestiary/tokens/MPMM/Grung Elite Warrior.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"49 (9d6 + 18)","speed":"25 ft., climb 25 ft.","str":7,"dex":16,"con":15,"int":10,"wis":11,"cha":12,"saves":"Dex +5","skills":"Athletics +2, Perception +2, Stealth +5, Survival +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 12","languages":"Grung","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The grung can breathe air and water."]},{"name":"Poisonous Skin","entries":["Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Standing Leap","entries":["The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."]},{"name":"Water Dependency","entries":["If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of {@condition exhaustion} at the end of that day. The grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 5 ({@damage 2d4}) poison damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 5 ({@damage 2d4}) poison damage."]},{"name":"Mesmerizing Chirr {@recharge}","entries":["The grung makes a chirring noise to which grungs are immune. Each Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition stunned} until the end of the grung's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A grung elite warrior typically leads a group of grung and other warriors into battle and is often accompanied by a grung wildling."]},{"type":"section","name":"Grungs","entries":["Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.","Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see \"Variant: Grung Poison\"). They also use this venom to poison their weapons."]}],"gallery":[{"path":"bestiary/MPMM/Grungs.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"grung-elite-warrior-vgm","source":"VGM"}]},{"id":"grung-elite-warrior-vgm","name":"Grung Elite Warrior","source":"VGM","page":157,"srd":false,"image":"bestiary/VGM/Grung.webp","token":"bestiary/tokens/VGM/Grung Elite Warrior.webp","size":"Small","creatureType":"Humanoid (Grung)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"49 (9d6 + 18)","speed":"25 ft., climb 25 ft.","str":7,"dex":16,"con":15,"int":10,"wis":11,"cha":12,"saves":"Dex +5","skills":"Athletics +2, Perception +2, Stealth +5, Survival +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 12","languages":"Grung","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The grung can breathe air and water."]},{"name":"Poisonous Skin","entries":["Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Standing Leap","entries":["The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]},{"name":"Mesmerizing Chirr {@recharge}","entries":["The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition stunned} until the end of the grung's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.",{"name":"Tree-Dwelling Amphibians","entries":["Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity."],"type":"entries"},{"type":"quote","entries":["Sentient, poisonous frogs that live in trees. Truly, the gods hate us."],"by":"Volo"},{"name":"Castes and Colors","entries":["Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.","Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.)","Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.)","Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)","A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste."],"type":"entries"},{"name":"Naturally Toxic","entries":["All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons."],"type":"entries"},{"type":"inset","name":"Variant: Grung Poison","entries":["Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.","A creature {@condition poisoned} by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer {@condition poisoned} by the grung.",{"name":"Green","entries":["The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands."],"type":"entries"},{"name":"Blue","entries":["The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn."],"type":"entries"},{"name":"Purple","entries":["The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud."],"type":"entries"},{"name":"Red","entries":["The {@condition poisoned} creature must use its action to eat if food is within reach."],"type":"entries"},{"name":"Orange","entries":["The {@condition poisoned} creature is {@condition frightened} of its allies."],"type":"entries"},{"name":"Gold","entries":["The {@condition poisoned} creature is {@condition charmed} and can speak Grung."],"type":"entries"}]},{"name":"Slavers","entries":["Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly {@condition poisoned} food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic."],"type":"entries"},{"name":"Water Dependency","entries":["A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of {@condition exhaustion} at the end of that day. A grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Grung.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"grung-elite-warrior","source":"MPMM"}]},{"id":"grung-wildling","name":"Grung Wildling","source":"MPMM","page":150,"srd":false,"image":"bestiary/MPMM/Grungs.webp","token":"bestiary/tokens/MPMM/Grung Wildling.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"27 (5d6 + 10)","speed":"25 ft., climb 25 ft.","str":7,"dex":16,"con":15,"int":10,"wis":15,"cha":11,"saves":"Dex +5","skills":"Athletics +2, Perception +4, Stealth +5, Survival +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 14","languages":"Grung","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The grung can breathe air and water."]},{"name":"Poisonous Skin","entries":["Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Standing Leap","entries":["The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."]},{"name":"Water Dependency","entries":["If the grung isn't immersed in water for at least 1 hour during a day, it suffers 1 level of {@condition exhaustion} at the end of that day. The grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour."]}],"spellcasting":[{"name":"Spellcasting","entries":["The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}):","At will: {@spell druidcraft}","2/day: {@spell plant growth}","3/day each: {@spell cure wounds}, {@spell spike growth}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 5 ({@damage 2d4}) poison damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 5 ({@damage 2d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gifted with druidic magic, a grung wildling typically serves as an advisor, a healer, and a nurturer of crops."]},{"type":"section","name":"Grungs","entries":["Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.","Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see \"Variant: Grung Poison\"). They also use this venom to poison their weapons."]}],"gallery":[{"path":"bestiary/MPMM/Grungs.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"grung-wildling-vgm","source":"VGM"}]},{"id":"grung-wildling-vgm","name":"Grung Wildling","source":"VGM","page":157,"srd":false,"image":"bestiary/VGM/Grung.webp","token":"bestiary/tokens/VGM/Grung Wildling.webp","size":"Small","creatureType":"Humanoid (Grung)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"27 (5d6 + 10)","speed":"25 ft., climb 25 ft.","str":7,"dex":16,"con":15,"int":10,"wis":15,"cha":11,"saves":"Dex +5","skills":"Athletics +2, Perception +4, Stealth +5, Survival +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 14","languages":"Grung","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The grung can breathe air and water."]},{"name":"Poisonous Skin","entries":["Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Standing Leap","entries":["The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."]}],"spellcasting":[{"name":"Spellcasting","entries":["The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It knows the following ranger spells:","Level 1 (4 slots): {@spell cure wounds}, {@spell jump}","Level 2 (3 slots): {@spell barkskin}, {@spell spike growth}","Level 3 (2 slots): {@spell plant growth}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.",{"name":"Tree-Dwelling Amphibians","entries":["Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity."],"type":"entries"},{"type":"quote","entries":["Sentient, poisonous frogs that live in trees. Truly, the gods hate us."],"by":"Volo"},{"name":"Castes and Colors","entries":["Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.","Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.)","Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.)","Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)","A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste."],"type":"entries"},{"name":"Naturally Toxic","entries":["All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons."],"type":"entries"},{"type":"inset","name":"Variant: Grung Poison","entries":["Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.","A creature {@condition poisoned} by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer {@condition poisoned} by the grung.",{"name":"Green","entries":["The {@condition poisoned} creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands."],"type":"entries"},{"name":"Blue","entries":["The {@condition poisoned} creature must shout loudly or otherwise make a loud noise at the start and end of its turn."],"type":"entries"},{"name":"Purple","entries":["The {@condition poisoned} creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud."],"type":"entries"},{"name":"Red","entries":["The {@condition poisoned} creature must use its action to eat if food is within reach."],"type":"entries"},{"name":"Orange","entries":["The {@condition poisoned} creature is {@condition frightened} of its allies."],"type":"entries"},{"name":"Gold","entries":["The {@condition poisoned} creature is {@condition charmed} and can speak Grung."],"type":"entries"}]},{"name":"Slavers","entries":["Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly {@condition poisoned} food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic."],"type":"entries"},{"name":"Water Dependency","entries":["A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of {@condition exhaustion} at the end of that day. A grung can recover from this {@condition exhaustion} only through magic or by immersing itself in water for at least 1 hour."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Grung.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"grung-wildling","source":"MPMM"}]},{"id":"grunka","name":"Grunka","source":"OoW","page":115,"srd":false,"image":"bestiary/OoW/Grunka.webp","token":"bestiary/tokens/OoW/Grunka.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Lawful Evil","ac":"18","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Martial Advantage","entries":["Once per turn, Grunka can deal an extra 7 ({@damage 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]},{"name":"Acid Spray Gun {@recharge 5}","entries":["The hobgoblin sprays acid in a 10-foot cone. Each creature in the area must make a {@dc 10} Dexterity saving throw, taking 7 ({@damage 2d6}) acid damage on a failed save, or half as much damage on a successful one.","The spray gun has a tank that can be filled with ten standard vials of acid mixed with water, allowing it to be used five times."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OoW/Grunka.webp"}]},{"id":"grutha","name":"Grutha","source":"TftYP","page":170,"srd":false,"image":"bestiary/tokens/TftYP/Grutha.webp","token":"bestiary/tokens/TftYP/Grutha.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Grutha makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"gryz-alakritos","name":"Gryz Alakritos","source":"CRCotN","page":81,"srd":false,"image":"bestiary/CRCotN/042-04-002.headmasters-allsight.webp","token":"bestiary/tokens/CRCotN/Gryz Alakritos.webp","size":"Small or Medium","creatureType":"Humanoid (Goblin, Wizard)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":18,"wis":16,"cha":14,"saves":"Int +7, Wis +6","skills":"Arcana +7, History +7, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus three other languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Gryz casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell alter self}, {@spell light}, {@spell mage hand}","1/day each: {@spell comprehend languages}, {@spell mage armor}, {@spell zone of truth}"]}],"actions":[{"name":"Multiattack","entries":["Gryz makes two Arcane Shock or Dagger of the Poisoned Mind attacks."]},{"name":"Arcane Shock","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}26 ({@damage 4d10 + 4}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn."]},{"name":"Dagger of the Poisoned Mind","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage. If the target is a creature, it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/042-04-002.headmasters-allsight.webp","credit":"Tyler Walpole"}]},{"id":"guard","name":"Guard","source":"WttHC","page":162,"srd":true,"image":"bestiary/WttHC/Guard (Stranger Things).webp","token":"bestiary/tokens/WttHC/Guard.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Any","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atkr m,r} {@hit 3}, reach 5 ft. or range 20/60 ft. {@h}4 ({@damage 1d6 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Guards protect people, places, and things, either for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee outright if their compensation doesn't match the danger they face. Guards are perceptive, but most have little martial training. They might be bouncers, lookouts, members of a city watch, or other keen-eyed warriors."]}],"gallery":[{"path":"bestiary/WttHC/Guard (Stranger Things).webp"}],"otherVersions":[{"id":"guard-xmm","source":"XMM"},{"id":"guard-mm","source":"MM"}]},{"id":"guard-xmm","name":"Guard","source":"XMM","page":162,"srd":true,"image":"bestiary/XMM/Guards.webp","token":"bestiary/tokens/XMM/Guard.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Any","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atkr m,r} {@hit 3}, reach 5 ft. or range 20/60 ft. {@h}4 ({@damage 1d6 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Guards are perceptive, but most have little martial training. They might be bouncers, lookouts, members of a city watch, or other keen-eyed warriors."]},{"type":"section","name":"Guards","entries":["{@i Sentries and Watch Members}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Guards protect people, places, and things, either for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee outright if their compensation doesn't match the danger they face.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["To distinguish between Waterdeep's different groups of guardians, keep this handy mnemonic in mind: the Guard guards the walls while the Watch watches all."],"by":"Volothamp Geddarm, Legendary Explorer"}]}]}],"gallery":[{"path":"bestiary/XMM/Guards.webp","credit":"Riccardo Moscatello"}],"hidden":true,"otherVersions":[{"id":"guard","source":"WttHC"},{"id":"guard-mm","source":"MM"}]},{"id":"guard-mm","name":"Guard","source":"MM","page":347,"srd":false,"image":"bestiary/tokens/MM/Guard.webp","token":"bestiary/tokens/MM/Guard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles."]}]}],"hidden":true,"otherVersions":[{"id":"guard","source":"WttHC"},{"id":"guard-xmm","source":"XMM"}]},{"id":"guard-captain","name":"Guard Captain","source":"XMM","page":162,"srd":true,"image":"bestiary/XMM/Guards.webp","token":"bestiary/tokens/XMM/Guard Captain.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"18","initiative":"+4 (14)","hp":"75 (10d8 + 30)","speed":"30 ft.","str":18,"dex":14,"con":16,"int":12,"wis":14,"cha":13,"saves":"","skills":"Athletics +6, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Any","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guard makes two attacks, using Javelin or Longsword in any combination."]},{"name":"Javelin","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 30/120 ft. {@h}14 ({@damage 3d6 + 4}) Piercing damage."]},{"name":"Longsword","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}15 ({@damage 2d10 + 4}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Guard captains often have ample professional experience. They might be accomplished bodyguards, protectors of magic treasures, veteran watch members, or similar wardens."]},{"type":"section","name":"Guards","entries":["{@i Sentries and Watch Members}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Guards protect people, places, and things, either for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee outright if their compensation doesn't match the danger they face.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["To distinguish between Waterdeep's different groups of guardians, keep this handy mnemonic in mind: the Guard guards the walls while the Watch watches all."],"by":"Volothamp Geddarm, Legendary Explorer"}]}]}],"gallery":[{"path":"bestiary/XMM/Guards.webp","credit":"Riccardo Moscatello"}]},{"id":"guard-drake","name":"Guard Drake","source":"MPMM","page":151,"srd":false,"image":"bestiary/MPMM/Guard Drake.webp","token":"bestiary/tokens/MPMM/Guard Drake.webp","size":"Medium","creatureType":"Dragon","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft.","str":16,"dex":11,"con":16,"int":4,"wis":10,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Draconic but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Arctic, Desert, Forest, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guard drake makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands.","Tiamat's cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon's aid; the dragon typically helps to reward its allies or worshipers with a valuable servant.","The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours.","A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes."],"gallery":[{"path":"bestiary/MPMM/Guard Drake.webp","credit":"Conceptopolis"}],"otherVersions":[{"id":"guard-drake-hotdq","source":"HotDQ"}]},{"id":"guard-drake-hotdq","name":"Guard Drake","source":"HotDQ","page":91,"srd":false,"image":"bestiary/tokens/HotDQ/Guard Drake.webp","token":"bestiary/tokens/HotDQ/Guard Drake.webp","size":"Medium","creatureType":"Dragon","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft.","str":16,"dex":11,"con":16,"int":4,"wis":10,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"lightning","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Draconic but can't speak it","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drake attacks twice, once with its bite and once with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"guard-drake","source":"MPMM"}]},{"id":"guardian-giant","name":"Guardian Giant","source":"GGR","page":201,"srd":false,"image":"bestiary/GGR/Guardian Giant.webp","token":"bestiary/tokens/GGR/Guardian Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Neutral","ac":"19","initiative":"+3 (13)","hp":"137 (11d12 + 66)","speed":"40 ft.","str":24,"dex":17,"con":22,"int":10,"wis":18,"cha":12,"saves":"Dex +6, Wis +7","skills":"Insight +7, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 20","languages":"Common, Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Vigilant","entries":["The giant can't be {@status surprised}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes three spear attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 10} to hit, reach 10 ft. or range 60/240 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage, or 20 ({@damage 3d8 + 7}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[{"name":"Protection","entries":["When an attacker the giant can see makes an attack roll against a creature within 10 feet of the giant, the giant can impose disadvantage on the attack roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Most of the giants in the Boros Legion come from a single clan, the Skorskal, that has long been at odds with the Gruul Clans. These giants are guards and gatekeepers, well represented in the Sunhome Guard, as well as powerful muscle supporting Boros missions.","Giants of the Skorskal clan are often assigned to protect Boros garrisons and forts throughout Ravnica. They are excellent sentinels, keen-eyed and vigilant, and serve as living walls to protect smaller soldiers fighting alongside them. Skorskal giants look much like enormous humans with huge muscles and comparatively small heads."]},{"type":"entries","name":"Giants","entries":["Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline."]}]}]}],"gallery":[{"path":"bestiary/GGR/Guardian Giant.webp","credit":"Aaron Miller"}]},{"id":"guardian-naga","name":"Guardian Naga","source":"XMM","page":161,"srd":true,"image":"bestiary/XMM/Guardian Naga.webp","token":"bestiary/tokens/XMM/Guardian Naga.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"18","initiative":"+4 (14)","hp":"136 (16d10 + 48)","speed":"40 ft., climb 40 ft., swim 40 ft.","str":19,"dex":18,"con":16,"int":16,"wis":19,"cha":18,"saves":"Dex +8, Con +7, Int +7, Wis +8, Cha +8","skills":"Arcana +11, History +11, Religion +11","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned; restrained","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Celestial, Common","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Desert, Forest, Planar, Upper","treasure":"Relics","traits":[{"name":"Celestial Restoration","entries":["If the naga dies, it returns to life in {@dice 1d6} days and regains all its {@variantrule Hit Points|XPHB} unless {@spell Dispel Evil and Good|XPHB} is cast on its remains."]}],"spellcasting":[{"name":"Spellcasting","entries":["The naga casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Thaumaturgy|XPHB}","1/day each: {@spell Clairvoyance|XPHB}, {@spell Cure Wounds|XPHB} (level 6 version), {@spell Flame Strike|XPHB} (level 6 version), {@spell Geas|XPHB}, {@spell True Seeing|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The naga makes two Bite attacks. It can replace any attack with a use of Poisonous Spittle."]},{"name":"Bite","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}17 ({@damage 2d12 + 4}) Piercing damage plus 22 ({@damage 4d10}) Poison damage."]},{"name":"Poisonous Spittle","entries":["{@actSave con} {@dc 16}, one creature the naga can see within 60 feet. {@actSaveFail} 31 ({@damage 7d8}) Poison damage, and the target has the {@condition Blinded|XPHB} condition until the start of the naga's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Guardian Naga","entries":["{@i Enduring Serpentine Lore Keeper}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Planar (Upper Planes)|bestiary|environment=planar, upper}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Guardian nagas are immortal, serpentine scholars that possess perfect memories. They collect the histories and lore of those they live among, guarding cultures' stories and passing them on to new generations with infallible accuracy. Guardian nagas that outlive their host civilizations might linger in whatever ruins remain, preserving the civilizations' stories so their lost people might live on.","Roll on or choose a result from the Guardian Naga Lore table to inspire what a naga knows.",{"type":"table","caption":"Guardian Naga Lore","colLabels":["1d8","The Guardian Naga Recalls..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The last words of an ancient sage or leader."],["2","The location of a hidden city or continent."],["3","A magic word, password, or riddle's answer."],["4","The names of all who have told it stories."],["5","An otherwise forgotten ritual or spell."],["6","Recipes using regional ingredients."],["7","Stories of forgotten gods and local spirits."],["8","The vulnerabilities of a legendary monster."]]}]}],"gallery":[{"path":"bestiary/XMM/Guardian Naga.webp","credit":"Alejandro Pacheco"}],"otherVersions":[{"id":"guardian-naga-mm","source":"MM"}]},{"id":"guardian-naga-mm","name":"Guardian Naga","source":"MM","page":234,"srd":false,"image":"bestiary/MM/Guardian Naga.webp","token":"bestiary/tokens/MM/Guardian Naga.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Good","ac":"18","initiative":"+4 (14)","hp":"127 (15d10 + 45)","speed":"40 ft.","str":19,"dex":18,"con":16,"int":16,"wis":19,"cha":18,"saves":"Dex +8, Con +7, Int +7, Wis +8, Cha +8","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"Celestial, Common","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Forest, Desert","treasure":"","traits":[{"name":"Rejuvenation","entries":["If it dies, the naga returns to life in {@dice 1d6} days and regains all its hit points. Only a {@spell wish} spell can prevent this trait from functioning."]}],"spellcasting":[{"name":"Spellcasting","entries":["The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:","Cantrips (at will): {@spell mending}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell cure wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell calm emotions}, {@spell hold person}","Level 3 (3 slots): {@spell bestow curse}, {@spell clairvoyance}","Level 4 (3 slots): {@spell banishment}, {@spell freedom of movement}","Level 5 (2 slots): {@spell flame strike}, {@spell geas}","Level 6 (1 slots): {@spell true seeing}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}8 ({@damage 1d8 + 4}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Spit Poison","entries":["{@atk rw} {@hit 8} to hit, range 15/30 ft., one creature. {@h}The target must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch convoluted plots to thwart the evil designs of their enemies.","A guardian naga doesn't seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack, accosting enemies with its spells and poisonous spittle.",{"type":"section","name":"Nagas","entries":["Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.","The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.","Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Benevolent Dictators and Brutal Tyrants","entries":["A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain."],"type":"entries"},{"name":"Rivalry","entries":["Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority."],"type":"entries"},{"name":"Immortal Nature","entries":["A naga doesn't require air, food, drink, or sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Guardian Naga.webp"}],"hidden":true,"otherVersions":[{"id":"guardian-naga","source":"XMM"}]},{"id":"guardian-of-gorm","name":"Guardian of Gorm","source":"QftIS","page":203,"srd":false,"image":"bestiary/QftIS/Guardian of Gorm.webp","token":"bestiary/tokens/QftIS/Guardian of Gorm.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Good","ac":"16","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":15,"dex":10,"con":10,"int":10,"wis":13,"cha":12,"saves":"","skills":"Athletics +4, Insight +3, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["The guardian has advantage on saving throws against the {@condition frightened} condition."]}],"spellcasting":[],"actions":[{"name":"Lightning Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 2 ({@damage 1d4}) lightning damage."]},{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Guardians are the fearless rank and file of their faction."]},{"type":"section","entries":[{"type":"entries","name":"Guardians of Gorm","entries":["The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right shoulder. Guardians follow a strict code of decorum that values bravery, honesty, and justice tempered with mercy. Still, they are quick to chastise blasphemers, criminals, and cultists who oppose their cause, buffeting these foes with their shocking implements."]}]}],"gallery":[{"path":"bestiary/QftIS/Guardian of Gorm.webp"}]},{"id":"guardian-portrait","name":"Guardian Portrait","source":"CoS","page":227,"srd":false,"image":"bestiary/CoS/Guardian Portrait.webp","token":"bestiary/tokens/CoS/Guardian Portrait.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"5","initiative":"-5 (5)","hp":"22 (5d8)","speed":"0 ft.","str":1,"dex":1,"con":10,"int":14,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, plus up to two other languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Constructed Nature","entries":["An animated object doesn't require air, food, drink, or sleep.","The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone."]},{"name":"Antimagic Susceptibility","entries":["The portrait is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or become {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the figure in the portrait remains motionless, the portrait is indistinguishable from a normal painting."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The portrait's innate spellcasting ability is Intelligence (spell save {@dc 12}). The portrait can innately cast the following spells, requiring no material components:","3/day each: {@spell counterspell}, {@spell crown of madness}, {@spell hypnotic pattern}, {@spell telekinesis}"]}],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a realistic manner. The picture and its frame are bound with powerful magic and are inseparable.",{"name":"Living Image","type":"entries","entries":["The eyes of the figure depicted in the painting are imbued with {@sense darkvision}, and they appear to follow creatures that move in front of them."]},{"name":"Innate Spells","type":"entries","entries":["When a guardian portrait attacks, the figure in the painting animates and moves as though alive (albeit in two dimensions). The guardian portrait has no effective melee attacks, but it has a repertoire of innate spells that it can cast. When it casts a spell, the figure painted on the canvas makes all the appropriate somatic gestures and verbal incantations for the spell."]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Guardian Portrait.webp"}]},{"id":"guardian-wolf","name":"Guardian Wolf","source":"EGW","page":272,"srd":false,"image":"bestiary/tokens/EGW/Guardian Wolf.webp","token":"bestiary/tokens/EGW/Guardian Wolf.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"66 (7d12 + 21)","speed":"60 ft.","str":22,"dex":14,"con":16,"int":5,"wis":12,"cha":8,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Elvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wolf makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) piercing damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"gug","name":"Gug","source":"RHW","page":250,"srd":false,"image":"bestiary/RHW/Gug.webp","token":"bestiary/tokens/RHW/Gug.webp","size":"Huge","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+6 (16)","hp":"250 (20d12 + 120)","speed":"40 ft.","str":22,"dex":15,"con":23,"int":7,"wis":16,"cha":11,"saves":"Str +10, Con +10","skills":"Perception +7, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 17","languages":"understands Deep Speech but can't speak","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Underdark","treasure":"Armaments","traits":[{"name":"Pack Tactics","entries":["The gug has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the gug's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gug makes two Claw attacks and uses Chew."]},{"name":"Claw","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}22 ({@damage 3d10 + 6}) Slashing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 16}) from one of two claws."]},{"name":"Chew","entries":["{@actSave dex} {@dc 18}, up to two Medium or smaller creatures {@condition Grappled|XPHB} by the gug. {@actSaveFail} The gug places the target in its mouth and chews. A chewed creature is no longer {@condition Grappled|XPHB} but has the {@condition Restrained|XPHB} condition. While {@condition Restrained|XPHB} in this way, a target has {@variantrule Cover|XPHB|Half Cover} against attacks and other effects not originating from the gug and takes 10 ({@damage 3d6}) Piercing damage at the start of each of the gug's turns. A gug can have a maximum of four creatures in its mouth at a time.","A creature in the gug's mouth can take an action to make a {@dc 16} Strength ({@skill Athletics|XPHB}) check. On a successful check, the target is no longer {@condition Restrained|XPHB} and moves to an unoccupied space within 5 feet of the gug. If the gug dies, a target is no longer {@condition Restrained|XPHB} and can escape from the gug using 5 feet of movement, exiting with the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Cavern-Stalking, Aberrant Glutton}","Gugs are gigantic, subterranean horrors with heads split by toothy, vertical maws. They are stealthy predators that favor humanoid prey. Gugs fear and hate ghouls, perhaps because they compete to dominate the hidden necropolises and charnel depths of the Underdark, or for reasons related to a curse that forces gugs to dwell underground."]}],"gallery":[{"path":"bestiary/RHW/Gug.webp","credit":"Audy Ravindra"}]},{"id":"gulthias-blight","name":"Gulthias Blight","source":"XMM","page":45,"srd":false,"image":"bestiary/XMM/Gulthias Blight.webp","token":"bestiary/tokens/XMM/Gulthias Blight.webp","size":"Gargantuan","creatureType":"Plant","alignment":"Neutral Evil","ac":"20","initiative":"+5 (15)","hp":"264 (16d20 + 96)","speed":"50 ft.","str":25,"dex":10,"con":22,"int":10,"wis":18,"cha":12,"saves":"","skills":"Perception +9","vulnerabilities":"","resistances":"fire; necrotic","immunities":"","conditionImmunities":"deafened","senses":"Blindsight 120 ft., Passive Perception 19","languages":"Common, Druidic","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Forest","treasure":"","traits":[{"name":"Blight Seeds","entries":["When it finishes a {@variantrule Long Rest|XPHB}, the blight expels {@dice 1d6} seeds into unoccupied spaces on the ground within 30 feet of itself. After 24 hours, the seeds become creatures under the blight's control. Roll {@dice 1d8} for each seed to determine the creature it becomes: on 1-4, {@creature Twig Blight|XMM}; on 5-6, {@creature Needle Blight|XMM}; on 7-8, {@creature Vine Blight|XMM}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blight makes two attacks, using Slam or Thorn Volley in any combination. It also uses Life-Draining Root."]},{"name":"Slam","entries":["{@atkr m} {@hit 12}, reach 10 ft. {@h}25 ({@damage 4d8 + 7}) Bludgeoning damage."]},{"name":"Thorn Volley","entries":["{@atkr r} {@hit 12}, range 60/180 ft. {@h}20 ({@damage 3d8 + 7}) Piercing damage."]},{"name":"Life-Draining Root","entries":["{@actSave con} {@dc 20}, one Huge or smaller creature the blight can see within 30 feet. {@actSaveFail} 14 ({@damage 2d6 + 7}) Necrotic damage, and the target has the {@condition Grappled|XPHB} condition (escape {@dc 17}) from one of six roots. Until the grapple ends, the target has the {@condition Restrained|XPHB} condition and takes 14 ({@damage 4d6}) Necrotic damage at the start of each of its turns. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken, and the blight regains {@variantrule Hit Points|XPHB} equal to that amount."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ancient plants twisted by evil, Gulthias blights feed on blood and despoil the surrounding land, often giving rise to subservient blights. These cursed plants take their name from the story of their creation; the first of their kind was a tree that grew from the stake piercing the heart of the vampire Gulthias. These blights consider all creatures either servants or fertilizer for the blights' corruption."]},{"type":"section","name":"Blights","entries":["{@i Plants Sprouted from Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Blights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power."],"by":"Belak the Outcast, Druid of the Twilight Grove"}]}]}],"gallery":[{"path":"bestiary/XMM/Gulthias Blight.webp","credit":"Brian Valeza"}]},{"id":"gundren-rockseeker","name":"Gundren Rockseeker","source":"PaBTSO","page":10,"srd":false,"image":"bestiary/PaBTSO/Gundren Rockseeker.webp","token":"bestiary/tokens/PaBTSO/Gundren Rockseeker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Gundren Rockseeker.webp"}],"otherVersions":[{"id":"gundren-rockseeker-lmop","source":"LMoP"}]},{"id":"gundren-rockseeker-lmop","name":"Gundren Rockseeker","source":"LMoP","page":41,"srd":false,"image":"bestiary/tokens/LMoP/Gundren Rockseeker.webp","token":"bestiary/tokens/LMoP/Gundren Rockseeker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"gundren-rockseeker","source":"PaBTSO"}]},{"id":"gunvald-halraggson","name":"Gunvald Halraggson","source":"IDRotF","page":305,"srd":false,"image":"bestiary/tokens/IDRotF/Gunvald Halraggson.webp","token":"bestiary/tokens/IDRotF/Gunvald Halraggson.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"13","initiative":"-1 (9)","hp":"76 (9d8 + 36)","speed":"30 ft.","str":20,"dex":8,"con":18,"int":9,"wis":10,"cha":16,"saves":"","skills":"Athletics +8, Intimidation +6, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Indomitable (3/Day)","entries":["Gunvald can reroll a saving throw he fails. He must use the new roll."]},{"name":"Menacing Blows (1/Turn)","entries":["Gunvald deals an extra 6 ({@damage 1d12}) damage when he hits a target with a weapon attack. If the target is a creature, it must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} until the start of Gunvald's next turn."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, Gunvald can regain 15 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Gunvald makes three melee attacks."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage when used with two hands, plus 6 ({@damage 1d12}) slashing damage if Gunvald uses Menacing Blows."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, plus 6 ({@damage 1d12}) piercing damage if Gunvald uses Menacing Blows."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The thirty-year-old Bear King cuts an impressive figure and is renowned for his size and strength. He tries to be honorable, but he is often merciless and doesn't change his mind easily. He has trouble relating to Ten-Towners, so he avoids them. His perspective on townsfolk might change if they helped him destroy the chardalyn berserkers who have turned against their own.","Gunvald has had three wives in six years, each of whom died while she was pregnant. His advisors fear that the gods have cursed Gunvald and the entire tribe. In truth, the king's doting shaman, Ulkora, lusts for him and surreptitiously poisoned his wives. In time, Ulkora hopes Gunvald will turn his loving eye toward her and allow her to bear his true heir. If Gunvald were to learn the truth, he would put Ulkora to death."]}]},{"id":"guthash","name":"Guthash","source":"TftYP","page":21,"srd":false,"image":"bestiary/tokens/TftYP/Guthash.webp","token":"bestiary/tokens/TftYP/Guthash.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"16 (2d6)","speed":"30 ft.","str":7,"dex":15,"con":11,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 10} Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 ({@dice 1d6}) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Some giant rats carry vile diseases that they spread with their bites."]}]}]},{"id":"gwyn-oresong","name":"Gwyn Oresong","source":"PaBTSO","page":8,"srd":false,"image":"bestiary/PaBTSO/Gwyn Oresong.webp","token":"bestiary/tokens/PaBTSO/Gwyn Oresong.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Gwyn is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Gwyn Oresong.webp"}]},{"id":"gynosphinx","name":"Gynosphinx","source":"MM","page":282,"srd":false,"image":"bestiary/MM/Gynosphinx.webp","token":"bestiary/tokens/MM/Gynosphinx.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Neutral","ac":"17","initiative":"+2 (12)","hp":"136 (16d10 + 48)","speed":"40 ft., fly 60 ft.","str":18,"dex":15,"con":16,"int":18,"wis":18,"cha":18,"saves":"","skills":"Arcana +12, History +12, Perception +8, Religion +8","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 18","languages":"Common, Sphinx","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Desert","treasure":"","traits":[{"name":"Inscrutable","entries":["The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."]},{"name":"Magic Weapons","entries":["The sphinx's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell shield}","Level 2 (3 slots): {@spell darkness}, {@spell locate object}, {@spell suggestion}","Level 3 (3 slots): {@spell dispel magic}, {@spell remove curse}, {@spell tongues}","Level 4 (3 slots): {@spell banishment}, {@spell greater invisibility}","Level 5 (1 slots): {@spell legend lore}"]}],"actions":[{"name":"Multiattack","entries":["The sphinx makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw Attack","entries":["The sphinx makes one claw attack."]},{"name":"Teleport (Costs 2 Actions)","entries":["The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Cast a Spell (Costs 3 Actions)","entries":["The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:",{"type":"list","items":["The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.","The effects of time are altered such that every creature in the lair must succeed on a {@dc 15} Constitution saving throw or become {@dice 1d20} years older or younger (the sphinx's choice), but never any younger than 1 year old. A {@spell greater restoration} spell can restore a creature's age to normal.","The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A {@spell wish} spell can return the caster and up to seven other creatures designated by the caster to their normal time.","The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it."]}],"regionalEffects":[],"lore":["A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx's eyes see beyond the present time and place, and penetrate veils of invisibility and magic.","Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far flung plane where a difficult trial awaits them.","Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing to bargain with such supplicants for treasure or service.",{"type":"section","name":"Sphinxes","entries":["In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Divine Guardians","entries":["Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys.","Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission."]},{"name":"Magical Tests","entries":["The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian.","Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws."],"type":"entries"},{"name":"Extraplanar Beings","entries":["Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm."],"type":"entries"},{"name":"Fallen Sphinxes","entries":["Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy."],"type":"entries"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Round she is, yet flat as a board","Altar of the Lupine Lords","Jewel on black velvet, pearl in the sea","Unchanged but e'erchanging, eternally."],"by":"Riddle of the gynosphinx of White Plume Mountain"}]},{"type":"entries","name":"A Sphinx's Lair","entries":["A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals."]}]}]}],"gallery":[{"path":"bestiary/MM/Gynosphinx.webp"}]},{"id":"hadozee-explorer","name":"Hadozee Explorer","source":"BAM","page":28,"srd":false,"image":"bestiary/BAM/Hadozee Explorer.webp","token":"bestiary/tokens/BAM/Hadozee Explorer.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"15","initiative":"+3 (13)","hp":"49 (9d8 + 9)","speed":"30 ft., climb 30 ft.","str":11,"dex":17,"con":13,"int":13,"wis":17,"cha":14,"saves":"Con +3, Wis +5","skills":"Athletics +2, Perception +5, Stealth +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Hadozee","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Glide","entries":["If it isn't {@condition incapacitated} or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hadozee makes two Shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Musket","entries":["{@atk rw} {@hit 5} to hit, range 40/120 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The hadozee takes the {@action Disengage} or {@action Hide} action."]}],"reactions":[{"name":"Safe Descent","entries":["When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall's damage to 0, provided it isn't wearing heavy armor."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hadozee explorers scour Wildspace systems for riches and adventure. They often serve as navigators aboard spelljamming ships. To them, the Astral Plane is a mostly uncharted expanse worthy of further exploration."]}],"gallery":[{"path":"bestiary/BAM/Hadozee Explorer.webp","credit":"Zuzanna Wužyk"}]},{"id":"hadozee-shipmate","name":"Hadozee Shipmate","source":"BAM","page":29,"srd":false,"image":"bestiary/BAM/Hadozee Shipmate.webp","token":"bestiary/tokens/BAM/Hadozee Shipmate.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"9 (2d8)","speed":"30 ft., climb 30 ft.","str":11,"dex":14,"con":11,"int":10,"wis":14,"cha":12,"saves":"Dex +4, Con +2","skills":"Perception +4, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Hadozee","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Glide","entries":["If it isn't {@condition incapacitated} or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Safe Descent","entries":["When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall's damage to 0, provided it isn't wearing heavy armor."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hadozee shipmates make up much of the crew aboard some spelljamming ships."]}],"gallery":[{"path":"bestiary/BAM/Hadozee Shipmate.webp","credit":"Claudio Pozas"}]},{"id":"hadozee-warrior","name":"Hadozee Warrior","source":"BAM","page":29,"srd":false,"image":"bestiary/BAM/Hadozee Warrior.webp","token":"bestiary/tokens/BAM/Hadozee Warrior.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"16 (3d8 + 3)","speed":"30 ft., climb 30 ft.","str":11,"dex":16,"con":13,"int":10,"wis":13,"cha":12,"saves":"Dex +5, Con +3","skills":"Perception +3, Stealth +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Hadozee","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Glide","entries":["If it isn't {@condition incapacitated} or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hadozee makes two Shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Safe Descent","entries":["When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall's damage to 0, provided it isn't wearing heavy armor."]},{"name":"Uncanny Dodge","entries":["The hadozee halves the damage that it takes from an attack that hits it, provided it can see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hadozee warriors make their living as mercenaries, sometimes in the company of pirates. Squads of warriors often adopt colorful names, such as the Soaring Hadozees, the Jammin' Wingbats, and the Night Howlers."]}],"gallery":[{"path":"bestiary/BAM/Hadozee Warrior.webp","credit":"David Auden Nash"}]},{"id":"hadrosaur","name":"Hadrosaur","source":"PSX","page":29,"srd":false,"image":"bestiary/tokens/PSX/Hadrosaur.webp","token":"bestiary/tokens/PSX/Hadrosaur.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"40 ft.","str":15,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Swamp","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Some herbivores rely on speed, stealth, or numbers to aid their chances of survival. The Hadrosaur is a good example of such creatures."]},{"id":"hadrosaurus","name":"Hadrosaurus","source":"MPMM","page":96,"srd":false,"image":"bestiary/tokens/MPMM/Hadrosaurus.webp","token":"bestiary/tokens/MPMM/Hadrosaurus.webp","size":"Large","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"40 ft.","str":15,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Swamp","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A hadrosaurus is a semi-quadrupedal herbivore with bony head crests. If raised from a hatchling, it can be trained to carry a rider."],"otherVersions":[{"id":"hadrosaurus-vgm","source":"VGM"}]},{"id":"hadrosaurus-vgm","name":"Hadrosaurus","source":"VGM","page":140,"srd":false,"image":"bestiary/tokens/VGM/Hadrosaurus.webp","token":"bestiary/tokens/VGM/Hadrosaurus.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"40 ft.","str":15,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Swamp","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider."]}],"hidden":true,"otherVersions":[{"id":"hadrosaurus","source":"MPMM"}]},{"id":"hag-of-the-fetid-gaze","name":"Hag of the Fetid Gaze","source":"CM","page":76,"srd":false,"image":"bestiary/CM/Hag of the Fetid Gaze.webp","token":"bestiary/tokens/CM/Hag of the Fetid Gaze.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":18,"dex":12,"con":16,"int":13,"wis":14,"cha":14,"saves":"","skills":"Arcana +3, Deception +4, Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Draconic, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Hill","treasure":"","traits":[{"name":"Amphibious","entries":["The hag can breathe air and water."]},{"name":"Mimicry","entries":["The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The hag's innate spellcasting ability is Charisma (spell save {@dc 12}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}, {@spell minor illusion}, {@spell vicious mockery}"]},{"name":"Shared Spellcasting (Coven Only)","entries":["While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:","Level 1 (4 slots): {@spell charm person}, {@spell witch bolt}","Level 2 (3 slots): {@spell alter self}, {@spell suggestion}","Level 3 (3 slots): {@spell dispel magic}, {@spell glyph of warding}, {@spell slow}","Level 4 (3 slots): {@spell blight}, {@spell polymorph}","Level 5 (2 slots): {@spell dominate person}, {@spell seeming}","Level 6 (1 slots): {@spell Otto's irresistible dance}","For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier."]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Illusory Appearance","entries":["The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.","The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the hag is disguised."]},{"name":"Invisible Passage","entries":["The hag magically turns {@condition invisible} until she attacks or casts a spell, or until her {@status concentration} ends (as if {@status concentration||concentrating} on a spell). While {@condition invisible}, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is {@condition invisible} with her."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.","On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.","The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."]},"A powerful green hag might have the following additional lair action:",{"type":"list","items":["The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession."]}],"regionalEffects":["Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.","The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",{"type":"list","items":["Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.","Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.","Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."]},"A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:",{"type":"list","items":["Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears.","The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.","Trees transform into {@creature awakened tree||awakened trees} and attack when hostile intruders are near."]}],"lore":[{"type":"entries","entries":["Three green hags named Dread Morgan, Vile Sazha, and Auntie Greenbones were once rivals who dwelled in an area of the Feywild coterminous with the High Forest. A decade ago, during a time when the boundaries between the planes thinned, the hags became aware of the magic spring controlled by Sylvarie—and decided to control and corrupt it for their own purposes. The covetous hags each knew part of a ritual for crafting magic paintings that could bind mortal creatures with a terrible curse. After agreeing to share their knowledge and work together, they formed a coven dedicated to claiming Sylvarie's temple and making it a base for their nefarious plans.","The hags use their powers of illusion to pose as three elf sisters named Morganna, Azirssa, and Greensong. They are typically found in the bathhouse by day and in their tower lair at night. Each hag carries a master key that opens all the doors in the bathhouse and the tower."]}],"gallery":[{"path":"bestiary/CM/Hag of the Fetid Gaze.webp","title":"Azirssa, Greensong, and Morganna","credit":"Caroline Gariba"}]},{"id":"haint","name":"Haint","source":"JttRC","page":185,"srd":false,"image":"bestiary/JttRC/Haint.webp","token":"bestiary/tokens/JttRC/Haint.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"75 (10d8 + 30)","speed":"30 ft., fly 30 ft. (hover)","str":7,"dex":15,"con":17,"int":10,"wis":13,"cha":17,"saves":"","skills":"Deception +6, Stealth +8","vulnerabilities":"","resistances":"acid; fire; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The haint can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Unusual Nature","entries":["The haint doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The haint makes two Sorrowful Touch attacks."]},{"name":"Sorrowful Touch","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one creature. {@h}21 ({@damage 4d8 + 3}) psychic damage."]},{"name":"Change Shape","entries":["The haint magically assumes the appearance of the Humanoid it was in life, while retaining its game statistics. The assumed appearance ends if the haint is reduced to 0 hit points or uses an action to end it."]}],"bonusActions":[{"name":"Shared Sorrow","entries":["The haint targets one creature it can see within 60 feet of itself that is missing any hit points, sharing its own torment with this pained soul. The target must succeed on a {@dc 14} Wisdom saving throw or be {@condition incapacitated}.","A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the haint's Shared Sorrow for the next 24 hours."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Rising from the sorrowful dead, haints are spirits that change their shape in tragic imitation of what they once were. A haint can shift from its spectral form to appear as the corporeal Humanoid it was in life, passing as a living creature. These spirits might mistakenly view innocents as those who killed them or entreat mortals to exact revenge on their behalf."]}],"gallery":[{"path":"bestiary/JttRC/Haint.webp","credit":"Claudio Pozas"}]},{"id":"halaster-blackcloak","name":"Halaster Blackcloak","source":"WDMM","page":310,"srd":false,"image":"bestiary/WDMM/Halaster Blackcloak.webp","token":"bestiary/tokens/WDMM/Halaster Blackcloak.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"246 (29d8 + 116)","speed":"30 ft.","str":10,"dex":18,"con":18,"int":24,"wis":18,"cha":18,"saves":"Int +14, Wis +11","skills":"Arcana +21, History +21, Perception +11","vulnerabilities":"","resistances":"fire; lightning (granted by the blast scepter, see \"Special Equipment\" below)","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 21","languages":"Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Halaster wears a {@item robe of eyes} that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom ({@skill Perception}) checks that rely on sight, and allows him to see {@condition invisible} creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.","Halaster wields a {@item blast scepter|WDMM} (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast {@spell thunderwave} as a 4th-level spell (save {@dc 16}) without expending a spell slot.","Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain's magical restrictions (see \"Alterations to Magic\")."]},{"name":"Arcane Recovery (1/Day)","entries":["When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower."]},{"name":"Legendary Resistance (3/Day)","entries":["If Halaster fails a saving throw, he can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If Halaster dies in Undermountain, he revives after {@dice 1d10} days, with all his hit points and any missing body parts restored. His new body appears in a random safe location in Undermountain."]}],"spellcasting":[{"name":"Spellcasting","entries":["Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 22}, {@hit 14} to hit with spell attacks). He can cast {@spell disguise self} and {@spell invisibility} at will. He can cast {@spell fly} and {@spell lightning bolt} once each without expending a spell slot, but can't do so again until he finishes a short or long rest. Halaster has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","1/day: {@spell fly}, {@spell lightning bolt}","Cantrips (at will): {@spell dancing lights}, {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}, {@spell silent image}","Level 2 (3 slots): {@spell arcane lock}, {@spell cloud of daggers}, {@spell darkvision}, {@spell knock}","Level 3 (3 slots): {@spell counterspell}, {@spell dispel magic}, {@spell fireball}","Level 4 (3 slots): {@spell confusion}, {@spell hallucinatory terrain}, {@spell polymorph}","Level 5 (3 slots): {@spell Bigby's hand}, {@spell geas}, {@spell wall of force}","Level 6 (2 slots): {@spell chain lightning}, {@spell globe of invulnerability}, {@spell programmed illusion}","Level 7 (2 slots): {@spell finger of death}, {@spell symbol}, {@spell teleport}","Level 8 (1 slots): {@spell maze}, {@spell mind blank}","Level 9 (1 slots): {@spell meteor swarm}, {@spell wish}"]}],"actions":[{"name":"Blast Scepter","entries":["Halaster uses his blast scepter to cast {@spell thunderwave} as a 4th-level spell. Each creature in a 15-foot cube originating from him must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes {@damage 5d8} thunder damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed"]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cast Spell","entries":["Halaster casts a spell of 3rd level or lower."]},{"name":"Spell Ward (Costs 2 Actions)","entries":["Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects:",{"type":"list","items":["Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked stone or vice versa.","Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door or an archway previously removed in this way.","Halaster deactivates or reactivates one of Undermountain's magic gates. The gate must be within 120 feet of him."]}],"regionalEffects":["When Halaster is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon:",{"type":"list","items":["A magical scrying sensor appears, taking the form of a ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was in its space. The eye can't be harmed or dispelled, but it winks out within an {@spell antimagic field}. A scrying eye lasts until Halaster ends the effect (no action required).","A minor illusory effect is triggered, as though Halaster had cast {@spell minor illusion} in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm floating as though worn by an {@condition invisible} figure, and illusory footprints appearing on a dusty floor.","Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An apparition can't be harmed, and it doesn't acknowledge creatures or objects in any way. It can't be dispelled but is suppressed within an {@spell antimagic field}."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["As the master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don't extend beyond Undermountain."]},{"type":"section","entries":["Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep. Undermountain is his home, an amusement gallery in which others perform to entertain him.","The Mad Mage knows the ever-changing ways of Undermountain as no one else does, for he is the one who controls those changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.","Halaster's abilities far exceed those of most mortal wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them. Halaster's gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as groups of adventurers try to gain decisive control of just a small section of Undermountain's halls, Halaster constantly alters the dungeon's perils to thwart them.","Halaster's true form is that of a tall, gaunt, male human, but he uses magic to take on many other visages and shapes. No matter what form he wears, the Mad Mage giggles and mutters incessantly. Contrary to appearances, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself."]}]}]}],"gallery":[{"path":"bestiary/WDMM/Halaster Blackcloak.webp","credit":"Clint Cearley"}]},{"id":"halaster-horror","name":"Halaster Horror","source":"WDMM","page":129,"srd":false,"image":"bestiary/tokens/WDMM/Halaster Horror.webp","token":"bestiary/tokens/WDMM/Halaster Horror.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 30 ft.","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"force; necrotic; poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"understands the languages of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The Halaster horror has advantage on saving throws against spells and other magical effects."]},{"name":"Spell Immunity","entries":["The Halaster horror is immune to the {@spell cone of cold}, {@spell disintegrate}, and {@spell fireball} spells."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Halaster horror makes two staff attacks."]},{"name":"Staff","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"halaster-puppet","name":"Halaster Puppet","source":"WDMM","page":31,"srd":false,"image":"bestiary/tokens/WDMM/Halaster Puppet.webp","token":"bestiary/tokens/WDMM/Halaster Puppet.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"8","speed":"20 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"frightened; exhaustion","senses":"Passive Perception 10","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The puppet is destroyed if a successful {@spell dispel magic} spell ({@dc 15}) is cast on it"]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"half-blue-dragon-gladiator","name":"Half-Blue Dragon Gladiator","source":"RoT","page":55,"srd":false,"image":"bestiary/tokens/RoT/Half-Blue Dragon Gladiator.webp","token":"bestiary/tokens/RoT/Half-Blue Dragon Gladiator.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["The half-dragon has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the half-dragon hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The half-dragon makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The half-dragon adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"half-dragon","name":"Half-Dragon","source":"XMM","page":163,"srd":true,"image":"bestiary/XMM/Half-Dragon.webp","token":"bestiary/tokens/XMM/Half-Dragon.webp","size":"Medium","creatureType":"Dragon","alignment":"Neutral","ac":"18","initiative":"+5 (15)","hp":"105 (14d8 + 42)","speed":"40 ft.","str":19,"dex":14,"con":16,"int":10,"wis":15,"cha":14,"saves":"Dex +5, Wis +5","skills":"Athletics +7, Perception +5, Stealth +5","vulnerabilities":"","resistances":"Damage type chosen for the Draconic Origin trait below","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 15","languages":"Common, Draconic","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Draconic Origin","entries":["The half-dragon is related to a type of dragon associated with one of the following damage types (DM's choice): Acid, Cold, Fire, Lightning, or Poison. This choice affects other aspects of the stat block."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The half-dragon makes two Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}6 ({@damage 1d4 + 4}) Slashing damage plus 7 ({@damage 2d6}) damage of the type chosen for the Draconic Origin trait."]},{"name":"Dragon's Breath {@recharge 5}","entries":["{@actSave dex} {@dc 14}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 28 ({@damage 8d6}) damage of the type chosen for the Draconic Origin trait. {@actSaveSuccess} Half damage."]}],"bonusActions":[{"name":"Leap","entries":["The half-dragon jumps up to 30 feet by spending 10 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Half-Dragon","entries":["{@i Warrior Created by Dragons}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Born through magical rites involving the essences of dragons, half-dragons serve their creators and their own draconic whims. Most half-dragons are created by chromatic dragons who desire servants with some trace of their own might and grandeur. Half-dragons frequently command other servants of a villainous dragon or act as agents in lands where their draconic master would attract unwanted attention.","Half-dragons share personality traits and agendas with the dragon who spawned them. Those resembling chromatic dragons typically loathe their creator even as they seek the same ends. Half-dragons with the traits of metallic dragons are especially rare, but they might arise through magical accidents, the efforts of reckless magic-users, or the last act of a dying dragon.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["What blessing demands more yet inspires greater works than the blood of Tiamat?"],"by":"Wyrmlord Azarr Kul, Half–Dragon"}]}]}],"gallery":[{"path":"bestiary/XMM/Half-Dragon.webp","credit":"Mathias Kollros"}]},{"id":"half-green-dragon-assassin","name":"Half-Green Dragon Assassin","source":"RoT","page":56,"srd":false,"image":"bestiary/tokens/RoT/Half-Green Dragon Assassin.webp","token":"bestiary/tokens/RoT/Half-Green Dragon Assassin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, the half-dragon has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If the half-dragon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["The half-dragon deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The half-dragon makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"half-ogre-ogrillon","name":"Half-Ogre (Ogrillon)","source":"MM","page":238,"srd":false,"image":"bestiary/MM/Half-Ogre (Ogrillon).webp","token":"bestiary/tokens/MM/Half-Ogre (Ogrillon).webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Good NY Evil","ac":"12","initiative":"+0 (10)","hp":"30 (4d10 + 8)","speed":"30 ft.","str":17,"dex":10,"con":14,"int":7,"wis":9,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Giant","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Mountain, Forest, Hill, Urban, Desert, Arctic","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Battleaxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds.",{"name":"Furious Tempers","type":"entries","entries":["Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash."]},{"name":"Gruesome Gluttons","type":"entries","entries":["Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture."]},{"name":"Greedy Collectors","type":"entries","entries":["An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous \"treasure\" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size."]},{"name":"Legendary Stupidity","type":"entries","entries":["Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn."]},{"name":"Primitive Wanderers","type":"entries","entries":["Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers.","An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on."]},{"name":"Ogre Gangs","type":"entries","entries":["Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons.","Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Worst. Dancers. Ever."],"by":"Riddlefiddle the Satyr, on ogres"}]}]},{"type":"entries","name":"Half-Ogre (Ogrillon)","entries":["When an ogre mates with a human, hobgoblin, bugbear, or orc, the result is always a half-ogre. (Ogres don't mate with dwarves, halflings, or elves. They eat them.) Human mothers rarely survive the birth of a half-ogre offspring.","The half-ogre offspring of an ogre and an orc is also called an ogrillon. An adult half-ogre or ogrillon stands 8 feet tall and weighs 450 pounds on average."]}],"gallery":[{"path":"bestiary/MM/Half-Ogre (Ogrillon).webp"}]},{"id":"half-red-dragon-gladiator","name":"Half-Red Dragon Gladiator","source":"RoT","page":56,"srd":false,"image":"bestiary/tokens/RoT/Half-Red Dragon Gladiator.webp","token":"bestiary/tokens/RoT/Half-Red Dragon Gladiator.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["The half-dragon has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the half-dragon hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The half-dragon makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The half-dragon adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"half-red-dragon-veteran","name":"Half-Red Dragon Veteran","source":"MM","page":180,"srd":false,"image":"bestiary/MM/Half-Red Dragon Veteran.webp","token":"bestiary/tokens/MM/Half-Red Dragon Veteran.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"18","initiative":"+1 (11)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +6, Perception +3","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 12","languages":"Common, Draconic","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The veteran exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 24 ({@damage 7d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["When a dragon in polymorphed form mates with another creature, the union sometimes produces half dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard's spell or a ritual bath in dragon's blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of their origins, all half-dragons have similar features and appearance, gaining special senses, resistance to destructive energy, and a breath weapon.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Draconic Nature","type":"entries","entries":["Half-dragons are incapable of having natural born offspring. Those that wish to propagate must find other ways to do so, almost always involving magic. By way of compensation, half dragons are blessed with long life. Barring unforeseen misfortune, a typical half-dragon's life expectancy is twice that of its non-draconic line, so that a half-dragon human might live more than a century and a half.","Half-dragons inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon's other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess."]}]}]},{"type":"entries","name":"Half-Dragon Template","entries":["A beast, humanoid, giant, or monstrosity can become a half-dragon. When a creature becomes a half-dragon, it retains all its statistics except as noted below.",{"type":"entries","entries":[{"type":"entries","name":"Challenge","entries":["To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, use the guidelines in the Dungeon Master's Guide to recalculate the rating after you apply the template."]},{"type":"entries","name":"Senses","entries":["The half-dragon gains {@sense blindsight} with a radius of 10 feet and {@sense darkvision} with a radius of 60 feet."]},{"type":"entries","name":"Resistances","entries":["The half-dragon gains resistance to a type of damage based on its color.",{"type":"table","colLabels":["Color","Damage Resistance"],"colStyles":["col-6","col-6"],"rows":[["Black or copper","Acid"],["Blue or bronze","Lightning"],["Brass, gold, or red","Fire"],["Green","Poison"],["Silver or white","Cold"]]}]},{"type":"entries","name":"Languages","entries":["The half-dragon speaks Draconic in addition to any other languages it knows."]},{"type":"entries","name":"New Action: Breath Weapon","entries":["The half-dragon has the breath weapon of its dragon half. The half-dragon's size determines how this action functions.",{"type":"table","colLabels":["Size","Breath Weapon","Optional Prerequisite"],"colStyles":["col-4","col-4","col-4"],"rows":[["Large or smaller","As a wyrmling","Challenge 2 or higher"],["Huge","As a young dragon","Challenge 7 or higher"],["Gargantuan","As an adult dragon","Challenge 8 or higher"]]}]}]},{"type":"entries","name":"Sample Half-Dragon","entries":["Here the half-dragon template has been applied to a human {@creature veteran} to create a half-red dragon veteran. {@item Splint armor|phb} has been replaced with {@item plate armor|phb|plate}."]}]}],"gallery":[{"path":"bestiary/MM/Half-Red Dragon Veteran.webp"}]},{"id":"halog","name":"Halog","source":"CoA","page":242,"srd":false,"image":"bestiary/CoA/Halog.webp","token":"bestiary/tokens/CoA/Halog.webp","size":"Small","creatureType":"Aberration","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"150 (20d6 + 80)","speed":"40 ft.","str":13,"dex":14,"con":18,"int":4,"wis":8,"cha":8,"saves":"Dex +5, Con +7","skills":"Athletics +4, Perception +2, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Adaptive Fangs","entries":["The halog magically alters its fangs to inflict more damage on the creatures it hits (included in the attack)."]},{"name":"Magic Resistance","entries":["The halog has advantage on saving throws against spells and other magical effects."]},{"name":"Pack Tactics","entries":["The halog gains advantage on attacks targeting creatures adjacent to one or more of the halog's conscious allies."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The halog makes two Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) piercing damage plus 10 ({@damage 3d6}) damage of a type that the target is most vulnerable to."]}],"bonusActions":[],"reactions":[{"name":"Adaptive Hide","entries":["After taking damage, the halog is now invulnerable to the damage type of the damage it just took, and any future damage of that type instead heals the halog by the damage amount. These benefits last until the halog uses this reaction again."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["There are few places more inhospitable than the Nine Hells, yet denizens from other places make a home even here. Not only the evil whose philosophy aligns with the devils, but simple creatures whose endurance and appetites permit them to survive the infernal realms. Often this means huge monsters strong enough to fight the native denizens, but some intruders pose a different kind of problem to the devils. Halogs seem small and weak compared to almost everything in the Nine Hells, yet they're becoming a serious nuisance across all the lower planes.",{"type":"entries","name":"Swarming Vermin","page":242,"entries":["Halogs are around the size of a dog, and somewhere between a rat and a dog in appearance. Individually they're unprepossessing, often bearing burns, festering pustules, scars and other marks of a harsh environment that never seems able to quite kill them. They breed with formidable speed. Pairs of halogs raise litters of twenty which can mature in just a handful of days if sufficient food is on hand. And halogs eat anything. Their digestive juices alter in composition to permit them to devour infernal flesh as easily as that of mortal creatures, along with any kind of plant matter and even minerals. Only regions that are nothing but barren rock and dust offer nothing to them."]},{"type":"entries","name":"Extraplanar Adaptations","page":242,"entries":["Individually, halogs are weak, but as a species they're fearsomely hardy. Halogs seldom thrive in regions not requiring their unique adaptability, because of greater competition from other creatures. The hostile conditions of the lower planes mean that regular vermin and predators are lacking, leaving them their niche. The secret of the halogs' success is that the harsher their environment, the more they prosper. Whether heat, cold, acid, poison, or even pure necrotic energy—if it doesn't kill them outright then they swiftly adapt to feed off it. Halogs live among the flames of Phlegethos, the icy wastes of Stygia and the swamps of Minauros equally, and no devil city is free of their swarming presence no matter how the Fiends try to exterminate them. They even swim rat-like in the waters of the Styx. The vermin have a powerful defense mechanism. Their saliva and blood adapts swiftly in response to the vulnerabilities of their antagonists so that their bites inflict the worst harm, and anything trying to eat their flesh suffers for it. The remarkable upshot of this is that the halogs of the Nine Hells most often have teeth blazing with radiant divine energy, enough to make short work of unwary minor devils."]},{"type":"entries","name":"Unexpected Allies","page":242,"entries":["Despite their remarkable abilities and most common habitats, halogs are basically just animals. They're smart, but in the same way as a bright dog or a monkey. Druids, rangers, and other guardians of nature luckless enough to find themselves in the Nine Hells have been able to forge bonds with the creatures, and even muster them as impromptu scouts and sentries when traveling in the lower planes."]}],"gallery":[{"path":"bestiary/CoA/Halog.webp","credit":"Sebastian Kowoll"}]},{"id":"hamadryad","name":"Hamadryad","source":"MaBJoV","page":143,"srd":false,"image":"bestiary/MaBJoV/Hamadryad.webp","token":"bestiary/tokens/MaBJoV/Hamadryad.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":10,"dex":16,"con":14,"int":14,"wis":10,"cha":15,"saves":"","skills":"Perception +2, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60ft., Passive Perception 12","languages":"Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The hamadryad has advantage on saving throws against spells and other magical effects."]},{"name":"Speak with Beasts and Plants","entries":["The hamadryad can communicate with Beasts and Plants as if they shared a language."]},{"name":"Tree Stride","entries":["Once on her turn, the hamadryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large in size or bigger."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hamadryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","2/day: {@spell entangle}","1/day each: {@spell barkskin}, {@spell grasping vine}, {@spell pass without trace}"]}],"actions":[{"name":"Multiattack","entries":["The hamadryad makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, range 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["I cannot drink the water. My roots grow black and rotten. I cannot drink the water. My leaves wither and die. I cannot drink..."],"by":"Hamadryad"},{"type":"quote","entries":["It is a sad thing when one of nature's most beautiful fey is corrupted into a hamadryad. Be careful about feeling too much sympathy for them, for they are fearsome when someone trespasses into their territory."],"by":"Volo"},"These fey come into being when the home tree of a dryad is destroyed or becomes corrupted by foul magic. If the dryad isn't killed she slowly wastes away and over the course of several months becomes a hamadryad. Hamadryads are mad creatures that seek vengeance against any non-fey that wanders into the deep places of the wood that is their home.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Beauty Lost","entries":["Hamadryads do not retain the beauty that they had before whatever tragedy befell them. Their mouths have vanished and their laughter is forever gone. The beautiful feminine forms dryads are famed for have become twisted. Their emerald skin is grey and sickly and their very touch is corrupt and poisonous."]},{"type":"entries","name":"Madness","entries":["Hamadryads rarely behave in a manner that seems rational. They might viciously attack an intruder and then vanish, only to return later when their mood changes. Sometimes they might help a group of adventurers against evil creatures only to turn on the adventurers once their mutual foe is vanquished."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Hamadryad.webp"}]},{"id":"hamish-hewland","name":"Hamish Hewland","source":"AitFR-DN","page":11,"srd":false,"image":"bestiary/tokens/AitFR-DN/Hamish Hewland.webp","token":"bestiary/tokens/AitFR-DN/Hamish Hewland.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Good","ac":"13","initiative":"+0 (10)","hp":"85 (10d12 + 20)","speed":"40 ft.","str":23,"dex":11,"con":15,"int":10,"wis":14,"cha":10,"saves":"Str +9, Wis +5","skills":"Athletics +9, History +3, Insight +5, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Dwarvish, Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Hamish makes two attacks with his axe or throws two rocks."]},{"name":"Axe","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Hamish adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon or a shield."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A gentle giant with a ferocious laugh, Hamish hails from the city of Waterdeep. He was never one for the wilderness in his younger days, but he wanted adventure. He joined his friends, Sylvene and Artura, on their journey into the wilds of the Sword Coast, all those years ago, and was part of their adventuring party with a human from Secomber named Waltarn Everlake. That Hamish would be willing to risk his life to protect his friends was never in doubt.","Hamish has brown skin, great posture, and wears his long hair in three tidy braids. He is the sort of fellow who overpacks for an adventure. His pockets usually teem with snacks or rations. Being a giant, he brought both a dungeoneer's pack and an explorer's pack in his knapsack. He carries a big axe, suitable for his size. He also carried a round, wooden shield, made just for him by Artura, but it has rotted to bits.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Personality Traits","entries":["\"I am curious about the road not taken, sometimes to a fault. I try to always have food with me.\""]},{"type":"entries","name":"Ideal","entries":["\"Bravery. I would risk my life for true friends. In fact, I have!\""]},{"type":"entries","name":"Bond","entries":["\"Friendships you choose can mean more than family. A friend made is an enemy defeated.\""]},{"type":"entries","name":"Flaw","entries":["\"I often believe in people to the point of being naive.\""]}]}]}]},{"id":"hammer-handed-golem","name":"Hammer-Handed Golem","source":"WDMM","page":259,"srd":false,"image":"bestiary/tokens/WDMM/Hammer-Handed Golem.webp","token":"bestiary/tokens/WDMM/Hammer-Handed Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two mallet attacks."]},{"name":"Mallet","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target must succeed on a {@dc 17} Constitution saving throw or be {@condition stunned} until the end of its next turn."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hammerskull","name":"Hammerskull","source":"PSX","page":29,"srd":false,"image":"bestiary/PSX/Hammerskull.webp","token":"bestiary/tokens/PSX/Hammerskull.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"40 ft.","str":17,"dex":11,"con":12,"int":3,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the hammerskull moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 ({@damage 2d4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Sure-Footed","entries":["The hammerskull has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"Scales, Spikes, and Hammers","page":27,"entries":["For dinosaurs without the prominent horns of the ceratopses, armored plating and deadly tails are an effective defense against predators.","Even lacking horns or spikes, hammerskulls can protect themselves with their thickly plated heads. The {@creature giant goat|MM} statistics in the {@book Monster Manual|MM} can represent a hammerskull."]}]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Hammerskull.webp","title":"Territorial Hammerskull","credit":"Lars Grant-West"}]},{"id":"hands-of-havoc-fire-starter","name":"Hands of Havoc Fire Starter","source":"MPP","page":58,"srd":false,"image":"bestiary/MPP/Hands of Havoc Fire Starter.webp","token":"bestiary/tokens/MPP/Hands of Havoc Fire Starter.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":16,"dex":14,"con":14,"int":10,"wis":16,"cha":11,"saves":"Str +5, Con +4","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common plus one more language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fire starter makes two Havoc Hammer or Havoc Flask attacks."]},{"name":"Havoc Hammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 9 ({@damage 2d8}) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 ({@damage 1d6}) fire damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a {@dc 13} Dexterity saving throw, ending the effect on itself on a successful save."]},{"name":"Havoc Flask","entries":["{@atk rw} {@hit 4} to hit, range 30/90 ft., one target. {@h}13 ({@damage 2d12}) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 ({@damage 1d6}) fire damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a {@dc 13} Dexterity saving throw, ending the effect on itself on a successful save.","After the fire starter throws the flask, roll a {@dice d6}; on a 3 or lower, the fire starter has no more flasks to throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The pyromaniacal agents known as fire starters burn away oppressive systems through chaos and flame. They wield hammers that emit magical flames—perfect for smashing and burning."]}],"gallery":[{"path":"bestiary/MPP/Hands of Havoc Fire Starter.webp"}]},{"id":"hangry-otyugh","name":"Hangry Otyugh","source":"AWM","page":33,"srd":false,"image":"bestiary/tokens/AWM/Hangry Otyugh.webp","token":"bestiary/tokens/AWM/Hangry Otyugh.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral","ac":"14","initiative":"+0 (10)","hp":"114","speed":"30 ft.","str":16,"dex":11,"con":19,"int":6,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Limited Telepathy","entries":["The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The otyugh makes three attacks:"]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. Target must make a {@dc 15} Constitution save, or take 6 ({@damage 1d10}) poison damage until cured."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. Target must make a {@dc 19} Constitution save, or take 42 ({@damage 12d6}) poison damage."]},{"name":"Slam!","entries":["Target must make a {@dc 14} Constitution save, or be {@condition grappled}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Otyughs are really stinky and ugly monsters that dine on offal, garbage, and dung. They are generally grumpy and aggressive. Most people don't like otyughs at all.","This otyugh can be dealt with in a few ways:",{"type":"list","items":["You can get it to dance by playing music and dancing. Who knew that otyughs liked to dance? It will follow you anywhere now.","If you feed an otyugh a magical pie made with the nectar of a fairy fob lily, mixed with spit nettles, and gobnobs, it will be your best friend. (But it will still be stinky.)","Otyughs are scared of vampires. If you dress up as one, you might be able to scare it away. You better do a good job of scaring it!"]}]},{"id":"hanne-hallen","name":"Hanne Hallen","source":"OotA","page":171,"srd":false,"image":"bestiary/tokens/OotA/Hanne Hallen.webp","token":"bestiary/tokens/OotA/Hanne Hallen.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"13 (3d8)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":17,"wis":11,"cha":12,"saves":"","skills":"Perception +2, Stealth +4, Arcana +5, Investigation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Elvish, Undercommon, Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Hanne has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Hanne has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Hanne's spellcasting ability is Charisma (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}"]},{"name":"Spellcasting","entries":["Hanne is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell minor illusion}, {@spell ray of frost}","Level 1 (4 slots): {@spell shield}, {@spell mage armor}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hare","name":"Hare","source":"IDRotF","page":294,"srd":false,"image":"bestiary/IDRotF/Hare.webp","token":"bestiary/tokens/IDRotF/Hare.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"20 ft., burrow 5 ft.","str":1,"dex":17,"con":9,"int":2,"wis":11,"cha":4,"saves":"","skills":"Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Escape","entries":["The hare can take the {@action Dash}, {@action Disengage}, or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather."]}],"gallery":[{"path":"bestiary/IDRotF/Hare.webp"}]},{"id":"harengon-brigand","name":"Harengon Brigand","source":"WBtW","page":235,"srd":false,"image":"bestiary/tokens/WBtW/Harengon Brigand.webp","token":"bestiary/tokens/WBtW/Harengon Brigand.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"9 (2d8)","speed":"30 ft.","str":14,"dex":17,"con":11,"int":10,"wis":11,"cha":10,"saves":"Dex +5","skills":"Acrobatics +5, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Sylvan","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The harengon has advantage on an attack roll against a creature if at least one of the harengon's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Standing Leap","entries":["The harengon's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Harengons are rabbit-folk native to the Feywild, through they often migrate to the Material Plane. They love to travel on foot and rarely stay in one place for long.","Not all harengons are mean-spirited bullies like the ones presented here. Every harengon follows their own path through life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams. For more information on harengons as player characters, see the introduction of this adventure."]}]},{"id":"harengon-sniper","name":"Harengon Sniper","source":"WBtW","page":235,"srd":false,"image":"bestiary/tokens/WBtW/Harengon Sniper.webp","token":"bestiary/tokens/WBtW/Harengon Sniper.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":17,"con":11,"int":10,"wis":13,"cha":10,"saves":"Dex +5","skills":"Athletics +2, Perception +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Sylvan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Standing Leap","entries":["The harengon's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 5} to hit (the target gains no benefit from less than {@quickref Cover||3||total cover}), range 320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage. {@hom}Immediately after making this attack, the harengon can use the {@action Hide} action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Harengons are rabbit-folk native to the Feywild, through they often migrate to the Material Plane. They love to travel on foot and rarely stay in one place for long.","Not all harengons are mean-spirited bullies like the ones presented here. Every harengon follows their own path through life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams. For more information on harengons as player characters, see the introduction of this adventure."]}]},{"id":"harkina-hunt","name":"Harkina Hunt","source":"BGDIA","page":53,"srd":false,"image":"bestiary/tokens/BGDIA/Harkina Hunt.webp","token":"bestiary/tokens/BGDIA/Harkina Hunt.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 2} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"harkon-lukas","name":"Harkon Lukas","source":"RHW","page":124,"srd":false,"image":"bestiary/RHW/Harkon Lukas.webp","token":"bestiary/tokens/RHW/Harkon Lukas.webp","size":"Medium","creatureType":"Monstrosity (Lycanthrope)","alignment":"Chaotic Evil","ac":"15","initiative":"+14 (24)","hp":"187 (22d8 + 88)","speed":"30 ft., 40 ft. (hybrid form only), 50 ft. (dire wolf form only)","str":21,"dex":18,"con":19,"int":14,"wis":16,"cha":19,"saves":"Con +9, Wis +8","skills":"Perception +8, Performance +9, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Darkvision 120 ft., Passive Perception 18","languages":"Common (can't speak in dire wolf form)","cr":"14","crDisplay":"14 (XP 11,500, or 13,000 in lair; PB +5)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["Harkon has {@variantrule Advantage|XPHB} on attack rolls against any creature that doesn't have all its {@variantrule Hit Points|XPHB}."]},{"name":"Darklord Restoration","entries":["If Harkon dies, he revives with all his {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Kartakass."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Harkon fails a saving throw, he can choose to succeed instead."]},{"name":"Regeneration","entries":["Harkon gains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if he has at least 1 {@variantrule Hit Points|XPHB|Hit Point}. If Harkon takes Radiant damage, this trait doesn't function at the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Harkon makes two Swipe attacks. He can replace one attack with (A) Bite or (B) Enthralling Performance."]},{"name":"Bite (Dire Wolf or Hybrid Form Only)","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Piercing damage plus 14 ({@damage 4d6}) Necrotic damage. If the target is a Humanoid, it is subjected to the following effect: {@actSave con} {@dc 17}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a Werewolf under the DM's control and has 50 {@variantrule Hit Points|XPHB}. The curse can't be removed until Harkon dies. {@actSaveSuccess} The target is immune to Harkon's curse for 24 hours."]},{"name":"Swipe (Dire Wolf or Hybrid Form Only)","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}16 ({@damage 2d10 + 5}) Slashing damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Enthralling Performance (Humanoid Form Only)","entries":["{@actSave wis} {@dc 17}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Harkon. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition for 1 hour or until it takes damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["Harkon shape-shifts into a Large dire wolf-humanoid hybrid or a Large dire wolf, or he returns to his true humanoid form. His game statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[{"name":"Crushing Insult","entries":["Harkon uses Shape-Shift to return to his humanoid form, then uses the following effect. {@actSave wis} {@dc 17}, each creature of Harkon's choice that he can see within 30 feet of himself (creatures {@condition Charmed|XPHB} by Harkon automatically fail this save). {@actSaveFail} 16 ({@damage 3d10}) Psychic damage. {@actSaveSuccessOrFail} Harkon can't take this action again until the start of his next turn."]},{"name":"Pounce","entries":["Harkon moves up to half his {@variantrule Speed|XPHB} and makes one Swipe attack."]},{"name":"Surprise Bite","entries":["Harkon uses Shape-Shift to turn into his hybrid or dire wolf form and then makes one Bite attack. Harkon can't take this action again until the start of his next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Kartakass is altered by Harkon's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Beast Spies","entry":"From dawn until dusk, Tiny Beasts in the domain magically gain the ability to understand Common and can communicate telepathically with other Beasts and Monstrosities."},{"type":"item","name":"Children of the Night","entry":"Harkon exerts influence over the animals of his domain. From dusk until dawn, Medium or smaller Beasts within 1 miles of Harkon have the {@condition Charmed|XPHB} condition. If Harkon pleases, these animals become {@variantrule Hostile [Attitude]|XPHB|Hostile} to creatures other than Harkon and his allies."},{"type":"item","name":"Closing the Borders","entry":"While in his domain, Harkon can close or open the borders to Kartakass at will. While the borders are closed, a strange melody fills the Mists surrounding Kartakass. A creature that enters the Mists for the first time on a turn or starts its turn in them must succeed on a {@dc 15} Wisdom saving throw, or it has the {@condition Unconscious|XPHB} condition for {@dice 1d6} hours, then awakes within sight of the town of Harmonia in Kartakass. A creature makes this save only once per turn."}]},"If Harkon dies, these effects end immediately."],"lore":[{"type":"entries","entries":["The charming werewolf Harkon Lukas manipulates those around him to satisfy his narcissistic needs for adulation and control. Endlessly seeking fame, Harkon travels widely, earning applause and accolades. Yet, whenever he returns to a town he's performed in, he finds he's been forgotten. Lukas believes he needs just the right song or inspiration to make himself unforgettable. To that end, he searches for talented protégés, cultivating their skills, then stealing their work. He ensures their loyalty by gifting them copies of his cursed wolf-tooth necklace, Harkon's Bite, or by transforming them into werewolves. He then manipulates these victims into believing only he will accept them.","Harkon wears a signature wide-brimmed hat and wolf-tooth necklace, and he carries a violin he calls Bleeding Heart. He uses flattery to charm those he takes an interest in. A skilled artist who declines the offer to become his protégé often earns his obsession. The Darklord might go to any extreme to claim such performers' talents as his own."]}],"gallery":[{"path":"bestiary/RHW/Harkon Lukas.webp"}]},{"id":"harmonium-captain","name":"Harmonium Captain","source":"MPP","page":58,"srd":false,"image":"bestiary/MPP/Harmonium Captain.webp","token":"bestiary/tokens/MPP/Harmonium Captain.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"20","initiative":"+0 (10)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":19,"dex":10,"con":14,"int":12,"wis":16,"cha":16,"saves":"Str +7, Wis +6","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 16","languages":"Common plus one more language","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aura of Command","entries":["Allies within 30 feet of the captain are immune to the {@condition charmed} and {@condition frightened} conditions. This aura is suppressed while the captain has the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The captain makes three Harmonium Blade attacks. The captain can also use Dictate if available."]},{"name":"Harmonium Blade","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 10 ({@damage 3d6}) lightning damage."]},{"name":"Dictate {@recharge 5}","entries":["The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for example, \"Throw down your weapons\").","A target must succeed on a {@dc 14} Wisdom saving throw or have the {@condition charmed} condition for 1 minute, during which time it follows the captain's command. The effect ends early if the target takes damage or if it successfully completes the command. A target automatically succeeds on its saving throw if the command is directly harmful to itself, such as commanding it to walk into fire.","A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Harmonium captains lead peacekeeper patrols throughout Sigil. They bolster their subordinates in battle and bring the authority of the Harmonium crashing down on suspects with their commands."]}],"gallery":[{"path":"bestiary/MPP/Harmonium Captain.webp"}]},{"id":"harmonium-peacekeeper","name":"Harmonium Peacekeeper","source":"MPP","page":59,"srd":false,"image":"bestiary/MPP/Harmonium Peacekeeper.webp","token":"bestiary/tokens/MPP/Harmonium Peacekeeper.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":16,"dex":10,"con":14,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus one more language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The peacekeeper has advantage on an attack roll against a creature if at least one of the peacekeeper's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Electrified Mancatcher","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 4 ({@damage 1d8}) lightning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 13}). Until the {@condition grappled} condition ends, the target has the {@condition restrained} condition and can't teleport, the peacekeeper can't make Electrified Mancatcher attacks, and the target takes 8 ({@damage 1d10 + 3}) lightning damage at the start of each of its turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Peacekeepers wear distinctive red plate armor and wield planar mancatchers, polearms whose metal pincers prevent criminals clamped in their grasp from teleporting away, making them excellent at catching wrongdoers in Sigil."]}],"gallery":[{"path":"bestiary/MPP/Harmonium Peacekeeper.webp"}]},{"id":"harpy","name":"Harpy","source":"XMM","page":164,"srd":true,"image":"bestiary/XMM/Harpy.webp","token":"bestiary/tokens/XMM/Harpy.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"38 (7d8 + 7)","speed":"20 ft., fly 40 ft.","str":12,"dex":13,"con":12,"int":7,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Coastal, Forest, Hill, Mountain","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}6 ({@damage 2d4 + 1}) Slashing damage."]},{"name":"Luring Song","entries":["The harpy sings a magical melody, which lasts until the harpy's {@status Concentration|XPHB} ends on it. {@actSave wis} {@dc 11}, each Humanoid and Giant in a 300-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the harpy when the song starts. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition until the song ends and repeats the save at the end of each of its turns. While {@condition Charmed|XPHB}, the target has the {@condition Incapacitated|XPHB} condition and ignores the Luring Song of other harpies. If the target is more than 5 feet from the harpy, the target moves on its turn toward the harpy by the most direct route, trying to get within 5 feet of the harpy. It doesn't avoid {@action Opportunity Attack|XPHB|Opportunity Attacks}; however, before moving into damaging terrain (such as lava or a pit) and whenever it takes damage from a source other than the harpy, the target repeats the save. {@actSaveSuccess} The target is immune to this harpy's Luring Song for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Harpy","entries":["{@i Winged Voice of Doom}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Forest|bestiary|environment=forest}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Hate-filled creatures, harpies strive to cause pain and bring an end to love and life. These monsters combine humanlike features with the talons and wings of avian scavengers. Their notorious songs compel listeners to follow them, heedless of danger. Creatures captivated by a harpy's song frequently meet their deaths on harpies' vicious claws or amid natural perils.","Harpies dwell in remote, dismal places tainted by tragedy and despair. Some tales claim harpies offended the gods and were transformed as a punishment; harpies might also be the descendants of such cursed souls.","Every harpy sings a distinct song. While some songs are said to be heartbreaking in their beauty, others are wretched squawking and compel only the magically enthralled."]}],"gallery":[{"path":"bestiary/XMM/Harpy.webp","credit":"Mark Zug"}],"otherVersions":[{"id":"harpy-psx","source":"PSX"},{"id":"harpy-mm","source":"MM"}]},{"id":"harpy-psx","name":"Harpy","source":"PSX","page":36,"srd":false,"image":"bestiary/PSX/Harpy.webp","token":"bestiary/tokens/PSX/Harpy.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"38 (7d8 + 7)","speed":"20 ft., fly 40 ft.","str":12,"dex":13,"con":12,"int":7,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Forest, Hill, Coastal","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The harpy makes two attacks: one with its claws and one with its bite."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage. If the target is a creature, it must succeed on a {@dc 11} Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 ({@dice 1d6}) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies."]},{"name":"Luring Song","entries":["The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is {@condition incapacitated}.","While {@condition charmed} by the harpy, a target is {@condition incapacitated} and ignores the songs of other harpies. If the {@condition charmed} target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.","A target that successfully saves is immune to this harpy's song for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Harpies are the mortal servants of demons, and they resemble them in their general features. Their faces are like those of owls, and they have large, feathered wings that suggest their corrupt connection to the Sun Empire—or perhaps their heritage as sirens who were corrupted by the evil of the demons. Utterly nasty in temperament, harpies inhabit many of the islands in both the Stormwreck Sea and the Inner Sea, and dwell on high cliffs on the mainland of Ixalan. Their filthy bodies carry disease that they can spread through their bite.","Use the {@creature harpy|MM} statistics in the {@book Monster Manual|MM} for Ixalan's harpies, but replace the club attack with a bite attack."]},{"type":"entries","entries":[{"type":"entries","name":"Night Terrors","page":36,"entries":["The legends of the Sun Empire are populated with the enemies of the sun—terrible monsters that threaten to devour its light and undo its work. Unfortunately for the people of Ixalan, these are not just creatures of legend but real monsters with supernatural power, lurking in the darkness of night and the shadows of ancient ruins and crypts."]}]}],"gallery":[{"path":"bestiary/PSX/Harpy.webp","title":"Mausoleum Harpy","credit":"Randy Vargas"}],"hidden":true,"otherVersions":[{"id":"harpy","source":"XMM"},{"id":"harpy-mm","source":"MM"}]},{"id":"harpy-mm","name":"Harpy","source":"MM","page":181,"srd":false,"image":"bestiary/MM/Harpy.webp","token":"bestiary/tokens/MM/Harpy.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"38 (7d8 + 7)","speed":"20 ft., fly 40 ft.","str":12,"dex":13,"con":12,"int":7,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Forest, Hill, Coastal","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The harpy makes two attacks: one with its claws and one with its club."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage."]},{"name":"Club","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Luring Song","entries":["The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is {@condition incapacitated}.","While {@condition charmed} by the harpy, a target is {@condition incapacitated} and ignores the songs of other harpies. If the {@condition charmed} target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.","A target that successfully saves is immune to this harpy's song for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.","A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.",{"name":"Divine Curse","type":"entries","entries":["Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird's song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there.","Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf.","When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace."]},{"name":"Harpy Song","type":"entries","entries":["To hear a harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy's wrath."]},{"name":"Sadistic Cowards","type":"entries","entries":["Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat.","When they attack, harpies play with their food, delighting in the \"music\" their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end."]},{"name":"Gruesome Collectors","type":"entries","entries":["Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy's lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal."]}]}]}],"gallery":[{"path":"bestiary/MM/Harpy.webp","credit":"Jesper Ejsing"}],"hidden":true,"otherVersions":[{"id":"harpy","source":"XMM"},{"id":"harpy-psx","source":"PSX"}]},{"id":"harpy-matriarch","name":"Harpy Matriarch","source":"GoS","page":237,"srd":false,"image":"bestiary/tokens/GoS/Harpy Matriarch.webp","token":"bestiary/tokens/GoS/Harpy Matriarch.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+3 (13)","hp":"88 (16d8 + 16)","speed":"20 ft., fly 40 ft.","str":13,"dex":16,"con":12,"int":9,"wis":10,"cha":16,"saves":"Dex +6, Cha +6","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Luring Maestro","entries":["While within 60 feet of the matriarch, creatures have disadvantage on saving throws against the matriarch's Luring Song."]},{"name":"Magic Resistance","entries":["The matriarch has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The matriarch makes two claws attacks."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage."]},{"name":"Fleeting Form","entries":["The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny."]},{"name":"Luring Song","entries":["The matriarch sings a magical melody. Every humanoid and giant within 300 feet of the matriarch that can hear the song must succeed on a {@dc 14} Wisdom saving throw or be {@condition charmed} until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is {@condition incapacitated}.","While {@condition charmed} by the matriarch, a target is {@condition incapacitated} and ignores the songs of other harpies. If the {@condition charmed} target is more than 5 feet away from the matriarch, the target must move on its turn toward the matriarch by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the matriarch, the target can repeat the saving throw. A {@condition charmed} target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.","A target that successfully saves is immune to this matriarch's song for the next 24 hours."]},{"name":"Visage of Desire (1/Day)","entries":["The matriarch projects a vision into the minds of creatures within 30 feet of it that aren't constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a {@dc 14} Wisdom saving throw or drop whatever it is holding and become {@condition paralyzed} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Happy to watch its flock squabble over carrion in Tammeraut's Fate, this gray-feathered matron of the harpies is surrounded by a cloud of magical spirits resembling skeletal seabirds."]}]}]}]},{"id":"harrow-hawk","name":"Harrow Hawk","source":"BMT","page":177,"srd":false,"image":"bestiary/BMT/Harrow Hawk.webp","token":"bestiary/tokens/BMT/Harrow Hawk.webp","size":"Tiny","creatureType":"Undead","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"25 (10d4)","speed":"10 ft., fly 60 ft.","str":5,"dex":16,"con":10,"int":2,"wis":14,"cha":7,"saves":"","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage plus 3 ({@damage 1d6}) necrotic damage."]},{"name":"Plane Shift (2/Day)","entries":["The hawk casts {@spell Plane Shift} on itself, requiring no spell components and using Wisdom as the spellcasting ability."]}],"bonusActions":[{"name":"Shadow Dash","entries":["When the hawk is in dim light or darkness, it teleports up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. The hawk then has advantage on the first melee attack it makes before the end of the turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a beloved animal companion dies traumatically alongside its master, the beast might rise again as an Undead. Falcons, ravens, and other birds of prey that suffer this fate are known as harrow hawks, and they prowl abandoned battlefields and cemeteries, looking for corpses to eat and living creatures to hunt. A harrow hawk can even travel the multiverse, flying magically from one world to another.","The Grim Harrow—a band of Undead beings created by the Deck of Many Things (see chapter 19)—seeks out harrow hawks, capturing them and training them as hunting animals. The Grim Harrow dispatches these Undead companions from the Gardens of Decay to search for Decks of Many Things. On harrowing hunts, harrow hawks scout for the prey and accompany the Grim Harrow in battle."]}],"gallery":[{"path":"bestiary/BMT/Harrow Hawk.webp"}]},{"id":"harrow-hound","name":"Harrow Hound","source":"BMT","page":164,"srd":false,"image":"bestiary/BMT/Harrow Hound.webp","token":"bestiary/tokens/BMT/Harrow Hound.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+4 (14)","hp":"45 (6d8 + 18)","speed":"40 ft.","str":16,"dex":19,"con":16,"int":8,"wis":15,"cha":13,"saves":"","skills":"Perception +6, Stealth +6","vulnerabilities":"","resistances":"necrotic; psychic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 16","languages":"Blink Dog, understands Sylvan but can't speak it","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the target and the ally doesn't have the {@condition incapacitated} condition."]},{"name":"Supernatural Tracker","entries":["The hound knows the distance to and direction of any creature that has come within 30 feet of it, even if that creature is on a different plane of existence. If the creature being tracked by the hound dies, the hound knows."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 3 ({@damage 1d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or have the {@condition prone} condition."]}],"bonusActions":[{"name":"Shadow Step {@recharge 4}","entries":["The hound magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When the Grim Harrow first found the faerie realm known as the Gardens of Delight, that place was home to a large population of blink dogs. The Undead invaders slaughtered the blink dogs and settled in the gardens, transforming the demiplane forever. In time, the necrotic magic of the Grim Harrow animated the corpses of the blink dogs as the first harrow hounds.","The Grim Harrow employs harrow hounds as trackers and companions. Harrow hounds are especially useful when investigating possible sightings of a Deck of Many Things. If a harrow hound catches the scent of its prey, it never loses it, even if the hound and its fellow hunters return to the Gardens of Decay with the hunt incomplete. Powerful Undead, such as vampires and death knights, might be accompanied by packs of harrow hounds."]}],"gallery":[{"path":"bestiary/BMT/Harrow Hound.webp"}]},{"id":"harshnag","name":"Harshnag","source":"SKT","page":120,"srd":false,"image":"bestiary/tokens/SKT/Harshnag.webp","token":"bestiary/tokens/SKT/Harshnag.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Good","ac":"21","initiative":"-1 (9)","hp":"204 (12d12 + 60)","speed":"40 ft.","str":23,"dex":9,"con":21,"int":9,"wis":10,"cha":12,"saves":"Con +9, Wis +4, Cha +5","skills":"Athletics +10, Perception +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (1/Day)","entries":["If Harshnag fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Weighted Net","entries":["{@atk rw} {@hit 5} to hit, ranged 20/60 ft., one Small, Medium, or Large creature. {@h}The target is {@condition restrained} until it escapes the net. Any creature can use its action to make a {@dc 17} Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target."]},{"name":"Multiattack","entries":["The giant makes two greataxe attacks."]},{"name":"Gurt's Greataxe","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}26 ({@damage 3d12 + 7}) slashing damage, or 39 ({@damage 5d12 + 7}) slashing damage if the target is human."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging.They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.",{"name":"Hearts of Ice","type":"entries","entries":["Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.","Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate."]},{"name":"Reavers of the Storm","type":"entries","entries":["The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When that storm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.","Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.",{"name":"Rulers by Might","entries":["Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.","When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides."],"type":"entries"},{"name":"Make War, Not Goods","entries":["Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws."],"type":"entries"}]}]},{"type":"entries","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]}]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"entries","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]}]}]}]},{"id":"harvester-devil","name":"Harvester Devil","source":"ABH","page":15,"srd":false,"image":"bestiary/ABH/Harvester Devil.webp","token":"bestiary/tokens/ABH/Harvester Devil.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":12,"dex":17,"con":14,"int":14,"wis":13,"cha":19,"saves":"Con +4, Wis +3","skills":"Perception +3, Persuasion +8, Stealth +5","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 13","languages":"Common, Infernal; telepathy 120 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Planar, Nine Hells","treasure":"","traits":[{"name":"Diabolic Ward","entries":["Attack rolls against the devil have {@variantrule Disadvantage|XPHB}. If the devil makes an attack roll, this trait is suppressed until the start of its next turn."]},{"name":"Diabolical Restoration","entries":["If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes two attacks, using Infernal Blade or Confounding Ray in any combination."]},{"name":"Infernal Blade","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage and 7 ({@damage 2d6}) Fire damage."]},{"name":"Confounding Ray","entries":["{@atkr r} {@hit 5}, range 120 ft. {@h}13 ({@damage 2d12}) Psychic damage. If the target is a creature, it can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of the devil's next turn."]},{"name":"Compelling Contract (1/Day)","entries":["{@actSave cha} {@dc 14}, one creature within 30 feet of the devil. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition. While it is {@condition Charmed|XPHB}, it has the {@condition Stunned|XPHB} condition, except the target can speak. If the target agrees to the devil's contract, the effect ends. Otherwise, the target repeats the save whenever it takes damage and at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Devil of Guile and Temptation}","With a name that hints at their skill at gathering souls for the Nine Hells, harvester devils are smooth-talking creatures that resemble tieflings. Also known as falxugons among the ranks of the Nine Hells, harvester devils have short horns and expressive tails. Most harvester devils dress in flattering finery. They promise wealth or influence to corruptible mortals, often securing a deal with a contract they produce in a flash of brimstone. This contract binds the mortal signatory's soul to the Nine Hells.","Harvester devils' contracts are lengthy and convoluted, but these devils are quick to make deals and might leave loopholes that can save a signatory's soul. Roll on or choose a result from the Contract Loopholes table to inspire a loophole an astute reader might discover.",{"type":"table","colLabels":["1d6","The Contract Is Void If the Signatory..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Delivers ninety nine other souls to Mephistopheles."],["2","Stands under the light of a full moon and a half-moon simultaneously."],["3","Renounces the contract while in the Abyss."],["4","Is under the protection of another fiend."],["5","Has an identical twin or clone."],["6","Tricks the devil into signing any other contract."]]},{"type":"quote","entries":["Unfortunately, finding these dandyish devils' contractual loopholes is not nearly as much fun as I had hoped."],"by":"Astarion on Harvester Devils"}],"gallery":[{"path":"bestiary/ABH/Harvester Devil.webp"}]},{"id":"hashalaq-quori","name":"Hashalaq Quori","source":"ERLW","page":305,"srd":false,"image":"bestiary/ERLW/Hashalaq Quori.webp","token":"bestiary/tokens/ERLW/Hashalaq Quori.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"40 ft.","str":12,"dex":14,"con":13,"int":18,"wis":16,"cha":18,"saves":"Wis +7, Cha +8","skills":"Arcana +12, History +12, Insight +11, Persuasion +8","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Quori","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The quori's spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no components:","At will: {@spell charm person}","1/day: {@spell dominate person}, {@spell dream}","3/day each: {@spell detect thoughts}, {@spell disguise self}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The quori uses its Mind Thrust twice."]},{"name":"Idyllic Touch","entries":["{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) force damage. If the target is a creature, it must succeed on a {@dc 16} Wisdom saving throw or fall {@condition prone} in a fit of laughter."]},{"name":"Mind Thrust","entries":["The quori targets a creature it can see within 60 feet of it. The target must make a {@dc 16} Wisdom saving throw, taking 18 ({@damage 4d8}) psychic damage on a failed save, or half as much damage on a successful one."]},{"name":"Possession {@recharge}","entries":["One humanoid that the quori can see within 5 feet of it must succeed on a {@dc 16} Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is {@condition incapacitated} and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[{"name":"Empathic Feedback","entries":["When the quori takes damage from a creature it can see within 60 feet of it, the quori can force that creature to succeed on a {@dc 16} Intelligence saving throw or take 11 ({@damage 2d10}) psychic damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Hashalaq quori are loremasters and judges, and are commonly known as dreamstealers. In their natural form, hashalaqs are composed of hundreds of translucent tendrils. They can compress and configure these tendrils to form a wide range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq's sensory organ, which can be moved around to suit the creature's current shape.",{"type":"entries","name":"The Power of Pleasure","entries":["Hashalaq quori have studied their mortal prey for centuries. Inhabiting human bodies as Inspired has granted the hashalaq a deep understanding of the hedonistic urges of humanity. As a result, they have developed numerous ways to control humanoids through pleasure—even as they have developed a taste for such things themselves."]},{"type":"entries","name":"The Learned of Dal Quor","entries":["Hashalaq quori are the loremasters of Dal Quor. Even those hashalaqs who don't make use of Inspired vessels dedicate themselves to studying Eberron and the planes, and they are among the few quori castes whose members understand the ways of magic. In Dal Quor, the hashalaq quori are typically found as advisors to the kalaraq. They also serve as judges, policing the quori and ensuring that the rivalries of the tsucora never threaten the greater plans of the Dreaming Dark."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":["Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter."]}]}],"gallery":[{"path":"bestiary/ERLW/Hashalaq Quori.webp","credit":"Cory Trego-Erdner"}]},{"id":"hashutu","name":"Hashutu","source":"PaBTSO","page":194,"srd":false,"image":"bestiary/PaBTSO/Hashutu.webp","token":"bestiary/tokens/PaBTSO/Hashutu.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"156 (24d8 + 48)","speed":"30 ft., fly 60 ft. (hover)","str":11,"dex":12,"con":15,"int":21,"wis":17,"cha":18,"saves":"Int +9, Wis +7, Cha +8","skills":"Arcana +9, Insight +7, Perception +7, Stealth +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded; charmed; frightened","senses":"blindsight 60 ft., darkvision 120 ft., truesight 15 ft., Passive Perception 17","languages":"Deep Speech, telepathy 120 ft., Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Hashutu fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Hashutu has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Hashutu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell mage hand} (the hand is invisible)","1/day: {@spell plane shift} (self only)","3/day each: {@spell clairvoyance} (as an action), {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["Hashutu makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}21 ({@damage 3d10 + 5}) psychic damage. If the target is Medium or smaller, it has the {@condition grappled} condition (escape {@dc 17}) and must succeed on a {@dc 17} Intelligence saving throw or have the {@condition incapacitated} condition until the grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} Humanoid {@condition grappled} by Hashutu. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain."]},{"name":"Unleash Void {@recharge 5}","entries":["Hashutu opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a {@dc 17} Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 ({@damage 4d8}) cold damage from the rift plus 18 ({@damage 4d8}) psychic damage from the tentacle and has the {@condition stunned} condition for 1 minute. On a successful save, a creature takes half as much damage only. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Warp Reality","entries":["When hit by an attack roll, Hashutu gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Hashutu.webp"}]},{"id":"hastain","name":"Hastain","source":"LoX","page":25,"srd":false,"image":"bestiary/LoX/020-10-004.hastain.webp","token":"bestiary/tokens/LoX/Hastain.webp","size":"Medium","creatureType":"Celestial","alignment":"Chaotic Evil","ac":"19","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"30 ft., swim 30 ft.","str":18,"dex":15,"con":12,"int":19,"wis":16,"cha":24,"saves":"Dex +5, Con +4, Wis +6, Cha +10","skills":"Arcana +7, History +7, Performance +10, Persuasion +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Celestial, Common, Deep Speech, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Glory","entries":["Hastain's Armor Class includes its Charisma modifier."]},{"name":"Hold Breath","entries":["Hastain can hold its breath for 1 hour."]},{"name":"Special Equipment","entries":["Hastain wears a {@item talarith|BAM}."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Hastain casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell light}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell dimension door}, {@spell phantasmal force}","1/day each: {@spell mass suggestion}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["Hastain makes two Trident attacks."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) force damage if Hastain is wearing its talarith."]},{"name":"Chromatic Bolt","entries":["{@atk rs} {@hit 10} to hit, range 90 ft., one target. {@h}22 ({@damage 5d8}) damage of a type chosen by Hastain from the following list: cold, fire, lightning, or radiant."]},{"name":"Summon Duplicate (Recharges after a Short or Long Rest)","entries":["Using its talarith, Hastain summons a duplicate of itself. The duplicate obeys the reigar's commands and uses the reigar's statistics, except it is an unaligned Construct that doesn't have a talarith of its own. The duplicate takes its turn immediately after the reigar. It vanishes after 1 hour or when it is reduced to 0 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/020-10-004.hastain.webp","credit":"Nikki Dawes"}]},{"id":"haungharassk","name":"Haungharassk","source":"WDMM","page":258,"srd":false,"image":"bestiary/tokens/WDMM/Haungharassk.webp","token":"bestiary/tokens/WDMM/Haungharassk.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"6","initiative":"-4 (6)","hp":"52 (7d12 + 7)","speed":"10 ft., climb 10 ft.","str":20,"dex":3,"con":13,"int":3,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Salt Sensitivity","entries":["A pound of salt thrown onto the snail's skin deals {@damage 1d6} acid damage to the creature."]},{"name":"Magical Properties","entries":["A creature that uses an action to touch the living snail gains 6 temporary hit points that last for 24 hours. Any creature or object that touches the living snail also gains the benefit of a {@spell remove curse} spell. The snail loses these magical properties if it dies."]},{"name":"Spider Climb","entries":["The snail can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Haungharassk is a magical snail as large as an elephant, with a shell of gleaming gold."]}]}]}]},{"id":"haunting-revenant","name":"Haunting Revenant","source":"XMM","page":260,"srd":false,"image":"bestiary/XMM/Haunting Revenant.webp","token":"bestiary/tokens/XMM/Haunting Revenant.webp","size":"Gargantuan","creatureType":"Undead","alignment":"Neutral","ac":"20","initiative":"+5 (15)","hp":"203 (14d20 + 56)","speed":"30 ft.","str":20,"dex":12,"con":18,"int":16,"wis":18,"cha":20,"saves":"Con +8, Wis +8","skills":"","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Truesight 60 ft., Passive Perception 14","languages":"Common plus two other languages","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Forest, Swamp, Urban","treasure":"Any","traits":[{"name":"Haunted Zone","entries":["{@actSave con} {@dc 17}, any creature that casts a spell while inside the revenant's space. {@actSaveFail} The spell fails and is wasted."]},{"name":"Undead Restoration","entries":["If the revenant dies, it revives 24 hours later unless {@spell Dispel Evil and Good|XPHB} is cast on its remains. If it revives, it animates another Gargantuan object or structure elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its {@variantrule Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The revenant makes two Object Slam attacks and uses Invitation."]},{"name":"Object Slam","entries":["{@atkr m,r} {@hit 9} (with {@variantrule Advantage|XPHB} if the target is inside the revenant's space), reach 10 ft. or range 30/90 ft. {@h}27 ({@damage 5d8 + 5}) Bludgeoning damage."]},{"name":"Invitation","entries":["{@actSave cha} {@dc 17}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target is teleported inside the revenant's space and swallowed. A swallowed creature has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the revenant.","While the revenant has {@variantrule Hit Points|XPHB}, a swallowed creature can leave the revenant's space only by using magic that enables planar travel, such as the {@spell Plane Shift|XPHB} spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Haunting revenants possess ruins and forsaken places connected with their deaths—such as abandoned buildings, wrecked ships, or junk heaps. These revenants lurk in plain sight, waiting for their foes to near, then trap their victims within their massive bodies. Those inside a revenant might be battered by animate furnishings or more unsettling manifestations of the revenant's hatred.","The places haunting revenants lurk swiftly gain infamous reputations."]},{"type":"section","name":"Revenants","entries":["{@i Vengeance from beyond the Grave}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests."]}],"gallery":[{"path":"bestiary/XMM/Haunting Revenant.webp","credit":"Cristi Balanescu"}]},{"id":"hawk","name":"Hawk","source":"XMM","page":362,"srd":true,"image":"bestiary/XMM/Hawk.webp","token":"bestiary/tokens/XMM/Hawk.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 60 ft.","str":5,"dex":16,"con":8,"int":2,"wis":14,"cha":6,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Coastal, Forest, Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}1 Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Hawk.webp","credit":"Suzanne Helmigh"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"hawk-mm","source":"MM"}]},{"id":"hawk-mm","name":"Hawk","source":"MM","page":330,"srd":false,"image":"bestiary/MM/Hawk.webp","token":"bestiary/tokens/MM/Hawk.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 60 ft.","str":5,"dex":16,"con":8,"int":2,"wis":14,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight","entries":["The hawk has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Hawk.webp"}],"hidden":true,"otherVersions":[{"id":"hawk","source":"XMM"}]},{"id":"hazlik","name":"Hazlik","source":"RHW","page":98,"srd":false,"image":"bestiary/RHW/Hazlik.webp","token":"bestiary/tokens/RHW/Hazlik.webp","size":"Medium","creatureType":"Humanoid (Human, Wizard)","alignment":"Chaotic Evil","ac":"16","initiative":"+13 (23)","hp":"154 (28d8 + 28)","speed":"30 ft.","str":10,"dex":16,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +10, Wis +7","skills":"Arcana +10, History +10, Perception +7","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed","senses":"Passive Perception 17","languages":"Abyssal, Common, Draconic, Giant, Infernal, Undercommon","cr":"14","crDisplay":"14 (XP 11,500, or 13,000 in lair; PB +5)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Hazlik dies, he revives with all his {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Hazlan."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Hazlik fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Hazlik has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Hazlik casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Disguise Self|XPHB}, {@spell Invisibility|XPHB}, {@spell Light|XPHB}, {@spell Mage Armor|XPHB} (included in AC), {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","2/day each: {@spell Fly|XPHB}, {@spell Lightning Bolt|XPHB} (level 5 version)","1/day each: {@spell Cone of Cold|XPHB}, {@spell Mind Blank|XPHB} (cast before combat), {@spell Scrying|XPHB}, {@spell Teleport|XPHB}"]},{"name":"Protective Magic (3/Day)","entries":["Hazlik casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","3/day: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Hazlik makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atkr m,r} {@hit 10}, reach 5 ft. or range 150 ft. {@h}21 ({@damage 3d10 + 5}) Force damage."]}],"bonusActions":[{"name":"Wild Magic Surge","entries":["Hazlik manifests one of the following magic surges, targeting a creature he can see within 120 feet. While {@status Bloodied|XPHB}, Hazlik manifests two surges (roll {@dice 1d4}; reroll if Hazlik has already used that surge during this turn):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1: Misty Movement","entries":["Hazlik can teleport the target up to 30 feet to an unoccupied space he can see on a surface or liquid large enough to support the target."]},{"type":"item","name":"2: Eye Blight","entries":["{@actSave con} {@dc 18}. {@actSaveFail} The target has the {@condition Blinded|XPHB} condition until the end of its next turn."]},{"type":"item","name":"3: Mind Flare","entries":["{@actSave int} {@dc 18}. {@actSaveFail} 13 ({@damage 2d12}) Psychic damage, and the target can't take the {@action Magic|XPHB} action until the end of its next turn."]},{"type":"item","name":"4: Implode","entries":["{@actSave dex} {@dc 18}. {@actSaveFail} The target takes 10 ({@damage 3d6}) Force damage. {@actSaveSuccessOrFail} Each creature within 5 feet of the target takes 10 ({@damage 3d6}) Force damage."]}]}]}],"reactions":[],"legendaryActions":[{"name":"Arcane Strike","entries":["Hazlik makes one Arcane Burst attack."]},{"name":"Arcane Teleport","entries":["Hazlik teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 11 ({@damage 2d10}) Force damage. Hazlik can't take this action again until the start of his next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Hazlan is altered by Hazlik's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in his domain, Hazlik can close or open the borders to Hazlan at will. While the borders are closed, the Mists surrounding Hazlan are filled with monstrous magical experiments. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a {@dc 15} Dexterity saving throw or take 5 ({@dice 1d10}) Force damage and have the {@condition Restrained|XPHB} condition until the start of its next turn. A creature makes this save only once per turn."},{"type":"item","name":"Frayed Magic","entry":"Whenever a creature (excluding Hazlik and his allies) casts a spell using a level 5+ spell slot, it rolls on the {@table Wild Magic Surge|XPHB|Wild Magic Surge table} in the {@book Player's Handbook|XPHB} to create a magical effect."},{"type":"item","name":"Magic Nightmares","entry":"While in his lair, Veneficus, Hazlik can cast {@spell Clairvoyance|XPHB}, requiring no spell components and using the same spellcasting ability as his Spellcasting action. When the spell is cast this way, its range is all of Hazlan, Hazlik can see but can't hear through the sensor, and the sensor can appear only on an Eye of Hazlik."}]},"If Hazlik dies, these effects end immediately. The effects resume if Hazlik gains a new body (see his Darklord Restoration trait)."],"lore":[{"type":"entries","entries":["The paranoid, egomaniacal archmage Hazlik clings to his power despite his magical ambitions being supernaturally smothered. Since Hazlik entered Hazlan, his magic has become unstable. Spells he casts behave erratically and fade swiftly—most lasting no more than an hour—while his magical creations fall apart in about a day. The idea of others learning this terrifies the Darklord, which leads him to claim others' works as his own, spy on potential rivals, and order reckless research into the nature of magic and his domain.","Hazlik suffers vivid nightmares wherein past rivals taunt and torment him. The Darklord avoids sleeping, employing magical tinctures to stay awake, but this causes him to vacillate between bouts of exhaustion, jitters, and paranoia.","Hazlik knows that his domain is being ripped apart by magical disasters—many of his own creation. He openly denies the realm's devastation, though, his fear of cascading ruin clashing with his inability to admit he's wrong."]}],"gallery":[{"path":"bestiary/RHW/Hazlik.webp"}]},{"id":"hazvongel","name":"Hazvongel","source":"VEoR","page":222,"srd":false,"image":"bestiary/VEoR/Hazvongel.webp","token":"bestiary/tokens/VEoR/Hazvongel.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+5 (15)","hp":"237 (25d12 + 75)","speed":"20 ft., fly 60 ft.","str":21,"dex":20,"con":16,"int":12,"wis":15,"cha":11,"saves":"Con +8, Wis +7","skills":"Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 17","languages":"Abyssal, telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The hazvongel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hazvongel makes three Talon attacks."]},{"name":"Talon","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage."]},{"name":"Blood Barrage {@recharge 5}","entries":["The hazvongel launches a spray of blood in a 90-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 27 ({@damage 6d8}) necrotic damage on a failed save or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting."],"by":"The Demon Lord Pazuzu"},"Avian demons called hazvongels haunt the windswept skies of Pandemonium, preying on lost and weary travelers. Hazvongels resemble enormous, crimson crows with tattered feathers and a dozen legs. Their wings constantly drip blood, which they gather in their many talons and fling in a gruesome rain.","Hazvongels sometimes soar in the skies of the Abyss, where they originate, but they migrate to and from Pandemonium throughout their existence. More powerful demons, especially the demon lord Pazuzu, use hazvongels as scouts, but hazvongels' wanderlust makes them ill-suited for extended missions."]}],"gallery":[{"path":"bestiary/VEoR/Hazvongel.webp"}]},{"id":"headless-body","name":"Headless Body","source":"KftGV","page":51,"srd":false,"image":"bestiary/tokens/KftGV/Headless Body.webp","token":"bestiary/tokens/KftGV/Headless Body.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["The headless body has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The headless body makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, the headless body can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The headless body adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"headless-iron-golem","name":"Headless Iron Golem","source":"IDRotF","page":244,"srd":false,"image":"bestiary/tokens/IDRotF/Headless Iron Golem.webp","token":"bestiary/tokens/IDRotF/Headless Iron Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"-1 (9)","hp":"150 (10d10 + 50)","speed":"30 ft.","str":24,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Headless","entries":["The golem is {@condition blinded} and {@condition deafened}, giving it disadvantage on all its attack rolls, and it can't use its Poison Breath."]},{"name":"Fire Absorption","entries":["Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]},{"name":"Sword","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.","An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine."]}]},{"id":"heartstabber-mosquito","name":"Heartstabber Mosquito","source":"PSZ","page":27,"srd":false,"image":"bestiary/tokens/PSZ/Heartstabber Mosquito.webp","token":"bestiary/tokens/PSZ/Heartstabber Mosquito.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"2 (1d4)","speed":"10 ft., fly 40 ft.","str":4,"dex":16,"con":11,"int":2,"wis":8,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Urban, Desert, Coastal, Mountain, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Blood Drain","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the mosquito attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 ({@dice 1d4 + 3}) hit points due to blood loss.","The mosquito can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The black mana that brews and festers in Zendikar's swamps infuses a wide variety of natural animals, creating large, deadly vermin—rats, bats, insects, scorpions, and spiders that spread death and decay with their bites, stings, or caustic saliva. The swamps of Guul Draz are home to many such creatures, from the enormous heartstabber mosquitoes (best represented with {@creature stirge} statistics) to giant scorpions large enough to hold a struggling vampire in one claw. The gigantic, ant-like caustic crawlers (similar to {@creature ankheg|MM|ankhegs}) shape burrows from stone with their acidic saliva, creating strangely smooth walls easily mistaken for ancient construction. Gloomhunter bats the size of griffins have reservoirs of vaporous mana in their heads, causing their bite to tear at the spirit as well as the flesh. These and other creatures can be built from the offerings in {@book appendix A of the Monster Manual|MM|1}."]},{"id":"hedrun-arnsfirth","name":"Hedrun Arnsfirth","source":"TftYP","page":160,"srd":false,"image":"bestiary/tokens/TftYP/Hedrun Arnsfirth.webp","token":"bestiary/tokens/TftYP/Hedrun Arnsfirth.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"37 (5d8 + 15)","speed":"30 ft.","str":11,"dex":14,"con":16,"int":12,"wis":14,"cha":16,"saves":"Wis +4","skills":"Arcana +3, Perception +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, Hedrun has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Hedrun's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no verbal or material components:","At will: {@spell detect magic}, {@spell disguise self}, {@spell mage armor}","1/day each: {@spell fear}, {@spell hold person}, {@spell misty step}"]}],"actions":[{"name":"Multiattack","entries":["Hedrun attacks twice with Grave Bolt."]},{"name":"Grave Bolt","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}7 ({@damage 1d8 + 3}) necrotic damage."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under Hedrun's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve {@creature zombie||zombies} under its control at one time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"helga-ruvak","name":"Helga Ruvak","source":"CoS","page":64,"srd":false,"image":"bestiary/tokens/CoS/Helga Ruvak.webp","token":"bestiary/tokens/CoS/Helga Ruvak.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Regeneration","entries":["Helga regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Helga can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Helga has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Helga can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Helga takes 20 acid damage when it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"Helga is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Helga takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Helga makes two attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Helga, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, Helga can grapple the target (escape {@dc 13})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hell-hound","name":"Hell Hound","source":"WttHC","page":165,"srd":true,"image":"bestiary/WttHC/Hell Hound (Stranger Things).webp","token":"bestiary/tokens/WttHC/Hell Hound.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"50 ft.","str":17,"dex":12,"con":14,"int":6,"wis":13,"cha":6,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"understands Infernal but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Mountain, Planar, Lower, Underdark","treasure":"","traits":[{"name":"Pack Tactics","entries":["The hound has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hound makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage plus 3 ({@damage 1d6}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 12}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 17 ({@damage 5d6}) Fire damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WttHC/Hell Hound (Stranger Things).webp"}],"otherVersions":[{"id":"hell-hound-xmm","source":"XMM"},{"id":"hell-hound-mm","source":"MM"}]},{"id":"hell-hound-xmm","name":"Hell Hound","source":"XMM","page":165,"srd":true,"image":"bestiary/XMM/Hell Hound.webp","token":"bestiary/tokens/XMM/Hell Hound.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"50 ft.","str":17,"dex":12,"con":14,"int":6,"wis":13,"cha":6,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"understands Infernal but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Mountain, Planar, Lower, Underdark","treasure":"","traits":[{"name":"Pack Tactics","entries":["The hound has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hound makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage plus 3 ({@damage 1d6}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 12}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 17 ({@damage 5d6}) Fire damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Hell Hound","entries":["{@i Unrelenting Warden of the Lower Planes}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Lower Planes)|bestiary|environment=planar, lower}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Spawned from the pits of Acheron, Gehenna, and the Nine Hells, hell hounds enforce the merciless order of those realms and the whims of tyrannical masters. On their home planes of existence, these grim canines ensure that souls don't escape their bleak afterlives. On the Material Plane, hell hounds typically serve cruel masters—such as fire giants and cultists—who appreciate their viciousness, obedience, and fiery characteristics. Hell hounds serve other creatures so long as they're given opportunities to hunt and kill, but they're quick to turn on those who treat them as mere animals.","Hell hounds have greater cunning than normal canines. They're skilled trackers and work together well in packs, often employing tricks and ambushes. Hell hounds enjoy hearing prey scream in their scorching jaws and fiery breath. They often go out of their way to draw out the terror of their victims' final moments."]}],"gallery":[{"path":"bestiary/XMM/Hell Hound.webp","credit":"Kev Walker"}],"hidden":true,"otherVersions":[{"id":"hell-hound","source":"WttHC"},{"id":"hell-hound-mm","source":"MM"}]},{"id":"hell-hound-mm","name":"Hell Hound","source":"MM","page":182,"srd":false,"image":"bestiary/MM/Hell Hound.webp","token":"bestiary/tokens/MM/Hell Hound.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"45 (7d8 + 14)","speed":"50 ft.","str":17,"dex":12,"con":14,"int":6,"wis":13,"cha":6,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"understands Infernal but can't speak it","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Mountain","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The hound exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions.",{"name":"Burning Hunger","type":"entries","entries":["Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end.","When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature's remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur."]},{"name":"Evil to the Core","type":"entries","entries":["Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound's evil disposition means that the creature can't be trained to be anything other than a ruthless killer. If a hell hound isn't allowed to indulge its malevolent hunger, it quickly abandons or turns against its master."]}]}]}],"gallery":[{"path":"bestiary/MM/Hell Hound.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"hell-hound","source":"WttHC"},{"id":"hell-hound-xmm","source":"XMM"}]},{"id":"hellcat-bezekira","name":"Hellcat (Bezekira)","source":"CoA","page":244,"srd":false,"image":"bestiary/CoA/Hellcat (Bezekira).webp","token":"bestiary/tokens/CoA/Hellcat (Bezekira).webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"136 (16d10 + 48)","speed":"40 ft.","str":21,"dex":19,"con":17,"int":10,"wis":14,"cha":10,"saves":"Dex +8, Con +7","skills":"Acrobatics +8, Athletics +9, Perception +6, Stealth +12","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered; damage from spells","immunities":"fire","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 16","languages":"understands Infernal, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Darkness Dweller","entries":["Attacks made against a bezekira in bright or dim light have disadvantage."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the bezekira's darkvision."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bezekira makes three Claw attacks. It can replace one of the attacks with a Bite attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage plus 7 ({@damage 2d6}) fire damage. The bezekira deals an extra 28 ({@damage 8d6}) fire damage when it hits a target with an attack and has advantage on the attack roll."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage, grasping the target with its mouth. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 17}). The bezekira can't make a Bite attack while a creature is {@condition grappled} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Possessing a unique ability to detect both the alignment and strength of an individual telepathically, bezekiras, otherwise known as hellcats, search for the most powerful master of lawful evil alignment. Once they've found a master, they're extremely loyal and follow all commands, until a stronger master comes along. When not serving a master, hellcats are fiercely independent, secretive, and intelligent.",{"type":"entries","name":"Hard to See","page":244,"entries":["When visible, hellcats take on the appearance of larger cats, including lions and tigers. However, they have an innate invisibility when in any source of light, preventing their corporeal form from appearing anywhere outside of total darkness. They appear wraith-like, with the wispy outline of their body composed of ethereal light and devilish fire. Though they rarely hunt creatures of evil alignment, good creatures are slaughtered on sight, sometimes even against their master's orders. Bezekiras propagate through natural means, though petitioners and devils are sometimes given their form."]}],"gallery":[{"path":"bestiary/CoA/Hellcat (Bezekira).webp","credit":"Sebastian Kowoll"}]},{"id":"hellenhild","name":"Hellenhild","source":"SKT","page":207,"srd":false,"image":"bestiary/tokens/SKT/Hellenhild.webp","token":"bestiary/tokens/SKT/Hellenhild.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"15","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":23,"dex":9,"con":21,"int":9,"wis":10,"cha":12,"saves":"Con +8, Wis +3, Cha +4","skills":"Athletics +9, Perception +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 13","languages":"Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Mountain, Arctic","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hellenrae","name":"Hellenrae","source":"PotA","page":198,"srd":false,"image":"bestiary/tokens/PotA/Hellenrae.webp","token":"bestiary/tokens/PotA/Hellenrae.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"78 (12d8 + 24)","speed":"50 ft.","str":13,"dex":18,"con":14,"int":10,"wis":15,"cha":13,"saves":"","skills":"Acrobatics +7, Athletics +4, Insight +5, Perception +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 15","languages":"Common, Terran","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails."]},{"name":"Stunning Strike {@recharge 5}","entries":["When Hellenrae hits a target with a melee weapon attack, the target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of Hellenrae's next turn."]},{"name":"Unarmored Defense","entries":["While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier."]},{"name":"Unarmored Movement","entries":["While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Hellenrae makes three melee attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Parry and Counter","entries":["Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The chief lieutenant of Marlos Urnrayle, Hellenrae lost her sight as a child. A bitter, angry orphan, she was taken in by a monastic order and trained to use her other senses to compensate. However, she took the monks' philosophy of self-denial and emptiness of mind to extremes, seeking to fill herself with the dark power she sensed sleeping in the earth and rock around her.","Hellenrae is a dour, unsmiling woman who habitually wears drab robes and a golden gargoyle mask with no eye holes. She despises weakness in any form. Therefore, she hates just about everybody, and barely tolerates the other Black Earth cultists."]}]}]}]},{"id":"hellfire-engine","name":"Hellfire Engine","source":"MPMM","page":152,"srd":false,"image":"bestiary/MPMM/Hellfire Engine.webp","token":"bestiary/tokens/MPMM/Hellfire Engine.webp","size":"Huge","creatureType":"Construct","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"216 (16d12 + 112)","speed":"40 ft.","str":20,"dex":16,"con":24,"int":2,"wis":10,"cha":1,"saves":"Dex +8, Wis +5, Cha +0","skills":"","vulnerabilities":"","resistances":"cold; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Infernal but can't speak","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The hellfire engine is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The hellfire engine has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The hellfire engine doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Flesh-Crushing Stride","entries":["The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a {@dc 18} Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine's path. On a failed save, the creature falls {@condition prone} and takes 28 ({@damage 8d6}) bludgeoning damage.","If the hellfire engine remains in the {@condition prone} creature's space, the creature is also {@condition restrained} until it's no longer in the same space as the hellfire engine. While {@condition restrained} in this way, the creature, or another creature within 5 feet of it, can make a {@dc 18} Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer {@condition restrained}."]},{"name":"Hellfire Weapons","entries":["The hellfire engine uses one of the following options (choose one or roll a {@dice d6}):",{"type":"list","style":"list-hang-notitle","items":[{"name":"1–2: Bonemelt Sprayer","type":"item","entries":["The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a {@dc 20} Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage plus 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 ({@damage 1d10}) fire damage plus 9 ({@damage 2d8}) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel."]},{"name":"3–4: Lightning Flail","type":"item","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one creature. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 22 ({@damage 5d8}) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 5d8}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"5–6: Thunder Cannon","type":"item","entries":["The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a {@dc 20} Dexterity saving throw, taking 27 ({@damage 5d10}) bludgeoning damage plus 19 ({@damage 3d12}) thunder damage on a failed save, or half as much damage on a successful one.","If the chosen option kills a creature, the creature's soul rises from the River Styx as a {@creature lemure} in Avernus in {@dice 1d4} hours. If the creature isn't revived before then, only a {@spell wish} spell or killing the {@creature lemure} and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Hellfire engines are semiautonomous bringers of destruction. Amnizus (in this book) and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these magical-mechanical hybrids gets loose, driven berserk by its need to destroy.","Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense.","Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes of the Nine Hells would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far."],"gallery":[{"path":"bestiary/MPMM/Hellfire Engine.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"hellfire-engine-mtf","source":"MTF"}]},{"id":"hellfire-engine-mtf","name":"Hellfire Engine","source":"MTF","page":165,"srd":false,"image":"bestiary/MTF/Hellfire Engine.webp","token":"bestiary/tokens/MTF/Hellfire Engine.webp","size":"Huge","creatureType":"Construct","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"216 (16d12 + 112)","speed":"40 ft.","str":20,"dex":16,"con":24,"int":2,"wis":10,"cha":1,"saves":"Dex +8, Wis +5, Cha +0","skills":"","vulnerabilities":"","resistances":"cold; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Infernal but can't speak","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The hellfire engine is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The hellfire engine has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Flesh-Crushing Stride","entries":["The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a {@dc 18} Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine's path. On a failed save, the creature falls {@condition prone} and takes 28 ({@damage 8d6}) bludgeoning damage.","If the hellfire engine remains in the {@condition prone} creature's space, the creature is also {@condition restrained} until it's no longer in the same space as the hellfire engine. While {@condition restrained} in this way, the creature, or another creature within 5 feet of it, can make a {@dc 18} Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer {@condition restrained}."]},{"name":"Hellfire Weapons","entries":["The hellfire engine uses one of the following options:",{"type":"list","items":[{"type":"item","name":"Bonemelt Sprayer","entry":"The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a {@dc 20} Dexterity saving throw, taking 11 ({@damage 2d10}) fire damage plus 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 ({@damage 1d10}) fire damage plus 9 ({@damage 2d8}) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel."},{"type":"item","name":"Lightning Flail","entry":"{@atk mw} {@hit 11} to hit, reach 15 ft., one creature. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 22 ({@damage 5d8}) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 5d8}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Thunder Cannon","entry":"The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a {@dc 20} Dexterity saving throw, taking 27 ({@damage 5d10}) bludgeoning damage plus 13 ({@damage 2d12}) thunder damage on a failed save, or half as much damage on a successful one."}]},"If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in {@dice 1d4} hours. If the creature isn't revived before then, only a {@spell wish} spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Hellfire Engine","entries":["Hellfire engines are semi-autonomous bringers of destruction. {@creature amnizu|mtf|Amnizus} and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these mechanical and magical hybrids gets loose, driven berserk by its need to destroy."]},{"type":"entries","name":"Many Forms, One Purpose","entries":["Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense."]},{"name":"Soul Trapping","type":"entries","entries":["Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far."]},{"name":"Constructed Nature","type":"entries","entries":["A hellfire engine doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MTF/Hellfire Engine.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"hellfire-engine","source":"MPMM"}]},{"id":"hellion","name":"Hellion","source":"PSZ","page":32,"srd":false,"image":"bestiary/PSZ/Hellion.webp","token":"bestiary/tokens/PSZ/Hellion.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+1 (11)","hp":"195 (17d12 + 85)","speed":"30 ft., burrow 20 ft.","str":24,"dex":13,"con":21,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Heated Body","entries":["A creature that touches the hellion or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}40 ({@damage 6d10 + 7}) piercing damage plus 10 ({@damage 3d6}) fire damage. If the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the hellion can't bite another target."]},{"name":"Swallow","entries":["The hellion makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the remorhaz, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the remorhaz's turns.","If the hellion takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Similar to wurms, hellions are enormous serpentine creatures that dwell in the lava deep beneath the surface of Akoum. When an eruption brings lava to the surface, hellions occasionally emerge as well. Thrust into what seems to them like freezing air, the hellions begin a rampage of devastation resembling an extension of the lava flow.","A hellion bears a certain resemblance to both a millipede and a crustacean. Small legs tucked close to its body help propel it through its tunnels. Six long, jointed limbs protrude from its head, allowing it to drag prey into its mouth. Its body exudes infernal heat and its movements shake the earth like a tremor.","The {@creature remorhaz} statistics in the Monster Manual work well for hellions of different sizes."],"gallery":[{"path":"bestiary/PSZ/Hellion.webp","title":"Hellion Eruption","credit":"Anthony Francisco"}]},{"id":"hellion-huge","name":"Hellion (Huge)","source":"PSK","page":31,"srd":false,"image":"bestiary/PSK/Hellion.webp","token":"bestiary/tokens/PSK/Hellion (Huge).webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+1 (11)","hp":"195 (17d12 + 85)","speed":"30 ft., burrow 20 ft.","str":24,"dex":13,"con":21,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Heated Body","entries":["A creature that touches the hellion or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}40 ({@damage 6d10 + 7}) piercing damage plus 10 ({@damage 3d6}) fire damage. If the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the hellion can't bite another target."]},{"name":"Swallow","entries":["The hellion makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the remorhaz, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the remorhaz's turns.","If the hellion takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Hellions appear similar to wurms, though the two creatures are unrelated. A hellion has a long, segmented body like that of a centipede, with innumerable short legs that propel it above or below ground. Its huge, toothy maw is surrounded by anywhere from six to twelve long appendages resembling clawed fingers, which it uses to grasp and pull prey to its mouth. Hellions are found in mountainous areas, where they burst up from the rocky ground to ambush their prey.","The {@creature remorhaz} statistics in the {@book Monster Manual|MM} work well for hellions of different sizes."],"gallery":[{"path":"bestiary/PSK/Hellion.webp","title":"Lathnu Hellion","credit":"Lars Grant-West"}]},{"id":"hellion-large","name":"Hellion (Large)","source":"PSK","page":31,"srd":false,"image":"bestiary/PSK/Hellion.webp","token":"bestiary/tokens/PSK/Hellion (Large).webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"93 (11d10 + 33)","speed":"30 ft., burrow 30 ft.","str":18,"dex":13,"con":17,"int":3,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Arctic","treasure":"","traits":[{"name":"Heated Body","entries":["A creature that touches the hellion or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage plus 7 ({@damage 2d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Hellions appear similar to wurms, though the two creatures are unrelated. A hellion has a long, segmented body like that of a centipede, with innumerable short legs that propel it above or below ground. Its huge, toothy maw is surrounded by anywhere from six to twelve long appendages resembling clawed fingers, which it uses to grasp and pull prey to its mouth. Hellions are found in mountainous areas, where they burst up from the rocky ground to ambush their prey.","The {@creature remorhaz} statistics in the {@book Monster Manual|MM} work well for hellions of different sizes."],"gallery":[{"path":"bestiary/PSK/Hellion.webp","title":"Lathnu Hellion","credit":"Lars Grant-West"}]},{"id":"hellwasp","name":"Hellwasp","source":"BGDIA","page":236,"srd":false,"image":"bestiary/BGDIA/Hellwasp.webp","token":"bestiary/tokens/BGDIA/Hellwasp.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"52 (8d10 + 8)","speed":"10 ft., fly 60 ft. (hover)","str":18,"dex":15,"con":12,"int":10,"wis":10,"cha":7,"saves":"Dex +5, Wis +3","skills":"","vulnerabilities":"cold","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Infernal, telepathy 300 ft. (with other hellwasps only)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Weapons","entries":["The hellwasp's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hellwasp makes two attacks: one with its sting and one with its sword talons."]},{"name":"Sting","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 7 ({@damage 2d6}) fire damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is also {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Sword Talons","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A hellwasp is an intelligent, malevolent insect native to the Nine Hells. It has a thick protective carapace, thin metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemist's fire into its victims. This same solution carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee.","Hellwasps thrive in hot weather, but extreme cold causes their shells to crack and their metabolisms to shut down. Consequently, they avoid the icy layers of the Nine Hells (Stygia and Cania).",{"type":"entries","name":"Nests","entries":["Hellwasps spew a golden bile similar to amber, which they use to craft enormous nests riddled with chambers and passages. The hellwasps use these nests as communal shelters and food storage. A typical nest is large enough to support a commune of {@dice 1d10 + 10} hellwasps, with each hellwasp having an equal voice and role in the society."]},{"type":"entries","name":"Hellwasp Telepathy","entries":["Hellwasps communicate with one another via a form of telepathy perceptible only to their kind."]}]}]}],"gallery":[{"path":"bestiary/BGDIA/Hellwasp.webp"}]},{"id":"hellwasp-grub","name":"Hellwasp Grub","source":"BGDIA","page":95,"srd":false,"image":"bestiary/tokens/BGDIA/Hellwasp Grub.webp","token":"bestiary/tokens/BGDIA/Hellwasp Grub.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"4 (1d6 + 1)","speed":"30 ft., climb 30 ft.","str":5,"dex":14,"con":12,"int":1,"wis":7,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 8","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or take 10 ({@damage 3d6}) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"helmed-horror","name":"Helmed Horror","source":"XMM","page":166,"srd":false,"image":"bestiary/XMM/Helmed Horror.webp","token":"bestiary/tokens/XMM/Helmed Horror.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"20","initiative":"+3 (13)","hp":"67 (9d8 + 27)","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; stunned","senses":"Blindsight 60 ft., Passive Perception 14","languages":"understands Common plus one other language but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Magic Resistance","entries":["The helmed horror has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Spell Immunity","entries":["The helmed horror is immune to three spells chosen by its creator. Typical choices include {@spell Heat Metal|XPHB}, {@spell Lightning Bolt|XPHB}, and {@spell Magic Missile|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The helmed horror makes two Arcane Sword attacks."]},{"name":"Arcane Sword","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Slashing damage plus 5 ({@damage 1d10}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Helmed Horror","entries":["{@i Armor with a Warrior's Purpose}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Helmed horrors are suits of armor animated by magic. Rather than being unreasoning automatons, these armored shells possess the guile of soldiers and resilience against destructive magic. While their name suggests sinister intentions, these creatures serve their creators loyally. Helmed horrors are also sometimes called doom guards or spirit armors. Most show no evidence of a personality, but exceptions exist.","Helmed horrors might perform any number of assignments. Roll on or choose a result from the Helmed Horror Directives table to inspire what tasks helmed horrors perform.",{"type":"table","caption":"Helmed Horror Directives","colLabels":["1d6","The Helmed Horror Follows Commands To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Carry its master's palanquin through the air."],["2","Defend a remarkable treasure or piece of armor by incorporating the item into its being."],["3","Imitate a dead or imprisoned hero by using their armor and weapons."],["4","Perform as a laborer or servant."],["5","Serve in a legion formed from the armors of a land's ancient defenders."],["6","Stand sentry in a gallery of mundane armors."]]}]}],"gallery":[{"path":"bestiary/XMM/Helmed Horror.webp","credit":"Nikki Dawes"}],"otherVersions":[{"id":"helmed-horror-mm","source":"MM"}]},{"id":"helmed-horror-mm","name":"Helmed Horror","source":"MM","page":183,"srd":false,"image":"bestiary/MM/Helmed Horror.webp","token":"bestiary/tokens/MM/Helmed Horror.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 30 ft.","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"force; necrotic; poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"understands the languages of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The helmed horror has advantage on saving throws against spells and other magical effects."]},{"name":"Spell Immunity","entries":["The helmed horror is immune to three spells chosen by its creator. Typical immunities include {@spell fireball}, {@spell heat metal}, and {@spell lightning bolt}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The helmed horror makes two longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker's demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion.",{"name":"Magical Purpose","type":"entries","entries":["Though it takes more magical resources to create a helmed horror than a lesser suit of animated armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to understand the difference between an order's intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter."]},{"name":"Tactical Cunning","type":"entries","entries":["A helmed horror fights with the cunning of a skilled warrior, taking to the air as it attacks weaker characters and spellcasters first. However, a helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position."]},{"name":"Constructed Nature","type":"entries","entries":["A helmed horror doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Helmed Horror.webp"}],"hidden":true,"otherVersions":[{"id":"helmed-horror","source":"XMM"}]},{"id":"helmed-horror-detention-drone","name":"Helmed Horror Detention Drone","source":"BMT","page":135,"srd":false,"image":"bestiary/tokens/BMT/Helmed Horror Detention Drone.webp","token":"bestiary/tokens/BMT/Helmed Horror Detention Drone.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"force; necrotic; poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"understands the languages of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The drone has advantage on saving throws against spells and other magical effects."]},{"name":"Spell Immunity","entries":["The drone is immune to three spells chosen by its creator. Typical immunities include {@spell fireball}, {@spell heat metal}, and {@spell lightning bolt}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drone makes two longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Detention Orb","entries":["The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 15} Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the {@spell Dispel Magic} spell on the orb ({@dc 15}) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant."]}]},{"id":"hengar-aesnvaard","name":"Hengar Aesnvaard","source":"IDRotF","page":215,"srd":false,"image":"bestiary/tokens/IDRotF/Hengar Aesnvaard.webp","token":"bestiary/tokens/IDRotF/Hengar Aesnvaard.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"16","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5, Survival +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Hengar has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Hengar hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Hengar makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Hengar adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Human champion of the Reghed Tribe of the Elk."]}]},{"id":"henrik-van-der-voort","name":"Henrik van der Voort","source":"CoS","page":116,"srd":false,"image":"bestiary/CoS/Henrik van der Voort.webp","token":"bestiary/tokens/CoS/Henrik van der Voort.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Henrik van der Voort.webp"}]},{"id":"heralds-of-dust-exorcist","name":"Heralds of Dust Exorcist","source":"AATM","srd":false,"image":"bestiary/AATM/Heralds of Dust Exorcist.webp","token":"bestiary/tokens/AATM/Heralds of Dust Exorcist.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":8,"dex":16,"con":16,"int":17,"wis":14,"cha":11,"saves":"Int +6, Wis +5, Cha +3","skills":"Arcana +6, Perception +5, Religion +6","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 60 ft., Passive Perception 15","languages":"Common plus three more languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Incorruptible Vessel","entries":["The exorcist can't be possessed by Celestials, Fiends, or Undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The exorcist casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks):","At will: {@spell detect evil and good}, {@spell mage armor} (self only), {@spell mage hand}","2/day each: {@spell protection from evil and good}, {@spell remove curse}, {@spell speak with dead}","1/day each: {@spell banishment}, {@spell dispel evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The exorcist makes two Grave Burst attacks."]},{"name":"Grave Burst","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}19 ({@damage 3d10 + 3}) necrotic or radiant damage (exorcist's choice)."]},{"name":"Admit Entity {@recharge 5}","entries":["The exorcist thins the veil of death for a creature it can see within 60 feet of itself, exposing the target to malevolent entities. The target must make a {@dc 14} Charisma saving throw. On a failed save, the target takes 36 ({@damage 8d8}) psychic damage and has the {@condition incapacitated} condition for 1 minute, during which time it retches and babbles incoherently in a voice that is not its own. On a successful save, the target takes half as much damage only. An {@condition incapacitated} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghosts, specters, and other malign entities that prevent the dead from being interred or jeopardize those already in repose. Though most Duster exorcists conduct their operations in the Mortuary, many heed calls throughout Sigil and the planes beyond.","The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with apparitions and their ilk, exorcists channel the forces of death to preserve the living, commune with the dead, and drive evil spirits back to their graves. They can also fire versatile bolts of necrotic or radiant energy from their staves to repel a host of supernatural entities.","An exorcist's senses pierce the veil of death to perceive wandering ghosts on the Ethereal Plane as well as shadow demons, wraiths, and other incorporeal entities hiding in palls of darkness. With a brief reboant chant, an exorcist can expunge a harmful entity from a possessed creature—or make that creature vulnerable to a painful spiritual inhabitation."]}],"gallery":[{"path":"bestiary/AATM/Heralds of Dust Exorcist.webp"}]},{"id":"heralds-of-dust-remnant","name":"Heralds of Dust Remnant","source":"MPP","page":59,"srd":false,"image":"bestiary/MPP/Heralds of Dust Remnant.webp","token":"bestiary/tokens/MPP/Heralds of Dust Remnant.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":8,"dex":14,"con":15,"int":17,"wis":14,"cha":11,"saves":"","skills":"Arcana +5, Perception +4, Stealth +6","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus three more languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The remnant casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell mage armor}, {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell bane}, {@spell dimension door}, {@spell web}"]}],"actions":[{"name":"Multiattack","entries":["The remnant makes two Necrotic Surge attacks."]},{"name":"Necrotic Surge","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) necrotic damage."]}],"bonusActions":[{"name":"Phase (2/Day)","entries":["The remnant becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the remnant has resistance to bludgeoning, piercing, and slashing damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Remnants are Dusters who sought undeath via rituals but failed. Liaisons and spies, these agents exist in a halfway point between life and death."]}],"gallery":[{"path":"bestiary/MPP/Heralds of Dust Remnant.webp"}]},{"id":"hertilod","name":"Hertilod","source":"VEoR","page":223,"srd":false,"image":"bestiary/VEoR/Hertilod.webp","token":"bestiary/tokens/VEoR/Hertilod.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"241 (21d12 + 105)","speed":"50 ft., climb 50 ft.","str":23,"dex":18,"con":20,"int":3,"wis":15,"cha":10,"saves":"Str +12, Dex +10","skills":"Perception +8","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 18","languages":"","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistances (3/Day)","entries":["If the hertilod fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The hertilod has advantage on saving throws against spells and other magical effects."]},{"name":"Shock Susceptibility","entries":["If the hertilod takes lightning damage, its speed is halved until the end of its next turn, and it must succeed on a {@dc 15} Constitution saving throw or immediately regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the hertilod and has the {@condition prone} condition."]},{"name":"Spider Climb","entries":["The hertilod can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hertilod makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 13 ({@damage 2d12}) poison damage. If the target is a Large or smaller creature, it must succeed on a {@dc 20} Strength saving throw or be swallowed by the hertilod. A swallowed creature has the {@condition blinded} and {@condition restrained} conditions, and it has {@quickref Cover||3||total cover} against attacks and other effects outside the hertilod. At the start of each of the hertilod's turns, each swallowed creature takes 13 ({@damage 2d12}) poison damage from the poisonous secretion in the hertilod's gullet.","The hertilod's gullet can hold up to two creatures at a time. If the hertilod takes 40 damage or more on a single turn from a swallowed creature, the hertilod must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the hertilod and has the {@condition prone} condition. If the hertilod dies, a swallowed creature is no longer {@condition restrained} and can escape from the corpse by using 10 feet of movement, exiting with the {@condition prone} condition."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Sprint","entries":["The hertilod moves up to its speed. This movement doesn't provoke opportunity attacks."]},{"name":"Feed (Costs 2 Actions)","entries":["The hertilod drains life from the creatures in its gullet to bolster itself. Each creature in the hertilod's gullet takes 10 ({@damage 3d6}) necrotic damage, and the hertilod regains a number of hit points equal to the damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["They ain't dragons. They ain't lizards. Oh no, they're much worse.\""],"by":"Melthena Vellaine, Wizard and Spelljammer"},"When a dead god is left adrift in the Astral Sea, its corpse sometimes spawns a parasitic monster known as a hertilod. Voracious and terrifying, a hertilod resembles a skinless, serpentine lizard, with sharp claws and a gaping maw that drips venom. A hertilod's gruesomely exposed muscle renders it susceptible to lightning."]}],"gallery":[{"path":"bestiary/VEoR/Hertilod.webp"}]},{"id":"hester-barch","name":"Hester Barch","source":"WDH","page":83,"srd":false,"image":"bestiary/tokens/WDH/Hester Barch.webp","token":"bestiary/tokens/WDH/Hester Barch.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2, Insight +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Hester is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hew-hackinstone","name":"Hew Hackinstone","source":"ToA","page":33,"srd":false,"image":"bestiary/ToA/Hew Hackinstone.webp","token":"bestiary/tokens/ToA/Hew Hackinstone.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Chaotic Neutral","ac":"13","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"Survival +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["Hew has resistance to poison damage and advantage on saving throws against being {@condition poisoned}."]},{"name":"Reckless","entries":["At the start of his turn, Hew can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn."]}],"spellcasting":[],"actions":[{"name":"Battleaxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it."]},{"type":"entries","name":"Biography","entries":["Three years ago, Hew was part of a dwarven expedition seeking to reopen Wyrmheart Mine. The expedition encountered Tinder the red dragon. Hew alone escaped, and only after the dragon bit off his left arm. Hew wants to return to the mine and slay the dragon, but he needs a band of stout-hearted adventurers to help him. If the characters hire him as a guide, Hew says he can lead them wherever they want, but he'll only take them to Wyrmheart Mine."]}]}]}],"gallery":[{"path":"bestiary/ToA/Hew Hackinstone.webp"}]},{"id":"hexton-modron","name":"Hexton Modron","source":"MPP","page":37,"srd":false,"image":"bestiary/MPP/Hexton Modron.webp","token":"bestiary/tokens/MPP/Hexton Modron.webp","size":"Huge","creatureType":"Construct","alignment":"Lawful Neutral","ac":"17","initiative":"+3 (13)","hp":"209 (22d12 + 66)","speed":"40 ft., fly 40 ft. (hover)","str":19,"dex":16,"con":17,"int":19,"wis":17,"cha":15,"saves":"Int +9, Wis +8","skills":"Perception +13","vulnerabilities":"","resistances":"lightning; psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The hexton can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Combat Ready","entries":["The hexton has advantage on initiative rolls."]},{"name":"Disintegration","entries":["If the hexton dies, its body disintegrates into dust, leaving behind anything it was carrying."]},{"name":"Legendary Resistance (4/Day)","entries":["If the hexton fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hexton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell dispel magic}, {@spell mending} (as an action)","1/day each: {@spell plane shift} (self only), {@spell protection from evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The hexton makes one Pincer attack and two Tentacle attacks."]},{"name":"Pincer","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) force damage. If the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or have the {@condition incapacitated} condition until the end of its next turn."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the hexton can't use this tentacle against other targets. The hexton has six tentacles, each of which can grapple one target."]}],"bonusActions":[],"reactions":[{"name":"Counter Magic","entries":["The hexton attempts to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the hexton makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect."]},{"name":"Lightning Rebuke","entries":["When a creature within 120 feet of the hexton damages it, the hexton magically retaliates with an arc of lightning. The creature must make a {@dc 17} Dexterity saving throw, taking 11 ({@damage 2d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in endeavors outside Mechanus, with the most notable example being the Great Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of which end in powerful pincers."]}]},{"type":"section","entries":[{"type":"entries","name":"Modrons","entries":["Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the {@i Monster Manual}."]}]}],"gallery":[{"path":"bestiary/MPP/Hexton Modron.webp"},{"path":"bestiary/MPP/Modrons.webp","title":"Modrons"}]},{"id":"hezrou","name":"Hezrou","source":"XMM","page":167,"srd":true,"image":"bestiary/XMM/Hezrou.webp","token":"bestiary/tokens/XMM/Hezrou.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+6 (16)","hp":"157 (15d10 + 75)","speed":"30 ft.","str":19,"dex":17,"con":20,"int":5,"wis":12,"cha":13,"saves":"Str +7, Con +8, Wis +4","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Abyssal; telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Planar, Abyss","treasure":"Any","traits":[{"name":"Demonic Restoration","entries":["If the hezrou dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]},{"name":"Magic Resistance","entries":["The hezrou has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Stench","entries":["{@actSave con} {@dc 16}, any creature that starts its turn in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the hezrou. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hezrou makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}6 ({@damage 1d4 + 4}) Slashing damage plus 9 ({@damage 2d8}) Poison damage."]}],"bonusActions":[{"name":"Leap","entries":["The hezrou jumps up to 30 feet by spending 10 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Hezrou","entries":["{@i Demon of Obscenity and Outrage}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Hezrous compose the bulk of many demonic hordes. In croaking, reeking throngs, these ogre-size brutes seek to crush and consume foes. Their oozing hides are manifestations of embodied evils. Every few moments, patches of their slimy skins erupt with grotesque transformations such as rows of mismatched fangs, fungal growths, or half-formed features. These unsettling manifestations emerge, then roil away.","Hezrous serve more powerful demons, such as nalfeshnees and mariliths. They take the abuse and intimidation of these deadlier demons and pass it on to droves of weaker dretches and manes. This predictable brutality makes hezrous useful links in the chaotic structure of a demonic horde.","When on the Material Plane or otherwise left to their own devices, hezrous recklessly indulge in destructive, short-sighted rampages. Only magic and threats from more powerful masters can curb these demons' outrages and compel hezrous to pursue greater plots. Powerful spellcasters often use sinister coercions, spells like {@spell Magic Circle|XPHB} and {@spell Planar Binding|XPHB}, or other magic to force hezrous to serve them. Roll on or choose a result from the Demonic Undertakings table to inspire how a magic-user might employ a hezrou or similar demon.",{"type":"table","caption":"Demonic Undertakings","colLabels":["1d6","The Demon Is Compelled To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Break open a vault and steal what's within."],["2","Defile a place using blasphemous symbols and demonic gore."],["3","Fetch or otherwise provide materials for a profane ritual."],["4","Guard a site and slay anyone who comes near."],["5","Hunt down a foe, destroying everything barring the demon's path."],["6","Intimidate someone into following orders."]]}]}],"gallery":[{"path":"bestiary/XMM/Hezrou.webp","credit":"Justin Gerard"}],"otherVersions":[{"id":"hezrou-mm","source":"MM"}]},{"id":"hezrou-mm","name":"Hezrou","source":"MM","page":60,"srd":false,"image":"bestiary/MM/Hezrou.webp","token":"bestiary/tokens/MM/Hezrou.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"136 (13d10 + 65)","speed":"30 ft.","str":19,"dex":17,"con":20,"int":5,"wis":12,"cha":13,"saves":"Str +7, Con +8, Wis +4","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The hezrou has advantage on saving throws against spells and other magical effects."]},{"name":"Stench","entries":["Any creature that starts its turn within 10 feet of the hezrou must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hezrou makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy's forces, their foul stench can sicken even the toughest foes."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Hezrou.webp"}],"hidden":true,"otherVersions":[{"id":"hezrou","source":"XMM"}]},{"id":"hierophant-medusa","name":"Hierophant Medusa","source":"BMT","page":179,"srd":false,"image":"bestiary/BMT/Hierophant Medusa.webp","token":"bestiary/tokens/BMT/Hierophant Medusa.webp","size":"Large","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"17","initiative":"+5 (15)","hp":"237 (25d10 + 100)","speed":"40 ft., climb 40 ft., swim 40 ft.","str":22,"dex":20,"con":18,"int":15,"wis":23,"cha":22,"saves":"Con +10, Wis +12","skills":"Insight +12, Perception +12, Persuasion +12, Religion +8, Stealth +11","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; frightened; petrified; poisoned","senses":"Passive Perception 22","languages":"Common plus any three languages (Abyssal, Celestial, Druidic, or Infernal recommended)","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Devotion's Call (1/Day)","entries":["The medusa can cast the {@spell Resurrection} spell, requiring no material components and using Wisdom as the spellcasting ability."]},{"name":"Legendary Resistance (4/Day)","entries":["If the medusa fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The medusa casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):","At will: {@spell Light}, {@spell Spare the Dying}, {@spell Thaumaturgy}","2/day: {@spell Mass Cure Wounds} (cast at 8th level)","1/day each: {@spell Blade Barrier}, {@spell Divination}, {@spell Greater Restoration}"]}],"actions":[{"name":"Multiattack","entries":["The medusa makes one Constrict attack, one Final Blade attack, and one Snake Hair attack. Alternatively, it makes two Wrathful Strike attacks."]},{"name":"Constrict","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 20}). Until this grapple ends, the target has the {@condition restrained} condition, and the medusa can't constrict another creature."]},{"name":"Final Blade","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 21 ({@damage 6d6}) force damage. If the target has at least one head and the medusa rolled a 20 on the attack roll, the target is decapitated and dies if it fails a {@dc 20} Constitution saving throw and can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 28 ({@damage 8d6}) force damage from the hit."]},{"name":"Snake Hair","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) piercing damage plus 5 ({@damage 1d10}) poison damage."]},{"name":"Wrathful Strike","entries":["{@atk rs} {@hit 12} to hit, range 120 ft., one creature. {@h}22 ({@damage 3d10 + 6}) radiant damage, and the target has the {@condition blinded} condition until the end of its next turn."]}],"bonusActions":[{"name":"Petrifying Gaze {@recharge 4}","entries":["The medusa unleashes petrifying magic from its eyes in a 30-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw if it doesn't have the {@condition blinded} condition. If the saving throw fails by 5 or more, the creature has the {@condition petrified} condition. Otherwise, on a failed save, the creature takes 10 ({@damage 3d6}) force damage, begins to turn to stone, and has the {@condition restrained} condition. The {@condition restrained} creature must repeat the saving throw at the end of its next turn. On a failed save, it has the {@condition petrified} condition, and on a successful save, the effect ends on it. The petrification lasts until the creature is freed by the {@spell Greater Restoration} spell or other magic.","A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the {@condition blinded} condition until the end of its next turn."]}],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The medusa moves up to its speed without provoking opportunity attacks."]},{"name":"Wrathful Blast (Costs 2 Actions)","entries":["The medusa makes one Wrathful Strike attack."]},{"name":"Final Slash (Costs 3 Actions)","entries":["The medusa makes one Final Blade attack with advantage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the medusa can take one of the following lair actions; the medusa can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Petrifying Wave","entry":"Up to three creatures the medusa can see within the lair are partially turned to stone. Each target must make a {@dc 15} Constitution saving throw. On a failed save, a target's speed is reduced to 0 and can't increase. On a successful save, its speed is halved. The target's speed returns to normal on initiative count 20 on the following round."},{"type":"item","name":"Sudden Stonework","entry":"The medusa creates a wall of stone on a solid surface it can see within the lair. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. Each 5-foot section of the wall has an AC of 17; 30 hit points; vulnerability to thunder damage; and immunity to poison, psychic, and slashing damage. A creature in the wall's space when the wall appears is pushed to the nearest unoccupied space on one side of the wall and must make a {@dc 15} Dexterity saving throw. On a failed save, the medusa chooses the side. On a successful save, the creature chooses the side. The wall disappears when the medusa uses this lair action again or when the medusa dies."},{"type":"item","name":"Undulating Surface","entry":"Solid surfaces within the lair ripple like a snake's coils. Up to three creatures the medusa can see within the lair can move up to 30 feet along solid surfaces without provoking opportunity attacks. If a creature moves along a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement."}]}],"regionalEffects":["The region containing a medusa's lair is altered by the medusa's presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Faces in Stone","entry":"Stone within 3 miles of the lair takes on subtle shapes that suggest people, animals, and other creatures when viewed from the corner of the eye or through dim light or fog."},{"type":"item","name":"Gathered Knowledge","entry":"Within the lair, creatures have advantage on ability checks made to discover or recall information relevant to the medusa's divine purpose."}]},"If the medusa dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["Sometimes deeply devout people, usually either Humanoids or medusas, dedicate themselves to a cause and are transformed by a deity or magic into hierophant medusas—beings with powerful snakelike tails for their lower body, snakes for hair, and a petrifying gaze. The first hierophant medusa was transformed by the power of the Euryale card when that individual was inspired by Euryale's story and unwavering conviction.","These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They gather and inspire followers, protecting their people and guiding them to fulfill the medusa's divine purpose. The Divine Purpose table offers suggestions for motivations. Roll on the table, or use the entries as inspiration to create your own.",{"type":"table","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Protect a sanctuary that hides martyrs' remains until the martyrs are called back to life to oppose a world-changing foe."],["2","Gather the lost shards of a dead god's petrified body, and reunite them on the altar in the medusa's lair."],["3","Maintain a planar crossing from which great power flows while also curtailing the effects of that power as it infuses the world."],["4","Seek out a new generation of champions, and train them to fight in a war."],["5","Tend a sacred beacon fed by the Outer Planes, sending embers of that beacon to the corners of the world to maintain a divine shroud."],["6","Watch the entrance to a slumbering titan's tomb for any sign the titan might awaken, and repel the forces that seek to break the tomb's seal."]]}]},{"type":"section","entries":[{"type":"entries","name":"A Medusa's Lair","entries":["A medusa's lair is often decorated with the petrified bodies of creatures that raised arms against the medusa or its followers. The lair is typically a rich repository of knowledge, with lore both worldly and esoteric filling books, scrolls, tablets, or stranger archives—such as magical crystals that hold captured memories or the voices of those long dead. You can use this lair and the lair actions described for any medusa, including the hierophant medusa or the medusa in the Monster Manual."]}]}],"gallery":[{"path":"bestiary/BMT/Hierophant Medusa.webp"}]},{"id":"hierophant-of-the-comet","name":"Hierophant of the Comet","source":"BMT","page":92,"srd":false,"image":"bestiary/BMT/Hierophant of the Comet.webp","token":"bestiary/tokens/BMT/Hierophant of the Comet.webp","size":"Medium","creatureType":"Humanoid (Warlock)","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":12,"dex":13,"con":18,"int":15,"wis":17,"cha":20,"saves":"Wis +7, Cha +9","skills":"Arcana +10, Deception +9, Persuasion +9, Religion +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"truesight 30 ft., Passive Perception 13","languages":"Common plus any two languages, telepathy 60 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Comet's Voice (1/Day)","entries":["The hierophant can cast {@spell Contact Other Plane}, using Charisma as the spellcasting ability."]},{"name":"Magic Resistance","entries":["The hierophant has advantage on saving throws against spells and other magical effects."]},{"name":"Thought Shield","entries":["The hierophant's thoughts can't be read by any means unless the hierophant allows it."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hierophant casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Detect Thoughts}, {@spell Mage Hand}, {@spell Thaumaturgy}","1/day each: {@spell Dimension Door}, {@spell Mass Suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The hierophant makes two Herald's Axe attacks or three Comet Blast attacks."]},{"name":"Herald's Axe","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage plus 10 ({@damage 3d6}) necrotic damage."]},{"name":"Comet Blast","entries":["{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}16 ({@damage 2d10 + 5}) force damage."]},{"name":"All-Consuming Star {@recharge}","entries":["The hierophant conjures a manifestation of the All-Consuming Star: brilliant light and haunting screams that fill a 20-foot-radius sphere centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the {@condition blinded} and {@condition deafened} conditions. Each creature that enters the sphere for the first time on a turn or starts its turn there must make a {@dc 17} Wisdom saving throw. On a failed save, a creature takes 27 ({@damage 6d8}) psychic damage and has the {@condition incapacitated} condition until the start of its next turn. On a successful save, a creature takes half as much damage only. The manifestation persists until the hierophant dies, has the {@condition incapacitated} condition, uses a bonus action to end the effect, or uses this action again."]}],"bonusActions":[{"name":"Star's Hunger","entries":["The hierophant targets one creature within 30 feet of the center of its All-Consuming Star. The target must succeed on a {@dc 17} Strength saving throw or be pulled up to 30 feet toward the center of the All-Consuming Star."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The number of hierophants is fixed at twenty-two on any one world, one for each card in a Deck of Many Things. As a group, hierophants are sometimes called Sages, but each hierophant is also identified with a particular card. When a hierophant dies, the remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.","A new hierophant undergoes a rite similar to the rite of initiation, but only the other hierophants are present. As the cosmic narrative unfolds, the new hierophant is inducted into the esoteric secrets of the group's leadership. The rite concludes with a mind-shattering vision of the Void, which hierophants understand to be the formless nothingness that preceded the creation of the cosmos and will endure past its destruction.","The leaders of the Heralds of the Comet, hierophants are powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this entity to devour their foes."]}],"gallery":[{"path":"bestiary/BMT/Hierophant of the Comet.webp"}]},{"id":"high-fae-impostor","name":"High Fae Impostor","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/High Fae Impostor.webp","token":"bestiary/tokens/MCV4EC/High Fae Impostor.webp","size":"Medium","creatureType":"Fey","alignment":"Any Alignment","ac":"15","initiative":"+5 (15)","hp":"149 (23d8 + 46)","speed":"30 ft., fly 30 ft. (hover)","str":13,"dex":21,"con":15,"int":18,"wis":16,"cha":23,"saves":"Dex +9, Wis +7","skills":"Deception +14, Performance +10, Stealth +13","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Sylvan","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The high fae has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell friends}, {@spell minor illusion}","1/day each: {@spell enthrall}, {@spell Nystul's magic aura}"]}],"actions":[{"name":"Multiattack","entries":["The high fae makes two Fae Blade attacks and uses Vexing Prank once."]},{"name":"Fae Blade","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) force damage."]},{"name":"Vexing Prank","entries":["The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a {@dc 18} Wisdom saving throw. On a failed save, the target takes 21 ({@damage 6d6}) psychic damage and has the {@condition frightened} condition until the start of the high fae's next turn. On a successful save, the target takes half as much damage only."]}],"bonusActions":[{"name":"Loot Likeness","entries":["The high fae magically transforms into a duplicate of a Small or Medium creature it can see. While transformed, the high fae retains its game statistics (other than its size) but gains access to enough general information about the imitated creature, such as background and personality, to reasonably pass itself off as the creature. This transformation ends if the high fae is reduced to 0 hit points, uses this bonus action again, or uses a bonus action to revert to its true form."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["High fae impostors are sly and mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae impostor takes on the identity of another creature, the impostor magically gains access to a small portion of that creature's mind—any information that the creature might share with a casual acquaintance. Though not comprehensive, this information helps high fae impostors impersonate their targets effectively.",{"type":"quote","entries":["Though unable to tell outright lies, the high fae of Eldraine have many other means of deception at their disposal."]}]},{"type":"section","entries":[{"type":"entries","name":"High Fae","entries":["Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.","Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.","The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from followers. Despite having an austere demeanor, the Kindly Lord is also known for following mysterious whims, journeying to the farthest reaches of Eldraine out of an insatiable curiosity."]}]}],"gallery":[{"path":"bestiary/MCV4EC/High Fae Impostor.webp","credit":"John Stanko"}]},{"id":"high-fae-kindguard","name":"High Fae Kindguard","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/High Fae Kindguard.webp","token":"bestiary/tokens/MCV4EC/High Fae Kindguard.webp","size":"Medium","creatureType":"Fey","alignment":"Any Alignment","ac":"17","initiative":"+6 (16)","hp":"156 (24d8 + 48)","speed":"40 ft., fly 60 ft. (hover)","str":22,"dex":23,"con":15,"int":14,"wis":17,"cha":13,"saves":"Str +10, Dex +10","skills":"Acrobatics +10, Athletics +10, Perception +7","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Common, Sylvan","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If the high fae is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it doesn't have the {@condition incapacitated} condition."]},{"name":"Magic Resistance","entries":["The high fae has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The high fae makes two Fae Claymore attacks and uses Tripping Feint."]},{"name":"Fae Claymore","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 4d6 + 6}) force damage, and the target's speed is reduced by 10 feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae's next turn."]},{"name":"Tripping Feint","entries":["The high fae targets one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a {@dc 18} Dexterity saving throw or have the {@condition prone} condition."]}],"bonusActions":[{"name":"Darting Flight","entries":["The high fae moves up to its speed. This movement doesn't provoke opportunity attacks."]}],"reactions":[{"name":"Parry and Riposte","entries":["The high fae adds 4 to its AC against one melee attack roll that would hit it, provided it can see the attacker. After the attack hits or misses, the high fae then makes one Fae Claymore attack against the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["High fae kindguards have spent centuries perfecting their martial prowess, moving with a speed and grace others can only imagine. Their tall stature, large wings, elaborate horns, and massive weapons give them a truly intimidating silhouette.","The most trusted high fae kindguards are in direct service to Talion, the Kindly Lord. Nine times nine have these high fae sworn a binding oath to protect the Kindly Lord, each time pricking their hand on a hawthorn branch to seal the promise.",{"type":"quote","entries":["The Kindly Lord does not issue invitations to their court lightly. I suggest you accept."],"by":"Gwyddion, messenger of Talion"}]},{"type":"section","entries":[{"type":"entries","name":"High Fae","entries":["Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.","Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.","The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from followers. Despite having an austere demeanor, the Kindly Lord is also known for following mysterious whims, journeying to the farthest reaches of Eldraine out of an insatiable curiosity."]}]}],"gallery":[{"path":"bestiary/MCV4EC/High Fae Kindguard.webp","credit":"Marta Nael"}]},{"id":"high-fae-mage","name":"High Fae Mage","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/High Fae Mage.webp","token":"bestiary/tokens/MCV4EC/High Fae Mage.webp","size":"Medium","creatureType":"Fey (Sorcerer)","alignment":"Any Alignment","ac":"14","initiative":"+4 (14)","hp":"148 (27d8 + 27)","speed":"30 ft., fly 30 ft. (hover)","str":11,"dex":18,"con":12,"int":17,"wis":15,"cha":24,"saves":"Int +7, Wis +6, Cha +11","skills":"Arcana +11, Investigation +7, Nature +7","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Sylvan","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The high fae has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):","At will: {@spell dancing lights}, {@spell detect magic}, {@spell druidcraft}, {@spell mage armor} (self only)","2/day each: {@spell faerie fire}, {@spell gust of wind}, {@spell mirror image}"]}],"actions":[{"name":"Multiattack","entries":["The high fae makes two Elemental Strike attacks."]},{"name":"Elemental Strike","entries":["{@atk ms,rs} {@hit 11} to hit, reach 5 ft. or range 60 ft., one target. {@h}18 ({@damage 2d10 + 7}) acid, cold, fire, force, lightning, or thunder damage (the high fae's choice)."]},{"name":"Negotiate Life {@recharge 5}","entries":["The high fae enacts a magical bargain, siphoning energy from its opponents to heal its wounds. The high fae targets up to three creatures it can see within 60 feet of itself. Each target must make a {@dc 19} Constitution saving throw, taking 26 ({@damage 4d12}) necrotic damage on a failed save, or half as much damage on a successful one. The high fae then regains 30 hit points."]}],"bonusActions":[],"reactions":[{"name":"Fae Counterspell","entries":["The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 ({@damage 3d6}) psychic damage and must make a {@dc 19} Charisma saving throw. On a failed save, the spell fails and has no effect, but the spell slot used to cast it is not expended."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["High fae mages are some of the mightiest magic users among the faeries of Eldraine. These skilled spellcasters have mastered the arcane art of dealmaking among the fae, magically negotiating themselves advantages in battle.","Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.",{"type":"quote","entries":["The high fae are capable of magic that would make even the great Gadwick himself seem little more than a clumsy apprentice."],"by":"Chulane, Teller of Tales"}]},{"type":"section","entries":[{"type":"entries","name":"High Fae","entries":["Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.","Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.","The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from followers. Despite having an austere demeanor, the Kindly Lord is also known for following mysterious whims, journeying to the farthest reaches of Eldraine out of an insatiable curiosity."]}]}],"gallery":[{"path":"bestiary/MCV4EC/High Fae Mage.webp","credit":"John Stanko"}]},{"id":"high-fae-noble","name":"High Fae Noble","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/High Fae Noble.webp","token":"bestiary/tokens/MCV4EC/High Fae Noble.webp","size":"Medium","creatureType":"Fey","alignment":"Any Alignment","ac":"17","initiative":"+7 (17)","hp":"175 (27d8 + 54)","speed":"40 ft., fly 40 ft. (hover)","str":13,"dex":25,"con":15,"int":19,"wis":18,"cha":22,"saves":"Dex +12, Int +9, Wis +9, Cha +11","skills":"History +9, Insight +14, Perception +9","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 60 ft., Passive Perception 19","languages":"Common, Sylvan, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Aura of Overwhelming Splendor","entries":["The high fae radiates dazzling and mollifying magic. Each creature of the high fae's choice that starts its turn within 5 feet of the high fae must succeed on a {@dc 19} Wisdom saving throw or have the {@condition charmed} condition until the start of its next turn. While {@condition charmed}, the creature also has the {@condition incapacitated} condition."]},{"name":"Legendary Resistance (3/Day)","entries":["If the high fae fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The high fae has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The high fae casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):","At will: {@spell detect magic}, {@spell prestidigitation}, {@spell suggestion}","1/day each: {@spell major image}, {@spell zone of truth}"]}],"actions":[{"name":"Multiattack","entries":["The high fae makes two Fae Blade attacks. It can replace one of these attacks with Stunning Soliloquy if available."]},{"name":"Fae Blade","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) force damage."]},{"name":"Stunning Soliloquy {@recharge 5}","entries":["The high fae unleashes a string of magical words. Each creature of the high fae's choice within 30 feet of itself must succeed on a {@dc 19} Wisdom saving throw or have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Capricious Step","entries":["Immediately after taking damage, the high fae magically has the {@condition invisible} condition and teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself. The invisibility lasts until the end of the high fae's next turn."]},{"name":"Ridicule","entries":["When a creature misses the high fae with an attack roll, the high fae magically mocks the creature, dealing 5 ({@damage 2d4}) psychic damage to the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["High fae nobles regard themselves as the natural and obvious superiors of all in Eldraine. Many have been given dominion over a small aspect of the natural world; there are dukes and duchesses for each of the seasons, and noble archivists track every promise made and broken within the borders of Eldraine.","High fae nobles use their illusions and innate magic to impress their peers and express their capricious natures. Many adorn themselves with auras of magic that dazzle others, while uttering mocking phrases that magically stun and ridicule their opponents. High fae nobles will spend countless years in mind-bendingly complicated games of political calculus, their alliances ever-shifting as they jockey for favors and status in the Kindly Lord's court."]},{"type":"section","entries":[{"type":"entries","name":"High Fae","entries":["Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.","Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.","The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from followers. Despite having an austere demeanor, the Kindly Lord is also known for following mysterious whims, journeying to the farthest reaches of Eldraine out of an insatiable curiosity."]}]}],"gallery":[{"path":"bestiary/MCV4EC/High Fae Noble.webp","credit":"Joshua Raphael"}]},{"id":"hill-giant","name":"Hill Giant","source":"XMM","page":168,"srd":true,"image":"bestiary/XMM/Hill Giant.webp","token":"bestiary/tokens/XMM/Hill Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks, using Tree Club or Trash Lob in any combination."]},{"name":"Tree Club","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}18 ({@damage 3d8 + 5}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Trash Lob","entries":["{@atkr r} {@hit 8}, range 60/240 ft. {@h}16 ({@damage 2d10 + 5}) Bludgeoning damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Hill Giant","entries":["{@i Giant of Crags and Valleys}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Hill giants live among rugged bluffs and highlands. Standing three times the size of most humans, these giants exhibit skin and hair in a range of shades, including hues suggestive of the earth and mosses near their dwellings.","Among hidden valleys, pristine waterfalls, and game-filled slopes, hill giants usually find their needs met by nature's bounty. What the wilderness doesn't provide, hill giants make, crafting clothes, tools, and weapons from rocks, wood, and hides. When they encounter strangers, hill giants might be suspicious and protective of their territories, but some might be convinced to share their bounties with travelers willing to entertain them.","Disaster, invasion, or want might drive hill giants from their homes into other people's lands. Some displaced hill giants might steal what they need or seek revenge for their losses by causing ruin among smaller beings. Others might take up lives of raiding or serve other giants in return for protection."]}],"gallery":[{"path":"bestiary/XMM/Hill Giant.webp","credit":"Johan Grenier"}],"otherVersions":[{"id":"hill-giant-mm","source":"MM"}]},{"id":"hill-giant-mm","name":"Hill Giant","source":"MM","page":155,"srd":false,"image":"bestiary/MM/Hill Giant.webp","token":"bestiary/tokens/MM/Hill Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Hill giants are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.",{"type":"entries","name":"Primitive","entries":["Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs."]},{"type":"entries","name":"Bigger Means Better","entries":["In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power.","Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order."]},{"type":"entries","name":"Voracious Eaters","entries":["With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud.","Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too."]},{"type":"entries","name":"Stupid and Deadly","entries":["The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals. They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped.","With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter.","In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them."]},{"type":"entries","name":"Raging Bullies","entries":["A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry.","If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim."]}]}]},{"type":"section","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"inset","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand."],"by":"Captain Dwern Addlestone's partial account of the Siege of Sterngate"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there."],"by":"Elder Zelane of Istivin, recounting the Giant Wars"}]}]}],"gallery":[{"path":"bestiary/MM/Hill Giant.webp"}],"hidden":true,"otherVersions":[{"id":"hill-giant","source":"XMM"}]},{"id":"hill-giant-avalancher","name":"Hill Giant Avalancher","source":"BGG","page":157,"srd":false,"image":"bestiary/BGG/Hill Giant Avalancher.webp","token":"bestiary/tokens/BGG/Hill Giant Avalancher.webp","size":"Huge","creatureType":"Giant (Druid)","alignment":"Any Alignment","ac":"15","initiative":"-1 (9)","hp":"220 (21d12 + 84)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":9,"wis":18,"cha":10,"saves":"Str +9, Con +8, Wis +8","skills":"Nature +7, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common, Giant","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Hill Rune","entries":["The giant has a hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and Hill Rebuff reaction.","The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a hill rune on an object in its possession when it finishes a short or long rest."]},{"name":"Legendary Resistance (3/Day)","entries":["If the giant fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):","At will: {@spell druidcraft}, {@spell guidance}","1/day each: {@spell stone shape}, {@spell wall of stone}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes one Greatclub attack and uses Stone Bolas."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) thunder damage."]},{"name":"Stone Bolas","entries":["The giant conjures three stone balls connected by lines of magical force and throws them at one creature it can see within 60 feet of itself. The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target has the {@condition restrained} condition until the start of the giant's next turn, and the stones erupt in a burst of thunderous energy that deals 14 ({@damage 4d6}) thunder damage to the target and each creature within 10 feet of the target. On a successful save, the stones vanish without erupting."]},{"name":"Stone Avalanche (Requires Hill Rune)","entries":["The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 28 ({@damage 8d6}) bludgeoning damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only.","The rocks turn the ground in that area into difficult terrain until the start of the giant's next turn, when the rocks vanish."]}],"bonusActions":[],"reactions":[{"name":"Hill Rebuff (Requires Hill Rune)","entries":["Immediately after the giant takes damage from a creature it can see within 10 feet of itself, that creature must succeed on a {@dc 16} Constitution saving throw or take 10 ({@damage 3d6}) force damage and be pushed horizontally 10 feet away from the giant."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly rise to positions of leadership.","These hill giants drape themselves in rocks attached to chains or ropes, then use their magic to knock down and pummel their foes with these stones. This magic, combined with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers."]}],"gallery":[{"path":"bestiary/BGG/Hill Giant Avalancher.webp"}]},{"id":"hill-giant-sergeant","name":"Hill Giant Sergeant","source":"TftYP","page":170,"srd":false,"image":"bestiary/tokens/TftYP/Hill Giant Sergeant.webp","token":"bestiary/tokens/TftYP/Hill Giant Sergeant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"16","initiative":"-1 (9)","hp":"115 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hill-giant-servant","name":"Hill Giant Servant","source":"TftYP","page":170,"srd":false,"image":"bestiary/tokens/TftYP/Hill Giant Servant.webp","token":"bestiary/tokens/TftYP/Hill Giant Servant.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hill-giant-subchief","name":"Hill Giant Subchief","source":"TftYP","page":170,"srd":false,"image":"bestiary/tokens/TftYP/Hill Giant Subchief.webp","token":"bestiary/tokens/TftYP/Hill Giant Subchief.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hill-giant-blorbo","name":"Hill Giant, Blorbo","source":"AWM","page":34,"srd":false,"image":"bestiary/AWM/Hill Giant, Blorbo.webp","token":"bestiary/tokens/AWM/Hill Giant, Blorbo.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"105","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 8} to hit, one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The hill giant, Blorbo, is an ill-tempered brute who has a taste for goblin flesh. Goblins tell their children horror stories of Blorbo around the campfire at night to keep them from wandering too far into the Dankwood.","Blorbo is not aware that there is a shiny stone and a lost dwarven king deep within his cave but he's not interested in those things. He wants to eat stuff.","Blorbo is too powerful to defeat in combat but he can be tricked with food. Poison from a pooka toad on a well-aimed arrow might do the trick, but you better be a good shot!"],"gallery":[{"path":"bestiary/AWM/Hill Giant, Blorbo.webp","credit":"Emi Tanji"}]},{"id":"hippocamp","name":"Hippocamp","source":"MOT","page":227,"srd":false,"image":"bestiary/MOT/Hippocamp.webp","token":"bestiary/tokens/MOT/Hippocamp.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Good","ac":"13","initiative":"+2 (12)","hp":"22 (4d10)","speed":"20 ft., swim 50 ft.","str":14,"dex":15,"con":11,"int":5,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The hippocamp can breathe air and water."]},{"name":"Charge","entries":["If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage."]},{"name":"Ram","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society. Considered to be servants of Thassa, hippocamps are often unpredictable, but their great speed and strength can prove awe-inspiring when harnessed by the god's will."]}],"gallery":[{"path":"bestiary/MOT/Hippocamp.webp","credit":"Christopher Burdett"}]},{"id":"hippogriff","name":"Hippogriff","source":"XMM","page":169,"srd":true,"image":"bestiary/XMM/Hippogriff.webp","token":"bestiary/tokens/XMM/Hippogriff.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"26 (4d10 + 4)","speed":"40 ft., fly 60 ft.","str":17,"dex":13,"con":13,"int":2,"wis":12,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Flyby","entries":["The hippogriff doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hippogriff makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Hippogriff","entries":["{@i World-Traveling Hunter and Steed}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Part hunting bird, part horse, hippogriffs are majestic creatures that hunt opportunistically as they migrate, often targeting lone travelers and livestock. Hippogriffs might carry riders with them in their travels in return for food or other aid.","Hippogriff migrations might take months or years, and sages frequently predict their routes. Roll on or choose a result from the Hippogriff Destination table to inspire where a hippogriff might be en route to.",{"type":"table","caption":"Hippogriff Destination","colLabels":["1d6","The Hippogriff Is Traveling to A..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Lost ruin hidden by clouds or fog."],["2","Low-hanging moon, star, or other solar body."],["3","Magical garden on a floating island."],["4","Mountaintop with a view of a giant geoglyph."],["5","Nest full of hippogriff eggs atop a spire."],["6","Portal to the Feywild or an Upper Plane."]]}]}],"gallery":[{"path":"bestiary/XMM/Hippogriff.webp","credit":"Axel Defois"}],"otherVersions":[{"id":"hippogriff-mm","source":"MM"}]},{"id":"hippogriff-mm","name":"Hippogriff","source":"MM","page":184,"srd":false,"image":"bestiary/MM/Hippogriff.webp","token":"bestiary/tokens/MM/Hippogriff.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"40 ft., fly 60 ft.","str":17,"dex":13,"con":13,"int":2,"wis":12,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Keen Sight","entries":["The hippogriff has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hippogriff makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals.","Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don't lay eggs but give birth to live young.","Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures.",{"name":"Flying Mounts","type":"entries","entries":["A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly."]}]}]}],"gallery":[{"path":"bestiary/MM/Hippogriff.webp"}],"hidden":true,"otherVersions":[{"id":"hippogriff","source":"XMM"}]},{"id":"hippopotamus","name":"Hippopotamus","source":"XMM","page":362,"srd":true,"image":"bestiary/XMM/Hippopotamus.webp","token":"bestiary/tokens/XMM/Hippopotamus.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-2 (8)","hp":"82 (11d10 + 22)","speed":"30 ft., swim 30 ft.","str":21,"dex":7,"con":15,"int":2,"wis":12,"cha":4,"saves":"Str +7","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The hippopotamus can hold its breath for 10 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hippopotamus makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}16 ({@damage 2d10 + 5}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Hippopotamus.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"hippopotamus-psa","source":"PSA"}]},{"id":"hippopotamus-psa","name":"Hippopotamus","source":"PSA","page":38,"srd":false,"image":"bestiary/tokens/PSA/Hippopotamus.webp","token":"bestiary/tokens/PSA/Hippopotamus.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"40 ft., swim 30 ft.","str":22,"dex":9,"con":17,"int":3,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the hippopotamus moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the hippopotamus can make one stomp attack against it as a bonus action."]},{"name":"Hold Breath","entries":["The hippopotamus can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"hippopotamus","source":"XMM"}]},{"id":"hjoldak-hollowhelm","name":"Hjoldak Hollowhelm","source":"PaBTSO","page":93,"srd":false,"image":"bestiary/PaBTSO/Hjoldak Hollowhelm.webp","token":"bestiary/tokens/PaBTSO/Hjoldak Hollowhelm.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"16","initiative":"+1 (11)","hp":"78 (12d8 + 24)","speed":"25 ft.","str":19,"dex":13,"con":15,"int":17,"wis":14,"cha":6,"saves":"Str +7, Con +5, Int +6, Wis +5","skills":"","vulnerabilities":"","resistances":"necrotic; poison; psychic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"Passive Perception 12","languages":"telepathy 120 ft., understands the languages it knew in life but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Hjoldak casts one of the following spells, requiring no spellcasting components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell mage hand} (the hand is invisible)","1/day: {@spell calm emotions}"]}],"actions":[{"name":"Multiattack","entries":["Hjoldak makes two Necrotic Shard attacks. It also uses Psionic Crown if available."]},{"name":"Necrotic Shard","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn."]},{"name":"Psionic Crown {@recharge 5}","entries":["Hjoldak wreathes the head of a creature it can see within 60 feet of itself with a crown of jagged, spectral crystals. The target must succeed on a {@dc 14} Wisdom saving throw or have the {@condition charmed} condition for 1 minute. While {@condition charmed} in this way, the target's thoughts are sluggish; it can't take reactions, its speed is halved, and it takes 9 ({@damage 2d8}) psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Hjoldak Hollowhelm.webp"}]},{"id":"hlam","name":"Hlam","source":"WDH","page":204,"srd":false,"image":"bestiary/WDH/Hlam.webp","token":"bestiary/tokens/WDH/Hlam.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"22","initiative":"+7 (17)","hp":"137 (25d8 + 25)","speed":"60 ft.","str":11,"dex":24,"con":13,"int":14,"wis":21,"cha":14,"saves":"Str +5, Dex +12","skills":"Athletics +5, Religion +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned; disease","senses":"Passive Perception 15","languages":"all spoken languages","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If Hlam is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's {@condition incapacitated}."]},{"name":"Magic Attacks","entries":["Hlam's unarmed strikes are magical."]},{"name":"Unarmored Defense","entries":["While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting","entries":["Hlam is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks) He has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell sacred flame}, {@spell spare the dying}","Level 1 (4 slots): {@spell detect evil and good}, {@spell healing word}, {@spell sanctuary}, {@spell shield of faith}","Level 2 (3 slots): {@spell calm emotions}, {@spell prayer of healing}, {@spell silence}","Level 3 (2 slots): {@spell protection from energy}, {@spell remove curse}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["Hlam attacks three times using his unarmed strike, darts, or both."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d10 + 7}) bludgeoning, magic damage. If the target is a creature, Hlam can choose one of the following additional effects:","The target must succeed on a {@dc 18} Strength saving throw or drop one item it is holding (Hlam's choice).","The target must succeed on a {@dc 18} Dexterity saving throw or be knocked {@condition prone}.","The target must succeed on a {@dc 18} Constitution saving throw or be {@condition stunned} until the end of Hlam's next turn."]},{"name":"Dart","entries":["{@atk rw} {@hit 12} to hit, range 20/60 ft., one target. {@h}9 ({@damage 1d4 + 7}) piercing damage."]},{"name":"Quivering Palm {@recharge}","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one creature. {@h}The target must make a {@dc 18} Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 ({@damage 10d10}) necrotic damage."]},{"name":"Wholeness of Body (Recharges after a Long Rest)","entries":["Hlam regains 60 hit points."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, Hlam deflects the missile. The damage he takes from the attack is reduced by {@dice 1d10 + 27}. If the damage is reduced to 0, Hlam catches the missile if it's small enough to hold in one hand and he has a hand free."]},{"name":"Slow Fall","entries":["Hlam reduces the bludgeoning damage he takes from a fall by 100."]}],"legendaryActions":[{"name":"Quick Step","entries":["Hlam moves up to his speed without provoking opportunity attacks."]},{"name":"Unarmed Strike (Costs 2 Actions)","entries":["Hlam makes one unarmed strike."]},{"name":"Invisibility (Costs 3 Actions)","entries":["Hlam becomes {@condition invisible} until the end of his next turn. The effect ends if Hlam attacks or casts a spell."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["This venerable human monk lives in a cave halfway up the side of Mount Waterdeep. Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be students periodically visit him to learn the Way of the Sacred Fists, which combines cleric magic and monk training. They usually return to the city confused, bruised, and not inclined to visit again.","In times of great peril, Hlam can be called on to help. Sometimes he offers pearls of wisdom, and sometimes he descends from his cave to set things right with fisticuffs. He can show up at any point in the story as a helpful figure, and the characters can visit him in his cave if they need guidance or training. The Order of the Gauntlet considers him a staunch ally.","Hlam is immune to disease and doesn't require food or water. Although he ages, he suffers none of the frailty of old age."]}]}]}],"gallery":[{"path":"bestiary/WDH/Hlam.webp"}]},{"id":"hoard-mimic","name":"Hoard Mimic","source":"FTD","page":204,"srd":false,"image":"bestiary/FTD/Hoard Mimic.webp","token":"bestiary/tokens/FTD/Hoard Mimic.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral","ac":"14","initiative":"+1 (11)","hp":"123 (13d12 + 39)","speed":"30 ft.","str":21,"dex":12,"con":17,"int":10,"wis":16,"cha":10,"saves":"Con +6, Wis +6","skills":"Persuasion +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Draconic, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"False Appearance (Hoard Form Only)","entries":["If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the mimic move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the mimic is animate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mimic makes one Bite attack and two Pseudopod attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) acid damage."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, and the mimic adheres to the target. A creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}. Ability checks made to escape this grapple have disadvantage."]},{"name":"Caustic Mist {@recharge 5}","entries":["The mimic sprays a fine mist of acid in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) acid damage and is {@condition blinded} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition blinded}."]},{"name":"Shapechanger","entries":["The mimic transforms into a hoard or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kin to the common mimic described in the {@i Monster Manual}, hoard mimics are among the oldest and most cunning of their kind. A hoard mimic's massive, amorphous form and shape-shifting prowess allow it to take on the semblance of a vast trove of treasures, not just a single object. Like smaller mimics, hoard mimics exude adhesive goo to trap prey. They can also vent a fine, caustic mist from their pores that burns and blinds creatures caught in it.","Hoard mimics are so named because many enter into partnerships with dragons, each one serving as a false hoard in a dragon's lair to draw unwitting intruders away from the real riches—and into the mimic's maw. If faced with unexpectedly fierce opposition, though, a hoard mimic might offer information about the true hoard in exchange for its life."]}],"gallery":[{"path":"bestiary/FTD/Hoard Mimic.webp","credit":"Sam Keiser"}]},{"id":"hoard-scarab","name":"Hoard Scarab","source":"FTD","page":205,"srd":false,"image":"bestiary/FTD/Hoard Scarab.webp","token":"bestiary/tokens/FTD/Hoard Scarab.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"7 (3d4)","speed":"20 ft., burrow 20 ft., fly 20 ft.","str":4,"dex":16,"con":11,"int":3,"wis":8,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 9","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the scarab move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the scarab is animate."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. If the target is a creature, it has disadvantage on attack rolls until the start of its next turn."]}],"bonusActions":[{"name":"Scale Dust (1/Day)","entries":["The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a {@dc 13} Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can't benefit from being {@condition invisible}. In addition, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting {@spell dispel magic} on the creature ends the effect on it."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of gold coins. They feed on tiny mites that infest a dragon's scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.","Hoard scarabs also produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair's draconic owner to sense intruders' location as they move about the lair."]}],"gallery":[{"path":"bestiary/FTD/Hoard Scarab.webp","credit":"Clint Cearley"}]},{"id":"hobgoblin","name":"Hobgoblin","source":"MM","page":186,"srd":false,"image":"bestiary/MM/Hobgoblin.webp","token":"bestiary/tokens/MM/Hobgoblin.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Lawful Evil","ac":"18","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Martial Advantage","entries":["Once per turn, the hobgoblin can deal an extra 7 ({@damage 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.","Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.",{"name":"Goblinoids","type":"entries","entries":["Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears."]},{"name":"Martial Might","type":"entries","entries":["A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.","Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black."]},{"name":"Military Legions","type":"entries","entries":["Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.","As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield."]},{"name":"Strategic Thinkers","type":"entries","entries":["Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.","Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants."]},{"name":"Beast Trainers","type":"entries","entries":["Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts."]},{"name":"Conquer and Control","type":"entries","entries":["Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.","Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.","Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas."]},{"name":"Legion of Maglubiyet","type":"entries","entries":["Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["They break before our shields,","They fall beneath our blades;","Their home is ours to conquer,","Their children our slaves.","Acheron! Acheron!","Victory is ours!"],"by":"Translation of a Hobgoblin War Chant"}]}]}],"gallery":[{"path":"bestiary/MM/Hobgoblin.webp"}]},{"id":"hobgoblin-captain","name":"Hobgoblin Captain","source":"XMM","page":171,"srd":true,"image":"bestiary/XMM/Hobgoblins.webp","token":"bestiary/tokens/XMM/Hobgoblin Captain.webp","size":"Medium","creatureType":"Fey (Goblinoid)","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":14,"int":12,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Planar, Acheron, Underdark","treasure":"Armaments, Individual","traits":[{"name":"Aura of Authority","entries":["While in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the hobgoblin, the hobgoblin and its allies have {@variantrule Advantage|XPHB} on attack rolls and saving throws, provided the hobgoblin doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hobgoblin makes two attacks, using Greatsword or Longbow in any combination."]},{"name":"Greatsword","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Slashing damage plus 3 ({@damage 1d6}) Poison damage."]},{"name":"Longbow","entries":["{@atkr r} {@hit 4}, range 150/600 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage plus 5 ({@damage 2d4}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Hobgoblin captains are battlefield tacticians. They lead their allies to victory by employing martial skill and rallying others with orders and threats. Hobgoblin captains usually oversee hobgoblin battle groups or gangs of weaker monsters."]},{"type":"section","name":"Hobgoblins","entries":["{@i Conquerors of Every Horizon}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Acheron)|bestiary|environment=planar, acheron}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Hobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.","Hobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.","Many hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.",{"type":"entries","name":"Hobgoblin Warfare","entries":["The drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest."]},{"type":"table","caption":"Hobgoblin Strategies","colLabels":["1d6","The Hobgoblin Works To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Build a vessel to carry hobgoblin armies to new conquests."],["2","Capture monsters and train them to fight."],["3","Collapse a region into the Underdark so riches can be sifted from the ruins."],["4","Construct a giant machine to strip resources."],["5","Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land."],["6","Help shortsighted merchants undermine a government or despoil the environment."]]}]}],"gallery":[{"path":"bestiary/XMM/Hobgoblins.webp","credit":"Taras Susak"}],"otherVersions":[{"id":"hobgoblin-captain-mm","source":"MM"}]},{"id":"hobgoblin-captain-mm","name":"Hobgoblin Captain","source":"MM","page":186,"srd":false,"image":"bestiary/MM/Hobgoblin.webp","token":"bestiary/tokens/MM/Hobgoblin Captain.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":15,"dex":14,"con":14,"int":12,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Martial Advantage","entries":["Once per turn, the hobgoblin can deal an extra 10 ({@damage 3d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hobgoblin makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.","Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.",{"name":"Goblinoids","type":"entries","entries":["Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears."]},{"name":"Martial Might","type":"entries","entries":["A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.","Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black."]},{"name":"Military Legions","type":"entries","entries":["Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.","As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield."]},{"name":"Strategic Thinkers","type":"entries","entries":["Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.","Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants."]},{"name":"Beast Trainers","type":"entries","entries":["Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts."]},{"name":"Conquer and Control","type":"entries","entries":["Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.","Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.","Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas."]},{"name":"Legion of Maglubiyet","type":"entries","entries":["Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["They break before our shields,","They fall beneath our blades;","Their home is ours to conquer,","Their children our slaves.","Acheron! Acheron!","Victory is ours!"],"by":"Translation of a Hobgoblin War Chant"}]}]}],"gallery":[{"path":"bestiary/MM/Hobgoblin.webp"}],"hidden":true,"otherVersions":[{"id":"hobgoblin-captain","source":"XMM"}]},{"id":"hobgoblin-devastator","name":"Hobgoblin Devastator","source":"MPMM","page":153,"srd":false,"image":"bestiary/MPMM/Hobgoblin Devastator.webp","token":"bestiary/tokens/MPMM/Hobgoblin Devastator.webp","size":"Medium","creatureType":"Fey (Goblinoid)","alignment":"Lawful Neutral","ac":"13","initiative":"+1 (11)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":13,"dex":12,"con":14,"int":16,"wis":13,"cha":11,"saves":"","skills":"Arcana +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Goblin","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[{"name":"Army Arcana","entries":["When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell fireball}, {@spell fly}, {@spell fog cloud}, {@spell gust of wind}, {@spell lightning bolt}"]}],"actions":[{"name":"Multiattack","entries":["The hobgoblin makes two Quarterstaff or Devastating Bolt attacks."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with two hands, plus 13 ({@damage 3d8}) force damage."]},{"name":"Devastating Bolt","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}21 ({@damage 4d8 + 3}) force damage, and the target is knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Hobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the battlefield is a boon to their allies and a threat to every foe around them.","Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive obedience and deference from many quarters.","In the Feywild, many archfey seek to bolster their armies' might with the services of hobgoblin devastators.",{"type":"inset","name":"Goblinoids of the Feywild","entries":["The goblinoid peoples—goblins, hobgoblins, and bugbears—first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members of families that have been away from the Feywild for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbogs (also in this book)."]}],"gallery":[{"path":"bestiary/MPMM/Hobgoblin Devastator.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"hobgoblin-devastator-vgm","source":"VGM"}]},{"id":"hobgoblin-devastator-vgm","name":"Hobgoblin Devastator","source":"VGM","page":161,"srd":false,"image":"bestiary/VGM/Hobgoblin Devastator.webp","token":"bestiary/tokens/VGM/Hobgoblin Devastator.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Lawful Evil","ac":"13","initiative":"+1 (11)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":13,"dex":12,"con":14,"int":16,"wis":13,"cha":11,"saves":"","skills":"Arcana +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Goblin","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Arcane Advantage","entries":["Once per turn, the hobgoblin can deal an extra 7 ({@damage 2d6}) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't {@condition incapacitated}."]},{"name":"Army Arcana","entries":["When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell fire bolt}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell fog cloud}, {@spell magic missile}, {@spell thunderwave}","Level 2 (3 slots): {@spell gust of wind}, {@spell Melf's acid arrow}, {@spell scorching ray}","Level 3 (3 slots): {@spell fireball}, {@spell fly}, {@spell lightning bolt}","Level 4 (1 slots): {@spell ice storm}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In hobgoblin society, the Academy of Devastation identifies hobgoblins with a talent for magic and puts them through a grueling training regimen that endows them with the ability to call down fireballs and other destructive magic on the host's behalf. A hobgoblin devastator on the battlefield is simultaneously a boon to all its allies and a threat to every foe around it.",{"name":"Into the Fray","entries":["While other cultures treat their wizards as cloistered academics, hobgoblins expect their spellcasters to fight. Devastators learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic.","Devastators have the respect of other members of the host, and they receive obedience and deference from many quarters. Their ability to lay waste to entire formations with a single use of magic allows them to gain far more glory in battle than a single warrior.","Other cultures might view the use of such abilities as a short cut to glory, but to hobgoblins a gift for magic is as valued and useful as a strong sword arm or brilliance in tactics. They are all boons from Maglubiyet that must be cultivated and unleashed upon the enemy.","The Academy of Devastation believes that an academic approach to magic is a sign of weakness and inefficiency. A warrior doesn't need to know about metallurgy to wield a blade, so why should a wizard care about where magic comes from? Devastators love to prove their superiority in battle by seeking out enemy spellcasters and destroying them."],"type":"entries"},{"name":"Only Results Matter","entries":["Devastators study a simplified form of evocation magic. Their training lacks the theory and context that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Hobgoblin Devastator.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"hobgoblin-devastator","source":"MPMM"}]},{"id":"hobgoblin-iron-shadow","name":"Hobgoblin Iron Shadow","source":"MPMM","page":154,"srd":false,"image":"bestiary/MPMM/Hobgoblin Iron Shadow.webp","token":"bestiary/tokens/MPMM/Hobgoblin Iron Shadow.webp","size":"Medium","creatureType":"Fey (Goblinoid)","alignment":"Lawful Neutral","ac":"15","initiative":"+3 (13)","hp":"32 (5d8 + 10)","speed":"40 ft.","str":14,"dex":16,"con":15,"int":14,"wis":15,"cha":11,"saves":"","skills":"Acrobatics +5, Athletics +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Goblin","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 12}):","At will: {@spell minor illusion}, {@spell prestidigitation}","1/day each: {@spell charm person}, {@spell disguise self}, {@spell silent image}"]}],"actions":[{"name":"Multiattack","entries":["The hobgoblin makes four attacks, each of which can be an Unarmed Strike or a Dart attack. It can also use","Shadow Jaunt once, either before or after one of the attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Shadow Jaunt","entries":["The hobgoblin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it leaves and its destination must be in dim light or darkness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Iron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police, scouts, and assassins. They spy to ferret out treachery, rebellion, and betrayal and deal with it ruthlessly. Iron shadows possess agility and stamina matched only by their ironclad commitment to the will of their masters. They wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble monsters, both to conceal their identities and to strike fear into their foes.","An iron shadow is usually recruited from the ranks of the Feywild's hobgoblin armies or from among the hobgoblins who have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the iron shadows welcome no new members into their ranks. When a recruit's training is complete, they are tasked with conducting assassinations and spy missions."],"gallery":[{"path":"bestiary/MPMM/Hobgoblin Iron Shadow.webp","credit":"Scott Murphy"}],"otherVersions":[{"id":"hobgoblin-iron-shadow-vgm","source":"VGM"}]},{"id":"hobgoblin-iron-shadow-vgm","name":"Hobgoblin Iron Shadow","source":"VGM","page":162,"srd":false,"image":"bestiary/VGM/Hobgoblin Iron Shadow.webp","token":"bestiary/tokens/VGM/Hobgoblin Iron Shadow.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"32 (5d8 + 10)","speed":"40 ft.","str":14,"dex":16,"con":15,"int":14,"wis":15,"cha":11,"saves":"","skills":"Acrobatics +5, Athletics +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Goblin","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell minor illusion}, {@spell prestidigitation}, {@spell true strike}","Level 1 (3 slots): {@spell charm person}, {@spell disguise self}, {@spell expeditious retreat}, {@spell silent image}"]}],"actions":[{"name":"Multiattack","entries":["The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Shadow Jaunt","entries":["The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The Iron Shadows are hobgoblin monks that serve as secret police, scouts, and assassins. Among other hobgoblins, they spy to ferret out treachery, rebellion, and betrayal.",{"name":"Trained in Secret","entries":["Iron Shadows are recruited from across the hobgoblin ranks. Each member keeps her eyes open for potential recruits, those whose agility and stamina are matched only by an ironclad commitment to Maglubiyet's will.","A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the magical and martial arts. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the Iron Shadows welcome no new members into their ranks. While a recruit is in training, it serves the Iron Shadows by looking for and reporting suspicious behavior.","Their masks also signify the supposed origin of their fighting techniques. The priests of Maglubiyet teach that the Great One stole the secrets of shadows from an archdevil, allowing his followers to conceal their identities, walk between shadows, and craft illusions to confuse and confound their enemies."],"type":"entries"},{"name":"Masters of Shadow and Fist","entries":["When a recruit's training is complete, she is ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct assassinations and spy missions, both against enemies and among goblinoids. These missions are ordained by the clerics of Maglubiyet, who keep a careful eye on the goblinoid community to ensure that it functions according to Maglubiyet's will."],"type":"entries"},{"name":"Masked Devils","entries":["Iron Shadows on a secret mission wear masks crafted to resemble devils, both to conceal their identities and to strike fear into their foes."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Hobgoblin Iron Shadow.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"hobgoblin-iron-shadow","source":"MPMM"}]},{"id":"hobgoblin-warlord","name":"Hobgoblin Warlord","source":"XMM","page":171,"srd":false,"image":"bestiary/XMM/Hobgoblin Warlord.webp","token":"bestiary/tokens/XMM/Hobgoblin Warlord.webp","size":"Medium","creatureType":"Fey (Goblinoid)","alignment":"Lawful Evil","ac":"20","initiative":"+5 (15)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":17,"dex":14,"con":16,"int":14,"wis":11,"cha":15,"saves":"Dex +5, Int +5, Wis +3, Cha +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Planar, Acheron, Underdark","treasure":"Armaments, Individual","traits":[{"name":"Aura of Authority","entries":["While in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the hobgoblin, the hobgoblin and its allies have {@variantrule Advantage|XPHB} on attack rolls and saving throws, provided the hobgoblin doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hobgoblin makes three attacks, using Javelin or Longsword in any combination."]},{"name":"Javelin","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 30/120 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage, and the target's {@variantrule Speed|XPHB} decreases by 10 feet until the start of the hobgoblin's next turn."]},{"name":"Longsword","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}12 ({@damage 2d8 + 3}) Slashing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The hobgoblin is hit by a melee attack roll while holding a weapon. {@actResponse} The hobgoblin adds 3 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Hobgoblin warlords lead armies of hobgoblins and their allies, using their experience and strategic minds to command amid the ebb and flow of battle."]},{"type":"section","name":"Hobgoblins","entries":["{@i Conquerors of Every Horizon}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Acheron)|bestiary|environment=planar, acheron}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Hobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.","Hobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.","Many hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.",{"type":"entries","name":"Hobgoblin Warfare","entries":["The drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest."]},{"type":"table","caption":"Hobgoblin Strategies","colLabels":["1d6","The Hobgoblin Works To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Build a vessel to carry hobgoblin armies to new conquests."],["2","Capture monsters and train them to fight."],["3","Collapse a region into the Underdark so riches can be sifted from the ruins."],["4","Construct a giant machine to strip resources."],["5","Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land."],["6","Help shortsighted merchants undermine a government or despoil the environment."]]}]}],"gallery":[{"path":"bestiary/XMM/Hobgoblin Warlord.webp"},{"path":"bestiary/XMM/Hobgoblins.webp","credit":"Taras Susak"}],"otherVersions":[{"id":"hobgoblin-warlord-mm","source":"MM"}]},{"id":"hobgoblin-warlord-mm","name":"Hobgoblin Warlord","source":"MM","page":187,"srd":false,"image":"bestiary/MM/Hobgoblin.webp","token":"bestiary/tokens/MM/Hobgoblin Warlord.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Lawful Evil","ac":"20","initiative":"+2 (12)","hp":"97 (13d8 + 39)","speed":"30 ft.","str":16,"dex":14,"con":16,"int":14,"wis":11,"cha":15,"saves":"Int +5, Wis +3, Cha +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark, Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Martial Advantage","entries":["Once per turn, the hobgoblin can deal an extra 14 ({@damage 4d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins."]},{"name":"Longsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is Large or smaller, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.","Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.",{"name":"Goblinoids","type":"entries","entries":["Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears."]},{"name":"Martial Might","type":"entries","entries":["A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.","Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black."]},{"name":"Military Legions","type":"entries","entries":["Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.","As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield."]},{"name":"Strategic Thinkers","type":"entries","entries":["Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.","Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants."]},{"name":"Beast Trainers","type":"entries","entries":["Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts."]},{"name":"Conquer and Control","type":"entries","entries":["Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.","Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.","Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas."]},{"name":"Legion of Maglubiyet","type":"entries","entries":["Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["They break before our shields,","They fall beneath our blades;","Their home is ours to conquer,","Their children our slaves.","Acheron! Acheron!","Victory is ours!"],"by":"Translation of a Hobgoblin War Chant"}]}]}],"gallery":[{"path":"bestiary/MM/Hobgoblin.webp"}],"hidden":true,"otherVersions":[{"id":"hobgoblin-warlord","source":"XMM"}]},{"id":"hobgoblin-warrior","name":"Hobgoblin Warrior","source":"XMM","page":170,"srd":true,"image":"bestiary/XMM/Hobgoblin Warrior.webp","token":"bestiary/tokens/XMM/Hobgoblin Warrior.webp","size":"Medium","creatureType":"Fey (Goblinoid)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Planar, Acheron, Underdark","treasure":"Armaments, Individual","traits":[{"name":"Pack Tactics","entries":["The hobgoblin has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}12 ({@damage 2d10 + 1}) Slashing damage."]},{"name":"Longbow","entries":["{@atkr r} {@hit 3}, range 150/600 ft. {@h}5 ({@damage 1d8 + 1}) Piercing damage plus 7 ({@damage 3d4}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Hobgoblin warriors might hunt and raid alone or with trained mastiffs, worgs, goblin gangs, or other allies. They employ simple tactics and exploit every advantage their allies provide. They willingly sacrifice companions in their pursuit of victory."]},{"type":"section","name":"Hobgoblins","entries":["{@i Conquerors of Every Horizon}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Planar (Acheron)|bestiary|environment=planar, acheron}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Hobgoblins embody the primal urge to grow and spread, expressing such drives by bending the world to their whims. Lone hobgoblins claim woodland territories and plunder the wilds. In groups, they form hierarchical, martial societies bent on conquering lands and stripping them of resources to serve their expansionist zeal.","Hobgoblins often subjugate animals, monsters, and destructive Fey—particularly goblins and bugbears—to serve their plans. Hobgoblins might ally with dragons, warlords, the servants of warlike gods, or other powerful creatures that promise them control of new territories. Should hobgoblins bring an entire land to heel, they seek new conquests, venturing across seas, into the Underdark, or to stars and planes of existence beyond.","Many hobgoblins serve the violent god Maglubiyet, whose hunger for conquest matches their own. Hobgoblin followers of Maglubiyet flourish in the Infinite Battlefield of Acheron, where they endlessly indulge their drive for domination. These war-obsessed hobgoblins employ elaborate tactics and strange weapons, which they sometimes unleash on worlds of the Material Plane.",{"type":"entries","name":"Hobgoblin Warfare","entries":["The drive to subjugate and pillage is part of hobgoblins' supernatural nature, though a few might repress their warlike tendencies or turn them to more useful ends. Roll on or choose a result from the Hobgoblin Strategies table to inspire how a hobgoblin carries out its conquest."]},{"type":"table","caption":"Hobgoblin Strategies","colLabels":["1d6","The Hobgoblin Works To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Build a vessel to carry hobgoblin armies to new conquests."],["2","Capture monsters and train them to fight."],["3","Collapse a region into the Underdark so riches can be sifted from the ruins."],["4","Construct a giant machine to strip resources."],["5","Convince devils, dragons, or hobgoblins from Acheron to invade an enemy land."],["6","Help shortsighted merchants undermine a government or despoil the environment."]]}]}],"gallery":[{"path":"bestiary/XMM/Hobgoblin Warrior.webp"},{"path":"bestiary/XMM/Hobgoblins.webp","credit":"Taras Susak"}]},{"id":"holga-kilgore","name":"Holga Kilgore","source":"HAT-TG","srd":false,"image":"bestiary/HAT-TG/Holga Kilgore.webp","token":"bestiary/tokens/HAT-TG/Holga Kilgore.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Good","ac":"15","initiative":"+2 (12)","hp":"120 (16d8 + 48)","speed":"40 ft.","str":19,"dex":14,"con":16,"int":11,"wis":16,"cha":13,"saves":"Str +7, Con +6","skills":"Athletics +7, Intimidation +4, Nature +3, Survival +6","vulnerabilities":"","resistances":"lightning (granted by darksteel greataxe)","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Halfling","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Reckless","entries":["At the start of her turn, Holga can gain advantage on melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn."]},{"name":"Special Equipment","entries":["Holga carries a darksteel greataxe, a magic weapon that grants her resistance to lightning damage while she carries it (included above)."]},{"name":"Unarmored Defense","entries":["While Holga isn't wearing armor, her AC includes her Constitution modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Holga makes three Darksteel Greataxe or Improvised Weapon attacks, in any combination."]},{"name":"Darksteel Greataxe","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage."]},{"name":"Improvised Weapon","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft., or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage."]}],"bonusActions":[{"name":"Wrestle","entries":["Holga shoves a creature within 5 feet of herself. That creature must succeed on a {@dc 15} Strength saving throw or be moved 5 feet into an unoccupied space of Holga's choice."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Holga Kilgore is a member of the Uthgardt Elk Tribe, and her strength and scowl conceal a generous heart. She's a woman of few words who lets her actions (and punches) speak for her. A fearsome combatant when her ire is up, Holga wields anything that comes to hand—from weapons to snacks. Her unwavering loyalty makes her a fierce defender of allies, particularly her best friend, Edgin.","After Holga was exiled from her clan, she wandered unmoored and craving connection. Now that she has forged a new home with Edgin and his band of thieves, she won't lose another family without a fight."]}],"gallery":[{"path":"bestiary/HAT-TG/Holga Kilgore.webp"}]},{"id":"hollow-dragon","name":"Hollow Dragon","source":"FTD","page":206,"srd":false,"image":"bestiary/FTD/Hollow Dragon.webp","token":"bestiary/tokens/FTD/Hollow Dragon.webp","size":"Huge","creatureType":"Undead","alignment":"Any Alignment","ac":"19","initiative":"+1 (11)","hp":"241 (21d12 + 105)","speed":"40 ft., fly 80 ft.","str":23,"dex":12,"con":21,"int":16,"wis":13,"cha":21,"saves":"Con +11, Int +9, Wis +7, Cha +11","skills":"Arcana +9, History +15, Perception +13","vulnerabilities":"","resistances":"necrotic","immunities":"poison; radiant","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the hollow dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Reconstruction","entries":["When the hollow dragon is reduced to 0 hit points, its body breaks into nine pieces: two arms, two legs, two wings, a tail, a torso, and a head. Each piece is a Large object with AC 19, 27 hit points, and immunity to psychic and poison damage. After {@dice 1d6} days, if all pieces are still within 6 miles of each other, they all teleport to the location of the head piece and merge with it, whereupon the hollow dragon regains all its hit points and becomes active again."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hollow dragon makes one Bite attack and two Claw attacks, and it can use Sapping Presence."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 9 ({@damage 2d8}) radiant damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Sapping Presence","entries":["Each creature of the hollow dragon's choice within 60 feet of it must make a {@dc 19} Wisdom saving throw. On a failed save, the creature's speed is halved and it has disadvantage on attack rolls until the end of its next turn. On a successful save, the creature is immune to this hollow dragon's Sapping Presence for 24 hours."]},{"name":"Radiant Breath {@recharge 5}","entries":["The hollow dragon exhales radiant flames in a 60-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw, taking 54 ({@damage 12d8}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The hollow dragon makes one Claw attack."]},{"name":"Ghostly Binding (Costs 2 Actions)","entries":["The hollow dragon creates ethereal bindings around a creature it can see within 60 feet of it. The target must succeed on a {@dc 19} Strength saving throw or be {@condition restrained} until the end of the dragon's next turn."]},{"name":"Booming Scales (Costs 3 Actions)","entries":["A sudden loud ringing noise, painfully intense, erupts from the hollow dragon's frame. Each creature within 10 feet of the hollow dragon must make a {@dc 19} Constitution saving throw, taking 24 ({@damage 7d6}) thunder damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Unlike dragons who explore the magic of undeath for power, some metallic dragons see undeath as a means to pursue a noble purpose. For the sake of protecting an artifact or fulfilling an oath, a dragon might transform into a hollow dragon, accepting undeath until that purpose is fulfilled.","As the name suggests, a hollow dragon is the husk of a metallic dragon's hide, filled with radiant energy. Depending on the dragon's original kind, that energy might take the appearance of flames, lightning, or misty vapors.","Hollow dragons don't suffer distractions from their undying purpose. So powerful is their drive that their bodies reconstitute if destroyed.","When they fulfill their purpose, most hollow dragons embrace the death they have staved off for so long. But others seek new tasks to sustain themselves—or cling to undeath out of sheer stubbornness or habit."]}],"gallery":[{"path":"bestiary/FTD/Hollow Dragon.webp","credit":"Svetlin Velinov"}]},{"id":"hollyphant","name":"Hollyphant","source":"BGDIA","page":237,"srd":false,"image":"bestiary/BGDIA/Hollyphant.webp","token":"bestiary/tokens/BGDIA/Hollyphant.webp","size":"Small","creatureType":"Celestial","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"36 (8d6 + 8)","speed":"20 ft., fly 120 ft.","str":10,"dex":11,"con":12,"int":16,"wis":19,"cha":16,"saves":"Dex +3, Con +4, Cha +6","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 14","languages":"Celestial, telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aura of Invulnerability","entries":["An {@condition invisible} aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell)."]},{"name":"Magic Weapons","entries":["The hollyphant's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The hollyphant's innate spellcasting ability is Wisdom (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:","At will: {@spell light}","2/day each: {@spell bless}, {@spell cure wounds}, {@spell protection from evil and good}","1/day each: {@spell banishment}, {@spell heal}, {@spell raise dead}, {@spell shapechange} (into a golden-furred {@creature mammoth} with feathered wings and a flying speed of 120 ft.), {@spell teleport} (with no chance of error)"]}],"actions":[{"name":"Tusks","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]},{"name":"Trumpet (3/Day)","entries":["The hollyphant blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:"]},{"name":"Trumpet of Blasting","entries":["Each creature in the cone must make a {@dc 14} Constitution saving throw. On a failed save, a creature takes 17 ({@damage 5d6}) thunder damage and is {@condition deafened} for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition deafened}. Nonmagical objects in the cone that aren't being held or worn take 35 ({@damage 10d6}) thunder damage."]},{"name":"Trumpet of Sparkles","entries":["Creatures in the cone must make a {@dc 14} Constitution saving throw, taking 22 ({@damage 4d8 + 4}) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty.","A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won't bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends."]}]}],"gallery":[{"path":"bestiary/BGDIA/Hollyphant.webp"}]},{"id":"homarid","name":"Homarid","source":"PSD","page":15,"srd":false,"image":"bestiary/PSD/Homarid.webp","token":"bestiary/tokens/PSD/Homarid.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"-1 (9)","hp":"44 (8d8 + 8)","speed":"20 ft., swim 30 ft.","str":13,"dex":8,"con":13,"int":9,"wis":14,"cha":10,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Homarid","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The homarid can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The homarid makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, and the target is {@condition grappled} (escape {@dc 11}). The homarid has two claws, each of which can grapple only one target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The merfolk of Vodalia have waged bitter war for generations against the cryptic, cold-loving crustacean race of {@creature Homarid|PSD|homarids}. The surface ocean waters have become too warm for the homarids in recent times, but in the years following the Brothers' War, as a global ice age settled over Dominaria, the homarids swarmed to the surface and nearly unraveled the fabric of the first Vodalian Empire. Even now, these creatures teem in the deep, frigid trenches to the west of the Voda Sea.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Genocidal Foe","page":15,"entries":["Homarids don't seem to understand any language other than {@language Homarid|PSD|their own}—and might have only the barest suspicion that the sounds made by other creatures can communicate meaning at all. In their minds, they are the most advanced species on Dominaria, and all others are effectively animals. In the Homarid Wars that coincided with the start of the ice age, the homarids treated their merfolk enemies like cattle, to be slain and then tossed into spawning beds to provide food for homarid hatchlings. However, later historical revision tried to portray the expansionist homarids as victims of the merfolk Empress Galina's aggression."]},{"type":"entries","name":"Offshoots","page":15,"entries":["A variety of homarid more suited to warm water, called viscerids, lives in less frigid seas, particularly around Yavimaya."]}]}]}],"gallery":[{"path":"bestiary/PSD/Homarid.webp","title":"Homarid Explorer","credit":"Jehan Choo"}]},{"id":"homunculus","name":"Homunculus","source":"XMM","page":172,"srd":true,"image":"bestiary/XMM/Homunculus.webp","token":"bestiary/tokens/XMM/Homunculus.webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"4 (1d4 + 2)","speed":"20 ft., fly 40 ft.","str":4,"dex":15,"con":14,"int":10,"wis":10,"cha":7,"saves":"Wis +2, Cha +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"understands Common plus one other language but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Any","treasure":"","traits":[{"name":"Telepathic Bond","entries":["While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Piercing damage, and the target is subjected to the following effect. {@actSave con} {@dc 12}. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the end of the homunculus's next turn. {@actSaveFailBy 5} The target has the {@condition Poisoned|XPHB} condition for 1 minute. While {@condition Poisoned|XPHB}, the target has the {@condition Unconscious|XPHB} condition, which ends early if the target takes any damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Homunculus","entries":["{@i Winged Servant Given Magical Life}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"None"}]},"A mage can create a cat-sized, obedient assistant called a homunculus through a ritual that uses the mage's blood. Each homunculus shares a telepathic bond with the mage who created it and loyally serves its creator. A homunculus is reduced to inert material if its creator dies.","A homunculus's appearance reflects its creator's tastes. Roll on or choose a result from the Homunculus Features table to inspire a homunculus's form.",{"type":"table","caption":"Homunculus Features","colLabels":["1d8","The Homunculus Has Features That Are..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bat-like with tattered wings."],["2","Made of soft metal and delicate gears."],["3","Marked with its creator's symbol."],["4","Similar to those of a winged humanoid."],["5","Sprouting flowers and leaves."],["6","Suggestive of its creator's appearance."],["7","Underdeveloped and fleshy with beady eyes."],["8","Woven and patchwork, like a well-loved toy."]]}]}],"gallery":[{"path":"bestiary/XMM/Homunculus.webp","title":"Homunculi are as varied as the magic-users who create them","credit":"Taras Susak"}],"otherVersions":[{"id":"homunculus-mm","source":"MM"}]},{"id":"homunculus-mm","name":"Homunculus","source":"MM","page":188,"srd":false,"image":"bestiary/MM/Homunculus.webp","token":"bestiary/tokens/MM/Homunculus.webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"5 (2d4)","speed":"20 ft., fly 40 ft.","str":4,"dex":15,"con":11,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Telepathic Bond","entries":["While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}1 piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target is instead {@condition poisoned} for 5 ({@dice 1d10}) minutes and {@condition unconscious} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion.","A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies.",{"name":"Shared Mind","type":"entries","entries":["A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring."]}]}]}],"gallery":[{"path":"bestiary/MM/Homunculus.webp"}],"hidden":true,"otherVersions":[{"id":"homunculus","source":"XMM"}]},{"id":"homunculus-servant","name":"Homunculus Servant","source":"EFA","page":21,"srd":false,"image":"bestiary/tokens/EFA/Homunculus Servant.webp","token":"bestiary/tokens/EFA/Homunculus Servant.webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"5 + 5 per spell level (the homunculus has a number of Hit Dice [d4s] equal to the spell's level)","speed":"20 ft., fly 30 ft.","str":4,"dex":15,"con":12,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"telepathy 1 mile (works only with you)","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the homunculus instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it has the {@condition Incapacitated|XPHB} condition."]},{"name":"Magic Bond","entries":["Add the spell's level to any ability check or saving throw the homunculus makes."]}],"spellcasting":[],"actions":[{"name":"Force Strike","entries":["{@atkr m,r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. or range 30 ft. {@h}{@dice 1d6 + summonSpellLevel} Force damage."]}],"bonusActions":[],"reactions":[{"name":"Channel Magic","entries":["{@actTrigger} You cast a spell that has a range of touch while the homunculus is within 120 feet of you. {@actResponse} The homunculus delivers the spell through its touch."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"homunculus-servant-tce","source":"TCE"}]},{"id":"homunculus-servant-tce","name":"Homunculus Servant","source":"TCE","page":22,"srd":false,"image":"bestiary/TCE/Homunculus Servant.webp","token":"bestiary/tokens/TCE/Homunculus Servant.webp","size":"Tiny","creatureType":"Construct","alignment":"","ac":"13","initiative":"+2 (12)","hp":"1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)","speed":"20 ft., fly 30 ft.","str":4,"dex":15,"con":12,"int":10,"wis":10,"cha":7,"saves":"Dex +2 plus PB","skills":"Perception +0 plus PB × 2, Stealth +2 plus PB","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 10 + (PB × 2)","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Force Strike","entries":["{@atk rw} {@hitYourSpellAttack} to hit, range 30 ft., one target you can see. {@h}{@damage 1d4 + PB} force damage."]}],"bonusActions":[],"reactions":[{"name":"Channel Magic","entries":["The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TCE/Homunculus Servant.webp"}],"hidden":true,"otherVersions":[{"id":"homunculus-servant","source":"EFA"}]},{"id":"honna","name":"Honna","source":"PaBTSO","page":110,"srd":false,"image":"bestiary/PaBTSO/Honna.webp","token":"bestiary/tokens/PaBTSO/Honna.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":10,"dex":15,"con":16,"int":12,"wis":13,"cha":15,"saves":"","skills":"Deception +5, Insight +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["When a creature that can see Honna's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Honna until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.","If Honna sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Honna makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow."]},{"name":"Snake Hair","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Honna.webp"}]},{"id":"hook-horror","name":"Hook Horror","source":"XMM","page":173,"srd":false,"image":"bestiary/XMM/Hook Horror.webp","token":"bestiary/tokens/XMM/Hook Horror.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"75 (10d10 + 20)","speed":"30 ft., climb 30 ft.","str":18,"dex":10,"con":15,"int":6,"wis":12,"cha":7,"saves":"Con +4","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 15","languages":"Hook Horror","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hook horror makes two Hook attacks."]},{"name":"Hook","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage. If the target is a Large or smaller creature, the hook horror moves the target 5 feet straight toward or away from itself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Hook Horror","entries":["{@i Echo-Stalking Underdark Hunter}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Hook horrors are beaked predators whose forelimbs end in massive, hook-like claws. They flourish in the cavernous mazes of the Underdark, with its miles-deep trenches and stalactite forests suspended over empty darkness, where they barrel through caves and swing across cavern ceilings.","Hook horrors feed opportunistically on plants, fungi, and any creatures that come close enough to hook. To perceive their surroundings, hook horrors echolocate via a range of noises, from banging on rocks and their own bodies to vocalizations that sound like strange squawks, screams, or clicks. Only hook horrors know the meaning of these noises, but many people who explore the Underdark or live near deep-reaching caves have sought the sources of such sounds only to fall victim to hungry hook horrors."]}],"gallery":[{"path":"bestiary/XMM/Hook Horror.webp","credit":"Richard Luong"}],"otherVersions":[{"id":"hook-horror-mm","source":"MM"}]},{"id":"hook-horror-mm","name":"Hook Horror","source":"MM","page":189,"srd":false,"image":"bestiary/MM/Hook Horror.webp","token":"bestiary/tokens/MM/Hook Horror.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"75 (10d10 + 20)","speed":"30 ft., climb 30 ft.","str":18,"dex":10,"con":15,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 13","languages":"Hook Horror","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Echolocation","entries":["The hook horror can't use its blindsight while {@condition deafened}."]},{"name":"Keen Hearing","entries":["The hook horror has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hook horror makes two hook attacks."]},{"name":"Hook","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A fierce predator of the Underdark, the hook horror aggressively defends its hunting grounds. The subterranean caverns where these creatures dwell echo with the constant clacking and scraping of their hooks as they wend their way up cliffs and along cavern walls. The monstrous hook horror has a head resembling a vulture's and the torso of an enormous beetle, with an exoskeleton studded by sharp, bony protuberances. It gains its name from its long, powerfully built arms and legs, which end in wickedly curved hooked claws.",{"name":"Echoes in the Dark","entries":["Hook horrors communicate by striking their hooks against their exoskeletons or the stone surfaces around them. What sounds to others like random clacking noise is actually a complex language that only hook horrors understand, and which carries for miles through the echoing Underdark."],"type":"entries"},{"name":"Pack Predators","type":"entries","entries":["The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror's hooked limbs give it excellent purchase on rock surfaces, and these creatures use their climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall to flee."]},{"name":"Dedicated Clans","type":"entries","entries":["Hook horrors live in extended family groups or clans. Each clan is ruled by the eldest female, who typically places her mate in charge of the clan's hunters. Hook horrors lay eggs, which are clustered in a central, well-defended area of a clan's home caverns."]}]}]}],"gallery":[{"path":"bestiary/MM/Hook Horror.webp"}],"hidden":true,"otherVersions":[{"id":"hook-horror","source":"XMM"}]},{"id":"hook-horror-spore-servant","name":"Hook Horror Spore Servant","source":"OotA","page":68,"srd":false,"image":"bestiary/tokens/OotA/Hook Horror Spore Servant.webp","token":"bestiary/tokens/OotA/Hook Horror Spore Servant.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"75 (10d10 + 10)","speed":"20 ft., climb 20 ft.","str":18,"dex":10,"con":15,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"blinded; charmed; frightened; paralyzed","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spore servant makes two hook attacks."]},{"name":"Hook","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"horizonback-tortoise","name":"Horizonback Tortoise","source":"EGW","page":292,"srd":false,"image":"bestiary/EGW/Horizonback Tortoise.webp","token":"bestiary/tokens/EGW/Horizonback Tortoise.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"-4 (6)","hp":"227 (13d20 + 91)","speed":"20 ft.","str":28,"dex":3,"con":25,"int":4,"wis":10,"cha":5,"saves":"Str +12, Con +10","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft, Passive Perception 10","languages":"understands Goblin but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The tortoise can breathe air and water."]},{"name":"Massive Frame","entries":["The tortoise can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it's not {@condition prone}.","Any creature under the tortoise when it falls {@condition prone} is {@condition grappled} (escape {@dc 18}). Until the grapple ends, the creature is {@condition prone} and {@condition restrained}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) bludgeoning damage."]},{"name":"Shell Defense {@recharge 4}","entries":["The tortoise withdraws into its shell, falls {@condition prone}, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can't increase. The tortoise can emerge from its shell as an action, whereupon it is no longer {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across."]}],"gallery":[{"path":"bestiary/EGW/Horizonback Tortoise.webp","credit":"Kent Davis"}]},{"id":"horncaller","name":"Horncaller","source":"GGR","page":253,"srd":false,"image":"bestiary/GGR/Horncaller.webp","token":"bestiary/tokens/GGR/Horncaller.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"13","initiative":"+1 (11)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":13,"dex":12,"con":14,"int":10,"wis":14,"cha":13,"saves":"","skills":"Animal Handling +4, Nature +2, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus any one language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Speak with Beasts","entries":["The horncaller can communicate with beasts as if they shared a language."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The horncaller's innate spellcasting ability is Wisdom (spell save {@dc 14}). The horncaller can innately cast the following spells, requiring no material components:","1/day each: {@spell bless}, {@spell conjure animals}"]}],"actions":[{"name":"Multiattack","entries":["The horncaller makes two melee attacks with its staff and uses One with the Worldsoul."]},{"name":"Staff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with two hands."]},{"name":"One with the Worldsoul","entries":["The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee attack against a target that the horncaller can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks."]}]}]}],"gallery":[{"path":"bestiary/GGR/Horncaller.webp","credit":"Howard Lyon"}]},{"id":"horned-devil","name":"Horned Devil","source":"XMM","page":174,"srd":true,"image":"bestiary/XMM/Horned Devil.webp","token":"bestiary/tokens/XMM/Horned Devil.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+7 (17)","hp":"199 (19d10 + 95)","speed":"30 ft., fly 60 ft.","str":22,"dex":17,"con":21,"int":12,"wis":16,"cha":18,"saves":"Str +10, Dex +7, Wis +7, Cha +8","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Darkvision 150 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 13","languages":"Infernal; telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Planar, Nine Hells","treasure":"Relics","traits":[{"name":"Diabolical Restoration","entries":["If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes three attacks, using Searing Fork or Hurl Flame in any combination. It can replace one attack with a use of Infernal Tail."]},{"name":"Searing Fork","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}15 ({@damage 2d8 + 6}) Piercing damage plus 9 ({@damage 2d8}) Fire damage."]},{"name":"Hurl Flame","entries":["{@atkr r} {@hit 8}, range 150 ft. {@h}26 ({@damage 5d8 + 4}) Fire damage. If the target is a flammable object that isn't being worn or carried, it starts {@hazard burning|XPHB}."]},{"name":"Infernal Tail","entries":["{@actSave dex} {@dc 17}, one creature the devil can see within 10 feet. {@actSaveFail} 10 ({@damage 1d8 + 6}) Necrotic damage, and the target receives an infernal wound if it doesn't have one. While wounded, the target loses 10 ({@dice 3d6}) {@variantrule Hit Points|XPHB} at the start of each of its turns. The wound closes after 1 minute, after a spell restores {@variantrule Hit Points|XPHB} to the target, or after the target or a creature within 5 feet of it takes an action to stanch the wound, doing so by succeeding on a {@dc 17} Wisdom ({@skill Medicine|XPHB}) check."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Horned Devil","entries":["{@i Devil of Hatred and Subjugation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Horned devils, also known as cornugons or malebranche, are infernal warriors that exact the will of diabolical generals and lead other devils in battle. Their bodies and weapons are forged in the Nine Hells, and they torment their foes with diabolical flames and pernicious wounds."]}],"gallery":[{"path":"bestiary/XMM/Horned Devil.webp","credit":"Yongjae Choi"}],"otherVersions":[{"id":"horned-devil-mm","source":"MM"}]},{"id":"horned-devil-mm","name":"Horned Devil","source":"MM","page":74,"srd":false,"image":"bestiary/MM/Horned Devil.webp","token":"bestiary/tokens/MM/Horned Devil.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"178 (17d10 + 85)","speed":"20 ft., fly 60 ft.","str":22,"dex":17,"con":21,"int":12,"wis":16,"cha":17,"saves":"Str +10, Dex +7, Wis +7, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Infernal, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the devil's darkvision."]},{"name":"Magic Resistance","entries":["The devil has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack."]},{"name":"Fork","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a {@dc 17} Constitution saving throw or lose 10 ({@dice 3d6}) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 ({@damage 3d6}). Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 7} to hit, range 150 ft., one target. {@h}14 ({@damage 4d6}) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm's way. Moreover, they hate and fear any creature stronger than themselves. When they are sufficiently provoked or antagonized, the fury of these fiends can be terrifying.","A malebranche stands as tall as an ogre and is sheathed in scales as tough as iron. The flying infantry of the hellish legions, horned devils follow orders to the letter. Their huge wings and sweeping horns create an intimidating presence as they drop from the sky and strike with deadly forks and lashing tails."]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Horned Devil.webp","credit":"Jim Pavelec"}],"hidden":true,"otherVersions":[{"id":"horned-devil","source":"XMM"}]},{"id":"horned-frog","name":"Horned Frog","source":"PSX","page":39,"srd":false,"image":"bestiary/tokens/PSX/Horned Frog.webp","token":"bestiary/tokens/PSX/Horned Frog.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"18 (4d8)","speed":"30 ft., swim 30 ft.","str":12,"dex":13,"con":11,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The frog can breathe air and water."]},{"name":"Standing Leap","entries":["The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target is {@condition restrained}, and the frog can't bite another target."]},{"name":"Swallow","entries":["The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the frog, and it takes 5 ({@damage 2d4}) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Frogs are more commonly heard than seen in Ixalan, joining their voices to the vivid soundscape of the jungle. They range from tiny poisonous tree frogs found in the branches of tall trees to huge horned frogs that lurk in marshy areas."]},{"id":"horned-sister","name":"Horned Sister","source":"WDMM","page":118,"srd":false,"image":"bestiary/tokens/WDMM/Horned Sister.webp","token":"bestiary/tokens/WDMM/Horned Sister.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Infernal, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The horned sister is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell horned sister hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell horned sister armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"horrid-plant","name":"Horrid Plant","source":"QftIS","page":204,"srd":false,"image":"bestiary/QftIS/Horrid Plant.webp","token":"bestiary/tokens/QftIS/Horrid Plant.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"6","initiative":"-4 (6)","hp":"42 (5d10 + 15)","speed":"5 ft.","str":18,"dex":3,"con":17,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Horrid Plant Varieties","entries":["A horrid plant comes in one of three varieties (choose or roll a {@dice d6}): 1-2, dew drinker; 3-4, purple blossom; or 5-6, snapper saw. This form determines certain traits in this stat block."]},{"name":"False Appearance","entries":["If the horrid plant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the horrid plant move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Nature}) check to discern that the horrid plant isn't an ordinary plant."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horrid plant makes two Tendril attacks."]},{"name":"Tendril","entries":["{@atk mw} {@hit 6} to hit, reach 30 ft., one target. {@h}7 ({@damage 2d6}) bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the {@condition restrained} condition, and the horrid plant can't use the same tendril on another target. The horrid plant has two tendrils."]}],"bonusActions":[{"name":"Sap Squirt (Purple Blossom Only)","entries":["The horrid plant targets one creature it can see within 15 feet of itself. The target must succeed on a {@dc 14} Dexterity saving throw or take 28 ({@damage 8d6}) acid damage and become covered in acidic sap. This sap lasts for 1 minute or until a creature uses its action to scrape the sap off itself or another creature it can reach. A creature covered in sap takes 14 ({@damage 4d6}) acid damage at the start of each of its turns."]},{"name":"Spiked Leaves (Snapper Saw Only)","entries":["Creatures within 10 feet of the horrid plant and not behind {@quickref Cover||3||total cover} must make a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) slashing damage on a failed save or half as much damage on a successful one."]},{"name":"Vampiric Tendril (Dew Drinker Only)","entries":["One creature {@condition grappled} by the horrid plant must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) necrotic damage on a failed save or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken, and the horrid plant regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Horrid plants are a family of carnivorous vegetation found in bogs, damp heaths, jungles, and swamps. Some botanists theorize these plants are an invasive species from a faraway world. When still, horrid plants resemble ordinary (if vibrant) foliage."]},{"type":"section","entries":[{"type":"entries","name":"Horrid Plant Varieties","entries":["The most infamous varieties of horrid plant are dew drinkers, purple blossoms, and snapper saws.",{"type":"entries","name":"Dew Drinker","entries":["Dew drinkers resemble large cabbage plants until they unfurl their long, hair-tipped tendrils. Dew drinkers use these tendrils to drain the moisture and life force from their prey."]},{"type":"entries","name":"Purple Blossom","entries":["The purple blossom is a treelike plant with cup-shaped purple flowers. Tubules within the plant's branches connect the flowers to reserves of acidic sap in the plant's trunk. Purple blossoms squirt this sap at prey through the flowers' pistils."]},{"type":"entries","name":"Snapper Saw","entries":["Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the loose dirt around itself to catch unsuspecting prey off guard."]}]}]}],"gallery":[{"path":"bestiary/QftIS/Horrid Plant.webp"}]},{"id":"host-of-herons-angel","name":"Host of Herons Angel","source":"PSI","page":26,"srd":false,"image":"bestiary/PSI/Angel1.webp","token":"bestiary/tokens/PSI/Host of Herons Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The angel's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]},{"name":"Heron Protection","entries":["Whenever an angel of the Host of Herons or a friendly creature within 10 feet of it makes a saving throw, the creature gains a bonus to the saving throw equal to the angel's Charisma modifier. The angel must be conscious to receive or grant this bonus."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The angel makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The angel touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Avacyn|PSI} was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.","Traditionally, three groups of angels known as flights or hosts served {@creature Avacyn|PSI}, each under the leadership of a lesser archangel.",{"type":"entries","name":"Flight Alabaster","page":26,"entries":["The practical and sympathetic angels of Flight Alabaster were instrumental in maintaining Avacyn's wards against the supernatural evils of Innistrad. They preferred the use of spells to weapons, and engaged in battle only when they had exhausted other options. As a result, angels of other flights sometimes dismissed them as overly sentimental. Alabaster angels aided priests and cathars in maintaining the protective wards on city walls and at holy sites throughout the plane, and also aided Avacyn in conducting the spirits of the dead to their ultimate fate, dissolving into Innistrad's Æthereal essence. The leader of Flight Alabaster was {@creature Bruna|PSI}, called the Light of Alabaster."]},{"type":"entries","name":"Host of Herons","page":26,"entries":["The Host of Herons comprised the angels of birth, rebirth, and purity, whose magic was said to ward humans against harm in life. This was always the smallest flight of angels, and its primary function was the scouting and tracking of werewolves and other marauding monsters. {@creature Sigarda|PSI} led the Host of Herons, wielding a scythe shaped like the head of a heron."]},{"type":"entries","name":"Flight Goldnight","page":26,"entries":["Flight Goldnight was an army of soldier-angels focused on the martial strength of the church. These angels were characterized by pragmatism and strict observance of church law. They were strategists in battle and skillful leaders during armed conflicts, cultivating a martial mindset that made them more than willing to take up arms when the need arose. The leader of Flight Goldnight was {@creature Gisela|PSI}, called the Blade of Goldnight or the Blade of the Church."]},{"type":"entries","name":"The Madness of Avacyn","page":27,"entries":["When the Eldrazi titan Emrakul first approached Innistrad, {@creature Avacyn|PSI} perceived her influence as a contagion that must be expunged from the world. However, unable to identify the source of that contagion, {@creature Avacyn|PSI} was driven mad, lashing out instead at every living thing. She led the angels in a vain effort to purge this corruption from the plane, viewing the humans they once protected as part of the maddening illness. The different flights of angels even began to war against each other, drastically reducing the number of angels on the plane.","Wielding fiery swords and clad in full armor, the soldier-angels of Flight Goldnight became the scourge of all mortal life on Innistrad. None could predict what would trigger their violent judgment or where they would strike next. The angels of Flight Alabaster had always been at the forefront of the church's efforts to root out and punish demon cultists, necromancers, and other heretics. With Emrakul's approach, they grew at least as mad as {@creature Avacyn|PSI} herself. Their fervent obsession drove the forces of the Lunarch Inquisition, the church's efforts to root out sin among the human populace. The angels prodded the church to ever greater and more desperate action.","Amid the chaos, {@creature Avacyn|PSI} created a new angelic flight to serve as her honor guard. Armed with moonsilver spears forged from shards of the broken Helvault, these angels of the Flight of Moonsilver served as sentries and guards at Thraben Cathedral, and flew alongside {@creature Avacyn|PSI} into battle against any perceived threat to Innistrad.","Only {@creature Sigarda|PSI} and the Host of Herons remained unaffected by Avacyn's madness, perhaps because they were the angels of purity. The survivors of this host retreated to their old haunt in Gavony's remote parish of Videns to maintain a safe distance from {@creature Avacyn|PSI}.","Angels that have gone mad can cast {@spell flame strike} once per day using their Innate Spellcasting trait. Additionally, the extra damage from their Angelic Weapons is half fire damage and half radiant damage."]}],"gallery":[{"path":"bestiary/PSI/Angel1.webp","title":"Gisela, Blade of Goldnight","credit":"Jason Chan"},{"path":"bestiary/PSI/Angel2.webp","title":"Fiery Temper","credit":"Johannes Voss"},{"path":"bestiary/PSI/Sigarda.webp","title":"Sigarda, Host of Herons","credit":"Chris Rahn"}]},{"id":"hound-archon","name":"Hound Archon","source":"MPP","page":16,"srd":false,"image":"bestiary/MPP/Hound Archon.webp","token":"bestiary/tokens/MPP/Hound Archon.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"15","initiative":"+1 (11)","hp":"65 (10d8 + 20)","speed":"40 ft.","str":18,"dex":12,"con":15,"int":11,"wis":14,"cha":15,"saves":"Int +2, Wis +4","skills":"Insight +4, Perception +6, Stealth +3","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"exhaustion; paralyzed","senses":"darkvision 120 ft., Passive Perception 16","languages":"all","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aura of Menace","entries":["As long as the archon doesn't have the {@condition incapacitated} condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a {@dc 12} Wisdom saving throw. On a failed save, the creature has the {@condition frightened} condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours."]}],"spellcasting":[{"name":"Spellcasting","entries":["The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:","At will: {@spell detect evil and good}","1/day each: {@spell aid}, {@spell continual flame}"]}],"actions":[{"name":"Multiattack","entries":["The archon makes two Bite attacks. It can replace one of the attacks with a Shining Blade attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition."]},{"name":"Shining Blade (True Form Only)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) radiant damage."]},{"name":"Teleport","entries":["The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself."]}],"bonusActions":[{"name":"Change Shape","entries":["The archon magically transforms into any Medium or Large dog or wolf while retaining its game statistics (other than its size and losing its Shining Blade attack). The archon reverts to its true form if reduced to 0 hit points or if it uses a bonus action to do so."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hound archons are the foot soldiers of Mount Celestia, tasked with protecting the innocent and helpless. Loyal defenders, these bipedal warriors wield blades of shining radiance and can assume canine forms, allowing them to inconspicuously guard peaceable communities as dogs and wolves."]},{"type":"section","entries":[{"type":"entries","name":"Archons","entries":["Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.","Each archon's form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes."]}]}],"gallery":[{"path":"bestiary/MPP/Hound Archon.webp"}]},{"id":"hound-of-ill-omen","name":"Hound of Ill Omen","source":"XGE","page":50,"srd":false,"image":"bestiary/tokens/XGE/Hound of Ill Omen.webp","token":"bestiary/tokens/XGE/Hound of Ill Omen.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"37 (5d10 + 10)","speed":"50 ft.","str":17,"dex":15,"con":15,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The hound has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Cloak of Shadows","entries":["The hound appears with a number of temporary hit points equal to half your sorcerer level."]},{"name":"Incorporeal Movement","entries":["The hound can move through other creatures and objects as if they were {@quickref difficult terrain||3}. The hound takes 5 force damage if it ends its turn inside an object."]},{"name":"Omen Sight","entries":["At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound."]},{"name":"Ever at Your Heels","entries":["On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"howler","name":"Howler","source":"MPMM","page":155,"srd":false,"image":"bestiary/MPMM/Howler.webp","token":"bestiary/tokens/MPMM/Howler.webp","size":"Large","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"90 (12d10 + 24)","speed":"40 ft.","str":17,"dex":16,"con":15,"int":5,"wis":14,"cha":6,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 15","languages":"understands Abyssal but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Desert, Grassland, Hill, Underdark","treasure":"","traits":[{"name":"Pack Tactics","entries":["A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The howler makes two Rending Bite attacks."]},{"name":"Rending Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, plus 22 ({@damage 4d10}) psychic damage if the target is {@condition frightened}. This attack ignores damage resistance."]},{"name":"Mind-Breaking Howl {@recharge 4}","entries":["The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a {@dc 13} Wisdom saving throw or take 16 ({@damage 3d10}) psychic damage and be {@condition frightened} until the end of the howler's next turn. While a creature is {@condition frightened} in this way, its speed is halved, and it is {@condition incapacitated}. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear."],"by":"Mordenkainen"},"A far-off wail precedes the sight of a howler. Even at a distance, listeners' minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them.","These nightmare creatures are native to Pandemonium, but they can be found on most of the Lower Planes, where they are trained as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training in which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty.","Howlers rely on speed, numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy."],"gallery":[{"path":"bestiary/MPMM/Howler.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"howler-mtf","source":"MTF"}]},{"id":"howler-mtf","name":"Howler","source":"MTF","page":210,"srd":false,"image":"bestiary/MTF/Howler.webp","token":"bestiary/tokens/MTF/Howler.webp","size":"Large","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"90 (12d10 + 24)","speed":"40 ft.","str":17,"dex":16,"con":15,"int":5,"wis":20,"cha":6,"saves":"","skills":"Perception +8","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 15","languages":"understands Abyssal but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Desert, Grassland, Hill, Underdark","treasure":"","traits":[{"name":"Pack Tactics","entries":["A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The howler makes two bite attacks."]},{"name":"Rending Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is {@condition frightened} it takes an additional 22 ({@damage 4d10}) psychic damage. This attack ignores damage resistance."]},{"name":"Mind-Breaking Howl {@recharge}","entries":["The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't {@condition deafened} must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of the howler's next turn. While a creature is {@condition frightened} in this way, its speed is halved, and it is {@condition incapacitated}. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear."],"by":"Mordenkainen"},{"type":"entries","name":"Howler","entries":["A far-off wail precedes the sight of a howler. Even at a distance, one's mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them, and even one's sanity is at risk."]},{"type":"entries","name":"Prowlers from Pandemonium","entries":["These nightmare creatures, native to Pandemonium, can also be found on most of the Lower Planes, because of the many fiends that capture them and train them as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training during which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals who have the power and the savagery to command their loyalty."]},{"name":"Brutal Hunters","type":"entries","entries":["Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl floods the minds of its victims, making complex thought impossible. They can do little more than stare in horror and stumble around the battlefield in a search for safety. Any task more demanding than that is beyond their capability. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy's ability to use spells and other powers."]}]}]}],"gallery":[{"path":"bestiary/MTF/Howler.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"howler","source":"MPMM"}]},{"id":"howling-hatred-initiate","name":"Howling Hatred Initiate","source":"PotA","page":190,"srd":false,"image":"bestiary/tokens/PotA/Howling Hatred Initiate.webp","token":"bestiary/tokens/PotA/Howling Hatred Initiate.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":10,"wis":9,"cha":11,"saves":"","skills":"Deception +2, Religion +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Guiding Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn."]},{"name":"Hold Breath","entries":["The initiate can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Howling Hatred initiates are attracted by the cult's philosophy of non-attachment and the rejection of material things, unaware of the cult's true nature. The cult attracts adherents of all kinds, from dreamy-eyed youths with little property to world-weary folk eager to put their faith in something as tangible and powerful as an elemental force.","Initiates live on little but air for a month, believing that this regimen purifies them of bodily needs. In truth it makes their bodies so desperate for sustenance that they become susceptible to indoctrination. Soon, they can justify heinous acts within the context of the cult: Human sacrifice isn't an act of murder, but a freeing of the soul from the limitations of a physical shell; conjuring a whirlwind to destroy unbelievers isn't an act of terror but a demonstration of true faith."]}]}]}]},{"id":"howling-hatred-priest","name":"Howling Hatred Priest","source":"PotA","page":190,"srd":false,"image":"bestiary/PotA/Howling Hatred Priest.webp","token":"bestiary/tokens/PotA/Howling Hatred Priest.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"45 (10d8)","speed":"30 ft.","str":12,"dex":16,"con":10,"int":14,"wis":10,"cha":14,"saves":"","skills":"Acrobatics +5, Intimidation +4, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Auran, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The priest can hold its breath for 30 minutes."]}],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell blade ward}, {@spell gust|xge}, {@spell light}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell feather fall}, {@spell shield}, {@spell witch bolt}","Level 2 (3 slots): {@spell dust devil|xge}, {@spell gust of wind}","Level 3 (2 slots): {@spell gaseous form}"]}],"actions":[{"name":"Multiattack","entries":["The priest makes two melee attacks or two ranged attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The most fanatical of the air cultists, the priests push their bodies to physical extremes in order to decrease their density and mass and become as light as leaves. Gaunt and sallow faced, with concave bellies, bulging eyes, and taut skin that enunciates every bone, these living skeletons sustain themselves on nothing more than air and fanatical devotion to the teachings of the cult. The wind serves them at a gesture.","Howling Hatred priests see themselves as living extensions of Yan-C-Bin, and they help new recruits cast off the shackles of their old lives and embrace a \"higher purpose.\" Once the new recruits are thus purified, the priests decide whether they are worthy for indoctrination as initiates or would better serve the Howling Hatred cult as sacrifices. The priests also uphold the doctrine of their prophet, Aerisi Kalinoth, and harshly punish any initiate who strays from the path.","Most other air cultists hate the priests, though none dares to speak out against them. Those that challenge the priests often end up the subjects of rigorous new attempts at purification."]}]}]}],"gallery":[{"path":"bestiary/PotA/Howling Hatred Priest.webp"}]},{"id":"hrabbaz","name":"Hrabbaz","source":"WDH","page":205,"srd":false,"image":"bestiary/WDH/Hrabbaz.webp","token":"bestiary/tokens/WDH/Hrabbaz.webp","size":"Medium","creatureType":"Humanoid (Half-orc)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":20,"dex":15,"con":17,"int":10,"wis":14,"cha":12,"saves":"Str +8, Con +6","skills":"Athletics +8, Intimidation +4, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Orc","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Indomitable (2/Day)","entries":["Hrabbaz can reroll a saving throw that he fails. He must use the new roll."]},{"name":"Relentless Endurance (Recharges after a Long Rest)","entries":["When Hrabbaz is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead."]},{"name":"Extra Damage","entries":["As long as Hrabbaz has more than half his hit points left he deals an extra 3 ({@damage 1d6}) damage on all hits."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Hrabbaz makes three attacks with his morningstar."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Hrabbaz is a muscle-bound half-orc with a cleft palate who serves the lord and lady of House Gralhund as a bodyguard. He is well mannered and dresses impeccably-a disarming appearance that belies a murderous heart. Though he has great respect for Lady Yalah Gralhund, he is less fond of her moody husband, and wouldn't be sad to see Orond knocked down a peg or two."]}]}]}],"gallery":[{"path":"bestiary/WDH/Hrabbaz.webp"}]},{"id":"hrigg-roundrook","name":"Hrigg Roundrook","source":"DSotDQ","page":211,"srd":false,"image":"bestiary/DSotDQ/Hrigg Roundrook.webp","token":"bestiary/tokens/DSotDQ/Hrigg Roundrook.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Good","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":14,"dex":12,"con":12,"int":10,"wis":14,"cha":11,"saves":"Wis +4","skills":"Athletics +4, History +2, Medicine +4, Perception +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Dwarvish","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Bonus Proficiencies","entries":["Hrigg is proficient with simple and martial weapons and light and medium armor."]},{"name":"Dwarven Resilience","entries":["Hrigg has advantage on saving throws made to avoid or end the {@condition poisoned} condition on himself."]}],"spellcasting":[{"name":"Spellcasting","entries":["Hrigg's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following cleric spells prepared:","At will: {@spell guidance}, {@spell sacred flame}","Level 1 (2 slots): {@spell cure wounds}"]}],"actions":[{"name":"Maul","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Hrigg Roundrook|DSotDQ|Hrigg} is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith's message directly to the Dragon Armies. Hrigg's path brought him to Kalaman, where he happily finds himself on the front line of an invasion."],"gallery":[{"path":"bestiary/DSotDQ/Hrigg Roundrook.webp","credit":"Zuzanna Wužyk"},{"path":"bestiary/DSotDQ/Hrigg Roundrook Sketch.webp","credit":"Shawn Wood"}]},{"id":"hrossk","name":"Hrossk","source":"WDMM","page":183,"srd":false,"image":"bestiary/WDMM/Hrossk.webp","token":"bestiary/tokens/WDMM/Hrossk.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"-1 (9)","hp":"162 (13d12 + 78)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Hrossk makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Hrossk.webp"}]},{"id":"huge-giant-crab","name":"Huge Giant Crab","source":"TftYP","page":103,"srd":false,"image":"bestiary/tokens/TftYP/Huge Giant Crab.webp","token":"bestiary/tokens/TftYP/Huge Giant Crab.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"161 (14d12 + 70)","speed":"30 ft., swim 30 ft.","str":20,"dex":15,"con":20,"int":1,"wis":9,"cha":3,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened; paralyzed","senses":"blindsight 30 ft., Passive Perception 9","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Banded Claw","entries":["On one of its claws, the crab wears a rune-covered copper band that makes it immune to being {@condition charmed}, {@condition frightened}, and {@condition paralyzed}. The copper band is worthless as a treasure, as the magic is keyed to this crab."]},{"name":"Amphibious","entries":["The crab can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage, and the target is {@condition grappled}, escape {@dc 14}. The crab has two claws, each of which can grapple only one target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"huge-gray-ooze","name":"Huge Gray Ooze","source":"WDMM","page":243,"srd":false,"image":"bestiary/tokens/WDMM/Huge Gray Ooze.webp","token":"bestiary/tokens/WDMM/Huge Gray Ooze.webp","size":"Huge","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"152 (16d12 + 48)","speed":"10 ft., climb 10 ft.","str":18,"dex":6,"con":16,"int":1,"wis":6,"cha":2,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"acid; cold; fire","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The ooze can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrode Metal","entries":["Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.","The ooze can eat through 2-inch-thick, nonmagical metal in 1 round."]},{"name":"False Appearance","entries":["While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["As an action, it can make two attacks with its pseudopods."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}21 ({@damage 6d6}) acid damage, or 42 ({@damage 12d6}) acid damage while the ooze is enlarged. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the ooze magically increases in size. While enlarged, the ooze is Gargantuan, doubles its damage dice with its pseudopod attack, and makes Strength checks and Strength saving throws with advantage."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The ooze magically turns {@condition invisible} for up to 1 hour until it attacks, it uses its Enlarge, or its {@status concentration} is broken (as if {@status concentration||concentrating} on a spell)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"huge-ochre-jelly","name":"Huge Ochre Jelly","source":"TftYP","page":225,"srd":false,"image":"bestiary/tokens/TftYP/Huge Ochre Jelly.webp","token":"bestiary/tokens/TftYP/Huge Ochre Jelly.webp","size":"Huge","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"51 (6d12 + 12)","speed":"10 ft., climb 10 ft.","str":15,"dex":6,"con":14,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"acid","immunities":"lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The jelly can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Spider Climb","entries":["The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) acid damage."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"huge-polar-bear","name":"Huge Polar Bear","source":"TftYP","page":187,"srd":false,"image":"bestiary/tokens/TftYP/Huge Polar Bear.webp","token":"bestiary/tokens/TftYP/Huge Polar Bear.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"65 (5d12 + 15)","speed":"40 ft., swim 30 ft.","str":20,"dex":10,"con":16,"int":2,"wis":13,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"huge-stone-golem","name":"Huge Stone Golem","source":"SKT","page":153,"srd":false,"image":"bestiary/tokens/SKT/Huge Stone Golem.webp","token":"bestiary/tokens/SKT/Huge Stone Golem.webp","size":"Huge","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"195 (17d12 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hulgaz","name":"Hulgaz","source":"BMT","page":169,"srd":false,"image":"bestiary/BMT/Hulgaz.webp","token":"bestiary/tokens/BMT/Hulgaz.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"190 (20d10 + 80)","speed":"30 ft., fly 30 ft. (hover)","str":17,"dex":10,"con":18,"int":14,"wis":15,"cha":20,"saves":"Wis +7, Cha +10","skills":"Deception +10, Insight +7, Perception +7, Persuasion +10","vulnerabilities":"","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"truesight 120 ft., Passive Perception 17","languages":"Abyssal, Common, telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Hulgaz fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Hulgaz has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Hulgaz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Charm Person}","1/day: {@spell Teleport}","2/day each: {@spell Dispel Magic}, {@spell Fog Cloud}"]}],"actions":[{"name":"Multiattack","entries":["Hulgaz makes two Claw attacks and one Intoxicating Sting attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage."]},{"name":"Intoxicating Sting","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage, and the target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition charmed} condition until the start of Hulgaz's next turn."]},{"name":"Brimstone Vapor {@recharge 5}","entries":["Hulgaz exhales a 30-foot cone of noxious, scorching-hot vapor. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature takes 31 ({@damage 7d8}) fire damage at the start of each of its turns and has disadvantage on Wisdom saving throws. A target can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Hulgaz makes one Claw attack."]},{"name":"Charm","entries":["Hulgaz uses Spellcasting to cast {@spell Charm Person}."]},{"name":"Curdle Heart (Costs 2 Actions)","entries":["Hulgaz sours the good feelings of her {@condition charmed} victims. She chooses any number of creatures she can see who are {@condition charmed} by her. Each target takes 17 ({@damage 5d6}) psychic damage as the {@condition charmed} condition applied by Hulgaz ends on it."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hulgaz is a devil who hails from the stinking swamps of Minauros, the third layer of the Nine Hells. The self-styled Tempter corrupts mortals' souls by offering them tantalizing but ruinous boons. To do so, she directs her entourage of loyal succubi and incubi to the Material Plane in search of vulnerable mortals. When they find a particularly pitiful soul, Hulgaz might visit herself, offering even greater \"gifts\" to her victims.","As befits a duchess from boggy Minauros, Hulgaz appears regal yet perpetually sodden, her matted hair tangled with her soggy garments. For all her majesty, Hulgaz's fiendish nature is apparent in her monstrous features: bestial claws, glossy black eyes, and a snakelike tail tipped with a poisonous spike. On the rare occasion when her social graces fail to achieve the desired result, Hulgaz turns her natural weapons on her victims."]}],"gallery":[{"path":"bestiary/BMT/Hulgaz.webp"}]},{"id":"hulil-lutan","name":"Hulil Lutan","source":"EGW","page":240,"srd":false,"image":"bestiary/tokens/EGW/Hulil Lutan.webp","token":"bestiary/tokens/EGW/Hulil Lutan.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"15 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["Hulil has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Hulil is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Hulil makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hulking-crab","name":"Hulking Crab","source":"SKT","page":240,"srd":false,"image":"bestiary/tokens/SKT/Hulking Crab.webp","token":"bestiary/tokens/SKT/Hulking Crab.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"20 ft., swim 30 ft.","str":19,"dex":8,"con":16,"int":3,"wis":11,"cha":3,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The crab can breathe air and water."]},{"name":"Shell Camouflage","entries":["While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful {@dc 15} Intelligence ({@skill Nature}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The crab makes two attacks with its claws."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d10 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). The crab has two claws, each of which can grapple only one target"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Much bigger than a giant crab, a hulking crab has a body 15 to 20 feet in diameter. Its shell is often covered with coral, anemones, ship wreckage, or some other sort of detritus salvaged from the ocean floor."]}]}]},{"id":"hulking-shadow","name":"Hulking Shadow","source":"DSotDQ","page":174,"srd":false,"image":"bestiary/tokens/DSotDQ/Hulking Shadow.webp","token":"bestiary/tokens/DSotDQ/Hulking Shadow.webp","size":"Large","creatureType":"Undead","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"133 (14d10 + 56)","speed":"20 ft.","str":20,"dex":9,"con":18,"int":3,"wis":8,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands the languages of its creator but can't speak","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Acid Absorption","entries":["Whenever the shadow is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt."]},{"name":"Berserk","entries":["Whenever the shadow starts its turn with 60 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points."]},{"name":"Immutable Form","entries":["The shadow is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The shadow has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The shadow's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shadow makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic."]},{"name":"Haste {@recharge 5}","entries":["Until the end of its next turn, the shadow magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"humanoid-mutate","name":"Humanoid Mutate","source":"PaBTSO","page":212,"srd":false,"image":"bestiary/PaBTSO/Humanoid Mutate.webp","token":"bestiary/tokens/PaBTSO/Humanoid Mutate.webp","size":"Medium","creatureType":"Aberration","alignment":"Any Alignment","ac":"14","initiative":"+4 (14)","hp":"65 (10d8 + 20)","speed":"30 ft., fly 30 ft.","str":12,"dex":18,"con":14,"int":11,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 13","languages":"Common, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the mutate has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mutate makes two Unarmed Strike or Nightmare Blast attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Nightmare Blast","entries":["{@atk rw} {@hit 6} to hit, range 60 ft., one creature. {@h}7 ({@damage 2d6}) psychic damage, and the target must succeed on a {@dc 12} Wisdom saving throw or have the {@condition frightened} condition until the start of the mutate's next turn."]}],"bonusActions":[],"reactions":[{"name":"Defensive Flight","entries":["Immediately after taking damage, the mutate flies up to its speed. This movement doesn't provoke opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When the influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along this mutate's body. Its skin becomes clammy and as smooth as a salamander's.","Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of otherworldly powers, seek this transformation to become malevolent prophets and harbingers. Others find magical ways to return to their previous forms."]}]},{"type":"section","entries":[{"type":"entries","name":"Mutates","entries":["A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature's existence.","Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates.","Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.","Several common types of mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker and otyugh.","Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Humanoid Mutate.webp"},{"path":"bestiary/PaBTSO/Mutates.webp"}]},{"id":"hundred-handed-one","name":"Hundred-Handed One","source":"MOT","page":225,"srd":false,"image":"bestiary/MOT/Hundred-Handed One.webp","token":"bestiary/tokens/MOT/Hundred-Handed One.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Neutral","ac":"15","initiative":"+2 (12)","hp":"243 (18d12 + 126)","speed":"40 ft.","str":26,"dex":15,"con":25,"int":14,"wis":16,"cha":16,"saves":"Con +12, Wis +8","skills":"Intimidation +8, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 18","languages":"Giant","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Reactive","entries":["The giant can take one reaction on every turn in a combat."]},{"name":"Vigilant","entries":["The giant can't be {@status surprised}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes four longsword attacks or two rock attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d8 + 8}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Deflect Attack","entries":["The giant adds 5 to its AC against one weapon attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Extra pairs of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or archons of old."]}],"gallery":[{"path":"bestiary/MOT/Hundred-Handed One.webp","credit":"Brad Rigney"}]},{"id":"hungry-ghast","name":"Hungry Ghast","source":"CoS","page":192,"srd":false,"image":"bestiary/tokens/CoS/Hungry Ghast.webp","token":"bestiary/tokens/CoS/Hungry Ghast.webp","size":"Small","creatureType":"Undead","alignment":"Lawful Good","ac":"13","initiative":"+3 (13)","hp":"7 (2d6)","speed":"30 ft.","str":16,"dex":17,"con":10,"int":11,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Swamp, Urban","treasure":"","traits":[{"name":"Stench","entries":["Any creature that starts its turn within 5 feet of the ghast must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours."]},{"name":"Turn Defiance","entries":["The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead."]},{"name":"Spider Climb","entries":["The ghast can climb difficult surfaces, including upside down on ceilings, without having to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d8 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a creature other than an undead, it must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hungry-sorrowsworn","name":"Hungry Sorrowsworn","source":"MPMM","page":223,"srd":false,"image":"bestiary/MPMM/Hungry Sorrowsworn.webp","token":"bestiary/tokens/MPMM/Hungry Sorrowsworn.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+0 (10)","hp":"225 (30d8 + 90)","speed":"30 ft.","str":19,"dex":10,"con":17,"int":6,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Forest, Underdark, Urban","treasure":"","traits":[{"name":"Life Hunger","entries":["If a creature within 60 feet of the sorrowsworn regains hit points, the sorrowsworn gains two benefits until the end of its next turn: it has advantage on attack rolls, and its Bite deals an extra 22 ({@damage 4d10}) necrotic damage on a hit."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sorrowsworn makes one Bite attack and one Claw attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 13 ({@damage 3d8}) necrotic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}), and it is {@condition restrained} until the grapple ends. While grappling a creature, the sorrowsworn can't make a Claw attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Horrible creatures with grasping claws and distended jaws, hungry sorrowsworn—also known as the Hungry—do whatever is necessary to sate their appetites. These greedy devourers stuff their maws with flesh and drink in their victims' screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress."]}],"gallery":[{"path":"bestiary/MPMM/Hungry Sorrowsworn.webp","credit":"Cory Trego-Erdner"}]},{"id":"hunter-shark","name":"Hunter Shark","source":"XMM","page":363,"srd":true,"image":"bestiary/XMM/Hunter Shark.webp","token":"bestiary/tokens/XMM/Hunter Shark.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"45 (6d10 + 12)","speed":"5 ft., swim 40 ft.","str":18,"dex":14,"con":15,"int":1,"wis":10,"cha":4,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Water Breathing","entries":["The shark can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 6} (with {@variantrule Advantage|XPHB} if the target doesn't have all its {@variantrule Hit Points|XPHB}), reach 5 ft. {@h}14 ({@damage 3d6 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Hunter Shark.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"hunter-shark-mm","source":"MM"}]},{"id":"hunter-shark-mm","name":"Hunter Shark","source":"MM","page":330,"srd":false,"image":"bestiary/tokens/MM/Hunter Shark.webp","token":"bestiary/tokens/MM/Hunter Shark.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"45 (6d10 + 12)","speed":"swim 40 ft.","str":18,"dex":13,"con":15,"int":1,"wis":10,"cha":4,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Water Breathing","entries":["The shark can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long."]}]}],"hidden":true,"otherVersions":[{"id":"hunter-shark","source":"XMM"}]},{"id":"hurda","name":"Hurda","source":"PSZ","page":30,"srd":false,"image":"bestiary/PSZ/Hurda.webp","token":"bestiary/tokens/PSZ/Hurda.webp","size":"Huge","creatureType":"Hurda","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hurda makes two smash attacks."]},{"name":"Smash","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Hurdas are huge, semi-humanoid creatures thought to be distantly related to giants. They are primarily employed as heavy labor—hauling stone, shifting earth, and drawing the huge carts of the Goma Fada caravan, for example. They are essentially beasts of burden, no more intelligent than a {@creature baloth|PSZ} or {@creature terastodon|PSZ}—but significantly more pliable. Murasan hurdas are more aggressive than their calmer Onduan kin, serving as protection for the caravans instead of drawing its carts.","Hurdas are bipedal, but they walk on their hugely developed arms while their tiny, vestigial legs dangle beneath them. Thick tails keep them balanced. Their massive bulk allows them to carry tremendous loads in addition to pulling carts and wagons behind them.","Use {@creature hill giant} statistics to represent hurdas, replacing the greatclub attack with an unarmed smash attack."],"gallery":[{"path":"bestiary/PSZ/Hurda.webp","title":"Battle Hurda","credit":"Christopher Moeller"}]},{"id":"hurricane","name":"Hurricane","source":"PotA","page":191,"srd":false,"image":"bestiary/tokens/PotA/Hurricane.webp","token":"bestiary/tokens/PotA/Hurricane.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"33 (6d8 + 6)","speed":"45 ft.","str":12,"dex":16,"con":13,"int":10,"wis":12,"cha":10,"saves":"","skills":"Acrobatics +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Auran, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]},{"name":"Unarmored Movement","entries":["While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed)."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell blade ward}, {@spell gust|xge}, {@spell light}, {@spell prestidigitation}","Level 1 (4 slots): {@spell feather fall}, {@spell jump}, {@spell thunderwave}","Level 2 (2 slots): {@spell gust of wind}"]}],"actions":[{"name":"Multiattack","entries":["The hurricane makes two melee attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missiles","entries":["When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by {@dice 1d10 + 9}. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Hurricanes profess their disgust with decadence, and they dedicate their bodies and their minds to the world's destruction. Through breathing exercises and ascetic philosophy, skilled Howling Hatred initiates learn to imitate the cycling patterns of the hurricane. They believe the physical world must be shattered so that the creatures of the Material Plane can live unshackled by physical things.","Hurricanes see the frenetic activity of the world in slow motion, and themselves at the calm center of the storm. Through meditation and mysticism they learn to summon powerful blasts of wind, catch missiles with ease, and fall like feathers."]}]}]}]},{"id":"husk-zombie","name":"Husk Zombie","source":"EGW","page":293,"srd":false,"image":"bestiary/EGW/Husk Zombie.webp","token":"bestiary/tokens/EGW/Husk Zombie.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"37 (5d8 + 15)","speed":"35 ft.","str":16,"dex":10,"con":16,"int":3,"wis":6,"cha":5,"saves":"Con +5, Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands the languages it knew in life but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Curse of the Husk","entries":["A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn."]},{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake."]}],"gallery":[{"path":"bestiary/EGW/Husk Zombie.webp","credit":"David Sladek"}]},{"id":"hutijin","name":"Hutijin","source":"MPMM","page":157,"srd":false,"image":"bestiary/MPMM/Hutijin.webp","token":"bestiary/tokens/MPMM/Hutijin.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"200 (16d10 + 112)","speed":"30 ft., fly 60 ft.","str":27,"dex":15,"con":25,"int":23,"wis":19,"cha":25,"saves":"Dex +9, Con +14, Wis +11","skills":"Intimidation +14, Perception +11","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Infernal Despair","entries":["Each creature within 30 feet of Hutijin that isn't a devil makes saving throws with disadvantage."]},{"name":"Legendary Resistance (3/Day)","entries":["If Hutijin fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Hutijin has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Spellcasting","entries":["Hutijin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):","At will: {@spell alter self} (can become Medium when changing his appearance), {@spell detect magic}, {@spell hold monster}, {@spell invisibility} (self only), {@spell lightning bolt}, {@spell suggestion}, {@spell wall of fire}","3/day: {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["Hutijin makes one Bite attack, one Claw attack, one Mace attack, and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) fire damage. The target must succeed on a {@dc 22} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, the target can't regain hit points, and it takes 10 ({@damage 3d6}) poison damage at the start of each of its turns. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) cold damage."]},{"name":"Mace","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) force damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) thunder damage."]},{"name":"Teleport","entries":["Hutijin teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[],"reactions":[{"name":"Fearful Voice {@recharge 5}","entries":["In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a {@dc 22} Wisdom saving throw or become {@condition frightened} of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to his Fearful Voice for 24 hours."]}],"legendaryActions":[{"name":"Attack","entries":["Hutijin makes one Claw, Mace, or Tail attack."]},{"name":"Teleport","entries":["Hutijin uses Teleport."]},{"name":"Lightning Storm (Costs 2 Actions)","entries":["Hutijin releases lightning in a 30-foot radius, blocked only by {@quickref Cover||3||total cover}. All other creatures in that area must each make a {@dc 22} Dexterity saving throw, taking 18 ({@damage 4d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles.","Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of {@creature pit fiend|MM|pit fiends}. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.","Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death.","Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death."],"gallery":[{"path":"bestiary/MPMM/Hutijin.webp","credit":"Michel Berube"}],"otherVersions":[{"id":"hutijin-mtf","source":"MTF"}]},{"id":"hutijin-mtf","name":"Hutijin","source":"MTF","page":175,"srd":false,"image":"bestiary/MTF/Hutijin.webp","token":"bestiary/tokens/MTF/Hutijin.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"200 (16d10 + 112)","speed":"30 ft., fly 60 ft.","str":27,"dex":15,"con":25,"int":23,"wis":19,"cha":25,"saves":"Dex +9, Con +14, Wis +11","skills":"Intimidation +14, Perception +11","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Infernal Despair","entries":["Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage."]},{"name":"Legendary Resistance (3/Day)","entries":["If Hutijin fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Hutijin has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Hutijin's weapon attacks are magical."]},{"name":"Regeneration","entries":["Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Hutijin's innate spellcasting ability is Charisma (spell save {@dc 22}). He can innately cast the following spells, requiring no material components:","At will: {@spell alter self} (can become Medium when changing his appearance), {@spell animate dead}, {@spell detect magic}, {@spell hold monster}, {@spell invisibility} (self only), {@spell lightning bolt}, {@spell suggestion}, {@spell wall of fire}","3/day: {@spell dispel magic}","1/day each: {@spell heal}, {@spell symbol} (hopelessness only)"]}],"actions":[{"name":"Multiattack","entries":["Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) piercing damage. The target must succeed on a {@dc 22} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, the target can't regain hit points, and it takes 10 ({@damage 3d6}) poison damage at the start of each of its turns. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage."]},{"name":"Mace","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) bludgeoning damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) bludgeoning damage."]},{"name":"Teleport","entries":["Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[],"reactions":[{"name":"Fearful Voice {@recharge 5}","entries":["In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a {@dc 22} Wisdom saving throw or become {@condition frightened} of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours."]}],"legendaryActions":[{"name":"Attack","entries":["Hutijin attacks once with his mace."]},{"name":"Lightning Storm (Costs 2 Actions)","entries":["Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a {@dc 22} Dexterity saving throw, taking 18 ({@damage 4d8}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Teleport","entries":["Hutijin uses his Teleport action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["What price would you put on your life? How much then, for your soul? Bargain with Hutijin, and it will cost you both. I hope it is worth it."],"by":"Mordenkainen"},{"type":"entries","name":"Hutijin","entries":["Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles.","Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends, which make up Cania's aristocracy. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way, while also providing Mephistopheles with security against armies that might seek to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.","Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death.","Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death."]}]}]}],"gallery":[{"path":"bestiary/MTF/Hutijin.webp","credit":"Michel Berube"}],"hidden":true,"otherVersions":[{"id":"hutijin","source":"MPMM"}]},{"id":"hybrid-brute","name":"Hybrid Brute","source":"GGR","page":217,"srd":false,"image":"bestiary/tokens/GGR/Hybrid Brute.webp","token":"bestiary/tokens/GGR/Hybrid Brute.webp","size":"Medium","creatureType":"Humanoid (Simic Hybrid)","alignment":"Neutral Good","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":18,"dex":11,"con":15,"int":8,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common plus any one language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The hybrid can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hybrid makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Simic Hybrids","entries":["The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."]}]}]}]},{"id":"hybrid-flier","name":"Hybrid Flier","source":"GGR","page":217,"srd":false,"image":"bestiary/GGR/Hybrid Flier.webp","token":"bestiary/tokens/GGR/Hybrid Flier.webp","size":"Medium","creatureType":"Humanoid (Simic Hybrid)","alignment":"Neutral Good","ac":"13","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"30 ft., fly 40 ft.","str":12,"dex":16,"con":14,"int":11,"wis":10,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common plus any one language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Spit Acid","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}10 ({@damage 4d4}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Simic Hybrids","entries":["The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."]}]}]}],"gallery":[{"path":"bestiary/GGR/Hybrid Flier.webp","credit":"Grzegorz Rutkowski"}]},{"id":"hybrid-poisoner","name":"Hybrid Poisoner","source":"GGR","page":217,"srd":false,"image":"bestiary/tokens/GGR/Hybrid Poisoner.webp","token":"bestiary/tokens/GGR/Hybrid Poisoner.webp","size":"Medium","creatureType":"Humanoid (Simic Hybrid)","alignment":"Neutral Good","ac":"14","initiative":"+4 (14)","hp":"26 (4d8 + 8)","speed":"40 ft.","str":12,"dex":19,"con":14,"int":12,"wis":13,"cha":12,"saves":"Dex +6, Con +4","skills":"Athletics +3, Perception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 30 ft., Passive Perception 13","languages":"Common plus any one language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a {@status surprised} creature is a critical hit."]},{"name":"Poisonous Skin","entries":["Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) poison damage."]}],"spellcasting":[],"actions":[{"name":"Toxic Touch","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) bludgeoning damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. At the end of each of the {@condition poisoned} target's turns, it must repeat the save, taking 3 ({@damage 1d6}) poison damage on a failed save, or ending the effect on itself on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Simic Hybrids","entries":["The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."]}]}]}]},{"id":"hybrid-shocker","name":"Hybrid Shocker","source":"GGR","page":218,"srd":false,"image":"bestiary/GGR/Hybrid Shocker.webp","token":"bestiary/tokens/GGR/Hybrid Shocker.webp","size":"Medium","creatureType":"Humanoid (Simic Hybrid)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":13,"dex":14,"con":14,"int":10,"wis":12,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus any one language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Electrified Body","entries":["Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) lightning damage."]},{"name":"Illumination","entries":["The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hybrid makes two attacks: one with its shocking touch and one with its tentacles."]},{"name":"Shocking Touch","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) lightning damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 4} to hit, reach 15 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 11}), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 5 ({@damage 1d10}) lightning damage at the start of each of its turns, and the hybrid shocker can't use its tentacles on another creature."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Simic Hybrids","entries":["The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."]}]}]}],"gallery":[{"path":"bestiary/GGR/Hybrid Shocker.webp","credit":"Simon Dominic"}]},{"id":"hybrid-spy","name":"Hybrid Spy","source":"GGR","page":218,"srd":false,"image":"bestiary/tokens/GGR/Hybrid Spy.webp","token":"bestiary/tokens/GGR/Hybrid Spy.webp","size":"Medium","creatureType":"Humanoid (Simic Hybrid)","alignment":"Neutral Good","ac":"13","initiative":"+3 (13)","hp":"22 (4d8 + 4)","speed":"30 ft., climb 30 ft.","str":11,"dex":17,"con":12,"int":13,"wis":14,"cha":9,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common plus any one language","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Chameleon Skin","entries":["The hybrid has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Spider Climb","entries":["The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hybrid makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Simic Hybrids","entries":["The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed."]}]}]}]},{"id":"hydia-moonmusk","name":"Hydia Moonmusk","source":"SKT","page":148,"srd":false,"image":"bestiary/tokens/SKT/Hydia Moonmusk.webp","token":"bestiary/tokens/SKT/Hydia Moonmusk.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Bothii, Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Hydia has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Hydia hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Hydia makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Hydia adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"hydra","name":"Hydra","source":"XMM","page":175,"srd":true,"image":"bestiary/XMM/Hydra.webp","token":"bestiary/tokens/XMM/Hydra.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+4 (14)","hp":"184 (16d12 + 80)","speed":"40 ft., swim 40 ft.","str":20,"dex":12,"con":20,"int":2,"wis":10,"cha":7,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened; stunned; unconscious","senses":"Darkvision 60 ft., Passive Perception 16","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Coastal, Swamp","treasure":"Any","traits":[{"name":"Hold Breath","entries":["The hydra can hold its breath for 1 hour."]},{"name":"Multiple Heads","entries":["The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire damage since its last turn. The hydra regains 20 {@variantrule Hit Points|XPHB} when it grows new heads."]},{"name":"Reactive Heads","entries":["For each head the hydra has beyond one, it gets an extra {@variantrule Reaction|XPHB} that can be used only for {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hydra makes as many Bite attacks as it has heads."]},{"name":"Bite","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}10 ({@damage 1d10 + 5}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Hydra","entries":["{@i Multiheaded Serpent of Legend}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Hydras are storied hero slayers with vicious, serpentine heads and infamous regenerative powers. Endlessly hungry, they devour any creatures they catch. Hydras that deplete an area of prey often go into a lengthy torpor until new prey arrives.","Most hydras have five heads, but some mature or battle-tested hydras have more. Such elder hydras might become local legends, known for their battles with heroes or for the riches lost in their domains.","While many hydras claim their own territories, wicked deities might use them to guard treasures or magical sites. Roll on or choose a result from the Hydra Lairs table to inspire why a hydra lurks where it does.",{"type":"table","caption":"Hydra Lairs","colLabels":["1d4","The Hydra Lurks Where It Does To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ensure none claim the weapon of a fallen hero."],["2","Defend the home of a wise but sinister oracle."],["3","Guard a magical herb that blooms once a year."],["4","Protect a font of poison that pollutes a river."]]}]}],"gallery":[{"path":"bestiary/XMM/Hydra.webp","credit":"John Tedrick"}],"otherVersions":[{"id":"hydra-psk","source":"PSK"},{"id":"hydra-mm","source":"MM"}]},{"id":"hydra-psk","name":"Hydra","source":"PSK","page":30,"srd":false,"image":"bestiary/PSK/Hydra.webp","token":"bestiary/tokens/PSK/Hydra.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"172 (15d12 + 75)","speed":"30 ft., swim 30 ft.","str":20,"dex":12,"con":20,"int":2,"wis":10,"cha":7,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The hydra can hold its breath for 1 hour."]},{"name":"Multiple Heads","entries":["The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.","Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.","At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."]},{"name":"Reactive Heads","entries":["For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."]},{"name":"Wakeful","entries":["While the hydra sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hydra makes as many bite attacks as it has heads."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Hydras are giant lizards resembling iguanas, with multiple heads set atop long, snakelike necks. Aether traces whorling patterns through their scales, shapes the crests running down their necks and tails, and glows blue within the skin under their chins. Most hydras have five or six heads, but small hydras with as few as three heads—as well as enormous specimens with eight or more—have been seen in the deep forests far from Ghirapur.","Hydras are fierce predators, favoring prey that has absorbed large quantities of aether from the environment. This taste for aether also leads them to devour aether-powered machines whenever they encounter such devices, from thopters to automatons. In the remote wilderness near Peema where hydras are plentiful, such altercations are rarely an issue. But in the rare event of a hydra coming too close to civilization—or even wandering into one of Ghirapur's greenbelts—they can cause widespread destruction in their hunt for aether.","Use the {@creature hydra} statistics in the {@book Monster Manual|MM}."],"gallery":[{"path":"bestiary/PSK/Hydra.webp","title":"Bristling Hydra","credit":"Chris Rahn"}],"hidden":true,"otherVersions":[{"id":"hydra","source":"XMM"},{"id":"hydra-mm","source":"MM"}]},{"id":"hydra-mm","name":"Hydra","source":"MM","page":190,"srd":false,"image":"bestiary/MM/Hydra.webp","token":"bestiary/tokens/MM/Hydra.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"172 (15d12 + 75)","speed":"30 ft., swim 30 ft.","str":20,"dex":12,"con":20,"int":2,"wis":10,"cha":7,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The hydra can hold its breath for 1 hour."]},{"name":"Multiple Heads","entries":["The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.","Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.","At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."]},{"name":"Reactive Heads","entries":["For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."]},{"name":"Wakeful","entries":["While the hydra sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hydra makes as many bite attacks as it has heads."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order. A typical specimen has five heads. At the dawn of time, Tiamat, the Queen of Evil Dragons, slew a rival dragon god named Lernaea and cast her blood across the multiverse. Each drop that fell upon a world spawned a multi-headed hydra consumed by a hunger as great as the fallen god's hatred. Great champions are known to test their mettle against these fearsome creatures.",{"name":"Everlasting Hunger","type":"entries","entries":["A rapacious and gluttonous monster, a hydra snatches and tears apart its prey in a frenzy of feeding. When a hydra has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. A hydra's hunger is so great that if it can't feed, it might turn against itself, its heads attacking each other as the creature eats itself alive."]},{"name":"Hardy Water Dwellers","type":"entries","entries":["Hydras are natural swimmers, dwelling in rivers, along lakeshores, in ocean shallows, and in wetland bogs. A hydra rarely requires shelter from the elements, so it doesn't normally have a lair. Only in colder climes are hydras drawn to the protection of sheltered caverns and ruins. When a hydra sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise."]}]}]}],"gallery":[{"path":"bestiary/MM/Hydra.webp"}],"hidden":true,"otherVersions":[{"id":"hydra","source":"XMM"},{"id":"hydra-psk","source":"PSK"}]},{"id":"hydroloth","name":"Hydroloth","source":"MPMM","page":158,"srd":false,"image":"bestiary/MPMM/Hydroloth.webp","token":"bestiary/tokens/MPMM/Hydroloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"15","initiative":"+5 (15)","hp":"135 (18d8 + 54)","speed":"20 ft., swim 40 ft.","str":12,"dex":21,"con":16,"int":19,"wis":10,"cha":14,"saves":"","skills":"Insight +4, Perception +4","vulnerabilities":"fire","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The hydroloth can breathe air and water."]},{"name":"Magic Resistance","entries":["The hydroloth has advantage on saving throws against spells and other magical effects."]},{"name":"Secure Memory","entries":["The hydroloth is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts."]},{"name":"Watery Advantage","entries":["While submerged in liquid, the hydroloth has advantage on attack rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hydroloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell invisibility} (self only)","3/day each: {@spell control water}, {@spell crown of madness}, {@spell fear}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The hydroloth makes two Bite or Claw attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) force damage plus 9 ({@damage 2d10}) psychic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) force damage plus 9 ({@damage 2d10}) psychic damage."]},{"name":"Steal Memory (1/Day)","entries":["The hydroloth targets one creature it can see within 60 feet of it. The target takes 14 ({@damage 4d6}) psychic damage, and it must make a {@dc 16} Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies; it can't cast spells; it can't understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A {@spell greater restoration} or {@spell remove curse} spell cast on the target ends this effect early."]},{"name":"Teleport","entries":["The hydroloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the deeps.","For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements."],"gallery":[{"path":"bestiary/MPMM/Hydroloth.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"hydroloth-mtf","source":"MTF"}]},{"id":"hydroloth-mtf","name":"Hydroloth","source":"MTF","page":249,"srd":false,"image":"bestiary/MTF/Hydroloth.webp","token":"bestiary/tokens/MTF/Hydroloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"15","initiative":"+5 (15)","hp":"135 (18d8 + 54)","speed":"20 ft., swim 40 ft.","str":12,"dex":21,"con":16,"int":19,"wis":10,"cha":14,"saves":"","skills":"Insight +4, Perception +4","vulnerabilities":"fire","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The hydroloth can breathe air and water."]},{"name":"Magic Resistance","entries":["The hydroloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The hydroloth's weapon attacks are magical."]},{"name":"Secure Memory","entries":["The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts."]},{"name":"Watery Advantage","entries":["While submerged in liquid, the hydroloth has advantage on attack rolls."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The hydroloth's innate spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell invisibility} (self only), {@spell water walk}","3/day each: {@spell control water}, {@spell crown of madness}, {@spell fear}, {@spell phantasmal killer}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast."]},{"name":"Claws","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage."]},{"name":"Steal Memory (1/Day)","entries":["The hydroloth targets one creature it can see within 60 feet of it. The target takes {@damage 4d6} psychic damage, and it must make a {@dc 16} Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A {@spell greater restoration} or {@spell remove curse} spell cast on the target ends this effect early."]},{"name":"Teleport","entries":["The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Hydroloth","entries":["Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away their thoughts for delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps.","For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements."]},{"type":"section","name":"Yugoloths","entries":["Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}."]}],"gallery":[{"path":"bestiary/MTF/Hydroloth.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"hydroloth","source":"MPMM"}]},{"id":"hyena","name":"Hyena","source":"XMM","page":363,"srd":true,"image":"bestiary/XMM/Hyena.webp","token":"bestiary/tokens/XMM/Hyena.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"5 (1d8 + 1)","speed":"50 ft.","str":11,"dex":13,"con":12,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Desert, Forest, Grassland, Hill","treasure":"","traits":[{"name":"Pack Tactics","entries":["The hyena has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}3 ({@damage 1d6}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Hyena.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"hyena-mm","source":"MM"}]},{"id":"hyena-mm","name":"Hyena","source":"MM","page":331,"srd":false,"image":"bestiary/MM/Hyena.webp","token":"bestiary/tokens/MM/Hyena.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"5 (1d8 + 1)","speed":"50 ft.","str":11,"dex":13,"con":12,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Pack Tactics","entries":["The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Hyena.webp"}],"hidden":true,"otherVersions":[{"id":"hyena","source":"XMM"}]},{"id":"hypnos-magen","name":"Hypnos Magen","source":"IDRotF","page":301,"srd":false,"image":"bestiary/IDRotF/Hypnos Magen.webp","token":"bestiary/tokens/IDRotF/Hypnos Magen.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"34 (4d8 + 16)","speed":"30 ft.","str":10,"dex":14,"con":18,"int":14,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Passive Perception 10","languages":"understands the languages of its creator but can't speak, telepathy 30 ft.","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fiery End","entries":["If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying."]},{"name":"Magic Resistance","entries":["The magen has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The magen doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Psychic Lash","entries":["The magen's eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage."]},{"name":"Suggestion","entries":["The magen casts the {@spell suggestion} spell (save {@dc 12}), requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen's {@spell suggestion} spell for the next 24 hours. The magen's spellcasting ability is Intelligence."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hypnos magen are telepathic and use their power of suggestion to control others. Their creators use them to force enemies to withdraw or surrender.","A hypnos magen carries no weapons, relying entirely on its psychic abilities to manipulate and harm other creatures.","Magen are magical, humanlike beings created by a wizard spell (see the {@spell create magen|IDRotF} spell in appendix D) or by other arcane methods.","Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates."]}],"gallery":[{"path":"bestiary/IDRotF/Hypnos Magen.webp"}]},{"id":"hythonia","name":"Hythonia","source":"MOT","page":252,"srd":false,"image":"bestiary/MOT/Hythonia.webp","token":"bestiary/tokens/MOT/Hythonia.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"17","initiative":"+3 (13)","hp":"199 (21d10 + 84)","speed":"40 ft., climb 40 ft., swim 40 ft.","str":21,"dex":17,"con":19,"int":14,"wis":16,"cha":18,"saves":"Str +11, Con +10, Cha +10","skills":"Deception +10, Insight +9, Perception +9, Stealth +9","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 19","languages":"Common","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Hythonia fails a saving throw, she can choose to succeed instead."]},{"name":"Petrifying Gaze","entries":["When a creature that can see Hythonia's eyes starts its turn within 30 feet of her, Hythonia can force it to make a {@dc 18} Constitution saving throw if she isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, on a failed save the creature begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic. Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Hythonia until the start of its next turn, when it can avert its eyes again. If the creature looks at Hythonia in the meantime, it must immediately make the save. If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze."]},{"name":"Shed Skin (Mythic Trait; Recharges after a Short or Long Rest)","entries":["If Hythonia is reduced to 0 hit points, she doesn't die or fall {@condition unconscious}. Instead, she sheds her skin, regains 199 hit points, and moves up to her speed without provoking opportunity attacks."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Hythonia's spellcasting ability is Charisma (spell save {@dc 18}). She can innately cast {@spell animate objects} once per day requiring no material components.","1/day: {@spell animate objects}"]}],"actions":[{"name":"Multiattack","entries":["Hythonia makes three attacks: one with her claws, one to constrict, and one with her snaky hair."]},{"name":"Claws","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 4 ({@damage 1d8}) poison damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained} and takes 15 ({@damage 3d6 + 5}) bludgeoning damage at the start of each of its turns, and Hythonia can't constrict another target."]},{"name":"Snaky Hair","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}31 ({@damage 4d12 + 5}) bludgeoning damage, and Hythonia can pull the target up to 5 feet closer to her if it is a Large or smaller creature."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Hythonia moves up to her speed without provoking opportunity attacks."]},{"name":"Snaky Hair","entries":["Hythonia makes one attack with her snaky hair."]},{"name":"Petrified Earth (Costs 2 Actions)","entries":["Hythonia causes stone spikes to erupt from the ground in a 30-foot radius centered on her. The area becomes {@quickref difficult terrain||3} until the start of her next turn. Any creature, other than Hythonia, takes 9 ({@damage 2d8}) piercing damage for every 5 feet it moves on those spikes."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Hythonia can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row:",{"type":"list","items":["Hythonia briefly animates creatures that have been {@condition petrified} by her gaze. Each statue attacks one creature within 5 feet of it, with a {@hit 11} bonus to hit and dealing 10 ({@damage 3d6}) bludgeoning damage on a hit. If a Medium or smaller creature takes this damage, it is also {@condition grappled} (escape {@dc 15}).","Hythonia causes spectral snakes to erupt from a point she can see within 150 feet of her. Each creature within 20 feet of that point must succeed on a {@dc 19} Constitution saving throw or take 5 ({@damage 2d4}) piercing damage and become {@condition poisoned} until the end of its next turn. While {@condition poisoned} in this way, the creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the {@spell confusion} spell."]}],"regionalEffects":["The region containing Hythonia's lair is warped by her presence, which creates one or more of the following effects:",{"type":"list","items":["A large population of snakes dwells in the region.","Trees within 1 mile of the lair are petrified wood. Plants that stay within 500 feet of the lair for 1 day turn to stone.","Small bodies of water within 1 mile of the lair become poisonous. A creature that drinks the water must succeed on a {@dc 19} Constitution saving throw or become {@condition poisoned} for 8 hours. An affected creature can repeat the saving throw at the end of each hour."]}],"lore":[{"type":"entries","entries":["Theros's reclusive medusas often delight in collecting and expanding their galleries of petrified victims. Unlike other medusas, Hythonia isn't merely a collector; she's an artist.","When Hythonia came to the island of Skathos, the inhabitants worshiped her as an avatar of the god Pharika. The cultists eagerly offered themselves up to the medusa's petrifying gaze in hopes of gaining Pharika's favor. Seeing herself surrounded by willing devotees, Hythonia formulated a cruel plan. After encouraging them to engage in wild rituals, Hythonia began turning her followers to stone, weaving their forms to create a grisly throne made of their petrified bodies.","While the medusa's victims have dwindled, tales of the medusa queen and the divine secrets she hoards have not. Hythonia eagerly trades the mysteries she knows but demands a constant price: a beautiful individual to become part of her throne."]}],"gallery":[{"path":"bestiary/MOT/Hythonia.webp","credit":"Chris Rahn"}]},{"id":"iarno-glasstaff-albrek","name":"Iarno \"Glasstaff\" Albrek","source":"PaBTSO","page":43,"srd":false,"image":"bestiary/PaBTSO/Iarno Glasstaff Albrek.webp","token":"bestiary/tokens/PaBTSO/Iarno \"Glasstaff\" Albrek.webp","size":"Medium","creatureType":"Humanoid (Human, Wizard)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +5, Wis +3","skills":"Arcana +5, History +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Glasstaff wields a {@item staff of defense|PaBTSO} (see appendix B). With the staff in hand, he can use an action to cast the {@spell mage armor} spell and use his reaction to cast the {@spell shield} spell."]}],"spellcasting":[{"name":"Spellcasting","entries":["Glasstaff casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell light}, {@spell mage hand}","1/day each: {@spell charm person}, {@spell hold person}, {@spell magic missile}"]}],"actions":[{"name":"Multiattack","entries":["Glasstaff makes two Shocking Burst attacks."]},{"name":"Shocking Burst","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}6 ({@damage 1d6 + 3}) lightning damage."]}],"bonusActions":[{"name":"Teleport (2/Day)","entries":["Glasstaff magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A former member of the Lords' Alliance, Glasstaff seized an opportunity in Phandalin to line his own pockets. Originally tasked with setting up a constabulary, he instead assembled a group of outlaws and local ruffians to secure his own position in town.","Glasstaff puts on airs of gentility and courteous manners, addressing his bandits and ruffians as \"my good fellows,\" and referring to sordid acts such as kidnapping or arson as \"that unpleasant little business\" or \"those unfortunate events.\" He may refer to the characters as his \"honored guests,\" and expresses regret that he cannot provide suitable entertainment for the occasion of their visit. Beneath his genteel demeanor, however, Glasstaff is just as violent and arrogant as any of the Redbrands."]}],"gallery":[{"path":"bestiary/PaBTSO/Iarno Glasstaff Albrek.webp"}]},{"id":"iaseda","name":"Iaseda","source":"QftIS","page":108,"srd":false,"image":"bestiary/tokens/QftIS/Iaseda.webp","token":"bestiary/tokens/QftIS/Iaseda.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Iaseda is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ice-devil","name":"Ice Devil","source":"XMM","page":176,"srd":true,"image":"bestiary/XMM/Ice Devil.webp","token":"bestiary/tokens/XMM/Ice Devil.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+7 (17)","hp":"228 (24d10 + 96)","speed":"40 ft.","str":21,"dex":14,"con":18,"int":18,"wis":15,"cha":18,"saves":"Dex +7, Con +9, Wis +7, Cha +9","skills":"Insight +7, Perception +7, Persuasion +9","vulnerabilities":"","resistances":"","immunities":"cold; fire; poison","conditionImmunities":"poisoned","senses":"Blindsight 120 ft., Passive Perception 17","languages":"Infernal; telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Planar, Nine Hells","treasure":"Arcana","traits":[{"name":"Diabolical Restoration","entries":["If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Ice Wall {@recharge}","entries":["The devil casts {@spell Wall of Ice|XPHB} (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17})."]}],"actions":[{"name":"Multiattack","entries":["The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack."]},{"name":"Ice Spear","entries":["{@atkr m,r} {@hit 10}, reach 5 ft. or range 30/120 ft. {@h}14 ({@damage 2d8 + 5}) Piercing damage plus 10 ({@damage 3d6}) Cold damage. Until the end of its next turn, the target can't take a {@variantrule Bonus Action|XPHB} or {@variantrule Reaction|XPHB}, its {@variantrule Speed|XPHB} decreases by 10 feet, and it can move or take one action on its turn, not both. {@hom}The spear magically returns to the devil's hand immediately after a ranged attack."]},{"name":"Tail","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}15 ({@damage 3d6 + 5}) Bludgeoning damage plus 18 ({@damage 4d8}) Cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ice Devil","entries":["{@i Devil of Antipathy and Intellectual Arrogance}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Heartless strategists of the Nine Hells, ice devils—also known as gelugons—forsake emotion to indulge in their own malicious interpretations of logic. For them, the multiverse is a puzzle that must be solved to benefit them, their masters, and the Nine Hells.","Ice devils act maliciously, disguising their whims as reason and strategy. In the service of evil masters, these insectile devils patiently plot the movements of infernal armies and scheme ways to fulfill wicked goals. They might also serve as guardians, owing to their martial prowess and ability to reshape battlefields with walls of ice.","When indulging their own schemes, ice devils tempt mortals to forsake empathy and social connections to embrace selfish, destructive visions of intellectualism. After isolating victims, these devils drain them of their secrets or send them forth to spread fractious dogmas cloaked as reason.","Ice devils usually lurk in frozen realms, particularly the frigid layer of Cania in the Nine Hells.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Part of the charm of ice devils is that they always think they're smarter than you. Mmm—there are few pleasures sweeter than proving a devil wrong."],"by":"Tasha"}]}]}],"gallery":[{"path":"bestiary/XMM/Ice Devil.webp","credit":"Nils Hamm"}],"otherVersions":[{"id":"ice-devil-mm","source":"MM"}]},{"id":"ice-devil-mm","name":"Ice Devil","source":"MM","page":75,"srd":false,"image":"bestiary/MM/Ice Devil.webp","token":"bestiary/tokens/MM/Ice Devil.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"180 (19d10 + 76)","speed":"40 ft.","str":21,"dex":14,"con":18,"int":18,"wis":15,"cha":18,"saves":"Dex +7, Con +9, Wis +7, Cha +9","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison; cold","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 12","languages":"Infernal, telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the devil's darkvision."]},{"name":"Magic Resistance","entries":["The devil has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes three attacks: one with its bite, one with its claws, and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 10 ({@damage 3d6}) cold damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage plus 10 ({@damage 3d6}) cold damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage."]},{"name":"Wall of Ice {@recharge}","entries":["The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.","When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is {@condition incapacitated}. The creature then makes a {@dc 17} Dexterity saving throw, taking 35 ({@damage 10d6}) cold damage on a failed save, or half as much damage on a successful one.","The wall lasts for 1 minute or until the devil is {@condition incapacitated} or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a {@dc 17} Constitution saving throw, taking 17 ({@damage 5d6}) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the infernal armies of the Nine Hells, tormenting lesser devils as an outlet for their anger and resentment. Coveting the power of their pit fiend superiors, ice devils work ceaselessly toward promotion, slaughtering the enemies of the Nine Hells and claiming as many souls as they can for their archdevil masters.","Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes. Some carry barbed spears whose icy touch can render a foe all but helpless in combat.",{"type":"inset","name":"Variant: Ice Devil Spear","entries":["Some ice devils have the following action options.",{"name":"Multiattack","type":"entries","entries":["The devil makes two attacks: one with its spear and one with its tail."]},{"name":"Ice Spear","type":"entries","entries":["{@atk mw} {@hit +10} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage + 10 ({@damage 3d6}) cold damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}]}]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Ice Devil.webp"}],"hidden":true,"otherVersions":[{"id":"ice-devil","source":"XMM"}]},{"id":"ice-mephit","name":"Ice Mephit","source":"XMM","page":206,"srd":true,"image":"bestiary/XMM/Mephits.webp","token":"bestiary/tokens/XMM/Ice Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"21 (6d6)","speed":"30 ft., fly 30 ft.","str":7,"dex":13,"con":10,"int":9,"wis":11,"cha":12,"saves":"","skills":"Perception +2, Stealth +3","vulnerabilities":"fire","resistances":"","immunities":"cold; poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Primordial (Aquan, Auran)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Planar, Elemental","treasure":"","traits":[{"name":"Death Burst","entries":["The mephit explodes when it dies. {@actSave con} {@dc 10}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the mephit. {@actSaveFail} 5 ({@damage 2d4}) Cold damage. {@actSaveSuccess} Half damage."]}],"spellcasting":[{"name":"Fog Cloud (1/Day)","entries":["The mephit casts {@spell Fog Cloud|XPHB}, requiring no spell components and using Charisma as the spellcasting ability.","1/day: {@spell Fog Cloud|XPHB}"]}],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}3 ({@damage 1d4 + 1}) Slashing damage plus 2 ({@damage 1d4}) Cold damage."]},{"name":"Frost Breath {@recharge}","entries":["{@actSave con} {@dc 10}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 7 ({@damage 3d4}) Cold damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ice mephits have bodies made of frigid air and frozen water. They delight in freezing things and dropping ice into peoples' clothes."]},{"type":"section","name":"Mephits","entries":["{@i Malicious Elemental Hooligans}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Planes)|bestiary|environment=planar, elemental}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.","Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!"],"by":"Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself"}]}]}],"gallery":[{"path":"bestiary/XMM/Mephits.webp","credit":"Andrew Mar"}],"otherVersions":[{"id":"ice-mephit-mm","source":"MM"}]},{"id":"ice-mephit-mm","name":"Ice Mephit","source":"MM","page":215,"srd":false,"image":"bestiary/MM/Ice Mephit.webp","token":"bestiary/tokens/MM/Ice Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"21 (6d6)","speed":"30 ft., fly 30 ft.","str":7,"dex":13,"con":10,"int":9,"wis":11,"cha":12,"saves":"","skills":"Perception +2, Stealth +3","vulnerabilities":"bludgeoning; fire","resistances":"","immunities":"cold; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Aquan, Auran","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Arctic","treasure":"","traits":[{"name":"Death Burst","entries":["When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a {@dc 10} Dexterity saving throw, taking 4 ({@damage 1d8}) slashing damage on a failed save, or half as much damage on a successful one."]},{"name":"False Appearance","entries":["While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice."]}],"spellcasting":[{"name":"Innate Spellcasting (1/Day)","entries":["The mephit can innately cast {@spell fog cloud}, requiring no material components. Its innate spellcasting ability is Charisma.","At will: {@spell fog cloud}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) slashing damage plus 2 ({@damage 1d4}) cold damage."]},{"name":"Frost Breath {@recharge}","entries":["The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a {@dc 10} Dexterity saving throw, taking 5 ({@damage 2d4}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Mephits","entries":["Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.","Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Elemental Nature","entries":["A mephit doesn't require food, drink, or sleep."]}]}]}]},{"name":"Ice Mephit","type":"entries","entries":[{"type":"entries","entries":["Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty"]}]}],"gallery":[{"path":"bestiary/MM/Ice Mephit.webp"}],"hidden":true,"otherVersions":[{"id":"ice-mephit","source":"XMM"}]},{"id":"ice-piercer","name":"Ice Piercer","source":"IDRotF","page":226,"srd":false,"image":"bestiary/tokens/IDRotF/Ice Piercer.webp","token":"bestiary/tokens/IDRotF/Ice Piercer.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"22 (3d8 + 9)","speed":"5 ft., climb 5 ft.","str":10,"dex":13,"con":16,"int":1,"wis":7,"cha":3,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While the ice piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite."]},{"name":"Spider Climb","entries":["The ice piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Drop","entries":["{@atk mw} {@hit 3} to hit, one creature directly underneath the piercer. {@h}10 ({@damage 3d6}) piercing damage plus 10 ({@damage 3d6}) cold damage. Miss: The piercer takes half the normal falling damage for the distance fallen."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Auril the Frostmaiden has transformed icicles into creatures that resemble piercers.","Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the ground below.","A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations."]}]},{"id":"ice-spider","name":"Ice Spider","source":"SKT","page":127,"srd":false,"image":"bestiary/tokens/SKT/Ice Spider.webp","token":"bestiary/tokens/SKT/Ice Spider.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"30 ft., climb 30 ft.","str":14,"dex":16,"con":12,"int":2,"wis":11,"cha":4,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Forest, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]},{"name":"Icy Web {@recharge 5}","entries":["{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition restrained} by webbing, and takes 1 cold damage at the start of each of its turns. As an action, the {@condition restrained} target can make a {@dc 12} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ice-spider-queen","name":"Ice Spider Queen","source":"SKT","page":128,"srd":false,"image":"bestiary/tokens/SKT/Ice Spider Queen.webp","token":"bestiary/tokens/SKT/Ice Spider Queen.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"44 (4d10 + 4)","speed":"30 ft., climb 30 ft.","str":14,"dex":16,"con":12,"int":2,"wis":11,"cha":4,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Forest, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Cold Aura","entries":["Any creature that starts its turn within 5 feet of the spider takes 5 ({@damage 2d4}) cold damage."]},{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]},{"name":"Icy Web {@recharge 5}","entries":["{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition restrained} by webbing, and takes 2 ({@damage 1d4}) cold damage at the start of each of its turns. As an action, the {@condition restrained} target can make a {@dc 12} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to poison, and psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ice-toad","name":"Ice Toad","source":"RoT","page":90,"srd":false,"image":"bestiary/tokens/RoT/Ice Toad.webp","token":"bestiary/tokens/RoT/Ice Toad.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"12","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft., swim 30 ft.","str":13,"dex":10,"con":14,"int":8,"wis":10,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Ice Toad","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The toad can breathe air or water."]},{"name":"Cold Aura","entries":["Any creature that starts its turn within 5 feet of the toad takes 3 ({@damage 1d6}) cold damage."]},{"name":"Standing Leap","entries":["The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) cold damage. If the target is a Medium or smaller creature it is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the toad can't bite another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Arauthator has attracted a number of ice toads to Oyaviggaton, where they help to maintain the iceberg and the dragon's many treasures and trophies. The ice toads are good at this job, thanks to their exceptionally intelligent leader, Marfulb.","Feeding on seals, sea birds, and fish caught for them by the Ice Hunters, Oyaviggaton's ice toads are not automatically hostile to strangers. Once characters get inside Arauthator's lair, they might find that these creatures can be helpful to their quest. Ice toads normally speak only their own obscure language. Those in Oyaviggaton know a little Draconic and Uluik (the language of the Ice Hunters), but their accents are thick and their pronunciation atrocious. Marfulb is fluent in Draconic thanks to many hours spent conversing with Arauthator.","When the characters encounter ice toads, their intelligence won't be apparent until they act or attempt to speak. Even then, characters might not recognize the ice toads' croaking as language. Ice toads move on all fours, but their webbed front feet are surprisingly dexterous. Some carry tools and useful items in pouches slung around their necks."]}]}]}]},{"id":"ice-troll","name":"Ice Troll","source":"IDRotF","page":295,"srd":false,"image":"bestiary/IDRotF/Ice Troll.webp","token":"bestiary/tokens/IDRotF/Ice Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"16","initiative":"-1 (9)","hp":"115 (10d10 + 60)","speed":"30 ft.","str":18,"dex":8,"con":22,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Cold Aura","entries":["While it's alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll's turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the troll takes 10 ({@damage 3d6}) cold damage."]},{"name":"Keen Smell","entries":["The ice troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The ice troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The ice troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 9 ({@damage 2d8}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 9 ({@damage 2d8}) cold damage. If the target takes any of the cold damage, the target must succeed on a {@dc 15} Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures.",{"type":"entries","entries":[{"type":"entries","name":"Ice Troll Hearts","entries":["An ice troll's heart remains cold even after the troll's destruction. As long as the troll can't regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll's heart, once removed, becomes a harmless Tiny object with AC 13, 4 hit points, and immunity to all damage except fire damage. For the next 24 hours, the heart has the following magical properties:",{"type":"list","items":["A creature that eats the heart gains the ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn't function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesn't regenerate.","If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the {@spell control weather} spell. It takes 10 minutes for the heart to melt and the blizzard to form. The blizzard lasts for 8 hours.","A hag or similar creature can perform a ritual that turns the heart into a magical talisman that acts like a patch of brown mold (see \"{@hazard Brown Mold}\" in the {@book Dungeon Master's Guide|DMG}). This effect lasts until the heart is destroyed.","A creature proficient with alchemist's supplies can squeeze enough residual fluid out of the heart to mix with other alchemical ingredients, creating one {@item Potion of Cold Resistance||potion of resistance (cold)}. It takes 1 hour to create this potion. "]}]}]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Ice Troll.webp"}],"otherVersions":[{"id":"ice-troll-rot","source":"RoT"}]},{"id":"ice-troll-rot","name":"Ice Troll","source":"RoT","page":30,"srd":false,"image":"bestiary/tokens/RoT/Ice Troll.webp","token":"bestiary/tokens/RoT/Ice Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"ice-troll","source":"IDRotF"}]},{"id":"icewind-kobold","name":"Icewind Kobold","source":"IDRotF","page":296,"srd":false,"image":"bestiary/IDRotF/Icewind Kobold.webp","token":"bestiary/tokens/IDRotF/Icewind Kobold.webp","size":"Small","creatureType":"Humanoid (Kobold)","alignment":"Any Alignment","ac":"14","initiative":"+2 (12)","hp":"9 (2d6 + 2)","speed":"30 ft., climb 20 ft.","str":7,"dex":15,"con":12,"int":8,"wis":8,"cha":8,"saves":"Dex +4, Con +3","skills":"Perception +1, Stealth +4, Survival +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Draconic","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 0} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}1 ({@damage 1d6 - 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kobolds can be found anywhere dragons are known to dwell, and those that live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them.","Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don't feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another's shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker's Wisdom (Insight) check result."]}],"gallery":[{"path":"bestiary/IDRotF/Icewind Kobold.webp"}]},{"id":"icewind-kobold-zombie","name":"Icewind Kobold Zombie","source":"IDRotF","page":297,"srd":false,"image":"bestiary/tokens/IDRotF/Icewind Kobold Zombie.webp","token":"bestiary/tokens/IDRotF/Icewind Kobold Zombie.webp","size":"Small","creatureType":"Undead","alignment":"Neutral Evil","ac":"9","initiative":"-2 (8)","hp":"19 (3d6 + 9)","speed":"20 ft.","str":8,"dex":6,"con":16,"int":3,"wis":6,"cha":3,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands Common and Draconic but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]},{"name":"Unusual Nature","entries":["The zombie doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Javelin","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using {@spell animate dead} spells. The cold climate helps to preserve their dead flesh."]}]},{"id":"icy-simulacrum","name":"Icy Simulacrum","source":"CoA","page":176,"srd":false,"image":"bestiary/tokens/CoA/Icy Simulacrum.webp","token":"bestiary/tokens/CoA/Icy Simulacrum.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Insight +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The simulacrum can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Ambusher","entries":["In the first round of a combat, the simulacrum has advantage on attack rolls against any creature it {@status surprised}."]},{"name":"Surprise Attack","entries":["If the simulacrum surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@damage 3d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The simulacrum makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage."]},{"name":"Read Thoughts","entries":["The simulacrum magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's {@status concentration} isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ifan-talro-a","name":"Ifan Talro'a","source":"ToA","page":25,"srd":false,"image":"bestiary/ToA/Ifan Talro'a.webp","token":"bestiary/tokens/ToA/Ifan Talro'a.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Ifan adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Ifan Talro'a.webp"}]},{"id":"iggwilv-the-witch-queen","name":"Iggwilv the Witch Queen","source":"WBtW","page":205,"srd":false,"image":"bestiary/WBtW/Iggwilv the Witch Queen.webp","token":"bestiary/tokens/WBtW/Iggwilv the Witch Queen.webp","size":"Medium","creatureType":"Fey (Wizard)","alignment":"Chaotic Neutral","ac":"19","initiative":"+4 (14)","hp":"255 (30d8 + 120)","speed":"30 ft.","str":10,"dex":18,"con":18,"int":27,"wis":12,"cha":23,"saves":"Int +14, Wis +7, Cha +12","skills":"Arcana +20, History +14, Nature +14","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 60 ft., Passive Perception 11","languages":"Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Sylvan","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Boon of Immortality","entries":["Iggwilv is immune to any effect that would age her, and she can't die from old age."]},{"name":"Legendary Resistance (3/Day)","entries":["If Iggwilv fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Iggwilv has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her robe of the archmagi.)"]},{"name":"Special Equipment","entries":["Iggwilv wears an {@item amulet of the planes} and a {@item robe of the archmagi}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Iggwilv casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 24}, {@hit 16} to hit with spell attacks):","At will: {@spell detect magic}, {@spell disguise self}, {@spell invisibility}, {@spell light}, {@spell mage hand}, {@spell message}, {@spell prestidigitation}, {@spell Tasha's hideous laughter}","3/day each: {@spell dispel magic}, {@spell fly}, {@spell polymorph}","1/day each: {@spell maze}, {@spell telekinesis}, {@spell teleport}, {@spell wish}"]}],"actions":[{"name":"Multiattack","entries":["Iggwilv makes two Bewitching Bolt attacks."]},{"name":"Bewitching Bolt","entries":["{@atk ms,rs} {@hit 16} to hit, reach 5 ft. or range 120 ft., one target. {@h}25 ({@damage 5d6 + 8}) lightning damage, and if the target is a creature, it must succeed on a {@dc 22} Wisdom saving throw or be {@condition charmed} by Iggwilv until the start of her next turn."]},{"name":"Abyssal Rift {@recharge 5}","entries":["Iggwilv opens a momentary Abyssal rift within 120 feet of her. The rift is a 20-foot-radius sphere. Each creature in that area must make a {@dc 22} Constitution saving throw, taking 40 ({@damage 9d8}) necrotic damage on a failed save, or half as much damage on a successful one. In addition, there is a 50 percent chance that 3 {@creature hezrou||hezrous} then appear in unoccupied spaces in the sphere. They act as Iggwilv's allies, take their turns immediately after hers, and can't summon other demons. They remain until they die or until Iggwilv dismisses them as an action."]}],"bonusActions":[{"name":"Fey Step","entries":["Iggwilv teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 30 feet of her."]}],"reactions":[{"name":"Negate Spell (2/Day)","entries":["When Iggwilv sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a {@dc 22} Intelligence saving throw, or the spells fails and has no effect."]}],"legendaryActions":[{"name":"Witchcraft","entries":["Iggwilv uses Spellcasting or Fey Step."]},{"name":"Dark Speech (Costs 2 Actions)","entries":["Iggwilv utters a phrase in a forbidden language and targets one or two creatures she can see within 60 feet of her. Each target must succeed on a {@dc 22} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage and be {@condition frightened} of Iggwilv for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success and thereby becoming immune to Iggwilv's Dark Speech for 24 hours."]},{"name":"Fey Beguilement (Costs 3 Actions)","entries":["Iggwilv targets one creature she can see within 60 feet of her. The target must succeed on a {@dc 22} Charisma saving throw or be possessed by a fey spirit. While possessed, the target must obey Iggwilv's commands. The target can repeat the saving throw at the end of each of its turns, banishing the fey spirit and ending the effect on itself on a success."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Iggwilv has a long and storied history throughout the multiverse. This adventure presents the legendary figure in her current form."]}],"gallery":[{"path":"bestiary/WBtW/Iggwilv the Witch Queen.webp","credit":"Mark Winters"}]},{"id":"ignatius-inkblot","name":"Ignatius Inkblot","source":"KftGV","page":169,"srd":false,"image":"bestiary/KftGV/086-11-004.ignatius-inkblot.webp","token":"bestiary/tokens/KftGV/Ignatius Inkblot.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":19,"wis":17,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["Ignatius Inkblot has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Ignatius Inkblot's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by Ignatius Inkblot. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["Ignatius Inkblot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/086-11-004.ignatius-inkblot.webp","credit":"Andrew Mar"}]},{"id":"ignia","name":"Ignia","source":"DSotDQ","page":184,"srd":false,"image":"bestiary/DSotDQ/129-07-011.dragon-highmaster-kansaldi.webp","token":"bestiary/tokens/DSotDQ/Ignia.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"178 (17d10 + 85)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":14,"wis":11,"cha":19,"saves":"Dex +4, Con +9, Wis +4, Cha +8","skills":"Perception +8, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Mountain, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ignia makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["Ignia exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/129-07-011.dragon-highmaster-kansaldi.webp","title":"Dragon Highmaster Kansaldi Fire-Eyes scours the battlefield astride the red dragon Ignia","credit":"Katerina Ladon"}]},{"id":"illithilich","name":"Illithilich","source":"VGM","page":172,"srd":false,"image":"bestiary/VGM/Alhoon.webp","token":"bestiary/tokens/VGM/Illithilich.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful NX Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":20,"wis":14,"cha":16,"saves":"Con +10, Int +12, Wis +9","skills":"Arcana +19, History +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"Underdark","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the illithilich fails a saving throw, it can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If it has a phylactery, a destroyed illithilich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."]},{"name":"Turn Resistance","entries":["The illithilich has advantage on saving throws against any effect that turns undead."]},{"name":"Magic Resistance","entries":["The illithilich has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The illithilich's innate spellcasting ability is Intelligence (spell save {@dc 20}). It can innately cast the following spells, requiring no components.","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]},{"name":"Spellcasting","entries":["The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The lich has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell detect thoughts}, {@spell invisibility}, {@spell Melf's acid arrow}, {@spell mirror image}","Level 3 (3 slots): {@spell animate dead}, {@spell counterspell}, {@spell dispel magic}, {@spell fireball}","Level 4 (3 slots): {@spell blight}, {@spell dimension door}","Level 5 (3 slots): {@spell cloudkill}, {@spell scrying}","Level 6 (1 slots): {@spell disintegrate}, {@spell globe of invulnerability}","Level 7 (1 slots): {@spell finger of death}, {@spell plane shift}","Level 8 (1 slots): {@spell dominate monster}, {@spell power word stun}","Level 9 (1 slots): {@spell power word kill}"]}],"actions":[{"name":"Paralyzing Touch","entries":["{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one creature. {@h}21 ({@damage 3d10 + 5}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 20} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the lich. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 18} Intelligence saving throw or take 27 ({@damage 5d8 + 5}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tentacles","entries":["The illithilich makes one attack with its tentacles."]},{"name":"Extract Brain (Costs 2 Actions)","entries":["The illithilich uses Extract Brain."]},{"name":"Mind Blast (Costs 3 Actions)","entries":["The illithilich recharges its Mind Blast and uses it."]},{"name":"Cast Spell (Costs 1–3 Actions)","entries":["The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the illithilich can take a lair action to cause one of the following magical effects; the illithilich can't use the same effect two rounds in a row:",{"type":"list","items":["The illithilich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","The illithilich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the illithilich to the target. Whenever the illithilich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the illithilich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the illithilich or the target is no longer in the illithilich's lair.","The illithilich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the illithilich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear."]}],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.",{"name":"Arcane Temptation","entries":["Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation.","In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking.","For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live.","Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name.","Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches.","The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.","Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder.","In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls."],"type":"entries"},{"name":"Existential Fear","entries":["Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist's personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion."],"type":"entries"},{"name":"Dreadful Deliverance","entries":["Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps."],"type":"entries"},{"name":"A Psionic Secret","entries":["Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons."],"type":"entries"},{"name":"Precarious Immortality","entries":["Unlike with true lichdom, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed."],"type":"entries"}]},{"type":"entries","name":"Variant: Mind Flayer Lich (Illithilich)","entries":["The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the {@spell imprisonment} spell. A mind flayer lich uses the lich stat block (see the Monster Manual), with the following changes:",{"type":"list","items":["It has a challenge rating of 22 (41,000 XP).","It speaks Deep Speech and Undercommon, and has telepathy out to a range of 120 feet.","It has the Magic Resistance and Innate Spellcasting (Psionics) traits, as well as the Tentacles, Extract Brain, and Mind Blast action options (all described below). So long as a mind flayer lich feeds captured souls to its phylactery, it maintains the muscular power of its tentacles and the ability to extract brains.","Its suite of legendary actions (described below) is different from that of the normal lich."]},{"name":"Magic Resistance","entries":["The lich has advantage on saving throws against spells and other magical effects.","At will: detect thoughts, levitate","1/day each: dominate monster, plane shift (self only)"],"type":"entries"},{"name":"Innate Spellcasting (Psionics)","entries":["The lich's innate spellcasting ability is Intelligence (spell save {@dc 20}). It can innately cast the following spells, requiring no components."],"type":"entries"}]},{"type":"entries","name":"Actions","entries":[{"name":"Tentacles","entries":["Melee Weapon Attack: {@hit 12} to hit, reach 5 ft., one creature. Hit: 21 ({@damage 3d10 + 5}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 20} Intelligence saving throw or be {@condition stunned} until this grapple ends."],"type":"entries"},{"name":"Extract Brain","entries":["Melee Weapon Attack: {@hit 12} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the lich. Hit: 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain."],"type":"entries"},{"name":"Mind Blast {@recharge 5}","entries":["The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 18} Intelligence saving throw or take 27 ({@damage 5d8 + 5}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"entries"}]},{"type":"entries","name":"Illithilich Legendary Actions","entries":["The lich gains the following legendary action options, which replace all of the lich's legendary actions.",{"name":"Tentacles","entries":["The lich makes one attack with its tentacles."],"type":"entries"},{"name":"Extract Brain (Costs 2 Actions)","entries":["The lich uses Extract Brain."],"type":"entries"},{"name":"Mind Blast (Costs 3 Actions)","entries":["The lich recharges its Mind Blast and uses it."],"type":"entries"},{"name":"Cast Spell (Costs 1–3 Actions)","entries":["The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Alhoon.webp"}]},{"id":"illusionist","name":"Illusionist","source":"VGM","page":214,"srd":false,"image":"bestiary/VGM/Illusionist.webp","token":"bestiary/tokens/VGM/Illusionist.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"38 (7d8 + 7)","speed":"30 ft.","str":9,"dex":14,"con":13,"int":16,"wis":11,"cha":12,"saves":"Int +5, Wis +2","skills":"Arcana +5, History +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any four languages","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher)","entries":["As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is {@condition incapacitated}, or its speed becomes 0."]}],"spellcasting":[{"name":"Spellcasting","entries":["The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The illusionist has the following wizard spells prepared:","Cantrips (at will): {@spell dancing lights}, {@spell mage hand}, {@spell minor illusion}, {@spell poison spray}","Level 1 (4 slots): {@spell color spray}*, {@spell disguise self}*, {@spell mage armor}, {@spell magic missile}","Level 2 (3 slots): {@spell invisibility}*, {@spell mirror image}*, {@spell phantasmal force}*","Level 3 (3 slots): {@spell major image}*, {@spell phantom steed}*","Level 4 (1 slots): {@spell phantasmal killer}*","*Illusion spell of 1st level or higher"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and obvious ways, or quiet and subtle, using their magic to conceal the truth."]}],"gallery":[{"path":"bestiary/VGM/Illusionist.webp"}]},{"id":"illusionist-wizard","name":"Illusionist Wizard","source":"MPMM","page":263,"srd":false,"image":"bestiary/MPMM/Illusionist Wizard.webp","token":"bestiary/tokens/MPMM/Illusionist Wizard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":9,"dex":14,"con":13,"int":16,"wis":11,"cha":12,"saves":"Int +5, Wis +2","skills":"Arcana +5, History +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any four languages","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The illusionist casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell dancing lights}, {@spell mage hand}, {@spell minor illusion}","2/day each: {@spell disguise self}, {@spell invisibility}, {@spell mage armor}, {@spell major image}, {@spell phantasmal force}, {@spell phantom steed}"]}],"actions":[{"name":"Multiattack","entries":["The illusionist makes two Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) psychic damage."]}],"bonusActions":[{"name":"Displacement {@recharge 5}","entries":["The illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect lasts for 1 minute, and it ends early if the illusionist takes damage, if it is {@condition incapacitated}, or if its speed becomes 0."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Illusionists twist light, sound, and even thought to create illusory effects. Some illusionists are delightful entertainers, while others are devilish tricksters."]},{"type":"section","name":"Wizards","entries":["Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."]}],"gallery":[{"path":"bestiary/MPMM/Illusionist Wizard.webp","credit":"Dmitry Burmak"}]},{"id":"ilvara-mizzrym","name":"Ilvara Mizzrym","source":"OotA","page":9,"srd":false,"image":"bestiary/OotA/Ilvara Mizzrym.webp","token":"bestiary/tokens/OotA/Ilvara Mizzrym.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":13,"wis":17,"cha":18,"saves":"Con +4, Wis +6, Cha +7","skills":"Insight +6, Perception +6, Religion +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Special Equipment","entries":["Ilvara wields a {@item tentacle rod} in addition to her scourge."]},{"name":"Fey Ancestry","entries":["Ilvara has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Ilvara has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Ilvara's spellcasting ability is Charisma (spell save {@dc 15}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["Ilvara is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell poison spray}, {@spell resistance}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell animal friendship}, {@spell cure wounds}, {@spell detect poison and disease}, {@spell ray of sickness}","Level 2 (3 slots): {@spell lesser restoration}, {@spell protection from poison}, {@spell web}","Level 3 (3 slots): {@spell conjure animals} (2 {@creature giant spider|mm|giant spiders}), {@spell dispel magic}","Level 4 (3 slots): {@spell divination}, {@spell freedom of movement}","Level 5 (2 slots): {@spell insect plague}, {@spell mass cure wounds}"]}],"actions":[{"name":"Multiattack","entries":["Ilvara makes two scourge attacks."]},{"name":"Scourge","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 17 ({@damage 5d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["Ilvara attempts to magically summon a {@creature yochlol} with a {@chance 30|30 percent|30% summoning chance} chance of success. If the attempt fails, the drow takes 5 ({@damage 1d10}) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Ilvara Mizzrym.webp"}]},{"id":"imelda","name":"Imelda","source":"NRH-CoI","page":11,"srd":false,"image":"bestiary/tokens/NRH-CoI/Imelda.webp","token":"bestiary/tokens/NRH-CoI/Imelda.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"13","initiative":"+1 (11)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":18,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Reckless","entries":["At the start of her turn, Imelda can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn."]}],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"imix","name":"Imix","source":"PotA","page":214,"srd":false,"image":"bestiary/PotA/Imix.webp","token":"bestiary/tokens/PotA/Imix.webp","size":"Huge","creatureType":"Elemental","alignment":"Neutral Evil","ac":"17","initiative":"+7 (17)","hp":"325 (26d12 + 156)","speed":"50 ft., fly 50 ft.","str":19,"dex":24,"con":22,"int":15,"wis":16,"cha":23,"saves":"Dex +13, Con +12, Cha +12","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned; prone; restrained","senses":"blindsight 120 ft., Passive Perception 13","languages":"Common, Ignan","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Empowered Attacks","entries":["Imix's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks."]},{"name":"Fire Aura","entries":["At the start of each of Imix's turns, each creature within 10 feet of him takes 17 ({@damage 5d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 17 ({@damage 5d6}) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him"]},{"name":"Fire Form","entries":["Imix can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space."]},{"name":"Illumination","entries":["Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet."]},{"name":"Legendary Resistance (3/Day)","entries":["If Imix fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Imix has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Imix's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell fireball}, {@spell wall of fire}","3/day each: {@spell fire storm}, {@spell haste}, {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["Imix makes two slam attacks or two flame blast attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage plus 18 ({@damage 5d6}) fire damage."]},{"name":"Flame Blast","entries":["{@atk rs} {@hit 12} to hit, range 250 ft., one target. {@h}35 ({@damage 10d6}) fire damage."]},{"name":"Summon Elementals (1/Day)","entries":["Imix summons up to three {@creature fire elemental||fire elementals} and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Heat Wave","entries":["Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 ({@damage 2d8}) fire damage. Each creature in the area that isn't resistant or immune to fire damage must make a {@dc 21} Constitution saving throw or gain one level of {@condition exhaustion}."]},{"name":"Teleport (Costs 2 Actions)","entries":["Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn't teleported with him."]},{"name":"Combustion (Costs 3 Actions)","entries":["Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a {@dc 21} Constitution saving throw. On a failed save, the target takes 70 ({@damage 20d6}) fire damage and catches fire. A target on fire takes 10 ({@damage 3d6}) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn't catch fire."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["Imix is master of heat and flames in his vicinity. He can take lair actions on the Elemental Plane of Fire, or in any elemental fire node (such as the Weeping Colossus in chapter 5). On initiative count 20 (losing initiative ties), Imix uses his lair action to cause one of the following effects:",{"type":"list","items":["Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Creatures caught by a sudden flood of lava must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}, in addition to the normal damage for contact with molten rock.","A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 10 ({@damage 3d6}) fire damage.","A {@item wave} of searing heat fills the lair in a 300-foot radius around Imix for an instant. Each creature other than Imix in the area must succeed on a {@dc 15} Constitution saving throw or take {@damage 1d8} fire damage. Creatures that take fire damage from this effect gain one level of {@condition exhaustion}. In addition, there is a fifty percent chance that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed."]}],"regionalEffects":["The region containing an elemental node in which Imix is present becomes vulnerable to the influence of fire. This creates the following effects:",{"type":"list","items":["A dry, baking heat {@item wave} strikes the region within 10 miles of Imix's location. At first, effects are minor - grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops die and ponds dry up; after 10 days, unprotected livestock dies, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly.","Wildfires erupt within a 5-mile radius of Imix's lair. Every hour, there is a ten percent chance that characters in this area are caught in the path of a wildfire moving 50 feet per round. Each character must succeed on a {@dc 21} Constitution saving throw or take 10 ({@damage 3d6}) fire damage. A wildfire continues to threaten the characters for {@dice 1d10} rounds or until they get out of its path. Wooden structures caught in the wildfire are destroyed.","Lava fountains erupt from the ground within 1 mile of Imix's lair. Every hour, there is a ten percent chance that characters in this area are close enough to an erupting lava fountain to be in danger. A lava fountain creates a vent 20 feet in diameter, and hurls globs of lava up to 200 feet away. Each character within this area must succeed on a {@dc 21} Dexterity saving throw or take 11 ({@damage 2d10}) bludgeoning damage plus 17 ({@damage 5d6}) fire damage. A fountain lasts for {@dice 2d10} rounds before subsiding.","Wildfires or volcanic fissures within 1 mile of Imix's lair form intermittent portals to the Elemental Plane of Fire, allowing elemental creatures into the mortal world to dwell near those points."]},"If Imix is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Imix, the Eternal Flame and the All-Consuming Fire, is the Prince of Evil Fire. His natural form resembles a 30-foot-tall, 10-foot-wide pillar of fire with smoldering black pits for eyes. Imix rarely speaks, but he crackles and roars with terrible laughter as anything combustible within his grasp bursts into flame and feeds his hate. Mortal beings are mere objects of contempt to Imix, and he burns alive any he can catch for nothing more than the wicked glee of watching them writhe and die in his flames.","Like his native element, Imix is fickle, temperamental, and highly destructive. Anything combustible stokes his hunger, but he takes special delight in feeding on the handiwork and possessions of intelligent beings, such as crops, buildings, or goods. Imix doesn't even spare his own followers or those who placate him with gifts and sacrifices-he is capricious and unpredictable, and often turns on those who think they have earned his favor."]},{"type":"entries","name":"Imix's Lair","entries":["Imix's home is a fiery inverted pyramid within a volcano on the Elemental Plane of Fire. This fortress-palace is known as the Temple of Ultimate Consumption. Imix is quick to answer calls from the Material Plane, since he hungers eternally for new forests, plains, and kingdoms to burn."]}]}]}],"gallery":[{"path":"bestiary/PotA/Imix.webp"}]},{"id":"immortal-lotus-monk","name":"Immortal Lotus Monk","source":"CM","page":165,"srd":false,"image":"bestiary/tokens/CM/Immortal Lotus Monk.webp","token":"bestiary/tokens/CM/Immortal Lotus Monk.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":12,"dex":16,"con":14,"int":11,"wis":14,"cha":10,"saves":"","skills":"Acrobatics +6, Perception +5, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The monk makes two attacks."]},{"name":"Force Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) force damage, and if the target is a creature, it must succeed on a {@dc 14} Dexterity saving throw or be knocked {@condition prone}."]},{"name":"Dart","entries":["{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"imoen","name":"Imoen","source":"MaBJoV","page":88,"srd":false,"image":"bestiary/MaBJoV/Imoen.webp","token":"bestiary/tokens/MaBJoV/Imoen.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"16","initiative":"+4 (14)","hp":"156 (24d8 + 48)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":14,"wis":10,"cha":14,"saves":"Dex +7, Int +5","skills":"Acrobatics +7, Deception +5, Perception +3, Stealth +10","vulnerabilities":"","resistances":"necrotic; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Thieves' cant, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If Imoen is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Imoen instead takes no damage if she succeeds on the saving throw, and only half damage if she fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Imoen deals an extra 14 ({@damage 4d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Imoen that isn't incapacitated and Imoen doesn't have disadvantage on the attack roll."]},{"name":"Spider Climb","entries":["Imoen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Imoen has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Imoen makes two Shortsword attacks and one Hand Crossbow attack."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 30/210 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[{"name":"Cunning Action","entries":["Imoen takes the {@action Dash}, {@action Disengage}, or {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Boo has always liked Imoen. She's like his big sister. Though not as furry and a lot smaller."],"by":"MINSC"},"Imoen is a Bhaalspawn and the half-sister of Abdel Adrian. She was his first companion when he set out from Candlekeep after witnessing the murder of his mentor. Imoen is naturally inquisitive and her expertise in lockpicking and stealth ensures that no secret is ever safe from her.","During her adventures with Abdel, Imoen was captured by the wizard Jon Irenicus who experimented on her, hoping to unlock the powers she unknowingly had as a Bhaalspawn. Irenicus managed to extract Imoen's divine blood and transfuse it with his sibling Bodhi. While Imoen escaped her brush with death, she no longer had the powers of a Bhaalspawn and her blood was contaminated with a vampire's.","This contamination made several changes in Imoen. She has elongated incisors that she takes pains to conceal. Her aging process has slowed down, extending her life by centuries. Despite learning of her heritage and becoming infected with the blood of a vampire, Imoen has managed to retain a sunny outlook. However, her reputation in Baldur's Gate as the child of a god of murder eventually forced her to relocate south to the city of Athkatla, where she joined the Shadow Thieves.","In her new home city Imoen has embraced the fact that she is a fusion of god, human and vampire. She has become an expert in all of those who struggle with their identity. Imoen is friendly and easygoing but has no patience for wickedness—and she's not afraid to show it.",{"type":"entries","name":"Imoen as a Contact","entries":["Imoen becomes available as a contact for members of the Shadow Thieves at 7th level. Imoen has uncovered secrets of transformation that she is willing to share if asked. Imoen does require a donation for the poor and downtrodden of Athkatla and Baldur's Gate. She will cure someone already infected with lycanthropy for free, but this is not the same as showing them how to better control their changes.",{"type":"table","caption":"Transformation Secrets from Imoen","colLabels":["Transformation","Required Level","Prerequisites","Cost"],"colStyles":["col-5","col-2 text-right","col-3","col-1 text-right"],"rows":[["Blessing of Corellon (gender change)","1","–","25 gp"],["Druidic reincarnation (race change)","1","–","100 gp"],["Controlled lycanthropy—werewolf","7","Infected by a werewolf","1000 gp"],["Controlled lycanthropy—weretiger","9","Infected by a weretiger","2000 gp"],["Controlled lycanthropy—werebear","9","Infected by a werebear","2000 gp"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Imoen.webp"}]},{"id":"imp","name":"Imp","source":"XMM","page":177,"srd":true,"image":"bestiary/XMM/Imp.webp","token":"bestiary/tokens/XMM/Imp.webp","size":"Tiny","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"21 (6d4 + 6)","speed":"20 ft., fly 40 ft.","str":6,"dex":17,"con":13,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +4, Insight +3, Stealth +5","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 11","languages":"Common, Infernal","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Any","treasure":"","traits":[{"name":"Magic Resistance","entries":["The imp has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Invisibility","entries":["The imp casts {@spell Invisibility|XPHB} on itself, requiring no spell components and using Charisma as the spellcasting ability.","At will: {@spell Invisibility|XPHB}"]}],"actions":[{"name":"Sting","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Shape-Shift","entries":["The imp shape-shifts to resemble a rat ({@variantrule Speed|XPHB} 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its {@variantrule Speed|XPHB}. Any equipment it is wearing or carrying isn't transformed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Imp","entries":["{@i Devil of Pettiness and Suspicion}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast events in the worst possible light to mislead their masters into following the imps' devilish council.","Imps without masters delight in manipulating other creatures and inflating their own egos. They might take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I can tell you what I know, but wouldn't you rather I tell you what'll let you do what you know you're going to do anyway?"],"by":"Skeever, Imp Servant of Firan Zal'Honan"}]}]}],"gallery":[{"path":"bestiary/XMM/Imp.webp","credit":"Patrik Hell"}],"otherVersions":[{"id":"imp-mm","source":"MM"}]},{"id":"imp-mm","name":"Imp","source":"MM","page":76,"srd":false,"image":"bestiary/MM/Imp.webp","token":"bestiary/tokens/MM/Imp.webp","size":"Tiny","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"10 (3d4 + 3)","speed":"20 ft., fly 40 ft.","str":6,"dex":17,"con":13,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +4, Insight +3, Persuasion +4, Stealth +5","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Infernal, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the imp's darkvision."]},{"name":"Magic Resistance","entries":["The imp has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Sting (Bite in Beast Form)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Invisibility","entries":["The imp magically turns {@condition invisible} until it attacks, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the imp wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can't be relied on to carry out tasks with any speed or efficiency.","An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while {@condition invisible}, attacking with its poison stinger.",{"type":"inset","name":"Variant: Imp Familiar","entries":["Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.",{"name":"Familiar","type":"entries","entries":["The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond."]}]}]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Imp.webp"}],"hidden":true,"otherVersions":[{"id":"imp","source":"XMM"}]},{"id":"imp-trickster","name":"Imp Trickster","source":"WttHC","srd":false,"image":"bestiary/WttHC/Imp Trickster.webp","token":"bestiary/tokens/WttHC/Imp Trickster.webp","size":"Tiny","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"21 (6d4)","speed":"20 ft., fly 40 ft., climb 20 ft.","str":6,"dex":17,"con":13,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +4, Insight +3, Stealth +5","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Common, Infernal","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The imp has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}{@damage 1d6 + 3} Piercing damage plus {@damage 2d6} Poison damage."]},{"name":"Invisibility","entries":["The imp has the {@condition Invisible|XPHB} condition for 1 minute. This effect ends early immediately after the imp makes an attack roll or deals damage, or if the imp has the {@condition Incapacitated|XPHB} condition."]},{"name":"Shape-Shift","entries":["The imp shape-shifts to resemble a rat ({@variantrule Speed|XPHB} 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its {@variantrule Speed|XPHB}. Any equipment it is wearing or carrying isn't transformed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WttHC/Imp Trickster.webp"}]},{"id":"imperator-uthor","name":"Imperator Uthor","source":"SKT","page":209,"srd":false,"image":"bestiary/tokens/SKT/Imperator Uthor.webp","token":"bestiary/tokens/SKT/Imperator Uthor.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Good","ac":"16","initiative":"+2 (12)","hp":"272 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Arcana +8, Athletics +14, History +8, Perception +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["Uthor can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Uthor's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell feather fall}, {@spell levitate}, {@spell light}","3/day each: {@spell control weather}, {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Uthor makes two trident attacks."]},{"name":"Trident of Fish Command","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d6 + 9}) piercing damage, or ({@damage 3d8 + 9}) piercing damage if used with two hands."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["Uthor hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"incarnation-of-transience","name":"Incarnation of Transience","source":"LFL","srd":false,"image":"bestiary/LFL/Incarnation of Transience.webp","token":"bestiary/tokens/LFL/Incarnation of Transience.webp","size":"Huge","creatureType":"Fey","alignment":"Neutral","ac":"16","initiative":"+8 (18)","hp":"142 (15d12 + 45)","speed":"40 ft., swim 40 ft.","str":21,"dex":20,"con":17,"int":10,"wis":14,"cha":16,"saves":"Dex +8, Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"grappled; paralyzed; petrified; prone; restrained","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Sylvan; telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Planar, Feywild","treasure":"","traits":[{"name":"Ephemeral Movement","entries":["The incarnation can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}, and its movement doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]},{"name":"Magic Resistance","entries":["The incarnation has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The incarnation makes three attacks, using Bite or Miasmic Globule in any combination."]},{"name":"Bite","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Piercing damage."]},{"name":"Miasmic Globule","entries":["{@atkr r} {@hit 8}, range 60/120 ft. {@h}15 ({@damage 6d4}) Acid damage, and the target's {@variantrule Speed|XPHB} is reduced by 10 feet until the end of the incarnation's next turn."]},{"name":"Spectral Stampede","entries":["The incarnation moves up to 80 feet in a straight line. Each creature whose space the incarnation enters is targeted once by the following effect. {@actSave dex} {@dc 16}. {@actSaveFail} 18 ({@damage 4d8}) Force damage. If the target is the incarnation's size or smaller, it has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The incarnation changes its size to Medium, Large, or Huge."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The incarnations of transience represent all that is fleeting or ephemeral. Despite their apparent bulk, these incarnations are actually ephemeral beings with only a spectral existence in material reality. Each incarnation resembles a saurian behemoth with an axolotl face, a many-frilled tail, and a hulking back covered in bright-orange pustules. In Lorwyn, transience incarnations embody the changing of seasons and the flowing of rivers. In Shadowmoor, these incarnations embody disease passing through its hosts, or the susurration of fallen leaves blowing through an empty village."]},{"type":"section","name":"Incarnations of Nature","entries":["Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.","In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn, incarnations of nature often embody positive, exhilarating emotions. In Shadowmoor, they often manifest dour, violent impulses.","An incarnation of nature that wanders from Lorwyn to Shadowmoor or vice versa retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard's tail and leonine legs; in Shadowmoor, this same being might instead resemble a giant crow with a rattlesnake's tail, its leonine legs stained with blood."]}],"gallery":[{"path":"bestiary/LFL/Incarnation of Transience.webp"}]},{"id":"incarnation-of-vibrance","name":"Incarnation of Vibrance","source":"LFL","srd":false,"image":"bestiary/LFL/Incarnation of Vibrance.webp","token":"bestiary/tokens/LFL/Incarnation of Vibrance.webp","size":"Huge","creatureType":"Fey","alignment":"Neutral","ac":"14","initiative":"+7 (17)","hp":"230 (20d12 + 100)","speed":"40 ft.","str":20,"dex":17,"con":20,"int":10,"wis":16,"cha":21,"saves":"Con +9, Cha +9","skills":"","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Sylvan; telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Planar, Feywild","treasure":"","traits":[{"name":"Magic Resistance","entries":["The incarnation has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The incarnation casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability:","At will: {@spell Daylight|XPHB}, {@spell Druidcraft|XPHB}, {@spell Plant Growth|XPHB}","1/day: {@spell Blindness/Deafness|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The incarnation makes two Vine attacks and uses Radiant Blast. It can replace one vine attack with a use of Spellcasting to cast {@spell Blindness/Deafness|XPHB} if available."]},{"name":"Vine","entries":["{@atkr m} {@hit 9}, reach 20 ft. {@h}18 ({@damage 3d8 + 5}) Bludgeoning damage. If the target is the incarnation's size or smaller, it has the {@condition Grappled|XPHB} condition (escape {@dc 15}) from one of two vines."]},{"name":"Radiant Blast","entries":["{@actSave con} {@dc 17}, each creature of the incarnation's choice in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the incarnation. {@actSaveFail} The creature takes 14 ({@damage 2d8 + 5}) Radiant damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The incarnation changes its size to Medium, Large, or Huge."]},{"name":"Teleport","entries":["The incarnation teleports up to 60 feet to an unoccupied space it can see. The incarnation can't teleport while it has a creature {@condition Grappled|XPHB}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The incarnations of vibrance each resemble a titanic canine with a body of colorful foliage and horns like the branches of a blossoming cherry tree. When vibrance incarnations are in Lorwyn, meadows flourish and crop fields ripen in their presence, and kithkin rejoice when these incarnations pay their clachan a visit. In Shadowmoor, these same creatures are an ill omen—gruesome wolfhounds often accompanied by invasive plant species and frenzied wild beasts."]},{"type":"section","name":"Incarnations of Nature","entries":["Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.","In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn, incarnations of nature often embody positive, exhilarating emotions. In Shadowmoor, they often manifest dour, violent impulses.","An incarnation of nature that wanders from Lorwyn to Shadowmoor or vice versa retains its core identity but might transform physically. An incarnation of hope in Lorwyn, for example, might resemble a giant dove with a lizard's tail and leonine legs; in Shadowmoor, this same being might instead resemble a giant crow with a rattlesnake's tail, its leonine legs stained with blood."]}],"gallery":[{"path":"bestiary/LFL/Incarnation of Vibrance.webp"}]},{"id":"incomplete-dragon-skeleton","name":"Incomplete Dragon Skeleton","source":"DSotDQ","page":138,"srd":false,"image":"bestiary/tokens/DSotDQ/Incomplete Dragon Skeleton.webp","token":"bestiary/tokens/DSotDQ/Incomplete Dragon Skeleton.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"58 (9d10 + 9)","speed":"30 ft.","str":15,"dex":16,"con":12,"int":15,"wis":15,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common plus one other language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"incubus","name":"Incubus","source":"XMM","page":178,"srd":true,"image":"bestiary/XMM/Incubus.webp","token":"bestiary/tokens/XMM/Incubus.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., fly 60 ft.","str":8,"dex":17,"con":13,"int":15,"wis":12,"cha":20,"saves":"","skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","vulnerabilities":"","resistances":"cold; fire; poison; psychic","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Infernal; telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Planar, Lower, Urban","treasure":"Any","traits":[{"name":"Succubus Form","entries":["When the incubus finishes a {@variantrule Long Rest|XPHB}, it can shape-shift into a {@creature Succubus|XMM}, using that stat block instead of this one. Any equipment it's wearing or carrying isn't transformed."]}],"spellcasting":[{"name":"Spellcasting","entries":["The incubus casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Disguise Self|XPHB}, {@spell Etherealness|XPHB}","1/day each: {@spell Dream|XPHB}, {@spell Hypnotic Pattern|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The incubus makes two Restless Touch attacks."]},{"name":"Restless Touch","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}15 ({@damage 3d6 + 5}) Psychic damage, and the target is cursed for 24 hours or until the incubus dies. Until the curse ends, the target gains no benefit from finishing Short Rests."]}],"bonusActions":[{"name":"Nightmare {@recharge}","entries":["{@actSave wis} {@dc 15}, one creature the incubus can see within 60 feet. {@actSaveFail} If the target has 20 {@variantrule Hit Points|XPHB} or fewer, it has the {@condition Unconscious|XPHB} condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it. Otherwise, the target takes 18 ({@damage 4d8}) Psychic damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Incubus","entries":["{@i Life-Leeching Dream Stalker}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Lower Planes)|bestiary|environment=planar, lower}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Incubi exploit the vulnerability of mortal dreams. Slipping into the homes of sleepers, incubi feed off dreams and replace them with terrifying nightmares. Incubi visit victims nightly until their prey expires. The incubi then hunt for new victims, preferring the loved ones of past targets.","Incubi can transform into succubi and vice versa, taking the forms they need to manipulate foes in dreams or in the flesh.","Those visited by an incubus have recurring nightmares. Roll on or choose a result from the Incubus Nightmares table to inspire these night terrors.",{"type":"table","caption":"Incubus Nightmares","colLabels":["1d8","The Incubus's Victim Has Dreams Of..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An angry family member or authority figure."],["2","Being chased through the wilderness."],["3","Being devoured by animals or monsters."],["4","{@hazard Falling|XPHB}, drowning, or suffocating."],["5","A ruinous public embarrassment."],["6","A shadowy intruder or monstrous silhouette."],["7","A traumatic past event."],["8","A visitor with an eerie or enigmatic message."]]}]}],"gallery":[{"path":"bestiary/XMM/Incubus.webp","credit":"Jodie Muir"}],"otherVersions":[{"id":"incubus-mm","source":"MM"}]},{"id":"incubus-mm","name":"Incubus","source":"MM","page":285,"srd":false,"image":"bestiary/MM/Incubus.webp","token":"bestiary/tokens/MM/Incubus.webp","size":"Medium","creatureType":"Fiend (Shapechanger)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., fly 60 ft.","str":8,"dex":17,"con":13,"int":15,"wis":12,"cha":20,"saves":"","skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","vulnerabilities":"","resistances":"cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Telepathic Bond","entries":["The fiend ignores the range restriction on its telepathy when communicating with a creature it has {@condition charmed}. The two don't even need to be on the same plane of existence."]},{"name":"Shapechanger","entries":["The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"spellcasting":[],"actions":[{"name":"Claw (Fiend Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Charm","entries":["One humanoid the fiend can see within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.","The fiend can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends."]},{"name":"Draining Kiss","entries":["The fiend kisses a creature {@condition charmed} by it or a willing creature. The target must make a {@dc 15} Constitution saving throw against this magic, taking 32 ({@damage 5d10 + 5}) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Etherealness","entries":["The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.","Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.",{"name":"Beautiful Corrupters","type":"entries","entries":["A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.","Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.","A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.","The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A {@condition charmed} creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul."]},{"name":"Deadly Kiss","type":"entries","entries":["The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes."]},{"name":"Fiendish Offspring","type":"entries","entries":["Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a {@creature cambion} child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent."]}]}]}],"gallery":[{"path":"bestiary/MM/Incubus.webp"}],"hidden":true,"otherVersions":[{"id":"incubus","source":"XMM"}]},{"id":"inda-malayuri","name":"Inda Malayuri","source":"VEoR","page":68,"srd":false,"image":"bestiary/tokens/VEoR/Inda Malayuri.webp","token":"bestiary/tokens/VEoR/Inda Malayuri.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Inda's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["Inda has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Inda's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["Inda makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["Inda touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["Inda magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, Inda retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"indentured-spirit","name":"Indentured Spirit","source":"GGR","page":206,"srd":false,"image":"bestiary/GGR/Indentured Spirit.webp","token":"bestiary/tokens/GGR/Indentured Spirit.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"13 (3d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"Passive Perception 11","languages":"the languages it knew in life","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The spirit can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}10 ({@damage 3d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia.","An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude."]}]}]}],"gallery":[{"path":"bestiary/GGR/Indentured Spirit.webp","credit":"Josh Hass"}]},{"id":"indrina-lamsensettle","name":"Indrina Lamsensettle","source":"VEoR","page":18,"srd":false,"image":"bestiary/tokens/VEoR/Indrina Lamsensettle.webp","token":"bestiary/tokens/VEoR/Indrina Lamsensettle.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Indrina adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"infant-basilisk","name":"Infant Basilisk","source":"OotA","page":100,"srd":false,"image":"bestiary/tokens/OotA/Infant Basilisk.webp","token":"bestiary/tokens/OotA/Infant Basilisk.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Unaligned","ac":"11","initiative":"-1 (9)","hp":"4 (1d4 + 2)","speed":"10 ft.","str":10,"dex":8,"con":15,"int":2,"wis":8,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 piercing damage plus 1 poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"infant-hook-horror","name":"Infant Hook Horror","source":"OotA","page":34,"srd":false,"image":"bestiary/tokens/OotA/Infant Hook Horror.webp","token":"bestiary/tokens/OotA/Infant Hook Horror.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"4 (1d4 + 2)","speed":"10 ft., climb 10 ft.","str":9,"dex":10,"con":15,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 13","languages":"Hook Horror","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Echolocation","entries":["The hook horror can't use its blindsight while {@condition deafened}."]},{"name":"Keen Hearing","entries":["The hook horror has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"infected-elder-brain","name":"Infected Elder Brain","source":"PaBTSO","page":159,"srd":false,"image":"bestiary/PaBTSO/Infected Elder Brain.webp","token":"bestiary/tokens/PaBTSO/Infected Elder Brain.webp","size":"Large","creatureType":"Aberration (Mind Flayer)","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"189 (18d10 + 90)","speed":"5 ft., swim 10 ft.","str":15,"dex":10,"con":20,"int":21,"wis":19,"cha":20,"saves":"Int +9, Wis +8, Cha +9","skills":"Arcana +9, Insight +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 14","languages":"telepathy 1 mile; understands Common, Deep Speech, and Undercommon but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Creature Sense","entries":["The elder brain is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner."]},{"name":"Magic Resistance","entries":["The elder brain has advantage on saving throws against spells and other magical effects."]},{"name":"Telepathic Hub","entries":["The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect thoughts}, {@spell levitate}"]}],"actions":[{"name":"Multiattack","entries":["The elder brain makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 30 ft., one target. {@h}15 ({@damage 3d8 + 2}) bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}) and takes 9 ({@damage 1d8 + 5}) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets {@condition grappled} at a time."]},{"name":"Mind Blast {@recharge 5}","entries":["Creatures of the elder brain's choice within 60 feet of itself must succeed on a {@dc 17} Intelligence saving throw or take 32 ({@damage 5d10 + 5}) psychic damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Psychic Link","entries":["The elder brain targets one creature with the {@condition incapacitated} condition that the elder brain senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the {@condition incapacitated} condition, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful {@dc 17} Charisma check. If the target breaks the link this way, the target takes 10 ({@damage 3d6}) psychic damage. The link also ends if the target and the elder brain are more than 1 mile apart. The elder brain can form psychic links with up to ten creatures at a time."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Far Realm has tainted the elder brain that fuels Illithinoch's mind flayers."]}],"gallery":[{"path":"bestiary/PaBTSO/Infected Elder Brain.webp"}]},{"id":"infected-townsperson","name":"Infected Townsperson","source":"PaBTSO","page":139,"srd":false,"image":"bestiary/PaBTSO/Infected Townsperson.webp","token":"bestiary/tokens/PaBTSO/Infected Townsperson.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good NY Evil","ac":"13","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Hill, Arctic, Forest, Desert","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, the townsperson can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Psychic Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Infected Townsperson.webp"}]},{"id":"initiate-of-the-comet","name":"Initiate of the Comet","source":"BMT","page":93,"srd":false,"image":"bestiary/BMT/Initiate of the Comet.webp","token":"bestiary/tokens/BMT/Initiate of the Comet.webp","size":"Medium","creatureType":"Humanoid (Warlock)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"75 (10d8 + 30)","speed":"30 ft.","str":12,"dex":14,"con":16,"int":11,"wis":13,"cha":17,"saves":"Wis +3, Cha +5","skills":"Arcana +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus any one language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The initiate has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The initiate casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Mage Hand}, {@spell Thaumaturgy}","1/day each: {@spell Dimension Door}, {@spell Divination}, {@spell Enthrall}"]}],"actions":[{"name":"Multiattack","entries":["The initiate makes two Comet Strike attacks."]},{"name":"Comet Strike","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}14 ({@damage 2d10 + 3}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Moment of Foresight (1/Day)","entries":["When hit by an attack roll, the initiate can force the attacker to reroll it and use the new roll, possibly causing the attack to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Once initiated into the Heralds of the Comet, members learn magical divination practices that give them glimpses into the future."]}],"gallery":[{"path":"bestiary/BMT/Initiate of the Comet.webp"}]},{"id":"inkling-mascot","name":"Inkling Mascot","source":"SCC","page":195,"srd":false,"image":"bestiary/SCC/Inkling Mascot.webp","token":"bestiary/tokens/SCC/Inkling Mascot.webp","size":"Tiny","creatureType":"Ooze","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"18 (4d4 + 8)","speed":"10 ft., fly 30 ft. (hover)","str":10,"dex":16,"con":14,"int":6,"wis":7,"cha":11,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; prone","senses":"blindsight 60 ft., Passive Perception 8","languages":"understands the languages of its creator but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The inkling can move through a space as narrow as 1 inch wide without squeezing."]}],"spellcasting":[],"actions":[{"name":"Blot","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) psychic damage."]},{"name":"Ink Spray (1/Day)","entries":["The inkling sprays viscous ink at one creature within 15 feet of itself. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition blinded} until the end of the inkling's next turn."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the inkling takes the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Squelching slightly as they wriggle through the air, inklings serve as the mascots for Silverquill College. These living blobs of shadowy ink are often summoned by professors who require assistance in their writing workshops—the inklings provide endless ink—or by lonely students hoping for company as they study. However, inklings can just as readily support mages in combat, disrupting opponents' sight."]}],"gallery":[{"path":"bestiary/SCC/Inkling Mascot.webp","credit":"Scott Murphy"}]},{"id":"inquisitor-of-the-mind-fire","name":"Inquisitor of the Mind Fire","source":"RHW","page":272,"srd":false,"image":"bestiary/RHW/Ulmist Inquisitors.webp","token":"bestiary/tokens/RHW/Inquisitor of the Mind Fire.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":10,"dex":14,"con":15,"int":17,"wis":16,"cha":21,"saves":"Int +6, Wis +6, Cha +8","skills":"Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Truesight 30 ft., Passive Perception 16","languages":"Common plus two other languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Any","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The inquisitor casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB}), {@spell Sending|XPHB}","1/day each: {@spell Hold Monster|XPHB}, {@spell Modify Memory|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The inquisitor makes three Silvered Longsword attacks or uses Mind Fire three times. It can replace one attack or one use of Mind Fire with a use of Spellcasting to cast {@spell Hold Monster|XPHB} if available."]},{"name":"Silvered Longsword","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Slashing damage plus 4 ({@damage 1d8}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of the inquisitor's next turn. Critical {@h}If the target is a shape-shifted creature, it takes an additional 4 ({@damage 1d8}) Slashing damage."]},{"name":"Inquisitor's Command {@recharge 5}","entries":["{@actSave wis} {@dc 16}, each creature of the inquisitor's choice that it can see within 60 feet. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition until the start of the inquisitor's next turn. On the {@condition Charmed|XPHB} target's turn, the inquisitor can telepathically control the target's move and make the target take the {@action Attack|XPHB} action (the inquisitor chooses the target), the {@action Dash|XPHB} action, or no action."]},{"name":"Mind Fire","entries":["{@actSave int} {@dc 16}, one creature the inquisitor can see within 120 feet. {@actSaveFail} 9 ({@damage 1d8 + 5}) Psychic damage, and the target has the {@condition Stunned|XPHB} condition until the start of the inquisitor's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The Order of Cosima harnesses the Mind Fire—their name for the fire of thought that blazes within each person's mind. Inquisitors of this order use their psychic powers to read thoughts, reshape memories, and dominate the recalcitrant. They represent their order with the symbol of a burning eye."]},{"type":"section","name":"Ulmist Inquisitors","entries":["{@i Zealous Vanquishers of Evil Intent}","\"Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.\" With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to uncover and extinguish the wickedness lurking deep in people's hearts. From the depraved city of Malitain on the Material Plane, the inquisition sends its members throughout the multiverse seeking to thwart the work of malevolent cults, reality-defying horrors, and the evil inherent to mortals. Sects of the inquisition exist within the Domains of Dread, working either in hidden cabals or infiltrating other faiths, such as the Church of Ezra.","The Ulmist Inquisition is organized into three orders named for Ulmed's companions: the Order of Cosima, the Order of Ansel, and the Order of Tristian. Each order specializes in a different psionic power, and each bears a different symbol on its coat of arms. Some inquisitors entertain friendly rivalries with their fellows from other orders, but most put aside their grudges—at least temporarily—to work together against evil."]}],"gallery":[{"path":"bestiary/RHW/Ulmist Inquisitors.webp","title":"Left to Right: Inquisitor of the Tome, Inquisitor of the Sword, and Inquisitor of the Mind Fire","credit":"Polar Engine"}],"otherVersions":[{"id":"inquisitor-of-the-mind-fire-vrgr","source":"VRGR"}]},{"id":"inquisitor-of-the-mind-fire-vrgr","name":"Inquisitor of the Mind Fire","source":"VRGR","page":248,"srd":false,"image":"bestiary/VRGR/Inquisitor of the Mind Fire.webp","token":"bestiary/tokens/VRGR/Inquisitor of the Mind Fire.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"16","initiative":"+2 (12)","hp":"77 (14d8 + 14)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":17,"wis":16,"cha":19,"saves":"Int +6, Wis +6, Cha +7","skills":"Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 30 ft., Passive Perception 16","languages":"any three languages, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The inquisitor casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell arcane eye}, {@spell calm emotions}, {@spell detect magic}, {@spell detect thoughts}, {@spell dispel magic}, {@spell sending}, {@spell suggestion}","1/day each: {@spell mass suggestion}, {@spell modify memory}"]}],"actions":[{"name":"Multiattack","entries":["The inquisitor attacks twice with its Silver Longsword or uses Mind Fire twice."]},{"name":"Silver Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@dice 1d10 + 4}) if used with two hands, plus 18 ({@damage 4d8}) force damage."]},{"name":"Mind Fire","entries":["The inquisitor targets one creature it can see within 120 feet of it. The target must succeed on a {@dc 15} Intelligence saving throw or take 17 ({@damage 3d8 + 4}) psychic damage and be {@condition stunned} until the start of the inquisitor's next turn."]},{"name":"Inquisitor's Command {@recharge 5}","entries":["Each creature of the inquisitor's choice that it can see within 60 feet of it must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} until the start of the inquisitor's next turn. On the {@condition charmed} target's turn, the inquisitor can telepathically control the target's move, action, or both. When controlled in this way, the target can take only the Attack (inquisitor chooses the target) or {@action Dash} action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["\"Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.\" With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to discover the wickedness hiding in people's souls.","In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults like the priests of Osybus. When Strahd fell into darkness, Ulmed was heartbroken at his friend's transformation and changed the inquisition's mission. Instead of focusing on hunting monsters, it would also hunt the seeds of evil that can corrupt a person.","Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person's mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order's members became the inquisition's scholars, represented by a tome.","Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia's original site, and the inquisition sends its members throughout the multiverse, seeking to thwart the work of malevolent cults, otherworldly horrors, and the malice of mortals. The zeal of the inquisitors in this work has caused them to be a source of terror in many communities, where folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted."]}],"gallery":[{"path":"bestiary/VRGR/Inquisitor of the Mind Fire.webp","credit":"Zuzanna Wužyk"}],"hidden":true,"otherVersions":[{"id":"inquisitor-of-the-mind-fire","source":"RHW"}]},{"id":"inquisitor-of-the-sword","name":"Inquisitor of the Sword","source":"RHW","page":273,"srd":false,"image":"bestiary/RHW/Ulmist Inquisitors.webp","token":"bestiary/tokens/RHW/Inquisitor of the Sword.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"120 (16d8 + 48)","speed":"30 ft.","str":12,"dex":14,"con":17,"int":15,"wis":18,"cha":16,"saves":"Int +5, Wis +7, Cha +6","skills":"Acrobatics +5, Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Truesight 30 ft., Passive Perception 17","languages":"Common plus two other languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Any","traits":[{"name":"Metabolic Control","entries":["At the start of each of its turns, if the inquisitor has at least 1 {@variantrule Hit Points|XPHB|Hit Point}, it regains 10 {@variantrule Hit Points|XPHB} and can end one condition on itself."]}],"spellcasting":[{"name":"Spellcasting","entries":["The inquisitor casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB}), {@spell Sending|XPHB}","1/day each: {@spell Dimension Door|XPHB}, {@spell Fly|XPHB}, {@spell Greater Invisibility|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The inquisitor makes three Silvered Longsword attacks."]},{"name":"Silvered Longsword","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage plus 4 ({@damage 1d8}) Psychic damage. Critical {@h}If the target is a shape-shifted creature, it takes an additional 4 ({@damage 1d8}) Slashing damage. {@hom}The inquisitor can teleport up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Inquisitors in the Order of Ansel subject themselves to harsh asceticism so they can empower their bodies with psionic energy. They are the martial arm of the inquisition, represented by a sword."]},{"type":"section","name":"Ulmist Inquisitors","entries":["{@i Zealous Vanquishers of Evil Intent}","\"Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.\" With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to uncover and extinguish the wickedness lurking deep in people's hearts. From the depraved city of Malitain on the Material Plane, the inquisition sends its members throughout the multiverse seeking to thwart the work of malevolent cults, reality-defying horrors, and the evil inherent to mortals. Sects of the inquisition exist within the Domains of Dread, working either in hidden cabals or infiltrating other faiths, such as the Church of Ezra.","The Ulmist Inquisition is organized into three orders named for Ulmed's companions: the Order of Cosima, the Order of Ansel, and the Order of Tristian. Each order specializes in a different psionic power, and each bears a different symbol on its coat of arms. Some inquisitors entertain friendly rivalries with their fellows from other orders, but most put aside their grudges—at least temporarily—to work together against evil."]}],"gallery":[{"path":"bestiary/RHW/Ulmist Inquisitors.webp","title":"Left to Right: Inquisitor of the Tome, Inquisitor of the Sword, and Inquisitor of the Mind Fire","credit":"Polar Engine"}],"otherVersions":[{"id":"inquisitor-of-the-sword-vrgr","source":"VRGR"}]},{"id":"inquisitor-of-the-sword-vrgr","name":"Inquisitor of the Sword","source":"VRGR","page":249,"srd":false,"image":"bestiary/VRGR/Inquisitor of the Sword.webp","token":"bestiary/tokens/VRGR/Inquisitor of the Sword.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"16","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":12,"dex":14,"con":14,"int":15,"wis":18,"cha":16,"saves":"Int +5, Wis +7, Cha +6","skills":"Acrobatics +5, Athletics +4, Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 30 ft., Passive Perception 17","languages":"any two languages, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Metabolic Control","entries":["At the start of each of its turns, the inquisitor regains 10 hit points and can end one condition on itself, provided the inquisitor has at least 1 hit point."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The inquisitor casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell dispel magic}, {@spell sending}","1/day each: {@spell dimension door}, {@spell fly}, {@spell greater invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The inquisitor attacks twice with its Silver Longsword. After it hits or misses with an attack, the inquisitor can teleport up to 30 feet to an unoccupied space it can see."]},{"name":"Silver Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) if used with two hands, plus 18 ({@damage 4d8}) force damage."]}],"bonusActions":[{"name":"Blink Step","entries":["The inquisitor teleports up to 60 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["\"Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.\" With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to discover the wickedness hiding in people's souls.","In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults like the priests of Osybus. When Strahd fell into darkness, Ulmed was heartbroken at his friend's transformation and changed the inquisition's mission. Instead of focusing on hunting monsters, it would also hunt the seeds of evil that can corrupt a person.","Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person's mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order's members became the inquisition's scholars, represented by a tome.","Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia's original site, and the inquisition sends its members throughout the multiverse, seeking to thwart the work of malevolent cults, otherworldly horrors, and the malice of mortals. The zeal of the inquisitors in this work has caused them to be a source of terror in many communities, where folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted."]}],"gallery":[{"path":"bestiary/VRGR/Inquisitor of the Sword.webp","credit":"Zuzanna Wužyk"}],"hidden":true,"otherVersions":[{"id":"inquisitor-of-the-sword","source":"RHW"}]},{"id":"inquisitor-of-the-tome","name":"Inquisitor of the Tome","source":"RHW","page":273,"srd":false,"image":"bestiary/RHW/Ulmist Inquisitors.webp","token":"bestiary/tokens/RHW/Inquisitor of the Tome.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Lawful Neutral","ac":"14","initiative":"+1 (11)","hp":"88 (16d8 + 16)","speed":"30 ft.","str":10,"dex":12,"con":12,"int":19,"wis":16,"cha":15,"saves":"Int +7, Wis +6, Cha +5","skills":"Arcana +10, History +7, Nature +7, Religion +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Truesight 30 ft., Passive Perception 13","languages":"Common plus two other languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Any","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The inquisitor casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Detect Magic|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Mage Armor|XPHB} (included in AC), {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB}), {@spell Sending|XPHB}","1/day each: {@spell Otiluke's Resilient Sphere|XPHB}, {@spell Telekinesis|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The inquisitor makes three Force Blade attacks. It can replace one attack with a use of Spellcasting to cast {@spell Otiluke's Resilient Sphere|XPHB} or {@spell Telekinesis|XPHB} if available."]},{"name":"Force Blade","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 120 ft. {@h}22 ({@damage 4d8 + 4}) Force damage. If the target is a Large or smaller creature, it is pushed up to 10 feet straight away from the inquisitor."]}],"bonusActions":[{"name":"Implode {@recharge 4}","entries":["{@actSave dex} {@dc 15}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the inquisitor can see within 120 feet. {@actSaveFail} 27 ({@damage 6d8}) Force damage, and the target has the {@condition Prone|XPHB} condition and is pulled up to 20 feet straight toward the {@variantrule Sphere [Area of Effect]|XPHB|Sphere}'s center. {@actSaveSuccess} Half damage only."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The Order of Tristian harnesses the powers that come from careful study and observation rather than innate magic or honed muscle. They use telekinetic force to alter the environment, entrap their enemies, and destroy evildoers. As the inquisition's scholars, they represent themselves with a tome."]},{"type":"section","name":"Ulmist Inquisitors","entries":["{@i Zealous Vanquishers of Evil Intent}","\"Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.\" With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to uncover and extinguish the wickedness lurking deep in people's hearts. From the depraved city of Malitain on the Material Plane, the inquisition sends its members throughout the multiverse seeking to thwart the work of malevolent cults, reality-defying horrors, and the evil inherent to mortals. Sects of the inquisition exist within the Domains of Dread, working either in hidden cabals or infiltrating other faiths, such as the Church of Ezra.","The Ulmist Inquisition is organized into three orders named for Ulmed's companions: the Order of Cosima, the Order of Ansel, and the Order of Tristian. Each order specializes in a different psionic power, and each bears a different symbol on its coat of arms. Some inquisitors entertain friendly rivalries with their fellows from other orders, but most put aside their grudges—at least temporarily—to work together against evil."]}],"gallery":[{"path":"bestiary/RHW/Ulmist Inquisitors.webp","title":"Left to Right: Inquisitor of the Tome, Inquisitor of the Sword, and Inquisitor of the Mind Fire","credit":"Polar Engine"}],"otherVersions":[{"id":"inquisitor-of-the-tome-vrgr","source":"VRGR"}]},{"id":"inquisitor-of-the-tome-vrgr","name":"Inquisitor of the Tome","source":"VRGR","page":249,"srd":false,"image":"bestiary/VRGR/Inquisitor of the Tome.webp","token":"bestiary/tokens/VRGR/Inquisitor of the Tome.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"11","initiative":"+1 (11)","hp":"77 (14d8 + 14)","speed":"30 ft.","str":10,"dex":12,"con":12,"int":19,"wis":16,"cha":15,"saves":"Int +7, Wis +6, Cha +5","skills":"Arcana +10, History +7, Nature +7, Religion +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 30 ft., Passive Perception 13","languages":"any four languages, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The inquisitor casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect magic}, {@spell dispel magic}, {@spell levitate}, {@spell mage armor}, {@spell mage hand}, {@spell sending}","1/day each: {@spell Otiluke's resilient sphere}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The inquisitor attacks twice."]},{"name":"Force Bolt","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}22 ({@damage 4d8 + 4}) force damage, and if the target is a Large or smaller creature, the inquisitor can push it up to 10 feet away."]},{"name":"Silver Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) if used with two hands, plus 18 ({@damage 4d8}) force damage."]},{"name":"Implode {@recharge 4}","entries":["Each creature in a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of it must succeed on a {@dc 15} Constitution saving throw or take 31 ({@damage 6d8 + 4}) force damage and be knocked {@condition prone} and moved to the unoccupied space closest to the sphere's center. Large and smaller objects that aren't being worn or carried in the sphere automatically take the damage and are similarly moved."]}],"bonusActions":[],"reactions":[{"name":"Telekinetic Deflection","entries":["In response to being hit by an attack roll, the inquisitor increases its AC by 4 against the attack. If this causes the attack to miss, the attacker is hit by the attack instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["\"Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.\" With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to discover the wickedness hiding in people's souls.","In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults like the priests of Osybus. When Strahd fell into darkness, Ulmed was heartbroken at his friend's transformation and changed the inquisition's mission. Instead of focusing on hunting monsters, it would also hunt the seeds of evil that can corrupt a person.","Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person's mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order's members became the inquisition's scholars, represented by a tome.","Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia's original site, and the inquisition sends its members throughout the multiverse, seeking to thwart the work of malevolent cults, otherworldly horrors, and the malice of mortals. The zeal of the inquisitors in this work has caused them to be a source of terror in many communities, where folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted."]}],"gallery":[{"path":"bestiary/VRGR/Inquisitor of the Tome.webp","credit":"Zuzanna Wužyk"}],"hidden":true,"otherVersions":[{"id":"inquisitor-of-the-tome","source":"RHW"}]},{"id":"insight-acuere","name":"Insight Acuere","source":"CRCotN","page":126,"srd":false,"image":"bestiary/CRCotN/Insight Acuere.webp","token":"bestiary/tokens/CRCotN/Insight Acuere.webp","size":"Medium","creatureType":"Humanoid (Wizard)","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":18,"wis":16,"cha":14,"saves":"Int +7, Wis +6","skills":"Arcana +7, History +7, Insight +6, Perception +6","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Aquan, Common, Infernal, Orc","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["{@skill Insight} casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell alter self}, {@spell light}, {@spell mage hand}","1/day each: {@spell comprehend languages}, {@spell mage armor}, {@spell zone of truth}"]}],"actions":[{"name":"Multiattack","entries":["{@skill Insight} makes two Arcane Shock or Dagger of the Poisoned Mind attacks."]},{"name":"Arcane Shock","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}26 ({@damage 4d10 + 4}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn."]},{"name":"Dagger of the Poisoned Mind","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage. If the target is a creature, it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Insight is the primary archivist for the Cael Morrow archaeological project and would put her life on the line to ensure its success. She is willing to share the results of her research with fellow Allegiance members."]},{"type":"section","entries":[{"type":"entries","name":"Scholars of Allsight","entries":["The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank'Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction's field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria.",{"type":"entries","name":"Scholarly Mastermind","entries":["Scholarly masterminds are the formidable leaders of academic research organizations, responsible for planning and carrying out operations that delve into the secrets of the past. Some masterminds are headmasters at academies or universities. Others operate individually and in secret, pursuing agendas that might diverge wildly from those of the rest of their organization."]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Insight Acuere.webp","credit":"Lauren Walsh"}]},{"id":"inspired","name":"Inspired","source":"ERLW","page":294,"srd":false,"image":"bestiary/ERLW/Inspired.webp","token":"bestiary/tokens/ERLW/Inspired.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":11,"dex":14,"con":10,"int":16,"wis":10,"cha":16,"saves":"Int +5, Wis +2","skills":"Deception +7, Insight +2, Persuasion +7","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 10","languages":"Common, Quori","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dual Mind","entries":["The Inspired has advantage on Wisdom saving throws."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The Inspired's spellcasting ability is Intelligence (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:","At will: {@spell mage hand}, {@spell vicious mockery} (see \"Actions\" below)","1/day each: {@spell charm person}, {@spell dissonant whispers}, {@spell hex}, {@spell hold person}, {@spell mage armor}"]}],"actions":[{"name":"Multiattack","entries":["The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery."]},{"name":"Crysteel Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 10 ({@damage 3d6}) force damage."]},{"name":"Vicious Mockery (Cantrip)","entries":["The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a {@dc 13} Wisdom saving throw or take 2 ({@damage 1d4}) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.","Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can't resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty.","Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies."]}]}],"gallery":[{"path":"bestiary/ERLW/Inspired.webp","credit":"Lake Hurwitz"}]},{"id":"intellect-devourer","name":"Intellect Devourer","source":"XMM","page":179,"srd":false,"image":"bestiary/XMM/Intellect Devourer.webp","token":"bestiary/tokens/XMM/Intellect Devourer.webp","size":"Tiny","creatureType":"Aberration","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"28 (8d4 + 8)","speed":"40 ft.","str":6,"dex":14,"con":13,"int":14,"wis":11,"cha":10,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"Blindsight 60 ft., Passive Perception 12","languages":"understands Deep Speech but can't speak; telepathy 60 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Detect Intelligence","entries":["The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing barriers."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The intellect devourer makes one Claw attack and uses Devour Intellect."]},{"name":"Claw","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d4 + 2}) Slashing damage."]},{"name":"Devour Intellect","entries":["{@actSave int} {@dc 12}, one creature the intellect devourer can see within 5 feet. {@actSaveFail} 11 ({@damage 2d10}) Psychic damage, and the target has the {@condition Stunned|XPHB} condition until the end of the intellect devourer's next turn."]},{"name":"Steal Body","entries":["{@actSave int} {@dc 12}, one Small or Medium creature within 5 feet that has the {@condition Incapacitated|XPHB} condition, is a Humanoid or Beast, and has 10 {@variantrule Hit Points|XPHB} or fewer. {@actSaveFail} The intellect devourer possesses the target, consumes its brain, and teleports inside its skull. While there, the intellect devourer has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of Deep Speech; its telepathy; and its Detect Intelligence trait. It otherwise adopts the target's game statistics. It knows everything the target knew, including spells and languages.","If the host body dies, the intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a {@spell Wish|XPHB} spell. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourer's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Intellect Devourer","entries":["{@i Brain-Eating Body Thief}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Intellect devourers serve their mind flayer creators by consuming other creatures' brains and puppetizing the mindless bodies. These quadrupedal brains seek to ambush sapient beings, then drain their thoughts until they're mindless. Then, if their victims are Humanoids, they enter the creatures' skulls. With access to the victims' knowledge and control of their bodies, intellect devourers use their perfect disguises to pass as the people they've replaced and further mind flayer plots.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I know Durgan, and that wasn't Durgan. It was like something was wearing Durgan... like some sort of suit... a Durgan suit."],"by":"Johana Grethe, Account of the Stormport Shock"}]}]}],"gallery":[{"path":"bestiary/XMM/Intellect Devourer.webp","credit":"Mark Zug"}],"otherVersions":[{"id":"intellect-devourer-mm","source":"MM"}]},{"id":"intellect-devourer-mm","name":"Intellect Devourer","source":"MM","page":191,"srd":false,"image":"bestiary/MM/Intellect Devourer.webp","token":"bestiary/tokens/MM/Intellect Devourer.webp","size":"Tiny","creatureType":"Aberration","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"21 (6d4 + 6)","speed":"40 ft.","str":6,"dex":14,"con":13,"int":12,"wis":11,"cha":10,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"blinded","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 12","languages":"understands Deep Speech but can't speak, telepathy 60 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Detect Sentience","entries":["The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a {@spell mind blank} spell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The intellect devourer makes one attack with its claws and uses Devour Intellect."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Devour Intellect","entries":["The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a {@dc 12} Intelligence saving throw against this magic or take 11 ({@damage 2d10}) psychic damage. Also on a failure, roll {@dice 3d6}: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is {@condition stunned} until it regains at least one point of Intelligence."]},{"name":"Body Thief","entries":["The intellect devourer initiates an Intelligence contest with an {@condition incapacitated} humanoid within 5 feet of it that isn't protected by {@spell protection from evil and good}. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has {@quickref Cover||3||total cover} against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.","If the host body dies, the intellect devourer must leave it. A {@spell protection from evil and good} spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a {@spell wish}. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures, taking over a victim's body on behalf of its mind flayer masters.",{"name":"Illithid Creations","type":"entries","entries":["Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters."]},{"name":"Deadly Puppet Masters","type":"entries","entries":["An intellect devourer consumes a creature's mind and memories, then turns the host body into a puppet under its control. An intellect devourer typically uses its puppet host to lure others into the domain of the mind flayers to be enthralled or consumed."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Don't cry. We have no intention of eating your brain. In fact, your brain is going on a wonderful journey!"],"by":"Qorik el-Slurrk, mind flayer"}]}]}],"gallery":[{"path":"bestiary/MM/Intellect Devourer.webp"}],"hidden":true,"otherVersions":[{"id":"intellect-devourer","source":"XMM"}]},{"id":"intellect-snare","name":"Intellect Snare","source":"PaBTSO","page":208,"srd":false,"image":"bestiary/PaBTSO/Intellect Snare.webp","token":"bestiary/tokens/PaBTSO/Intellect Snare.webp","size":"Small","creatureType":"Aberration","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"99 (18d6 + 36)","speed":"0 ft., fly 45 ft. (hover)","str":13,"dex":18,"con":15,"int":23,"wis":17,"cha":11,"saves":"Int +9, Wis +6, Cha +3","skills":"","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"blinded; charmed; frightened; prone","senses":"blindsight 120 ft. (can't see beyond this radius), Passive Perception 13","languages":"Deep Speech, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Cacophony of Minds","entries":["Any creature that starts its turn within 30 feet of the intellect snare must succeed on a {@dc 17} Wisdom saving throw or have the {@condition incapacitated} condition for 1 minute. An {@condition incapacitated} creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare's Cacophony of Minds for 24 hours."]},{"name":"Magic Resistance","entries":["The intellect snare has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The intellect snare makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d8 + 6}) force damage, and if the target is a Medium or smaller creature, the target has the {@condition grappled} condition (escape {@dc 17})."]}],"bonusActions":[{"name":"Siphon Thoughts","entries":["The intellect snare targets one creature it is grappling. The target must make a {@dc 17} Intelligence saving throw, taking 21 ({@damage 6d6}) psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When the strange horrors of the Far Realm rip at the minds of individuals, some of those wayward shreds of thought conglomerate to form an intellect snare. An intellect snare appears as a writhing ball of tentacles, echoing with the cacophonous sounds of every thought the snare has consumed.","Intellect snares are scavengers, often found scouring the aftermath of a mind flayer attack to feast on whatever hapless creatures are left behind. An intellect snare feeds by wrapping a creature in one of its tentacles and then siphoning shreds of thought, leaving a tattered mind in its wake."]}],"gallery":[{"path":"bestiary/PaBTSO/Intellect Snare.webp"}]},{"id":"intelligent-black-pudding","name":"Intelligent Black Pudding","source":"WDMM","page":244,"srd":false,"image":"bestiary/tokens/WDMM/Intelligent Black Pudding.webp","token":"bestiary/tokens/WDMM/Intelligent Black Pudding.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"7","initiative":"-3 (7)","hp":"85 (10d10 + 30)","speed":"20 ft., climb 20 ft.","str":16,"dex":5,"con":16,"int":14,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; cold; lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"Elvish and Undercommon but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The pudding can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrosive Form","entries":["A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round."]},{"name":"Spider Climb","entries":["The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The pudding's spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It can cast the following spells, requiring no components:","At will: {@spell dancing lights}, {@spell mage hand}","1/day: {@spell Melf's acid arrow}","3/day each: {@spell darkness}, {@spell faerie fire}, {@spell shield}"]}],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"invisible-stalker","name":"Invisible Stalker","source":"XMM","page":180,"srd":true,"image":"bestiary/XMM/Invisible Stalker.webp","token":"bestiary/tokens/XMM/Invisible Stalker.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"14","initiative":"+7 (17)","hp":"97 (13d10 + 26)","speed":"50 ft., fly 50 ft. (hover)","str":16,"dex":19,"con":14,"int":10,"wis":15,"cha":11,"saves":"","skills":"Perception +8, Stealth +10","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 18","languages":"Common, Primordial (Auran)","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Air Form","entries":["The stalker can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Invisibility","entries":["The stalker has the {@condition Invisible|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex."]},{"name":"Wind Swipe","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Force damage."]},{"name":"Vortex","entries":["{@actSave con} {@dc 14}, one Large or smaller creature in the stalker's space. {@actSaveFail} 7 ({@damage 1d8 + 3}) Thunder damage, and the target has the {@condition Grappled|XPHB} condition (escape {@dc 13}). Until the grapple ends, the target can't cast spells with a Verbal component and takes 7 ({@damage 2d6}) Thunder damage at the start of each of the stalker's turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Invisible Stalker","entries":["{@i Unseen Magical Assassin}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Magic and malice give form to invisible stalkers, bodiless spirits of the air. These elusive beings pass unseen with nothing more than a stirring of air. They control powerful winds capable of moving objects and battering foes. Magic-users conjure these creatures to serve as killers and thieves. {@condition Invisible|XPHB} stalkers relentlessly pursue their quarry, and they rarely leave evidence of their crimes.","In rare cases, an invisible stalker lingers in the world without a spellcaster controlling it. Roll on or choose a result from the Uncontrolled Invisible Stalkers table to inspire why one of these monsters lurks in an area without a direct command.",{"type":"table","caption":"Uncontrolled Invisible Stalkers","colLabels":["1d6","The Invisible Stalker Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The breath of an infamous god or monster."],["2","A guardian of a hidden portal or magical site."],["3","The lingering violent thoughts of someone killed in a great battle."],["4","A manifestation of uncontrolled magic."],["5","A servant of an evil elemental ruler such as Yan-C-Bin (the Elemental Prince of Evil Air)."],["6","Unable to complete its duty and tries to create circumstances allowing it to fulfill its task."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["As detectives, we seek truth by eliminating the impossible, ever mindful that the impossible might also be seeking to eliminate us."],"from":"The Casebook of Alanik Ray"}]}]}],"gallery":[{"path":"bestiary/XMM/Invisible Stalker.webp","credit":"Kent Davis"}],"otherVersions":[{"id":"invisible-stalker-mm","source":"MM"}]},{"id":"invisible-stalker-mm","name":"Invisible Stalker","source":"MM","page":192,"srd":false,"image":"bestiary/MM/Invisible Stalker.webp","token":"bestiary/tokens/MM/Invisible Stalker.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"104 (16d8 + 32)","speed":"50 ft., fly 50 ft. (hover)","str":16,"dex":19,"con":14,"int":10,"wis":15,"cha":11,"saves":"","skills":"Perception +8, Stealth +10","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 18","languages":"Auran, understands Common but doesn't speak it","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Invisibility","entries":["The stalker is {@condition invisible}."]},{"name":"Faultless Tracker","entries":["The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The stalker makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.",{"name":"Directed Hunter","type":"entries","entries":["When an invisible stalker is created, it stays at its summoner's side until it is given a task to perform. If an assignment doesn't involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task.","An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully."]},{"name":"Unseen Threat","type":"entries","entries":["Invisible stalkers are composed of air and are naturally invisible. A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that allows someone to see the invisible reveals only the invisible stalker's vague outline."]},{"name":"Elemental Nature","type":"entries","entries":["An invisible stalker requires no air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Invisible Stalker.webp"}],"hidden":true,"otherVersions":[{"id":"invisible-stalker","source":"XMM"}]},{"id":"iona","name":"Iona","source":"PSZ","page":21,"srd":false,"image":"bestiary/PSZ/Angel.webp","token":"bestiary/tokens/PSZ/Iona.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"21","initiative":"+6 (16)","hp":"243 (18d10 + 144)","speed":"50 ft., fly 150 ft.","str":26,"dex":22,"con":26,"int":25,"wis":25,"cha":30,"saves":"Int +14, Wis +14, Cha +17","skills":"Perception +14","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Iona's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["Iona knows if it hears a lie."]},{"name":"Magic Resistance","entries":["Iona has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Iona's spellcasting ability is Charisma (spell save {@dc 25}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell resurrection}","1/day each: {@spell commune}, {@spell control weather}"]}],"actions":[{"name":"Multiattack","entries":["Iona makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage."]},{"name":"Slaying Longbow","entries":["{@atk rw} {@hit 13} to hit, range 150/600 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a {@dc 15} Constitution saving throw or die."]},{"name":"Flying Sword","entries":["Iona releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies."]},{"name":"Healing Touch (4/Day)","entries":["Iona touches another creature. The target magically regains 40 ({@dice 8d8 + 4}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Teleport","entries":["Iona magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Searing Burst (Costs 2 Actions)","entries":["Iona emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a {@dc 23} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one."]},{"name":"Blinding Gaze (Costs 3 Actions)","entries":["Iona targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until magic such as the {@spell lesser restoration} spell removes the blindness."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The angels of Zendikar are living manifestations of white mana, and they embody its inherent tendencies toward morality and order. Peace and harmony are their goals, though they are more concerned with reestablishing the natural order of the plane than with interfering in disputes between the lowly mortal races. Angels appear similar to female humans possessing two, four, or six feathered wings. Their eyes glow with inner light, and glowing golden rings surround their heads—usually positioned to cover their eyes.","Zendikar's people consider the angels to be aloof but benevolent. Their resistance to the Eldrazi broods in the ancient past is vaguely remembered in the myths of the humans, kor, and merfolk. Humans in particular venerate angels as divine protectors because of those myths.","You can represent most angels in Zendikar using the {@creature deva} in the Monster Manual. For unique or more powerful angels, you can use the {@creature planetar} or {@creature solar} instead. Perhaps {@creature Linvala|PSZ} is a {@creature planetar} and {@creature Iona|PSZ} is a {@creature solar}."],"gallery":[{"path":"bestiary/PSZ/Angel.webp","title":"Angel of Renewal","credit":"Todd Lockwood"}]},{"id":"irda-seeker","name":"Irda Seeker","source":"MCV2DC","page":8,"srd":false,"image":"bestiary/MCV2DC/Irda Seeker.webp","token":"bestiary/tokens/MCV2DC/Irda Seeker.webp","size":"Medium","creatureType":"Giant","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":15,"con":12,"int":11,"wis":14,"cha":16,"saves":"Dex +4, Cha +5","skills":"Insight +6, Perception +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., truesight 5 ft., Passive Perception 16","languages":"Common, Giant, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The seeker uses Augment Physicality, if available, and makes two Crystal Blade attacks."]},{"name":"Crystal Blade","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) force damage, plus 7 ({@damage 2d6}) force damage if the seeker is Large."]},{"name":"Augment Physicality (1/Day)","entries":["For 1 minute, the seeker magically heightens its physical ability and increases in size, along with anything it is wearing or carrying. While augmented, the seeker is Large, and makes Strength and Dexterity saving throws with advantage. If the seeker lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"Change Shape (1/Day)","entries":["The seeker magically transforms to look and feel like a Medium Humanoid it has seen. Any equipment the seeker is wearing or carrying isn't transformed, and the seeker's statistics don't change. The seeker reverts to its true form if the seeker is reduced to 0 hit points or if the seeker uses an action to end the transformation."]}],"bonusActions":[{"name":"Veil Walk {@recharge 4}","entries":["The seeker, along with any equipment it is wearing or carrying, turns {@condition invisible} and teleports to an unoccupied space it can see within 30 feet of itself. The seeker remains {@condition invisible} until the start of its next turn or until immediately after the seeker makes an attack roll, whichever comes first."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Irda seekers are skilled spies who use their magic to disguise themselves and gather intelligence for their allies. In combat, irda seekers can momentarily cloak themselves as they dart around the battlefield."]},{"type":"section","entries":[{"type":"entries","name":"Irda","entries":["The Dragon Queen created the irda long ago. While most irda embraced their wicked creator's teachings, some of them adopted the philosophies of other deities. Those irda who don't serve the Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her minions.","Distantly related to oni, ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities and the power to create illusions."]}]}],"gallery":[{"path":"bestiary/MCV2DC/Irda Seeker.webp"}]},{"id":"irda-veil-keeper","name":"Irda Veil Keeper","source":"MCV2DC","page":9,"srd":false,"image":"bestiary/MCV2DC/Irda Veil Keeper.webp","token":"bestiary/tokens/MCV2DC/Irda Veil Keeper.webp","size":"Medium","creatureType":"Giant (Sorcerer)","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":9,"dex":16,"con":13,"int":14,"wis":17,"cha":19,"saves":"Int +4, Wis +5, Cha +6","skills":"Arcana +4, Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., truesight 5 ft., Passive Perception 17","languages":"Common, Giant, Sylvan","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The veil keeper casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell dancing lights}, {@spell minor illusion}","1/day: {@spell hallucinatory terrain} (as an action)","2/day each: {@spell invisibility}, {@spell major image}, {@spell phantasmal force}"]}],"actions":[{"name":"Multiattack","entries":["The veil keeper uses Augment Physicality, if available, and makes two Mirage Flare attacks."]},{"name":"Mirage Flare","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}11 ({@damage 2d6 + 4}) radiant damage, and the target must succeed on a {@dc 14} Wisdom saving throw or be {@condition charmed} by the veil keeper until the start of the veil keeper's next turn. While {@condition charmed} in this way, a creature is {@condition incapacitated} as it is beset by hypnotic, illusory visions."]},{"name":"Augment Physicality (1/Day)","entries":["For 1 minute, the veil keeper magically obscures it location, heightens its physical ability, and increases in size, along with anything it is wearing or carrying. While the veil keeper is augmented, attack rolls against it have disadvantage, it is Large, and it makes Strength and Dexterity saving throws with advantage. If the veil keeper lacks the room to become Large, it attains the maximum size possible in the space available. These augmentations end if the veil keeper is {@condition incapacitated}."]},{"name":"Change Shape (3/Day)","entries":["The veil keeper magically transforms to look and feel like a Medium Humanoid it has seen. Any equipment the veil keeper is wearing or carrying isn't transformed, and the veil keeper's statistics don't change. The veil keeper reverts to its true form if the veil keeper is reduced to 0 hit points or if the veil keeper uses an action to end the transformation."]}],"bonusActions":[],"reactions":[{"name":"Obscuring Mist","entries":["If a creature that the veil keeper can see within 30 feet of itself is targeted by an attack, the veil keeper surrounds the creature with illusory mist, granting the creature {@quickref Cover||3||half cover} until the start of the veil keeper's next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Masters of their innate illusory powers, irda veil keepers protect their companions by weaving magical mirages that disorient foes. Rumors say that the most skilled irda veil keepers can keep entire enclaves hidden, guarding a community's inhabitants from the outside world for centuries."]},{"type":"section","entries":[{"type":"entries","name":"Irda","entries":["The Dragon Queen created the irda long ago. While most irda embraced their wicked creator's teachings, some of them adopted the philosophies of other deities. Those irda who don't serve the Dragon Queen live in hidden communities across Krynn, avoiding the eyes of their creator and her minions.","Distantly related to oni, ogres, and other giant folk, irda have shimmering skin that ranges through shades of indigo and sea green. Their innate magic provides them with limited shape-shifting abilities and the power to create illusions."]}]}],"gallery":[{"path":"bestiary/MCV2DC/Irda Veil Keeper.webp"}]},{"id":"ireena-kolyana","name":"Ireena Kolyana","source":"CoS","page":44,"srd":false,"image":"bestiary/CoS/Ireena Kolyana.webp","token":"bestiary/tokens/CoS/Ireena Kolyana.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"15","initiative":"+1 (11)","hp":"14 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Ireena adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Ireena Kolyana.webp"}]},{"id":"iriad","name":"Iriad","source":"DSotDQ","page":212,"srd":false,"image":"bestiary/DSotDQ/Iriad.webp","token":"bestiary/tokens/DSotDQ/Iriad.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Good","ac":"14","initiative":"+3 (13)","hp":"11 (2d8 + 2)","speed":"35 ft.","str":11,"dex":16,"con":12,"int":11,"wis":13,"cha":11,"saves":"Dex +4","skills":"Acrobatics +5, Athletics +2, Investigation +2, Nature +2, Perception +5, Stealth +5, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Bonus Proficiencies","entries":["Iriad is proficient with simple weapons, light armor, {@item cartographer's tools|PHB}, and {@item woodcarver's tools|PHB}."]},{"name":"Fey Ancestry","entries":["Iriad has advantage on saving throws made to avoid or end the {@condition charmed} condition on herself, and magic can't put her to sleep."]}],"spellcasting":[],"actions":[{"name":"Poison Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage."]}],"bonusActions":[{"name":"Helpful","entries":["Iriad takes the {@action Help} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Iriad|DSotDQ} is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn't afraid to bring her blades to bear if the situation demands it."],"gallery":[{"path":"bestiary/DSotDQ/Iriad.webp","credit":"Zuzanna Wužyk"},{"path":"bestiary/DSotDQ/Iriad Sketch.webp","credit":"Shawn Wood"}]},{"id":"irisoth","name":"Irisoth","source":"TftYP","page":157,"srd":false,"image":"bestiary/tokens/TftYP/Irisoth.webp","token":"bestiary/tokens/TftYP/Irisoth.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"iron-cobra","name":"Iron Cobra","source":"MTF","page":125,"srd":false,"image":"bestiary/MTF/Iron Cobra.webp","token":"bestiary/tokens/MTF/Iron Cobra.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":12,"dex":16,"con":14,"int":3,"wis":10,"cha":1,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands one language of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Magic Resistance","entries":["The iron cobra has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or suffer one random poison effect:","1. Poison Damage: The target takes 13 ({@damage 3d8}) poison damage.","2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the {@action Dash} action, moving toward the nearest creature.","3. Paralysis: The target is {@condition paralyzed} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical."],"by":"Mordenkainen"},{"type":"entries","name":"Iron Cobra","entries":["An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. In addition to standard poisons, gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud their minds with paranoia."]}]}]},"The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Constructed Nature","type":"entries","entries":["A clockwork doesn't require air, food, drink, or sleep."]}]}]},{"type":"entries","name":"Individual Designs","entries":["A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.","A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.",{"type":"table","caption":"Clockwork Enhancements","colLabels":["d10","Enhancement"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine."],["2","{@b Sensors.} The range of the clockwork's {@sense darkvision} becomes 120 feet, unless it is higher, and it gains proficiency in {@skill Perception} if it doesn't already have it."],["3","{@b Improved Armor.} The clockwork's AC increases by 2."],["4","{@b Increased Speed.} The clockwork's speed increases by 10 feet."],["5","{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage."],["6","{@b Self-Repairing.} If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn."],["7","{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice."],["8","{@b Suction.} The clockwork gains a climbing speed of 30 feet."],["9","{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice)."],["10","{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet."]]},{"type":"table","caption":"Clockwork Malfunctions","colLabels":["d10","Malfunction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn."],["2","{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn."],["3","{@b Ground Fault.} The clockwork has vulnerability to lightning damage."],["4","{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it."],["5","{@b Leaking Lubricant.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of {@condition exhaustion} that it isn't immune to."],["6","{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn."],["7","{@b Overactive Sense of Self-Preservation.} If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting."],["8","{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn."],["9","{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet."],["10","{@b Weak Armor.} The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine."]]}]}],"gallery":[{"path":"bestiary/MTF/Iron Cobra.webp","credit":"Justin Gerard"}]},{"id":"iron-consul","name":"Iron Consul","source":"BGDIA","page":232,"srd":false,"image":"bestiary/tokens/BGDIA/Iron Consul.webp","token":"bestiary/tokens/BGDIA/Iron Consul.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":17,"dex":11,"con":16,"int":12,"wis":15,"cha":16,"saves":"Wis +4","skills":"Intimidation +5, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 14","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Tactical Discipline","entries":["The iron consul has advantage on all ability checks and saving throws made during combat."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The iron consul makes one attack with its spear and can use its Voice of Command ability."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage when used with two hands to make a melee attack."]},{"name":"Voice of Command","entries":["The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.",{"type":"entries","name":"Cruel Tyrants","entries":["Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty."]},{"type":"entries","name":"Warrior Cult","entries":["Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist."]},{"type":"entries","name":"Cult Ranks","entries":["Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls."]}]}]}]},{"id":"iron-defender","name":"Iron Defender","source":"ERLW","page":293,"srd":false,"image":"bestiary/ERLW/Iron Defender.webp","token":"bestiary/tokens/ERLW/Iron Defender.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"30 (4d8 + 12)","speed":"40 ft.","str":16,"dex":14,"con":16,"int":8,"wis":11,"cha":7,"saves":"","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"understands the languages of its creator but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Senses","entries":["The defender has advantage on Wisdom ({@skill Perception}) checks."]},{"name":"Telepathic Bond","entries":["While the defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or take an extra 3 ({@damage 1d6}) piercing damage and be {@condition grappled} (escape {@dc 13}). The defender can have only one creature {@condition grappled} in this way at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An iron defender fights for its creator. They come in many shapes and are often crafted in the form of animals. More creative artificers craft iron defenders in the shape of hybrid animals or other fantastical creatures."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Constructed Nature","entries":["A homunculus doesn't require air, food, drink, or sleep."]}]}]},"A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence.","Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual."]}]}],"gallery":[{"path":"bestiary/ERLW/Iron Defender.webp","credit":"Ron Lemen"}]},{"id":"iron-golem","name":"Iron Golem","source":"XMM","page":181,"srd":true,"image":"bestiary/XMM/Iron Golem.webp","token":"bestiary/tokens/XMM/Iron Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+9 (19)","hp":"252 (24d10 + 120)","speed":"30 ft.","str":24,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Darkvision 120 ft., Passive Perception 10","languages":"understands Common plus two other languages but can't speak","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Any","treasure":"Any","traits":[{"name":"Fire Absorption","entries":["Whenever the golem is subjected to Fire damage, it regains a number of {@variantrule Hit Points|XPHB} equal to the Fire damage dealt."]},{"name":"Immutable Form","entries":["The golem can't shape-shift."]},{"name":"Magic Resistance","entries":["The golem has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination."]},{"name":"Bladed Arm","entries":["{@atkr m} {@hit 12}, reach 10 ft. {@h}20 ({@damage 3d8 + 7}) Slashing damage plus 10 ({@damage 3d6}) Fire damage."]},{"name":"Fiery Bolt","entries":["{@atkr r} {@hit 10}, range 120 ft. {@h}36 ({@damage 8d8}) Fire damage."]},{"name":"Poison Breath {@recharge}","entries":["{@actSave con} {@dc 18}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 55 ({@damage 10d10}) Poison damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Iron Golem","entries":["{@i Guardian of That Which Must Endure}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Their magical cores protected by mighty armor, iron golems defend important sites and objects. These golems are forged in bipedal forms, the details of which are decided by their creators. Many resemble armored guardians or legendary heroes. Iron golems confront their foes with a combination of overwhelming physical force and eruptions from their magical core. These magical blasts take the form of fiery bolts and poisonous emissions.","Iron golems preserve and protect their charges for generations. Roll on or choose a result from the Iron Golem Orders table to inspire what commands an iron golem follows.",{"type":"table","caption":"Iron Golem Orders","colLabels":["1d4","The Iron Golem Follows Orders To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Block a door that has never been opened, moving only when a prophecy is fulfilled."],["2","Exhale poison gas whenever it can, pausing only when someone speaks a passphrase."],["3","Pose as a statue until a community's hour of greatest need."],["4","Stand atop the resting place of a powerful magic item."]]}]}],"gallery":[{"path":"bestiary/XMM/Iron Golem.webp","credit":"Arash Radkia"}],"otherVersions":[{"id":"iron-golem-mm","source":"MM"}]},{"id":"iron-golem-mm","name":"Iron Golem","source":"MM","page":170,"srd":false,"image":"bestiary/MM/Iron Golem.webp","token":"bestiary/tokens/MM/Iron Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"-1 (9)","hp":"210 (20d10 + 100)","speed":"30 ft.","str":24,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Fire Absorption","entries":["Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]},{"name":"Sword","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) slashing damage."]},{"name":"Poison Breath {@recharge 5}","entries":["The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.","An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Beyond the unopenable doors lay a grand hall ending before a towering stone throne, upon which sat an iron statue taller and wider than two men. In one  and it clutched an iron sword, in the other, a feather whip. We should have turned back then."],"by":"Mordenkainen the Archmage","from":"chronicling his party's harrowing exploits in the dungeons below Maure Castle"}]},{"type":"section","name":"Golems","entries":["Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.","To create a golem, one requires a {@item manual of golems}. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Elemental Spirit in Material Form","entries":["The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.","After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.","A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.","A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words."],"type":"entries"},{"name":"Ageless Guardians","entries":["Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells."],"type":"entries"},{"name":"Blind Obedience","entries":["When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is {@condition incapacitated}, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them."],"type":"entries"},{"name":"Constructed Nature","entries":["A golem doesn't require air, food, drink, or sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Iron Golem.webp"}],"hidden":true,"otherVersions":[{"id":"iron-golem","source":"XMM"}]},{"id":"iron-spider","name":"Iron Spider","source":"WDMM","page":165,"srd":false,"image":"bestiary/tokens/WDMM/Iron Spider.webp","token":"bestiary/tokens/WDMM/Iron Spider.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"19","initiative":"+0 (10)","hp":"80","speed":"30 ft., climb 30 ft.","str":18,"dex":10,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The iron spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Antimagic Susceptibility","entries":["The iron spider is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the iron spider must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]}],"spellcasting":[],"actions":[{"name":"Web Cable","entries":["The iron spider shoots out a 6-inch-thick web cable up to 50 feet long, attaching the far end of the cable to a solid surface up to 50 feet away from it. As a bonus action, it can detach the other end of the cable from itself and attach it to a solid surface within 10 feet of it. Once it creates 200 feet of web cable, the spider can't produce any more cable until the next dawn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The iron spider exists solely to produce web cables. It has no attacks and no instinct for self-preservation."]},{"id":"ironscale-hydra","name":"Ironscale Hydra","source":"MOT","page":231,"srd":false,"image":"bestiary/MOT/Ironscale Hydra.webp","token":"bestiary/tokens/MOT/Ironscale Hydra.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+0 (10)","hp":"181 (11d20 + 66)","speed":"40 ft., swim 40 ft.","str":22,"dex":10,"con":22,"int":2,"wis":10,"cha":7,"saves":"","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 18","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Acidic Blood","entries":["When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 9 ({@damage 2d8}) acid damage."]},{"name":"Hold Breath","entries":["The hydra can hold its breath for 1 hour."]},{"name":"Multiple Heads","entries":["The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}. Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way."]},{"name":"Reactive Heads","entries":["For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."]},{"name":"Wakeful","entries":["While the hydra sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hydra makes as many bite attacks as it has heads."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Five-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods' notice. Most ironscale hydras inhabit lakes and boggy caverns, from which they hunt unwary creatures that come for a drink or swim.","What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos."]}],"gallery":[{"path":"bestiary/MOT/Ironscale Hydra.webp","credit":"Brian Valeza"}]},{"id":"irvan-wastewalker-tier-1","name":"Irvan Wastewalker (Tier 1)","source":"CRCotN","page":189,"srd":false,"image":"bestiary/CRCotN/Irvan Wastewalker (Tier 1).webp","token":"bestiary/tokens/CRCotN/Irvan Wastewalker (Tier 1).webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"13","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":8,"dex":14,"con":12,"int":12,"wis":12,"cha":12,"saves":"Dex +4, Con +3","skills":"Acrobatics +4, Deception +3, Stealth +6, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fortitude (Recharges after a Short or Long Rest)","entries":["If damage reduces Irvan to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, Irvan drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Irvan makes two Dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The name \"Wastewalker\" conjures fear on the plains of Xhorhas, as the name of a clan of Xhorhasian nomads. Irvan—Irv to his friends—was born into that clan, but he hates the name. He left his family when he was a teenager, struck out on his own across the wastes, and made his way to the city of Asarius. Even though the \"City of Beasts\" is renowned for danger, Irv felt at home there in a way he'd never felt with his clan.","He earned a reputation for being a party animal who could put down a dozen drinks in a night and still dance with the vigor and elegance of an archfey. Irv is young—just a few weeks past his nineteenth birthday—and he is secretly ashamed of his patchy beard and scrawny, human body. He has a bigger secret related to that feeling: he was consecuted in another life. The act of consecution is a sacred Kryn ritual of rebirth through the mystical power of the Luxon. Irvan has memories of his previous life as a bugbear of Den Hythenos, and he hopes to prove to himself that he can do great things without the aid of his powerful \"family\" in the Kryn Dynasty.","He met Ayo and her friends when he traveled to Jigow to experience its contests of strength and skill. He sticks with the group in part because he's interested in what adventures they'll get into, and also because he's smitten with the group's newest addition, a drow arcanist named Galsariad.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"Heh, that was a good hit, wasn't it?\" \"Come on, come on! Eyes on me!\" \"Can I have this dance? No?\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Irvan Wastewalker (Tier 1)"],["3 and 4","Irvan Wastewalker (Tier 2)"],["5, 6, and 7","Irvan Wastewalker (Tier 3)"]]},"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own."]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Irvan Wastewalker (Tier 1).webp","credit":"Nikki Dawes"}]},{"id":"irvan-wastewalker-tier-2","name":"Irvan Wastewalker (Tier 2)","source":"CRCotN","page":191,"srd":false,"image":"bestiary/tokens/CRCotN/Irvan Wastewalker (Tier 2).webp","token":"bestiary/tokens/CRCotN/Irvan Wastewalker (Tier 2).webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"99 (18d8 + 18)","speed":"40 ft.","str":10,"dex":16,"con":12,"int":14,"wis":14,"cha":14,"saves":"Dex +6, Con +4","skills":"Acrobatics +6, Deception +5, Stealth +9, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Goblin","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fortitude (Recharges after a Short or Long Rest)","entries":["If damage reduces Irvan to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, Irvan drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Irvan makes two Dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The name \"Wastewalker\" conjures fear on the plains of Xhorhas, as the name of a clan of Xhorhasian nomads. Irvan—Irv to his friends—was born into that clan, but he hates the name. He left his family when he was a teenager, struck out on his own across the wastes, and made his way to the city of Asarius. Even though the \"City of Beasts\" is renowned for danger, Irv felt at home there in a way he'd never felt with his clan.","He earned a reputation for being a party animal who could put down a dozen drinks in a night and still dance with the vigor and elegance of an archfey. Irv is young—just a few weeks past his nineteenth birthday—and he is secretly ashamed of his patchy beard and scrawny, human body. He has a bigger secret related to that feeling: he was consecuted in another life. The act of consecution is a sacred Kryn ritual of rebirth through the mystical power of the Luxon. Irvan has memories of his previous life as a bugbear of Den Hythenos, and he hopes to prove to himself that he can do great things without the aid of his powerful \"family\" in the Kryn Dynasty.","He met Ayo and her friends when he traveled to Jigow to experience its contests of strength and skill. He sticks with the group in part because he's interested in what adventures they'll get into, and also because he's smitten with the group's newest addition, a drow arcanist named Galsariad.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"Heh, that was a good hit, wasn't it?\" \"Come on, come on! Eyes on me!\" \"Can I have this dance? No?\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Irvan Wastewalker (Tier 1)"],["3 and 4","Irvan Wastewalker (Tier 2)"],["5, 6, and 7","Irvan Wastewalker (Tier 3)"]]},"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high."]}]}]}]},{"id":"irvan-wastewalker-tier-3","name":"Irvan Wastewalker (Tier 3)","source":"CRCotN","page":194,"srd":false,"image":"bestiary/CRCotN/Irvan Wastewalker (Tier 3).webp","token":"bestiary/tokens/CRCotN/Irvan Wastewalker (Tier 3).webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"17","initiative":"+5 (15)","hp":"123 (19d8 + 38)","speed":"40 ft., swim 40 ft. (see special equipment)","str":10,"dex":20,"con":14,"int":16,"wis":16,"cha":16,"saves":"Dex +8, Con +5","skills":"Acrobatics +8, Deception +9, Stealth +11, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Goblin, Orc","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fortitude (Recharges after a Short or Long Rest)","entries":["If damage reduces Irvan to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, Irvan drops to 1 hit point instead."]},{"name":"Special Equipment","entries":["Irvan wears {@item gloves of swimming and climbing} and wields a ruidium shortsword (see appendix B). If Irvan rolls a 1 on an attack roll made with the shortsword, he must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}.","In addition, Irvan has a magical prosthetic arm. While the arm is attached to him, it functions the same as the body part it is replacing. Irvan can attach or detach the arm as an action, and it can't be removed by anyone else."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Irvan makes one Dagger attack and two Ruidium Shortsword attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 17 ({@damage 5d6}) poison damage."]},{"name":"Ruidium Shortsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The name \"Wastewalker\" conjures fear on the plains of Xhorhas, as the name of a clan of Xhorhasian nomads. Irvan—Irv to his friends—was born into that clan, but he hates the name. He left his family when he was a teenager, struck out on his own across the wastes, and made his way to the city of Asarius. Even though the \"City of Beasts\" is renowned for danger, Irv felt at home there in a way he'd never felt with his clan.","He earned a reputation for being a party animal who could put down a dozen drinks in a night and still dance with the vigor and elegance of an archfey. Irv is young—just a few weeks past his nineteenth birthday—and he is secretly ashamed of his patchy beard and scrawny, human body. He has a bigger secret related to that feeling: he was consecuted in another life. The act of consecution is a sacred Kryn ritual of rebirth through the mystical power of the Luxon. Irvan has memories of his previous life as a bugbear of Den Hythenos, and he hopes to prove to himself that he can do great things without the aid of his powerful \"family\" in the Kryn Dynasty.","He met Ayo and her friends when he traveled to Jigow to experience its contests of strength and skill. He sticks with the group in part because he's interested in what adventures they'll get into, and also because he's smitten with the group's newest addition, a drow arcanist named Galsariad.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"Heh, that was a good hit, wasn't it?\" \"Come on, come on! Eyes on me!\" \"Can I have this dance? No?\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Irvan Wastewalker (Tier 1)"],["3 and 4","Irvan Wastewalker (Tier 2)"],["5, 6, and 7","Irvan Wastewalker (Tier 3)"]]},"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \"Ruidium \"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.","If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \"Exhaustion \"in the {@i Player's Handbook}).",{"type":"entries","name":"Useful Magic","entries":["To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure."]},{"type":"entries","name":"Irvan's Prosthetic Arm","entries":["During a misadventure that unfolded while the rivals were apart from the characters, Irvan Wastewalker lost an arm and gained an arcane prosthetic. This magic item functions for no one else."]}]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Irvan Wastewalker (Tier 3).webp","credit":"Nikki Dawes"}]},{"id":"isabela-folcarae","name":"Isabela Folcarae","source":"QftIS","page":79,"srd":false,"image":"bestiary/tokens/QftIS/Isabela Folcarae.webp","token":"bestiary/tokens/QftIS/Isabela Folcarae.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Isabela makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Isabela adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"isarr-kronenstrom","name":"Isarr Kronenstrom","source":"IDRotF","page":307,"srd":false,"image":"bestiary/tokens/IDRotF/Isarr Kronenstrom.webp","token":"bestiary/tokens/IDRotF/Isarr Kronenstrom.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":16,"dex":16,"con":15,"int":14,"wis":15,"cha":16,"saves":"","skills":"Athletics +6, Intimidation +6, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["Isarr has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Indomitable (3/Day)","entries":["Isarr can reroll a saving throw he fails. He must use the new roll."]},{"name":"Keen Hearing and Smell","entries":["Isarr has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Isarr makes three melee attacks."]},{"name":"Sickle","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, plus 13 ({@damage 2d12}) piercing damage if the target has no allies it can see within 10 feet of it."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 100/400 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Wolf Tribe has been without a king or queen for years. Its most powerful chieftain, Isarr Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr's clan have deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he's the Chosen of Malar.","Although Isarr calls himself the Wolf King, few others in the Wolf Tribe support him in that claim, but the other Wolf clan chieftains are too weak and disorganized to challenge him."]}]},{"id":"isendraug","name":"Isendraug","source":"SKT","page":164,"srd":false,"image":"bestiary/tokens/SKT/Isendraug.webp","token":"bestiary/tokens/SKT/Isendraug.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.","str":22,"dex":10,"con":22,"int":8,"wis":12,"cha":12,"saves":"Dex +5, Con +11, Wis +6, Cha +6","skills":"Perception +11, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Arctic","treasure":"","traits":[{"name":"Ice Walk","entries":["The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 14} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 54 ({@damage 12d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a {@dc 10} Constitution saving throw, taking 10 ({@damage 3d6}) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 ({@damage 3d6}) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.","Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll ({@hit 7} to hit) against each target. On a hit, the target takes 10 ({@damage 3d6}) piercing damage.","The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult White Dragon||adult} or {@creature Ancient White Dragon||ancient}) white dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blinding Sleet","entry":"Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until initiative count 20 on the next round."},{"type":"item","name":"Whirling Wind","entry":"A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the {@book Dungeon Master's Guide|DMG} for rules on {@book strong wind|DMG|5|Strong Wind}). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Chilly fog lightly obscures the land within 6 miles of the dragon's lair.","Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.","Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.","If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however."]},"If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Biting Chill","entry":"Extreme cold envelops the land within 6 miles of the dragon's lair (see the {@book Dungeon Master's Guide|DMG} for rules on {@book extreme cold|DMG|5|Extreme Cold}). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks."},{"type":"item","name":"Mirror Ice","entry":"The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity ({@skill Stealth}) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends."}]}],"source":"FTD"}]},{"id":"ishel","name":"Ishel","source":"EGW","page":231,"srd":false,"image":"bestiary/tokens/EGW/Ishel.webp","token":"bestiary/tokens/EGW/Ishel.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"24 (3d8)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Elvish, Undercommon","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Ishel has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Ishel has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Ishel's spellcasting ability is Charisma (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ishel—a drow ambassador from the Kryn Dynasty."]}]},{"id":"ishvern","name":"Ishvern","source":"DSotDQ","page":114,"srd":false,"image":"bestiary/DSotDQ/074-05-004.ishvern.webp","token":"bestiary/tokens/DSotDQ/Ishvern.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft., swim 30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Ishvern has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]},{"name":"Fey Ancestry","entries":["Ishvern has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]},{"name":"Child of the Sea","entries":["Ishvern can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ishvern makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/074-05-004.ishvern.webp","credit":"Alexandre Honoré"}]},{"id":"iskander","name":"Iskander","source":"RoT","page":62,"srd":false,"image":"bestiary/RoT/Iskander.webp","token":"bestiary/tokens/RoT/Iskander.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"5etools Note","entries":["Iskander is presented in {@adventure The Rise of Tiamat|RoT} as a neutral evil male human wizard. The {@creature mage} stat block has been provided here for ease of use."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/RoT/Iskander.webp"}]},{"id":"ismark-kolyanovich","name":"Ismark Kolyanovich","source":"CoS","page":43,"srd":false,"image":"bestiary/CoS/Ismark Kolyanovich.webp","token":"bestiary/tokens/CoS/Ismark Kolyanovich.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ismark makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Ismark Kolyanovich.webp"}]},{"id":"isolde","name":"Isolde","source":"VRGR","page":86,"srd":false,"image":"bestiary/VRGR/Isolde.webp","token":"bestiary/tokens/VRGR/Isolde.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Lawful NX Chaotic Evil","ac":"19","initiative":"+4 (14)","hp":"82 (11d8 + 33)","speed":"30 ft., fly 60 ft.","str":18,"dex":18,"con":16,"int":14,"wis":12,"cha":16,"saves":"Str +7, Con +6, Int +5, Cha +6","skills":"Deception +6, Intimidation +6, Perception +4, Stealth +7","vulnerabilities":"","resistances":"cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Common, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fiendish Blessing","entries":["The AC of Isolde includes her Charisma bonus."]},{"name":"Magic Resistance Aura","entries":["While holding {@item Nepenthe|VRGR}, Isolde creates an aura in a 10-foot radius around her. While this aura is active, Isolde and all creatures friendly to her in the aura have advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Isolde's spellcasting ability is Charisma (spell save {@dc 14}). Isolde can innately cast the following spells, requiring no material components:","1/day: {@spell plane shift} (self only)","3/day each: {@spell alter self}, {@spell command}, {@spell detect magic}"]}],"actions":[{"name":"Multiattack","entries":["Isolde makes two melee attacks or uses its Fire Ray twice."]},{"name":"Nepenthe","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft.., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage, or 12 ({@damage 1d10 + 7}) slashing damage if used with two hands to make a melee attack. If the target is a fiend or an undead, it takes an extra 11 ({@damage 2d10}) radiant damage."]},{"name":"Fire Ray","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}10 ({@damage 3d6}) fire damage."]},{"name":"Fiendish Charm","entries":["One humanoid Isolde can see within 30 feet of it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys Isolde's spoken commands. If the target suffers any harm from Isolde or another creature or receives a suicidal command from Isolde, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to Isolde's Fiendish Charm for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Isolde was a holy warrior devoted to a pantheon of elven deities called the Seldarine. In this role, she defended the Feywild against dragons, demons, and other threats. In time, her heroics caught the eye of an archfey named Zybilna, who had forged secret pacts with some of the fiends Isolde and her companions had slain. Rather than be angry at Isolde, Zybilna was impressed by her. She enlisted a powerful fiend known only as \"the Caller\" to corrupt and slay all of Isolde's companions, leaving Isolde alone, bitter, and vulnerable. The insidious archfey then befriended Isolde and offered to help her forget her terrible losses. Isolde became the master of a traveling fey carnival that served as a gateway to Zybilna's domain. The carnival did what Zybilna hoped it would do: it brought comfort to Isolde and quelled her thirst for vengeance.","Zybilna and Isolde enjoyed a strong partnership for years, but as time wore on, they grew distant until their relationship finally soured. Eladrin crave change, yet Isolde felt like she was frozen in time. She wished to leave the fey carnival and pursue other dreams, but Zybilna wouldn't hear of it and secretly used {@spell wish} spells to make Isolde place her devotion to the carnival above her desire to leave it.","When Isolde's fey carnival crossed paths with another carnival from the Shadowfell, the eladrin found the escape she longed for. Isolde orchestrated a trade with the other carnival's owners, a pair of shadar-kai (elves native to the Shadowfell). Isolde would become the master of their carnival, and they would become the masters of hers. To appease Zybilna, this arrangement would remain in place only until the two carnivals crossed paths again.","Zybilna was intrigued enough by the shadar-kai to let Isolde go, but not without casting a spell that made Isolde forget about Zybilna and her Feywild domain, thus preventing the eladrin from divulging the archfey's secrets. As a further punishment, Zybilna sent malevolent fey creatures to hound Isolde and her Shadowfell carnival. Isolde doesn't know who is behind this petty torment, nor does she care. Her hunt for the Caller and her thirst for vengeance have become all-consuming."]}],"gallery":[{"path":"bestiary/VRGR/Isolde.webp","credit":"Helder Almeida"}]},{"id":"isperia","name":"Isperia","source":"GGR","page":227,"srd":false,"image":"bestiary/GGR/Isperia.webp","token":"bestiary/tokens/GGR/Isperia.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Lawful Neutral","ac":"17","initiative":"+2 (12)","hp":"261 (18d20 + 72)","speed":"40 ft., fly 60 ft.","str":20,"dex":14,"con":18,"int":23,"wis":26,"cha":20,"saves":"Dex +9, Con +11, Int +13, Wis +15","skills":"Arcana +13, History +13, Insight +15, Perception +15","vulnerabilities":"","resistances":"","immunities":"psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 25","languages":"Common, Sphinx","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Inscrutable","entries":["Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom ({@skill Insight}) checks made to ascertain her intentions or sincerity have disadvantage."]},{"name":"Legendary Resistance (3/Day)","entries":["If Isperia fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Isperia has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Isperia's innate spellcasting ability is Wisdom (spell save {@dc 23}). Isperia can innately cast {@spell imprisonment} twice per day, requiring no material components.","2/day: {@spell imprisonment}"]},{"name":"Spellcasting","entries":["Isperia is a 15th-level Azorius spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 23}, {@hit 14} to hit with spell attacks). Isperia has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell resistance}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell detect evil and good}, {@spell ensnaring strike}, {@spell sanctuary}, {@spell shield of faith}","Level 2 (3 slots): {@spell arcane lock}, {@spell augury}, {@spell calm emotions}, {@spell hold person}, {@spell silence}, {@spell zone of truth}","Level 3 (3 slots): {@spell bestow curse}, {@spell clairvoyance}, {@spell counterspell}, {@spell dispel magic}, {@spell tongues}","Level 4 (3 slots): {@spell divination}, {@spell locate creature}","Level 5 (2 slots): {@spell dispel evil and good}, {@spell scrying}","Level 6 (1 slots): {@spell word of recall}","Level 7 (1 slots): {@spell divine word}","Level 8 (1 slots): {@spell antimagic field}"]}],"actions":[{"name":"Multiattack","entries":["Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage. If the target is a creature, it must succeed on a {@dc 23} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage after each attack it makes against Isperia before the start of her next turn."]},{"name":"Supreme Legal Authority","entries":["Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a {@dc 23} Intelligence saving throw or Isperia chooses an action for that target: {@action Attack}, {@action Cast a Spell}, {@action Dash}, {@action Disengage}, {@action Dodge}, {@action Help}, {@action Hide}, {@action Ready}, {@action Search}, or {@action Use an Object}. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can end the effect on itself with a successful {@dc 23} Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia's Supreme Legal Authority for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw Attack","entries":["Isperia makes one claw attack."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal."]},{"name":"Supreme Legal Authority (Costs 3 Actions)","entries":["Isperia uses Supreme Legal Authority."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Isperia is the current guildmaster of the Azorius Senate. As a sphinx, she is aloof and values solitude above all. However, she has been forced to give up her privacy to deal with the increased crime and chaos on Ravnica.","Isperia is devoted to her guild's belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides the Azorius through these uncertain times. As guildmaster, Isperia serves as the supreme judge, a role that takes advantage of her encyclopedic knowledge of Ravnica's labyrinthine legal system.","If an encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice."]}]}]}],"gallery":[{"path":"bestiary/GGR/Isperia.webp","credit":"Scott M. Fischer"}]},{"id":"istarian-drone","name":"Istarian Drone","source":"DSotDQ","page":202,"srd":false,"image":"bestiary/DSotDQ/Istarian Drone.webp","token":"bestiary/tokens/DSotDQ/Istarian Drone.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+0 (10)","hp":"127 (15d8 + 60)","speed":"30 ft., climb 30 ft.","str":20,"dex":10,"con":18,"int":4,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"understands the languages spoken by its creator but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The drone can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Unusual Nature","entries":["The drone doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drone makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 4 ({@damage 1d8}) lightning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). The drone has two claws, each of which can grapple only one target."]},{"name":"Crystalline Spit {@recharge 5}","entries":["The drone spits crackling gel in a line 5 feet wide and 20 feet long. Each creature in the line must make a {@dc 15} Dexterity saving throw. On a failed save, the creature takes 14 ({@damage 4d6}) lightning damage and is {@condition restrained} by the gel, which hardens into crystal. The creature is {@condition restrained} until the crystal is destroyed. The crystal has AC 15, 15 hit points, immunity to poison and psychic damage, and vulnerability to thunder damage. On a successful save, the creature takes half as much damage and isn't {@condition restrained}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Istarian drones are ancient Constructs made of marble and gleaming metal inlaid with crystals that flash with sparks of electricity. Created to build the fantastic structures that once marked the glory of Istar, these drones resemble short, stout mantises. They have four scuttling insectile legs and barbed, scythe-shaped arms for carrying and placing building materials. The drones create a viscous gel that hardens into crystalline mortar, which they can repurpose to restrain attackers."]}],"gallery":[{"path":"bestiary/DSotDQ/Istarian Drone.webp","credit":"Mark Behm"}]},{"id":"istrid-horn","name":"Istrid Horn","source":"WDH","page":199,"srd":false,"image":"bestiary/WDH/Istrid Horn.webp","token":"bestiary/tokens/WDH/Istrid Horn.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"117 (18d8 + 36)","speed":"25 ft.","str":12,"dex":10,"con":14,"int":11,"wis":17,"cha":13,"saves":"Con +5, Wis +6","skills":"Intimidation +4, Religion +3","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Dwarvish","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["Istrid has advantage on saving throws against being {@condition poisoned}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Istrid is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks) She has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell mending}, {@spell sacred flame}, {@spell spare the dying}","Level 1 (4 slots): {@spell divine favor}, {@spell guiding bolt}, {@spell healing word}, {@spell shield of faith}","Level 2 (3 slots): {@spell lesser restoration}, {@spell magic weapon}, {@spell hold person}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell beacon of hope}, {@spell crusader's mantle}, {@spell dispel magic}, {@spell revivify}, {@spell spirit guardians}, {@spell water walk}","Level 4 (3 slots): {@spell banishment}, {@spell freedom of movement}, {@spell guardian of faith}, {@spell stoneskin}","Level 5 (1 slots): {@spell flame strike}, {@spell mass cure wounds}, {@spell hold monster}"]}],"actions":[{"name":"Multiattack","entries":["Istrid makes two melee attacks."]},{"name":"Maul","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) bludgeoning damage."]},{"name":"Treasure Sense (3/Day)","entries":["Istrid magically pinpoints precious metals and stones, such as coins and gems, within 60 feet of her."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Istrid is regarded as the Black Network's Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending operation out of a heavily guarded warehouse in the Dock Ward, offering loans to those in need of coin. Her interest rates are comparable to those of her competitors (including noble families of bankers such as the Cassalanters and the Irlingstars), but the penalties for not paying back Istrid's loans are severe.","Istrid worships Vergadain, the dwarven god of wealth and luck. She likes having others indebted to her, and she employs thugs and enforcers to collect on her loans. If those resources prove inadequate, Istrid can call on her old adventuring companions for assistance."]},{"type":"entries","name":"The Doom Raiders","entries":["The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \"dooms\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies."]}]}]}],"gallery":[{"path":"bestiary/WDH/Istrid Horn.webp"}]},{"id":"ivan-dilisnya","name":"Ivan Dilisnya","source":"RHW","page":54,"srd":false,"image":"bestiary/RHW/Ivan Dilisnya.webp","token":"bestiary/tokens/RHW/Ivan Dilisnya.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+8 (18)","hp":"90 (12d8 + 36)","speed":"40 ft., climb 40 ft.","str":18,"dex":14,"con":16,"int":19,"wis":12,"cha":15,"saves":"Dex +5, Wis +4","skills":"History +7, Investigation +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800, or 2,300 in lair; PB +3)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Ivan dies, he revives with all his {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Borca."]},{"name":"Legendary Resistance (2/Day, or 3/Day in Domain)","entries":["If Ivan fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ivan makes two Foreleg attacks. He can replace one attack with a use of Deadly Contraption."]},{"name":"Foreleg","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage."]},{"name":"Deadly Contraption","entries":["{@actSave dex} {@dc 15}, one creature Ivan can see within 30 feet. {@actSaveFail} 13 ({@damage 3d8}) Slashing damage. {@actSaveSuccessOrFail} A flailing clockwork contraption attaches to the target until the start of Ivan's next turn. If the target willingly moves 5 feet or more before then, the target takes 4 ({@damage 1d8}) Slashing damage.","At the start of Ivan's next turn, the device crumbles to dust and vanishes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Retaliate","entries":["Ivan makes one Foreleg attack."]},{"name":"Trapped Ground","entries":["Ivan spreads special caltrops to cover a 20-foot-square area within 5 feet of himself. The caltrops dissolve at the end of Ivan's next turn. Ivan can't take this action again until the start of his next turn.","When the caltrops appear, each creature in the area is subjected to the following effect; a creature that enters the caltrops for the first time on a turn or ends its turn there is also subjected to this effect. {@actSave dex} {@dc 15} (a creature makes this save only once per turn). {@actSaveFail} 9 ({@damage 2d8}) Piercing damage, and its {@variantrule Speed|XPHB} is reduced to 0 until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Borca is altered by Ivana's and Ivan's presences, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in their domain, Ivana or Ivan can close or open the borders to Borca at will. While the borders are closed, the Mists surrounding Borca are filled with briar vines (Ivana) or barbed wire (Ivan). The Mists become {@variantrule Difficult Terrain|XPHB}, and whenever a creature moves into or within the Mists, it takes {@damage 2d4} Piercing damage for every 5 feet it travels. Once Ivana or Ivan closes or opens the borders, neither Darklord can do so again until the next dawn."},{"type":"item","name":"Ivana's Whispers (Ivana Only)","entry":"Ivana can encode a message of 25 words or fewer into flowers in Borca at dawn. Until the next dawn, the first time a creature smells a flower, it hears the message in its mind, understanding the meaning of the message."},{"type":"item","name":"Mystery Letters (Ivan Only)","entry":"Whenever Ivan writes a letter and addresses it to a creature in Borca whose name he knows and that he's seen before, the letter appears near that creature at the next dawn. The letter appears in an unobserved but obvious space, such as a bedside table or among gear."},{"type":"item","name":"Spies","entry":"While in Borca, Ivana and Ivan can cast {@spell Clairvoyance|XPHB}, requiring no Material components and using Intelligence as the spellcasting ability. To cast the spell, there must be a Large or bigger plant (Ivana) or a Tiny doll or similar toy (Ivan) within range from which the sensor appears."}]},"If a Darklord of Borca dies, that Darklord's effects end immediately. Those effects resume if that Darklord gains a new body (see {@creature Ivana Boritsi|RHW|Ivana's} and {@creature Ivan Dilisnya|RHW|Ivan's} Darklord Restoration traits)."],"lore":[{"type":"entries","entries":["Ivan Dilisnya—a spoiled, selfish attention seeker—has the tastes of a child but a withered wreck of a body. Borcan society widely regards this recluse as an innovator and a genius. In truth, he is neither. Ivan is a wicked and off-putting manipulator who, despite his appearance and intellect, affects childlike behaviors and speech patterns for attention. He is alone—despite having been born with everything—and the solitude terrifies him.","By staying out of sight or using deceptive correspondence, Ivan makes his targets doubt reality and overestimate his control. He manipulates people into performing pointless errands for him or spying on his cousin, Ivana Boritsi, whom he believes mocks him and has caused his aged, squalid state.","Ivan surrounds himself with dangerous clockwork toys and fawning, mechanical servants. While he goes through the motions of crafting such devices, the Dark Powers provide him with any creation he desires, no matter how bizarre."]}],"gallery":[{"path":"bestiary/RHW/Ivan Dilisnya.webp"}]},{"id":"ivana-boritsi","name":"Ivana Boritsi","source":"RHW","page":52,"srd":false,"image":"bestiary/RHW/Ivana Boritsi.webp","token":"bestiary/tokens/RHW/Ivana Boritsi.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"17","initiative":"+9 (19)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":10,"dex":17,"con":14,"int":18,"wis":15,"cha":14,"saves":"Dex +6, Con +5","skills":"Deception +8, Nature +7, Perception +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 15","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800, or 2,300 in lair; PB +3)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Ivana dies, she revives with all her {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Borca."]},{"name":"Legendary Resistance (2/Day, or 3/Day in Domain)","entries":["If Ivana fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Charm {@recharge 5}","entries":["Ivana casts {@spell Charm Person|XPHB}, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}), and the duration is 24 hours."]}],"actions":[{"name":"Multiattack","entries":["Ivana makes two Toxic Touch attacks."]},{"name":"Toxic Touch","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Poison damage. A Humanoid reduced to 0 {@variantrule Hit Points|XPHB} by this damage rises 24 hours later as a Vine Blight under Ivana's control unless the Humanoid is restored to life or its body is destroyed."]},{"name":"Stifling Perfume {@recharge 5}","entries":["{@actSave con} {@dc 15}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Ivana. {@actSaveFail} 13 ({@damage 3d8}) Poison damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Tree Stride","entries":["If within 5 feet of a Large or bigger inanimate plant, Ivana teleports to an unoccupied space within 5 feet of a second Large or bigger inanimate plant that is within 60 feet of the previous plant."]}],"reactions":[],"legendaryActions":[{"name":"Retaliate","entries":["Ivana makes one Toxic Touch attack."]},{"name":"Toxin Wave","entries":["{@actSave dex} {@dc 15}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the end of its next turn. While {@condition Poisoned|XPHB}, the target subtracts {@dice 1d6} from its damage rolls. {@actSaveSuccessOrFail} Ivana can't take this action again until the start of her next turn."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Borca is altered by Ivana's and Ivan's presences, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in their domain, Ivana or Ivan can close or open the borders to Borca at will. While the borders are closed, the Mists surrounding Borca are filled with briar vines (Ivana) or barbed wire (Ivan). The Mists become {@variantrule Difficult Terrain|XPHB}, and whenever a creature moves into or within the Mists, it takes {@damage 2d4} Piercing damage for every 5 feet it travels. Once Ivana or Ivan closes or opens the borders, neither Darklord can do so again until the next dawn."},{"type":"item","name":"Ivana's Whispers (Ivana Only)","entry":"Ivana can encode a message of 25 words or fewer into flowers in Borca at dawn. Until the next dawn, the first time a creature smells a flower, it hears the message in its mind, understanding the meaning of the message."},{"type":"item","name":"Mystery Letters (Ivan Only)","entry":"Whenever Ivan writes a letter and addresses it to a creature in Borca whose name he knows and that he's seen before, the letter appears near that creature at the next dawn. The letter appears in an unobserved but obvious space, such as a bedside table or among gear."},{"type":"item","name":"Spies","entry":"While in Borca, Ivana and Ivan can cast {@spell Clairvoyance|XPHB}, requiring no Material components and using Intelligence as the spellcasting ability. To cast the spell, there must be a Large or bigger plant (Ivana) or a Tiny doll or similar toy (Ivan) within range from which the sensor appears."}]},"If a Darklord of Borca dies, that Darklord's effects end immediately. Those effects resume if that Darklord gains a new body (see {@creature Ivana Boritsi|RHW|Ivana's} and {@creature Ivan Dilisnya|RHW|Ivan's} Darklord Restoration traits)."],"lore":[{"type":"entries","entries":["Ivana Boritsi tires of playing games no one realizes she's already won. The head of Borca's most influential family, Ivana effortlessly manipulates all aspects of society. Her servants, employees, and fractious cousins prove endlessly unreliable, forcing her to attend personally to tedious duties and social functions to maintain her power.","Ivana looks eternally youthful, causing some to doubt her competence and attribute her success to her elder cousin, Ivan Dilisnya. Perpetually bored with and disappointed by predictable people, she takes refuge in her alchemical studies and her gardens of poisonous plants. Her vast knowledge of toxins makes her a peerless poisoner. She uses her creations to make people more pliable and to assassinate those she deems too boorish to live. Secretly, Ivana seeks someone who can match her intellect and relieve her boredom, but she quickly grows weary of even the most charming and clever souls."]}],"gallery":[{"path":"bestiary/RHW/Ivana Boritsi.webp"}]},{"id":"ivlis","name":"Ivlis","source":"HotB","page":26,"srd":false,"image":"bestiary/HotB/Ivlis.webp","token":"bestiary/tokens/HotB/Ivlis.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"49 (10d8 + 10)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":14,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ivlis makes three Chaos Blast attacks. She can replace one attack with a use of Sinister Command if available."]},{"name":"Chaos Blast","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 60 ft. {@h}7 ({@damage 2d6}) damage. Roll {@dice 1d4} to determine the damage type: 1, Acid; 2, Cold; 3, Fire; 4, Lightning."]},{"name":"Sinister Command {@recharge 5}","entries":["{@actSave wis} {@dc 12}, one creature Ivlis can see within 60 feet. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition until the end of its next turn. While {@condition Charmed|XPHB}, the target has the {@condition Incapacitated|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Beneath a pretense of charity and goodness, Ivlis is a demon worshiper who leads a wicked cult. She uses deception and skulduggery to advance her power. Though she feigns kindness and compassion in public spaces, Ivlis believes the poor and downtrodden deserve their wretched lot. In battle, her magic is unpredictable."]}],"gallery":[{"path":"bestiary/HotB/Ivlis.webp"}]},{"id":"ixitxachitl","name":"Ixitxachitl","source":"OotA","page":225,"srd":false,"image":"bestiary/OotA/Ixitxachitl.webp","token":"bestiary/tokens/OotA/Ixitxachitl.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"18 (4d6 + 4)","speed":"0 ft., swim 30 ft.","str":12,"dex":16,"con":13,"int":12,"wis":13,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Ixitxachitl","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Barbed Tail","entries":["When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.","{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ixitxachitl","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their \"wings\" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname \"demon rays.\" They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.",{"name":"Struggle for Survival","entries":["Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures."],"type":"entries"},{"name":"All Consuming","type":"entries","entries":["Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory."]},{"name":"Demon Worshipers","type":"entries","entries":["The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons."]}]}]}]}],"gallery":[{"path":"bestiary/OotA/Ixitxachitl.webp"}]},{"id":"ixitxachitl-cleric","name":"Ixitxachitl Cleric","source":"OotA","page":225,"srd":false,"image":"bestiary/OotA/Ixitxachitl.webp","token":"bestiary/tokens/OotA/Ixitxachitl Cleric.webp","size":"Small","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"18 (4d6 + 4)","speed":"0 ft., swim 30 ft.","str":12,"dex":16,"con":13,"int":12,"wis":13,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Ixitxachitl","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell charm person}, {@spell create or destroy water}","Level 2 (3 slots): {@spell hold person}, {@spell silence}","Level 3 (2 slots): {@spell dispel magic}, {@spell tongues}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Barbed Tail","entries":["When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.","{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ixitxachitl","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their \"wings\" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname \"demon rays.\" They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.",{"name":"Struggle for Survival","entries":["Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures."],"type":"entries"},{"name":"All Consuming","type":"entries","entries":["Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory."]},{"name":"Demon Worshipers","type":"entries","entries":["The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons."]}]}]}]}],"gallery":[{"path":"bestiary/OotA/Ixitxachitl.webp"}]},{"id":"iymrith","name":"Iymrith","source":"SKT","page":241,"srd":false,"image":"bestiary/SKT/Iymrith.webp","token":"bestiary/tokens/SKT/Iymrith.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Lawful Evil","ac":"22","initiative":"+0 (10)","hp":"481 (26d20 + 208)","speed":"40 ft., burrow 40 ft., fly 80 ft.","str":29,"dex":10,"con":27,"int":18,"wis":17,"cha":21,"saves":"Dex +7, Con +15, Wis +10, Cha +12","skills":"Perception +17, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 27","languages":"Common, Draconic, Giant, Terran","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Iymrith fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Iymrith casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 20}):","1/day each: {@spell detect magic}, {@spell dispel magic}, {@spell ice storm}, {@spell stone shape}, {@spell teleport}","When she casts her {@spell stone shape} spell, Iymrith can shape the targeted stone into a living {@creature gargoyle} instead of altering the stone as described in the spell's description. This transformation is permanent and can't be reversed or dispelled."]}],"actions":[{"name":"Multiattack","entries":["Iymrith can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 11 ({@damage 2d10}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Iymrith's choice that is within 120 feet of Iymrith and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Iymrith's Frightful Presence for the next 24 hours."]},{"name":"Lightning Breath {@recharge 5}","entries":["Iymrith exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 23} Dexterity saving throw, taking 88 ({@damage 16d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Change Shape","entries":["Iymrith magically polymorphs into a female {@creature storm giant} or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Iymrith's choice).","In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Iymrith makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Iymrith makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Iymrith beats her wings. Each creature within 15 feet of Iymrith must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. Iymrith can then fly up to half her flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) bludgeoning damage and be knocked {@condition prone} and buried. The buried target is {@condition restrained} and unable to breathe or stand up. A creature can take an action to make a {@dc 10} Strength check, ending the buried state on a success.","A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Blue Dragon||adult} or {@creature Ancient Blue Dragon||ancient}) blue dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Misleading Mirage","entry":"Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a {@chance 50} chance of going in a different direction from the direction it intends."},{"type":"item","name":"Sudden Sinkhole","entry":"The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a {@dc 15} Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 ({@damage 2d6}) bludgeoning damage and landing {@condition prone}. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Thunderstorms rage within 6 miles of the lair.","Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).","Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful {@dc 20} Wisdom ({@skill Perception}) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 1d6 × 10} feet into the sinkhole."]},"If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within {@dice 1d10} days. Any sinkholes remain where they are.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blue Luster","entry":"Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity."},{"type":"item","name":"Mirage Terrain","entry":"The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a {@dc 15} Intelligence ({@skill Investigation}) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain."},{"type":"item","name":"Sandstorm","entry":"A sandstorm blows constantly within 1 mile of the dragon's lair."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.","A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.","A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.",{"name":"Vain and Deadly","type":"entries","entries":["A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.","A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again."]},{"name":"Desert Predators","type":"entries","entries":["Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.","When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks."]},{"name":"Overlords and Minions","type":"entries","entries":["Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.","A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them."]},{"name":"Hoarders of Gems","type":"entries","entries":["Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.","A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves."]}]},{"type":"entries","name":"A Blue Dragon's Lair","entries":["Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.","Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that","are the dragon's first line of defense.","A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows","out, leaving its attackers to be crushed and suffocated.","When it returns later, it collects its possessions-along with the wealth of the dead intruders."]},{"type":"entries","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.","Dragon Age Categories",{"type":"table","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]}]}],"gallery":[{"path":"bestiary/SKT/Iymrith.webp"}]},{"id":"izek-strazni","name":"Izek Strazni","source":"CoS","page":232,"srd":false,"image":"bestiary/CoS/Izek Strazni.webp","token":"bestiary/tokens/CoS/Izek Strazni.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":9,"cha":15,"saves":"","skills":"Intimidation +8, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Izek makes two attacks with his battleaxe."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) when used with two hands."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Izek and his sister were born in Vallaki. One morning, their father and their uncle took them fishing on Lake Zarovich. On the way back to town, a dire wolf attacked Izek and bit off his right arm. His father carried Izek back to town while his uncle distracted the beast. His sister ran and hid in the woods and was never seen again.","Unlike his sister, Izek was born without a soul. As time wore on, he forgot his lost sister and learned to cope with his disability.",{"name":"Orphaned Killer","type":"entries","entries":["Izek's parents succumbed to their grief, leaving him an orphan. He became a sociopath. Other children ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no trouble killing them and disposing of their bodies. He was eventually caught in the act and brought to the burgomaster. Instead of punishing the boy for his crimes, Baron Vallakovich pardoned Izek and took him into his home. Izek has been loyal to the burgomaster ever since, enjoying the power of his position and the comforts of his master's mansion. When he isn't enforcing the burgomaster's will, Izek drinks copious amounts of wine."]},{"name":"Fiendish Gift","type":"entries","entries":["After years of doing Baron Vallakovich's dirty work, Izek awakened from a drunken stupor one morning to find that he had grown a new arm to replace the one he had lost.","The new appendage has barbed spines, elongated fingers, and long nails. He can create fire with the snap of his fiendish fingers and has used the flames to put the fear of the devil in every Vallakian."]},{"name":"Doll Collector","type":"entries","entries":["Perhaps more disturbing than his fiendish arm and his murderous nature is Izek's collection of dolls, which he keeps in his bedroom in the burgomaster's mansion. Izek often has dreams of a beautiful young woman, and for years he has forced a local toymaker named Gadof Blinsky to craft dolls in her likeness. The woman is Ireena Kolyana, although Izek doesn't know her name."]},{"name":"Family Is Forever","type":"entries","entries":["Izek has dreams of Ireena. If he spots her, he tries to take her by force to the burgomaster's mansion. If he succeeds, he holds her captive in his bedroom (chapter 5, area N3j). Unknown to Izek and Ireena, they are brother and sister. Ireena fled after Izek was attacked by the dire wolf and became lost in the woods. She wandered for days in shock until she was found and adopted by Kolyan Indirovich in the village of Barovia. Izek covets her in an unwholesome way and won't allow anyone or anything to come between them."]}]},{"type":"entries","name":"Izek Strazni's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"Fear is a powerful weapon. I use it to get what I want.\""]},{"name":"Bond","type":"entries","entries":["\"I am loyal to my master, Baron Vallakovich, for he brought me into his home. I owe him my life, but he isn't family.\""]},{"name":"Flaw","type":"entries","entries":["\"I would do anything, kill anything, to find my sister.\""]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Izek Strazni.webp"}]},{"id":"jabberwock","name":"Jabberwock","source":"WBtW","page":236,"srd":false,"image":"bestiary/WBtW/Jabberwock.webp","token":"bestiary/tokens/WBtW/Jabberwock.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+1 (11)","hp":"115 (10d12 + 50)","speed":"30 ft., climb 30 ft., fly 60 ft., swim 30 ft.","str":20,"dex":12,"con":20,"int":4,"wis":7,"cha":11,"saves":"Str +10, Dex +6, Con +10, Int +2, Wis +3, Cha +5","skills":"Perception +8","vulnerabilities":"slashing from a vorpal sword","resistances":"","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 18","languages":"","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Confusing Burble","entries":["The jabberwock burbles to itself unless it is {@condition incapacitated}. Any creature that starts its turn within 30 feet of the jabberwock and is able to hear its burbling must make a {@dc 18} Charisma saving throw. On a failed saving throw, the creature can't take reactions until the start of its next turn, and it rolls a {@dice d4} to determine what it does during its current turn:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-2","entry":"The creature does nothing."},{"type":"item","name":"3","entry":"The creature does nothing except use all its movement to move in a random direction."},{"type":"item","name":"4","entry":"The creature either makes one melee attack against a random creature it can see or does nothing if no visible creature is within its reach."}]}]},{"name":"Legendary Resistance (3/Day)","entries":["If the jabberwock fails a saving throw, it can choose to succeed instead."]},{"name":"Regeneration","entries":["The jabberwock regains 10 hit points at the start of its turn. If the jabberwock takes slashing damage, this trait doesn't function at the start of its next turn. The jabberwock dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Uncanny Tracker","entries":["The jabberwock can unerringly track any creature it has wounded in the last 24 hours, and it knows the distance and direction to its quarry as long as the two of them are on the same plane of existence."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The jabberwock makes two Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage."]},{"name":"Fiery Gaze {@recharge 5}","entries":["Unless it is {@condition blinded}, the jabberwock emits a 120-foot-long, 5-foot-wide line of fire from its eyes. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 31 ({@damage 7d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail Attack","entries":["The jabberwock makes one Tail attack."]},{"name":"Rend Attack (2 Actions)","entries":["The jabberwock makes one Rend attack."]},{"name":"Wing Attack (3 Actions)","entries":["The jabberwock beats its wings. Each creature within 10 feet of the jabberwock must succeed on a {@dc 18} Dexterity saving throw or take 8 ({@damage 1d6 + 5}) bludgeoning damage and be knocked {@condition prone}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A jabberwock is a solitary, temperamental predator that haunts pristine forests and ancient ruins. Accurate descriptions of jabberwocks are difficult to come by, because the rare survivors of an encounter with one retain only a confused impression of its parts and not a sense of the whole. Pieced-together accounts describe it as a sinewy, dragon-like creature that can walk on its hind legs as easily as it travels on all four. Its eyes can emit fiery beams.","Once a jabberwock has chosen its target, it concentrates its attacks on that target until the victim is killed (and devoured), until the jabberwock is killed, or until the target escapes using teleportation magic or other means.","If a jabberwock is slain, another one appears {@dice 3d8} years later, materializing within a thousand miles of where the old one perished. No immature jabberwock has ever been sighted, and the creature does not appear to age."]}],"gallery":[{"path":"bestiary/WBtW/Jabberwock.webp","credit":"Brian Valeza"}]},{"id":"jackal","name":"Jackal","source":"XMM","page":364,"srd":true,"image":"bestiary/XMM/Jackal.webp","token":"bestiary/tokens/XMM/Jackal.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"40 ft.","str":8,"dex":15,"con":11,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 90 ft., Passive Perception 15","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Desert, Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 1}, reach 5 ft. {@h}1 ({@damage 1d4 - 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Jackal.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"jackal-mm","source":"MM"}]},{"id":"jackal-mm","name":"Jackal","source":"MM","page":331,"srd":false,"image":"bestiary/tokens/MM/Jackal.webp","token":"bestiary/tokens/MM/Jackal.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"40 ft.","str":8,"dex":15,"con":11,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Desert","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The jackal has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"jackal","source":"XMM"}]},{"id":"jackalwere","name":"Jackalwere","source":"XMM","page":182,"srd":false,"image":"bestiary/XMM/Jackalwere.webp","token":"bestiary/tokens/XMM/Jackalwere.webp","size":"Small","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"18 (4d6 + 4)","speed":"40 ft.","str":11,"dex":15,"con":12,"int":13,"wis":11,"cha":10,"saves":"","skills":"Deception +4, Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 90 ft., Passive Perception 14","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Desert, Grassland","treasure":"Implements","traits":[{"name":"Pack Tactics","entries":["The jackalwere has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The jackalwere makes two Rend or Slam attacks."]},{"name":"Rend (Jackal or Hybrid Form Only)","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage."]},{"name":"Slam (Human or Hybrid Form Only)","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Bludgeoning damage."]},{"name":"Sleep Gaze {@recharge 5}","entries":["{@actSave wis} {@dc 10}, one creature the jackalwere can see within 30 feet (Constructs and Undead succeed automatically). {@actSaveFail} The target has the {@condition Unconscious|XPHB} condition for 10 minutes or until it takes damage or a creature within 5 feet of it takes an action to wake it. {@actSaveSuccess} The target is immune to this jackalwere's Sleep Gaze for 24 hours."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The jackalwere shape-shifts into a Medium human or a Medium jackal-humanoid hybrid, or it returns to its true form (that of a Small jackal). Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Jackalwere","entries":["{@i Shape-Shifting Trickster of the Wilds}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Indistinguishable from jackals in their natural form, jackalweres shape-shift to deceive others. These shape-shifters can take three forms: a jackal, a human, or a monstrous hybrid of the two. Jackalweres are easily mistaken for werewolves, but jackalweres aren't supernaturally afflicted—their jackal forms are their natural state. Jackalweres also possess magical gazes capable of putting foes to sleep, allowing jackalweres to play their tricks unimpeded or get the upper hand over threats.","Jackalweres dwell in inhospitable wildernesses and pride themselves on their cleverness. They take offense at those who travel through their lands without leaving a gift of treasure or fresh game. Roll on or choose a result from the Jackalwere Tricks table to inspire how a jackalwere repays such slights.",{"type":"table","caption":"Jackalwere Tricks","colLabels":["1d4","The Jackalwere Tricks Travelers By..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Guiding them into wildernesses, then abandoning them."],["2","Mapping a shortcut through a monster's lair."],["3","Putting them to sleep, then stealing mounts or supplies."],["4","Sharing the location of hidden treasure, which turns out to be sunlight on sand or water."]]}]}],"gallery":[{"path":"bestiary/XMM/Jackalwere.webp","credit":"Ilse Gort"}],"otherVersions":[{"id":"jackalwere-mm","source":"MM"}]},{"id":"jackalwere-mm","name":"Jackalwere","source":"MM","page":193,"srd":false,"image":"bestiary/MM/Jackalwere.webp","token":"bestiary/tokens/MM/Jackalwere.webp","size":"Medium","creatureType":"Humanoid (Shapechanger)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"18 (4d8)","speed":"40 ft.","str":11,"dex":15,"con":11,"int":13,"wis":11,"cha":10,"saves":"","skills":"Deception +4, Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common (can't speak in jackal form)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["The jackalwere has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite (Jackal or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Scimitar (Human or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Sleep Gaze","entries":["The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a {@dc 10} Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling {@condition unconscious} for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being {@condition charmed} aren't affected by it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ordinary jackals tainted by demonic power, jackalweres haunt roads and trails, waylaying and murdering those they meet.","A jackalwere has three physical forms that it shifts between. In its true form, it is indistinguishable from a normal jackal. It can take human form, often appearing gaunt and affecting a wretched demeanor to beg goodwill from strangers. When travelers welcome a jackalwere into their midst, the monster adopts its human-sized hybrid form, with the fur and head of a jackal but standing on two legs as it attacks.",{"name":"Beguilers and Cowards","type":"entries","entries":["The demon lord Graz'zt created jackalweres to serve his devoted servants, the lamias. Reaching out from the Abyss, he bestowed jackals with the gift of speech and the ability to assume humanoid forms. A jackalwere is born to lie, and perceptive creatures might notice it wincing in pain when it speaks the truth.","A jackalwere prefers to fight alongside jackals and others of its kind. Under the direction of jackalweres, jackals are fierce and loyal companions."]},{"name":"Supernatural Servants","type":"entries","entries":["Jackalweres kidnap humanoids for their lamia masters, condemning victims to a lifetime of slavery or an agonizing death. A jackalwere's magical gaze renders a foe {@condition unconscious}, allowing the monster to bind a creature or drag it away.","A jackalwere might also use its gaze to incapacitate a deadly enemy long enough to make good its escape."]}]}]}],"gallery":[{"path":"bestiary/MM/Jackalwere.webp"}],"hidden":true,"otherVersions":[{"id":"jackalwere","source":"XMM"}]},{"id":"jacko","name":"Jacko","source":"HotB","page":11,"srd":false,"image":"bestiary/HotB/Jacko.webp","token":"bestiary/tokens/HotB/Jacko.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":16,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Halfling","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Quick Disguise","entries":["Jacko spends 1 minute to disguise himself as a different Humanoid of approximately his height and weight. While Jacko is disguised, a creature that takes the {@action Study|XPHB} action to inspect Jacko's appearance can make a {@dc 13} Intelligence ({@skill Investigation|XPHB}) check, discerning his disguise on a successful check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jacko makes two Poison Dagger attacks."]},{"name":"Poison Dagger","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 20/60 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage plus 3 ({@damage 1d6}) Poison damage."]}],"bonusActions":[{"name":"Cunning Action","entries":["Jacko takes the {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Jacko advertises his cloak-and-dagger services in seedy places throughout the Borderlands. For the right price, Jacko will trail, rob, rough up, or take out any mark—no questions asked.","Satisfied customers parrot his cheesy slogan: \"Jacko always has your back-o.\""]}],"gallery":[{"path":"bestiary/HotB/Jacko.webp"}]},{"id":"jaculi","name":"Jaculi","source":"ToA","page":225,"srd":false,"image":"bestiary/ToA/Jaculi.webp","token":"bestiary/tokens/ToA/Jaculi.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"16 (3d10)","speed":"30 ft., climb 20 ft.","str":15,"dex":14,"con":11,"int":2,"wis":8,"cha":3,"saves":"","skills":"Athletics +4, Perception +1, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Camouflage","entries":["The jaculi has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Keen Smell","entries":["The jaculi has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage."]},{"name":"Spring","entries":["The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 ({@damage 2d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A jaculi (pronounced jah-KOO-lee) is a 15-foot-long snake that can alter the color and texture of its scales to camouflage itself. Altering its appearance to resemble wood or stone, it coils around pillars and tree trunks from which it launches itself like a javelin, striking with great force and accuracy.","Jaculis are found in damp climates, and their preferred habitats are rainforests and cool dungeons. The shed skin of the jaculi is coveted for use in crafting boots of striding and springing and cloaks of invisibility."]}]}]}],"gallery":[{"path":"bestiary/ToA/Jaculi.webp"}]},{"id":"jade-giant-spider","name":"Jade Giant Spider","source":"OotA","page":201,"srd":false,"image":"bestiary/tokens/OotA/Jade Giant Spider.webp","token":"bestiary/tokens/OotA/Jade Giant Spider.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"250 (17d10 + 85)","speed":"30 ft., climb 30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"truesight 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The spider is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The spider has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The spider's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spider makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The spider targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"jade-statue","name":"Jade Statue","source":"JttRC","page":195,"srd":false,"image":"bestiary/JttRC/130-13-004.ancient-jade-statues.webp","token":"bestiary/tokens/JttRC/Jade Statue.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The statue is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The statue has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The statue's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The statue targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/130-13-004.ancient-jade-statues.webp","title":"Ancient jade statues animate to defend the secret ruins beneath Yongjing","credit":"Julian Kok"}]},{"id":"jade-tigress","name":"Jade Tigress","source":"CM","page":166,"srd":false,"image":"bestiary/CM/Jade Tigress.webp","token":"bestiary/tokens/CM/Jade Tigress.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"71 (11d8 + 21)","speed":"40 ft.","str":18,"dex":14,"con":15,"int":11,"wis":16,"cha":11,"saves":"Str +7, Con +5","skills":"Athletics +7, Insight +6, Intimidation +3, Perception +6","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 16","languages":"Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While Jade Tigress is wearing no armor and wielding no shield, her AC includes her Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jade Tigress makes three attacks."]},{"name":"Force Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) force damage, and if the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the end of Jade Tigress's next turn."]},{"name":"Poisoned Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 7 ({@damage 3d4}) poison damage, and the target must succeed on a {@dc 15} Constitution saving throw or gain 1 level of {@condition exhaustion}."]},{"name":"Heal Self (Recharges after a Long Rest)","entries":["Jade Tigress regains {@dice 2d8 + 2} hit points, and all levels of {@condition exhaustion} end on her."]}],"bonusActions":[{"name":"Nimble Escape","entries":["Jade Tigress takes the {@action Disengage} or {@action Hide} action."]}],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, Jade Tigress deflects the missile. The damage she takes from the attack is reduced by {@dice 1d10 + 9}. If the damage is reduced to 0, Jade Tigress catches the missile if it's small enough to hold in one hand and Jade Tigress has a hand free."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Jade Tigress is a powerfully built woman whose body has been honed by intense physical training. She is rugged in appearance, with jet-black hair, hazel eyes, and a long, thin scar running across her right cheek. She matches the description of one of the thieves who infiltrated Candlekeep."]}],"gallery":[{"path":"bestiary/CM/Jade Tigress.webp","credit":"Nikki Dawes"}]},{"id":"jaheira","name":"Jaheira","source":"MaBJoV","page":60,"srd":false,"image":"bestiary/MaBJoV/Jaheira.webp","token":"bestiary/tokens/MaBJoV/Jaheira.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"150 (20d8 + 60)","speed":"30 ft.","str":14,"dex":12,"con":16,"int":12,"wis":20,"cha":15,"saves":"Con +8, Wis +10","skills":"Medicine +10, Nature +6, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 20","languages":"Common, Druidic, Elvish, Sylvan","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Jaheira has advantage on saving throws against being {@condition charmed}, and magic can't put Jaheira to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Jaheira casts ones of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell barkskin}, {@spell druidcraft}, {@spell poison spray}, {@spell produce flame}, {@spell shillelagh}","2/day each: {@spell animal messenger}, {@spell commune with nature} (as an action), {@spell entangle}, {@spell speak with animals}","1/day each: {@spell heal}, {@spell heroes' feast}, {@spell stoneskin}"]}],"actions":[{"name":"Multiattack","entries":["Jaheira makes three Quarterstaff attacks."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 5}) bludgeoning damage plus 21 ({@damage 6d6}) thunder damage."]},{"name":"Cleansing Plague {@recharge}","entries":["Jaheira targets a creature she can see within 60 feet and causes a swarm of flying insects to cover the creature. The creature must make a {@dc 18} Constitution saving throw, taking 44 ({@damage 8d10}) piercing damage on a failed save, or half as much damage on a successful one. If the target fails their saving throw they are also {@condition blinded} until the end of their next turn."]}],"bonusActions":[{"name":"Mighty Summons (1/Day)","entries":["Jaheira summons three CR 2 Beasts or six CR 1 Beasts. These summoned creatures have maximum hit points and the damage they inflict is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Jaheira is a half-elf druid and an experienced leader within the organization known as the Harpers. She originally traveled to the Sword Coast with Khalid, her husband and fellow Harper, to investigate the Iron Crisis of 1368 DR on behalf of the secretive organization. Khalid was killed during the mission and Jaheira has never remarried. Although harsh and somewhat abrasive, Jaheira is fiercely loyal to the Harpers.","Born to a noble Tethyrian family loyal to King Alemander, Jaheira lost her parents at a young age at the hands of a mob during the country's violent civil war. She would have met the same fate, had a servant not saved her by smuggling her out of the castle. Chance led the pair to find a group of druids in the nearby forest, which took Jaheira in and raised her.","Jaheira believes that true balance and protection of nature can only come through action. When given no other choice, however, Jaheira strongly prefers to facilitate good over evil.","Jaheira has been a member of the Harpers for more than a century, though her elven blood gives her an appearance that is still relatively youthful. However, her age means that she is no longer an active Harper agent. Instead she seeks out those that she feels might help with the Harper cause and tries to recruit them. Jaheira is always on the lookout for an excuse to go back out on to the field and use her magic to destroy those who would harm the natural world or oppose the goals of the Harpers.",{"type":"entries","name":"Jaheira as a Contact","entries":["Jaheira becomes available as a contact for the Harpers at 9th level. Jaheira can put you in contact with a powerful Harper ally. These allies can come to your aid in a time of need. The cost is a magic item that Jaheira enchants. When you require assistance, you may read the magical rune and your item will vanish to be replaced by a powerful ally who will fight by your side for one hour.",{"type":"table","caption":"Allies via Jaheira","colLabels":["Ally","Required Level","Magic Item Sacrifice"],"colStyles":["col-5","col-1 text-right","col-6"],"rows":[["Mage, unicorn or Vellin (see entry in on next page)","9","Uncommon Boots, Cloak, Ring, Rod, Staff, Wand or Weapon"],["Assassin (named Arylin Moonblade), young silver dragon or deva","12","Uncommon Boots, Cloak, Ring, Rod, Staff, Wand or Weapon"],["Archmage (named either Alustriel Silverhand, Elminster Aumar or Laeral Silverhand), adult brass dragon or Jaheira","14","Rare Boots, Cloak, Ring, Rod, Staff, Wand or Weapon"],["Planetar","16","Rare Boots, Cloak, Ring, Rod, Staff, Wand or Weapon"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Jaheira.webp"}]},{"id":"jalester-silvermane","name":"Jalester Silvermane","source":"WDH","page":205,"srd":false,"image":"bestiary/WDH/Jalester Silvermane.webp","token":"bestiary/tokens/WDH/Jalester Silvermane.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"18","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":14,"dex":14,"con":13,"int":12,"wis":14,"cha":13,"saves":"Str +4, Con +3","skills":"Athletics +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Elvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Jalester carries a {@item badge of the Watch|wdh}."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, Jalester can regain 16 ({@dice 1d10 + 11}) hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jalester makes two weapon attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage when used with two hands."]},{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Riposte","entries":["When a creature that Jalester can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Human patron}",{"type":"quote","entries":["Want to know what's going on in our fine city? Grab a stool. Stay a while."]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["An earnest man in his mid-twenties, Jalester hails from the distant land of Cormyr, where he earned his spurs working for a mercenary company called the Steel Shadows. A few years ago, Jalester left the Dales and traveled to Waterdeep with several other members of the company, one of whom-Faerrel Dunblade-would become his best friend and lover.","The wizard Elminster befriended the two young men and brought them to the attention of Laeral Silverhand, who put them to work as deputies and spies. Jalester and Faerrel helped the Open Lord expose a plot to overthrow the government, but Faerrel was killed while helping bring the perpetrators to justice. Jalester remained in Waterdeep afterward, becoming one of Laeral's field operatives in the service of Waterdeep and the Lords' Alliance. He has been romantically unattached ever since Faerrel's death but longs again for love."]},{"type":"entries","name":"Treasure","entries":["Jalester carries a badge of the Watch (+2 bonus to AC if not using a shield). If the badge is lost or taken from him, it returns to Laeral Silverhand."]}]}]}],"gallery":[{"path":"bestiary/WDH/Jalester Silvermane.webp"}]},{"id":"jalynvyr-nir-thinn","name":"Jalynvyr Nir'Thinn","source":"KftGV","page":155,"srd":false,"image":"bestiary/tokens/KftGV/Jalynvyr Nir'Thinn.webp","token":"bestiary/tokens/KftGV/Jalynvyr Nir'Thinn.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d6 + 5)","speed":"30 ft., fly 30 ft.","str":6,"dex":14,"con":12,"int":10,"wis":10,"cha":11,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Elvish","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Death Burst","entries":["When Jalynvyr Nir'Thinn dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is {@quickref Vision and Light||2||heavily obscured}. Wind disperses the cloud, which otherwise lasts for 1 minute."]}],"spellcasting":[{"name":"Innate Spellcasting (1/Day)","entries":["Jalynvyr Nir'Thinn can innately cast {@spell dancing lights}, requiring no material components. Its innate spellcasting ability is Charisma.","At will: {@spell dancing lights}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Cinder Breath {@recharge}","entries":["Jalynvyr Nir'Thinn exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a {@dc 10} Dexterity saving throw or be {@condition blinded} until the end of the mephit's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"james-cryon","name":"James Cryon","source":"CRCotN","page":81,"srd":false,"image":"bestiary/CRCotN/042-04-002.headmasters-allsight.webp","token":"bestiary/tokens/CRCotN/James Cryon.webp","size":"Medium","creatureType":"Humanoid (Elf, Wizard)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":18,"wis":16,"cha":14,"saves":"Int +7, Wis +6","skills":"Arcana +7, History +7, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus three other languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["James casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell alter self}, {@spell light}, {@spell mage hand}","1/day each: {@spell comprehend languages}, {@spell mage armor}, {@spell zone of truth}"]}],"actions":[{"name":"Multiattack","entries":["James makes two Arcane Shock or Dagger of the Poisoned Mind attacks."]},{"name":"Arcane Shock","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}26 ({@damage 4d10 + 4}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn."]},{"name":"Dagger of the Poisoned Mind","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage. If the target is a creature, it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/042-04-002.headmasters-allsight.webp","credit":"Tyler Walpole"}]},{"id":"jamil-a-alithiya","name":"Jamil A'alithiya","source":"CRCotN","page":83,"srd":false,"image":"bestiary/CRCotN/043-04-003.high-curator-jamil.webp","token":"bestiary/tokens/CRCotN/Jamil A'alithiya.webp","size":"Medium","creatureType":"Humanoid (Human, Monk, Wizard)","alignment":"Chaotic Good","ac":"19","initiative":"+3 (13)","hp":"130 (20d8 + 40)","speed":"60 ft.","str":12,"dex":16,"con":14,"int":18,"wis":22,"cha":17,"saves":"Dex +7, Wis +10","skills":"Arcana +8, History +8, Investigation +8, Perception +10","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed","senses":"blindsight 30 ft., Passive Perception 20","languages":"Common plus four other languages","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While Jamil is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting","entries":["Jamil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell detect magic}","2/day each: {@spell detect thoughts}, {@spell identify} (as an action), {@spell scrying} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["Jamil makes three Force Strike attacks and uses Brain Burn (if available)."]},{"name":"Force Strike","entries":["{@atk ms,rs} {@hit 10} to hit, reach 5 ft. or range 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) force damage."]},{"name":"Brain Burn {@recharge 4}","entries":["Jamil targets up to two creatures it can see within 30 feet of itself. Each target must make a {@dc 18} Constitution saving throw. On a failed saving throw, the target takes 28 ({@damage 8d6}) psychic damage and can't take reactions until the start of its next turn. On a successful save, the target takes half as much damage and suffers no other effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/043-04-003.high-curator-jamil.webp","credit":"Anna Veltkamp"}]},{"id":"jammer-leech","name":"Jammer Leech","source":"BAM","page":30,"srd":false,"image":"bestiary/BAM/Jammer Leech.webp","token":"bestiary/tokens/BAM/Jammer Leech.webp","size":"Tiny","creatureType":"Plant","alignment":"Unaligned","ac":"12","initiative":"-5 (5)","hp":"27 (5d4 + 15)","speed":"10 ft.","str":11,"dex":1,"con":16,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened; prone","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spelljammer Overload","entries":["If the leech is reduced to 0 hit points while attached to a ship that has a spelljamming helm, the creature attuned to that helm must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 10 ({@damage 4d4}) psychic damage and is {@condition incapacitated} for 1 minute. On a successful save, the creature takes half as much damage and is {@condition incapacitated} until the end of its next turn."]},{"name":"Unusual Nature","entries":["The leech doesn't require air or sleep."]}],"spellcasting":[],"actions":[{"name":"Spiked Tentacle","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[{"name":"Attach to Hull","entries":["The leech attaches itself to a ship's hull in its space, dealing 2 ({@damage 1d4}) piercing damage to the ship (ignoring the ship's damage threshold). This damage can't be repaired until the leech is scraped off the hull. While the leech is attached, its speed is 0, and it can detach itself as a bonus action. As an action, a creature within reach of the leech can to try to scrape it off the hull, doing so with a successful {@dc 18} Strength check. On a failed check, the action is wasted as the leech remains attached to the hull. Removing the leech in this way deals no damage to the leech or the ship."]}],"reactions":[{"name":"Magical Discharge (1/Day)","entries":["When it takes damage, the leech can discharge a bolt of magical energy from its eye that targets one creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Dexterity saving throw or take 10 ({@damage 3d6}) force damage and be {@condition stunned} until the end of its next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A jammer leech is a barnacle-like creature that begins life as a space-dwelling spore that attaches to the hull of a spelljamming ship, with the leech inside in larval form. A spore that remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The shell is affixed to the ship by a glue-like substance secreted by the leech. The shell grows until it's about 1 foot in diameter. The leech inside is reddish-purple in color, with a body resembling that of a snail. It has a single watery eye at one end and a spiked tentacle protruding from just below the eye, which it uses to defend itself.","A mated pair of leeches produces {@dice 1d6} spores every month. Some of these spores might join their parents on the hull of the ship, while others float off, waiting to attach themselves to another unwary vessel.","A jammer leech damages the hull of the ship to which it is attached and absorbs magic from the ship's spelljamming helm. It can discharge this magic from time to time as a defensive measure. If the crew of a ship becomes aware of leeches that have become attached, it's customary for them to try to scrape the leeches off the hull rather than attack them with weapons. Killing a leech while it is attached to the ship is dangerous, because the trauma of its death can be felt by the ship's spelljammer, who is weakened and incapacitated by the shock."]}],"gallery":[{"path":"bestiary/BAM/Jammer Leech.webp","credit":"Shawn Wood"}]},{"id":"jamna-gleamsilver","name":"Jamna Gleamsilver","source":"HotDQ","page":91,"srd":false,"image":"bestiary/HotDQ/Jamna Gleamsilver.webp","token":"bestiary/tokens/HotDQ/Jamna Gleamsilver.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Neutral","ac":"15","initiative":"+3 (13)","hp":"22 (4d6 + 8)","speed":"25 ft.","str":8,"dex":17,"con":14,"int":15,"wis":10,"cha":12,"saves":"Dex +5, Int +4","skills":"Acrobatics +5, Deception +3, Insight +2, Perception +4, Persuasion +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Gnomish, Goblin, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["Jamna can take a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Gnome Cunning","entries":["Jamna has advantage on Intelligence, Wisdom and Charisma saving throws against magic."]}],"spellcasting":[{"name":"Spellcasting","entries":["Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save {@dc 12}, {@hit 4} to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list.","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (3 slots): {@spell charm person}, {@spell color spray}, {@spell disguise self}, {@spell longstrider}"]}],"actions":[{"name":"Multiattack","entries":["Jamna attacks twice with her shortswords."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 9 ({@damage 1d6 + 3}) plus ({@damage 1d6}) piercing damage if the target is Medium or larger."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Jamna Gleamsilver.webp"}]},{"id":"jandar-chergoba","name":"Jandar Chergoba","source":"WDH","page":116,"srd":false,"image":"bestiary/tokens/WDH/Jandar Chergoba.webp","token":"bestiary/tokens/WDH/Jandar Chergoba.webp","size":"Medium","creatureType":"Humanoid (Tiefling)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Infernal","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dark Devotion","entries":["Jandar has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Jandar's spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:","At will: {@spell thaumaturgy}"]},{"name":"Spellcasting","entries":["Jandar is a 4th-level spellcaster. His spellcasting ability is Wisdom. Jandar has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Jandar makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["As the head chef of Cassalanter Villa, Jandar determines each day's menu and oversees all activity in the kitchen."]}]}]}]},{"id":"jarad-vod-savo","name":"Jarad Vod Savo","source":"GGR","page":235,"srd":false,"image":"bestiary/GGR/Jarad Vod Savo.webp","token":"bestiary/tokens/GGR/Jarad Vod Savo.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"180 (24d8 + 72)","speed":"30 ft.","str":14,"dex":16,"con":16,"int":20,"wis":16,"cha":15,"saves":"Con +10, Int +12, Wis +10","skills":"Arcana +12, Insight +10, Perception +10","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 120 ft., Passive Perception 20","languages":"Common, Elvish, Kraul","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Jarad fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Jarad has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Spore Infusion","entries":["Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 ({@damage 2d10}) poison damage to a creature he can see within 10 feet of him."]},{"name":"Turn Resistance","entries":["Jarad has advantage on saving throws against any effect that turns undead."]},{"name":"Undead Fortitude","entries":["If damage reduces Jarad to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Jarad has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell chill touch}, {@spell mage hand}, {@spell poison spray}, {@spell prestidigitation}","Level 1 (4 slots): {@spell entangle}, {@spell ray of sickness}, {@spell sleep}","Level 2 (3 slots): {@spell Melf's acid arrow}, {@spell ray of enfeeblement}, {@spell spider climb}, {@spell web}","Level 3 (3 slots): {@spell animate dead}, {@spell plant growth}, {@spell vampiric touch}","Level 4 (3 slots): {@spell blight}, {@spell giant insect}, {@spell grasping vine}","Level 5 (2 slots): {@spell cloudkill}, {@spell insect plague}","Level 6 (1 slots): {@spell circle of death}, {@spell create undead}","Level 7 (1 slots): {@spell finger of death}, {@spell forcecage}"]}],"actions":[{"name":"Multiattack","entries":["Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir. He can cast a spell with a casting time of 1 action in place of one of these attacks."]},{"name":"Noxious Touch","entries":["{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}28 ({@damage 8d6}) poison damage, and the target must succeed on a {@dc 20} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Staff of Svogthir","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 13 ({@damage 3d8}) poison damage and 13 ({@damage 3d8}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["Jarad casts one of his cantrips."]},{"name":"Noxious Touch (Costs 2 Actions)","entries":["Jarad uses Noxious Touch."]},{"name":"Disrupt Life (Costs 3 Actions)","entries":["Each creature within 30 feet of Jarad must make a {@dc 20} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Golgari guildmaster is a Devkarin necromancer and lich named Jarad Vod Savo. In life, Jarad was an archer and accomplished hunter, as well as the brother of the previous guildmaster, the ambitious Savra. Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos.","As head of the Golgari Swarm, Jarad commands elf and medusa assassins, legions of kraul, brutish trolls, and masses of undercity-dwelling creatures. Thanks to the necromantic power he wields-and with the support of his loyal guards and soldiers-he has survived a number of assassination attempts from various upstarts.",{"name":"Undead Nature","type":"entries","entries":["Jarad doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Jarad Vod Savo.webp","credit":"Eric Deschamps"}]},{"id":"jarazoun","name":"Jarazoun","source":"KftGV","page":200,"srd":false,"image":"bestiary/KftGV/104-13-005.jarazoun-the-efreeti.webp","token":"bestiary/tokens/KftGV/Jarazoun.webp","size":"Large","creatureType":"Elemental","alignment":"Lawful Evil","ac":"17","initiative":"+1 (11)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 60 ft.","str":22,"dex":12,"con":24,"int":16,"wis":15,"cha":16,"saves":"Int +7, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Ignan","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Desert","treasure":"","traits":[{"name":"Elemental Demise","entries":["If Jarazoun dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Jarazoun's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}","3/day each: {@spell enlarge/reduce}, {@spell tongues}","1/day each: {@spell conjure elemental} ({@creature fire elemental} only), {@spell gaseous form}, {@spell invisibility}, {@spell major image}, {@spell plane shift}, {@spell wall of fire}"]}],"actions":[{"name":"Multiattack","entries":["Jarazoun makes two scimitar attacks or uses its Hurl Flame twice."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 5d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/104-13-005.jarazoun-the-efreeti.webp","credit":"Olivier Bernard"}]},{"id":"jarl-grugnur","name":"Jarl Grugnur","source":"TftYP","page":189,"srd":false,"image":"bestiary/TftYP-AtG/011-totyp-06-12.webp","token":"bestiary/tokens/TftYP/Jarl Grugnur.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"18","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Grugnur makes two longsword attacks."]},{"name":"Longsword +2","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d8 + 10}) slashing damage, or 26 ({@damage 3d10 + 10}) slashing damage if used with both hands."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP-AtG/011-totyp-06-12.webp"}]},{"id":"jarl-storvald","name":"Jarl Storvald","source":"SKT","page":165,"srd":false,"image":"bestiary/SKT/Jarl Storvald.webp","token":"bestiary/tokens/SKT/Jarl Storvald.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"15","initiative":"-1 (9)","hp":"189 (12d12 + 60)","speed":"40 ft.","str":23,"dex":9,"con":21,"int":9,"wis":16,"cha":16,"saves":"Con +8, Wis +6, Cha +6","skills":"Athletics +9, Perception +6","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Giant, Giant Owl","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Storvald casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:","1/day each: {@spell jump}, {@spell locate animals or plants}, {@spell locate object}, {@spell water breathing}, {@spell water walk}"]}],"actions":[{"name":"Weighted Net","entries":["{@atk rw} {@hit 5} to hit, ranged 20/60 ft., one Small, Medium, or Large creature. {@h}The target is {@condition restrained} until it escapes the net. Any creature can use its action to make a {@dc 17} Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target."]},{"name":"Multiattack","entries":["The giant makes two greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging.They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.",{"name":"Hearts of Ice","type":"entries","entries":["Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.","Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate."]},{"name":"Reavers of the Storm","type":"entries","entries":["The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When that storm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.","Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.",{"name":"Rulers by Might","entries":["Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.","When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides."],"type":"entries"},{"name":"Make War, Not Goods","entries":["Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws."],"type":"entries"}]}]},{"type":"entries","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]}]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"entries","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]}]}]}],"gallery":[{"path":"bestiary/SKT/Jarl Storvald.webp"}]},{"id":"jarlaxle-baenre","name":"Jarlaxle Baenre","source":"WDH","page":206,"srd":false,"image":"bestiary/WDH/Jarlaxle Baenre.webp","token":"bestiary/tokens/WDH/Jarlaxle Baenre.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Neutral","ac":"24","initiative":"+6 (16)","hp":"123 (19d8 + 38)","speed":"30 ft.","str":12,"dex":22,"con":14,"int":20,"wis":16,"cha":19,"saves":"Dex +11, Wis +8","skills":"Acrobatics +11, Athletics +6, Deception +14, Perception +8, Sleight Of Hand +11, Stealth +16","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Jarlaxle wears {@item +3 leather armor}, a {@item hat of disguise}, a {@item bracer of flying daggers|wdh}, a {@item cloak of invisibility}, a {@item knave's eye patch|wdh}, and a {@item ring of truth telling|wdh}. He wields a {@item +3 rapier} and carries a {@item portable hole} and a {@item wand of web}. His hat is adorned with a {@item feather of diatryma summoning|wdh}."]},{"name":"Evasion","entries":["If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jarlaxle instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's {@condition incapacitated}."]},{"name":"Fey Ancestry","entries":["Jarlaxle has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Legendary Resistance (1/Day)","entries":["If Jarlaxle fails a saving throw, he can choose to succeed instead."]},{"name":"Master Attuner","entries":["Jarlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard."]},{"name":"Sneak Attack (1/Turn)","entries":["Jarlaxle deals an extra 24 ({@damage 7d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jarlaxle's that isn't {@condition incapacitated} and Jarlaxle doesn't have disadvantage on the attack roll."]},{"name":"Suave Defense","entries":["While Jarlaxle is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier."]},{"name":"Sunlight Sensitivity","entries":["When not wearing his knave's eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Jarlaxle's innate spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks) He can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Jarlaxle makes three attacks with his +3 rapier or two attacks with daggers created by his bracer of flying daggers."]},{"name":"+3 Rapier","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d8 + 9}) piercing damage."]},{"name":"Flying Dagger","entries":["{@atk rw} {@hit 11} to hit, range 20/60 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Quick Step","entries":["Jarlaxle moves up to his speed without provoking opportunity attacks."]},{"name":"Attack (Costs 2 Actions)","entries":["Jarlaxle makes one attack with his +3 rapier or two attacks with daggers created by his bracer of flying daggers."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Jarlaxle is a flamboyant, swashbuckling drow iconoclast. He leads a renegade drow faction called Bregan D'aerthe, made up of disenfranchised male drow, most of them culled from destroyed or disgraced houses. Gifted with a sharp mind, a sense of humor, puissant skill with a blade, and a wealth of useful magic items, Jarlaxle infiltrated the city of Luskan, brought a kind of order to its lawlessness, and declared himself its secret lord.","Jarlaxle likes to weave a tangled web of schemes that leave his enemies baffled-the latest of which is a plan to legitimize Luskan by making it a member of the Lords' Alliance. The city's unsavory reputation has thwarted all previous efforts, and the current leaders of the Lords' Alliance have voiced their opposition to Luskan's admittance. A few have flatly declared that the city will never be welcome in the alliance. Nonetheless, Jarlaxle aims to persuade Laeral Silverhand, the Open Lord of Waterdeep, to champion Luskan's cause-even if that means losing other alliance members in the process. Tying Luskan's fortunes to those of Waterdeep would increase Jarlaxle's political and economic power on the Sword Coast.","Jarlaxle has come to Waterdeep in the guise of an Illuskan human named Zardoz Zord. \"Captain Zord\" is the master of the Sea Maidens Faire, a carnival that travels up and down the Sword Coast in three ships: the Eyecatcher, the Heartbreaker, and the Hellraiser (all words that describe Jarlaxle). He spends most of his time aboard the Eyecatcher, his personal ship. The other two vessels carry members of the carnival and their parade wagons.","Jarlaxle has forged an alliance with Lantan (an island to the south), and has armed his Bregan D'aerthe lieutenants with Lantanese firearms that rely on magical smokepowder to function. He has also acquired a Lantanese submarine called the Scarlet Marpenoth. This underwater vessel is mounted below the Eyecatcher and kept out of sight. Jarlaxle plans on using the submarine to flee Waterdeep if his scheme unravels.","Jarlaxle's loyalties are to himself first and foremost, and to Bregan D'aerthe secondarily."]}]}]}],"gallery":[{"path":"bestiary/WDH/Jarlaxle Baenre.webp"}]},{"id":"jarund-elkhardt","name":"Jarund Elkhardt","source":"IDRotF","page":305,"srd":false,"image":"bestiary/tokens/IDRotF/Jarund Elkhardt.webp","token":"bestiary/tokens/IDRotF/Jarund Elkhardt.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"14","initiative":"+0 (10)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":18,"dex":10,"con":15,"int":12,"wis":14,"cha":18,"saves":"Con +5, Wis +5","skills":"Athletics +7, Intimidation +7, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Jarund hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jarund makes three melee attacks."]},{"name":"Warhammer","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, or 15 ({@damage 2d10 + 4}) bludgeoning damage when used with two hands."]},{"name":"Shield","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, and Jarund pushes the target 5 feet away from him if it's Large or smaller. Jarund then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Jarund, that creature can make an attack against the target as a reaction."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths in battle. The strain of his long years of rule is etched on his weather-worn face.","Jarund's late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving Jarund without an heir. He has failed to produce another child with his wife, Wynneth, and his mistress, Froya, so the future of his royal line remains uncertain.","Auril's unyielding winter concerns Jarund deeply, and he often turns to his shaman, Mjenir, for guidance. The king respects the shaman's understanding of gods and spirits, and the fact that both men have lost their sons serves to strengthen the bond between them. Mjenir believes that the only way to break Auril's spell is to slay the goddess in her home, but Jarund believes that his warriors aren't strong enough to accomplish that task alone."]}]},{"id":"jasper-dimmerchasm","name":"Jasper Dimmerchasm","source":"SKT","page":184,"srd":false,"image":"bestiary/tokens/SKT/Jasper Dimmerchasm.webp","token":"bestiary/tokens/SKT/Jasper Dimmerchasm.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jasper makes two battleaxe attacks. If he has a handaxe drawn, he can also make a handaxe attack."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"jelayne","name":"Jelayne","source":"OoW","page":84,"srd":false,"image":"bestiary/tokens/OoW/Jelayne.webp","token":"bestiary/tokens/OoW/Jelayne.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":10,"dex":14,"con":15,"int":14,"wis":8,"cha":14,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"jenevere","name":"Jenevere","source":"CoA","page":264,"srd":false,"image":"bestiary/CoA/Jenevere.webp","token":"bestiary/tokens/CoA/Jenevere.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"20","initiative":"+6 (16)","hp":"216 (16d10 + 128)","speed":"40 ft., fly 120 ft.","str":18,"dex":22,"con":26,"int":18,"wis":20,"cha":24,"saves":"Int +10, Wis +11, Cha +13","skills":"Perception +11","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Jenevere has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Jenevere casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell Bless}, {@spell Detect Evil and Good}","1/day: {@spell Foresight}","2/day each: {@spell Commune}, {@spell Heal}, {@spell Legend Lore}, {@spell Raise Dead}, {@spell Scrying}"]}],"actions":[{"name":"Multiattack","entries":["Jenevere makes three Radiant Touch attacks."]},{"name":"Radiant Touch","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}33 ({@damage 6d8 + 6}) radiant damage."]},{"name":"Forgiveness (2/Day)","entries":["Jenevere selects a target within 10 feet. The target is freed from any curse, disease, poison, blindness, or deafness. If the target is a Fiend, it must succeed on a {@dc 21} saving throw or have disadvantage on all attack rolls for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["It was Jenevere's role to watch the mortal planes for individuals of particular virtue. Forbidden to intervene, she would record their struggles and deeds, to be brought in evidence when their souls migrated to their final reward. After centuries of meek observation, she petitioned for more active divine involvement in the fates of those she watched. She was refused. It was too much for her. Against the strictures of her role, she visited the mortal realms to interfere. No grand drawing of flaming swords, just calm words, a timely reminder of morality at the fulcrum point of someone's moral struggle. In time, the Nine Hells became aware of her influence and set a trap for her. After her capture she passed through various hands. Jenevere isn't fierce and combative, but open, honest, and infinitely merciful. She forgives the Fiends that torment her, knowing it is their nature, and her forgiveness burns them more than they can burn her. Possession of Jenevere became something of a poisoned chalice, so that she fell through their hierarchy, possessed by meaner and meaner masters, until she was acquired by Vaness and Fling of the Eye Market.","Jenevere's eyes are remarkable things, fashioned by gods to see all the virtues of the mortal realms. Vaness and Fling removed her eyes easily enough, but implanting them into a Fiend, or any of the evil things that come cap in hand to them, proved problematic. The eyes are a gateway to all the virtue and goodness of the planes. To Vaness and Fling's patrons, the experience proved unendurable. Vaness and Fling continue to experiment, but they're beginning to feel that in acquiring Jenevere they've taken on more than they can handle."],"gallery":[{"path":"bestiary/CoA/Jenevere.webp","credit":"Lius Lasahido"}]},{"id":"jenks","name":"Jenks","source":"WDH","page":63,"srd":false,"image":"bestiary/WDH/Summer-Scene.webp","token":"bestiary/tokens/WDH/Jenks.webp","size":"Small","creatureType":"Humanoid (Human)","alignment":"","ac":"-","initiative":"+0 (10)","hp":"-","speed":"-","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDH/Summer-Scene.webp"}]},{"id":"jermlaine","name":"Jermlaine","source":"MFF","page":11,"srd":false,"image":"bestiary/MFF/Jermlaine.webp","token":"bestiary/tokens/MFF/Jermlaine.webp","size":"Tiny","creatureType":"Humanoid (Jermlaine)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"3 (1d4 + 1)","speed":"30 ft.","str":4,"dex":12,"con":13,"int":10,"wis":11,"cha":7,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"Undercommon","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Lurkers in Shadow","entries":["Jermlaine are {@condition invisible} to darkvision."]},{"name":"Magic Resistance","entries":["The jermlaine has advantage on saving throws against spells and other magical effects."]},{"name":"Vermin Friend","entries":["The jermlaine can speak to and understand rats and giant rats."]},{"name":"Swarming Rush","entries":["A jermlaine adds {@damage 1d4} to its weapon damage rolls while within 5 feet of another, conscious jermlaine."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit -1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 3}) bludgeoning damage."]},{"name":"Dart","entries":["{@atk rw} {@hit 3} to hit, range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the odds are in their favor, they strike with a vicious determination that can overwhelm even a heavily armed drow patrol or duergar war party.",{"type":"entries","name":"Hateful Ambushers","entries":["Jermlaine hate and resent all larger creatures. They are acutely aware that their small size and weakness in combat makes them prey for countless Underdark creatures. This anger and resentment is channeled into vengeful scheming against creatures that enter their domain. The jermlaine keep careful watch, waiting for just the right moment to fall upon their enemies. When they strike, they emerge from their tunnels to attack in overwhelming waves. In the heat of battle, individual jermlaine gladly throw themselves on their enemies' weapons to clear the way for their allies' attacks."]},{"type":"entries","name":"Hidden Threat","entries":["The jermlaine's skin is rough, leathery, and textured like stone. Whether by the design of some sympathetic god or through sheer luck, their hide makes them appear {@condition invisible} to {@sense darkvision}. Part of the jermlaine's anger comes from attempts to hunt them down and fashion cloaks and other material from their skin. Such experiments have yet to yield a functional magic item, and the jermlaine's hatred of outsiders is driven in part by their assumption that any who meet them seek to harvest them for such experiments."]},{"type":"entries","name":"Secret Lairs","entries":["Because they are hunted for food or for their skin, jermlaine take care to hide their lairs away from prying eyes. They dig tunnels barely large enough to fit their 1-foot tall frames, making it almost impossible for their enemies to pursue them. Jermlaine dig their tunnels along dungeon hallways and Underdark passages, hiding the entrances to keep intruders out and set up their ambushes. The jermlaine create passages in the floor, along the walls, and in the upper part of the ceiling. When they attack, they spill upon their enemies from every direction in a bid to overwhelm them with sheer numbers."]},{"type":"entries","name":"Allied Rodents","entries":["The jermlaine can decipher the chitters and squeaks of rats, and in turn can communicate with such rodents. Underdark explorers know to keep a careful watch when encountering signs of a rat infestation. Those rodents, as creatures of the surface world, are rare in the deep Underdark. Their presence invariably signals the presence of a jermlaine colony."]}]}]}],"gallery":[{"path":"bestiary/MFF/Jermlaine.webp"}]},{"id":"jerot-galgin","name":"Jerot Galgin","source":"VEoR","page":28,"srd":false,"image":"bestiary/tokens/VEoR/Jerot Galgin.webp","token":"bestiary/tokens/VEoR/Jerot Galgin.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"110 (20d8 + 20)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":17,"wis":12,"cha":11,"saves":"Int +7, Wis +5","skills":"Arcana +7, History +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Jerot casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell dancing lights}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell bestow curse}, {@spell dimension door}, {@spell mage armor}, {@spell web}","1/day each: {@spell circle of death}"]}],"actions":[{"name":"Multiattack","entries":["Jerot makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}25 ({@damage 4d10 + 3}) necrotic damage."]}],"bonusActions":[{"name":"Summon Undead (1/Day)","entries":["Jerot magically summons five {@creature skeleton||skeletons} or {@creature zombie||zombies}. The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action."]}],"reactions":[{"name":"Grim Harvest (1/Turn)","entries":["When Jerot kills a creature with necrotic damage, the necromancer regains 9 ({@damage 2d8}) hit points. "]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"jessamine","name":"Jessamine","source":"ToA","page":26,"srd":false,"image":"bestiary/ToA/Jessamine.webp","token":"bestiary/tokens/ToA/Jessamine.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"15","initiative":"+3 (13)","hp":"58 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["The assassin deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The assassin makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Jessamine.webp"}]},{"id":"jeyev-veldrews","name":"Jeyev Veldrews","source":"DSotDQ","page":75,"srd":false,"image":"bestiary/DSotDQ/047-03-008.jeyev-veldrews.webp","token":"bestiary/tokens/DSotDQ/Jeyev Veldrews.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jeyev makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Jeyev adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/047-03-008.jeyev-veldrews.webp","credit":"Dawn Carlos"}]},{"id":"jiangshi","name":"Jiangshi","source":"RHW","page":251,"srd":false,"image":"bestiary/RHW/Jiangshi.webp","token":"bestiary/tokens/RHW/Jiangshi.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"16","initiative":"-4 (6)","hp":"119 (14d8 + 56)","speed":"20 ft., fly 5 ft. (hover)","str":18,"dex":3,"con":18,"int":17,"wis":14,"cha":12,"saves":"Con +8, Int +7, Wis +6, Cha +5","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Darkvision 120 ft., Passive Perception 16","languages":"Common plus three other languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Any","treasure":"Relics","traits":[{"name":"Jiangshi Weaknesses","entries":["The jiangshi has these weaknesses:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fear of Its Own Reflection","entries":["If the jiangshi sees its reflection, it immediately takes its {@variantrule Reaction|XPHB}, if available, to move as far from the reflection as possible."]},{"type":"item","name":"Susceptible to Holy Symbols","entries":["While the jiangshi is wearing or touching a {@item Holy Symbol|XPHB}, it loses its {@variantrule Immunity|XPHB} to the {@condition Frightened|XPHB} condition and automatically fails saving throws to avoid or end the {@condition Frightened|XPHB} condition."]}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The jiangshi makes three Slam attacks and uses Consume Energy."]},{"name":"Slam","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage."]},{"name":"Consume Energy","entries":["{@actSave con} {@dc 16}, one creature the jiangshi can see within 30 feet. {@actSaveFail} 18 ({@damage 4d8}) Necrotic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The jiangshi regains {@variantrule Hit Points|XPHB} equal to the Necrotic damage taken, the jiangshi's {@variantrule Fly Speed|XPHB} increases to 20 feet until the end of its next turn, and it can take its Hungering Stride {@variantrule Bonus Action|XPHB}. A Humanoid reduced to 0 {@variantrule Hit Points|XPHB} by this damage rises at the end of the jiangshi's turn as a Wight under the jiangshi's control. If this wight kills a Humanoid with its Life Drain action, the wight transforms into an independent Jiangshi 5 days later."]}],"bonusActions":[{"name":"Hungering Stride (Requires Consume Energy)","entries":["The jiangshi takes the {@action Dash|XPHB} action."]},{"name":"Shape-Shift","entries":["The jiangshi shape-shifts into a Medium or Small Beast, Humanoid, or Undead creature, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Vindictive, Vitality-Sapping Corpse}","When a soul becomes trapped within its corpse, its bitterness can reanimate its body, creating a jiangshi. These vengeful dead stalk their descendants, sowing terror and taking retribution for the slights or neglected burial rites that led to their cursed resurrections. Rigor mortis notoriously afflicts the limbs of jiangshi, causing them to hold their arms rigidly and to walk with a stiff gait. This, along with their flight, leads many to call them hopping vampires.","By day, jiangshi lurk within tombs or hidden ruins to avoid attention from the living. At night, they emerge to drain the life from those who dare wander in darkness. A Humanoid killed by a jiangshi rises as a life-hungry corpse that, if given the chance to slake its thirst, might also turn into jiangshi."]}],"gallery":[{"path":"bestiary/RHW/Jiangshi.webp","credit":"Irina Nordsol"}],"otherVersions":[{"id":"jiangshi-vrgr","source":"VRGR"}]},{"id":"jiangshi-vrgr","name":"Jiangshi","source":"VRGR","page":236,"srd":false,"image":"bestiary/VRGR/Jiangshi.webp","token":"bestiary/tokens/VRGR/Jiangshi.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"16","initiative":"-4 (6)","hp":"119 (14d8 + 56)","speed":"20 ft.","str":18,"dex":3,"con":18,"int":17,"wis":14,"cha":12,"saves":"Con +8, Int +7, Wis +6, Cha +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"any languages it knew in life","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Jiangshi Weaknesses","entries":["The jiangshi has the following flaws:","{@i Fear of Its Own Reflection.} If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away from the reflection as possible.","{@i Susceptible to Holy Symbols.} While the jiangshi is wearing or touching a holy symbol, it automatically fails saving throws against effects that turn Undead."]},{"name":"Unusual Nature","entries":["The jiangshi doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The jiangshi makes three Slam attacks and uses Consume Energy."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Consume Energy","entries":["The jiangshi draws energy from a creature it can see within 30 feet of it. The target makes a {@dc 16} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. The jiangshi regains hit points equal to the amount of necrotic damage dealt. After regaining hit points from this action, the jiangshi gains the following benefits for 7 days: its walking speed increases to 40 feet, and it gains a flying speed equal to its walking speed and can hover.","A Humanoid slain by this necrotic damage rises as a wight (see its entry in the Monster Manual) at the end of the jiangshi's turn. The wight acts immediately after the jiangshi in the initiative order. If this wight slays a Humanoid with its Life Drain, the wight transforms into a jiangshi 5 days later."]},{"name":"Change Shape","entries":["The jiangshi polymorphs into a Beast, a Humanoid, or an Undead that is Medium or Small or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the jiangshi's choice). It reverts to its true form if it dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a soul becomes trapped within its corpse, its bitterness can reanimate its body, creating a jiangshi. These vengeful dead stalk their descendants and the communities they knew in life, sowing terror and taking retribution for the slights or neglected burial rites that led to their cursed resurrections. Rigor mortis notoriously afflicts the limbs of jiangshi, causing them to hold their arms rigidly and to walk with a stiff gait. This, along with their flight, lead many to call them hopping vampires.","By day, jiangshi lurk within their tombs and hidden ruins to avoid the attention of the living. At night, they emerge to drain life from other creatures, these vital energies sustaining their unnatural existences and granting them greater powers. Humanoids killed by a jiangshi rise as life-hungry corpses and might turn into jiangshi themselves if they feed upon the living."]}],"gallery":[{"path":"bestiary/VRGR/Jiangshi.webp","credit":"Julian Kok"}],"hidden":true,"otherVersions":[{"id":"jiangshi","source":"RHW"}]},{"id":"jijibisha-manivarshi","name":"Jijibisha Manivarshi","source":"JttRC","page":128,"srd":false,"image":"bestiary/tokens/JttRC/Jijibisha Manivarshi.webp","token":"bestiary/tokens/JttRC/Jijibisha Manivarshi.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"19","initiative":"+3 (13)","hp":"153 (18d8 + 72)","speed":"30 ft., fly 60 ft.","str":16,"dex":16,"con":18,"int":18,"wis":15,"cha":19,"saves":"","skills":"Intimidation +9, Perception +7, Stealth +8","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 17","languages":"Abyssal, Infernal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Jijibisha has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Jijibisha's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Jijibisha's innate spellcasting ability is Charisma (spell save {@dc 17}). The ultroloth can innately cast the following spells, requiring no material components:","At will: {@spell alter self}, {@spell clairvoyance}, {@spell darkness}, {@spell detect magic}, {@spell detect thoughts}, {@spell dispel magic}, {@spell invisibility} (self only), {@spell suggestion}","3/day each: {@spell wall of fire}"]}],"actions":[{"name":"Multiattack","entries":["Jijibisha can use its Hypnotic Gaze and makes three melee attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Hypnotic Gaze","entries":["Jijibisha's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} until the end of the ultroloth's next turn. The {@condition charmed} target is {@condition stunned}. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours."]},{"name":"Teleport","entries":["Jijibisha magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Jijibisha Manivarshi, a vicious soul from the land's past, lurks in the nearby forest. Long ago she made a deal with wicked otherworldly forces that gave her longevity and fiendish powers, a bargain that ultimately resulted in the ruin of Manivarsha.","Despite her fiendish powers, she looks like an ancient, withered human."]}]},{"id":"jim-darkmagic","name":"Jim Darkmagic","source":"AI","page":197,"srd":false,"image":"bestiary/AI/Jim Darkmagic.webp","token":"bestiary/tokens/AI/Jim Darkmagic.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":18,"wis":12,"cha":14,"saves":"Int +7, Wis +4","skills":"Acrobatics +5, Animal Handling +4, Arcana +7, History +7, Performance +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Jim carries a {@item wand of wonder}."]},{"name":"Benign Transportation (Recharges after Jim Casts a Conjuration Spell of 1st Level or Higher)","entries":["As a bonus action, Jim teleports up to 30 feet to a space he can see. The space must be unoccupied or occupied by a willing Small or Medium creature. If the latter, Jim and the willing creature both teleport, swapping places."]}],"spellcasting":[{"name":"Spellcasting","entries":["Jim is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell friends}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","Level 1 (4 slots): {@spell disguise self}, {@spell Jim's magic missile|AI}*, {@spell mage armor}","Level 2 (3 slots): {@spell invisibility}, {@spell Jim's glowing coin|AI}*","Level 3 (3 slots): {@spell incite greed|AI}*, {@spell fireball}","Level 4 (3 slots): {@spell conjure minor elementals}, {@spell polymorph}","Level 5 (1 slots): {@spell mislead}","*New spell introduced in chapter 3"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Minor Conjuration","entries":["Jim conjures an inanimate object, no larger than 3 feet on a side and no more than 10 pounds, in his hand or on the ground in an unoccupied space he can see within 10 feet of him. The object is visibly magical, radiating dim light out to 5 feet. It disappears if it takes any damage, after 1 hour, or when Jim uses this feature again."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Have a magical day!"]},"James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. Jim's arcane pedigree has long preceded him, incorporating equally healthy amounts of magical training and innate eldritch prowess. However, despite a natural talent that could have allowed him to make a name for himself as a court wizard, or perhaps \"that strange old man in the village,\" Jim's original penchant was not for the magic of scroll or spell, but for the stage.","As an entertainer and purveyor of the \"Jim Darkmagic Experience,\" the legendary mage can often be found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to become a \"real wizard\"-by which he means a fake wizard-full time."]}]}]}],"gallery":[{"path":"bestiary/AI/Jim Darkmagic.webp","credit":"Mike Krahulik"}]},{"id":"jimjar","name":"Jimjar","source":"OotA","page":6,"srd":false,"image":"bestiary/OotA/Jimjar.webp","token":"bestiary/tokens/OotA/Jimjar.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Gnomish, Terran, Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Jimjar can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Jimjar deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jimjar makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Jimjar.webp"}]},{"id":"jingle-jangle","name":"Jingle Jangle","source":"WBtW","page":70,"srd":false,"image":"bestiary/WBtW/Jingle Jangle.webp","token":"bestiary/tokens/WBtW/Jingle Jangle.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Good","ac":"15","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nimble Escape","entries":["Jingle Jangle can take the {@action Disengage} or {@action Hide} action as a bonus action on each of her turns."]}],"spellcasting":[],"actions":[{"name":"Flail of Locks","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 3d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Jingle Jangle's obsession with keys serves as a cautionary tale for those who would enter into a bargain with Bavlorna Blightstraw. The goblin once sought the hag's help in a desperate attempt to undo what she thought was a terrible curse: wherever Jingle Jangle went, she felt a tormenting fear of being caught on the wrong side of a locked door. When she appealed to Bavlorna for aid, the hag removed the goblin's ability to perceive that fear and replaced it with an insatiable and overwhelming need to collect keys. So great is this obsession that Jingle Jangle has lost her own sense of self and now refers to herself only in the third person.","Jingle Jangle is a kind soul who refers to herself in the third person. She has a knack for finding keys and is thrilled to add new ones to her collection. She also gives keys as gifts to those who need them.","Jingle Jangle seeks a quiet life far away from locked doors and the intrigues of the fey courts. She moved to Telemy Hill to enjoy the hill's companionship and protection."]}],"gallery":[{"path":"bestiary/WBtW/Jingle Jangle.webp","credit":"Katerina Ladon"}]},{"id":"jobal","name":"Jobal","source":"ToA","page":26,"srd":false,"image":"bestiary/ToA/Jobal.webp","token":"bestiary/tokens/ToA/Jobal.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Jobal has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jobal makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Jobal.webp"}]},{"id":"jon-irenicus","name":"Jon Irenicus","source":"MaBJoV","page":73,"srd":false,"image":"bestiary/MaBJoV/Jon Irenicus.webp","token":"bestiary/tokens/MaBJoV/Jon Irenicus.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"217 (29d8 + 87)","speed":"30 ft.","str":19,"dex":16,"con":16,"int":22,"wis":14,"cha":16,"saves":"Con +10, Int +13, Wis +9","skills":"Arcana +20, History +13, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Abyssal, Celestial, Common, Elvish, Infernal, Sylvan","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Jon Irenicus fails a saving throw, he can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If he has a phylactery and he is destroyed, Jon Irenicus gains a new body in {@dice 1d10} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery."]},{"name":"Special Equipment","entries":["Jon Irenicus carries a {@item rod of lordly might}. He can use a bonus action to switch it between its {@item Mace|PHB} and {@item Flame Tongue} attacks."]},{"name":"Turn Resistance","entries":["Jon Irenicus has advantage on saving throws against any effect that turns Undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Jon Irenicus casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 21}, {@hit 13} to hit with spell attacks):","At will: {@spell Melf's acid arrow}, {@spell detect magic}, {@spell detect thoughts}, {@spell invisibility}, {@spell magic missile}, {@spell mage hand}, {@spell mirror image}, {@spell prestidigitation}, {@spell ray of frost}, {@spell shield}","2/day each: {@spell animate dead}, {@spell dimension door}, {@spell dispel magic}, {@spell fireball}, {@spell scrying}","1/day each: {@spell disintegrate}, {@spell dominate monster}, {@spell finger of death}, {@spell power word kill}, {@spell power word stun}, {@spell time stop}"]}],"actions":[{"name":"Multiattack (only useable with Transformation)","entries":["Jon Irenicus makes two Flame Tongue attacks or two Mace attacks. Each attack is made with advantage and does an additional 13 ({@damage 2d12}) force damage if it hits."]},{"name":"Flame Tongue (Rod of Lordly Might)","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage and 7 ({@damage 2d6}) fire damage."]},{"name":"Mace (Rod of Lordly Might)","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d6 + 7}) bludgeoning damage."]},{"name":"Breath of Death (1/Day)","entries":["Jon Irenicus emits a 90-foot cone of necrotic energy. Each creature in the effects area must make a {@dc 21} saving throw, taking 55 ({@damage 10d10}) necrotic damage on a failed save, half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Draining Counterspell","entries":["Jon Irenicus interrupts a creature he can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Jon Irenicus makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) necrotic damage if the spell fails."]}],"legendaryActions":[{"name":"Drain Life (1/Day)","entries":["Jon Irenicus makes a drain life attack with his rod of lordly might. If he hits a creature with his rod, the creature must make a {@dc 17} Constitution saving throw. On a failed save, the creature takes an extra 14 ({@damage 4d6}) necrotic damage, and Jon regains a number of hit points equal to half that necrotic damage."]},{"name":"Paralyze (1/Day)","entries":["Jon Irenicus makes a paralyze attack with his rod of lordly might. If he hits a creature with his rod, the creature must make a {@dc 17} Strength saving throw. On a failed save, the creature has the {@condition paralyzed} condition for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Jon Irenicus uses Spellcasting."]},{"name":"Transformation (Costs 3 Actions)","entries":["Jon Irenicus becomes endowed with endurance and martial prowess for 1 minute or until he ends this effect by using a bonus action. While transformed, he gains 50 temporary hit points, proficiency in Strength and Constitution saving throw, adds his Multiattack feature, and loses his Draining Counterspell reaction and Spellcasting action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Me and Boo have traveled far and wide and wide and far. Over mountains and under mountains and beside mountains. In all these places we have fought evil...for evil is everywhere. We have fought evil that is as evil as a green dragon that assaults your senses with tremendously loud and stinky belches. But never have we fought evil quite like Jon and Bodhi."],"by":"MINSC & BOO!"},"Joneleth of the house of Icarus was at one time the most powerful wizard in the elven city of Suldanessellar, and the favorite of the city's queen, Ellesime. Despite his esteemed position, Jon was led astray by the madness of his sister, Bodhi. She convinced Jon that he shouldn't be content with the power he possessed; that he deserved more.","To seduce her brother, Bodhi shared magical secrets with Jon that she had learned from the Dark Powers of the Shadowfell. Using one of these secrets, Jon attempted to steal the life force from Suldanessellar's Tree of Life, believing it would grant him power on the level of the elven gods. The ritual failed and many elves nearly died as a result. For their crimes, Queen Ellesime cursed Jon and Bodhi, stripping them of their elven longevity and exiling them from the city. The elven people no longer recognized the siblings as their own kind and so the exiled siblings took new names. Joneleth Icarus became Jon Irenicus (an elven word meaning \"unclean\").","Following his exile, Irenicus became obsessed with regaining the longevity that he had lost. He spent much of his time researching forbidden magic and engaging in horrific experimentation. Within his subterranean lair beneath the city of Athkatla, he tortured and studied mortal captives by means of twisted magic. One of those captives was the Bhaalspawn Abdel Adrian, mortal son of the God of Murder. Jon sought to draw the divine spark out of Abdel and take it for himself. But Abdel escaped imprisonment and eventually hunted down and killed Jon, bringing his existence to a seemingly ignominious end.","But that was not to be Jon's final fate. Due to a pact with the Dark Powers of the Shadowfell, Jon and Bodhi were drawn into a dark reflection of the treetop city in the Domain of Dread. Trapped and unable to escape the prison of his own making, Jon is still able to inflict misery on the elves of Suldanessellar with the help of his sister and their loyal followers.",{"type":"entries","name":"Jon Irenicus as a Contact","entries":["Jon Irenicus becomes available as a contact at 11th level. Jon has researched the path to become a lich. He is only willing to share the secret of lichdom with a wizard who is at least 17th level and swears lifelong fealty to him.",{"type":"list","items":["Mastering the Ritual: You must read the books that Jon provides you. This takes 10 weeks of downtime.","Building a Phylactery: You must build a phylactery. It can be a small box or any other item that has an interior space where arcane sigils can be drawn. It must be crafted from precious metals worth at least 50,000 gp in total. You must then scribe the arcane sigils of naming, binding, immortality, and dark magic in silver. This process takes 10 weeks of downtime.","The First Soul: You must capture a living humanoid or fiend. This humanoid or fiend must have a CR of 8 or greater.","Brewing the Potion: You must brew the potion of transformation. The blood of the first soul must be poured into this concoction. Brewing the potion takes 1 week and 20,000 gp worth of ingredients.","Performing the Ritual: Performing the final ritual requires an additional 30,000 gp in precious metals, rare herbs and incenses and various other components. The ritual takes 8 hours. At the end of it you must cast the {@spell imprisonment} spell on the first soul. Then you must drink the potion of transformation. If you succeed at a {@dc 15} Constitution saving throw you rise up as a lich. If you fail the saving throw you are struck dead. You cannot be raised except with a {@spell wish} spell.","Lichdom: It is up to your DM whether or not you can continue play as a lich. If your DM does allow you to continue play as a lich, it is recommended that you receive no legendary actions, no lair actions, no paralyzing touch and no legendary resistance. Instead, your race becomes undead and you gain the following benefits:",{"type":"list","items":["Resistance to damage from Cold, Lightning and Necrotic.","Immunity to Poison damage and Bludgeoning, Piercing, and Slashing from Nonmagical Attacks.","Immunity to the Charmed, Exhaustion, Frightened, Paralyzed and Poisoned conditions.","If you are destroyed you gain a new body in {@dice 1d10} days, regaining all of your hit points and becoming active again. The new body appears within 5 feet of your phylactery."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Jon Irenicus.webp"}]},{"id":"jorasco-medic","name":"Jorasco Medic","source":"EFA","page":81,"srd":false,"image":"bestiary/EFA/Jorasco Medic.webp","token":"bestiary/tokens/EFA/Jorasco Medic.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Neutral","ac":"16","initiative":"+4 (14)","hp":"58 (9d6 + 27)","speed":"30 ft.","str":12,"dex":15,"con":16,"int":14,"wis":17,"cha":14,"saves":"Con +5, Wis +5","skills":"Insight +5, Medicine +5, Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Halfling","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Lucky","entries":["When the medic rolls a 1 on the {@dice d20} of a {@variantrule D20 Test|XPHB}, it can reroll the die, and it must use the new roll."]}],"spellcasting":[{"name":"Mark of Healing (2/Day)","entries":["The medic casts {@spell Cure Wounds|XPHB} or {@spell Lesser Restoration|XPHB}, using Wisdom as the spellcasting ability.","2/day: {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The medic makes two Radiant Burst attacks."]},{"name":"Radiant Burst","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 30 ft. {@h}7 ({@damage 2d6}) Radiant damage, and the creature has the {@condition Blinded|XPHB} condition until the start of the medic's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dragonmarked heirs of House Jorasco served alongside every nation's armies in the Last War, providing medical care and magical healing to the injured. Though the warring nations treated Jorasco medics as sacrosanct, these medics also learned to channel their healing power into dazzling light to help them reach the wounded and escape from the thick of combat when necessary."]}],"gallery":[{"path":"bestiary/EFA/Jorasco Medic.webp"}]},{"id":"josbert-plum","name":"Josbert Plum","source":"ToFW","page":17,"srd":false,"image":"bestiary/ToFW/FarrowPlum.webp","token":"bestiary/tokens/ToFW/Josbert Plum.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":16,"dex":10,"con":14,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus one more language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["Josbert has advantage on an attack roll against a creature if at least one of the peacekeeper's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Electrified Mancatcher","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 4 ({@damage 1d8}) lightning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 13}). Until the {@condition grappled} condition ends, the target has the {@condition restrained} condition and can't teleport, Josbert can't make Electrified Mancatcher attacks, and the target takes 8 ({@damage 1d10 + 3}) lightning damage at the start of each of its turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/FarrowPlum.webp"}]},{"id":"joster-mareet","name":"Joster Mareet","source":"KftGV","page":107,"srd":false,"image":"bestiary/KftGV/056-07-004.quasit-conspiracy.webp","token":"bestiary/tokens/KftGV/Joster Mareet.webp","size":"Medium","creatureType":"Fiend (Shapechanger)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., fly 60 ft.","str":8,"dex":17,"con":13,"int":15,"wis":12,"cha":20,"saves":"","skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","vulnerabilities":"","resistances":"cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Telepathic Bond","entries":["Joster Mareet ignores the range restriction on its telepathy when communicating with a creature it has {@condition charmed}. The two don't even need to be on the same plane of existence."]},{"name":"Shapechanger","entries":["Joster Mareet can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"spellcasting":[],"actions":[{"name":"Claw (Fiend Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Charm","entries":["One humanoid Joster Mareet can see within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.","Joster Mareet can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends."]},{"name":"Draining Kiss","entries":["Joster Mareet kisses a creature {@condition charmed} by it or a willing creature. The target must make a {@dc 15} Constitution saving throw against this magic, taking 32 ({@damage 5d10 + 5}) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Etherealness","entries":["Joster Mareet magically enters the Ethereal Plane from the Material Plane, or vice versa."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/056-07-004.quasit-conspiracy.webp","credit":"Kai Carpenter"}]},{"id":"jot","name":"Jot","source":"TftYP","page":15,"srd":false,"image":"bestiary/tokens/TftYP/Jot.webp","token":"bestiary/tokens/TftYP/Jot.webp","size":"Tiny","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"7 (3d4)","speed":"40 ft.","str":5,"dex":17,"con":10,"int":7,"wis":10,"cha":10,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"Abyssal, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Jot can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Magic Resistance","entries":["Jot has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Claw (Bite in Beast Form)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or take 5 ({@damage 2d4}) poison damage and become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Scare (1/Day)","entries":["One creature of Jot's choice within 20 feet of it must succeed on a {@dc 10} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success."]},{"name":"Invisibility","entries":["Jot magically turns {@condition invisible} until it attacks or uses Scare, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the quasit wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"juiblex","name":"Juiblex","source":"MPMM","page":160,"srd":false,"image":"bestiary/MPMM/Juiblex.webp","token":"bestiary/tokens/MPMM/Juiblex.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"350 (28d12 + 168)","speed":"30 ft., climb 30 ft.","str":24,"dex":10,"con":23,"int":20,"wis":20,"cha":16,"saves":"Dex +7, Con +13, Wis +12","skills":"Perception +12","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"acid; poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned; unconscious","senses":"truesight 120 ft., Passive Perception 22","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Foul","entries":["Any creature other than an Ooze that starts its turn within 10 feet of Juiblex must succeed on a {@dc 21} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn."]},{"name":"Legendary Resistance (3/Day)","entries":["If Juiblex fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Juiblex has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Spider Climb","entries":["Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Spellcasting","entries":["Juiblex casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):","At will: {@spell detect magic}","3/day each: {@spell contagion}, {@spell gaseous form}"]}],"actions":[{"name":"Multiattack","entries":["Juiblex makes three Acid Lash attacks."]},{"name":"Acid Lash","entries":["{@atk mw,rw} {@hit 14} to hit, reach 10 ft. or range 60/120 ft., one target. {@h}21 ({@damage 4d6 + 7}) acid damage. Any creature killed by this attack is drawn into Juiblex's body, where the corpse is dissolved after 1 minute."]},{"name":"Eject Slime {@recharge 5}","entries":["Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must succeed on a {@dc 21} Dexterity saving throw or take 55 ({@damage 10d10}) acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed. The penalty on an object can be removed by the {@spell mending} spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Juiblex makes one Acid Lash attack."]},{"name":"Corrupting Touch (Costs 2 Actions)","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}21 ({@damage 4d6 + 7}) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is {@condition poisoned}, and any creature, other than an Ooze, is {@condition poisoned} while within 10 feet of the target."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Juiblex can take one of the following lair actions; it can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Green Slime","entries":["A {@hazard green slime} (see the {@book Dungeon Master's Guide|DMG}) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour."]},{"type":"item","name":"Slippery Slime","entries":["Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature on it must succeed on a {@dc 21} Dexterity saving throw or fall {@condition prone} and slide 10 feet in a random direction determined by a {@dice d8} roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.","The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage."]},{"type":"item","name":"Sticky Slime","entries":["Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature in that area must succeed on a {@dc 21} Strength saving throw or become {@condition restrained}. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.","A {@condition restrained} creature is stuck as long as it remains in the slimy area or until it breaks free. The {@condition restrained} creature, or another creature that can reach it, can use its action to try to break free and must succeed on a {@dc 21} Strength check. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage."]}]}],"regionalEffects":["The region containing Juiblex's lair is warped by its magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acidic Water","entries":["Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them."]},{"type":"item","name":"Corrupted Nature","entries":["Within 6 miles of the lair, all Wisdom ({@skill Medicine}) and Wisdom ({@skill Survival}) checks have disadvantage."]},{"type":"item","name":"Slime","entries":["Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it."]}]},"If Juiblex dies, these effects fade over the course of {@dice 1d10} days."],"lore":["Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.","A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.",{"type":"entries","name":"Cultists of Juiblex","entries":["{@note See the {@cult Cult of Juiblex|MPMM} entry.}"]},{"type":"entries","name":"Juiblex's Lair","entries":["Juiblex's principal lair is known as the Slime Pits, a realm that Juiblex shares with {@creature Zuggtmoy|MPMM} (who also appears in this book). This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange organic forms rise from the oceans of ooze at Juiblex's command.","Juiblex's challenge rating is 24 (62,000 XP) when encountered in its lair."]}],"gallery":[{"path":"bestiary/MPMM/Juiblex.webp","credit":"Arnie Swekel"}],"otherVersions":[{"id":"juiblex-mtf","source":"MTF"}]},{"id":"juiblex-mtf","name":"Juiblex","source":"MTF","page":151,"srd":false,"image":"bestiary/MTF/Juiblex.webp","token":"bestiary/tokens/MTF/Juiblex.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"350 (28d12 + 168)","speed":"30 ft.","str":24,"dex":10,"con":23,"int":20,"wis":20,"cha":16,"saves":"Dex +7, Con +13, Wis +12","skills":"Perception +12","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned; unconscious","senses":"truesight 120 ft., Passive Perception 22","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Foul","entries":["Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a {@dc 21} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn."]},{"name":"Legendary Resistance (3/Day)","entries":["If Juiblex fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Juiblex has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Juiblex's weapon attacks are magical."]},{"name":"Regeneration","entries":["Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Spider Climb","entries":["Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Juiblex's spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components:","At will: {@spell acid splash} (17th level), {@spell detect magic}","3/day each: {@spell blight}, {@spell contagion}, {@spell gaseous form}"]}],"actions":[{"name":"Multiattack","entries":["Juiblex makes three acid lash attacks."]},{"name":"Acid Lash","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}21 ({@damage 4d6 + 7}) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute."]},{"name":"Eject Slime {@recharge 5}","entries":["Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a {@dc 21} Dexterity saving throw. On a failure, the target takes 55 ({@damage 10d10}) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Acid Splash","entries":["Juiblex casts {@spell acid splash}."]},{"name":"Attack","entries":["Juiblex makes one acid lash attack."]},{"name":"Corrupting Touch (Costs 2 Actions)","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}21 ({@damage 4d6 + 7}) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is {@condition poisoned}, and any creature, other than an ooze, is {@condition poisoned} while within 10 feet of the target."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On Initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",{"type":"list","items":["Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a {@dc 21} Strength saving throw or become {@condition restrained}. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A {@condition restrained} creature is stuck as long as it remains in the slimy area or until it breaks free. The {@condition restrained} creature, or another creature who can reach it, can use its action to try to break free and must succeed on a {@dc 21} Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage.","Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a {@dc 21} Dexterity saving throw or fall {@condition prone} and slide 10 feet in a random direction determined by a {@dice d8} roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 ({@damage 4d10}) fire damage.","A {@hazard green slime} (see the {@book Dungeon Master's Guide|DMG}) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour."]}],"regionalEffects":["The region containing Juiblex's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","items":["Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it.","If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 18} Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Juiblex dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Madness of Juiblex","entries":["If a creature goes mad in Juiblex's lair or within line of sight of the demon lord, roll on the Madness of Juiblex table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",{"type":"table","caption":"Madness of Juiblex","colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-1","col-11"],"rows":[["01–20","\"I must consume everything I can!\""],["21–40","\"I refuse to part with any of my possessions.\""],["41–60","\"I'll do everything I can to get others to eat and drink beyond their normal limits.\""],["61–80","\"I must possess as many material goods as I can.\""],["81–00","\"My personality is irrelevant. I am defined by what I consume.\""]]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Juiblex","entries":["Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.","A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.","Only the truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures form Juiblex's extended physical body, while the demon lord slowly digests and savors their identities over time."]}]},{"type":"entries","name":"Juiblex's Lair","entries":["Juiblex's principal lair is known as the Slime Pits, a realm which Juiblex shares with {@creature Zuggtmoy|MTF}. This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of oozing, fetid sludge. Its landscape is covered in vast expanses of caustic and unintelligent slimes, and strange organic forms rise from the oceans of molds and oozes at Juiblex's command."]}]}],"gallery":[{"path":"bestiary/MTF/Juiblex.webp","credit":"Arnie Swekel"}],"hidden":true,"otherVersions":[{"id":"juiblex","source":"MPMM"}]},{"id":"juliana","name":"Juliana","source":"QftIS","page":98,"srd":false,"image":"bestiary/tokens/QftIS/Juliana.webp","token":"bestiary/tokens/QftIS/Juliana.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Juliana adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"junior-drow-priestess-of-lolth","name":"Junior Drow Priestess of Lolth","source":"WDMM","page":149,"srd":false,"image":"bestiary/tokens/WDMM/Junior Drow Priestess of Lolth.webp","token":"bestiary/tokens/WDMM/Junior Drow Priestess of Lolth.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Elvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, the priestess can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["The priestess is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"juvenile-eldritch-horror","name":"Juvenile Eldritch Horror","source":"KftGV","page":24,"srd":false,"image":"bestiary/tokens/KftGV/Juvenile Eldritch Horror.webp","token":"bestiary/tokens/KftGV/Juvenile Eldritch Horror.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d12 + 64)","speed":"50 ft., climb 40 ft.","str":23,"dex":16,"con":18,"int":18,"wis":14,"cha":12,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"darkvision 90 ft., Passive Perception 16","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The eldritch horror casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (save {@dc 14}):","1/day: {@spell project image}","2/day each: {@spell blindness/deafness}, {@spell blur}"]}],"actions":[{"name":"Multiattack","entries":["The eldritch horror makes two attacks: one with its bite and one to constrict."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}) if the eldritch horror isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends."]},{"name":"Lightning Breath {@recharge 5}","entries":["The eldritch horror exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Swallow","entries":["The eldritch horror makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the behir, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.","If the eldritch horror takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"juvenile-hook-horror","name":"Juvenile Hook Horror","source":"OotA","page":34,"srd":false,"image":"bestiary/tokens/OotA/Juvenile Hook Horror.webp","token":"bestiary/tokens/OotA/Juvenile Hook Horror.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"39 (6d8 + 12)","speed":"20 ft., climb 20 ft.","str":15,"dex":10,"con":15,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 13","languages":"Hook Horror","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Echolocation","entries":["The hook horror can't use its blindsight while {@condition deafened}."]},{"name":"Keen Hearing","entries":["The hook horror has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hook horror makes two hook attacks."]},{"name":"Hook","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"juvenile-kraken","name":"Juvenile Kraken","source":"GoS","page":238,"srd":false,"image":"bestiary/GoS/Juvenile Kraken.webp","token":"bestiary/tokens/GoS/Juvenile Kraken.webp","size":"Huge","creatureType":"Monstrosity (Titan)","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"207 (18d12 + 90)","speed":"20 ft., swim 50 ft.","str":24,"dex":11,"con":20,"int":19,"wis":15,"cha":17,"saves":"Str +12, Dex +5, Con +10, Int +9, Wis +7","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning","conditionImmunities":"frightened; paralyzed","senses":"truesight 120 ft., Passive Perception 12","languages":"Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can't speak","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The kraken can breathe air and water."]},{"name":"Freedom of Movement","entries":["The kraken ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kraken makes two tentacle attacks, each of which it can replace with a use of Fling."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) piercing damage. If the target is a Medium or smaller creature {@condition grappled} by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the kraken, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time.","If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a {@dc 23} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 20}). Until the grapple ends, the target is {@condition restrained}. The kraken has ten tentacles, each of which can grapple one target."]},{"name":"Fling","entries":["One Medium or smaller object held or creature {@condition grappled} by the kraken is thrown up to 40 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 13} Dexterity saving throw or take the same damage and be knocked {@condition prone}."]},{"name":"Lightning Strike","entries":["The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tentacle Attack (Costs 2 Actions)","entries":["The kraken makes one tentacle attack."]},{"name":"Fling","entries":["The kraken uses Fling."]},{"name":"Ink Cloud (Costs 3 Actions)","entries":["While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is {@quickref Vision and Light||2||heavily obscured} to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a {@dc 18} Constitution saving throw, taking 11 ({@damage 2d10}) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun's madness. Becoming more independent every day, it dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas."]}]}]}],"gallery":[{"path":"bestiary/GoS/Juvenile Kraken.webp","credit":"Joachim Barrum"}]},{"id":"juvenile-mimic","name":"Juvenile Mimic","source":"TCE","page":167,"srd":false,"image":"bestiary/tokens/TCE/Juvenile Mimic.webp","token":"bestiary/tokens/TCE/Juvenile Mimic.webp","size":"Tiny","creatureType":"Monstrosity (Shapechanger)","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"7 (2d4 + 2)","speed":"10 ft., climb 10 ft.","str":1,"dex":12,"con":13,"int":10,"wis":13,"cha":10,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Undercommon, telepathy 120 ft.","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance (Object Form Only)","entries":["While the mimic remains motionless, it is indistinguishable from an ordinary object."]},{"name":"Spider Climb","entries":["The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}1 piercing damage plus 2 ({@damage 1d4}) acid damage."]},{"name":"Shape-Shift","entries":["The mimic polymorphs into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"juvenile-shadow-dragon","name":"Juvenile Shadow Dragon","source":"XMM","page":275,"srd":false,"image":"bestiary/XMM/Shadow Dragons.webp","token":"bestiary/tokens/XMM/Juvenile Shadow Dragon.webp","size":"Medium","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"15","initiative":"+4 (14)","hp":"45 (6d8 + 18)","speed":"30 ft., climb 30 ft., fly 60 ft.","str":17,"dex":14,"con":17,"int":12,"wis":11,"cha":15,"saves":"Dex +4","skills":"Perception +4, Stealth +6","vulnerabilities":"","resistances":"See Living Shadow","immunities":"necrotic","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Common, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Planar, Shadowfell, Underdark","treasure":"Any","traits":[{"name":"Living Shadow","entries":["While in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, the dragon has {@variantrule Resistance|XPHB} to damage that isn't Force, Psychic, or Radiant."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the dragon has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage plus 3 ({@damage 1d6}) Necrotic damage."]},{"name":"Shadow Breath {@recharge 5}","entries":["{@actSave dex} {@dc 13}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 17 ({@damage 5d6}) Necrotic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} A Humanoid reduced to 0 {@variantrule Hit Points|XPHB} by this damage dies, and a {@creature Shadow|XMM} rises from its corpse. The shadow is under the dragon's control and shares the dragon's {@variantrule Initiative|XPHB} count but acts immediately after the dragon."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, the dragon takes the {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Shadow Dragons","entries":["{@i Dragon Corrupted by Darkness}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Shadow dragons haunt forgotten, lightless places. While they might have once been other types of dragons, the influence of planar forces, negative energy, or sinister magic has stripped them of their former color or luster. In place of any former breath weapon, shadow dragons exhale caliginous gouts that saps life from everything it touches. Those slain by a shadow dragon's breath rise as shades obedient to the shadow dragon's will.","Shadow dragons typically dwell in the Underdark, particularly in areas with connections to the Shadowfell or other tenebrous realms. In some cases, they might lurk in dark, corrupted reaches of the regions they preferred before transforming into shadow dragons. Overgrown swamps, sepulchral desert ruins, and ash-choked volcanoes make natural lairs for shadow dragons.","Like many other dragons, shadow dragons collect hoards. Their tastes tend to be morbid—collecting coins from ruined empires and their victims' skulls.",{"type":"entries","name":"Shadow Dragon Lairs","entries":["Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["If ye truly be adventurers of lore, seek the great shadowy wyrm who lairs beneath the Peaks of Thunder and return in triumph bearing aloft her fabled Eye of Shadow."],"by":"Challenge Tempting Victims to the Lair of the Shadow Dragon Aurgloroasa"}]}]}],"gallery":[{"path":"bestiary/XMM/Shadow Dragons.webp","title":"A shadow dragon lurks among haunted ruins, attended by shadows raised by its life-draining breath","credit":"Justin Gerard"}]},{"id":"k-thriss-drow-b","name":"K'thriss Drow'b","source":"AI","page":202,"srd":false,"image":"bestiary/AI/Kthriss Drowb.webp","token":"bestiary/tokens/AI/K'thriss Drow'b.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":8,"dex":14,"con":12,"int":14,"wis":11,"cha":18,"saves":"Str +0, Dex +3, Con +2, Int +3, Wis +3, Cha +7","skills":"Arcana +4, Insight +2, Investigation +4, Perception +2, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Celestial, Common, Elvish, Undercommon; can read all writing","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["K'thriss wears a {@item robe of stars} (accounted for in his statistics). The robe allows him to cast the following spells: 6/day: {@spell magic missile} (7 missiles)"]},{"name":"Awakened Mind","entries":["K'thriss can telepathically speak to any creature he can see within 30 feet of him, provided the creature can understand at least one language."]},{"name":"Fey Ancestry","entries":["K'thriss has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep. Sunlight Sensitivity. While in sunlight, K'thriss has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["K'thriss's innate spellcasting ability is Charisma (spell save {@dc 14}). He can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}, {@spell disguise self}","1/day each: {@spell darkness}, {@spell faerie fire}"]},{"name":"Spellcasting","entries":["K'thriss is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast}, {@spell mending}, {@spell prestidigitation}, {@spell thorn whip}, {@spell vicious mockery}","Level 3 (2 slots): {@spell dissonant whispers}, {@spell fly}, {@spell hex}, {@spell misty step}, {@spell sending}, {@spell shatter}"]}],"actions":[{"name":"Multiattack","entries":["K'thriss makes two attacks with his sickle."]},{"name":"Sickle","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["All things are divided into meat and mouths-but even a mouth is just meat."]},"The drow warlock K'thriss Drow'b cuts a dashing figure as the worldly representative of the Ur-a ravenous, inscrutable, and largely indifferent elder entity from beyond reality. Tapped into this dark power, the \"C\" Team's hoards person sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning and purpose in the structures of so-called \"reality.\" Still, all things considered, he is most often polite and affable. Because after a long adventuring career, he understands that he can't afford to make more enemies.","Given his blue skin tone, rumors suggest that K'thriss is of mixed heritage, but no one knows for sure. As a young and doubting adherent of Lolth, he stumbled upon fragments of a relic known as the Black Altar, exposing him to their infinite truths and shocking the drow's hair jet-black. His matching \"beard\" is actually a slow-growing colony of inert spores that K'thriss believes makes him look distinguished. Possessed of alarming and asymmetric crystalline eyes, he often wears a blindfold to spare others his visage, seeing through the eyes of his familiar while he does.","Tentacles play a big part in K'thriss's spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip. And when enemies hear K'thriss whisper the deep truths of the Ur-typically something about how on a geologic time scale, everyone's desires are meaningless-they remember it.","K'thriss's familiar, Ligotti, is a semi-sapient remnant of a tentacle attack, spawned by the warlock's intercessor patron god. Though entirely alien to the material plane (and often appearing in the form of a staff), Ligotti uses the stat block of a poisonous snake with these changes:",{"type":"list","items":["It has an Intelligence score of 12 (+2).","It has telepathy out to a range of 30 feet."]}]}]}]}],"gallery":[{"path":"bestiary/AI/Kthriss Drowb.webp","credit":"Nurse Normal"}]},{"id":"k-tulah","name":"K'Tulah","source":"CM","page":64,"srd":false,"image":"bestiary/tokens/CM/K'Tulah.webp","token":"bestiary/tokens/CM/K'Tulah.webp","size":"Medium","creatureType":"Humanoid (Tabaxi)","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Druidic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Feline Agility","entries":["When K'Tulah moves on her turn in combat, she can double her speed until the end of the turn. Once she uses this ability, K'Tulah can't use it again until she moves 0 feet on one of her turns."]}],"spellcasting":[{"name":"Spellcasting","entries":["K'Tulah is a 4th-level spellcaster. K'Tulah's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). K'Tulah has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh."]},{"name":"Claws","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["K'Tulah is a gregarious tabaxi, a catlike humanoid. She arrived at Candlekeep six days ago and received permission to use the library to conduct her research on regional forms of folk magic.","She is an animated talker whose exaggerated gesticulations while chatting annoy Varnyr, but the elf appreciates her academic expertise."]}]},{"id":"kaaltar","name":"Kaaltar","source":"SKT","page":197,"srd":false,"image":"bestiary/tokens/SKT/Kaaltar.webp","token":"bestiary/tokens/SKT/Kaaltar.webp","size":"Medium","creatureType":"Giant","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":14,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Giant","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kaarghaz","name":"Kaarghaz","source":"TftYP","page":45,"srd":false,"image":"bestiary/tokens/TftYP/Kaarghaz.webp","token":"bestiary/tokens/TftYP/Kaarghaz.webp","size":"Medium","creatureType":"Humanoid (Troglodyte)","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":14,"dex":10,"con":14,"int":6,"wis":10,"cha":15,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Draconic, Troglodyte","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Chameleon Skin","entries":["The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Stench","entries":["Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kaarghaz is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He knows the following sorcerer spells:","Cantrips (at will): {@spell fire bolt}, {@spell mage hand}, {@spell poison spray}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (6 slots): {@spell burning hands}, {@spell shield}, {@spell sleep}","Level 2 (3 slots): {@spell invisibility}, {@spell scorching ray}"]}],"actions":[{"name":"Multiattack","entries":["The troglodyte makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung.","Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting.",{"name":"Simpleminded Brutes","type":"entries","entries":["Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy.","Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword."]},{"name":"Devotees of Laogzed","type":"entries","entries":["Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be."]}]}]}]}]},{"id":"kadroth","name":"Kadroth","source":"IDRotF","page":42,"srd":false,"image":"bestiary/IDRotF/Kadroth.webp","token":"bestiary/tokens/IDRotF/Kadroth.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["Kadroth has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kadroth is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Kadroth makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason to do so.","For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning fireplace and drawing inspiration from its crackling flames. The slightest disturbance upsets him.","Kadroth appreciates the wisdom of maintaining the illusion that Speaker Crannoc Siever is still in charge, if only to keep Caer-Dineval's townsfolk from becoming restless. Thus, when necessary, Kadroth has the town speaker brought to his office to sign official documents."]}],"gallery":[{"path":"bestiary/IDRotF/Kadroth.webp"}]},{"id":"kaevja-cynavern","name":"Kaevja Cynavern","source":"WDH","page":158,"srd":false,"image":"bestiary/tokens/WDH/Kaevja Cynavern.webp","token":"bestiary/tokens/WDH/Kaevja Cynavern.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Special Equipment","entries":["Kaevja carries a yellow {@item elemental gem}. As an action she can break the gem releasing an earth elemental under her command."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kaevja is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell sending}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Previously a Red Wizard of Thay, this mage now studies magic under Manshoon."]}]}]}]},{"id":"kagain","name":"Kagain","source":"MaBJoV","page":118,"srd":false,"image":"bestiary/MaBJoV/Kagain.webp","token":"bestiary/tokens/MaBJoV/Kagain.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Neutral Evil","ac":"18","initiative":"+1 (11)","hp":"161 (17d8 + 85)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":10,"wis":11,"cha":10,"saves":"Str +8, Con +9","skills":"Athletics +8, Perception +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 14","languages":"Common, Dwarvish","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Kagain wields a {@item +3 greataxe}. While Kagain is attuned to this weapon, his hit point maximum increases to 178. Whenever a hostile creature damages Kagain while the axe is in his possession, he must succeed on a {@dc 15} Wisdom saving throw or go berserk. He can choose to fail this saving throw. While berserk, Kagain gains advantage on all melee attacks and attacks made against him are made with advantage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kagain makes three attacks with his Berserking Greataxe."]},{"name":"Berserking Greataxe","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d12 + 7}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Weapon Attack","entries":["Kagain makes a Berserking Greataxe attack."]},{"name":"Berserk Whirlwind (Costs 3 Actions)","entries":["Kagain makes a Berserking Greataxe attack against every creature within 5 feet of him."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["The dwarf knew how to live by the axe, but Boo always thought that he needed a swift kick in the morals!"],"by":"MINSC"},"Kagain is an infamous dwarven mercenary, known as much for his sadistic cruelty and naked greed as his prodigious skill in battle. He is known by many nick names including \"the Headhunter\", \"the Blood Dwarf\" and most famously the \"the Scream Hunter\". This last name comes from his supposed love for the screams of his dying victims. Head of a small but elite mercenary company, Kagain is willing to take on unscrupulous contracts that most rivals would never stomach. His band is based out of Baldur's Gate, where he most often takes on jobs from the Flaming Fist.","Largely indifferent to the suffering of others, Kagain's sole motivations seem to be gold and unleashing death and bloodshed upon the world. This has led Kagain to indulge in increasingly depraved acts in order to get the gold that he craves, and there is no moral or ethical line he will not cross. He has been known to pass off the bones of Uthgardt tribespeople as a substitute for orc fingers in the hopes of claiming outstanding bounties, and he once slaughtered an entire village of innocent gnomes, then tried to pass off their scalps as goblin heads. No act is too despicable for the dwarf if it makes his pursuit of gold easier.","The return of Bhaal has given Kagain a unique opportunity to apply his skills. In his younger years he traveled with one of the Bhaalspawn, Abdel Adrian. This early exposure to the mythology of the Lord of Murder intrigued Kagain, but nothing ever came from it. However, one drunken night in Baldur's Gate, Kagain and several of his mercenaries were set upon by Bhaal while they stumbled home. Despite murdering all his companions, the god spared Kagain on the condition that he become one of his devout followers. Given his love for killing, his lust for gold, and his utter lack of loyalty to his slain brothers-in-arms, it was an easy choice for the black-hearted dwarf","Kagain employs a band of mercenaries that are equally unscrupulous. He has little care for their wellbeing, so membership changes on a regular basis. Current members include the tasloi poisoner named Gixis; a gnoll tracker that goes by the name \"Hungry\" and a dread doppelganger Kagain refers to as the \"Face Peeler\"."],"gallery":[{"path":"bestiary/MaBJoV/Kagain.webp"}]},{"id":"kakkuu-spyder-fiend","name":"Kakkuu Spyder-Fiend","source":"VEoR","page":234,"srd":false,"image":"bestiary/VEoR/Kakkuu Spyder-Fiend.webp","token":"bestiary/tokens/VEoR/Kakkuu Spyder-Fiend.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft., climb 30 ft.","str":17,"dex":15,"con":14,"int":6,"wis":10,"cha":10,"saves":"Dex +5, Con +5, Wis +3","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"understands Abyssal but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The kakkuu has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The kakkuu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["When in contact with a web, the kakkuu knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The kakkuu ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kakkuu makes a Web Snare attack, uses Reel, and makes a Bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Reel","entries":["The kakkuu pulls each creature within 60 feet of itself that is {@condition grappled} by its Web Snare up to 30 feet straight toward itself."]},{"name":"Web Snare","entries":["{@atk rw} {@hit 6} to hit, reach 30/60 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 13}). While {@condition grappled}, the target also has the {@condition restrained} condition. A web snare grappling a creature can be attacked and destroyed (AC 10; 10 hit points; immunity to bludgeoning, poison, and psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Resembling enormous spiders, kakkuus are the most numerous and least intelligent spyder-fiends. In large conflicts, they serve as foot soldiers, but they prefer to avoid more powerful Fiends, who boss them around. Left on their own, kakkuus lurk in ambush and use their webs to snare prey."]},{"type":"section","entries":[{"type":"entries","name":"Spyder-Fiends","entries":["Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.","Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position.","Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska's imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos."]}]}],"gallery":[{"path":"bestiary/VEoR/Kakkuu Spyder-Fiend.webp"}]},{"id":"kal-the-crisp","name":"Kal the Crisp","source":"ToFW","page":17,"srd":false,"image":"bestiary/tokens/ToFW/Kal the Crisp.webp","token":"bestiary/tokens/ToFW/Kal the Crisp.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":16,"dex":14,"con":14,"int":10,"wis":16,"cha":11,"saves":"Str +5, Con +4","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common plus one more language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kal makes two Havoc Hammer or Havoc Flask attacks."]},{"name":"Havoc Hammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 9 ({@damage 2d8}) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 ({@damage 1d6}) fire damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a {@dc 13} Dexterity saving throw, ending the effect on itself on a successful save."]},{"name":"Havoc Flask","entries":["{@atk rw} {@hit 4} to hit, range 30/90 ft., one target. {@h}13 ({@damage 2d12}) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 ({@damage 1d6}) fire damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a {@dc 13} Dexterity saving throw, ending the effect on itself on a successful save.","After Kal throws the flask, roll a {@dice d6}; on a 3 or lower, the fire starter has no more flasks to throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kala-mabarin","name":"Kala Mabarin","source":"JttRC","page":70,"srd":false,"image":"bestiary/JttRC/043-05-003.kala-mabarin.webp","token":"bestiary/tokens/JttRC/Kala Mabarin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Druidic plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Kala is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/043-05-003.kala-mabarin.webp","credit":"Kniio"}]},{"id":"kalain","name":"Kalain","source":"WDH","page":89,"srd":false,"image":"bestiary/tokens/WDH/Kalain.webp","token":"bestiary/tokens/WDH/Kalain.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"Dex +4, Wis +3","skills":"Acrobatics +4, Perception +5, Performance +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Kalain has advantage on saving throws against being {@condition charmed} and magic can't put her to sleep."]},{"name":"Art Imitates Life (3/Day)","entries":["Kalain touches one of her paintings and causes its subject to spring forth, becoming a creature of that kind provided its CR is 3 or lower. The creature appears in an unoccupied space within 5 feet of the painting, which becomes blank. The creature is friendly toward Kalain and hostile toward all others. It rolls initiative to determine when it acts. It disappears after 1 minute, when it is reduced to 0 hit points, or when Kalain dies or falls {@condition unconscious}."]},{"name":"Taunt (2/Day)","entries":["Kalain can use a bonus action on her turn to target one creature within 30 feet of it. If the target can hear Kalain, the target must succeed on a {@dc 12} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Kalain's next turn."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kalain is a 4th-level spellcaster. Her spellcasting ability is Charisma. She has the following bard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell vicious mockery}","Level 1 (4 slots): {@spell charm person}, {@spell healing word}, {@spell heroism}, {@spell sleep}, {@spell thunderwave}","Level 2 (3 slots): {@spell invisibility}, {@spell shatter}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Kalain, was once a famous Waterdavian painter, but now Kalain's spirit is broken, leading to the onset of madness. She locks herself away, content to let time erode the last of her conscience."]}]}]}]},{"id":"kalaman-soldier","name":"Kalaman Soldier","source":"DSotDQ","page":202,"srd":false,"image":"bestiary/tokens/DSotDQ/Kalaman Soldier.webp","token":"bestiary/tokens/DSotDQ/Kalaman Soldier.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+1 (11)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +3, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The soldier makes two Longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Hold the Line","entries":["If an ally within 5 feet of the soldier must make a saving throw, the soldier encourages the ally, granting advantage on the roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kalaman soldiers are the rank-and-file troops of the army of Kalaman. They are trained to fight defensively, bolstering one another in battle."]}]},{"id":"kalaraq-quori","name":"Kalaraq Quori","source":"ERLW","page":306,"srd":false,"image":"bestiary/ERLW/Kalaraq Quori.webp","token":"bestiary/tokens/ERLW/Kalaraq Quori.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+5 (15)","hp":"161 (19d8 + 76)","speed":"30 ft., fly 60 ft. (hover)","str":12,"dex":21,"con":18,"int":23,"wis":24,"cha":25,"saves":"Int +12, Wis +13, Cha +13","skills":"Deception +13, Perception +13, Persuasion +13","vulnerabilities":"","resistances":"cold; necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"blinded; charmed; exhaustion; frightened; grappled; paralyzed; petrified; prone; restrained","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"All-Around Vision","entries":["The quori can't be {@status surprised} while it isn't {@condition incapacitated}."]},{"name":"Incorporeal Movement","entries":["The quori can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Magic Resistance","entries":["The quori has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The quori's spellcasting ability is Charisma (spell save {@dc 21}, {@hit 13} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell arcane eye}","3/day each: {@spell clairvoyance}, {@spell confusion}, {@spell dream}, {@spell eyebite}"]}],"actions":[{"name":"Multiattack","entries":["The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast."]},{"name":"Arcane Blast","entries":["{@atk rs} {@hit 13} to hit, range 120 ft., one target. {@h}12 ({@damage 1d10 + 7}) force damage."]},{"name":"Soul Binding","entries":["{@atk ms} {@hit 13} to hit, reach 5 ft., one target. {@h}29 ({@damage 4d10 + 7}) necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's eyes. The target can't be revived by any means short of a {@spell wish} spell until the quori is destroyed."]},{"name":"Mind Seed (1/Day)","entries":["The quori touches one humanoid, which must succeed on a {@dc 21} Intelligence saving throw or be cursed. The curse lasts until it's removed by a remove curse or {@spell greater restoration} spell.","The cursed target suffers 1 level of {@condition exhaustion} every 24 hours, and finishing a long rest doesn't reduce its {@condition exhaustion}. If the cursed target reaches {@condition exhaustion} level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its {@condition exhaustion} is removed. Only the {@spell wish} spell can free the thrall from this control."]},{"name":"Swarm of Eyes {@recharge}","entries":["The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a {@dc 21} Wisdom saving throw. On a failure, a creature takes 45 ({@damage 10d8}) psychic damage, and it is {@condition blinded} for 1 minute. On a success, a creature takes half as much damage and isn't {@condition blinded}. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Possession {@recharge}","entries":["One humanoid that the quori can see within 5 feet of it must succeed on a {@dc 21} Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is {@condition incapacitated} and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most powerful quori are the kalaraqs, also known as eyebinders—entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.","Kalaraq quori guide the quori race, and the Devourer of Dreams—the personal emissary of the Dreaming Dark—is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams. Because of this internal conflict, it is unusual for a kalaraq to leave Dal Quor to inhabit a mortal vessel and become one of the Inspired."]}]},{"type":"entries","entries":[{"type":"entries","entries":["Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter."]}]}],"gallery":[{"path":"bestiary/ERLW/Kalaraq Quori.webp","credit":"Christopher Burdett"}]},{"id":"kalashtar","name":"Kalashtar","source":"ERLW","page":317,"srd":false,"image":"bestiary/ERLW/Kalashtar.webp","token":"bestiary/tokens/ERLW/Kalashtar.webp","size":"Medium","creatureType":"Humanoid (Kalashtar)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":12,"dex":14,"con":12,"int":13,"wis":15,"cha":15,"saves":"","skills":"Acrobatics +4, Insight +4, Persuasion +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, telepathy 20 ft.","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dual Mind","entries":["The kalashtar has advantage on Wisdom saving throws."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Mind Thrust","entries":["The kalashtar targets a creature it can see within 30 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to those quori escaping the evil of Dal Quor, the kalashtar now fight to herald in a new age of light and balance."]}]}],"gallery":[{"path":"bestiary/ERLW/Kalashtar.webp","credit":"Efflam Mercier"}]},{"id":"kalka-kylla","name":"Kalka-Kylla","source":"TftYP","page":238,"srd":false,"image":"bestiary/tokens/TftYP/Kalka-Kylla.webp","token":"bestiary/tokens/TftYP/Kalka-Kylla.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"15","initiative":"+1 (11)","hp":"85 (10d10 + 30)","speed":"30 ft., swim 30 ft.","str":17,"dex":12,"con":16,"int":15,"wis":16,"cha":12,"saves":"","skills":"Deception +3, Insight +5, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 13","languages":"Olman","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Kalka-Kylla can breathe air and water."]},{"name":"False Appearance","entries":["While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder."]},{"name":"Shell","entries":["Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kalka-Kylla makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and if the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}. Kalka-Kylla has two claws, each of which can grapple only one target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kamadan","name":"Kamadan","source":"ToA","page":225,"srd":false,"image":"bestiary/ToA/Kamadan.webp","token":"bestiary/tokens/ToA/Kamadan.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"67 (9d10 + 18)","speed":"30 ft.","str":16,"dex":16,"con":14,"int":3,"wis":14,"cha":10,"saves":"","skills":"Perception +4, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The kamadan has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is knocked {@condition prone}, the kamadan can make two attacks—one with its bite and one with its snakes—against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kamadan makes two attacks: one with its bite or claw and one with its snakes."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Snakes","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 21 ({@damage 6d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Sleep Breath (Recharges after a Short or Long Rest)","entries":["The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 12} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A kamadan (pronounced KAM-ah-dan) is a feline predator that resembles a leopard with six snakes sprouting from its shoulders. Although it bears a passing resemblance to a displacer beast, the two creatures are unrelated (though some sages claim otherwise).","Kamadans typically hunt alone or in mated pairs. They can exhale clouds of sleep gas, which they typically do before entering melee combat. If a kamadan has both conscious and unconscious enemies within striking range, it tries to kill the conscious enemies first before finishing off any sleeping foes."]}]}]}],"gallery":[{"path":"bestiary/ToA/Kamadan.webp"}]},{"id":"kansaldi-fire-eyes","name":"Kansaldi Fire-Eyes","source":"DSotDQ","page":203,"srd":false,"image":"bestiary/DSotDQ/Kansaldi Fire-Eyes.webp","token":"bestiary/tokens/DSotDQ/Kansaldi Fire-Eyes.webp","size":"Medium","creatureType":"Humanoid (Cleric, Human)","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"172 (23d8 + 69)","speed":"30 ft.","str":18,"dex":11,"con":17,"int":16,"wis":19,"cha":16,"saves":"Wis +8, Cha +7","skills":"Insight +12, Perception +8, Religion +7","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 18","languages":"Abyssal, Common, Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Kansaldi has a glowing ruby embedded in her left eye socket. The gem functions as her eye and grants her truesight (included above). The gem can't be removed while Kansaldi is alive. When she dies, a creature can remove the gem as an action. The gem then functions as a {@item gem of seeing}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kansaldi casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 16}):","At will: {@spell light}, {@spell spare the dying}, {@spell thaumaturgy}","1/day each: {@spell blade barrier}, {@spell dispel magic}, {@spell flame strike}, {@spell lesser restoration}, {@spell revivify}"]}],"actions":[{"name":"Multiattack","entries":["Kansaldi makes two Pike attacks and uses Flame Burst."]},{"name":"Pike","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 16 ({@damage 3d10}) radiant damage."]},{"name":"Flame Burst","entries":["Kansaldi hurls magical flames at a creature she can see within 60 feet of herself. The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target takes 11 ({@damage 2d10}) fire damage and catches fire; until a creature takes an action to put out the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn't catch fire."]}],"bonusActions":[{"name":"Dragon Queen's Favor","entries":["Kansaldi or one creature she can see within 60 feet of herself magically regains 17 ({@dice 2d12 + 4}) hit points."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["High Master Kansaldi Fire-Eyes leads the Red Dragon Army's offensive in Solamnia. A fanatical adherent of the Dragon Queen, Kansaldi was indoctrinated into the god's worship by Dragon High Lord Verminaard. During a test of faith from her mentor, Kansaldi replaced her left eye with a gem of seeing. This gem smolders and glows red whenever Kansaldi uses her magic, and her followers claim it allows her to see through any lie.","Highlord Verminaard follows visions from the Dragon Queen on a campaign south. In his absence, he left a powerful contingent of the Red Dragon Army under Kansaldi's command and ordered her to claim the Kalaman region in the Dragon Queen's name. Kansaldi pursues these orders with a fanatic's zeal. For her, there is no possibility of defeat—there is only the Dragon Queen's will."]}],"gallery":[{"path":"bestiary/DSotDQ/Kansaldi Fire-Eyes.webp","credit":"Katerina Ladon"}]},{"id":"kapak-draconian","name":"Kapak Draconian","source":"DSotDQ","page":198,"srd":false,"image":"bestiary/DSotDQ/Kapak Draconian.webp","token":"bestiary/tokens/DSotDQ/Kapak Draconian.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"40 ft., climb 40 ft.","str":11,"dex":17,"con":14,"int":12,"wis":13,"cha":11,"saves":"Dex +5","skills":"Deception +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a {@dc 12} Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 ({@damage 2d6}) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature."]},{"name":"Glide","entries":["When the draconian falls and isn't {@condition incapacitated}, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} until the end of the target's next turn. While {@condition poisoned} in this way, the target is also {@condition paralyzed}."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kapak draconians are created using copper dragon eggs. These cunning opponents relish striking foes who are distracted or unaware. Kapaks often coat their weapons with their paralytic saliva, making them formidable assassins as well. Their small wings don't allow kapaks to fly, but they do help the draconians turn a fall into a rough glide. When they die, kapaks dissolve into acid that can splash onto nearby creatures."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests."]}]}],"gallery":[{"path":"bestiary/DSotDQ/Kapak Draconian.webp","credit":"Robson Michel"}]},{"id":"karas-chembryl","name":"Karas Chembryl","source":"FRAiF","page":263,"srd":false,"image":"bestiary/FRAiF/Karas Chembryl.webp","token":"bestiary/tokens/FRAiF/Karas Chembryl.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"17","initiative":"+11 (21)","hp":"104 (19d8 + 19)","speed":"30 ft., climb 30 ft.","str":11,"dex":20,"con":12,"int":18,"wis":15,"cha":17,"saves":"Dex +8, Con +4, Int +7, Wis +5","skills":"Acrobatics +8, Perception +8, Stealth +11","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Passive Perception 18","languages":"Common, Elvish, Infernal, Thieves' cant","cr":"8","crDisplay":"8 (XP 3,900, or 5,000 in lair; PB +3)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If Karas is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Karas instead takes no damage if she succeeds on the save and only half damage if she fails. She can't use this trait if she has the {@condition Incapacitated|XPHB} condition."]},{"name":"Legendary Resistance (3/Day or 4/Day in Lair)","entries":["If Karas fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Karas casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks):","At will: {@spell Friends|XPHB}, {@spell Silence|XPHB}, {@spell Thaumaturgy|XPHB}","1/day: {@spell Blight|XPHB}, {@spell Mislead|XPHB}","2/day: {@spell Ray of Sickness|XPHB} (level 5 version)"]}],"actions":[{"name":"Multiattack","entries":["Karas makes two attacks using Dread Dagger or Tyrant's Blade in any combination."]},{"name":"Dread Dagger","entries":["{@atkr m,r} {@hit 8}, reach 5 ft. or range 20/60 ft. {@h}10 ({@damage 2d4 + 5}) Piercing damage plus 4 ({@damage 1d8}) Necrotic damage. {@hom}The dagger magically returns to Karas's hand immediately after a ranged attack."]},{"name":"Tyrant's Blade","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}8 ({@damage 1d6 + 5}) Slashing damage, and the target has the {@condition Frightened|XPHB} condition until the start of Karas's next turn. If the target is already {@condition Frightened|XPHB}, it instead takes 10 ({@damage 3d6}) Psychic damage."]}],"bonusActions":[{"name":"Withdraw","entries":["Karas moves up to half her {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB} action and takes the {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[{"name":"Harrow","entries":["{@actSave wis} {@dc 15}, one creature Karas can see within 90 feet of herself. {@actSaveFail} 10 ({@damage 3d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition for 1 minute. While {@condition Frightened|XPHB}, the target's {@variantrule Speed|XPHB} is 0 feet, and it repeats the save at the end of each of its turns, ending the effect on a success. {@actSaveSuccessOrFail} Karas can't take this action again until the start of her next turn."]},{"name":"Stealth Attack","entries":["Karas makes one Dread Dagger attack and uses Withdraw."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Karas extends her connection to the Dead Three into the region she inhabits, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Creeping Dread","entries":["Terror runs rampant in Karas's domain. Within 1 mile of the lair, creatures other than members of the Zhentarim and cultists of Bane, Bhaal, or Myrkul have Disadvantage on saving throws to avoid or end the Frightened condition."]},{"type":"item","name":"Death's Lore","entries":["When a Humanoid dies within 1 mile of the lair, Karas learns one secret that the Humanoid knew."]}]},"If Karas dies or moves her lair elsewhere, these effects end immediately."],"lore":[{"type":"section","name":"Karas Chembryl","entries":["{@i Assassin Heir to a Sinister Legacy}","After the death of patriarch Fzoul Chembryl, House Chembryl and its descendants were scattered across Faerûn. Some members have dutifully continued the family's dedication to Bane, while others have sought to free themselves from that god's malignant shadow. However, none have embraced the Chembryls' tyrannical legacy more than Karas Chembryl, a ruthless assassin whose devotion to the gods Bane, Bhaal, and Myrkul has earned her the title Auspice of the Dead Three."]},{"type":"section","entries":[{"type":"entries","name":"Karas Chembryl's Lair","entries":["Karas operates from a hideout deep beneath the city of Baldur's Gate. The hideout contains shrines to the Dead Three and her research about lore or Artifacts related to those gods. Only Karas's most trusted confidantes know her hideout's location."]}]}],"gallery":[{"path":"bestiary/FRAiF/Karas Chembryl.webp"}]},{"id":"karavarix","name":"Karavarix","source":"DSotDQ","page":183,"srd":false,"image":"bestiary/DSotDQ/128-07-010.karavarix.webp","token":"bestiary/tokens/DSotDQ/Karavarix.webp","size":"Huge","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"230 (20d12 + 100)","speed":"40 ft., fly 80 ft.","str":23,"dex":10,"con":20,"int":11,"wis":14,"cha":10,"saves":"Dex +5, Wis +7","skills":"Perception +7, Stealth +5","vulnerabilities":"","resistances":"piercing","immunities":"necrotic; poison","conditionImmunities":"exhaustion; poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Karavarix fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["Karavarix doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Karavarix makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) necrotic damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, and Karavarix can't bite a different target."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft. one target. {@h}10 ({@damage 1d8 + 6}) slashing damage."]},{"name":"Cataclysmic Breath {@recharge 5}","entries":["Karavarix exhales a wave of ghostly purple flames in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points. Additionally, any Medium or smaller Humanoid killed by the breath's damage, as well as every corpse of such a creature within the cone, becomes a zombie (see the Monster Manual) under the dragon's control. The zombie acts on the dragon's initiative but immediately after the dragon's turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["Karavarix makes one Claw attack."]},{"name":"Cataclysmic Rush (Costs 2 Actions)","entries":["Karavarix moves up to half its flying speed without provoking opportunity attacks, carrying with it any creatures it is grappling. During this move, if it enters the space of a Medium or smaller creature, that creature takes 4 ({@damage 1d8}) necrotic damage. A creature can take this damage only once per turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/128-07-010.karavarix.webp","credit":"Olivier Bernard"}]},{"id":"karkethzerethzerus-the-sable-despoiler","name":"Karkethzerethzerus, the Sable Despoiler","source":"EGW","page":158,"srd":false,"image":"bestiary/tokens/EGW/Karkethzerethzerus, the Sable Despoiler.webp","token":"bestiary/tokens/EGW/Karkethzerethzerus, the Sable Despoiler.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Lawful Good","ac":"22","initiative":"+0 (10)","hp":"487 (25d20 + 225)","speed":"40 ft., fly 80 ft.","str":30,"dex":10,"con":29,"int":18,"wis":15,"cha":23,"saves":"Dex +7, Con +16, Wis +9, Cha +13","skills":"Arcana +11, History +11, Perception +16, Stealth +7","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"Mountain, Urban","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cold Breath","entry":"The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 24} Constitution saving throw, taking 67 ({@damage 15d8}) cold damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Paralyzing Breath","entry":"The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 24} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]},{"name":"Change Shape","entries":["The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as if it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50} chance of being extinguished."]},{"type":"entries","name":"Additional Lair Action","entries":["At your discretion, a legendary ({@creature Adult Silver Dragon||adult} or {@creature Ancient Silver Dragon||ancient}) silver dragon can use the following additional lair action while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Icy Grip","entry":"A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a {@dc 15} Constitution saving throw or be {@condition restrained} until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.","Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days."]},{"id":"karrnathi-undead-soldier","name":"Karrnathi Undead Soldier","source":"ERLW","page":295,"srd":false,"image":"bestiary/ERLW/Karrnathi Undead Soldier.webp","token":"bestiary/tokens/ERLW/Karrnathi Undead Soldier.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"52 (7d8 + 21)","speed":"30 ft.","str":16,"dex":14,"con":16,"int":12,"wis":13,"cha":5,"saves":"","skills":"Athletics +5, Perception +3","vulnerabilities":"","resistances":"cold; poison","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Undead Fortitude","entries":["If damage reduces the soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the soldier drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The soldier attacks three times with one of its weapons."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The soldier adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most Karrnathi undead have been sealed in vaults below the city of Atur. However, the Karrnathi army keeps numerous undead in its service, while others have been commandeered by the malevolent Order of the Emerald Claw.",{"type":"entries","name":"The Odakyr Rites","entries":["The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead.","Initially, those skeletons and zombies required constant control and served as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance.","The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains.","Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power—and that Lady Illmarrow or someone else will turn the undead against the living."]},{"type":"entries","name":"Intelligent and Inhuman","entries":["Karrnathi undead bear little resemblance to the people they were in life. These undead are content to stand motionless and silent for days. They show no emotion, and certainly no mercy or compassion. Undead soldiers kill any opposing forces—including civilians among those forces—unless given explicit instructions to the contrary.","A few exceptional Karrnathi undead retain their individuality and the memories of their former lives. Such undead are often found as champions of the Blood of Vol or agents of the Order of the Emerald Claw."]},{"type":"entries","name":"Undead Nature","entries":["A Karrnathi undead soldier doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/ERLW/Karrnathi Undead Soldier.webp","credit":"Andrew Jones"}]},{"id":"kas-the-betrayer","name":"Kas the Betrayer","source":"VEoR","page":244,"srd":false,"image":"bestiary/VEoR/Kas the Betrayer.webp","token":"bestiary/tokens/VEoR/Kas the Betrayer.webp","size":"Medium","creatureType":"Undead (Vampire)","alignment":"Neutral Evil","ac":"18","initiative":"+5 (15)","hp":"315 (30d8 + 180)","speed":"40 ft.","str":26,"dex":20,"con":22,"int":24,"wis":19,"cha":26,"saves":"Con +13, Wis +11, Cha +15","skills":"Arcana +14, Deception +22, Perception +11, Stealth +12","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 120 ft., Passive Perception 21","languages":"Abyssal, Common, Draconic, Infernal","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Eager Betrayer","entries":["Kas adds {@dice 1d10} to his initiative rolls. He has advantage on attack rolls against any creature that has the {@condition frightened} condition."]},{"name":"Legendary Resistance (3/Day)","entries":["If Kas fails a saving throw, he can choose to succeed instead."]},{"name":"Regeneration","entries":["Kas regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn't function at the start of his next turn."]},{"name":"Special Equipment","entries":["Kas wears the {@item Crown of Lies|VEoR} (see the Introduction of Vecna: Eve of Ruin)."]},{"name":"Spider Climb","entries":["Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Strength of the Night","entries":["Kas doesn't require a coffin, and he drinks blood to sow terror rather than for sustenance. If destroyed, Kas revives in {@dice 1d100} nights in an unoccupied space in Tovag, his Domain of Dread. He can be permanently destroyed only by having a stake driven through his heart and then being beheaded. The stake must be cut from a tree growing in soil from Oerth, Kas's home world."]},{"name":"Sunlight Hypersensitivity","entries":["While in sunlight, Kas takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can't use his Change Shape bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kas makes three Vengeful Sword attacks. He can replace one of these attacks with a Bite attack."]},{"name":"Vengeful Sword","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}20 ({@damage 2d8 + 11}) slashing damage. The sword scores a critical hit on a roll of 19 or 20."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one creature. {@h}11 ({@damage 1d6 + 8}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Kas regains a number of hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Kas's control."]}],"bonusActions":[{"name":"Change Shape","entries":["Kas transforms into a Medium cloud of mist. While in this form, Kas has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. While in mist form, Kas can pass through a space without squeezing as long as air can pass through that space, but he can't pass through water. Kas has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage except the damage he takes as part of his Vampire Weaknesses trait. While in mist form, Kas can't take any actions, speak, or manipulate objects."]},{"name":"Menacing Glare","entries":["Kas targets one creature he can see within 60 feet of himself. The target must succeed on a {@dc 23} Wisdom saving throw or have the {@condition frightened} condition until the start of Kas's next turn."]}],"reactions":[{"name":"Parrying Riposte","entries":["Kas adds 3 to his AC against one melee attack roll that would hit him. He then makes one Vengeful Sword attack against the attacker if it is within his reach. On a hit, the target takes an additional 9 ({@damage 2d8}) slashing damage."]}],"legendaryActions":[{"name":"Move","entries":["Kas moves up to his speed without provoking opportunity attacks."]},{"name":"Sword (Costs 2 Actions)","entries":["Kas makes one Vengeful Sword attack."]},{"name":"Rise, Fallen Soldier (Costs 3 Actions)","entries":["Kas magically summons a specter. The specter appears in an unoccupied space within 30 feet of Kas, whom it obeys. The specter takes its turn immediately after Kas. It lasts for 1 hour, until Kas dies, or until Kas dismisses it as a bonus action. Kas can't have more than two specters summoned at a time."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Betrayer, the Bloody Handed, the Destroyer—Kas has earned many epithets during his long existence. He is a vampire, legendary sword-fighter, and ruthless warlord, and he is driven primarily by one thing: his hatred for Vecna.","Kas resembles a well-muscled, raven-haired, human man in his thirties, though he is far older. His fangs reveal his vampiric nature."]},{"type":"section","entries":[{"type":"entries","name":"Personality","entries":["Kas is cruel, spiteful, and unrelenting in his pursuit of vengeance against Vecna. He readily lies, breaks promises, betrays allies, and taunts those who fall for his ruses. Kas has little use for those who can't validate his superiority or help advance his goals.","In {@i Vecna: Eve of Ruin}, Kas fools Tasha and Alustriel, two incredibly powerful wizards. In addition to defeating Vecna, Kas desperately wants the wizards to witness and acknowledge his strength."]}]}],"gallery":[{"path":"bestiary/VEoR/Kas the Betrayer.webp"}]},{"id":"kasem-aroon","name":"Kasem Aroon","source":"JttRC","page":21,"srd":false,"image":"bestiary/JttRC/013-02-003.kasem-vi-aroon.webp","token":"bestiary/tokens/JttRC/Kasem Aroon.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Kasem adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/013-02-003.kasem-vi-aroon.webp","title":"Kasem and Vi Aroon","credit":"Zuzanna Wužyk"}]},{"id":"kasimir-velikov","name":"Kasimir Velikov","source":"CoS","page":233,"srd":false,"image":"bestiary/CoS/Kasimir Velikov.webp","token":"bestiary/tokens/CoS/Kasimir Velikov.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Kasimir has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Special Equipment","entries":["Kasimir wears a {@item ring of warmth} and carries a spellbook containing all the spells he has prepared plus the following spells: {@spell arcane lock}, {@spell comprehend languages}, {@spell hold person}, {@spell identify}, {@spell locate object}, {@spell nondetection}, {@spell polymorph}, {@spell protection from evil and good}, and {@spell wall of stone}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kasimir is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Kasimir has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Kasimir Velikov.webp"}]},{"id":"kavil-mereshanter","name":"Kavil Mereshanter","source":"WDMM","page":205,"srd":false,"image":"bestiary/tokens/WDMM/Kavil Mereshanter.webp","token":"bestiary/tokens/WDMM/Kavil Mereshanter.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Dwarvish, Common, Giant, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Kavil is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kavoda","name":"Kavoda","source":"KftGV","page":78,"srd":false,"image":"bestiary/tokens/KftGV/Kavoda.webp","token":"bestiary/tokens/KftGV/Kavoda.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"16 (3d6 + 6)","speed":"20 ft.","str":15,"dex":14,"con":14,"int":12,"wis":10,"cha":9,"saves":"","skills":"Investigation +3, Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Common, Gnomish, Terran, Undercommon","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Special Equipment","entries":["Kavoda carries a {@item Spell Scroll (2nd Level)||spell scroll} of {@spell magic weapon} and a {@item Potion of Hill Giant Strength||potion of giant strength (hill)}."]},{"name":"Stone Camouflage","entries":["Kavoda has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Gnome Cunning","entries":["Kavoda has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Kavoda's innate spellcasting ability is Intelligence (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:","At will: {@spell nondetection} (self only)","1/day each: {@spell blindness/deafness}, {@spell blur}, {@spell disguise self}"]}],"actions":[{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Poisoned Dart","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kavu-predator","name":"Kavu Predator","source":"PSD","page":24,"srd":false,"image":"bestiary/PSD/Kavu Predator.webp","token":"bestiary/tokens/PSD/Kavu Predator.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"75 (10d10 + 20)","speed":"30 ft., climb 30 ft.","str":18,"dex":12,"con":15,"int":6,"wis":14,"cha":8,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"understands Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pounce","entries":["If the kavu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the kavu can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kavu makes two claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"Arboreal Foes","page":24,"entries":["The arboreal kavu bred by the Kelfae are capable of climbing sheer surfaces at any angle, and of charging at astonishing speed at ground level. Kelfae warriors ride a large breed of kavu predators, using a series of cloth slings as safety restraints while sitting or dangling from the creature's back. The nimble and acrobatic Kelfae kavu riders are called arborealists."]}]},{"type":"entries","entries":[{"type":"entries","name":"Kavu","page":24,"entries":["Kavu are reptilian creatures that are either very ancient or a relatively recent creation on Dominaria. Either awakening from a millennia-long hibernation or springing fully formed into being, they emerged from the ground to defend against the Phyrexian Invasion. The Llanowar elves now breed the kavu to fill a variety of roles, believing that these creatures were the goddess Gaea's means of intervening in Dominaria's defense. The close relationship between elves and kavu is a constant reminder of Gaea's beneficence. Every Kelfae bonds with an arboreal kavu companion, and some Kelfae and Basiphem warriors ride them into battle."]}]}],"gallery":[{"path":"bestiary/PSD/Kavu Predator.webp","title":"Kavu Climber","credit":"Jonathan Kuo"}]},{"id":"kaylan-renaudon","name":"Kaylan Renaudon","source":"VEoR","page":156,"srd":false,"image":"bestiary/tokens/VEoR/Kaylan Renaudon.webp","token":"bestiary/tokens/VEoR/Kaylan Renaudon.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"the languages it knew in life","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["If Kaylan isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.","While in bat form, Kaylan can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, Kaylan can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If Kaylan fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["When it drops to 0 hit points outside its resting place, Kaylan transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.","While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."]},{"name":"Regeneration","entries":["Kaylan regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Kaylan can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Kaylan has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Kaylan can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Kaylan takes 20 acid damage if it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into Kaylan's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Kaylan takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["Kaylan makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, Kaylan can grapple the target (escape {@dc 18})."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Kaylan, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control."]},{"name":"Charm","entries":["Kaylan targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.","Each time Kaylan or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["Kaylan magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Kaylan moves up to its speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Kaylan makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Kaylan makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",{"type":"list","items":["There's a noticeable increase in the populations of bats, rats, and wolves in the region.","Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.","Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.","A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."]},"If the vampire is destroyed, these effects end after {@dice 2d6} days."]},{"id":"kedjou-kamal","name":"Kedjou Kamal","source":"JttRC","page":96,"srd":false,"image":"bestiary/JttRC/061-07-003.high-priest-kedjou.webp","token":"bestiary/tokens/JttRC/Kedjou Kamal.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Kedjou can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kedjou is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/061-07-003.high-priest-kedjou.webp","title":"High Priest Kedjou","credit":"Kniio"}]},{"id":"keeper-of-the-feather","name":"Keeper of the Feather","source":"PSI","page":40,"srd":false,"image":"bestiary/tokens/PSI/Keeper of the Feather.webp","token":"bestiary/tokens/PSI/Keeper of the Feather.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"","ac":"12","initiative":"+2 (12)","hp":"31 (7d8)","speed":"30 ft. (fly 50 ft. in raven and hybrid forms)","str":10,"dex":15,"con":11,"int":13,"wis":15,"cha":14,"saves":"","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common (can't speak in raven form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The keeper can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies."]},{"name":"Mimicry","entries":["The keeper can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]},{"name":"Regeneration","entries":["The keeper regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Spellcasting","entries":["The keeper is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Multiattack (Human or Hybrid Form Only)","entries":["The keeper makes two weapon attacks, one of which can be with its hand crossbow."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form."]},{"name":"Shortsword (Human or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Human or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"keg-robot","name":"Keg Robot","source":"AI","page":212,"srd":false,"image":"bestiary/AI/Keg Robot.webp","token":"bestiary/tokens/AI/Keg Robot.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":16,"dex":16,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"understands Common but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Customizable Storage","entries":["A keg robot can hold up to three types of liquid payload totaling 12 gallons within its hollow, barrel-shaped body. A full keg robot can make one liquid attack per gallon before the liquid must be refilled. Filling a keg robot takes 2 rounds per gallon. Differing payloads can alter the keg robot's attacks from those presented here."]}],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage."]},{"name":"Acid Squirt","entries":["{@atk rw} {@hit 5} to hit, range 20/40 ft., one target. {@h}7 ({@damage 1d8 + 3}) acid damage."]},{"name":"Beer Shower","entries":["The keg robot spews an unnaturally potent beer in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned}. While {@condition poisoned} in this way, a creature has its speed halved by exposure to the potent brew. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Additionally, the beer shower extinguishes any fires or open flames in its area."]},{"name":"Hot Oil Spray {@recharge 5}","entries":["The keg robot sprays hot oil in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failed save, a creature takes 7 ({@damage 1d8 + 3}) fire damage and falls {@condition prone}. On a successful save, a creature takes half as much damage and doesn't fall {@condition prone}.","Any creature affected by the hot oil spray that takes fire damage before the oil dries (after 1 minute) takes an additional 3 ({@damage 1d6}) fire damage, and the oil burns away.","If the oil that remains in the area of the spray is lit, it burns for {@dice 1d4} rounds and deals 3 ({@damage 1d6}) fire damage to any creature that enters the area for the first time on a turn or ends its turn there."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["This beer is delicious. But did the spigot really have to be placed in that spot?"]},"A keg robot is a stout wood-and-metal construct, vaguely reminiscent of a dwarf wearing a horned helm and possessing a barrel for a body. These constructs are another achievement of the Heuristic Arcane Research and Development (HARD) department of Acquisitions Incorporated. These devices have a number of practical purposes, including the ability to be filled with a variety of substances of use to an adventuring party. Specific models are nominally named for their primary function, including \"ambulatory fermenter,\" \"mobile alchemical dispensary,\" and so forth. But their prominent use as portable beer dispensers has placed the name \"keg robot\" firmly into public consciousness.","A keg robot can hold up to three different kinds of liquid in its body cavity, from water and other potables to alchemical substances and lamp oil. Its individual storage compartments can leak, providing drinkable liquids with a unique but mostly safe flavor. These constructs have a rudimentary intellect that allows them to operate independently and discern friend from foe-and which sometimes causes them to operate with a crass sense of humor that has never been fully explained."]}]}]}],"gallery":[{"path":"bestiary/AI/Keg Robot.webp","credit":"Chris Walton"}]},{"id":"kelek","name":"Kelek","source":"WBtW","page":219,"srd":false,"image":"bestiary/WBtW/Kelek.webp","token":"bestiary/tokens/WBtW/Kelek.webp","size":"Medium","creatureType":"Humanoid (Human, Sorcerer)","alignment":"Chaotic Evil","ac":"12","initiative":"+0 (10)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":15,"dex":10,"con":14,"int":15,"wis":13,"cha":17,"saves":"Con +5, Cha +6","skills":"Deception +6, Intimidation +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Elvish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Kelek wears {@item bracers of defense} and carries a {@item staff of striking} with 10 charges. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If its last charge is expended, roll a {@dice d20}; on a 1, the staff becomes a nonmagical quarterstaff."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kelek casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell light}, {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell dominate beast}, {@spell fly}, {@spell mirror image}, {@spell web}"]}],"actions":[{"name":"Multiattack","entries":["Kelek makes three attacks using Sorcerer's Bolt, Staff of Striking, or a combination of them. He can replace one of the attacks with a use of Spellcasting."]},{"name":"Sorcerer's Bolt","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 2d12}) force damage."]},{"name":"Staff of Striking","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage, or 9 ({@damage 1d8 + 5}) bludgeoning damage when used with two hands, and Kelek can expend up to 3 of the staff's charges, dealing an extra 3 ({@damage 1d6}) force damage for each expended charge."]},{"name":"Fiery Explosion {@recharge 4}","entries":["Kelek creates a magical explosion of fire centered on a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 14} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Arcane Defense (3/Day)","entries":["When he is hit by an attack, Kelek protects himself with an {@condition invisible} barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kelek is a greedy, narcissistic sociopath who revels in chaos but is a coward at heart. The fact that he's highly intelligent makes him even more dangerous. More than anything, he wants the staff of power in the possession of his most hated foe, Ringlerun (described later in this appendix)."]}],"gallery":[{"path":"bestiary/WBtW/Kelek.webp","credit":"Daarken"}]},{"id":"kella-darkhope","name":"Kella Darkhope","source":"SKT","page":25,"srd":false,"image":"bestiary/tokens/SKT/Kella Darkhope.webp","token":"bestiary/tokens/SKT/Kella Darkhope.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Kella can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Kella deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kella makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kellikilli","name":"Kellikilli","source":"PaBTSO","page":121,"srd":false,"image":"bestiary/PaBTSO/GrandlejawandKellikilli.webp","token":"bestiary/tokens/PaBTSO/Kellikilli.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"58 (9d10 + 9)","speed":"0 ft., swim 60 ft.","str":17,"dex":16,"con":13,"int":11,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; poisoned; restrained; prone; unconscious","senses":"blindsight 30 ft., Passive Perception 10","languages":"understands Aquan but doesn't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Invisible in Water","entries":["Kellikilli is {@condition invisible} while fully immersed in water."]},{"name":"Water Bound","entries":["Kellikilli dies if it leaves the water to which it is bound or if that water is destroyed."]}],"spellcasting":[],"actions":[{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}13 ({@damage 3d6 + 3}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and pulled 5 feet toward Kellikilli. Until this grapple ends, the target is {@condition restrained}, the water weird tries to drown it, and the water weird can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/GrandlejawandKellikilli.webp"}]},{"id":"kelpie","name":"Kelpie","source":"TftYP","page":238,"srd":false,"image":"bestiary/tokens/TftYP/Kelpie.webp","token":"bestiary/tokens/TftYP/Kelpie.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"10 ft., swim 30 ft.","str":14,"dex":14,"con":16,"int":7,"wis":12,"cha":10,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"fire; bludgeoning; piercing","immunities":"","conditionImmunities":"blinded; deafened; exhaustion","senses":"blindsight 60 ft., Passive Perception 13","languages":"Common, Sylvan","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The kelpie can breathe air and water."]},{"name":"Seaweed Shape","entries":["The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies."]},{"name":"False Appearance","entries":["While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kelpie makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 12})."]},{"name":"Drowning Hypnosis","entries":["The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a {@dc 11} Wisdom saving throw or be magically {@condition charmed} while the kelpie maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). The {@condition charmed} target is {@condition incapacitated}, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the {@condition charmed} target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks.","Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A {@condition charmed} target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.","A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kelson-darktreader","name":"Kelson Darktreader","source":"TftYP","page":132,"srd":false,"image":"bestiary/TftYP-DiT/011-totyp-05-11.webp","token":"bestiary/tokens/TftYP/Kelson Darktreader.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP-DiT/011-totyp-05-11.webp"}]},{"id":"kelubar-consul","name":"Kelubar Consul","source":"MaBJoV","page":136,"srd":false,"image":"bestiary/MaBJoV/Demodand.webp","token":"bestiary/tokens/MaBJoV/Kelubar Consul.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"97 (13d8 + 39)","speed":"30 ft., fly 60 ft.","str":20,"dex":13,"con":17,"int":14,"wis":15,"cha":18,"saves":"Str +9, Con +7, Cha +8","skills":"Athletics +9, Insight +6, Persuasion +8","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Abyssal, Common","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the kelubar's darkvision."]},{"name":"Freedom of Movement","entries":["The kelubar is unaffected by difficult terrain, and spells and other magical affects don't reduce its speed or cause it to be {@condition paralyzed} or {@condition restrained}. If the kelubar spends 5 feet of movement is automatically escapes from nonmagical restraints or a creature that has it {@condition grappled}. It is also able to move underwater with no movement or attack penalties."]},{"name":"Keen Smell","entries":["The kelubar has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Magic Resistance","entries":["The kelubar has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The kelubar's weapon attacks are magical."]},{"name":"Reckless","entries":["At the start of its turn, the kelubar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."]},{"name":"Sneak Attack (1/Turn)","entries":["The kelubar deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the kelubar that isn't incapacitated and the kelubar doesn't have disadvantage on the attack roll."]},{"name":"Stench","entries":["Any creature that is not a demodand and starts its turn within 30 feet of the kelubar must succeed on a {@dc 16} Constitution saving throw or or have the {@condition poisoned} condition for 1 minute. On a successful saving throw, the creature is immune to the stench of this kelubar for 1 hour."]}],"spellcasting":[{"name":"Spellcasting","entries":["The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell clairvoyance}, {@spell detect magic}, {@spell fear}, {@spell invisibility} (self only), {@spell spider climb}, {@spell tongues}","2/day each: {@spell dispel magic}, {@spell fog cloud}"]}],"actions":[{"name":"Multiattack","entries":["The kelubar makes one Bite attack and three Claws attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 7 ({@damage 2d6}) acid damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage plus 7 ({@damage 2d6}) acid damage."]}],"bonusActions":[{"name":"Summon Demodand (1/Day)","entries":["The kelubar rolls a {@dice d6}. A result of 1-2 summons in two allied {@creature farastu stalker|MaBJoV|farastu stalkers}, a result of 3-4 summons in one allied {@creature kelubar consul|MaBJoV}."]}],"reactions":[{"name":"Impossible Dodge","entries":["When an attacker that the kelubar can see hits it with an attack, the kelubar can use its reaction to halve the attack's damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Me and Boo like many sticky things, most especially donuts and Boo's favorite, candied pecans. But some sticky things belong on the pointy end of a sword."],"by":"MINSC & BOO!"},{"type":"quote","entries":["Demodands are difficult to study since they usually never leave their native plane of Carceri. However, the prison in Ust Natha presents a unique opportunity to view them up close. Not that I enjoyed the experience."],"by":"Volo"},"Demodands are primal creations of evil and implacable agents of destruction. Exiled to Carceri for their chaotic taint, they are also known as gehreleths or leths.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Wardens of the Damned","entries":["Though they are trapped in Carceri, the demodands do not consider themselves prisoners. Instead, they are the self-appointed wardens and jailors of the Tarterian Depths. They derive pleasure from tormenting and terrorizing their fellow captives through acts of brutality, cruelly taunting them the entire time. However, they make no distinction between those actually condemned to Carceri, and planar travelers just passing through. As far as the demodand are concerned, all must be prevented from escaping at any cost."]},{"type":"entries","name":"A Trio of the Grotesque","entries":["Demodands have three castes, each with a form so repulsive even other denizens of the Lower Planes view them with disgust. The farastu are forced to do the most menial tasks, under orders from their kelubar and shator superiors. When around weaker creatures they are vicious bullies; around more powerful beings they become whimpering cowards. The kelubars are the bureaucrats of the demodands, acting as intermediaries between the lowly farastu and their shator overlords. The kelubar decide which prisoners are rewarded, and which should be punished with extra torments. The shators make up the ruling caste, effectively serving as prison wardens to the lower-ranked guards."]},{"type":"entries","name":"The Memory of Eons","entries":["Each shator possesses an obsidian triangle. These powerful magical artifacts grant the demodands access to the collective memory of their kind; a shared recollection stretching back to the very dawn of time. The shators primarily use the triangles to track the identity of every being that has ever escaped Carceri, concocting elaborate, generation-spanning strategies to recapture these fugitive souls."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Demodand.webp"}]},{"id":"kelubar-demodand","name":"Kelubar Demodand","source":"MPP","page":27,"srd":false,"image":"bestiary/MPP/Kelubar Demodand.webp","token":"bestiary/tokens/MPP/Kelubar Demodand.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"18","initiative":"+1 (11)","hp":"187 (22d8 + 88)","speed":"30 ft., fly 60 ft.","str":22,"dex":13,"con":18,"int":14,"wis":15,"cha":18,"saves":"Dex +6, Wis +7","skills":"Insight +7","vulnerabilities":"","resistances":"cold; fire","immunities":"acid; poison","conditionImmunities":"paralyzed; poisoned; restrained","senses":"darkvision 120 ft., Passive Perception 12","languages":"Abyssal, Demodand, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Acidic Secretions","entries":["A creature that touches the kelubar or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 2d4}) acid damage."]},{"name":"Boundless Movement","entries":["The kelubar ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the {@condition grappled} condition from itself."]},{"name":"Magic Resistance","entries":["The kelubar has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell invisibility} (self only)","1/day each: {@spell dispel magic}, {@spell scrying} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["The kelubar makes two Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) piercing damage plus 18 ({@damage 4d8}) acid damage."]},{"name":"Spit Acid","entries":["The kelubar spits acid in a line 60 feet long and 5 feet wide. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 27 ({@damage 6d8}) acid damage on a failed save, or half as much damage on a successful one."]},{"name":"Summon Demodand (1/Day)","entries":["The kelubar has a 40 percent chance of summoning its choice of {@dice 1d2} farastu demodands or 1 kelubar demodand. A summoned demodand appears in an unoccupied space within 60 feet of the kelubar, acts as an ally of the kelubar, and can't summon other demodands. It remains for 1 minute, until it or the kelubar dies, or until the kelubar dismisses it as an action."]}],"bonusActions":[{"name":"Nauseating Fog {@recharge}","entries":["The kelubar magically creates a cloud of greenish fog that fills a 20-foot-radius sphere centered on a point within 120 feet of itself. The cloud remains for 1 minute or until the kelubar uses this bonus action again. The cloud is {@quickref Vision and Light||2||heavily obscured} and difficult terrain. Any creature that starts its turn in the cloud or enters the cloud for the first time on a turn must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} condition until the end of its next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kelubars, sometimes called slimy demodands, are the bureaucrats of Carceri, existing as intermediaries between farastus and shators. They are squat, and their skin drips with a foul-smelling, acidic slime. Kelubars revel in the subservience of others, and they prefer to do battle with words—or at least to send in their farastu minions—rather than fight directly."]},{"type":"section","entries":[{"type":"entries","name":"Demodands","entries":["Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.","Demodands that manage to leave Carceri know they're doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes {@dice 2d20} days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether."]}]}],"gallery":[{"path":"bestiary/MPP/Kelubar Demodand.webp"}]},{"id":"kender-skirmisher","name":"Kender Skirmisher","source":"DSotDQ","page":204,"srd":false,"image":"bestiary/DSotDQ/Kender Skirmisher.webp","token":"bestiary/tokens/DSotDQ/Kender Skirmisher.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"14 (4d6)","speed":"30 ft.","str":8,"dex":16,"con":10,"int":12,"wis":8,"cha":14,"saves":"","skills":"Perception +3, Sleight Of Hand +7, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 13","languages":"Common, Kenderspeak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hoopak","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 5 ({@damage 1d4 + 3}) bludgeoning damage if the kender used the hoopak's sling to make a ranged attack."]},{"name":"Taunt","entries":["The kender launches a barrage of insults at a creature it can see within 60 feet of itself. If the target can hear the kender, the target must succeed on a {@dc 12} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn."]}],"bonusActions":[{"name":"Elusive","entries":["The kender takes the {@action Disengage} or {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kender skirmishers are fearless fighters who use stealth and wiliness to defend their friends and homes. They excel at disrupting their enemies by sabotaging crucial equipment or by taunting opponents into making rash decisions. They wield the signature kender weapon: the hoopak, a combination spear and sling staff."]},{"type":"section","entries":[{"type":"entries","name":"Kender Taunts","entries":["Roll on or choose an entry from the Kender Taunts table to determine how a kender skirmisher infuriates an opponent in battle.",{"type":"table","colLabels":["d4","Taunt"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","\"Should I pretend to be scared? You seem like you really need this.\""],["2","\"I wish I could be like you and just not care how I look... or smell... or dress. So brave.\""],["3","\"Did the Cataclysm have a face? Because I think you might be twins!\""],["4","Energetically points at their foe with both hands and loudly repeats the word \"bonk.\""]]}]}]}],"gallery":[{"path":"bestiary/DSotDQ/Kender Skirmisher.webp","credit":"Nikki Dawes"}]},{"id":"kenku","name":"Kenku","source":"XMM","page":183,"srd":false,"image":"bestiary/XMM/Kenku.webp","token":"bestiary/tokens/XMM/Kenku.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"13 (3d8)","speed":"30 ft.","str":10,"dex":16,"con":10,"int":11,"wis":10,"cha":10,"saves":"","skills":"Deception +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Common, Primordial (Auran)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Planar, Shadowfell, Urban","treasure":"Implements, Individual","traits":[{"name":"Mimicry","entries":["The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight|XPHB}) check."]}],"spellcasting":[{"name":"Eldritch Lantern {@recharge 4}","entries":["The kenku casts {@spell Faerie Fire|XPHB}, using Intelligence as the spellcasting ability (spell save {@dc 10})."]}],"actions":[{"name":"Shadow Blade","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 60 ft. {@h}6 ({@damage 1d6 + 3}) Necrotic damage. {@hom}The blade magically returns to the kenku's hand immediately after a ranged attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Kenku","entries":["{@i Flightless, Noise-Mimicking Avian}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Kenku are birdlike folk who once soared the skies and sang enchanted songs, but a curse stole their wings and transformed their voices. Now kenku slip through the shadows of cities and the Shadowfell, trying to recover what they've lost. To some, this means seeking an end to their curse; others search for magic or contraptions to enable them to fly and sing again.","The curse affecting kenku allows them to vocally communicate only by mimicking sounds they've heard. Kenku can supernaturally re-create vast varieties of noises, from crying babies to running water and short phrases in others' voices. Cunning kenku use their mimicry to deceive foes, lure creatures into ambushes, and signal to allies."]}],"gallery":[{"path":"bestiary/XMM/Kenku.webp","credit":"Aaron Miller"}],"otherVersions":[{"id":"kenku-mm","source":"MM"}]},{"id":"kenku-mm","name":"Kenku","source":"MM","page":194,"srd":false,"image":"bestiary/MM/Kenku.webp","token":"bestiary/tokens/MM/Kenku.webp","size":"Medium","creatureType":"Humanoid (Kenku)","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"13 (3d8)","speed":"30 ft.","str":10,"dex":16,"con":10,"int":11,"wis":10,"cha":10,"saves":"","skills":"Deception +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"understands Auran and Common but speaks only through the use of its Mimicry trait","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Ambusher","entries":["In the first round of a combat, the kenku has advantage on attack rolls against any creature it {@status surprised}."]},{"name":"Mimicry","entries":["The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear.",{"name":"Fallen Flocks","type":"entries","entries":["Kenku wear ill-fitting cloaks, robes, and rags. These garments cover the soft, sleek feathers of their bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as not to draw attention to their shameful forms.","Once, the kenku held the wind in their wings, embracing the gusty sky and singing the sweet language of birdsong. Serving a master whose identity is now lost to their memory, the kenku coveted the glittering baubles of his household, and longed to speak so that they could cajole and swindle others out of such treasures. Stealing the secret of speech from a volume in their master's library, they disguised themselves in rags to beg for pretty things. When their master learned of their greed, he stripped away their wings as punishment, forcing them to beg forever.",{"name":"Speech in Pantomime","entries":["Kenku can mimic the sound of anything they hear. A kenku asking for money might make the sound of coins clinking together, and a kenku referring to a busy marketplace can reproduce the cacophony of hawking vendors, barking dogs, bleating sheep, and the cries of street urchins. When mimicking voices, they can only repeat words and phrases they have heard, not create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse.","Kenku speak to one another in much the same way. Because they are adept at interpreting one another's glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a cat's meow might be the secret code for \"Prepare to attack!\" or \"Flee for your lives!\" Their talent for mimicry extends to handwriting, and criminal organizations often employ kenku to forge documents. When a kenku commits a crime, it might forge evidence to implicate another creature."],"type":"entries"}]},{"name":"The Wistful Wingless","type":"entries","entries":["All kenku pine for the ability to fly, and thus the punishments they mete out to one another often involve false wings, such as heavy wings of wood borne as a mark of shame. As a final, tragic reminder of the wings they once had, kenku carry out executions by hurling their condemned from tall buildings or cliffs."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["If you hear a baby crying in an alley, walk the other way. That's my advice to you."],"by":"Endroth Knag, City Watch corporal in Waterdeep"}]}]}],"gallery":[{"path":"bestiary/MM/Kenku.webp","credit":"Zoltan Boros"}],"hidden":true,"otherVersions":[{"id":"kenku","source":"XMM"}]},{"id":"ker-arach","name":"Ker-arach","source":"VEoR","page":54,"srd":false,"image":"bestiary/tokens/VEoR/Ker-arach.webp","token":"bestiary/tokens/VEoR/Ker-arach.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"17","initiative":"+4 (14)","hp":"152 (16d12 + 48)","speed":"50 ft., climb 60 ft.","str":21,"dex":18,"con":16,"int":7,"wis":14,"cha":18,"saves":"Str +9, Dex +8","skills":"Intimidation +8, Perception +6","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"","senses":"darkvision 90 ft., Passive Perception 16","languages":"Abyssal, Draconic, Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Ker-arach has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["Ker-arach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["Ker-arach ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ker-arach makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 13 ({@damage 2d12}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Spiderling Breath {@recharge 5}","entries":["Ker-arach exhales venomous spiderlings in a 30-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 33 ({@damage 6d10}) piercing damage and 33 ({@damage 6d10}) poison damage on a failed save or half as much damage on a successful one."]}],"bonusActions":[{"name":"Stifling Webs {@recharge 5}","entries":["Ker-arach spins a 30-foot cube of strong, sticky webbing in an area adjacent to itself. The webbing lasts for 1 minute, is difficult terrain, and lightly obscures its area. A creature that starts its turn in the webbing or enters the webbing for the first time on its turn must succeed on a {@dc 15} Dexterity saving throw or have the {@condition restrained} condition while in the web. As an action, a creature can free itself or another creature from the web by succeeding on a {@dc 15} Strength check.","A 5-foot cube of the web is destroyed if it takes at least 10 acid, fire, or slashing damage on a single turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"keresta-delvingstone","name":"Keresta Delvingstone","source":"WDMM","page":232,"srd":false,"image":"bestiary/tokens/WDMM/Keresta Delvingstone.webp","token":"bestiary/tokens/WDMM/Keresta Delvingstone.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"the languages it knew in life","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["If Keresta isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.","While in bat form, Keresta can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, Keresta can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If Keresta fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["When it drops to 0 hit points outside its resting place, Keresta transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.","While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."]},{"name":"Regeneration","entries":["Keresta regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Keresta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Keresta has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Keresta can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Keresta takes 20 acid damage if it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into Keresta's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Keresta takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[{"name":"Spellcasting","entries":["Keresta is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). She has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell mending}, {@spell resistance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bane}, {@spell command}, {@spell inflict wounds}, {@spell ray of sickness}","Level 2 (3 slots): {@spell blindness/deafness}, {@spell ray of enfeeblement}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell animate dead}, {@spell bestow curse}, {@spell dispel magic}, {@spell spirit guardians}","Level 4 (3 slots): {@spell blight}, {@spell death ward}, {@spell divination}","Level 5 (1 slots): {@spell antilife shell}, {@spell destructive wave}"]}],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["Keresta makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, Keresta can grapple the target (escape {@dc 18})."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Keresta, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control."]},{"name":"Charm","entries":["Keresta targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.","Each time Keresta or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["The vampire magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature giant centipede||giant centipedes} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Keresta moves up to its speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Keresta makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Keresta makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Vanrakdoom is Keresta's lair, and the following regional effects are noticeable throughout it:",{"type":"list","items":["Fog creeps into areas of dim light or darkness. It vanishes when light is brought to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas.","Rats and bats are plentiful. In areas where they are not specifically mentioned, droppings and guano betray their presence, and they can be heard constantly scuttling and shrieking in the distant darkness."]},"If Keresta is destroyed, the fog disperses, and the rats and bats gradually die off until only a scattered few remain."],"lore":["Keresta Delvingstone grew up in the streets of Waterdeep and is no stranger to hardship. Hoping to make a better life for herself, she became an adventurer and sought fame and fortune in Undermountain. Keresta met her end in the lair of a vampire and became a vampire spawn under its command.","After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose to become a vampire cleric of the evil god. She now leads Shar's debased cult in Vanrakdoom and intends to send the group on a mission to destroy the Spires of the Morning, the temple of Lathander (god of birth and renewal) in Waterdeep. She also has her sights set on destroying the House of the Moon—Waterdeep's temple of Selûne, whom she blames for the destruction of Vanrak Moonstar."]},{"id":"kettlesteam-the-kenku","name":"Kettlesteam the Kenku","source":"WBtW","page":52,"srd":false,"image":"bestiary/WBtW/Kettlesteam the Kenku.webp","token":"bestiary/tokens/WBtW/Kettlesteam the Kenku.webp","size":"Medium","creatureType":"Humanoid (Kenku, Warlock)","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":16,"con":10,"int":11,"wis":10,"cha":16,"saves":"Wis +2, Cha +5","skills":"Arcana +2, Deception +5, Investigation +2, Perception +2, Persuasion +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"understands Auran and Common but speaks only through the use of her Mimicry trait","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mimicry","entries":["Kettlesteam can mimic any sounds she has heard, including voices. A creature that hears the sounds can tell they are imitations only with a successful {@dc 13} Wisdom ({@skill Insight}) check."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kettlesteam casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell disguise self}, {@spell friends}, {@spell mage hand}, {@spell minor illusion}","1/day each: {@spell bestow curse}, {@spell faerie fire}, {@spell speak with animals}"]}],"actions":[{"name":"Multiattack","entries":["Kettlesteam makes two Dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Twilight Sleep (2/Day)","entries":["Kettlesteam targets one creature she can see within 10 feet of her. The target is engulfed in a cloud of magical, sleep-inducing gas and must succeed on a {@dc 13} Constitution saving throw or fall {@condition unconscious} for 1 minute. A creature put to sleep by this gas awakens instantly if it takes damage, or if someone uses an action to shake or slap the sleeper awake."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kettlesteam the kenku snoops around the carnival under the cover of a {@spell disguise self} spell, looking to cause trouble. The kenku has stolen the voice of a human mime named Candlefoot (see \"Hall of Illusions \"earlier in the chapter). While this prize remains in her possession, Kettlesteam can speak clearly in Candlefoot's soft, silky voice."]}],"gallery":[{"path":"bestiary/WBtW/Kettlesteam the Kenku.webp","credit":"Andrew Mar"}]},{"id":"kevetta-dolindar","name":"Kevetta Dolindar","source":"VEoR","page":34,"srd":false,"image":"bestiary/tokens/VEoR/Kevetta Dolindar.webp","token":"bestiary/tokens/VEoR/Kevetta Dolindar.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":6,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Coastal, Desert, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Psychic Leech","entries":["At the start of each of Kevetta's turns, each creature within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage."]},{"name":"Thrives on Company","entries":["Kevetta has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kevetta makes one Harpoon Arm attack, and it uses Sorrowful Embrace."]},{"name":"Harpoon Arm","entries":["{@atk mw} {@hit 7} to hit, reach 60 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. Kevetta has two harpoon arms and can grapple up to two creatures at once."]},{"name":"Sorrowful Embrace","entries":["Each creature {@condition grappled} by Kevetta must make a {@dc 15} Wisdom saving throw, taking 18 ({@damage 4d8}) psychic damage on a failed save, or half as much damage on a successful one. In either case, the sorrowsworn pulls each of those creatures up to 30 feet straight toward it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"khai-kiroth","name":"Khai Kiroth","source":"VEoR","page":157,"srd":false,"image":"bestiary/tokens/VEoR/Khai Kiroth.webp","token":"bestiary/tokens/VEoR/Khai Kiroth.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"22","initiative":"+3 (13)","hp":"289 (34d8 + 136)","speed":"30 ft., fly 50 ft.","str":23,"dex":16,"con":19,"int":14,"wis":15,"cha":19,"saves":"Str +12, Con +10, Wis +8","skills":"Intimidation +10, Perception +8","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 18","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"Mountain, Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Khai's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["Khai has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Khai makes one Bite attack and one Claw attack, and it can use Frightful Presence or Incite Fanaticism."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage plus 38 ({@damage 7d10}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) force damage plus 11 ({@damage 2d10}) fire damage."]},{"name":"Frightful Presence","entries":["Each creature of Khai's choice that is within 120 feet and aware of the abishai must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours."]},{"name":"Incite Fanaticism","entries":["Khai chooses up to four other creatures within 60 feet of it that can see it. Until the start of the abishai's next turn, each of those creatures makes attack rolls with advantage and can't be {@condition frightened}."]},{"name":"Power of the Dragon Queen","entries":["Khai targets one Dragon it can see within 120 feet of it. The Dragon must make a {@dc 18} Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is {@condition charmed} by the abishai for 1 hour. While {@condition charmed} in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"khalessa-draga","name":"Khalessa Draga","source":"OotA","page":149,"srd":false,"image":"bestiary/OotA/Khalessa Draga.webp","token":"bestiary/tokens/OotA/Khalessa Draga.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Elvish, Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Special Equipment","entries":["Khalessa owns a {@item hat of disguise}, which she uses to appear as a female drow while in the company of drow, and she wears a {@item Piwafwi (Cloak of Elvenkind)|OotA|piwafwi}."]},{"name":"Cunning Action","entries":["On each of its turns, Khalessa can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Khalessa deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Khalessa can innately cast the following spell, requiring no material components:","At will: {@spell dancing lights}"]}],"actions":[{"name":"Multiattack","entries":["Khalessa makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Khalessa Draga.webp"}]},{"id":"kharbek","name":"Kharbek","source":"CM","page":167,"srd":false,"image":"bestiary/tokens/CM/Kharbek.webp","token":"bestiary/tokens/CM/Kharbek.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"1 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Dwarvish","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Kharbek has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]},{"name":"Exhaustion","entries":["Kharbek has 5 levels of {@condition exhaustion}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kharbek makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Kharbek, a 145-year-old shield dwarf, is the only survivor of a party of adventurers captured by the Order of the Immortal Lotus. If questioned, Kharbek is able to recall how a member of the Immortal Lotus disguised as a beggar lured the group to the temple, where the adventurers were tortured one by one. Kharbek's weapons rest on a nearby table. If their wounds are healed and levels of {@condition exhaustion} removed, Kharbek offers to fight alongside the characters as a sign of gratitude.","Kharbek is a mountain dwarf explorer with brown skin, brown eyes, and jet-black hair. They stand just over 4 feet tall and have an athletic build.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Personality Trait","entries":["\"I am a zealous worshiper of Moradin and take it upon myself to protect those in need.\""]},{"type":"entries","name":"Ideal","entries":["\"Honesty is the best policy.\""]},{"type":"entries","name":"Bond","entries":["\"When someone helps me, I'm bound by my honor to return the favor.\""]},{"type":"entries","name":"Flaw","entries":["\"I am far too trusting and have a difficult time discerning a lie.\""]}]}]}]},{"id":"khargra","name":"Khargra","source":"MFF","page":12,"srd":false,"image":"bestiary/MFF/Khargra.webp","token":"bestiary/tokens/MFF/Khargra.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral","ac":"20","initiative":"+0 (10)","hp":"11 (2d6 + 4)","speed":"5 ft., fly 30 ft.","str":13,"dex":10,"con":14,"int":5,"wis":11,"cha":6,"saves":"","skills":"Perception +2, Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Terran","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Iron Scent","entries":["The khargra can scent the location of ferrous metal within 30 feet of it."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage, and if the target is wearing metal armor or carrying a metal shield, the khargra attaches to that armor or shield. While attached, the khargra doesn't attack. Instead, at the start of each of the khargra's turns, roll a {@dice d20}. On a 10 or higher, the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.","The khargra can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to detach the khargra."]},{"name":"Earth Phasing","entries":["Until the end of its next turn, the khargra can fly through nonmagical earth and stone. While doing so, it doesn't disturb the material it moves through. It can end its movement within earth or stone, but if it remains within earth or stone when this ability ends, it takes 14 ({@damage 4d6}) force damage and immediately moves to the nearest unoccupied space."]}],"bonusActions":[],"reactions":[{"name":"Opportunistic Hunger","entries":["When a creature the khargra can see within 5 feet of it hits it with a metal weapon, the khargra can make a bite attack against that creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The bizarre khargra is a flying creature from the Elemental Plane of Earth that devours any metals it encounters. Though normally content to eat raw veins of ore, this creature considers refined and crafted metals to be particularly delectable.",{"type":"entries","name":"Vexing Scavengers","entries":["Khargras are native to the Elemental Plane of Earth, where they are considered annoying pests. They arrive in the Material Plane by accident, usually by following an earth elemental or other creature that has been summoned into the world.","Khargras can eat and digest most metals, though they prefer iron, copper, and tin above others. They find gold bland and mushy, akin to a flavorless gruel. Though khargras digest metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending material is coughed up."]},{"type":"entries","name":"Reluctant Predators","entries":["Khargras find living flesh disgusting, and they attack creatures only when driven by hunger and a lack of safer options. After securing a meal of whatever tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death."]},{"type":"entries","name":"Stealthy Couriers","entries":["A number of clans among the dwarves, duergar, and azers have trained khargras as couriers. Making use of these creatures' odd digestive systems, their masters sprinkle iron dust on a scroll or other organic item that bears a message. The khargra devours the missive, digesting the dust but leaving the message lodged in its digestive tract. Trained over long years and with plentiful treats to learn the direction to different underground strongholds and outposts, the khargra carries its burden to its destination, then coughs up the message on command."]}]}]}],"gallery":[{"path":"bestiary/MFF/Khargra.webp"}]},{"id":"khaspere-drylund","name":"Khaspere Drylund","source":"SKT","page":216,"srd":false,"image":"bestiary/SKT/Khaspere Drylund.webp","token":"bestiary/tokens/SKT/Khaspere Drylund.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish, Elvish","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Khaspere adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/SKT/Khaspere Drylund.webp"}]},{"id":"ki-rin","name":"Ki-rin","source":"MPMM","page":162,"srd":false,"image":"bestiary/MPMM/Ki-rin.webp","token":"bestiary/tokens/MPMM/Ki-rin.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"20","initiative":"+3 (13)","hp":"153 (18d10 + 54)","speed":"60 ft., fly 120 ft. (hover)","str":21,"dex":16,"con":16,"int":19,"wis":20,"cha":20,"saves":"","skills":"Perception +9, Insight +9, Religion +8","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., truesight 30 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Coastal, Desert, Grassland, Mountain","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the ki-rin fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The ki-rin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The ki-rin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):","At will: {@spell light}, {@spell major image} (6th-level version), {@spell thaumaturgy}","3/day each: {@spell cure wounds}, {@spell dispel magic}, {@spell lesser restoration}, {@spell sending}","1/day each: {@spell banishment}, {@spell calm emotions}, {@spell create food and water}, {@spell greater restoration}, {@spell plane shift}, {@spell protection from evil and good}, {@spell revivify}, {@spell wind walk}"]}],"actions":[{"name":"Multiattack","entries":["The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks."]},{"name":"Hoof","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d4 + 5}) force damage."]},{"name":"Horn","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) radiant damage."]},{"name":"Sacred Fire","entries":["{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}18 ({@damage 3d8 + 5}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The ki-rin moves up to half its speed without provoking {@action opportunity attack||opportunity attacks}."]},{"name":"Smite","entries":["The ki-rin makes one Hoof, Horn, or Sacred Fire attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), a kirin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Create Comforts","entries":["The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair."]},{"type":"item","name":"Create Stone and Metal","entries":["The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair, and the objects vanish after 1 hour."]},{"type":"item","name":"Create Wood","entries":["The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin's choice on the floor of the lair."]}]}],"regionalEffects":["A ki-rin's Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Blessed Nature","entries":["Beasts, Plants, and Celestials within 3 miles of the ki-rin's lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey."]},{"type":"item","name":"Controlled Weather","entries":["A ki-rin can cast {@spell control weather} while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist."]},{"type":"item","name":"Pure Waters","entries":["Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes."]},{"type":"item","name":"Realm of Respite","entries":["Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead."]},{"type":"item","name":"Safe Descents","entries":["Within 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don't gain this benefit, falling as normal."]}]},"When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years."],"lore":["Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil.","Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair appear to blaze with a holy, golden fire.","Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.","In many lands, common folk view ki-rins as heralds of good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death.","Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they are commanded; a ki-rin from an Upper Plane might venture to the Material Plane on a mission, usually as a scout, a messenger, or a spy. A ki-rin living on the Material Plane claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations.",{"type":"entries","name":"Lair of Luxury","page":161,"entries":["On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master's cause, out to defeat villainy wherever it is found.","When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries."]}],"gallery":[{"path":"bestiary/MPMM/Ki-rin.webp","credit":"Daniel Ljunggren"}],"otherVersions":[{"id":"ki-rin-vgm","source":"VGM"}]},{"id":"ki-rin-vgm","name":"Ki-rin","source":"VGM","page":163,"srd":false,"image":"bestiary/VGM/Ki-rin.webp","token":"bestiary/tokens/VGM/Ki-rin.webp","size":"Huge","creatureType":"Celestial","alignment":"Lawful Good","ac":"20","initiative":"+3 (13)","hp":"152 (16d12 + 48)","speed":"60 ft., fly 120 ft. (hover)","str":21,"dex":16,"con":16,"int":19,"wis":20,"cha":20,"saves":"","skills":"Insight +9, Perception +9, Religion +8","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Mountain, Grassland, Desert, Coastal","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the ki-rin fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The ki-rin has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The ki-rin's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The ki-rin's innate spellcasting ability is Charisma (spell save {@dc 17}). The ki-rin can innately cast the following spells, requiring no material components:","At will: {@spell gaseous form}, {@spell major image} (6th-level version), {@spell wind walk}","1/day: {@spell create food and water}"]},{"name":"Spellcasting","entries":["The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell mending}, {@spell sacred flame}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell cure wounds}, {@spell detect evil and good}, {@spell protection from evil and good}, {@spell sanctuary}","Level 2 (3 slots): {@spell calm emotions}, {@spell lesser restoration}, {@spell silence}","Level 3 (3 slots): {@spell dispel magic}, {@spell remove curse}, {@spell sending}","Level 4 (3 slots): {@spell banishment}, {@spell freedom of movement}, {@spell guardian of faith}","Level 5 (3 slots): {@spell greater restoration}, {@spell mass cure wounds}, {@spell scrying}","Level 6 (1 slots): {@spell heroes' feast}, {@spell true seeing}","Level 7 (1 slots): {@spell etherealness}, {@spell plane shift}","Level 8 (1 slots): {@spell control weather}","Level 9 (1 slots): {@spell true resurrection}"]}],"actions":[{"name":"Multiattack","entries":["The ki-rin makes three attacks: two with its hooves and one with its horn."]},{"name":"Hoof","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d4 + 5}) bludgeoning damage."]},{"name":"Horn","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The ki-rin makes a Wisdom ({@skill Perception}) check or a Wisdom ({@skill Insight}) check."]},{"name":"Smite","entries":["The ki-rin makes a hoof attack or casts {@spell sacred flame}."]},{"name":"Move","entries":["The ki-rin moves up to its half its speed without provoking opportunity attacks."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material - including manufactured objects such as cloth, pillows, rope, blankets, and clothing - to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour."],"regionalEffects":["The ki-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:",{"type":"list","items":["Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.","Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin.","Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair.","A ki-rin can cast {@spell control weather} while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist.","Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage."]},"When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a ki-rin is celebrated far and wide as a harbinger of destiny, a guardian of the sacred, and a counterbalance to the forces of evil.",{"name":"Good Personified","entries":["Ki-rins are the embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag the size of an elephant, covered in golden scales lined in some places with golden fur. It has a dark gold mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair can create the impression that the ki-rin is ablaze with a holy, golden fire.","Beyond their coloration, ki-rins vary in appearance, based on the deity each one reveres and the function it typically performs in service to that god. Some are horse-shaped, looking like gigantic unicorns, and are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. One horn is most common, but a ki-rin of fierce demeanor might have two horns or a set of antlers like those of a great stag."],"type":"entries"},{"type":"quote","entries":["I was awed to tears at the mere sight of my first ki-rin, and I've met gods."],"by":"Volo"},{"name":"Bringers of Boons","entries":["Common folk consider ki-rins to be rare and remote heralds of good fortune. Seeing a ki-rin fly overhead is a blessing, and events that happen on such a day are especially auspicious. If a ki-rin alights during a ceremony, such as a birth announcement or a coronation, everyone present understands that the creature is telling them great good could be in the offing. The ki-rin conveys its gifts and omens, then rises back into the sky. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good, or to rescue heroes from certain death.","A ki-rin in the world claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. On other planes, ki-rins that serve good deities go wherever they are commanded, which could include coming to the Material Plane on a mission. A ki-rin disciple in the world usually serves its deity as a scout, a messenger, or a spy.","Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as the advancement of just societies. For instance, in Faerûn, ki-rins rally mostly to Torm, although ki-rins also serve his allies Tyr and Ilmater."],"type":"entries"},{"name":"Objects of Adoration","entries":["Because a ki-rin is renowned for its wisdom, other creatures would naturally seek it out with questions and requests if they could. For that reason among others, the creature makes its lair atop a forbidding mountain peak or in some other equally inaccessible location. Only those that have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant.","Many who seek a ki-rin's guidance end up pledging service to the creature. They study as monks under its tutelage and serve as its agents in the world. The followers of a ki-rin might travel incognito across the land, seeking news of growing evil and working behind the scenes, or might be champions of their master's cause, out to defeat villainy wherever it is found."],"type":"entries"}]},{"type":"entries","name":"Lair of Luxury","entries":["On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. In the world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries."]}]}]}],"gallery":[{"path":"bestiary/VGM/Ki-rin.webp","credit":"Daniel Ljunggren"}],"hidden":true,"otherVersions":[{"id":"ki-rin","source":"MPMM"}]},{"id":"kianna","name":"Kianna","source":"JttRC","page":42,"srd":false,"image":"bestiary/JttRC/027-03-005.kianna.webp","token":"bestiary/tokens/JttRC/Kianna.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/027-03-005.kianna.webp","credit":"Jabari Weathers"}]},{"id":"kiddywidget","name":"Kiddywidget","source":"CM","page":136,"srd":false,"image":"bestiary/CM/Kiddywidget.webp","token":"bestiary/tokens/CM/Kiddywidget.webp","size":"Small","creatureType":"Construct","alignment":"","ac":"16","initiative":"+2 (12)","hp":"15 (2d6 + 8)","speed":"20 ft., climb 20 ft.","str":6,"dex":14,"con":18,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison","conditionImmunities":"blinded; deafened; exhaustion; paralyzed; petrified; poisoned","senses":"darkvision 60, Passive Perception 10","languages":"Skitterwidget","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The kiddywidget doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kiddywidget makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a creature, it is {@condition grappled} by the kiddywidget (escape {@dc 8})."]},{"name":"Tail","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 2 ({@damage 1d4}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A skitterwidget that gives birth to a kiddywidget can't procreate for {@dice 3d6} days afterward. Still, given that skitterwidgets are constructs with no natural life span, there is no telling how many kiddywidgets a pair of skitterwidgets can produce."]}],"gallery":[{"path":"bestiary/CM/Kiddywidget.webp","credit":"Christopher Burdett"}]},{"id":"kieren","name":"Kieren","source":"TftYP","page":157,"srd":false,"image":"bestiary/tokens/TftYP/Kieren.webp","token":"bestiary/tokens/TftYP/Kieren.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"killer-whale","name":"Killer Whale","source":"XMM","page":364,"srd":true,"image":"bestiary/XMM/Animals Hills and Mountains.webp","token":"bestiary/tokens/XMM/Killer Whale.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"90 (12d12 + 12)","speed":"5 ft., swim 60 ft.","str":19,"dex":14,"con":13,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 120 ft., Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Hold Breath","entries":["The whale can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}21 ({@damage 5d6 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"killer-whale-mm","source":"MM"}]},{"id":"killer-whale-mm","name":"Killer Whale","source":"MM","page":331,"srd":false,"image":"bestiary/tokens/MM/Killer Whale.webp","token":"bestiary/tokens/MM/Killer Whale.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"90 (12d12 + 12)","speed":"swim 60 ft.","str":19,"dex":10,"con":13,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Echolocation","entries":["The whale can't use its blindsight while {@condition deafened}."]},{"name":"Hold Breath","entries":["The whale can hold its breath for 30 minutes."]},{"name":"Keen Hearing","entries":["The whale has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}21 ({@damage 5d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"killer-whale","source":"XMM"}]},{"id":"killmoulis","name":"Killmoulis","source":"MFF","page":13,"srd":false,"image":"bestiary/MFF/Killmoulis.webp","token":"bestiary/tokens/MFF/Killmoulis.webp","size":"Tiny","creatureType":"Fey","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"7 (2d4 + 2)","speed":"30 ft., climb 30 ft.","str":4,"dex":19,"con":13,"int":12,"wis":14,"cha":13,"saves":"","skills":"History +3, Perception +4, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 14","languages":"Common, Sylvan, telepathy 60 ft.","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit -1} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage."]},{"name":"Blessing of Bountiful Generosity (1/Day)","entries":["The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points."]},{"name":"Curse of Poor Hospitality (1/Day)","entries":["The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations into a feast, and turns a dull, uncomfortable campsite into a welcoming refuge. But if a party abuses or neglects a killmoulis, the creature's mean-spirited thirst for revenge can turn even the simplest expedition into a draining ordeal that leaves adventurers tired, dispirited, and sullen.",{"type":"entries","name":"Traveling Fey","entries":["A killmoulis arises spontaneously in the Feywild whenever someone commits an act of charity to help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return for the benefits of its magic.","Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce raiders, enterprising merchants, or bold adventurers, all travelers have something interesting to offer a killmoulis."]},{"type":"entries","name":"Hungry Helpers","entries":["Despite their odd appearance and origins, killmoulis crave the same creature comforts as many folk of the world. They adore sweet candies, fresh fruit, and other delicacies. When a killmoulis encounters a party of travelers, it hides and keeps a careful watch on them. At night, it sneaks into the travelers' camp and looks through their supplies for tasty treats, but will settle for rations, nuts, and other snacks. If it finds them, it quickly snuffles up a single day's worth of food with its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest."]},{"type":"entries","name":"A Bitter Reproach","entries":["A killmoulis will follow after any party that has provided it with a tasty snack, slipping into camp each night to gorge itself and pay for its feast with its beneficial magic. But if the travelers attack, interfere with, or try to trap the killmoulis, it places a minor curse on the group and attempts to flee. For the rest of the characters' journey, their rations taste like ash and any camping spots are infested with lice and biting insects. Each character in the party wakes up sore and cramped, as rocks or sharp sticks somehow end up under their bedrolls.","Once a killmoulis is angered, it continues to tail a group and visit its curse upon them. Only an offering of fine food and an earnest apology can sooth an angry killmoulis. Without that, these creatures hold a grudge against a group's rude behavior that can last for days."]}]}]}],"gallery":[{"path":"bestiary/MFF/Killmoulis.webp"}]},{"id":"kindori","name":"Kindori","source":"BAM","page":31,"srd":false,"image":"bestiary/BAM/Kindori.webp","token":"bestiary/tokens/BAM/Kindori.webp","size":"Gargantuan","creatureType":"Celestial","alignment":"Unaligned","ac":"11","initiative":"-2 (8)","hp":"202 (15d20 + 45)","speed":"0 ft., fly 60 ft. (hover)","str":25,"dex":7,"con":17,"int":6,"wis":14,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The kindori doesn't require food, drink, or air."]}],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage."]}],"bonusActions":[{"name":"Flashing Eyes {@recharge}","entries":["The kindori emits bright light in a 120-foot cone. Each creature in the cone must succeed on a {@dc 14} Wisdom saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A kindori lacks a noticeable mouth. The leading edge of its body is dotted with small eyes that can emit bright beams of light, which the creature uses to blind predators before making its escape. Kindori communicate with one another over long distances by sending flashes of light from their eyes and draw their nourishment from the light of suns and stars.","A kindori is large enough to have its own gravity plane and air envelope, enabling smaller creatures to live and travel on its body. Mosses, molds, and other parasitic organisms grow on its surface, which in turn attract predators to clean them off. A kindori might have scavvers feeding on these parasites, which it doesn't mind. An extremely old or sick kindori can be identified by the overgrowth of vines and vegetation on it.","The bones and cartilage of a dead kindori do not deteriorate after parasites devour the creature's flesh. A kindori skeleton can be transformed into a spelljamming ship by placing a spelljamming helm inside it.","Kindori are peaceful creatures but have many natural enemies, including lunar dragons, solar dragons, and various peoples that inhabit Wildspace."]}],"gallery":[{"path":"bestiary/BAM/Kindori.webp","credit":"Jessica Nguyen"}]},{"id":"king-hekaton","name":"King Hekaton","source":"SKT","page":222,"srd":false,"image":"bestiary/SKT/King Hekaton.webp","token":"bestiary/tokens/SKT/King Hekaton.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Good","ac":"16","initiative":"+2 (12)","hp":"330 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Arcana +8, Athletics +14, History +8, Perception +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Hekaton can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell feather fall}, {@spell levitate}, {@spell light}","3/day each: {@spell control weather}, {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Hekaton makes two broken chain attacks."]},{"name":"Broken Chain","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 9}) bludgeoning damage."]},{"name":"Ballista","entries":["{@atk rw} {@hit 6} to hit, range 120/480 ft., one target. {@h}18 ({@damage 3d10 + 2}) piercing damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["Hekaton hurls a magical lightning bolt at a point he can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Thunderous Stomp {@recharge}","entries":["Hekaton stomps the ground, triggering a thunderclap. All other creatures within 15 feet of him must succeed on a {@dc 17} Constitution saving throw or take 33 ({@damage 6d10}) thunder damage and be {@condition deafened} until the start of Hekaton's next turn. On a successful save, a creature takes half as much damage and isn't {@condition deafened}. The thunderclap can be heard out to a range of 1,200 feet."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes.","Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands.",{"name":"Distant Prophet-Kings","entries":["Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts."],"type":"entries"},{"name":"Detached Oracles","type":"entries","entries":["Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don't compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean's depths for signs, symbols, and omens of Annam's favor.","Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten.","Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction."]},{"name":"Solitary Lives","type":"entries","entries":["Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish.","Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants' exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture's laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat."]}]},{"type":"entries","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]}]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"entries","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]}]}]}],"gallery":[{"path":"bestiary/SKT/King Hekaton.webp"}]},{"id":"king-jhaeros","name":"King Jhaeros","source":"KftGV","page":158,"srd":false,"image":"bestiary/KftGV/King Jhaeros.webp","token":"bestiary/tokens/KftGV/King Jhaeros.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"133 (14d10 + 56)","speed":"20 ft.","str":20,"dex":9,"con":18,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Common, Draconic, Elvish, and Ignan but can't speak","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Fire Absorption","entries":["Whenever Jhaeros is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt."]},{"name":"Berserk","entries":["Whenever Jhaeros starts its turn with 60 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points."]},{"name":"Immutable Form","entries":["Jhaeros is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["Jhaeros has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Jhaeros's weapon attacks are magical."]},{"name":"Ashen Creature","entries":["When Jhaeros drops to 0 hit points, he explodes in a harmless cloud of ashes, leaving nothing else behind."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jhaeros makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic."]},{"name":"Haste {@recharge 5}","entries":["Until the end of its next turn, Jhaeros magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Known for its exquisite glasswork, Ghalasine was a prosperous city ruled by King Jhaeros Astolko. Governing from Castle Cinis, Jhaeros was advised by two councilors, Regine LaVerne and Charmayne Daymore, and a guard captain named Naevys Tharesso. Jhaeros's rule was compassionate, just, and kind. Over the last year, however, Naevys watched with growing concern as Jhaeros became more withdrawn and secretive, closing Ghalasine to trade and failing to honor his alliances.","Jhaeros has been transformed into a heartless puppet under Charmayne's command."]}],"gallery":[{"path":"bestiary/KftGV/King Jhaeros.webp","credit":"David Auden Nash"}]},{"id":"king-of-feathers","name":"King of Feathers","source":"ToA","page":106,"srd":false,"image":"bestiary/ToA/King of Feathers.webp","token":"bestiary/tokens/ToA/King of Feathers.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"200 (19d12 + 52)","speed":"50 ft.","str":25,"dex":10,"con":19,"int":2,"wis":12,"cha":9,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Detect Invisibility","entries":["The King of Feathers can see {@condition invisible} creatures and objects as if they were visible."]},{"name":"Legendary Resistance (3/Day)","entries":["If the King of Feathers fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The King of Feathers's innate spellcasting ability is Wisdom. It can innately cast the following spell, requiring no material components:","At will: {@spell misty step}"]}],"actions":[{"name":"Multiattack","entries":["The King of Feathers makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the tyrannosaurus can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]},{"name":"Summon Swarm {@recharge 5}","entries":["The King of Feathers exhales a {@creature swarm of wasps||swarm of insects (wasps)} that forms in a space within 20 feet of it. The swarm acts as an ally of the King of Feathers and takes its turn immediately after it. The swarm disperses after 1 minute. It can't use the Summon Swarm action while it is grappling a creature with its jaws."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The monstrous tyrannosaurus known as the King of Feathers is the undisputed lord of Omu. Most other dwellers of the Forbidden City live in fear of its thunderous approach and steer well clear of the amphitheater, its lair."]}]}]}],"gallery":[{"path":"bestiary/ToA/King of Feathers.webp"}]},{"id":"king-robbit-the-slimy","name":"King Robbit the Slimy","source":"MGELFT","page":32,"srd":false,"image":"bestiary/tokens/MGELFT/King Robbit the Slimy.webp","token":"bestiary/tokens/MGELFT/King Robbit the Slimy.webp","size":"Small","creatureType":"Humanoid (Grung)","alignment":"lawful grumpy","ac":"13","initiative":"+3 (13)","hp":"27 (5d6 + 10)","speed":"25 ft., climb 25 ft.","str":7,"dex":16,"con":15,"int":10,"wis":11,"cha":15,"saves":"Dex +5","skills":"Athletics +2, Intimidation +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Passive Perception 12","languages":"Grung","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The grung can breathe air and water."]},{"name":"Poisonous Skin","entries":["Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Standing Leap","entries":["The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Grumpy Grung Growl","entries":["A ferocious gurgling issues from the throat of the Dankwood grung, warning those within 15 feet that they are indeed grumpy. Creatures in that area must succeed at a {@dc 12} Charisma saving throw or be {@condition frightened} until the end of their next turn."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 0} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage in melee, or 3 ({@damage 1d4 + 1}) piercing damage at range. Target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage. Target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["King Robbit has a tiny pet snail whom he adores. Maybe if you bring the snail their favorite snack or toy, King Robbit will be willing to help!"]},{"id":"king-snurre","name":"King Snurre","source":"TftYP","page":193,"srd":false,"image":"bestiary/TftYP/King Snurre.webp","token":"bestiary/tokens/TftYP/King Snurre.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"-1 (9)","hp":"187 (15d12 + 90)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"cold","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Snurre makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) slashing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP/King Snurre.webp"}]},{"id":"kingsport","name":"Kingsport","source":"IDRotF","page":243,"srd":false,"image":"bestiary/IDRotF/Kingsport.webp","token":"bestiary/tokens/IDRotF/Kingsport.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"5 (1d8 + 1)","speed":"20 ft., swim 40 ft.","str":6,"dex":12,"con":12,"int":10,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 10","languages":"Common","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["Kingsport can hold its breath for 20 minutes."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Scrivenscry is an arcanaloth who always refers to itself in the third person. It has a fondness for black licorice, strips of which it keeps in the pockets of its robe. The fiend is attended by Kingsport, a blind, albino giant penguin under the effect of an {@spell awaken} spell.","Scrivenscry's anxious penguin servant, Kingsport, was promised a life of enlightenment. The truth is that Kingsport was turned into Scrivenscry's lackey, who lives in fear of his cruel, unpredictable master. The blind giant penguin hopes to be free of the arcanaloth one day."]}],"gallery":[{"path":"bestiary/IDRotF/Kingsport.webp"}]},{"id":"kinyel-druu-giir","name":"Kinyel Druu'giir","source":"OotA","page":134,"srd":false,"image":"bestiary/OotA/Kinyel Druu'giir.webp","token":"bestiary/tokens/OotA/Kinyel Druu'giir.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Kinyel has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Kinyel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Kinyel deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kinyel makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Kinyel Druu'giir.webp"}]},{"id":"kiril-stoyanovich","name":"Kiril Stoyanovich","source":"CoS","page":203,"srd":false,"image":"bestiary/CoS/Kiril Stoyanovich.webp","token":"bestiary/tokens/CoS/Kiril Stoyanovich.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"90 (9d8 + 18)","speed":"30 ft. (40 ft. in wolf form)","str":15,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common (can't speak in wolf form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["Kiril can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["Kiril has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Kiril makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form)."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claws (Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Spear (Humanoid Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Kiril Stoyanovich.webp"}]},{"id":"kivan","name":"Kivan","source":"MaBJoV","page":48,"srd":false,"image":"bestiary/MaBJoV/Kivan.webp","token":"bestiary/tokens/MaBJoV/Kivan.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Good","ac":"16","initiative":"+4 (14)","hp":"132 (24d8 + 24)","speed":"30 ft.","str":16,"dex":18,"con":12,"int":11,"wis":14,"cha":11,"saves":"Dex +7, Wis +5","skills":"Nature +6, Perception +8, Stealth +10, Survival +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common, Elvish, Sylvan","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Kivan has advantage on saving throws against being {@condition charmed}, and magic can't put Kivan to sleep."]},{"name":"Keen Hearing and Sight","entries":["Kivan has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kivan makes three Longsword attacks or three Longbow attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage or 8 ({@damage 1d10 + 3}) slashing damage if wielded with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, ranged 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Volley (2/Day)","entries":["Kivan makes a Longbow attack against any number of creatures he can see within 150 feet. He must make a separate attack roll with advantage for each target."]}],"bonusActions":[{"name":"Kivan's Mark","entries":["Kivan designates one creature he can see within 60 feet as his prey. The first time each turn that Kivan hits his prey with a weapon attack, the prey takes an extra 7 ({@damage 2d6}) damage from the weapon."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Kivan is a highly skilled elven ranger, equally proficient in archery and melee combat. In his youth, Kivan was driven to avenge the death of his wife, Deheriana. He channeled that anger by serving the shadow druid Faldorn in various raids against towns and villages on the borders of civilization. But this anger was quelled when he met his future husband, the druid Cernd of the Emerald Enclave. He left Faldorn and joined the Emerald Enclave.","While life was good for many decades, his past eventually caught up with him. Faldorn joined the Emerald Enclave and quickly rose through the ranks to become one of the Enclave's Hierophants. She has been positioning herself to take one of the three spots in the Elder Circle—the three highest members of the Emerald Enclave.","Kivan is torn on what to do. He knows that Faldorn is secretly a shadow druid, but if he were to expose her, she would expose him as well. He would lose everything—the friends he has made, his position in the Enclave, but most of all the love of his husband, Cernd. Cernd has long battled against what he views as the corruption of the shadow druids.","Kivan is a blunt and taciturn elf who values bravery and skill in battle above all other qualities. He tirelessly hones his skills as a tracker and warrior.",{"type":"entries","name":"Kivan as a Contact","entries":["Kivan is the primary contact for members of the Emerald Enclave at low levels. Kivan can connect you with an animal or plant companion for a short duration. Your group can only have one of these companions at a time. Once the companion has helped you for a 24-hour period you can make an {@skill Animal Handling}, {@skill Nature} or {@skill Persuasion} check (depending on the creature) to convince them to stay with you for another 24 hours. Each time you make this check it increases by 1. If the companion dies while helping you, you can never gain the aid of that type of creature again. If the companion leaves your service without dying, then you can ask Kivan for another companion after one month has passed.",{"type":"table","caption":"Animal and Plant Companions via Kivan","colLabels":["Magical Plant and Animal Companion","Required Level","Skill Check"],"colStyles":["col-6","col-2 text-right","col-4 text-center"],"rows":[["Overly enthusiastic blink dog","1","{@dc 15} {@skill Animal Handling}"],["Sulky needle blight","1","{@dc 15} {@skill Nature}"],["Air headed satyr","3","{@dc 15} {@skill Persuasion}"],["Prankster vine blight","3","{@dc 15} {@skill Nature}"],["Sarcastic dryad","5","{@dc 15} {@skill Persuasion}"],["Awakened tree with confusing wisdom","7","{@dc 20} {@skill Nature}"],["Doom and gloom hamadryad","7","{@dc 20} {@skill Persuasion}"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Kivan.webp"}]},{"id":"klauth","name":"Klauth","source":"SKT","page":95,"srd":false,"image":"bestiary/tokens/SKT/Klauth.webp","token":"bestiary/tokens/SKT/Klauth.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"22","initiative":"+0 (10)","hp":"546 (28d20 + 252)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":30,"dex":10,"con":29,"int":18,"wis":15,"cha":23,"saves":"Dex +8, Con +17, Wis +10, Cha +14","skills":"Perception +16, Stealth +8","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Klauth fails a saving throw, he can choose to succeed instead."]},{"name":"Dual Wand Wielder","entries":["If Klauth is carrying two wands, he can use an action to expend 1 charge from each wand, triggering the effects of both wands simultaneously."]},{"name":"Special Equipment","entries":["Klauth carries a {@item wand of fireballs} and a {@item wand of lightning bolts}, and he wears a {@item ring of cold resistance}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Klauth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):","At will: {@spell comprehend languages}, {@spell detect magic}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","2/day each: {@spell darkness}, {@spell detect thoughts}, {@spell ice storm}","1/day each: {@spell banishment}, {@spell cloudkill}, {@spell disintegrate}, {@spell etherealness}, {@spell find the path} (cast as 1 action), {@spell greater invisibility}, {@spell haste}, {@spell locate object}, {@spell mass suggestion}, {@spell mirage arcane} (cast as 1 action), {@spell prismatic spray}"]}],"actions":[{"name":"Multiattack","entries":["Klauth can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Klauth's choice that is within 120 feet of Klauth and aware of him must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Klauth's Frightful Presence for the next 24 hours."]},{"name":"Fire Breath {@recharge 5}","entries":["Klauth exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Klauth makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Klauth makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Klauth beats his wings. Each creature within 15 feet of Klauth must succeed on a {@dc 25} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. Klauth can then fly up to half his flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.","A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.","Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Noxious Smoke","entry":"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."},{"type":"item","name":"Searing Heat","entry":"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Small earthquakes are common within 6 miles of the dragon's lair.","Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.","Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."},{"type":"item","name":"Fiery Senses","entry":"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."},{"type":"item","name":"Ominous Flames","entry":"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.","The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.",{"name":"Mountain Masters","type":"entries","entries":["Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time."]},{"name":"Arrogant Tyrants","type":"entries","entries":["Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.","No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command."]},{"name":"Status and Slaves","type":"entries","entries":["Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.","When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive."]},{"name":"Obsessive Collectors","type":"entries","entries":["Red dragons value wealth above all else, and their treasure hoards are legendary.They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.","A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath."]}]},{"type":"entries","name":"A Red Dragon's Lair","entries":["Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.","Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered."]},{"type":"entries","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.","Dragon Age Categories",{"type":"table","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]}]}]},{"id":"knight","name":"Knight","source":"XMM","page":184,"srd":true,"image":"bestiary/XMM/Knights.webp","token":"bestiary/tokens/XMM/Knight.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 10","languages":"Common plus one other language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Any","treasure":"Armaments, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The knight makes two attacks, using Greatsword or Heavy Crossbow in any combination."]},{"name":"Greatsword","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage plus 4 ({@damage 1d8}) Radiant damage."]},{"name":"Heavy Crossbow","entries":["{@atkr r} {@hit 2}, range 100/400 ft. {@h}11 ({@damage 2d10}) Piercing damage plus 4 ({@damage 1d8}) Radiant damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The knight is hit by a melee attack roll while holding a weapon. {@actResponse} The knight adds 2 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Knights frequently lead troops in combat or work in units that dominate the battlefield. They're often attended by squires, who might be less skilled soldiers or commoners."]},{"type":"section","name":"Knights","entries":["{@i Battle Masters and Heroic Wanderers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause."]}],"gallery":[{"path":"bestiary/XMM/Knights.webp","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"knight-mm","source":"MM"}]},{"id":"knight-mm","name":"Knight","source":"MM","page":347,"srd":false,"image":"bestiary/tokens/MM/Knight.webp","token":"bestiary/tokens/MM/Knight.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["The knight has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The knight makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners."]}]}],"hidden":true,"otherVersions":[{"id":"knight","source":"XMM"}]},{"id":"knight-of-eldraine","name":"Knight of Eldraine","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Knight of Eldraine.webp","token":"bestiary/tokens/MCV4EC/Knight of Eldraine.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"20","initiative":"+1 (11)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":16,"dex":12,"con":14,"int":13,"wis":11,"cha":13,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Knightly Virtue","entries":["The knight has one of the following traits, depending on the court it serves:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Courage (Embereth)","entries":["The knight has advantage on Wisdom checks and Wisdom saving throws."]},{"type":"item","name":"Knowledge (Vantress)","entries":["The knight has advantage on Intelligence checks and Intelligence saving throws."]},{"type":"item","name":"Loyalty (Ardenvale)","entries":["The knight has advantage on Charisma checks and Charisma saving throws."]},{"type":"item","name":"Persistence (Locthwain)","entries":["The knight has advantage on Constitution saving throws."]},{"type":"item","name":"Strength (Garenbrig)","entries":["The knight has advantage on Strength checks and Strength saving throws."]}]}]}],"spellcasting":[],"actions":[{"name":"Lance","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage plus 9 ({@damage 2d8}) radiant damage."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 9 ({@damage 2d8}) radiant damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage plus 9 ({@damage 2d8}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The realm of Eldraine once consisted of five knightly courts: Ardenvale, Embereth, Garenbrig, Locthwain, and Vantress. In ancient times, the courts were established around five relics of tremendous magical power and unknown origin. Each relic is a magical embodiment of one of the five virtues the knights of the realm hold as standards of excellence.","The recent invasion of nightmarish creatures called Phyrexians devastated the courts, with much of the surviving populace fleeing into the wilds. A young prince, Will Kenrith, does his best to reunite the shattered realm, but a return to its former glory seems far off.","Even in the shattered remnants of the realm, knighthood is among the highest honors one can receive. Knights of the realm, who are all addressed with the honorific \"Syr,\" are revered as champions, heroes, and paragons of virtue. They have many responsibilities, from protecting townsfolk to embarking on adventures in the wilds. Knights are often equipped with fine armor and weapons, and they ride noble steeds of various species—including griffons in Ardenvale, giant owls in Vantress, and giant ravens (use the giant vulture stat block) in Locthwain. Some knights also wield powerful magic drawn from the relics of their respective courts.","In the wake of the Phyrexian invasion, whole orders of knights have journeyed deep into the wilds, searching for a magical remedy to restore the kingdom to its former glory, or seeking to help travelers and remote communities beset by troubles.","Achieving knighthood in one of the courts requires a quest that proves one's excellence in that court's virtue. In some courts, the final step to becoming a knight involves being judged by that court's relic. Each court believes the virtue associated with its own relic is paramount, though not in lieu of the others. A knight of Embereth admires courage above all else but still looks down on the disloyal or ignorant, even though loyalty and knowledge are virtues championed by other courts.","Knights of Eldraine channel their devotion to the virtues of the realm into magical power that infuses their attacks. Most knights deal extra radiant damage with these attacks, but some knights might deal damage of a different type, such as fire (for knights of Embereth) or necrotic (for knights of Locthwain).",{"type":"inset","name":"The Verdant Order","entries":["In the wake of the Phyrexian invasion, knights from all five courts of Eldraine have joined to form a new organization, the Verdant Order. These knights renounced their oaths in favor of a new one, swearing to protect the last part of their world untouched by war: the wildest parts of Eldraine. To that end, they patrol the forests along the Boundary Lands, turning back loggers and hunters—by force if necessary.","Though they've renounced their former oaths, the knights of the Verdant Order retain their focus on the five virtues of the courts, so their Knightly Virtue trait remains unchanged."]}]}],"gallery":[{"path":"bestiary/MCV4EC/Knight of Eldraine.webp","credit":"Jason Rainville"}]},{"id":"knight-of-the-black-sword","name":"Knight of the Black Sword","source":"IDRotF","page":259,"srd":false,"image":"bestiary/tokens/IDRotF/Knight of the Black Sword.webp","token":"bestiary/tokens/IDRotF/Knight of the Black Sword.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Infernal","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["The fanatic has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Icy Doom","entries":["When the cultist dies, its corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["The fanatic makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.","Most of the cultists are Icewind Dale natives who would have perished in the wilderness had Levistus not intervened on their behalf. The cultists' stories are all the same: the archdevil reached out to them in their minds as they were freezing to death, offering a second chance at life in exchange for their absolute devotion. After they agreed to follow Levistus, a pale glow caught their eye in the snow nearby, leading to the discovery of a sword-shaped amulet of chardalyn. Each of these amulets has an inner radiance that provides warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its wearer reaches Ten-Towns, the talisman loses its inner radiance, yet the cultists keep their amulets as signs of their devotion to the archduke of Stygia (see the \"{@adventure Chardalyn Amulets|IDRotF|4|Chardalyn Amulets}\" sidebar)."]},{"id":"knight-of-the-mithral-shield","name":"Knight of the Mithral Shield","source":"SKT","page":79,"srd":false,"image":"bestiary/tokens/SKT/Knight of the Mithral Shield.webp","token":"bestiary/tokens/SKT/Knight of the Mithral Shield.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"20","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Possessed","entries":["While the knight is possessed by yakfolk, its alignment is lawful evil and it can speak Yikaria (the yakfolk tongue)."]},{"name":"Brave","entries":["The knight has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The knight makes two melee attacks."]},{"name":"Warhammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, or 8 ({@damage 1d10 + 3}) bludgeoning damage if used with two hands."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"knight-of-the-order","name":"Knight of the Order","source":"CoS","page":139,"srd":false,"image":"bestiary/tokens/CoS/Knight of the Order.webp","token":"bestiary/tokens/CoS/Knight of the Order.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":18,"dex":14,"con":18,"int":13,"wis":16,"cha":18,"saves":"Str +7, Con +7, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Swamp, Hill, Urban, Desert, Arctic","treasure":"","traits":[{"name":"Regeneration","entries":["The knight regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Rejuvenation","entries":["When the knight's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a {@spell wish} spell can be used to force the soul to go to the afterlife and not return."]},{"name":"Turn Immunity","entries":["The knight is immune to effects that turn undead."]},{"name":"Vengeful Tracker","entries":["The knight knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The knight makes two longsword attacks or two fist attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage. If the target is a creature against which the knight has sworn vengeance, the target takes an extra 14 ({@damage 4d6}) slashing damage."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a creature against which the knight has sworn vengeance, the target takes an extra 14 ({@damage 4d6}) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape {@dc 14}) provided the target is Large or smaller."]},{"name":"Vengeful Glare","entries":["The knight targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a {@dc 15} Wisdom saving throw. On a failure, the target is {@condition paralyzed} until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is {@condition frightened} of the revenant for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the {@condition frightened} condition on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"knucklehead-trout","name":"Knucklehead Trout","source":"IDRotF","page":295,"srd":false,"image":"bestiary/IDRotF/Knucklehead Trout.webp","token":"bestiary/tokens/IDRotF/Knucklehead Trout.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"0 ft., swim 30 ft.","str":14,"dex":14,"con":11,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Water Breathing","entries":["The trout can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The tasty and tenacious knucklehead trout can't easily be caught in nets. Moreover, using a line to reel in such a strong fish is a significant undertaking. Incautious fishers who get pulled into freezing water can quickly die, particularly if they're weighed down by heavy furs and cloaks.","A male knucklehead trout can weigh 70 pounds or more. The females tend to be smaller, weighing about 50 pounds. Both are prized for their ivory-like bones."]}],"gallery":[{"path":"bestiary/IDRotF/Knucklehead Trout.webp"}]},{"id":"koalinth","name":"Koalinth","source":"GoS","page":239,"srd":false,"image":"bestiary/GoS/Koalinth.webp","token":"bestiary/tokens/GoS/Koalinth.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Lawful Evil","ac":"14","initiative":"+0 (10)","hp":"16 (3d8 + 3)","speed":"30 ft., swim 20 ft.","str":13,"dex":11,"con":12,"int":11,"wis":10,"cha":11,"saves":"Dex +2","skills":"Athletics +3, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Goblin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The koalinth can breathe air and water."]},{"name":"Martial Advantage","entries":["Once per turn, the koalinth can deal an extra 7 ({@damage 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Trident","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The koalinth, found in Danger at Dunwater, are martial and aggressive aquatic hobgoblins, with brightly colored faces and functional gills. They are known for their ferocity, and for their hatred of elves."]}]}]}],"gallery":[{"path":"bestiary/GoS/Koalinth.webp","credit":"Shawn Wood"}]},{"id":"koalinth-sergeant","name":"Koalinth Sergeant","source":"GoS","page":239,"srd":false,"image":"bestiary/GoS/Koalinth Sergeant.webp","token":"bestiary/tokens/GoS/Koalinth Sergeant.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Lawful Evil","ac":"14","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"30 ft., swim 30 ft.","str":14,"dex":11,"con":12,"int":11,"wis":10,"cha":12,"saves":"Dex +2, Wis +2","skills":"Athletics +4, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Goblin","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The koalinth can breathe air and water."]},{"name":"Martial Advantage","entries":["Once per turn, the sergeant can deal an extra 7 ({@damage 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sergeant makes two melee attacks with its trident."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Hooked Net","entries":["{@atk rw} {@hit 4} to hit, range 10/30 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target is {@condition restrained}. A creature can use its action to make a {@dc 12} Strength check to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 12) frees the target without harming it and destroys the net."]}],"bonusActions":[],"reactions":[{"name":"Spear the Helpless (2/Day)","entries":["Whenever a creature within 30 feet of the sergeant becomes {@condition restrained}, the sergeant can move its speed toward the {@condition restrained} creature. If the sergeant ends its move within reach of the {@condition restrained} creature, it can make a melee attack against it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["These fierce koalinths lead special missions for their people, such as the diplomatic envoy encountered in Danger at Dunwater. A koalinth sergeant focuses its ire on the most significant threats on the battlefield, then eliminates those threats one by one."]}]}]}],"gallery":[{"path":"bestiary/GoS/Koalinth Sergeant.webp","credit":"Olga Drebas"}]},{"id":"kobold","name":"Kobold","source":"MM","page":195,"srd":false,"image":"bestiary/MM/Kobold.webp","token":"bestiary/tokens/MM/Kobold.webp","size":"Small","creatureType":"Humanoid (Kobold)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"5 (2d6 - 2)","speed":"30 ft.","str":7,"dex":15,"con":9,"int":8,"wis":7,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Draconic","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Swamp, Hill, Urban, Desert, Coastal, Arctic, Mountain, Underdark","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.",{"name":"Strength in Numbers","entries":["Kobolds are egg-laying creatures. They mature quickly and can live to be \"great wyrms\" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side."],"type":"entries"},{"name":"Tunnelers and Builders","type":"entries","entries":["Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders."]},{"name":"The Lost God","type":"entries","entries":["In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze."]}]}]}],"gallery":[{"path":"bestiary/MM/Kobold.webp","credit":"Conceptopolis"}]},{"id":"kobold-commoner","name":"Kobold Commoner","source":"TftYP","page":18,"srd":false,"image":"bestiary/tokens/TftYP/Kobold Commoner.webp","token":"bestiary/tokens/TftYP/Kobold Commoner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"3 (1d6)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kobold-dragonshield","name":"Kobold Dragonshield","source":"MPMM","page":163,"srd":false,"image":"bestiary/MPMM/Kobold Dragonshield.webp","token":"bestiary/tokens/MPMM/Kobold Dragonshield.webp","size":"Small","creatureType":"Dragon","alignment":"Any Alignment","ac":"15","initiative":"+2 (12)","hp":"44 (8d6 + 16)","speed":"20 ft.","str":12,"dex":15,"con":14,"int":8,"wis":9,"cha":10,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"see Dragon's Resistance below","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Dragon's Resistance","entries":["The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a {@damage d10}): 1–2, acid (black or copper); 3–4, cold (silver or white); 5–6, fire (brass, gold, or red); 7–8, lightning (blue or bronze); 9–10, poison (green)."]},{"name":"Heart of the Dragon","entries":["If the kobold is {@condition frightened} or {@condition paralyzed} by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll."]},{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kobold makes two Spear attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Believe it or not, I like kobolds. I find their oscillation between bravery and cowardice endlessly entertaining. In fact, I'd say kobolds are proof of the universe's most fundamental lesson: there is always something bigger than you."],"by":"Mordenkainen"},"Kobold dragonshields are champions of their people. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. In either case, a dragonshield is skilled at hand-to-hand combat and bears a shield made of dragon scales, as well as scars from desperate fights.","Dragonshields know they have a place of honor among those who venerate dragons, but—being kobolds at heart—most of them feel unworthy of their status and are desperate to prove themselves deserving of it. But they also have the ability to rally in the face of certain death, inspiring others to follow them into battle."],"gallery":[{"path":"bestiary/MPMM/Kobold Dragonshield.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"kobold-dragonshield-vgm","source":"VGM"}]},{"id":"kobold-dragonshield-vgm","name":"Kobold Dragonshield","source":"VGM","page":165,"srd":false,"image":"bestiary/VGM/Kobold Dragonshield.webp","token":"bestiary/tokens/VGM/Kobold Dragonshield.webp","size":"Small","creatureType":"Humanoid (Kobold)","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"44 (8d6 + 16)","speed":"20 ft.","str":12,"dex":15,"con":14,"int":8,"wis":9,"cha":10,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Mountain, Forest, Hill","treasure":"","traits":[{"name":"Dragon's Resistance","entries":["The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a {@damage d10}): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green)."]},{"name":"Heart of the Dragon","entries":["If the kobold is {@condition frightened} or {@condition paralyzed} by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll."]},{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kobold makes two melee attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales.",{"name":"Uncommon Courage","entries":["A dragonshield knows that it has a place of honor in the tribe, but-being kobolds at heart-most of them feel unworthy of their status and thus desperate to prove themselves deserving of it. A dragonshield's natural kobold cowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the ability to rally in the face of certain death, inspiring other kobolds to follow it in a charge against the invaders of their warren."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Kobold Dragonshield.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"kobold-dragonshield","source":"MPMM"}]},{"id":"kobold-elite","name":"Kobold Elite","source":"TftYP","page":18,"srd":false,"image":"bestiary/tokens/TftYP/Kobold Elite.webp","token":"bestiary/tokens/TftYP/Kobold Elite.webp","size":"Small","creatureType":"Humanoid (Kobold)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"7 (2d6 - 2)","speed":"30 ft.","str":7,"dex":15,"con":9,"int":8,"wis":7,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Draconic","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Swamp, Hill, Urban, Desert, Coastal, Arctic, Mountain, Underdark","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kobold-inventor","name":"Kobold Inventor","source":"MPMM","page":164,"srd":false,"image":"bestiary/MPMM/Kobold Inventor.webp","token":"bestiary/tokens/MPMM/Kobold Inventor.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":7,"dex":15,"con":12,"int":14,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Hill, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]},{"name":"Weapon Invention","entries":["The kobold uses one of the following options (choose one or roll a {@dice d8}); the kobold can use each one no more than once per day:",{"type":"list","style":"list-hang-notitle","items":[{"name":"1: Acid","entries":["The kobold hurls a {@item acid (vial)|PHB|flask of acid}. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}7 ({@damage 2d6}) acid damage."],"type":"item"},{"name":"2: Alchemist's Fire","entries":["The kobold throws a {@item Alchemist's Fire (flask)|PHB|flask of alchemist's fire}. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}2 ({@damage 1d4}) fire damage at the start of each of the target's turns. The target can end this damage by using its action to make a {@dc 10} Dexterity check to extinguish the flames."],"type":"item"},{"name":"3: Basket of Centipedes","entries":["The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A {@creature Swarm of Centipedes||swarm of insects (centipedes)} with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a {@chance 50} chance that the swarm disperses."],"type":"item"},{"name":"4: Green Slime Pot","entries":["The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}5 ({@damage 1d10}) acid damage, and the target is covered in slime until a creature uses its action to scrape or wash the slime off. A target covered in the slime takes 5 ({@damage 1d10}) acid damage at the start of each of its turns."],"type":"item"},{"name":"5: Rot Grub Pot","entries":["The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A {@creature swarm of rot grubs|MPMM} (in this book) emerges from the shattered pot and remains a hazard in that square."],"type":"item"},{"name":"6: Scorpion on a Stick","entries":["The kobold makes a melee attack with a {@creature scorpion} tied to the end of a 5-foot-long pole. {@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage, and the target must make a {@dc 9} Constitution saving throw, taking 4 ({@damage 1d8}) poison damage on a failed save, or half as much damage on a successful one."],"type":"item"},{"name":"7: Skunk in a Cage","entries":["The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must succeed on a {@dc 9} Constitution saving throw, or it retches and is {@condition incapacitated} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest."],"type":"item"},{"name":"8: Wasp Nest in a Bag","entries":["The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A {@creature Swarm of Wasps||swarm of insects (wasps)} with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a {@chance 50} chance that the swarm disperses."],"type":"item"}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but they might be surprisingly effective in the meantime. The weapons don't have to be lethal—often one serves its purpose if it distracts, scares, or confuses a creature long enough for the inventor to kill that foe."],"gallery":[{"path":"bestiary/MPMM/Kobold Inventor.webp","credit":"Chris Seaman"}],"otherVersions":[{"id":"kobold-inventor-vgm","source":"VGM"}]},{"id":"kobold-inventor-vgm","name":"Kobold Inventor","source":"VGM","page":166,"srd":false,"image":"bestiary/VGM/Kobold Inventor.webp","token":"bestiary/tokens/VGM/Kobold Inventor.webp","size":"Small","creatureType":"Humanoid (Kobold)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":7,"dex":15,"con":12,"int":8,"wis":7,"cha":8,"saves":"","skills":"Perception +0","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Mountain, Forest, Hill, Urban","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]},{"name":"Weapon Invention","entries":["The kobold uses one of the following options (roll a {@dice d8} or choose one); the kobold can use each one no more than once per day:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Acid","entry":"The kobold hurls a flask of {@item Acid (vial)|phb|acid}. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}7 ({@damage 2d6}) acid damage."},{"type":"itemSub","name":"2. Alchemist's fire","entry":"The kobold throws a flask of {@item Alchemist's Fire (flask)|phb|alchemist's fire}. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}2 ({@damage 1d4}) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a {@dc 10} Dexterity check to extinguish the flames."},{"type":"itemSub","name":"3. Basket of Centipedes","entry":"The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A {@creature swarm of centipedes||swarm of insects (centipedes)} with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a {@chance 50} chance that the swarm disperses."},{"type":"itemSub","name":"4. Green Slime Pot","entry":"The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. {@atk rw} {@hit 4} to hit, range 5/20 ft., one target. {@h}The target is covered in a patch of {@hazard green slime} (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target."},{"type":"itemSub","name":"5. Rot Grub Pot","entry":"The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A {@creature swarm of rot grubs|vgm} (see appendix A) emerges from the shattered pot and remains a hazard in that square."},{"type":"itemSub","name":"6. Scorpion on a Stick","entry":"The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. {@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage, and the target must make a {@dc 9} Constitution saving throw, taking 4 ({@damage 1d8}) poison damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"7. Skunk in a Cage","entry":"The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a {@dc 9} Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest."},{"type":"itemSub","name":"8. Wasp Nest in a Bag","entry":"The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A {@creature swarm of wasps||swarm of insects (wasps)} with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a {@chance 50} chance that the swarm disperses."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but-like kobolds' traps-they work a lot better than their materials would suggest.",{"name":"Good While They Last","entries":["An inventor's new weapons last for only one or two attacks before they break, but might be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don't backfire on them, but other users might not be so lucky. The weapons don't have to be lethal-in many cases one serves its purpose if it distracts, scares, or confuses a creature long enough for other kobolds to kill the enemy. In any particular encounter, an inventor usually has one or two improvised weapons at its disposal."],"type":"entries"},{"type":"quote","entries":["Never make the mistake of thinking kobolds are stupid or backward just because they're small. Size has nothing to do with it."],"by":"Volo"}]}]}],"gallery":[{"path":"bestiary/VGM/Kobold Inventor.webp","credit":"Chris Seaman"}],"hidden":true,"otherVersions":[{"id":"kobold-inventor","source":"MPMM"}]},{"id":"kobold-scale-sorcerer","name":"Kobold Scale Sorcerer","source":"MPMM","page":165,"srd":false,"image":"bestiary/MPMM/Kobold Scale Sorcerer.webp","token":"bestiary/tokens/MPMM/Kobold Scale Sorcerer.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"15","initiative":"+2 (12)","hp":"27 (5d6 + 10)","speed":"30 ft.","str":7,"dex":15,"con":14,"int":10,"wis":9,"cha":14,"saves":"","skills":"Arcana +2, Medicine +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The kobold casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell charm person}, {@spell fog cloud}, {@spell levitate}"]}],"actions":[{"name":"Multiattack","entries":["The kobold makes two Dagger or Chromatic Bolt attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Chromatic Bolt","entries":["{@atk rs} {@hit 4} to hit, range 60 feet, one target. {@h}9 ({@damage 2d6 + 2}) of a type of the kobold's choice: acid, cold, fire, lightning, poison, or thunder."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Kobold scale sorcerers have an innate talent for arcane magic, making them highly valuable members of their communities. These sorcerers typically fill the role of advisor, and when threatened, a scale sorcerer lashes out with colorful magic.","A scale sorcerer who resides in or near a dragon's lair may serve as that dragon's diplomat and mouthpiece—anticipating the dragon's needs, issuing commands to others on the dragon's behalf, and reporting information back to the dragon. Such scale sorcerers often wear artificial wings, which are a sign of their draconic office. Scale sorcerers are just as awed by and respectful of dragons as others who venerate these mighty creatures, but they know that duty requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became angry or displeased, so they frantically maintain a balance between adoration and terror in their behavior toward their master."],"gallery":[{"path":"bestiary/MPMM/Kobold Scale Sorcerer.webp","credit":"Scott Murphy"}],"otherVersions":[{"id":"kobold-scale-sorcerer-vgm","source":"VGM"}]},{"id":"kobold-scale-sorcerer-vgm","name":"Kobold Scale Sorcerer","source":"VGM","page":167,"srd":false,"image":"bestiary/VGM/Kobold Scale Sorcerer.webp","token":"bestiary/tokens/VGM/Kobold Scale Sorcerer.webp","size":"Small","creatureType":"Humanoid (Kobold)","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"27 (5d6 + 10)","speed":"30 ft.","str":7,"dex":15,"con":14,"int":10,"wis":9,"cha":14,"saves":"","skills":"Arcana +2, Medicine +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Mountain, Forest, Hill, Urban","treasure":"","traits":[{"name":"Sorcery Points","entries":["The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:","Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.","Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components."]},{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following sorcerer spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell mage hand}, {@spell mending}, {@spell poison spray}","Level 1 (4 slots): {@spell charm person}, {@spell chromatic orb}, {@spell expeditious retreat}","Level 2 (2 slots): {@spell scorching ray}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A kobold scale sorcerer has an innate talent for arcane magic, making it a highly valuable member of the tribe for several reasons. Because the kobolds' deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In times of peace, they use their spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor.",{"name":"Duty-Bound to a Dragon","entries":["In a kobold tribe associated with a dragon, typically one that resides in or near the dragon's lair, the scale sorcerer also serves as diplomat and mouthpiece-anticipating the dragon's needs, issuing commands to other kobolds on the dragon's behalf, and reporting information back to the dragon. The sorcerer is just as awed by and respectful of dragons as common kobolds are, but it knows that its duty requires it not to fawn over its master at all times. It also understands that its frequent proximity to the dragon means it would probably be the first to die if its master became angry or displeased, and so it frantically maintains a balance between adoration and terror in its behavior toward the dragon."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Kobold Scale Sorcerer.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"kobold-scale-sorcerer","source":"MPMM"}]},{"id":"kobold-tinkerer","name":"Kobold Tinkerer","source":"DoSI","page":43,"srd":false,"image":"bestiary/tokens/DoSI/Kobold Tinkerer.webp","token":"bestiary/tokens/DoSI/Kobold Tinkerer.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"10 (3d6)","speed":"30 ft., fly 10 ft.","str":7,"dex":14,"con":10,"int":15,"wis":7,"cha":9,"saves":"","skills":"Arcana +4, Perception +0","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Inquiring Mind (1/Day)","entries":["The kobold can cast {@spell detect magic}, requiring no spell components and using Intelligence as the spellcasting ability."]},{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Alchemical Flame {@recharge}","entries":["The kobold unleashes fire in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed saving throw, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kobolds are reptilian Humanoids that often revere dragons. Physically weak, they find strength in numbers.","A few kobolds are born with leathery wings and can fly, which is often seen as a gift from dragon gods."]}]},{"id":"kobold-underling","name":"Kobold Underling","source":"EGW","page":221,"srd":false,"image":"bestiary/tokens/EGW/Kobold Underling.webp","token":"bestiary/tokens/EGW/Kobold Underling.webp","size":"Small","creatureType":"Humanoid (Kobold)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"7 (3d6 - 3)","speed":"30 ft.","str":7,"dex":16,"con":9,"int":8,"wis":9,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Draconic","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Messy End","entries":["The kobold explodes 3 rounds after it dies, or immediately if it was killed by a critical hit. The explosion destroys the kobold's body, leaving its equipment behind. Each creature within 5 feet of the exploding kobold must make a {@dc 10} Dexterity saving throw, taking 4 ({@damage 1d8}) bludgeoning damage on a failed save, or half as much damage on a successful one."]},{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making."]}]},{"id":"kobold-vampire-spawn","name":"Kobold Vampire Spawn","source":"IDRotF","page":297,"srd":false,"image":"bestiary/IDRotF/Kobold Vampire Spawn.webp","token":"bestiary/tokens/IDRotF/Kobold Vampire Spawn.webp","size":"Small","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"39 (6d6 + 18)","speed":"30 ft., climb 20 ft.","str":10,"dex":18,"con":16,"int":8,"wis":8,"cha":8,"saves":"Dex +6, Wis +1","skills":"Perception +1, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The vampire has advantage on an attack roll against a creature if at least one of the vampire's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Regeneration","entries":["The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of its next turn."]},{"name":"Unusual Nature","entries":["The vampire doesn't require air."]},{"name":"Vampire Weaknesses","entries":["The vampire has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"The vampire can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"The vampire takes 20 acid damage when it starts its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 5 ({@damage 2d4}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The gnoll vampire Tekeli-li has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can't understand its commands, so they give Tekeli-li a wide berth. These ravenous undead kobolds thirst for blood and tend to swarm one foe at a time."]}],"gallery":[{"path":"bestiary/IDRotF/Kobold Vampire Spawn.webp"}]},{"id":"kobold-warrior","name":"Kobold Warrior","source":"XMM","page":185,"srd":true,"image":"bestiary/XMM/Kobolds.webp","token":"bestiary/tokens/XMM/Kobold Warrior.webp","size":"Small","creatureType":"Dragon","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"7 (3d6 - 3)","speed":"30 ft.","str":7,"dex":15,"con":9,"int":8,"wis":7,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 8","languages":"Common, Draconic","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urban","treasure":"Armaments","traits":[{"name":"Pack Tactics","entries":["The kobold has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 20/60 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Kobold warriors use hit-and-run tactics to raid their enemies and defend their homes. To avoid danger, they frequently employ haphazard traps."]},{"type":"section","name":"Kobolds","entries":["{@i Tricksters and Servants to Chromatic Dragons}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Coastal|bestiary|environment=coastal}, {@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Cowardly cousins to chromatic dragons, kobolds serve draconic overlords as warriors and servants. These scrappy menaces mimic the behaviors of their dragon masters. Though their small stature and recklessness make kobolds poor imitators of dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes.","Kobolds' scales resemble those of chromatic dragons that live near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures."]}],"gallery":[{"path":"bestiary/XMM/Kobolds.webp","credit":"Viktor Titov"}]},{"id":"koh-tam","name":"Koh Tam","source":"CoA","page":265,"srd":false,"image":"bestiary/CoA/Koh Tam.webp","token":"bestiary/tokens/CoA/Koh Tam.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Neutral","ac":"17","initiative":"+1 (11)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":16,"dex":12,"con":15,"int":19,"wis":20,"cha":15,"saves":"Wis +9, Cha +6","skills":"Arcana +8, History +8, Insight +9, Religion +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Abyssal, Celestial, Common, Infernal","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Koh Tam casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 17}):","At will: {@spell False Life}, {@spell Gentle Repose}, {@spell Lesser Restoration}, {@spell Protection from Evil and Good}, {@spell Speak with Dead}","1/day each: {@spell Antilife Shell}, {@spell Blight}, {@spell Death Ward}, {@spell Dispel Evil and Good}, {@spell Greater Restoration}, {@spell Raise Dead}, {@spell Regenerate}, {@spell Revivify}, {@spell Spiritual Weapon}"]}],"actions":[{"name":"Arbiter's Touch","entries":["{@atk ms} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) radiant damage."]},{"name":"Judgement","entries":["Koh Tam judges a creature within 60 feet of him. The target must succeed on a {@dc 17} Wisdom saving throw or take 50 ({@damage 10d8 + 5}) radiant damage. If the target had fewer hit points than their maximum prior to this attack, the creature takes 70 ({@damage 10d12 + 5}) radiant damage instead."]},{"name":"Arbiter's Light {@recharge 4}","entries":["{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}70 ({@damage 10d12 + 5}) radiant damage, and the target has the {@condition blinded} condition until the start of Koh Tam's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Koh Tam is the powerful head priest of Kelemvor, god of death and the dead, at the Waterdeep cathedral. Seeking to know all the secrets of the realms of the dead, Koh Tam petitioned his god for permission to explore the Nine Hells. The young priest set forth into the infernal realm where he bore witness to horrors beyond mortal imagination and encountered fiendish creatures whose power greatly outmatched his own. The experience forever changed the priest. Rather than sate his curiosity, the journey only served to further incite Koh Tam's fascination with the infernal. He devoted himself to the study of arcane books concerning the subject and collected an impressive number of infernal relics.","In the many years since, the head priest has made several expeditions into the Nine Hells and has had many more encounters with fearsome devils. Koh Tam can thus be considered the expert authority on the infernal realm. He has advised many adventurers who seek to venture into the Nine Hells and has also prevented a fair number of foul creatures from fleeing that realm into mortal worlds. Though he remains devoted to the laws of Kelemvor, so much exposure to the infernal has changed Koh Tam in mind and body. The head priest has many habits and mannerisms that might seem strange to other mortals, and he has a unique perspective colored by his experience with the Nine Hells."],"gallery":[{"path":"bestiary/CoA/Koh Tam.webp","credit":"Paul Adam, Lius Lasahido"}]},{"id":"koi-prawn","name":"Koi Prawn","source":"JttRC","page":26,"srd":false,"image":"bestiary/JttRC/014-02-004.jagged-koi-prawns.webp","token":"bestiary/tokens/JttRC/Koi Prawn.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"16 (3d10)","speed":"0 ft., swim 40 ft.","str":12,"dex":15,"con":11,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Charge","entries":["If the prawn moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}."]},{"name":"Water Breathing","entries":["The prawn can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/014-02-004.jagged-koi-prawns.webp","title":"Jagged Koi Prawns are just one unexpected danger of the games at the Dyn Singh Night market","credit":"Vicki Pangestu"}]},{"id":"kol-daan","name":"Kol'daan","source":"WDMM","page":155,"srd":false,"image":"bestiary/tokens/WDMM/Kol'daan.webp","token":"bestiary/tokens/WDMM/Kol'daan.webp","size":"Medium","creatureType":"Humanoid (Troglodyte)","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"20 (2d8 + 4)","speed":"30 ft.","str":14,"dex":10,"con":14,"int":6,"wis":10,"cha":6,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Troglodyte","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Chameleon Skin","entries":["Kol'daan has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Stench","entries":["Any creature other than a troglodyte that starts its turn within 5 feet of Kol'daan must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Kol'daan has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kol'daan makes three attacks: one with its bite and two with its claws or sparring sword."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Sparring Sword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kolyarut","name":"Kolyarut","source":"MPP","page":34,"srd":false,"image":"bestiary/MPP/Kolyarut.webp","token":"bestiary/tokens/MPP/Kolyarut.webp","size":"Medium","creatureType":"Construct (Inevitable)","alignment":"Lawful Neutral","ac":"18","initiative":"+1 (11)","hp":"297 (35d8 + 140)","speed":"50 ft., fly 35 ft. (hover)","str":25,"dex":12,"con":19,"int":25,"wis":22,"cha":18,"saves":"Int +13, Wis +12, Cha +10","skills":"History +13, Insight +12, Perception +12","vulnerabilities":"","resistances":"thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 22","languages":"all","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The kolyarut is immune to any spell or effect that would alter its form."]},{"name":"Legendary Resistance (4/Day)","entries":["If the kolyarut fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The kolyarut has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kolyarut makes four Unerring Blade attacks."]},{"name":"Unerring Blade","entries":["{@atk mw} automatic hit, reach 5 ft., one target. {@h}24 force damage plus one of the following effects (choose one or roll a {@dice d6}):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-2: Disarm","entries":["The target drops one item it is holding of the kolyarut's choice."]},{"type":"item","name":"3-4: Imbalance","entries":["The target can't take reactions until the start of the kolyarut's next turn."]},{"type":"item","name":"5-6: Push","entries":["If the target is Large or smaller, the target is pushed up to 15 feet away from the kolyarut."]}]}]},{"name":"Edict of Blades {@recharge 5}","entries":["The kolyarut moves up to its speed without provoking opportunity attacks and can make one Unerring Blade attack against each creature it moves past. Whenever it hits a creature with an Unerring Blade attack during this movement, each spell of 5th level or lower on the creature ends, and the creature has the {@condition incapacitated} condition until the end of the kolyarut's next turn."]},{"name":"Plane Shift (3/Day)","entries":["The kolyarut casts {@spell plane shift}, requiring no material components and using Intelligence as the spellcasting ability. The kolyarut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of itself. If it uses the latter option, the targeted creature must succeed on a {@dc 18} Charisma saving throw or be sent to a teleportation circle in the Hall of Concordance in Sigil."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The kolyarut adds 6 to its AC against one attack roll that would hit it. To do so, the kolyarut must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Created by Primus, the leader of the modrons, the Kolyarut is a wondrous machine capable of forging binding contracts between parties. From the Hall of Concordance in Sigil, the Kolyarut judges the needs of planar beings seeking uniquely binding terms and forges ironclad agreements. Those who break these contracts are pursued by maruts (detailed in {@i Mordenkainen Presents: Monsters of the Multiverse}) and punished in brutally decisive fashion.","In cases where the terms of a contract or a foundational truth of an agreement come into question, the Kolyarut sends a component part of itself into the planes to seek the truth. Also known as kolyaruts, these manifestations of the great machine function as multiversal investigators and pursue answers to specific quandaries. Once their questions have been satisfied, they report back to their creator, allowing the Kolyarut to impose accurate judgments.","Kolyaruts are four-armed beings of magic and machinery. Like maruts, they are inevitables, beings dedicated to the smooth exaction of laws across the planes. Kolyaruts wield blades with deadly efficiency, allowing them to defend themselves on their excursions and slice through any who obscure the truth.","Occasionally, the Hall of Concordance loans kolyaruts to lawful beings who have inherent interest in the orderly functioning of the multiverse, aiding them in seeking answers of planar importance."]}],"gallery":[{"path":"bestiary/MPP/Kolyarut.webp"}]},{"id":"kopoha","name":"Kopoha","source":"ToFW","page":61,"srd":false,"image":"bestiary/ToFW/Kopoha.webp","token":"bestiary/tokens/ToFW/Kopoha.webp","size":"Huge","creatureType":"Celestial (Titan)","alignment":"Chaotic Good","ac":"22","initiative":"+5 (15)","hp":"313 (19d12 + 190)","speed":"50 ft., fly 50 ft., swim 50 ft.","str":30,"dex":21,"con":30,"int":21,"wis":22,"cha":27,"saves":"Str +17, Int +12, Wis +13, Cha +15","skills":"Insight +13, Persuasion +15","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 16","languages":"all","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Kopoha fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Kopoha has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Kopoha's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Kopoha's innate spellcasting ability is Charisma (spell save {@dc 23}, {@hit 15} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell greater restoration}, {@spell pass without trace}, {@spell water breathing}, {@spell water walk}","1/day each: {@spell commune}, {@spell dispel evil and good}, {@spell earthquake}, {@spell fire storm}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Bolt","entries":["{@atk rs} {@hit 15} to hit, range 600 ft., one target. {@h}24 ({@damage 7d6}) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Kopoha makes one attack."]},{"name":"Bolster","entries":["Kopoha bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be {@condition charmed} or {@condition frightened}, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn."]},{"name":"Trembling Strike (Costs 2 Actions)","entries":["Kopoha strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a {@dc 25} Strength saving throw or be knocked {@condition prone}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/Kopoha.webp"}]},{"id":"korex","name":"Korex","source":"WttHC","srd":false,"image":"bestiary/WttHC/Korex.webp","token":"bestiary/tokens/WttHC/Korex.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"52 (8d8)","speed":"40 ft.","str":13,"dex":16,"con":14,"int":8,"wis":12,"cha":15,"saves":"","skills":"Perception +3, Performance +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 13","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sewer Speech","entries":["Korex can comprehend and verbally communicate with Monstrosities."]}],"spellcasting":[],"actions":[{"name":"Rancid Knife","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 2d4 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of Korex's next turn."]},{"name":"Entrancing Pipes","entries":["{@actSave wis} {@dc 12}, one creature Korex can see within 120 feet. {@actSaveFail} 14 ({@damage 4d6}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition until the start of Korex's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Skitter","entries":["Korex takes the {@action Dash|XPHB} or {@action Disengage|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WttHC/Korex.webp"}]},{"id":"koris","name":"Koris","source":"CRCotN","page":106,"srd":false,"image":"bestiary/CRCotN/056-04-012.koris-flees.webp","token":"bestiary/tokens/CRCotN/Koris.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Neutral","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Koris has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Koris is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Koris deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Koris makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/056-04-012.koris-flees.webp","credit":"Goñi Montes"}]},{"id":"korred","name":"Korred","source":"MPMM","page":166,"srd":false,"image":"bestiary/MPMM/Korred.webp","token":"bestiary/tokens/MPMM/Korred.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"17","initiative":"+2 (12)","hp":"93 (11d6 + 55)","speed":"30 ft., burrow 30 ft.","str":23,"dex":14,"con":20,"int":10,"wis":15,"cha":9,"saves":"","skills":"Athletics +9, Perception +5, Stealth +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., tremorsense 120 ft., Passive Perception 15","languages":"Dwarvish, Gnomish, Sylvan, Terran, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The korred has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[{"name":"Spellcasting","entries":["The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell commune with nature} (as an action), {@spell meld into stone}, {@spell stone shape}","1/day: {@spell Otto's irresistible dance}"]}],"actions":[{"name":"Multiattack","entries":["The korred makes two Greatclub or Rock attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage, or 19 ({@damage 3d8 + 6}) bludgeoning damage if the korred is on the ground."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/120 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage, or 19 ({@damage 3d8 + 6}) bludgeoning damage if the korred is on the ground."]}],"bonusActions":[{"name":"Command Hair","entries":["The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a {@dc 13} Dexterity saving throw or become {@condition grappled} by the rope (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes {@condition incapacitated}.","A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while the rope has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Korreds are unpredictable, secretive Fey with strong ties to earth and stone. Because of their magical hair and mystical understanding of minerals, they are sought after by treasure-hunting dwarves and others who desire wealth beneath the earth.","Korreds prefer to keep their own company but occasionally consort with creatures of elemental earth such as {@creature galeb duhr}. They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures, but they become aggressive when they feel insulted or are annoyed by the sounds of mining.","Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, and swim through rock. They also gain supernatural strength just from standing on the ground.",{"name":"Magical Hair","type":"entries","entries":["Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of this magical hair, then twist the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair and equally great offense at anyone who attempts to cut it without permission."]}],"gallery":[{"path":"bestiary/MPMM/Korred.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"korred-vgm","source":"VGM"}]},{"id":"korred-vgm","name":"Korred","source":"VGM","page":168,"srd":false,"image":"bestiary/VGM/Korred.webp","token":"bestiary/tokens/VGM/Korred.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"17","initiative":"+2 (12)","hp":"102 (12d6 + 60)","speed":"30 ft., burrow 30 ft.","str":23,"dex":14,"con":20,"int":10,"wis":15,"cha":9,"saves":"","skills":"Athletics +9, Perception +5, Stealth +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., tremorsense 120 ft., Passive Perception 15","languages":"Dwarvish, Gnomish, Sylvan, Terran, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Command Hair","entries":["The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a {@dc 13} Dexterity saving throw or become {@condition grappled} by the rope (escape {@dc 13}). Until this grapple ends. the target is {@condition restrained}. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes {@condition incapacitated}.","A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed."]},{"name":"Stone Camouflage","entries":["The korred has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Stone's Strength","entries":["While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks)."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The korred's innate spellcasting ability is Wisdom (save {@dc 13}). It can innately cast the following spells, requiring no components:","At will: {@spell commune with nature}, {@spell meld into stone}, {@spell stone shape}","1/day each: {@spell conjure elemental} (as 6th-level spell; {@creature galeb duhr}, {@creature gargoyle}, {@creature earth elemental}, or {@creature xorn} only), {@spell Otto's irresistible dance}"]}],"actions":[{"name":"Multiattack","entries":["The korred makes two attacks with its greatclub or hurls two rocks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage, or 19 ({@damage 3d8 + 6}) bludgeoning damage if the korred is on the ground."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/120 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage, or 24 ({@damage 4d8 + 6}) bludgeoning damage if the korred is on the ground."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, dwarves, and others that desire wealth beneath the earth.",{"name":"Earthy Fey","entries":["Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining."],"type":"entries"},{"name":"Stone Sympathy","entries":["No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal or gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves lie, and underground it knows the pathways through the stone for miles. Secret doors that lead through stone are as obvious as windows to a korred.","Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, swim through rock, and summon earth elementals and other creatures. They also gain supernatural strength just from standing on the ground."],"type":"entries"},{"name":"Enchanted Hair","entries":["Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of their hair, then weave the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair, and equally great offense at any one who attempts to cut it without permission."],"type":"entries"},{"type":"quote","entries":["There's a legend about a merchant who tried to cut a korred's hair with golden shears. The korred fed him those shears, from his swallow to his sitter."],"by":"Volo"}]}]}],"gallery":[{"path":"bestiary/VGM/Korred.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"korred","source":"MPMM"}]},{"id":"kostchtchie","name":"Kostchtchie","source":"BGDIA","page":105,"srd":false,"image":"bestiary/BGDIA/Kostchtchie.webp","token":"bestiary/tokens/BGDIA/Kostchtchie.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"243 (18d10 + 144)","speed":"40 ft.","str":30,"dex":12,"con":27,"int":18,"wis":22,"cha":19,"saves":"Dex +9, Con +16, Wis +14","skills":"Intimidation +12, Perception +14, Survival +14","vulnerabilities":"","resistances":"fire; lightning","immunities":"cold; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"Abyssal, Giant, telepathy 120 ft.","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Kostchtchie fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Kostchtchie has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Kostchtchie's innate spellcasting ability is Charisma (spell save {@dc 20}). He can innately cast the following spells, requiring no material components:","At will: {@spell command}, {@spell darkness}","1/day each: {@spell dispel evil and good}, {@spell gate}, {@spell harm}, {@spell telekinesis}, {@spell teleport}, {@spell wind walk}"]}],"actions":[{"name":"Multiattack","entries":["Kostchtchie makes two melee attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 5 ft., one creature. {@h}13 ({@damage 1d6 + 10}) piercing damage."]},{"name":"Matalotok (Warhammer)","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage, or 21 ({@damage 2d10 + 10}) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 ({@damage 3d6}) cold damage to each creature within 30 feet of it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Kostchtchie makes one melee weapon attack."]},{"name":"Charge","entries":["Kostchtchie moves up to his speed."]},{"name":"Curse (Costs 2 Actions)","entries":["Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The demon lord Kostchtchie resembles a squat hill giant with short, bandy legs and a grossly shaped head.","Frost giants who forsake their gods and turn to demon worship can summon Kostchtchie with bloody offerings left on altars of hewn ice. If the demon lord chooses to answer the giants' call, he hunts and fights alongside them for a time, infecting the frost giants with savage madness and bloodlust before disappearing back to the Abyss."]}]}],"gallery":[{"path":"bestiary/BGDIA/Kostchtchie.webp"}]},{"id":"kozilek","name":"Kozilek","source":"PSZ","page":38,"srd":false,"image":"bestiary/PSZ/Eldrazi Mimic.webp","token":"bestiary/tokens/PSZ/Kozilek.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"472 (27d20 + 189)","speed":"20 ft., swim 60 ft.","str":30,"dex":11,"con":25,"int":22,"wis":18,"cha":20,"saves":"Str +17, Dex +7, Con +14, Int +13, Wis +11","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"frightened; paralyzed","senses":"truesight 120 ft., Passive Perception 14","languages":"Abyssal, Celestial, Infernal, Primordial, telepathy 120 ft. but can't speak","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["Kozilek can breathe air and water."]},{"name":"Freedom of Movement","entries":["Kozilek ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}."]},{"name":"Siege Monster","entries":["Kozilek deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kozilek makes three tentacle attacks, each of which it can replace with one use of Fling."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d8 + 10}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by Kozilek, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the kraken, and it takes 42 ({@damage 12d6}) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 17} to hit, reach 30 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}. Kozilek has ten tentacles, each of which can grapple one target."]},{"name":"Fling","entries":["One Large or smaller object held or creature {@condition grappled} by Kozilek is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 18} Dexterity saving throw or take the same damage and be knocked {@condition prone}."]},{"name":"Lightning Storm","entries":["Kozilek magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a {@dc 23} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tentacle Attack or Fling","entries":["Kozilek makes one tentacle attack or uses its Fling."]},{"name":"Lightning Storm (Costs 2 Actions)","entries":["Kozilek uses Lightning Storm."]},{"name":"Ink Cloud (Costs 3 Actions)","entries":["While underwater, Kozilek expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is {@quickref Vision and Light||2||heavily obscured} to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a {@dc 23} Constitution saving throw, taking 16 ({@damage 3d10}) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:",{"type":"list","items":["A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a {@dc 23} Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.","Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.","The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a {@dc 23} Constitution saving throw, taking 10 ({@damage 3d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"regionalEffects":["The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:",{"type":"list","items":["The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the {@spell control weather} spell.","Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).","Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are {@condition charmed} by the kraken and aggressive toward intruders in the area."]},"When the kraken dies, all of these regional effects fade immediately."],"gallery":[{"path":"bestiary/PSZ/Eldrazi Mimic.webp","title":"Eldrazi Mimic","credit":"Craig J. Spearing"}]},{"id":"kraken","name":"Kraken","source":"XMM","page":187,"srd":true,"image":"bestiary/XMM/Kraken.webp","token":"bestiary/tokens/XMM/Kraken.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Chaotic Evil","ac":"18","initiative":"+14 (24)","hp":"481 (26d20 + 208)","speed":"30 ft., swim 120 ft.","str":30,"dex":11,"con":26,"int":22,"wis":18,"cha":20,"saves":"Str +17, Dex +7, Con +15, Wis +11","skills":"History +13, Perception +11","vulnerabilities":"","resistances":"","immunities":"cold; lightning","conditionImmunities":"frightened; grappled; paralyzed; restrained","senses":"Truesight 120 ft., Passive Perception 21","languages":"understands Abyssal, Celestial, Infernal, and Primordial but can't speak; telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000, or 62,000 in lair; PB +7)","habitat":"Underwater","treasure":"Any","traits":[{"name":"Amphibious","entries":["The kraken can breathe air and water."]},{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the kraken fails a saving throw, it can choose to succeed instead."]},{"name":"Siege Monster","entries":["The kraken deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kraken makes two Tentacle attacks and uses Fling, Lightning Strike, or Swallow."]},{"name":"Tentacle","entries":["{@atkr m} {@hit 17}, reach 30 ft. {@h}24 ({@damage 4d6 + 10}) Bludgeoning damage. The target has the {@condition Grappled|XPHB} condition (escape {@dc 20}) from one of ten tentacles, and it has the {@condition Restrained|XPHB} condition until the grapple ends."]},{"name":"Fling","entries":["The kraken throws a Large or smaller creature {@condition Grappled|XPHB} by it to a space it can see within 60 feet of itself that isn't in the air. {@actSave dex} {@dc 25}, the creature thrown and each creature in the destination space. {@actSaveFail} 18 ({@damage 4d8}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]},{"name":"Lightning Strike","entries":["{@actSave dex} {@dc 23}, one creature the kraken can see within 120 feet. {@actSaveFail} 33 ({@damage 6d10}) Lightning damage. {@actSaveSuccess} Half damage."]},{"name":"Swallow","entries":["{@actSave dex} {@dc 25}, one creature {@condition Grappled|XPHB} by the kraken (it can have up to four creatures swallowed at a time). {@actSaveFail} 23 ({@damage 3d8 + 10}) Piercing damage. If the target is Large or smaller, it is swallowed and no longer {@condition Grappled|XPHB}. A swallowed creature has the {@condition Restrained|XPHB} condition, has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the kraken, and takes 24 ({@damage 7d6}) Acid damage at the start of each of its turns.","If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the kraken with the {@condition Prone|XPHB} condition. If the kraken dies, any swallowed creature no longer has the {@condition Restrained|XPHB} condition and can escape from the corpse using 15 feet of movement, exiting {@condition Prone|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Storm Bolt","entries":["The kraken uses Lightning Strike."]},{"name":"Toxic Ink","entries":["{@actSave con} {@dc 23}, each creature in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the kraken while it is underwater. {@actSaveFail} The target has the {@condition Blinded|XPHB} and {@condition Poisoned|XPHB} conditions until the end of the kraken's next turn. The kraken then moves up to its {@variantrule Speed|XPHB}. {@actSaveSuccessOrFail} The kraken can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a kraken's lair is twisted by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ocean Tyrant","entries":["The kraken exerts its dominance over animals in its domain. All Beasts within 1 mile of the lair have the {@condition Charmed|XPHB} condition while in that area."]},{"type":"item","name":"Sea and Storms","entries":["While in its lair, the kraken can cast {@spell Control Weather|XPHB}, requiring no spell components and using Intelligence as the spellcasting ability."]}]},"If the kraken dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","name":"Kraken","entries":["{@i Leviathan of Legend}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Ancient weapons of the gods, krakens slumber in the deepest oceanic abysses, awaiting their time to rise and dominate the world. These massive, many-tentacled horrors combine overwhelming physical might with formidable cunning. Their powerful limbs shatter ships and topple spires, and they use their control over storms to rain down lightning on their foes.","Krakens usually have little interest in mortal affairs. These terrors were created by the gods to wage war in ages long forgotten. Since that era, most krakens have vanished beneath the waves to slumber until the gods call on them again. Some krakens serve divine masters still, protecting deep sea treasures or entire oceans. Others have forsaken their divine creators and pursue their own agendas, manipulating forces beneath the sea and beyond.","Krakens rarely appear on the surface, but when they do, they herald times of change and doom. When roused to action, these titans directly attack coastal cities or whole armadas. Kraken onslaughts persist until their wrath is sated, their divine patrons are appeased, or their egos are placated by valuable offerings. Roll on or choose a result from the Kraken Attacks table to inspire what ruin a kraken might unleash.",{"type":"table","caption":"Kraken Attacks","colLabels":["1d8","The Enraged Kraken..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Abducts the vessel of a leader or another important community member."],["2","Attacks a community from below using flooded ruins, hidden aquifers, or sewers."],["3","Breaks a lighthouse or seaside tower, carrying it and the occupants to a secret island."],["4","Calls down lightning on any ship that enters its aquatic territory."],["5","Carries ships to an inescapable sargassum."],["6","Dams a river or cuts off a city's sea access."],["7","Devours all sea life near a fishing community, threatening it with ruin."],["8","Masterminds an invasion from the sea by merfolk, sahuagin, or storm giants."]]},{"type":"entries","name":"Kraken Lairs","entries":["Kraken lairs tend to be sunken temples, eldritch ritual sites, or primeval places of divine power. They might lie deep beneath bodies of fresh or salt water, and they often connect to labyrinths of flooded subterranean tunnels or networks of magical portals."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["A kraken dreams of casting its tentacles into the heavens and strangling that which birthed it, and when its dream exceeds its reach, it settles for the occasional passing ship."],"by":"Malfeore Serrang","from":"Night of the Kraken Cult"}]}]}],"gallery":[{"path":"bestiary/XMM/Kraken.webp","credit":"Richard Luong"}],"otherVersions":[{"id":"kraken-psz","source":"PSZ"},{"id":"kraken-mm","source":"MM"}]},{"id":"kraken-psz","name":"Kraken","source":"PSZ","page":25,"srd":false,"image":"bestiary/PSZ/Kraken.webp","token":"bestiary/tokens/PSZ/Kraken.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"30 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"","skills":"Athletics +14, Perception +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 19","languages":"Common","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The kraken can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The kraken's innate spellcasting ability is Charisma (spell save {@dc 17}). The kraken can innately cast the following spells, requiring no components:","3/day each: {@spell control weather}, {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["The kraken makes two attacks: one with its claw and one with its tentacles."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}30 ({@damage 6d6 + 9}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}."]},{"name":"Lightning Strike {@recharge 5}","entries":["The kraken hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Lurking in the deepest reaches of Zendikar's seas, krakens are mysterious monsters of unpredictable wrath and terrible destruction. Though they take the form of rampaging brutes when they appear on the surface, the truth of their existence is more complex. Krakens embody force of will and the drive for self-determination shared by all thinking beings. When their will is turned to destruction, they are capable of wreaking terrible havoc upon ships at sea or coastal settlements. But they live most of their adult lives in utter isolation in the deeps, focused on their own probing of the seas' mysteries.","A kraken has a roughly humanoid shape, with two strong arms and a broad chest. Its head is encased in a rough shell that sprouts two large horns, and one of its hands is a bony claw. It has dozens of tentacles—a writhing mass below its toothy mouth, another mass at the end of one arm, and several long tentacles in place of legs. On its back is a huge conch-like shell.","Though the Monster Manual has its own version of the kraken, Zendikar's krakens are actually more similar to storm giants."],"gallery":[{"path":"bestiary/PSZ/Kraken.webp","title":"Wrexial, the Risen Deep","credit":"Eric Deschamps"}],"hidden":true,"otherVersions":[{"id":"kraken","source":"XMM"},{"id":"kraken-mm","source":"MM"}]},{"id":"kraken-mm","name":"Kraken","source":"MM","page":197,"srd":false,"image":"bestiary/MM/Kraken.webp","token":"bestiary/tokens/MM/Kraken.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"472 (27d20 + 189)","speed":"20 ft., swim 60 ft.","str":30,"dex":11,"con":25,"int":22,"wis":18,"cha":20,"saves":"Str +17, Dex +7, Con +14, Int +13, Wis +11","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"frightened; paralyzed","senses":"truesight 120 ft., Passive Perception 14","languages":"Abyssal, Celestial, Infernal, Primordial, telepathy 120 ft. but can't speak","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The kraken can breathe air and water."]},{"name":"Freedom of Movement","entries":["The kraken ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}."]},{"name":"Siege Monster","entries":["The kraken deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kraken makes three tentacle attacks, each of which it can replace with one use of Fling."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d8 + 10}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the kraken, and it takes 42 ({@damage 12d6}) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 17} to hit, reach 30 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}. The kraken has ten tentacles, each of which can grapple one target."]},{"name":"Fling","entries":["One Large or smaller object held or creature {@condition grappled} by the kraken is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 18} Dexterity saving throw or take the same damage and be knocked {@condition prone}."]},{"name":"Lightning Storm","entries":["The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a {@dc 23} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tentacle Attack or Fling","entries":["The kraken makes one tentacle attack or uses its Fling."]},{"name":"Lightning Storm (Costs 2 Actions)","entries":["The kraken uses Lightning Storm."]},{"name":"Ink Cloud (Costs 3 Actions)","entries":["While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is {@quickref Vision and Light||2||heavily obscured} to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a {@dc 23} Constitution saving throw, taking 16 ({@damage 3d10}) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:",{"type":"list","items":["A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a {@dc 23} Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.","Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.","The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a {@dc 23} Constitution saving throw, taking 10 ({@damage 3d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"regionalEffects":["The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:",{"type":"list","items":["The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the {@spell control weather} spell.","Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).","Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are {@condition charmed} by the kraken and aggressive toward intruders in the area."]},"When the kraken dies, all of these regional effects fade immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.",{"name":"Leviathans of Legend","type":"entries","entries":["At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities.","An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone."]},{"name":"Mortal Foes","type":"entries","entries":["Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things."]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["A kraken dreams of casting its tentacles into the heavens and strangling that which birthed it, and when its dream exceeds its reach, it settles for the occasional passing ship."],"by":"From {@style Night of the Kraken Cult|small-caps} by Malfeore Serrang, pirate-mage of Tethyr"}]},{"type":"entries","name":"A Kraken's Lair","entries":["A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships."]}],"gallery":[{"path":"bestiary/MM/Kraken.webp"}],"hidden":true,"otherVersions":[{"id":"kraken","source":"XMM"},{"id":"kraken-psz","source":"PSZ"}]},{"id":"kraken-priest","name":"Kraken Priest","source":"MPMM","page":167,"srd":false,"image":"bestiary/MPMM/Kraken Priest.webp","token":"bestiary/tokens/MPMM/Kraken Priest.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft., swim 30 ft.","str":12,"dex":10,"con":16,"int":10,"wis":15,"cha":14,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any two languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The priest can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The priest casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell command}, {@spell create or destroy water}","1/day: {@spell Evard's black tentacles}","3/day each: {@spell control water}, {@spell darkness}, {@spell water breathing}, {@spell water walk}"]}],"actions":[{"name":"Multiattack","entries":["The priest makes two Thunderous Touch or Thunderbolt attacks."]},{"name":"Thunderous Touch","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}27 ({@damage 5d10}) thunder damage."]},{"name":"Thunderbolt","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}11 ({@damage 2d10}) lightning damage plus 11 ({@damage 2d10}) thunder damage, and the target is knocked {@condition prone}."]},{"name":"Voice of the Kraken (Recharges after a Short or Long Rest)","entries":["A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of the priest for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A kraken can seem godlike to folk who have faced its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.","Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how their reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter dire pronouncements."],"gallery":[{"path":"bestiary/MPMM/Kraken Priest.webp","credit":"Chris Seaman"}],"otherVersions":[{"id":"kraken-priest-vgm","source":"VGM"}]},{"id":"kraken-priest-vgm","name":"Kraken Priest","source":"VGM","page":215,"srd":false,"image":"bestiary/VGM/Kraken Priest.webp","token":"bestiary/tokens/VGM/Kraken Priest.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft., swim 30 ft.","str":12,"dex":10,"con":16,"int":10,"wis":15,"cha":14,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any two languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The priest can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The priest's spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell command}, {@spell create or destroy water}","3/day each: {@spell control water}, {@spell darkness}, {@spell water breathing}, {@spell water walk}","1/day each: {@spell call lightning}, {@spell Evard's black tentacles}"]}],"actions":[{"name":"Thunderous Touch","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one creature. {@h}27 ({@damage 5d10}) thunder damage."]},{"name":"Voice of the Kraken (Recharges after a Short or Long Rest)","entries":["A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a {@dc 14} Charisma saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A kraken can seem godlike to folk who have witnessed its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.","The kraken can make itself dimly aware of a kraken priest's thoughts if the two are on the same plane of existence, and it can then push aside the priest's personality and control it. Kraken priests can thereby act as eyes and ears for their masters, and when the kraken has something to say, the priest becomes its mouthpiece.","Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how its reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter its dire pronouncements."]}],"gallery":[{"path":"bestiary/VGM/Kraken Priest.webp","credit":"Chris Seaman"}],"hidden":true,"otherVersions":[{"id":"kraken-priest","source":"MPMM"}]},{"id":"kraul-death-priest","name":"Kraul Death Priest","source":"GGR","page":214,"srd":false,"image":"bestiary/GGR/Kraul Death Priest.webp","token":"bestiary/tokens/GGR/Kraul Death Priest.webp","size":"Medium","creatureType":"Humanoid (Kraul)","alignment":"Neutral Evil","ac":"18","initiative":"+1 (11)","hp":"65 (10d8 + 20)","speed":"30 ft., climb 30 ft., fly 40 ft.","str":16,"dex":12,"con":14,"int":12,"wis":15,"cha":10,"saves":"Con +4, Wis +4","skills":"Insight +4, Nature +3, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Kraul","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Feed on Death","entries":["When a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 ({@dice 1d10}) temporary hit points, provided the kraul isn't {@condition incapacitated}."]},{"name":"Hive Mind","entries":["The kraul is immune to the {@condition charmed} and {@condition frightened} conditions while within 30 feet of at least one other kraul."]},{"name":"Pack Tactics","entries":["The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Spider Climb","entries":["The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The kraul's innate spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The kraul can innately cast the following spells, requiring no material components:","At will: {@spell chill touch}, {@spell poison spray}","3/day each: {@spell ray of enfeeblement}, {@spell ray of sickness}","1/day each: {@spell animate dead}, {@spell blight}, {@spell vampiric touch}"]}],"actions":[{"name":"Multiattack","entries":["The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, or 7 ({@damage 1d8 + 3}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle.","The current leader of the kraul is a death priest named Mazirek."]},{"type":"section","name":"Kraul","entries":["The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance."]}],"gallery":[{"path":"bestiary/GGR/Kraul Death Priest.webp","credit":"Mathias Kollros"}]},{"id":"kraul-warrior","name":"Kraul Warrior","source":"GGR","page":213,"srd":false,"image":"bestiary/GGR/Kraul Warrior.webp","token":"bestiary/tokens/GGR/Kraul Warrior.webp","size":"Medium","creatureType":"Humanoid (Kraul)","alignment":"Neutral Evil","ac":"18","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft., climb 30 ft.","str":15,"dex":12,"con":13,"int":10,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Kraul, understands Common but can't speak it","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hive Mind","entries":["The kraul is immune to the {@condition charmed} and {@condition frightened} conditions while within 30 feet of at least one other kraul."]},{"name":"Pack Tactics","entries":["The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Spider Climb","entries":["The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry."]},{"type":"section","name":"Kraul","entries":["The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance."]}],"gallery":[{"path":"bestiary/GGR/Kraul Warrior.webp","credit":"Kev Walker"}]},{"id":"krebbyg-masq-il-yr","name":"Krebbyg Masq'il'yr","source":"WDH","page":67,"srd":false,"image":"bestiary/tokens/WDH/Krebbyg Masq'il'yr.webp","token":"bestiary/tokens/WDH/Krebbyg Masq'il'yr.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Neutral","ac":"18","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":14,"saves":"Dex +6, Con +4, Wis +3","skills":"Perception +3, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Elvish, Undercommon","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Krebbyg has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Gunslinger","entries":["Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Krebbyg's ranged attack rolls with a pistol. In addition, the drow ignores {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover} when making ranged attacks with a pistol."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Krebbyg has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Krebbyg's spellcasting ability is Charisma (spell save {@dc 12}) It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Krebbyg makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Poisonous Pistol","entries":["{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 11 ({@damage 2d10}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"krell-grohlg","name":"Krell Grohlg","source":"GoS","page":92,"srd":false,"image":"bestiary/GoS/034-04-04-unholy-shrine-p92.webp","token":"bestiary/tokens/GoS/Krell Grohlg.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":18,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Orc","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Krell is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell flaming sphere}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 6} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, 8 ({@damage 1d8 + 4}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/GoS/034-04-04-unholy-shrine-p92.webp","credit":"Sam Keiser"}]},{"id":"krenko","name":"Krenko","source":"KKW","page":168,"srd":false,"image":"bestiary/KKW/109-429.webp","token":"bestiary/tokens/KKW/Krenko.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"21 (6d6)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":10,"wis":8,"cha":14,"saves":"","skills":"Stealth +6, Deception +4, Persuasion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nimble Escape","entries":["Krenko can take the {@action Disengage} or {@action Hide} action as a bonus action on each of his turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Krenko makes two attacks with his scimitar."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 2 ({@damage 1d4}) poison damage.."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Redirect Attack","entries":["When a creature Krenko can see targets him with an attack, Krenko chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KKW/109-429.webp"}]},{"id":"krull","name":"Krull","source":"BGDIA","page":110,"srd":false,"image":"bestiary/BGDIA/Krull.webp","token":"bestiary/tokens/BGDIA/Krull.webp","size":"Medium","creatureType":"Humanoid (Tortle)","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":20,"dex":14,"con":15,"int":12,"wis":20,"cha":12,"saves":"Wis +8, Cha +4","skills":"Arcana +4, Medicine +8, Nature +4, Survival +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Aquan, Common, Draconic","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["Krull can hold his breath for 1 hour."]},{"name":"Inescapable Destruction","entries":["Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following cleric spells prepared:","Cantrips (at will): {@spell chill touch}, {@spell mending}, {@spell resistance}, {@spell sacred flame}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell detect evil and good}, {@spell false life}, {@spell inflict wounds}, {@spell ray of sickness}","Level 2 (3 slots): {@spell blindness/deafness}, {@spell gentle repose}, {@spell hold person}, {@spell ray of enfeeblement}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell animate dead}, {@spell magic circle}, {@spell speak with dead}, {@spell spirit guardians}, {@spell vampiric touch}","Level 4 (3 slots): {@spell banishment}, {@spell blight}, {@spell death ward}, {@spell divination}, {@spell locate creature}","Level 5 (2 slots): {@spell antilife shell}, {@spell cloudkill}, {@spell contagion}, {@spell greater restoration}","Level 6 (1 slots): {@spell create undead}, {@spell true seeing}","Level 7 (1 slots): {@spell divine word}, {@spell regenerate}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."]},{"name":"+1 Maul","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage."]},{"name":"Shell Defense","entries":["Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is {@condition prone}, his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/Krull.webp"}]},{"id":"kruthik-hive-lord","name":"Kruthik Hive Lord","source":"MPMM","page":169,"srd":false,"image":"bestiary/MPMM/Kruthik Hive Lord.webp","token":"bestiary/tokens/MPMM/Kruthik Hive Lord.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"20","initiative":"+3 (13)","hp":"102 (12d10 + 36)","speed":"40 ft., burrow 20 ft., climb 40 ft.","str":19,"dex":16,"con":17,"int":10,"wis":14,"cha":10,"saves":"","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 18","languages":"Kruthik","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert, Mountain, Underdark","treasure":"","traits":[{"name":"Pack Tactics","entries":["The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Tunneler","entries":["The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kruthik makes two Stab or Spike attacks."]},{"name":"Stab","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage."]},{"name":"Spike","entries":["{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Acid Spray {@recharge 5}","entries":["The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards."]},{"type":"section","name":"Kruthiks","entries":[{"type":"quote","entries":["Imagine a hive of ants the size of horses, but the ants are wearing armor."],"by":"Mordenkainen"},{"type":"quote","entries":["Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies."],"by":"Mordenkainen"},"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.","Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.","In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.","Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.","Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs."]}],"gallery":[{"path":"bestiary/MPMM/Kruthik Hive Lord.webp","credit":"Zack Stella"}],"otherVersions":[{"id":"kruthik-hive-lord-mtf","source":"MTF"}]},{"id":"kruthik-hive-lord-mtf","name":"Kruthik Hive Lord","source":"MTF","page":212,"srd":false,"image":"bestiary/MTF/Kruthik.webp","token":"bestiary/tokens/MTF/Kruthik Hive Lord.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"20","initiative":"+3 (13)","hp":"102 (12d10 + 36)","speed":"40 ft., burrow 20 ft., climb 40 ft.","str":19,"dex":16,"con":17,"int":10,"wis":14,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 12","languages":"Kruthik","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert, Mountain, Underdark","treasure":"","traits":[{"name":"Keen Smell","entries":["The kruthik has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pack Tactics","entries":["The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Tunneler","entries":["The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kruthik makes two stab attacks or two spike attacks."]},{"name":"Stab","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage."]},{"name":"Spike","entries":["{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Acid Spray {@recharge 5}","entries":["The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Kruthik Hive Lord","entries":["A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards."]},{"type":"section","name":"Kruthiks","entries":[{"type":"quote","entries":["Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them."],"by":"Mordenkainen"},"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.","Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Sharp Senses","type":"entries","entries":["In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere."]},{"name":"Sharper Weapons","type":"entries","entries":["Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal."]},{"name":"Shared Lair","type":"entries","entries":["Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs."]},{"type":"quote","entries":["Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary."],"by":"Mordenkainen"}]}]}]}],"gallery":[{"path":"bestiary/MTF/Kruthik.webp","credit":"Zack Stella"}],"hidden":true,"otherVersions":[{"id":"kruthik-hive-lord","source":"MPMM"}]},{"id":"kun-ahn-jun","name":"Kun Ahn-Jun","source":"JttRC","page":81,"srd":false,"image":"bestiary/JttRC/051-06-002.magistrate-kun-ahn-jun.webp","token":"bestiary/tokens/JttRC/Kun Ahn-Jun.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Kun Ahn-Jun adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/051-06-002.magistrate-kun-ahn-jun.webp","title":"Magistrate Kun Ahn-Jun","credit":"Nikki Dawes"}]},{"id":"kundarak-warden","name":"Kundarak Warden","source":"EFA","page":81,"srd":false,"image":"bestiary/EFA/Kundarak Warden.webp","token":"bestiary/tokens/EFA/Kundarak Warden.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Neutral","ac":"14","initiative":"+1 (11)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":15,"dex":12,"con":16,"int":17,"wis":13,"cha":10,"saves":"Str +5, Dex +4, Con +6, Int +6, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Common, Dwarvish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The warden has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The warden casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Alarm|XPHB}, {@spell Arcane Lock|XPHB}, {@spell Mage Armor|XPHB} (included in AC)","1/day: {@spell Dispel Magic|XPHB}"]},{"name":"Protective Magic (3/Day)","entries":["The warden casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","3/day: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The warden makes two Arcane Whip attacks. It can replace one attack with a use of Shackling Glyph if available."]},{"name":"Arcane Whip","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}13 ({@damage 3d6 + 3}) Force damage, and if the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition. If the target already has the {@condition Prone|XPHB} condition, the attack deals an extra 7 ({@damage 2d6}) Force damage."]},{"name":"Shackling Glyph {@recharge}","entries":["{@actSave str} {@dc 14}, one creature the warden can see within 60 feet. {@actSaveFail} The creature has the {@condition Grappled|XPHB} condition (escape {@dc 14}). While {@condition Grappled|XPHB}, the creature has the {@condition Restrained|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Some dragonmarked heirs (mostly dwarves) of House Kundarak serve as personal guardians for the house's vaults and storehouses, and even its infamous prison, Dreadhold. Some also serve as agents of the mysterious Ghorad'din, a secretive group of assassins and spies little known beyond the members of the house. Kundarak wardens are adept at bypassing security measures as well as reinforcing them."]}],"gallery":[{"path":"bestiary/EFA/Kundarak Warden.webp"}]},{"id":"kuo-toa","name":"Kuo-toa","source":"XMM","page":189,"srd":false,"image":"bestiary/XMM/Kuo-toa.webp","token":"bestiary/tokens/XMM/Kuo-toa.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"18 (4d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":10,"con":11,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Truesight 30 ft., Passive Perception 14","languages":"Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Coastal, Underdark","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atkr m,r} {@hit 3}, reach 5 ft. or range 20/60 ft. {@h}5 ({@damage 1d8 + 1}) Piercing damage."]},{"name":"Sticky Net (1/Day)","entries":["{@actSave dex} {@dc 10}, one Large or smaller creature the kuo-toa can see within 15 feet. {@actSaveFail} The target has the {@condition Restrained|XPHB} condition until the net is destroyed (AC 10; HP 5; {@variantrule Immunity|XPHB} to Bludgeoning, Poison, and Psychic damage). A creature can take an action to make a {@dc 10} Strength ({@skill Athletics|XPHB}) check to free itself or another creature in a net within 5 feet, destroying the net on a success."]}],"bonusActions":[],"reactions":[{"name":"Sticky Shield","entries":["{@actTrigger} A creature misses the kuo-toa with a melee attack roll using a weapon. {@actResponse d}{@actSave str} {@dc 11}, the triggering creature. {@actSaveFail} The attack's weapon sticks to the kuo-toa's shield. If the target doesn't let go of the weapon, the target has the {@condition Grappled|XPHB} condition while the weapon is stuck (escape {@dc 11}). While stuck, the weapon can't be used. The target can take an action to make a {@dc 11} Strength ({@skill Athletics|XPHB}) check, freeing the weapon on a success."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Kuo-toa loot ruins and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims. They usually strive to take their enemies alive and drag captives to their hidden lairs.","Most kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. In rare cases, a kuo-toa might abandon its community to live as a hermit or wanderer. Such kuo-toa might know much about the Underdark, but they live in fear of the strange gods they forsook."]},{"type":"section","name":"Kuo-toa","entries":["{@i Fishlike Fanatics of the Deep}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.","Kuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.","Kuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.",{"type":"entries","name":"Kuo-toa Deities","entries":["Kuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.","Lacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.",{"type":"table","caption":"Kuo-toa Deity Features","isNameGenerator":true,"colLabels":["1d10","The Deity's Head Is Like A...","The Deity's Body Is Like A..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Barnacle","Hermit crab"],["2","Crab claw","Jellyfish"],["3","Hagfish","Kuo-toa"],["4","Moray eel","Mantis shrimp"],["5","Sea anemone","Merfolk"],["6","Shark","Plesiosaurus"],["7","Sunfish","Sea cucumber"],["8","Tentacle","Ship's figurehead"],["9","Treasure chest","Squid"],["10","Viperfish","Whale"]]}]},{"type":"entries","name":"Kuo-toa Sanctuaries","entries":["Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.",{"type":"table","caption":"Kuo-toa Ritual Sites","colLabels":["1d8","The Kuo-toa Community Features..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An arena scattered with weapons made from crustacean shells."],["2","A gallery of hibernating chuuls."],["3","A garden of mussels and tide pool creatures that whisper secrets."],["4","A hidden shrine with a patchwork depiction of a new kuo-toa deity."],["5","The lavish chamber of an animal or monster said to be prophetic, lucky, or literate."],["6","A pool filled with jellyfish, eels, or fish roe that glow in organized patterns."],["7","A punishment chamber exposed to the light of the surface."],["8","A towering statue of a kuo-toa deity."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves."],"by":"Tak Merakin, Harbor Master of the Styes"}]}]}],"gallery":[{"path":"bestiary/XMM/Kuo-toa.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"kuo-toa-mm","source":"MM"}]},{"id":"kuo-toa-mm","name":"Kuo-toa","source":"MM","page":199,"srd":false,"image":"bestiary/MM/Kuo-toa.webp","token":"bestiary/tokens/MM/Kuo-toa.webp","size":"Medium","creatureType":"Humanoid (Kuo-toa)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"18 (4d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":10,"con":11,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Otherworldly Perception","entries":["The kuo-toa can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving."]},{"name":"Slippery","entries":["The kuo-toa has advantage on ability checks and saving throws made to escape a grapple."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]},{"name":"Net","entries":["{@atk rw} {@hit 3} to hit, range 5/15 ft., one Large or smaller creature. {@h}The target is {@condition restrained}. A creature can use its action to make a {@dc 10} Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net."]}],"bonusActions":[],"reactions":[{"name":"Sticky Shield","entries":["When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a {@dc 11} Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is {@condition grappled} while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a {@dc 11} Strength check and succeeding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.",{"name":"Mad Slaves","type":"entries","entries":["At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.","Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met."]},{"name":"God Makers","type":"entries","entries":["Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.","One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.","Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends."]},{"name":"Theocratic Rulers","type":"entries","entries":["Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.","The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.","Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.","In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments."]},{"type":"inset","name":"Variant: Kuo-toa Monitor","entries":["A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options.",{"name":"Multiattack","entries":["The kuo-toa makes one bite attack and two unarmed strikes."],"type":"entries"},{"name":"Bite","entries":["Melee Weapon Attack: {@hit 6} to hit, reach 5 ft., one target. Hit: 4 ({@damage 1d4 + 2}) piercing damage."],"type":"entries"},{"name":"Unarmed Strike","entries":["Melee Weapon Attack: {@hit 6} to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d6 + 2}) bludgeoning damage + 3 ({@damage 1d6}) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["They invent their own gods... the very definition of insanity."],"by":"Sabal Mizzrym of Menzoberranzan"}]}]}],"gallery":[{"path":"bestiary/MM/Kuo-toa.webp"}],"hidden":true,"otherVersions":[{"id":"kuo-toa","source":"XMM"}]},{"id":"kuo-toa-archpriest","name":"Kuo-toa Archpriest","source":"XMM","page":191,"srd":false,"image":"bestiary/XMM/Kuo-toa Archpriest.webp","token":"bestiary/tokens/XMM/Kuo-toa Archpriest.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"105 (14d8 + 42)","speed":"30 ft., swim 30 ft.","str":16,"dex":14,"con":16,"int":13,"wis":16,"cha":14,"saves":"","skills":"Perception +9, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Truesight 30 ft., Passive Perception 19","languages":"Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Coastal, Underdark","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The kuo-toa casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Detect Magic|XPHB}, {@spell Thaumaturgy|XPHB}","1/day each: {@spell Destructive Wave|XPHB}, {@spell Divination|XPHB}, {@spell Hold Monster|XPHB} (level 6 version), {@spell Scrying|XPHB}, {@spell Tongues|XPHB}"]},{"name":"Shield of Faith (2/Day)","entries":["The kuo-toa casts {@spell Shield of Faith|XPHB}, using the same spellcasting ability as Spellcasting.","2/day: {@spell Shield of Faith|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The kuo-toa makes three Strange Scepter attacks."]},{"name":"Strange Scepter","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 120 ft. {@h}20 ({@damage 5d6 + 3}) Lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Kuo-toa archpriests lead kuo-toa communities by interpreting omens and messages from their strange gods. They wear grotesque ceremonial regalia honoring their deities. Archpriests channel their faith into spells to support their followers."]},{"type":"section","name":"Kuo-toa","entries":["{@i Fishlike Fanatics of the Deep}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.","Kuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.","Kuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.",{"type":"entries","name":"Kuo-toa Deities","entries":["Kuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.","Lacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.",{"type":"table","caption":"Kuo-toa Deity Features","isNameGenerator":true,"colLabels":["1d10","The Deity's Head Is Like A...","The Deity's Body Is Like A..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Barnacle","Hermit crab"],["2","Crab claw","Jellyfish"],["3","Hagfish","Kuo-toa"],["4","Moray eel","Mantis shrimp"],["5","Sea anemone","Merfolk"],["6","Shark","Plesiosaurus"],["7","Sunfish","Sea cucumber"],["8","Tentacle","Ship's figurehead"],["9","Treasure chest","Squid"],["10","Viperfish","Whale"]]}]},{"type":"entries","name":"Kuo-toa Sanctuaries","entries":["Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.",{"type":"table","caption":"Kuo-toa Ritual Sites","colLabels":["1d8","The Kuo-toa Community Features..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An arena scattered with weapons made from crustacean shells."],["2","A gallery of hibernating chuuls."],["3","A garden of mussels and tide pool creatures that whisper secrets."],["4","A hidden shrine with a patchwork depiction of a new kuo-toa deity."],["5","The lavish chamber of an animal or monster said to be prophetic, lucky, or literate."],["6","A pool filled with jellyfish, eels, or fish roe that glow in organized patterns."],["7","A punishment chamber exposed to the light of the surface."],["8","A towering statue of a kuo-toa deity."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves."],"by":"Tak Merakin, Harbor Master of the Styes"}]}]}],"gallery":[{"path":"bestiary/XMM/Kuo-toa Archpriest.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"kuo-toa-archpriest-mm","source":"MM"}]},{"id":"kuo-toa-archpriest-mm","name":"Kuo-toa Archpriest","source":"MM","page":200,"srd":false,"image":"bestiary/MM/Kuo-toa Archpriest.webp","token":"bestiary/tokens/MM/Kuo-toa Archpriest.webp","size":"Medium","creatureType":"Humanoid (Kuo-toa)","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"97 (13d8 + 39)","speed":"30 ft., swim 30 ft.","str":16,"dex":14,"con":16,"int":13,"wis":16,"cha":14,"saves":"","skills":"Perception +9, Religion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 19","languages":"Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Otherworldly Perception","entries":["The kuo-toa can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving."]},{"name":"Slippery","entries":["The kuo-toa has advantage on ability checks and saving throws made to escape a grapple."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The kuo-toa has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell detect magic}, {@spell sanctuary}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell spirit guardians}, {@spell tongues}","Level 4 (3 slots): {@spell control water}, {@spell divination}","Level 5 (2 slots): {@spell mass cure wounds}, {@spell scrying}"]}],"actions":[{"name":"Multiattack","entries":["The kuo-toa makes two melee attacks."]},{"name":"Scepter","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 14 ({@damage 4d6}) lightning damage."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.",{"name":"Mad Slaves","type":"entries","entries":["At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.","Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met."]},{"name":"God Makers","type":"entries","entries":["Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.","One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.","Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends."]},{"name":"Theocratic Rulers","type":"entries","entries":["Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.","The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.","Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.","In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments."]},{"type":"inset","name":"Variant: Kuo-toa Monitor","entries":["A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options.",{"name":"Multiattack","entries":["The kuo-toa makes one bite attack and two unarmed strikes."],"type":"entries"},{"name":"Bite","entries":["Melee Weapon Attack: {@hit 6} to hit, reach 5 ft., one target. Hit: 4 ({@damage 1d4 + 2}) piercing damage."],"type":"entries"},{"name":"Unarmed Strike","entries":["Melee Weapon Attack: {@hit 6} to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d6 + 2}) bludgeoning damage + 3 ({@damage 1d6}) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["They invent their own gods... the very definition of insanity."],"by":"Sabal Mizzrym of Menzoberranzan"}]}]}],"gallery":[{"path":"bestiary/MM/Kuo-toa Archpriest.webp"}],"hidden":true,"otherVersions":[{"id":"kuo-toa-archpriest","source":"XMM"}]},{"id":"kuo-toa-heretic","name":"Kuo-toa Heretic","source":"CoA","page":129,"srd":false,"image":"bestiary/tokens/CoA/Kuo-toa Heretic.webp","token":"bestiary/tokens/CoA/Kuo-toa Heretic.webp","size":"Medium","creatureType":"Humanoid (Kuo-toa)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"65 (10d8 + 20)","speed":"30 ft., swim 30 ft.","str":14,"dex":10,"con":14,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +6, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Otherworldly Perception","entries":["The kuo-toa can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving."]},{"name":"Slippery","entries":["The kuo-toa has advantage on ability checks and saving throws made to escape a grapple."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Unarmored Defense","entries":["The kuo-toa adds its Wisdom modifier to its armor class."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kuo-toa makes one bite attack and two unarmed strikes."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing or radiant damage."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning or radiant damage plus 3 ({@damage 1d6}) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"kuo-toa-marauder","name":"Kuo-toa Marauder","source":"HotB","page":8,"srd":false,"image":"bestiary/HotB/Kuo-Toa Marauder.webp","token":"bestiary/tokens/HotB/Kuo-toa Marauder.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"12","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft., swim 30 ft.","str":14,"dex":10,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Truesight 30 ft., Passive Perception 14","languages":"Common, Undercommon","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Brine Slicer","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Slashing damage."]}],"bonusActions":[{"name":"Slippery","entries":["The kuo-toa takes the {@action Disengage|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods.","Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. These marauders lurk in wet places, eager to shed blood and claim plunder."]}],"gallery":[{"path":"bestiary/HotB/Kuo-Toa Marauder.webp"}]},{"id":"kuo-toa-monitor","name":"Kuo-toa Monitor","source":"XMM","page":190,"srd":false,"image":"bestiary/XMM/Kuo-toa Whip and Monitor.webp","token":"bestiary/tokens/XMM/Kuo-toa Monitor.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"65 (10d8 + 20)","speed":"30 ft., swim 30 ft.","str":16,"dex":10,"con":14,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +6, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Truesight 30 ft., Passive Perception 16","languages":"Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Underdark","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kuo-toa makes two Bone Whip attacks."]},{"name":"Bone Whip","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage plus 7 ({@damage 2d6}) Lightning damage, and the target can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of the kuo-toa's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Kuo-toa monitors control the day-to-day life of weaker kuo-toa, directing their work and worship. They also train beasts or monsters in the kuo-toa's service—such as chuuls or giant crabs—and command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with electricity channeled through their bizarre whips."]},{"type":"section","name":"Kuo-toa","entries":["{@i Fishlike Fanatics of the Deep}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.","Kuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.","Kuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.",{"type":"entries","name":"Kuo-toa Deities","entries":["Kuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.","Lacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.",{"type":"table","caption":"Kuo-toa Deity Features","isNameGenerator":true,"colLabels":["1d10","The Deity's Head Is Like A...","The Deity's Body Is Like A..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Barnacle","Hermit crab"],["2","Crab claw","Jellyfish"],["3","Hagfish","Kuo-toa"],["4","Moray eel","Mantis shrimp"],["5","Sea anemone","Merfolk"],["6","Shark","Plesiosaurus"],["7","Sunfish","Sea cucumber"],["8","Tentacle","Ship's figurehead"],["9","Treasure chest","Squid"],["10","Viperfish","Whale"]]}]},{"type":"entries","name":"Kuo-toa Sanctuaries","entries":["Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.",{"type":"table","caption":"Kuo-toa Ritual Sites","colLabels":["1d8","The Kuo-toa Community Features..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An arena scattered with weapons made from crustacean shells."],["2","A gallery of hibernating chuuls."],["3","A garden of mussels and tide pool creatures that whisper secrets."],["4","A hidden shrine with a patchwork depiction of a new kuo-toa deity."],["5","The lavish chamber of an animal or monster said to be prophetic, lucky, or literate."],["6","A pool filled with jellyfish, eels, or fish roe that glow in organized patterns."],["7","A punishment chamber exposed to the light of the surface."],["8","A towering statue of a kuo-toa deity."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves."],"by":"Tak Merakin, Harbor Master of the Styes"}]}]}],"gallery":[{"path":"bestiary/XMM/Kuo-toa Whip and Monitor.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"kuo-toa-monitor-mm","source":"MM"}]},{"id":"kuo-toa-monitor-mm","name":"Kuo-toa Monitor","source":"MM","page":198,"srd":false,"image":"bestiary/MM/Kuo-toa.webp","token":"bestiary/tokens/MM/Kuo-toa Monitor.webp","size":"Medium","creatureType":"Humanoid (Kuo-toa)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"65 (10d8 + 20)","speed":"30 ft., swim 30 ft.","str":14,"dex":10,"con":14,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +6, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Otherworldly Perception","entries":["The kuo-toa can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving."]},{"name":"Slippery","entries":["The kuo-toa has advantage on ability checks and saving throws made to escape a grapple."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Unarmored Defense","entries":["The kuo-toa adds its Wisdom modifier to its armor class."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kuo-toa makes one bite attack and two unarmed strikes."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.",{"name":"Mad Slaves","type":"entries","entries":["At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.","Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met."]},{"name":"God Makers","type":"entries","entries":["Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.","One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.","Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends."]},{"name":"Theocratic Rulers","type":"entries","entries":["Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.","The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.","Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.","In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments."]},{"type":"inset","name":"Variant: Kuo-toa Monitor","entries":["A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options.",{"name":"Multiattack","entries":["The kuo-toa makes one bite attack and two unarmed strikes."],"type":"entries"},{"name":"Bite","entries":["Melee Weapon Attack: {@hit 6} to hit, reach 5 ft., one target. Hit: 4 ({@damage 1d4 + 2}) piercing damage."],"type":"entries"},{"name":"Unarmed Strike","entries":["Melee Weapon Attack: {@hit 6} to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d6 + 2}) bludgeoning damage + 3 ({@damage 1d6}) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["They invent their own gods... the very definition of insanity."],"by":"Sabal Mizzrym of Menzoberranzan"}]}]}],"gallery":[{"path":"bestiary/MM/Kuo-toa.webp"}],"hidden":true,"otherVersions":[{"id":"kuo-toa-monitor","source":"XMM"}]},{"id":"kuo-toa-whip","name":"Kuo-toa Whip","source":"XMM","page":190,"srd":false,"image":"bestiary/XMM/Kuo-toa Whip and Monitor.webp","token":"bestiary/tokens/XMM/Kuo-toa Whip.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"11","initiative":"+0 (10)","hp":"45 (7d8 + 14)","speed":"30 ft., swim 30 ft.","str":14,"dex":10,"con":14,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +6, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Truesight 30 ft., Passive Perception 16","languages":"Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Coastal, Underdark","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[{"name":"Shield of Faith (2/Day)","entries":["The kuo-toa casts {@spell Shield of Faith|XPHB}, using Wisdom as the spellcasting ability.","2/day: {@spell Shield of Faith|XPHB}"]}],"actions":[{"name":"Pincer Staff","entries":["{@atkr m} {@hit 4}, reach 10 ft. {@h}9 ({@damage 2d6 + 2}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12}). Until the grapple ends, the kuo-toa can't make Pincer Staff attacks."]},{"name":"Conjure Slimy Glob","entries":["{@atkr r} {@hit 4}, range 60 ft. {@h}9 ({@damage 3d4 + 2}) Acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The servants of kuo-toa archpriests, kuo-toa whips—so named for their role in enforcing order among other kuo-toa—lead war bands in carrying out the commands of their superiors. In return for their zeal, these kuo-toa are granted minor magical abilities and pincer-like weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants."]},{"type":"section","name":"Kuo-toa","entries":["{@i Fishlike Fanatics of the Deep}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa can't say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, and the kuo-toan gods bear the brunt of their blame. From the lands and seas of the surface, the kuo-toa retreated into cavernous trenches and Underdark seas. In these hidden realms, kuo-toa brood over all they've lost and forgotten, nursing plots to avenge themselves for slights that might never have occurred.","Kuo-toa hate the civilizations of the surface and the Underdark, believing themselves to be victims of age-old slights and ongoing conspiracies. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre gods. To facilitate such plots, kuo-toa try to capture creatures alive using nets or strange weapons. Drow, dwarves, and gnomes dwelling in the Underdark, as well as surface communities near submerged subterranean passages, are frequent targets for kuo-toa raids and other plots.","Kuo-toa frequently serve depraved masterminds such as aboleths and krakens. Such kuo-toa believe these powerful creatures are avatars of kuo-toan deities or gods in their own right. Kuo-toa might temporarily ally with other evil creatures, but these alliances shift as kuo-toa leaders interpret omens from their unpredictable deities.",{"type":"entries","name":"Kuo-toa Deities","entries":["Kuo-toa ever seek to placate their inscrutable deities. However, few kuo-toa can agree on the identities of their gods, and little consistency exists between kuo-toa communities. Only Blibdoolpoolp the Sea Mother, a figure with a human body but the head and claws of a crayfish, sees broad worship.","Lacking information about what their other gods look like, kuo-toa priests invent new forms for them, creating divine idols with whatever objects are at hand. But whether these kuo-toa priests draw power from belief or delusion, aberrant talent, or a stranger supernatural source, some power answers their petitions. Roll twice on or choose results from the Kuo-toa Deity Features table to inspire how kuo-toa represent a deity.",{"type":"table","caption":"Kuo-toa Deity Features","isNameGenerator":true,"colLabels":["1d10","The Deity's Head Is Like A...","The Deity's Body Is Like A..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Barnacle","Hermit crab"],["2","Crab claw","Jellyfish"],["3","Hagfish","Kuo-toa"],["4","Moray eel","Mantis shrimp"],["5","Sea anemone","Merfolk"],["6","Shark","Plesiosaurus"],["7","Sunfish","Sea cucumber"],["8","Tentacle","Ship's figurehead"],["9","Treasure chest","Squid"],["10","Viperfish","Whale"]]}]},{"type":"entries","name":"Kuo-toa Sanctuaries","entries":["Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community.",{"type":"table","caption":"Kuo-toa Ritual Sites","colLabels":["1d8","The Kuo-toa Community Features..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An arena scattered with weapons made from crustacean shells."],["2","A gallery of hibernating chuuls."],["3","A garden of mussels and tide pool creatures that whisper secrets."],["4","A hidden shrine with a patchwork depiction of a new kuo-toa deity."],["5","The lavish chamber of an animal or monster said to be prophetic, lucky, or literate."],["6","A pool filled with jellyfish, eels, or fish roe that glow in organized patterns."],["7","A punishment chamber exposed to the light of the surface."],["8","A towering statue of a kuo-toa deity."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["When the Corpse Moon rises and the Chum-Tide washes in, up rise the Gogglers from their pits beneath the waves. Burbling and noisome they come, fishing night's shores as we do dawn's waves."],"by":"Tak Merakin, Harbor Master of the Styes"}]}]}],"gallery":[{"path":"bestiary/XMM/Kuo-toa Whip and Monitor.webp"}],"otherVersions":[{"id":"kuo-toa-whip-mm","source":"MM"}]},{"id":"kuo-toa-whip-mm","name":"Kuo-toa Whip","source":"MM","page":200,"srd":false,"image":"bestiary/MM/Kuo-toa Whip.webp","token":"bestiary/tokens/MM/Kuo-toa Whip.webp","size":"Medium","creatureType":"Humanoid (Kuo-toa)","alignment":"Neutral Evil","ac":"11","initiative":"+0 (10)","hp":"65 (10d8 + 20)","speed":"30 ft., swim 30 ft.","str":14,"dex":10,"con":14,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +6, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Undercommon","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The kuo-toa can breathe air and water."]},{"name":"Otherworldly Perception","entries":["The kuo-toa can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving."]},{"name":"Slippery","entries":["The kuo-toa has advantage on ability checks and saving throws made to escape a grapple."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The kuo-toa has the following cleric spells prepared:","Cantrips (at will): {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bane}, {@spell shield of faith}"]}],"actions":[{"name":"Multiattack","entries":["The kuo-toa makes two attacks: one with its bite and one with its pincer staff."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Pincer Staff","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the kuo-toa can't use its pincer staff on another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.",{"name":"Mad Slaves","type":"entries","entries":["At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.","Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met."]},{"name":"God Makers","type":"entries","entries":["Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.","One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.","Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends."]},{"name":"Theocratic Rulers","type":"entries","entries":["Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.","The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.","Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.","In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments."]},{"type":"inset","name":"Variant: Kuo-toa Monitor","entries":["A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options.",{"name":"Multiattack","entries":["The kuo-toa makes one bite attack and two unarmed strikes."],"type":"entries"},{"name":"Bite","entries":["Melee Weapon Attack: {@hit 6} to hit, reach 5 ft., one target. Hit: 4 ({@damage 1d4 + 2}) piercing damage."],"type":"entries"},{"name":"Unarmed Strike","entries":["Melee Weapon Attack: {@hit 6} to hit, reach 5 ft., one target. Hit: 5 ({@damage 1d6 + 2}) bludgeoning damage + 3 ({@damage 1d6}) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["They invent their own gods... the very definition of insanity."],"by":"Sabal Mizzrym of Menzoberranzan"}]}]}],"gallery":[{"path":"bestiary/MM/Kuo-toa Whip.webp"}],"hidden":true,"otherVersions":[{"id":"kuo-toa-whip","source":"XMM"}]},{"id":"kupalue","name":"Kupalué","source":"ToA","page":35,"srd":false,"image":"bestiary/ToA/Qawasha and Kupalue.webp","token":"bestiary/tokens/ToA/Kupalué.webp","size":"Small","creatureType":"Plant","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"9 (2d6 + 2)","speed":"30 ft.","str":7,"dex":14,"con":13,"int":6,"wis":11,"cha":7,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Vegepygmy","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Plant Camouflage","entries":["Kupalué has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life."]},{"name":"Regeneration","entries":["Kupalué regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Qawasha and Kupalue.webp"}]},{"id":"kurr","name":"Kurr","source":"OotA","page":179,"srd":false,"image":"bestiary/OotA/Kurr.webp","token":"bestiary/tokens/OotA/Kurr.webp","size":"Medium","creatureType":"Fiend (Gnoll)","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":17,"dex":15,"con":15,"int":10,"wis":11,"cha":13,"saves":"Con +4, Wis +2, Cha +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Gnoll","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Hill, Desert","treasure":"","traits":[{"name":"Rampage","entries":["When Kurr reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kurr makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 7 ({@damage 2d6}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Kurr.webp"}]},{"id":"kusa-xungoon","name":"Kusa Xungoon","source":"JttRC","page":20,"srd":false,"image":"bestiary/JttRC/010-02-002.kusa-xungoon.webp","token":"bestiary/tokens/JttRC/Kusa Xungoon.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Kusa adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/010-02-002.kusa-xungoon.webp","credit":"April Prime"}]},{"id":"kwayothe","name":"Kwayothé","source":"ToA","page":26,"srd":false,"image":"bestiary/ToA/Kwayothe.webp","token":"bestiary/tokens/ToA/Kwayothé.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Kwayothé can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Kwayothé is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Kwayothe.webp"}]},{"id":"kyrilla-accursed-gorgon","name":"Kyrilla, Accursed Gorgon","source":"AitFR-DN","page":12,"srd":false,"image":"bestiary/tokens/AitFR-DN/Kyrilla, Accursed Gorgon.webp","token":"bestiary/tokens/AitFR-DN/Kyrilla, Accursed Gorgon.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"127 (15d10 + 45)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":14,"wis":14,"cha":15,"saves":"Wis +6, Cha +6","skills":"Deception +6, Insight +6, Perception +6, Stealth +7","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Draconic, Primordial","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Feed on Pain (2/Day)","entries":["The first time she hits with a weapon attack on her turn, Kyrilla can deal an extra 16 ({@damage 3d10}) poison damage to the target and regains a number of hit points equal to half the damage dealt."]},{"name":"Legendary Resistance (2/Day)","entries":["If she fails a saving throw, Kyrilla can choose to succeed instead."]},{"name":"Petrifying Gaze","entries":["When a creature that can see Kyrilla's eyes starts its turn within 30 feet of her, Kyrilla can force it to make a {@dc 14} Constitution saving throw if Kyrilla isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Kyrilla until the start of its next turn, when it can avert its eyes again. If the creature looks at Kyrilla in the meantime, it must immediately make the save.","Kyrilla's accursed gaze does not affect undead or constructs. If Kyrilla sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is, due to her curse, affected by her own gaze."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Kyrilla has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kyrilla makes one attack to constrict and two attacks with her claws, or she makes three attacks with her longbow."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}10 ({@damage 3d6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and Kyrilla can't constrict another target."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}16 ({@damage 3d8 + 3}) piercing damage."]},{"name":"Summon Swarm of Poisonous Snakes {@recharge 5}","entries":["Kyrilla conjures a swarm of poisonous snakes into an empty space within 10 feet of her. The swarm is under Kyrilla's control and acts on her turn, immediately after her in the initiative order.","It remains in existence for up to 1 hour. She can summon no more than three swarms per day. Kyrilla can banish any or all of her summoned swarms with a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["Kyrilla or a swarm of poisonous snakes makes a weapon attack."]},{"name":"Detect","entries":["Kyrilla makes a Wisdom ({@skill Perception}) check."]},{"name":"Slither","entries":["Kyrilla moves up to her speed without provoking opportunity attacks."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside her lair, Kyrilla can invoke the ambient magic there to take lair actions. On initiative count 20 (losing initiative ties), she takes a lair action to cause one of the following effects:",{"type":"list","items":["Kyrilla casts {@spell moonbeam} (no components required). While maintaining {@status concentration} on this effect, she can't take other lair actions.","Kyrilla casts {@spell cloud of daggers} (no components required), except the daggers are flying snakes and the spell deals piercing damage. While maintaining {@status concentration} on this effect, she can't take other lair actions.","Pools of liquid within 60 feet of Kyrilla surge and froth, splashing and soaking any creature on the ground within 5 feet of such pools. Creatures that succeed on a {@dc 14} Dexterity saving throw avoid getting liquid in their eyes and mouths. Kyrilla can't use this lair action again until she has used a different one."]}],"regionalEffects":["The region containing Kyrilla's lair is warped by her accursed nature and the meteoric stone around her, which together create the following effects:",{"type":"list","items":["Water sources within the lair are supernaturally fouled and poisonous. Creatures that drink these waters must make a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. Afflicted creatures can make a new saving throw at the end of each of their turns, ending the condition on a success.","Plants within 1 mile of the lair suffer from a calcifying mold that dries and hardens leaves, killing many otherwise hearty thistles and heather.","Fog lightly obscures the land within 3 miles of the lair."]}],"lore":["Some small part of Kyrilla hopes she might be pardoned from her immortal curse one day, but her ire and spite have overtaken her heart, and the only way she can imagine escaping eternity is by impressing the gods with her tenacity. She doesn't want pity nor compassion. She wants to be feared and loathed and to press on with existence despite it all. And now that Kathikon is dead and she is alone, she cannot remember mercy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Personality Trait","entries":["\"I am quick to judge others and find them wanting.\""]},{"type":"entries","name":"Ideal","entries":["\"Spite. I survive despite a curse from the gods—I'm not about to go out into the world where fools will try to kill me.\""]},{"type":"entries","name":"Bond","entries":["\"Kathikon was the love of my life. No one else matters to me.\""]},{"type":"entries","name":"Flaw","entries":["\"I never admit when I am wrong.\""]},{"type":"entries","name":"Horrific Appearance","entries":["Once, Kyrilla looked much like other gorgons of her world. Now, with her curse upon her, Kyrilla's healthy greenish skin has grown sickly pale, and the segmented cables she wore like hair have gone from shiny black to matte gray and green. Her legs became a long, segmented tail. Her eyes now glow green, bright enough to create dim light in front of her. She has grown four needle-like fangs in her mouth, and her hands have become slicing claws.","She reverts to her original appearance when she dies."]},{"type":"entries","name":"Bestowed Power","entries":["The malevolent powers bestowed to Kyrilla by her curse, as well as those given to her by the yuan-ti cult, are hardly of interest to her. She doesn't relish power but instead has taken to wallowing in misery and dwelling in her hatred for the beings that cursed her so long ago that she can hardly remember them."]},{"type":"entries","name":"Magic Ring","entries":["Kyrilla wears a ring of water walking that she was given by an emissary from the Serpent Kingdoms long ago. It is made of a bluish jade and does not reflect light."]},{"type":"entries","name":"Immortal Curse","entries":["Kyrilla does not require food or drink but does breathe and sleep."]}]}]}]},{"id":"kysh","name":"Kysh","source":"GoS","page":240,"srd":false,"image":"bestiary/tokens/GoS/Kysh.webp","token":"bestiary/tokens/GoS/Kysh.webp","size":"Medium","creatureType":"Humanoid (Triton)","alignment":"Lawful Good","ac":"13","initiative":"+3 (13)","hp":"27 (5d8 + 5)","speed":"30 ft., swim 30 ft.","str":14,"dex":16,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Persuasion +4, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Primordial","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Kysh can breathe air and water."]},{"name":"Emissary of the Sea","entries":["Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot understand them in return."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Kysh's spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He can cast the following spell, requiring only verbal components:","1/day: {@spell fog cloud}"]}],"actions":[{"name":"Multiattack","entries":["Kysh makes two melee attacks with his spear."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft, one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A prisoner of the sahuagin in The Final Enemy, Kysh is a defender of the deep sea realms who is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard over portals, deep sea chasms, and other places where foul monsters might emerge. When such threats appear, the tritons take up arms to drive them from the world."]}]}]}]},{"id":"lacedon","name":"Lacedon","source":"TftYP","page":147,"srd":false,"image":"bestiary/tokens/TftYP/Lacedon.webp","token":"bestiary/tokens/TftYP/Lacedon.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":15,"con":10,"int":7,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Swamp, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"lacedon-ghoul","name":"Lacedon Ghoul","source":"XMM","page":132,"srd":false,"image":"bestiary/XMM/Lacedon Ghoul.webp","token":"bestiary/tokens/XMM/Lacedon Ghoul.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":15,"con":10,"int":7,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"cold","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Swamp, Underdark, Urban","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ghoul makes two Icy Bite attacks."]},{"name":"Icy Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Cold damage, and the target's {@variantrule Speed|XPHB} decreases by 5 feet until the start of the ghoul's next turn."]},{"name":"Claw","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Slashing damage. If the target is a creature that isn't an Undead or elf, it is subjected to the following effect. {@actSave con} {@dc 10}. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition until the end of its next turn."]}],"bonusActions":[{"name":"Watery Rush","entries":["While underwater, the ghoul moves up to half its {@variantrule Swim Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Lacedons are loose-skinned, aquatic ghouls. They often arise from the corpses of greedy pirates, those who starved on deserted islands, or scoundrels who met their end by drowning."]},{"type":"section","name":"Ghouls","entries":["{@i Eaters of the Dead}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Packs of ghouls haunt the rotten corners of the world, ravenously hunting for corpses and those soon to be corpses. These gaunt, animate cadavers with unnaturally long tongues dwell in catacombs and ruins where they devour the contents of graves and paralyze foes with vicious claws.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["On a plain of teeth, in a temple of filth, the starving king wastes no morsel. Every coffin a banquet. Every slab a platter. Now is the time of feasting!"],"from":"Invocation of Doresain, King of Ghouls"}]}]}],"gallery":[{"path":"bestiary/XMM/Lacedon Ghoul.webp"},{"path":"bestiary/XMM/Ghouls.webp","credit":"Andrey Kuzinskiy"}]},{"id":"lady-dre","name":"Lady Dre","source":"JttRC","page":37,"srd":false,"image":"bestiary/JttRC/022-03-002.lady-dre.webp","token":"bestiary/tokens/JttRC/Lady Dre.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Lady Dre has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Lady Dre makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/022-03-002.lady-dre.webp","credit":"Jabari Weathers"}]},{"id":"lady-fiona-wachter","name":"Lady Fiona Wachter","source":"CoS","page":110,"srd":false,"image":"bestiary/CoS/060-cos05-11.webp","token":"bestiary/tokens/CoS/Lady Fiona Wachter.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Fiona can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Fiona is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Fiona has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell mending}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell purify food and drink}, {@spell sanctuary}","Level 2 (3 slots): {@spell augury}, {@spell gentle repose}, {@spell hold person}","Level 3 (2 slots): {@spell animate dead}, {@spell create food and water}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/060-cos05-11.webp"}]},{"id":"lady-gondafrey","name":"Lady Gondafrey","source":"WDH","page":152,"srd":false,"image":"bestiary/tokens/WDH/Lady Gondafrey.webp","token":"bestiary/tokens/WDH/Lady Gondafrey.webp","size":"Medium","creatureType":"Elemental","alignment":"Lawful Good","ac":"15","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft., fly 60 ft.","str":15,"dex":11,"con":16,"int":10,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the gargoyle remains motionless, it is indistinguishable from an inanimate statue."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The gargoyle makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Lafy Gondafrey is the result of a magical experiment, a gargoyle that has been imbued with the personality of a human knight of Tyr (god of justice). Manshoon is amused by the creature so keeps it alive and locked in a cell."]}]}]}]},{"id":"lady-illmarrow","name":"Lady Illmarrow","source":"ERLW","page":296,"srd":false,"image":"bestiary/ERLW/Lady Illmarrow.webp","token":"bestiary/tokens/ERLW/Lady Illmarrow.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"19","initiative":"+3 (13)","hp":"199 (21d8 + 105)","speed":"30 ft., fly 40 ft.","str":16,"dex":16,"con":20,"int":27,"wis":21,"cha":24,"saves":"Con +12, Int +15, Wis +12","skills":"Arcana +15, History +15, Insight +12, Perception +12","vulnerabilities":"","resistances":"cold; lightning","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 22","languages":"Common, Draconic, Elvish","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Illmarrow fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Illmarrow has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["Illmarrow's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after {@dice 1d10} days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed."]}],"spellcasting":[{"name":"Spellcasting","entries":["Illmarrow is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 23}, {@hit 15} to hit with spell attacks). Illmarrow has the following wizard spells prepared:","Cantrips (at will): {@spell chill touch} (see \"Actions\" below), {@spell fire bolt}, {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell magic missile}, {@spell shield}, {@spell sleep}","Level 2 (3 slots): {@spell blur}, {@spell detect thoughts}, {@spell mirror image}","Level 3 (3 slots): {@spell animate dead}, {@spell counterspell}, {@spell fireball}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell blight}, {@spell confusion}, {@spell polymorph}","Level 5 (3 slots): {@spell cloudkill}, {@spell cone of cold}, {@spell hold monster}, {@spell scrying}","Level 6 (2 slots): {@spell chain lightning}, {@spell circle of death}, {@spell create undead}","Level 7 (2 slots): {@spell finger of death}, {@spell forcecage}, {@spell prismatic spray}","Level 8 (1 slots): {@spell incendiary cloud}, {@spell maze}","Level 9 (1 slots): {@spell power word kill}, {@spell time stop}"]}],"actions":[{"name":"Chill Touch (Cantrip)","entries":["{@atk rs} {@hit 15} to hit, range 120 ft., one creature. {@h}18 ({@damage 4d8}) necrotic damage, and the target can't regain hit points until the start of Illmarrow's next turn. If the target is undead, it also has disadvantage on attack rolls against Illmarrow until the end of her next turn."]},{"name":"Paralyzing Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}13 ({@damage 3d6 + 3}) slashing damage plus 10 ({@damage 3d6}) cold damage, and the target must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Poison Breath {@recharge 5}","entries":["Illmarrow exhales poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 20} Constitution saving throw. On a failed save, a creature takes 35 ({@damage 10d6}) poison damage and is {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature can't regain hit points. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}.","A humanoid reduced to 0 hit points by this damage dies and rises at the start of Illmarrow's next turn as a zombie. The zombie acts immediately after Illmarrow in the initiative count and is permanently under her command, following her verbal orders."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["Illmarrow casts a cantrip."]},{"name":"Paralyzing Claw","entries":["Illmarrow uses her Paralyzing Claw."]},{"name":"Frightening Presence (Costs 2 Actions)","entries":["Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a {@dc 20} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Illmarrow's Frightening Presence for the next 24 hours."]},{"name":"Poison Breath (Costs 3 Actions)","entries":["Illmarrow recharges her Poison Breath and uses it."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Lady Illmarrow is a legend—an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh.","But Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen of the Dead.",{"type":"entries","name":"The Mark of Death","entries":["Illmarrow is a fiefdom on the isle of Farlnen—home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow's roots extend far beyond her island domain.","Long ago, it was revealed that the elven line of Vol—a house that practiced the art of necromancy and bore the Dragonmark of Death—was engaged in secret blood rites with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House Vol would be exterminated to the last member, and the Mark of Death would be eliminated from the world.","The line of Vol had long been rivals of the Undying Court, and many whisper even today that the attack on House Vol was nothing more than an excuse to eliminate a political rival. But others believe that what the Undying Court truly feared was a path shown in the Draconic Prophecy—that a child born of dragon and elf could become a godlike avatar of death."]},{"type":"entries","name":"Illmarrow Rises","entries":["Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.","As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of Death."]},{"type":"entries","name":"Trapped in Undeath","entries":["When Minara restored Erandis as a lich, she hid her daughter's phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even Erandis herself doesn't know the location or form of her phylactery."]},{"type":"entries","name":"Restoring the Mark","entries":["Though she takes great pleasure in fighting the dragons and elves who destroyed her ancestors, Lady Illmarrow has a more important goal: restoring her dragonmark and unlocking godlike powers. The agents of the Emerald Claw who serve her fight either for the good of Karrnath or for personal gain, but Illmarrow cares for nothing except increasing her necromantic knowledge and finding a way to restore her lost mark.",{"type":"inset","name":"Lady Illmarrow and the Blood of Vol","entries":["The Blood of Vol and Lady Illmarrow are both legacies of the line of Vol, but they aren't one and the same. As far as the world knows, the line of Vol was exterminated. Followers of the Blood of Vol who have heard of Lady Illmarrow believe that she's a champion of their faith, but they don't worship or serve her. And the powers of priests of the Blood of Vol don't come from Lady Illmarrow."]}]}]}]}],"gallery":[{"path":"bestiary/ERLW/Lady Illmarrow.webp","credit":"Lake Hurwitz"}]},{"id":"lady-lydia-petrovna","name":"Lady Lydia Petrovna","source":"CoS","page":105,"srd":false,"image":"bestiary/tokens/CoS/Lady Lydia Petrovna.webp","token":"bestiary/tokens/CoS/Lady Lydia Petrovna.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"laeral-silverhand","name":"Laeral Silverhand","source":"WDH","page":207,"srd":false,"image":"bestiary/WDH/Laeral Silverhand.webp","token":"bestiary/tokens/WDH/Laeral Silverhand.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"18","initiative":"+3 (13)","hp":"228 (24d8 + 120)","speed":"30 ft.","str":13,"dex":17,"con":20,"int":20,"wis":20,"cha":19,"saves":"Int +11, Wis +11","skills":"Arcana +17, History +17, Insight +11, Perception +11, Persuasion +10","vulnerabilities":"","resistances":"fire","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 60 ft., Passive Perception 21","languages":"Common, Draconic, Dwarvish, Elvish, Giant, Infernal","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Laeral wears a white {@item robe of the archmagi} (accounted for in her statistics). She wields a {@item flame tongue longsword}."]},{"name":"Magic Resistance","entries":["While wearing her robe of the archmagi, Laeral has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 21}, {@hit 13} to hit with spell attacks). Laeral has the following wizard spells prepared:","Cantrips (at will): {@spell light}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell ray of frost}","Level 1: {@spell detect magic}, {@spell disguise self}, {@spell magic missile}, {@spell shield}","Level 2: {@spell detect thoughts}, {@spell invisibility}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell sending}, {@spell tongues}","Level 4 (3 slots): {@spell banishment}, {@spell greater invisibility}, {@spell Otiluke's resilient sphere}","Level 5 (3 slots): {@spell cone of cold}, {@spell geas}, {@spell Rary's telepathic bond}","Level 6 (2 slots): {@spell globe of invulnerability}, {@spell mass suggestion}","Level 7 (1 slots): {@spell prismatic spray}, {@spell teleport}","Level 8 (1 slots): {@spell feeblemind}, {@spell power word stun}","Level 9 (1 slots): {@spell time stop}"]}],"actions":[{"name":"Multiattack","entries":["Laeral makes three attacks with her silver hair and flame tongue, in any combination. She can cast one of her cantrips or 1st-level spells before or after making these attacks."]},{"name":"Silver Hair","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) force damage, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Flame Tongue","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage plus 7 ({@damage 2d6}) fire damage, or 6 ({@damage 1d10 + 1}) slashing damage plus 7 ({@damage 2d6}) fire damage when used with two hands."]},{"name":"Spellfire (Recharges after a Long Rest)","entries":["Magical, heatless, silver fire harmlessly erupts from Laeral and surrounds her until she is {@condition incapacitated} or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:",{"type":"list","items":["She can breathe underwater.","She can survive without food and water.","She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.","She gains resistance to cold damage, and she is unharmed by temperatures as low as -50 degrees Fahrenheit."]},"While the silver fire is present, she has the following additional action options:",{"type":"list","items":["Cast the {@spell cure wounds} spell. The target regains {@dice 1d8 + 5} hit points. After Laeral takes this action, roll a {@dice d6}. On a roll of 1, the silver fire disappears.","Cast the {@spell revivify} spell without material components. After Laeral takes this action, roll a {@dice d6}. On a roll of 1-2, the silver fire disappears.","Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren't being worn or carried take 26 ({@damage 4d12}) fire damage. Each creature in the area must succeed on a {@dc 21} Dexterity saving throw, taking 26 ({@damage 4d12}) fire damage on a failed save, or half as much damage on a successful one. After Laeral takes this action, roll a {@dice d6}. On a roll of 1-3, the silver fire disappears."]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Anamanué Laeral Silverhand was born in the Year of the Cowl (765 DR), the fifth of seven daughters of the goddess Mystra. Each of the Seven Sisters is a powerful and ageless beauty with a penchant for arcane magic.","Long ago, Laeral ruled a kingdom called Stornanter and held the title of Witch-Queen of the North. After that, she led a band of adventurers called the Nine. She met and married Khelben Arunsun, who would later become the Blackstaff, the Lord Mage of Waterdeep. After Khelben died, Laeral retired from public life. She resurfaced after the Spellplague and the Sundering, weakened by Mystra's death, rebirth, and withdrawal from the world.","Laeral's magic isn't as great as it once was, though she does her utmost to hide this fact. Only Elminster, her trusted friend and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a formidable, clear-headed wizard with plenty of magic at her disposal.","A few years ago, Dagult Neverember was ousted as Open Lord of Waterdeep. Laeral reluctantly stepped into the vacancy at the request of the Masked Lords, and has served as Waterdeep's Open Lord ever since. Initially overwhelmed by the demands of the nobles and guildmasters, she has settled nicely into her new role. She uses her magic sparingly and relies on trusted advisors and deputies. As time allows, she likes to venture outside the Palace of Waterdeep in disguise, just to clear her head or check up on old friends (and enemies).","Laeral's relationship with Vajra Safahr, the current Blackstaff, has its challenges. For one thing, Laeral is much older, much wiser, and much more powerful than Vajra, whom she views as an insecure child. In addition, Vajra wields the Blackstaff, which has Khelben Arunsun's soul and the souls of all the other Blackstaffs bound inside it. Laeral covets the staff, because it contains all that's left of her husband. Not surprisingly, the two mages avoid each other as much as possible.","In times of great need, Laeral can command Vajra to unleash Force Grey. Until that order is given, Force Grey isn't allowed to conduct operations in Waterdeep, though Laeral's spies tell her that Vajra has secretly activated members of the elite order and sent them on a number of unauthorized missions. Laeral is reluctant to confront Vajra on the matter, and rationalizes her inaction by framing it as a test of Vajra's competence."]}]}]}],"gallery":[{"path":"bestiary/WDH/Laeral Silverhand.webp"}]},{"id":"lahnis","name":"Lahnis","source":"TftYP","page":131,"srd":false,"image":"bestiary/TftYP-DiT/009-totyp-05-10.webp","token":"bestiary/tokens/TftYP/Lahnis.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":17,"wis":12,"cha":11,"saves":"Str +0, Dex +3, Con +2, Int +8, Wis +6, Cha +1","skills":"Arcana +7, History +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Sculpt Spells","entries":["When Lahnis casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it."]},{"name":"Special Equipment","entries":["Lahnis wears a {@item ring of protection}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Lahnis is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The evoker has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}*, {@spell light}*, {@spell prestidigitation}, {@spell ray of frost}*","Level 1 (4 slots): {@spell burning hands}*, {@spell mage armor}, {@spell magic missile}*","Level 2 (3 slots): {@spell mirror image}, {@spell misty step}, {@spell shatter}*","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}*, {@spell lightning bolt}*","Level 4 (3 slots): {@spell ice storm}*, {@spell stoneskin}","Level 5 (2 slots): {@spell Bigby's hand}*, {@spell cone of cold}*","Level 6 (1 slots): {@spell chain lightning}*, {@spell wall of ice}*","*Evocation spell"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP-DiT/009-totyp-05-10.webp"}]},{"id":"laiba-nana-rosse","name":"Laiba \"Nana\" Rosse","source":"WDH","page":116,"srd":false,"image":"bestiary/tokens/WDH/Laiba \"Nana\" Rosse.webp","token":"bestiary/tokens/WDH/Laiba \"Nana\" Rosse.webp","size":"Medium","creatureType":"Humanoid (Tiefling)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Infernal","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dark Devotion","entries":["Laiba has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Laiba's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:","At will: {@spell thaumaturgy}"]},{"name":"Spellcasting","entries":["Laiba is a 4th-level spellcaster. Her spellcasting ability is Wisdom. Laiba has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Laiba makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Laiba Rosse, better known as \"Nana,\" is the caretaker and private tutor for Terenzio and Elzerina, and she does her best to keep track of their every move. Even so, the two often sneak away from her watchful eye. Nana dresses in flowing red robes. She relaxes in the twins' playroom (area C17) when she's not with the children."]}]}]}]},{"id":"laleh-ghorbani","name":"Laleh Ghorbani","source":"JttRC","page":156,"srd":false,"image":"bestiary/JttRC/103-11-003.laleh-ghorbani.webp","token":"bestiary/tokens/JttRC/Laleh Ghorbani.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Laleh has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Laleh makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/103-11-003.laleh-ghorbani.webp","credit":"Ekaterina Burmak"}]},{"id":"lamai-tyenmo","name":"Lamai Tyenmo","source":"JttRC","page":20,"srd":false,"image":"bestiary/JttRC/009-02-001.tyenmo-rivalry-xungoon.webp","token":"bestiary/tokens/JttRC/Lamai Tyenmo.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/009-02-001.tyenmo-rivalry-xungoon.webp","title":"The rivalry between the Xungoon and Tyenmo families disrupts the peace in the Dyn Singh Night Market","credit":"Vicki Pangestu"}]},{"id":"lamia","name":"Lamia","source":"XMM","page":192,"srd":true,"image":"bestiary/XMM/Lamia.webp","token":"bestiary/tokens/XMM/Lamia.webp","size":"Large","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"97 (13d10 + 26)","speed":"40 ft.","str":16,"dex":13,"con":15,"int":14,"wis":15,"cha":16,"saves":"","skills":"Deception +7, Insight +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert","treasure":"Arcana","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The lamia casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Disguise Self|XPHB} (can appear as a Large or Medium biped), {@spell Minor Illusion|XPHB}","1/day each: {@spell Geas|XPHB}, {@spell Major Image|XPHB}, {@spell Scrying|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The lamia makes two Claw attacks. It can replace one attack with a use of Corrupting Touch."]},{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage plus 7 ({@damage 2d6}) Psychic damage."]},{"name":"Corrupting Touch","entries":["{@actSave wis} {@dc 13}, one creature the lamia can see within 5 feet. {@actSaveFail} 13 ({@damage 3d8}) Psychic damage, and the target is cursed for 1 hour. Until the curse ends, the target has the {@condition Charmed|XPHB} and {@condition Poisoned|XPHB} conditions."]}],"bonusActions":[{"name":"Leap","entries":["The lamia jumps up to 30 feet by spending 10 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Lamia","entries":["{@i Accursed Bargainer and Ruin Raider}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Legends say the first lamia was an ambitious ruler who made a sinister bargain with the demon lord Graz'zt for everlasting majesty. As a consequence, the ruler was transformed into a lamia, a monster with the body of a lion and an accursed touch.","Lamias either are descendants of that first lamia or have made similar deals. They often dwell near ruins, seeking mysterious magic they can use to gain riches and influence. Lamias use magical illusions and enchantments to trick others into serving them. They sometimes work with bandits to abduct travelers, releasing captives only if they accept a dangerous bargain. Roll on or choose a result from the Lamia Pacts table to inspire a lamia's desires.",{"type":"table","caption":"Lamia Pacts","colLabels":["1d6","The Lamia Compels the Bargainer To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring it a possession from a ruler or noble."],["2","Create a map of a dungeon or ruin."],["3","Escort it through a nearby community's gate."],["4","Place a strange idol in a specific site or home."],["5","Remove a magic item's curse, then return it."],["6","Slay a monster and retrieve a specific organ."]]}]}],"gallery":[{"path":"bestiary/XMM/Lamia.webp","credit":"Viko Menezes"}],"otherVersions":[{"id":"lamia-mm","source":"MM"}]},{"id":"lamia-mm","name":"Lamia","source":"MM","page":201,"srd":false,"image":"bestiary/MM/Lamia.webp","token":"bestiary/tokens/MM/Lamia.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"97 (13d10 + 26)","speed":"30 ft.","str":16,"dex":13,"con":15,"int":14,"wis":15,"cha":16,"saves":"","skills":"Deception +7, Insight +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting","entries":["The lamia's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components.","At will: {@spell disguise self} (any humanoid form), {@spell major image}","1/day: {@spell geas}","3/day each: {@spell charm person}, {@spell mirror image}, {@spell scrying}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Intoxicating Touch","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one creature. {@h}The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on {@creature Jackalwere||jackalweres} to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia's magic as they attack.","A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh.",{"name":"Tyrants of Pleasure","type":"entries","entries":["Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair's breathtaking gardens, finely decorated apartments, and numerous slaves seem at odds with its remoteness and state of ruin.","Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its slaves. Those it beguiles with {@spell geas} spells are pitted against each other in elaborate contests for the lamia's amusement."]},{"name":"Vain Predators","type":"entries","entries":["Always anxious to gain more wealth and slaves, a lamia uses a pool of water or a mirror in conjunction with a {@spell scrying} spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies.","Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes.","As long as they have slaves to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety."]},{"name":"Minions of Graz'zt","type":"entries","entries":["The demon lord Graz'zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz'zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit."]}]}]}],"gallery":[{"path":"bestiary/MM/Lamia.webp"}],"hidden":true,"otherVersions":[{"id":"lamia","source":"XMM"}]},{"id":"lampad","name":"Lampad","source":"MOT","page":235,"srd":false,"image":"bestiary/MOT/Lampad.webp","token":"bestiary/tokens/MOT/Lampad.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":12,"dex":13,"con":14,"int":11,"wis":12,"cha":18,"saves":"","skills":"Deception +6, Intimidation +6","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Passive Perception 11","languages":"Common, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Corpse Stride","entries":["Once on its turn, the lampad can use 10 feet of its movement to step magically into one creature's corpse within its reach and emerge from a second creature's corpse within 60 feet of the first corpse, appearing in an unoccupied space within 5 feet of the second corpse. Both corpses must be Medium or bigger."]},{"name":"Magic Resistance","entries":["The lampad has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The lampad's spellcasting ability is Charisma ({@hit 6} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell chill touch} (see \"Actions\" below), {@spell gentle repose}"]}],"actions":[{"name":"Multiattack","entries":["The lampad attacks twice with its necrotic touch or chill touch."]},{"name":"Necrotic Touch","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) necrotic damage."]},{"name":"Chill Touch (Cantrip)","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}9 ({@damage 2d8}) necrotic damage, and the target can't regain hit points until the start of the lampad's next turn. If the target is undead, it has disadvantage on attack rolls against the lampad until the end of the lampad's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"entries","entries":["Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore deep into the earth, and near portals to the Underworld.",{"type":"entries","name":"Nymphs","entries":["Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.",{"type":"entries","name":"Immortal Nature","entries":["A nymph doesn't require food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MOT/Lampad.webp","credit":"Jason Felix"}]},{"id":"langdedrosa-cyanwrath","name":"Langdedrosa Cyanwrath","source":"HotDQ","page":91,"srd":false,"image":"bestiary/HotDQ/Langdedrosa Cyanwrath.webp","token":"bestiary/tokens/HotDQ/Langdedrosa Cyanwrath.webp","size":"Medium","creatureType":"Humanoid (Half-dragon)","alignment":"Lawful Evil","ac":"17","initiative":"+1 (11)","hp":"57 (6d12 + 18)","speed":"30 ft.","str":19,"dex":13,"con":16,"int":10,"wis":14,"cha":12,"saves":"Str +6, Con +5","skills":"Athletics +6, Intimidation +3, Perception +4","vulnerabilities":"","resistances":"lightning","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Common, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Action Surge (Recharges on a Short or Long Rest)","entries":["On his turn, Langdedrosa can take one additional action."]},{"name":"Improved Critical","entries":["Langdedrosa's weapon attacks score a critical hit on a roll of 19 or 20."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Langdedrosa attacks twice, either with his greatsword or spear."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a {@dc 13} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Langdedrosa Cyanwrath.webp"}]},{"id":"lantern-archon","name":"Lantern Archon","source":"MPP","page":17,"srd":false,"image":"bestiary/MPP/Lantern Archon.webp","token":"bestiary/tokens/MPP/Lantern Archon.webp","size":"Small","creatureType":"Celestial","alignment":"Lawful Good","ac":"13","initiative":"+3 (13)","hp":"22 (5d6 + 5)","speed":"0 ft., fly 60 ft. (hover)","str":1,"dex":16,"con":12,"int":6,"wis":12,"cha":13,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; radiant","conditionImmunities":"exhaustion; grappled; paralyzed; prone; restrained","senses":"darkvision 120 ft., Passive Perception 13","languages":"all","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aura of Menace","entries":["As long as the archon doesn't have the {@condition incapacitated} condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a {@dc 11} Wisdom saving throw. On a failed save, the creature has the {@condition frightened} condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours."]},{"name":"Illumination","entries":["The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet."]},{"name":"Incorporeal Movement","entries":["The archon can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 ({@damage 1d10}) force damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:","At will: {@spell detect evil and good}","1/day: {@spell aid}"]}],"actions":[{"name":"Multiattack","entries":["The archon makes two Radiant Strike attacks. It can replace one attack with a use of Teleport."]},{"name":"Radiant Strike","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}6 ({@damage 1d6 + 3}) radiant damage."]},{"name":"Teleport","entries":["The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself."]}],"bonusActions":[{"name":"Shift Radiance","entries":["The archon reduces its Illumination to shed only dim light in a 5-foot radius, or it returns the light to full intensity."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The lowest-ranked archons, lantern archons greet newly arrived souls to Mount Celestia and light the path for those who traverse the plane with reverence and respect. They appear as glowing, winged balls of vaporous light wrapped in a gleaming metal lattice, although they have no more physical substance than smoke.","When confronting those who approach with ill intentions, lantern archons strike with searing bolts of focused light, flitting from place to place between blasts to confound their foes."]},{"type":"section","entries":[{"type":"entries","name":"Archons","entries":["Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.","Each archon's form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes."]}]}],"gallery":[{"path":"bestiary/MPP/Lantern Archon.webp"}]},{"id":"large-drake","name":"Large Drake","source":"PSA","page":33,"srd":false,"image":"bestiary/PSA/Drake.webp","token":"bestiary/tokens/PSA/Large Drake.webp","size":"Large","creatureType":"Beast","alignment":"Neutral Good","ac":"13","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"10 ft., fly 80 ft.","str":16,"dex":17,"con":13,"int":8,"wis":14,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Giant Eagle, understands Common and Auran but can't speak them","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal","treasure":"","traits":[{"name":"Keen Sight","entries":["The drake has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drake makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Drakes are similar to dragons, though they lack any ability to breathe fire and have only two legs in addition to their huge wings. They are less aggressive than dragons, and possibly slightly more intelligent. They are drawn by the glint of lazotep in mines, the shine of gold in Naktamun, and the glimmer of the sun on the water of the Luxa river. They also like to perch on obelisks and other spires on city buildings.","A {@creature pteranodon} can represent a smaller drake, while a larger one is more like a {@creature giant eagle}."]}]}],"gallery":[{"path":"bestiary/PSA/Drake.webp","title":"Angler Drake","credit":"Svetlin Velinov"}]},{"id":"large-mimic","name":"Large Mimic","source":"RMBRE","page":24,"srd":false,"image":"bestiary/RMBRE/000-intro-1.webp","token":"bestiary/tokens/RMBRE/Large Mimic.webp","size":"Large","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"75 (9d8 + 18)","speed":"0 ft.","str":17,"dex":12,"con":15,"int":5,"wis":13,"cha":8,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Adhesive (Object Form Only)","entries":["The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 13}). Ability checks made to escape this grapple have disadvantage."]},{"name":"False Appearance (Object Form Only)","entries":["While the mimic remains motionless, it is indistinguishable from an ordinary object."]},{"name":"Grappler","entries":["The mimic has advantage on attack rolls against any creature {@condition grappled} by it."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mimic makes three attacks: two with its pseudopods and one with its bite."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/RMBRE/000-intro-1.webp"}],"otherVersions":[{"id":"large-mimic-wdmm","source":"WDMM"}]},{"id":"large-mimic-wdmm","name":"Large Mimic","source":"WDMM","page":26,"srd":false,"image":"bestiary/tokens/WDMM/Large Mimic.webp","token":"bestiary/tokens/WDMM/Large Mimic.webp","size":"Large","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"75 (10d10 + 20)","speed":"15 ft.","str":17,"dex":12,"con":15,"int":5,"wis":13,"cha":8,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Adhesive (Object Form Only)","entries":["The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 13}). Ability checks made to escape this grapple have disadvantage."]},{"name":"False Appearance (Object Form Only)","entries":["While the mimic remains motionless, it is indistinguishable from an ordinary object."]},{"name":"Grappler","entries":["The mimic has advantage on attack rolls against any creature {@condition grappled} by it."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"large-mimic","source":"RMBRE"}]},{"id":"larva","name":"Larva","source":"XMM","page":193,"srd":false,"image":"bestiary/XMM/Larvae.webp","token":"bestiary/tokens/XMM/Larva.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"9","initiative":"-1 (9)","hp":"9 (2d8)","speed":"20 ft.","str":9,"dex":9,"con":10,"int":6,"wis":10,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"understands Common plus one other language but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Planar, Lower","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 1}, reach 5 ft. {@h}1 ({@damage 1d4 - 1}) Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Larvae have disjointed, painful memories of their past lives. Most desperately avoid other creatures."]},{"type":"section","name":"Larvae","entries":["{@i Fitting Fates for Depraved Souls}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Lower Planes)|bestiary|environment=planar, lower}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Souls condemned to the Lower Planes often become larvae—repulsive, maggot-like creatures with twisted features evocative of those they possessed in life. These pathetic creatures are nearly helpless and struggle to escape the attention of the more powerful inhabitants of the Lower Planes. Many Fiends view larvae as delicacies to be consumed, while evil magic-users find larvae useful for depraved rituals. Night hags frequently collect and herd larvae, trading them to nefarious parties across the multiverse.","Larvae that survive on the Lower Planes long enough can eventually transform into other sorts of lesser Fiends."]}],"gallery":[{"path":"bestiary/XMM/Larvae.webp","credit":"Helge C. Balzer"}],"otherVersions":[{"id":"larva-dmg","source":"DMG"}]},{"id":"larva-dmg","name":"Larva","source":"DMG","page":63,"srd":false,"image":"bestiary/tokens/DMG/Larva.webp","token":"bestiary/tokens/DMG/Larva.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"9","initiative":"-1 (9)","hp":"9 (2d8)","speed":"20 ft.","str":9,"dex":9,"con":10,"int":6,"wis":10,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"understands the languages it knew in life but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"larva","source":"XMM"}]},{"id":"laskilar","name":"Laskilar","source":"ToA","page":67,"srd":false,"image":"bestiary/ToA/Laskilar.webp","token":"bestiary/tokens/ToA/Laskilar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[{"name":"Special Equipment","entries":["Laskilar wears a {@item cape of the mountebank}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Laskilar makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Laskilar adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Laskilar.webp"}]},{"id":"laurie-weathermay-foxgrove","name":"Laurie Weathermay-Foxgrove","source":"RHW","page":279,"srd":false,"image":"bestiary/RHW/Weathermay-Foxgrove Twins.webp","token":"bestiary/tokens/RHW/Laurie Weathermay-Foxgrove.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"16","initiative":"+1 (11)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":17,"dex":13,"con":15,"int":10,"wis":14,"cha":10,"saves":"","skills":"Athletics +5, Investigation +2, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Elvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Laurie makes two attacks, using Gossamer or Light Crossbow in any combination."]},{"name":"Gossamer","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Slashing damage plus 3 ({@damage 1d6}) Radiant damage."]},{"name":"Light Crossbow","entries":["{@atkr r} {@hit 3}, range 80/320 ft. {@h}10 ({@damage 2d8 + 1}) Piercing damage plus 3 ({@damage 1d6}) Radiant damage."]}],"bonusActions":[],"reactions":[{"name":"Deflect Blow","entries":["{@actTrigger} An attack roll hits Laurie or a creature she can see within 5 feet. {@actResponse} The triggering attack's damage is reduced by 5 ({@dice 1d10})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Laurie learned the ways of martial combat from her uncle George, training in techniques to combat the restless dead. She rarely travels without her canine companions, Joan and Tirran, the grown pups of her uncle's foxhounds. She also wields her uncle's magic sword,{@i Gossamer}, which, according to family legend, contains the soul of a heroic Weathermay ancestor. Laurie suspects that Gennifer is keeping something from her, but she won't pry into her sister's secrets."]},{"type":"section","name":"Weathermay-Foxgrove Twins","entries":["{@i Adventurous Paranormal Investigators}","Twins Gennifer and Laurie Weathermay-Foxgrove are monster hunters who've built a reputation as heroes in the domain of {@book Mordent|RHW|2}, and their reputation is spreading in domains beyond. The daughters of the mayor of Mordentshire, Alice Weathermay, the twins can often be found at their home, Heather House, or at that of their adopted uncle, {@creature Rudolph van Richten|RHW|Doctor Rudolph van Richten}.","In their youth, Gennifer and Laurie channeled their curiosity and propensity for troublemaking into solving local mysteries. The twins' uncle—renowned monster hunter George Weathermay—returned to Mordent with his fiancée, Natalia Vhorishkova, just before the twins' sixteenth birthday. The twins realized Natalia was manipulating their beloved uncle and eventually exposed her as a werewolf who was using George to pursue Rudolph van Richten. After the twins saved their uncle and the doctor from the werewolf, George and Rudolph encouraged the girls' investigative instincts by training them as monster hunters.","Ever since, Gennifer and Laurie have aided Rudolph in his research and on adventurers across the Land of the Mists. Increasingly, the twins have struck out on their own, allying with heroes such as {@creature Ez d'Avenir|RHW} and Savra Sunstar to solve mysteries and hunt evil across domains."]}],"gallery":[{"path":"bestiary/RHW/Weathermay-Foxgrove Twins.webp","credit":"Polar Engine"}]},{"id":"laurin-ophidas","name":"Laurin Ophidas","source":"CRCotN","page":112,"srd":false,"image":"bestiary/tokens/CRCotN/Laurin Ophidas.webp","token":"bestiary/tokens/CRCotN/Laurin Ophidas.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 11","languages":"Any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dark Devotion","entries":["The fanatic has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Special Equipment","entries":["Laurin wields a {@item staff of the adder} and is attuned to it as though he were a cleric."]}],"spellcasting":[{"name":"Spellcasting","entries":["The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["The fanatic makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Laurin Ophidas is a disgraced member of the Cerberus Assembly, an organization of spellcasters in the Dwendalian Empire in Wildemount. He fled from that organization after stealing a staff of the adder from a superior."]}]},{"id":"lava-child","name":"Lava Child","source":"WDMM","page":313,"srd":false,"image":"bestiary/WDMM/Lava Child.webp","token":"bestiary/tokens/WDMM/Lava Child.webp","size":"Medium","creatureType":"Humanoid (Lava Child)","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"25 ft., climb 20 ft.","str":18,"dex":13,"con":16,"int":11,"wis":10,"cha":10,"saves":"","skills":"Athletics +6, Survival +2","vulnerabilities":"","resistances":"","immunities":"fire; bludgeoning, piercing, slashing from metal weapons","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Ignan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Metal Immunity","entries":["The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lava child makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Physically identical to one another, lava children have muscular builds and childish, perpetually grinning faces. Most are born in the Fountains of Creation, also known as the Plane of Magma, which is wedged between the Elemental Planes of Earth and Fire. Within volcanic caverns, lava children form communities, serving primordial beings out of fear or worshiping gods of earth and fire.","Though they're not violent by nature, lava children fiercely defend territory they claim as their own. Many intruders have been fooled by a lava child's smile, believing themselves welcome when in fact they're about to be torn limb from limb. Lava children typically stick close to their lairs, but actively hunt when food grows scarce."]}]}]}],"gallery":[{"path":"bestiary/WDMM/Lava Child.webp","credit":"Shawn Wood"}]},{"id":"lawmage","name":"Lawmage","source":"GGR","page":228,"srd":false,"image":"bestiary/tokens/GGR/Lawmage.webp","token":"bestiary/tokens/GGR/Lawmage.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":12,"con":14,"int":17,"wis":14,"cha":13,"saves":"Int +6, Wis +5","skills":"Arcana +6, Perception +5, Persuasion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus any one language","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The lawmage is an 8th-level Azorius spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The lawmage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell friends}, {@spell light}, {@spell message}","Level 1 (4 slots): {@spell alarm}, {@spell expeditious retreat}, {@spell shield}","Level 2 (3 slots): {@spell arcane lock}, {@spell detect thoughts}, {@spell hold person}","Level 3 (3 slots): {@spell clairvoyance}, {@spell dispel magic}, {@spell slow}","Level 4 (2 slots): {@spell locate creature}, {@spell stoneskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Azorius Senate has spellcasters who are trained to capture lawbreakers and bring them to justice. A lawmage's magic is focused on restraining criminals and on protecting bystanders from becoming casualties when arresters are pursuing malefactors. A significant proportion of the guild's vedalken are lawmages."]}]}]}]},{"id":"layla-the-lizard","name":"Layla the Lizard","source":"RMBRE","page":28,"srd":false,"image":"bestiary/RMBRE/021-intro-14.webp","token":"bestiary/tokens/RMBRE/Layla the Lizard.webp","size":"Medium","creatureType":"Construct","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft.","str":13,"dex":15,"con":10,"int":7,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Layla the Lizard has blue overalls, a guitar, and a straw hat.","The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, \"What can I do for ya?\""]}]}],"gallery":[{"path":"bestiary/RMBRE/021-intro-14.webp"}]},{"id":"laysa-matulin","name":"Laysa Matulin","source":"VEoR","page":132,"srd":false,"image":"bestiary/tokens/VEoR/Laysa Matulin.webp","token":"bestiary/tokens/VEoR/Laysa Matulin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Laysa has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Laysa is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Laysa deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Laysa makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"lazav","name":"Lazav","source":"GGR","page":232,"srd":false,"image":"bestiary/GGR/Lazav.webp","token":"bestiary/tokens/GGR/Lazav.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral Evil","ac":"18","initiative":"+7 (17)","hp":"204 (24d8 + 96)","speed":"40 ft.","str":16,"dex":24,"con":18,"int":22,"wis":20,"cha":22,"saves":"Dex +13, Int +12, Wis +11, Cha +12","skills":"Deception +18, Insight +11, Perception +11, Stealth +19","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 21","languages":"Common, Thieves' cant","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Elusive","entries":["No attack roll has advantage against Lazav unless he is {@condition incapacitated}."]},{"name":"Legendary Resistance (3/Day)","entries":["If Lazav fails a saving throw, he can choose to succeed instead."]},{"name":"Shapechanger Savant","entries":["Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed."]},{"name":"Psychic Defenses","entries":["Unless Lazav is {@condition incapacitated}, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Lazav only if he allows it."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Lazav's innate spellcasting ability is Intelligence (spell save {@dc 20}). He can innately cast the following spells, requiring no material components:","At will: {@spell detect thoughts}, {@spell encode thoughts|GGR} (see chapter 2), {@spell freedom of movement}, {@spell vicious mockery} ({@damage 4d4} psychic damage)","3/day each: {@spell blur}, {@spell confusion}, {@spell mirror image}","1/day each: {@spell modify memory}, {@spell Rary's telepathic bond}"]}],"actions":[{"name":"Multiattack","entries":["Lazav makes three shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d6 + 7}) piercing damage plus 10 ({@damage 3d6}) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Lazav makes a weapon attack."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Lazav casts one of his innate spells."]},{"name":"Shifting Nightmare (Costs 3 Actions)","entries":["Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a {@dc 21} Dexterity saving throw or take 18 ({@damage 4d8}) damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Lazav is uniquely qualified to be the Dimir guildmaster: he is a shapechanger whose mysterious genius is informed by agents from the entire Dimir network. He takes on a tremendous variety of guises as his needs and plans require. He might step out into the Ravnican streets as an elderly widow to eavesdrop at the bazaar, become a vedalken hussar of the Azorius Senate to sidestep a checkpoint, or transform into a Tin Street merchant to deceive a passing noble. His true form might be that of a doppelganger or some other creature; no one has ever seen it."]}]}]}],"gallery":[{"path":"bestiary/GGR/Lazav.webp","credit":"Yongjae Choi"}]},{"id":"leedara","name":"Leedara","source":"DSotDQ","page":58,"srd":false,"image":"bestiary/DSotDQ/Leedara.webp","token":"bestiary/tokens/DSotDQ/Leedara.webp","size":"Medium","creatureType":"Undead (Elf)","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft.","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"Any languages she knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Leedara can see 60 feet into the Ethereal Plane when she is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Leedara can move through other creatures and objects as if they were difficult terrain. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Leedara enters the Ethereal Plane from the Material Plane, or vice versa. She is visible on the Material Plane while she is in the Border Ethereal, and vice versa, yet she can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of Leedara that can see her must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Leedara's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that the ghost can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by Leedara; Leedara then disappears, and the target is {@condition incapacitated} and loses control of its body. Leedara now controls the body but doesn't deprive the target of awareness. Leedara can't be targeted by any attack, spell, or other effect, except ones that turn undead, and she retains her alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. She otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Leedara ends it as a bonus action, or Leedara is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, Leedara reappears in an unoccupied space within 5 feet of the body. The target is immune to Leedara's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]},{"name":"Change Shape","entries":["Leedara magically assumes the appearance she had in life, and her creature type changes to Humanoid, while retaining her other game statistics. This transformation ends if Leedara is reduced to 0 hit points or uses an action to end it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Leedara died during the Cataclysm over three hundred years ago. Once an elven priest, Leedara witnessed her companion and fellow priest, Isolde, drawn into the grim fate of the wicked Knight of Solamnia, Lord Loren Soth. When Soth failed his gods-given quest to prevent the Cataclysm, he became cursed to exist forever as a death knight. As part of his curse, Leedara and several of her companions returned as deathless spirits devoted to ensuring Soth never finds peace."]}],"gallery":[{"path":"bestiary/DSotDQ/Leedara.webp","credit":"Robson Michel"}]},{"id":"left-hand-of-manshoon","name":"Left Hand of Manshoon","source":"WDMM","page":119,"srd":false,"image":"bestiary/tokens/WDMM/Left Hand of Manshoon.webp","token":"bestiary/tokens/WDMM/Left Hand of Manshoon.webp","size":"Tiny","creatureType":"Undead","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"63 (18d4 + 18)","speed":"30 ft., fly 30 ft. (hover)","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The hand has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hand is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell blight}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*The hand casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"lemure","name":"Lemure","source":"XMM","page":194,"srd":true,"image":"bestiary/XMM/Lemure.webp","token":"bestiary/tokens/XMM/Lemure.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"9","initiative":"-3 (7)","hp":"9 (2d8)","speed":"20 ft.","str":10,"dex":5,"con":11,"int":1,"wis":11,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 10","languages":"understands Infernal but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Planar, Nine Hells","treasure":"","traits":[{"name":"Hellish Restoration","entries":["If the lemure dies in the Nine Hells, it revives with all its {@variantrule Hit Points|XPHB} in {@dice 1d10} days unless it is killed by a creature under the effects of a {@spell Bless|XPHB} spell or its remains are sprinkled with {@item Holy Water|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Vile Slime","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}2 ({@damage 1d4}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Lemures torment weaker creatures, but in the Nine Hells, few such beings exist. To avoid greater suffering, they obey the orders of more powerful devils."]},{"type":"section","name":"Lemures","entries":["{@i Devils of Agony and Despair}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The least of all devils, lemures arise from wicked souls, their mortal memories scoured away. Only vague limbs and anguished features jut from these slurries of infernal proto-matter."]}],"gallery":[{"path":"bestiary/XMM/Lemure.webp","credit":"John Tedrick"}],"otherVersions":[{"id":"lemure-mm","source":"MM"}]},{"id":"lemure-mm","name":"Lemure","source":"MM","page":76,"srd":false,"image":"bestiary/MM/Lemure.webp","token":"bestiary/tokens/MM/Lemure.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"7","initiative":"-3 (7)","hp":"13 (3d8)","speed":"15 ft.","str":10,"dex":5,"con":11,"int":1,"wis":11,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Infernal but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the lemure's darkvision."]},{"name":"Hellish Rejuvenation","entries":["A lemure that dies in the Nine Hells comes back to life with all its hit points in {@dice 1d10} days unless it is killed by a good-aligned creature with a {@spell bless} spell cast on that creature or its remains are sprinkled with {@item Holy Water (Flask)|PHB|holy water}."]}],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil, lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp.","A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can't speak."]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Lemure.webp"}],"hidden":true,"otherVersions":[{"id":"lemure","source":"XMM"}]},{"id":"leonin-iconoclast","name":"Leonin Iconoclast","source":"MOT","page":232,"srd":false,"image":"bestiary/MOT/Leonin Iconoclast.webp","token":"bestiary/tokens/MOT/Leonin Iconoclast.webp","size":"Medium","creatureType":"Humanoid (Leonin)","alignment":"Any Alignment","ac":"17","initiative":"+4 (14)","hp":"67 (9d8 + 27)","speed":"40 ft.","str":14,"dex":18,"con":16,"int":13,"wis":17,"cha":10,"saves":"Dex +7, Wis +6","skills":"Arcana +4, Insight +6, Intimidation +3, Stealth +7, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Leonin","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If the leonin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's {@condition incapacitated}."]},{"name":"Unarmored Defense","entries":["While the leonin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The leonin's spellcasting ability is Wisdom (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:","1/day each: {@spell banishment}, {@spell detect evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The leonin makes three weapon attacks."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) force damage."]},{"name":"Dart","entries":["{@atk rw} {@hit 7} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["While leonin don't deny the existence of the gods, most denounce them, believing the deities are more likely to spread doom than peace and bounty. Some leonin, known as iconoclasts, devote themselves to thwarting the gods by hunting down their followers and all things born of Nyx that impede on Oreskos and the safety of the leonin prides.","Prides of leonin roam the plains of Oreskos, protecting the land and its creatures from interlopers, both mortal and immortal. As many leonin suffered at the hands of archon tyrants in ages past, today their prides largely avoid contact with other peoples and spurn the gods that ignored their plight. Since then, the leonin have flourished, finding strength in their bonds with one another and the land. Only in recent times have some leonin started guardedly looking beyond their homeland and wondering what role they might take in the wider world.","Most leonin hunters are tribal warriors, but those who hunt the servants of the gods rather than game are known as leonin iconoclasts."]}],"gallery":[{"path":"bestiary/MOT/Leonin Iconoclast.webp","credit":"James Ryman"}]},{"id":"leosin-erlanthar","name":"Leosin Erlanthar","source":"HotDQ","page":87,"srd":false,"image":"bestiary/HotDQ/015-tod-02-04.webp","token":"bestiary/tokens/HotDQ/Leosin Erlanthar.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"40 ft.","str":11,"dex":17,"con":13,"int":11,"wis":16,"cha":10,"saves":"","skills":"Acrobatics +5, Insight +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"5etools Note","entries":["Leosin Erlanthar is presented in {@adventure Hoard of the Dragon Queen|HotDQ} as a half-elf monk. The {@creature martial arts adept|vgm} stat block from {@book Volo's Guide to Monsters|VGM} has been provided here for ease of use."]},{"name":"Unarmored Defense","entries":["While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The adept makes three unarmed strikes or three dart attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:",{"type":"list","items":["The target must succeed on a {@dc 13} Strength saving throw or drop one item it is holding (adept's choice).","The target must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}.","The target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of the adept's next turn."]}]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by {@dice 1d10 + 3}. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/015-tod-02-04.webp"}]},{"id":"leprechaun","name":"Leprechaun","source":"QftIS","page":205,"srd":false,"image":"bestiary/QftIS/Leprechaun.webp","token":"bestiary/tokens/QftIS/Leprechaun.webp","size":"Small","creatureType":"Fey","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"52 (8d6 + 24)","speed":"30 ft.","str":6,"dex":17,"con":16,"int":12,"wis":14,"cha":18,"saves":"Con +5, Wis +4","skills":"Perception +4, Sleight Of Hand +7, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Sylvan","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Industrious","entries":["The leprechaun is proficient with all artisan's tools and adds double its proficiency bonus to ability checks made with them."]},{"name":"Reluctant Refusal","entries":["When a creature offers the leprechaun the chance to partake in merriment or revelry such as a song, a dance, or a good meal, the leprechaun must succeed on a {@dc 15} Wisdom saving throw or have the {@condition charmed} condition for 24 hours. While {@condition charmed} in this way, the leprechaun partakes of the offering, treats the creature as a trusted friend, and seeks to defend it from harm. The {@condition charmed} condition ends if the creature or any of its allies damage the leprechaun, force the leprechaun to make a saving throw, or steal from the leprechaun."]}],"spellcasting":[{"name":"Spellcasting","entries":["The leprechaun casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Mending} (as an action), {@spell Prestidigitation}","2/day each: {@spell Invisibility}, {@spell Phantasmal Force}","1/day each: {@spell Fabricate} (as an action), {@spell Mislead}"]}],"actions":[{"name":"Multiattack","entries":["The leprechaun makes two Cobbler's Hammer attacks and can use Spellcasting."]},{"name":"Cobbler's Hammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 13 ({@damage 3d8}) force damage. If the target is a creature, its speed is halved until the start of the leprechaun's next turn."]},{"name":"Gift of Luck (1/Day)","entries":["The leprechaun touches a creature and magically gifts the target a measure of luck. The creature gains the leprechaun's Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The leprechaun can revoke this gift from a creature at any time (no action required). A creature can benefit from only one leprechaun's Gift of Luck at a time."]}],"bonusActions":[{"name":"Cunning Trick","entries":["The leprechaun takes the {@action Disengage} or {@action Hide} action or makes a Dexterity ({@skill Sleight of Hand}) check."]}],"reactions":[{"name":"Astonishing Luck","entries":["When the leprechaun fails an ability check, an attack roll, or a saving throw, it can roll a new {@dice d20} and choose which roll to use, potentially turning the failure into a success."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to fixing and making things. Industrious and proud, leprechauns channel this creative energy into their tools, using them to quickly mend damaged objects, craft new ones from raw materials, and mold ideas into vivid illusions.","A leprechaun's adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their powers on behalf of those who offer them gifts. Leprechauns despise greed and are spiteful toward anyone who makes demands without first offering a gift or, worse, anyone who tries to steal from them. They delight in pranking such foolish creatures or pilfering from them in return.","Leprechauns take pride in their appearances, dressing in dapper outfits that typically feature red fabrics, gleaming belts and buckles, and natural woodland accouterments. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors."]}],"gallery":[{"path":"bestiary/QftIS/Leprechaun.webp"},{"path":"bestiary/QftIS/Leprechaun 2.webp","credit":"Luca Bancone"}]},{"id":"lesser-death-dragon","name":"Lesser Death Dragon","source":"DSotDQ","page":195,"srd":false,"image":"bestiary/DSotDQ/Lesser Death Dragon.webp","token":"bestiary/tokens/DSotDQ/Lesser Death Dragon.webp","size":"Large","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"199 (21d10 + 84)","speed":"40 ft., fly 80 ft.","str":20,"dex":10,"con":18,"int":5,"wis":10,"cha":5,"saves":"Dex +4, Wis +4","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"piercing","immunities":"necrotic; poison","conditionImmunities":"exhaustion; poisoned","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 14","languages":"understands Common and Draconic but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The dragon doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 4 ({@damage 1d8}) necrotic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft. one target. {@h}8 ({@damage 1d6 + 5}) slashing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}. The dragon has two claws, each of which can grapple one target."]},{"name":"Cataclysmic Breath {@recharge 5}","entries":["The dragon exhales a wave of ghostly purple flames in a 30-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points. Additionally, any Medium or smaller Humanoid killed by the breath's damage, as well as every corpse of such a creatures within the cone, becomes a zombie (see the Monster Manual) under the dragon's control. The zombie acts on the dragon's initiative but immediately after the dragon's turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Most death dragons are pale imitations of their former selves. They remember flashes and echoes, and sometimes things or creatures they encounter painfully remind them of what they once had. These fleeting moments of lucidity quickly burn away in rage and anguish, driving the dragons to destroy the would-be memento."]},{"type":"section","entries":[{"type":"entries","name":"Death Dragons","entries":["Death dragons are the Undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic. Rarely, death dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow of its former personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories.","A death dragon's bones burn with violet Cataclysmic fire, which it can unleash in a horrific mockery of the breath weapon it possessed in life. The breath snuffs out life force and infuses undeath into corpses it touches. These zombies burn with Cataclysmic fire and serve the death dragon's will, typically going on rampages to destroy all living creatures in sight."]}]}],"gallery":[{"path":"bestiary/DSotDQ/Lesser Death Dragon.webp","credit":"Jessica Nguyen (Full) & Shawn Wood (Head)"}]},{"id":"lesser-mummy-lord","name":"Lesser Mummy Lord","source":"TftYP","page":224,"srd":false,"image":"bestiary/tokens/TftYP/Lesser Mummy Lord.webp","token":"bestiary/tokens/TftYP/Lesser Mummy Lord.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"97 (13d8 + 39)","speed":"20 ft.","str":18,"dex":10,"con":17,"int":11,"wis":18,"cha":16,"saves":"Con +8, Int +5, Wis +9, Cha +8","skills":"History +5, Religion +5","vulnerabilities":"","resistances":"fire","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"15","crDisplay":"15 (XP 6,500; PB +5)","habitat":"Desert","treasure":"","traits":[{"name":"Magic Resistance","entries":["The mummy lord has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart."]},{"name":"Special Equipment","entries":["The mummy wears a {@item ring of fire resistance}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mummy can use its Dreadful Glare and makes one attack with its rotting fist."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Dreadful Glare","entries":["The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row:",{"type":"list","items":["Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.","Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.","Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a {@dc 16} Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted."]}],"regionalEffects":["A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:",{"type":"list","items":["Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.","{@spell Divination} spells cast within the lair by creatures other than the mummy lord have a {@chance 25} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.","A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic."]},"If the mummy lord is destroyed, these regional effects end immediately."]},{"id":"lesser-star-spawn-emissary","name":"Lesser Star Spawn Emissary","source":"RHW","page":267,"srd":false,"image":"bestiary/RHW/Star Spawn Emissaries.webp","token":"bestiary/tokens/RHW/Lesser Star Spawn Emissary.webp","size":"Small or Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"19","initiative":"+10 (20)","hp":"241 (21d8 + 147)","speed":"40 ft., fly 40 ft. (hover)","str":21,"dex":18,"con":24,"int":25,"wis":20,"cha":23,"saves":"Int +13, Wis +11, Cha +12","skills":"Arcana +19, Deception +18, Perception +11","vulnerabilities":"","resistances":"acid; force; necrotic; psychic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"Truesight 120 ft., Passive Perception 21","languages":"all; telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000, or 25,000 in lair; PB +6)","habitat":"Any","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in lair)","entries":["If the emissary fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The emissary makes three attacks, using Lashing Maw or Invert Flesh in any combination."]},{"name":"Lashing Maw","entries":["{@atkr m} {@hit 11}, reach 15 ft. {@h}16 ({@damage 2d10 + 5}) Piercing damage plus 13 ({@damage 3d8}) Acid damage."]},{"name":"Invert Flesh","entries":["{@actSave con} {@dc 21}, one creature the emissary can see within 120 feet. {@actSaveFail} 29 ({@damage 4d10 + 7}) Force damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The emissary shape-shifts into a Small or Medium creature, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[{"name":"Teleporting Lash","entries":["The emissary teleports up to 30 feet to an unoccupied space it can see and makes one Lashing Maw attack."]},{"name":"Twist","entries":["The emissary uses Invert Flesh."]},{"name":"Warp Body","entries":["{@actSave con} {@dc 21}, one creature the emissary can see within 30 feet. {@actSaveFail} 27 ({@damage 6d8}) Force damage, and the target has the {@condition Stunned|XPHB} condition until the start of its next turn. {@actSaveSuccessOrFail} The emissary can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a star spawn emissary's lair becomes twisted by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cosmic Transformation","entries":["When a creature in the lair shape-shifts to its true form, creatures in a 10- foot Emanation originating from the shape-shifter take 10 ({@dice 3d6}) Force damage."]},{"type":"item","name":"Terrifying Topography","entries":["Terrain in the lair is transformed into a mockery of flesh with unsettling features like thick veins, lolling tongues, and pulsating orifices. Creatures of the emissary's choice within 1 mile of the lair have Disadvantage on saving throws to avoid or end the Frightened condition while in that area."]}]},"If the star spawn emissary dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["A star spawn emissary's lesser form allows it to appear as another creature. Emissaries readily appear as people, animals, or other creatures—the more unassuming, the better. Should an emissary's true form be revealed and defeated, its greater form appears and seeks revenge moments or days later."]},{"type":"section","name":"Star Spawn Emissaries","entries":["{@i Colossal, Shape-Shifting Alien Colonizers}","Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for their unimaginable masters. Employing two malleable forms, emissaries undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses.",{"type":"entries","name":"Star Spawn Emissary Lairs","entries":["A star spawn emissary's lair takes on macabre bodily features. A ruined watchtower might become a spire of pulsating flesh, or an abandoned mineshaft might transform into a maze of sticky, muscular innards."]}]}],"gallery":[{"path":"bestiary/RHW/Star Spawn Emissaries.webp","title":"Front to Back: Lesser Star Spawn Emissary and Greater Star Spawn Emissary","credit":"Antonio José Manzanedo"}],"otherVersions":[{"id":"lesser-star-spawn-emissary-vrgr","source":"VRGR"}]},{"id":"lesser-star-spawn-emissary-vrgr","name":"Lesser Star Spawn Emissary","source":"VRGR","page":245,"srd":false,"image":"bestiary/tokens/VRGR/Lesser Star Spawn Emissary.webp","token":"bestiary/tokens/VRGR/Lesser Star Spawn Emissary.webp","size":"Medium","creatureType":"Aberration","alignment":"","ac":"19","initiative":"+4 (14)","hp":"241 (21d8 + 147)","speed":"40 ft., fly 40 ft. (hover)","str":21,"dex":18,"con":24,"int":25,"wis":20,"cha":23,"saves":"Int +13, Wis +11, Cha +12","skills":"Arcana +19, Deception +18, Perception +11","vulnerabilities":"","resistances":"acid; force; necrotic; psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 1,000 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Aberrant Rejuvenation","entries":["When the emissary drops to 0 hit points, its body melts away. A greater star spawn emissary instantly appears in an unoccupied space within 60 feet of where the lesser emissary disappeared. The greater emissary uses the lesser emissary's initiative count."]},{"name":"Legendary Resistance (3/Day)","entries":["If the emissary fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The emissary doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The emissary makes three attacks."]},{"name":"Lashing Maw","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 13 ({@damage 3d8}) acid damage."]},{"name":"Psychic Orb","entries":["{@atk rs} {@hit 13} to hit, range 120 ft., one creature. {@h}18 ({@damage 2d10 + 7}) psychic damage."]},{"name":"Change Shape","entries":["The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Psychic Orb","entries":["The emissary makes a Psychic Orb attack."]},{"name":"Teleportation Maw (Costs 2 Actions)","entries":["The emissary teleports to an unoccupied space it can see within 30 feet of it and can make a Lashing Maw attack."]},{"name":"Psychic Lash (Costs 3 Actions)","entries":["The emissary targets a creature it can see within 30 feet of it and psychically lashes at that creature's mind. The target must succeed on a {@dc 21} Wisdom saving throw or take 36 ({@damage 8d8}) psychic damage and be {@condition stunned} until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A star spawn emissary's lesser form allows it to appear as any creature. Emissaries have no misplaced pride and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an emissary appears as a roughly bipedal mass of agitated organs, self-cannibalizing alien orifices, and appendages suggestive of forms it has previously assumed."]},{"type":"section","entries":[{"type":"entries","name":"Star Spawn Emissary","entries":["Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms.",{"type":"entries","name":"Forms of the Emissary","entries":["Star spawn emissaries can assume two forms: a lesser form suited to infiltration and a greater, physically overwhelming form. To destroy an emissary, characters must reduce each of its forms to 0 hit points one after another. Typically, a star spawn emissary is initially encountered in its lesser form. When this form is destroyed, the emissary's body collapses into a gory slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater form does the star spawn die.","After finishing a long rest, a greater star spawn emissary regains its lesser form if it was destroyed. When an emissary transitions from one form to another, it loses all the traits and actions of the previous form and gains those of the new form."]}]}]}],"hidden":true,"otherVersions":[{"id":"lesser-star-spawn-emissary","source":"RHW"}]},{"id":"lesser-tyrant-shadow","name":"Lesser Tyrant Shadow","source":"CoA","page":255,"srd":false,"image":"bestiary/CoA/Tyrant Shadows.webp","token":"bestiary/tokens/CoA/Lesser Tyrant Shadow.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"20","initiative":"+4 (14)","hp":"114 (12d8 + 60)","speed":"30 ft.","str":20,"dex":18,"con":20,"int":18,"wis":16,"cha":18,"saves":"Int +8, Wis +7","skills":"Arcana +8, Deception +12, Perception +7, Stealth +12","vulnerabilities":"","resistances":"fire","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"blinded; charmed; frightened; poisoned","senses":"Passive Perception 17","languages":"understands all, telepathy 300 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Empath","entries":["The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow's telepathy. The shadow can't see creatures immune to telepathy."]},{"name":"Undying Connection","entries":["The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 ({@dice 1d20}) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shadow makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) necrotic damage, plus 3 ({@damage 1d6}) psychic damage."]},{"name":"Cloak of Shadows","entries":["The shadow bends darkness around itself, and now has the {@condition invisible} condition for 1 minute. The invisibility ends if the shadow is subjected to a {@spell Daylight} spell or similar."]},{"name":"Empathic Link","entries":["The shadow attempts to form a link between itself and a creature it can see. The target must make a {@dc 16} Intelligence saving throw, taking 6 ({@damage 1d12}) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 6 ({@damage 1d12}) psychic damage on a failed save, or ending the effect on a successful one."]}],"bonusActions":[{"name":"Change Shape","entries":["The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its alignment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["The nine hells can only dream of the perfect oppression which mortals bring upon each other."],"by":"Unknown"},"Alongside devils and monsters, the Nine Hells have given birth to more nebulous threats. Even raw negative emotion can be personified in the darkest reaches of the lower planes. Congealing into a shape that knows only hunger and the need to hunt. It stalks those filled with fears and insecurities that they refuse to acknowledge.",{"type":"entries","name":"Bred from Denial","page":254,"entries":["Tyrant shadows are a threat unique to the Nine Hells. Mortals in the Nine Hells dwell in agony and terror by definition. However, the life of a devil is seldom happier. The infernal hierarchy is harsh and those above constantly abuse the Fiends beneath them whilst fearing usurpation at every turn. In contrast to the unruly hosts of the Abyss, devils are never permitted to give vent to the bitterness that is their lot, bound to a show of discipline and obedience. This festering misery, given no other outlet, manifests as an independent creature that breaks from the devil who generated it to pursue its own malevolent life. Tyrant shadows most often appear as huge-mawed stalking reptiles made from writhing shadows, unless they take on specific forms to exploit the fears of their prey."]},{"type":"entries","name":"Shifting Stalkers","page":254,"entries":["Tyrant shadows are strongly attracted to the kind of suppressed negative emotions that gave rise to them. The minds of strong mortals valiantly enduring the horrors of the Nine Hells without complaint draw them from far away, and they hunger both for the flesh and the fear such prey generate. A truly satisfying feast for the tyrants must be prepared properly. They stalk their targets over long hours, telepathically sensing what is most feared and shifting their forms to provide glimpses and hints of terror wherever their target looks. Mortals who break easily, giving swift vent to their fear or flying into berserk rages, are of little interest to them. A fear that slowly erodes through its host's iron discipline is savored like a well-aged wine. For the same reason, they gleefully prey on middling and lesser devils whose lives are a constant battle between bitterness and discipline. Those few mortals who are so confident in themselves as to know no fear at all—the most focused of monks or blessed of paladins perhaps—are effectively invisible to tyrant shadows."]},{"type":"entries","name":"Personal Nemeses","page":254,"entries":["Every tyrant shadow was spawned from the resentful core of a particular devil before taking up its own existence, and the presence of \"their\" devil continues to sustain the tyrant. As the devil rises in the internal hierarchy, so the tyrant grows stronger. As the tyrant hunts and feasts, so the devil's inner bitterness grows, driving them to greater acts of evil, and thus leading to their advancement. Much as they might deny it, even the greatest of devils are consumed with negative emotions. Archdevils command whole planes yet hate and envy the gods. Somewhere perhaps even Asmodeus has a stalking shadow feeding his malice even as his great status empowers it."]}],"gallery":[{"path":"bestiary/CoA/Tyrant Shadows.webp","credit":"Sebastian Kowoll"}]},{"id":"leucrotta","name":"Leucrotta","source":"MPMM","page":170,"srd":false,"image":"bestiary/MPMM/Leucrotta.webp","token":"bestiary/tokens/MPMM/Leucrotta.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"67 (9d10 + 18)","speed":"50 ft.","str":18,"dex":14,"con":15,"int":9,"wis":12,"cha":6,"saves":"","skills":"Deception +2, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Gnoll","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert, Grassland","treasure":"","traits":[{"name":"Mimicry","entries":["The leucrotta can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful {@dc 14} Wisdom ({@skill Insight}) check."]},{"name":"Stench","entries":["Any creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The leucrotta makes one Bite attack and one Hooves attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice."]},{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[{"name":"Kicking Retreat","entries":["Immediately after the leucrotta makes a Hooves attack, it takes the {@action Disengage} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A leucrotta is what you would get if you took the head of a giant badger, the legs of a deer, and the body of a large hyena, then put them together and reanimated them with demon ichor without bothering to cover up the stink of death.","The first leucrottas came into being alongside some gnolls during the rampages of Yeenoghu on the Material Plane. While many of the hyenas that ate Yeenoghu's kills transformed into gnolls, others underwent more bizarre changes; leucrottas were the most numerous of these.","As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Creatures who venerate Yeenoghu—particularly his gnoll followers—view leucrottas with great respect. Although a leucrotta is unlikely to lead a gnoll war band, it can influence the leader and might agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the delightful squeals of a suffering victim.","A leucrotta is so loathsome that few outside of its own kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.","A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they are confused or unaware of the actual threat."],"gallery":[{"path":"bestiary/MPMM/Leucrotta.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"leucrotta-vgm","source":"VGM"}]},{"id":"leucrotta-vgm","name":"Leucrotta","source":"VGM","page":169,"srd":false,"image":"bestiary/VGM/Leucrotta.webp","token":"bestiary/tokens/VGM/Leucrotta.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"67 (9d10 + 18)","speed":"50 ft.","str":18,"dex":14,"con":15,"int":9,"wis":12,"cha":6,"saves":"","skills":"Deception +2, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Gnoll","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Grassland, Desert","treasure":"","traits":[{"name":"Keen Smell","entries":["The leucrotta has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Kicking Retreat","entries":["If the leucrotta attacks with its hooves, it can take the {@action Disengage} action as a bonus action."]},{"name":"Mimicry","entries":["The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."]},{"name":"Rampage","entries":["When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The leucrotta makes two attacks: one with its bite and one with its hooves."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice."]},{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with demon ichor without bothering to cover up the stink of death.",{"name":"Spawn of Yeenoghu","entries":["The first leucrottas came into being alongside the gnolls during Yeenoghu's rampages on the Material Plane. Some of the hyenas that ate Yeenoghu's kills went through different transformations rather than turning into gnolls. Among these bizarre results, leucrottas were the most numerous.","As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Because leucrottas are smarter and tougher than most gnolls, one could occupy an elevated position within a gnoll tribe. Although a leucrotta is unlikely to lead a group of gnolls, it can influence the leader, and it might even agree to carry a leader into battle and offer advice during the fight.","Gnolls see leucrottas as a form of entertainment, partly because a leucrotta can mimic the squeals of a suffering victim-a sound that always gives gnolls pleasure-even when no victims are to be had. Further, a gnoll is bloodthirsty and sadistic, but unable by its nature to prolong the fun of killing. Most leucrottas are consciously cruel, to the point of being meticulous about their savagery to draw out a kill into better and longer sport. Gnolls enjoy watching a leucrotta work almost as much as they like doing their own killing."],"type":"entries"},{"name":"Foulness Embodied","entries":["The leucrotta is so loathsome that only gnolls and others of its kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench that pollutes anywhere the creature lairs. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.","A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks when they are confused or unaware of the actual threat."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Leucrotta.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"leucrotta","source":"MPMM"}]},{"id":"leviathan","name":"Leviathan","source":"MPMM","page":171,"srd":false,"image":"bestiary/MPMM/Leviathan.webp","token":"bestiary/tokens/MPMM/Leviathan.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral","ac":"17","initiative":"+7 (17)","hp":"328 (16d20 + 160)","speed":"40 ft., swim 120 ft.","str":27,"dex":24,"con":30,"int":2,"wis":18,"cha":17,"saves":"Wis +10, Cha +9","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the leviathan fails a saving throw, it can choose to succeed instead."]},{"name":"Partial Freeze","entries":["If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage."]},{"name":"Siege Monster","entries":["The leviathan deals double damage to objects and structures."]},{"name":"Water Form","entries":["The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The leviathan makes one Slam attack and one Tail attack."]},{"name":"Slam","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d12 + 8}) bludgeoning damage plus 13 ({@damage 2d12}) acid damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d10 + 8}) bludgeoning damage plus 10 ({@damage 3d6}) acid damage."]},{"name":"Tidal Wave {@recharge}","entries":["The leviathan magically creates a wave of water that extends from a point it can see within 120 feet of itself. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. Each creature in the wave must make a {@dc 24} Strength saving throw. On a failed save, a creature takes 45 ({@damage 7d12}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 250 feet of it, and then it vanishes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The leviathan moves up to its speed."]},{"name":"Slam (Costs 2 Actions)","entries":["The leviathan makes one Slam attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["A leviathan is an immense creature that acts as a force of nature, dragging ships down to the ocean's depths and washing away coastal settlements. When called forth, a leviathan arises from a large body of water and takes on the form of a gigantic serpent.","Usually found only on the Elemental Plane of Water, a leviathan sometimes swims through a portal to another world, where tritons, sea elves, and other aquatic folk attempt to contain it. Nihilistic cults have also been known to perform arduous rituals to summon a leviathan to a world, with the aim of using the creature to destroy coastal communities. Those cultists often consider it a blessing to drown themselves in the elemental's waters."],"gallery":[{"path":"bestiary/MPMM/Leviathan.webp","credit":"Lars Grant-West"}],"otherVersions":[{"id":"leviathan-mtf","source":"MTF"}]},{"id":"leviathan-mtf","name":"Leviathan","source":"MTF","page":198,"srd":false,"image":"bestiary/MTF/Leviathan.webp","token":"bestiary/tokens/MTF/Leviathan.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral","ac":"17","initiative":"+7 (17)","hp":"328 (16d20 + 160)","speed":"40 ft., swim 120 ft.","str":30,"dex":24,"con":30,"int":2,"wis":18,"cha":17,"saves":"Wis +10, Cha +9","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the leviathan fails a saving throw, it can choose to succeed instead."]},{"name":"Partial Freeze","entries":["If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage."]},{"name":"Siege Monster","entries":["The leviathan deals double damage to objects and structures (included in Tidal Wave)."]},{"name":"Water Form","entries":["The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The leviathan makes two attacks: one with its slam and one with its tail."]},{"name":"Slam","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}15 ({@damage 1d10 + 10}) bludgeoning damage plus 5 ({@damage 1d10}) acid damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}16 ({@damage 1d12 + 10}) bludgeoning damage plus 6 ({@damage 1d12}) acid damage."]},{"name":"Tidal Wave {@recharge}","entries":["While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a {@dc 24} Strength saving throw. A creature takes 33 ({@damage 6d10}) bludgeoning damage on failed save, or half as much damage on a successful one.","At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a {@dc 24} Strength saving throw or take 27 ({@damage 5d10}) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by {@dice 1d10}. When the wall reaches 0 feet in height, the effect ends.","A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful {@dc 24} Strength ({@skill Athletics}) check to swim at all during that turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Slam (Costs 2 Actions)","entries":["The leviathan makes one slam attack."]},{"name":"Move","entries":["The leviathan moves up to its speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Leviathan","entries":["A towering wall of water that drags ships down to the ocean's depths and washes away coastal settlements—that phenomenon typifies the destruction a leviathan can unleash on the world. When called forth, a leviathan arises from a large body of water to form an immense serpent-shaped creature."]},{"type":"section","name":"Elder Elementals","entries":["On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Deadly When Summoned","type":"entries","entries":["The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end."]},{"name":"Elemental Nature","type":"entries","entries":["An elder elemental doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Leviathan.webp","credit":"Lars Grant-West"}],"hidden":true,"otherVersions":[{"id":"leviathan","source":"MPMM"}]},{"id":"levistus","name":"Levistus","source":"CoA","page":229,"srd":false,"image":"bestiary/CoA/Levistus.webp","token":"bestiary/tokens/CoA/Levistus.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"23","initiative":"+8 (18)","hp":"336 (32d8 + 192)","speed":"0 ft.","str":19,"dex":26,"con":22,"int":25,"wis":28,"cha":26,"saves":"Dex +16, Con +14, Int +15, Wis +17","skills":"Acrobatics +24, Deception +16, Intimidation +16, Perception +25, Persuasion +16, Stealth +16","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"cold; fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 35","languages":"Celestial, Common, Draconic, Infernal, telepathy 1,000 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Armor of Ice","entries":["Levistus is always entombed in ice. The ice provides 100 temporary hit points. While Levistus has these temporary hit points, he has vulnerability to fire damage. If Levistus starts his turn with no temporary hit points from the ice, he regains 100 temporary hit points."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Levistus's darkvision."]},{"name":"Legendary Resistance (3/Day)","entries":["If Levistus fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Levistus has advantage on saving throws against spells and other magical effects."]},{"name":"Sub-zero","entries":["Cold damage dealt by Levistus ignores resistances and immunities."]}],"spellcasting":[{"name":"Spellcasting","entries":["Levistus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 23}):","At will: {@spell Cone of Cold}, {@spell Darkness}, {@spell Ice Storm}, {@spell Wall of Ice}"]}],"actions":[{"name":"Multiattack","entries":["Levistus makes three Touch of Stygia or Ice Bolt attacks. He can replace one of the attacks with Blizzard (if available)."]},{"name":"Touch of Stygia","entries":["{@atk ms} {@hit 15} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) psychic damage, and the target must succeed on a {@dc 23} Intelligence saving throw or have the {@condition stunned} condition for 1 minute. The target may repeat the saving throw at the end of its turns, ending the effect on a success. A creature that succeeds on the saving throw is immune to this effect for 1 hour."]},{"name":"Ice Bolt","entries":["{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}23 ({@damage 3d10 + 7}) cold damage."]},{"name":"Blizzard {@recharge 4}","entries":["Levistus chooses a point he can see within 300 feet of him. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a {@dc 23} Dexterity saving throw. Targets take 13 ({@damage 3d8}) force damage plus 13 ({@damage 3d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Counterspell","entries":["As a reaction to a creature he can see casting a spell, Levistus can attempt to prevent the casting. Levistus makes an Intelligence check (+7) against a DC of (10 + spell level). On a success, the creature's spell fails and has no effect."]}],"legendaryActions":[{"name":"Amnesia","entries":["Levistus selects a {@condition stunned} creature that he can see. The creature must succeed on a {@dc 23} Charisma saving throw or Levistus erases a specific memory from the target. The memory must be one that the target experienced in the last 24 hours and that lasted no more than 10 minutes. The memory can only be restored with a {@spell Remove Curse} or a {@spell Greater Restoration} spell."]},{"name":"Froststrike","entries":["Levistus makes an Ice Bolt attack. On a hit, the target falls and has the {@condition prone} condition."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Levistus summons an allied {@creature ice devil} in an unoccupied space that he can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Levistus can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Icemaw","entries":["One creature within 60 feet of Levistus, that he can see, must make a {@dc 23} Dexterity saving throw. If a creature fails the saving throw, they sink half of their height into the ice and have the grappled condition (escape {@dc 21}) and their movement becomes 0. If a creature already affected by Icemaw is affected by it a second time, they sink completely into the ice and begin suffocating."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The icy regions containing Levistus' lair is corrupted by his presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Frozen Landscape","entries":["Any creature that has the prone or unconscious conditions within 1 mile of the lair, takes 21 ({@damage 6d6}) cold damage at the start of their turn."]}]},"If Levistus dies, the effects fade over the course of {@dice 1d10} days."],"lore":["No archdevil is more hated than the Frozen Prince, Levistus, despite his reputation as an honorable and chivalrous archdevil. Rivaling Asmodeus and Dis in their ability to plan and strategize, Levistus is generally considered one of the most plausible archdevils for overthrowing the throne. His ambition was somewhat stifled when he committed an unspeakable betrayal and was imprisoned by Asmodeus deep within the ice of Stygia.","Even while imprisoned, Levistus continues to plot, choosing to force his rage inward and reflect. Divination and communication magic helps aid this effort, and even from within his icy tomb Levistus manages legions. Levistus is known to make many deals with adventurers, provided they can aid his search for freedom.","When the Reckoning happened. Asmodeus, noticing that Levistus played no part in the war, chose to reinstate him as ruler of Stygia. While Levistus still desired revenge on his jailor, he recognized the opportunity and pledged temporary allegiance to Asmodeus. Publicly, Levistus completely supports Asmodeus and his plans, though from beneath the ice he continues to plot his revenge.","Other archdevils describe Levistus as clever, charming, and observant, if not also traitorous. He was often known to engage adversaries in single combat, only calling upon his magic and followers if someone or something intervened. For this reason, he is often worshipped by honorable thieves and charlatans—rogues with a code.","Levistus is described as an attractive humanoid male, with dark hair, an impeccable goatee, and pale-white skin.",{"type":"entries","name":"Levistus' Lair","page":229,"entries":["The ruler of Stygia's lair is within his floating prison. This great glacier moves ponderously over the ages, carrying with it Levistus, and the effects of his lair."]}],"gallery":[{"path":"bestiary/CoA/Levistus.webp","credit":"Aaron Sims"}]},{"id":"levna-drakehorn","name":"Levna Drakehorn","source":"DSotDQ","page":213,"srd":false,"image":"bestiary/DSotDQ/Levna Drakehorn.webp","token":"bestiary/tokens/DSotDQ/Levna Drakehorn.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":15,"dex":10,"con":14,"int":10,"wis":11,"cha":14,"saves":"Con +4","skills":"Athletics +4, Intimidation +4, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Bonus Proficiencies","entries":["Levna is proficient with simple and martial weapons, shields, and all armor."]},{"name":"Pack Tactics","entries":["Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Greatsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[{"name":"Protection","entries":["When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Though a recent inductee into the Order of the Rose, {@creature Levna Drakehorn|DSotDQ|Levna} is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her."],"gallery":[{"path":"bestiary/DSotDQ/Levna Drakehorn.webp","credit":"Zuzanna Wužyk"},{"path":"bestiary/DSotDQ/Levna Drakehorn Sketch.webp","credit":"Shawn Wood"}]},{"id":"lhammaruntosz","name":"Lhammaruntosz","source":"SDW","srd":false,"image":"bestiary/tokens/SDW/Lhammaruntosz.webp","token":"bestiary/tokens/SDW/Lhammaruntosz.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Good","ac":"19","initiative":"+0 (10)","hp":"212 (17d12 + 102)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":19,"saves":"Dex +5, Con +11, Wis +7, Cha +9","skills":"Insight +7, Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Lhammaruntosz can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Lhammaruntosz fails a saving throw, she can choose to succeed instead."]},{"name":"Regeneration","entries":["Lhammaruntosz regains 5 hit points at the start of her turn."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Lhammaruntosz's spellcasting ability is Charisma (spell save {@dc 17}). She can innately cast the following spells, requiring no material components:","1/day each: {@spell create food and water}, {@spell detect thoughts}, {@spell fog cloud}, {@spell speak with animals}"]},{"name":"Spellcasting","entries":["Lhammaruntosz is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 17}; {@hit 9} to hit with spell attacks). She has the following sorcerer spells prepared:","Cantrips (at will): {@spell light}, {@spell mage hand}, {@spell mending}","Level 1 (4 slots): {@spell charm person}, {@spell detect magic}, {@spell expeditious retreat}, {@spell sleep}","Level 2 (3 slots): {@spell darkness}, {@spell invisibility}, {@spell suggestion}","Level 3 (3 slots): {@spell dispel magic}, {@spell protection from energy}","Level 4 (2 slots): {@spell dimension door}, {@spell stoneskin}"]}],"actions":[{"name":"Multiattack","entries":["Lhammaruntosz can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Lhammaruntosz's choice that is within 120 feet of her and aware of her must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lhammaruntosz's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["Lhammaruntosz uses one of the following breath weapons."]},{"name":"Lightning Breath","entries":["Lhammaruntosz exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Repulsion Breath","entries":["Lhammaruntosz exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 19} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon."]},{"name":"Change Shape","entries":["Lhammaruntosz magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Lhammaruntosz's choice).","In a new form, Lhammaruntosz retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Lhammaruntosz makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Lhammaruntosz makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Lhammaruntosz beats its wings. Each creature within 10 feet of Lhammaruntosz must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. Lhammaruntosz can then fly up to half her flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as though it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) thunder damage and be {@condition deafened} until the end of its next turn."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Bronze Dragon||adult} or {@creature Ancient Bronze Dragon||ancient}) bronze dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ocean's Call","entry":"The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a {@dc 15} Dexterity saving throw or take 5 ({@damage 1d10}) slashing damage; then the swarm vanishes."},{"type":"item","name":"Salt Burst","entry":"The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) slashing damage."},{"type":"item","name":"Whelming Water","entry":"The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary bronze dragon's lair is warped by the dragon's magic.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.","Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Phantom Escort","entry":"Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair."},{"type":"item","name":"Underwater Pursuit","entry":"Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel."},{"type":"item","name":"Unfailing Faithfulness","entry":"Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Lhammaruntosz, a bronze dragon with the ability to heal quickly, spent decades defending Leilon and the surrounding area as the captain of the Scaly Eye, a fleet that battled pirates and other threats. To honor her deeds, the Swords of Leilon constructed the Bronze Shrine, a massive temple to Bahamut, god of metallic dragons, in a cliff overlooking the sea. The shrine's face is carved in Lhammaruntosz's likeness and includes quarters for the rest of the Scaly Eye and a magic statue of Bahamut, which the dragon can use to commune with the deity.","In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her mad. She leaves on rare occasions to hunt for food, returning as soon as possible. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her guardians."]}]}]},{"id":"liara-portyr","name":"Liara Portyr","source":"ToA","page":227,"srd":false,"image":"bestiary/ToA/Liara Portyr.webp","token":"bestiary/tokens/ToA/Liara Portyr.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":16,"dex":12,"con":15,"int":14,"wis":14,"cha":16,"saves":"Con +4, Wis +4","skills":"Athletics +5, Deception +5, Insight +4, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Draconic, Dwarvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["Liara has advantage on saving throws against being {@condition frightened}."]},{"name":"Flaming Fury","entries":["Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal an extra 10 ({@damage 3d6}) fire damage to the target."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Liara makes three melee attacks."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage when used with two hands."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["As the commander of Fort Beluarian, Liara spends most of her time worrying about the security of her stronghold while cutting deals with pirates. In general, she has no problem with adventurers and will do her utmost to help them deal with the myriad threats lurking in the jungle.","Liara comes from an influential family in Baldur's Gate and has held her post for the past three years. To her, the assignment feels like a test of mettle, but to many of her subordinates, Fort Beluarian feels like banishment. Liara's spies in Port Nyanzaru furnish her with ship manifests and departure schedules that she passes along to the pirates of Jahaka Anchorage, in exchange for promises to never attack ships flying the flag of Baldur's Gate. Liara also receives a cut of the pirates' profits, some of which go toward keeping her garrison happy."]},{"type":"entries","name":"Liara Portyr's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"One must respect the chain of command. You follow my orders, or you die.\""]},{"name":"Bond","type":"entries","entries":["\"I have sworn to hold and protect Fort Beluarian in the name of Grand Duke Ulder Ravengard of Baldur's Gate. The fort will not fall on my watch!\""]},{"name":"Flaw","type":"entries","entries":["\"It's a ghoul-eat-you world out here. I have no pity for those who can't defend themselves.\""]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Liara Portyr.webp"}]},{"id":"lich","name":"Lich","source":"XMM","page":196,"srd":true,"image":"bestiary/XMM/Lich.webp","token":"bestiary/tokens/XMM/Lich.webp","size":"Medium","creatureType":"Undead (Wizard)","alignment":"Neutral Evil","ac":"20","initiative":"+17 (27)","hp":"315 (42d8 + 126)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":21,"wis":14,"cha":16,"saves":"Dex +10, Con +10, Int +12, Wis +9","skills":"Arcana +19, History +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Truesight 120 ft., Passive Perception 19","languages":"all","cr":"21","crDisplay":"21 (XP 33,000, or 41,000 in lair; PB +7)","habitat":"Any","treasure":"Arcana","traits":[{"name":"Legendary Resistance (4/Day, or 5/Day in Lair)","entries":["If the lich fails a saving throw, it can choose to succeed instead."]},{"name":"Spirit Jar","entries":["If destroyed, the lich reforms in {@dice 1d10} days if it has a spirit jar, reviving with all its {@variantrule Hit Points|XPHB}. The new body appears in an unoccupied space within the lich's lair."]}],"spellcasting":[{"name":"Spellcasting","entries":["The lich casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 20}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Fireball|XPHB} (level 5 version), {@spell Invisibility|XPHB}, {@spell Lightning Bolt|XPHB} (level 5 version), {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","2/day each: {@spell Animate Dead|XPHB}, {@spell Dimension Door|XPHB}, {@spell Plane Shift|XPHB}","1/day each: {@spell Chain Lightning|XPHB}, {@spell Finger of Death|XPHB}, {@spell Power Word Kill|XPHB}, {@spell Scrying|XPHB}"]},{"name":"Protective Magic","entries":["The lich casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","At will: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]},{"name":"Frightening Gaze","entries":["The lich casts {@spell Fear|XPHB}, using the same spellcasting ability as Spellcasting. The lich can't take this action again until the start of its next turn."]}],"actions":[{"name":"Multiattack","entries":["The lich makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination."]},{"name":"Eldritch Burst","entries":["{@atkr m,r} {@hit 12}, reach 5 ft. or range 120 ft. {@h}31 ({@damage 4d12 + 5}) Force damage."]},{"name":"Paralyzing Touch","entries":["{@atkr m} {@hit 12}, reach 5 ft. {@h}15 ({@damage 3d6 + 5}) Cold damage, and the target has the {@condition Paralyzed|XPHB} condition until the start of the lich's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Deathly Teleport","entries":["The lich teleports up to 60 feet to an unoccupied space it can see, and each creature within 10 feet of the space it left takes 11 ({@damage 2d10}) Necrotic damage."]},{"name":"Disrupt Life","entries":["{@actSave con} {@dc 20}, each creature that isn't an Undead in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the lich. {@actSaveFail} 31 ({@damage 9d6}) Necrotic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The lich can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a lich's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"All-Seeing","entries":["While in its lair, the lich can cast {@spell Clairvoyance|XPHB}, requiring no spell components and using the same spellcasting ability as its Spellcasting action."]},{"type":"item","name":"Inevitable Siphon","entries":["Whenever a Humanoid dies within 1 mile of the lair, its soul is immediately consumed by the lich. A Humanoid whose soul is consumed in this way can be brought back to life only by a True Resurrection or {@spell Wish|XPHB} spell."]}]},"If the lich is destroyed or moves its lair elsewhere, these effects end immediately. These effects resume if the lich gains a new body (see its Spirit Jar trait)."],"lore":[{"type":"section","name":"Lich","entries":["{@i Deathless Master of Magic}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Some nefarious magic-users carry out forbidden necromantic rituals that sever their souls from their bodies to turn themselves into liches, masters of magic and undeath. With their souls preserved in hidden relics, liches puppet their own corpses as they pursue ambitions free from mortal bonds.","Liches possess exceptional cunning and magical prowess, and they use their unnatural immortality to pursue arcane secrets few could grasp in a single life. Uncanny agendas lead them to plumb the secrets of life, the multiverse, godhood, and less fathomable topics. Careless of mortal lives or desires, liches go to any lengths to achieve their goals.","A lich's age and origin influences its form. Older liches appear as little more than brittle skeletons clad in the rotten finery of forgotten empires, while younger liches more closely resemble living creatures and are clad in contemporary garb. Many cloak themselves in illusions of their idealized mortal forms.","Although liches don't fear death, they're not free from the ravages of time. Over ages, some liches lose their connection to time and the physical world, degenerating into demiliches.",{"type":"entries","name":"Lich Spirit Jars","entries":["The process of becoming a lich is involved, dangerous, and unique to each would-be lich. If the rite succeeds, the lich's soul is bound to a spirit jar, a specially prepared magical repository. This relic anchors the lich's spirit to the world and preserves it should the lich's body be destroyed. A lich can be slain only if its spirit jar is ruined. As such, a lich goes to great lengths to hide and protect its spirit jar.","Spirit jars are typically small, well-made objects that were meaningful to a lich in life. Roll on or choose a result from the Lich Spirit Jar table to inspire where a lich hides its soul.",{"type":"table","caption":"Lich Spirit Jars","colLabels":["1d8","The Lich's Spirit Jar Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bottle or puzzle box inscribed with sigils."],["2","A contract folded into a paper figure."],["3","The first magic item the lich created."],["4","A hollow figurine of a deity or monster."],["5","An hourglass with its sands floating in stasis."],["6","A locket or signet ring with a noble crest."],["7","A rune-etched egg."],["8","The skull of the lich's mentor."]]}]},{"type":"entries","name":"Lich Lairs","entries":["Liches create secluded libraries of magical lore and arcane laboratories hidden within extraplanar bastions, fortresses with cursed reputations, or other such deadly sanctuaries."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Ambition can become an addiction of the mind and spirit. It builds beyond a driving flame into an insidious inferno that burns a mage hollow until only the desire for more magical power remains"],"by":"Rudolph van Richten","from":"Van Richten's Guide to Liches"}]}]}],"gallery":[{"path":"bestiary/XMM/Lich.webp","credit":"Viko Menezes"}],"otherVersions":[{"id":"lich-mm","source":"MM"}]},{"id":"lich-mm","name":"Lich","source":"MM","page":202,"srd":false,"image":"bestiary/MM/Lich.webp","token":"bestiary/tokens/MM/Lich.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful NX Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":20,"wis":14,"cha":16,"saves":"Con +10, Int +12, Wis +9","skills":"Arcana +19, History +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Common plus up to five other languages","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the lich fails a saving throw, it can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If it has a phylactery, a destroyed lich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."]},{"name":"Turn Resistance","entries":["The lich has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). The lich has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell detect thoughts}, {@spell invisibility}, {@spell Melf's acid arrow}, {@spell mirror image}","Level 3 (3 slots): {@spell animate dead}, {@spell counterspell}, {@spell dispel magic}, {@spell fireball}","Level 4 (3 slots): {@spell blight}, {@spell dimension door}","Level 5 (3 slots): {@spell cloudkill}, {@spell scrying}","Level 6 (1 slots): {@spell disintegrate}, {@spell globe of invulnerability}","Level 7 (1 slots): {@spell finger of death}, {@spell plane shift}","Level 8 (1 slots): {@spell dominate monster}, {@spell power word stun}","Level 9 (1 slots): {@spell power word kill}"]}],"actions":[{"name":"Paralyzing Touch","entries":["{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["The lich casts a cantrip."]},{"name":"Paralyzing Touch (Costs 2 Actions)","entries":["The lich uses its Paralyzing Touch."]},{"name":"Frightening Gaze (Costs 2 Actions)","entries":["The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours."]},{"name":"Disrupt Life (Costs 3 Actions)","entries":["Each non-undead creature within 20 feet of the lich must make a {@dc 18} Constitution saving throw against this magic, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:",{"type":"list","items":["The lich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.","The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear."]}],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.","A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.",{"name":"Secrets of Undeath","type":"entries","entries":["No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.","A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.","With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains."]},{"name":"Soul Sacrifices","type":"entries","entries":["A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the {@spell imprisonment} spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target's body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich's phylactery can hold only one creature at a time, and a {@spell dispel magic} cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life.","A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich."]},{"name":"Death and Restoration","type":"entries","entries":["When a lich's body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich's phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location.","Destroying a lich's phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself."]},{"name":"Lonely Existence","type":"entries","entries":["From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair.","Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King."]},{"name":"Magic Collectors","type":"entries","entries":["Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack."]},{"name":"Undead Nature","type":"entries","entries":["A lich doesn't require air, food, drink, or sleep."]},{"type":"entries","name":"A Lich's Lair","entries":["A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work.","A lich encountered in its lair has a challenge rating of 22 (41,000 XP)."]}]}]}],"gallery":[{"path":"bestiary/MM/Lich.webp"}],"hidden":true,"otherVersions":[{"id":"lich","source":"XMM"}]},{"id":"lichen-lich","name":"Lichen Lich","source":"CM","page":223,"srd":false,"image":"bestiary/CM/Lichen Lich.webp","token":"bestiary/tokens/CM/Lichen Lich.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"20","initiative":"+3 (13)","hp":"225 (30d8 + 90)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":14,"wis":20,"cha":16,"saves":"Con +9, Int +8, Wis +11, Cha +9","skills":"Medicine +11, Nature +14, Perception +11, Survival +11","vulnerabilities":"","resistances":"cold; necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 21","languages":"Common, Druidic, Sylvan","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the lich fails a saving throw, it can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If it has a phylactery, a destroyed lich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."]}],"spellcasting":[{"name":"Spellcasting","entries":["The lich casts one of the following spells using Wisdom as the spellcasting ability (save {@dc 19}):","At will: {@spell druidcraft}","3/day each: {@spell detect magic}, {@spell fog cloud}, {@spell pass without trace}","1/day each: {@spell antilife shell}, {@spell dispel magic}, {@spell speak with plants}, {@spell transport via plants}, [object Object]"]}],"actions":[{"name":"Multiattack","entries":["The lich makes four attacks."]},{"name":"Poisonous Touch","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}17 ({@damage 5d6}) poison damage, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Wither","entries":["{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}14 ({@damage 4d6}) necrotic damage."]},{"name":"Fire Storm (7th-Level Spell; 1/Day)","entries":["The lich fills up to ten 10-foot cubes with fire. Every cube must be within 150 feet of the lich and occupy a space the lich can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a {@dc 19} Dexterity saving throw, taking 38 ({@damage 7d10}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If the lich chooses, plant life in the area is unaffected by the spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The lich makes an attack."]},{"name":"Poison Prick (Cost 2 Actions)","entries":["The lich targets one {@condition poisoned} creature it can see within 30 feet of it. The target must succeed on a {@dc 19} Constitution saving throw or fall {@condition unconscious} until the {@condition poisoned} condition ends on it."]},{"name":"Sap Life (Costs 2 Actions)","entries":["The lich targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 19} Constitution saving throw or take 11 ({@damage 2d10}) necrotic damage. The lich regains a number of hit points equal to the amount of damage that the creature takes."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the lichen lich can take a lair action to cause one of the following effects:",{"type":"list","items":["Poisonous spores fill a 10-foot cube that the lich can see within 120 feet of it. Any creature that enters the cloud for the first time on a turn or starts its turn there must succeed on a {@dc 19} Constitution saving throw or be {@condition poisoned} until the end of its next turn. The cloud lasts for 1 minute or until it is dispersed by a strong wind.","The lich commands the might of its diseased grove, creating a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative count, and obeys the lich's commands. The shambling mound dies after 1 hour or when the lich uses this lair action again.","Rotten roots and vines magically erupt in a 20-foot radius centered on a point on the ground that the lich can see within 120 feet of it. The lich is unaffected by the roots and vines. For all other creatures, the area becomes {@quickref difficult terrain||3}, and each creature in the area must succeed on a {@dc 19} Strength saving throw or be {@condition restrained} by the roots. As an action, a creature can try to free itself or another creature within its reach, doing so with a successful {@dc 19} Strength ({@skill Athletics}) check. The roots and vines wilt away when the lich uses this lair action again or when the lich dies."]}],"regionalEffects":[],"lore":[{"type":"entries","entries":["Lichen liches are undead remnants of powerful druids.","A lichen lich looks like a skeleton covered with fungi and bark-like lichen. A lichen lich has vines within its chest cavity. These vines exude viscid and poisonous black fluid."]}],"gallery":[{"path":"bestiary/CM/Lichen Lich.webp","credit":"April Prime"}]},{"id":"lief-lipsiege","name":"Lief Lipsiege","source":"CoS","page":62,"srd":false,"image":"bestiary/CoS/Lief Lipsiege.webp","token":"bestiary/tokens/CoS/Lief Lipsiege.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Lief Lipsiege.webp"}]},{"id":"lifecraft-elephant","name":"Lifecraft Elephant","source":"PSK","page":33,"srd":false,"image":"bestiary/PSK/Lifecraft.webp","token":"bestiary/tokens/PSK/Lifecraft Elephant.webp","size":"Huge","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"40 ft.","str":22,"dex":9,"con":17,"int":3,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the elephant can make one stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Many inventors—particularly elves, but members of the other races as well—view nature as the greatest artificer and strive to imitate it as closely as possible. The Greenwheel Lifecrafters are an inventor society dedicated to this kind of work, and they are responsible for coining the term \"lifecrafting\" to describe it. Lifecraft creatures are automatons that mimic the forms of natural animals in intricate detail. More than merely artistic endeavors, these creatures often serve practical purposes, just as domesticated animals would. A lifecraft elephant hauling a cart or carrying passengers through the streets of Ghirapur is just as effective in that work as a natural elephant, but it can't be spooked and it leaves no messy waste in its path.","The work of elf lifecrafters is particularly notable. Like most elf inventions, it incorporates living wood and foliage into its design, creating striking hybrids of plant life and animal form united as a perfect aesthetic whole.","Inventors can create lifecraft versions of virtually any creature. A lifecraft creature's type changes to construct, and it gains immunity to poison damage and to the {@condition charmed} and {@condition poisoned} conditions. Its other statistics are typically unchanged."],"gallery":[{"path":"bestiary/PSK/Lifecraft.webp","credit":"Adam Paquette"}]},{"id":"lifferlas","name":"Lifferlas","source":"SKT","page":250,"srd":false,"image":"bestiary/SKT/Lifferlas.webp","token":"bestiary/tokens/SKT/Lifferlas.webp","size":"Huge","creatureType":"Plant","alignment":"Unaligned","ac":"13","initiative":"-2 (8)","hp":"59 (7d12 + 14)","speed":"20 ft.","str":19,"dex":6,"con":15,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While Lifferlas remains motionless, it is indistinguishable from a normal tree."]},{"name":"Roleplaying Information","entries":["A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their name and initials into his body and hang from his boughs, and he's happy with that.","Ideal: \"I exist to protect the people and plants of Goldenfields.\"","Bond: \"Children are wonderful. I would do anything to make them feel happy and safe.\"","Flaw: \"I can't remember people's names and often get them mixed up.\""]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Lifferlas makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their names and initials into his body and hang from his boughs, and he's happy with that.","Ideal:\"I exist to protect the people and plants of Goldenfields.\"","Bond:\"Children are wonderful. I would do anything to make them feel happy and safe.\"","Flaw:\"I can't remember people's names and often get them mixed up.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Lifferlas.webp"}]},{"id":"light-devourer","name":"Light Devourer","source":"CRCotN","page":200,"srd":false,"image":"bestiary/CRCotN/Light Devourer.webp","token":"bestiary/tokens/CRCotN/Light Devourer.webp","size":"Medium","creatureType":"Aberration","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"119 (14d8 + 56)","speed":"0 ft., swim 30 ft.","str":18,"dex":18,"con":18,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +3, Stealth +10","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Light Absorption","entries":["If the light devourer spends any part of its turn in an area of bright light or is subjected to radiant damage, it radiates dim light in a 10-foot radius for 1 hour."]},{"name":"Water Breathing","entries":["The light devourer can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The light devourer makes two Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}21 ({@damage 5d6 + 4}) piercing damage, or radiant damage if the light devourer is radiating light (see Light Absorption)."]}],"bonusActions":[{"name":"Radiant Discharge","entries":["If the light devourer is radiating light (see Light Absorption), it releases the light stored in its body in a 20-foot-radius sphere centered on itself, then ceases to radiate light. Each creature in the sphere must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) radiant damage on a failed saving throw, or half as much damage on a successful one."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The light devourer gets its name from its ability to absorb bright light, whether natural or magical, in its immediate environment. After doing so, the creature begins to glow, the spines lining its back and the numerous needle-like teeth in its maw burning brightly as it converts that stolen light into searing energy, which rips into its prey.","When not illuminated, the light devourer lurks in darkness, stalking the ocean depths for its next meal."]}],"gallery":[{"path":"bestiary/CRCotN/Light Devourer.webp","credit":"Crystal Sully"}]},{"id":"lightning-golem","name":"Lightning Golem","source":"CM","page":129,"srd":false,"image":"bestiary/tokens/CM/Lightning Golem.webp","token":"bestiary/tokens/CM/Lightning Golem.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever the golem starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.","The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Lightning Absorption","entries":["Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Lightning golems resemble humans made of crackling lightning. Powerful enchantments protect it, deflecting spells and all but the most potent weapons."]}]},{"id":"lightning-hulk","name":"Lightning Hulk","source":"BGG","page":158,"srd":false,"image":"bestiary/BGG/Lightning Hulk.webp","token":"bestiary/tokens/BGG/Lightning Hulk.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"15","initiative":"+5 (15)","hp":"102 (12d10 + 36)","speed":"0 ft., fly 90 ft. (hover)","str":18,"dex":21,"con":16,"int":14,"wis":14,"cha":15,"saves":"Dex +9, Con +7, Wis +6, Cha +6","skills":"Perception +6","vulnerabilities":"","resistances":"cold; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"Passive Perception 16","languages":"Auran, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Illumination","entries":["The lightning hulk sheds bright light in a 20-foot radius and dim light for an additional 20 feet."]},{"name":"Lightning Form","entries":["The lightning hulk can enter a hostile creature's space and stop there. The first time the lightning hulk enters a creature's space on a turn, or if it begins its turn in a creature's space, that creature takes 7 ({@damage 2d6}) lightning damage. The hulk can also move through a space as narrow as 1 inch without squeezing. A creature that touches the lightning hulk or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) lightning damage."]}],"spellcasting":[],"actions":[{"name":"Arc Lightning","entries":["{@atk mw,rw} {@hit 9} to hit, reach 10 ft. or range 60 ft., one target. {@h}18 ({@damage 4d8}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn, and lightning jumps from the target to another creature of the lightning hulk's choice that it can see within 30 feet of the target. The second creature must succeed on a {@dc 18} Dexterity saving throw or take 18 ({@damage 4d8}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["At least the lightning hulk and the dust hulk seem satisfied with their lot in life. There's a grace to their existence, as fractured as it seems."],"by":"Bigby"},"Lightning hulks are the descendants of storm giants who retreated from the world in ages past. Over the course of centuries, the elemental nature of these giants—aided by infusions of energy from the Elemental Planes—grew to dominate these giants, eventually freeing them from the limitations of flesh.","A lightning hulk is essentially a living bolt of lightning, with the one lasting vestige of its former nature being a vague face that appears at the head of the bolt as it streams through the air. In rare moments, the hulk coalesces into a bipedal shape resembling a storm giant, but these moments are as fleeting as a lightning strike. At other times, particularly when near metal or solid earth, the hulk seems on the verge of dispersing entirely, losing its last shreds of cohesion as a single entity. Its mental state is similarly incoherent: a lightning hulk rushes from one place to another with little sense of purpose and no hint of the contemplation that occupies its distant cousin giants."]}],"gallery":[{"path":"bestiary/BGG/Lightning Hulk.webp"}]},{"id":"linan-swift","name":"Linan Swift","source":"HotDQ","page":8,"srd":false,"image":"bestiary/tokens/HotDQ/Linan Swift.webp","token":"bestiary/tokens/HotDQ/Linan Swift.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"8 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"linvala","name":"Linvala","source":"PSZ","page":21,"srd":false,"image":"bestiary/PSZ/Angel.webp","token":"bestiary/tokens/PSZ/Linvala.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 120 ft.","str":24,"dex":20,"con":24,"int":19,"wis":22,"cha":25,"saves":"Con +12, Wis +11, Cha +12","skills":"Perception +11","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Linvala's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra {@damage 5d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["Linvala knows if it hears a lie."]},{"name":"Magic Resistance","entries":["Linvala has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Linvala's spellcasting ability is Charisma (spell save {@dc 20}). The planetar can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell flame strike}, {@spell raise dead}","1/day each: {@spell commune}, {@spell control weather}, {@spell insect plague}"]}],"actions":[{"name":"Multiattack","entries":["Linvala makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage plus 22 ({@damage 5d8}) radiant damage."]},{"name":"Healing Touch (4/Day)","entries":["Linvala touches another creature. The target magically regains 30 ({@dice 6d8 + 3}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The angels of Zendikar are living manifestations of white mana, and they embody its inherent tendencies toward morality and order. Peace and harmony are their goals, though they are more concerned with reestablishing the natural order of the plane than with interfering in disputes between the lowly mortal races. Angels appear similar to female humans possessing two, four, or six feathered wings. Their eyes glow with inner light, and glowing golden rings surround their heads—usually positioned to cover their eyes.","Zendikar's people consider the angels to be aloof but benevolent. Their resistance to the Eldrazi broods in the ancient past is vaguely remembered in the myths of the humans, kor, and merfolk. Humans in particular venerate angels as divine protectors because of those myths.","You can represent most angels in Zendikar using the {@creature deva} in the Monster Manual. For unique or more powerful angels, you can use the {@creature planetar} or {@creature solar} instead. Perhaps {@creature Linvala|PSZ} is a {@creature planetar} and {@creature Iona|PSZ} is a {@creature solar}."],"gallery":[{"path":"bestiary/PSZ/Angel.webp","title":"Angel of Renewal","credit":"Todd Lockwood"}]},{"id":"lion","name":"Lion","source":"XMM","page":364,"srd":true,"image":"bestiary/XMM/Lion.webp","token":"bestiary/tokens/XMM/Lion.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"22 (4d10)","speed":"50 ft.","str":17,"dex":15,"con":11,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Pack Tactics","entries":["The lion has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]},{"name":"Running Leap","entries":["With a 10-foot running start, the lion can {@variantrule Long Jump|XPHB} up to 25 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lion makes two Rend attacks. It can replace one attack with a use of Roar."]},{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage."]},{"name":"Roar","entries":["{@actSave wis} {@dc 11}, one creature within 15 feet. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the start of the lion's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Lion.webp","credit":"Jonathan Kuo"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"lion-mm","source":"MM"}]},{"id":"lion-mm","name":"Lion","source":"MM","page":331,"srd":false,"image":"bestiary/tokens/MM/Lion.webp","token":"bestiary/tokens/MM/Lion.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"26 (4d10 + 4)","speed":"50 ft.","str":17,"dex":15,"con":13,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill, Desert","treasure":"","traits":[{"name":"Keen Smell","entries":["The lion has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pack Tactics","entries":["The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Pounce","entries":["If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the lion can make one bite attack against it as a bonus action."]},{"name":"Running Leap","entries":["With a 10-foot running start, the lion can long jump up to 25 feet."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"lion","source":"XMM"}]},{"id":"liondrake","name":"Liondrake","source":"FTD","page":207,"srd":false,"image":"bestiary/FTD/Liondrake.webp","token":"bestiary/tokens/FTD/Liondrake.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"16","initiative":"+2 (12)","hp":"119 (14d10 + 42)","speed":"40 ft., fly 60 ft.","str":19,"dex":15,"con":17,"int":6,"wis":12,"cha":12,"saves":"","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The liondrake makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Blood-Chilling Roar {@recharge 4}","entries":["The liondrake lets out a terrifying roar audible out to 300 feet. Any creature within 30 feet of the liondrake that can hear its roar must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of the liondrake for 1 minute. A creature that fails the save by 5 or more is also {@condition paralyzed} for the same duration. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this liondrake's Blood-Chilling Roar for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A liondrake is a solitary and territorial predator with the long neck and wings of a brass dragon and the head and body of a lion (including a luxurious mane on males). Sometimes known as dragonnes, liondrakes rely on their ferocity and their frightful roar to overcome prey and drive off rivals.","Liondrakes are voracious hunters that range across well-established territories. They don't typically seek out people as prey, but those folk who encroach into liondrake territory are fair game—which feeds the creature's reputation as hungering for Humanoid flesh."]}],"gallery":[{"path":"bestiary/FTD/Liondrake.webp","credit":"Brynn Metheney"}]},{"id":"living-bigby-s-hand","name":"Living Bigby's Hand","source":"IDRotF","page":298,"srd":false,"image":"bestiary/IDRotF/Living Bigbys Hand.webp","token":"bestiary/tokens/IDRotF/Living Bigby's Hand.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+0 (10)","hp":"52 (5d10 + 25)","speed":"0 ft., fly 60 ft. (hover)","str":26,"dex":10,"con":20,"int":1,"wis":10,"cha":1,"saves":"Dex +2, Wis +2","skills":"Perception +2, Stealth +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The living spell has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The living spell doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Force Fist","entries":["{@atk ms} {@hit 10} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d8 + 8}) force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks."]},{"name":"Grasping Hand","entries":["The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target takes 15 ({@damage 2d6 + 8}) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A living Bigby's hand is a Large, hovering hand of shimmering, translucent force. It often serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster.","Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy."]}],"gallery":[{"path":"bestiary/IDRotF/Living Bigbys Hand.webp"}]},{"id":"living-blade-of-disaster","name":"Living Blade of Disaster","source":"IDRotF","page":299,"srd":false,"image":"bestiary/IDRotF/Living Blade of Disaster.webp","token":"bestiary/tokens/IDRotF/Living Blade of Disaster.webp","size":"Small","creatureType":"Construct","alignment":"Chaotic Evil","ac":"14","initiative":"+3 (13)","hp":"67 (9d6 + 36)","speed":"0 ft., fly 30 ft. (hover)","str":10,"dex":16,"con":19,"int":6,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"blinded; deafened; exhaustion; grappled; paralyzed; petrified; poisoned; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The living spell has advantage on saving throws against spells and other magical effects."]},{"name":"Unfettered","entries":["The living spell can move through any barrier, even a wall of magical force."]},{"name":"Unusual Nature","entries":["The living spell doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Force Blade","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d12}) force damage, unless the living spell rolled an 18 or higher on the {@dice d20} for the attack, in which case the attack is a critical hit that deals 78 ({@damage 12d12}) force damage instead."]}],"bonusActions":[],"reactions":[{"name":"Preemptive Strike","entries":["The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A living blade of disaster is a {@spell blade of disaster|TCE} spell (see appendix D) with a wicked will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction.","Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy."]}],"gallery":[{"path":"bestiary/IDRotF/Living Blade of Disaster.webp"}]},{"id":"living-burning-hands","name":"Living Burning Hands","source":"ERLW","page":298,"srd":false,"image":"bestiary/ERLW/Living Burning Hands.webp","token":"bestiary/tokens/ERLW/Living Burning Hands.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"15 (2d8 + 6)","speed":"25 ft., fly 25 ft.","str":10,"dex":12,"con":16,"int":3,"wis":6,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The living spell can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Magic Resistance","entries":["The living spell has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Magical Strike","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) fire damage."]},{"name":"Spell Mimicry {@recharge 5}","entries":["The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Constructed Nature","entries":["A living spell doesn't require air, food, drink, or sleep."]}]}]},"Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.","Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.",{"type":"entries","name":"Customizing a Living Spell","entries":["Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.",{"type":"table","caption":"Living Spell Customization","colLabels":["Spell Level","Stat Block to Customize"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Living burning hands"],["3–4","Living lightning bolt"],["5","Living cloudkill"]]},"Now make the following changes to that stat block:","{@b Damage Immunity}. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.","{@b Magical Strike}. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.","{@b Spell Mimicry}. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.","For example, if you turn {@spell fireball} (a 3rd-level spell) into a living spell, customize the {@creature living lightning bolt|ERLW}. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates {@spell fireball} with Spell Mimicry."]}]}]}],"gallery":[{"path":"bestiary/ERLW/Living Burning Hands.webp","credit":"Claudio Pozas"}]},{"id":"living-cloudkill","name":"Living Cloudkill","source":"ERLW","page":299,"srd":false,"image":"bestiary/ERLW/Living Cloudkill.webp","token":"bestiary/tokens/ERLW/Living Cloudkill.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"73 (7d10 + 35)","speed":"25 ft., fly 25 ft.","str":10,"dex":15,"con":20,"int":3,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The living spell can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Magic Resistance","entries":["The living spell has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The living spell makes two Magical Strike attacks."]},{"name":"Magical Strike","entries":["{@atk ms} {@hit 8} to hit, reach 10 ft., one target. {@h}22 ({@dice 5d6 + 5}) poison damage."]},{"name":"Spell Mimicry {@recharge 5}","entries":["The living spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog spreads around corners). When a creature enters the fog for the first time on a turn or starts its turn there, it must make a {@dc 16} Constitution saving throw, taking 22 ({@damage 5d8}) poison damage on a failed save, or half as much damage on a successful one.","The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the ground and through openings. The fog lasts for 10 minutes or until the living spell's {@status concentration} ends (as if {@status concentration||concentrating} on a spell)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Constructed Nature","entries":["A living spell doesn't require air, food, drink, or sleep."]}]}]},"Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.","Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.",{"type":"entries","name":"Customizing a Living Spell","entries":["Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.",{"type":"table","caption":"Living Spell Customization","colLabels":["Spell Level","Stat Block to Customize"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Living burning hands"],["3–4","Living lightning bolt"],["5","Living cloudkill"]]},"Now make the following changes to that stat block:","{@b Damage Immunity}. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.","{@b Magical Strike}. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.","{@b Spell Mimicry}. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.","For example, if you turn {@spell fireball} (a 3rd-level spell) into a living spell, customize the {@creature living lightning bolt|ERLW}. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates {@spell fireball} with Spell Mimicry."]}]}]}],"gallery":[{"path":"bestiary/ERLW/Living Cloudkill.webp","credit":"Claudio Pozas"}]},{"id":"living-demiplane","name":"Living Demiplane","source":"IDRotF","page":299,"srd":false,"image":"bestiary/IDRotF/Living Demiplane.webp","token":"bestiary/tokens/IDRotF/Living Demiplane.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"31 (7d8)","speed":"30 ft., climb 30 ft.","str":1,"dex":10,"con":10,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dimensional Form","entries":["The living spell can enter another creature's space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can't detach from a solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see \"Planar Destruction\" below)."]},{"name":"Extradimensional Chamber","entries":["When the living spell enters another creature's space (or vice versa) for the first time on a turn, the other creature must succeed on a {@dc 10} Dexterity saving throw or be pulled into the living spell's extradimensional space, an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber, which has no exits otherwise. Creatures trapped inside the extradimensional chamber can't see, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison and psychic damage, and immunity to bludgeoning, piercing, and slashing damage that is nonmagical. If any section is reduced to 0 hit points, the living spell and its chamber are destroyed (see \"Planar Destruction\" below)."]},{"name":"Magic Resistance","entries":["The living spell has advantage on saving throws against spells and other magical effects."]},{"name":"Planar Destruction","entries":["The living spell is destroyed when it or a 5-foot-square section of its extradimensional chamber is reduced to 0 hit points, or when the living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell's previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is wearing or carrying."]},{"name":"Unusual Nature","entries":["The living spell doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A living demiplane is a {@spell demiplane} spell that has become vaguely self-aware. It is a shadowy rectangle, 5 feet wide and 10 feet high, which creeps along flat, solid surfaces and groans softly when it moves.","When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itself, then deposits the victim in an extradimensional chamber.","Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy."]}],"gallery":[{"path":"bestiary/IDRotF/Living Demiplane.webp"}]},{"id":"living-doll","name":"Living Doll","source":"WBtW","page":238,"srd":false,"image":"bestiary/WBtW/Living Doll.webp","token":"bestiary/tokens/WBtW/Living Doll.webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral Evil","ac":"11","initiative":"+0 (10)","hp":"28 (8d4 + 8)","speed":"30 ft.","str":3,"dex":11,"con":13,"int":10,"wis":10,"cha":7,"saves":"Int +2, Wis +2, Cha +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned","senses":"darkvision 30 ft., Passive Perception 10","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the doll move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the doll is animate."]},{"name":"Regeneration","entries":["The doll regains 5 hit points at the start of its turn. If the doll takes fire or psychic damage, this trait doesn't function at the start of the doll's next turn. The doll is destroyed only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Unusual Nature","entries":["The doll doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Grabby Hands","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 6}) and takes 11 ({@damage 2d10}) psychic damage at the start of each of its turns until this grapple ends. The doll can grapple only one creature at a time."]}],"bonusActions":[{"name":"Cackle {@recharge 4}","entries":["The doll cackles as it targets one or two creatures it can see within 30 feet of it. Each target that can hear the doll's cackling must make a {@dc 11} Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 ({@damage 2d4}) psychic damage and is {@condition incapacitated} for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this doll's Cackle for 24 hours."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression or paranoia. Because it fears its own destruction, the doll rarely causes direct harm to others. When forced to defend itself, it debilitates opponents with its maniacal cackle and assaults the minds of its enemies by turning their worst fears against them."]}],"gallery":[{"path":"bestiary/WBtW/Living Doll.webp","credit":"Caroline Gariba"}]},{"id":"living-iron-statue","name":"Living Iron Statue","source":"GoS","page":241,"srd":false,"image":"bestiary/tokens/GoS/Living Iron Statue.webp","token":"bestiary/tokens/GoS/Living Iron Statue.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+2 (12)","hp":"102 (12d8 + 48)","speed":"20 ft.","str":16,"dex":14,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"acid","resistances":"","immunities":"lightning; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The statue is immune to any spell or effect that would alter its form."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two attacks: one with its blade and one with its hammer."]},{"name":"Blade","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Hammer","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is knocked {@condition prone}."]},{"name":"Whirl {@recharge 5}","entries":["The statue can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a {@dc 13} Dexterity saving throw, taking 19 ({@damage 3d10 + 3}) bludgeoning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["This squat, solid-looking statue, currently guarding the evil cult's treasure in Isle of the Abbey, is made from pure iron. Its hands are shaped into deadly weapons."]}]}]}]},{"id":"living-lightning-bolt","name":"Living Lightning Bolt","source":"ERLW","page":299,"srd":false,"image":"bestiary/ERLW/Living Lightning Bolt.webp","token":"bestiary/tokens/ERLW/Living Lightning Bolt.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"57 (6d10 + 24)","speed":"25 ft., fly 25 ft.","str":10,"dex":15,"con":18,"int":3,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The living spell can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Magic Resistance","entries":["The living spell has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The living spell makes two Magical Strike attacks."]},{"name":"Magical Strike","entries":["{@atk ms} {@hit 7} to hit, reach 10 ft., one target. {@h}21 ({@damage 5d6 + 4}) lightning damage."]},{"name":"Spell Mimicry {@recharge 5}","entries":["The living spell unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a {@dc 15} Dexterity saving throw, taking 28 ({@damage 8d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Constructed Nature","entries":["A living spell doesn't require air, food, drink, or sleep."]}]}]},"Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.","Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.",{"type":"entries","name":"Customizing a Living Spell","entries":["Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.",{"type":"table","caption":"Living Spell Customization","colLabels":["Spell Level","Stat Block to Customize"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Living burning hands"],["3–4","Living lightning bolt"],["5","Living cloudkill"]]},"Now make the following changes to that stat block:","{@b Damage Immunity}. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.","{@b Magical Strike}. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.","{@b Spell Mimicry}. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.","For example, if you turn {@spell fireball} (a 3rd-level spell) into a living spell, customize the {@creature living lightning bolt|ERLW}. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates {@spell fireball} with Spell Mimicry."]}]}]}],"gallery":[{"path":"bestiary/ERLW/Living Lightning Bolt.webp","credit":"Claudio Pozas"}]},{"id":"living-portent","name":"Living Portent","source":"BMT","page":180,"srd":false,"image":"bestiary/BMT/Living Portent.webp","token":"bestiary/tokens/BMT/Living Portent.webp","size":"Small or Medium","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft., fly 30 ft. (hover)","str":14,"dex":16,"con":14,"int":14,"wis":16,"cha":15,"saves":"Dex +5, Wis +5","skills":"Arcana +6, History +6, Insight +5, Perception +5","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"exhaustion","senses":"darkvision 120 ft., Passive Perception 15","languages":"all","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Brilliance (True Form Only)","entries":["The living portent sheds bright light for 30 feet and dim light for an additional 30 feet."]}],"spellcasting":[{"name":"Spellcasting","entries":["The living portent casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:","2/day: {@spell Cure Wounds}","1/day each: {@spell Divination}, {@spell Greater Restoration}"]}],"actions":[{"name":"Multiattack","entries":["The living portent makes two Radiant Strike attacks."]},{"name":"Radiant Strike","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}9 ({@damage 1d12 + 3}) radiant damage."]},{"name":"Prophetic Blessing","entries":["The living portent magically infuses the power of its prophecy into another willing creature the living portent can see within 30 feet of itself. The target's hit point maximum and current hit points increase by 7 ({@dice 1d8 + 3}), and it gains a prophecy die, a {@dice d8}. Once during each of the creature's turns, when it fails an ability check or saving throw or misses an attack roll, it can roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses this action again."]}],"bonusActions":[{"name":"Change Shape","entries":["The living portent magically transforms into a Humanoid while retaining its game statistics (other than its size and Brilliance trait). The transformation ends if the living portent is reduced to 0 hit points or uses a bonus action to end it."]}],"reactions":[{"name":"Price of Defiance","entries":["When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) radiant damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Living portents are embodiments of prophecy sent by deities or other cosmic forces. These Celestials descend to Material Plane worlds in the form of falling stars. When the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the world.","Living portents seek out beings who will play a part in the prophecies they serve, and as the living portents search, they relate fragments of the prophecies to those they encounter."]}],"gallery":[{"path":"bestiary/BMT/Living Portent.webp"}]},{"id":"living-unseen-servant","name":"Living Unseen Servant","source":"WDMM","page":313,"srd":false,"image":"bestiary/tokens/WDMM/Living Unseen Servant.webp","token":"bestiary/tokens/WDMM/Living Unseen Servant.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":2,"dex":10,"con":11,"int":1,"wis":10,"cha":1,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; unconscious","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 12","languages":"understands one language (usually Common) but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Invisibility","entries":["The unseen servant is {@condition invisible}."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","name":"Living Spell","entries":["Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy.","A living spell appears much like a normal spell effect, except that its magical energy lingers and moves with purpose.",{"type":"entries","entries":[{"type":"entries","name":"Constructed Nature","entries":["A living spell doesn't require air, food, drink, or sleep."]},{"type":"entries","name":"Magical Essence","entries":["The process that creates a living spell changes the nature of its magic. A living spell isn't subject to {@spell dispel magic} and isn't affected by an {@spell antimagic field}."]}]},{"type":"entries","entries":["Like an overzealous butler or maid, a living {@spell unseen servant} spell busies itself with tasks in hopes of pleasing its creator. It can wield simple weapons but prefers not to. {@spell See invisibility}, {@spell true seeing}, and similar effects reveal that the servant has a shape similar to that of a slender humanoid adult."]}]}]},{"id":"lizard","name":"Lizard","source":"XMM","page":364,"srd":true,"image":"bestiary/XMM/Lizard.webp","token":"bestiary/tokens/XMM/Lizard.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"2 (1d4)","speed":"20 ft., climb 20 ft.","str":2,"dex":11,"con":10,"int":1,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Coastal, Desert, Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Spider Climb","entries":["The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Lizard.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"lizard-mm","source":"MM"}]},{"id":"lizard-mm","name":"Lizard","source":"MM","page":332,"srd":false,"image":"bestiary/tokens/MM/Lizard.webp","token":"bestiary/tokens/MM/Lizard.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"2 (1d4)","speed":"20 ft., climb 20 ft.","str":2,"dex":11,"con":10,"int":1,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"lizard","source":"XMM"}]},{"id":"lizard-king","name":"Lizard King","source":"MM","page":205,"srd":false,"image":"bestiary/MM/Lizardfolk.webp","token":"bestiary/tokens/MM/Lizard King.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"78 (12d8 + 24)","speed":"30 ft., swim 30 ft.","str":17,"dex":12,"con":15,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"Perception +4, Stealth +5, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The lizardfolk can hold its breath for 15 minutes."]},{"name":"Skewer","entries":["Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 ({@damage 3d6}) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.",{"name":"Territorial Xenophobes","type":"entries","entries":["Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.","Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.","Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.","Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies."]},{"name":"Great Feasts and Sacrifices","type":"entries","entries":["Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.","Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god."]},{"name":"Canny Crafters","type":"entries","entries":["Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields."]},{"name":"Lizardfolk Leaders","type":"entries","entries":["Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.","Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects."]},{"name":"Dragon Worshipers","type":"entries","entries":["Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies."],"by":"A merchant's account of his experience with the lizardfolk tribes of the Lizard Marsh"}]}]}],"gallery":[{"path":"bestiary/MM/Lizardfolk.webp"}]},{"id":"lizard-queen","name":"Lizard Queen","source":"MM","page":205,"srd":false,"image":"bestiary/MM/Lizardfolk.webp","token":"bestiary/tokens/MM/Lizard Queen.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"78 (12d8 + 24)","speed":"30 ft., swim 30 ft.","str":17,"dex":12,"con":15,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"Perception +4, Stealth +5, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The lizardfolk can hold its breath for 15 minutes."]},{"name":"Skewer","entries":["Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 ({@damage 3d6}) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.",{"name":"Territorial Xenophobes","type":"entries","entries":["Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.","Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.","Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.","Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies."]},{"name":"Great Feasts and Sacrifices","type":"entries","entries":["Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.","Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god."]},{"name":"Canny Crafters","type":"entries","entries":["Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields."]},{"name":"Lizardfolk Leaders","type":"entries","entries":["Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.","Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects."]},{"name":"Dragon Worshipers","type":"entries","entries":["Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies."],"by":"A merchant's account of his experience with the lizardfolk tribes of the Lizard Marsh"}]}]}],"gallery":[{"path":"bestiary/MM/Lizardfolk.webp"}]},{"id":"lizardfolk","name":"Lizardfolk","source":"MM","page":204,"srd":false,"image":"bestiary/MM/Lizardfolk.webp","token":"bestiary/tokens/MM/Lizardfolk.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft., swim 30 ft.","str":15,"dex":10,"con":13,"int":7,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Draconic","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The lizardfolk can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lizardfolk makes two melee attacks, each one with a different weapon."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Heavy Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Spiked Shield","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.",{"name":"Territorial Xenophobes","type":"entries","entries":["Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.","Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.","Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.","Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies."]},{"name":"Great Feasts and Sacrifices","type":"entries","entries":["Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.","Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god."]},{"name":"Canny Crafters","type":"entries","entries":["Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields."]},{"name":"Lizardfolk Leaders","type":"entries","entries":["Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.","Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects."]},{"name":"Dragon Worshipers","type":"entries","entries":["Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies."],"by":"A merchant's account of his experience with the lizardfolk tribes of the Lizard Marsh"}]}]}],"gallery":[{"path":"bestiary/MM/Lizardfolk.webp"}]},{"id":"lizardfolk-commoner","name":"Lizardfolk Commoner","source":"GoS","page":241,"srd":false,"image":"bestiary/tokens/GoS/Lizardfolk Commoner.webp","token":"bestiary/tokens/GoS/Lizardfolk Commoner.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"16 (3d8 + 3)","speed":"30 ft., swim 30 ft.","str":15,"dex":10,"con":12,"int":7,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +2, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Draconic","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The lizardfolk can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["These lizardfolk, found wandering the halls in Danger at Dunwater, are just as fierce as their armed kin, and can equip themselves with weapons and shields if such are available."]}]}]}]},{"id":"lizardfolk-geomancer","name":"Lizardfolk Geomancer","source":"XMM","page":197,"srd":false,"image":"bestiary/XMM/Lizardfolk.webp","token":"bestiary/tokens/XMM/Lizardfolk Geomancer.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"30 ft., burrow 20 ft., swim 30 ft.","str":15,"dex":10,"con":13,"int":10,"wis":15,"cha":8,"saves":"","skills":"Nature +2, Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Draconic, Primordial (Terran)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp","treasure":"Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The lizardfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Elementalism|XPHB}","1/day each: {@spell Meld into Stone|XPHB}, {@spell Speak with Plants|XPHB}, {@spell Spike Growth|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The lizardfolk makes two Earth Burst attacks."]},{"name":"Earth Burst","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 60 ft. {@h}9 ({@damage 2d6 + 2}) Bludgeoning damage."]},{"name":"Hail of Stone {@recharge 5}","entries":["{@actSave con} {@dc 12}, each creature in a 20-foot-radius, 40-foot-high {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} centered on a point the lizardfolk can see within 60 feet. {@actSaveFail} 15 ({@damage 6d4}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Lizardfolk geomancers draw magic from the natural world, using it to protect their people and territories."]},{"type":"section","name":"Lizardfolk","entries":["{@i Reptilian Defenders of the Land}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Lizardfolk dwell in wildernesses suffused with primal magic. While many lizardfolk are Humanoids with varied skills, some forge powerful bonds with the Elemental Plane of Earth, granting them magical connections to the cycle of growth and rebirth."]}],"gallery":[{"path":"bestiary/XMM/Lizardfolk.webp","credit":"Zuzanna Wužyk"}]},{"id":"lizardfolk-render","name":"Lizardfolk Render","source":"GoS","page":241,"srd":false,"image":"bestiary/GoS/Lizardfolk Render.webp","token":"bestiary/tokens/GoS/Lizardfolk Render.webp","size":"Large","creatureType":"Humanoid (Lizardfolk)","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"52 (7d10 + 14)","speed":"30 ft., swim 30 ft.","str":16,"dex":10,"con":14,"int":7,"wis":12,"cha":7,"saves":"","skills":"Athletics +5, Perception +3, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The render has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Hold Breath","entries":["The render can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The render makes two attacks: one with its claws and one with its bite."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Rend the Field {@recharge 5}","entries":["The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Filled with the primal magic of Semuanya, the lizardfolk render undergoes terrifying changes during a dayslong ritual performed by a shaman. As seen in Danger at Dunwater, the render's claws grow long and hard as steel, its frame enlarges, and its temperament becomes even more ferocious."]}]}]}],"gallery":[{"path":"bestiary/GoS/Lizardfolk Render.webp","credit":"Scott Murphy"}]},{"id":"lizardfolk-scaleshield","name":"Lizardfolk Scaleshield","source":"GoS","page":242,"srd":false,"image":"bestiary/tokens/GoS/Lizardfolk Scaleshield.webp","token":"bestiary/tokens/GoS/Lizardfolk Scaleshield.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Neutral","ac":"16","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft., swim 30 ft.","str":15,"dex":10,"con":14,"int":7,"wis":12,"cha":7,"saves":"","skills":"Athletics +4, Perception +3, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The scaleshield can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scaleshield makes two melee attacks, each one with a different weapon."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Spiked Shield","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Shield Block","entries":["If an ally within 5 feet of the scaleshield is hit by an attack, the scaleshield can reduce that attack's damage by half."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Serving as the elite warriors and officers of a lizardfolk clan, these robust creatures wear thick armor made from crocodile scales and metal. Trained in martial weapons and advanced combat tactics, they are found protecting lizardfolk lairs such as the one in Danger at Dunwater."]}]}]}]},{"id":"lizardfolk-shaman","name":"Lizardfolk Shaman","source":"MM","page":205,"srd":false,"image":"bestiary/MM/Lizardfolk.webp","token":"bestiary/tokens/MM/Lizardfolk Shaman.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft., swim 30 ft.","str":15,"dex":10,"con":13,"int":10,"wis":15,"cha":8,"saves":"","skills":"Perception +4, Stealth +4, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The lizardfolk can hold its breath for 15 minutes."]}],"spellcasting":[{"name":"Spellcasting (Lizardfolk Form Only)","entries":["The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The lizardfolk has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell thorn whip}","Level 1 (4 slots): {@spell entangle}, {@spell fog cloud}","Level 2 (3 slots): {@spell heat metal}, {@spell spike growth}","Level 3 (2 slots): {@spell conjure animals} (reptiles only), {@spell plant growth}"]}],"actions":[{"name":"Multiattack (Lizardfolk Form Only)","entries":["The lizardfolk makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 7 ({@damage 1d10 + 2}) piercing damage in {@creature crocodile} form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends."]},{"name":"Claws (Lizardfolk Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Change Shape (Recharges after a Short or Long Rest)","entries":["The lizardfolk magically polymorphs into a {@creature crocodile}, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.",{"name":"Territorial Xenophobes","type":"entries","entries":["Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.","Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.","Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.","Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies."]},{"name":"Great Feasts and Sacrifices","type":"entries","entries":["Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.","Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god."]},{"name":"Canny Crafters","type":"entries","entries":["Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields."]},{"name":"Lizardfolk Leaders","type":"entries","entries":["Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.","Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects."]},{"name":"Dragon Worshipers","type":"entries","entries":["Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies."],"by":"A merchant's account of his experience with the lizardfolk tribes of the Lizard Marsh"}]}]}],"gallery":[{"path":"bestiary/MM/Lizardfolk.webp"}]},{"id":"lizardfolk-sovereign","name":"Lizardfolk Sovereign","source":"XMM","page":197,"srd":false,"image":"bestiary/XMM/Lizardfolk.webp","token":"bestiary/tokens/XMM/Lizardfolk Sovereign.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"15","initiative":"+1 (11)","hp":"78 (12d8 + 24)","speed":"30 ft., burrow 20 ft., swim 30 ft.","str":17,"dex":12,"con":15,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Draconic, Primordial (Terran)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Swamp","treasure":"Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lizardfolk makes one Bite attack and one Earthen Maul attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Piercing damage. If the target is a creature that isn't a Construct or an Undead, the lizardfolk gains {@variantrule Temporary Hit Points|XPHB} equal to the damage dealt."]},{"name":"Earthen Maul","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Charge","entries":["The lizardfolk moves up to its {@variantrule Speed|XPHB} or {@variantrule Swim Speed|XPHB} straight toward an enemy it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Lizardfolk sovereigns undergo magical rites that imbue them with fantastic strength and magic from the Elemental Plane of Earth. In some, though, it also unlocks a primal viciousness."]},{"type":"section","name":"Lizardfolk","entries":["{@i Reptilian Defenders of the Land}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Lizardfolk dwell in wildernesses suffused with primal magic. While many lizardfolk are Humanoids with varied skills, some forge powerful bonds with the Elemental Plane of Earth, granting them magical connections to the cycle of growth and rebirth."]}],"gallery":[{"path":"bestiary/XMM/Lizardfolk.webp","credit":"Zuzanna Wužyk"}]},{"id":"lizardfolk-subchief","name":"Lizardfolk Subchief","source":"GoS","page":242,"srd":false,"image":"bestiary/tokens/GoS/Lizardfolk Subchief.webp","token":"bestiary/tokens/GoS/Lizardfolk Subchief.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Neutral","ac":"14","initiative":"+1 (11)","hp":"52 (8d8 + 16)","speed":"30 ft., swim 30 ft.","str":14,"dex":12,"con":14,"int":10,"wis":16,"cha":12,"saves":"Wis +5","skills":"Athletics +4, Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The subchief can hold its breath for 15 minutes."]}],"spellcasting":[{"name":"Spellcasting","entries":["The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell guiding bolt}, {@spell purify food and drink}","Level 2 (3 slots): {@spell hold person}, {@spell lesser restoration}, {@spell silence}","Level 3 (2 slots): {@spell bestow curse}, {@spell dispel magic}"]}],"actions":[{"name":"Tooth Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Jaws of Semuanya {@recharge 5}","entries":["The subchief invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a {@dc 13} Dexterity saving throw, taking 22 ({@damage 5d8}) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also {@condition frightened} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The lizardfolk subchief (seen in Danger at Dunwater) is a devout priest of Semuanya, pursuing the worship of its god in a manner similar to a cleric. It wields a dagger crafted of a massive crocodile tooth blessed by Semuanya, representing the subchief's prowess in both battle and piety."]}]}]}]},{"id":"lizardfolk-warden","name":"Lizardfolk Warden","source":"HotB","page":10,"srd":false,"image":"bestiary/HotB/Lizardfolk Warden.webp","token":"bestiary/tokens/HotB/Lizardfolk Warden.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"15","initiative":"+1 (11)","hp":"32 (5d8 + 10)","speed":"30 ft., swim 30 ft.","str":15,"dex":12,"con":14,"int":10,"wis":12,"cha":8,"saves":"","skills":"Stealth +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The lizardfolk can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The lizardfolk makes one Bite attack and one Bone Pike attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 3 ({@damage 1d6}) Poison damage."]},{"name":"Bone Pike","entries":["{@atkr m} {@hit 4}, reach 10 ft. {@h}7 ({@damage 1d10 + 2}) Piercing damage."]},{"name":"Poison Spit","entries":["{@atkr r} {@hit 4}, range 60 ft. {@h}12 ({@damage 3d6 + 2}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Lizardfolk wardens draw on primal magic to protect nature's boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them, they channel the forces of nature to augment their natural attacks with poison saliva."]}],"gallery":[{"path":"bestiary/HotB/Lizardfolk Warden.webp"}]},{"id":"loading-rig","name":"Loading Rig","source":"KKW","page":170,"srd":false,"image":"bestiary/KKW/Loading Rig.webp","token":"bestiary/tokens/KKW/Loading Rig.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"39 (6d10 + 6)","speed":"25 ft.","str":18,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The rig is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the rig must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"Unstable","entries":["If the rig takes damage, it must succeed on a {@dc 10} Constitution saving throw or be {@condition incapacitated} with a speed of 0 until a creature activates it with a successful {@dc 10} Intelligence ({@skill Arcana}) check made as an action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The armor makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KKW/Loading Rig.webp"}]},{"id":"locathah","name":"Locathah","source":"GoS","page":243,"srd":false,"image":"bestiary/GoS/Locathah.webp","token":"bestiary/tokens/GoS/Locathah.webp","size":"Medium","creatureType":"Humanoid (Locathah)","alignment":"Neutral","ac":"13","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"30 ft., swim 30 ft.","str":13,"dex":12,"con":12,"int":11,"wis":10,"cha":11,"saves":"Dex +3","skills":"Athletics +3, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Aquan, Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Leviathan Will","entries":["The locathah has advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, {@condition stunned}, or put to sleep."]},{"name":"Limited Amphibiousness","entries":["The locathah can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The locathah makes two melee attacks with its spear."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["These resilient and proud fish-folk (found in Danger at Dunwater) have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water."]}]}]}],"gallery":[{"path":"bestiary/GoS/Locathah.webp","credit":"Shawn Wood"}]},{"id":"locathah-hunter","name":"Locathah Hunter","source":"GoS","page":243,"srd":false,"image":"bestiary/GoS/Locathah.webp","token":"bestiary/tokens/GoS/Locathah Hunter.webp","size":"Medium","creatureType":"Humanoid (Locathah)","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft., swim 30 ft.","str":13,"dex":14,"con":12,"int":11,"wis":14,"cha":11,"saves":"Dex +4, Wis +4","skills":"Athletics +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Aquan, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Leviathan Will","entries":["The hunter has advantage on saving throws against spells and effects that control its actions."]},{"name":"Limited Amphibiousness","entries":["The hunter can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hunter makes two attacks with its envenomed crossbow."]},{"name":"Envenomed Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the end of its next turn."]},{"name":"Club","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The far-ranging locathah hunter is trained in tracking and stalking prey on land and in water. They often serve as leaders to small bands of locathah or emissaries for their people (such as the hunter found in Danger at Dunwater). Their colorful, {@condition poisoned}, and fast-loading crossbows rarely miss a target."]}]}]}],"gallery":[{"path":"bestiary/GoS/Locathah.webp","credit":"Shawn Wood"}]},{"id":"lohezet","name":"Lohezet","source":"DSotDQ","page":205,"srd":false,"image":"bestiary/DSotDQ/Lohezet.webp","token":"bestiary/tokens/DSotDQ/Lohezet.webp","size":"Medium","creatureType":"Humanoid (Human, Wizard)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"137 (25d8 + 25)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":20,"wis":14,"cha":11,"saves":"Con +5, Wis +6","skills":"Arcana +9, History +9, Medicine +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 12","languages":"Common, Dwarvish, Elvish, Infernal","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Toxic Mastery","entries":["Lohezet ignores a creature's resistance to poison damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["Lohezet casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell light}, {@spell prestidigitation}","2/day each: {@spell dimension door}, {@spell mage armor}","1/day each: {@spell arcane eye}, {@spell dominate person}, {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["Lohezet makes three Withering Blast attacks and uses Miasma if it's available. He can replace one of the attacks with a use of Spellcasting."]},{"name":"Withering Blast","entries":["{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 60 ft., one target. {@h}18 ({@damage 2d12 + 5}) necrotic damage."]},{"name":"Miasma {@recharge 4}","entries":["Lohezet magically conjures a billowing cloud of purple fog in a 20-foot-radius sphere centered on a point within 120 feet of himself. The area within the sphere is {@quickref Vision and Light||2||heavily obscured}, and when a creature starts its turn in the sphere or enters the sphere for the first time on a turn, it must make a {@dc 17} Constitution saving throw. On a failed save, the creature takes 39 ({@damage 6d12}) poison damage and is {@condition poisoned} until the start of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}. The cloud lasts for 1 minute, until Lohezet ends it early (no action required), or until Lohezet uses this action again. A strong wind disperses the cloud."]}],"bonusActions":[],"reactions":[{"name":"Noxious Rebuke (3/Day)","entries":["When a creature within 60 feet of Lohezet damages him, Lohezet magically retaliates with a spray of foul, purple mist. The creature must make a {@dc 17} Constitution saving throw, taking 16 ({@damage 2d10 + 5}) poison damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A black-robed member of the Mages of High Sorcery, Lohezet is a scholar obsessed with extinct creatures and fallen empires. He views the Dragon Army as a way to recreate the glories of Ansalon's past. During the Dragon Armies' invasions of Khur and Kendermore, Lohezet's investigations of Istarian ruins revealed the location of the flying city of Onyari. He now travels with the Red Dragon Army, intent on finding the City of Lost Names and restoring it to the skies.","Lohezet employs the strategies of extinct poisonous predators in battle. His magical toxins wear down even the strongest foes, providing him with the opportunity to escape or reducing his enemies to discolored corpses."]}],"gallery":[{"path":"bestiary/DSotDQ/Lohezet.webp","credit":"Nikki Dawes"}]},{"id":"lonely-sorrowsworn","name":"Lonely Sorrowsworn","source":"MPMM","page":223,"srd":false,"image":"bestiary/MPMM/Lonely Sorrowsworn.webp","token":"bestiary/tokens/MPMM/Lonely Sorrowsworn.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":6,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Coastal, Desert, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Psychic Leech","entries":["At the start of each of the sorrowsworn's turns, each creature within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage."]},{"name":"Thrives on Company","entries":["The sorrowsworn has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sorrowsworn makes one Harpoon Arm attack, and it uses Sorrowful Embrace."]},{"name":"Harpoon Arm","entries":["{@atk mw} {@hit 7} to hit, reach 60 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature. The sorrowsworn has two harpoon arms and can grapple up to two creatures at once."]},{"name":"Sorrowful Embrace","entries":["Each creature {@condition grappled} by the sorrowsworn must make a {@dc 15} Wisdom saving throw, taking 18 ({@damage 4d8}) psychic damage on a failed save, or half as much damage on a successful one. In either case, the sorrowsworn pulls each of those creatures up to 30 feet straight toward it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the lonely sorrowsworn—also called the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress."]}],"gallery":[{"path":"bestiary/MPMM/Lonely Sorrowsworn.webp","credit":"Cory Trego-Erdner"}]},{"id":"lonelywood-banshee","name":"Lonelywood Banshee","source":"IDRotF","page":81,"srd":false,"image":"bestiary/IDRotF/Lonelywood Banshee.webp","token":"bestiary/tokens/IDRotF/Lonelywood Banshee.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"58 (13d8)","speed":"0 ft., fly 40 ft. (hover)","str":1,"dex":14,"con":10,"int":12,"wis":11,"cha":17,"saves":"Wis +2, Cha +5","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Coastal","treasure":"","traits":[{"name":"Detect Life","entries":["The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations."]},{"name":"Incorporeal Movement","entries":["The banshee can move through other creatures and objects as if they were {@quickref difficult terrain||3}. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Spectral Longbow","entries":["{@atk rs} {@hit 4} to hit, range 150/600 ft., one target. {@h}12 ({@damage 3d6 + 2}) necrotic damage."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of the banshee that can see her must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours."]},{"name":"Wail (1/Day)","entries":["The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a {@dc 13} Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 ({@damage 3d6}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act. It wields a spectral longbow that shoots phantom arrows. There is only one banshee haunting the forest. If it's destroyed, it re-forms after 24 hours in a random location in the forest, damned to its eternal exile."]}],"gallery":[{"path":"bestiary/IDRotF/Lonelywood Banshee.webp","credit":"Tomas Giorello"}]},{"id":"lord-soth","name":"Lord Soth","source":"DSotDQ","page":206,"srd":false,"image":"bestiary/DSotDQ/Lord Soth.webp","token":"bestiary/tokens/DSotDQ/Lord Soth.webp","size":"Medium","creatureType":"Undead (Paladin)","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"228 (24d8 + 120)","speed":"30 ft.","str":22,"dex":11,"con":20,"int":12,"wis":16,"cha":20,"saves":"Dex +6, Wis +9, Cha +11","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Common, Infernal, Solamnic","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Soth fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Soth has advantage on saving throws against spells and other magical effects."]},{"name":"Marshal Undead","entries":["Unless Soth is {@condition incapacitated}, he and Undead creatures of his choice within 60 feet of him are immune to features that turn Undead."]},{"name":"Unusual Nature","entries":["Soth doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Soth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):","At will: {@spell command} (cast at 3rd level)","1/day: {@spell banishment} (cast at 6th level)","2/day each: {@spell dispel magic}, {@spell hold person} (cast at 3rd level)"]}],"actions":[{"name":"Multiattack","entries":["Soth makes three Forsaken Brand attacks."]},{"name":"Forsaken Brand","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) necrotic damage, and if the target is a creature, it can't regain hit points until the start of Soth's next turn."]},{"name":"Cataclysmic Fire (1/Day)","entries":["Soth hurls a magical ball of fire that explodes at a point he can see within 120 feet of himself. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 19} Dexterity saving throw. A creature takes 35 ({@damage 10d6}) fire damage and 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one.","Additionally, any Medium or smaller Humanoid killed by this damage, as well as every corpse of such a creature within the sphere, becomes a skeleton (see the Monster Manual) under Soth's control. The skeleton acts on Soth's initiative but immediately after his turn. Absent any other command, the skeleton tries to kill any non-Undead creature it encounters."]},{"name":"Word of Death (1/Day)","entries":["Soth points at a creature he can see within 60 feet of himself and magically commands it to die. The target must make a {@dc 19} Constitution saving throw, taking 100 necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, the target dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Implacable Maneuver","entries":["Soth moves up to his speed or commands a mount he is riding to move up to its speed. The movement from this action doesn't provoke opportunity attacks. If he or his mount moves within 5 feet of a creature during this movement, he can force the creature to make a {@dc 20} Strength saving throw. The creature is knocked {@condition prone} unless it succeeds on the saving throw."]},{"name":"Strike (Costs 2 Actions)","entries":["Soth makes one Forsaken Brand attack."]},{"name":"Cast a Spell (Costs 3 Actions)","entries":["Soth uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Lord Soth is the most powerful death knight on Krynn. Once a Solamnic Knight of the Order of the Rose, Soth was a paragon of virtue and justice who allowed his pride to lead him down an evil path. The gods gave Soth a chance at redemption, charging him with confronting the Kingpriest of Istar and averting the Cataclysm. However, he was undone by his pride, abandoned his quest, and allowed the Cataclysm to devastate Krynn. Soth perished during the Cataclysm but then rose from the ashes as an Undead horror. In his cursed castle, Dargaard Keep, Soth long ignored the ruined world, but the Dragon Queen's summons has called his evil forth once more.","In battle, Soth is a terror, wielding the last remnant of the Cataclysm's fires to devastating effect. He usually uses his spellcasting ability only as part of his legendary actions."]}],"gallery":[{"path":"bestiary/DSotDQ/Lord Soth.webp","credit":"Kieran Yanner"}]},{"id":"lord-soth-of-sithicus","name":"Lord Soth of Sithicus","source":"RHW","page":158,"srd":false,"image":"bestiary/RHW/Lord Soth of Sithicus.webp","token":"bestiary/tokens/RHW/Lord Soth of Sithicus.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+6 (16)","hp":"228 (24d8 + 120)","speed":"30 ft.","str":22,"dex":11,"con":20,"int":12,"wis":16,"cha":20,"saves":"Dex +6, Wis +9, Cha +11","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"Darkvision 120 ft., Passive Perception 13","languages":"Common, Infernal","cr":"19","crDisplay":"19 (XP 22,000, or 25,000 in lair; PB +6)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Lord Soth dies, he revives with all his {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Sithicus."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Lord Soth fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Lord Soth has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Marshal Undead","entries":["Undead creatures of Lord Soth's choice (excluding himself) in a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from him have {@variantrule Advantage|XPHB} on attack rolls and saving throws. Lord Soth can't use this trait if he has the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[{"name":"Commanding Magic (3/Day)","entries":["Lord Soth casts {@spell Dispel Magic|XPHB}, {@spell Hold Person|XPHB}, or {@spell Banishment|XPHB} (level 5 version), using Charisma as the spellcasting ability (spell save {@dc 19}).","3/day: {@spell Dispel Magic|XPHB}, {@spell Hold Person|XPHB}, {@spell Banishment|XPHB} (level 5 version)"]}],"actions":[{"name":"Multiattack","entries":["Lord Soth makes three Forsaken Brand attacks."]},{"name":"Forsaken Brand","entries":["{@atkr m} {@hit 12}, reach 5 ft. {@h}10 ({@damage 1d8 + 6}) Slashing damage plus 13 ({@damage 3d8}) Necrotic damage."]},{"name":"Cataclysmic Fire {@recharge 5}","entries":["{@actSave dex} {@dc 19}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point Lord Soth can see within 120 feet. {@actSaveFail} 24 ({@damage 7d6}) Fire damage plus 24 ({@damage 7d6}) Necrotic damage. {@actSaveSuccess} Half damage."]},{"name":"Face of Death (1/Day)","entries":["{@actSave cha} {@dc 19}, each creature in a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Lord Soth. {@actSaveFail} 22 ({@damage 4d10}) Psychic damage, and the creature has the {@condition Frightened|XPHB} condition. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} If this damage reduces the target to 0 {@variantrule Hit Points|XPHB}, the target dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Punish","entries":["Lord Soth moves up to half his {@variantrule Speed|XPHB}, and he makes one Forsaken Brand attack."]},{"name":"Soth's Command","entries":["Lord Soth casts {@spell Command|XPHB} (level 3 version), using the same spellcasting ability as Commanding Magic. Lord Soth can't take this action again until the start of his next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Sithicus is altered by Lord Soth's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in his domain, Lord Soth can close or open the borders to Sithicus. While the borders are closed, purple flames fill the Mists surrounding Sithicus. A creature that enters the Mists for the first time on a turn or starts its turn there takes 5 ({@dice 1d10}) Fire damage plus 5 ({@dice 1d10}) Necrotic damage."},{"type":"item","name":"Fearless Soldiers","entry":"Undead allies of Lord Soth have Immunity to the {@condition Frightened|XPHB} condition."},{"type":"item","name":"Guilt of Sithicus","entry":"Few sleep soundly in Sithicus. Whenever a creature other than Lord Soth and his allies finishes a Long Rest in the domain, the creature must succeed on a {@dc 10} Constitution saving throw or gain 1 {@condition Exhaustion|XPHB} level."}]},"If Lord Soth dies, these effects end immediately."],"lore":[{"type":"entries","entries":["Lord Loren Soth seethes within a realm that mocks and frustrates him. Having known the rigid standards of knighthood and warfare, Soth finds Sithicus empty and chaotic, his people apathetic and undisciplined. The elven beauty that once captivated him lies ruined, the land burns with the flames of Krynn's Cataclysm, and the realm's shadows remind Soth of his past failures. Worse, no worthy foes exist to challenge him. So Soth broods on his throne in Nedragaard Keep, haunted by banshees that sing the tale of his disgrace and by rotted, undead copies of the knights who once served him.","Lord Soth cares nothing for his domain. But should noteworthy threats or remarkable individuals appear, he seeks to crush or enlist them. The only exception is the spirit of his treacherous former ally, Caradoc. Soth's undead servants and his werebadger seneschal, Azrael Dax, scour the land for the elusive ghost.","Soth shares his imprisonment in Sithicus with all in the domain by keeping its borders perpetually closed. Only those who rouse him to activity or invade Nedragaard Keep might convince him to let them escape. This risks provoking the mighty death knight's wrath, but Soth still thinks of himself as a true knight—he might assist those who present themselves as honorable warriors or show knowledge of his home (see \" Influencing Lord Soth \")."]}],"gallery":[{"path":"bestiary/RHW/Lord Soth of Sithicus.webp"}]},{"id":"lords-alliance-guard","name":"Lords' Alliance Guard","source":"OotA","page":131,"srd":false,"image":"bestiary/tokens/OotA/Lords' Alliance Guard.webp","token":"bestiary/tokens/OotA/Lords' Alliance Guard.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Chaotic Good","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":14,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["The guard has advantage on saving throws against poison."]}],"spellcasting":[],"actions":[{"name":"Halberd","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"lords-alliance-spy","name":"Lords' Alliance Spy","source":"OotA","page":131,"srd":false,"image":"bestiary/tokens/OotA/Lords' Alliance Spy.webp","token":"bestiary/tokens/OotA/Lords' Alliance Spy.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Dwarvish","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, the spy can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["The spy deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spy makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"lorehold-apprentice","name":"Lorehold Apprentice","source":"SCC","page":197,"srd":false,"image":"bestiary/SCC/Lorehold Apprentice.webp","token":"bestiary/tokens/SCC/Lorehold Apprentice.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":15,"wis":12,"cha":11,"saves":"Con +3, Int +4","skills":"History +6, Insight +3, Investigation +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The apprentice casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 12}):","At will: {@spell guidance}, {@spell light}","1/day each: {@spell comprehend languages}, {@spell locate object}, {@spell mage armor}"]}],"actions":[{"name":"Scroll Bash","entries":["{@atk ms} {@hit 4} to hit, reach 30 ft., one target. {@h}7 ({@damage 1d10 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) thunder damage."]},{"name":"Reduce to Memory {@recharge}","entries":["Thundering golden energy erupts around a creature the apprentice can see within 90 feet of it. The creature must make a {@dc 12} Constitution saving throw, taking 33 ({@damage 6d10}) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw."]}],"bonusActions":[],"reactions":[{"name":"Learn from the Past (2/Day)","entries":["When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker to reroll the attack roll. It must use the new roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Deep in crumbling ruins and piles of dusty scrolls, Lorehold students—first as apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.","Though many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll."]},{"type":"section","entries":[{"type":"entries","name":"Lorehold Scholars","entries":["The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern."]}]}],"gallery":[{"path":"bestiary/SCC/Lorehold Apprentice.webp","credit":"Manuel Castañón"}]},{"id":"lorehold-pledgemage","name":"Lorehold Pledgemage","source":"SCC","page":197,"srd":false,"image":"bestiary/tokens/SCC/Lorehold Pledgemage.webp","token":"bestiary/tokens/SCC/Lorehold Pledgemage.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"30 ft.","str":10,"dex":16,"con":13,"int":17,"wis":12,"cha":11,"saves":"Con +3, Int +5","skills":"History +7, Insight +3, Investigation +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus any two languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The pledgemage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell guidance}, {@spell light}","2/day each: {@spell comprehend languages}, {@spell locate object}","1/day each: {@spell mage armor}, {@spell speak with dead}, {@spell stone shape}"]}],"actions":[{"name":"Multiattack","entries":["The pledgemage makes two Scroll Bash attacks."]},{"name":"Scroll Bash","entries":["{@atk ms} {@hit 5} to hit, reach 30 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage plus 9 ({@damage 2d8}) thunder damage."]},{"name":"Reduce to Memory {@recharge 5}","entries":["Thundering golden energy erupts around a creature the pledgemage can see within 90 feet of it. The creature must make a {@dc 13} Constitution saving throw, taking 44 ({@damage 8d10}) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw."]}],"bonusActions":[{"name":"Chronal Break (1/Day)","entries":["The pledgemage chooses a point within 30 feet of itself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a {@dc 13} Wisdom saving throw or be {@condition incapacitated} until the end of the pledgemage's next turn."]}],"reactions":[{"name":"Learn from the Past (2/Day)","entries":["When another creature within 60 feet of the pledgemage misses a target with an attack roll, the pledgemage magically enables the attacker to reroll the attack roll. It must use the new roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Deep in crumbling ruins and piles of dusty scrolls, Lorehold students—first as apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.","Though many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll."]},{"type":"section","entries":[{"type":"entries","name":"Lorehold Scholars","entries":["The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern."]}]}]},{"id":"lorehold-professor-of-chaos","name":"Lorehold Professor of Chaos","source":"SCC","page":198,"srd":false,"image":"bestiary/tokens/SCC/Lorehold Professor of Chaos.webp","token":"bestiary/tokens/SCC/Lorehold Professor of Chaos.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":11,"dex":14,"con":14,"int":19,"wis":15,"cha":13,"saves":"Con +5, Int +7, Wis +5, Cha +4","skills":"Arcana +7, History +7, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Voice from the Past (1/Day)","entries":["The professor can cast the {@spell contact other plane} spell to contact a long-dead spirit, using Intelligence as the spellcasting ability."]}],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:","At will: {@spell comprehend languages}, {@spell dancing lights}, {@spell guidance}","2/day each: {@spell locate object}, {@spell mage armor}, {@spell passwall}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes two Spectral Scroll attacks. It can also use Weight of {@skill History}, if available."]},{"name":"Spectral Scroll","entries":["{@atk ms} {@hit 7} to hit, reach 30 ft., one target. {@h}15 ({@damage 2d10 + 4}) force damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Weight of History {@recharge 5}","entries":["The professor magically compresses time around up to six creatures of its choice that it can see within 30 feet of itself. Each target must succeed on a {@dc 15} Wisdom saving throw or be {@condition restrained} for 1 minute, but the {@condition restrained} target's speed is halved instead of being reduced to 0. At the start of each of its turns, the {@condition restrained} target takes 4 ({@damage 1d8}) force damage. A {@condition restrained} target can repeat the save at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Professors of chaos wield magic inspired by the ebb and flow of chance. They study the course history has taken, looking for breaking points in the flow of events, and focus their magic into creating breaks that are to their advantage. Whether those breaks are in a series of events, in obstacles, or in enemies depends on the needs in the moment. They crush enemies' plans under the weight of time and lash out with magical energy that often takes the appearance of books, scrolls, and sheets of parchment."]},{"type":"section","entries":[{"type":"entries","name":"Lorehold Scholars","entries":["The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern."]}]}]},{"id":"lorehold-professor-of-order","name":"Lorehold Professor of Order","source":"SCC","page":198,"srd":false,"image":"bestiary/tokens/SCC/Lorehold Professor of Order.webp","token":"bestiary/tokens/SCC/Lorehold Professor of Order.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":11,"dex":14,"con":14,"int":19,"wis":15,"cha":13,"saves":"Con +5, Int +7, Wis +5, Cha +4","skills":"Arcana +7, History +7, Perception +5","vulnerabilities":"","resistances":"force","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Voice from the Past (1/Day)","entries":["The professor can cast the {@spell contact other plane} spell to contact a long-dead spirit, using Intelligence as the spellcasting ability."]}],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell comprehend languages}, {@spell guidance}, {@spell light}","2/day each: {@spell dimension door}, {@spell locate object}, {@spell mage armor}, {@spell stone shape}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes two Repelling Burst attacks. It can also use Force Barrier, if available."]},{"name":"Repelling Burst","entries":["{@atk ms} {@hit 7} to hit, reach 30 ft., one target. {@h}13 ({@damage 2d8 + 4}) force damage. If the target is a Large or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet directly away from the professor and become {@condition restrained} until the start of professor's next turn."]},{"name":"Force Barrier {@recharge 5}","entries":["The professor magically creates a wall of translucent, golden force within 90 feet of itself. The wall lasts for 1 minute or until the professor uses this action again. The barrier can be a vertical or horizontal plane up to 30 feet on a side or a 10-foot-radius hemispherical dome with a floor. The wall provides {@quickref Cover||3||total cover}. It has AC 17, 30 hit points, and immunity to poison and psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Arcane Stasis (2/Day)","entries":["When a creature the professor can see within 60 feet of it casts a spell, the professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a {@dc 15} saving throw using the spell's spellcasting ability, or the spell fails and is wasted."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Lorehold's professors of order search for evidence of patterns and predictable outcomes in history. They study the flow of events, learning which occurrences herald specific outcomes, and they trace their magic through those paths of causality. In their exploration of ruins, professors of order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force and quashing hostile magic."]},{"type":"section","entries":[{"type":"entries","name":"Lorehold Scholars","entries":["The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern."]}]}]},{"id":"lorry-wanwillow","name":"Lorry Wanwillow","source":"DSotDQ","page":177,"srd":false,"image":"bestiary/DSotDQ/121-07-007.lorry-wanwillow.webp","token":"bestiary/tokens/DSotDQ/Lorry Wanwillow.webp","size":"Medium","creatureType":"Undead (Shapechanger, Kender)","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"the languages it knew in life","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["If Lorry isn't in sunlight or running water, it can use its action to polymorph into a Tiny rat or a Medium cloud of mist, or back into its true form.","While in bat form, Lorry can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, Lorry can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If Lorry fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["When it drops to 0 hit points outside its resting place, Lorry transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.","While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."]},{"name":"Regeneration","entries":["Lorry regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Lorry can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Lorry has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Lorry can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Lorry takes 20 acid damage if it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into Lorry's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Lorry takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["Lorry makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, Lorry can grapple the target (escape {@dc 18})."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Lorry, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control."]},{"name":"Charm","entries":["Lorry targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.","Each time Lorry or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["Lorry magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Lorry moves up to its speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Lorry makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Lorry makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",{"type":"list","items":["There's a noticeable increase in the populations of bats, rats, and wolves in the region.","Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.","Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.","A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."]},"If the vampire is destroyed, these effects end after {@dice 2d6} days."],"gallery":[{"path":"bestiary/DSotDQ/121-07-007.lorry-wanwillow.webp","credit":"Dawn Carlos"}]},{"id":"lorthuun","name":"Lorthuun","source":"OotA","page":141,"srd":false,"image":"bestiary/tokens/OotA/Lorthuun.webp","token":"bestiary/tokens/OotA/Lorthuun.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"180 (19d10 + 76)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":18,"int":17,"wis":15,"cha":17,"saves":"Int +8, Wis +7, Cha +8","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, Undercommon","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Antimagic Cone","entries":["Lorthuun's central eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."]},{"name":"Eye Rays","entries":["The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Charm Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by the beholder for 1 hour, or until the beholder harms the creature."},{"type":"itemSub","name":"2. Paralyzing Ray","entry":"The targeted creature must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Fear Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"4. Slowing Ray","entry":"The targeted creature must succeed on a {@dc 16} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"5. Enervation Ray","entry":"The targeted creature must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"6. Telekinetic Ray","entries":["If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or the beholder moves it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is {@condition incapacitated}.","If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Eye Ray","entries":["Lorthuun uses one random eye ray."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:",{"type":"list","items":["A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is {@quickref difficult terrain||3} until initiative count 20 on the next round.","Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.","An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears."]},"The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row."],"regionalEffects":["A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.","When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person."]},"If the beholder dies, these effects fade over the course of {@dice 1d10} days."]},{"id":"lorwyn-giant","name":"Lorwyn Giant","source":"LFL","srd":false,"image":"bestiary/LFL/Lorwyn Giant.webp","token":"bestiary/tokens/LFL/Lorwyn Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Neutral","ac":"13","initiative":"+1 (11)","hp":"115 (11d12 + 44)","speed":"40 ft.","str":21,"dex":13,"con":18,"int":9,"wis":16,"cha":8,"saves":"Con +7, Wis +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Planar, Feywild","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks, using Stone Sword or Boulder in any combination."]},{"name":"Stone Sword","entries":["{@atkr m} {@hit 8}, reach 15 ft. {@h}21 ({@damage 3d10 + 5}) Slashing damage."]},{"name":"Boulder","entries":["{@atkr r} {@hit 8}, range 60/240 ft. {@h}14 ({@damage 2d8 + 5}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Name Sleep {@recharge 5}","entries":["The giant falls into a deep, restorative slumber. The giant gains 20 {@variantrule Temporary Hit Points|XPHB} and has the {@condition Unconscious|XPHB} condition until it takes damage or the end of its next turn. The giant has {@variantrule Advantage|XPHB} on ability checks and saving throws for 1 minute."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["In Lorwyn, giants are curious colossi who roam vast plains, bathe in salty lagoons, and nap against mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return."]},{"type":"section","name":"Giants","entries":["The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering their homeland in search of wondrous things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and disinterested in the squabbles of boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed.","When a giant in the realm of Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go uninterrupted.","Smart adventurers avoid these archways for fear of evoking the sleeping giant's ire. Treasure hunters might search for the archways in hopes of finding the place abandoned but still stocked with a giant's valuable relics. Such treasure hunters do well to tread carefully, for when angered, these giants can unleash the might of mountains and crush foes with the force of an avalanche."]}],"gallery":[{"path":"bestiary/LFL/Lorwyn Giant.webp"}]},{"id":"losser-mirklav","name":"Losser Mirklav","source":"WDH","page":85,"srd":false,"image":"bestiary/tokens/WDH/Losser Mirklav.webp","token":"bestiary/tokens/WDH/Losser Mirklav.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"31 (9d6)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Losser is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell animate dead}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell blight}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A halfling necromancer who is in possession of the Stone of Golorr. He lives in a cellar complex under a powdered wig shop in the Trades Ward."]}]}]}]},{"id":"lost-sorrowsworn","name":"Lost Sorrowsworn","source":"MPMM","page":224,"srd":false,"image":"bestiary/MPMM/Lost Sorrowsworn.webp","token":"bestiary/tokens/MPMM/Lost Sorrowsworn.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":17,"dex":12,"con":15,"int":6,"wis":7,"cha":5,"saves":"","skills":"Athletics +6","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Arctic, Desert, Forest, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sorrowsworn makes two Arm Spike attacks."]},{"name":"Arm Spike","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage."]},{"name":"Embrace {@recharge 4}","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}25 ({@damage 4d10 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition frightened}, and it takes 27 ({@damage 6d8}) psychic damage at the end of each of its turns. The sorrowsworn can grapple only one creature at a time."]}],"bonusActions":[],"reactions":[{"name":"Tightening Embrace","entries":["If the sorrowsworn takes damage, the creature {@condition grappled} by Embrace takes 18 ({@damage 4d8}) psychic damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Shadowfell turns visitors around until they become marooned in its twisted landscape. Lost sorrowsworn—often referred to as the Lost—are representations of the anxiety and fear people experience when they can't find their way. These sorrowsworn appear desperate and panicked.","Lost sorrowsworn grasp at any creatures they can reach. A victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder a victim's allies fight to break the grasp, the more the victim suffers."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress."]}],"gallery":[{"path":"bestiary/MPMM/Lost Sorrowsworn.webp","credit":"Cory Trego-Erdner"}]},{"id":"lothar","name":"Lothar","source":"MaBJoV","page":80,"srd":false,"image":"bestiary/MaBJoV/Lothar.webp","token":"bestiary/tokens/MaBJoV/Lothar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"13","initiative":"+3 (13)","hp":"210 (28d8 + 84)","speed":"30 ft., fly 50 ft. in raven and hybrid forms","str":18,"dex":16,"con":16,"int":11,"wis":10,"cha":10,"saves":"","skills":"Insight +4, Perception +4, Stealth +7, Survival +8","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing damage from nonmagical weapons that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Orc","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Mimicry","entries":["Lothar can mimic simple sounds he has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check."]}],"spellcasting":[{"name":"Spellcasting","entries":["Lothar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}, {@hit 4} to hit with spell attacks):","At will: {@spell blade ward}, {@spell eldritch blast}, {@spell message}","1/day each: {@spell bane}, {@spell charm person}, {@spell daylight}, {@spell faerie fire}, {@spell fear}, {@spell misty step}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Lothar makes three Greataxe attacks."]},{"name":"Greataxe (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage, 14 ({@damage 1d12 + 8}) while in a rage."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 6 ({@damage 1d4 + 4}) piercing damage in hybrid form. If the target is Humanoid, it must succeed on a {@dc 15} Constitution saving throw or be cursed with wereraven {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Change Shape","entries":["Lothar can use his action to polymorph into a raven-humanoid hybrid, or into a Small raven, or back into his true form, which is Humanoid. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. Lothar reverts to his true form if he dies."]}],"bonusActions":[{"name":"Rage","entries":["Lothar rages for 1 minute. During his rage he has advantage on Strength checks and Strength saving throws. He gains a +4 bonus to damage while he is in a rage. He has resistance to bludgeoning, piercing, and slashing damage while in a rage. Lothar can't cast spells while in a rage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Lothar is an Uthgardt barbarian and priest of the Raven Queen. He was born to the Uthgardt tribe of the Black Raven. His mother left him to be raised by her Uthgardt husband when Lothar was still young. Lothar was struck with wanderlust an early age, both because of a desire to see the world and a chance to escape the superstition of his people. Lothar can sense paths that are {@condition invisible} to mortal senses. He can walk into a forest glade and emerge in the Feywild or track a stag through the snow to appear on the glacial fields of Elysium.","Eventually the wanderings of his youth took him into the Shadowfell. Unlike most, Lothar felt an affinity for the dread realm and had no desire to leave. In the years he spent there, he met his lifelong friend Borivik as well as coming into the service of the Raven Queen.","Unlike most faithful, Lothar's devotion to the Raven Queen was not something that came willingly. Lothar was infected with lycanthropy when he stayed with a family of wereravens disguised as simple merchants. Initially he searched for a cure to the supernatural affliction, but soon began to hear the whisperings of the Raven Queen. At first, she only spoke to him in his dreams, but her voice became more insistent as time went on. It was not long before her voice would encroach upon his thoughts day and night. Lothar realized that he could swear fealty to the enigmatic ruler of the Shadowfell or he could descend into madness. He chose the former.","Much like most who follow the Raven Queen, Lothar rarely understands her motivations or goals. It is his duty to find those he has seen in the visions that she sends him.",{"type":"entries","name":"Lothar as a Contact","entries":["Lothar is the primary contact for the Raven Circle at low levels. Lothar can take companions with him when he walks the paths between worlds. He will only take members of the Raven Circle on each unique journey once and he waits for one week before returning to Faerûn.",{"type":"table","caption":"Journeys with Lothar","colLabels":["Journey","Required Level"],"colStyles":["col-7","col-5 text-right"],"rows":[["Barovia","1"],["Suldanessellar","1"],["Other domain of dread","3"],["Shadowfell—Evernight","3"],["Feywild","5"],["Elysium","5"],["Beastlands","7"],["The Outlands","7"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Lothar.webp"}]},{"id":"loup-garou","name":"Loup Garou","source":"RHW","page":252,"srd":false,"image":"bestiary/RHW/Loup Garou.webp","token":"bestiary/tokens/RHW/Loup Garou.webp","size":"Small or Medium","creatureType":"Monstrosity (Lycanthrope)","alignment":"Chaotic Evil","ac":"17","initiative":"+9 (19)","hp":"187 (22d8 + 88)","speed":"30 ft., 40 ft. (hybrid form only), 50 ft. (dire wolf form only)","str":24,"dex":18,"con":21,"int":14,"wis":16,"cha":16,"saves":"Dex +9, Con +10","skills":"Perception +8, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Darkvision 120 ft., Passive Perception 18","languages":"Common (can't speak in dire wolf form)","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Forest, Swamp, Urban","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the loup garou fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The loup garou makes two attacks, using Longsword or Rend in any combination. It can replace one attack with a Bite attack."]},{"name":"Bite (Dire Wolf or Hybrid Form Only)","entries":["{@atkr m} {@hit 12}, reach 5 ft. {@h}16 ({@damage 2d8 + 7}) Piercing damage plus 14 ({@damage 4d6}) Necrotic damage. If the target is a Humanoid, it is subjected to the following effect. {@actSave con} {@dc 18}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a Werewolf under the DM's control and has 10 {@variantrule Hit Points|XPHB}. The curse can't be removed until this loup garou dies. {@actSaveSuccess} The target is immune to this loup garou's curse for 24 hours."]},{"name":"Longsword (Humanoid or Hybrid Form Only)","entries":["{@atkr m} {@hit 12}, reach 5 ft. {@h}18 ({@damage 2d10 + 7}) Slashing damage plus 3 ({@damage 1d6}) Necrotic damage."]},{"name":"Rend (Dire Wolf or Hybrid Form Only)","entries":["{@atkr m} {@hit 12}, reach 5 ft. {@h}16 ({@damage 2d8 + 7}) Slashing damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The loup garou shape-shifts into a Large dire wolf-humanoid hybrid or a Large dire wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[{"name":"Mauling Charge","entries":["The loup garou moves up to half its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks} and makes one Longsword or Rend attack."]},{"name":"Surprise Bite","entries":["The loup garou uses Shape-Shift, turning into its hybrid or dire wolf form, then makes one Bite attack. The loup garou can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Legendary Lycanthrope}","Loup garou are powerful lycanthropes capable of transforming into hulking dire wolves. They actively seek to spread the curse of lycanthropy, creating packs of subservient werewolves that can reduce communities to ruins and ravage whole regions. The strain of lycanthropy spread by a loup garou is harder to cure than typical varieties. Only slaying a loup garou can free the monster's victims from their affliction."]}],"gallery":[{"path":"bestiary/RHW/Loup Garou.webp","title":"{@creature Loup Garou|RHW}"}],"otherVersions":[{"id":"loup-garou-vrgr","source":"VRGR"}]},{"id":"loup-garou-vrgr","name":"Loup Garou","source":"VRGR","page":237,"srd":false,"image":"bestiary/VRGR/Loup Garou.webp","token":"bestiary/tokens/VRGR/Loup Garou.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"","ac":"16","initiative":"+4 (14)","hp":"170 (20d8 + 80)","speed":"30 ft. (40 ft. in hybrid form, 50 ft. in dire wolf form)","str":18,"dex":18,"con":18,"int":14,"wis":16,"cha":16,"saves":"Dex +9, Con +9, Cha +8","skills":"Perception +13, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 23","languages":"Common (can't speak in wolf form)","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The loup garou has advantage on attack rolls against a creature that doesn't have all its hit points."]},{"name":"Legendary Resistance (2/Day)","entries":["When the loup garou fails a saving throw, it can choose to succeed instead."]},{"name":"Regeneration","entries":["The loup garou regains 10 hit points at the start of each of its turns. If the loup garou takes damage from a silver weapon, this trait doesn't function at the start of the loup garou's next turn. The loup garou dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The loup garou makes two attacks: two with its Longsword (humanoid form) or one with its Bite and one with its Claws (dire wolf or hybrid form)."]},{"name":"Bite (Dire Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 14 ({@damage 4d6}) necrotic damage. If the target is a Humanoid, it must succeed on a {@dc 17} Constitution saving throw or be cursed with loup garou {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claws (Dire Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]},{"name":"Longsword (Humanoid Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands."]}],"bonusActions":[{"name":"Change Shape","entries":["The loup garou polymorphs into a Large wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"reactions":[],"legendaryActions":[{"name":"Swipe","entries":["The loup garou makes one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only)."]},{"name":"Mauling Pounce (Costs 2 Actions)","entries":["The loup garou moves up to its speed without provoking opportunity attacks, and it can make one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only) against each creature it moves past."]},{"name":"Bite (Costs 3 Actions)","entries":["The loup garou changes into hybrid or dire wolf form and then makes one Bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Loup garou possess a strain of lycanthropy more virulent than that carried by common werewolves. Aside from being deadlier than their werewolf cousins, loup garou aggressively spread the plague of lycanthropy. Only through the death of a loup garou might those afflicted by it escape their curse."]},{"type":"section","entries":[{"type":"entries","name":"Loup Garou Lycanthropy","entries":["A Humanoid who succumbs to a loup garou's lycanthropy becomes a werewolf. This form of lycanthropy can't be removed while the loup garou that inflicted the curse lives. See the {@i Monster Manual} for details on lycanthropy.","Once a loup garou is slain, a {@spell remove curse} spell cast during the night of a full moon on any afflicted werewolf it created forces the target to make a {@dc 17} Constitution saving throw. On a success, the curse is broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1 month."]}]}],"gallery":[{"path":"bestiary/VRGR/Loup Garou.webp","credit":"Olga Drebas"}],"hidden":true,"otherVersions":[{"id":"loup-garou","source":"RHW"}]},{"id":"lowarnizel","name":"Lowarnizel","source":"PaBTSO","page":181,"srd":false,"image":"bestiary/PaBTSO/Lowarnizel.webp","token":"bestiary/tokens/PaBTSO/Lowarnizel.webp","size":"Large","creatureType":"Dragon (Young Gem)","alignment":"Neutral","ac":"18","initiative":"+1 (11)","hp":"168 (16d10 + 80)","speed":"40 ft., fly 80 ft. (hover), swim 40 ft.","str":21,"dex":12,"con":21,"int":18,"wis":15,"cha":19,"saves":"Dex +5, Con +9, Wis +6, Cha +8","skills":"Arcana +12, Perception +10, Persuasion +8, Stealth +5","vulnerabilities":"","resistances":"force; psychic","immunities":"","conditionImmunities":"frightened; prone","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 20","languages":"Common, Draconic, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Lowarnizel can breathe both air and water."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Lowarnizel casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","1/day each: {@spell dispel magic}, {@spell haste}, {@spell protection from evil and good}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["Lowarnizel makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 4 ({@damage 1d8}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage."]},{"name":"Singularity Breath {@recharge 5}","entries":["Lowarnizel creates a shining bead of gravitational force, then releases the energy in a 30-foot cone. Each creature in that area must make a {@dc 17} Strength saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[{"name":"Change Shape","entries":["Lowarnizel magically transforms into any creature that is Medium or Small, while retaining his game statistics (other than his size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Lowarnizel is a young amethyst dragon, and his companion is a lawful neutral human mage named Gossa. Both hate the Far Realm and anything tainted by it."]}],"gallery":[{"path":"bestiary/PaBTSO/Lowarnizel.webp"}]},{"id":"lu-zhong-yin","name":"Lu Zhong Yin","source":"JttRC","page":189,"srd":false,"image":"bestiary/JttRC/125-13-003.lu-zhong-yin.webp","token":"bestiary/tokens/JttRC/Lu Zhong Yin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Lu Zhong can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Lu Zhong deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Lu Zhong makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/125-13-003.lu-zhong-yin.webp"}]},{"id":"ludmilla-vilisevic","name":"Ludmilla Vilisevic","source":"CoS","page":93,"srd":false,"image":"bestiary/tokens/CoS/Ludmilla Vilisevic.webp","token":"bestiary/tokens/CoS/Ludmilla Vilisevic.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Regeneration","entries":["Ludmilla regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Ludmilla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Ludmilla has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Ludmilla can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Ludmilla takes 20 acid damage when it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"Ludmilla is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Ludmilla takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ludmilla makes two attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Ludmilla, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, Ludmilla can grapple the target (escape {@dc 13})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"lulu","name":"Lulu","source":"BGDIA","page":5,"srd":false,"image":"bestiary/BGDIA/101-efblf-05-01.webp","token":"bestiary/tokens/BGDIA/Lulu.webp","size":"Small","creatureType":"Celestial","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"36 (8d6 + 8)","speed":"20 ft., fly 120 ft.","str":10,"dex":11,"con":12,"int":16,"wis":19,"cha":16,"saves":"Dex +3, Con +4, Cha +6","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 14","languages":"Celestial, telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aura of Invulnerability","entries":["An {@condition invisible} aura forms a 10-foot-radius sphere around Lulu for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell)."]},{"name":"Magic Weapons","entries":["Lulu's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Lulu's innate spellcasting ability is Wisdom (spell save {@dc 15}). It can innately cast the following spells, requiring no material components:","At will: {@spell light}","2/day each: {@spell bless}, {@spell cure wounds}, {@spell protection from evil and good}","1/day each: {@spell banishment}, {@spell heal}, {@spell raise dead}, {@spell shapechange} (into a golden-furred {@creature mammoth} with feathered wings and a flying speed of 120 ft.), {@spell teleport} (with no chance of error)"]}],"actions":[{"name":"Tusks","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]},{"name":"Trumpet (3/Day)","entries":["Lulu blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:"]},{"name":"Trumpet of Blasting","entries":["Each creature in the cone must make a {@dc 14} Constitution saving throw. On a failed save, a creature takes 17 ({@damage 5d6}) thunder damage and is {@condition deafened} for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition deafened}. Nonmagical objects in the cone that aren't being held or worn take 35 ({@damage 10d6}) thunder damage."]},{"name":"Trumpet of Sparkles","entries":["Creatures in the cone must make a {@dc 14} Constitution saving throw, taking 22 ({@damage 4d8 + 4}) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/101-efblf-05-01.webp"}]},{"id":"lumalia","name":"Lumalia","source":"TftYP","page":153,"srd":false,"image":"bestiary/TftYP-DiT/017-totyp-05-17.webp","token":"bestiary/tokens/TftYP/Lumalia.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Lumalia's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["Lumalia has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Lumalia's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["Lumalia makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["Lumalia touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["Lumalia magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, Lumalia retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP-DiT/017-totyp-05-17.webp"}]},{"id":"lunar-dragon-wyrmling","name":"Lunar Dragon Wyrmling","source":"BAM","page":35,"srd":false,"image":"bestiary/BAM/Lunar Dragon Wyrmling.webp","token":"bestiary/tokens/BAM/Lunar Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"37 (5d8 + 15)","speed":"40 ft., burrow 10 ft., fly 40 ft.","str":15,"dex":12,"con":16,"int":6,"wis":10,"cha":9,"saves":"Con +5, Wis +2","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales a blast of frost in a 15-foot cone. Each creature in the cone must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 13 ({@damage 3d8}) cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced."]}],"bonusActions":[{"name":"Phase (2/Day)","entries":["The dragon becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.","Before laying eggs, a female lunar dragon stocks her lair with food; she won't leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.","Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon's hoard are one or more spelljamming helms (see the {@i Astral Adventurer's Guide}) taken from vessels that dared to invade the dragon's territory.","A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon's body has a dark, indistinctly spectral form."]}],"gallery":[{"path":"bestiary/BAM/Lunar Dragon Wyrmling.webp","credit":"Lars Grant-West"}]},{"id":"lungtian","name":"Lungtian","source":"JttRC","page":136,"srd":false,"image":"bestiary/JttRC/090-10-002.lungtian.webp","token":"bestiary/tokens/JttRC/Lungtian.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Good","ac":"11","initiative":"+1 (11)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":12,"con":11,"int":14,"wis":15,"cha":18,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Elvish, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Magic Resistance","entries":["Lungtian has advantage on saving throws against spells and other magical effects."]},{"name":"Speak with Beasts and Plants","entries":["Lungtian can communicate with beasts and plants as if they shared a language."]},{"name":"Tree Stride","entries":["Once on her turn, Lungtian can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Lungtian's innate spellcasting ability is Charisma (spell save {@dc 14}). The dryad can innately cast the following spells, requiring no material components:","At will: {@spell druidcraft}","3/day each: {@spell entangle}, {@spell goodberry}","1/day each: {@spell barkskin}, {@spell pass without trace}, {@spell shillelagh}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit ({@hit 6} to hit with shillelagh), reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage with shillelagh."]},{"name":"Fey Charm","entries":["Lungtian targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed}. The {@condition charmed} creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.","Each time Lungtian or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.","Lungtian can have no more than one humanoid and up to three beasts {@condition charmed} at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/090-10-002.lungtian.webp","title":"Lu Zhong Yin in Their Imperial Ghost Uniform","credit":"Ryan Alexander Lee"}]},{"id":"luvash","name":"Luvash","source":"CoS","page":121,"srd":false,"image":"bestiary/CoS/Luvash.webp","token":"bestiary/tokens/CoS/Luvash.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Luvash makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Luvash adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Luvash.webp"}]},{"id":"lycanthropickle","name":"Lycanthropickle","source":"RMBRE","page":11,"srd":false,"image":"bestiary/RMBRE/Lycanthropickle.webp","token":"bestiary/tokens/RMBRE/Lycanthropickle.webp","size":"Small","creatureType":"Plant","alignment":"Neutral Evil","ac":"13","initiative":"+1 (11)","hp":"4 (1d6 + 1)","speed":"20 ft.","str":6,"dex":13,"con":12,"int":4,"wis":8,"cha":3,"saves":"","skills":"Stealth +3","vulnerabilities":"fire","resistances":"","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 9","languages":"understands Common but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the lycanthropickle remains motionless, it is indistinguishable from a pickle."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"inset","name":"Curse of Lycanthropickling","entries":["A humanoid creature has a {@chance 20} chance to be afflicted with the curse of lycanthropickling after being wounded by a lycanthropickle. The curse lasts for 3 days. Each long rest the creature spends in a vat or jar of pickling brine prolongs the curse by 1 day.","A lycanthropickle can either resist its curse or embrace it. By resisting the curse, a lycanthropickle retains its normal alignment and personality while in humanoid form. It lives its boring life as it always has, burying deep its raging, murderous urges just like the rest of us.","Some individuals see little point in fighting the curse and accept what they are. They can assume pickle form or hybrid form at will. Most lycanthropickles that embrace their briny natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.","In hybrid form, a lycanthropickle has the same statistics as a twig blight with the altered ability noted here.","In pickle form, a lycanthropickle has no statistics and is indistinguishable from a pickle... because it's a pickle."]}]}]}],"gallery":[{"path":"bestiary/RMBRE/Lycanthropickle.webp"}]},{"id":"lynx-creatlach","name":"Lynx Creatlach","source":"IMR","page":54,"srd":false,"image":"bestiary/tokens/IMR/Lynx Creatlach.webp","token":"bestiary/tokens/IMR/Lynx Creatlach.webp","size":"Medium","creatureType":"Undead (Tiefling)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":18,"dex":14,"con":18,"int":13,"wis":16,"cha":18,"saves":"Str +7, Con +7, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Lynx's crystal eye is a magically shrunken {@item crystal ball} of true seeing. One of her teeth is a refashioned {@item ring of mind shielding}, while another has been magicked to place her under a permanent {@spell Nystul's magic aura} spell, concealing the magic of these items and hiding her true nature from magic or features that can detect undead."]},{"name":"Aversion of Fire","entries":["If Lynx takes fire damage, she has disadvantage on attack rolls and ability checks until the end of her next turn."]},{"name":"Immutable Form","entries":["Lynx is immune to any spell or effect that would alter her form."]},{"name":"Lightning Absorption","entries":["Whenever Lynx is subjected to lightning damage, she takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["Lynx has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Lynx regains 10 hit points at the start of her turn. If she takes fire or radiant damage, this trait doesn't function at the start of her next turn. Lynx's body is destroyed only if she starts her turn with 0 hit points and doesn't regenerate."]},{"name":"Turn Immunity","entries":["Lynx is immune to effects that turn undead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Lynx makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"inset","name":"Out on Loan","entries":["The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the \"Special Equipment\" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel."]}]}]}]}]},{"id":"lyra","name":"Lyra","source":"PSD","page":9,"srd":false,"image":"bestiary/PSD/Serra Angel.webp","token":"bestiary/tokens/PSD/Lyra.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 120 ft.","str":24,"dex":20,"con":24,"int":19,"wis":22,"cha":25,"saves":"Con +12, Wis +11, Cha +12","skills":"Perception +11","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Lyra's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra {@damage 5d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["Lyra knows if it hears a lie."]},{"name":"Magic Resistance","entries":["Lyra has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Lyra's spellcasting ability is Charisma (spell save {@dc 20}). The planetar can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell flame strike}, {@spell raise dead}","1/day each: {@spell commune}, {@spell control weather}, {@spell insect plague}"]}],"actions":[{"name":"Multiattack","entries":["Lyra makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage plus 22 ({@damage 5d8}) radiant damage."]},{"name":"Healing Touch (4/Day)","entries":["Lyra touches another creature. The target magically regains 30 ({@dice 6d8 + 3}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The most visible and recognized symbols of the Church of Serra are her angels—both those that were personally created by Serra and those that appeared spontaneously in the Cathedral at Sursi. Some angels live contemplative lives within the cathedrals, but most are active defenders of the faith, protecting Serra's people across the world. Powerful angels often take responsibility for large regions of the world. Lyra, for example, stands as the protector of Benalia, and Shalai plays a similar role in Llanowar. Serra's angels are believed to hear prayers addressed to Serra, and they have an uncanny tendency to arrive exactly when they are needed.","Any of the angels in the {@book Monster Manual|MM} can serve as {@creature serra angel|PSD|Serra angels}. The {@creature deva|MM} represents the most common angels, while the {@creature planetar|MM} and {@creature solar|MM} are appropriate for powerful angels such as {@creature Lyra|PSD} and {@creature Shalai|PSD}."],"gallery":[{"path":"bestiary/PSD/Serra Angel.webp","title":"Angel","credit":"Winona Nelson"}]},{"id":"lyrandar-scion","name":"Lyrandar Scion","source":"EFA","page":82,"srd":false,"image":"bestiary/EFA/Lyrandar Scion.webp","token":"bestiary/tokens/EFA/Lyrandar Scion.webp","size":"Small or Medium","creatureType":"Humanoid (Khoravar)","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"30 ft.","str":12,"dex":16,"con":13,"int":12,"wis":15,"cha":18,"saves":"Str +3, Dex +5","skills":"Acrobatics +5, Perception +4","vulnerabilities":"","resistances":"lightning; thunder","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Common, Elvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The scion casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Elementalism|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Thunderwave|XPHB}"]},{"name":"Jump (2/Day)","entries":["The scion casts {@spell Jump|XPHB}, requiring no spell components and using the same spellcasting ability as Spellcasting.","2/day: {@spell Jump|XPHB}"]},{"name":"Feather Fall (2/Day)","entries":["The scion casts {@spell Feather Fall|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","2/day: {@spell Feather Fall|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The scion makes two Thunderbolt attacks and uses Spellcasting."]},{"name":"Thunderbolt","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 30 ft. {@h}11 ({@damage 2d6 + 4}) Lightning damage plus 9 ({@damage 2d8}) Thunder damage. Critical {@h}The creature also has the {@condition Deafened|XPHB} condition for 1 minute."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Khoravar dragonmarked scions of House Lyrandar include swashbuckling sky captains, seafaring adventurers, and sinister cultists of the Hurricane Harvest. The power of their dragonmarks manifests as easy control of wind, thunder, and lightning, which they wield as readily in combat as in navigating the sea and sky.","Members of the Hurricane Harvest believe that the Mark of Storm is not a gift of the Sovereign Host, as others in their house teach, but the sign of the Devourer. They maintain that the greatest ancestors of their house live on as krakens in the deep and guide the cult through visions to use their power for destruction and domination. They sometimes partner with kuo-toa, sahuagin, and other monsters of the deep."]}],"gallery":[{"path":"bestiary/EFA/Lyrandar Scion.webp"}]},{"id":"lysan","name":"Lysan","source":"VEoR","page":60,"srd":false,"image":"bestiary/tokens/VEoR/Lysan.webp","token":"bestiary/tokens/VEoR/Lysan.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"18","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":14,"wis":14,"cha":15,"saves":"Con +5, Int +5, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Gith","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Lysan's innate spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell jump}, {@spell misty step}, {@spell nondetection} (self only), {@spell tongues}","1/day each: {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["Lysan makes two silver greatsword attacks."]},{"name":"Silver Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 10 ({@damage 3d6}) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), Lysan can cut the silvery cord that tethers the target to its material body, instead of dealing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"lyzandra-lyzzie-calderos","name":"Lyzandra \"Lyzzie\" Calderos","source":"PotA","page":110,"srd":false,"image":"bestiary/tokens/PotA/Lyzandra \"Lyzzie\" Calderos.webp","token":"bestiary/tokens/PotA/Lyzandra \"Lyzzie\" Calderos.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Lyzandra is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Lyzandra has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell wall of fire}","Level 5 (1 slots): {@spell immolation|xge}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"macaw","name":"Macaw","source":"PSX","page":39,"srd":false,"image":"bestiary/tokens/PSX/Macaw.webp","token":"bestiary/tokens/PSX/Macaw.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 50 ft.","str":2,"dex":14,"con":8,"int":2,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Swamp, Hill, Urban","treasure":"","traits":[{"name":"Mimicry","entries":["The macaw can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A wide variety of native birds are found throughout Ixalan, singing complex songs that contribute to the chorus of sounds within the jungle. Hummingbirds are sometimes poetically described as embodiments of freedom and the pursuit of pleasure. Large macaws and parrots (with statistics like those of {@creature raven|MM|ravens}) make their homes in the trees and can often be found gathering over clay licks along riverbeds and the sea coast. The wily birds enjoy toying with people from the trees, with many of them calling out in imitation of humanoid voices to lead pirates and other explorers astray."]},{"id":"maccath-the-crimson","name":"Maccath the Crimson","source":"RoT","page":33,"srd":false,"image":"bestiary/RoT/Maccath the Crimson.webp","token":"bestiary/tokens/RoT/Maccath the Crimson.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"5etools Note","entries":["Maccath the Crimson is presented in {@adventure The Rise of Tiamat|RoT} as a female tiefling sorcerer and member of the Arcane Brotherhood. The {@creature mage} stat block, modified with tiefling racial traits, has been provided here for ease of use."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/RoT/Maccath the Crimson.webp"}]},{"id":"mad-golem","name":"Mad Golem","source":"WDMM","page":254,"srd":false,"image":"bestiary/tokens/WDMM/Mad Golem.webp","token":"bestiary/tokens/WDMM/Mad Golem.webp","size":"Huge","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"264 (23d12 + 115)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon but can't speak","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}24 ({@damage 4d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons."]},{"type":"section","entries":["The jumbled construct was once a 10-foot-tall stone golem created in the image of Halaster. In its madness, it has attached so many pieces of other Stonecloaks to itself that it has become a lumbering, 17-foot-tall amalgamation of stone torsos, limbs, and heads—all of which resemble parts of the Mad Mage."]}]}]}]},{"id":"mad-maggie","name":"Mad Maggie","source":"BGDIA","page":74,"srd":false,"image":"bestiary/BGDIA/052-vhatr-03-04.webp","token":"bestiary/tokens/BGDIA/Mad Maggie.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":16,"wis":14,"cha":16,"saves":"","skills":"Deception +6, Insight +5, Perception +5, Stealth +5","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"","conditionImmunities":"charmed","senses":"darkvision 120 ft., Passive Perception 16","languages":"Abyssal, Common, Infernal, Primordial","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Maggie has advantage on saving throws against spells and other magical effects."]},{"name":"Night Hag Items","entries":["A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.",{"type":"entries","name":"Heartstone","entries":["This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a {@item heartstone|MM} also cures any disease. Crafting a heartstone takes 30 days."]},{"type":"entries","name":"Soul Bag","entries":["When an evil humanoid dies as a result of a night hag's Nightmare Haunting, Maggie catches the soul in this black sack made of stitched flesh. A {@item soul bag|MM} can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."]}]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Maggie's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell magic missile}","2/day each: {@spell plane shift} (self only), {@spell ray of enfeeblement}, {@spell sleep}"]}],"actions":[{"name":"Claws (Hag Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Change Shape","entries":["Maggie magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."]},{"name":"Etherealness","entries":["Maggie magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession."]},{"name":"Nightmare Haunting (1/Day)","entries":["While on the Ethereal Plane, Maggie magically touches a sleeping humanoid on the Material Plane. A {@spell protection from evil and good} spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ({@dice 1d10}). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the {@spell greater restoration} spell or similar magic."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.","On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.","The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."]},"A powerful night hag might have the following additional lair actions:",{"type":"list","items":["One creature the hag can see within 120 feet of her must succeed on a {@dc 15} Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.","The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a {@dc 15} Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes {@damage 1d6} bludgeoning damage for every 10 feet moved or fallen."]}],"regionalEffects":["Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.","The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",{"type":"list","items":["Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.","Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.","Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."]},"A powerful night hag creates one or more of the following additional regional effects within 1 mile of her lair:",{"type":"list","items":["Shadows seem abnormally gaunt and sometimes move on their own as though alive.","Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.","Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag's realm. Any attempt to interact with a hallucinatory image causes it to disappear."]}],"gallery":[{"path":"bestiary/BGDIA/052-vhatr-03-04.webp"}]},{"id":"mad-mary","name":"Mad Mary","source":"CoS","page":44,"srd":false,"image":"bestiary/CoS/016-cos03-04.webp","token":"bestiary/tokens/CoS/Mad Mary.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/016-cos03-04.webp"}]},{"id":"madam-eva","name":"Madam Eva","source":"RHW","page":253,"srd":false,"image":"bestiary/RHW/Madam Eva.webp","token":"bestiary/tokens/RHW/Madam Eva.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"15","initiative":"+4 (14)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":8,"dex":11,"con":14,"int":17,"wis":20,"cha":18,"saves":"Wis +9, Cha +8","skills":"Arcana +7, Insight +9, Perception +9, Religion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 19","languages":"Abyssal, Common, Elvish, Infernal","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Madam Eva has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Madam Eva casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Light|XPHB}, {@spell Mending|XPHB}, {@spell Thaumaturgy|XPHB}","2/day each: {@spell Dispel Magic|XPHB}, {@spell Remove Curse|XPHB}","1/day each: {@spell Greater Restoration|XPHB}, {@spell Raise Dead|XPHB}, {@spell Scrying|XPHB}, {@spell Spirit Guardians|XPHB} (level 8 version)"]},{"name":"Evil Eye (2/Day)","entries":["Madam Eva casts {@spell Hold Person|XPHB}, using the same spellcasting ability as Spellcasting.","2/day: {@spell Hold Person|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Madam Eva makes three attacks, using Cursed Dagger or Radiant Flame in any combination."]},{"name":"Cursed Dagger","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}10 ({@damage 2d4 + 5}) Piercing damage plus 21 ({@damage 6d6}) Necrotic damage."]},{"name":"Radiant Flame","entries":["{@atkr r} {@hit 9}, range 60 ft. {@h}21 ({@damage 3d10 + 5}) Radiant damage, and the target has the {@condition Blinded|XPHB} condition until the start of Madam Eva's next turn."]},{"name":"Apocalyptic Visions {@recharge 5}","entries":["{@actSave wis} {@dc 17}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point Madam Eva can see within 120 feet. {@actSaveFail} 24 ({@damage 7d6}) Necrotic damage plus 24 ({@damage 7d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of Madam Eva's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Duplicitous Diviner}","The mysterious fortune teller Madam Eva shrouds herself in a carefully woven web of lies. Though she appears to be in her seventies, she is much older. She sets herself apart from any group, guarding the secrets of her origins and centuries-spanning agendas.","Madam Eva is a legendary figure known across the Land of the Mists. Few can rival her skill at interpreting omens, reading tarokka cards, or taming spirits during séances. While the fortunes she shares might have double meanings, they're never wrong. She is renowned for revealing when best to enter the Mists to escape a domain or reach an intended destination, leading many travelers to seek her on the shores of the Tser Pool in Barovia to seek her insights. She often hints at knowledge of the Mists' secrets and the tales (and weaknesses) of Darklords, and she's not above revealing them for a price. Madam Eva holds grudges and usually shares her secrets only with those who do her a favor first. Whatever she discovers might soon also be known by Barovia's Darklord, with whom she shares age-old ties."]}],"gallery":[{"path":"bestiary/RHW/Madam Eva.webp","credit":"Peter Polach"}],"otherVersions":[{"id":"madam-eva-cos","source":"CoS"}]},{"id":"madam-eva-cos","name":"Madam Eva","source":"CoS","page":233,"srd":false,"image":"bestiary/tokens/CoS/Madam Eva.webp","token":"bestiary/tokens/CoS/Madam Eva.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"10","initiative":"+0 (10)","hp":"88 (16d8 + 16)","speed":"20 ft.","str":8,"dex":11,"con":12,"int":17,"wis":20,"cha":18,"saves":"Con +5","skills":"Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 19","languages":"Abyssal, Common, Elvish, Infernal","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). Madam Eva has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell mending}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bane}, {@spell command}, {@spell detect evil and good}, {@spell protection from evil and good}","Level 2 (3 slots): {@spell lesser restoration}, {@spell protection from poison}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell create food and water}, {@spell speak with dead}, {@spell spirit guardians}","Level 4 (3 slots): {@spell divination}, {@spell freedom of movement}, {@spell guardian of faith}","Level 5 (2 slots): {@spell greater restoration}, {@spell raise dead}","Level 6 (1 slots): {@spell find the path}, {@spell harm}, {@spell true seeing}","Level 7 (1 slots): {@spell fire storm}, {@spell regenerate}","Level 8 (1 slots): {@spell earthquake}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]},{"name":"Curse (Recharges after a Long Rest)","entries":["Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a {@dc 17} Wisdom saving throw or be cursed. While cursed, the target is {@condition blinded} and {@condition deafened}. The curse lasts until ended with a {@spell greater restoration} spell, a {@spell remove curse} spell, or similar magic. When the curse ends, Madam Eva takes {@damage 5d6} psychic damage."]},{"name":"Evil Eye (Recharges after a Short or Long Rest)","entries":["Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save {@dc 17}), requiring neither somatic nor material components to do so: {@spell animal friendship}, {@spell charm person}, or {@spell hold person}. If the target succeeds on the initial saving throw, Madam Eva is {@condition blinded} until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The fortune-teller Madam Eva lives among the Vistani but isn't truly one of them. She appears to be in her seventies, but she is, in fact, much older.",{"name":"Royal Blood","type":"entries","entries":["Madam Eva is Strahd's half-sister, though Strahd is unaware of this fact. Her real name is Katarina, and she is the daughter of a Vistani woman whom King Barov, Strahd's father, took to his bed during one of his many crusades. Madam Eva knows she is Strahd's half-sister but has told no one of the royal blood flowing through her veins."]},{"name":"Mother Night","type":"entries","entries":["Over four hundred years ago, Katarina came to Barovia and insinuated herself into Strahd's court, working as a maid in Castle Ravenloft. She came to know the castle like the back of her hand, and she was present for the wedding of Sergei and Tatyana. After Strahd went mad and murdered his brother, she fled the castle and took refuge with the Vistani. Later, she forged a pact with the goddess Mother Night, trading her youth for the power to undo the evil that Strahd had wrought. Mother Night transformed Katarina into an ageless crone gifted with the power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd. She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd's domain, in hopes that they will find a way to destroy the vampire or set Strahd free."]},{"name":"For the Love of Strahd","type":"entries","entries":["The Dark Powers of Ravenloft would consider Madam Eva a worthy choice to replace Strahd as the master of Ravenloft, but she has all the power she desires and doesn't seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about her ability to locate such an individual.","None of Madam Eva's Vistani kin know her true identity or purpose. They puzzle over her desire to remain in Barovia."]}]},{"type":"entries","name":"Madam Eva's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"I wish Strahd to be free of his curse.\""]},{"name":"Bond","type":"entries","entries":["\"The Vistani are my people now.\""]},{"name":"Flaw","type":"entries","entries":["\"The people whose fates I divine aren't important. They are but the means to an end.\""]}]}]}]}],"hidden":true,"otherVersions":[{"id":"madam-eva","source":"RHW"}]},{"id":"madam-kulp","name":"Madam Kulp","source":"JttRC","page":27,"srd":false,"image":"bestiary/JttRC/017-02-005.madam-kulp.webp","token":"bestiary/tokens/JttRC/Madam Kulp.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Madam Kulp adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/017-02-005.madam-kulp.webp","credit":"Zuzanna Wužyk"}]},{"id":"maddgoth-s-homunculus","name":"Maddgoth's Homunculus","source":"WDMM","page":96,"srd":false,"image":"bestiary/tokens/WDMM/Maddgoth's Homunculus.webp","token":"bestiary/tokens/WDMM/Maddgoth's Homunculus.webp","size":"Large","creatureType":"Construct","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"55 (10d10)","speed":"20 ft., fly 40 ft.","str":15,"dex":15,"con":11,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Common, Draconic, Gnomish but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Telepathic Bond","entries":["While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}{@damage 2d6 + 2} piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target is instead {@condition poisoned} for 5 ({@dice 1d10}) minutes and {@condition unconscious} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"maegera-the-dawn-titan","name":"Maegera the Dawn Titan","source":"SKT","page":241,"srd":false,"image":"bestiary/tokens/SKT/Maegera the Dawn Titan.webp","token":"bestiary/tokens/SKT/Maegera the Dawn Titan.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"16","initiative":"+6 (16)","hp":"341 (22d20 + 110)","speed":"50 ft.","str":21,"dex":22,"con":20,"int":10,"wis":10,"cha":19,"saves":"Con +12, Wis +7, Cha +11","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"blindsight 120 ft., Passive Perception 10","languages":"Ignan","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Empowered Attacks","entries":["Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks."]},{"name":"Fire Aura","entries":["At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 ({@damage 10d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 ({@damage 10d6}) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it."]},{"name":"Fire Form","entries":["Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing if fire could pass through that space."]},{"name":"Illumination","entries":["Maegera sheds bright light in a 120-foot radius and dim light in an additional 120 ft.."]},{"name":"Magic Resistance","entries":["Maegera has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Maegera casts {@spell fireball} (spell save {@dc 19}), requiring no material components and using Charisma as the spellcasting ability."]}],"actions":[{"name":"Multiattack","entries":["Maegera makes three slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage plus 35 ({@damage 10d6}) fire damage,"]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Quench Magic","entries":["Maegera targets one creature that it can see within 60 feet of it. Any resistance or immunity to fire damage that the target gains from a spell or magic item is suppressed. The effect lasts until the end of Maegera's next turn."]},{"name":"Smoke Cloud (Costs 2 Actions)","entries":["Maegera exhales a billowing cloud of hot smoke and embers that fills a 60 feet cube. Each creature in the area takes 11 ({@damage 2d10}) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely in the cloud are {@condition blinded} and can't be seen."]},{"name":"Create Fire Elemental (Costs 3 Actions)","entries":["Maegera's hit points are reduced by 50 as part of it separates and becomes a {@creature fire elemental} with 102 hit points. The fire element appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire element obeys Maegera's commands and fights until destroyed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Maegera is powerful elemental that has been trapped in the forges of Gauntlgrym for millennia. About fifty years ago, Maegera briefly escaped and triggered the eruption of Mount Hotenow. Lava from the volcano flowed toward the coast, laying waste to Neverwinter. The city is still rebuilding in the wake of that catastrophe.","The fire giant duke Zalto recently sent a team of drow to infiltrate Gauntlgrym and trap Maegera in an iron flask. Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart the fire giant's plans.","Maegera looks like a 50-foot-tall, multi-limbed beast made of flame, with smoldering black pits for eyes."]}]}]},{"id":"maegla-tarnlar","name":"Maegla Tarnlar","source":"PotA","page":25,"srd":false,"image":"bestiary/PotA/017-poa02-04.webp","token":"bestiary/tokens/PotA/Maegla Tarnlar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PotA/017-poa02-04.webp"}]},{"id":"maelephant","name":"Maelephant","source":"MPP","page":35,"srd":false,"image":"bestiary/MPP/Maelephant.webp","token":"bestiary/tokens/MPP/Maelephant.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"15","initiative":"+0 (10)","hp":"161 (17d10 + 68)","speed":"40 ft.","str":19,"dex":10,"con":18,"int":10,"wis":16,"cha":12,"saves":"Str +8, Con +8","skills":"Perception +7","vulnerabilities":"","resistances":"acid; fire; lightning","immunities":"poison","conditionImmunities":"frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 17","languages":"Infernal","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The maelephant has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The maelephant makes one Barbed Trunk attack and two Glaive attacks."]},{"name":"Barbed Trunk","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 13 ({@damage 2d12}) poison damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the target has the {@condition restrained} condition. While it is grappling a creature, the maelephant can't use its barbed trunk to attack other creatures."]},{"name":"Glaive","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage."]},{"name":"Mind Poison {@recharge 5}","entries":["The maelephant expels poisonous gas from its trunk in a 60-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 39 ({@damage 6d12}) poison damage and has the {@condition poisoned} condition. While {@condition poisoned} in this way, the creature loses all weapon and skill proficiencies, it can't cast spells, it can't understand language, and it has disadvantage on Intelligence saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage only and is immune to this maelephant's Mind Poison for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Respected as guardians by villains across the multiverse, maelephants are Fiends with pachyderm-like heads. They can exhale toxic fumes that cause foes to temporarily forget their combat training, spellcasting abilities, and other skills.","Maelephants strike bargains with wicked spellcasters and entities of the Lower Planes, pledging to guard a site or object for decades. The Fiends fulfill their end of the bargain with unwavering loyalty, steadfastly tending to their posts per the terms of their agreement."]}],"gallery":[{"path":"bestiary/MPP/Maelephant.webp"}]},{"id":"maelephant-nomad","name":"Maelephant Nomad","source":"CoA","page":245,"srd":false,"image":"bestiary/CoA/Maelephant Nomad.webp","token":"bestiary/tokens/CoA/Maelephant Nomad.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"190 (20d10 + 80)","speed":"40 ft.","str":22,"dex":11,"con":18,"int":14,"wis":17,"cha":15,"saves":"Str +11, Con +9","skills":"Athletics +16, Insight +8, Intimidation +7, Perception +8","vulnerabilities":"","resistances":"acid; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"frightened; poisoned","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Infernal, Maelephant","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The maelephant has advantage on saving throws against spells and other magical effects."]},{"name":"Regenerative","entries":["At the start of its turn, if the maelephant has less than half its hit points, it regenerates 20 hit points. This trait doesn't function if the maelephant starts its turn with less than 1 hit point."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The maelephant makes two attacks using its Claw, Trunk, or a combination of the two."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage."]},{"name":"Trunk","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) piercing damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 18}). Until this grapple ends, the target has the {@condition restrained} condition. While it is grappling a creature, the maelephant can't use its Trunk attack against other creatures."]},{"name":"Noxious Breath {@recharge 5}","entries":["The maelephant releases a cloud of noxious gas. All creatures in a 30-foot cone in front of the maelephant must make a {@dc 16} Constitution saving throw. Targets take 42 ({@damage 12d6}) acid damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. A feebled creature can repeat the save every minute, ending the effect on a success."]}],"bonusActions":[{"name":"Reckless Charge","entries":["The maelephant moves up to 40 feet towards a creature it can see and if it moves at least 20 feet in a straight line, it may make a Claw attack. On a hit, the target takes an additional 14 ({@damage 4d6}) force damage and has the {@condition prone} condition."]}],"reactions":[{"name":"Defensive Stance","entries":["As a reaction to taking damage, the maelephant enters a defensive stance until the end of its next turn. While in a defensive stance, the maelephant moves at half speed and can't take bonus actions, but its AC increases by 5."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Created with the sole purpose of protection, maelephants are the most loyal of the devils. They eschew personal possessions, dreams, and goals, and find happiness in the completion of their duty. While other devils may view them as simple and unintelligent, many recognize the importance and utility of maelephants. Infernal and common are often spoken languages, but maelephants also maintain their own unique language, which they use exclusively in communication with others of their kind.",{"type":"entries","name":"Elephantine Warriors","page":245,"entries":["As their name would suggest, maelephants share many physical features with elephants. They stand on two legs, but have an elephant-like head and legs. Their trunk usually ends in a sharp spike, and their hands and feet are both clawed. When threatened, maelephants emit a cloud of toxins that cause brain damage and memory loss."]},{"type":"entries","name":"Driven by Duty","page":245,"entries":["Despite them being lower-ranked devils, their position as trustworthy guardians makes other lower devils respect maelephants. When not under active duty or protecting something, a maelephant might aimlessly wander the layers searching for a new charge. Some of these nomads wander many years before finally ending their search."]}],"gallery":[{"path":"bestiary/CoA/Maelephant Nomad.webp","credit":"Sebastian Kowoll"}]},{"id":"mage","name":"Mage","source":"XMM","page":199,"srd":true,"image":"bestiary/XMM/Mages.webp","token":"bestiary/tokens/XMM/Mage.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"81 (18d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common and any three languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Any","treasure":"Arcana, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Detect Magic|XPHB}, {@spell Light|XPHB}, {@spell Mage Armor|XPHB} (included in AC), {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","2/day each: {@spell Fireball|XPHB} (level 4 version), {@spell Invisibility|XPHB}","1/day each: {@spell Cone of Cold|XPHB}, {@spell Fly|XPHB}"]},{"name":"Misty Step (3/Day)","entries":["The mage casts {@spell Misty Step|XPHB}, using the same spellcasting ability as Spellcasting.","3/day: {@spell Misty Step|XPHB}"]},{"name":"Protective Magic (3/Day)","entries":["The mage casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","3/day: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The mage makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 120 ft. {@h}16 ({@damage 3d8 + 3}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Mages are accomplished spellcasters whose lives have been shaped by magic. They can use their powers to defend or dominate other creatures, or they could focus on magical research and unlocking mystical secrets."]},{"type":"section","name":"Mages","entries":["{@i Magical Scholars and Spellcasters}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}, Individual"}]},"Mages are magical wonder-workers, ranging from spellcasting overlords to reclusive witches. They study mystical secrets and possess insight into monsters, legends, omens, and other lore. Mages often gather allies or hire assistants to aid them in their research or to attain magical might.","Roll on or choose a result from the Mage Roles table to inspire different sorts of mages.",{"type":"table","caption":"Mage Roles","colLabels":["1d10","The Mage Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An astronomer who draws magic from stars."],["2","An author who writes about the occult."],["3","A magical engineer who creates wonders."],["4","An oracle who interprets omens."],["5","A prodigy with a remarkable magical heritage."],["6","A psion whose powers manifest as spells."],["7","A scholar investigating ancient lore."],["8","A soothsayer who advises rulers."],["9","A war mage who aids soldiers in battle."],["10","A witch who shares secret wisdom."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Have you gazed on the Runes of Chaos, held the Death Moon Orb in your trembling hands, entered the Devouring Portal and walked the Paths of the Doomed, or sat at the left hand of Szass Tam during the Ritual of Twin Burnings? No? Then speak not to me of wizards. Speak not to me of Thay."],"by":"Nathor, Thayan Refugee"}]}]}],"gallery":[{"path":"bestiary/XMM/Mages.webp","credit":"Viko Menezes"}],"otherVersions":[{"id":"mage-mm","source":"MM"}]},{"id":"mage-mm","name":"Mage","source":"MM","page":347,"srd":false,"image":"bestiary/tokens/MM/Mage.webp","token":"bestiary/tokens/MM/Mage.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference."]}]}],"hidden":true,"otherVersions":[{"id":"mage","source":"XMM"}]},{"id":"mage-apprentice","name":"Mage Apprentice","source":"XMM","page":198,"srd":false,"image":"bestiary/XMM/Mage Apprentice.webp","token":"bestiary/tokens/XMM/Mage Apprentice.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":8,"dex":14,"con":12,"int":16,"wis":13,"cha":10,"saves":"Int +5, Wis +3","skills":"Arcana +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common plus one other language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Any","treasure":"Arcana, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks):","At will: {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","1/day each: {@spell Disguise Self|XPHB}, {@spell Ice Knife|XPHB}, {@spell Mage Armor|XPHB} (included in AC), {@spell Thunderwave|XPHB}"]}],"actions":[{"name":"Arcane Burst","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 120 ft. {@h}14 ({@damage 2d10 + 3}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Mage apprentices are spellcasters of humble skill. Some are students of accomplished mages, while others have innate powers."]},{"type":"section","name":"Mages","entries":["{@i Magical Scholars and Spellcasters}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}, Individual"}]},"Mages are magical wonder-workers, ranging from spellcasting overlords to reclusive witches. They study mystical secrets and possess insight into monsters, legends, omens, and other lore. Mages often gather allies or hire assistants to aid them in their research or to attain magical might.","Roll on or choose a result from the Mage Roles table to inspire different sorts of mages.",{"type":"table","caption":"Mage Roles","colLabels":["1d10","The Mage Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An astronomer who draws magic from stars."],["2","An author who writes about the occult."],["3","A magical engineer who creates wonders."],["4","An oracle who interprets omens."],["5","A prodigy with a remarkable magical heritage."],["6","A psion whose powers manifest as spells."],["7","A scholar investigating ancient lore."],["8","A soothsayer who advises rulers."],["9","A war mage who aids soldiers in battle."],["10","A witch who shares secret wisdom."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Have you gazed on the Runes of Chaos, held the Death Moon Orb in your trembling hands, entered the Devouring Portal and walked the Paths of the Doomed, or sat at the left hand of Szass Tam during the Ritual of Twin Burnings? No? Then speak not to me of wizards. Speak not to me of Thay."],"by":"Nathor, Thayan Refugee"}]}]}],"gallery":[{"path":"bestiary/XMM/Mage Apprentice.webp"},{"path":"bestiary/XMM/Mages.webp","credit":"Viko Menezes"}]},{"id":"mage-hunter","name":"Mage Hunter","source":"SCC","page":199,"srd":false,"image":"bestiary/SCC/Mage Hunter.webp","token":"bestiary/tokens/SCC/Mage Hunter.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"85 (10d10 + 30)","speed":"40 ft., climb 40 ft. (hunter form only), fly 10 ft. (hover sentry form only)","str":19,"dex":15,"con":16,"int":11,"wis":17,"cha":10,"saves":"Int +3, Wis +6, Cha +3","skills":"Perception +9, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened; prone","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 19","languages":"understands Common but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Sense","entries":["The hunter knows the location of every spellcaster, active spell, and magic item within 120 feet of itself."]},{"name":"Spider Climb (Hunter Form Only)","entries":["The hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Hunter Form Only)","entries":["The hunter makes two Claw attacks."]},{"name":"Claw (Hunter Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the hunter can't make a Tail attack against another target."]},{"name":"Mage Tracker (Sentry Form Only)","entries":["The hunter emits a pulse of energy that helps it better locate its magical quarry. Each creature within 120 feet of the hunter that has the ability to cast spells must succeed on a {@dc 14} Wisdom saving throw or be mystically marked by the hunter for 1 hour.","While marked, a creature can't become hidden from the hunter and gains no benefit from the {@condition invisible} condition against the hunter. Additionally, while a marked creature is on the same plane of existence as the hunter, the hunter always knows the distance and direction to the creature."]}],"bonusActions":[{"name":"Shift Form","entries":["The hunter folds into its drone-like sentry form or unfolds into its hunter form. Its game statistics are the same in each form."]}],"reactions":[{"name":"Consume and Destroy","entries":["When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the hunter, that creature must succeed on a {@dc 14} Dexterity saving throw or take the other half of the damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Mage hunters are hideous spider-legged creatures employed by the Oriq to pursue magic-wielders. These creatures can naturally sense magic via the glowing purple spines on their backs.","A mage hunter is usually in its sentry form, a diamond-shaped drone with a heightened ability to sense and locate mages. Once it finds a quarry, the mage hunter takes on its arachnoid hunter form and pursues its targets with vicious skill."]}],"gallery":[{"path":"bestiary/SCC/Mage Hunter.webp","credit":"Lie Setiawan"}]},{"id":"mage-of-usamigaras","name":"Mage of Usamigaras","source":"QftIS","page":206,"srd":false,"image":"bestiary/QftIS/Mage of Usamigaras.webp","token":"bestiary/tokens/QftIS/Mage of Usamigaras.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Neutral","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":12,"con":10,"int":15,"wis":10,"cha":13,"saves":"","skills":"Arcana +4, Deception +5, Sleight Of Hand +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Light}, {@spell Mage Hand}, {@spell Minor Illusion}","1/day each: {@spell Charm Person}, {@spell Disguise Self}, {@spell Silent Image}"]}],"actions":[{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 120 ft., one target. {@h}7 ({@damage 1d10 + 2}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The common members of the Mages of Usamigaras use their magical talents to charm and deceive the faction's opponents."]},{"type":"section","entries":[{"type":"entries","name":"Mages of Usamigaras","entries":["The Mages of Usamigaras are Cynidicean spellcasters who worship Usamigaras, a god of magic, messengers, and lies. They hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn't rude among members, who view deceit as worthy of celebration, not chastisement."]}]}],"gallery":[{"path":"bestiary/QftIS/Mage of Usamigaras.webp"}]},{"id":"magewright","name":"Magewright","source":"ERLW","page":318,"srd":false,"image":"bestiary/ERLW/Magewright.webp","token":"bestiary/tokens/ERLW/Magewright.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":13,"con":10,"int":14,"wis":14,"cha":12,"saves":"","skills":"Arcana +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any two languages","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The magewright's spellcasting ability is Intelligence (spell save {@dc 12}). To cast one of its rituals, the magewright must provide additional material components whose value in gold pieces is 20 times the spell's level. These components are consumed when the ritual is finished. The magewright knows the following spells:","At will: {@spell mage hand}, {@spell prestidigitation}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["In Khorvaire, magic is part of everyday life. A chef might use {@spell prestidigitation} to heat and season food, while a blacksmith uses {@spell mending} to perform minor repairs and {@spell guidance} to help inspire their work. Those who work minor magic into their labors are called magewrights.","Far more limited in magical power than a typical spellcaster, a magewright is dedicated to learning a handful of spells, and magewrights cast their non-cantrip spells as rituals—even spells that can't normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards.",{"type":"entries","name":"Creating a Magewright","entries":["The magewright stat block provides the baseline statistics for a magewright. You then add to that baseline by choosing a specialty from the Magewright Specialties table, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more proficiencies.",{"type":"table","caption":"Magewright Specialties","colLabels":["d8","Specialty","Spells","Proficiencies"],"colStyles":["col-1 text-center","col-1 text-center","col-6","col-4 text-center"],"rows":[["1","Artisan","{@spell Guidance}, {@spell mending}","One type of artisan's tools"],["2","Entertainer","{@spell Minor illusion}, {@spell thaumaturgy}. Ritual only: {@spell disguise self}.","{@skill Performance} (+3)"],["3","Healer","{@spell Resistance}, {@spell spare the dying}. Ritual only: {@spell detect poison and disease}, {@spell lesser restoration} (1 hour).","{@skill Medicine} (+4), {@item herbalism kit|PHB}"],["4","Lamplighter","{@spell Light}. Ritual only: {@spell continual flame} (1 hour).","{@item Tinker's tools|PHB}"],["5","Locksmith","{@spell Mending}. Ritual only: {@spell arcane lock} (1 hour), {@spell knock}.","{@item Thieves' tools|PHB}, {@item tinker's tools|PHB}"],["6","Mediator","{@spell Guidance}. Ritual only: {@spell comprehend languages}, {@spell zone of truth}.","{@skill Insight} (+4), {@skill Persuasion} (+3)"],["7","Medium","{@spell Minor illusion}. Ritual only: {@spell speak with dead}.","{@skill Deception} (+3), {@skill Religion} (+4)"],["8","Oracle","{@spell Guidance}. Ritual only: {@spell augury}, {@spell divination} (1 hour).","{@skill History} (+4), {@skill Religion} (+4)"]]}]}],"gallery":[{"path":"bestiary/ERLW/Magewright.webp","credit":"Sam Keiser"}]},{"id":"maggie-keeneyes-tier-1","name":"Maggie Keeneyes (Tier 1)","source":"CRCotN","page":189,"srd":false,"image":"bestiary/CRCotN/Maggie Keeneyes (Tier 1).webp","token":"bestiary/tokens/CRCotN/Maggie Keeneyes (Tier 1).webp","size":"Large","creatureType":"Giant (Ogre)","alignment":"Lawful Neutral","ac":"13","initiative":"+2 (12)","hp":"85 (10d10 + 30)","speed":"30 ft.","str":18,"dex":14,"con":16,"int":14,"wis":14,"cha":8,"saves":"Str +6, Con +5","skills":"Athletics +6, Insight +4, Perception +4, Persuasion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Giant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Tactical Readiness","entries":["Maggie and allies within 30 feet of her have advantage on initiative rolls, as long as Maggie isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Giant Maul","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and if the target is a creature, Maggie can force it to make a {@dc 14} Strength saving throw; on a failed save, the target is pushed 5 feet away from Maggie and knocked {@condition prone}."]},{"name":"Hammer Toss","entries":["{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage, and if the target is a creature, Maggie can force it to make a {@dc 14} Strength saving throw; on a failed save, the target is pushed 5 feet away from Maggie and knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["People might laugh when a 12-foot-tall ogre orders a drink at a bar and says her name is Maggie, but they don't laugh for long. Some people fixate on her name, her enormous size, her muscles, or the weapon at her side. Wiser folk take notice of Maggie's bright blue eyes. All her life, people have considered Maggie a stupid meathead because of her size, but her eyes betray her intelligence. She can read others with a glance, whether in conversation or in a duel. When her eyes dart back and forth across a battlefield, they take in enough information to give her allies an advantage in the fight.","Things changed for Maggie when she first arrived in Jigow and met Ayo Jabe three weeks ago. She came looking for mercenary work to make ends meet but found a true friend instead. Ayo saw the intelligence in Maggie's eyes and was keen to hear Maggie's thoughts. They became fast friends, and Maggie would sooner die than let harm come to her new companion.","Maggie loves poetry and music with profound lyrics, as well as matching wits with people as clever as she is. She hates being stereotyped and has a dim view of those who are too quick to judge others.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"That was quite a blunder.\" \"You're lucky I'm feeling merciful.\" \"Fight smarter—and harder.\" \"People don't win fights by fighting fair.\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Maggie Keeneyes (Tier 1)"],["3 and 4","Maggie Keeneyes (Tier 2)"],["5, 6, and 7","Maggie Keeneyes (Tier 3)"]]},"The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own."]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Maggie Keeneyes (Tier 1).webp","credit":"Nikki Dawes"}]},{"id":"maggie-keeneyes-tier-2","name":"Maggie Keeneyes (Tier 2)","source":"CRCotN","page":191,"srd":false,"image":"bestiary/tokens/CRCotN/Maggie Keeneyes (Tier 2).webp","token":"bestiary/tokens/CRCotN/Maggie Keeneyes (Tier 2).webp","size":"Large","creatureType":"Giant (Ogre)","alignment":"Lawful Neutral","ac":"15","initiative":"+2 (12)","hp":"114 (12d10 + 48)","speed":"30 ft., swim 30 ft.","str":18,"dex":14,"con":18,"int":14,"wis":16,"cha":8,"saves":"Str +7, Con +7","skills":"Athletics +7, Insight +6, Perception +6, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Push","entries":["Once during each of her turns, after hitting a creature with an attack, Maggie can force the target to make a {@dc 15} Strength saving throw; on a failed save, the target is pushed up to 10 feet horizontally away from Maggie and knocked {@condition prone}."]},{"name":"Tactical Readiness","entries":["Maggie and allies within 30 feet of her have advantage on initiative rolls, as long as Maggie isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Maggie makes two Giant Maul or Hammer Toss attacks."]},{"name":"Giant Maul","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Hammer Toss","entries":["{@atk rw} {@hit 7} to hit, range 20/60 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage."]}],"bonusActions":[{"name":"Rally (1/Day)","entries":["Maggie targets one creature she can see within 30 feet of herself and bolsters it with words of encouragement. The target gains 15 temporary hit points if it can see or hear Maggie."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["People might laugh when a 12-foot-tall ogre orders a drink at a bar and says her name is Maggie, but they don't laugh for long. Some people fixate on her name, her enormous size, her muscles, or the weapon at her side. Wiser folk take notice of Maggie's bright blue eyes. All her life, people have considered Maggie a stupid meathead because of her size, but her eyes betray her intelligence. She can read others with a glance, whether in conversation or in a duel. When her eyes dart back and forth across a battlefield, they take in enough information to give her allies an advantage in the fight.","Things changed for Maggie when she first arrived in Jigow and met Ayo Jabe three weeks ago. She came looking for mercenary work to make ends meet but found a true friend instead. Ayo saw the intelligence in Maggie's eyes and was keen to hear Maggie's thoughts. They became fast friends, and Maggie would sooner die than let harm come to her new companion.","Maggie loves poetry and music with profound lyrics, as well as matching wits with people as clever as she is. She hates being stereotyped and has a dim view of those who are too quick to judge others.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"That was quite a blunder.\" \"You're lucky I'm feeling merciful.\" \"Fight smarter—and harder.\" \"People don't win fights by fighting fair.\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Maggie Keeneyes (Tier 1)"],["3 and 4","Maggie Keeneyes (Tier 2)"],["5, 6, and 7","Maggie Keeneyes (Tier 3)"]]},"The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high."]}]}]}]},{"id":"maggie-keeneyes-tier-3","name":"Maggie Keeneyes (Tier 3)","source":"CRCotN","page":194,"srd":false,"image":"bestiary/CRCotN/Maggie Keeneyes (Tier 3).webp","token":"bestiary/tokens/CRCotN/Maggie Keeneyes (Tier 3).webp","size":"Large","creatureType":"Giant (Ogre)","alignment":"Lawful Neutral","ac":"18","initiative":"+2 (12)","hp":"142 (15d10 + 60)","speed":"30 ft., swim 30 ft. (ruidium armor)","str":20,"dex":14,"con":18,"int":14,"wis":14,"cha":8,"saves":"Str +8, Con +7","skills":"Athletics +8, Insight +5, Perception +5, Persuasion +5","vulnerabilities":"","resistances":"psychic (granted by ruidium armor)","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Push","entries":["Once during each of her turns, after hitting a creature with an attack, Maggie can force the target to make a {@dc 16} Strength saving throw; on a failed save, the target is pushed up to 15 feet horizontally away from Maggie and knocked {@condition prone}."]},{"name":"Special Equipment","entries":["Maggie wears a suit of ruidium armor (plate; see appendix B). If Maggie rolls a 1 on a saving throw while wearing the armor, she must succeed on a {@dc 20} Charisma saving throw or gain 1 level of {@condition exhaustion}."]},{"name":"Tactical Readiness","entries":["Maggie and allies within 30 feet of her have advantage on initiative rolls, as long as Maggie isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Maggie makes two Heavy Greataxe or Hammer Toss attacks."]},{"name":"Heavy Greataxe","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d12 + 5}) slashing damage."]},{"name":"Hammer Toss","entries":["{@atk rw} {@hit 8} to hit, range 20/60 ft., one target. {@h}15 ({@damage 4d4 + 5}) bludgeoning damage."]}],"bonusActions":[{"name":"Rally (1/Day)","entries":["Maggie targets one creature she can see within 60 feet of herself and bolsters it with words of encouragement. The target gains 30 temporary hit points if it can see or hear Maggie."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["People might laugh when a 12-foot-tall ogre orders a drink at a bar and says her name is Maggie, but they don't laugh for long. Some people fixate on her name, her enormous size, her muscles, or the weapon at her side. Wiser folk take notice of Maggie's bright blue eyes. All her life, people have considered Maggie a stupid meathead because of her size, but her eyes betray her intelligence. She can read others with a glance, whether in conversation or in a duel. When her eyes dart back and forth across a battlefield, they take in enough information to give her allies an advantage in the fight.","Things changed for Maggie when she first arrived in Jigow and met Ayo Jabe three weeks ago. She came looking for mercenary work to make ends meet but found a true friend instead. Ayo saw the intelligence in Maggie's eyes and was keen to hear Maggie's thoughts. They became fast friends, and Maggie would sooner die than let harm come to her new companion.","Maggie loves poetry and music with profound lyrics, as well as matching wits with people as clever as she is. She hates being stereotyped and has a dim view of those who are too quick to judge others.",{"type":"inset","name":"Battle Chatter Sample Quotes","entries":["\"That was quite a blunder.\" \"You're lucky I'm feeling merciful.\" \"Fight smarter—and harder.\" \"People don't win fights by fighting fair.\""]}]},{"type":"section","entries":[{"type":"entries","name":"Rival Stat Blocks","entries":["Stat blocks for the rivals can be found in appendix A. Each of the rivals has three stat blocks; like the characters, they become more powerful as the adventure progresses. The Rival Stat Blocks table shows you which stat blocks to use based on the chapter you are running.",{"type":"entries","name":"Rival Stat Blocks","entries":[{"type":"table","colLabels":["Chapters","Stat Blocks"],"colStyles":["col-4","col-8"],"rows":[["1 and 2","Maggie Keeneyes (Tier 1)"],["3 and 4","Maggie Keeneyes (Tier 2)"],["5, 6, and 7","Maggie Keeneyes (Tier 3)"]]},"Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see \"Ruidium \"in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain.","If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals {@dice 1d4} levels of exhaustion each. In this case, you'll need to keep track of each rival's exhaustion level and the condition's corresponding effects (see \"Exhaustion \"in the {@i Player's Handbook}).",{"type":"entries","name":"Useful Magic","entries":["To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure."]}]}]}]}],"gallery":[{"path":"bestiary/CRCotN/Maggie Keeneyes (Tier 3).webp","credit":"Nikki Dawes"}]},{"id":"magister-umbero-zastro","name":"Magister Umbero Zastro","source":"WDH","page":82,"srd":false,"image":"bestiary/tokens/WDH/Magister Umbero Zastro.webp","token":"bestiary/tokens/WDH/Magister Umbero Zastro.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Lawful Neutral","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Elvish","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Umbero has advantage on saving throws against being {@condition charmed} and magic can't put him to sleep."]}],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A handsome, eloquent, and fair-minded half-elf in his thirties. He's known for his finely honed sense of poetic justice and for meting out unconventional punishments."]}]}]}]},{"id":"magma-mephit","name":"Magma Mephit","source":"XMM","page":207,"srd":true,"image":"bestiary/XMM/Mephits.webp","token":"bestiary/tokens/XMM/Magma Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"18 (4d6 + 4)","speed":"30 ft., fly 30 ft.","str":8,"dex":12,"con":12,"int":7,"wis":10,"cha":10,"saves":"","skills":"Stealth +3","vulnerabilities":"cold","resistances":"","immunities":"fire; poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial (Ignan, Terran)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Planar, Elemental","treasure":"","traits":[{"name":"Death Burst","entries":["The mephit explodes when it dies. {@actSave dex} {@dc 11}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the mephit. {@actSaveFail} 7 ({@damage 2d6}) Fire damage. {@actSaveSuccess} Half damage."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}3 ({@damage 1d4 + 1}) Slashing damage plus 3 ({@damage 1d6}) Fire damage."]},{"name":"Fire Breath {@recharge}","entries":["{@actSave dex} {@dc 11}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 7 ({@damage 2d6}) Fire damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["These mephits embody the merging of earth and fire as glowing magma. They love melting things, but they loathe magmins and attack them on sight."]},{"type":"section","name":"Mephits","entries":["{@i Malicious Elemental Hooligans}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Planes)|bestiary|environment=planar, elemental}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.","Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!"],"by":"Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself"}]}]}],"gallery":[{"path":"bestiary/XMM/Mephits.webp","credit":"Andrew Mar"}],"otherVersions":[{"id":"magma-mephit-mm","source":"MM"}]},{"id":"magma-mephit-mm","name":"Magma Mephit","source":"MM","page":216,"srd":false,"image":"bestiary/MM/Magma Mephit.webp","token":"bestiary/tokens/MM/Magma Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"22 (5d6 + 5)","speed":"30 ft., fly 30 ft.","str":8,"dex":12,"con":12,"int":7,"wis":10,"cha":10,"saves":"","skills":"Stealth +3","vulnerabilities":"cold","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Ignan, Terran","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Death Burst","entries":["When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"False Appearance","entries":["While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma."]}],"spellcasting":[{"name":"Innate Spellcasting (1/Day)","entries":["The mephit can innately cast {@spell heat metal} (spell save {@dc 10}), requiring no material components. Its innate spellcasting ability is Charisma.","At will: {@spell heat metal}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) slashing damage plus 2 ({@damage 1d4}) fire damage."]},{"name":"Fire Breath {@recharge}","entries":["The mephit exhales a 15-foot cone of fire. Each creature in that area must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Mephits","entries":["Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.","Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Elemental Nature","entries":["A mephit doesn't require food, drink, or sleep."]}]}]}]},{"name":"Magma Mephit","type":"entries","entries":[{"type":"entries","entries":["Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others' words and actions."]}]}],"gallery":[{"path":"bestiary/MM/Magma Mephit.webp"}],"hidden":true,"otherVersions":[{"id":"magma-mephit","source":"XMM"}]},{"id":"magmin","name":"Magmin","source":"XMM","page":200,"srd":true,"image":"bestiary/XMM/Magmin.webp","token":"bestiary/tokens/XMM/Magmin.webp","size":"Small","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":7,"dex":15,"con":12,"int":8,"wis":11,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial (Ignan)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Planar, Fire","treasure":"","traits":[{"name":"Death Burst","entries":["The magmin explodes when it dies. {@actSave dex} {@dc 11}, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the magmin. {@actSaveFail} 7 ({@damage 2d6}) Fire damage. {@actSaveSuccess} Half damage."]}],"spellcasting":[],"actions":[{"name":"Touch","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d4 + 2}) Fire damage. If the target is a creature or a flammable object that isn't being worn or carried, it starts {@hazard burning|XPHB}."]}],"bonusActions":[{"name":"Ignited Illumination","entries":["The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Magmin","entries":["{@i Reckless Elemental Arsonist}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Plane of Fire)|bestiary|environment=planar, fire}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Magmins divide all things into two categories: things that are on fire and things that should be on fire. With bodies of flame and magmatic rock, these halfling-size creatures delight in setting fires. They do so not out of malice but out of enthusiasm for primal fire. They don't consider that objects have value beyond kindling or that creatures can be harmed by flames. If such concepts are explained to them, they find the ideas difficult to grasp and don't remember them for long. Rather, they relish every opportunity to set flammable things alight, delighting in igniting paper, wooden structures, and explosives. Magmins are dangerous even in death, since they explode when they're destroyed, their flames igniting combustible materials nearby.","Magmins might be conjured by magic-users to harry foes or might escape the Elemental Plane of Fire through portals or rifts that lead to other realms. They're attracted to places of intense heat, such as volcanoes and rivers of magma. If they can't find such favored conditions, magmins eagerly burn structures or start wildfires to entertain themselves."]}],"gallery":[{"path":"bestiary/XMM/Magmin.webp","credit":"Hinchel Or"}],"otherVersions":[{"id":"magmin-mm","source":"MM"}]},{"id":"magmin-mm","name":"Magmin","source":"MM","page":212,"srd":false,"image":"bestiary/MM/Magmin.webp","token":"bestiary/tokens/MM/Magmin.webp","size":"Small","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"9 (2d6 + 2)","speed":"30 ft.","str":7,"dex":15,"con":12,"int":8,"wis":11,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Ignan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited."]},{"name":"Ignited Illumination","entries":["As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Touch","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 ({@damage 1d6}) fire damage at the end of each of its turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.",{"name":"Summoned Pyromaniacs","type":"entries","entries":["Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes.",{"type":"entries","name":"Fiery Destruction","entries":["Although its flame is potent, the magmin's hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane.","If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Magmin.webp"}],"hidden":true,"otherVersions":[{"id":"magmin","source":"XMM"}]},{"id":"magnifico","name":"Magnifico","source":"NRH-CoI","page":9,"srd":false,"image":"bestiary/tokens/NRH-CoI/Magnifico.webp","token":"bestiary/tokens/NRH-CoI/Magnifico.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +3, Perception +6, Persuasion +5, Sleight Of Hand +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of his turns, Magnifico can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mahadi-the-rakshasa","name":"Mahadi the Rakshasa","source":"BGDIA","page":127,"srd":false,"image":"bestiary/BGDIA/Mahadi the Rakshasa.webp","token":"bestiary/tokens/BGDIA/Mahadi the Rakshasa.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"195 (23d8 + 92)","speed":"40 ft.","str":14,"dex":18,"con":18,"int":14,"wis":18,"cha":20,"saves":"Wis +9, Cha +10","skills":"Arcana +7, Deception +10, Insight +9, Perception +9","vulnerabilities":"piercing from magic weapons wielded by good creatures","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 19","languages":"all (can read only), Common, Infernal","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Limited Magic Immunity","entries":["Mahadi can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects."]},{"name":"Magic Weapons","entries":["Mahadi's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Mahadi's innate spellcasting ability is Charisma (spell save {@dc 18}, {@hit 9} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell detect thoughts}, {@spell disguise self}, {@spell mage hand}, {@spell minor illusion}","3/day each: {@spell charm person}, {@spell detect magic}, {@spell dispel magic}, {@spell hellish rebuke}, {@spell invisibility}, {@spell major image}, {@spell speak with dead}, {@spell suggestion}","1/day each: {@spell banishment}, {@spell demiplane}, {@spell dominate person}, {@spell fly}, {@spell forcecage}, {@spell geas}, {@spell plane shift}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["Mahadi makes four claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage, and the target is cursed if it's a creature. The curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a {@spell remove curse} spell or similar magic."]},{"name":"Summon Erinyes (1/Day)","entries":["Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses this action option."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mahadi appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn't believe in taking unnecessary risks, particularly in the Nine Hells where he can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he's privy to all manner of dealings that might otherwise escape the attention of his patron.","In his role as the master of the Wandering Emporium, Mahadi has received special dispensation from Asmodeus to travel freely between the Material Plane and the Nine Hells to operate his business, as well as to pursue information and broker contracts and other such arrangements as needed.","In addition to managing the Wandering Emporium, Mahadi is also the proprietor and host of Infernal Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for services rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to gaining entrance.","Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they're the most important person in all the planes of existence, catering to their every whim and desire. While he is equally cordial to all guests of the Wandering Emporium, those entering his establishment fall under a special contract and therefore rank most highly in his esteem.","Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they signed on entry clearly stipulates their soul is forfeit. They're required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which cannot be willingly broken by the affected individual until their debt is paid in full. What Mahadi does with such defaulters depends on their capabilities. Some become indentured servants, working at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium."]}]}],"gallery":[{"path":"bestiary/BGDIA/Mahadi the Rakshasa.webp"}]},{"id":"majesto","name":"Majesto","source":"CoS","page":115,"srd":false,"image":"bestiary/CoS/060-cos05-11.webp","token":"bestiary/tokens/CoS/Majesto.webp","size":"Tiny","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"10 (3d4 + 3)","speed":"20 ft., fly 40 ft.","str":6,"dex":17,"con":13,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +4, Insight +3, Persuasion +4, Stealth +5","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Infernal, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Majesto can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Majesto's darkvision."]},{"name":"Magic Resistance","entries":["Majesto has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Sting (Bite in Beast Form)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Invisibility","entries":["Majesto magically turns {@condition invisible} until it attacks, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the imp wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/060-cos05-11.webp"}]},{"id":"malaina-van-talstiv","name":"Malaina van Talstiv","source":"VEoR","page":41,"srd":false,"image":"bestiary/tokens/VEoR/Malaina van Talstiv.webp","token":"bestiary/tokens/VEoR/Malaina van Talstiv.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Malaina has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Malaina is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Malaina deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Malaina makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"malaxxix","name":"Malaxxix","source":"BMT","page":173,"srd":false,"image":"bestiary/BMT/Malaxxix.webp","token":"bestiary/tokens/BMT/Malaxxix.webp","size":"Huge","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"312 (25d12 + 150)","speed":"40 ft., fly 60 ft.","str":23,"dex":16,"con":22,"int":22,"wis":20,"cha":18,"saves":"Str +12, Con +12","skills":"Arcana +12, Athletics +12, Perception +11","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 21","languages":"Abyssal, Infernal, telepathy 120 ft.","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Malaxxix fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Malaxxix has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Malaxxix makes two Forge Hammer or Whip attacks in any combination."]},{"name":"Forge Hammer","entries":["{@atk mw,rw} {@hit 12} to hit, reach 10 ft. or range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage, and the target can't take reactions until the end of Malaxxix's next turn. {@hom}The hammer then magically returns to Malaxxix's hand."]},{"name":"Whip","entries":["{@atk mw} {@hit 12} to hit, reach 30 ft., one creature. {@h}15 ({@damage 2d8 + 6}) slashing damage, and the target has the {@condition restrained} condition for 1 minute. The {@condition restrained} target can make a {@dc 20} Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Only one creature can be {@condition restrained} by the whip at a time."]},{"name":"Mezzoloth Vortex {@recharge 5}","entries":["Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than Malaxxix in that area must make a {@dc 20} Dexterity saving throw. On a failed save, a creature takes 35 ({@damage 10d6}) force damage and has the {@condition restrained} condition while within the cylinder. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of Malaxxix's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Fiendish Stride","entries":["Malaxxix moves up to its speed. This movement doesn't provoke opportunity attacks. When Malaxxix moves within 5 feet of a creature during this movement, that creature takes 5 ({@damage 1d10}) lightning damage. A creature can take this damage only once per turn."]},{"name":"Attack (Costs 2 Actions)","entries":["Malaxxix makes one Forge Hammer or Whip attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["In its lair on initiative count 20 (losing initiative ties), Malaxxix can take one of the following lair actions; Malaxxix can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Reassemble","entry":"Malaxxix chooses either itself or the palanquin. The target gains 19 ({@dice 3d12}) temporary hit points."},{"type":"item","name":"Slam","entry":"Malaxxix commands the palanquin to slam the ground. Each creature within 15 feet of the palanquin must make a {@dc 20} Strength saving throw. On a failed save, a creature takes 11 ({@damage 2d10}) bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only."},{"type":"item","name":"Surge","entry":"Malaxxix commands the palanquin to move up to its speed."}]}],"regionalEffects":["The region around the Unborn Palanquin is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cranial Discomfort","entry":"Creatures that spend more than 24 hours within 1 mile of the palanquin hear an incessant scraping sound in their minds."},{"type":"item","name":"Grinding Gears","entry":"Constructs within 1 mile of the palanquin move sluggishly. Constructs' speeds are halved, and they have disadvantage on Dexterity saving throws."},{"type":"item","name":"Swarming Insects","entry":"Insects and insectile Beasts within 1 mile of the palanquin become disoriented and aggressive, coalescing into unnatural swarms and attacking any creatures in sight."}]},"If Malaxxix dies or the Unborn Palanquin is destroyed, these effects end immediately."],"lore":[{"type":"entries","entries":["Legends describe the dread being Malaxxix as the child of one of the night hags who created the first yugoloths. Malaxxix is often lumped in with such Fiends, perhaps because it too has a grand intellect and self-centered agenda.","Malaxxix's machinations are many, but it is most infamous for crafting cursed armaments and distributing them throughout the multiverse in the hope that they'll be found by mortals who are desperate for power and ripe for corruption.","Malaxxix seeks the {@i Books of Keeping}: ancient tomes that contain the true names of all yugoloths. To this end, it patrols the vilest swaths of the multiverse from atop its unholy vehicle, the Unborn Palanquin. This shambling collective is made up of thousands of mezzoloths devoted to their liege, who roams the Lower Planes as a tyrannical marauder."]},{"type":"section","entries":[{"type":"entries","name":"Curse of Malaxxix","entries":["A creature that attunes to one of Malaxxix's cursed items becomes afflicted with the curse of Malaxxix. The curse enables Malaxxix to interact with the cursed creature in special ways:",{"type":"entries","name":"Scrying","entries":["Malaxxix can cast the Scrying spell on the cursed creature without material components or a spell slot. Malaxxix doesn't need to be on the same plane of existence as the creature to use this ability, and the creature automatically fails the saving throw against the spell.",{"type":"entries","name":"Teleport","entries":["As an action, Malaxxix can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 60 feet of the cursed creature, regardless of the creature's location in the multiverse.","The curse of Malaxxix lasts until ended with a Remove Curse spell, a Greater Restoration spell, or similar magic."]}]}]}]},{"type":"section","entries":[{"type":"entries","name":"Malaxxix's Lair","entries":["The Unborn Palanquin—a monstrous, centipedal vehicle—serves as both Malaxxix's primary conveyance and the Fiend's lair.","Malaxxix can take lair actions (see below) while astride the palanquin. When encountered on the palanquin, Malaxxix's challenge rating is 19 (22,000 XP).",{"type":"entries","name":"The Unborn Palanquin","entries":["The {@object Unborn Palanquin|BMT} is a wormlike leviathan of screeching gears made up of hundreds of tireless mezzoloths. It is a unique vehicle and Gargantuan object.","Only Malaxxix can pilot this vehicle. If Malaxxix is slain, the palanquin crumbles in seconds."]},{"type":"quote","entries":["Too many legs. Too loud. Makes my mind feel like it's melting."],"by":"Asteria"}]}]}],"gallery":[{"path":"bestiary/BMT/Malaxxix.webp","credit":"Katerina Ladon"}]},{"id":"male-steeder","name":"Male Steeder","source":"MPMM","page":231,"srd":false,"image":"bestiary/tokens/MPMM/Male Steeder.webp","token":"bestiary/tokens/MPMM/Male Steeder.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"13 (2d8 + 4)","speed":"30 ft., climb 30 ft.","str":15,"dex":12,"con":14,"int":2,"wis":10,"cha":3,"saves":"","skills":"Stealth +5, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Extraordinary Leap","entries":["The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet."]},{"name":"Spider Climb","entries":["The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 4 ({@damage 1d8}) poison damage."]},{"name":"Sticky Leg","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one Small or Tiny creature. {@h}The target is stuck to the steeder's leg and {@condition grappled} (escape {@dc 12}). The steeder can have only one creature {@condition grappled} at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Steeders","entries":[{"type":"quote","entries":["Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin."],"by":"Mordenkainen"},"Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals.","Steeders attempt to tear apart perceived threats—and consider even other steeders enemies. When they're put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other.","Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.","Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey."]}],"otherVersions":[{"id":"male-steeder-mtf","source":"MTF"},{"id":"male-steeder-oota","source":"OotA"}]},{"id":"male-steeder-mtf","name":"Male Steeder","source":"MTF","page":238,"srd":false,"image":"bestiary/MTF/Steeder.webp","token":"bestiary/tokens/MTF/Male Steeder.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"13 (2d8 + 4)","speed":"30 ft., climb 30 ft.","str":15,"dex":12,"con":14,"int":2,"wis":10,"cha":3,"saves":"","skills":"Stealth +5, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Spider Climb","entries":["The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Extraordinary Leap","entries":["The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 4 ({@damage 1d8}) poison damage."]},{"name":"Sticky Leg","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one Small or Tiny creature. {@h}The target is stuck to the steeder's leg and is {@condition grappled} until it escapes (escape {@dc 12}). The steeder can have only one creature {@condition grappled} at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Steeders","entries":[{"type":"quote","entries":["Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin."],"by":"Mordenkainen"},"Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Female Dominance","type":"entries","entries":["Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle."]},{"name":"Lone Predators","type":"entries","entries":["Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they're put to work to keep them from attacking each other."]},{"name":"Low Cunning","type":"entries","entries":["Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast's predatory instincts."]},{"name":"Deadly Hunters","type":"entries","entries":["Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Steeder.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"male-steeder","source":"MPMM"},{"id":"male-steeder-oota","source":"OotA"}]},{"id":"male-steeder-oota","name":"Male Steeder","source":"OotA","page":231,"srd":false,"image":"bestiary/tokens/OotA/Male Steeder.webp","token":"bestiary/tokens/OotA/Male Steeder.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"13 (2d8 + 4)","speed":"30 ft., climb 30 ft.","str":15,"dex":12,"con":14,"int":2,"wis":10,"cha":3,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Leap","entries":["The steeder can expend all its movement on its turn to jump up to 60 feet vertically or horizontally, provided that its speed is at least 30 feet."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 2}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 4 ({@damage 1d8}) acid damage on a failed save, or half as much damage on a successful one."]},{"name":"Sticky Leg (Recharges when the Steeder Has No Creatures Grappled)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one Small or Tiny creature. {@h}The target is stuck to the steeder's leg and {@condition grappled} until it escapes (escape {@dc 12})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Duergar breed and train these giant Underdark-dwelling tarantulas. Male steeders are as big as ponies and used by the duergar as beasts of burden. The larger females are trained and used as mounts.","Steeders don't spin webs, but they exude a sticky substance from their legs that lets them walk on walls and ceilings without trouble, as well as snare prey."],"hidden":true,"otherVersions":[{"id":"male-steeder","source":"MPMM"},{"id":"male-steeder-mtf","source":"MTF"}]},{"id":"malformed-kraken","name":"Malformed Kraken","source":"TftYP","page":239,"srd":false,"image":"bestiary/tokens/TftYP/Malformed Kraken.webp","token":"bestiary/tokens/TftYP/Malformed Kraken.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"172 (15d12 + 75)","speed":"20 ft., swim 40 ft.","str":25,"dex":11,"con":20,"int":11,"wis":15,"cha":15,"saves":"Str +11, Con +9, Int +4, Wis +6, Cha +6","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning","conditionImmunities":"frightened; paralyzed","senses":"truesight 60 ft., Passive Perception 12","languages":"understands Common but can't speak, telepathy 60 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The kraken can breathe air and water."]},{"name":"Siege Monster","entries":["The kraken deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 11} to hit, reach 20 ft., one target. {@h}14 ({@damage 2d6 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}. The kraken has ten tentacles, each of which can grapple one target."]},{"name":"Fling","entries":["One Medium or smaller object held or creature {@condition grappled} by the kraken's tentacles is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 16} Dexterity saving throw or take the same damage and be knocked {@condition prone}."]},{"name":"Lightning Storm","entries":["The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a {@dc 16} Dexterity saving throw, taking 16 ({@damage 3d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Doomvault (Dead in Thay) contains a number of denizens that don't have all the traits or abilities of normal creatures of their kind. By far the most powerful of these \"inferior\" creatures is a malformed kraken that is kept in a saltwater pool and is not as large or as durable as a true kraken"]}]}]}]},{"id":"malinia","name":"Malinia","source":"PaBTSO","page":115,"srd":false,"image":"bestiary/PaBTSO/Malinia.webp","token":"bestiary/tokens/PaBTSO/Malinia.webp","size":"Medium","creatureType":"Aberration","alignment":"Any Alignment","ac":"14","initiative":"+4 (14)","hp":"65 (10d8 + 20)","speed":"30 ft., fly 30 ft.","str":12,"dex":18,"con":14,"int":11,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 13","languages":"Common, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, Malinia has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Malinia makes two Unarmed Strike or Nightmare Blast attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Nightmare Blast","entries":["{@atk rw} {@hit 6} to hit, range 60 ft., one creature. {@h}7 ({@damage 2d6}) psychic damage, and the target must succeed on a {@dc 12} Wisdom saving throw or have the {@condition frightened} condition until the start of Malinia's next turn."]}],"bonusActions":[],"reactions":[{"name":"Defensive Flight","entries":["Immediately after taking damage, Malinia flies up to its speed. This movement doesn't provoke opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Malinia.webp"}]},{"id":"malivar","name":"Malivar","source":"AitFR-ISF","page":12,"srd":false,"image":"bestiary/tokens/AitFR-ISF/Malivar.webp","token":"bestiary/tokens/AitFR-ISF/Malivar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":17,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Ignan, Infernal","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Benign Transportation (Recharges after Malivar Casts a Conjuration Spell of 1st Level or Higher)","entries":["As a bonus action, Malivar teleports up to 30 feet to an unoccupied space that he can see.","If he instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places."]}],"spellcasting":[{"name":"Spellcasting","entries":["Malivar is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell mage hand}, {@spell poison spray}, {@spell prestidigitation}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell unseen servant}*","Level 2 (3 slots): {@spell cloud of daggers}*, {@spell misty step}*, {@spell web}*","Level 3 (3 slots): {@spell fireball}, {@spell thunder step|XGE}*","Level 4 (3 slots): {@spell Evard's black tentacles}*, {@spell stoneskin}","Level 5 (2 slots): {@spell cone of cold}*, {@spell conjure elemental}*","*Conjuration spell of 1st level or higher"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Malivar Kresk is a Red Wizard of Thay, a conjurer, and recent apprentice to the treacherous Red Wizard named Morwena. Young, pale white, plain, and slender, Malivar usually hates his own appearance but hopes his red robes and smooth scalp give him a \"lean and mean\" look.","Now alone on his mission, Malivar doesn't hesitate to use or abuse the trust of others if it means he can get revenge, return to Thay alive, and report on Morwena's betrayal."]},{"id":"mammon","name":"Mammon","source":"CoA","page":230,"srd":false,"image":"bestiary/CoA/Mammon.webp","token":"bestiary/tokens/CoA/Mammon.webp","size":"Huge","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"464 (32d12 + 256)","speed":"40 ft.","str":28,"dex":17,"con":26,"int":22,"wis":25,"cha":25,"saves":"Dex +11, Con +16, Wis +15, Cha +15","skills":"Arcana +14, Deception +15, Insight +15, Intimidation +23, Investigation +14, Persuasion +23","vulnerabilities":"","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., truesight 120 ft., Passive Perception 17","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Mammon's darkvision."]},{"name":"Fiendish Regeneration","entries":["Mammon regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Mammon only dies if he starts his turn with 0 hit points and is unable to regenerate."]},{"name":"Legendary Resistance (3/Day)","entries":["If Mammon fails a saving throw, he can choose to succeed instead"]},{"name":"Magic Resistance","entries":["Mammon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Mammon uses Fearful Gaze, then makes four attacks using Tail Swipe, Constrict, or a combination of the two."]},{"name":"Tail Swipe","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}31 ({@damage 4d10 + 9}) bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 21}). While {@condition grappled}, the creature also has the {@condition restrained} condition, and Mammon can't make Tail Swipe attacks."]},{"name":"Fearful Gaze","entries":["Mammon focuses his gaze in a 90-foot cone in front of him. Each creature of his choice within the cone must make a {@dc 23} Wisdom saving throw, taking 19 ({@damage 3d12}) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save have the {@condition frightened} condition until the end of their next turn."]},{"name":"Constrict","entries":["Mammon tightens his grip around a creature he has {@condition grappled}. The target takes 35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Golden Gaze {@recharge}","entries":["Mammon attempts to turn one creature he can see within 60 feet of him into solid gold. The target must make a {@dc 23} Constitution saving throw. On a failed save, the target's flesh begins to harden, and it has the {@condition restrained} condition. A {@condition restrained} creature must repeat the saving throw at the end of each turn. If it successfully saves three times, the effect ends. If it fails three times, it turns to gold and now has the {@condition petrified} condition. Successes and failures don't need to be consecutive."]}],"bonusActions":[],"reactions":[{"name":"Pain Tax","entries":["As a reaction to taking damage, Mammon causes the attacker's valuables to glow red hot. This deals 3 ({@damage 1d6}) fire damage to the attacker for every 100 gold (or equivalent in gems, jewelry, and other coinage) that it currently carries."]}],"legendaryActions":[{"name":"Change Form","entries":["Mammon changes his form into that of a pit fiend, maintaining his statistics but losing his actions. He gains the actions and mobility of a pit fiend, including its weapon, and maintains his legendary actions and lair actions. Mammon's serpentine abilities can still recharge while he is in pit fiend form. If Mammon is already a pit fiend, this action changes him back into his serpentine form."]},{"name":"Golden Touch (Costs 2 Actions)","entries":["Mammon recharges Golden Gaze."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Mammon summons an allied {@creature horned devil} in an unoccupied space that he can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Mammon can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Greedy","entries":["A creature of Mammon's choice automatically fails their next saving throw."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Mammon's lair is corrupted by his presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Rotting Vegetation","entries":["Within 3 miles of the lair, the plant life is even more sickly and decayed, and the water is polluted and toxic. A creature that isn't a Fiend that eats or drinks from these sources must succeed on a {@dc 19} Constitution saving throw or die."]}]},"If Mammon dies, the effects fade over the course of {@dice 1d10} days."],"lore":["Perhaps the richest being in all the realms, there is nothing that Mammon loves more than wealth. Where other devils obsess over souls and power, Mammon is perfectly content to continually increase his material possessions. Interestingly, he is one of the only archdevils willing to make deals with mortals over strictly monetary terms. Whether he maintains his end of the deal, however, is a completely different story. Anyone that interacts with Mammon immediately recognizes his two-faced approach—the devil will say or do anything, if he thinks it will benefit him in the end.","Aside from hunting for coin, Mammon also enjoys hunting for sport. If anger strikes him (and it does so often), he will frequently summon up a steed and hounds to partake in a trophy hunt.","Anything he has designated as prey rarely escapes his fervor, though he quickly grows bored once his quarry is caught.","Scheming and betrayal are like breathing for Mammon, and conversely so is bootlicking. Some argue that his punishment after the Reckoning was severely reduced due to his shameless groveling before Asmodeus. In fact, he was the first of all archdevils to surrender during the coup, even selling out some of his co-conspirators.","Despite all his faults, one thing Mammon has mastered is the soul trade. Even Asmodeus recognizes that no archdevil can manage and distribute souls as well as Mammon. Perhaps his expertise comes from the massive profit that can be made from managing souls, or perhaps he wanted to find somewhere to belong—nobody knows for sure.",{"type":"entries","name":"Mammon's Lair","page":231,"entries":["Mammon's lair is in a tomb-like palace, within Minauros, and like most structures in the city is in a perpetual state of sinking into the swamp."]}],"gallery":[{"path":"bestiary/CoA/Mammon.webp","credit":"Aaron Sims"}]},{"id":"mammoth","name":"Mammoth","source":"XMM","page":365,"srd":true,"image":"bestiary/XMM/Animals Hills and Mountains.webp","token":"bestiary/tokens/XMM/Mammoth.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"50 ft.","str":24,"dex":9,"con":21,"int":3,"wis":11,"cha":6,"saves":"Str +10, Con +8","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Arctic","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mammoth makes two Gore attacks."]},{"name":"Gore","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}18 ({@damage 2d10 + 7}) Piercing damage. If the target is a Huge or smaller creature and the mammoth moved 20+ feet straight toward it immediately before the hit, the target has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Trample","entries":["{@actSave dex} {@dc 18}, one creature within 5 feet that has the {@condition Prone|XPHB} condition. {@actSaveFail} 29 ({@damage 4d10 + 7}) Bludgeoning damage. {@actSaveSuccess} Half damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"mammoth-mm","source":"MM"}]},{"id":"mammoth-mm","name":"Mammoth","source":"MM","page":332,"srd":false,"image":"bestiary/tokens/MM/Mammoth.webp","token":"bestiary/tokens/MM/Mammoth.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":24,"dex":9,"con":21,"int":3,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Arctic","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the mammoth can make one stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one {@condition prone} creature. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical."]}]}],"hidden":true,"otherVersions":[{"id":"mammoth","source":"XMM"}]},{"id":"manafret-cherryport","name":"Manafret Cherryport","source":"WDH","page":149,"srd":false,"image":"bestiary/tokens/WDH/Manafret Cherryport.webp","token":"bestiary/tokens/WDH/Manafret Cherryport.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"31 (9d6)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Halfling","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Special Equipment","entries":["Manafret wears a {@item teleporter ring|WDH}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Manafret is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["One of Manshoon's lieutenants"]}]}]}]},{"id":"manes","name":"Manes","source":"XMM","page":201,"srd":false,"image":"bestiary/XMM/Manes.webp","token":"bestiary/tokens/XMM/Manes.webp","size":"Small","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"9","initiative":"-1 (9)","hp":"9 (2d6 + 2)","speed":"20 ft.","str":10,"dex":9,"con":13,"int":3,"wis":8,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Planar, Abyss","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}5 ({@damage 2d4}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Manes lash out at creatures that appear weaker than themselves—or that react to them with fear—and strive to avoid more powerful demons. When manes escape from the Abyss, they go on reckless rampages and inflict as much harm as possible."]},{"type":"section","name":"Manes","entries":["{@i Demons of Panic and Frenzy}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The lowest form of demons, manes appear when truly loathsome souls are condemned to the Abyss. These misshapen demons have distorted features and bodies that crawl with Abyssal parasites. Overwhelmed by demonic urges and constant terror, manes know only shock and frenzied outbursts."]}],"gallery":[{"path":"bestiary/XMM/Manes.webp","credit":"Taras Susak"}],"otherVersions":[{"id":"manes-mm","source":"MM"}]},{"id":"manes-mm","name":"Manes","source":"MM","page":60,"srd":false,"image":"bestiary/MM/Manes.webp","token":"bestiary/tokens/MM/Manes.webp","size":"Small","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"9","initiative":"-1 (9)","hp":"9 (2d6 + 2)","speed":"20 ft.","str":10,"dex":9,"con":13,"int":3,"wis":8,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Souls of evil creatures that descend to the Lower Planes are transformed into manes-the lowest form of demonkind. These wretched fiends attack any non-demon they see, and they are called to the Material Plane by those seeking to sow death and chaos.","Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. Other demon lords feed on manes, destroying them utterly. Otherwise, killing a manes causes it to dissipate into a cloud of reeking vapor that reforms into another manes after one day."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Have no pity for this damnable wretch. Bloody thing could grow up to be a demon lord one day."],"by":"Emirikol the Chaotic"}]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Manes.webp"}],"hidden":true,"otherVersions":[{"id":"manes","source":"XMM"}]},{"id":"manes-vaporspawn","name":"Manes Vaporspawn","source":"XMM","page":201,"srd":false,"image":"bestiary/XMM/Manes.webp","token":"bestiary/tokens/XMM/Manes Vaporspawn.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"19 (3d8 + 6)","speed":"30 ft.","str":14,"dex":12,"con":15,"int":5,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; poisoned; restrained","senses":"Darkvision 60 ft., Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Planar, Abyss","treasure":"","traits":[{"name":"Contortionist","entries":["The manes can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Sickening Vapors","entries":["{@actSave con} {@dc 12}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the manes at the end of the manes's turn. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn. {@actSaveSuccess} The target is immune to this manes's Sickening Vapors for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage plus 5 ({@damage 2d4}) Necrotic damage."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, the manes takes the {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Vaporspawn arise from evil souls shattered by unspeakable torments or the depredations of more powerful demons. These distorted manes undergo endless, painful contortions, and they share their torment with whatever creatures they encounter."]},{"type":"section","name":"Manes","entries":["{@i Demons of Panic and Frenzy}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The lowest form of demons, manes appear when truly loathsome souls are condemned to the Abyss. These misshapen demons have distorted features and bodies that crawl with Abyssal parasites. Overwhelmed by demonic urges and constant terror, manes know only shock and frenzied outbursts."]}],"gallery":[{"path":"bestiary/XMM/Manes.webp","credit":"Taras Susak"}]},{"id":"manshoon","name":"Manshoon","source":"FRAiF","page":265,"srd":false,"image":"bestiary/FRAiF/Manshoon.webp","token":"bestiary/tokens/FRAiF/Manshoon.webp","size":"Medium","creatureType":"Humanoid (Human, Wizard)","alignment":"Lawful Evil","ac":"15","initiative":"+7 (17)","hp":"214 (33d8 + 66)","speed":"30 ft.","str":10,"dex":14,"con":14,"int":23,"wis":15,"cha":16,"saves":"Int +11, Wis +7","skills":"Arcana +11, History +11, Insight +7","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Common, Draconic, Infernal, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Manshoon has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Manshoon casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 19}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Light|XPHB}, {@spell Lightning Bolt|XPHB} (level 4 version), {@spell Mage Armor|XPHB} (included in AC), {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","2/day each: {@spell Scrying|XPHB}, {@spell Sending|XPHB}, {@spell Wall of Force|XPHB}","1/day each: {@spell Befuddlement|XPHB}, {@spell Clone|XPHB}, {@spell Finger of Death|XPHB}, {@spell Mind Blank|XPHB} (cast before combat), {@spell Simulacrum|XPHB}"]},{"name":"Misty Step","entries":["Manshoon casts {@spell Misty Step|XPHB}, using the same spellcasting ability as Spellcasting.","At will: {@spell Misty Step|XPHB}"]},{"name":"Protective Magic","entries":["Manshoon casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","At will: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Manshoon makes three Arcane Burst attacks. He can replace two attacks with a use of Spellcasting."]},{"name":"Arcane Burst","entries":["{@atkr m,r} {@hit 11}, reach 5 ft., or range 120 ft. {@h}32 ({@damage 4d12 + 6}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Manshoon","entries":["{@i Evil Wizard of Duplicity and Duplication}","Manshoon is an evil, arrogant wizard who was an instrumental founder of the Zhentarim centuries ago. That Manshoon is dead, and the current Manshoon is one of the original's many clones. Being a magical copy rather than an original doesn't make Manshoon any less of a threat, as he's amassed magical skill and political influence he uses for his own gain. Manshoon considers the Zhentarim to be only one tool to amass personal power, and he casually sacrifices minions once they've outlived their usefulness. Manshoon doesn't care who suffers so long he's able to crush his many enemies and force his subjects into paranoid and eager obedience."]},{"type":"section","entries":[{"type":"entries","name":"History","entries":["The original Manshoon was the undisputed lord of Zhentil Keep, where he honed the organization to suit his sinister will. He encouraged members to report on each other, punished discontent, and hoarded magical knowledge and personal secrets. The Zhentarim wouldn't have become the organization it is today—one where treachery and subterfuge are the order of the day—without Manshoon's formative influence.","Manshoon made many enemies and sought to preserve his power by crafting several clones. A magical accident decades ago caused all his clones to activate at once and fight against one another in a devastating conflict called the Manshoon Wars. The original Manshoon and all but three of his clones were killed, and today only a single Manshoon is believed to be active in Faerûn. Manshoon subtly cultivates this belief to keep his true forces hidden.","Manshoon seems to be a young man, but he is significantly older than he appears, and his mind harbors the skills and knowledge of an even older version of himself. One of Manshoon's enemies, Halaster Blackcloak, removed Manshoon's left arm at the elbow. Manshoon now uses a mechanical prosthetic arm."]},{"type":"entries","name":"Personality","entries":["The Manshoon of today retains all his progenitor's arrogance and duplicity. Manshoon keeps several other clones at hand to activate if necessary. He also employs the Simulacrum spell to duplicate himself, his allies, and even his rivals. Manshoon knows that keeping people guessing about hidden identities makes them easier to manipulate.","Manshoon usually wears a mask and concealing robes when meeting with others, even with loyal lieutenants and the Zhentarim's inner circle. Even his allies aren't sure when they're meeting with the actual Manshoon, a clone, or someone else in disguise, which is just as Manshoon prefers.","Manshoon seeks power and is checked only by the many enemies who want to see him dead. He recently failed to seize control of Waterdeep in a clandestine coup. It's widely believed he's turned his attentions elsewhere, but another Manshoon clone lurks in that city, manipulating the Zhentarim behind the scenes to amass sufficient power to assault Undermountain and face his old enemy, Halaster."]}]}],"gallery":[{"path":"bestiary/FRAiF/Manshoon.webp"}],"otherVersions":[{"id":"manshoon-wdh","source":"WDH"}]},{"id":"manshoon-wdh","name":"Manshoon","source":"WDH","page":209,"srd":false,"image":"bestiary/WDH/Manshoon.webp","token":"bestiary/tokens/WDH/Manshoon.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"126 (23d8 + 23)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":23,"wis":15,"cha":16,"saves":"Str +2, Dex +4, Con +3, Int +13, Wis +9, Cha +5","skills":"Arcana +11, History +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Draconic, Goblin, Infernal, Orc, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Manshoon wears a black {@item robe of the archmagi} and wields a {@item staff of power} (both accounted for in his statistics). Roll {@dice 2d10} to determine how many charges the staff has remaining."]},{"name":"Magic Resistance","entries":["While wearing his robe of the archmagi, Manshoon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Manshoon is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 21}, {@hit 15} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell lightning bolt}, {@spell sending}","Level 4 (3 slots): {@spell fire shield}, {@spell greater invisibility}, {@spell polymorph}","Level 5 (3 slots): {@spell Bigby's hand}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell flesh to stone}, {@spell globe of invulnerability}","Level 7 (1 slots): {@spell finger of death}, {@spell simulacrum}","Level 8 (1 slots): {@spell feeblemind}, {@spell mind blank}","Level 9 (1 slots): {@spell imprisonment}, {@spell power word kill}"]}],"actions":[{"name":"Metal Fist","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]},{"name":"Staff of Power","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage when used with two hands. Manshoon can expend 1 of the staff's charges to deal an extra 3 ({@damage 1d6}) force damage on a hit."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Referred to in this adventure simply as \"Manshoon,\" this clone of the ancient archwizard infiltrated Waterdeep years ago and has been hiding out in Kolat Towers ever since, in the city's Southern Ward.","The original Manshoon was one of the founders of the Zhentarim. Evil to the core, he made enemies all across Faerûn, including other powerful spellcasters such as Khelben Arunsun and Elminster. Fearing that he might be destroyed by his foes, Manshoon magically crafted several clones-but a mishap caused all of them to be awakened at once, whereupon they tried to destroy one another in a series of conflicts that came to be known as the Manshoon Wars.","Now the original Manshoon is dead, and it's widely believed that all his clones were destroyed as well. In fact, at least three are still alive. The one presently in Waterdeep escaped death by hiding out in Undermountain, where he eventually ran afoul of Halaster Blackcloak. After a brief spell duel, Halaster captured Manshoon and amputated his left arm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to magically regenerate his severed limb failed, forcing him to craft an artificial arm and hand for himself.","Manshoon took control of Kolat Towers, a crumbling residence in the Southern Ward that was abandoned years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle when he must do so, and thus is never seen entering or leaving.","Manshoon aims to rule Waterdeep and replace the City Watch with Black Network mercenaries that are loyal to him alone. By bribing and blackmailing the Masked Lords, he hopes to oust Laeral Silverhand as Open Lord and take her place, kill the Blackstaff, reduce the Masked Lords to mere vassals, and declare himself the Wizard-King of Waterdeep. Once the city is firmly in his clutches, Manshoon will then turn his attention toward Undermountain, destroy Halaster once and for all, and claim the dungeon's riches."]},{"type":"entries","name":"Manshoon Simulacrum","entries":["Manshoon uses the {@spell simulacrum} spell to create a magical duplicate of himself as needed. He has customized the spell to increase his simulacrum's hit points at the expense of its spellcasting ability.","Manshoon can have only one simulacrum at any given time, and he uses it as a subordinate to command his Zhentarim minions in the field. If his simulacrum is destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon, with these changes:",{"type":"list","items":["The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance trait and the Staff of Power action option.","It loses all spell slots of 6th level and higher.","It has a challenge rating of 8 (3,900 XP)."]}]}]}]}],"gallery":[{"path":"bestiary/WDH/Manshoon.webp"}],"hidden":true,"otherVersions":[{"id":"manshoon","source":"FRAiF"}]},{"id":"manshoon-simulacrum","name":"Manshoon Simulacrum","source":"WDH","page":208,"srd":false,"image":"bestiary/WDH/Manshoon Simulacrum.webp","token":"bestiary/tokens/WDH/Manshoon Simulacrum.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"126 (23d8 + 23)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":23,"wis":15,"cha":16,"saves":"Int +11, Wis +7","skills":"Arcana +12, History +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Draconic, Goblin, Infernal, Orc, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Manshoon is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 19}, {@hit 11} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell lightning bolt}, {@spell sending}","Level 4 (3 slots): {@spell fire shield}, {@spell greater invisibility}, {@spell polymorph}","Level 5 (3 slots): {@spell Bigby's hand}, {@spell scrying}, {@spell wall of force}"]}],"actions":[{"name":"Metal Fist","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Manshoon uses the {@spell simulacrum} spell to create a magical duplicate of himself as needed. He has customized the spell to increase his simulacrum's hit points at the expense of its spellcasting ability.","Manshoon can have only one simulacrum at any given time, and he uses it as a subordinate to command his Zhentarim minions in the field. If his simulacrum is destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon, with these changes:",{"type":"list","items":["The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance trait and the Staff of Power action option.","It loses all spell slots of 6th level and higher.","It has a challenge rating of 8 (3,900 XP)."]}]}]}]}],"gallery":[{"path":"bestiary/WDH/Manshoon Simulacrum.webp"}]},{"id":"manticore","name":"Manticore","source":"XMM","page":202,"srd":true,"image":"bestiary/XMM/Manticore.webp","token":"bestiary/tokens/XMM/Manticore.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"68 (8d10 + 24)","speed":"30 ft., fly 50 ft.","str":17,"dex":16,"con":17,"int":7,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic, Coastal, Grassland, Hill, Mountain","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The manticore makes three attacks, using Rend or Tail Spike in any combination."]},{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage."]},{"name":"Tail Spike","entries":["{@atkr r} {@hit 5}, range 100/200 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Manticore","entries":["{@i Winged, Leonine People-Eater}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Coastal|bestiary|environment=coastal}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"With lion-like claws, leathery wings, and broad jaws filled with rows of sharp teeth, manticores ambush travelers from above and devour them. Manticores crave the taste of humans, but lacking their favored prey, they eagerly consume other peoples and livestock.","Manticores have tails bristling with detachable spikes. These monsters launch their tail spikes at their prey, skewering those on the ground or knocking flying creatures from the air.","Despite their ravenous tendencies, manticores enjoy speaking with those they're about to devour. Sometimes they make agreements with their prey. Roll on or choose a result from the Manticore Negotiations table to inspire what a manticore might offer in exchange for a more tempting meal.",{"type":"table","caption":"Manticore Negotiations","colLabels":["1d8","The Manticore Agrees To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Attack a particular foe."],["2","Create a distraction."],["3","Give up a captive or corpse."],["4","Let a group navigate its territory unharmed."],["5","Let someone pretend to slay it in battle."],["6","Scare or threaten someone."],["7","Serve a creature as a steed until the sun sets."],["8","Try to locate something from its vantage point in the sky."]]}]}],"gallery":[{"path":"bestiary/XMM/Manticore.webp","credit":"Domenico Cava"}],"otherVersions":[{"id":"manticore-mm","source":"MM"}]},{"id":"manticore-mm","name":"Manticore","source":"MM","page":213,"srd":false,"image":"bestiary/MM/Manticore.webp","token":"bestiary/tokens/MM/Manticore.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"68 (8d10 + 24)","speed":"30 ft., fly 50 ft.","str":17,"dex":16,"con":17,"int":7,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal, Arctic","treasure":"","traits":[{"name":"Tail Spike Regrowth","entries":["The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Tail Spike","entries":["{@atk rw} {@hit 5} to hit, range 100/200 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature's back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range.",{"name":"Evil Predators","type":"entries","entries":["Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted.","A manticore isn't particularly bright, but it possesses a malevolent nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature's life, it does so, asking for a tribute or sacrifice equal to its loss of food."]},{"name":"Monstrous Relationships","type":"entries","entries":["Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamia's lair.","The manticores' greatest territorial rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear dragons and avoid them."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Manticores love the taste of human flesh. That's why, on trips through the mountains, I always travel with human guards."],"by":"Marthok Uldarr, dwarf copper merchant"}]}]}],"gallery":[{"path":"bestiary/MM/Manticore.webp","credit":"Zack Stella"}],"hidden":true,"otherVersions":[{"id":"manticore","source":"XMM"}]},{"id":"manticore-heart-piercer","name":"Manticore, Heart-Piercer","source":"PSA","page":36,"srd":false,"image":"bestiary/PSA/Manticore, Heart-Piercer.webp","token":"bestiary/tokens/PSA/Manticore, Heart-Piercer.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"136 (16d10 + 48)","speed":"50 ft.","str":19,"dex":14,"con":16,"int":5,"wis":12,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The manticore makes two attacks, one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Stinger","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. The target must make a {@dc 14} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Manticores are catlike creatures with feline bodies, tails like those of {@creature scorpion||scorpions}, and chitinous plates on their lower legs and feet. The venom of their tail stingers is the most virulent poison known on Amonkhet, and they can sting with lightning speed even while tearing at a foe with claws and teeth. Their deadliness makes them prized for use in the Trial of Zeal, where they grant glorified deaths to many initiates."]},{"type":"entries","entries":[{"type":"entries","name":"The Desert Lands","entries":["The desolate wilderness beyond the protection of the Hekma is largely uncharted. Immediately beyond the protective veil is a chaotic dune sea called Shefet, the Scouring Sands. The desert wears away at the edges of the fertile lands surrounding Naktamun, serving as a constant reminder that only the bounty and protection of the God-Pharaoh stand between the people of the city-state and a grisly death in the sands beyond. Beyond Shefet are parched, cracked expanses called Ramunap, the Broken Lands. The ruins of ancient civilizations are said to lie in the Broken Lands, though no one has ever explored such ruins and returned to Naktamun to tell of them."]}]}],"gallery":[{"path":"bestiary/PSA/Manticore, Heart-Piercer.webp","title":"Heart-Piercer Manticore","credit":"Scott Murphy"}]},{"id":"mantrap","name":"Mantrap","source":"ToA","page":227,"srd":false,"image":"bestiary/tokens/ToA/Mantrap.webp","token":"bestiary/tokens/ToA/Mantrap.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"45 (7d10 + 7)","speed":"5 ft.","str":15,"dex":14,"con":12,"int":1,"wis":10,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; exhaustion; prone","senses":"tremorsense 30 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Attractive Pollen (1/Day)","entries":["When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a {@dc 11} Wisdom saving throw or be forced to use all its movement on its turns to get as close to the the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"False Appearance","entries":["While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant."]}],"spellcasting":[],"actions":[{"name":"Engulf","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one Medium or smaller creature. {@h}The target is trapped inside the mantrap's leafy jaws. While trapped in this way, the target is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} from an attacks and other effects outside the mantrap, and takes 14 ({@damage 4d6}) acid damage at the start of each of the target's turns. If the mantrap dies, the creature inside it is no longer {@condition restrained} by it. A mantrap can engulf only one creature at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A mantrap is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey."]}]}]},{"id":"marfulb","name":"Marfulb","source":"RoT","page":35,"srd":false,"image":"bestiary/tokens/RoT/Marfulb.webp","token":"bestiary/tokens/RoT/Marfulb.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"12","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft., swim 30 ft.","str":13,"dex":10,"con":14,"int":13,"wis":10,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Ice Toad","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The toad can breathe air or water."]},{"name":"Cold Aura","entries":["Any creature that starts its turn within 5 feet of the toad takes 3 ({@damage 1d6}) cold damage."]},{"name":"Standing Leap","entries":["The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) cold damage. If the target is a Medium or smaller creature it is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the toad can't bite another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"marid","name":"Marid","source":"XMM","page":203,"srd":false,"image":"bestiary/XMM/Marid.webp","token":"bestiary/tokens/XMM/Marid.webp","size":"Large","creatureType":"Elemental (Genie)","alignment":"Chaotic Neutral","ac":"17","initiative":"+5 (15)","hp":"229 (17d10 + 136)","speed":"30 ft., fly 60 ft., swim 90 ft.","str":22,"dex":12,"con":26,"int":18,"wis":17,"cha":18,"saves":"Dex +5, Cha +8","skills":"","vulnerabilities":"","resistances":"acid; cold; lightning","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 13","languages":"Primordial (Aquan)","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Coastal, Planar, Water, Underwater","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The marid can breathe air and water."]},{"name":"Elemental Restoration","entries":["If the marid dies outside the Elemental Plane of Water, its body dissolves into brine, and it gains a new body in {@dice 1d4} days, reviving with all its {@variantrule Hit Points|XPHB} somewhere on the Plane of Water."]},{"name":"Wishes","entries":["The marid has a 30 percent chance of knowing the {@spell Wish|XPHB} spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish in a way the marid can understand. If the marid casts the spell for the creature, the marid suffers none of the spell's stress. Once the marid has cast it three times, the marid can't do so again for 365 days."]}],"spellcasting":[{"name":"Spellcasting","entries":["The marid casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Create or Destroy Water|XPHB}, {@spell Detect Evil and Good|XPHB}, {@spell Detect Magic|XPHB}, {@spell Purify Food and Drink|XPHB}","1/day each: {@spell Control Water|XPHB}, {@spell Gaseous Form|XPHB}, {@spell Invisibility|XPHB}, {@spell Plane Shift|XPHB}, {@spell Tongues|XPHB}"]},{"name":"Misty Veil {@recharge 5}","entries":["The marid casts {@spell Fog Cloud|XPHB}, using the same spellcasting ability as Spellcasting."]}],"actions":[{"name":"Multiattack","entries":["The marid makes three Aquatic Lash attacks."]},{"name":"Aquatic Lash","entries":["{@atkr m} {@hit 10}, reach 15 ft. {@h}15 ({@damage 2d8 + 6}) Slashing damage plus 9 ({@damage 2d8}) Cold damage."]},{"name":"Water Jet","entries":["{@actSave dex} {@dc 18}, each creature in a 60-foot-long, 10-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 31 ({@damage 9d6}) Cold damage. If the target is a Huge or smaller creature, it is pushed up to 20 feet straight away from the marid and has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Marid","entries":["{@i Genie of the Water}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Planar (Elemental Plane of Water)|bestiary|environment=planar, water}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Marids surge with the power of the seas, using it to manipulate the waves or create water. These genies typically dwell in or near bodies of water. While gentle marids make homes amid springs, oases, and serene pools, tempestuous marids inhabit sea stacks, whirlpools, and treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the seas to those who defend the marids' watery realms or who offer them pleasing gifts. Marids appreciate rare aquatic treasures, such as colorful pearls, shell instruments, or delicacies from distant seas.","Marids hail from the Elemental Plane of Water, where they live in wondrous homes drifting amid the endless ocean. Among these is the Citadel of Ten Thousand Pearls—a coral sphere studded with dozens of domed theaters and libraries—and the air-filled, cosmopolitan City of Glass."]}],"gallery":[{"path":"bestiary/XMM/Marid.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"marid-mm","source":"MM"}]},{"id":"marid-mm","name":"Marid","source":"MM","page":146,"srd":false,"image":"bestiary/MM/Marid.webp","token":"bestiary/tokens/MM/Marid.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"17","initiative":"+1 (11)","hp":"229 (17d10 + 136)","speed":"30 ft., fly 60 ft., swim 90 ft.","str":22,"dex":12,"con":26,"int":18,"wis":17,"cha":18,"saves":"Dex +5, Wis +7, Cha +8","skills":"","vulnerabilities":"","resistances":"acid; cold; lightning","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 13","languages":"Aquan","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The marid can breathe air and water."]},{"name":"Elemental Demise","entries":["If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The marid's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell create or destroy water}, {@spell detect evil and good}, {@spell detect magic}, {@spell fog cloud}, {@spell purify food and drink}","3/day each: {@spell tongues}, {@spell water breathing}, {@spell water walk}","1/day each: {@spell conjure elemental} ({@creature water elemental} only), {@spell control water}, {@spell gaseous form}, {@spell invisibility}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["The marid makes two trident attacks."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 10} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage, or 15 ({@damage 2d8 + 6}) piercing damage if used with two hands to make a melee attack."]},{"name":"Water Jet","entries":["The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw. On a failure, a target takes 21 ({@damage 6d6}) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked {@condition prone}. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the ground-hugging dao, and the fuming efreet. Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water.",{"name":"Water Lords","type":"entries","entries":["Water is a marid's native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes."]},{"name":"Marid Homes","type":"entries","entries":["Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where slaves and guests reside.","A marid doesn't expect much from its slaves, simply wanting to have them for the status of ownership. Marids go out of their way to obtain skilled slaves, and aren't above kidnapping mortal artists, entertainers, or storytellers for use in their courts."]},{"name":"Egotistical Hierarchs","type":"entries","entries":["All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids.","Marids treat all others-including other genies-as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate djinn, dislike dao, and despise efreet.","Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of dealing with marids, to which an obsequious mortal is a creature that knows its place."]},{"name":"Whimsical Storytellers","type":"entries","entries":["Marids are champion tale-tellers, whose favorite legends emphasize the prowess of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren't always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The marid poured out of the flask like water and said, 'Your wish is my command.' The halfling, overjoyed, wished for immortality, so the marid polymorphed him into a fish that flopped around humorously until, finally, it expired. It's a cautionary tale that has survived through the ages, so I suppose the halfling got his wish."],"by":"Kesto Brighteyes, Gnome Proprietor of the Parted Veil, a bookshop in Sigil"}]}]}],"gallery":[{"path":"bestiary/MM/Marid.webp"}],"hidden":true,"otherVersions":[{"id":"marid","source":"XMM"}]},{"id":"marilith","name":"Marilith","source":"XMM","page":204,"srd":true,"image":"bestiary/XMM/Marilith.webp","token":"bestiary/tokens/XMM/Marilith.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+10 (20)","hp":"220 (21d10 + 105)","speed":"40 ft., climb 40 ft.","str":18,"dex":20,"con":20,"int":18,"wis":16,"cha":20,"saves":"Str +9, Con +10, Wis +8, Cha +10","skills":"Perception +8","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Truesight 120 ft., Passive Perception 18","languages":"Abyssal; telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Planar, Abyss","treasure":"Armaments","traits":[{"name":"Demonic Restoration","entries":["If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]},{"name":"Magic Resistance","entries":["The marilith has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Reactive","entries":["The marilith can take one {@variantrule Reaction|XPHB} on every turn of combat."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The marilith makes six Pact Blade attacks and uses Constrict."]},{"name":"Pact Blade","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}10 ({@damage 1d10 + 5}) Slashing damage plus 7 ({@damage 2d6}) Necrotic damage."]},{"name":"Constrict","entries":["{@actSave str} {@dc 17}, one Medium or smaller creature the marilith can see within 5 feet. {@actSaveFail} 15 ({@damage 2d10 + 4}) Bludgeoning damage. The target has the {@condition Grappled|XPHB} condition (escape {@dc 14}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."]}],"bonusActions":[{"name":"Teleport {@recharge 5}","entries":["The marilith teleports up to 120 feet to an unoccupied space it can see."]}],"reactions":[{"name":"Parry","entries":["{@actTrigger} The marilith is hit by a melee attack roll while holding a weapon. {@actResponse} The marilith adds 5 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Marilith","entries":["{@i Demon of Cruelty and Viciousness}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Mariliths are six-armed, serpent-like demons that wield lethal, Abyss-forged blades. With these cursed weapons and experience from countless battles, they lead other demons to slaughter virtuous souls. They often command droves of weaker demons."]}],"gallery":[{"path":"bestiary/XMM/Marilith.webp","credit":"Justin Gerard"}],"otherVersions":[{"id":"marilith-mm","source":"MM"}]},{"id":"marilith-mm","name":"Marilith","source":"MM","page":61,"srd":false,"image":"bestiary/MM/Marilith.webp","token":"bestiary/tokens/MM/Marilith.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+5 (15)","hp":"189 (18d10 + 90)","speed":"40 ft.","str":18,"dex":20,"con":20,"int":18,"wis":16,"cha":20,"saves":"Str +9, Con +10, Wis +8, Cha +10","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 13","languages":"Abyssal, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The marilith has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The marilith's weapon attacks are magical."]},{"name":"Reactive","entries":["The marilith can take one reaction on every turn in combat."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The marilith can make seven attacks: six with its longswords and one with its tail."]},{"name":"Longsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets."]},{"name":"Teleport","entries":["The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle.","These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The temple was strewn with body parts. We concluded that the cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you."],"by":"Nelumé, a young half-elf wizard, chronicling her one and only visit to the Temple of Elemental Evil"}]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Marilith.webp"}],"hidden":true,"otherVersions":[{"id":"marilith","source":"XMM"}]},{"id":"marisa","name":"Marisa","source":"CRCotN","page":150,"srd":false,"image":"bestiary/CRCotN/075-06-004.three-ghosts.webp","token":"bestiary/tokens/CRCotN/Marisa.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Marisa can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Marisa can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Marisa enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of Marisa that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that Marisa can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Marisa ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/075-06-004.three-ghosts.webp","credit":"Maria Zolotukhina"}]},{"id":"markham-southwell","name":"Markham Southwell","source":"SKT","page":248,"srd":false,"image":"bestiary/SKT/Markham Southwell.webp","token":"bestiary/tokens/SKT/Markham Southwell.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":15,"dex":13,"con":14,"int":11,"wis":16,"cha":14,"saves":"","skills":"Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Roleplaying Information","entries":["Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words.","Ideal: \"All people deserve to be treated with dignity.\"","Bond: \"Duvessa is a natural leader, but she needs help. That's my job.\"","Flaw: \"I bury my emotions and have no interest in small talk.\""]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Markham makes two melee attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage. Markham carries twenty crossbow bolts."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words.","Ideal:\"All people deserve to be treated with dignity.\"","Bond:\"Duvessa is a natural leader, but she needs help. That's my job.\"","Flaw:\"I bury my emotions and have no interest in small talk.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Markham Southwell.webp"}]},{"id":"markos-delphi","name":"Markos Delphi","source":"KftGV","page":53,"srd":false,"image":"bestiary/KftGV/Markos Delphi.webp","token":"bestiary/tokens/KftGV/Markos Delphi.webp","size":"Medium","creatureType":"Humanoid (Human, Warlock)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":8,"dex":15,"con":12,"int":17,"wis":13,"cha":16,"saves":"Wis +3, Cha +5","skills":"Arcana +7, History +7, Perception +3","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Celestial, Common, Deep Speech","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Markos casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","1/day each: {@spell arms of Hadar}, {@spell charm person}, {@spell mage armor}"]}],"actions":[{"name":"Multiattack","entries":["Markos makes two Ceremonial Blade attacks, two Psychic Orb attacks, or one of each."]},{"name":"Ceremonial Blade","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 3 ({@damage 1d6}) poison damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Psychic Orb","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}10 ({@damage 2d6 + 3}) psychic damage."]}],"bonusActions":[{"name":"Swap Space","entries":["Markos targets one Medium or Small creature he can see within 30 feet of himself. The target must succeed on a {@dc 13} Constitution saving throw or it teleports, along with any equipment it is wearing or carrying, exchanging positions with Markos."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Markos Delphi grew up with an insatiable curiosity. Eventually, he had his fill of worldly knowledge and began delving into the arcane, eager to understand the secrets of the planes of existence. Raised in a family of scholars and academics, Markos wished to make a breakthrough discovery that would propel himself and his family to new heights.","This quest for understanding became Markos's obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally answered him: an entity that called itself Krokulmar. This entity made a pact with Markos, granting insight into the multiverse in exchange for influence on the Material Plane. Markos assumed Krokulmar's intentions were benign."]}],"gallery":[{"path":"bestiary/KftGV/Markos Delphi.webp","credit":"Olivier Bernard"}]},{"id":"marlos-urnrayle","name":"Marlos Urnrayle","source":"PotA","page":199,"srd":false,"image":"bestiary/PotA/Marlos Urnrayle.webp","token":"bestiary/tokens/PotA/Marlos Urnrayle.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":17,"dex":11,"con":18,"int":12,"wis":13,"cha":17,"saves":"","skills":"Arcana +4, Deception +6, Perception +4","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 14","languages":"Common, Terran","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Earthen Defeat","entries":["When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind."]},{"name":"Earth Passage","entries":["Marlos can move in {@quickref difficult terrain||3} composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were {@quickref difficult terrain||3}. If he ends his turn there, he is shunted into the nearest space he last occupied."]},{"name":"Legendary Resistance (2/Day)","entries":["If Marlos fails a saving throw, he can choose to succeed instead."]},{"name":"Petrifying Gaze","entries":["When a creature that can see Marlos's eyes starts its turn within 30 feet of him, Marlos can force it to make a {@dc 14} Constitution saving throw if Marlos isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.","If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Marlos makes three melee attacks, one with his snake hair and two with {@item Ironfang|PotA}."]},{"name":"Snake Hair","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Ironfang","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) thunder damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["If Marlos is in the earth node while {@creature Ogrémoch|PotA} isn't, the medusa can take lair actions. On initiative count 20 (losing initiative ties), Marlos uses a lair action to cast {@spell earthquake} without using components. As long as he maintains {@status concentration} on {@spell earthquake}, initiative count 20 is the start of Marlos's turn for the purpose of the spell. He can take no other lair actions while {@status concentration||concentrating} on {@spell earthquake}.","Marlos's second option for a lair action is to draw power from the earth node to heal. When he does so, he regains 30 ({@dice 6d8 + 3}) hit points."],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Marlos Urnrayle is the earth prophet of Elemental Evil and the leader of the Black Earth cult in the Sumber Hills. He is a medusa of unusual power who was once a vain and cruel human nobleman. Marlos delights in petrifying his foes, especially those of great physical beauty, and smashing the remains to rubble.","Marlos wields the magical war pick Ironfang, which he found in the Fane of the Eye after being drawn to the spot by a vision. Because of his medusa curse and his possession of the elemental weapon, the other Black Earth cultists believe that he stands high in Ogrémoch's favor and are fanatically loyal to him."]},{"type":"entries","name":"In the Earth Node","entries":["When the Temple of Black Earth is threatened, Marlos Urnrayle retreats to the Black Geode, the earth node. Within this node, Marlos gains one additional use of his Legendary Resistance trait."]}]}]}],"gallery":[{"path":"bestiary/PotA/Marlos Urnrayle.webp"}]},{"id":"marta-moonshadow","name":"Marta Moonshadow","source":"WDMM","page":46,"srd":false,"image":"bestiary/tokens/WDMM/Marta Moonshadow.webp","token":"bestiary/tokens/WDMM/Marta Moonshadow.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Marta is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference."]}]}]}]},{"id":"martial-arts-adept","name":"Martial Arts Adept","source":"MPMM","page":172,"srd":false,"image":"bestiary/MPMM/Martial Arts Adept.webp","token":"bestiary/tokens/MPMM/Martial Arts Adept.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"40 ft.","str":11,"dex":17,"con":13,"int":11,"wis":16,"cha":10,"saves":"","skills":"Acrobatics +5, Insight +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The adept makes three Unarmed Strike attacks or five Dart attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. Once per turn, the adept can cause one of the following additional effects (choose one or roll a {@dice d4}):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1–2: Knock Down.","entry":"The target must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}."},{"type":"item","name":"3–4: Push.","entry":"The target must succeed on a {@dc 13} Strength saving throw or be pushed up to 10 feet directly away from the adept."}]}]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by {@dice 1d10 + 3}. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging.","Some martial artists adorn themselves with tattoos to honor inspirations or instructors, or to memorialize profound lessons, triumphs, or defeats. You may roll on the Martial Arts Adept Tattoos table to determine what sort of tattoo an adept bears.",{"type":"table","caption":"Martial Arts Adept Tattoos","colLabels":["d8","Tattoo"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Patterning on the arms that make them look as though they were made of marble or granite"],["2","Colorful dragon scales"],["3","Collage of playful Elemental or Fey creatures"],["4","Constellations on the palm of each hand"],["5","Passage from a fighting manual"],["6","Beautiful but poisonous flowers"],["7","Two couatls swirling around each other, rendered in metallic ink"],["8","Detailed landscape depicting natural beauty"]]}],"gallery":[{"path":"bestiary/MPMM/Martial Arts Adept.webp","credit":"Bryan Sola"}],"otherVersions":[{"id":"martial-arts-adept-vgm","source":"VGM"}]},{"id":"martial-arts-adept-vgm","name":"Martial Arts Adept","source":"VGM","page":216,"srd":false,"image":"bestiary/tokens/VGM/Martial Arts Adept.webp","token":"bestiary/tokens/VGM/Martial Arts Adept.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"40 ft.","str":11,"dex":17,"con":13,"int":11,"wis":16,"cha":10,"saves":"","skills":"Acrobatics +5, Insight +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The adept makes three unarmed strikes or three dart attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:",{"type":"list","items":["The target must succeed on a {@dc 13} Strength saving throw or drop one item it is holding (adept's choice).","The target must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}.","The target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of the adept's next turn."]}]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by {@dice 1d10 + 3}. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging."]}],"hidden":true,"otherVersions":[{"id":"martial-arts-adept","source":"MPMM"}]},{"id":"marut","name":"Marut","source":"MPMM","page":173,"srd":false,"image":"bestiary/MPMM/Marut.webp","token":"bestiary/tokens/MPMM/Marut.webp","size":"Large","creatureType":"Construct (Inevitable)","alignment":"Lawful Neutral","ac":"22","initiative":"+1 (11)","hp":"432 (32d10 + 256)","speed":"40 ft., fly 30 ft. (hover)","str":28,"dex":12,"con":26,"int":19,"wis":15,"cha":18,"saves":"Int +12, Wis +10, Cha +12","skills":"Insight +10, Intimidation +12, Perception +10","vulnerabilities":"","resistances":"thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 20","languages":"all but rarely speaks","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The marut is immune to any spell or effect that would alter its form."]},{"name":"Legendary Resistance (3/Day)","entries":["If the marut fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The marut has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The marut doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Plane Shift (3/Day)","entries":["The marut casts {@spell plane shift}, requiring no material components and using Intelligence as the spellcasting ability. The marut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of it. If it uses the latter option, the targeted creature must succeed on a {@dc 20} Charisma saving throw or be banished to a teleportation circle in the Hall of Concordance in Sigil.","3/day: {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["The marut makes two Unerring Slam attacks."]},{"name":"Unerring Slam","entries":["{@atk mw} automatic hit, reach 5 ft., one target. {@h}60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller."]},{"name":"Blazing Edict {@recharge 5}","entries":["Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a {@dc 20} Wisdom saving throw or be {@condition stunned} until the end of the marut's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked.","The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked.","Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to."],"gallery":[{"path":"bestiary/MPMM/Marut.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"marut-mtf","source":"MTF"}]},{"id":"marut-mtf","name":"Marut","source":"MTF","page":213,"srd":false,"image":"bestiary/MTF/Marut.webp","token":"bestiary/tokens/MTF/Marut.webp","size":"Large","creatureType":"Construct (Inevitable)","alignment":"Lawful Neutral","ac":"22","initiative":"+1 (11)","hp":"432 (32d10 + 256)","speed":"40 ft., fly 30 ft. (hover)","str":28,"dex":12,"con":26,"int":19,"wis":15,"cha":18,"saves":"Int +12, Wis +10, Cha +12","skills":"Insight +10, Intimidation +12, Perception +10","vulnerabilities":"","resistances":"thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 20","languages":"all but rarely speaks","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The marut is immune to any spell or effect that would alter its form."]},{"name":"Legendary Resistance (3/Day)","entries":["If the marut fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The marut has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The marut's innate spellcasting ability is Intelligence (spell save {@dc 20}). The marut can innately cast the following spell, requiring no material components.","At will: {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The marut makes two slam attacks."]},{"name":"Unerring Slam","entries":["{@atk mw} automatic hit, reach 5 ft., one target. {@h}60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller."]},{"name":"Blazing Edict {@recharge 5}","entries":["Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a {@dc 20} Wisdom saving throw or be {@condition stunned} until the end of the marut's next turn."]},{"name":"Justify","entries":["The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a {@dc 20} Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is {@condition incapacitated}. If either target is teleported in this way, the marut teleports with it to the circle.","After teleporting in this way, the marut can't use this action again until it finishes a short or long rest."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Marut","entries":["The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. Many creatures, including yugoloths, will enter into a contract with inevitables if asked."]},{"name":"Cosmic Enforcers","type":"entries","entries":["The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, two parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked."]},{"name":"Word Is Law","type":"entries","entries":["Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to. A small army of solicitors waits outside the Hall of Concordance, eager to sell their expertise in the crafting or vetting of contracts."]},{"name":"Constructed Nature","type":"entries","entries":["A marut doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MTF/Marut.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"marut","source":"MPMM"}]},{"id":"mary-greymalkin","name":"Mary Greymalkin","source":"LLK","page":41,"srd":false,"image":"bestiary/LLK/Mary Greymalkin.webp","token":"bestiary/tokens/LLK/Mary Greymalkin.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":10,"dex":12,"con":10,"int":14,"wis":14,"cha":15,"saves":"Wis +4, Cha +4","skills":"Arcana +4, Medicine +4, Nature +4, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Abyssal, Celestial, Common, Elvish, Infernal, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Mary wears {@item Bracers of Defense} and a {@item Ring of Protection}, and carries a {@item Deck of Several Things|LLK}"]},{"name":"Fey Presence (Recharges after a Short Rest)","entries":["Mary can cause each creature within 10 feet of her to succeed on a {@dc 12} Wisdom saving throw or become {@condition charmed} or {@condition frightened} by her (Mary's choice) until the end of her next turn."]},{"name":"Fey Ancestry","entries":["Mary has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Mary is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast}, {@spell mage hand}","Level 3 (3 slots): {@spell darkness}, {@spell hex}, {@spell hypnotic pattern}, {@spell misty step}, {@spell phantasmal force}, {@spell unseen servant}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LLK/Mary Greymalkin.webp","credit":"Maxx Marshall"}]},{"id":"marzena-belview","name":"Marzena Belview","source":"CoS","page":150,"srd":false,"image":"bestiary/tokens/CoS/Marzena Belview.webp","token":"bestiary/tokens/CoS/Marzena Belview.webp","size":"Medium","creatureType":"Humanoid (Mongrelfolk)","alignment":"Any Alignment","ac":"11","initiative":"-1 (9)","hp":"26 (4d8 + 8)","speed":"20 ft., fly 40 ft.","str":12,"dex":9,"con":15,"int":9,"wis":10,"cha":6,"saves":"","skills":"Deception +2, Perception +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flight","entries":["The mongrelfolk has leathery wings and a flying speed of 40 feet."]},{"name":"Mimicry","entries":["Marzena can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Marzena makes two attacks: one with its bite and one with its claw or dagger."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"maschin-i-bozorg","name":"Maschin-i-Bozorg","source":"QftIS","page":207,"srd":false,"image":"bestiary/QftIS/Maschin-i-Bozorg.webp","token":"bestiary/tokens/QftIS/Maschin-i-Bozorg.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"+3 (13)","hp":"94 (9d10 + 45)","speed":"20 ft.","str":18,"dex":16,"con":20,"int":2,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; deafened; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Gnomish but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Overheat","entries":["When the maschin-i-bozorg is reduced to 0 hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a {@dc 16} Constitution saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save or half as much damage on a successful one."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The maschin-i-bozorg makes two Poison Jab attacks."]},{"name":"Poison Jab","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}13 ({@damage 4d4 + 3}) piercing damage, and the target must succeed on a {@dc 16} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Steam Jet {@recharge 5}","entries":["The maschin-i-bozorg emits scalding steam in a 30-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save or half as much damage on a successful one."]}],"bonusActions":[{"name":"Crushing Stride","entries":["The maschin-i-bozorg moves up to its speed in a straight line. During this movement, it can enter Medium and smaller creatures' spaces. A creature whose space the maschin-i-bozorg enters must make a {@dc 15} Dexterity saving throw. On a successful save, the creature is pushed to the nearest unoccupied space out of the maschin-i-bozorg's path. On a failed save, the creature takes 10 ({@damage 3d6}) bludgeoning damage and has the {@condition prone} condition.","If the maschin-i-bozorg remains in the {@condition prone} creature's space, the creature also has the {@condition restrained} condition until it's no longer in the same space as the maschin-i-bozorg. While {@condition restrained} in this way, the creature, or another creature within 5 feet of it, can use its action to make a {@dc 15} Strength ({@skill Athletics}) check. On a successful check, the creature is shunted to an unoccupied space of its choice within 5 feet of the maschin-i-bozorg."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The kagu-svirfneblin's most prized invention is the maschin-i-bozorg: a dome-shaped, steam-powered battle construct propelled by a multitude of wheels along its flat underside. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they're assigned to protect. Each machine obeys the commands of its creator.","A machin-i-bozorg can roll over its enemies to crush them with its immense weight. It can also fire poison darts with deadly precision, jab creatures with similar darts attached to extendable arms that retract inside its body, and spray jets of scalding steam to fend off intruders."]}],"gallery":[{"path":"bestiary/QftIS/Maschin-i-Bozorg.webp"}]},{"id":"master-of-cruelties","name":"Master of Cruelties","source":"GGR","page":196,"srd":false,"image":"bestiary/GGR/Master of Cruelties.webp","token":"bestiary/tokens/GGR/Master of Cruelties.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+3 (13)","hp":"127 (15d10 + 45)","speed":"30 ft.","str":18,"dex":17,"con":16,"int":19,"wis":16,"cha":21,"saves":"Con +7, Int +8, Wis +7, Cha +9","skills":"Deception +9, Intimidation +9, Performance +9, Persuasion +9","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 13","languages":"Abyssal, Common, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of Blood Lust","entries":["When any other creature starts its turn within 30 feet of the master, that creature must succeed on a {@dc 17} Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary."]},{"name":"Feed on the Crowd","entries":["Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn."]},{"name":"Magic Resistance","entries":["The master has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The master's innate spellcasting ability is Charisma (spell save {@dc 17}). The master can innately cast the following spells, requiring no material components:","At will: {@spell charm person} (as a 3rd-level spell), {@spell crown of madness}","1/day: {@spell dominate person}"]}],"actions":[{"name":"Multiattack","entries":["The master makes two melee attacks with its spear."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 13 ({@damage 3d8}) psychic damage."]},{"name":"Captivating Presence {@recharge}","entries":["Each creature within 120 feet of the master must succeed on a {@dc 17} Wisdom saving throw or be {@condition charmed} by the master for 1 hour. While {@condition charmed} in this way, a creature's speed is 0. If the {@condition charmed} creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["When a master of cruelties steps up as ringleader of a Rakdos show, the audience can be assured of a performance they will remember for the rest of their lives—however brief that might be.","The mesmerizing presence of a master of cruelties draws every eye to the demon and commands an audience's full attention. With every act of depraved torment the demon performs, onlookers are drawn more and more into the blood lust. Audiences clamor for more violence, and those who get too caught up in the revelry feel compelled to partake in the indiscriminate killing."]},{"type":"section","name":"Demons","entries":["Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.","Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Demonic \"Devils\"","entries":["The creatures called \"devils\" in Ravnica are minor demons akin to {@creature quasit||quasits}. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size."],"type":"entries"},{"name":"Diabolic Demons","type":"entries","entries":["Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the {@creature nalfeshnee}, the {@creature shadow demon}, or the {@creature vrock} in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)"]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Master of Cruelties.webp","credit":"Chase Stone"}]},{"id":"master-of-souls","name":"Master of Souls","source":"BGDIA","page":234,"srd":false,"image":"bestiary/tokens/BGDIA/Master of Souls.webp","token":"bestiary/tokens/BGDIA/Master of Souls.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":17,"int":19,"wis":14,"cha":13,"saves":"Wis +4","skills":"Arcana +6, Religion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Abyssal, Common, Infernal","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Grave Magic","entries":["When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic."]}],"spellcasting":[{"name":"Spellcasting","entries":["The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell chill touch} (see \"Actions\" below), {@spell mage hand}, {@spell message}, {@spell prestidigitation}","Level 1 (4 slots): {@spell burning hands}, {@spell detect magic}, {@spell ray of sickness} (see \"Actions\" below), {@spell shield}","Level 2 (3 slots): {@spell darkness}, {@spell misty step}, {@spell scorching ray} (see \"Actions\" below)","Level 3 (2 slots): {@spell animate dead}, {@spell fireball}"]}],"actions":[{"name":"Multiattack","entries":["The master of souls attacks twice with its flail."]},{"name":"Silvered Skull Flail","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage plus 14 ({@damage 4d6}) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn."]},{"name":"Chill Touch (Cantrip)","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}13 ({@damage 2d8}) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration."]},{"name":"Ray of Sickness (1st-Level Spell; Requires a Spell Slot)","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}9 ({@damage 2d8}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the end of the master of souls' next turn. If the master of souls casts this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st."]},{"name":"Scorching Ray (2nd-Level Spell; Requires a Spell Slot)","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). {@h}7 ({@damage 2d6}) fire damage per ray."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.",{"type":"entries","name":"Delvers into Lore","entries":["Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult."]},{"type":"entries","name":"Cult Ranks","entries":["A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic."]}]}]}]},{"id":"master-refrum","name":"Master Refrum","source":"GoS","page":165,"srd":false,"image":"bestiary/GoS/Master Refrum.webp","token":"bestiary/tokens/GoS/Master Refrum.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Refrum can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Refrum is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/GoS/Master Refrum.webp","credit":"Joachim Barrum"}]},{"id":"master-sage","name":"Master Sage","source":"CM","page":9,"srd":false,"image":"bestiary/CM/Master Sage.webp","token":"bestiary/tokens/CM/Master Sage.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"","ac":"10","initiative":"+0 (10)","hp":"54 (12d8)","speed":"30 ft.","str":8,"dex":10,"con":10,"int":20,"wis":18,"cha":11,"saves":"","skills":"Arcana +11, History +11, Insight +7, Investigation +11, Medicine +10, Nature +11, Religion +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus any five languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The sage casts one of the following spells, using Intelligence as the spellcasting ability (save {@dc 16}, {@hit 8} to hit with spell attacks):","At will: {@spell light}, {@spell mage hand}, {@spell mending}, {@spell prestidigitation}, [object Object]","3/day each: {@spell comprehend languages}, {@spell detect magic}, {@spell dispel magic}, {@spell identify}, {@spell levitate}, {@spell locate object}, [object Object], {@spell Tenser's Floating Disk}, {@spell unseen servant}","1/day each: {@spell banishment}, {@spell contact other plane}, {@spell Drawmij's instant summons}, {@spell legend lore}, {@spell locate creature}, {@spell planar binding}, {@spell polymorph}, {@spell protection from evil and good}, {@spell scrying}, {@spell sending}, {@spell true seeing}"]}],"actions":[{"name":"Shocking Grasp (Cantrip)","entries":["{@atk ms} {@hit 8} to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. {@h}13 ({@damage 3d8}) lightning damage, and the target can't take reactions until the start of its next turn."]},{"name":"Lightning Eruption (3/Day)","entries":["The sage creates an eruption of magical lightning centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 16} Dexterity saving throw, taking 28 ({@damage 8d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Shield (1st-Level Spell; 3/Day)","entries":["When the sage is hit by an attack or targeted by a {@spell magic missile} spell, it calls forth an {@condition invisible} barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Candlekeep's resident lore experts are master sages and sages who dedicate themselves to scholarship above all."]}],"gallery":[{"path":"bestiary/CM/Master Sage.webp","credit":"Brian Valeza"}]},{"id":"master-thief","name":"Master Thief","source":"MPMM","page":174,"srd":false,"image":"bestiary/MPMM/Master Thief.webp","token":"bestiary/tokens/MPMM/Master Thief.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":11,"wis":11,"cha":12,"saves":"Dex +7, Int +3","skills":"Acrobatics +7, Athletics +3, Perception +3, Sleight Of Hand +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common) plus thieves' cant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Evasion","entries":["If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the thief isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thief makes three Shortsword or Shortbow attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage."]}],"bonusActions":[{"name":"Cunning Action","entries":["The thief takes the {@action Dash}, {@action Disengage}, or {@action Hide} action."]}],"reactions":[{"name":"Uncanny Dodge","entries":["The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might \"retire\" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.","When a master thief completes a challenging heist, they often leave behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind.",{"type":"table","caption":"Master Thief Calling Cards","colLabels":["d10","Calling Card"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Tiny, folded paper cat"],["2","Red bird feather"],["3","Rose petal"],["4","Figurine made from twigs and twine"],["5","Small note with the words \"It's been fun!\" written on it in an ornate script"],["6","Glass bead that looks like an eye"],["7","Pistachio shells"],["8","Two playing cards balanced against each other, resembling a tent"],["9","Worthless coin with a bite mark in it"],["10","Chalk or charcoal sketch of a domino mask"]]}],"gallery":[{"path":"bestiary/MPMM/Master Thief.webp","credit":"Bryan Sola"}],"otherVersions":[{"id":"master-thief-vgm","source":"VGM"}]},{"id":"master-thief-vgm","name":"Master Thief","source":"VGM","page":216,"srd":false,"image":"bestiary/VGM/Master Thief.webp","token":"bestiary/tokens/VGM/Master Thief.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+4 (14)","hp":"83 (13d8 + 26)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":11,"wis":11,"cha":12,"saves":"Dex +7, Int +3","skills":"Acrobatics +7, Athletics +3, Perception +3, Sleight Of Hand +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common) plus Thieves' cant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, the thief can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Evasion","entries":["If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["The thief deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't {@condition incapacitated} and the thief doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thief makes three attacks with its shortsword."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Master thieves are known for perpetrating daring heists. They tend to develop a reputation and a cult of personality. A master thief might \"retire\" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury."]}],"gallery":[{"path":"bestiary/VGM/Master Thief.webp"}],"hidden":true,"otherVersions":[{"id":"master-thief","source":"MPMM"}]},{"id":"mastiff","name":"Mastiff","source":"XMM","page":365,"srd":true,"image":"bestiary/XMM/Mastiff.webp","token":"bestiary/tokens/XMM/Mastiff.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"5 (1d8 + 1)","speed":"40 ft.","str":13,"dex":14,"con":12,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Hill, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Mastiff.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"mastiff-mm","source":"MM"}]},{"id":"mastiff-mm","name":"Mastiff","source":"MM","page":332,"srd":false,"image":"bestiary/MM/Mastiff.webp","token":"bestiary/tokens/MM/Mastiff.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"5 (1d8 + 1)","speed":"40 ft.","str":13,"dex":14,"con":12,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Hill, Urban","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The mastiff has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts."]}]}],"gallery":[{"path":"bestiary/MM/Mastiff.webp"}],"hidden":true,"otherVersions":[{"id":"mastiff","source":"XMM"}]},{"id":"mattrim-threestrings-mereg","name":"Mattrim \"Threestrings\" Mereg","source":"WDH","page":20,"srd":false,"image":"bestiary/WDH/Threestrings.webp","token":"bestiary/tokens/WDH/Mattrim \"Threestrings\" Mereg.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"15","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"Dex +4, Wis +3","skills":"Acrobatics +4, Perception +5, Performance +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Song of Rest","entries":["Mattrim can perform a song while taking a short rest. Any ally who hears the song regains an extra {@dice 1d6} hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well."]},{"name":"Taunt (2/Day)","entries":["Mattrim can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a {@dc 12} Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn."]}],"spellcasting":[{"name":"Spellcasting","entries":["Mattrim is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following bard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell vicious mockery}","Level 1 (4 slots): {@spell charm person}, {@spell healing word}, {@spell heroism}, {@spell sleep}, {@spell thunderwave}","Level 2 (3 slots): {@spell invisibility}, {@spell shatter}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Human bard}",{"type":"quote","entries":["Anyone can play {@i The Three Flambinis} on a lute, but try playing it with just three strings!"]}],"gallery":[{"path":"bestiary/WDH/Threestrings.webp"}]},{"id":"maude","name":"Maude","source":"NRH-AT","page":12,"srd":false,"image":"bestiary/tokens/NRH-AT/Maude.webp","token":"bestiary/tokens/NRH-AT/Maude.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":17,"dex":14,"con":14,"int":11,"wis":12,"cha":11,"saves":"","skills":"Intimidation +2, Stealth +6, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Grassland, Forest","treasure":"","traits":[{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Maude hits with it (included in the attack)."]},{"name":"Surprise Attack","entries":["If Maude surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack."]},{"name":"Heart of Hruggek","entries":["Maude has advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition paralyzed}, {@condition poisoned}, {@condition stunned}, or put to sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Maude makes two melee attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 3}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 3}) piercing damage in melee or 5 ({@damage 1d6 + 3}) piercing damage at range."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"maurezhi","name":"Maurezhi","source":"MPMM","page":175,"srd":false,"image":"bestiary/MPMM/Maurezhi.webp","token":"bestiary/tokens/MPMM/Maurezhi.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"88 (16d8 + 16)","speed":"30 ft.","str":14,"dex":17,"con":12,"int":11,"wis":12,"cha":15,"saves":"","skills":"Deception +5","vulnerabilities":"","resistances":"cold; fire; lightning; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, Elvish, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Assume Form","entries":["The maurezhi can assume the appearance of any Medium Humanoid it eats. It remains in this form for {@dice 1d6} days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body."]},{"name":"Magic Resistance","entries":["The maurezhi has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The maurezhi makes one Bite attack and one Claw attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage. If the target is a Humanoid, its Charisma score is reduced by {@dice 1d4}. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a {@creature ghoul}  unless it has been revived or its corpse has been destroyed."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage. If the target is a creature other than an Undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Raise Ghoul {@recharge 5}","entries":["The maurezhi targets one dead ghoul or {@creature ghast} it can see within 30 feet of it. The target is revived with all its hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["When Doresain, the King of Ghouls, corrupted a society of elves, he created a new sort of demon—the maurezhi—to lead packs of {@creature ghoul||ghouls} and {@creature ghast||ghasts} on the Material Plane.","When a maurezhi consumes the corpse of a Humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form.","A maurezhi is contagion incarnate. Its bite can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul."],"gallery":[{"path":"bestiary/MPMM/Maurezhi.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"maurezhi-mtf","source":"MTF"}]},{"id":"maurezhi-mtf","name":"Maurezhi","source":"MTF","page":133,"srd":false,"image":"bestiary/MTF/Maurezhi.webp","token":"bestiary/tokens/MTF/Maurezhi.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"88 (16d8 + 16)","speed":"30 ft.","str":14,"dex":17,"con":12,"int":11,"wis":12,"cha":15,"saves":"","skills":"Deception +5","vulnerabilities":"","resistances":"cold; fire; lightning; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, Elvish, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Assume Form","entries":["The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for {@dice 1d6} days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body."]},{"name":"Magic Resistance","entries":["The maurezhi has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The maurezhi makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage. If the target is a humanoid, its Charisma score is reduced by {@dice 1d4}. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage. If the target is a creature other than an undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Raise Ghoul {@recharge 5}","entries":["The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Maurezhi","entries":["When Doresain, the King of Ghouls, corrupted a society of elves, he created a new breed of demons to lead packs of {@creature ghoul||ghouls} and {@creature ghast||ghasts} in the material world."]},{"name":"Horrid Infiltrators","type":"entries","entries":["When a maurezhi consumes the corpse of a humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form."]},{"type":"entries","name":"A Plague of Ghouls","entries":[". Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul."]}]}]}],"gallery":[{"path":"bestiary/MTF/Maurezhi.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"maurezhi","source":"MPMM"}]},{"id":"maw-demon","name":"Maw Demon","source":"MPMM","page":176,"srd":false,"image":"bestiary/MPMM/Maw Demon.webp","token":"bestiary/tokens/MPMM/Maw Demon.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":14,"dex":8,"con":13,"int":5,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]},{"name":"Disgorge {@recharge}","entries":["The demon vomits in a 15-foot cube. Each creature in that area must succeed on a {@dc 11} Dexterity saving throw or take 11 ({@damage 2d10}) acid damage and fall {@condition prone} in the spew."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["I once pulled a whole bottle of fine strawberry liquor from the belly of a maw demon. No clue where it might've devoured such a find, but I'm not complaining."],"by":"Tasha"},"Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu, who appears in this book. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet.","Maw demons appear among gnoll war bands that worship Yeenoghu, usually summoned as part of ritual offerings of freshly slain Humanoids made to him. The gnolls don't command the demons, which simply accompany the war band and attack whatever creatures the gnolls fall upon.","Because maw demons are indiscriminate in their hunger, their stomachs contain all manner of oddities in addition to the remains of their recent prey. You may choose one or more items appropriate for your campaign for a maw demon to contain, or roll on the Maw Demon's Stomach Contents table.",{"type":"table","caption":"Maw Demon's Stomach Contents","colLabels":["d8","Stomach Contents"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Intact wine skin with wine still in it"],["2","Iron skillet"],["3","Remnants of silk banner embroidered with a moon-and-stars motif"],["4","Corroded gauntlet with skeletal hand in it"],["5","Assorted keys"],["6","Old leather boot"],["7","Beehive"],["8","Humanoid teeth"]]}],"gallery":[{"path":"bestiary/MPMM/Maw Demon.webp","credit":"Thomas M. Baxa"}],"otherVersions":[{"id":"maw-demon-vgm","source":"VGM"}]},{"id":"maw-demon-vgm","name":"Maw Demon","source":"VGM","page":137,"srd":false,"image":"bestiary/VGM/Maw Demon.webp","token":"bestiary/tokens/VGM/Maw Demon.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":14,"dex":8,"con":13,"int":5,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Rampage","entries":["When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse."]},{"type":"entries","name":"Maw Demon","entries":["Maw demons share Yeenoghu's ceaseless hunger for carnage and mortal flesh. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet.","Maw demons appear among gnoll war bands, usually summoned as part of ritual offerings of freshly slain humanoids made to Yeenoghu. The gnolls don't command them, but these demons accompany the war band and attack whatever creatures the gnolls fall upon."]}]}]}],"gallery":[{"path":"bestiary/VGM/Maw Demon.webp","credit":"Thomas M. Baxa"}],"hidden":true,"otherVersions":[{"id":"maw-demon","source":"MPMM"}]},{"id":"maw-of-sekolah","name":"Maw of Sekolah","source":"GoS","page":244,"srd":false,"image":"bestiary/tokens/GoS/Maw of Sekolah.webp","token":"bestiary/tokens/GoS/Maw of Sekolah.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+1 (11)","hp":"114 (12d12 + 36)","speed":"0 ft., swim 50 ft.","str":21,"dex":12,"con":17,"int":2,"wis":14,"cha":7,"saves":"Str +8, Con +6","skills":"Athletics +8, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Sahuagin, telepathy 100 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the maw of Sekolah fails a saving throw, it can choose to succeed instead."]},{"name":"Water Breathing","entries":["The maw of Sekolah can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The maw of Sekolah makes one attack with its bite and one attack with its tail smash."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage."]},{"name":"Tail Smash","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The maw of Sekolah makes a Wisdom ({@skill Perception}) check."]},{"name":"Speed of Sekolah","entries":["The maw of Sekolah moves up to its speed."]},{"name":"Feed (Costs 2 Actions)","entries":["The ferocious spirit of Sekolah flashes through the water, tearing through the foes of the maw of Sekolah. Each creature of the maw's choosing within 60 feet of it must make a {@dc 16} Dexterity saving throw, taking 7 ({@damage 2d6}) slashing damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Summoned from the shadowy depths of the ocean through ritual and tidal magic, the Maw of Sekolah appears in The Final Enemy as the avatar of the hungry sahuagin god. This huge, two-headed shark is fed a steady diet of sentient creatures, captured by the sahuagin and offered up as tribute. Sahuagin priestesses adorn the fins of the maw of Sekolah with gemmed bands and polished skulls."]}]}]}]},{"id":"maw-of-yeenoghu","name":"Maw of Yeenoghu","source":"BGG","page":159,"srd":false,"image":"bestiary/BGG/Maw of Yeenoghu.webp","token":"bestiary/tokens/BGG/Maw of Yeenoghu.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"161 (14d12 + 70)","speed":"40 ft.","str":23,"dex":10,"con":21,"int":8,"wis":14,"cha":10,"saves":"Con +9, Cha +4","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Abyssal, Giant","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The maw has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The maw makes two Bite or Fang Fling attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage."]},{"name":"Fang Fling","entries":["{@atk rw} {@hit 10} to hit, range 30/90 ft., one target. {@h}11 ({@damage 1d10 + 6}) piercing damage."]},{"name":"Gorging Charge {@recharge 5}","entries":["The maw moves up to its speed without provoking opportunity attacks and can move through the spaces of Large or smaller creatures. Each time the maw enters a creature's space for the first time during this move, that creature must succeed on a {@dc 18} Strength saving throw or take 25 ({@damage 3d12 + 6}) piercing damage and have the {@condition grappled} condition (escape {@dc 16}); if a creature is already {@condition grappled} this way, it has the {@condition prone} condition. Until this grapple ends, the target has the {@condition restrained} condition. The maw can have only one creature {@condition grappled} in this way at a time."]}],"bonusActions":[],"reactions":[{"name":"Fanged Rebuke","entries":["In response to taking damage, the maw makes one Bite attack against a random creature within 10 feet of itself. If no creature is within reach, the maw can make two Fang Fling attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hill giants are known for their voracious appetites, which can attract the attention of the demon lord Yeenoghu, known as the Beast of Butchery. A cruel hill giant sometimes turns to Yeenoghu for help in expanding the reach of its malevolence. Occasionally a hill giant consumes an evil artifact that transforms the giant into a fiendish form. Once in a while, Yeenoghu whispers promises of power in the dreams of a giant whose hunger surpasses other giants'. In any case, the result is a ravenous monster called a maw of Yeenoghu, which is wholly devoted to the demon lord.","A maw of Yeenoghu grows a mane of hair and hunches over like a gnoll. Its jaw grows and widens, and its mouth fills with multiple rows of sharp teeth. These teeth constantly grow, driving the maw to bite and chew on anything within reach. Some maws desperately rip the teeth from their mouth for relief, but the teeth quickly regrow. Cunning maws use this phenomenon as a ready supply of weaponry, throwing clusters of teeth at their foes.","A maw of Yeenoghu charges at its prey on all fours with its mouth wide open, scraping the ground like a plow."]}],"gallery":[{"path":"bestiary/BGG/Maw of Yeenoghu.webp","credit":"Daarken"}]},{"id":"maxeene","name":"Maxeene","source":"WDH","page":37,"srd":false,"image":"bestiary/tokens/WDH/Maxeene.webp","token":"bestiary/tokens/WDH/Maxeene.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"40 ft.","str":18,"dex":10,"con":12,"int":10,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Maxeene is a talking horse."]}]}]}]},{"id":"meazel","name":"Meazel","source":"MPMM","page":177,"srd":false,"image":"bestiary/MPMM/Meazel.webp","token":"bestiary/tokens/MPMM/Meazel.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"35 (10d8 - 10)","speed":"30 ft.","str":8,"dex":17,"con":9,"int":14,"wis":13,"cha":10,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Garrote","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target of the meazel's size or smaller. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13} with disadvantage). Until the grapple ends, the target takes 10 ({@damage 2d6 + 3}) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) necrotic damage."]},{"name":"Shadow Teleport {@recharge 5}","entries":["The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.","Any other creature the meazel teleports becomes cursed for 1 hour or until the curse is ended by {@spell remove curse} or {@spell greater restoration}. Until this curse ends, every Undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the meazel takes the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Meazels are malicious hermits who fled to the Shadowfell to escape their mortal existence and contemplate their misery. There the shadows transformed them, and their bitterness made them twisted and cruel. Now hate burns in their hearts, and they resent any intrusion into their suffering, waylaying travelers who venture too close to their lairs.","The evil that corrupted meazels also imbued them with magical powers that allow them to move through shadows with ease. They can step from one pool of darkness into another one, using this talent to ambush prey. Sometimes they snatch victims around the throat with their strangling cords and then step away; other times they ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.","Any creatures meazels draw through the shadows are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn (which appear in this book), Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart."],"gallery":[{"path":"bestiary/MPMM/Meazel.webp","credit":"Scott Murphy"}],"otherVersions":[{"id":"meazel-mtf","source":"MTF"}]},{"id":"meazel-mtf","name":"Meazel","source":"MTF","page":214,"srd":false,"image":"bestiary/MTF/Meazel.webp","token":"bestiary/tokens/MTF/Meazel.webp","size":"Medium","creatureType":"Humanoid (Meazel)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"35 (10d8 - 10)","speed":"30 ft.","str":8,"dex":17,"con":9,"int":14,"wis":13,"cha":10,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the meazel can take the {@action Hide} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Garrote","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target of the meazel's size or smaller. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13} with disadvantage). Until the grapple ends, the target takes 10 ({@damage 2d6 + 3}) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, plus 3 ({@damage 1d6}) necrotic damage."]},{"name":"Shadow Teleport {@recharge 5}","entries":["The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.","Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Meazel","entries":["In places where the Shadowfell washes against the shores of the Material Plane dwell meazels, hateful hermits who left behind their old lives to contemplate their misery in shadow. Now evil burns in their hearts, and they resent any intrusion into their suffering."]},{"name":"Hateful Hermit","type":"entries","entries":["Meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence. There the darkness transformed them, and their bitterness made them twisted and cruel. Now, they loiter near Shadowfell crossings to waylay travelers who venture too close to their lairs."]},{"name":"Divide and Conquer","type":"entries","entries":["The stain of darkness responsible for the existence of meazels imparts to them magical powers that allow them to move through shadows with ease. Merely stepping into one pool of darkness allows a meazel to move to another one. They use this talent to ambush creatures, snatching them around the throat with their strangling cords and then stepping away. Meazels also use this ability to ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.","Creatures that are drawn through the shadows by meazels are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn, undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart."]}]}]}],"gallery":[{"path":"bestiary/MTF/Meazel.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"meazel","source":"MPMM"}]},{"id":"mechachimera","name":"Mechachimera","source":"OoW","page":134,"srd":false,"image":"bestiary/tokens/OoW/Mechachimera.webp","token":"bestiary/tokens/OoW/Mechachimera.webp","size":"Large","creatureType":"Construct","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"30 ft., fly 60 ft.","str":19,"dex":11,"con":19,"int":3,"wis":14,"cha":10,"saves":"","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 18","languages":"understands Draconic but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark, Mountain, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Horns","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 31 ({@damage 7d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mechanical-bird","name":"Mechanical Bird","source":"WDH","page":46,"srd":false,"image":"bestiary/tokens/WDH/Mechanical Bird.webp","token":"bestiary/tokens/WDH/Mechanical Bird.webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"1","speed":"fly 60 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 10","languages":"","cr":"Unknown","crDisplay":"Unknown (PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d3}) piercing damage, and the bird is destroyed by the impact."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"medani-inquisitive","name":"Medani Inquisitive","source":"EFA","page":82,"srd":false,"image":"bestiary/EFA/Medani Inquisitive.webp","token":"bestiary/tokens/EFA/Medani Inquisitive.webp","size":"Small or Medium","creatureType":"Humanoid (Khoravar)","alignment":"Neutral","ac":"14","initiative":"+0 (10)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":14,"dex":10,"con":14,"int":15,"wis":16,"cha":14,"saves":"Con +4, Wis +5","skills":"Insight +5, Investigation +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The inquisitive casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Guidance|XPHB}","1/day each: {@spell Detect Thoughts|XPHB}, {@spell See Invisibility|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The inquisitive makes three Crooked Staff attacks. It can replace one attack with a use of Inquisitive Eye."]},{"name":"Crooked Staff","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition. If the target already has the {@condition Prone|XPHB} condition, the attack deals an extra 7 ({@damage 2d6}) Radiant damage."]},{"name":"Inquisitive Eye","entries":["{@actSave wis} {@dc 13}, one creature the inquisitive can see within 60 feet. {@actSaveFail} 10 ({@damage 3d6}) Psychic damage, and the target is marked. The inquisitive has {@variantrule Advantage|XPHB} on attack rolls against a target it has marked. While marked, the target can't become hidden from the inquisitive, and if it has the {@condition Invisible|XPHB} condition, it gains no benefit from that condition against the inquisitive. The mark disappears after 1 minute or when the inquisitive uses this action again. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[{"name":"Spontaneous Barrier {@recharge 4}","entries":["{@actTrigger} The inquisitive or an ally it can see is hit with an attack roll. {@actResponse} The inquisitive adds 2 to its or the ally's AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The most prized inquisitives of House Medani, a house of mostly Khoravar, employ their dragonmarks and their keen intellects to anticipate threats from any quarter. Some are part of a secretive order called the Basilisk's Gaze, dedicated to hunting down fugitive war criminals who committed atrocities during the Last War."]}],"gallery":[{"path":"bestiary/EFA/Medani Inquisitive.webp"}]},{"id":"medusa","name":"Medusa","source":"WttHC","page":205,"srd":true,"image":"bestiary/WttHC/Medusa (Stranger Things).webp","token":"bestiary/tokens/WttHC/Medusa.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+6 (16)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":10,"dex":17,"con":16,"int":12,"wis":13,"cha":15,"saves":"Wis +4","skills":"Deception +5, Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 150 ft., Passive Perception 14","languages":"Common plus one other language","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage."]},{"name":"Snake Hair","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage plus 14 ({@damage 4d6}) Poison damage."]},{"name":"Poison Ray","entries":["{@atkr r} {@hit 5}, range 150 ft. {@h}11 ({@damage 2d8 + 2}) Poison damage."]}],"bonusActions":[{"name":"Petrifying Gaze {@recharge 5}","entries":["{@actSave con} {@dc 13}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. If the medusa sees its reflection in the {@variantrule Cone [Area of Effect]|XPHB|Cone}, the medusa must make this save. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition and repeats the save at the end of its next turn if it is still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WttHC/Medusa (Stranger Things).webp"}],"otherVersions":[{"id":"medusa-xmm","source":"XMM"},{"id":"medusa-mot","source":"MOT"},{"id":"medusa-mm","source":"MM"}]},{"id":"medusa-xmm","name":"Medusa","source":"XMM","page":205,"srd":true,"image":"bestiary/XMM/Medusa.webp","token":"bestiary/tokens/XMM/Medusa.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+6 (16)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":10,"dex":17,"con":16,"int":12,"wis":13,"cha":15,"saves":"Wis +4","skills":"Deception +5, Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 150 ft., Passive Perception 14","languages":"Common plus one other language","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The medusa makes two Claw attacks and one Snake Hair attack, or it makes three Poison Ray attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage."]},{"name":"Snake Hair","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage plus 14 ({@damage 4d6}) Poison damage."]},{"name":"Poison Ray","entries":["{@atkr r} {@hit 5}, range 150 ft. {@h}11 ({@damage 2d8 + 2}) Poison damage."]}],"bonusActions":[{"name":"Petrifying Gaze {@recharge 5}","entries":["{@actSave con} {@dc 13}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. If the medusa sees its reflection in the {@variantrule Cone [Area of Effect]|XPHB|Cone}, the medusa must make this save. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition and repeats the save at the end of its next turn if it is still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Medusa","entries":["{@i Snake-Haired Recluse with a Petrifying Gaze}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"With their hair of living snakes and their infamous petrifying gazes, medusas are hubristic creatures that inhabit sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of {@condition petrified|XPHB} victims. Some medusas dominate groups of monsters or criminals, controlling them with threats of {@condition petrified|XPHB} doom, while others recruit servants that are immune to being {@condition petrified|XPHB}, such as gargoyles and gorgons.","Medusas are born or created through preternatural circumstances. Roll on or choose a result from the Medusa Fates table to inspire what led to a medusa's creation.",{"type":"table","caption":"Medusa Fates","colLabels":["1d6","The Medusa Was..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Born a medusa and lives unaware of whatever curse or circumstances afflicted its ancestor."],["2","Created by a god and tasked with guarding a treasure or secret."],["3","A cultist who made a fiendish bargain and enjoyed rewards that have since faded."],["4","An explorer transformed and compelled to defend a cursed ruin."],["5","A vain noble whose magical attempt to gain eternal beauty backfired."],["6","The victim of a bite from a magical serpent or reptilian god in disguise."]]}]}],"gallery":[{"path":"bestiary/XMM/Medusa.webp","credit":"Aaron J. Riley"}],"hidden":true,"otherVersions":[{"id":"medusa","source":"WttHC"},{"id":"medusa-mot","source":"MOT"},{"id":"medusa-mm","source":"MM"}]},{"id":"medusa-mot","name":"Medusa","source":"MOT","page":206,"srd":false,"image":"bestiary/tokens/MOT/Medusa.webp","token":"bestiary/tokens/MOT/Medusa.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":10,"dex":15,"con":16,"int":12,"wis":13,"cha":15,"saves":"","skills":"Deception +5, Insight +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.","If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The medusa makes either three melee attacks—one with its snake hair, one to constrict, and one with its shortsword—or two ranged attacks with its longbow."]},{"name":"Snake Hair","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 3} to hit, reach 10 ft., one target. {@h}7 ({@damage 2d6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target is {@condition restrained}, and the medusa can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Medusas (often called gorgons on Theros) are closely associated with Pharika, the god of poison and medicine. Pharika has charged her favored servants with guarding secrets of life, health, and immortality that are too powerful to be known by those who lack the wisdom to use them properly. Those who approach a medusa with humility and worthy offerings might receive the creature's favor. The medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika's knowledge. This information might lead to a cure for a plague, an alchemical breakthrough, or a secret of the cosmos."]}],"hidden":true,"otherVersions":[{"id":"medusa","source":"WttHC"},{"id":"medusa-xmm","source":"XMM"},{"id":"medusa-mm","source":"MM"}]},{"id":"medusa-mm","name":"Medusa","source":"MM","page":214,"srd":false,"image":"bestiary/MM/Medusa.webp","token":"bestiary/tokens/MM/Medusa.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":10,"dex":15,"con":16,"int":12,"wis":13,"cha":15,"saves":"","skills":"Deception +5, Insight +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.","If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow."]},{"name":"Snake Hair","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes.",{"name":"Immortal Splendor","type":"entries","entries":["Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa's hair turns into a nest of venomous serpents, and all who gaze upon the medusa are {@condition petrified}, becoming stone monuments to its corruption."]},{"name":"Medusa Lairs","type":"entries","entries":["Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa's presence until the creature is among them.","A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair."]}]}]}],"gallery":[{"path":"bestiary/MM/Medusa.webp"}],"hidden":true,"otherVersions":[{"id":"medusa","source":"WttHC"},{"id":"medusa-xmm","source":"XMM"},{"id":"medusa-mot","source":"MOT"}]},{"id":"meenlock","name":"Meenlock","source":"MPMM","page":178,"srd":false,"image":"bestiary/MPMM/Meenlock.webp","token":"bestiary/tokens/MPMM/Meenlock.webp","size":"Small","creatureType":"Fey","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"31 (7d6 + 7)","speed":"30 ft.","str":7,"dex":15,"con":12,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +4, Stealth +6, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 14","languages":"telepathy 120 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Fear Aura","entries":["Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} until the start of the creature's next turn."]},{"name":"Light Sensitivity","entries":["While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Shadow Teleport {@recharge 5}","entries":["The meenlock teleports to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in forests, although they adapt well to urban and subterranean settings.","Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these passageways serves as the lair's only entrance, and a large central chamber serves as the meenlocks' den. Inside the warren, black moss covers every surface, muffling sound.","A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby.",{"name":"Telepathic Torment","type":"entries","entries":["Up to four meenlocks can telepathically torment one {@condition incapacitated} creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the {@condition frightened} condition. If the creature is susceptible and remains {@condition incapacitated} for 1 hour, the creature must make a Wisdom saving throw, taking 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't {@condition incapacitated} during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a {@spell wish} spell or divine intervention can restore a transformed creature to its former state."]}],"gallery":[{"path":"bestiary/MPMM/Meenlock.webp","credit":"Filip Burburan"}],"otherVersions":[{"id":"meenlock-vgm","source":"VGM"}]},{"id":"meenlock-vgm","name":"Meenlock","source":"VGM","page":170,"srd":false,"image":"bestiary/VGM/Meenlock.webp","token":"bestiary/tokens/VGM/Meenlock.webp","size":"Small","creatureType":"Fey","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"31 (7d6 + 7)","speed":"30 ft.","str":7,"dex":15,"con":12,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +4, Stealth +6, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 14","languages":"telepathy 120 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Fear Aura","entries":["Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} until the start of the creature's next turn."]},{"name":"Light Sensitivity","entries":["While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Shadow Teleport {@recharge 5}","entries":["As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and subterranean settings.",{"name":"Fear Incarnate","entries":["Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these newly formed passageways serves as the lair's only entrance and exit.","Meenlocks give other creatures the creeps and project a supernatural aura that instills terror in those nearby. So evil and twisted are they that a palpable sense of foreboding haunts those who intrude upon a meenlock lair. Inside the warren, black moss covers every surface, muffling sound. A large central chamber serves as the meenlocks' den, where they torment captives."],"type":"entries"},{"name":"Dark Dwellers","entries":["A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to teleport from one darkened space to another-enabling it to sneak up on its prey or run away when outmatched."],"type":"entries"},{"name":"Telepathic Tormentors","entries":["Meenlocks have no form of communication other than telepathy. They can use it to project unsettling hallucinations into the minds of their prey. These hallucinations take the form of terrible whispers or fleeting movements just at the edges of one's peripheral vision.","During the day, meenlocks confine themselves to their dark warrens. At night, they crawl out of their tunnels to torment sleeping prey, particularly those who seem to embody all that is good in the world. Meenlocks like to paralyze creatures with their claws, drag them back to their hidden den, beat them unconscious, and telepathically torture them over a period of hours. A humanoid that succumbs to this psychic torment undergoes a transformation into an evil, full-grown meenlock (see the \"Telepathic Torment\" sidebar)."],"type":"entries"}]},{"type":"inset","name":"Telepathic Torment","entries":["Up to four meenlocks can telepathically torment one {@condition incapacitated} creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the {@condition frightened} condition. If the creature is susceptible and remains {@condition incapacitated} for 1 hour, the creature must make a Wisdom saving throw, taking 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't {@condition incapacitated} during it. The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a {@spell wish} spell or divine intervention can restore a transformed creature to its former state."]}]}]}],"gallery":[{"path":"bestiary/VGM/Meenlock.webp","credit":"Filip Burburan"}],"hidden":true,"otherVersions":[{"id":"meenlock","source":"MPMM"}]},{"id":"meera-raheer","name":"Meera Raheer","source":"KftGV","page":7,"srd":false,"image":"bestiary/KftGV/001-00-002.meera-raheer.webp","token":"bestiary/tokens/KftGV/Meera Raheer.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/001-00-002.meera-raheer.webp","credit":"Katerina Ladon"}]},{"id":"meeseeks","name":"Meeseeks","source":"RMBRE","page":16,"srd":false,"image":"bestiary/tokens/RMBRE/Meeseeks.webp","token":"bestiary/tokens/RMBRE/Meeseeks.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"—(immune to damage)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"megapede","name":"Megapede","source":"BAM","page":36,"srd":false,"image":"bestiary/BAM/Megapede.webp","token":"bestiary/tokens/BAM/Megapede.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"175 (13d20 + 39)","speed":"40 ft., climb 40 ft.","str":22,"dex":10,"con":17,"int":1,"wis":10,"cha":3,"saves":"Con +7, Wis +4","skills":"Perception +8, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The megapede makes one Bite attack and uses either Life Drain or Psychic Bomb."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 20 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage plus 22 ({@damage 5d8}) poison damage."]},{"name":"Life Drain","entries":["The megapede magically drains life energy from other creatures nearby. Each creature within 15 feet of the megapede must make a {@dc 15} Constitution saving throw, taking 16 ({@damage 3d10}) necrotic damage on a failed save, or half as much damage on a successful one."]},{"name":"Psychic Bomb","entries":["The megapede targets one creature it can see within 60 feet of itself. The target must make a {@dc 15} Wisdom saving throw. On a failed save, the target takes 22 ({@damage 5d8}) psychic damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the target takes half as much damage and isn't {@condition incapacitated}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Megapedes are enormous centipedes that can be as much as 150 feet long, though most specimens top out at between 100 and 120 feet. Their dozens of legs are each 5 feet long and tipped with flexible claws, and they have fur-covered carapaces. A megapede that lives in a sandy environment often buries itself in the sand and waits for prey to wander nearby, but megapedes also nest in cavernous underground chambers.","A megapede's bite is poisonous. In addition, the creature has magical abilities that make it a superior predator. It can exude an invisible aura of life-draining energy, or it can fix its gaze on one creature and implant a psychic bomb in that creature's mind.","After a megapede lays eggs, it attaches the eggs to its body using sticky saliva and carries them on its back until the eggs hatch. Newly hatched megapedes grow to full size within weeks by consuming as much as they can, possibly including one another if food is scarce."]}],"gallery":[{"path":"bestiary/BAM/Megapede.webp","credit":"Craig J Spearing"}]},{"id":"melannor-fellbranch","name":"Melannor Fellbranch","source":"WDH","page":36,"srd":false,"image":"bestiary/tokens/WDH/Melannor Fellbranch.webp","token":"bestiary/tokens/WDH/Melannor Fellbranch.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Chaotic Good","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Melannor has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Melannor is a 4th-level spellcaster. His spellcasting ability is Wisdom. He has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit or Melee Weapon Attack {@hit 4} to hit with shillelagh, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh or if wielded with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Melannor Fellbranch, the friendly but humorless groundskeeper of Phaulkonmere, a compound located one block south of Kolat Towers, is the characters' main contact in the Emerald Enclave"]}]}]}]},{"id":"meletian-hoplite","name":"Meletian Hoplite","source":"MOT","page":229,"srd":false,"image":"bestiary/MOT/Hoplite.webp","token":"bestiary/tokens/MOT/Meletian Hoplite.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+2 (12)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":16,"dex":14,"con":12,"int":16,"wis":13,"cha":11,"saves":"Dex +4, Int +5","skills":"Arcana +5, History +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The hoplite is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell ray of frost} (see \"Actions\" below)","Level 1 (4 slots): {@spell color spray}, {@spell expeditious retreat}, {@spell sleep}","Level 2 (2 slots): {@spell blur}, {@spell cloud of daggers}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Ray of Frost (Cantrip)","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}4 ({@damage 1d8}) cold damage, and the target's speed is reduced by 10 feet until the start of the hoplite's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Meletian hoplites use a combination of cunning, faith, and magic to defend their coastal home. Most of these skilled soldiers serve in the Reverent Army, the defenders of Meletis, which uses an array of proven strategies and flexible troop formations to gain the advantage over foes. Bolstered by trained griffon and pegasus steeds, they strike foes where they least expect."]}]},"Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.","The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of.",{"type":"table","caption":"Akroan Hoplite Unit Names","colLabels":["D8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spears of Iroas"],["2","Iron Fangs"],["3","Arrows of Anax"],["4","The Unbroken"],["5","Anvil of Purphoros"],["6","Skewering Squad"],["7","Shield of Akros"],["8","Cymede's Heart"]]},{"type":"table","caption":"Meletian Hoplite Unit Names","colLabels":["D8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Kraken's Claw"],["2","Hands of Justice"],["3","Thassa's Spear"],["4","Ephara's Shield"],["5","Kindred of the Deep"],["6","Riders of Heliod"],["7","Keepers of Pyrgnos"],["8","The Skysworn"]]},{"type":"table","caption":"Setessan Hoplite Unit Names","colLabels":["d8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Nylea's Arrows"],["2","The Watchers"],["3","Fangs of Ophis"],["4","The Swiftswords"],["5","Karametra's Wolves"],["6","Defenders of the Grove"],["7","Bronze Blades"],["8","The Jackals"]]}],"gallery":[{"path":"bestiary/MOT/Hoplite.webp","credit":"Raymond Swanland"}]},{"id":"melissara-shadowdusk","name":"Melissara Shadowdusk","source":"WDMM","page":281,"srd":false,"image":"bestiary/tokens/WDMM/Melissara Shadowdusk.webp","token":"bestiary/tokens/WDMM/Melissara Shadowdusk.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Deep Speech, Draconic, Dwarvish","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Melissara has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Melissara is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell dimension door}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Melissara casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"meloon-wardragon","name":"Meloon Wardragon","source":"WDH","page":210,"srd":false,"image":"bestiary/WDH/Meloon Wardragon.webp","token":"bestiary/tokens/WDH/Meloon Wardragon.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":20,"dex":15,"con":14,"int":10,"wis":14,"cha":15,"saves":"Str +9, Con +6","skills":"Athletics +9, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Deep Speech, telepathy 60 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Meloon wields {@item Azuredge|wdh} but can't attune to it, and thus gains none of its benefits."]},{"name":"Indomitable (2/Day)","entries":["Meloon can reroll a saving throw that he fails. He must use the new roll."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, Meloon can regain 20 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Meloon makes four attacks with Azuredge."]},{"name":"Azuredge","entries":["{@atk m} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Famous human adventurer}",{"type":"quote","entries":["Heroes, am I right? Maybe one day you'll join Force Grey. Can I buy you an ale?"]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Meloon is a handsome, formidable warrior in his prime, who serves the goddess Tymora and loves a good fight. His friends-among them Renaer Neverember and Vajra Safahr-describe him as honest, optimistic, and extraordinarily lucky. Until recently, he was a member of Force Grey and reported directly to the Blackstaff. In recent months, Meloon has spent much of his time at the Yawning Portal.","Three months ago, out of boredom, Meloon accompanied a fledgling band of adventurers on an expedition to Undermountain. There, his luck ran out. While resting in the dungeon, the adventuring party was attacked by monsters unleashed by Xanathar-including a number of intellect devourers. One of the creatures succeeded in magically devouring and replacing Meloon's brain, turning the champion of Tymora into a puppet. After finishing off his unsuspecting companions, Meloon returned to Waterdeep as a Xanathar Guild spy.","The intellect devourer that inhabits Meloon's skull was bred by Nihiloor, a mind flayer in Xanathar's employ. It knows everything Meloon knew, and Meloon behaves much as he did before his descent into Undermountain. He hangs out at the Yawning Portal, tries to bond with adventurers, and offers a helping hand whenever doing so feels appropriate. The intellect devourer's primary goals are to steer adventurers away from Undermountain and get them to undertake quests that further the aims of Xanathar. Such quests usually involve the eradication of Xanathar's enemies, and Meloon is all too eager to fight alongside those who fall for his ruse."]},{"type":"entries","name":"Adjusted Game Statistics","entries":["If Meloon is killed and raised from the dead, his true self is restored and his statistics change as follows:",{"type":"list","items":["Meloon is neutral good.","He loses his telepathy, and his ability to speak and understand Deep Speech.","He can attune to Azuredge (see appendix A)."]}]}]}]}],"gallery":[{"path":"bestiary/WDH/Meloon Wardragon.webp"}]},{"id":"memory-web","name":"Memory Web","source":"QftIS","page":208,"srd":false,"image":"bestiary/QftIS/Memory Web.webp","token":"bestiary/tokens/QftIS/Memory Web.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"39 (6d10 + 6)","speed":"40 ft., climb 40 ft.","str":16,"dex":18,"con":13,"int":14,"wis":14,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 12","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Damage Transfer","entries":["While it is grappling a creature, the memory web takes only half the damage dealt to it, and the creature {@condition grappled} by the web takes the other half."]},{"name":"False Appearance","entries":["If the memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the memory web move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the memory web is animate."]},{"name":"Memory Flood","entries":["When the memory web is reduced to 0 hit points, it discharges any memories it consumed over the past 24 hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web."]}],"spellcasting":[],"actions":[{"name":"Ensnare","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 13}). Until this grapple ends, the target has the {@condition restrained} condition and takes 7 ({@damage 1d8 + 3}) bludgeoning damage at the start of each of its turns. The memory web can grapple only one creature at a time."]}],"bonusActions":[{"name":"Drain Memories","entries":["The memory web targets one creature {@condition grappled} by it. The target must make a {@dc 12} Intelligence saving throw. Constructs, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, the target takes 5 ({@damage 2d4}) psychic damage and becomes memory drained until it finishes a long rest or the memory web is destroyed.","While memory drained, the target must roll a {@dice d4} each time it makes an ability check or attack roll, subtracting the {@dice d4} roll from it. Each time the target is memory drained beyond the first, the die size increases by one: the {@dice d4} becomes a {@dice d6}, the {@dice d6} becomes a {@dice d8}, and so on until the die becomes a {@dice d20}, at which point the target has the {@condition unconscious} condition for 1 hour. If a memory drained creature is the target of the Greater Restoration or {@spell Heal} spell, the memory drained effect ends on it. On a successful save, the target takes half as much damage only."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A memory web is a living web that resembles an ordinary web spun by an ettercap, a giant spider, or another oversized arachnid. Memory webs lie in ambush draped over plant life, wrapped around corpses, or stuck to ossuaries in dark catacombs.","Memory webs feed on memories and require daily sustenance. When a memory web's prey draws close, the web springs at the creature and wraps it in sticky, cord-like fibers. The web then drains its victim's memories, sapping the creature's life force in the process. A memory web can continue to feed on a corpse's memories for days after its death.","If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge. Some of these memories lodge themselves in the minds of nearby creatures as dreamlike recollections, potentially spurring their inheritors to action. The Memory Web Memories table presents adventure seeds that might be released by a slain memory web.",{"type":"table","colLabels":["d4","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The location of a powerful magic item"],["2","A secret betrayal by a beloved public figure"],["3","The details of an unfinished quest"],["4","A revelation about an impending upheaval"]]}]}],"gallery":[{"path":"bestiary/QftIS/Memory Web.webp"}]},{"id":"mend-nets","name":"Mend-nets","source":"RoT","page":32,"srd":false,"image":"bestiary/tokens/RoT/Mend-nets.webp","token":"bestiary/tokens/RoT/Mend-nets.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"12","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":11,"con":12,"int":8,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Pack Tactics","entries":["The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mennek-ariz","name":"Mennek Ariz","source":"TftYP","page":157,"srd":false,"image":"bestiary/TftYP-DiT/019-totyp-05-19.webp","token":"bestiary/tokens/TftYP/Mennek Ariz.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Mennek is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The enchanter has the following wizard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell mending}, {@spell message}","Level 1 (4 slots): {@spell charm person}*, {@spell mage armor}, {@spell magic missile}","Level 2 (3 slots): {@spell hold person}*, {@spell invisibility}, {@spell suggestion}*","Level 3 (3 slots): {@spell fireball}, {@spell haste}, {@spell tongues}","Level 4 (3 slots): {@spell dominate beast}*, {@spell stoneskin}","Level 5 (2 slots): {@spell hold monster}*","*Enchantment spell of 1st level or higher"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Instinctive Charm (Recharges after Mennek Casts an Enchantment Spell of 1st level or Higher)","entries":["Mennek tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.","The attacker must make a {@dc 14} Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than Mennek or itself. If multiple creatures are closest, the attacker chooses which one to target."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP-DiT/019-totyp-05-19.webp"}]},{"id":"mephistopheles","name":"Mephistopheles","source":"CoA","page":223,"srd":false,"image":"bestiary/CoA/Mephistopheles.webp","token":"bestiary/tokens/CoA/Mephistopheles.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+6 (16)","hp":"460 (40d10 + 240)","speed":"40 ft., fly 100 ft.","str":22,"dex":23,"con":22,"int":30,"wis":28,"cha":26,"saves":"Int +18, Wis +17, Cha +16","skills":"Deception +24, Insight +25, Persuasion +24","vulnerabilities":"","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Mephistopheles' darkvision."]},{"name":"Fiendish Regeneration","entries":["Mephistopheles regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Mephistopheles only dies if he starts his turn with 0 hit points and is unable to regenerate."]},{"name":"Flyby","entries":["Mephistopheles doesn't provoke opportunity attacks when he flies out of an enemy's reach."]},{"name":"Hellfire Mastery","entries":["Fire damage that Mephistopheles inflicts ignores resistances and immunities. Mephistopheles is immune to this effect."]},{"name":"Legendary Resistance (3/Day)","entries":["If Mephistopheles fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Mephistopheles has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Mephistopheles casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 26}):","At will: {@spell Darkness}, {@spell Detect Evil and Good}, {@spell Detect Magic}, {@spell Dispel Magic}, {@spell Geas} (duration 1 year), {@spell Greater Restoration}, {@spell Hallow}, {@spell Hold Monster}, {@spell Locate Creature}, {@spell Locate Object}, {@spell Major Image}, {@spell Resurrection}, {@spell Scrying}, {@spell Suggestion}, {@spell Wall of Fire}","1/day each: {@spell Meteor Swarm}, {@spell Symbol}, {@spell Wish}"]}],"actions":[{"name":"Multiattack","entries":["Mephistopheles makes three Ranseur attacks. He can replace one of the attacks with Hellfire Lash (if available)."]},{"name":"Ranseur +3","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 18 ({@damage 4d8}) fire or cold damage (Mephistopheles' choice)."]},{"name":"Hellfire Implosion {@recharge 4}","entries":["A bright streak of Hellfire appears at a point that Mephistopheles can see within 150 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 22} Dexterity saving throw. Targets take 31 ({@damage 9d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Hellfire Lash {@recharge 5}","entries":["Mephistopheles unleashes a 60-foot-long, 5-foot-wide lash of Hellfire that ignites a 5-foot- radius sphere around where it strikes. Any targets in the area of effect must make a {@dc 22} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much on a successful one."]}],"bonusActions":[{"name":"Ashen Teleport","entries":["Mephistopheles' body and any equipment he is wearing or carrying turns to ash, then he magically teleports up to 120 feet to an unoccupied space he can see and reforms."]}],"reactions":[],"legendaryActions":[{"name":"Hellfire Wings","entries":["Mephistopheles uses his wings to generate a burst of heat. Each creature within 10 feet of him must succeed on a {@dc 22} Dexterity saving throw or take 9 ({@damage 2d8}) bludgeoning damage plus 9 ({@damage 2d8}) fire damage. Creatures that failed the save also have the {@condition prone} condition."]},{"name":"Hellfire Storm (Costs 2 Actions)","entries":["Mephistopheles creates a rain of Hellfire at a point he can see within 150 feet. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 24} Dexterity saving throw. Targets take 38 ({@damage 7d10}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Mephistopheles summons an allied {@creature horned devil} in an unoccupied space that he can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Mephistopheles can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Conjure Hellfire","entries":["Mephistopheles covers a 5-foot square with Hellfire. Any creature that starts their turn in the Hellfire takes 27 ({@damage 6d8}) fire damage. The Hellfire remains until Mephistopheles dismisses it."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Mephistopheles' lair is corrupted by his presence, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Geysers","entries":["Within 1 mile of Mephistopheles' lair, every 100 feet of movement results in a flame geyser erupting. Creatures within 10 feet of a geyser when it erupts must succeed on a {@dc 22} Dexterity saving throw or take 10 ({@damage 3d6}) fire damage. The geyser continues erupting for 24 hours."]}]},"If Mephistopheles dies, the effects fade over the course of {@dice 1d10} days."],"lore":["Mephistopheles is the lord of Cania, the eighth level of the Nine Hells, and the most formidable archdevil next to Asmodeus himself. He is famed as Hell's most powerful spellcaster and the wielder of a power known as Hellfire.","An ancient entity, rivaling Asmodeus in age, Mephistopheles has been responsible for many schemes to try and unseat the Lord of the Nine Hells. One of his most infamous was an alliance between himself, Dispater, Mammon, and Geryon. They conspired to take power from the other archdevils, Baalzebul, Zariel, Belial, and Moloch. With this increased power, Mephistopheles believed he could challenge Asmodeus himself. But he was betrayed by Geryon, who had secretly sided with Asmodeus. Despite the blatancy of his rebellion, Mephistopheles was the archdevil that suffered the least: not cursed like Mammon or Baalzebul; not cast down like Belial, Moloch or Geryon. This has led many to believe that there is some ancient secret to the relationship between Asmodeus and Mephistopheles, though what it could be is a mystery none have discovered.","As the foremost spellcaster of the Nine Hells, Mephistopheles often resorts to magic when forced to defend himself. But his greatest power comes from the ability to wield Hellfire itself. Created by tapping into the profane essence of the Nine Hells, Hellfire is unimaginably, unbearably hot. Mephistopheles can also shape Hellfire however he wishes, making it his most potent weapon.",{"type":"entries","name":"Mephistopheles' Lair","page":232,"entries":["This archdevil's lair is the Citadel of Mephistar, located within the glacier of Nargus. This an elegantly carved ice palace and is home to Mephistopheles' private manor, along with living accommodations for numerous other devils."]}],"gallery":[{"path":"bestiary/CoA/Mephistopheles.webp","credit":"Aaron Sims"}],"otherVersions":[{"id":"mephistopheles-mabjov","source":"MaBJoV"}]},{"id":"mephistopheles-mabjov","name":"Mephistopheles","source":"MaBJoV","page":101,"srd":false,"image":"bestiary/MaBJoV/Mephistopheles.webp","token":"bestiary/tokens/MaBJoV/Mephistopheles.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+6 (16)","hp":"460 (40d10 + 240)","speed":"40 ft., fly 100 ft.","str":22,"dex":23,"con":22,"int":30,"wis":28,"cha":26,"saves":"Int +18, Wis +17, Cha +16","skills":"Deception +24, Insight +25, Persuasion +24","vulnerabilities":"","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Mephistopheles' darkvision."]},{"name":"Fiendish Regeneration","entries":["Mephistopheles regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn't function at the start of his next turn. Mephistopheles only dies if he starts his turn with 0 hit points and is unable to regenerate."]},{"name":"Flyby","entries":["Mephistopheles doesn't provoke opportunity attacks when he flies out of an enemy's reach."]},{"name":"Hellfire Mastery","entries":["Fire damage that Mephistopheles inflicts ignores resistances and immunities. Mephistopheles is immune to this effect."]},{"name":"Legendary Resistance (3/Day)","entries":["If Mephistopheles fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Mephistopheles has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Mephistopheles casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 26}):","At will: {@spell darkness}, {@spell detect evil and good}, {@spell detect magic}, {@spell dispel magic}, {@spell geas} (duration 1 year), {@spell greater restoration}, {@spell hallow}, {@spell hold monster}, {@spell locate creature}, {@spell locate object}, {@spell major image}, {@spell resurrection}, {@spell scrying}, {@spell suggestion}, {@spell wall of fire}","1/day each: {@spell meteor swarm}, {@spell symbol}, {@spell wish}"]}],"actions":[{"name":"Multiattack","entries":["Mephistopheles makes three Ranseur attacks. He can replace one of the attacks with Hellfire Lash (if available)."]},{"name":"Ranseur, +3","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing plus 18 ({@damage 4d8}) fire or cold damage (Mephistopheles' choice)."]},{"name":"Hellfire Implosion {@recharge 4}","entries":["A bright streak of Hellfire appears at a point that Mephistopheles can see within 150 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 22} Dexterity saving throw. Targets take 31 ({@damage 9d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Hellfire Lash {@recharge 5}","entries":["Mephistopheles unleashes a 60-foot-long, 5-foot-wide lash of Hellfire that ignites a 5-foot-radius sphere around where it strikes. Any targets in the area of effect must make a {@dc 22} Dexterity saving throw, taking 36 ({@damage 8d8}) fire damage on a failed save, or half as much on a successful one."]}],"bonusActions":[{"name":"Ashen Teleport","entries":["Mephistopheles' body and any equipment he is wearing or carrying turns to ash, then he magically teleports up to 120 feet to an unoccupied space he can see and reforms."]}],"reactions":[],"legendaryActions":[{"name":"Hellfire Wings","entries":["Mephistopheles uses his wings to generate a burst of heat. Each creature within 10 feet of him must succeed on a {@dc 22} Dexterity saving throw or take 9 ({@damage 2d8}) bludgeoning damage plus 9 ({@damage 2d8}) fire damage. Creatures that failed the save also have the {@condition prone} condition."]},{"name":"Hellfire Storm (Costs 2 Actions)","entries":["Mephistopheles creates a rain of Hellfire at a point he can see within 150 feet. Each creature within a 20-foot-radius sphere centered on that point must make a {@dc 24} Dexterity saving throw. Targets take 38 ({@damage 7d10}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Call Underling (Costs 3 Actions)","entries":["Mephistopheles summons an allied {@creature horned devil} in an unoccupied space that he can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["If there were ever a subject I would never dare to write about it's the lord of Cania. I don't know the real reason of how the ranger came into information on this lord of Hell, but he claims it has something to do with his hamster. His hamster! How did I ever get bamboozled into editing this tome."],"by":"Volo"},"Mephistopheles is the lord of Cania, the eighth level of the Nine Hells, and the most powerful archdevil next to Asmodeus himself. He is famed as Hell's most powerful wizard and the wielder of a power known as Hellfire.","Mephistopheles is an ancient entity, a being rivaling even Asmodeus in terms of age. During his time as an archdevil he had been responsible for many schemes to try and unseat the Lord of the Nine. One of his infamous schemes was an alliance between himself, Dispater, Mammon, and Geryon. They conspired to take power from the other archdevils, Baalzebul, Zariel, Belial and Moloch. With this increased power, Mephistopheles would then be able to challenge Asmodeus himself. But he was betrayed by Geryon, who had been secretly siding with Asmodeus. Despite the blatancy of his rebellion, he was the archdevil that suffered the least: not cursed like Mammon or Baalzebul; not cast down like Belial, Moloch or Geryon. This has led many to believe that there is some ancient secret to the relationship between the Asmodeus and Mephistopheles, though what it could be is a mystery none have discovered.","Mephistopheles is a brilliant tactician and strategist, and he has an unparalleled understanding of Hell's political machinations and the potential pitfalls of every scheme and alliance. He is courteous and charming when he speaks, demonstrating a wry wit while projecting an image of self-restraint and composure. But beneath this civil persona lurks a savage, barely controlled temper, and he often flies into uncontrollable rages when alone in his palace. In addition to his barely contained anger, Mephistopheles suffers from obsessive envy, and he is bitterly resentful that he is \"merely\" the second most powerful archdevil.","As the foremost wizard of the Nine Hells, Mephistopheles often resorts to magic when forced to defend himself. But his greatest power comes from the ability to wield Hellfire itself. Created by tapping into the profane essence of Hell, Hellfire is unimaginably, unbearably hot. Unless he chooses to suppress it, his body emanates dark flames, causing anyone who touches him to be scorched by the unholy energy. Mephistopheles can also shape Hellfire any way he wishes, making it his most potent weapon."],"gallery":[{"path":"bestiary/MaBJoV/Mephistopheles.webp"}],"hidden":true,"otherVersions":[{"id":"mephistopheles","source":"CoA"}]},{"id":"mercane","name":"Mercane","source":"BAM","page":37,"srd":false,"image":"bestiary/BAM/Mercane.webp","token":"bestiary/tokens/BAM/Mercane.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"13","initiative":"+0 (10)","hp":"75 (10d10 + 20)","speed":"30 ft.","str":16,"dex":10,"con":15,"int":18,"wis":16,"cha":15,"saves":"Int +7, Wis +6, Cha +5","skills":"Insight +9, Perception +6, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Giant, telepathy 60 ft. (see also Mercane telepathy)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Mercane Telepathy","entries":["The mercane can communicate telepathically with any other mercane it knows, regardless of the distance between them."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The mercane casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect magic}, {@spell light}","1/day each: {@spell dimension door}, {@spell invisibility}, {@spell mage armor} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The mercane makes three Psi-Imbued Blade attacks."]},{"name":"Psi-Imbued Blade","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage, and if the target is a creature, it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of the mercane until the end of the target's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Mercanes are the mysterious, magical creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant robes and have elongated heads and long, spindly fingers.","Mercanes conduct most of their business in Wildspace and the Astral Sea. To a mercane, commerce can take many forms, from the trading of goods and services to the trading of ideas and information. Mercanes are best known, however, for procuring and selling magic items, including artifacts and spelljamming helms. It's rare to see more than one mercane at a time, though it's common for a mercane to be accompanied by underlings or bodyguards.","Mercanes will conduct business with anyone, fairly and reliably, provided the other party has neither harmed nor swindled another mercane in the past. Mercanes have a special form of telepathy that enables them to communicate with one another across the multiverse. A mercane often uses this ability to warn another mercanes about individuals who are dangerous or unreliable. Once a mercane has been offended by someone, getting back into their good graces is next to impossible."]}],"gallery":[{"path":"bestiary/BAM/Mercane.webp","credit":"Shawn Wood"}]},{"id":"mercenary-envoy","name":"Mercenary Envoy","source":"AitFR-FCD","page":10,"srd":false,"image":"bestiary/tokens/AitFR-FCD/Mercenary Envoy.webp","token":"bestiary/tokens/AitFR-FCD/Mercenary Envoy.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"15","initiative":"+2 (12)","hp":"26 (4d8 + 8)","speed":"30 ft.","str":15,"dex":15,"con":15,"int":10,"wis":12,"cha":9,"saves":"Str +4, Con +4","skills":"Athletics +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Inspired Courage","entries":["The mercenary has advantage on savings throws against being {@condition charmed}, {@condition frightened}, {@condition grappled}, or {@condition restrained} while within 5 feet of at least one ally."]},{"name":"Martial Advantage","entries":["Once per turn, the mercenary can deal an extra 7 ({@damage 2d6}) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the mercenary that isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mercenary makes two longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 4} to hit, range","100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["These mercenaries stand for the Banner of Blades and the Iron Lions at Tyreus's fortress, but they might not be representative of those armies. These are rank-and-file warriors capable of demonstrating coordinated attacks and formations. They are neither the most capable lieutenants nor the rough-and-tumble masses of these small armies.","For the purposes of their Inspired Courage feature, the mercenaries of both companies consider each other allies while at the fortress—unless the adventurers do something to drive them apart."]},{"id":"mercion","name":"Mercion","source":"WBtW","page":224,"srd":false,"image":"bestiary/WBtW/Mercion.webp","token":"bestiary/tokens/WBtW/Mercion.webp","size":"Medium","creatureType":"Humanoid (Cleric, Human)","alignment":"Lawful Good","ac":"19","initiative":"+0 (10)","hp":"31 (9d8 - 9)","speed":"30 ft.","str":15,"dex":10,"con":9,"int":12,"wis":17,"cha":17,"saves":"Wis +5, Cha +5","skills":"Insight +5, Medicine +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Dwarvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Mercion wields a {@item +1 quarterstaff}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Mercion casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell light}, {@spell spare the dying}","1/day: {@spell death ward}","2/day each: {@spell command}, {@spell create food and water}, {@spell cure wounds}, {@spell faerie fire}, {@spell hold person}, {@spell revivify}"]}],"actions":[{"name":"Multiattack","entries":["Mercion makes one Divine Radiance attack and one +1 Quarterstaff attack. She can replace one of these attacks with a use of Spellcasting."]},{"name":"Divine Radiance","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 3d8}) radiant damage."]},{"name":"+1 Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, or 7 ({@damage 1d8 + 3}) bludgeoning damage when used with two hands."]},{"name":"Radiant Fire {@recharge 5}","entries":["Mercion creates a magical explosion of fiery radiance centered on a point she can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 13} Dexterity saving throw, taking 28 ({@damage 8d6}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Mercion strikes the balance of a natural leader and a protective caregiver. She has a direct manner that reassures and inspires those around her.","Mercion does not worship a deity, but rather an ideal: that truth gives life to artistry and beauty, and that those who embrace deceit should be censured and punished. Light is her domain."]}],"gallery":[{"path":"bestiary/WBtW/Mercion.webp","credit":"Daarken"}]},{"id":"mercykiller-bloodhound","name":"Mercykiller Bloodhound","source":"MPP","page":60,"srd":false,"image":"bestiary/MPP/Mercykiller Bloodhound.webp","token":"bestiary/tokens/MPP/Mercykiller Bloodhound.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+1 (11)","hp":"104 (16d8 + 48)","speed":"40 ft.","str":17,"dex":12,"con":16,"int":12,"wis":15,"cha":8,"saves":"","skills":"Perception +8, Survival +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common plus one more language","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Portal Sense","entries":["The bloodhound can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each portal."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bloodhound makes three Clawed Gauntlet attacks."]},{"name":"Clawed Gauntlet","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 10 ({@damage 3d6}) necrotic damage."]}],"bonusActions":[{"name":"Marked for Pursuit (3/Day)","entries":["The bloodhound attempts to place a magical mark on a creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Charisma saving throw or become cursed for 24 hours. A creature missing any of its hit points has disadvantage on this saving throw. While cursed in this way, the bloodhound can sense the direction and distance to the target as long as the two are on the same plane of existence. If the target isn't on the same plane, the bloodhound knows what plane the target is on."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Clad in black armor and spiked gauntlets that end in steel claws, bloodhounds hunt down those guilty of serious offenses in Sigil. These trackers pursue their targets across the planes."]}],"gallery":[{"path":"bestiary/MPP/Mercykiller Bloodhound.webp"}]},{"id":"merfolk","name":"Merfolk","source":"MM","page":218,"srd":false,"image":"bestiary/MM/Merfolk.webp","token":"bestiary/tokens/MM/Merfolk.webp","size":"Medium","creatureType":"Humanoid (Merfolk)","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"10 ft., swim 40 ft.","str":10,"dex":13,"con":12,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Aquan, Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The merfolk can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, or 4 ({@damage 1d8}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations.","Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though starry-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands.","Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years.",{"name":"Merfolk Settlements","type":"entries","entries":["Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic.","Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures."]}]}]}],"gallery":[{"path":"bestiary/MM/Merfolk.webp"}]},{"id":"merfolk-salvager","name":"Merfolk Salvager","source":"GoS","page":244,"srd":false,"image":"bestiary/tokens/GoS/Merfolk Salvager.webp","token":"bestiary/tokens/GoS/Merfolk Salvager.webp","size":"Medium","creatureType":"Humanoid (Merfolk)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"10 ft., swim 40 ft.","str":12,"dex":14,"con":12,"int":11,"wis":10,"cha":13,"saves":"Dex +4","skills":"Athletics +3, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Aquan, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The salvager can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The salvager makes two attacks with its coral rapier."]},{"name":"Coral Rapier","entries":["{@atk m} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Inject Toxin (2/Day)","entries":["{@atk m} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, and the creature must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Veterans of scouring the wrecks and ruins found in the deepest waters, these skilled warriors help defend their kin with rapier-like weapons of living coral. The salvagers escort other merfolk on scavenging missions, using their keen senses to detect danger. They are found allying with the lizardfolk in Danger at Dunwater."]}]}]}]},{"id":"merfolk-scout","name":"Merfolk Scout","source":"GoS","page":216,"srd":false,"image":"bestiary/tokens/GoS/Merfolk Scout.webp","token":"bestiary/tokens/GoS/Merfolk Scout.webp","size":"Medium","creatureType":"Humanoid (Merfolk)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"merfolk-skirmisher","name":"Merfolk Skirmisher","source":"XMM","page":209,"srd":true,"image":"bestiary/XMM/Merfolk.webp","token":"bestiary/tokens/XMM/Merfolk Skirmisher.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"10 ft., swim 40 ft.","str":10,"dex":13,"con":12,"int":11,"wis":14,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Primordial (Aquan)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Underwater","treasure":"Individual","traits":[{"name":"Amphibious","entries":["The merfolk can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Ocean Spear","entries":["{@atkr m,r} {@hit 2}, reach 5 ft. or range 20/60 ft. {@h}3 ({@damage 1d6}) Piercing damage plus 2 ({@damage 1d4}) Cold damage. If the target is a creature, its {@variantrule Speed|XPHB} decreases by 10 feet until the end of its next turn. {@hom}The spear magically returns to the merfolk's hand immediately after a ranged attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Merfolk skirmishers defend their homes from aquatic monsters and invaders from the surface."]},{"type":"section","name":"Merfolk","entries":["{@i Protectors and Explorers of the Seas}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Beneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion."]}],"gallery":[{"path":"bestiary/XMM/Merfolk.webp","credit":"Andrea Piparo"}]},{"id":"merfolk-wavebender","name":"Merfolk Wavebender","source":"XMM","page":209,"srd":false,"image":"bestiary/XMM/Merfolk.webp","token":"bestiary/tokens/XMM/Merfolk Wavebender.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"97 (15d8 + 30)","speed":"10 ft., swim 40 ft.","str":10,"dex":18,"con":14,"int":13,"wis":19,"cha":15,"saves":"Dex +7, Con +5, Wis +7, Cha +5","skills":"Perception +7","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Primordial (Aquan)","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Coastal, Underwater","treasure":"Individual","traits":[{"name":"Amphibious","entries":["The merfolk can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Elementalism|XPHB}, {@spell Light|XPHB}","1/day each: {@spell Control Water|XPHB}, {@spell Create or Destroy Water|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The merfolk makes two Aquatic Burst attacks."]},{"name":"Aquatic Burst","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 60 ft. {@h}20 ({@damage 3d10 + 4}) Cold damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[{"name":"Watery Rebuke","entries":["{@actTrigger} An enemy the merfolk can see enters a space within 5 feet of the merfolk. {@actResponse d}{@actSave str} {@dc 15}, the triggering enemy. {@actSaveFail} 14 ({@damage 4d6}) Cold damage. If the target is Large or smaller, it is pushed up to 30 feet straight away from the merfolk by conjured water."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["These merfolk mages use magic to manipulate water, storms, and sea creatures to aid them."]},{"type":"section","name":"Merfolk","entries":["{@i Protectors and Explorers of the Seas}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Beneath the waves dwell merfolk, mysterious creatures that merge the features of humans and sea creatures. Some are curious about land dwellers, while others view them with suspicion."]}],"gallery":[{"path":"bestiary/XMM/Merfolk.webp","credit":"Andrea Piparo"}]},{"id":"meri","name":"Meri","source":"CRCotN","page":150,"srd":false,"image":"bestiary/CRCotN/075-06-004.three-ghosts.webp","token":"bestiary/tokens/CRCotN/Meri.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Meri can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Meri can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Meri enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of Meri that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that Meri can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Meri ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/075-06-004.three-ghosts.webp","credit":"Maria Zolotukhina"}]},{"id":"merregon","name":"Merregon","source":"MPMM","page":179,"srd":false,"image":"bestiary/MPMM/Merregon.webp","token":"bestiary/tokens/MPMM/Merregon.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":18,"dex":14,"con":17,"int":6,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"understands Infernal but can't speak, telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the merregon's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The merregon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The merregon makes three Halberd attacks."]},{"name":"Halberd","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Loyal Bodyguard","entries":["When another Fiend within 5 feet of the merregon is hit by an attack roll, the merregon causes itself to be hit instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the Hells' legionnaires, tasked with protecting their infernal plane and its rulers against intruders.","Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: the commander it serves and the layer of the Nine Hells it protects.","Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight."],"gallery":[{"path":"bestiary/MPMM/Merregon.webp","credit":"Mark Behm, Min Yum"}],"otherVersions":[{"id":"merregon-mtf","source":"MTF"}]},{"id":"merregon-mtf","name":"Merregon","source":"MTF","page":166,"srd":false,"image":"bestiary/MTF/Merregon.webp","token":"bestiary/tokens/MTF/Merregon.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":18,"dex":14,"con":17,"int":6,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"understands Infernal but can't speak, telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the merregon's darkvision."]},{"name":"Magic Resistance","entries":["The merregon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks."]},{"name":"Halberd","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Loyal Bodyguard","entries":["When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Merregons can't speak, and their telepathy is one-to-one. Their orderly ranks are easily confused if you slay their shouting masters."],"by":"Mordenkainen"},{"type":"entries","name":"Merregon","entries":["The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the hells' legionnaires, tasked with protecting the realm and its rulers against intruders."]},{"name":"Masks of Uniformity","type":"entries","entries":["Merregons have no individuality, and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: its commander and the layer of the Nine Hells it serves."]},{"name":"Fearless Obedience","type":"entries","entries":["Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they retreat from no fight."]}]}]}],"gallery":[{"path":"bestiary/MTF/Merregon.webp","credit":"Mark Behm, Min Yum"}],"hidden":true,"otherVersions":[{"id":"merregon","source":"MPMM"}]},{"id":"merrenoloth","name":"Merrenoloth","source":"MPMM","page":180,"srd":false,"image":"bestiary/MPMM/Merrenoloth.webp","token":"bestiary/tokens/MPMM/Merrenoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"40 (9d8)","speed":"30 ft., swim 40 ft.","str":8,"dex":17,"con":10,"int":17,"wis":14,"cha":11,"saves":"Dex +5, Int +5","skills":"History +5, Nature +5, Perception +4, Survival +4","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Magic Resistance","entries":["The merrenoloth has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The merrenoloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell charm person}, {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell gust of wind}","3/day: {@spell control water}"]}],"actions":[{"name":"Multiattack","entries":["The merrenoloth makes one Oar attack and uses Fear Gaze."]},{"name":"Oar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) fire damage."]},{"name":"Fear Gaze","entries":["The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 13} Wisdom saving throw or become {@condition frightened} of the merrenoloth for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Teleport","entries":["The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Gale","type":"item","entries":["The air within 60 feet of the vessel is filled with wind. Until initiative count 20 on the next round, that area is {@quickref difficult terrain||3}, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Propel","type":"item","entries":["A strong wind propels the vessel, increasing its speed by 30 feet until initiative count 20 on the next round."]},{"name":"Repair","type":"item","entries":["The vessel regains 22 ({@dice 4d10}) hit points."]}]}],"regionalEffects":["A merrenoloth imbues its vessel with magic that creates one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Unerring","type":"item","entries":["The vessel always stays on course to the destination the merrenoloth names."]},{"name":"Unsinkable","type":"item","entries":["The vessel doesn't sink even if its hull is breached."]}]},"If the merrenoloth dies, these effects fade over the course of {@dice 1d6} hours."],"lore":["The grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone who forcefully boards their vessels."],"gallery":[{"path":"bestiary/MPMM/Merrenoloth.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"merrenoloth-mtf","source":"MTF"}]},{"id":"merrenoloth-mtf","name":"Merrenoloth","source":"MTF","page":250,"srd":false,"image":"bestiary/MTF/Merrenoloth.webp","token":"bestiary/tokens/MTF/Merrenoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"40 (9d8)","speed":"30 ft., swim 40 ft.","str":8,"dex":17,"con":10,"int":17,"wis":14,"cha":11,"saves":"Dex +5, Int +5","skills":"History +5, Nature +5, Perception +4, Survival +4","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Magic Resistance","entries":["The merrenoloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The merrenoloth's weapon attacks are magical."]},{"name":"Teleport","entries":["As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The merrenoloth's innate spellcasting ability is Intelligence (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:","At will: {@spell charm person}, {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell gust of wind}","1/day: {@spell control weather}","3/day: {@spell control water}"]}],"actions":[{"name":"Multiattack","entries":["The merrenoloth uses Fear Gaze once and makes one oar attack."]},{"name":"Oar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage."]},{"name":"Fear Gaze","entries":["The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 13} Wisdom saving throw or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:",{"type":"list","items":["The ship regains 22 ({@dice 4d10}) hit points.","A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.","The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is {@quickref difficult terrain||3}, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"regionalEffects":["A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects:",{"type":"list","items":["The ship doesn't sink even if its hull is breached.","The ship always stays on course to the destination the merrenoloth names.","Creatures the merrenoloth chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage."]},"If the merrenoloth dies, these effects fade over the course of {@dice 1d6} hours."],"lore":[{"type":"section","name":"Merrenoloth","entries":["The grim, gaunt captains of the ferries on the River Styx, merrenoloths have total command of their vessels, ensuring that their passengers reach their destinations safely. Sometimes merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection.","Whenever a merrenoloth takes on a contract to captain a ship, it bonds with the vehicle to make sure nothing goes awry with it during the journey. A merrenoloth can navigate its ship safely through the worst storms, always stays on course, and never runs afoul of the myriad hazards that can thwart lesser captains.","A merrenoloth can hold its own in a fight, but it prefers to avoid combat when possible. In fact, it typically specifies in its contracts that it is under no obligation to fight. A merrenoloth's first duty is always to its vessel."]},{"type":"section","name":"Yugoloths","entries":["Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}."]}],"gallery":[{"path":"bestiary/MTF/Merrenoloth.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"merrenoloth","source":"MPMM"}]},{"id":"merrow","name":"Merrow","source":"XMM","page":210,"srd":true,"image":"bestiary/XMM/Merrow.webp","token":"bestiary/tokens/XMM/Merrow.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"45 (6d10 + 12)","speed":"10 ft., swim 40 ft.","str":18,"dex":15,"con":15,"int":8,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Primordial (Aquan)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Underwater","treasure":"Any","traits":[{"name":"Amphibious","entries":["The merrow can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The merrow makes two attacks, using Bite, Claw, or Harpoon in any combination."]},{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}6 ({@damage 1d4 + 4}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition until the end of the merrow's next turn."]},{"name":"Claw","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}9 ({@damage 2d4 + 4}) Slashing damage."]},{"name":"Harpoon","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 20/60 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage. If the target is a Large or smaller creature, the merrow pulls the target up to 15 feet straight toward itself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Merrow","entries":["{@i Ogreish Undersea Abductor}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Vicious aquatic hunters, merrow combine the features of ogres with those of primeval, predatory fish. They lurk in coastal waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal undersea lairs. Merrow often keep prisoners in their larders as future meals.","Merrow raid coastal settlements and merfolk communities to steal weapons and treasure. This leads to conflicts between merfolk and merrow, but it also provokes misunderstandings with surface dwellers who blame merfolk for merrow attacks.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Sages trace merrows' origins to aquatic ogres, depraved merfolk, and worse. Such broad theories reveal little about these monsters but overmuch of the dread lurking beyond our certain shores."],"by":"Leomund"}]}]}],"gallery":[{"path":"bestiary/XMM/Merrow.webp","credit":"David Auden Nash"}],"otherVersions":[{"id":"merrow-mm","source":"MM"}]},{"id":"merrow-mm","name":"Merrow","source":"MM","page":219,"srd":false,"image":"bestiary/MM/Merrow.webp","token":"bestiary/tokens/MM/Merrow.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"45 (6d10 + 12)","speed":"10 ft., swim 40 ft.","str":18,"dex":10,"con":15,"int":8,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Aquan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The merrow can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The merrow makes two attacks: one with its bite and one with its claws or harpoon."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage."]},{"name":"Harpoon","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed.",{"name":"Transformed Merfolk","type":"entries","entries":["Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea.","Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon's layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born."]},{"name":"Coastal Bullies","type":"entries","entries":["Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves.","Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory."]}]}]}],"gallery":[{"path":"bestiary/MM/Merrow.webp"}],"hidden":true,"otherVersions":[{"id":"merrow","source":"XMM"}]},{"id":"merrow-doublespeaker","name":"Merrow Doublespeaker","source":"LFL","srd":false,"image":"bestiary/LFL/Merrow Doublespeaker.webp","token":"bestiary/tokens/LFL/Merrow Doublespeaker.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"67 (9d8 + 27)","speed":"20 ft., swim 40 ft.","str":18,"dex":17,"con":16,"int":12,"wis":13,"cha":16,"saves":"Dex +5, Cha +5","skills":"Deception +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Common, Primordial (Aquan)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Planar, Feywild","treasure":"Individual","traits":[{"name":"Amphibious","entries":["The merrow can breathe air and water."]},{"name":"Mimicry","entries":["The merrow can mimic voices and animal sounds. A creature that hears the mimicries can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight|XPHB}) check."]}],"spellcasting":[{"name":"Spellcasting","entries":["The merrow casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Command|XPHB}, {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The merrow makes three Spined Tail attacks. It can replace one of these attacks with a use of Spellcasting to cast {@spell Command|XPHB}."]},{"name":"Spined Tail","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 20/60 ft. {@h}14 ({@damage 3d6 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Most Shadowmoor merrow are Merrow Doublespeakers, seeking to trick those not wise to their nature. These merrows' tail spines are dangerous; doublespeakers can use them to stab or throw at foes."]},{"type":"section","name":"Merrow","entries":["Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor's land-dwelling species. They resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence."]}],"gallery":[{"path":"bestiary/LFL/Merrow Doublespeaker.webp"}]},{"id":"merrow-extortionist","name":"Merrow Extortionist","source":"DoSI","page":0,"srd":false,"image":"bestiary/DoSI/Merrow Extortionist.webp","token":"bestiary/tokens/DoSI/Merrow Extortionist.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"30 (4d10 + 8)","speed":"10 ft., swim 40 ft.","str":16,"dex":10,"con":15,"int":8,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Aquan, Common","cr":"1","crDisplay":"1 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The merrow can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The merrow makes two Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DoSI/Merrow Extortionist.webp","credit":"Linda Lithén"}]},{"id":"merrow-haranguer","name":"Merrow Haranguer","source":"LFL","srd":false,"image":"bestiary/LFL/Merrow Haranguer.webp","token":"bestiary/tokens/LFL/Merrow Haranguer.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Neutral","ac":"14","initiative":"+4 (14)","hp":"90 (12d8 + 36)","speed":"5 ft., swim 40 ft.","str":18,"dex":18,"con":16,"int":14,"wis":15,"cha":19,"saves":"Dex +7, Cha +7","skills":"Performance +7, Persuasion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Primordial (Aquan)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Feywild","treasure":"Individual","traits":[{"name":"Amphibious","entries":["The merrow can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The merrow makes three attacks, using Coral Scepter and Poisoned Longbow in any combination."]},{"name":"Coral Scepter","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}14 ({@damage 2d10 + 4}) Bludgeoning damage."]},{"name":"Poisoned Longbow","entries":["{@atkr r} {@hit 7}, range 150/600 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Invective","entries":["{@actSave wis} {@dc 15}, up to three creatures the merrow can see within 60 feet. {@actSaveFail} 14 ({@damage 4d6}) Psychic damage, and the creature has {@variantrule Disadvantage|XPHB} on its next attack roll before the end of the merrow's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Most Lorwyn merrow are Merrow Haranguers, who seek to overwhelm others with a glut of highly critical language to get their way."]},{"type":"section","name":"Merrow","entries":["Merrow are primarily water-dwelling people who exploit the realm of Lorwyn-Shadowmoor's land-dwelling species. They resemble large fish with humanoid torsos and arms, though their forms vary widely. Merrow are often capable warriors, but most prefer to duel with cutting words before resorting to physical violence."]}],"gallery":[{"path":"bestiary/LFL/Merrow Haranguer.webp"}]},{"id":"merrow-shallowpriest","name":"Merrow Shallowpriest","source":"EGW","page":294,"srd":false,"image":"bestiary/EGW/Merrow Shallowpriest.webp","token":"bestiary/tokens/EGW/Merrow Shallowpriest.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"75 (10d10 + 20)","speed":"10 ft., swim 40 ft.","str":18,"dex":14,"con":15,"int":11,"wis":16,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Aquan","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The merrow can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The merrow has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell minor illusion}, {@spell shocking grasp}","Level 1 (4 slots): {@spell cure wounds}, {@spell fog cloud}, {@spell thunderwave}","Level 2 (3 slots): {@spell hold person}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell dispel magic}, {@spell lightning bolt} (see \"Actions\" below), {@spell sleet storm}"]}],"actions":[{"name":"Harpoon","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer."]},{"name":"Lightning Bolt (3rd-Level Spell; Requires a Spell Slot)","entries":["The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a {@dc 13} Dexterity saving throw, taking 28 ({@damage 8d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships.","Rumors speak of underground waterways and lakes carved into the rock beneath Wildemount, where shallowpriests hold court over huge subterranean communities of merrow. These evil creatures are thought to seek the means of flooding the surface world, allowing them to steal away who and what they will to the dark waters below.","While most shallowpriests do not bind themselves in the service of a specific deity, some are drawn to the worship of entities that reign over regions of the Elemental Plane of Water, hoping to find means of expanding their dominion into the seas of Exandria. These merrow often spearhead the construction of intricate shrines and temples along the bottom of the ocean, preparing a sacred space for planar doorways to their master's realm to be opened and maintained."]}],"gallery":[{"path":"bestiary/EGW/Merrow Shallowpriest.webp","credit":"Andrew Mar"}]},{"id":"metal-wasp","name":"Metal Wasp","source":"WDMM","page":174,"srd":false,"image":"bestiary/tokens/WDMM/Metal Wasp.webp","token":"bestiary/tokens/WDMM/Metal Wasp.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+2 (12)","hp":"24 (3d8)","speed":"10 ft., fly 50 ft.","str":10,"dex":14,"con":10,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Forest, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"metallic-peacekeeper","name":"Metallic Peacekeeper","source":"FTD","page":210,"srd":false,"image":"bestiary/FTD/Metallic Peacekeeper.webp","token":"bestiary/tokens/FTD/Metallic Peacekeeper.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral Good","ac":"17","initiative":"+0 (10)","hp":"68 (8d8 + 32)","speed":"30 ft.","str":17,"dex":10,"con":18,"int":14,"wis":12,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Draconic, telepathy 30 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The peacekeeper is immune to any spell or effect that would alter its form."]},{"name":"Telepathic Bond","entries":["While the peacekeeper is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The peacekeeper makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d8 + 3}) bludgeoning damage."]},{"name":"Calming Mist {@recharge 5}","entries":["The peacekeeper releases a calming gas in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 14} Charisma saving throw or become {@condition charmed} by the peacekeeper for 1 minute. While {@condition charmed} in this way, the creature is {@condition incapacitated} and has a speed of 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a metallic dragon grows attached to a settlement of smaller folk—often after dwelling there for a time in Humanoid form—the dragon might decide to create a metallic peacekeeper to protect the place. The peacekeeper can ward a community for centuries, standing in the place of its dragon creator and maintaining peace and order."]},{"type":"section","entries":[{"type":"entries","name":"Metallic Sentinels","entries":["A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon's breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence."]}]}],"gallery":[{"path":"bestiary/FTD/Metallic Peacekeeper.webp","credit":"Nikki Dawes"}]},{"id":"metallic-warbler","name":"Metallic Warbler","source":"FTD","page":210,"srd":false,"image":"bestiary/FTD/Metallic Warbler.webp","token":"bestiary/tokens/FTD/Metallic Warbler.webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral Good","ac":"14","initiative":"+2 (12)","hp":"14 (4d4 + 4)","speed":"40 ft., fly 60 ft.","str":4,"dex":15,"con":12,"int":9,"wis":10,"cha":12,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands Common and Draconic but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The warbler is immune to any spell or effect that would alter its form."]},{"name":"Telepathic Bond","entries":["While the warbler is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Calming Mist {@recharge 5}","entries":["The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 11} Charisma saving throw or become {@condition charmed} by the warbler for 1 minute. While {@condition charmed} in this way, the creature is {@condition incapacitated} and has a speed of 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Metallic warblers resemble songbirds and serve as clandestine agents of their creators, keeping watch over communities without directly intervening. Their telepathic bond lets them summon their dragon creators in case of dire need."]},{"type":"section","entries":[{"type":"entries","name":"Metallic Sentinels","entries":["A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon's breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence."]}]}],"gallery":[{"path":"bestiary/FTD/Metallic Warbler.webp","credit":"Nikki Dawes"}]},{"id":"mev-flintknapper","name":"Mev Flintknapper","source":"OotA","page":103,"srd":false,"image":"bestiary/tokens/OotA/Mev Flintknapper.webp","token":"bestiary/tokens/OotA/Mev Flintknapper.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Mev makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mezzoloth","name":"Mezzoloth","source":"XMM","page":211,"srd":false,"image":"bestiary/XMM/Mezzoloth.webp","token":"bestiary/tokens/XMM/Mezzoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"18","initiative":"+3 (13)","hp":"75 (10d8 + 30)","speed":"40 ft.","str":18,"dex":11,"con":16,"int":7,"wis":14,"cha":10,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"Blindsight 60 ft., Darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Infernal; telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Gehenna","treasure":"Armaments","traits":[{"name":"Fiendish Restoration","entries":["If the mezzoloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in Gehenna."]},{"name":"Magic Resistance","entries":["The mezzoloth has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mezzoloth casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","1/day each: {@spell Cloudkill|XPHB}, {@spell Darkness|XPHB}, {@spell Dispel Magic|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The mezzoloth makes two attacks, using Claws or Mercurial Trident in any combination."]},{"name":"Claws","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}9 ({@damage 2d4 + 4}) Slashing damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from two of four claws, and it has the {@condition Restrained|XPHB} condition until the grapple ends."]},{"name":"Mercurial Trident","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 20/60 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage plus 10 ({@damage 3d6}) Force damage. {@hom}The trident magically returns to the mezzoloth's claw immediately after a ranged attack."]}],"bonusActions":[{"name":"Teleport {@recharge 5}","entries":["The mezzoloth teleports up to 60 feet to an unoccupied space it can see. It can teleport one creature it is grappling to an unoccupied space within 5 feet of its destination space."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Mezzoloth","entries":["{@i Yugoloth of Tenacity and Want}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Gehenna)|bestiary|environment=planar, gehenna}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Mezzoloths are insectile yugoloths that seek power and souls in the service of fiendish lords. These greedy, violent yugoloths are more direct than most of their scheming brethren, but what they lack in guile they make up for in persistence and numbers.","Mezzoloths typically form mercenary bands with others of their kind. These forces serve more powerful yugoloths, other fiends, sinister mages, or anyone who provides them with tempting rewards. Mezzoloths obediently adhere to the bargains they strike, potentially serving their patrons for centuries, but once those terms expire, yesterday's client could become today's target. Roll on or choose a result from the Mezzoloth Payments table to inspire a mezzoloth's price for its services.",{"type":"table","caption":"Mezzoloth Payments","colLabels":["1d6","The Mezzoloth Agrees to Serve For..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Access to a planar portal."],["2","Information valued by its true master."],["3","A lair where it can bring others of its kind."],["4","Magic weapons or armor."],["5","The right to loot holy sites in places it conquers."],["6","Souls, whether as larvae or captured spirits."]]}]}],"gallery":[{"path":"bestiary/XMM/Mezzoloth.webp","credit":"Lars Grant-West"}],"otherVersions":[{"id":"mezzoloth-mm","source":"MM"}]},{"id":"mezzoloth-mm","name":"Mezzoloth","source":"MM","page":313,"srd":false,"image":"bestiary/MM/Mezzoloth.webp","token":"bestiary/tokens/MM/Mezzoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"18","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"40 ft.","str":18,"dex":11,"con":16,"int":7,"wis":10,"cha":11,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The mezzoloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The mezzoloth's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The mezzoloth's innate spellcasting ability is Charisma (spell save {@dc 11}). The mezzoloth can innately cast the following spells, requiring no material components:","1/day: {@spell cloudkill}","2/day each: {@spell darkness}, {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["The mezzoloth makes two attacks: one with its claws and one with its trident."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage when held with two claws and used to make a melee attack."]},{"name":"Teleport","entries":["The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The bulk of the yugoloth population is made up of mezzoloths, which are human-sized insect creatures covered in dense chitinous plates. Mezzoloths serve as foot soldiers in yugoloth armies, their wide-set eyes glowing red as the mezzoloths bear down on their foes.","Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily attract them into service. Although it has lethal claws on its four arms, a mezzoloth typically wields a trident in two of them. If surrounded by enemies, a mezzoloth exhales toxic fumes that can choke and kill whole groups of creatures."]}]},{"type":"section","name":"Yugoloths","entries":["Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: {@i What's in it for me?}",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Gehenna","entries":["The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.","Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder."]},{"type":"entries","name":"Fiendish Mercenaries","entries":["Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.","Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so."]},{"type":"entries","name":"Back to Gehenna","entries":["When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.","When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books."]},{"type":"entries","name":"The Books of Keeping","entries":["When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them."]},{"type":"entries","name":"The General of Gehenna","entries":["Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.","Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity."]}]}]},{"type":"inset","name":"Variant: Yugoloth Summoning","entries":["Some yugoloths can have an action option that allows them to summon other yugoloths.",{"type":"entries","name":"Summon Yugoloth (1/Day)","entries":["The yugoloth chooses what to summon and attempts a magical summoning.",{"type":"list","items":["An arcanaloth has a {@chance 40} chance of summoning one arcanaloth.","A mezzoloth has a {@chance 30} chance of summoning one mezzoloth.","A nycaloth has a {@chance 50} chance of summoning {@dice 1d4} mezzoloths or one nycaloth.","An ultroloth has a {@chance 50} chance of summoning {@dice 1d6} mezzoloths, {@dice 1d4} nycaloths, or one ultroloth."]},"A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and can't summon other yugoloths. The summoned yugoloth remains for l minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it"]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Power. We all crave it, but only a select few of us deserve it."],"by":"Shemeshka the Marauder","from":"arcanaloth in Sigil"}]}]}],"gallery":[{"path":"bestiary/MM/Mezzoloth.webp"}],"hidden":true,"otherVersions":[{"id":"mezzoloth","source":"XMM"}]},{"id":"mi-go","name":"Mi-Go","source":"RHW","page":254,"srd":false,"image":"bestiary/RHW/Mi-Go.webp","token":"bestiary/tokens/RHW/Mi-Go.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"16","initiative":"+6 (16)","hp":"120 (16d8 + 48)","speed":"30 ft., fly 30 ft.","str":20,"dex":15,"con":16,"int":21,"wis":15,"cha":12,"saves":"Dex +6, Int +9, Wis +6","skills":"Arcana +9, Perception +6, Stealth +6","vulnerabilities":"","resistances":"acid; lightning","immunities":"","conditionImmunities":"charmed; frightened","senses":"Truesight 120 ft., Passive Perception 16","languages":"all; telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest, Hill, Mountain, Underdark","treasure":"Implements","traits":[{"name":"Magic Resistance","entries":["The mi-go has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Silver Canister","entries":["The mi-go has a silver canister. While holding or carrying the canister, the mi-go can use its Extract Brain action.","The canister has AC 15, HP 40, and {@variantrule Resistance|XPHB} to all damage. The canister breaks if reduced to 0 {@variantrule Hit Points|XPHB}. If the canister is broken, any brains inside it are destroyed. The mi-go can create a new canister after 7 days."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mi-go casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","1/day each: {@spell Modify Memory|XPHB}, {@spell Plane Shift|XPHB} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The mi-go makes two Pincer attacks. It can replace one attack with a use of Dazing Ray if available."]},{"name":"Pincer","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}23 ({@damage 4d8 + 5}) Slashing damage plus 16 ({@damage 3d10}) Acid damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 15}) from one of two pincers."]},{"name":"Dazing Ray {@recharge 4}","entries":["{@actSave dex} {@dc 17}, one creature the mi-go can see within 60 feet. {@actSaveFail} 22 ({@damage 4d10}) Lightning damage plus 10 ({@damage 3d6}) Force damage, and the target has the {@condition Stunned|XPHB} condition until the end of the mi-go's next turn."]},{"name":"Extract Brain (Requires Silver Canister)","entries":["{@actSave con} {@dc 17}, one creature that is {@condition Grappled|XPHB} by the mi-go or that has the {@condition Stunned|XPHB} condition. {@actSaveFail} 77 ({@damage 14d10}) Piercing damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} If this damage reduces the target to 0 {@variantrule Hit Points|XPHB}, the mi-go kills it, removes its brain, and places the brain in its silver canister."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Brain-Robbing Alien Fungus}","Bizarre beings that profanely unite features of alien insects and otherworldly fungus, mi-go bend their unfathomable intellects toward colonizing worlds and controlling the inhabitants. They work with bizarre precision, learning all they can about how other creatures think and define identity. To this end, mi-go extract creatures' brains for research and experimentation. Occasionally they swap brains between individuals, or they place stolen brains into the bodies of radically different creatures, then observe the results from afar.","Mi-go aren't impeded by light, but they prefer the dark. They typically lurk in secluded caverns and amid remote heights."]}],"gallery":[{"path":"bestiary/RHW/Mi-Go.webp","credit":"Diana Franco"}]},{"id":"miasmorne","name":"Miasmorne","source":"CoA","page":246,"srd":false,"image":"bestiary/CoA/Miasmorne.webp","token":"bestiary/tokens/CoA/Miasmorne.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"19","initiative":"+0 (10)","hp":"230 (20d12 + 100)","speed":"20 ft., burrow 20 ft.","str":22,"dex":10,"con":21,"int":3,"wis":10,"cha":10,"saves":"Str +11, Con +10","skills":"Arcana +1, Athletics +16, Survival +5","vulnerabilities":"","resistances":"","immunities":"acid; fire; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"petrified","senses":"tremorsense 60 ft., Passive Perception 10","languages":"","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Acidic Attacks","entries":["If a creature takes acid damage from the miasmorne and that creature is wearing nonmagical metal armor, that armor is destroyed."]},{"name":"Acidic Hide","entries":["After a nonmagical metal weapon hits the miasmorne that weapon melts and is destroyed. Likewise, nonmagical metal ammunition that hits the miasmorne is destroyed."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The miasmorne makes three attacks using Bite, Flechette or a combination of the two."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 18}). The miasmorne can't make Bite attacks while a creature is {@condition grappled} in this way."]},{"name":"Flechette","entries":["{@atk rw} {@hit 11} to hit, range 60/120 ft., one target. {@h}16 ({@damage 3d6 + 6}) acid damage."]},{"name":"Flechette Spray {@recharge 5}","entries":["The miasmorne launches flechettes from its fins in a 90-foot cone in front of it. All creatures in the cone must make a {@dc 19} Dexterity saving throw, taking 21 ({@damage 6d6}) acid damage on a failed save, or half as much damage on a successful one."]},{"name":"Acidic Secretion (1/Day)","entries":["The miasmorne secretes an acidic solution, then sprays it around itself. All creatures in a 20-foot-radius sphere, centered on the miasmorne, must make a {@dc 19} Dexterity saving throw. Targets take 26 ({@damage 4d12}) acid damage on a failed save, or half as much damage on a successful one. All nonmagical metals within the radius that aren't being carried, as well as nonmagical metal items carried or worn by creatures that failed the save, are destroyed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Avernus is a bleak wasteland of jagged mountains and metal-studded hills, but the true ugliness to a devil's eyes is in the scars of war where demonic corpses, arms, and armor pile, infecting the plane with their chaotic ichor and breeding fresh monsters to trouble the order of the Nine Hells. The miasmorne were bred to clean up after Abyssal invasion: great lumbering Monstrosities able to devour demonic flesh, armor, weapons, and ruined war engines and return the plane to its pristine starkness. The monsters prospered beyond anyone's reckoning and now drag their bellies across many layers of the Nine Hells.",{"type":"entries","name":"Voracious Detritovores","page":246,"entries":["Miasmorne resemble bulky, wingless dragons, their broad heads flanked with great fans that they spread when challenged. While they will gorge themselves on dead flesh—or create fresh corpses with their impressive teeth and jaws—their preferred meal is mineral. Where their populations have grown, they seek out concentrations of metal. Iron and steel are their staple fare, but they will take gold, silver, adamantine or mithral if available. As infernal cities and fortresses are often constructed of iron this leads to literal holes in the Fiends' security."]},{"type":"entries","name":"Armored in Rust","page":246,"entries":["As well as sustaining the monsters, the metals they devour go towards fortifying their hides, bones, and jaws. Miasmorne are formidably heavy and strong, proof against mundane blades and as resistant to heat as most denizens of the Nine Hells. Not naturally aggressive, the dull-witted brutes are hard to dissuade once they decide to feed. Miasmorne saliva corrodes metal efficiently, and they frequently pause mid-fight to slobber down the brittle flakes of whatever they've just destroyed. Under threat, their head fans bristle with thousands of extruded metal spines which they launch in a cloud of flechettes at foes, scouring the air both with sharp-edged missiles and a great spray of their rusting spittle. When injured, those that have devoured magic weapons or defenses manifest those same effects in their hide and claws, expending their internal store of swallowed arcana to drive away those who disturb their feasting."]},{"type":"entries","name":"Pests and War-beasts","page":246,"entries":["Miasmorne are a serious problem in some regions, chewing at the walls of castles and cities, swallowing whole armories, and tearing the armaments off the hosts of the Nine Hells. Mortal intruders who can lure the creatures with meals of enchanted or high-quality metal can even use them as siege engines to get past infernal walls. In other parts of the Nine Hells, the creatures are kept as semi-domesticated guards or waste disposal monsters. In Avernus, where they were first bred, Zariel maintains a crack corps of handlers who goad the beasts into wallowing through hosts of invading demons, chewing on Abyssal mail, and eating the prized magic blades of demon princes."]}],"gallery":[{"path":"bestiary/CoA/Miasmorne.webp","credit":"Sebastian Kowoll"}]},{"id":"mighty-servant-of-leuk-o","name":"Mighty Servant of Leuk-o","source":"TCE","page":131,"srd":false,"image":"bestiary/TCE/Mighty Servant of Leuk-o.webp","token":"bestiary/tokens/TCE/Mighty Servant of Leuk-o.webp","size":"Huge","creatureType":"Construct","alignment":"Unaligned","ac":"22","initiative":"+2 (12)","hp":"310 (27d12 + 135)","speed":"60 ft.","str":30,"dex":14,"con":20,"int":1,"wis":14,"cha":10,"saves":"Wis +9, Cha +7","skills":"Perception +9","vulnerabilities":"","resistances":"piercing; slashing","immunities":"acid; bludgeoning; cold; fire; lightning; necrotic; poison; psychic; radiant","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; incapacitated; paralyzed; petrified; poisoned; restrained; stunned; unconscious","senses":"blindsight 120 ft., Passive Perception 19","languages":"understands the languages of creatures attuned to it but can't speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Immutable Existence","entries":["The servant is immune to any spell or effect that would alter its form or send it to another plane of existence."]},{"name":"Magic Resistance","entries":["The servant has advantage on saving throws against spells and other magical effects, and spell attacks made against it have disadvantage."]},{"name":"Regeneration","entries":["The servant regains 10 hit points at the start of its turn. If it is reduced to 0 hit points, this trait doesn't function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage."]},{"name":"Standing Leap","entries":["The servant's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start."]},{"name":"Unusual Nature","entries":["The servant doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Destructive Fist","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage. Or Ranged Weapon Attack: {@hit 17} to hit, range 120 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage. If the target is an object, it takes triple damage."]},{"name":"Crushing Leap","entries":["If the servant jumps at least 25 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5 feet of the servant and must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 26 ({@damage 4d12}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TCE/Mighty Servant of Leuk-o.webp"}]},{"id":"miirym","name":"Miirym","source":"CM","page":16,"srd":false,"image":"bestiary/CM/Miirym.webp","token":"bestiary/tokens/CM/Miirym.webp","size":"Large","creatureType":"Undead","alignment":"","ac":"10","initiative":"+0 (10)","hp":"262 (25d10 + 125)","speed":"0 ft., fly 60 ft. (hover)","str":17,"dex":10,"con":20,"int":18,"wis":15,"cha":23,"saves":"Dex +7, Con +12, Int +11, Wis +9, Cha +13","skills":"Arcana +11, History +11, Perception +16, Stealth +14","vulnerabilities":"","resistances":"acid; fire; lightning; thunder","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; poisoned; prone; restrained","senses":"blindsight 60 ft., darkvision 120 ft.; see also \"x-ray vision\" below, Passive Perception 26","languages":"Common, Draconic","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Bound to Candlekeep","entries":["Miirym can't leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains her form and all her hit points after {@dice 1d10} days, reappearing in the location where she died or in the nearest unoccupied space."]},{"name":"Regeneration","entries":["Miirym regains 40 hit points at the start of her turn. If Miirym takes damage from a magic weapon or a spell, this trait doesn't function at the start of Miirym's next turn. Miirym dies only if she starts her turn with 0 hit points and doesn't regenerate."]},{"name":"Incorporeal Movement","entries":["Miirym can move through other creatures and objects as if they were {@quickref difficult terrain||3}. She takes 5 ({@damage 1d10}) force damage if she ends her turn inside an object."]},{"name":"Legendary Resistance (3/Day)","entries":["If Miirym fails a saving throw, she can choose to succeed instead."]},{"name":"X-Ray Vision","entries":["Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within that distance appear transparent and don't prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker substances block this vision, as does a thin sheet of lead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Miirym casts one of the following spells, using Charisma as the spellcasting ability (save {@dc 21}) and requiring no material components:","At will: {@spell dancing lights}, {@spell mage hand}","3/day each: {@spell detect magic}, {@spell detect thoughts}, {@spell dispel magic}, {@spell locate creature}","1/day each: {@spell dispel evil and good}, {@spell wall of force}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}34 ({@damage 9d6 + 3}) force damage."]},{"name":"Breath Weapon {@recharge 5}","entries":["Miirym uses one of the following breath weapons:"]},{"name":"Cold Breath","entries":["Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 21} Constitution saving throw, taking 67 ({@damage 15d8}) cold damage on a failed save, or half as much damage on a successful one."]},{"name":"Necrotic Breath","entries":["Miirym exhales a bolt of necrotic energy in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 21} Dexterity saving throw, taking 82 ({@damage 15d10}) necrotic damage on a failed save, or half as much damage on a successful one."]},{"name":"Paralyzing Breath","entries":["Miirym exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Frightful Presence","entries":["Each creature of Miirym's choice that is within 120 feet of her and aware of her must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Miirym's Frightful Presence for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Bite","entries":["Miirym makes a bite attack."]},{"name":"Teleport (Costs 2 Actions)","entries":["Miirym magically teleports up to 120 feet to an unoccupied space she can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym's sentence had been served, and other spellcasters were unable to break the enchantment that bound her.","Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what's left of her—dwells in the catacombs and caves under the library. Those who have visited the depths describe Miirym as a set of immense spectral jaws whose essence roils with the promise of breath weapons and spells of destruction.","Adventurers who explore the passages beneath Candlekeep might encounter Miirym, who's more interested in news of present-day Faerûn than in fighting. Indeed, Miirym is an engaging conversationalist if one has the inclination to chat with her.","Miirym doesn't have a treasure hoard. Instead, she protects the books and scrolls kept in her subterranean domain. The Sentinel Wyrm can be summoned by the Keeper of Tomes and called upon to defend Candlekeep from invaders who would plunder or destroy it. In her role as Candlekeep's defender, Miirym can move anywhere within the library fortress, passing through walls and other solid barriers. She can't enter extradimensional spaces, since they are not on the same plane of existence as Candlekeep."]}],"gallery":[{"path":"bestiary/CM/Miirym.webp","credit":"Mark Behm"}]},{"id":"milivoj","name":"Milivoj","source":"CoS","page":97,"srd":false,"image":"bestiary/CoS/Milivoj.webp","token":"bestiary/tokens/CoS/Milivoj.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":15,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Shovel","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Milivoj.webp"}]},{"id":"mimic","name":"Mimic","source":"XMM","page":212,"srd":true,"image":"bestiary/XMM/Mimic.webp","token":"bestiary/tokens/XMM/Mimic.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"12","initiative":"+3 (13)","hp":"58 (9d8 + 18)","speed":"20 ft.","str":17,"dex":12,"con":15,"int":5,"wis":13,"cha":8,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"prone","senses":"Darkvision 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Adhesive (Object Form Only)","entries":["The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic has the {@condition Grappled|XPHB} condition (escape {@dc 13}). Ability checks made to escape this grapple have {@variantrule Disadvantage|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5} (with {@variantrule Advantage|XPHB} if the target is {@condition Grappled|XPHB} by the mimic), reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage—or 12 ({@damage 2d8 + 3}) Piercing damage if the target is {@condition Grappled|XPHB} by the mimic—plus 4 ({@damage 1d8}) Acid damage."]},{"name":"Pseudopod","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage plus 4 ({@damage 1d8}) Acid damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13}). Ability checks made to escape this grapple have {@variantrule Disadvantage|XPHB}."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The mimic shape-shifts to resemble a Medium or Small object while retaining its game statistics, or it returns to its true blob form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Mimic","entries":["{@i Shape-Shifter Disguised as an Unassuming Object}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"In their natural forms, mimics are little more than roaming stomachs, their blobby bodies covered with alien eyes and teeth. They can alter their color, texture, and dimensions to duplicate inanimate objects of their approximate size. Mimics use their disguises as both camouflage and bait. Once victims draw close, mimics strike, lashing out with their sticky pseudopods and toothy mouths. After consuming victims, mimics usually relocate, change form, and await their next meal.","Use the following list to inspire mimics' shapes:",{"type":"list","style":"list-no-bullets","columns":3,"items":["Altar","Bell","Boulder","Cauldron","Chair","Chandelier","Chest","Cot","Door","Floor mat","Giant gemstone","Gravestone","Heap of leaves","Keg","Ladder","Lectern","Mannequin","Mirror","Obelisk","Oversize cake","Panel of levers","Pile of bones","Potted plant","Row of books","Sarcophagus","Sculpture","Ship's wheel","Sign","Stalagmite","Stump","Table","Tapestry","Taxidermy","Throne","Topiary","Weapon rack"]}]}],"gallery":[{"path":"bestiary/XMM/Mimic.webp","credit":"Mark Zug"}],"otherVersions":[{"id":"mimic-mm","source":"MM"}]},{"id":"mimic-mm","name":"Mimic","source":"MM","page":220,"srd":false,"image":"bestiary/MM/Mimic.webp","token":"bestiary/tokens/MM/Mimic.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"15 ft.","str":17,"dex":12,"con":15,"int":5,"wis":13,"cha":8,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Adhesive (Object Form Only)","entries":["The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 13}). Ability checks made to escape this grapple have disadvantage."]},{"name":"False Appearance (Object Form Only)","entries":["While the mimic remains motionless, it is indistinguishable from an ordinary object."]},{"name":"Grappler","entries":["The mimic has advantage on attack rolls against any creature {@condition grappled} by it."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.",{"name":"Imitative Predators","type":"entries","entries":["Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks.","When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself."]},{"name":"Cunning Hunters","type":"entries","entries":["Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Sometimes a chest is just a chest, but don't bet on it."],"by":"X the Mystic's 3rd rule of dungeon survival"}]}]}],"gallery":[{"path":"bestiary/MM/Mimic.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"mimic","source":"XMM"}]},{"id":"mimic-chair","name":"Mimic Chair","source":"CM","page":22,"srd":false,"image":"bestiary/tokens/CM/Mimic Chair.webp","token":"bestiary/tokens/CM/Mimic Chair.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"30 (9d8 + 18)","speed":"15 ft.","str":17,"dex":12,"con":15,"int":5,"wis":13,"cha":8,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Adhesive (Object Form Only)","entries":["The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 10}). Ability checks made to escape this grapple have disadvantage."]},{"name":"False Appearance (Object Form Only)","entries":["While the mimic remains motionless, it is indistinguishable from an ordinary object."]},{"name":"Grappler","entries":["The mimic has advantage on attack rolls against any creature {@condition grappled} by it."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mind-drinker-vampire","name":"Mind Drinker Vampire","source":"GGR","page":224,"srd":false,"image":"bestiary/GGR/Mind Drinker Vampire.webp","token":"bestiary/tokens/GGR/Mind Drinker Vampire.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"55 (10d8 + 10)","speed":"30 ft., fly 30 ft. (hover)","str":16,"dex":18,"con":12,"int":19,"wis":13,"cha":14,"saves":"Dex +6, Int +6, Wis +3","skills":"Deception +4, Insight +3, Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the vampire can take the {@action Hide} action as a bonus action."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The vampire's innate spellcasting ability is Intelligence (spell save {@dc 14}). It can innately cast the following spells, requiring no components:","At will: {@spell message}","3/day each: {@spell charm person}, {@spell hold person}, {@spell mirror image}, {@spell sleep}","1/day each: {@spell gaseous form}, {@spell major image}"]}],"actions":[{"name":"Multiattack","entries":["The vampire makes two attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. The vampire can also grapple the target (escape {@dc 13}) if it is a creature and the vampire has a hand free."]},{"name":"Mind Siphon {@recharge 5}","entries":["The vampire targets a creature it can see within 30 feet of it. The target must make a {@dc 14} Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 ({@damage 8d6}) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Mind Drinker Vampire","entries":["When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Szadek's Heirs","type":"entries","entries":["The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind."]},{"name":"Cell Leaders","type":"entries","entries":["Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert Dimir operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal."]}]}]}]},{"type":"section","name":"Vampires","entries":["Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.","The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence."]}],"gallery":[{"path":"bestiary/GGR/Mind Drinker Vampire.webp","credit":"Darek Zabrocki"}]},{"id":"mind-flayer","name":"Mind Flayer","source":"XMM","page":214,"srd":false,"image":"bestiary/XMM/Mind Flayers.webp","token":"bestiary/tokens/XMM/Mind Flayer.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+4 (14)","hp":"99 (18d8 + 18)","speed":"30 ft., fly 15 ft. (hover)","str":11,"dex":12,"con":12,"int":19,"wis":17,"cha":17,"saves":"Dex +4, Int +7, Wis +6, Cha +6","skills":"Arcana +7, Insight +6, Perception +6, Stealth +4","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon; telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The mind flayer has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Detect Thoughts|XPHB}","1/day each: {@spell Dominate Monster|XPHB}, {@spell Plane Shift|XPHB} (self only)"]}],"actions":[{"name":"Tentacles","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}22 ({@damage 4d8 + 4}) Psychic damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from all the mind flayer's tentacles, and the target has the {@condition Stunned|XPHB} condition until the grapple ends."]},{"name":"Extract Brain","entries":["{@actSave con} {@dc 15}, one creature that is {@condition Grappled|XPHB} by the mind flayer's Tentacles. {@actSaveFail} 55 ({@damage 10d10}) Piercing damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} If this damage reduces the target to 0 {@variantrule Hit Points|XPHB}, the mind flayer kills it and devours its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["{@actSave int} {@dc 15}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 31 ({@damage 6d8 + 4}) Psychic damage, and the target has the {@condition Stunned|XPHB} condition until the end of the mind flayer's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A mind flayer's hunger for brains is outmeasured only by its thirst for dominance, and it embraces any plot that allows it to indulge both."]},{"type":"section","name":"Mind Flayers","entries":["{@i Brain-Eating Underdark Tyrants}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Scattered survivors of a world-ruining, multiversal empire, mind flayers lurk in secret conclaves hidden deep within Material Plane worlds. Within their alien sanctuaries, these wicked masterminds—also known as illithids—reshape the Underdark and its inhabitants to serve their unfathomable whims. Mind flayers are feared for their psionic powers, which allow them to stun and control other creatures, and for their horrific method of feeding: using their four slimy tentacles to extract the brains of their victims.","Mind flayers are infamous plotters and manipulators, concocting plans that reach beyond their subterranean realms. Aside from using their psionic powers to control others, mind flayers often experiment with their own bizarre life cycles, implanting other creatures with illithid young to create unnatural servants. Creatures such as grimlocks and intellect devourers result from mind flayers' biological tampering, while other Underdark-dwelling monsters—including kuo-toa, quaggoths, and troglodytes—often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.",{"type":"entries","name":"Mind Flayer Colonies","entries":["Mind flayers work as lone schemers, in mysterious cabals, or as part of worlds-spanning illithid conspiracies. In groups, mind flayers work toward bizarre agendas organized by an elder brain—a massive, brain-like being with incredible psionic powers. Without such a leader, groups of mind flayers fall to self-destructive squabbling. Roll on or choose a result from the Mind Flayer Machinations table to inspire an illithid conclave's plots.",{"type":"table","caption":"Mind Flayer Machinations","colLabels":["1d6","The Mind Flayer Colony Seeks To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blot out the sun so their Underdark-dwelling servants can invade the surface."],["2","Create a new monstrous fusion between mind flayers and a legendary monster."],["3","Forge a psionic network uniting illithid colonies."],["4","Replace world leaders with intellect devourers."],["5","Restore a vessel to travel through Wildspace."],["6","Sacrifice the mental energy of a planet's populace to take control of a githyanki bastion."]]}]}]}],"gallery":[{"path":"bestiary/XMM/Mind Flayers.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"mind-flayer-mm","source":"MM"}]},{"id":"mind-flayer-mm","name":"Mind Flayer","source":"MM","page":222,"srd":false,"image":"bestiary/MM/Mind Flayer.webp","token":"bestiary/tokens/MM/Mind Flayer.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":19,"wis":17,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The mind flayer has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The mind flayer's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the mind flayer. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.","In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.","Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.",{"type":"entries","name":"Psionic Commanders","entries":["Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.","When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape."]},{"name":"Hive Mind Colonies","type":"entries","entries":["Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once."]},{"name":"Hunger of the Mind","type":"entries","entries":["Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.","An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer."]},{"type":"inset","name":"Qualith","entries":["On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions."]}]}]}],"gallery":[{"path":"bestiary/MM/Mind Flayer.webp"}],"hidden":true,"otherVersions":[{"id":"mind-flayer","source":"XMM"}]},{"id":"mind-flayer-arcanist","name":"Mind Flayer Arcanist","source":"XMM","page":214,"srd":false,"image":"bestiary/XMM/Mind Flayers.webp","token":"bestiary/tokens/XMM/Mind Flayer Arcanist.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"16","initiative":"+6 (16)","hp":"143 (26d8 + 26)","speed":"30 ft., fly 30 ft. (hover)","str":11,"dex":14,"con":13,"int":20,"wis":17,"cha":17,"saves":"Dex +6, Int +9, Wis +7, Cha +7","skills":"Arcana +13, Insight +7, Perception +7, Stealth +6","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"Darkvision 120 ft., Passive Perception 17","languages":"Deep Speech, Undercommon; telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The mind flayer has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Disguise Self|XPHB}, {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB})","1/day each: {@spell Clairvoyance|XPHB}, {@spell Dimension Door|XPHB}, {@spell Fireball|XPHB} (level 5 version), {@spell Lightning Bolt|XPHB} (level 5 version), {@spell Plane Shift|XPHB} (self only), {@spell Sending|XPHB}"]},{"name":"Shield (2/Day)","entries":["The mind flayer casts {@spell Shield|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","2/day: {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The mind flayer makes three Arcane Tentacles attacks."]},{"name":"Arcane Tentacles","entries":["{@atkr m,r} {@hit 9}, reach 5 ft. or range 120 ft. {@h}27 ({@damage 4d10 + 5}) Psychic damage, and the mind flayer can teleport the target up to 30 feet to an unoccupied space the mind flayer can see on a surface or liquid large enough to support the target. If this damage reduces the target to 0 {@variantrule Hit Points|XPHB}, the mind flayer kills it and magically devours its brain."]},{"name":"Mind Burst {@recharge 5}","entries":["{@actSave int} {@dc 17}, each creature in a 40-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the mind flayer. {@actSaveFail} 41 ({@damage 8d8 + 5}) Psychic damage, and the target has the {@condition Stunned|XPHB} condition until the end of the mind flayer's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Mind flayer arcanists enhance their psionic abilities with magic. Other mind flayers view those that undertake such experiments with disgust and fear."]},{"type":"section","name":"Mind Flayers","entries":["{@i Brain-Eating Underdark Tyrants}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Scattered survivors of a world-ruining, multiversal empire, mind flayers lurk in secret conclaves hidden deep within Material Plane worlds. Within their alien sanctuaries, these wicked masterminds—also known as illithids—reshape the Underdark and its inhabitants to serve their unfathomable whims. Mind flayers are feared for their psionic powers, which allow them to stun and control other creatures, and for their horrific method of feeding: using their four slimy tentacles to extract the brains of their victims.","Mind flayers are infamous plotters and manipulators, concocting plans that reach beyond their subterranean realms. Aside from using their psionic powers to control others, mind flayers often experiment with their own bizarre life cycles, implanting other creatures with illithid young to create unnatural servants. Creatures such as grimlocks and intellect devourers result from mind flayers' biological tampering, while other Underdark-dwelling monsters—including kuo-toa, quaggoths, and troglodytes—often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.",{"type":"entries","name":"Mind Flayer Colonies","entries":["Mind flayers work as lone schemers, in mysterious cabals, or as part of worlds-spanning illithid conspiracies. In groups, mind flayers work toward bizarre agendas organized by an elder brain—a massive, brain-like being with incredible psionic powers. Without such a leader, groups of mind flayers fall to self-destructive squabbling. Roll on or choose a result from the Mind Flayer Machinations table to inspire an illithid conclave's plots.",{"type":"table","caption":"Mind Flayer Machinations","colLabels":["1d6","The Mind Flayer Colony Seeks To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blot out the sun so their Underdark-dwelling servants can invade the surface."],["2","Create a new monstrous fusion between mind flayers and a legendary monster."],["3","Forge a psionic network uniting illithid colonies."],["4","Replace world leaders with intellect devourers."],["5","Restore a vessel to travel through Wildspace."],["6","Sacrifice the mental energy of a planet's populace to take control of a githyanki bastion."]]}]}]}],"gallery":[{"path":"bestiary/XMM/Mind Flayers.webp","credit":"Michael Broussard"}],"otherVersions":[{"id":"mind-flayer-arcanist-mm","source":"MM"}]},{"id":"mind-flayer-arcanist-mm","name":"Mind Flayer Arcanist","source":"MM","page":222,"srd":false,"image":"bestiary/MM/Mind Flayer.webp","token":"bestiary/tokens/MM/Mind Flayer Arcanist.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":19,"wis":17,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The mind flayer has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The mind flayer's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]},{"name":"Spellcasting","entries":["The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save {@dc 15}, {@hit 7} to hit with spell attacks). The mind flayer has the following wizard spells prepared:","Cantrips (at will): {@spell blade ward}, {@spell dancing lights}, {@spell mage hand}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell disguise self}, {@spell shield}, {@spell sleep}","Level 2 (3 slots): {@spell blur}, {@spell invisibility}, {@spell ray of enfeeblement}","Level 3 (3 slots): {@spell clairvoyance}, {@spell lightning bolt}, {@spell sending}","Level 4 (3 slots): {@spell confusion}, {@spell hallucinatory terrain}","Level 5 (2 slots): {@spell telekinesis}, {@spell wall of force}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the mind flayer. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned."]}]},{"type":"entries","entries":[{"type":"entries","entries":["Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.","In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.","Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.",{"type":"entries","name":"Psionic Commanders","entries":["Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.","When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape."]},{"name":"Hive Mind Colonies","type":"entries","entries":["Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once."]},{"name":"Hunger of the Mind","type":"entries","entries":["Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.","An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer."]},{"type":"inset","name":"Qualith","entries":["On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions."]}]}]}],"gallery":[{"path":"bestiary/MM/Mind Flayer.webp"}],"hidden":true,"otherVersions":[{"id":"mind-flayer-arcanist","source":"XMM"}]},{"id":"mind-flayer-clairvoyant","name":"Mind Flayer Clairvoyant","source":"PaBTSO","page":209,"srd":false,"image":"bestiary/PaBTSO/Mind Flayer Clairvoyant.webp","token":"bestiary/tokens/PaBTSO/Mind Flayer Clairvoyant.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"156 (24d8 + 48)","speed":"30 ft., fly 60 ft. (hover)","str":11,"dex":12,"con":15,"int":21,"wis":17,"cha":18,"saves":"Int +9, Wis +7, Cha +8","skills":"Arcana +9, Insight +7, Perception +7, Stealth +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded; charmed; frightened","senses":"darkvision 120 ft., truesight 15 ft., Passive Perception 17","languages":"Deep Speech, telepathy 120 ft., Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the mind flayer fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The mind flayer has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell mage hand} (the hand is invisible)","1/day: {@spell plane shift} (self only)","3/day each: {@spell clairvoyance} (as an action), {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["The mind flayer makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}21 ({@damage 3d10 + 5}) psychic damage. If the target is Medium or smaller, it has the {@condition grappled} condition (escape {@dc 17}) and must succeed on a {@dc 17} Intelligence saving throw or have the {@condition incapacitated} condition until the grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} Humanoid {@condition grappled} by the mind flayer. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain."]},{"name":"Unleash Void {@recharge 5}","entries":["The mind flayer opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a {@dc 17} Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 ({@damage 4d8}) cold damage from the rift plus 18 ({@damage 4d8}) psychic damage from the tentacle and has the {@condition stunned} condition for 1 minute. On a successful save, a creature takes half as much damage only. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Warp Reality","entries":["When hit by an attack roll, the mind flayer gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In pursuit of reconstructing their lost empire, a few mind flayers have turned to their home plane, the Far Realm, for answers. A mind flayer clairvoyant has peered into that realm's starless depths and been subsequently rewarded with extraordinary powers.","Instead of heeding an elder brain, a mind flayer clairvoyant listens to the whispers and whims of the voices of the Far Realm. In addition to feasting on brains, a mind flayer clairvoyant can summon tentacles that rip through the fabric of reality and distort the minds of enemies."]},{"type":"section","entries":[{"type":"entries","name":"Mind Flayers","entries":["Mind flayers, also known as illithids, feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Mind Flayer Clairvoyant.webp"}]},{"id":"mind-flayer-nothic","name":"Mind Flayer Nothic","source":"PaBTSO","page":155,"srd":false,"image":"bestiary/tokens/PaBTSO/Mind Flayer Nothic.webp","token":"bestiary/tokens/PaBTSO/Mind Flayer Nothic.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":14,"dex":16,"con":16,"int":13,"wis":10,"cha":8,"saves":"","skills":"Arcana +3, Insight +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 12","languages":"Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Keen Sight","entries":["The nothic has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nothic makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Mind Blast {@recharge 5}","entries":["The nothic magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 12} Intelligence saving throw or take 10 ({@damage 2d8 + 1}) psychic damage and have the {@condition stunned} condition until the end of its next turn."]},{"name":"Weird Insight","entries":["The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the nothic's Wisdom ({@skill Insight}) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being {@condition charmed}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones."]}]},{"id":"mind-flayer-prophet","name":"Mind Flayer Prophet","source":"PaBTSO","page":210,"srd":false,"image":"bestiary/PaBTSO/Mind Flayer Prophet.webp","token":"bestiary/tokens/PaBTSO/Mind Flayer Prophet.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":15,"dex":14,"con":14,"int":20,"wis":17,"cha":17,"saves":"Int +8, Wis +6, Cha +6","skills":"Arcana +8, Insight +6, Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, telepathy 120 ft., Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Awareness","entries":["The mind flayer has advantage on initiative rolls and can't be surprised as long as it doesn't have the {@condition incapacitated} condition."]},{"name":"Magic Resistance","entries":["The mind flayer has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only), {@spell true seeing}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}16 ({@damage 2d10 + 5}) psychic damage. If the target is Medium or smaller, it has the {@condition grappled} condition (escape {@dc 16}) and must succeed on a {@dc 16} Intelligence saving throw or have the {@condition stunned} condition until the grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one Humanoid {@condition grappled} by the mind flayer. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain."]},{"name":"Mind Whip {@recharge 5}","entries":["The mind flayer lashes out with psychic energy, targeting up to two creatures it can see within 60 feet of itself. Each target must succeed on a {@dc 16} Intelligence saving throw or take 23 ({@damage 4d8 + 5}) psychic damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Some mind flayers dedicate their lives to channeling abstruse truths from beyond reality. This insight gives them preternatural senses and allows them to focus their innate psionic power."]},{"type":"section","entries":[{"type":"entries","name":"Mind Flayers","entries":["Mind flayers, also known as illithids, feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Mind Flayer Prophet.webp"}]},{"id":"mind-flayer-psion","name":"Mind Flayer Psion","source":"VGM","page":71,"srd":false,"image":"bestiary/VGM/Mind Flayer Psion.webp","token":"bestiary/tokens/VGM/Mind Flayer Psion.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":19,"wis":17,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The mind flayer has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save {@dc 15}; {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell guidance}, {@spell mage hand}, {@spell vicious mockery}, {@spell true strike}, {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)","Level 1 (4 slots): {@spell charm person}, {@spell command}, {@spell comprehend languages}, {@spell sanctuary}","Level 2 (3 slots): {@spell crown of madness}, {@spell phantasmal force}, {@spell see invisibility}","Level 3 (3 slots): {@spell clairvoyance}, {@spell fear}, {@spell meld into stone}","Level 4 (3 slots): {@spell confusion}, {@spell stone shape}","Level 5 (2 slots): {@spell scrying}, {@spell telekinesis}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the mind flayer. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mind flayers sometimes devote themselves to deeper study of psionic power, and many excel at using their innate psionic energy to duplicate the casting of spells."]},{"name":"Mind Flayer","type":"section","entries":["Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.","In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.","Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.","When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.",{"name":"Hive Mind Colonies","entries":["Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.","An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.","Qualith","On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions."],"type":"entries"},{"name":"Hunger of the Mind","entries":["Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Mind Flayer Psion.webp"}]},{"id":"mind-mage","name":"Mind Mage","source":"GGR","page":233,"srd":false,"image":"bestiary/tokens/GGR/Mind Mage.webp","token":"bestiary/tokens/GGR/Mind Mage.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"49 (11d8)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":20,"wis":15,"cha":16,"saves":"Int +8, Wis +5","skills":"Arcana +8, Deception +6, Insight +5, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any four languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["The mage wears a {@item Spies' Murmur|GGR|spies' murmur} (see chapter 5)."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The mage's spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no components:","At will: {@spell encode thoughts|GGR} (see chapter 2), {@spell friends}","3/day each: {@spell charm person}, {@spell detect thoughts}, {@spell mage armor}, {@spell sleep}, {@spell suggestion}","1/day each: {@spell dominate person}, {@spell mass suggestion}, {@spell modify memory}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own."]}]}]}]},{"id":"mind-s-eye-matter-smith","name":"Mind's Eye Matter Smith","source":"MPP","page":60,"srd":false,"image":"bestiary/MPP/Minds Eye Matter Smith.webp","token":"bestiary/tokens/MPP/Mind's Eye Matter Smith.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":10,"dex":14,"con":14,"int":14,"wis":14,"cha":16,"saves":"Int +4, Cha +5","skills":"Investigation +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus two more languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The matter smith casts one of the following spells, using Charisma as the spellcasting ability:","At will: {@spell mage armor}, {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell create food and water}, {@spell fabricate} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["The matter smith makes two Manifested Force attacks."]},{"name":"Manifested Force","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}10 ({@damage 2d6 + 3}) force damage."]}],"bonusActions":[{"name":"Planar Smithing","entries":["The matter smith magically manipulates the energy of the plane of existence it's on to produce one of the following effects (choose one or roll a {@dice d4}):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-2: Chains","entries":["The matter smith creates spectral bindings around a creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Dexterity saving throw or have the {@condition restrained} condition until the end of its next turn."]},{"type":"item","name":"3-4: Magic Shield","entries":["The matter smith conjures a floating, spectral shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith's next turn. The first time a creature misses a melee attack roll against the matter smith while the shield is conjured, that creature takes 7 ({@damage 2d6}) force damage."]}]}]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Members of the Mind's Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil's Great Foundry, manifesting useful tools from nothing."]}],"gallery":[{"path":"bestiary/MPP/Minds Eye Matter Smith.webp"}]},{"id":"mindwitness","name":"Mindwitness","source":"MPMM","page":181,"srd":false,"image":"bestiary/MPMM/Mindwitness.webp","token":"bestiary/tokens/MPMM/Mindwitness.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Neutral","ac":"15","initiative":"+2 (12)","hp":"75 (10d10 + 20)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":14,"int":15,"wis":15,"cha":10,"saves":"Int +5, Wis +5","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 18","languages":"Deep Speech, Undercommon, telepathy 600 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Telepathic Hub","entries":["When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mindwitness makes one Bite attack and one Tentacles attack, or it uses Eye Ray three times."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}16 ({@damage 4d6 + 2}) piercing damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}20 ({@damage 4d8 + 2}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 13}), and it must succeed on a {@dc 13} Intelligence saving throw or be {@condition restrained} until this grapple ends."]},{"name":"Eye Ray","entries":["The mindwitness shoots one magical eye ray at random (roll a {@dice d6}, and reroll if the ray has already been used this turn), choosing one target it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"name":"1: Aversion Ray","entries":["The targeted creature must make a {@dc 13} Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"item"},{"name":"2: Fear Ray","entries":["The targeted creature must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"item"},{"name":"3: Psychic Ray","entries":["The target must succeed on a {@dc 13} Intelligence saving throw or take 27 ({@damage 6d8}) psychic damage."],"type":"item"},{"name":"4: Slowing Ray","entries":["The targeted creature must make a {@dc 13} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"item"},{"name":"5: Stunning Ray","entries":["The targeted creature must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."],"type":"item"},{"name":"6: Telekinetic Ray","entries":["If the target is a creature, it must make a {@dc 13} Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is {@condition restrained} by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is {@condition incapacitated}.","If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container."],"type":"item"}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["If a beholder is {@condition stunned} and brought to the brine pool of an elder brain, the beholder can be converted into a mindwitness. This alters some of its eye rays and transforms four of its eyestalks into tentacles similar to a mind flayer's. The mindwitness is psychically imprinted with devotion to the elder brain and submission to illithid commands.","A mindwitness's primary function is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse through it to as many as seven other creatures the mindwitness can see, rapidly disseminating commands and other information.","If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with {@creature flumph||flumphs} and planar beings such as demons, shifting their worldview and alignment to match those of their new masters."],"gallery":[{"path":"bestiary/MPMM/Mindwitness.webp","credit":"Dave Dorman"}],"otherVersions":[{"id":"mindwitness-vgm","source":"VGM"}]},{"id":"mindwitness-vgm","name":"Mindwitness","source":"VGM","page":176,"srd":false,"image":"bestiary/VGM/Mindwitness.webp","token":"bestiary/tokens/VGM/Mindwitness.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"75 (10d10 + 20)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":14,"int":15,"wis":15,"cha":10,"saves":"Int +5, Wis +5","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 18","languages":"Deep Speech, Undercommon, telepathy 600 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Telepathic Hub","entries":["When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mindwitness makes two attacks: one with its tentacles and one with its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}16 ({@damage 4d6 + 2}) piercing damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}20 ({@damage 4d8 + 2}) psychic damage. if the target is Large or smaller, it is {@condition grappled} (escape {@dc 13}) and must succeed on a {@dc 13} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Eye Rays","entries":["The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Aversion Ray","entry":"The targeted creature must make a {@dc 13} Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"2. Fear Ray","entry":"The targeted creature must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Psychic Ray","entry":"The target must succeed on a {@dc 13} Intelligence saving throw or take 27 ({@damage 6d8}) psychic damage."},{"type":"itemSub","name":"4. Slowing Ray","entry":"The targeted creature must make a {@dc 13} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"5. Stunning Ray","entry":"The targeted creature must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"6. Telekinetic Ray","entries":["If the target is a creature, it must make a {@dc 13} Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is {@condition restrained} by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is {@condition incapacitated}.","If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["If the beholder can be stunned and brought safely to the brine pool of the elder brain, it can be converted through ceremorphosis into a mindwitness. The process of ceremorphosis transforms four of the beholder's eyestalks into tentacles similar to those of a mind flayer, and alters some of the beholder's eye rays.","Less intelligent than beholders and less liable to endanger the colony, mindwitnesses are psionically imprinted with devotion to the elder brain and submission to illithid commands, making them almost as obedient as intellect devourers.",{"name":"Telepathic Hub","entries":["The primary function of a mindwitness is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse telepathically through it to as many as seven other creatures the mindwitness can see, allowing the rapid spread of commands and other information."],"type":"entries"},{"name":"Solitary Seekers","entries":["If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and telepathic planar beings such as demons, shifting their worldview and changing their alignment to match that of their new masters."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Mindwitness.webp","credit":"Dave Dorman"}],"hidden":true,"otherVersions":[{"id":"mindwitness","source":"MPMM"}]},{"id":"minotaur","name":"Minotaur","source":"MM","page":223,"srd":false,"image":"bestiary/MM/Minotaur.webp","token":"bestiary/tokens/MM/Minotaur.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"76 (9d10 + 27)","speed":"40 ft.","str":18,"dex":11,"con":16,"int":6,"wis":16,"cha":9,"saves":"","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Charge","entries":["If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}."]},{"name":"Labyrinthine Recall","entries":["The minotaur can perfectly recall any path it has traveled."]},{"name":"Reckless","entries":["At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A minotaur's roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death.",{"name":"The Beast Within","type":"entries","entries":["Most minotaurs are solitary carnivores that roam labyrinthine dungeons, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey.","The scent of blood, the tearing of flesh, and the cracking of bones spur a minotaur's lust for carnage, overwhelming all thought and reason. In a blood rage, a minotaur charges anything it sees, butting and goring like a battering ram, then chopping the fallen in twain.","Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don't respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control."]},{"name":"Cults of the Horned King","type":"entries","entries":["Minotaurs are the dark descendants of humanoids transformed by the rituals of cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask.","Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged for humanoid sacrifice-sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists' savagery.","Unknown to all but their highest-ranking leaders, these mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth. Some of his followers are fervent supplicants that plead for strength and power. Others come to the cult seeking a life free from authority's chains-and are liberated of their humanity instead as Baphomet transforms them into the minotaurs that echo his own savage form.","Although they begin as creations of the Horned King, minotaurs can breed true with one another, giving rise to an independent race of Baphomet's savage children in the world."]}]}]}],"gallery":[{"path":"bestiary/MM/Minotaur.webp"}]},{"id":"minotaur-archaeologist","name":"Minotaur Archaeologist","source":"BMT","page":126,"srd":false,"image":"bestiary/BMT/Minotaur Archaeologist.webp","token":"bestiary/tokens/BMT/Minotaur Archaeologist.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"11","initiative":"+0 (10)","hp":"18 (4d8)","speed":"30 ft.","str":12,"dex":10,"con":11,"int":13,"wis":12,"cha":10,"saves":"","skills":"Arcana +3, History +5, Perception +5, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Labyrinthine Recall","entries":["The minotaur can perfectly recall any path it has traveled."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage. If the minotaur moved at least 10 feet straight toward the target immediately before it hit, the target takes an extra 3 ({@damage 1d6}) piercing damage, and if the target is a Large or smaller creature, it must succeed on a {@dc 11} Strength saving throw or be pushed up to 10 feet from the minotaur and have the {@condition prone} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BMT/Minotaur Archaeologist.webp"}]},{"id":"minotaur-infiltrator","name":"Minotaur Infiltrator","source":"BMT","page":127,"srd":false,"image":"bestiary/tokens/BMT/Minotaur Infiltrator.webp","token":"bestiary/tokens/BMT/Minotaur Infiltrator.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"40 ft.","str":18,"dex":11,"con":14,"int":8,"wis":16,"cha":10,"saves":"","skills":"Deception +2, Perception +7, Religion +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Labyrinthine Recall","entries":["The minotaur can perfectly recall any path it has traveled."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage while enlarged. If the minotaur moved at least 10 feet straight toward the target immediately before it hit, the target takes an extra 4 ({@damage 1d8}) piercing damage, or 9 ({@damage 2d8}) piercing damage if the minotaur is enlarged. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet from the minotaur and have the {@condition prone} condition."]},{"name":"Mattock","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage, or 17 ({@damage 2d12 + 4}) bludgeoning damage while enlarged. If the target is a creature and the minotaur is enlarged, the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the minotaur magically increases in size, along with anything it is wearing or carrying. While enlarged, the minotaur is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the minotaur lacks the room to become Large, the minotaur doesn't change size."]}],"bonusActions":[{"name":"Unerring Tracker","entries":["The minotaur magically creates a psychic link with one creature it can see. For the next hour, the minotaur knows the current distance and direction to the target if it is on the same plane of existence. The link ends if the minotaur has the {@condition incapacitated} condition or uses this ability on a different target."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"minotaur-living-crystal-statue","name":"Minotaur Living Crystal Statue","source":"GoS","page":245,"srd":false,"image":"bestiary/tokens/GoS/Minotaur Living Crystal Statue.webp","token":"bestiary/tokens/GoS/Minotaur Living Crystal Statue.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"136 (16d10 + 48)","speed":"30 ft.","str":18,"dex":9,"con":16,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"force","resistances":"","immunities":"lightning; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The statue is immune to any spell or effect that would alter its form."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two attacks: one with its greataxe and one gore attack."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Flying Shards","entries":["In response to a creature hitting the statue with a melee weapon attack, the statue deals 11 ({@damage 2d10}) piercing damage to the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Given life through powerful magic, a large, crudely carved crystal minotaur guards the tunnels in Isle of the Abbey."]}]}]}]},{"id":"minotaur-of-baphomet","name":"Minotaur of Baphomet","source":"XMM","page":215,"srd":true,"image":"bestiary/XMM/Minotaur of Baphomet.webp","token":"bestiary/tokens/XMM/Minotaur of Baphomet.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"85 (10d10 + 30)","speed":"40 ft.","str":18,"dex":11,"con":16,"int":6,"wis":16,"cha":9,"saves":"","skills":"Perception +7, Survival +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 17","languages":"Abyssal","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Abyssal Glaive","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}10 ({@damage 1d12 + 4}) Slashing damage plus 10 ({@damage 3d6}) Necrotic damage."]},{"name":"Gore {@recharge 5}","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}18 ({@damage 4d6 + 4}) Piercing damage. If the target is a Large or smaller creature and the minotaur moved 10+ feet straight toward it immediately before the hit, the target takes an extra 10 ({@damage 3d6}) Piercing damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Minotaur of Baphomet","entries":["{@i Berserker of the Demon Lord of Beasts}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Baphomet, Demon Lord of Beasts, claims to have created minotaurs and demands their worship. While most minotaurs live free of the demon lord's bonds, those that serve him become minotaurs of Baphomet. These brutes resemble the hulking, horned demon lord more than others of their kind, and they wreak havoc in that foul immortal's name. Rarely, non-minotaurs cursed by magic-users or spiteful deities might transform into these monsters.","Minotaurs of Baphomet often dwell in mazes, leading their allies to hidden destinations and stalking trespassers. Roll on or choose a result from the Minotaur Mazes table to inspire the shape of a minotaur's dwelling.",{"type":"table","caption":"Minotaur Mazes","colLabels":["1d4","The Minotaur of Baphomet Lurks In..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A multilevel mine or sewer."],["2","Multiple mazes connected by magic portals."],["3","A poisonous swamp with labyrinthine paths."],["4","The ruins of a buried palace or temple."]]}]}],"gallery":[{"path":"bestiary/XMM/Minotaur of Baphomet.webp","credit":"Brian Valenzuela"}]},{"id":"minotaur-skeleton","name":"Minotaur Skeleton","source":"XMM","page":283,"srd":true,"image":"bestiary/XMM/Skeletons.webp","token":"bestiary/tokens/XMM/Minotaur Skeleton.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"12","initiative":"+0 (10)","hp":"45 (6d10 + 12)","speed":"40 ft.","str":18,"dex":11,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 ({@damage 2d8}) Piercing damage and has the {@condition Prone|XPHB} condition."]},{"name":"Slam","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}15 ({@damage 2d10 + 4}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Minotaur skeletons are the reanimated remains of minotaurs or the skeletons of multiple creatures merged into a minotaur-like shape. These hulking skeletons have greater speed and might than smaller skeletons. They menace the living with their horns and mighty greataxes."]},{"type":"section","name":"Skeletons","entries":["{@i Ossified Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Skeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.",{"type":"table","caption":"Skeleton Pantomimes","colLabels":["1d6","Left to Its Own Devices, the Skeleton..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Delivers meal salvers or ages-old correspondence to the crypt of its dead master."],["2","Endlessly trains in battle with other skeletons, despite being hacked to animate splinters."],["3","Mimics ways it entertained itself in life, such as acting, dancing, or reading."],["4","Performs a familiar task, such as cleaning, cooking, mining, or praying."],["5","Repeats its final moments of life."],["6","Stands guard at the post it protected in life."]]}]}],"gallery":[{"path":"bestiary/XMM/Skeletons.webp","title":"Adventurers face an onslaught from all manner of skeletons","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"minotaur-skeleton-mm","source":"MM"}]},{"id":"minotaur-skeleton-mm","name":"Minotaur Skeleton","source":"MM","page":273,"srd":false,"image":"bestiary/MM/Minotaur Skeleton.webp","token":"bestiary/tokens/MM/Minotaur Skeleton.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"12","initiative":"+0 (10)","hp":"67 (9d10 + 18)","speed":"40 ft.","str":18,"dex":11,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Abyssal but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Charge","entries":["If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.",{"name":"Animated Dead","type":"entries","entries":["Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.","While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms."]},{"name":"Obedient Servants","type":"entries","entries":["Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.","A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.","Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle."]},{"name":"Habitual Behaviors","type":"entries","entries":["Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.","When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation."]},{"name":"Undead Nature","type":"entries","entries":["A skeleton doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Minotaur Skeleton.webp"}],"hidden":true,"otherVersions":[{"id":"minotaur-skeleton","source":"XMM"}]},{"id":"minsc-and-boo","name":"Minsc and Boo!","source":"MaBJoV","page":68,"srd":false,"image":"bestiary/MaBJoV/Minsc and Boo!.webp","token":"bestiary/tokens/MaBJoV/Minsc and Boo!.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"13","initiative":"+1 (11)","hp":"187 (22d8 + 88)","speed":"30 ft.","str":20,"dex":12,"con":18,"int":10,"wis":10,"cha":10,"saves":"Str +9, Con +8","skills":"Athletics +9, Perception +4, Survival +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Boo, The Miniature Giant Space Hamster","entries":["Boo is Minsc's animal companion. Boo is a miniature giant space hamster and has the statistics of a {@creature rat}."]},{"name":"Favored Enemy","entries":["Minsc's favored enemy is evil. When he hits an evil creature with a melee attack he deals an additional 7 ({@damage 2d6}) slashing damage."]},{"name":"Reckless","entries":["At the start of his turn, Minsc may choose to gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Minsc makes two Greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[{"name":"Go for the Eyes, Boo","entries":["As a bonus action, Minsc talks to Boo and gains the inspiration to go into a berserker fury, for 1 minute. While in this berserking fury Minsc gains the following:",{"type":"list","items":["Minsc has advantage on Strength checks and Strength saving throws.","Minsc gains a +4 bonus to damage rolls when using a melee weapon.","Minsc has resistance to bludgeoning, piercing, and slashing damage.","Minsc can make a single melee weapon attack as a bonus action on each of his turns.","Minsc can't be {@condition charmed} or {@condition frightened}. If Minsc is {@condition charmed} or {@condition frightened} when he enters his berserking fury, the effect is suspended for the duration of the rage","If Minsc drops to 0 hit points and doesn't die outright, he can make a {@dc 10} Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. After 24 hours, the DC resets to 10."]}]}],"reactions":[{"name":"Run, Boo, Run","entries":["If Boo takes damage, Minsc can choose to take the damage instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Minsc is a berserker warrior from the nation of Rashemen in the utter east, though his affinity for animals speaks to his skill as a hunter and tracker as well. He originally came to the Sword Coast on a dejemma, a ritual journey to manhood, as the bodyguard of a young Wychalarn of Rashemen named Dynaheir. But Dynaheir was killed while Minsc was adventuring with the Bhaalspawn known as Abdel Adrian.","Minsc continued his adventures with Abdel until he had the misfortune of being {@condition petrified} by an evil wizard. He remained a {@condition petrified} statue for nearly a century before another wizard released him. Everyone and everything that he had known had passed on, so Minsc decided not to return to Rashemen, but continue his adventures on the Sword Coast. During those adventures he met Suldil. He felt an affinity for the woman due to the fact that they both lost centuries of their lives to magic. When he has time away from his other adventures, Minsc helps track down prospective heroes who Suldil thinks might make good members of the Knights of Bahamut. Minsc secretly hopes that she will one day think that Boo will make a good member of the Knights of Bahamut.","Minsc does not have a strong hold on reality, as evidenced by his continued dependence on his animal companion Boo, a creature that he claims is a miniature giant space hamster. Apparently such things do exist somewhere in the Realms, but Minsc has surely taken too many blows to the head. Minsc has a very simplistic view of the world and is often quick to decide whether or not someone is evil and should be attacked. Fortunately, he is also kind by nature and determined to be a hero. He is somewhat unstable and is prone to flying into a rage.",{"type":"entries","name":"Minsc as a Contact","entries":["Minsc is the primary contact for members of the Knights of Bahamut at low levels. He is able to convince strange companions to join you in your adventures. Your group can only have one such companion at a time.",{"type":"table","caption":"Strange Companions via Minsc","colLabels":["Companion","Required Level","Stat Block"],"colStyles":["col-4","col-1 text-right","col-7"],"rows":[["Goo—Boo's miniature space hamster cousin","1","Rat"],["Murderoid—the living moon","3","A large point of light in the night sky. Also, a voice that speaks in your head at night... about murdering your enemies"],["Delphinid—the space dolphin","3","Dolphin with fly speed of 30 ft."],["Backpack guy—the space mimic","7","Mimic that can only assume the form of a backpack. Refuses to fight unless worn"],["Basharin—a blind beholder","7","Beholder that does not have the antimagic cone trait and whose only action is bite"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Minsc and Boo!.webp"}]},{"id":"miraj-vizann","name":"Miraj Vizann","source":"PotA","page":198,"srd":false,"image":"bestiary/tokens/PotA/Miraj Vizann.webp","token":"bestiary/tokens/PotA/Miraj Vizann.webp","size":"Medium","creatureType":"Humanoid (Genasi)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":12,"dex":10,"con":17,"int":13,"wis":11,"cha":18,"saves":"","skills":"Arcana +4, Deception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Primordial","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Earth Walk","entries":["Moving through {@quickref difficult terrain||3} made of earth or stone costs Miraj no extra movement."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Miraj's innate spellcasting ability is Constitution (spell save {@dc 14}). He can innately cast the following spell, requiring no material components:","1/day: {@spell pass without trace}"]},{"name":"Spellcasting","entries":["Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He knows the following sorcerer spells:","Cantrips (at will): {@spell acid splash}, {@spell blade ward}, {@spell friends}, {@spell light}, {@spell message}, {@spell mold earth|xge}","Level 1 (4 slots): {@spell chromatic orb}, {@spell mage armor}, {@spell magic missile}","Level 2 (3 slots): {@spell Maximilian's earthen grasp|xge}, {@spell shatter}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell erupting earth|xge}","Level 4 (3 slots): {@spell polymorph}, {@spell stoneskin}","Level 5 (2 slots): {@spell wall of stone}","Level 6 (1 slots): {@spell move earth}"]}],"actions":[{"name":"Staff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage when used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Miraj is an earth genasi from Calimshan. He is a perfectionist who oversees the Black Earth cult's tunneling operations and specializes in magic and alchemical processes that shape stone. He also has an affinity for the element of water and styles himself a 'mud sorcerer.'","Though he is the most accomplished spellcaster in the Cult of the Black Earth, he has no interest in challenging Marlos Urnrayle for leadership. He knows that he is no match for the medusa and is happy to pursue his experiments while Marlos leads."]}]}]}]},{"id":"miros-xelbrin","name":"Miros Xelbrin","source":"SKT","page":251,"srd":false,"image":"bestiary/SKT/Miros Xelbrin.webp","token":"bestiary/tokens/SKT/Miros Xelbrin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":16,"dex":10,"con":15,"int":11,"wis":12,"cha":14,"saves":"","skills":"Intimidation +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Roleplaying Information","entries":["Innkeeper Miros is a retired carnival attraction, dubbed \"the Yeti\" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.","Ideal: \"As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.\"","Bond: \"Make fun of me all you like, but don't speak ill of my inn or my employees.\"","Flaw: \"When something upsets me, I have a tendency to fly into a rage.\""]}],"spellcasting":[],"actions":[{"name":"Bear Hug","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage, and the target {@condition grappled} (escape {@dc 13}) and takes 5 ({@damage 1d4 + 3}) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Miros cannot make attacks while grappling a creature."]},{"name":"Club","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage. Miros carries ten crossbow bolts."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Innkeeper Miros is a retired carnival attraction, dubbed \"the Yeti\" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.","Ideal:\"As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.\"","Bond:\"Make fun of me all you like, but don't speak ill of my inn or my employees!\"","Flaw:\"When something upsets me, I have a tendency to fly into a rage.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Miros Xelbrin.webp"}]},{"id":"mirran","name":"Mirran","source":"SKT","page":207,"srd":false,"image":"bestiary/tokens/SKT/Mirran.webp","token":"bestiary/tokens/SKT/Mirran.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Arcana +8, Athletics +14, Deception +9, History +8, Perception +9, Performance +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["Mirran can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Mirran's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell feather fall}, {@spell levitate}, {@spell light}","3/day each: {@spell control weather}, {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Mirran makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["Mirran hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mirror-shade","name":"Mirror Shade","source":"VEoR","page":226,"srd":false,"image":"bestiary/VEoR/Mirror Shade.webp","token":"bestiary/tokens/VEoR/Mirror Shade.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"91 (14d8 + 28)","speed":"40 ft.","str":8,"dex":17,"con":14,"int":10,"wis":13,"cha":18,"saves":"Dex +7, Wis +5","skills":"Deception +8, Stealth +7","vulnerabilities":"","resistances":"acid; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison; psychic; radiant","conditionImmunities":"blinded; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the mirror shade is within 5 feet of a reflective surface—such as a mirror, glass pane, or still water—it has advantage on its initiative roll. If a creature hasn't observed the mirror shade move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the mirror shade isn't the creature's own reflection."]},{"name":"Mirror Movement","entries":["The mirror shade can move along the surface of reflective or translucent objects, such as mirrors, without provoking opportunity attacks. It can move through translucent objects as if they were difficult terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mirror shade makes two Phantasmal Strike attacks and uses Reflect Fear."]},{"name":"Phantasmal Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) radiant damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Reflect Fear","entries":["The mirror shade targets one creature it can see within 60 feet of itself and projects an illusion of that creature's greatest fear. The target must make a {@dc 16} Wisdom saving throw. On a failed save, the target takes 28 ({@damage 8d6}) psychic damage and has the {@condition frightened} condition until the start of the mirror shade's next turn. On a successful save, the target takes half as much damage only."]}],"bonusActions":[{"name":"Mirror Stealth","entries":["While within 5 feet of a reflective surface, such as a mirror, the mirror shade takes the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["She was great at picking locks but had a terrible cruel streak. When the cloaker got her, we were glad we'd never see her again—then, to our horror, we did."],"by":"Hopewell Lightfinger, Sword Coast Adventurer"},"When the spirit of a malevolent trickster or callous rogue refuses to enter the afterlife, the spirit sometimes becomes a mirror shade instead. Mirror shades are incorporeal Undead that, in their true forms, look like person-shaped blobs of shining light. More often, though, mirror shades are encountered on reflective surfaces such as mirrors or panes of glass. There, they blend in seamlessly with their reflected surroundings and wait until the moment is right to strike. Mirror shades can be found throughout the multiverse but are particularly common in the Outer Planes."]}],"gallery":[{"path":"bestiary/VEoR/Mirror Shade.webp"}]},{"id":"mirt","name":"Mirt","source":"WDH","page":211,"srd":false,"image":"bestiary/WDH/Mirt.webp","token":"bestiary/tokens/WDH/Mirt.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"16","initiative":"+4 (14)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":15,"wis":12,"cha":15,"saves":"Dex +8, Wis +5","skills":"Acrobatics +8, Athletics +8, Perception +5, Persuasion +6, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Dwarvish","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Mirt wears {@item bracers of defense} and a {@item ring of regeneration}. He wields a {@item +1 longsword} and a {@item +1 dagger}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Mirt hits with it (included in the attacks below)."]},{"name":"Evasion","entries":["If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Mirt instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's {@condition incapacitated}."]},{"name":"Sneak Attack (1/Turn)","entries":["Mirt deals an extra 14 ({@damage 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Mirt's that isn't {@condition incapacitated} and Mirt doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Mirt makes three attacks: two with his +1 longsword and one with his +1 dagger."]},{"name":"+1 Longsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage, or 16 ({@damage 2d10 + 5}) slashing damage when used with two hands."]},{"name":"+1 Dagger","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) piercing damage. Or Ranged Weapon Attack: {@hit 9} to hit, range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Mirt adds 2 to his AC against one melee attack that would hit him. To do so, Mirt must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Once known as Mirt the Merciless and the Old Wolf, Mirt made a fortune and carved out a reputation as an adventurer and philanderer. Today, an older and wiser Mirt serves as one of the Masked Lords, a Harper, and a close advisor to Laeral Silverhand. The years have not worn him down, and though he has grown soft in the flesh, he remains deceptively strong, vigorous, and clear of mind. Mirt has survived the passing of centuries by means of magic, and of all the Masked Lords, he is the least concerned with concealing his identity.","Despite his prodigious girth, Mirt can move with good speed when he must, and he hasn't let his adventuring skills wither. His wife, Asper, passed away several years ago, and his rambling mansion has seen better days. Mirt spends his days embroiled in politics and whiles away his nights in drink and debauchery."]},{"type":"entries","name":"Treasure","entries":["Mirt has access to magic items of all kinds, but keeps only a few on his person. He can equip himself with other magic items as the need arises.","In addition to his other magical gear, Mirt owns a Lord's ensemble (see appendix A). He dons the ensemble only when meeting with other Masked Lords in an official capacity."]}]}]}],"gallery":[{"path":"bestiary/WDH/Mirt.webp"}]},{"id":"mishka-belview","name":"Mishka Belview","source":"CoS","page":150,"srd":false,"image":"bestiary/tokens/CoS/Mishka Belview.webp","token":"bestiary/tokens/CoS/Mishka Belview.webp","size":"Medium","creatureType":"Humanoid (Mongrelfolk)","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"26 (4d8 + 8)","speed":"20 ft.","str":12,"dex":9,"con":15,"int":9,"wis":10,"cha":6,"saves":"","skills":"Deception +2, Perception +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Mimicry","entries":["Mishka can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Mishka makes two attacks: one with its bite and one with its claw or dagger."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"miska-the-wolf-spider","name":"Miska the Wolf-Spider","source":"VEoR","page":247,"srd":false,"image":"bestiary/VEoR/Miska the Wolf-Spider.webp","token":"bestiary/tokens/VEoR/Miska the Wolf-Spider.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"21","initiative":"+4 (14)","hp":"399 (38d12 + 152)","speed":"40 ft., climb 40 ft.","str":23,"dex":18,"con":19,"int":18,"wis":21,"cha":22,"saves":"Dex +11, Con +11, Wis +12","skills":"Insight +12, Perception +12, Stealth +11","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 21","languages":"Abyssal, Common, telepathy 120 ft.","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Foul Ichor","entries":["A creature that hits Miska with a melee weapon attack takes 7 ({@damage 2d6}) poison damage."]},{"name":"Legendary Resistance (3/Day)","entries":["If Miska fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Miska has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["Miska can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["When in contact with a web, Miska knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["Miska ignores movement restrictions caused by webbing."]}],"spellcasting":[{"name":"Spellcasting","entries":["Miska casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell Disguise Self}, {@spell Invisibility}, {@spell Mage Hand}, {@spell Minor Illusion}, {@spell Web}","2/day each: {@spell Dominate Monster}, {@spell Mass Suggestion}, {@spell Mirror Image}, {@spell Telekinesis}, {@spell Teleport}"]}],"actions":[{"name":"Multiattack","entries":["Miska makes one Lupine Bite attack and two Trident of Chaos attacks."]},{"name":"Lupine Bite","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 27 ({@damage 6d8}) poison damage. If the target is a creature, it must succeed on a {@dc 21} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature has the {@condition incapacitated} condition and can't regain hit points. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Trident of Chaos","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 9 ({@damage 2d8}) force damage."]}],"bonusActions":[{"name":"Demand Loyalty","entries":["Miska magically ends the {@condition charmed} and {@condition frightened} conditions on himself and on any of his allies within 120 feet of himself."]}],"reactions":[],"legendaryActions":[{"name":"Howl","entries":["Miska utters a bloodthirsty howl at one creature within 120 feet of himself that isn't a Fiend. The target must succeed on a {@dc 20} Wisdom saving throw or take 13 ({@damage 2d12}) psychic damage."]},{"name":"Skitter","entries":["Miska moves up to his speed without provoking opportunity attacks."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Miska uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Miska the Wolf-Spider is a legendary demon lord and master of battlefield strategy. He has the lower body of a massive armored spider, four arms, and two enormous wolf heads that drip poison. Yet Miska's greatest strength is his cunning mind."]},{"type":"section","entries":[{"type":"entries","name":"History","entries":["Ages ago, Miska led the hordes of Chaos against the forces of Law at the behest of his patron, the enigmatic Queen of Chaos. It seemed Miska's domination couldn't be stopped.","In desperation, Miska's opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across the planes and becoming known as the Rod of Seven Parts. The rod is the key to releasing Miska from his long imprisonment."]}]}],"gallery":[{"path":"bestiary/VEoR/Miska the Wolf-Spider.webp"}]},{"id":"mist-horror","name":"Mist Horror","source":"RHW","page":255,"srd":false,"image":"bestiary/RHW/Mist Horror.webp","token":"bestiary/tokens/RHW/Mist Horror.webp","size":"Large","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"45 (7d10 + 7)","speed":"25 ft., fly 25 ft. (hover)","str":1,"dex":15,"con":12,"int":6,"wis":13,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Blindsight 120 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Any","treasure":"","traits":[{"name":"Air Form","entries":["The mist horror can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"One with the Mists","entries":["While the mist horror is in fog or mist, it has the {@condition Invisible|XPHB} condition. The mist horror has the {@condition Incapacitated|XPHB} condition while it is outside an area of fog or mist."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mist horror casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Fog Cloud|XPHB}","1/day: {@spell Command|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The mist horror makes two Mind Rend attacks. It can replace one attack with a use of Spellcasting to cast {@spell Command|XPHB} if available."]},{"name":"Mind Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Psychic damage."]}],"bonusActions":[{"name":"Instill Dread {@recharge 4}","entries":["{@actSave wis} {@dc 13}, each creature in the mist horror's space. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the start of the mist horror's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Shapeless Stalker in the Mists}","The Mists separating the Domains of Dread are far from safe—or empty. Mist horrors are animate clouds of vapor, barely perceptible within the Mists. In the presence of creatures, these vaporous terrors take the shape of their viewers' greatest fears. Such appearances are subjective, and anyone who views a mist horror sees it in the way that terrifies them most. A mist horror outside the Mists swiftly loses cohesion and collapses into harmless vapor."]}],"gallery":[{"path":"bestiary/RHW/Mist Horror.webp","credit":"Irina Nordsol"}]},{"id":"mist-hulk","name":"Mist Hulk","source":"BGG","page":160,"srd":false,"image":"bestiary/BGG/Mist Hulk.webp","token":"bestiary/tokens/BGG/Mist Hulk.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"15","initiative":"+5 (15)","hp":"94 (9d10 + 45)","speed":"0 ft., fly 40 ft. (hover)","str":18,"dex":21,"con":20,"int":11,"wis":13,"cha":16,"saves":"Con +8, Wis +4, Cha +6","skills":"Perception +4, Stealth +8","vulnerabilities":"","resistances":"thunder","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; poisoned; restrained","senses":"Passive Perception 14","languages":"Auran, Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Air Form","entries":["The mist hulk can enter another creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing."]},{"name":"Death Burst","entries":["When the mist hulk dies, it bursts in a wave of water. Each creature within 10 feet of it must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 11 ({@damage 2d10}) bludgeoning damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mist hulk makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) cold damage."]},{"name":"Hideous Wailing {@recharge 5}","entries":["The mist hulk releases a wail infused with magical anguish. Each creature within 30 feet of it must make a {@dc 14} Wisdom saving throw. A creature in the mist hulk's space has disadvantage on the saving throw. On a failed save, a creature takes 14 ({@damage 4d6}) psychic damage and has the {@condition incapacitated} condition for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["I mourn for the hulks, all of them. The sight of a mist hulk, in particular, fills me with a melancholy that is hard to shake off."],"by":"Diancastra"},"Descended from ancient cloud giants, mist hulks are Elementals that embody their ancestors' mixed elemental nature of Air and Water. After countless ages of isolation—often on one of the Elemental Planes or some hidden demiplane—they retain the barest hint of their ancestors' physical form, and even less of the giants' culture.","A mist hulk resembles a bipedal figure made of dark rain clouds. Parts of its body seem more solid than others, but these parts are transparent enough that the churning vapors of the hulk's substance are visible inside. Wisps of cloud constantly leak from the creature, as if it might dissolve completely at any time. When it is slain, its misty form condenses into a torrent of water.","A mist hulk's mood is always gloomy, and when threatened, it often howls in infectious misery. All who hear this wail are magically reminded of past regrets, real or imagined."]}],"gallery":[{"path":"bestiary/BGG/Mist Hulk.webp"}]},{"id":"mist-wanderer","name":"Mist Wanderer","source":"RHW","page":256,"srd":false,"image":"bestiary/RHW/Mist Wanderer.webp","token":"bestiary/tokens/RHW/Mist Wanderer.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":10,"dex":14,"con":14,"int":12,"wis":16,"cha":13,"saves":"","skills":"Arcana +3, Insight +5, Medicine +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common plus one other language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Any","treasure":"Arcana, Individual","traits":[{"name":"Death Curse","entries":["{@actSave cha} {@dc 13}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the wanderer when it dies. {@actSaveFail} The target is cursed. While cursed, the target has the {@condition Blinded|XPHB} and {@condition Deafened|XPHB} conditions."]},{"name":"Mist Walker","entries":["The wanderer can travel safely through the Mists to reach a specific domain it knows by name. The wanderer still can't bypass domain borders closed by a Darklord's will."]}],"spellcasting":[{"name":"Spellcasting","entries":["The wanderer casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Light|XPHB}, {@spell Mage Hand|XPHB}","1/day each: {@spell Augury|XPHB}, {@spell Detect Magic|XPHB}, {@spell Mind Spike|XPHB}"]},{"name":"Evil Eye (1/Day)","entries":["The wanderer casts {@spell Hold Person|XPHB}, using the same spellcasting ability as Spellcasting.","1/day: {@spell Hold Person|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The wanderer makes two Radiant Burst attacks. It can replace one attack with a use of Spellcasting to cast {@spell Mind Spike|XPHB} if available."]},{"name":"Radiant Burst","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 60 ft. {@h}14 ({@damage 2d10 + 3}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Traveler Between Domains}","Those who travel between the Domains of Dread develop traditions that hasten their travel and protect them from evil. Vistani, along with those who research their ways or the secrets of the Mists, are the most adept of such domain explorers."]}],"gallery":[{"path":"bestiary/RHW/Mist Wanderer.webp","credit":"Polar Engine"}]},{"id":"mister-light","name":"Mister Light","source":"WBtW","page":26,"srd":false,"image":"bestiary/WBtW/Mister Light.webp","token":"bestiary/tokens/WBtW/Mister Light.webp","size":"Medium","creatureType":"Humanoid (Elf, Shadar-kai)","alignment":"Chaotic Good","ac":"13","initiative":"+3 (13)","hp":"77 (14d8 + 14)","speed":"30 ft.","str":10,"dex":16,"con":12,"int":12,"wis":13,"cha":17,"saves":"Dex +5, Cha +5","skills":"Perception +3, Performance +5, Sleight Of Hand +5","vulnerabilities":"lightning","resistances":"necrotic","immunities":"","conditionImmunities":"blinded; deafened; petrified; stunned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Light has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Special Equipment","entries":["Light carries and is attuned to the {@item Witchlight vane|WbtW}. In Light's hands, the vane is a finesse weapon."]}],"spellcasting":[{"name":"Spellcasting","entries":["While carrying the {@item Witchlight vane|WbtW}, Light casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks):","At will: {@spell dancing lights}, {@spell polymorph} (after casting, roll a {@dice d8}; on a roll of 3 or 8, Light can't cast the spell again until the next dawn), {@spell ray of frost}"]}],"actions":[{"name":"Multiattack","entries":["Light makes two {@item Witchlight vane|WbtW} attacks."]},{"name":"Witchlight Vane","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 4 ({@damage 1d8}) radiant damage."]}],"bonusActions":[{"name":"Blessing of the Raven Queen (1/Day)","entries":["Light magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Light, formerly known as Urmius Umbrage, belonged to a filthy rich shadar-kai family that haunted a crumbling mansion in Gloomwrought. Although he wanted for nothing as a child, Urmius found himself surrounded by family members, caretakers, and teachers who were uniformly cold, callous, and mean-spirited. He grew tired of being seen as nothing more than the inheritor of the Umbrage estate and legacy, and he did everything in his power to make life miserable for everyone around him, especially his parents. He seemed bereft of ambition and spent much of his time playing in his room. He collected costumes and liked nothing more than to parade around Umbrage Mansion in strange garments and outlandish makeup.","Urmius first met Naeryx Krumple at a family dinner and didn't think much of the clock tower keeper at first. But Urmius found himself taken aback by Naeryx's ability to find even a small amount of joy in his work. He was eager to get to know Naeryx better, though it took a while for Naeryx to trust him. After getting his hands on some money, Urmius bought a sad little carnival that was camped on the outskirts of Gloomwrought and asked Naeryx to help him run it. For Urmius, the carnival was a chance to emerge from under his family's shadow and become the master of his own fate, but it also meant forsaking his inheritance in order to embrace the unconventional lifestyle, fashions, and friendships he desired."]}],"gallery":[{"path":"bestiary/WBtW/Mister Light.webp","credit":"Nikki Dawes"}]},{"id":"mister-threadneedle","name":"Mister Threadneedle","source":"ToA","page":183,"srd":false,"image":"bestiary/tokens/ToA/Mister Threadneedle.webp","token":"bestiary/tokens/ToA/Mister Threadneedle.webp","size":"Medium","creatureType":"Construct","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"36 (8d8)","speed":"30 ft.","str":11,"dex":13,"con":11,"int":10,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"False Appearance","entries":["While Mister Threadneedle remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Mister Threadneedle makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage. If the target is a creature, it must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} until the end of Mister Threadneedle's next turn."]},{"name":"Terrifying Glare","entries":["Mister Threadneedle targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a {@dc 11} Wisdom saving throw or be magically {@condition frightened} until the end of the scarecrow's next turn. The {@condition frightened} target is {@condition paralyzed}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mister-witch","name":"Mister Witch","source":"WBtW","page":25,"srd":false,"image":"bestiary/WBtW/Mister Witch.webp","token":"bestiary/tokens/WBtW/Mister Witch.webp","size":"Medium","creatureType":"Humanoid (Elf, Shadar-kai)","alignment":"Chaotic Good","ac":"10","initiative":"+0 (10)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":14,"dex":11,"con":16,"int":16,"wis":13,"cha":14,"saves":"Int +5, Wis +3","skills":"Arcana +5, Deception +4, Perception +3","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Witch has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Special Equipment","entries":["Witch carries and is attuned to the {@item Witchlight watch|WbtW}."]}],"spellcasting":[{"name":"Spellcasting","entries":["While carrying the {@item Witchlight watch|WbtW}, Witch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks):","At will: {@spell fire bolt}, {@spell invisibility} (after casting, roll a {@dice d8}; on a roll of 3 or 8, Witch can't cast the spell again until the next dawn), {@spell message}"]}],"actions":[{"name":"Multiattack","entries":["Witch makes two Cane attacks."]},{"name":"Cane","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage plus 6 ({@damage 1d12}) necrotic damage."]}],"bonusActions":[{"name":"Blessing of the Raven Queen (1/Day)","entries":["Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Witch, who used to go by the name Naeryx Krumple, spent his youth as a homeless orphan, eking out a meager and dreary existence on the fog-shrouded streets of Gloomwrought, a city in the Shadowfell. He earned a few coppers selling broadsheets as a young boy, then later swept floors until an old clock tower keeper took him on as a helper. The tower's clock was in such poor condition that it would break down often. Naeryx helped with the repairs and found that the work gave him a sliver of joy. When the old keeper died years later, Naeryx replaced him.","The wealthy family that owned the clock tower didn't pay Naeryx a lot of money for his work, but they occasionally had him over for dinner. He owned one fine suit that he wore on such occasions, and though he didn't care for the family's matriarch or patriarch, he enjoyed the company of their eldest son, Urmius Umbrage—a brooding shadar-kai ne'er do-well with a cruel sense of humor. Naeryx and Urmius were close in age and got along well in all respects. Years later, without informing the rest of his family, Urmius bought a run-down carnival and persuaded Naeryx to help him operate it. Naeryx and Urmius—now calling themselves Mister Witch and Mister Light—have been partners and collaborators ever since."]}],"gallery":[{"path":"bestiary/WBtW/Mister Witch.webp","credit":"Nikki Dawes"}]},{"id":"mite","name":"Mite","source":"MFF","page":14,"srd":false,"image":"bestiary/MFF/Mite.webp","token":"bestiary/tokens/MFF/Mite.webp","size":"Small","creatureType":"Fey","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft., burrow 10 ft., climb 30 ft.","str":7,"dex":14,"con":11,"int":10,"wis":8,"cha":13,"saves":"","skills":"Deception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Sylvan, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Vexing Presence","entries":["While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and Dexterity saving throws."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Blood Boiling Hex {@recharge}","entries":["The mite places a hex on a creature it can see within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check, or a saving throw, it must roll a {@dice d6} and subtract the number rolled from the {@dice d20} roll. On any turn in which it suffers the effect of the hex, the target can attack an ally as a reaction, ignoring the effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mites are vexing fey creatures that delight in causing minor havoc and playing irritating pranks, making even the coolest, most experienced adventurers prone to outbursts of destructive frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can quickly become a brawl.",{"type":"entries","name":"Heralds of Frustration","entries":["Mites are natives of the Feywild that arise when a creature becomes so irritated with a situation or event that it lashes out in violence. That creature experiences strange dreams the next time it sleeps, then sleepwalks to the nearest tree or other large plant, digs a small hole, screams into the depression, and refills the hole. When it awakes the next morning, the creature feels strangely refreshed. Then on the night of the next new moon, the dug-up earth stirs and a pack of mites emerges. Born of frustration and anger, these creatures exist only to replicate in others the emotions that created them."]},{"type":"entries","name":"Nettlesome Pranksters","entries":["Mites prefer to live underground, seeking out dungeons and cave warrens where they dig a network of hidden burrows that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire might be set at the top of a flight of stairs to send creatures crashing down. Locks might be jammed with debris, gems replaced with fakes, and prized treasures stolen away. Mites aim to kill only if threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences."]},{"type":"entries","name":"Fey Influence","entries":["When mites are about, creatures become irritable and easily frustrated to the point of violence. For such creatures, every minor failure feels like gross incompetence. Simple tasks become increasingly difficult. Those who undertake those tasks become overwhelmed with a sense of unresolved anger and frustration that demands an outlet—usually violence and destruction. The mites' influence can thus turn even the most orderly group into a mob of surly brawlers. Within even the most tight-knit adventuring party, morale plummets, arguments boil over into fights, and discipline becomes spotty at best."]},{"type":"entries","name":"Chaotic Battlegrounds","entries":["Dungeons infested with mites for a long period of time devolve into chaotic battlegrounds. Even under the control of a strong leader, any faction in such a dungeon can see its members turn against each other as their frustration and antipathy build. When adventurers enter the dungeon, the mites go to work to exploit the added chaos. They use their magic to drag visitors into their web of anger and frustration, luring explorers deeper into the site and into situations and locations that promise to yield up the most havoc."]}]}]}],"gallery":[{"path":"bestiary/MFF/Mite.webp"}]},{"id":"mjenir","name":"Mjenir","source":"IDRotF","page":215,"srd":false,"image":"bestiary/tokens/IDRotF/Mjenir.webp","token":"bestiary/tokens/IDRotF/Mjenir.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4, Survival +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Druidic plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Mjenir is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["With grand events having been set in motion, those sensitive to prophecy have begun to experience dreams and visions. One such person is Mjenir, a fifty-year-old shaman of the Reghed Elk Tribe, who received a vision about the characters' journey to the Reghed Glacier.","Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance."]}]},{"id":"mobar","name":"Mobar","source":"WDMM","page":77,"srd":false,"image":"bestiary/tokens/WDMM/Mobar.webp","token":"bestiary/tokens/WDMM/Mobar.webp","size":"Small","creatureType":"Humanoid (Goblinoid, Shapechanger)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"42 (7d6)","speed":"30 ft. (climb 30 ft. fly 60 ft. in bat or hybrid form)","str":8,"dex":17,"con":10,"int":10,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Goblin (can't speak in bat form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Mobar can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Echolocation (Bat or Hybrid Form Only)","entries":["Mobar has blindsight out to a range of 60 feet as long as it's not {@condition deafened}."]},{"name":"Keen Hearing","entries":["Mobar has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]},{"name":"Nimble Escape (Humanoid Form Only)","entries":["Mobar can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Mobar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Blind Eye","entries":["Due to poor depth perception, Mobar has disadvantage on any attack roll against a target more than 30 feet away."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["In humanoid form, Mobar makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack."]},{"name":"Bite (Bat or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage, and Mobar gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with werebat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Scimitar (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Shortbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"modron-duodrone","name":"Modron Duodrone","source":"XMM","page":217,"srd":false,"image":"bestiary/XMM/Modron Duodrone.webp","token":"bestiary/tokens/XMM/Modron Duodrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":13,"con":12,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Truesight 120 ft., Passive Perception 10","languages":"Modron","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Planar, Mechanus","treasure":"","traits":[{"name":"Disintegration","entries":["If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The modron makes two Clockwork Blade attacks."]},{"name":"Clockwork Blade","entries":["{@atkr m,r} {@hit 3}, reach 5 ft. or range 30 ft. {@h}4 ({@damage 1d6 + 1}) Force damage. {@hom}The blade magically returns to the modron's hand immediately after a ranged attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Duodrones can perform two tasks at once and often oversee monodrone work groups. They are slightly more skeptical of strangers than monodrones are."]},{"type":"section","name":"Modrons","entries":["{@i Mechanized Caretakers of Multiversal Law}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Mechanus)|bestiary|environment=planar, mechanus}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Beings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.","Modrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.","Modrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.","In rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.",{"type":"entries","name":"Modron Marches","entries":["Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.",{"type":"table","caption":"Modron Operations","colLabels":["1d8","The Modrons Work To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Create a clockwork outpost to monitor the balance of obscure planar forces."],["2","Ensure neither side gains the upper hand in a conflict between good and evil."],["3","Excavate a portal to another plane."],["4","Find a lost contingent of modrons."],["5","Reactivate a titanic but lost modron device."],["6","Remove a forest, mountain, or city before the arrival of a modron procession."],["7","Seal off a planar rift or wild magic zone."],["8","Wage war with demons, slaadi, or chaotic Fey."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!"],"by":"A planar explorer learning modrons have no sense of humor"}]}]}],"gallery":[{"path":"bestiary/XMM/Modron Duodrone.webp","credit":"Julie Dillon"}]},{"id":"modron-monodrone","name":"Modron Monodrone","source":"XMM","page":216,"srd":false,"image":"bestiary/XMM/Modron Monodrone.webp","token":"bestiary/tokens/XMM/Modron Monodrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+2 (12)","hp":"5 (1d8 + 1)","speed":"30 ft., fly 30 ft.","str":10,"dex":14,"con":12,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Truesight 120 ft., Passive Perception 10","languages":"Modron","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Planar, Mechanus","treasure":"","traits":[{"name":"Disintegration","entries":["If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."]}],"spellcasting":[],"actions":[{"name":"Gear","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Force damage."]},{"name":"Gear Flinger","entries":["{@atkr r} {@hit 4}, range 120 ft. {@h}6 ({@damage 1d8 + 2}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The most numerous modrons, monodrones can perform one simple task at a time. They believe anything they're told that isn't logically or mathematically false. When faced with unexpected situations, they're quick to seek duodrones for help."]},{"type":"section","name":"Modrons","entries":["{@i Mechanized Caretakers of Multiversal Law}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Mechanus)|bestiary|environment=planar, mechanus}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Beings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.","Modrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.","Modrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.","In rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.",{"type":"entries","name":"Modron Marches","entries":["Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.",{"type":"table","caption":"Modron Operations","colLabels":["1d8","The Modrons Work To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Create a clockwork outpost to monitor the balance of obscure planar forces."],["2","Ensure neither side gains the upper hand in a conflict between good and evil."],["3","Excavate a portal to another plane."],["4","Find a lost contingent of modrons."],["5","Reactivate a titanic but lost modron device."],["6","Remove a forest, mountain, or city before the arrival of a modron procession."],["7","Seal off a planar rift or wild magic zone."],["8","Wage war with demons, slaadi, or chaotic Fey."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!"],"by":"A planar explorer learning modrons have no sense of humor"}]}]}],"gallery":[{"path":"bestiary/XMM/Modron Monodrone.webp","credit":"Julie Dillon"}]},{"id":"modron-pentadrone","name":"Modron Pentadrone","source":"XMM","page":218,"srd":false,"image":"bestiary/XMM/Modron Pentadrone.webp","token":"bestiary/tokens/XMM/Modron Pentadrone.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"32 (5d10 + 5)","speed":"40 ft.","str":15,"dex":14,"con":12,"int":10,"wis":10,"cha":13,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Truesight 120 ft., Passive Perception 14","languages":"Modron","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Planar, Mechanus","treasure":"","traits":[{"name":"Disintegration","entries":["If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The modron makes five Slam attacks or five Electrical Discharge attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Force damage."]},{"name":"Electrical Discharge","entries":["{@atkr r} {@hit 4}, range 120 ft. {@h}5 ({@damage 1d6 + 2}) Lightning damage."]},{"name":"Paralysis Gas {@recharge 5}","entries":["Constitution Saving Throws: {@dc 11}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Pentadrones oversee and protect contingents of lesser modrons. They're quick to call lengthy meetings with other modrons when making decisions."]},{"type":"section","name":"Modrons","entries":["{@i Mechanized Caretakers of Multiversal Law}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Mechanus)|bestiary|environment=planar, mechanus}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Beings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.","Modrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.","Modrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.","In rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.",{"type":"entries","name":"Modron Marches","entries":["Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.",{"type":"table","caption":"Modron Operations","colLabels":["1d8","The Modrons Work To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Create a clockwork outpost to monitor the balance of obscure planar forces."],["2","Ensure neither side gains the upper hand in a conflict between good and evil."],["3","Excavate a portal to another plane."],["4","Find a lost contingent of modrons."],["5","Reactivate a titanic but lost modron device."],["6","Remove a forest, mountain, or city before the arrival of a modron procession."],["7","Seal off a planar rift or wild magic zone."],["8","Wage war with demons, slaadi, or chaotic Fey."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!"],"by":"A planar explorer learning modrons have no sense of humor"}]}]}],"gallery":[{"path":"bestiary/XMM/Modron Pentadrone.webp","credit":"Julie Dillon"}]},{"id":"modron-planar-incarnate","name":"Modron Planar Incarnate","source":"ToFW","page":92,"srd":false,"image":"bestiary/ToFW/X01Modron.webp","token":"bestiary/tokens/ToFW/Modron Planar Incarnate.webp","size":"Gargantuan","creatureType":"Fiend","alignment":"Any Alignment","ac":"20","initiative":"+0 (10)","hp":"333 (18d20 + 144)","speed":"40 ft., fly 40 ft.","str":27,"dex":10,"con":26,"int":15,"wis":20,"cha":20,"saves":"","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; radiant; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; restrained; stunned; unconscious","senses":"truesight 120 ft., Passive Perception 22","languages":"all","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the incarnate fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The incarnate has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The incarnate deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The incarnate makes two Slam or Energy Bolt attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}27 ({@damage 3d12 + 8}) force damage."]},{"name":"Energy Bolt","entries":["{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}32 ({@damage 5d12}) necrotic damage."]},{"name":"Planar Exhalation {@recharge 5}","entries":["The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 52 ({@damage 8d12}) necrotic damage, and the creature has the {@condition blinded} condition until the end of the incarnate's next turn. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[],"reactions":[{"name":"Searing Gaze","entries":["In response to being hit by an attack roll, the incarnate turns its magical gaze toward one creature it can see within 120 feet of itself and commands it to combust. The target must succeed on a {@dc 20} Wisdom saving throw or take 16 ({@damage 3d10}) fire damage."]},{"name":"Teleport","entries":["Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/X01Modron.webp"}]},{"id":"modron-quadrone","name":"Modron Quadrone","source":"XMM","page":218,"srd":false,"image":"bestiary/XMM/Modron Quadrone.webp","token":"bestiary/tokens/XMM/Modron Quadrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft., fly 30 ft.","str":12,"dex":14,"con":12,"int":10,"wis":10,"cha":11,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Truesight 120 ft., Passive Perception 12","languages":"Modron","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Planar, Mechanus","treasure":"","traits":[{"name":"Disintegration","entries":["If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The modron makes four Slam attacks or four Gears Launcher attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Force damage."]},{"name":"Gears Launcher","entries":["{@atkr r} {@hit 4}, range 320 ft. {@h}4 ({@damage 1d4 + 2}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Quadrones are among the most relatable modrons—and those most likely to go rogue."]},{"type":"section","name":"Modrons","entries":["{@i Mechanized Caretakers of Multiversal Law}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Mechanus)|bestiary|environment=planar, mechanus}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Beings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.","Modrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.","Modrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.","In rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.",{"type":"entries","name":"Modron Marches","entries":["Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.",{"type":"table","caption":"Modron Operations","colLabels":["1d8","The Modrons Work To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Create a clockwork outpost to monitor the balance of obscure planar forces."],["2","Ensure neither side gains the upper hand in a conflict between good and evil."],["3","Excavate a portal to another plane."],["4","Find a lost contingent of modrons."],["5","Reactivate a titanic but lost modron device."],["6","Remove a forest, mountain, or city before the arrival of a modron procession."],["7","Seal off a planar rift or wild magic zone."],["8","Wage war with demons, slaadi, or chaotic Fey."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!"],"by":"A planar explorer learning modrons have no sense of humor"}]}]}],"gallery":[{"path":"bestiary/XMM/Modron Quadrone.webp","credit":"Julie Dillon"}]},{"id":"modron-tridrone","name":"Modron Tridrone","source":"XMM","page":217,"srd":false,"image":"bestiary/XMM/Modron Tridrone.webp","token":"bestiary/tokens/XMM/Modron Tridrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":12,"dex":13,"con":12,"int":9,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Truesight 120 ft., Passive Perception 10","languages":"Modron","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Planar, Mechanus","treasure":"","traits":[{"name":"Disintegration","entries":["If the modron dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The modron makes three Clockwork Spear attacks."]},{"name":"Clockwork Spear","entries":["{@atkr m,r} {@hit 3}, reach 5 ft. or range 120 ft. {@h}4 ({@damage 1d6 + 1}) Force damage. {@hom}The spear magically returns to the modron's hand immediately after a ranged attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Tridrones oversee lesser modrons and lead them in battle. They're suspicious of any data provided by non-modrons."]},{"type":"section","name":"Modrons","entries":["{@i Mechanized Caretakers of Multiversal Law}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Mechanus)|bestiary|environment=planar, mechanus}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Beings of magic and machinery, modrons embody absolute law. These inhabitants of the clockwork plane of Mechanus tend to the incredible mechanisms of their orderly home and oppose chaotic forces across the multiverse.","Modrons are parts of a vast hierarchy, spanning from quirky monodrones to the leader of their kind, the godlike Primus. Every modron carries out tasks assigned to it by higher-ranking modrons, doing so without question. Generally, modrons communicate only with other modrons of their own rank or the ranks immediately above and below them. Those more than one rank away tend to be either too advanced or too simple for them to understand.","Modrons excel at tasks that require patience and precision, but they have little understanding of non-literal concepts such as art or humor. They have no egos; they have only their work and the certainty that multiversal law depends on their efficacy.","In rare cases, a modron goes rogue and develops its own will. In these cases, other modrons are sent to recover or destroy their malfunctioning kin.",{"type":"entries","name":"Modron Marches","entries":["Whether in service to lawful deities or as part of the Great Modron March, modrons travel from Mechanus to spread their vision of law to other planes of existence. Roll on or choose a result from the Modron Operations table to inspire what effort leads a group of modrons to other realms.",{"type":"table","caption":"Modron Operations","colLabels":["1d8","The Modrons Work To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Create a clockwork outpost to monitor the balance of obscure planar forces."],["2","Ensure neither side gains the upper hand in a conflict between good and evil."],["3","Excavate a portal to another plane."],["4","Find a lost contingent of modrons."],["5","Reactivate a titanic but lost modron device."],["6","Remove a forest, mountain, or city before the arrival of a modron procession."],["7","Seal off a planar rift or wild magic zone."],["8","Wage war with demons, slaadi, or chaotic Fey."]]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The guide swore \"beep boop\" meant \"hello, friend.\" I don't know why they're after us!"],"by":"A planar explorer learning modrons have no sense of humor"}]}]}],"gallery":[{"path":"bestiary/XMM/Modron Tridrone.webp","credit":"Julie Dillon"}]},{"id":"moghadam","name":"Moghadam","source":"IMR","page":55,"srd":false,"image":"bestiary/IMR/Moghadam.webp","token":"bestiary/tokens/IMR/Moghadam.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"14","initiative":"+1 (11)","hp":"104 (19d8 + 19)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":19,"wis":16,"cha":16,"saves":"Con +5, Int +8, Wis +7","skills":"Arcana +8, Insight +7, Medicine +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Abyssal, Common, Dwarvish, Infernal, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Moghadam wields {@item Ruinblade|IMR} (see appendix C)."]},{"name":"Artificial Mind","entries":["Moghadam can manifest an artificial mind as a floating spectral image of a {@creature demilich}'s jeweled skull. Moghadam can communicate telepathically with this mind, send it up to 300 feet away from him, and see and hear through it."]},{"name":"Infoportation (1/Day)","entries":["Moghadam can teleport himself into an unoccupied space next to his artificial mind."]}],"spellcasting":[{"name":"Spellcasting","entries":["Moghadam is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following artificer spells prepared:","Cantrips (at will): {@spell dancing lights}, {@spell light}, {@spell message}, {@spell shocking grasp}","Level 1 (4 slots): {@spell comprehend languages}, {@spell cure wounds}, {@spell grease}, {@spell identify}","Level 2 (3 slots): {@spell detect thoughts}, {@spell invisibility}, {@spell heat metal}","Level 3 (3 slots): {@spell dispel magic}, {@spell flame arrows|XGE}, {@spell hypnotic pattern}","Level 4 (3 slots): {@spell fabricate}, {@spell stone shape}, {@spell stoneskin}","Level 5 (1 slots): {@spell creation}"]}],"actions":[{"name":"Ruinblade","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]},{"name":"Blight (1/Day)","entries":["While wielding {@item Ruinblade|IMR}, Moghadam can cast the {@spell blight} spell ({@dc 15})."]},{"name":"Disintegrate (1/7 Days)","entries":["While wielding {@item Ruinblade|IMR}, Moghadam can cast the {@spell disintegrate} spell against any nonmagical object or creation of magical force."]},{"name":"Information Overload {@recharge 5}","entries":["Moghadam overloads the thoughts of one creature within 5 feet of either himself or his artificial mind. The target must succeed on a {@dc 16} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage, and the next attack roll made against the target before the end of Moghadam's next turn has advantage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/IMR/Moghadam.webp","credit":"Maxx Marshall"}]},{"id":"molliver","name":"Molliver","source":"WBtW","page":226,"srd":false,"image":"bestiary/WBtW/Molliver.webp","token":"bestiary/tokens/WBtW/Molliver.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"15","initiative":"+3 (13)","hp":"60 (8d8 + 24)","speed":"30 ft.","str":9,"dex":17,"con":16,"int":10,"wis":9,"cha":16,"saves":"Dex +5, Int +2","skills":"Acrobatics +7, Sleight Of Hand +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["When subjected to an effect that allows a Dexterity saving throw to take only half damage, Molliver takes no damage on a successful save or half damage on a failed one, provided Molliver is not {@condition incapacitated}."]},{"name":"Special Equipment","entries":["Molliver wears {@item +1 leather armor} and {@item boots of levitation}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Molliver makes two Dagger or Shortsword attacks, or one of each."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. The attack deals an extra 7 ({@damage 2d6}) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage. The attack deals an extra 7 ({@damage 2d6}) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver's allies."]},{"name":"Levitate","entries":["While wearing boots of levitation, Molliver casts {@spell levitate} (self only)."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["Molliver halves the damage they take from an attack made against them, provided they can see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Molliver is a thief who gives most of what they steal to the destitute, keeping a few choice items for their own use. They're always ready to put themself in harm's way to see justice triumph over tyranny and inequality.","Molliver invites trouble by not thinking through the ramifications of their actions, counting on their friends to bail them out whenever they get in over their head. They always have a friendly jibe or acerbic remark on the tip of their tongue, and their cavalier attitude doesn't always sit well with their more cautious companions."]}],"gallery":[{"path":"bestiary/WBtW/Molliver.webp","credit":"Daarken"}]},{"id":"moloch","name":"Moloch","source":"MPMM","page":183,"srd":false,"image":"bestiary/MPMM/Moloch.webp","token":"bestiary/tokens/MPMM/Moloch.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+4 (14)","hp":"253 (22d10 + 132)","speed":"30 ft.","str":26,"dex":19,"con":22,"int":21,"wis":18,"cha":23,"saves":"Dex +11, Con +13, Wis +11, Cha +13","skills":"Deception +13, Intimidation +13, Perception +11","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Moloch fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Moloch has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Spellcasting","entries":["Moloch casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell alter self} (can become Medium when changing his appearance), {@spell confusion}, {@spell detect magic}, {@spell fly}, {@spell major image}, {@spell stinking cloud}, {@spell suggestion}, {@spell wall of fire}"]}],"actions":[{"name":"Multiattack","entries":["Moloch makes one Bite attack, one Claw attack, and one Many-Tailed Whip attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d8 + 8}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) force damage."]},{"name":"Many-Tailed Whip","entries":["{@atk mw} {@hit 15} to hit, reach 30 ft., one target. {@h}13 ({@damage 2d4 + 8}) lightning damage plus 11 ({@damage 2d10}) thunder damage. If the target is a creature, it must succeed on a {@dc 24} Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch."]},{"name":"Breath of Despair {@recharge 5}","entries":["Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a {@dc 21} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage, drop whatever it is holding, and become {@condition frightened} of Moloch for 1 minute. While {@condition frightened} in this way, a creature must take the {@action Dash} action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the {@action Dash} action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw, ending the effect on itself on a success."]},{"name":"Teleport","entries":["Moloch teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Moloch makes one Bite, Claw, or Many-Tailed Whip attack."]},{"name":"Teleport","entries":["Moloch uses Teleport."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Moloch uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Moloch obsesses over the power he lost, rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential."],"by":"Mordenkainen"},"Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating him to the rulership of Malbolge.","For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to death—only the timely use of a planar portal allowed him to escape.","Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to the Material Plane in search of an artifact that would ensure his success. But while there, he became trapped, leaving his armies at the mercy of his enemies. They were destroyed in short order.","Moloch was rendered nearly powerless by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an {@creature imp} and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes plotting in Malbolge or other layers of the Hells and at other times wandering the planes in search of magical might or secrets that might help him win back his title.","Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes.","Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains."],"gallery":[{"path":"bestiary/MPMM/Moloch.webp","credit":"Daniel Landerman"}],"otherVersions":[{"id":"moloch-mtf","source":"MTF"}]},{"id":"moloch-mtf","name":"Moloch","source":"MTF","page":177,"srd":false,"image":"bestiary/MTF/Moloch.webp","token":"bestiary/tokens/MTF/Moloch.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+4 (14)","hp":"253 (22d10 + 132)","speed":"30 ft.","str":26,"dex":19,"con":22,"int":21,"wis":18,"cha":23,"saves":"Dex +11, Con +13, Wis +11, Cha +13","skills":"Deception +13, Intimidation +13, Perception +11","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Moloch fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Moloch has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Moloch's weapon attacks are magical."]},{"name":"Regeneration","entries":["Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Moloch's innate spellcasting ability is Charisma (spell save {@dc 21}). He can innately cast the following spells, requiring no material components:","At will: {@spell alter self} (can become Medium when changing his appearance), {@spell animate dead}, {@spell burning hands} (as a 7th-level spell), {@spell confusion}, {@spell detect magic}, {@spell fly}, {@spell geas}, {@spell major image}, {@spell stinking cloud}, {@spell suggestion}, {@spell wall of fire}","1/day each: {@spell flame strike}, {@spell symbol} (stunning only)"]}],"actions":[{"name":"Multiattack","entries":["Moloch makes three attacks: one with his bite, one with his claw, and one with his whip."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d8 + 8}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage."]},{"name":"Many-Tailed Whip","entries":["{@atk mw} {@hit 15} to hit, reach 30 ft., one target. {@h}13 ({@damage 2d4 + 8}) slashing damage plus 11 ({@damage 2d10}) lightning damage. If the target is a creature, it must succeed on a {@dc 24} Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch."]},{"name":"Breath of Despair {@recharge 5}","entries":["Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a {@dc 21} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage, drop whatever it is holding, and become {@condition frightened} for 1 minute. While {@condition frightened} in this way, a creature must take the {@action Dash} action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the {@action Dash} action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends."]},{"name":"Teleport","entries":["Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Stinking Cloud","entries":["Moloch casts {@spell stinking cloud}."]},{"name":"Teleport","entries":["Moloch uses his Teleport action."]},{"name":"Whip","entries":["Moloch makes one attack with his whip."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Moloch obsesses over power he lost rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential."],"by":"Mordenkainen"},{"type":"entries","name":"Moloch","entries":["Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating Moloch to the rulership of Malbolge.","For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement began to unravel, however, when Moloch took the night hag named Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus.","Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped of his station and sentenced to death—and only the timely use of a planar portal allowed him to escape.","Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he became trapped, leaving his armies at the mercy of his enemies. In short order they were destroyed.","Now, Moloch has been rendered nearly powerless after his last failure. He endlessly schemes of ways to return to his former status, but every time he enters the Nine Hells, he is demoted to an imp and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes scheming in Malbolge or other layers of the Hells and at other times wandering the planes searching for magical might or secrets that might help him win back his title.","Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes.","Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains."]}]}]}],"gallery":[{"path":"bestiary/MTF/Moloch.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"moloch","source":"MPMM"}]},{"id":"molten-magma-roper","name":"Molten Magma Roper","source":"PotA","page":143,"srd":false,"image":"bestiary/tokens/PotA/Molten Magma Roper.webp","token":"bestiary/tokens/PotA/Molten Magma Roper.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"20","initiative":"-1 (9)","hp":"93 (11d10 + 33)","speed":"10 ft., climb 10 ft.","str":18,"dex":8,"con":17,"int":7,"wis":16,"cha":6,"saves":"","skills":"Perception +6, Stealth +5","vulnerabilities":"cold","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."]},{"name":"Grasping Tendrils","entries":["The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a {@dc 15} Strength check against it."]},{"name":"Spider Climb","entries":["The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) fire damage."]},{"name":"Tendril","entries":["{@atk mw} {@hit 7} to hit, reach 50 ft., one creature. {@h}4 ({@damage 1d8}) fire damage and the target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. A creature takes 4 ({@damage 1d8}) fire damage each time it ends its turn grappled by the roper."]},{"name":"Reel","entries":["The roper pulls each creature {@condition grappled} by it up to 25 feet straight toward it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"molydeus","name":"Molydeus","source":"MPMM","page":184,"srd":false,"image":"bestiary/MPMM/Molydeus.webp","token":"bestiary/tokens/MPMM/Molydeus.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+6 (16)","hp":"216 (16d12 + 112)","speed":"40 ft.","str":28,"dex":22,"con":25,"int":21,"wis":24,"cha":24,"saves":"Str +16, Con +14, Wis +14, Cha +14","skills":"Perception +21","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; frightened; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 31","languages":"Abyssal, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the molydeus fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The molydeus has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The molydeus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):","At will: {@spell dispel magic}, {@spell polymorph}, {@spell telekinesis}, {@spell teleport}","3/day: {@spell lightning bolt}"]}],"actions":[{"name":"Multiattack","entries":["The molydeus makes one Demonic Weapon attack, one Snakebite attack, and one Wolf Bite attack."]},{"name":"Demonic Weapon","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}35 ({@damage 4d12 + 9}) force damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 ({@damage 6d8}) force damage from the hit."]},{"name":"Snakebite","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one creature. {@h}16 ({@damage 2d6 + 9}) poison damage. The target must succeed on a {@dc 22} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a {@creature manes} if this reduces its hit point maximum to 0. This transformation can be ended only by a {@spell wish} spell."]},{"name":"Wolf Bite","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d10 + 9}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The molydeus makes one Demonic Weapon or Snakebite attack."]},{"name":"Move","entries":["The molydeus moves without provoking {@action opportunity attack||opportunity attacks}."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["The molydeus uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The fearsome molydeus speaks for the demon lord it serves and enforces its master's will. This demon is 12 feet tall, and its bipedal body has a slavering wolfs head and a fanged serpent's head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience.","A molydeus' demon lord bestows on it a powerful weapon that dissolves if the molydeus dies. The weapon's form varies depending on the creator, but that doesn't affect the weapon's capabilities."],"gallery":[{"path":"bestiary/MPMM/Molydeus.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"molydeus-mtf","source":"MTF"}]},{"id":"molydeus-mtf","name":"Molydeus","source":"MTF","page":134,"srd":false,"image":"bestiary/tokens/MTF/Molydeus.webp","token":"bestiary/tokens/MTF/Molydeus.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+6 (16)","hp":"216 (16d12 + 112)","speed":"40 ft.","str":28,"dex":22,"con":25,"int":21,"wis":24,"cha":24,"saves":"Str +16, Con +14, Wis +14, Cha +14","skills":"Perception +21","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; frightened; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 31","languages":"Abyssal, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the molydeus fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The molydeus has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The molydeus' weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The molydeus' innate spellcasting ability is Charisma (spell save {@dc 22}). It can innately cast the following spells, requiring no material components:","At will: {@spell dispel magic}, {@spell polymorph}, {@spell telekinesis}, {@spell teleport}","1/day: {@spell imprisonment}","3/day: {@spell lightning bolt}"]}],"actions":[{"name":"Multiattack","entries":["The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite."]},{"name":"Demonic Weapon","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra {@damage 6d8} slashing damage from the hit."]},{"name":"Wolf Bite","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) piercing damage."]},{"name":"Snakebite","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one creature. {@h}12 ({@damage 1d6 + 9}) piercing damage, and the target must succeed on a {@dc 22} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a {@creature manes} if this reduces its hit point maximum to 0. This transformation can be ended only by a {@spell wish} spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The molydeus makes one attack, either with its demonic weapon or with its snakebite."]},{"name":"Move","entries":["The molydeus moves without provoking opportunity attacks."]},{"name":"Cast a Spell","entries":["The molydeus casts one spell from its Innate Spellcasting trait."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Molydeus","entries":["The most ruthless and dangerous of demons—more feared than the dreaded balor—the molydeus speaks with the authority of the demon lord it serves as it enforces its master's will. Standing some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads—one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck.","Molydei might guard their masters' possessions, roam the battlefields of the Abyss to ensure the loyalty of troops, or bring swift death to their enemies."]},{"name":"Branded and Bound","type":"entries","entries":["When a demon earns the attention of a demon lord through ferocity, cunning, or an act of surprising devotion, the demon lord might reward such service by snatching up the fiend and subjecting it to excruciating torments to remake it into a molydeus."]},{"name":"Voice of the Master","type":"entries","entries":["A demon lord has a direct link to its molydeus and uses the serpent head to communicate its wishes. A molydeus is, therefore, said to utter its master's will, commanding other demons to carry out orders and using violence to ensure they obey. A molydeus must constantly be ready for the scrutiny of its master, for the demon lord can decide at any moment to observe the molydeus through the serpent. Thus, there is no room for treachery in a molydeus."]},{"name":"Special Weapon","type":"entries","entries":["As part of a demon lord's trust in its molydeus, it bestows a powerful weapon upon the guardian demon. The demon lord fashions the weapon from a portion of the fiend's essence, so that the demon and its weapon are forever bound. If the molydeus dies, the weapon dissolves into a pool of foul-smelling slime. It's possible to steal such a weapon, but a molydeus deprived of its weapon will stop at nothing to regain it.","The weapon a molydeus wields reflects the nature of its master. Those that serve Baphomet carry a glaive; Demogorgon, a whip; Fraz-Urb'luu, a battleaxe; Graz'zt, a greatsword; Orcus, a morningstar; and Yeenoghu, a flail. The weapon's form doesn't affect its capabilities."]},{"name":"Dark Guardians","type":"entries","entries":["One of the chief tasks of any molydeus is to help protect its master's amulet—the most prized possession of any demon lord. Each of these dangerous relics allows a demon lord to return to life in the Abyss if the unthinkable occurs and its abyssal form is destroyed. As useful as these amulets are, they are also liabilities—because, armed with an amulet, a creature can coerce the demon lord to which it belongs into doing its bidding, or can strand it in the Abyss if the amulet is destroyed."]}]}]}],"hidden":true,"otherVersions":[{"id":"molydeus","source":"MPMM"}]},{"id":"monastery-of-the-distressed-body-grand-master","name":"Monastery of the Distressed Body Grand Master","source":"LLK","page":14,"srd":false,"image":"bestiary/LLK/Monastery of the Distressed Body Grand Master.webp","token":"bestiary/tokens/LLK/Monastery of the Distressed Body Grand Master.webp","size":"Large","creatureType":"Fiend (Grand Master)","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"142 (15d10 + 60)","speed":"40 ft., fly 40 ft.","str":18,"dex":16,"con":18,"int":13,"wis":14,"cha":16,"saves":"Int +5, Wis +6, Cha +7","skills":"Deception +7, Insight +6","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Infernal, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Vorpal Claws","entries":["Shards of a {@item vorpal sword} once broken against the devil replace its claws. A successful {@dc 12} Intelligence ({@skill Arcana}) or Wisdom ({@skill Perception}) check identifies them as such. When the devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra {@damage 6d8} slashing damage.) A target is immune to this effect if it is immune to slashing damage, has legendary actions, doesn't have or need a head, or if you decide that the target is too large for its head to be cut off by the devil's claws. If removed, the shards lose their magical powers."]},{"name":"Teleportation Bracelets","entries":["Local teleportation-field bracelets encircle the devil's arms and tail. These devices allow the Grand Master to make its claw and sting attacks remotely, though still on the devil's turn and using its actions."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the Grand Master's darkvision."]},{"name":"Magic Resistance","entries":["The Grand Master has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Grand Master makes three attacks: two with its claws and one with its sting."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]},{"name":"Sting","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 17 ({@damage 5d6}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LLK/Monastery of the Distressed Body Grand Master.webp"}]},{"id":"monastery-of-the-distressed-body-monk","name":"Monastery of the Distressed Body Monk","source":"LLK","page":12,"srd":false,"image":"bestiary/tokens/LLK/Monastery of the Distressed Body Monk.webp","token":"bestiary/tokens/LLK/Monastery of the Distressed Body Monk.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":10,"int":10,"wis":11,"cha":10,"saves":"","skills":"Deception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["The monk has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Hooked Polearm","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 10}). Until this grapple ends, the monk cannot use its polearm on another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"monastic-high-curator","name":"Monastic High Curator","source":"CRCotN","page":201,"srd":false,"image":"bestiary/CRCotN/Monastic High Curator.webp","token":"bestiary/tokens/CRCotN/Monastic High Curator.webp","size":"Small or Medium","creatureType":"Humanoid (Monk, Wizard)","alignment":"Any Alignment","ac":"19","initiative":"+3 (13)","hp":"130 (20d8 + 40)","speed":"60 ft.","str":12,"dex":16,"con":14,"int":18,"wis":22,"cha":17,"saves":"Dex +7, Wis +10","skills":"Arcana +8, History +8, Investigation +8, Perception +10","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed","senses":"blindsight 30 ft., Passive Perception 20","languages":"Common plus four other languages","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the high curator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting","entries":["The high curator casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell detect magic}","2/day each: {@spell detect thoughts}, {@spell identify} (as an action), {@spell scrying} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["The high curator makes three Force Strike attacks and uses Brain Burn (if available)."]},{"name":"Force Strike","entries":["{@atk ms,rs} {@hit 10} to hit, reach 5 ft. or range 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) force damage."]},{"name":"Brain Burn {@recharge 4}","entries":["The high curator targets up to two creatures it can see within 30 feet of itself. Each target must make a {@dc 18} Constitution saving throw. On a failed saving throw, the target takes 28 ({@damage 8d6}) psychic damage and can't take reactions until the start of its next turn. On a successful save, the target takes half as much damage and suffers no other effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["High curators collect knowledge and disseminate truth. They tackle puzzling mysteries and spy on members of other power structures to manipulate or destabilize them, and provide the oppressed with opportunities to escape their plight. High curators are privy to their organizations' deepest secrets and the activities of lesser agents. Their expertise enables them to manipulate energy to defend themselves and disrupt enemies' ability to act."]},{"type":"section","entries":[{"type":"entries","name":"Monastics of the Cobalt Soul","entries":["Scholars, priests, and ascetics who have been drawn to the cause of truth and knowledge spend their lives in support of the Library of the Cobalt Soul, united by the teachings of Ioun the Knowing Mentor. The Cobalt Soul is guided by a central belief that true strength comes from understanding the world around you. Beyond its efforts in knowledge-seeking, each branch of the Cobalt Soul strives to expose lies, unveil propaganda, and fight corruption in whatever society their chapter, referred to as an archive, calls home.","The Library of the Cobalt Soul is headquartered in Rexxentrum, the capital of the Dwendalian Empire on the continent of Wildemount. The organization has archives across Exandria. The Ank'Hareli branch of the Cobalt Soul is based in the Temple of the Mentor. Like many of the archives, the Temple of the Mentor is both a vast library and a shrine to Ioun. This Marquesian archive is led by High Curator Jamil A'alithiya."]}]}],"gallery":[{"path":"bestiary/CRCotN/Monastic High Curator.webp","credit":"Anna Veltkamp"}]},{"id":"monastic-infiltrator","name":"Monastic Infiltrator","source":"CRCotN","page":202,"srd":false,"image":"bestiary/tokens/CRCotN/Monastic Infiltrator.webp","token":"bestiary/tokens/CRCotN/Monastic Infiltrator.webp","size":"Small or Medium","creatureType":"Humanoid (Monk)","alignment":"Any Alignment","ac":"18","initiative":"+5 (15)","hp":"112 (15d8 + 45)","speed":"50 ft.","str":13,"dex":20,"con":16,"int":15,"wis":17,"cha":16,"saves":"Dex +8, Wis +6","skills":"Acrobatics +8, Deception +9, Perception +6, Stealth +11","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed","senses":"Passive Perception 16","languages":"Common plus three other languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Guarded Mind","entries":["Spells and other effects can't read the infiltrator's thoughts or determine if the infiltrator is lying. Creatures can communicate telepathically with the infiltrator only if it allows such contact."]},{"name":"Unarmored Defense","entries":["While the infiltrator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting","entries":["The infiltrator casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell disguise self}","2/day each: {@spell detect thoughts}, {@spell invisibility}","1/day each: {@spell dimension door}, {@spell zone of truth}"]}],"actions":[{"name":"Multiattack","entries":["The infiltrator makes three Unarmed Strike attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) force damage."]}],"bonusActions":[{"name":"Cunning Action","entries":["The infiltrator takes the {@action Dash} or {@action Disengage} action."]}],"reactions":[{"name":"Retaliating Strike","entries":["When a creature within 5 feet of the infiltrator hits or misses the infiltrator with a melee attack, the infiltrator makes one Unarmed Strike attack against the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Infiltrators act as spies, saboteurs, and perpetrators of other clandestine activities. They study magical techniques that enhance their prowess in battle and help them complete their assignments."]},{"type":"section","entries":[{"type":"entries","name":"Monastics of the Cobalt Soul","entries":["Scholars, priests, and ascetics who have been drawn to the cause of truth and knowledge spend their lives in support of the Library of the Cobalt Soul, united by the teachings of Ioun the Knowing Mentor. The Cobalt Soul is guided by a central belief that true strength comes from understanding the world around you. Beyond its efforts in knowledge-seeking, each branch of the Cobalt Soul strives to expose lies, unveil propaganda, and fight corruption in whatever society their chapter, referred to as an archive, calls home.","The Library of the Cobalt Soul is headquartered in Rexxentrum, the capital of the Dwendalian Empire on the continent of Wildemount. The organization has archives across Exandria. The Ank'Hareli branch of the Cobalt Soul is based in the Temple of the Mentor. Like many of the archives, the Temple of the Mentor is both a vast library and a shrine to Ioun. This Marquesian archive is led by High Curator Jamil A'alithiya."]}]}]},{"id":"monastic-operative","name":"Monastic Operative","source":"CRCotN","page":202,"srd":false,"image":"bestiary/CRCotN/Monastic Operative.webp","token":"bestiary/tokens/CRCotN/Monastic Operative.webp","size":"Small or Medium","creatureType":"Humanoid (Monk)","alignment":"Any Alignment","ac":"17","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"40 ft.","str":13,"dex":18,"con":14,"int":14,"wis":17,"cha":11,"saves":"Dex +7, Wis +6","skills":"Acrobatics +7, Insight +6, Investigation +8, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common plus two other languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the operative is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The operative makes three Unarmed Strike attacks, three Cobalt Dart attacks, or a combination thereof."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage."]},{"name":"Cobalt Dart","entries":["{@atk rw} {@hit 7} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Retaliating Strike","entries":["When a creature within 5 feet of the operative hits or misses the operative with a melee attack, the operative makes one Unarmed Strike attack against the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Operatives are agents of organizations that engage in espionage. The best among them are often considered for filling vacancies in higher positions."]},{"type":"section","entries":[{"type":"entries","name":"Monastics of the Cobalt Soul","entries":["Scholars, priests, and ascetics who have been drawn to the cause of truth and knowledge spend their lives in support of the Library of the Cobalt Soul, united by the teachings of Ioun the Knowing Mentor. The Cobalt Soul is guided by a central belief that true strength comes from understanding the world around you. Beyond its efforts in knowledge-seeking, each branch of the Cobalt Soul strives to expose lies, unveil propaganda, and fight corruption in whatever society their chapter, referred to as an archive, calls home.","The Library of the Cobalt Soul is headquartered in Rexxentrum, the capital of the Dwendalian Empire on the continent of Wildemount. The organization has archives across Exandria. The Ank'Hareli branch of the Cobalt Soul is based in the Temple of the Mentor. Like many of the archives, the Temple of the Mentor is both a vast library and a shrine to Ioun. This Marquesian archive is led by High Curator Jamil A'alithiya."]}]}],"gallery":[{"path":"bestiary/CRCotN/Monastic Operative.webp","credit":"Anna Veltkamp"}]},{"id":"mongrelfolk","name":"Mongrelfolk","source":"CoS","page":234,"srd":false,"image":"bestiary/CoS/Mongrelfolk.webp","token":"bestiary/tokens/CoS/Mongrelfolk.webp","size":"Medium","creatureType":"Humanoid (Mongrelfolk)","alignment":"Any Alignment","ac":"11","initiative":"-1 (9)","hp":"26 (4d8 + 8)","speed":"20 ft.","str":12,"dex":9,"con":15,"int":9,"wis":10,"cha":6,"saves":"","skills":"Deception +2, Perception +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Extraordinary Feature","entries":["The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a {@dice d20} or chosen by the DM:","1–3: Amphibious. The mongrelfolk can breathe air and water.","4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.","10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet.","11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell.","16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.","18–19: Standing Leap. The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.","20: Two-Headed. The mongrelfolk has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]},{"name":"Mimicry","entries":["The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.",{"name":"Sound Mimicry","type":"entries","entries":["Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them."]},{"name":"Outcasts","type":"entries","entries":["Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs."]},{"name":"Camouflage Experts","type":"entries","entries":["Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on {@skill Stealth} checks made to hide."]},{"name":"Horrific Offspring","type":"entries","entries":["It's possible to restore a mongrel-folk to its original form using a {@spell greater restoration} spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.","Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)"]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Mongrelfolk.webp"}]},{"id":"monodrone","name":"Monodrone","source":"MM","page":224,"srd":false,"image":"bestiary/MM/Monodrone.webp","token":"bestiary/tokens/MM/Monodrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"5 (1d8 + 1)","speed":"30 ft., fly 30 ft.","str":10,"dex":13,"con":12,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 10","languages":"Modron","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The monodrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A monodrone can perform one simple task at a time and can relay a single message of up to forty-eight words.",{"type":"section","name":"Modrons","entries":["Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Absolute Law and Order","entries":["Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no \"I,\" but only \"we\" or \"us.\"",{"type":"inset","name":"Variant: Rogue Modrons","entries":["A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.","A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank."]}],"type":"entries"},{"name":"Absolute Hierarchy","entries":["Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand."],"type":"entries"},{"name":"Cogs of the Great Machine","entries":["If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result."],"type":"entries"},{"name":"The Great Modron March","entries":["When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Every 289 years, the entire multiverse goes mad. Like clockwork."],"by":"Kwint Stormbellow, rock gnome adventurer"}]}]}],"gallery":[{"path":"bestiary/MM/Monodrone.webp"}]},{"id":"monstrous-peryton","name":"Monstrous Peryton","source":"GoS","page":245,"srd":false,"image":"bestiary/GoS/Monstrous Peryton.webp","token":"bestiary/tokens/GoS/Monstrous Peryton.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"144 (17d10 + 51)","speed":"20 ft., fly 60 ft.","str":19,"dex":14,"con":16,"int":9,"wis":14,"cha":10,"saves":"Str +8, Dex +6, Wis +6","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"understands Common and Elvish but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The peryton doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Keen Sight and Smell","entries":["The peryton has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]},{"name":"Legendary Resistance (3/Day)","entries":["If the peryton fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The peryton makes two attacks: one with its gore and one with its talons."]},{"name":"Gore","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage."]},{"name":"Warp Shadow","entries":["The peryton chooses up to three creatures within 60 feet of it that it can see. Each creature must succeed on a {@dc 14} Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must roll a {@dice d4} and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw is immune to this peryton's Warp Shadow for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The peryton makes a Wisdom ({@skill Perception}) check."]},{"name":"Talons Attack","entries":["The peryton makes one attack with its talons."]},{"name":"Dive Attack (Costs 2 Actions)","entries":["The peryton moves up to its speed toward one target of its choosing. It then makes a gore attack that deals an extra 9 ({@damage 2d8}) piercing damage on a hit."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The terror of the coast and the recent scourge of Firewatch Island in Tammeraut's Fate, this large peryton preys on ships and coastal communities alike. It has built numerous nests to mark its territory."]}]}]}],"gallery":[{"path":"bestiary/GoS/Monstrous Peryton.webp","credit":"Eric Belisle"}]},{"id":"montaron-and-the-laughing-skull","name":"Montaron and the Laughing Skull","source":"MaBJoV","page":86,"srd":false,"image":"bestiary/MaBJoV/Montaron and the Laughing Skull.webp","token":"bestiary/tokens/MaBJoV/Montaron and the Laughing Skull.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Neutral Evil","ac":"17","initiative":"+5 (15)","hp":"149 (23d6 + 69)","speed":"30 ft.","str":12,"dex":20,"con":16,"int":13,"wis":11,"cha":10,"saves":"Dex +9, Int +5","skills":"Acrobatics +9, Deception +4, Perception +4, Stealth +13","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Halfling, Thieves' cant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Assassinate","entries":["During his first turn, Montaron has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Montaron scores against a surprised creature is a critical hit."]},{"name":"Evasion","entries":["If Montaron is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Montaron instead takes no damage if he succeeds on the saving throw, and only half damage if he fails."]},{"name":"Nimbleness","entries":["Montaron can move through the space of any creature that is of a size larger than his."]},{"name":"Sneak Attack (1/Turn)","entries":["Montaron deals an extra 21 ({@damage 6d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Montaron that isn't incapacitated and Montaron doesn't have disadvantage on the attack roll."]},{"name":"Special Equipment","entries":["Montaron possesses a {@item bag of holding}. He keeps the {@creature demilich}, Xzar, in the bag. He also possesses a {@item portable hole}, which he uses to aid in robberies. As a bonus action, Montaron can place his {@item portable hole} in his {@item bag of holding}. This instantly destroys both items and opens a gate to the Astral Plane. Montaron and any creature within 10 feet of him is sucked through the gate to a random location on the Astral Plane. The gate then closes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Montaron makes three Shortsword attacks and uses the ability Unleash the Demilich if available."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 9} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Unleash the Demilich (1/Day)","entries":["Montaron reaches inside his bag of holding and releases Xzar. Xzar is a {@creature demilich} and appears within 5 feet of Montaron. Xzar rolls for his own initiative. Xzar can't use lair actions or legendary actions. He has a CR of 14."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Possibly the most ornery halfling in all of Toril, Montaron is aggressive, bloodthirsty, and absolutely ruthless. He puts his natural nimbleness to use as a skilled assassin working for the Shadow Thieves. He used to work for a rival criminal organization known as the Zhentarim until he was killed during a mission. He despises his old organization, but not nearly as much as he does so-called \"goody-goodies.\" He was eventually brought back to life by the Shadow Thieves because of his relationship with his old partner, a necromancer named Xzar.","Xzar was already known for his erratic and bizarre behavior before he decided to attempt the magical ritual that would turn him into a lich. While successful at achieving this goal, once he embraced undeath he quickly descended into insanity. Xzar lost track of his phylactery and thus didn't feed it the souls required to fuel his undead state. Several decades later his body had crumbled to dust and Xzar had devolved into a demilich.","Montaron was brought back by the Shadow Thieves to utilize the demilich. The halfling keeps Xzar's skull in a bag of holding, only bringing it out during a mission. When Xzar is active, he will sometimes affectionately refer to the halfling as \"Monty\". Most of the time he will just berate Montaron for being an insufferable idiot.","Montaron is motivated by two things: amassing coin and finding outlets for his hot temper. He secretly despises his old partner Xzar, but knows that the demilich makes him a much more effective assassin.",{"type":"entries","name":"Montaron as a Contact","entries":["Montaron is the primary contact for members of the Shadow Thieves at low levels. Montaron has access to fences in all of the major cities of the Sword Coast. He can exchange magic items of equal value for a small cost.",{"type":"table","caption":"Items Available from Montaron","colLabels":["Magic Item","Required Trade","Cost"],"colStyles":["col-9","col-2 text-center","col-1 text-right"],"rows":[["Armor, +1 of your choice","Armor +1","200 gp"],["Ring of jumping, ring of mind shielding, ring of swimming, ring of warmth, ring of water walking","Uncommon magic ring","100 gp"],["Ring of evasion, ring of feather falling, ring of free action, ring of protection, ring of x-ray vision","Rare magic ring","300 gp"],["Rod of rulership, staff of the adder, staff of charming, staff of the python, staff of swarming insects","Rare magic rod or staff","500 gp"],["Wand of magic detection, wand of magic missiles, wand of secrets, wand of web","Uncommon magic wand","150 gp"],["Wand of binding, wand of enemy detection, wand of fear, wand of paralysis, wand of wonder","Rare magic wand","300 gp"],["Weapon, +1 of your choice","Weapon +1","100 gp"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Montaron and the Laughing Skull.webp"}]},{"id":"moonlight-guardian","name":"Moonlight Guardian","source":"VEoR","page":227,"srd":false,"image":"bestiary/VEoR/Moonlight Guardian.webp","token":"bestiary/tokens/VEoR/Moonlight Guardian.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"-1 (9)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":19,"dex":9,"con":16,"int":6,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison; radiant","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"truesight 120 ft., Passive Perception 11","languages":"understands the languages of its creator but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The guardian is immune to any spell or other effect that would alter its form."]},{"name":"Magic Resistance","entries":["The guardian has advantage on saving throws against spells and other magical effects."]},{"name":"Radiant Absorption","entries":["Whenever the guardian is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guardian makes two Moonlight Slam attacks."]},{"name":"Moonlight Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage plus 4 ({@damage 1d8}) radiant damage."]},{"name":"Moonlight Blast {@recharge 5}","entries":["The guardian unleashes a magical blast of moonlight in a line 60 feet long and 5 feet wide. Each creature in that area must make a {@dc 14} Dexterity saving throw. Creatures that aren't in their true form have disadvantage on the save. On a failed save, a creature takes 22 ({@damage 5d8}) radiant damage, and if it isn't in its true form, it is forced into its true form and can't change forms until the end of the guardian's next turn. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["Thought it was a person at first, but then I saw its head. Next, its arm. I knew I had to run."],"by":"Werthil, Kender Adventurer"},"Moonlight guardians are gleaming bipedal statues made of silver and mithral. They were originally created by a desperate mage on Krynn who drew the Moon card from a Deck of Many Things. The mage wished for a retinue of bodyguards ideally suited to fighting lycanthropes and other shapeshifting creatures. In response, the Moon card spawned the first moonlight guardian.","A moonlight guardian's body is infused with magical moonlight that the creature can channel into its blows. It can also unleash searing blasts of lunar energy that can expose shapeshifters by forcing them into their true forms."]}],"gallery":[{"path":"bestiary/VEoR/Moonlight Guardian.webp"}]},{"id":"moonshark","name":"Moonshark","source":"CRCotN","page":33,"srd":false,"image":"bestiary/tokens/CRCotN/Moonshark.webp","token":"bestiary/tokens/CRCotN/Moonshark.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"126 (11d12 + 55)","speed":"swim 50 ft.","str":23,"dex":11,"con":21,"int":1,"wis":10,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 13","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underwater","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Water Breathing","entries":["The shark can breathe only underwater."]},{"name":"Silver Spear","entries":["A character within 5 feet of the shark can use an action to try to dislodge the spear, doing so with a successful {@dc 13} Strength (Athletics) check. While the spear is lodged in the shark, the shark glows with silvery illumination, shedding bright light in a 10-foot radius and dim light for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage. If the shark misses, it can use a bonus action to swim up to 25 feet. This movement doesn't provoke opportunity attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The silver spear lodged in the shark's hide has been enchanted by the divine power of Sehanine the Moon Weaver."]}]},{"id":"moonstone-dragon-wyrmling","name":"Moonstone Dragon Wyrmling","source":"FTD","page":213,"srd":false,"image":"bestiary/FTD/Moonstone Dragon Wyrmling.webp","token":"bestiary/tokens/FTD/Moonstone Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"39 (6d8 + 12)","speed":"30 ft., fly 60 ft.","str":16,"dex":14,"con":14,"int":16,"wis":14,"cha":17,"saves":"Int +5, Wis +4, Cha +5","skills":"Perception +4, Persuasion +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage plus 3 ({@damage 1d6}) radiant damage."]},{"name":"Breath Weapon {@recharge 5}","entries":["The dragon uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dream Breath","entries":["The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 12} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."]},{"type":"item","name":"Moonlight Breath","entries":["The dragon exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.","Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.","Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.","As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold."]},{"type":"section","entries":[{"type":"entries","name":"Creating a Moonstone Dragon","entries":["Use the Moonstone Dragon Personality Traits and Moonstone Dragon Ideals tables to inspire your portrayal of distinctive moonstone dragon characters.",{"type":"entries","name":"Moonstone Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often lose track of whether I'm in the Feywild or on the Material Plane."],["2","I have been known to throw caution to the wind when in pursuit of new items for my hoard."],["3","No matter how old I get, I always delight in harmless pranks and tricks."],["4","I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey."],["5","I look down upon any being who resorts to violence to solve a problem."],["6","Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver?"],["7","I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams."],["8","I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting."]]}]},{"type":"entries","name":"Moonstone Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any)"],["2","Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)"],["3","Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)"],["4","Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)"],["5","Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any)"],["6","Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil)"]]}]}]},{"type":"entries","name":"Moonstone Dragon Adventures","entries":["The Moonstone Dragon Adventure Hooks table offers suggestions for stories and adventures involving moonstone dragons.",{"type":"entries","name":"Moonstone Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon."],["2","A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own."],["3","A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it."],["4","A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry."],["5","A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair."],["6","A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility."],["7","A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes."],["8","A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild."]]}]},{"type":"entries","name":"Connected Creatures","entries":["In the Feywild, moonstone dragons interact mostly with pixies, sprites, and other Fey creatures who revere and serve the dragon. Outside the Feywild, they often prefer to communicate with other creatures through dreams."]},{"type":"entries","name":"Moonstone Dragon Wyrmling Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned moonstone dragon wyrmling is being raised by a family of faerie dragons, who eagerly encourage the wyrmling's mischievous habits."],["2","A moonstone dragon wyrmling searches for whoever made the dragon's friend—a suit of animated armor able to make witty, if limited, conversation."],["3","A moonstone dragon wyrmling has convinced a lost white dragon wyrmling that the latter is also a moonstone dragon, cursed by an archfey of winter. The two travel together, causing trouble in the name of lifting the \"curse.\""],["4","Ettercaps captured a moonstone dragon wyrmling, who has so far avoided becoming dinner by teaching the ettercaps to create wild, impossible sculptures with their webs."],["5","A moonstone dragon wyrmling torments a group of lost modrons by tricking them into performing chaotic acts."],["6","A moonstone dragon wyrmling has volunteered to be a spy in a conflict between a group of pixies and a group of quicklings. Both sides believe the wyrmling is working exclusively for them."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Moonstone Dragon Wyrmling.webp","credit":"Irina Nordsol"}]},{"id":"moorbounder","name":"Moorbounder","source":"EGW","page":295,"srd":false,"image":"bestiary/EGW/Moorbounder.webp","token":"bestiary/tokens/EGW/Moorbounder.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"30 (4d10 + 8)","speed":"70 ft.","str":18,"dex":14,"con":14,"int":2,"wis":13,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Standing Leap","entries":["The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts.",{"type":"entries","name":"Natural Hunters","entries":["Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores."]}]}],"gallery":[{"path":"bestiary/EGW/Moorbounder.webp","credit":"Marcela Medeiros"}]},{"id":"morak-ur-gray","name":"Morak Ur'gray","source":"SKT","page":31,"srd":false,"image":"bestiary/tokens/SKT/Morak Ur'gray.webp","token":"bestiary/tokens/SKT/Morak Ur'gray.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mordakhesh","name":"Mordakhesh","source":"ERLW","page":301,"srd":false,"image":"bestiary/ERLW/Mordakhesh.webp","token":"bestiary/tokens/ERLW/Mordakhesh.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"170 (20d8 + 80)","speed":"40 ft.","str":20,"dex":16,"con":18,"int":15,"wis":17,"cha":20,"saves":"Str +10, Con +9, Wis +8, Cha +10","skills":"Athletics +10, Insight +8, Perception +8, Persuasion +10","vulnerabilities":"piercing from magic weapons wielded by good creatures","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 18","languages":"Common, Infernal","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Limited Magic Immunity","entries":["Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be. Mordakhesh has advantage on saving throws against all other spells and magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Mordakhesh's spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). Mordakhesh can innately cast the following spells, requiring no material components:","At will: {@spell chromatic orb} (see \"Actions\" below), {@spell detect thoughts}, {@spell disguise self}","1/day each: {@spell banishing smite}, {@spell destructive wave}, {@spell fly}, {@spell mass suggestion}, {@spell staggering smite}, {@spell suggestion}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["Mordakhesh makes three greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 5 ({@damage 1d10}) force damage."]},{"name":"Chromatic Orb","entries":["{@atk rs} {@hit 10} to hit, range 120 ft., one creature. {@h}13 ({@dice 3d8}) damage of a type chosen by Mordakhesh: acid, cold, fire, lightning, poison, or thunder."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Mordakhesh makes one weapon attack or casts {@spell chromatic orb}."]},{"name":"Chromatic Resistance","entries":["Modakhesh gains resistance to one damage type of his choice—acid, cold, fire, lightning, poison, or thunder—until the start of his next turn."]},{"name":"Warlord's Command (Costs 2 Actions)","entries":["Mordakhesh targets up to two allies that he can see within 30 feet of him. If a target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In the age when fiends and dragons waged war across Eberron, rakshasas served the fiendish lords as strategists and generals. A rakshasa named Mordakhesh rose up through the ranks to become one of the greatest commanders of his age, and a dragon-slaying specialist. For this, he earned the nickname Shadowsword, along with a legendary reputation for leaving death in his wake.","Mordakhesh serves as the prakhutu or \"speaker\" of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns (which he calls his \"claws\") established in armies across Khorvaire. The most significant of those is the barbarian horde he amasses in the Demon Wastes—warriors who threaten to sweep into Aundair on a tide of blood.","Many of the horrors of the Last War were instigated—or at least encouraged—by Mordakhesh's operatives, and his claws are known to have perpetrated some of the most brutal massacres of that conflict. No one knows how far the Shadowsword's reach extends, or which commanders in the armies of Khorvaire serve him."]}]}],"gallery":[{"path":"bestiary/ERLW/Mordakhesh.webp","credit":"Zack Stella"}]},{"id":"mordenheim-s-monster","name":"Mordenheim's Monster","source":"RHW","page":257,"srd":false,"image":"bestiary/RHW/Mordenheim's Monster.webp","token":"bestiary/tokens/RHW/Mordenheim's Monster.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"18","initiative":"+7 (17)","hp":"161 (19d8 + 76)","speed":"40 ft.","str":22,"dex":16,"con":19,"int":14,"wis":10,"cha":5,"saves":"Str +10, Dex +7","skills":"Acrobatics +7, Athletics +14","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"lightning; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common plus one other language","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"Individual","traits":[{"name":"Greater Lightning Absorption","entries":["Whenever the monster is subjected to Lightning damage, it regains a number of {@variantrule Hit Points|XPHB} equal to the Lightning damage dealt, and its {@variantrule Speed|XPHB} increases by 40 feet until the end of its next turn."]},{"name":"Immutable Form","entries":["The monster can't shape-shift."]},{"name":"Magic Resistance","entries":["The monster has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The monster makes two Slam attacks and uses Crush or Throw."]},{"name":"Slam","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}13 ({@damage 2d6 + 6}) Bludgeoning damage plus 7 ({@damage 2d6}) Lightning damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 18}) from one of two hands."]},{"name":"Crush","entries":["{@actSave str} {@dc 18}, one creature {@condition Grappled|XPHB} by the monster. {@actSaveFail} 13 ({@damage 2d6 + 6}) Bludgeoning damage plus 7 ({@damage 2d6}) Lightning damage, and the target has the {@condition Restrained|XPHB} condition. While {@condition Restrained|XPHB}, the target is suffocating."]},{"name":"Throw","entries":["The monster throws a creature {@condition Grappled|XPHB} by it to a space it can see within 30 feet of itself that isn't in the air. {@actSave dex} {@dc 18}, the creature thrown and each creature in the destination space. {@actSaveFail} 13 ({@damage 2d6 + 6}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Violent Leap","entries":["The monster spends 10 feet of movement to jump to a space within 40 feet that contains one or more Medium or smaller creatures. {@actSave dex} {@dc 18}, each creature in the monster's destination space. {@actSaveFail} 14 ({@damage 4d6}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccessOrFail} The target moves to the nearest unoccupied space."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Masterwork of Stolen Flesh}","The creations of Dr. Viktra Mordenheim, Darklord of Lamordia, defy reason and classification as mere flesh golems. As she seeks to re-create her masterpiece, the Unbreakable Heart, Mordenheim has refined the creation of beings that are much more than the sum of their rotting parts. Known as Mordenheim's monsters, these collections of body parts are reanimated into striking, mighty, thinking beings with wills of their own. While some might be convinced to serve their creator, others seek to recover some semblance of the lives they remember in fractured memories. Still others believe that they are something new and greater than what they were before and seek to create a new life—whether on their own or at the expense of communities that shun and fear them."]}],"gallery":[{"path":"bestiary/RHW/Mordenheim's Monster.webp","credit":"Marie Magny"}]},{"id":"morg-n","name":"Môrgæn","source":"AI","page":199,"srd":false,"image":"bestiary/AI/Morgaen.webp","token":"bestiary/tokens/AI/Môrgæn.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Neutral","ac":"16","initiative":"+4 (14)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":12,"dex":18,"con":12,"int":12,"wis":14,"cha":10,"saves":"Str +3, Dex +6","skills":"Athletics +3, Insight +4, Nature +3, Perception +4, Stealth +6, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Draconic, Dwarvish, Giant, Goblin","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Môrgæn has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Môrgæn's spellcasting ability is Intelligence. She can innately cast the following spells, requiring no material components:","At will: {@spell mage hand}"]},{"name":"Spellcasting","entries":["Môrgæn is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She has the following ranger spells prepared:","Level 1 (4 slots): {@spell alarm}, {@spell animal friendship}, {@spell hunter's mark}","Level 2 (3 slots): {@spell pass without trace}, {@spell spike growth}","Level 3 (2 slots): {@spell conjure animals}"]}],"actions":[{"name":"Multiattack","entries":["Môrgæn makes three attacks with her scimitars or her longbow."]},{"name":"Scimitars","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["If I had wanted to kill, I would have killed."]},"The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser. Her legendary ability with the longbow and the custom arrows she crafts instills fear into the hearts of her many enemies-and more than a few of her coworkers. Famously, she is the only member of Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions.","A child of the forest, Môrgæn defends the natural world with singular ferocity and an impressive rate of sustained fire. Her core philosophy is that one should shoot first and then ask no questions later. Because what's the point of asking questions when the person you've shot first is already dead? Still, when the situation calls for it, this protector of the woodlands is equally at home on missions of subterfuge and social interaction in the big city, provided her well-known love of ale, wine, and other intoxicants doesn't get the better of her."]}]}]}],"gallery":[{"path":"bestiary/AI/Morgaen.webp","credit":"Nurse Normal"}]},{"id":"morgantha","name":"Morgantha","source":"CoS","page":48,"srd":false,"image":"bestiary/tokens/CoS/Morgantha.webp","token":"bestiary/tokens/CoS/Morgantha.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":16,"wis":14,"cha":16,"saves":"","skills":"Deception +6, Insight +5, Perception +5, Stealth +5","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"","conditionImmunities":"charmed","senses":"darkvision 120 ft., Passive Perception 16","languages":"Abyssal, Common, Infernal, Primordial","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Morgantha has advantage on saving throws against spells and other magical effects."]},{"name":"Night Hag Items","entries":["A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.",{"type":"entries","name":"Heartstone","entries":["This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a {@item heartstone|MM} also cures any disease. Crafting a heartstone takes 30 days."]},{"type":"entries","name":"Soul Bag","entries":["When an evil humanoid dies as a result of a night hag's Nightmare Haunting, Morgantha catches the soul in this black sack made of stitched flesh. A {@item soul bag|MM} can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."]}]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Morgantha's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell magic missile}","2/day each: {@spell plane shift} (self only), {@spell ray of enfeeblement}, {@spell sleep}"]}],"actions":[{"name":"Claws (Hag Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Change Shape","entries":["Morgantha magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."]},{"name":"Etherealness","entries":["Morgantha magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession."]},{"name":"Nightmare Haunting (1/Day)","entries":["While on the Ethereal Plane, Morgantha magically touches a sleeping humanoid on the Material Plane. A {@spell protection from evil and good} spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ({@dice 1d10}). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the {@spell greater restoration} spell or similar magic."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.","On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.","The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."]},"A powerful night hag might have the following additional lair actions:",{"type":"list","items":["One creature the hag can see within 120 feet of her must succeed on a {@dc 15} Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.","The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a {@dc 15} Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes {@damage 1d6} bludgeoning damage for every 10 feet moved or fallen."]}],"regionalEffects":["Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.","The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",{"type":"list","items":["Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.","Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.","Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."]},"A powerful night hag creates one or more of the following additional regional effects within 1 mile of her lair:",{"type":"list","items":["Shadows seem abnormally gaunt and sometimes move on their own as though alive.","Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.","Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag's realm. Any attempt to interact with a hallucinatory image causes it to disappear."]}]},{"id":"morkoth","name":"Morkoth","source":"MPMM","page":186,"srd":false,"image":"bestiary/MPMM/Morkoth.webp","token":"bestiary/tokens/MPMM/Morkoth.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"165 (22d10 + 44)","speed":"25 ft., swim 50 ft.","str":14,"dex":14,"con":14,"int":20,"wis":15,"cha":13,"saves":"Dex +6, Int +9, Wis +6","skills":"Arcana +9, History +9, Perception +10, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 20","languages":"telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The morkoth can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The morkoth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell mage hand}","3/day each: {@spell darkness}, {@spell dimension door}, {@spell dispel magic}, {@spell lightning bolt}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}15 ({@damage 3d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained} and takes 15 ({@damage 3d8 + 2}) bludgeoning damage at the start of each of its turns, and the morkoth can't use its tentacles on another target."]},{"name":"Hypnosis","entries":["The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a {@dc 17} Wisdom saving throw. On a failed save, the creature is {@condition charmed} by the morkoth for 1 minute. While {@condition charmed} in this way, the target tries to get as close to the morkoth as possible, using its actions to {@action Dash} until it is within 5 feet of the morkoth. A {@condition charmed} target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours."]}],"bonusActions":[],"reactions":[{"name":"Spell Reflection","entries":["If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), the morkoth can take one of the following lair actions:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Cast a Spell","type":"item","entries":["The morkoth casts {@spell darkness}, {@spell dispel magic}, or {@spell misty step}, using Intelligence as its spellcasting ability and without expending a spell slot."]},{"name":"Hypnotize","type":"item","entries":["The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin."]}]}],"regionalEffects":["The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Alter Water","type":"item","entries":["With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear)."]},{"name":"Locate Creatures and Objects","type":"item","entries":["The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't."]},{"name":"Lost Possessions","type":"item","entries":["Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a {@dc 10} Intelligence saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful {@dc 15} Wisdom ({@skill Perception}) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered."]},{"name":"Supernatural Lure","type":"item","entries":["Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not {@condition incapacitated}. Any creature within 30 feet of such an entrance and able to see it must make a {@dc 15} Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage."]}]},"If the morkoth dies, these regional effects end immediately."],"lore":["Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables, oddities, and castoffs of the multiverse in a massive, ever-growing collection.","The first morkoths arose in the Astral Plane when the {@condition petrified} body of a deity of greed and strife collided with a remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god's {@condition petrified} flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed.","Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their island. A morkoth may allow a visitor to bargain for something or someone it has claimed if that visitor offers the morkoth something it desires more. It shows no mercy, however, to those who break a deal or try to steal from it. A morkoth knows every person and object in its collection.","A morkoth's island has the qualities of a dreamscape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its \"guests\" comfortable.","Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth's isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion.","Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island's movement.",{"name":"A Morkoth's Lair","type":"entries","entries":["A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most in a spacious vault at the center of the warren, where the celestial fragments that make up the island's core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater.","A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP)."]}],"gallery":[{"path":"bestiary/MPMM/Morkoth.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"morkoth-vgm","source":"VGM"}]},{"id":"morkoth-vgm","name":"Morkoth","source":"VGM","page":177,"srd":false,"image":"bestiary/VGM/Morkoth.webp","token":"bestiary/tokens/VGM/Morkoth.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"130 (20d8 + 40)","speed":"25 ft., swim 50 ft.","str":14,"dex":14,"con":14,"int":20,"wis":15,"cha":13,"saves":"Dex +6, Int +9, Wis +6","skills":"Arcana +9, History +9, Perception +10, Stealth +6","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 20","languages":"telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The morkoth can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save {@dc 17}, {@hit 9} to hit with spell attacks). The morkoth has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell mage hand}, {@spell mending}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell shield}, {@spell witch bolt}","Level 2 (3 slots): {@spell darkness}, {@spell detect thoughts}, {@spell shatter}","Level 3 (3 slots): {@spell dispel magic}, {@spell lightning bolt}, {@spell sending}","Level 4 (3 slots): {@spell dimension door}, {@spell Evard's black tentacles}","Level 5 (3 slots): {@spell geas}, {@spell scrying}","Level 6 (1 slots): {@spell chain lightning}"]}],"actions":[{"name":"Multiattack","entries":["The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}15 ({@damage 3d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends. the target is {@condition restrained} and takes 15 ({@damage 3d8 + 2}) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target."]},{"name":"Hypnosis","entries":["The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a {@dc 17} Wisdom saving throw. On a failed save, the creature is {@condition charmed} by the morkoth for 1 minute. While {@condition charmed} in this way, the target tries to get as close to the morkoth as possible, using its actions to {@action Dash} until it is within 5 feet of the morkoth. A {@condition charmed} target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours."]}],"bonusActions":[],"reactions":[{"name":"Spell Reflection","entries":["If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below:",{"type":"list","items":["The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.","The morkoth casts {@spell darkness}, {@spell dispel magic}, or {@spell misty step}, using Intelligence as its spellcasting ability and without expending a spell slot."]}],"regionalEffects":["The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:",{"type":"list","items":["The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't.","Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a {@dc 10} Intelligence ({@skill Investigation}) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful {@dc 15} Wisdom ({@skill Perception}) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered.","Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not {@condition incapacitated}. Any creature within 30 feet of such an entrance and able to see it must make a {@dc 15} Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.","With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear)."]},"If the morkoth dies, these regional effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete.",{"name":"Spawned by a God","entries":["Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified husk. This corpse floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed matter spun away into the silvery void. Within some of them, a vein of pearl-like material held a bit of the deity's rejuvenated supernatural vitality, which spontaneously created a habitable environment. On those same islands, bits of the god's petrified flesh came back to life, in the form of tentacled monstrosities brimming with malice and greed. Ever since that time, each morkoth has had an extraplanar island to call home."],"type":"entries"},{"type":"quote","entries":["Collectors of everything odd, unusual, and valuable-hopefully not including you."],"by":"Volo"},{"name":"No Rhyme or Reason","entries":["A morkoth's island has the qualities of a dreamscape in which nature and predictability take a back seat to strangeness and chaos. Upon it is a jumble of objects and a mixture of creatures, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its \"guests\" comfortable.","The pearly matter inside an island enables it to glide on planar currents, maintains the island's environment, and keeps the place safe from harmful external effects. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. One could float in the skies of Avernus in the Nine Hells without being destroyed and without causing harm to its residents. Whatever is on or within a certain distance of a morkoth's isle travels with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion.","Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Rarely, a morkoth learns to control its island's movement, so the island goes wherever its master wishes."],"type":"entries"},{"name":"Primeval Hoarders","entries":["Morkoths are driven by greed and selfishness, mixed with a yearning for conflict. They desire anything they don't possess, have no scruples about taking what they crave, and endeavor to keep everything they collect.","A morkoth spends its time watching over its collection and plotting to acquire more possessions. The monster hoards vast stores of treasure and knowledge. Its island holds numerous captives, which it considers part of its collection. Some inhabitants, such as descendants of original prisoners, might view the morkoth as a ruler or a god. A morkoth's storehouse of wealth and lore attracts would-be plunderers, of course, as well as those seeking something specific the morkoth has or knows. The creature shows no mercy to those that try to steal from it, but it can be bargained with by a visitor that offers the morkoth something it desires.","No morkoth freely gives away what it owns. Morkoths exist to acquire, and they give up possessions only if doing so helps their hoard grow.","A morkoth knows every object in its collection and can track its possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept."],"type":"entries"},{"type":"quote","entries":["Collectors of everything odd, unusual, and valuable—hopefully not including you."],"by":"Volo"}]},{"type":"entries","name":"A Morkoth's Lair","entries":["A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater.","A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP)."]}]}]}],"gallery":[{"path":"bestiary/VGM/Morkoth.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"morkoth","source":"MPMM"}]},{"id":"mormesk-the-wraith","name":"Mormesk the Wraith","source":"PaBTSO","page":70,"srd":false,"image":"bestiary/PaBTSO/Mormesk the Wraith.webp","token":"bestiary/tokens/PaBTSO/Mormesk the Wraith.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"67 (9d8 + 27)","speed":"0 ft., fly 60 ft. (hover)","str":6,"dex":16,"con":16,"int":12,"wis":14,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 12","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["Mormesk can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Mormesk has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}21 ({@damage 4d8 + 3}) necrotic damage. The target must succeed on a {@dc 14} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Create Specter","entries":["Mormesk targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under the wraith's control. The wraith can have no more than seven specters under its control at one time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Mormesk the Wraith.webp"}],"otherVersions":[{"id":"mormesk-the-wraith-lmop","source":"LMoP"}]},{"id":"mormesk-the-wraith-lmop","name":"Mormesk the Wraith","source":"LMoP","page":59,"srd":false,"image":"bestiary/LMoP/Mormesk the Wraith.webp","token":"bestiary/tokens/LMoP/Mormesk the Wraith.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"45 (6d8 + 18)","speed":"0 ft., fly 60 ft.","str":6,"dex":16,"con":16,"int":12,"wis":14,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"necrotic; poison","conditionImmunities":"charmed; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Infernal","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The wraith can move through an object or another creature, but can't stop there."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}16 ({@damage 3d8 + 3}) necrotic damage, and the target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A wraith is the incorporeal remnant of a particularly hateful being. Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead."]}]}]}],"gallery":[{"path":"bestiary/LMoP/Mormesk the Wraith.webp"}],"hidden":true,"otherVersions":[{"id":"mormesk-the-wraith","source":"PaBTSO"}]},{"id":"morte","name":"Morte","source":"ToFW","page":10,"srd":false,"image":"bestiary/ToFW/Morte.webp","token":"bestiary/tokens/ToFW/Morte.webp","size":"Tiny","creatureType":"Undead","alignment":"Chaotic Good","ac":"13","initiative":"+3 (13)","hp":"22 (4d4 + 12)","speed":"0 ft., fly 30 ft. (hover)","str":10,"dex":16,"con":16,"int":13,"wis":10,"cha":12,"saves":"","skills":"Arcana +3, Stealth +5","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The talking skull Morte is a curmudgeonly interplanar traveler plucked from his eternal punishment in the Nine Hells. Tormented by the lies he told in life, Morte masks his pain with a morbid sense of humor and an insufferable dose of sarcasm."]}],"gallery":[{"path":"bestiary/ToFW/Morte.webp"}]},{"id":"mortlock-vanthampur","name":"Mortlock Vanthampur","source":"BGDIA","page":26,"srd":false,"image":"bestiary/BGDIA/Mortlock Vanthampur.webp","token":"bestiary/tokens/BGDIA/Mortlock Vanthampur.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"90 (12d8 + 36)","speed":"30 ft.","str":18,"dex":14,"con":17,"int":10,"wis":12,"cha":13,"saves":"","skills":"Athletics +6, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Indomitable (2/Day)","entries":["Mortlock can reroll a saving throw that he fails. He must use the new roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Mortlock makes two attacks with his greatclub."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage, plus 5 ({@damage 2d4}) bludgeoning damage if Mortlock has taken any damage since his last turn."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mortlock is tolerated by his mother, Duke Thalamra Vanthampur, and despised by his older brothers, Thurstwell and Amrik, who view him as a simpleton and an abomination. Half of Mortlock's face was scarred by fire when he was a child, and his disfigurement gives him a fearsome countenance."]}]}],"gallery":[{"path":"bestiary/BGDIA/Mortlock Vanthampur.webp"}]},{"id":"morwena-veilmist","name":"Morwena Veilmist","source":"AitFR-THP","page":13,"srd":false,"image":"bestiary/tokens/AitFR-THP/Morwena Veilmist.webp","token":"bestiary/tokens/AitFR-THP/Morwena Veilmist.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"55 (10d8 + 10)","speed":"30 ft.","str":9,"dex":14,"con":13,"int":17,"wis":12,"cha":14,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any four languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Morwena is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell mending}, {@spell message}","Level 1 (4 slots): {@spell charm person}*, {@spell mage armor}, {@spell magic missile}","Level 2 (3 slots): {@spell hold person}*, {@spell invisibility}, {@spell suggestion}*","Level 3 (3 slots): {@spell fireball}, {@spell haste}, {@spell tongues}","Level 4 (3 slots): {@spell arcane eye}, {@spell phantasmal killer}","Level 5 (2 slots): {@spell hold monster}*","*Enchantment spell of 1st level or higher"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Instinctive Charm (Recharges after Morwena Casts an Enchantment Spell of 1st Level or Higher)","entries":["Morwena tries to magically divert an attack made against her, provided that the attacker is within 30 feet of her and visible to her. She must decide to do so before the attack hits or misses.","The attacker must make a {@dc 15} Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than Morwena or itself. If multiple creatures are closest, the attacker chooses which one to target."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Morwena Veilmist was a Red Wizard of Thay, but she was never loyal. She saw the Thayan wizards as a means to acquire power. When she met Tyreus, she thought she saw a new opportunity. She abandoned her old apprentice, Malivar, and joined Tyreus. She hoped she'd found a peer in the pursuit of power. She regrets her choice but remains devoted to her own success and no one else's. The lesson she chose to learn was never to trust anyone.","She is a tall, slender Chondathan woman with a severe hairstyle, kept short for simplicity's sake. She wears her fingernails short but sharp. She is a skilled, even cunning, player of dragonchess.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Personality","entries":["\"I read anything I can get my hands on. Most creatures aren't as smart as I am, so I talk down to people when I need them to keep up.\""]},{"type":"entries","name":"Ideal","entries":["\"Power. All things flow from personal power, and although I have little of it right now, I shall find new ways to attain and use power for the only person that matters to me: myself.\""]},{"type":"entries","name":"Bond","entries":["\"I've learned a valuable lesson about trusting people: don't. Other people may be of use to me, but I'm not putting myself in a position to be used again.\""]},{"type":"entries","name":"Flaw","entries":["\"I've let myself be fooled into trusting people, but no one is worth that risk. Only fools tell the whole truth.\""]}]}]}]},{"id":"mossback-steward","name":"Mossback Steward","source":"EGW","page":256,"srd":false,"image":"bestiary/EGW/Mossback Steward.webp","token":"bestiary/tokens/EGW/Mossback Steward.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"-4 (6)","hp":"227 (13d20 + 91)","speed":"20 ft.","str":28,"dex":3,"con":25,"int":12,"wis":17,"cha":5,"saves":"Str +12, Con +10","skills":"Arcana +5, Insight +7, Nature +5, Perception +7, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft, Passive Perception 10","languages":"telepathy 120 ft, understands Goblin, Common, and Primordial but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Mossback Steward can breathe air and water."]},{"name":"Massive Frame","entries":["Mossback Steward can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it's not {@condition prone}.","Any creature under Mossback Steward when it falls {@condition prone} is {@condition grappled} (escape {@dc 18}). Until the grapple ends, the creature is {@condition prone} and {@condition restrained}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Mossback Steward's innate spellcasting ability is Wisdom (spell save {@dc 15}). It can innately cast the following spells, requiring no material components.","At will: {@spell friends}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) bludgeoning damage."]},{"name":"Shell Defense {@recharge 4}","entries":["Mossback Steward withdraws into its shell, falls {@condition prone}, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can't increase. The tortoise can emerge from its shell as an action, whereupon it is no longer {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across."]}],"gallery":[{"path":"bestiary/EGW/Mossback Steward.webp","credit":"Kent Davis"}]},{"id":"mother-lorinda","name":"Mother Lorinda","source":"RHW","page":166,"srd":false,"image":"bestiary/RHW/Mother Lorinda.webp","token":"bestiary/tokens/RHW/Mother Lorinda.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral Evil","ac":"18","initiative":"+7 (17)","hp":"105 (14d8 + 42)","speed":"30 ft., swim 30 ft.","str":18,"dex":13,"con":16,"int":13,"wis":17,"cha":15,"saves":"Str +7, Dex +4, Con +6, Wis +6","skills":"Arcana +7, Deception +5, Perception +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 16","languages":"Common, Elvish, Sylvan","cr":"8","crDisplay":"8 (XP 3,900, or 5,000 in lair; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Lorinda can breathe air and water."]},{"name":"Darklord Restoration","entries":["If Lorinda dies, she revives with all her {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Tepest."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Lorinda fails a saving throw, she can choose to succeed instead."]},{"name":"Mimicry","entries":["Lorinda can mimic noises and animal sounds. A creature that hears the mimicry can tell it is an imitation only with a successful {@dc 15} Wisdom ({@skill Insight|XPHB}) check."]}],"spellcasting":[{"name":"Spellcasting","entries":["Lorinda casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks):","At will: {@spell Charm Person|XPHB}, {@spell Dancing Lights|XPHB}, {@spell Disguise Self|XPHB} (24-hour duration), {@spell Invisibility|XPHB} (self only, and Lorinda leaves no tracks while {@condition Invisible|XPHB}), {@spell Minor Illusion|XPHB}, {@spell Ray of Sickness|XPHB} (level 3 version)","1/day each: {@spell Augury|XPHB}, {@spell Blight|XPHB}, {@spell Plant Growth|XPHB}, {@spell Scrying|XPHB}, {@spell Unseen Servant|XPHB}"]},{"name":"Overwhelming Presence","entries":["Lorinda casts {@spell Slow|XPHB}, using the same spellcasting ability as Spellcasting. Lorinda can't take this action again until the start of her next turn."]}],"actions":[{"name":"Multiattack","entries":["Lorinda makes two Mother's Brand attacks."]},{"name":"Mother's Brand","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Bludgeoning damage plus 5 ({@damage 1d10}) Fire damage."]}],"bonusActions":[{"name":"Mother's Visage (1/Day)","entries":["Lorinda shape-shifts into Mother, a deity revered by the people of Tepest, for 8 hours. Her game statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed.","While in the form of Mother, Lorinda can use Spellcasting to cast {@spell Charm Person|XPHB} as a {@variantrule Bonus Action|XPHB}.","Lorinda reverts to her true form if she drops to 50 {@variantrule Hit Points|XPHB} or fewer.","When Lorinda reverts to her true form, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Lorinda is subjected to the following effect. {@actSave wis} {@dc 14} (the target succeeds automatically if it is a Construct or an Undead). {@actSaveFail} The target has the {@condition Frightened|XPHB} condition for 1 minute. While {@condition Frightened|XPHB}, the target has {@variantrule Disadvantage|XPHB} on saving throws."]}],"reactions":[],"legendaryActions":[{"name":"Brand","entries":["Lorinda teleports to an unoccupied space she can see within 30 feet and can make one Mother's Brand attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Tepest is altered by Lorinda's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in her domain, Mother Lorinda can close or open the borders to Tepest at will. While the borders are closed, a violent storm fills the Mists surrounding Tepest. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a {@dc 15} Strength saving throw or take {@damage 2d8} Lightning damage and be pushed up to 30 feet straight toward Tepest. A creature makes this save only once per turn."},{"type":"item","name":"Mother's Watchers","entry":"Creatures that have sacrificed an eye to Mother can take a {@action Magic|XPHB} action and pray to her. When they do so, Lorinda can perceive through the creature's senses as well as her own until the end of the creature's next turn. When perceiving through a creature's senses, Lorinda benefits from any special senses it has."},{"type":"item","name":"Sun and Storms","entry":"While in Tepest, Lorinda can cast {@spell Control Weather|XPHB}, requiring no Material components and using the same spellcasting ability as Spellcasting. When casting the spell this way, Lorinda can control the weather within 5 miles of herself, regardless of whether she is inside or outside."}]},"If Lorinda dies, these effects end immediately."],"lore":[{"type":"entries","entries":["Mother Lorinda desires a family over all else, not realizing she's destroyed every family she's ever had. A creator of monstrosities, this ancient green hag obsesses over unnatural maternalistic pursuits.","Over generations, Tepest's villagers have come to view Lorinda not as a powerful witch, but as a god of the land and fertility called Mother. Lorinda doesn't dissuade her fragile mortal followers from their baseless cult practices. The villagers provide willing sacrifices for the hag's flawed magical attempts to create life, and their adoration gradually soothes the violent, magical outbursts that follow her failures.","Lorinda's walking tower of bones, the Gurgyl, ranges across Tepest. Those who seek her here find a distracted but deceptively cunning hag clinging to grotesque dolls of her family. She laments the loss of her sisters, Laveeda and Leticia, never acknowledging that they remain alive as her prisoners. She often speaks of her daughter, Laoirse (pronounced \"LUR-shuh\")—the name she uses over and over again for each of her monstrous creations.","When Lorinda visits Viktal, she appears in her illusory guise as Mother, an ancient, powerful woman wearing a mothlike cloak and bearing a branch with burning limbs. She calls on the people to prove their love for her through sacrifice, whether of food and crafts, their left eyes, or their lives. Sometimes her arrival is sudden and terrifying, such as when she magically appears to crawl from one of her followers' empty eye sockets.","Lorinda seeks new ways to create a permanent family. This might involve great sacrifices, stolen fey magic, strange adoptions, or all manner of supernatural bargains."]}],"gallery":[{"path":"bestiary/RHW/Mother Lorinda.webp"}]},{"id":"mountain-goat","name":"Mountain Goat","source":"IDRotF","page":304,"srd":false,"image":"bestiary/IDRotF/Mountain Goat.webp","token":"bestiary/tokens/IDRotF/Mountain Goat.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"13 (2d8 + 4)","speed":"40 ft., climb 30 ft.","str":14,"dex":12,"con":14,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 ({@damage 1d6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}."]},{"name":"Sure-Footed","entries":["The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Mountain goats are found throughout the Spine of the World and on the slopes of Kelvin's Cairn, their thick fur and layers of body fat protecting them from the extreme cold. They are expert climbers, able to leap and bound up sheer slopes.","Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate."]}],"gallery":[{"path":"bestiary/IDRotF/Mountain Goat.webp"}]},{"id":"mouth-of-grolantor","name":"Mouth of Grolantor","source":"MPMM","page":187,"srd":false,"image":"bestiary/MPMM/Mouth of Grolantor.webp","token":"bestiary/tokens/MPMM/Mouth of Grolantor.webp","size":"Huge","creatureType":"Giant (Hill Giant)","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"105 (10d12 + 40)","speed":"50 ft.","str":21,"dex":10,"con":18,"int":5,"wis":7,"cha":5,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 11","languages":"Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Grassland, Hill","treasure":"","traits":[{"name":"Mouth of Chaos","entries":["The giant is immune to the {@spell confusion} spell.","On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a {@dice d10} at the start of each of the giant's turns to determine its action for that turn:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1–3:","entry":"The giant makes three Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn."},{"type":"item","name":"4–5:","entry":"The giant makes one Fist attack against each creature within reach. If no creatures are within reach, the giant makes one Fist attack against itself."},{"type":"item","name":"6–7:","entry":"The giant makes one Bite attack against one random creature within reach. If no other creatures are within reach, its eyes glaze over and it is {@condition stunned} until the start of its next turn."},{"type":"item","name":"8–10:","entry":"The giant makes one Bite attack and two Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn."}]}]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}15 ({@damage 3d6 + 5}) piercing damage, and the giant magically regains hit points equal to the damage dealt."]},{"name":"Fist","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Hill giants consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert and rarely suffer for such eating habits. When one of their kind becomes incapable of keeping down food, that giant is seen, among hill giant worshipers of the god Grolantor, as the vessel of a message from the deity.","The sickened giant's compatriots separate the giant from the rest of the community, often trapping them in a cage or tying them to a post. A priest of Grolantor visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retches up. If the sickness soon passes, they allow the hill giant to rejoin society. If not, the hill giant is instead starved to the point of desperation so Grolantor's hunger can be given a mouth in the world.","A mouth of Grolantor is revered as a holy embodiment of Grolantor's aching hunger. Unlike a typical sluggish hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitchy. Mouths are kept perpetually imprisoned or shackled; if they break free, they're sure to kill anyone nearby before they're brought down or escape on a killing spree. The only time mouths of Grolantor are set loose is during a war, during a raid against an enemy settlement, or in a last-ditch defense of Grolantor's faithful. When a mouth of Grolantor has slaughtered and eaten their fill of enemies, they pass out amid the gory remains of their victims, making them easy to recapture."],"gallery":[{"path":"bestiary/MPMM/Mouth of Grolantor.webp","credit":"Scott Murphy"}],"otherVersions":[{"id":"mouth-of-grolantor-vgm","source":"VGM"}]},{"id":"mouth-of-grolantor-vgm","name":"Mouth of Grolantor","source":"VGM","page":149,"srd":false,"image":"bestiary/VGM/Mouth of Grolantor.webp","token":"bestiary/tokens/VGM/Mouth of Grolantor.webp","size":"Huge","creatureType":"Giant (Hill Giant)","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"105 (10d12 + 40)","speed":"50 ft.","str":21,"dex":10,"con":18,"int":5,"wis":7,"cha":5,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 11","languages":"Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Grassland, Hill","treasure":"","traits":[{"name":"Mouth of Madness","entries":["The giant is immune to {@spell confusion} spells and similar magic.","On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a {@dice d10} at the start of each of the giant's turns to determine its action for that turn:","1–3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.","4–5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.","6–7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes {@condition stunned} until the start of its next turn.","8–10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}15 ({@damage 3d6 + 5}) piercing damage, and the giant magically regains hit points equal to the damage dealt."]},{"name":"Fist","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Hill giants know the kinds of foods that make them fatter, and they understand that exerting themselves too much tends to make them thinner. What the lazy brutes don't comprehend are the things that make them sick. They consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert. Fortunately for hill giants, they have a vulture's constitution and rarely suffer for such eating habits. This makes it all the more mysterious to them when one of their kind becomes ill and incapable of keeping down food. Vomiting hill giants are seen as vessels of a message from Grolantor.","The clan separates the sickened giant from the others, often trapping the giant in a cage or tying the giant to a post. A priest of Grolantor or chieftain visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retched up. If the sickness soon passes, the hill giant can rejoin society. If not, the hill giant is instead starved to the point of madness so that Grolantor's hunger can be given a mouth in the world.",{"name":"Starved and Insane","entries":["A mouth of Grolantor is so disgraced that it ceases to be an individual and becomes an object. Paradoxically, that object is revered as a holy embodiment of Grolantor's eternal, aching hunger. Unlike a typical thick, sluggish, half-asleep hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, it's sure to kill a few hill giants before it's brought down or it sprints away on a killing spree. The only time a mouth of Grolantor is set loose is during a war, a raid against an enemy settlement, or in a last-ditch defense of the tribe's home. When the mouth of Grolantor has slaughtered and eaten its fill of the tribe's enemies, it passes out amid the gory remains of its victims, making it easy to recapture."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Mouth of Grolantor.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"mouth-of-grolantor","source":"MPMM"}]},{"id":"mr-dory","name":"Mr. Dory","source":"GoS","page":246,"srd":false,"image":"bestiary/GoS/Mr. Dory.webp","token":"bestiary/tokens/GoS/Mr. Dory.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"18","initiative":"+5 (15)","hp":"170 (20d8 + 80)","speed":"30 ft.","str":13,"dex":20,"con":19,"int":14,"wis":14,"cha":16,"saves":"Con +8, Wis +6","skills":"Athletics +5, Perception +6, Stealth +9","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Abyssal, Common, Deep Speech, telepathy 60 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Mr. Dory has advantage on saving throws against spells and other magical effects."]},{"name":"Water Dependency","entries":["Mr. Dory takes 6 ({@damage 1d12}) acid damage at the end of every hour he goes without exposure to water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Mr. Dory's innate spellcasting ability is Charisma (save {@dc 15}, {@hit 7} to hit with spell attacks). Mr. Dory can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell invisibility} (self only)","2/day each: {@spell fear}, {@spell fireball}, {@spell fly}","1/day each: {@spell cloudkill}, {@spell etherealness}"]}],"actions":[{"name":"Multiattack","entries":["Mr. Dory makes three attacks with his rapier."]},{"name":"Rapier","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage and 7 ({@damage 2d6}) necrotic damage."]},{"name":"Eye of Corruption {@recharge 5}","entries":["Mr. Dory glares at a creature he can see within 30 feet of him. The target must make a {@dc 15} Constitution saving throw. On a failed save, it takes 27 ({@damage 5d10}) necrotic damage and 27 ({@damage 5d10}) poison damage and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, it takes half damage and does not gain the vulnerabilities."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["One of the four councillors who rule the Styes, Mr. Dory hides his cursed nature in plain sight. His rare, liquid-sensitive \"skin condition\" is actually a form of the same aboleth affliction that creates skum, though Dory's condition is not as severe, and he has managed to retain his free will."]}]}]}],"gallery":[{"path":"bestiary/GoS/Mr. Dory.webp","credit":"Joachim Barrum"}]},{"id":"mr-greystone","name":"Mr. Greystone","source":"NRH-AT","page":13,"srd":false,"image":"bestiary/tokens/NRH-AT/Mr. Greystone.webp","token":"bestiary/tokens/NRH-AT/Mr. Greystone.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Goblin","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["Mr. Greystone has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Mr. Greystone hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Mr. Greystone makes two melee attacks or two ranged attacks."]},{"name":"Club","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mr-honeycutt","name":"Mr. Honeycutt","source":"NRH-TCMC","page":10,"srd":false,"image":"bestiary/tokens/NRH-TCMC/Mr. Honeycutt.webp","token":"bestiary/tokens/NRH-TCMC/Mr. Honeycutt.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":10,"dex":15,"con":12,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft. (rat form only), Passive Perception 12","languages":"Common (can't speak in rat form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["Mr. Honeycutt can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Smell","entries":["Mr. Honeycutt has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Mr. Honeycutt makes two attacks, only one of which can be a bite."]},{"name":"Bite (Rat or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mud-hulk","name":"Mud Hulk","source":"BGG","page":161,"srd":false,"image":"bestiary/BGG/Mud Hulk.webp","token":"bestiary/tokens/BGG/Mud Hulk.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"68 (8d10 + 24)","speed":"40 ft.","str":16,"dex":8,"con":16,"int":5,"wis":9,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"exhaustion; paralyzed","senses":"Passive Perception 9","languages":"Giant, Terran","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The mud hulk can move through a space as narrow as 1 inch without squeezing."]},{"name":"Sticky Mud","entries":["The ground within 15 feet of the mud hulk is difficult terrain for other creatures."]}],"spellcasting":[],"actions":[{"name":"Enveloping Slam","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be pulled into the mud hulk's space and be engulfed by the mud hulk. While engulfed, the target can't breathe, has the {@condition restrained} condition, and takes 6 ({@damage 1d12}) acid damage at the start of each of its turns. When the mud hulk moves, the engulfed target moves with it. The mud hulk can have only one target engulfed at a time. While a creature is engulfed, the mud hulk can't use its Amorphous trait.","An engulfed target can repeat the saving throw at the end of each of its turns. On a successful save, the target escapes and enters the nearest unoccupied space."]},{"name":"Mud Splash","entries":["The mud hulk lobs a mass of mud that splashes in a 10-foot-radius sphere centered on a point within 30 feet of the mud hulk. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 2d6 + 3}) bludgeoning damage on a failed save, or half as much damage on a successful one. The affected area is difficult terrain until the start of the mud hulk's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The ancestors of mud hulks were hill giants who, living in isolation, ate everything within reach until they were forced to subsist on the earth itself. The giants' elemental nature asserted itself and transformed them into creatures of living mud.","A mud hulk vaguely resembles its ancestors, but its body consists of wet mud that constantly sloughs off around it, creating thick pools of the stuff everywhere the creature goes. It retains the hunger of a hill giant, enveloping anything even vaguely edible and directly absorbing it into its body. When threatened, it hurls masses of mud at its enemies to make sure they stay in place long enough for the mud hulk to consume them.",{"type":"quote","entries":["Well, while you're mourning, that thing is trying to engulf me in mud! Pardon me while I interpose a hand to keep it away from me."],"by":"Bigby"}]}],"gallery":[{"path":"bestiary/BGG/Mud Hulk.webp"}]},{"id":"mud-mephit","name":"Mud Mephit","source":"XMM","page":207,"srd":false,"image":"bestiary/XMM/Mephits.webp","token":"bestiary/tokens/XMM/Mud Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"13 (3d6 + 3)","speed":"20 ft., fly 20 ft., swim 20 ft.","str":8,"dex":12,"con":12,"int":9,"wis":11,"cha":7,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial (Aquan, Terran)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Planar, Elemental","treasure":"","traits":[{"name":"Death Burst","entries":["The mephit explodes when it dies. {@actSave dex} {@dc 11}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the mephit. {@actSaveFail} The target has the {@condition Restrained|XPHB} condition until the end of its next turn."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Bludgeoning damage."]},{"name":"Mud Breath {@recharge}","entries":["{@actSave dex} {@dc 11}, one creature the mephit can see within 15 feet. {@actSaveFail} The target has the {@condition Restrained|XPHB} condition until the end of the mephit's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A combination of earth and water, mud mephits are crude, disgusting creatures. They take every opportunity to ruin objects and pollute food with muck."]},{"type":"section","name":"Mephits","entries":["{@i Malicious Elemental Hooligans}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Planes)|bestiary|environment=planar, elemental}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.","Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!"],"by":"Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself"}]}]}],"gallery":[{"path":"bestiary/XMM/Mephits.webp","credit":"Andrew Mar"}],"otherVersions":[{"id":"mud-mephit-mm","source":"MM"}]},{"id":"mud-mephit-mm","name":"Mud Mephit","source":"MM","page":216,"srd":false,"image":"bestiary/MM/Mud Mephit.webp","token":"bestiary/tokens/MM/Mud Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"27 (6d6 + 6)","speed":"20 ft., fly 20 ft., swim 20 ft.","str":8,"dex":12,"con":12,"int":9,"wis":11,"cha":7,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Aquan, Terran","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp","treasure":"","traits":[{"name":"Death Burst","entries":["When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a {@dc 11} Dexterity saving throw or be {@condition restrained} until the end of the creature's next turn."]},{"name":"False Appearance","entries":["While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud."]}],"spellcasting":[],"actions":[{"name":"Fists","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]},{"name":"Mud Breath {@recharge}","entries":["The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a {@dc 11} Dexterity saving throw or be {@condition restrained} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Mephits","entries":["Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.","Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Elemental Nature","entries":["A mephit doesn't require food, drink, or sleep."]}]}]}]},{"name":"Mud Mephit","type":"entries","entries":[{"type":"entries","entries":["Mud mephits are slow, unctuous creatures of earth and water. They drone their complaints to all who will listen, and beg incessantly for attention and treasure."]}]}],"gallery":[{"path":"bestiary/MM/Mud Mephit.webp"}],"hidden":true,"otherVersions":[{"id":"mud-mephit","source":"XMM"}]},{"id":"muiral","name":"Muiral","source":"WDMM","page":314,"srd":false,"image":"bestiary/WDMM/Muiral.webp","token":"bestiary/tokens/WDMM/Muiral.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"195 (23d10 + 69)","speed":"50 ft.","str":19,"dex":11,"con":16,"int":18,"wis":13,"cha":18,"saves":"Con +8, Int +9","skills":"Arcana +9, Athletics +9, Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Common, Dwarvish, Elvish, Goblin, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Muiral fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Muiral is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell dancing lights}, {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell expeditious retreat}, {@spell fog cloud}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell darkness}, {@spell knock}, {@spell see invisibility}, {@spell spider climb}","Level 3 (3 slots): {@spell animate dead}, {@spell counterspell}, {@spell lightning bolt}","Level 4 (3 slots): {@spell greater invisibility}, {@spell polymorph}","Level 5 (2 slots): {@spell animate objects}, {@spell wall of force}","Level 6 (1 slots): {@spell create undead}, {@spell flesh to stone}","Level 7 (1 slots): {@spell finger of death}"]}],"actions":[{"name":"Multiattack","entries":["Muiral makes three attacks: two with his longsword and one with his sting."]},{"name":"Longsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands."]},{"name":"Sting","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}9 ({@damage 1d10 + 4}) piercing damage. The target must make a {@dc 16} Constitution saving throw, taking 27 ({@damage 6d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cast Cantrip","entries":["Muiral casts a cantrip."]},{"name":"Lunging Attack (Costs 2 Actions)","entries":["Muiral makes one longsword attack that has a reach of 10 feet."]},{"name":"Retreating Strike (Costs 3 Actions)","entries":["Muiral moves up to his speed without provoking opportunity attacks. Before the move, he can make one longsword attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Muiral was an accomplished human warrior who long served as Halaster's bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned enough magic to transform himself into a half-scorpion monstrosity, becoming known as Muiral the Misshapen. He then retired to the level of Undermountain that would later be called Muiral's Gauntlet, driving out and slaying its original drow denizens. Muiral now spends his days hunting adventurers and other interlopers for fun. Long years alone—and Halaster's influence—have rendered him utterly insane."]}]}]}],"gallery":[{"path":"bestiary/WDMM/Muiral.webp","credit":"Sidharth Chaturvedi"}]},{"id":"mule","name":"Mule","source":"XMM","page":365,"srd":true,"image":"bestiary/XMM/Mule.webp","token":"bestiary/tokens/XMM/Mule.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":14,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"Str +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Desert, Hill, Urban","treasure":"","traits":[{"name":"Beast of Burden","entries":["The mule counts as one size larger for the purpose of determining its carrying capacity."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Mule.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"mule-mm","source":"MM"}]},{"id":"mule-mm","name":"Mule","source":"MM","page":333,"srd":false,"image":"bestiary/tokens/MM/Mule.webp","token":"bestiary/tokens/MM/Mule.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":14,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Hill, Urban, Desert","treasure":"","traits":[{"name":"Beast of Burden","entries":["The mule is considered to be a Large animal for the purpose of determining its carrying capacity."]},{"name":"Sure-Footed","entries":["The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"mule","source":"XMM"}]},{"id":"mummy","name":"Mummy","source":"XMM","page":219,"srd":true,"image":"bestiary/XMM/Mummies.webp","token":"bestiary/tokens/XMM/Mummy.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"11","initiative":"-1 (9)","hp":"58 (9d8 + 18)","speed":"20 ft.","str":16,"dex":8,"con":15,"int":6,"wis":12,"cha":12,"saves":"Wis +3","skills":"","vulnerabilities":"fire","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Common plus two other languages","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert, Swamp","treasure":"Relics","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mummy makes two Rotting Fist attacks and uses Dreadful Glare."]},{"name":"Rotting Fist","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Bludgeoning damage plus 10 ({@damage 3d6}) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain {@variantrule Hit Points|XPHB}, its {@variantrule Hit Points|XPHB|Hit Point} maximum doesn't return to normal when finishing a {@variantrule Long Rest|XPHB}, and its {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by 10 ({@dice 3d6}) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 {@variantrule Hit Points|XPHB} by this attack."]},{"name":"Dreadful Glare","entries":["{@actSave wis} {@dc 11}, one creature the mummy can see within 60 feet. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the end of the mummy's next turn. {@actSaveSuccess} The target is immune to this mummy's Dreadful Glare for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Common mummies are the remains of priests, nobles, or champions of faith that underwent magical burial rites. Some are preserved through processes using linen wrappings or clay, but others are preserved by peat bogs, ice, magic, or other means.","Roll on or choose a result from the Mummy Resurrections table to determine why a mummy has returned from the dead.",{"type":"table","caption":"Mummy Resurrections","colLabels":["1d8","The Mummy Reanimates To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Defend a holy site it was created to protect."],["2","Obey the summons of a mummy lord."],["3","Oppose an enemy who has returned to life."],["4","Protect its descendants from an ancient threat."],["5","Punish the progeny of those who cursed it."],["6","Reclaim treasures robbed from its crypt."],["7","Serve whoever speaks the prayer on its tomb."],["8","Slay anyone who sets eyes on it."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Rule 7: Before opening a sarcophagus, light a torch."],"from":"X the Mystic's Rules of Dungeon Survival"}]}]},{"type":"section","name":"Mummies","entries":["{@i Deathless Ancients with Ageless Ambitions}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest.","Mummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go to extreme lengths to avenge themselves and restore what they need to find peace.","A mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy's grasp might find themselves subject to a terrible curse. Victims of a mummy's curse gradually wither, their bodies rotting away until they're reduced to dust. This curse can be healed only by the {@spell Remove Curse|XPHB} spell or similar magic."]}],"gallery":[{"path":"bestiary/XMM/Mummies.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"mummy-mm","source":"MM"}]},{"id":"mummy-mm","name":"Mummy","source":"MM","page":228,"srd":false,"image":"bestiary/MM/Mummy.webp","token":"bestiary/tokens/MM/Mummy.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"11","initiative":"-1 (9)","hp":"58 (9d8 + 18)","speed":"20 ft.","str":16,"dex":8,"con":15,"int":6,"wis":10,"cha":12,"saves":"Wis +2","skills":"","vulnerabilities":"fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mummy can use its Dreadful Glare and makes one attack with its rotting fist."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Dreadful Glare","entries":["The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a {@dc 11} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.",{"name":"Preserved Wrath","type":"entries","entries":["The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages."]},{"name":"The Will of Dark Gods","type":"entries","entries":["An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise."]},{"name":"The Punished","type":"entries","entries":["Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose."]},{"name":"Creature of Ritual","type":"entries","entries":["A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains."]},{"name":"Ending a Mummy's Curse","type":"entries","entries":["Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed.","More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath."]},{"name":"Undead Archives","type":"entries","entries":["Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation."]},{"name":"Undead Nature","type":"entries","entries":["A mummy doesn't require air, food, drink, or sleep."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Before opening a sarcophagus, light a torch."],"by":"X the Mystic's 7th rule of dungeon survival"}]}]}],"gallery":[{"path":"bestiary/MM/Mummy.webp"}],"hidden":true,"otherVersions":[{"id":"mummy","source":"XMM"}]},{"id":"mummy-lord","name":"Mummy Lord","source":"XMM","page":221,"srd":true,"image":"bestiary/XMM/Mummy Lord.webp","token":"bestiary/tokens/XMM/Mummy Lord.webp","size":"Small or Medium","creatureType":"Undead (Cleric)","alignment":"Lawful Evil","ac":"17","initiative":"+10 (20)","hp":"187 (25d8 + 75)","speed":"30 ft.","str":18,"dex":10,"con":17,"int":11,"wis":19,"cha":16,"saves":"Int +5, Wis +9","skills":"History +5, Perception +9, Religion +5","vulnerabilities":"fire","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Truesight 60 ft., Passive Perception 19","languages":"Common plus three other languages","cr":"15","crDisplay":"15 (XP 13,000, or 15,000 in lair; PB +5)","habitat":"Desert, Swamp","treasure":"Relics","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the mummy fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The mummy has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Undead Restoration","entries":["If destroyed, the mummy gains a new body in 24 hours if its heart is intact, reviving with all its {@variantrule Hit Points|XPHB}. The new body appears in an unoccupied space within the mummy's lair. The heart is a Tiny object that has AC 17, HP 10, and {@variantrule Immunity|XPHB} to all damage except Fire."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mummy casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 17}, {@hit 9} to hit with spell attacks):","At will: {@spell Dispel Magic|XPHB}, {@spell Thaumaturgy|XPHB}","1/day each: {@spell Animate Dead|XPHB}, {@spell Harm|XPHB}, {@spell Insect Plague|XPHB} (level 7 version)"]},{"name":"Dread Command","entries":["The mummy casts {@spell Command|XPHB} (level 2 version), using the same spellcasting ability as Spellcasting. The mummy can't take this action again until the start of its next turn."]}],"actions":[{"name":"Multiattack","entries":["The mummy makes one Rotting Fist or Channel Negative Energy attack, and it uses Dreadful Glare."]},{"name":"Rotting Fist","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}15 ({@damage 2d10 + 4}) Bludgeoning damage plus 10 ({@damage 3d6}) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target can't regain {@variantrule Hit Points|XPHB}, it gains no benefit from finishing a {@variantrule Long Rest|XPHB}, and its {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by 10 ({@dice 3d6}) every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 {@variantrule Hit Points|XPHB} by this attack."]},{"name":"Channel Negative Energy","entries":["{@atkr r} {@hit 9}, range 60 ft. {@h}25 ({@damage 6d6 + 4}) Necrotic damage."]},{"name":"Dreadful Glare","entries":["{@actSave wis} {@dc 17}, one creature the mummy can see within 60 feet. {@actSaveFail} 25 ({@damage 6d6 + 4}) Psychic damage, and the target has the {@condition Paralyzed|XPHB} condition until the end of the mummy's next turn."]}],"bonusActions":[],"reactions":[{"name":"Whirlwind of Sand","entries":["{@actTrigger} The mummy is hit by an attack roll. {@actResponse} The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the {@condition Blinded|XPHB} condition until the end of the mummy's next turn."]}],"legendaryActions":[{"name":"Glare","entries":["The mummy uses Dreadful Glare. The mummy can't take this action again until the start of its next turn."]},{"name":"Necrotic Strike","entries":["The mummy makes one Rotting Fist or Channel Negative Energy attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a mummy lord's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cursed Fate","entries":["Whenever a creature other than the mummy or one of its allies casts a Divination spell while within 1 mile of the lair, the creature makes a {@dc 15} Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, {@variantrule Bonus Action|XPHB}, or {@variantrule Reaction|XPHB} used to cast the spell is wasted, but any resources used to cast it aren't expended."]},{"type":"item","name":"Soul Drain","entries":["Creatures within 1 mile of the lair have {@variantrule Disadvantage|XPHB} on {@variantrule Death Saving Throw|XPHB|Death Saving Throws}."]}]},"If the mummy lord is destroyed or moves its lair elsewhere, these effects end immediately. The effects resume if the mummy lord gains a new body (see its Undead Restoration trait)."],"lore":[{"type":"section","entries":["Those desperate to escape death sometimes make terrible bargains with wicked deities. Devoting their hearts to evil forces, these villains gain power over death and a cursed immortality that binds their minds and spirits within a desiccated corpse. Freed from mortal concerns, these mummy lords pursue their obsessions across ages.","Most mummy lords linger amid the ruins of ancient palaces or temples where they once held sway. Their age-old faith and ties to deathly forces grant them fearful magic, which they use to sow ruin and animate undead servants.","A mummy lord's heart embodies the pact that grants it immortality. Rather than bearing its heart within its corpse, a mummy lord removes and hides this accursed organ. As long as its heart isn't destroyed by fire, a mummy lord can return to unlife no matter what doom it meets.","Mummy lords are usually consumed by ageless plots. Roll on or choose a result from the Mummy Lord Plots table to determine a mummy lord's ancient agenda.",{"type":"table","caption":"Mummy Lord Plots","colLabels":["1d8","The Mummy Lord Seeks To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Open a portal to the past, when its power was at its height."],["2","Perform a ritual that can be attempted only once every eight hundred years."],["3","Reclaim and resurrect a loved one's corpse."],["4","Reconquer the lands that once composed its empire."],["5","Recover the pieces of its lost heart."],["6","Replace its descendant as the ruler of a realm."],["7","Sacrifice a thousand souls to its god in return for true life."],["8","Transform the people of an entire nation into Undead servants."]]},{"type":"entries","name":"Mummy Lord Lairs","entries":["Mummy lords typically lurk in the ruins of places they dwelled in life. Such sites have forbidding reputations, or they might be lost and forgotten."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The scroll contained a foul ritual to raise one of the children of Anhktepot. I tried to burn it, but the flames refused to touch the parchment. Forgive me, but I cannot destroy it... and I cannot help myself."],"by":"Isu, High Priest of Muhar"}]}]},{"type":"section","name":"Mummies","entries":["{@i Deathless Ancients with Ageless Ambitions}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest.","Mummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go to extreme lengths to avenge themselves and restore what they need to find peace.","A mummy might look frail, but its body possesses supernatural strength, and its gaze can strike fear in the bravest hearts. Those who escape a mummy's grasp might find themselves subject to a terrible curse. Victims of a mummy's curse gradually wither, their bodies rotting away until they're reduced to dust. This curse can be healed only by the {@spell Remove Curse|XPHB} spell or similar magic."]}],"gallery":[{"path":"bestiary/XMM/Mummy Lord.webp","credit":"Helge C. Balzer"},{"path":"bestiary/XMM/Mummies.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"mummy-lord-mm","source":"MM"}]},{"id":"mummy-lord-mm","name":"Mummy Lord","source":"MM","page":229,"srd":false,"image":"bestiary/MM/Mummy.webp","token":"bestiary/tokens/MM/Mummy Lord.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"97 (13d8 + 39)","speed":"20 ft.","str":18,"dex":10,"con":17,"int":11,"wis":18,"cha":16,"saves":"Con +8, Int +5, Wis +9, Cha +8","skills":"History +5, Religion +5","vulnerabilities":"fire","resistances":"","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Desert","treasure":"","traits":[{"name":"Magic Resistance","entries":["The mummy lord has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The mummy lord has the following cleric spells prepared:","Cantrips (at will): {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell guiding bolt}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell animate dead}, {@spell dispel magic}","Level 4 (3 slots): {@spell divination}, {@spell guardian of faith}","Level 5 (2 slots): {@spell contagion}, {@spell insect plague}","Level 6 (1 slots): {@spell harm}"]}],"actions":[{"name":"Multiattack","entries":["The mummy can use its Dreadful Glare and makes one attack with its rotting fist."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Dreadful Glare","entries":["The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare."]},{"name":"Blinding Dust","entries":["Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of the creature's next turn."]},{"name":"Blasphemous Word (Costs 2 Actions)","entries":["The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of the mummy lord's next turn."]},{"name":"Channel Negative Energy (Costs 2 Actions)","entries":["The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn."]},{"name":"Whirlwind of Sand (Costs 2 Actions)","entries":["The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, {@condition restrained}, or {@condition stunned}. Equipment worn or carried by the mummy lord remain in its possession."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row:",{"type":"list","items":["Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.","Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.","Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a {@dc 16} Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted."]}],"regionalEffects":["A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:",{"type":"list","items":["Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.","{@spell Divination} spells cast within the lair by creatures other than the mummy lord have a {@chance 25} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.","A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic."]},"If the mummy lord is destroyed, these regional effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.",{"name":"Preserved Wrath","type":"entries","entries":["The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages."]},{"name":"The Will of Dark Gods","type":"entries","entries":["An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise."]},{"name":"The Punished","type":"entries","entries":["Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose."]},{"name":"Creature of Ritual","type":"entries","entries":["A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains."]},{"name":"Ending a Mummy's Curse","type":"entries","entries":["Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed.","More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath."]},{"name":"Undead Archives","type":"entries","entries":["Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation."]},{"name":"Undead Nature","type":"entries","entries":["A mummy doesn't require air, food, drink, or sleep."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Before opening a sarcophagus, light a torch."],"by":"X the Mystic's 7th rule of dungeon survival"}]}]},{"type":"entries","name":"Mummy Lord","entries":["In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a thousand years before.","Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.",{"type":"entries","entries":[{"name":"Heart of the Mummy Lord","type":"entries","entries":["As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.","As long as its shriveled heart remains intact, a mummy lord can't be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault.","The mummy lord's heart has AC 5, 25 hit points, and immunity to all damage except fire."]}]}]},{"type":"entries","name":"A Mummy Lord's Lair","entries":["A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP)."]}],"gallery":[{"path":"bestiary/MM/Mummy.webp"}],"hidden":true,"otherVersions":[{"id":"mummy-lord","source":"XMM"}]},{"id":"murder-comet","name":"Murder Comet","source":"BAM","page":38,"srd":false,"image":"bestiary/BAM/Murder Comet.webp","token":"bestiary/tokens/BAM/Murder Comet.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral Evil","ac":"19","initiative":"+2 (12)","hp":"66 (7d8 + 35)","speed":"0 ft., fly 120 ft.","str":15,"dex":15,"con":20,"int":6,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; prone; unconscious","senses":"darkvision 240 ft., Passive Perception 10","languages":"Ignan, Terran","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Explode","entries":["When the comet drops to 0 hit points, it explodes in a 20-foot-radius sphere centered on itself. Each creature in the sphere must make a {@dc 16} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Flyby","entries":["The comet doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Illumination","entries":["The comet sheds bright light in a 30-foot radius and dim light for an additional 30 feet."]},{"name":"Siege Monster","entries":["The comet deals double damage to objects and structures."]},{"name":"Unusual Nature","entries":["The comet doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The comet makes one Slam attack and one Spit Fire attack."]},{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Spit Fire","entries":["{@atk rw} {@hit 5} to hit, range 60 ft., one target. {@h}13 ({@damage 2d10 + 2}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Evil spellcasters create murder comets by combining the essence of earth elementals with that of fire elementals. A murder comet looks like a screaming stone head wreathed in flame. It trails fire behind it as it flies through Wildspace, either singly or in a posse with other murder comets, looking for ships, crews, and other unsuspecting targets to destroy.","A murder comet's creator can bind their spirit to the comet. In this form, the comet's creator becomes ageless and immortal, free to race across Wildspace without need for air, sleep, or sustenance. The murder comet's face takes on the appearance of its creator's, and its statistics change as follows:",{"type":"list","items":["Replace the comet's Intelligence, Wisdom, and Charisma scores with those of its creator.","Replace the comet's alignment and languages with those of its creator."]}]}],"gallery":[{"path":"bestiary/BAM/Murder Comet.webp","credit":"Titus Lunter"}]},{"id":"murgaxor","name":"Murgaxor","source":"SCC","page":180,"srd":false,"image":"bestiary/SCC/Murgaxor.webp","token":"bestiary/tokens/SCC/Murgaxor.webp","size":"Medium","creatureType":"Humanoid (Bullywug, Warlock)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":11,"dex":14,"con":18,"int":20,"wis":12,"cha":12,"saves":"Con +8, Int +9, Wis +5, Cha +5","skills":"Deception +9, Medicine +5, Survival +5","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"exhaustion","senses":"Passive Perception 11","languages":"Common plus any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Blood Aegis","entries":["The AC of Murgaxor includes his Constitution modifier while he isn't wearing armor or wielding a shield."]},{"name":"Oriq Mask","entries":["Murgaxor wears an Oriq mask. While wearing the mask, Murgaxor can't be targeted by any divination magic or perceived through magical scrying sensors, and he adds double his proficiency bonus to Charisma ({@skill Deception}) checks (included above)."]},{"name":"Sanguine Sense","entries":["While Murgaxor isn't {@condition blinded}, he can see any creature that isn't an Undead or a Construct within 60 feet of himself, even through {@quickref Cover||3||total cover}, {@quickref Vision and Light||2||heavily obscured} areas, invisibility, or any other phenomena that would prevent sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Murgaxor makes two Blood Lash attacks."]},{"name":"Blood Lash","entries":["{@atk ms} {@hit 9} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) necrotic damage. If the target is a creature, it can't regain hit points until the start of Murgaxor's next turn."]},{"name":"Blood Boil {@recharge 4}","entries":["Murgaxor chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor's choice that he can see in that area must make a {@dc 17} Constitution saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) necrotic damage and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half as much damage and isn't {@condition incapacitated}. A creature dies if reduced to 0 hit points by this necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), Murgaxor can take one of the following lair actions; after he does so, he can't use that action again until he finishes a long rest:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Clay Behemoth","entry":"A {@creature clay golem} erupts from the floor in an unoccupied space within 15 feet of the ritual circle. The golem obeys Murgaxor's commands, takes its turns on initiative count 10 (losing initiative ties), fights until destroyed, and reverts to a mound of inanimate clay after 1 hour."},{"type":"item","name":"Earthen Fist","entry":"A medium fist of packed earth rises from the floor in an unoccupied space that Murgaxor can see within 30 feet of him. The fist attacks when one creature of his choice is within 4 feet of the fist. The fist has a {@hit 11} bonus to hit, and on a hit, the target takes 13 ({@damage 3d8}) bludgeoning damage and is grappled (escape {@dc 15}). The fist disappears if the attack roll misses or if the grapple ends. When the fist disappears, this lair action recharges, allowing Murgaxor to use it again."},{"type":"item","name":"Necrotic Burst","entry":"Tendrils of necrotic energy erupt from the ritual circle and lash out at any number of creatures Murgaxor can see within 15 feet of the circle. Each target must succeed on a {@dc 15} Dexterity saving throw, or it takes 5 ({@damage 1d10}) necrotic damage and can't regain hit points until the start of its next turn."},{"type":"item","name":"Summon Mephits","entry":"Murgaxor summons four {@creature mud mephit||mud mephits} that appear in unoccupied spaces within 15 feet of the ritual circle. The mephits obey Murgaxor's commands, take their turns on initiative count 15 (losing initiative ties), and fight until destroyed."}]}],"regionalEffects":[],"lore":[{"type":"entries","entries":["After giving the characters their quest, Professor Lang hands them a file with information the faculty members have collected about Murgaxor from university records. Tell the players the following to give them context about this evil spellcaster:",{"type":"list","items":["Murgaxor is a bullywug who attended Strixhaven 200 years ago. He was a member of Witherbloom College, though there are no records of him participating in any activities or working on campus.","A mean-spirited, egotistical spellcaster, Murgaxor was censured repeatedly for disregarding safety protocols, hexing and cursing peers, and using harmful magic while on campus.","University officials believe Murgaxor began his illicit experiments with life-draining magic shortly after he enrolled as a student.","In his third year, Murgaxor was expelled for using life-draining magic when it resulted in another student's death. Murgaxor fled before he could be handed over to authorities.","For a few years after his expulsion, Murgaxor was reportedly sighted around the outskirts of campus, specifically in Sedgemoor and the Detention Bog. Authorities believed something about those locations enhanced his magic, but he was never caught. Sightings soon stopped, and no further evidence of Murgaxor's presence was found. Officials assumed he was dead and struck Murgaxor from Strixhaven's records, as they considered him a blot on the university's reputation."]}]}],"gallery":[{"path":"bestiary/SCC/Murgaxor.webp","credit":"Olga Drebas"}]},{"id":"musharib","name":"Musharib","source":"ToA","page":34,"srd":false,"image":"bestiary/ToA/Musharib.webp","token":"bestiary/tokens/ToA/Musharib.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Good","ac":"13","initiative":"+1 (11)","hp":"30 (4d8 + 12)","speed":"25 ft.","str":13,"dex":13,"con":17,"int":12,"wis":14,"cha":11,"saves":"","skills":"Perception +4, Stealth +3, Survival +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Dwarvish","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["Musharib has advantage on saving throws against poison."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Musharib's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:","1/day each: {@spell hunter's mark}, {@spell jump}, {@spell pass without trace}, {@spell speak with animals}, {@spell speak with plants}"]}],"actions":[{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Musharib.webp"}]},{"id":"musteval-guardinal","name":"Musteval Guardinal","source":"MPP","page":33,"srd":false,"image":"bestiary/MPP/Musteval Guardinal.webp","token":"bestiary/tokens/MPP/Musteval Guardinal.webp","size":"Small","creatureType":"Celestial","alignment":"Neutral Good","ac":"13","initiative":"+3 (13)","hp":"38 (11d6)","speed":"35 ft.","str":12,"dex":16,"con":11,"int":14,"wis":15,"cha":14,"saves":"Dex +5, Cha +4","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 16","languages":"Celestial, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The musteval casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:","At will: {@spell dancing lights}","1/day each: {@spell disguise self}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The musteval makes two Bone Blade attacks."]},{"name":"Bone Blade","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 3 ({@damage 1d6}) radiant damage."]}],"bonusActions":[],"reactions":[{"name":"Skirmish Movement","entries":["When a creature ends its turn within 5 feet of the musteval, the musteval can move up to half its speed. This movement doesn't provoke opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them adept spies, scurrying through the multiverse to serve greater forces of good."]},{"type":"section","entries":[{"type":"entries","name":"Guardinals","entries":["Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands.","While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace."]}]}],"gallery":[{"path":"bestiary/MPP/Musteval Guardinal.webp"}]},{"id":"mutated-drow","name":"Mutated Drow","source":"WDMM","page":143,"srd":false,"image":"bestiary/tokens/WDMM/Mutated Drow.webp","token":"bestiary/tokens/WDMM/Mutated Drow.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"Elvish, Undercommon","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Keen Smell","entries":["The drow has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Fey Ancestry","entries":["The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The drow's innate spellcasting ability is Charisma (spell save {@dc 15}). The drow can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}"]}],"actions":[{"name":"Multiattack","entries":["The drow makes two morningstar attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"mwaxanare","name":"Mwaxanaré","source":"ToA","page":228,"srd":false,"image":"bestiary/ToA/Mwaxanaré.webp","token":"bestiary/tokens/ToA/Mwaxanaré.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"10","initiative":"+0 (10)","hp":"13 (3d8)","speed":"30 ft.","str":6,"dex":10,"con":11,"int":13,"wis":12,"cha":16,"saves":"","skills":"Deception +5, Nature +3, Persuasion +5, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Auran, Common, telepathy 30 ft.","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:","Cantrips (at will): {@spell eldritch blast}, {@spell mage hand}","Level 1 (2 slots): {@spell charm person}, {@spell protection from evil and good}, {@spell unseen servant}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 2} to hit. reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["At the tender age of seventeen, Princess Mwaxanaré (\"Naré\" for short) is the oldest living descendant of the royal families of Omu and the natural inheritor of their fallen kingdom. She and her six-year-old brother, Na, are guests of the aarakocra in Kir Sabal. The aarakocra aim to protect the young royals until such time as the evil in Omu has been vanquished.","Mwaxanaré is too headstrong for her own good. She longs to claim her throne and will eagerly use adventurers to make that happen. Her tone is almost always condescending, and she doesn't take kindly to backtalk.","After forging a pact with the Wind Dukes of Aaqa, ancient beings of the Outer Planes, the princess has become a fledgling warlock. Her hatred of physical labor allows her to put her {@spell mage hand} and {@spell unseen servant} spells to good use. Through her pact, she has also gained telepathy.","The young Prince Na is a noncombatant with AC 10 and 3 hit points. Having lived among the aarakocra for most of his life, Na considers himself one of them. He dresses like an aarakocra and prefers to speak Auran rather than Common."]},{"type":"entries","name":"Mwaxanaré's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"One day, I shall rule Chult as queen.\""]},{"name":"Bond","type":"entries","entries":["\"I have forged a pact with the Wind Dukes of Aaqa and will use their power to protect my brother and the aarakocra who watch over us.\""]},{"name":"Flaw","type":"entries","entries":["\"I am a princess and must be addressed with the proper respect. I don't follow orders; I give them.\""]}]},{"type":"entries","name":"Na's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"I want to become an aarakocra and learn how to fly like a bird!\""]},{"name":"Bond","type":"entries","entries":["\"I love my sister and the aarakocra. They mean everything to me.\""]},{"name":"Flaw","type":"entries","entries":["\"I know nothing of the world.\""]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Mwaxanaré.webp"}]},{"id":"myconid-adult","name":"Myconid Adult","source":"WttHC","page":223,"srd":false,"image":"bestiary/WttHC/Myconid Adult (Stranger Things).webp","token":"bestiary/tokens/WttHC/Myconid Adult.webp","size":"Medium","creatureType":"Plant","alignment":"Lawful Neutral","ac":"12","initiative":"+0 (10)","hp":"16 (3d8 + 3)","speed":"20 ft.","str":10,"dex":10,"con":12,"int":10,"wis":13,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 11","languages":"telepathy 240 ft.","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"Any","traits":[{"name":"Sun Sickness","entries":["While in sunlight, the myconid has {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}. The myconid dies if it spends more than 1 hour in sunlight."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}4 ({@damage 1d8}) Bludgeoning damage plus 3 ({@damage 1d6}) Poison damage."]},{"name":"Pacifying Spores (1/Day)","entries":["{@actSave con} {@dc 11}, one creature the myconid can see within 10 feet. {@actSaveFail} The target has the {@condition Stunned|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"name":"Rapport Spores","entries":["The myconid expels spores in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WttHC/Myconid Adult (Stranger Things).webp"}],"otherVersions":[{"id":"myconid-adult-xmm","source":"XMM"},{"id":"myconid-adult-mm","source":"MM"}]},{"id":"myconid-adult-xmm","name":"Myconid Adult","source":"XMM","page":223,"srd":false,"image":"bestiary/XMM/Myconids.webp","token":"bestiary/tokens/XMM/Myconid Adult.webp","size":"Medium","creatureType":"Plant","alignment":"Lawful Neutral","ac":"12","initiative":"+0 (10)","hp":"16 (3d8 + 3)","speed":"20 ft.","str":10,"dex":10,"con":12,"int":10,"wis":13,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 11","languages":"telepathy 240 ft.","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"Any","traits":[{"name":"Sun Sickness","entries":["While in sunlight, the myconid has {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}. The myconid dies if it spends more than 1 hour in sunlight."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}4 ({@damage 1d8}) Bludgeoning damage plus 3 ({@damage 1d6}) Poison damage."]},{"name":"Pacifying Spores (1/Day)","entries":["{@actSave con} {@dc 11}, one creature the myconid can see within 10 feet. {@actSaveFail} The target has the {@condition Stunned|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"name":"Rapport Spores","entries":["The myconid expels spores in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Myconid adults defend their territories and other myconids from invaders."]},{"type":"section","name":"Myconids","entries":["{@i Keepers of the Spore}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Myconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures."]}],"gallery":[{"path":"bestiary/XMM/Myconids.webp","credit":"Caroline Gariba"}],"hidden":true,"otherVersions":[{"id":"myconid-adult","source":"WttHC"},{"id":"myconid-adult-mm","source":"MM"}]},{"id":"myconid-adult-mm","name":"Myconid Adult","source":"MM","page":232,"srd":false,"image":"bestiary/MM/Myconids.webp","token":"bestiary/tokens/MM/Myconid Adult.webp","size":"Medium","creatureType":"Plant","alignment":"Lawful Neutral","ac":"12","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"20 ft.","str":10,"dex":10,"con":12,"int":10,"wis":13,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Distress Spores","entries":["When the myconid takes damage, all other myconids within 240 feet of it can sense its pain."]},{"name":"Sun Sickness","entries":["While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight."]}],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) bludgeoning damage plus 5 ({@damage 2d4}) poison damage."]},{"name":"Pacifying Spores (3/Day)","entries":["The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 11} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Rapport Spores","entries":["A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.",{"name":"Circles and Melds","type":"entries","entries":["The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.","A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures."]},{"name":"Myconid Reproduction","type":"entries","entries":["Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation."]}]}]}],"gallery":[{"path":"bestiary/MM/Myconids.webp","credit":"Hector Ortiz"}],"hidden":true,"otherVersions":[{"id":"myconid-adult","source":"WttHC"},{"id":"myconid-adult-xmm","source":"XMM"}]},{"id":"myconid-sovereign","name":"Myconid Sovereign","source":"XMM","page":223,"srd":false,"image":"bestiary/XMM/Myconids.webp","token":"bestiary/tokens/XMM/Myconid Sovereign.webp","size":"Large","creatureType":"Plant","alignment":"Lawful Neutral","ac":"13","initiative":"+0 (10)","hp":"45 (6d10 + 12)","speed":"30 ft.","str":12,"dex":10,"con":14,"int":13,"wis":15,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 12","languages":"telepathy 240 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"Any","traits":[{"name":"Sun Sickness","entries":["While in sunlight, the myconid has {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}. The myconid dies if it spends more than 1 hour in sunlight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myconid makes one Slam attack and uses Pacifying Spores."]},{"name":"Slam","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}6 ({@damage 2d4 + 1}) Bludgeoning damage plus 5 ({@damage 2d4}) Poison damage."]},{"name":"Animating Spores (3/Day)","entries":["The myconid releases spores at a Medium or Small corpse within 5 feet of it that wasn't a Construct or an Undead. In 24 hours, the corpse rises as a {@creature Myconid Spore Servant|XMM}. The corpse stays animate for {@dice 1d4 + 1} weeks or until destroyed, and it can't be animated again in this way."]},{"name":"Pacifying Spores","entries":["{@actSave con} {@dc 12}, one creature the myconid can see within 10 feet. {@actSaveFail} The target has the {@condition Stunned|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"name":"Rapport Spores","entries":["The myconid expels spores in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Myconid sovereigns resemble towering myconid adults with elaborate fungal growths. They direct their lesser kin and see to the health and growth of vast fungal blooms."]},{"type":"section","name":"Myconids","entries":["{@i Keepers of the Spore}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Myconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures."]}],"gallery":[{"path":"bestiary/XMM/Myconids.webp","credit":"Caroline Gariba"}],"otherVersions":[{"id":"myconid-sovereign-mm","source":"MM"}]},{"id":"myconid-sovereign-mm","name":"Myconid Sovereign","source":"MM","page":232,"srd":false,"image":"bestiary/MM/Myconids.webp","token":"bestiary/tokens/MM/Myconid Sovereign.webp","size":"Large","creatureType":"Plant","alignment":"Lawful Neutral","ac":"13","initiative":"+0 (10)","hp":"60 (8d10 + 16)","speed":"30 ft.","str":12,"dex":10,"con":14,"int":13,"wis":15,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Distress Spores","entries":["When the myconid takes damage, all other myconids within 240 feet of it can sense its pain."]},{"name":"Sun Sickness","entries":["While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack."]},{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 3d4 + 1}) bludgeoning damage plus 7 ({@damage 3d4}) poison damage."]},{"name":"Animating Spores (3/Day)","entries":["The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for {@dice 1d4 + 1} weeks or until destroyed, and it can't be animated again in this way."]},{"name":"Hallucination Spores","entries":["The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} target is {@condition incapacitated} while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Pacifying Spores","entries":["The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Rapport Spores","entries":["A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.",{"name":"Circles and Melds","type":"entries","entries":["The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.","A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures."]},{"name":"Myconid Reproduction","type":"entries","entries":["Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation."]}]}]}],"gallery":[{"path":"bestiary/MM/Myconids.webp","credit":"Hector Ortiz"}],"hidden":true,"otherVersions":[{"id":"myconid-sovereign","source":"XMM"}]},{"id":"myconid-spore-servant","name":"Myconid Spore Servant","source":"XMM","page":223,"srd":false,"image":"bestiary/XMM/Myconid Spore Servant.webp","token":"bestiary/tokens/XMM/Myconid Spore Servant.webp","size":"Small or Medium","creatureType":"Plant","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"37 (5d8 + 15)","speed":"20 ft.","str":16,"dex":12,"con":16,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; frightened; paralyzed; poisoned","senses":"Blindsight 30 ft., Passive Perception 8","languages":"telepathy 30 ft.","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage plus 2 ({@damage 1d4}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Spore servants are corpses that have been overgrown and reanimated by a myconid sovereign's spores. These fungus-infested bodies are extensions of a myconid sovereign and obey its will."]},{"type":"section","name":"Myconids","entries":["{@i Keepers of the Spore}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Myconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures."]}],"gallery":[{"path":"bestiary/XMM/Myconid Spore Servant.webp"},{"path":"bestiary/XMM/Myconids.webp","credit":"Caroline Gariba"}]},{"id":"myconid-sprout","name":"Myconid Sprout","source":"XMM","page":222,"srd":false,"image":"bestiary/XMM/Myconids.webp","token":"bestiary/tokens/XMM/Myconid Sprout.webp","size":"Small","creatureType":"Plant","alignment":"Lawful Neutral","ac":"10","initiative":"+0 (10)","hp":"3 (1d6)","speed":"10 ft.","str":8,"dex":10,"con":10,"int":8,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 10","languages":"telepathy 240 ft.","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark","treasure":"Any","traits":[{"name":"Sun Sickness","entries":["While in sunlight, the myconid has {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}. The myconid dies if it spends more than 1 hour in sunlight."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 1}, reach 5 ft. {@h}1 ({@damage 1d4 - 1}) Bludgeoning damage plus 2 ({@damage 1d4}) Poison damage."]},{"name":"Rapport Spores","entries":["The myconid expels spores in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Myconid sprouts tend to their fungal homes and watch for trespassers."]},{"type":"section","name":"Myconids","entries":["{@i Keepers of the Spore}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Myconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures."]}],"gallery":[{"path":"bestiary/XMM/Myconids.webp","credit":"Caroline Gariba"}],"otherVersions":[{"id":"myconid-sprout-mm","source":"MM"}]},{"id":"myconid-sprout-mm","name":"Myconid Sprout","source":"MM","page":230,"srd":false,"image":"bestiary/MM/Myconids.webp","token":"bestiary/tokens/MM/Myconid Sprout.webp","size":"Small","creatureType":"Plant","alignment":"Lawful Neutral","ac":"10","initiative":"+0 (10)","hp":"7 (2d6)","speed":"10 ft.","str":8,"dex":10,"con":10,"int":8,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Distress Spores","entries":["When the myconid takes damage, all other myconids within 240 feet of it can sense its pain."]},{"name":"Sun Sickness","entries":["While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight."]}],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage plus 2 ({@damage 1d4}) poison damage."]},{"name":"Rapport Spores (3/Day)","entries":["A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.",{"name":"Circles and Melds","type":"entries","entries":["The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.","A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures."]},{"name":"Myconid Reproduction","type":"entries","entries":["Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation."]}]}]}],"gallery":[{"path":"bestiary/MM/Myconids.webp","credit":"Hector Ortiz"}],"hidden":true,"otherVersions":[{"id":"myconid-sprout","source":"XMM"}]},{"id":"myla","name":"Myla","source":"DoSI","page":9,"srd":false,"image":"bestiary/tokens/DoSI/Myla.webp","token":"bestiary/tokens/DoSI/Myla.webp","size":"Small","creatureType":"Humanoid","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"10 (3d6)","speed":"30 ft., fly 10 ft.","str":7,"dex":14,"con":10,"int":15,"wis":7,"cha":9,"saves":"","skills":"Arcana +4, Perception +0","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Inquiring Mind (1/Day)","entries":["Myla can cast {@spell detect magic}, requiring no spell components and using Intelligence as the spellcasting ability."]},{"name":"Pack Tactics","entries":["Myla has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Myla has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Alchemical Flame {@recharge}","entries":["Myla unleashes fire in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed saving throw, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"myx-nargis-ruba","name":"Myx Nargis Ruba","source":"JttRC","page":71,"srd":false,"image":"bestiary/JttRC/044-05-004.myx-nargis-ruba.webp","token":"bestiary/tokens/JttRC/Myx Nargis Ruba.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Nargis adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/044-05-004.myx-nargis-ruba.webp","credit":"Kniio"}]},{"id":"na","name":"Na","source":"ToA","page":228,"srd":false,"image":"bestiary/tokens/ToA/Na.webp","token":"bestiary/tokens/ToA/Na.webp","size":"Small","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"3 (1d6)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nabassu","name":"Nabassu","source":"MPMM","page":188,"srd":false,"image":"bestiary/MPMM/Nabassu.webp","token":"bestiary/tokens/MPMM/Nabassu.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+2 (12)","hp":"190 (20d8 + 100)","speed":"40 ft., fly 60 ft.","str":22,"dex":14,"con":21,"int":14,"wis":15,"cha":17,"saves":"Str +11, Dex +7","skills":"Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal, telepathy 120 ft.","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Demonic Shadows","entries":["The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light."]},{"name":"Devour Soul","entries":["A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a Construct nor an Undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 ({@damage 1d6}) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a {@spell wish} spell."]},{"name":"Magic Resistance","entries":["The nabassu has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nabassu makes one Bite attack and one Claw attack, and it uses Soul-Stealing Gaze."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}38 ({@damage 5d12 + 6}) necrotic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}28 ({@damage 4d10 + 6}) force damage."]},{"name":"Soul-Stealing Gaze","entries":["The nabassu targets one creature it can see within 30 feet of it. If the target isn't a Construct or an Undead, it must succeed on a {@dc 16} Charisma saving throw or take 13 ({@damage 2d12}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the nabassu regains hit points equal to half that amount. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a Humanoid, it immediately rises as a {@creature ghoul} under the nabassu's control."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu.","Most other demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets.","Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. A summoned nabassu seeks to break free so that it can devour the soul of its summoner and then feed on the souls of whatever other creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which might persuade the demon to be cooperative—as long as the supply lasts."],"gallery":[{"path":"bestiary/MPMM/Nabassu.webp","credit":"Claudio Pozas"}],"otherVersions":[{"id":"nabassu-mtf","source":"MTF"}]},{"id":"nabassu-mtf","name":"Nabassu","source":"MTF","page":135,"srd":false,"image":"bestiary/MTF/Nabassu.webp","token":"bestiary/tokens/MTF/Nabassu.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+2 (12)","hp":"190 (20d8 + 100)","speed":"40 ft., fly 60 ft.","str":22,"dex":14,"con":21,"int":14,"wis":15,"cha":17,"saves":"Str +11, Dex +7","skills":"Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal, telepathy 120 ft.","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Demonic Shadows","entries":["The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light."]},{"name":"Devour Soul","entries":["A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice ({@dice d8}s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 ({@damage 1d6}) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a {@spell wish} spell."]},{"name":"Magic Resistance","entries":["The nabassu has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The nabassu's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite."]},{"name":"Claws","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}32 ({@damage 4d12 + 6}) piercing damage."]},{"name":"Soul-Stealing Gaze","entries":["The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a {@dc 16} Charisma saving throw or reduce its hit point maximum by 13 ({@damage 2d12}) damage and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a {@creature ghoul} under the nabassu's control."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Nabassu","type":"entries","entries":["The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu."]},{"name":"Hated Outcasts","type":"entries","entries":["Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this reason, most demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets."]},{"name":"Demonic Infiltrators","type":"entries","entries":["Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. If a nabassu is summoned, it tries to break free so that it can devour the soul of its summoner and then set out to feed on the souls of whatever creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which can cause the demon to be cooperative—for as long as the supply lasts."]}]}]}],"gallery":[{"path":"bestiary/MTF/Nabassu.webp","credit":"Claudio Pozas"}],"hidden":true,"otherVersions":[{"id":"nabassu","source":"MPMM"}]},{"id":"naergoth-bladelord","name":"Naergoth Bladelord","source":"RoT","page":90,"srd":false,"image":"bestiary/RoT/Naergoth Bladelord.webp","token":"bestiary/tokens/RoT/Naergoth Bladelord.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"18","initiative":"+1 (11)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":20,"dex":12,"con":16,"int":12,"wis":14,"cha":16,"saves":"Dex +5, Wis +6","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}20 ({@damage 5d6 + 3}) necrotic damage. The target must succeed on a {@dc 15} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Longsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) if used with two hands, plus 10 ({@damage 3d6}) necrotic damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage plus 10 ({@damage 3d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/RoT/Naergoth Bladelord.webp"}]},{"id":"naes-inuus","name":"Naes Inuus","source":"MaBJoV","page":42,"srd":false,"image":"bestiary/MaBJoV/Naes Inuus.webp","token":"bestiary/tokens/MaBJoV/Naes Inuus.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"18","initiative":"+2 (12)","hp":"187 (25d8 + 75)","speed":"30 ft.","str":14,"dex":14,"con":16,"int":13,"wis":20,"cha":14,"saves":"Con +8, Wis +10","skills":"Insight +10, Medicine +15, Persuasion +7, Religion +11","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Celestial, Common, Elvish","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Naes casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell lesser restoration}, {@spell light}, {@spell sanctuary}","2/day each: {@spell antilife shell}, {@spell blade barrier}","1/day each: {@spell divine word}, {@spell mass heal}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 14 ({@damage 4d6}) radiant damage."]},{"name":"Corona of Beauty","entries":["Naes activates an aura of sunlight that lasts for 1 minute or until he dismisses it using an action. He emits bright light in a 60-foot-radius and dim light 30 feet beyond that. His enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage."]},{"name":"Radiant Beauty of Sune {@recharge 4}","entries":["Naes dispels any magical darkness within 30 feet of him. Additionally, each hostile creature within 30 feet of Naes that does not have {@quickref Cover||3||total cover} must make a {@dc 18} Constitution saving throw, taking 60 radiant damage on a failed saving throw, half as much damage on a successful one. A creature that fails the saving throw has the {@condition blinded} condition for 1 minute."]}],"bonusActions":[],"reactions":[{"name":"Hard to Kill (1/Day)","entries":["If Naes would drop to 0 hit points as a result of taking damage, or is subjected to an effect that would kill him instantaneously without doing damage, Naes instead drops to 1 hit point."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Naes Inuus is the high priest of Sune and also known as the First Heartwarder. He believes that Sune is a goddess for all beings of the realms, and his ultimate dream is to have a temple devoted to Sune in every city and village from the Sword Coast to the Sea of Fallen Stars and beyond.","Naes and his twin, Tiberius, were born in the city of Waterdeep to one of the city's most powerful noblemen. He abandoned the twins when their mother, a cleric of Sune, died during childbirth and so the children were taken in by the Church of Sune. They were raised in the Temple of Beauty in Waterdeep and grew into pious men who were favored by the goddess of love.","When they came of age, the twins set out to spread the love and beauty of Sune across the Realms. In the history of the church, none of Sune's faithful have ever been responsible for establishing as many new temples as has Naes. From Neverwinter in the North to Port Nyanzaru on the Chultan peninsula, it is difficult to find a community that doesn't have at least a shrine devoted to the goddess of beauty.","Naes's devotion to Sune leads him to be intolerant of other faiths. He believes that Sune represents civilization's best chance to survive in a world that is filled with monsters, evil and ugliness. His sermons on the virtues of Sune can come across as condescending to those whose faiths differ. Naes is self-aware enough to recognize how he can be perceived and tones down his rhetoric when dealing with potential allies.","As the high priest of Sune's faith on Faerûn, Naes leaves most of the evangelizing work to his twin brother, Tiberius. However, if there is an opportunity to convert a significant number of people to Sune's faith, Naes will leave his offices in the Temple of Beauty. He relishes these few chances to return to the road. Naes falls in love easily and if he meets a man or woman that he takes a fancy to, then he will strike up a friendship with the hope of it leading to something more.",{"type":"entries","name":"Naes as a Contact","entries":["Once members of the Church of Sune reach 9th level they gain access to Naes as a contact. Naes has connections with some of the most powerful noble families, dynasties and kingdoms. Because of this he is able to arrange marriages, adoptions, titles and other such things. He requires a donation to the Church of Sune before he begins work on the arrangement. The donation is significantly less for those who worship Sune. You can only be married once and you can have noble status in one city.",{"type":"table","caption":"Special Arrangements Through Naes","colLabels":["Arrangement","Benefit","Cost","Cost For Sune Faithful"],"colStyles":["col-5","col-4","col-1 text-right","col-2 text-right"],"rows":[["Adoption or marriage to Baldur's Gate duke/duchess","You can change your subclass","1,000 gp","750 gp"],["Adoption or marriage to Waterdeep Hidden Lord","Gain proficiency in a skill of your choice","500 gp","250 gp"],["Adoption or marriage to member of Athkatla's Council of Six","Gain an uncommon magic item of your choice","1500 gp","1000 gp"],["Elevated to Mithral Lordship in Athkatla","Gain a rare magic item of your choice","5,000 gp","3,000 gp"],["Granted ownership of vacated noble estate in Baldur's Gate","Gain a feat of your choice","10,000 gp","7,500 gp"],["Granted noble status in Waterdeep","Gain expertise in a skill of your choice","10,000 gp","7,500 gp"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Naes Inuus.webp"}]},{"id":"naevys-tharesso","name":"Naevys Tharesso","source":"KftGV","page":150,"srd":false,"image":"bestiary/tokens/KftGV/Naevys Tharesso.webp","token":"bestiary/tokens/KftGV/Naevys Tharesso.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Naevys Tharesso has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Naevys Tharesso makes two melee attacks."]},{"name":"Flame Tongue Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands. The knight can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until she uses a bonus action to speak the command word again or until she drops or sheathes the sword."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Naevys Tharesso can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Naevys Tharesso adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nafas","name":"Nafas","source":"QftIS","page":210,"srd":false,"image":"bestiary/QftIS/Nafas.webp","token":"bestiary/tokens/QftIS/Nafas.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Good","ac":"19","initiative":"+4 (14)","hp":"350 (28d10 + 196)","speed":"30 ft., fly 90 ft. (hover)","str":23,"dex":18,"con":24,"int":15,"wis":18,"cha":23,"saves":"Dex +11, Wis +11, Cha +13","skills":"Perception +11, Performance +13","vulnerabilities":"","resistances":"poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; thunder","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 21","languages":"Auran, Common","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Dimensionally Bound","entries":["Nafas can't leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted."]},{"name":"Last Wish","entries":["When Nafas drops to 0 hit points, his body disintegrates into a whirl of multiversal dust that surrounds one creature responsible for his demise. That creature then hears Nafas's last wish: for the creature to take his place.","If the creature accepts, it is transformed into a noble djinni. The creature's game statistics are replaced by those of Nafas (including this trait), though it retains its name, alignment, and personality. The creature also inherits Nafas's palace and all it contains.","If the creature refuses, Nafas gains a new body in {@dice 1d10} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase."]},{"name":"Legendary Resistance (5/Day)","entries":["If Nafas fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Nafas has advantage on saving throws against spells and other magical effects."]},{"name":"Noble Genie","entries":["Nafas doesn't suffer any of the penalties that normally follow casting the {@spell Wish} spell to produce an effect other than duplicating another spell."]}],"spellcasting":[{"name":"Spellcasting","entries":["Nafas casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell Detect Evil and Good}, {@spell Detect Magic}, {@spell Thaumaturgy}","3/day each: {@spell Create Food and Water} (the food is always tasty), {@spell Dispel Magic}, {@spell Invisibility}, {@spell Legend Lore} (as an action), {@spell Tongues}, {@spell Wind Walk} (as an action)","1/day each: {@spell Gaseous Form}, {@spell Major Image}, {@spell Teleport}, {@spell Wish}"]}],"actions":[{"name":"Multiattack","entries":["Nafas makes three Storm Shamshir attacks and uses Create Vortex."]},{"name":"Storm Shamshir","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 14 ({@damage 4d6}) lightning or thunder damage (Nafas's choice)."]},{"name":"Create Vortex","entries":["A 10-foot-radius, 60-foot-tall cylinder of swirling cosmic dust forms on a point Nafas can see within 120 feet of him. The vortex lasts as long as Nafas maintains {@status concentration} (as if {@status concentration||concentrating} on a spell). When the vortex appears, each creature other than Nafas in the vortex's area must make a {@dc 22} Strength saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) force damage and has the {@condition restrained} condition. On a successful save, a creature takes half as much damage only and moves to the nearest unoccupied space outside the vortex.","On subsequent turns, Nafas can use this action to move the vortex up to 60 feet. When the vortex enters a creature's space for the first time on a turn, the creature must make the same saving throw as when the vortex first appeared. Creatures {@condition restrained} by the vortex move with it.","A creature {@condition restrained} by the vortex, or another creature that can reach it, can use its action to make a {@dc 22} Strength check. On a successful check, the {@condition restrained} creature is no longer {@condition restrained} and moves to the nearest unoccupied space outside the vortex."]}],"bonusActions":[],"reactions":[{"name":"Blowback","entries":["Immediately after a creature Nafas can see ends its turn, Nafas exhales forceful winds in a 30-foot cone. Large or smaller creatures in that area must succeed on a {@dc 22} Strength saving throw or be pushed up to 15 feet away from him."]},{"name":"Zephyr Step","entries":["In response to being hit by an attack roll, Nafas moves up to half his flying speed without provoking opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), Nafas can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Downdraft","entry":"Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn, and the target must succeed on a {@dc 21} Strength saving throw or have the prone condition."},{"type":"item","name":"Lightning Strike","entry":"A bolt of lightning strikes a point Nafas can see within 120 feet of him. Each creature within 10 feet of that point must succeed on a {@dc 21} Dexterity saving throw or take 16 ({@damage 3d10}) lightning damage."},{"type":"item","name":"Stardust","entry":"Nafas creates a 20-foot-radius sphere of multiversal dust centered on a point anywhere in his lair. The sphere spreads around corners, and its area is heavily obscured. The dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can't be dispersed by wind."}]}],"regionalEffects":["The region containing Nafas's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Mirages","entry":"Sapient creatures within 3 miles of the lair frequently see illusions of their hearts' desires, be they fame, fortune, or long-departed comrades. These mirages don't hold up to physical inspection and vanish after a brief interaction."},{"type":"item","name":"Safe Descents","entry":"Within 3 miles of the lair, winds buoy creatures that fall, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas's or his allies' actions don't gain this benefit, instead falling as normal."},{"type":"item","name":"Wishful Winds","entry":"The wishes of creatures across the multiverse, including those within the Infinite Staircase, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes."}]},"If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced by the creature that slays him (see the Last Wish trait in Nafas's stat block)."],"lore":[{"type":"entries","entries":["Nafas is the breath of the multiverse, an ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He's a timeless force of untold power, a genie made noble by the planes themselves. A cloud of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.","No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored to the extradimensional realm that created him. From the steps of the staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by circumstance, Nafas relies on adventurers—whom he considers the living manifestations of a wish granted—to respond to these calls.","To friendly adventurers and weary travelers along the staircase, Nafas is a benevolent host, welcoming his guests with feasts, musical performances, and charming tales over tea. However, those who abuse the djinni's hospitality or seek to bind him to their service with Iron Flasks or other magic provoke his tempestuous ire.","When Nafas is provoked, the scope of his retribution is limited only by his imagination. Though the genie typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn't above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his favor.","The multiverse dictates that there must always be a noble djinni to preside over the Infinite Staircase. If slain, Nafas re-forms within days, coalescing from cosmic air. The only way to truly destroy Nafas is to take his place.",{"type":"inset","name":"Nafas as a Patron","entries":["In addition to linking the adventures in this book, you can use Nafas as a group patron (detailed in Tasha's Cauldron of Everything). In this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas can also act as a warlock's otherworldly patron, imparting a fraction of his power in exchange for the warlock's loyal service."]}]},{"type":"section","entries":[{"type":"entries","name":"Nafas's Lair","entries":["Nafas lairs in the Censer of Dreams, an aeolian palace within the Infinite Staircase where winds and wishes converge (see chapter 1 of Quests from the Infinite Staircase). Windcatchers rise above its spacious chambers and softly glowing domes, and melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a haven for friendly creatures."]}]}],"gallery":[{"path":"bestiary/QftIS/Nafas.webp"},{"path":"bestiary/QftIS/Nafas's Shamshir.webp","credit":"Kevin Glint"}]},{"id":"nafik","name":"Nafik","source":"QftIS","page":212,"srd":false,"image":"bestiary/QftIS/Nafik.webp","token":"bestiary/tokens/QftIS/Nafik.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+0 (10)","hp":"82 (11d8 + 33)","speed":"20 ft.","str":18,"dex":10,"con":16,"int":10,"wis":16,"cha":14,"saves":"Int +3, Wis +6","skills":"History +3, Religion +3","vulnerabilities":"fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If Nafik fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Nafik has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["When he is destroyed, Nafik gains a new body in 24 hours if his heart is intact, regaining all his hit points. The new body appears in an unoccupied space within 5 feet of Nafik's heart."]}],"spellcasting":[{"name":"Spellcasting","entries":["Nafik casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Thaumaturgy}","1/day: {@spell Insect Plague}","2/day each: {@spell Command}, {@spell Silence}"]}],"actions":[{"name":"Multiattack","entries":["Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the {@spell Remove Curse} spell or other magic."]},{"name":"Unholy Beam","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) necrotic damage, and the next attack roll made against this target before the end of Nafik's next turn has advantage."]},{"name":"Dreadful Glare","entries":["Nafik targets one creature he can see within 60 feet of himself. The target must succeed on a {@dc 14} Wisdom saving throw or have the {@condition frightened} condition until the end of Nafik's next turn. A target that succeeds on the saving throw is immune to Nafik's Dreadful Glare for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In life, Nafik was the high priest of Amun Sa, the last pharaoh of the land of Bakar. Nafik was a loyal subject and was respected in turn by Amun Sa and the lesser priests in the pharaoh's retinue. When Amun Sa died, Nafik and a cadre of priests locked themselves in Amun Sa's tomb according to tradition. There, they performed holy rites and accepted food and offerings from the outside.","As time went on, Nafik grew envious of Amun Sa. \"Why should the pharaoh get to enjoy eternal bliss in the afterlife while his priests are condemned to live out the rest of their lives imprisoned in his pyramid?\" he thought. In his anger, Nafik turned to unholy grimoires, seeking forbidden rituals he hoped could teach him the secrets of everlasting life.","When the lands of Bakar dried up, the faithful stopped bringing offerings to Amun Sa's tomb. The threat of starvation loomed over Nafik and his priests. In a desperate measure, Nafik wrought a haphazard ritual on himself and his fellow priests, transforming them and himself into Undead. Heartless and corrupted by evil, Nafik now rules over the upper halls of Amun Sa's pyramid and the priests he sentenced to an exanimate eternity."]}],"gallery":[{"path":"bestiary/QftIS/Nafik.webp"}]},{"id":"nagpa","name":"Nagpa","source":"MPMM","page":189,"srd":false,"image":"bestiary/MPMM/Nagpa.webp","token":"bestiary/tokens/MPMM/Nagpa.webp","size":"Medium","creatureType":"Monstrosity (Wizard)","alignment":"Neutral Evil","ac":"19","initiative":"+2 (12)","hp":"203 (37d8 + 37)","speed":"30 ft.","str":9,"dex":15,"con":12,"int":23,"wis":18,"cha":21,"saves":"Int +12, Wis +10, Cha +11","skills":"Arcana +12, Deception +11, History +12, Insight +10, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 20","languages":"Common plus up to five other languages","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Coastal, Desert, Forest, Swamp, Underdark, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The nagpa casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 20}):","At will: {@spell detect magic}, {@spell mage hand}, {@spell message}, {@spell minor illusion}","2/day each: {@spell fireball}, {@spell fly}, {@spell hold person}, {@spell suggestion}, {@spell wall of fire}","1/day each: {@spell dominate person}, {@spell etherealness}, {@spell feeblemind}"]}],"actions":[{"name":"Multiattack","entries":["The nagpa makes three Staff or Deathly Ray attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Staff","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 24 ({@damage 7d6}) necrotic damage."]},{"name":"Deathly Ray","entries":["{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}30 ({@damage 7d6 + 6}) necrotic damage."]}],"bonusActions":[{"name":"Corruption","entries":["The nagpa targets one creature it can see within 90 feet of it. The target must make a {@dc 20} Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is {@condition charmed} by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours."]},{"name":"Paralysis {@recharge 6}","entries":["The nagpa forces each creature within 30 feet of it to make a {@dc 20} Wisdom saving throw, excluding Undead and Constructs. On a failed save, a target is {@condition paralyzed} for 1 minute. A {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Long ago, the Raven Queen cursed a cabal of powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of fallen civilizations and great calamities.","Nagpas still fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive.","Hungry to claim more power despite the Raven Queen's curse, nagpas strive to bring about world-shaking destruction. From the shadows, they manipulate events to bring about ruin. They can bring to bear an array of spells to turn other creatures into their agents, influencing their decisions in subtle ways and making them unwitting accomplices in their own destruction. Nagpas are extraordinarily patient and pursue several schemes simultaneously, so if one plan goes awry, they can shift their focus to another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow. They then revel in the grand devastation their plotting brought about—looting libraries, plundering vaults, and prying secrets of arcane lore and power from the wreckage."],"gallery":[{"path":"bestiary/MPMM/Nagpa.webp","credit":"Lars Grant-West"}],"otherVersions":[{"id":"nagpa-mtf","source":"MTF"}]},{"id":"nagpa-mtf","name":"Nagpa","source":"MTF","page":215,"srd":false,"image":"bestiary/MTF/Nagpa.webp","token":"bestiary/tokens/MTF/Nagpa.webp","size":"Medium","creatureType":"Humanoid (Nagpa)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"187 (34d8 + 34)","speed":"30 ft.","str":9,"dex":15,"con":12,"int":23,"wis":18,"cha":21,"saves":"Int +12, Wis +10, Cha +11","skills":"Arcana +12, Deception +11, History +12, Insight +10, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 20","languages":"Common plus up to five other languages","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Coastal, Desert, Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Corruption","entries":["As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a {@dc 20} Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is {@condition charmed} by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours."]},{"name":"Paralysis {@recharge}","entries":["As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a {@dc 20} Wisdom saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect."]}],"spellcasting":[{"name":"Spellcasting","entries":["The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). A nagpa has the following wizard spells prepared:","Cantrips (at will): {@spell chill touch}, {@spell fire bolt}, {@spell mage hand}, {@spell message}, {@spell minor illusion}","Level 1 (4 slots): {@spell charm person}, {@spell detect magic}, {@spell protection from evil and good}, {@spell witch bolt}","Level 2 (3 slots): {@spell hold person}, {@spell ray of enfeeblement}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell confusion}, {@spell hallucinatory terrain}, {@spell wall of fire}","Level 5 (2 slots): {@spell dominate person}, {@spell dream}, {@spell geas}","Level 6 (1 slots): {@spell circle of death}, {@spell disintegrate}","Level 7 (1 slots): {@spell etherealness}, {@spell prismatic spray}","Level 8 (1 slots): {@spell feeblemind}"]}],"actions":[{"name":"Staff","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Nagpas can't learn from that which isn't destroyed. Imagine how bewildering and terrifying a city full of life must be to them. Is it any wonder that they seek the ruin of such places?"],"by":"Mordenkainen"},{"type":"entries","name":"Nagpa","entries":["Long ago, the Raven Queen cursed a cabal of thirteen powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She stripped them of their beauty, turning them into scabrous, birdlike monstrosities. The nagpas now plot as they ever did, but they now strive to bring about terrible, world-shaking calamities so they can pry secrets and power from the wreckage their conspiracies create.","The nagpas fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive."]},{"name":"Looters of Civilization","type":"entries","entries":["The curse the Raven Queen placed on the nagpas restricts the ways in which they can acquire new lore and magical power, barring them from any source except for the ruins left behind from fallen civilizations and great calamities. For this reason, nagpas turn their efforts to bringing about such ends, so they can loot the libraries, plunder the vaults, and gather up secrets of arcane lore from the wreckage."]},{"name":"Puppet Masters","type":"entries","entries":["Nagpas work in the shadows, manipulating events to bring about ruin. As accomplished magic-users, they can bring to bear an array of spells to make agents of other creatures, influencing their decisions in subtle ways and pulling on strings to make them into unwitting accomplices in their own destruction. Nagpas show great patience in their plots and have several schemes working simultaneously, each at different stages of completion, so if one plan goes awry, they can shift their focus to another. Typically, nagpas only show their handiwork and emerge from the shadows when they can deliver a finishing blow and then revel in the grand devastation their plotting brought about."]}]}]}],"gallery":[{"path":"bestiary/MTF/Nagpa.webp","credit":"Lars Grant-West"}],"hidden":true,"otherVersions":[{"id":"nagpa","source":"MPMM"}]},{"id":"nahual","name":"Nahual","source":"TftYP","page":91,"srd":false,"image":"bestiary/tokens/TftYP/Nahual.webp","token":"bestiary/tokens/TftYP/Nahual.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Insight +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Ambusher","entries":["In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has {@status surprised}."]},{"name":"Surprise Attack","entries":["If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@damage 3d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The doppelganger makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage."]},{"name":"Read Thoughts","entries":["The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's {@status concentration} isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"naiad","name":"Naiad","source":"CM","page":84,"srd":false,"image":"bestiary/CM/Naiad.webp","token":"bestiary/tokens/CM/Naiad.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"31 (7d8)","speed":"30 ft., swim 30 ft.","str":10,"dex":16,"con":11,"int":15,"wis":10,"cha":18,"saves":"","skills":"Persuasion +6, Sleight Of Hand +5","vulnerabilities":"","resistances":"psychic","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Passive Perception 10","languages":"Common, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The naiad can breathe air and water."]},{"name":"Invisible in Water","entries":["The naiad is {@condition invisible} while fully immersed in water."]},{"name":"Magic Resistance","entries":["The naiad has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The naiad's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:","At will: {@spell minor illusion}","3/day: {@spell phantasmal force}","1/day each: {@spell fly}, {@spell hypnotic pattern}"]}],"actions":[{"name":"Multiattack","entries":["The naiad makes two psychic touch attacks."]},{"name":"Psychic Touch","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CM/Naiad.webp","credit":"Caroline Gariba"}],"otherVersions":[{"id":"naiad-mot","source":"MOT"}]},{"id":"naiad-mot","name":"Naiad","source":"MOT","page":236,"srd":false,"image":"bestiary/MOT/Naiad.webp","token":"bestiary/tokens/MOT/Naiad.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"31 (7d8)","speed":"30 ft., swim 30 ft.","str":10,"dex":16,"con":11,"int":15,"wis":10,"cha":18,"saves":"","skills":"Persuasion +6, Sleight Of Hand +5","vulnerabilities":"","resistances":"psychic","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Passive Perception 10","languages":"Common, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The naiad can breathe air and water."]},{"name":"Invisible in Water","entries":["The naiad is {@condition invisible} while fully immersed in water."]},{"name":"Magic Resistance","entries":["The naiad has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The naiad's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no material components:","At will: {@spell minor illusion}","3/day: {@spell phantasmal force}","1/day each: {@spell fly}, {@spell hypnotic pattern}"]}],"actions":[{"name":"Multiattack","entries":["The naiad makes two psychic touch attacks."]},{"name":"Psychic Touch","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Naiads live in and near water. They might be spotted among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature's might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its personality.",{"type":"entries","name":"Aquatic Collectors","entries":["Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains for whatever catches their eye. Living creatures aren't exempt from this curiosity, either. Naiads are known to befriend aquatic creatures, or even to keep modest menageries. The occasional star-crossed castaway has even been known to become part of such collections."]},{"type":"entries","name":"Secret Routes of the Sea","entries":["Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs know for sure."]}]},{"type":"entries","name":"Nymphs","entries":["Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.",{"type":"entries","name":"Immortal Nature","entries":["A nymph doesn't require food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MOT/Naiad.webp","credit":"Kieran Yanner"}],"hidden":true,"otherVersions":[{"id":"naiad","source":"CM"}]},{"id":"nalfeshnee","name":"Nalfeshnee","source":"XMM","page":224,"srd":true,"image":"bestiary/XMM/Nalfeshnee.webp","token":"bestiary/tokens/XMM/Nalfeshnee.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+5 (15)","hp":"184 (16d10 + 96)","speed":"20 ft., fly 30 ft.","str":21,"dex":10,"con":22,"int":19,"wis":12,"cha":15,"saves":"Con +11, Int +9, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"frightened; poisoned","senses":"Truesight 120 ft., Passive Perception 11","languages":"Abyssal; telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Planar, Abyss","treasure":"Relics","traits":[{"name":"Demonic Restoration","entries":["If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]},{"name":"Magic Resistance","entries":["The nalfeshnee has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nalfeshnee makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}16 ({@damage 2d10 + 5}) Slashing damage plus 11 ({@damage 2d10}) Force damage."]},{"name":"Teleport","entries":["The nalfeshnee teleports up to 120 feet to an unoccupied space it can see."]}],"bonusActions":[{"name":"Horror Nimbus {@recharge 5}","entries":["{@actSave wis} {@dc 15}, each creature in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the nalfeshnee. {@actSaveFail} 28 ({@damage 8d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. {@actSaveSuccess} The target is immune to this nalfeshnee's Horror Nimbus for 24 hours."]}],"reactions":[{"name":"Pursuit","entries":["{@actTrigger} Another creature the nalfeshnee can see ends its move within 120 feet of the nalfeshnee. {@actResponse} The nalfeshnee uses Teleport, but its destination space must be within 10 feet of the triggering creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Nalfeshnee","entries":["{@i Demon of Intimidation and Hopelessness}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Nalfeshnees seek to dominate all they encounter. Hulking and grotesque, these demons combine misshapen, bestial features with ogre-like frames. Through both brute force and cunning, nalfeshnees compel cultists and weaker demons to serve them in the endless conflicts of the Abyss or in plots on the Material Plane.","Many nalfeshnees view themselves as prospective demon lords and seek to conquer realms of their own. They often use promises of fiendish magic or Abyssal alliances to tempt ambitious mortals into ruinous pacts. Should they run out of patience, nalfeshnees conjure visions of the Abyss and other nightmares to terrorize others into obeying.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The Blood War—that ageless clash between devils and demons—helps ensure the balance of the multiverse. At times it makes unlikely allies, but never delude yourself into believing there's a lesser of two evil. I won't be thanking a demon for every day I'm spared a devil's lash."],"by":"Mordenkainen"}]}]}],"gallery":[{"path":"bestiary/XMM/Nalfeshnee.webp","credit":"Justin Gerard"}],"otherVersions":[{"id":"nalfeshnee-mm","source":"MM"}]},{"id":"nalfeshnee-mm","name":"Nalfeshnee","source":"MM","page":62,"srd":false,"image":"bestiary/MM/Nalfeshnee.webp","token":"bestiary/tokens/MM/Nalfeshnee.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"184 (16d10 + 96)","speed":"20 ft., fly 30 ft.","str":21,"dex":10,"con":22,"int":19,"wis":12,"cha":15,"saves":"Con +11, Int +9, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The nalfeshnee has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}32 ({@damage 5d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage."]},{"name":"Horror Nimbus {@recharge 5}","entries":["The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours."]},{"name":"Teleport","entries":["The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The nalfeshnee is one of the most grotesque demons-a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and cunning.","Nalfeshnees are devastating in combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort. From the thick of battle, they telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run. Nalfeshnees feed on hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Nalfeshnee.webp"}],"hidden":true,"otherVersions":[{"id":"nalfeshnee","source":"XMM"}]},{"id":"nanny-pu-pu","name":"Nanny Pu'pu","source":"ToA","page":72,"srd":false,"image":"bestiary/ToA/Nanny Pu'pu.webp","token":"bestiary/tokens/ToA/Nanny Pu'pu.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":18,"dex":12,"con":16,"int":13,"wis":14,"cha":14,"saves":"","skills":"Arcana +3, Deception +4, Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Draconic, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Hill","treasure":"","traits":[{"name":"Amphibious","entries":["Pu'pu can breathe air and water."]},{"name":"Mimicry","entries":["Pu'pu can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Pu'pu's innate spellcasting ability is Charisma (spell save {@dc 12}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}, {@spell minor illusion}, {@spell vicious mockery}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Illusory Appearance","entries":["Pu'pu covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.","The changes wrought by this effect fail to hold up to physical inspection. For example, Pu'pu could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the hag is disguised."]},{"name":"Invisible Passage","entries":["Pu'pu magically turns {@condition invisible} until she attacks or casts a spell, or until her {@status concentration} ends (as if {@status concentration||concentrating} on a spell). While {@condition invisible}, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is {@condition invisible} with her."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.","On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.","The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."]},"A powerful green hag might have the following additional lair action:",{"type":"list","items":["The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession."]}],"regionalEffects":["Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.","The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",{"type":"list","items":["Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.","Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.","Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."]},"A powerful green hag creates one or more of the following additional regional effects within 1 mile of her lair:",{"type":"list","items":["Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate's space. If the illusory duplicate takes any damage, it disappears.","The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.","Trees transform into {@creature awakened tree||awakened trees} and attack when hostile intruders are near."]}],"gallery":[{"path":"bestiary/ToA/Nanny Pu'pu.webp"}]},{"id":"nar-l-xibrindas","name":"Nar'l Xibrindas","source":"WDH","page":211,"srd":false,"image":"bestiary/WDH/Nar'l Xibrindas.webp","token":"bestiary/tokens/WDH/Nar'l Xibrindas.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"45 (10d8)","speed":"30 ft.","str":9,"dex":14,"con":10,"int":17,"wis":13,"cha":12,"saves":"","skills":"Arcana +6, Deception +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Nar'l has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Nar'l has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Special Equipment","entries":["Nar'l carries a vial containing three doses of {@item eyescratch|WDH}, a contact poison. A creature that comes into contact with the poison must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 hour and {@condition blinded} while {@condition poisoned} in this way. A {@spell lesser restoration} spell or similar magic ends the effect."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Nar'l's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["Nar'l is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell poison spray}, {@spell ray of frost}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}, {@spell witch bolt}","Level 2 (3 slots): {@spell alter self}, {@spell misty step}, {@spell web}","Level 3 (3 slots): {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell Evard's black tentacles}, {@spell greater invisibility}","Level 5 (2 slots): {@spell cloudkill}"]}],"actions":[{"name":"Staff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands, plus 3 ({@damage 1d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["Nar'l magically summons a {@creature quasit}, or attempts to summon a {@creature shadow demon} with a {@chance 50|50 percent|50% summoning chance} chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Xanathar's advisor is a nervous and conniving male drow named Nar'l Xibrindas. Nar'l's house was wiped out long ago, but he and his elder brother Soluun survived and joined Bregan D'aerthe. A year ago, Nar'l was given the difficult task of infiltrating the Xanathar Guild and getting as close to the beholder as possible. Not only did he succeed, but in the course of gaining Xanathar's trust, he managed to convince the beholder to eliminate its other advisors. The beholder's paranoia will eventually cause Xanathar to question the drow's loyalty, though, and Nar'l has become increasingly worried about his future. If forced to decide between himself and Bregan D'aerthe, he'll choose the former and betray his drow allies to save his own skin.","Xanathar is aware that something is off with Nar'l, and recently assigned him a grell bodyguard. The grell has instructions to dispose of Nar'l at the first sign of disloyalty."]}]}]}],"gallery":[{"path":"bestiary/WDH/Nar'l Xibrindas.webp"}]},{"id":"narbeck-horn","name":"Narbeck Horn","source":"SKT","page":114,"srd":false,"image":"bestiary/tokens/SKT/Narbeck Horn.webp","token":"bestiary/tokens/SKT/Narbeck Horn.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Narbeck has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Narbeck makes two melee attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Narbeck can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Narbeck adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"narrak","name":"Narrak","source":"OotA","page":232,"srd":false,"image":"bestiary/tokens/OotA/Narrak.webp","token":"bestiary/tokens/OotA/Narrak.webp","size":"Small","creatureType":"Humanoid (Derro)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d6 + 9)","speed":"30 ft.","str":9,"dex":14,"con":13,"int":14,"wis":5,"cha":16,"saves":"","skills":"Arcana +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Insanity","entries":["Narrak has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Magic Resistance","entries":["Narrak has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Narrak has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save {@dc 13}, {@hit 5} to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following warlock spells:","Cantrips (at will): {@spell eldritch blast}, {@spell friends}, {@spell poison spray}","Level 2 (2 slots): {@spell armor of Agathys}, {@spell charm person}, {@spell hex}, {@spell hold person}, {@spell ray of enfeeblement}, {@spell spider climb}"]}],"actions":[{"name":"Armor of Shadows (Recharges after a Short or Long Rest)","entries":["Narrak casts {@spell mage armor} on himself"]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"One with Shadows","entries":["While he is in a dim light or darkness, Narrak can become {@condition invisible}. He remains so until he moves or takes an action or reaction."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"narth-tezrin","name":"Narth Tezrin","source":"SKT","page":254,"srd":false,"image":"bestiary/SKT/Narth Tezrin.webp","token":"bestiary/tokens/SKT/Narth Tezrin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"18 (4d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Insight +4, Investigation +3, Perception +6, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Dwarvish","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of his turns, Narth can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Roleplaying Information","entries":["Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.","Ideal: \"The bigger the risk, the greater the reward.\"","Bond: \"I adore my colleague Alestra, and I'd like to do something to impress her.\"","Flaw: \"I'll risk life and limb to become a legend.-\""]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. Narth carries twenty crossbow bolts."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.","Ideal:\"The bigger the risk, the greater the reward.\"","Bond:\"I adore my colleague Alaestra, and I'd like to do something to impress her.\"","Flaw:\"I'll risk life and limb to become a legend.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Narth Tezrin.webp"}]},{"id":"narthus","name":"Narthus","source":"HotB","page":26,"srd":false,"image":"bestiary/HotB/Narthus.webp","token":"bestiary/tokens/HotB/Narthus.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":14,"dex":11,"con":12,"int":10,"wis":14,"cha":10,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Narthus makes two attacks using Vile Mace or Fateful Bolt in any combination."]},{"name":"Vile Mace","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Bludgeoning damage plus 3 ({@damage 1d6}) Necrotic damage."]},{"name":"Fateful Bolt","entries":["{@atkr r} {@hit 4}, range 120 ft. {@h}8 ({@damage 1d12 + 2}) Necrotic damage, and the next attack roll made against the target before the end of Narthus's next turn has {@variantrule Advantage|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A craven lackey, Narthus serves Ivlis out of fear rather than loyalty. Narthus spends his days groveling before Ivlis and cruelly whipping new initiates to the Cult of Chaos into shape. Narthus's feral nature leads some cultists to speculate that he was raised by wild animals.","Ivlis prizes Narthus for his obsequity and morbid fascinations. He grows the cult's ranks through macabre rituals, conscripting the dead to serve the cult's depraved goals."]}],"gallery":[{"path":"bestiary/HotB/Narthus.webp"}]},{"id":"narzugon","name":"Narzugon","source":"MPMM","page":190,"srd":false,"image":"bestiary/MPMM/Narzugon.webp","token":"bestiary/tokens/MPMM/Narzugon.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"20","initiative":"+0 (10)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":20,"dex":10,"con":17,"int":16,"wis":14,"cha":19,"saves":"Dex +5, Con +8, Cha +9","skills":"Perception +12","vulnerabilities":"","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 22","languages":"Common, Infernal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Infernal Tack","entries":["The narzugon wears spurs that are part of {@item infernal tack|MTF}, which allow it to summon its {@creature nightmare} companion as an action."]},{"name":"Magic Resistance","entries":["The narzugon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command."]},{"name":"Hellfire Lance","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) piercing damage plus 16 ({@damage 3d10}) fire damage. If this damage kills a creature with a soul, the soul rises from the River Styx as a {@creature lemure} in Avernus in {@dice 1d4} hours. If the creature isn't revived before then, only a {@spell wish} spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect."]},{"name":"Infernal Command","entries":["Each ally of the narzugon within 60 feet of it can't be {@condition charmed} or {@condition frightened} until the end of the narzugon's next turn."]},{"name":"Terrifying Command","entries":["Each creature within 60 feet of the narzugon that isn't a Fiend must succeed on a {@dc 17} Charisma saving throw or become {@condition frightened} of the narzugon for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours."]},{"name":"Healing (1/Day)","entries":["The narzugon, or one creature it touches, regains 100 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters' will.","Narzugons wield hell-forged lances that shunt the souls of any they killed to the River Styx for rebirth as {@creature lemure||lemures}. Every lance bears the marks of both a narzugon and its master.","Each narzugon claims a {@creature nightmare} as its mount. These steeds are bound by {@item infernal tack|MTF} and must respond to the summons and commands of the spurs' wearer."],"gallery":[{"path":"bestiary/MPMM/Narzugon.webp","credit":"Ilya Shkipin"}],"otherVersions":[{"id":"narzugon-mtf","source":"MTF"}]},{"id":"narzugon-mtf","name":"Narzugon","source":"MTF","page":167,"srd":false,"image":"bestiary/MTF/Narzugon.webp","token":"bestiary/tokens/MTF/Narzugon.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"20","initiative":"+0 (10)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":20,"dex":10,"con":17,"int":16,"wis":14,"cha":19,"saves":"Dex +5, Con +8, Cha +9","skills":"Perception +7","vulnerabilities":"","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 17","languages":"Common, Infernal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Diabolical Sense","entries":["The narzugon has advantage on Wisdom ({@skill Perception}) checks made to perceive good-aligned creatures."]},{"name":"Infernal Tack","entries":["The narzugon wears spurs that are part of infernal tack, which allow it to summon its {@creature nightmare} companion."]},{"name":"Magic Resistance","entries":["The narzugon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks."]},{"name":"Hellfire Lance","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) piercing damage plus 16 ({@damage 3d10}) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in {@dice 1d4} hours.","If the creature isn't revived before then, only a {@spell wish} spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect."]},{"name":"Infernal Command","entries":["Each ally of the narzugon within 60 feet of it can't be {@condition charmed} or {@condition frightened} until the end of the narzugon's next turn."]},{"name":"Terrifying Command","entries":["Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a {@dc 17} Charisma saving throw or become {@condition frightened} of it for 1 minute.","A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours."]},{"name":"Healing (1/Day)","entries":["The narzugon, or one creature it touches, regains up to 100 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Narzugon","entries":["Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells, who want unquestioning champions to lead their legions in war. These narzugons, wielding lances of hellfire and riding nightmare steeds like horrific perversions of knights errant, roam across the infernal layers and other planes to carry out the will of their masters.",{"name":"Death in Hellfire","entries":["A narzugon's lances are forged in hellfire. The soul of anyone killed by such a lance is shunted to the River Styx for rebirth as a lemure. Each lance is unique to its owner, bearing the marks of both the narzugon and its master."],"type":"entries"}]},{"name":"Nightmare Riders","type":"entries","entries":["Each narzugon claims a nightmare as its mount. These nightmares are bound by {@item infernal tack|mtf} and must respond to summons and commands from the wearer of the spurs."]}]}]}],"gallery":[{"path":"bestiary/MTF/Narzugon.webp","credit":"Ilya Shkipin"}],"hidden":true,"otherVersions":[{"id":"narzugon","source":"MPMM"}]},{"id":"nass-lantomir-s-ghost","name":"Nass Lantomir's Ghost","source":"IDRotF","page":272,"srd":false,"image":"bestiary/IDRotF/Nass Lantomirs Ghost.webp","token":"bestiary/tokens/IDRotF/Nass Lantomir's Ghost.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft.","str":7,"dex":13,"con":10,"int":17,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic, Orc","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Ethereal Sight","entries":["The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[{"name":"Spellcasting","entries":["The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}). The ghost has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell message}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell detect magic}, {@spell thunderwave}","Level 3 (3 slots): {@spell counterspell}"]}],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of the ghost that can see it must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed by a {@spell greater restoration} spell, but only if it is cast within 24 hours."]},{"name":"Possession {@recharge}","entries":["One humanoid that the ghost can see within 5 feet of it must succeed on a {@dc 14} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.","As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone.","One night while the others slept, Nass stole a {@item Professor Skant|IDRotF|professor orb} (see {@adventure appendix D|IDRotF|22}) from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with {@spell Melf's acid arrow} spells before fleeing with the orb.","Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called {@item The Codicil of White|IDRotF}, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters who come upon Nass's frozen remains also find her spellbook and the orb she stole from Vellynne.",{"type":"entries","name":"Familiar","entries":["Nass's magical familiar, a white arctic weasel acclimated to cold weather named Zelennor, watches over the wizard's frozen remains. It uses the {@creature weasel} stat block in the {@book Monster Manual|MM} but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass's ghost is unable to cast the {@spell find familiar} spell in order to get it back."]},{"type":"entries","name":"Spellcasting","entries":["As a ghost, Nass can cast the spells she prepared prior to her death—except that the ghost can't cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use its 2nd-level spell slots to cast upgraded versions of the {@spell thunderwave} spell."]},{"type":"entries","name":"Spellbook","entries":["The wooden covers of Nass's spellbook are bound in nothic hide, and silver clasps hold the book shut. Nass's personal sigil is inscribed on the spine, which also bears the title Lantomir's Traveling Libram. The tome contains the following spells: {@spell clairvoyance}, {@spell cloud of daggers}, {@spell counterspell}, {@spell detect magic}, {@spell detect thoughts}, {@spell find familiar}, {@spell Melf's acid arrow}, {@spell Tenser's floating disk}, and {@spell thunderwave}."]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Nass Lantomirs Ghost.webp"}]},{"id":"nat","name":"Nat","source":"WDH","page":63,"srd":false,"image":"bestiary/WDH/Winter-Scene.webp","token":"bestiary/tokens/WDH/Nat.webp","size":"Small","creatureType":"Humanoid (Human)","alignment":"","ac":"-","initiative":"+0 (10)","hp":"-","speed":"-","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDH/Winter-Scene.webp"}]},{"id":"nauk","name":"Nauk","source":"MaBJoV","page":54,"srd":false,"image":"bestiary/MaBJoV/Nauk.webp","token":"bestiary/tokens/MaBJoV/Nauk.webp","size":"Medium","creatureType":"Humanoid (Half-orc)","alignment":"Lawful Evil","ac":"18","initiative":"+1 (11)","hp":"170 (20d8 + 80)","speed":"30 ft.","str":20,"dex":12,"con":18,"int":10,"wis":12,"cha":14,"saves":"Str +9, Dex +5, Con +8","skills":"Intimidation +10, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Goblin, Orc, Undercommon","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Potion Mishap","entries":["When Nauk uses the Imbibe Potion action more than once in an hour, roll {@dice 1d4} for what happens:",{"type":"list","style":"list-hang-notitle","items":["1. The potion works normally.","2. The potion works normally. In addition, Nauk turns {@condition invisible} for 1 minute or until Nauk attacks or casts a spell.","3. The potion has no effect.","4. Instead of the normal effect, the potion causes fire to explode out of Nauk's mouth in a 15 foot cone. Nauk and any creature in the cone take 21 ({@damage 6d6}) fire damage."]}]},{"name":"Relentless","entries":["When Nauk is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can't use this feature again for 24 hours"]},{"name":"Special Items","entries":["Nauk wears {@item adamantine plate armor}. He wields a {@item +1 maul} and a {@item +1 heavy crossbow} which is already factored into his stats. He has 2 {@item potion of cold resistance||potions of resistance (cold)}, 2 {@item potion of fire resistance||potions of resistance (fire)}, 2 {@item potion of lightning resistance||potions of resistance (lightning)}. He has 2 {@item potion of heroism||potions of heroism} and 4 {@item potion of superior healing||potions of superior healing}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Nauk makes three Magic Maul attacks. Nauk may substitute one of those attacks for the Imbibe Potion action."]},{"name":"Magic Maul","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 6} to hit, ranged 100/400 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]},{"name":"Imbibe Potion","entries":["Nauk drinks a potion from the following list:",{"type":"list","items":["Potion of heroism: Nauk gains 10 temporary hit points for 1 hour. For the same duration, Nauk is under the effect of the {@spell bless} spell (no {@status concentration} required).","Potion of resistance: Nauk gains resistance from one damage type for 1 hour. Nauk chooses from one of these damage types: cold, fire, lightning.","Potion of superior healing: Nauk regains 28 hit points."]}]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Nauk adds 4 to his AC against one melee attack that would hit him. To do so, Nauk must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Nauk is a half-orc warrior and senior member of the Flaming Fist in Baldur's Gate. He is also one of Faerûn's most notorious arms dealers. Nauk feeds the flames of civil strife in other nations, usually by providing assassins, mercenaries or magic. When outright war breaks out, the Flaming Fist is ready to offer their services for a hefty profit.","Nauk is one of the most well-connected members of the Flaming Fist. He has contacts and friends in almost every nation and city state in western Faerûn. Some of these come from his younger years as an adventurer, while others have been made through his arms deals.","Nauk is not above getting his hands dirty and has earned his nickname—the Bag Man. Sometimes his customers renege on a deal or are unable to pay for the services that he has provided. When this happens, Nauk enjoys making an object lesson out of the poor fool. Depending on who needs to be punished, Nauk either shows up with a small band of the Flaming Fist's hardest veterans or with a small army. No matter who he arrives with, Nauk always takes the lead.","Nauk dresses in full battle gear, even when just sitting down for a discussion with a possible client. This is because what he wears and wields are examples of what he can provide to a potential customer. This includes adamantine plate armor, multiple enchanted weapons and a dozen potions and other minor magic items. If he needs to convince a client of the effectiveness of what he has to sell, he will offer to fight the best warrior they can send at him.",{"type":"entries","name":"Nauk as a Contact","entries":["Nauk is the primary contact for members of the Flaming Fist at low levels. Magic items can be purchased from Nauk. He specializes in selling potions.",{"type":"table","caption":"Potions Available from Nauk","colLabels":["Potions","Required Level","Cost"],"colStyles":["col-7","col-3 text-right","col-1 text-right"],"rows":[["Potion of healing","1","40 gp"],["Potion of climbing","1","40 gp"],["Potion of healing—greater","3","250 gp"],["Potion of fire breath","3","250 gp"],["Potion of resistance","3","250 gp"],["Potion of hill giant strength","3","250 gp"],["Potion of water breathing","3","200 gp"],["Potion of frost giant strength","5","750 gp"],["Potion of heroism","5","750 gp"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Nauk.webp"}]},{"id":"navid","name":"Navid","source":"JttRC","page":159,"srd":false,"image":"bestiary/JttRC/106-11-004.navid-the-efreeti.webp","token":"bestiary/tokens/JttRC/Navid.webp","size":"Large","creatureType":"Elemental","alignment":"Lawful Evil","ac":"17","initiative":"+1 (11)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 60 ft.","str":22,"dex":12,"con":24,"int":16,"wis":15,"cha":16,"saves":"Int +7, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Ignan","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Desert","treasure":"","traits":[{"name":"Elemental Demise","entries":["If Navid dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Navid's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell polymorph} (self only)","3/day each: {@spell enlarge/reduce}, {@spell tongues}","1/day each: {@spell conjure elemental} ({@creature fire elemental} only), {@spell gaseous form}, {@spell invisibility}, {@spell major image}, {@spell plane shift}, {@spell wall of fire}"]}],"actions":[{"name":"Multiattack","entries":["Navid makes two scimitar attacks or uses its Hurl Flame twice."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 5d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/106-11-004.navid-the-efreeti.webp","title":"Navid the efreeti in his human disguise","credit":"Thabiso Mhlaba"}]},{"id":"naxa","name":"Naxa","source":"VEoR","page":175,"srd":false,"image":"bestiary/tokens/VEoR/Naxa.webp","token":"bestiary/tokens/VEoR/Naxa.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"45 (10d8)","speed":"30 ft.","str":9,"dex":14,"con":10,"int":17,"wis":13,"cha":12,"saves":"","skills":"Arcana +6, Deception +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Naxa has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Naxa has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Naxa's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["Naxa is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell poison spray}, {@spell ray of frost}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}, {@spell witch bolt}","Level 2 (3 slots): {@spell alter self}, {@spell misty step}, {@spell web}","Level 3 (3 slots): {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell Evard's black tentacles}, {@spell greater invisibility}","Level 5 (2 slots): {@spell cloudkill}"]}],"actions":[{"name":"Staff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands, plus 3 ({@damage 1d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["Naxa magically summons a {@creature quasit}, or attempts to summon a {@creature shadow demon} with a {@chance 50|50 percent|50% summoning chance} chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"naxene-drathkala","name":"Naxene Drathkala","source":"SKT","page":252,"srd":false,"image":"bestiary/SKT/Naxene Drathkala.webp","token":"bestiary/tokens/SKT/Naxene Drathkala.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"27 (6d8)","speed":"30 ft.","str":8,"dex":11,"con":11,"int":17,"wis":12,"cha":11,"saves":"","skills":"Arcana +5, History +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Roleplaying Information","entries":["Goldenfields' crops are vital Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.","Ideal: \"There's no problem that can't be solved with magic.\"","Bond: \"I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land.\"","Flaw: \"I'm too smart to be wrong about anything.\""]}],"spellcasting":[{"name":"Spellcasting","entries":["Naxene casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}; {@hit 5} to hit with spell attacks):","At will: {@spell fire bolt} ({@damage 1d10} fire damage), {@spell light}, {@spell mage hand}","1/day each: {@spell mage armor}, {@spell magic missile}, {@spell suggestion}"]}],"actions":[{"name":"Staff","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one creature. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Goldenfields' crops are vital to Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.","Ideal:\"There's no problem that can't be solved with magic.\"","Bond:\"I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land.\"","Flaw:\"I'm too smart to be wrong about anything.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Naxene Drathkala.webp"}]},{"id":"necrichor","name":"Necrichor","source":"RHW","page":258,"srd":false,"image":"bestiary/RHW/Necrichor.webp","token":"bestiary/tokens/RHW/Necrichor.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"85 (10d8 + 40)","speed":"20 ft., climb 20 ft.","str":8,"dex":16,"con":18,"int":17,"wis":13,"cha":10,"saves":"Con +7, Int +6, Wis +4","skills":"","vulnerabilities":"","resistances":"acid; necrotic","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; paralyzed; poisoned; prone; restrained","senses":"Blindsight 120 ft., Passive Perception 11","languages":"telepathy 120 ft. Common plus two other languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The necrichor can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Legendary Resistance (2/Day)","entries":["If the necrichor fails a saving throw, it can choose to succeed instead."]},{"name":"Reborn by Blood","entries":["If destroyed, the necrichor revives with all its {@variantrule Hit Points|XPHB} in {@dice 1d10} days in the nearest unoccupied space next to a creature of its choice that it has previously possessed with its Blood Puppeteering action. This trait doesn't function if the destroyed necrichor's remains are in a vessel affected by the {@spell Hallow|XPHB} spell or if all the necrichor's previous Blood Puppeteering targets are dead."]},{"name":"Spider Climb","entries":["The necrichor can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The necrichor makes two Necrotic Burst attacks."]},{"name":"Necrotic Burst","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 120 ft. {@h}12 ({@damage 2d8 + 3}) Force damage plus 11 ({@damage 2d10}) Necrotic damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the necrichor's next turn. While {@condition Poisoned|XPHB}, the target can't regain {@variantrule Hit Points|XPHB}."]},{"name":"Blood Puppeteering {@recharge}","entries":["{@actSave con} {@dc 15}, one {@status Bloodied|XPHB} creature within 5 feet. Constructs and Undead automatically succeed on this save. {@actSaveFail} The target is possessed by the necrichor; the necrichor disappears, and the target has the {@condition Incapacitated|XPHB} condition and loses control of its body. The necrichor now controls the target's body, but the target retains awareness. The necrichor can't be targeted by any attack, spell, or other effect except ones that specifically target Undead. The necrichor's game statistics are the same, except it uses the possessed target's {@variantrule Speed|XPHB} and Strength, Dexterity, and Constitution scores.","The possession lasts until the target drops to 0 {@variantrule Hit Points|XPHB} or the necrichor leaves it as a {@variantrule Bonus Action|XPHB}. When the possession ends, the necrichor appears in an unoccupied space within 5 feet of the target, and the target is immune to this necrichor's Blood Puppeteering for 24 hours. {@actSaveSuccess} The target is immune to this necrichor's Blood Puppeteering for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Reanimated Blood of an Evil Entity}","Necrichors are beings of sapient blood spawned from magical corruption, such as the gore of an obscene deity or a failed lich. They aspire to steal living bodies to fulfill megalomaniacal goals. Necrichors leave a trace of their essence within those they control, making necrichors difficult to destroy."]}],"gallery":[{"path":"bestiary/RHW/Necrichor.webp","credit":"David Astruga"}],"otherVersions":[{"id":"necrichor-vrgr","source":"VRGR"}]},{"id":"necrichor-vrgr","name":"Necrichor","source":"VRGR","page":238,"srd":false,"image":"bestiary/VRGR/Necrichor.webp","token":"bestiary/tokens/VRGR/Necrichor.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"12","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"20 ft., climb 20 ft.","str":8,"dex":15,"con":17,"int":17,"wis":13,"cha":10,"saves":"Con +6, Int +6, Wis +4","skills":"Arcana +9","vulnerabilities":"","resistances":"acid; necrotic","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; paralyzed; poisoned; prone; restrained","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 11","languages":"any three languages, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the necrichor fails a saving throw, it can choose to succeed instead."]},{"name":"Rejuvenation","entries":["Unless its lifeless remains are splashed with {@item Holy Water (Flask)|PHB|holy water} or placed in a vessel under the effects of the {@spell hallow} spell, the destroyed necrichor re-forms in {@dice 1d10} days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space."]},{"name":"Spider Climb","entries":["The necrichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Unusual Nature","entries":["The necrichor doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The necrichor makes two attacks."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) necrotic damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} until the start of the necrichor's next turn."]},{"name":"Necrotic Bolt","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}12 ({@damage 2d8 + 3}) necrotic damage, and the target can't regain hit points until the start of the necrichor's next turn."]},{"name":"Blood Puppeteering {@recharge}","entries":["The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn't a Construct or an Undead, it must succeed on a {@dc 14} Constitution saving throw or the necrichor enters the target's space and attaches itself to the target for 1 minute. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.","The attached necrichor can telepathically control the target's move, action, or both. When controlled this way, the target can take only the Attack action (necrichor chooses the target) or the {@action Dash} action. The attached target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A necrichor is a being of living blood, formed from the ichor of evil gods or the sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn potential minions by turning their own blood against them.","Necrichors prove exceptionally difficult to destroy, since they leave a trace of their essence within the veins of every creature they've controlled and can regenerate themselves from those creatures' blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor understands that its captivity might be lengthy, but time is of little consequence to the ageless."]}],"gallery":[{"path":"bestiary/VRGR/Necrichor.webp","credit":"Steven Oakley"}],"hidden":true,"otherVersions":[{"id":"necrichor","source":"RHW"}]},{"id":"necro-alchemist","name":"Necro-Alchemist","source":"PSI","page":20,"srd":false,"image":"bestiary/PSI/Necro-Alchemist.webp","token":"bestiary/tokens/PSI/Necro-Alchemist.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The Necro-Alchemist is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell Necro-Alchemist hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell Necro-Alchemist armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Some bizarre and eccentric scientists use geists—the spirits of the dead—as an energy source to conduct strange experiments on living creatures and fuel crazed technological inventions. Necro-alchemists sometimes call themselves geistmages, but different practitioners identify themselves in different ways. What all have in common, however, is their use of elaborate contraptions to capture, bind, and draw the energy from geists.","This technology is often employed to power sprawling laboratories. But some necro-alchemists have managed to bind geists to smaller containers, including tubelike canisters that are strapped to the back and attached to weapons that hurl lightning. At their best, necro-alchemists use their technological advances to fight the crazed angels. However, even the most true-hearted geistmages have been known to capture the spirits of fallen allies to recharge a geist-lightning weapon that has run out of fuel.","Necro-alchemists are best described using the {@creature mage} statistics in the Monster Manual, with the assumption that their spellcasting is facilitated by the use of geist-powered devices."],"gallery":[{"path":"bestiary/PSI/Necro-Alchemist.webp","title":"Laboratory Maniac","credit":"Jason Felix"}]},{"id":"necromancer","name":"Necromancer","source":"VGM","page":217,"srd":false,"image":"bestiary/tokens/VGM/Necromancer.webp","token":"bestiary/tokens/VGM/Necromancer.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":17,"wis":12,"cha":11,"saves":"Int +7, Wis +5","skills":"Arcana +7, History +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Grim Harvest (1/Turn)","entries":["When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell."]}],"spellcasting":[{"name":"Spellcasting","entries":["The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The necromancer has the following wizard spells prepared:","Cantrips (at will): {@spell chill touch}, {@spell dancing lights}, {@spell mage hand}, {@spell mending}","Level 1 (4 slots): {@spell false life}*, {@spell mage armor}, {@spell ray of sickness}*","Level 2 (3 slots): {@spell blindness/deafness}*, {@spell ray of enfeeblement}*, {@spell web}","Level 3 (3 slots): {@spell animate dead}*, {@spell bestow curse}*, {@spell vampiric touch}*","Level 4 (3 slots): {@spell blight}*, {@spell dimension door}, {@spell stoneskin}","Level 5 (2 slots): {@spell Bigby's hand}, {@spell cloudkill}","Level 6 (1 slots): {@spell circle of death}*","*Necromancy spell of 1st level or higher"]}],"actions":[{"name":"Withering Touch","entries":["{@atk ms} {@hit 7} to hit, reach 5 ft., one creature. {@h}5 ({@damage 2d4}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. A few use their powers for good, becoming hunters of the undead and risking their lives to save others."]}]},{"id":"necromancer-wizard","name":"Necromancer Wizard","source":"MPMM","page":264,"srd":false,"image":"bestiary/MPMM/Necromancer Wizard.webp","token":"bestiary/tokens/MPMM/Necromancer Wizard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"110 (20d8 + 20)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":17,"wis":12,"cha":11,"saves":"Int +7, Wis +5","skills":"Arcana +7, History +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell dancing lights}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell bestow curse}, {@spell dimension door}, {@spell mage armor}, {@spell web}","1/day each: {@spell circle of death}"]}],"actions":[{"name":"Multiattack","entries":["The necromancer makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}25 ({@damage 4d10 + 3}) necrotic damage."]}],"bonusActions":[{"name":"Summon Undead (1/Day)","entries":["The necromancer magically summons five {@creature skeleton||skeletons} or {@creature zombie||zombies}. The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action."]}],"reactions":[{"name":"Grim Harvest (1/Turn)","entries":["When the necromancer kills a creature with necrotic damage, the necromancer regains 9 ({@damage 2d8}) hit points. "]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Necromancers study the interaction of life, death, and undeath. Some necromancers dig up or purchase corpses to create Undead servitors. A few instead use their powers for good, hunting Undead."]},{"type":"section","name":"Wizards","entries":["Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."]}],"gallery":[{"path":"bestiary/MPMM/Necromancer Wizard.webp","credit":"Randy Vargas"}]},{"id":"necromite-of-myrkul","name":"Necromite of Myrkul","source":"BGDIA","page":234,"srd":false,"image":"bestiary/BGDIA/Necromite of Myrkul.webp","token":"bestiary/tokens/BGDIA/Necromite of Myrkul.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":10,"dex":13,"con":15,"int":16,"wis":11,"cha":10,"saves":"","skills":"Arcana +5, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Abyssal, Common, Infernal","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Skull Flail","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage."]},{"name":"Claws of the Grave","entries":["{@atk rs} {@hit 5} to hit, range 90 ft., one target. {@h}8 ({@damage 2d4 + 3}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.",{"type":"entries","name":"Delvers into Lore","entries":["Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult."]},{"type":"entries","name":"Cult Ranks","entries":["A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic."]}]}]}],"gallery":[{"path":"bestiary/BGDIA/Necromite of Myrkul.webp"}]},{"id":"necrotic-centipede","name":"Necrotic Centipede","source":"BGDIA","page":119,"srd":false,"image":"bestiary/tokens/BGDIA/Necrotic Centipede.webp","token":"bestiary/tokens/BGDIA/Necrotic Centipede.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+1 (11)","hp":"195 (17d12 + 85)","speed":"30 ft., burrow 20 ft.","str":24,"dex":13,"con":21,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; fire","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Necrotic Body","entries":["A creature that touches the centipede or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) necrotic damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}40 ({@damage 6d10 + 7}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the centipede can't bite another target."]},{"name":"Swallow","entries":["The centipede makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the remorhaz, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the remorhaz's turns.","If the centipede takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nedylene","name":"Nedylene","source":"TftYP","page":209,"srd":false,"image":"bestiary/tokens/TftYP/Nedylene.webp","token":"bestiary/tokens/TftYP/Nedylene.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":13,"wis":17,"cha":18,"saves":"Con +4, Wis +6, Cha +7","skills":"Insight +6, Perception +6, Religion +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Special Equipment","entries":["Nedylene carries a {@item staff of swarming insects}."]},{"name":"Fey Ancestry","entries":["Nedylene has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Nedylene has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Nedylene's spellcasting ability is Charisma (spell save {@dc 15}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["Nedylene is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell poison spray}, {@spell resistance}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell animal friendship}, {@spell cure wounds}, {@spell detect poison and disease}, {@spell ray of sickness}","Level 2 (3 slots): {@spell lesser restoration}, {@spell protection from poison}, {@spell web}","Level 3 (3 slots): {@spell conjure animals} (2 {@creature giant spider|mm|giant spiders}), {@spell dispel magic}","Level 4 (3 slots): {@spell divination}, {@spell freedom of movement}","Level 5 (2 slots): {@spell insect plague}, {@spell mass cure wounds}"]}],"actions":[{"name":"Multiattack","entries":["Nedylene makes two scourge attacks."]},{"name":"Scourge +2","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 17 ({@damage 5d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["Nedylene attempts to magically summon a {@creature yochlol} with a {@chance 30|30 percent|30% summoning chance} chance of success. If the attempt fails, the drow takes 5 ({@damage 1d10}) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"needle-blight","name":"Needle Blight","source":"WttHC","page":43,"srd":false,"image":"bestiary/WttHC/Needle Blight (Stranger Things).webp","token":"bestiary/tokens/WttHC/Needle Blight.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"+1 (11)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":12,"dex":12,"con":13,"int":4,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"deafened","senses":"Blindsight 60 ft., Passive Perception 9","languages":"understands Common but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}6 ({@damage 2d4 + 1}) Slashing damage."]},{"name":"Needles","entries":["{@atkr r} {@hit 3}, range 30/60 ft. {@h}6 ({@damage 2d4 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Blights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures.","Needle blights have vaguely bipedal forms, with gaunt, misshapen limbs. Whether standing unnaturally still or lurching with their awkward gaits, these blights can't pass as either normal plants or woodland travelers. Once they spot foes, needle blights attack using their thorn-covered claws or by rapidly growing and flinging volleys of serrated, needlelike projectiles."]}],"gallery":[{"path":"bestiary/WttHC/Needle Blight (Stranger Things).webp"}],"otherVersions":[{"id":"needle-blight-xmm","source":"XMM"},{"id":"needle-blight-mm","source":"MM"}]},{"id":"needle-blight-xmm","name":"Needle Blight","source":"XMM","page":43,"srd":false,"image":"bestiary/XMM/Vine, Needle, and Tree Blights.webp","token":"bestiary/tokens/XMM/Needle Blight.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"+1 (11)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":12,"dex":12,"con":13,"int":4,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"deafened","senses":"Blindsight 60 ft., Passive Perception 9","languages":"understands Common but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}6 ({@damage 2d4 + 1}) Slashing damage."]},{"name":"Needles","entries":["{@atkr r} {@hit 3}, range 30/60 ft. {@h}6 ({@damage 2d4 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Needle blights have vaguely bipedal forms, with gaunt, misshapen limbs. Whether standing unnaturally still or lurching with their awkward gaits, these blights can't pass as either normal plants or woodland travelers. Once they spot foes, needle blights attack using their thorn-covered claws or by rapidly growing and flinging volleys of serrated, needlelike projectiles."]},{"type":"section","name":"Blights","entries":["{@i Plants Sprouted from Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Blights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power."],"by":"Belak the Outcast, Druid of the Twilight Grove"}]}]}],"gallery":[{"path":"bestiary/XMM/Vine, Needle, and Tree Blights.webp"}],"hidden":true,"otherVersions":[{"id":"needle-blight","source":"WttHC"},{"id":"needle-blight-mm","source":"MM"}]},{"id":"needle-blight-mm","name":"Needle Blight","source":"MM","page":32,"srd":false,"image":"bestiary/MM/Needle Blight.webp","token":"bestiary/tokens/MM/Needle Blight.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":12,"dex":12,"con":13,"int":4,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 9","languages":"understands Common but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage."]},{"name":"Needles","entries":["{@atk rw} {@hit 3} to hit, range 30/60 ft., one target. {@h}8 ({@damage 2d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh.","When needle blights detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes' location, needle blights converge from all sides to drench their roots in blood.",{"type":"section","name":"Blights","entries":[{"type":"entries","entries":["Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can.",{"type":"entries","entries":[{"name":"Roots of the Gulthias Tree","type":"entries","entries":["Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown."]},{"name":"Dark Conquest","type":"entries","entries":["Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption.","In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days."]},{"name":"Controlled by Evil","entries":["Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Behold the legacy of Gulthias the vampire: plants with a taste for blood."]}]}]}],"gallery":[{"path":"bestiary/MM/Needle Blight.webp"}],"hidden":true,"otherVersions":[{"id":"needle-blight","source":"WttHC"},{"id":"needle-blight-xmm","source":"XMM"}]},{"id":"needle-lord","name":"Needle Lord","source":"MFF","page":16,"srd":false,"image":"bestiary/MFF/Needle Spawn.webp","token":"bestiary/tokens/MFF/Needle Lord.webp","size":"Large","creatureType":"Plant","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"45 (6d10 + 12)","speed":"40 ft.","str":18,"dex":11,"con":14,"int":11,"wis":15,"cha":12,"saves":"","skills":"Athletics +6, Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; exhaustion","senses":"blindsight 30 ft., Passive Perception 14","languages":"Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Needle Defense","entries":["Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nettle lord makes 2 raking vine attacks."]},{"name":"Needle Volley","entries":["The needle lord makes up to {@dice 1d6} needle attacks, but it cannot attack the same target more than twice during its turn."]},{"name":"Raking Vine","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target."]},{"name":"Needle","entries":["{@atk rw} {@hit 2} to hit, range 60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.",{"type":"entries","name":"Roving Corpses","entries":["Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie."]},{"type":"entries","name":"Invasive Species","entries":["When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh.","A needle lord fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army."]},{"type":"entries","name":"Unnatural Ally","entries":["A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest."]}]}]}],"gallery":[{"path":"bestiary/MFF/Needle Spawn.webp"}]},{"id":"needle-spawn","name":"Needle Spawn","source":"MFF","page":16,"srd":false,"image":"bestiary/MFF/Needle Spawn.webp","token":"bestiary/tokens/MFF/Needle Spawn.webp","size":"Medium","creatureType":"Plant","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"16 (3d8 + 3)","speed":"30 ft., climb 20 ft.","str":13,"dex":17,"con":12,"int":6,"wis":13,"cha":6,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; exhaustion","senses":"blindsight 30 ft., Passive Perception 11","languages":"Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Close Quarters Shooting","entries":["The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn't {@condition incapacitated}, if the target of the attack is also within 5 feet of the needle spawn."]}],"spellcasting":[],"actions":[{"name":"Needle Volley","entries":["The needle spawn makes up to {@dice 1d6} needle attacks, but it cannot attack the same target more than twice during its turn."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Needle","entries":["{@atk rw} {@hit 5} to hit, range 60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A wise ranger knows that the sight of a needle spawn is an ill omen, for it heralds the rise of a dreaded needle lord and a war for the soul of a forest.",{"type":"entries","name":"Roving Corpses","entries":["Needle spawn are created by needle lords—hulking plant creatures that hail from fey domains wracked by wanton violence. When a needle lord enters a worldly forest, it spreads seed pods wherever it roams. A pod remains dormant until a humanoid dies near it or a humanoid corpse is dragged close by, whereupon the pod burrows into the corpse's decaying flesh and sprouts ropey vines covered in long, sharp needles. The vines wrap around the corpse to animate it, causing it to rise and lurch about like a zombie."]},{"type":"entries","name":"Invasive Species","entries":["When a great battle is fought in a fey woodland, the plants of the wood sometimes take on the thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh.","A needle lord fancies itself a conquering general, wandering in search of a forest to conquer and claim. When it sets its sights on a forest, it first focuses on spreading the seed pods that give rise to its needle spawn vassals. It then prowls the wood in search of weak or defenseless humanoids to kill, converting their corpses into needle spawn to begin growing its army."]},{"type":"entries","name":"Unnatural Ally","entries":["A needle lord is an implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with hobgoblins, kobolds, and other creatures willing to obey it, but it sees any alliance that casts it as a lesser partner as only a temporary measure. The needle lord betrays any allies at the first opportunity, as it believes that only one creature can claim dominion over a forest."]}]}]}],"gallery":[{"path":"bestiary/MFF/Needle Spawn.webp"}]},{"id":"neh-thalggu","name":"Neh-thalggu","source":"BAM","page":39,"srd":false,"image":"bestiary/BAM/Neh-thalggu.webp","token":"bestiary/tokens/BAM/Neh-thalggu.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"14","initiative":"-1 (9)","hp":"95 (10d10 + 40)","speed":"40 ft.","str":15,"dex":8,"con":18,"int":12,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Deep Speech; see also Brain Dump","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Brain Dump","entries":["Whenever the neh-thalggu consumes a brain, it gains the magical ability to speak and understand languages known by the brain's previous owner."]},{"name":"Unusual Nature","entries":["The neh-thalggu doesn't require air."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The neh-thalggu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 11}). It must have consumed the requisite number of brains to cast the spell, as indicated:","1/day each: {@spell arms of Hadar} (1 brain), {@spell detect magic} (2 brains), {@spell magic missile} (3 brains), {@spell Tenser's floating disk} (4 brains), {@spell darkness} (5 brains), {@spell hold person} (6 brains), {@spell invisibility} (7 brains), {@spell spider climb} (8 brains), {@spell fear} (9 brains), {@spell hypnotic pattern} (10 brains), {@spell major image} (11 brains), {@spell stinking cloud} (12 brains)"]}],"actions":[{"name":"Multiattack","entries":["The neh-thalggu makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one {@condition incapacitated} Humanoid. {@h}35 ({@damage 10d6}) piercing damage. If this damage reduces the target to 0 hit points, the neh-thalggu kills the target by extracting and consuming its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["The neh-thalggu magically emits psychic energy at one Humanoid it can see within 10 feet of itself. The target must make a {@dc 14} Wisdom saving throw. On a failed save, the target takes 9 ({@damage 2d8}) psychic damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the target takes half as much damage and isn't {@condition incapacitated}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Known throughout the multiverse as brain collectors, neh-thalggu consume the brains of Humanoids and use them as receptacles to enhance their magical abilities.","Neh-thalggu are born in the nightmarish Far Realm, but they spread across the Astral Plane and find their way onto the various worlds of the Material Plane, where brains are much more abundant. A neh-thalggu has a bulbous body and six legs resembling those of a crustacean. Four bulging eyes and a tooth-filled maw dominate its hideous visage. Behind and above these features, one or more lumps protrude from its body, each one containing a brain the neh-thalggu has consumed.","After a neh-thalggu kills a victim, it uses its pincers to cut open the victim's head and remove the brain. It then swallows the brain whole. The collected brain is stored inside one of several pockets in the neh-thalggu's head. Once it has collected twelve brains in this fashion, it is overcome by an urge to return to the Far Realm and begins devoting all its energy to finding a way home.","In an encounter with a neh-thalggu, roll a {@dice d12} to determine how many brains it has already collected."]}],"gallery":[{"path":"bestiary/BAM/Neh-thalggu.webp","credit":"April Prime"}]},{"id":"nellik","name":"Nellik","source":"PaBTSO","page":193,"srd":false,"image":"bestiary/tokens/PaBTSO/Nellik.webp","token":"bestiary/tokens/PaBTSO/Nellik.webp","size":"Large","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"18","initiative":"+0 (10)","hp":"123 (13d10 + 52)","speed":"40 ft., fly 60 ft.","str":20,"dex":11,"con":19,"int":12,"wis":10,"cha":15,"saves":"","skills":"Intimidation +6, Perception +4, Stealth +4","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Nellik has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Nellik's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Nellik's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell invisibility} (self only), {@spell mirror image}"]}],"actions":[{"name":"Multiattack","entries":["Nellik makes two melee attacks, or it makes one melee attack and teleports before or after the attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 5 ({@damage 2d4}) slashing damage at the start of each of its turns due to a fiendish wound. Each time Nellik hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@damage 2d4}). Any creature can take an action to stanch the wound with a successful {@dc 13} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) slashing damage; if the target is an Aberration, it takes an additional 6 ({@damage 1d12}) slashing damage, and if it is grappling a creature, it must succeed on a {@dc 15} Strength saving throw or its grapple ends."]},{"name":"Teleport","entries":["Nellik magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nene","name":"Nene","source":"JttRC","page":205,"srd":false,"image":"bestiary/JttRC/135-14-002.yarana-and-nene.webp","token":"bestiary/tokens/JttRC/Nene.webp","size":"Tiny","creatureType":"Fey","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 60 ft.","str":5,"dex":16,"con":8,"int":7,"wis":14,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Understands simple phrases and concepts in Common","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight","entries":["Nene has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/135-14-002.yarana-and-nene.webp","title":"Yarana and Nene","credit":"Nikki Dawes"}]},{"id":"neo-otyugh","name":"Neo-Otyugh","source":"IMR","page":75,"srd":false,"image":"bestiary/IMR/Neo-Otyugh.webp","token":"bestiary/tokens/IMR/Neo-Otyugh.webp","size":"Huge","creatureType":"Aberration","alignment":"Neutral","ac":"16","initiative":"+0 (10)","hp":"150 (12d12 + 72)","speed":"30 ft.","str":20,"dex":11,"con":22,"int":12,"wis":13,"cha":6,"saves":"Con +9","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Otyugh","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Limited Telepathy","entries":["The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The neo-otyugh's innate spellcasting ability is Intelligence (spell save {@dc 12}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}","1/day each: {@spell command}, {@spell hold person}"]}],"actions":[{"name":"Multiattack","entries":["The neo-otyugh makes three attacks: one with its bite and two with its tentacles."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage. If the target is a creature, it must succeed on a {@dc 17} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 16}) and {@condition restrained} until the grapple ends. The neo-otyugh has two tentacles, each of which can grapple one target."]},{"name":"Tentacle Slam","entries":["The neo-otyugh slams creatures {@condition grappled} by it into each other or a solid surface. Each creature must succeed on a {@dc 16} Constitution saving throw or take 15 ({@damage 3d6 + 5}) bludgeoning damage and be {@condition stunned} until the end of the neo-otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't {@condition stunned}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A neo-otyugh is a stronger, more intelligent version of an otyugh—a grotesque aberration sporting three legs, snake-like tentacles, and a perpetually ravenous maw. Like an otyugh, a neo-otyugh buries itself under mounds of offal and carrion to ambush prey. Their improved intellect and innate spellcasting makes them especially effective against humanoid targets, as they use their powers of control to split off a straggler from a party, then attack."]}]}]}],"gallery":[{"path":"bestiary/IMR/Neo-Otyugh.webp","credit":"Arnie Swekel"}]},{"id":"neogi","name":"Neogi","source":"MPMM","page":192,"srd":false,"image":"bestiary/MPMM/Neogi.webp","token":"bestiary/tokens/MPMM/Neogi.webp","size":"Small","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"33 (6d6 + 12)","speed":"30 ft., climb 30 ft.","str":6,"dex":16,"con":14,"int":13,"wis":12,"cha":15,"saves":"","skills":"Intimidation +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Deep Speech, Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Hill, Underdark","treasure":"","traits":[{"name":"Mental Fortitude","entries":["The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep."]},{"name":"Spider Climb","entries":["The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The neogi makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage."]}],"bonusActions":[{"name":"Enslave (Recharges after a Short or Long Rest)","entries":["The neogi targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The mentality of neogi is alien to many other peoples. Because adult neogi have the power to control minds, they consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.","Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual's leader. By these signs, neogi can identify each others' place in the hierarchy—and they must defer to those of higher station or risk harsh punishment."]},{"type":"section","name":"Neogi","entries":[{"type":"quote","entries":["Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey."],"by":"Mordenkainen"},"A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.","Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse."]}],"gallery":[{"path":"bestiary/MPMM/Neogi.webp","credit":"Warren Mahy"}],"otherVersions":[{"id":"neogi-vgm","source":"VGM"}]},{"id":"neogi-vgm","name":"Neogi","source":"VGM","page":180,"srd":false,"image":"bestiary/VGM/Neogi.webp","token":"bestiary/tokens/VGM/Neogi.webp","size":"Small","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"33 (6d6 + 12)","speed":"30 ft., climb 30 ft.","str":6,"dex":16,"con":14,"int":13,"wis":12,"cha":15,"saves":"","skills":"Intimidation +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Deep Speech, Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Hill","treasure":"","traits":[{"name":"Mental Fortitude","entries":["The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep."]},{"name":"Spider Climb","entries":["The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The neogi makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage."]},{"name":"Enslave (Recharges after a Short or Long Rest)","entries":["The neogi targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.",{"name":"Alien Tyrants","entries":["Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect.","Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.","Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness."],"type":"entries"},{"type":"quote","entries":["Damn eel-spiders want to enslave us all! And no, they don't taste good."],"by":"Volo"},{"name":"Cycle of Death and Life","entries":["A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left."],"type":"entries"},{"name":"Hierarchy of Ownership","entries":["Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk.","Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.","Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Neogi.webp","credit":"Warren Mahy"}],"hidden":true,"otherVersions":[{"id":"neogi","source":"MPMM"}]},{"id":"neogi-hatchling","name":"Neogi Hatchling","source":"MPMM","page":191,"srd":false,"image":"bestiary/MPMM/Neogi Hatchling.webp","token":"bestiary/tokens/MPMM/Neogi Hatchling.webp","size":"Tiny","creatureType":"Aberration","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"7 (3d4)","speed":"20 ft., climb 20 ft.","str":3,"dex":13,"con":10,"int":6,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Hill, Underdark","treasure":"","traits":[{"name":"Mental Fortitude","entries":["The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep."]},{"name":"Spider Climb","entries":["The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 10} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. The surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over an umber hulk."]},{"type":"section","name":"Neogi","entries":[{"type":"quote","entries":["Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey."],"by":"Mordenkainen"},"A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.","Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse."]}],"gallery":[{"path":"bestiary/MPMM/Neogi Hatchling.webp","credit":"Warren Mahy"}],"otherVersions":[{"id":"neogi-hatchling-vgm","source":"VGM"}]},{"id":"neogi-hatchling-vgm","name":"Neogi Hatchling","source":"VGM","page":179,"srd":false,"image":"bestiary/VGM/Neogi.webp","token":"bestiary/tokens/VGM/Neogi Hatchling.webp","size":"Tiny","creatureType":"Aberration","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"7 (3d4)","speed":"20 ft., climb 20 ft.","str":3,"dex":13,"con":10,"int":6,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underdark, Hill","treasure":"","traits":[{"name":"Mental Fortitude","entries":["The hatchling has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the hatchling to sleep."]},{"name":"Spider Climb","entries":["The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 10} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.",{"name":"Alien Tyrants","entries":["Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect.","Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.","Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.","Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.",{"type":"quote","entries":["Damn eel-spiders want to enslave us all! And no, they don't taste good."],"by":"Volo"},"Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges."],"type":"entries"},{"name":"Cycle of Death and Life","entries":["A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left."],"type":"entries"},{"name":"Hierarchy of Ownership","entries":["Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Neogi.webp","credit":"Warren Mahy"}],"hidden":true,"otherVersions":[{"id":"neogi-hatchling","source":"MPMM"}]},{"id":"neogi-hatchling-swarm","name":"Neogi Hatchling Swarm","source":"BAM","page":40,"srd":false,"image":"bestiary/tokens/BAM/Neogi Hatchling Swarm.webp","token":"bestiary/tokens/BAM/Neogi Hatchling Swarm.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"52 (8d8 + 16)","speed":"20 ft., climb 20 ft.","str":12,"dex":13,"con":14,"int":6,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny neogi hatchling. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Swarm of Bites","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}22 ({@damage 6d6 + 1}) poison damage, or 11 ({@damage 3d6 + 1}) poison damage if the swarm has half of its hit points or fewer, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. Sometimes the newborns, united by a singular evil purpose, coalesce into a skittering swarm instead."]}]},{"id":"neogi-master","name":"Neogi Master","source":"MPMM","page":192,"srd":false,"image":"bestiary/tokens/MPMM/Neogi Master.webp","token":"bestiary/tokens/MPMM/Neogi Master.webp","size":"Medium","creatureType":"Aberration (Warlock)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"71 (11d8 + 22)","speed":"30 ft., climb 30 ft.","str":6,"dex":16,"con":14,"int":16,"wis":12,"cha":18,"saves":"Wis +3","skills":"Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Common, Deep Speech, Undercommon, telepathy 30 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Hill, Underdark","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the neogi's {@sense darkvision}."]},{"name":"Mental Fortitude","entries":["The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep."]},{"name":"Spider Climb","entries":["The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Spellcasting","entries":["The neogi casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell guidance}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","1/day each: {@spell dimension door}, {@spell hold person}, {@spell hunger of Hadar}"]}],"actions":[{"name":"Multiattack","entries":["The neogi makes one Bite attack and one Claw attack, or it makes two Tentacle of Hadar attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage."]},{"name":"Tentacle of Hadar","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) necrotic damage, and the target can't take reactions until the end of the neogi's next turn, as a spectral tentacle clings to the target."]}],"bonusActions":[{"name":"Enslave (Recharges after a Short or Long Rest)","entries":["The neogi targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Neogi masters use magic, as a result of a pact between neogi and aberrant entities they met during their journey from their home world. These entities—known by such names as Acamar, Caiphon, Gibbeth, and Hadar—resemble stars and embody the essence of evil."]},{"type":"section","name":"Neogi","entries":[{"type":"quote","entries":["Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey."],"by":"Mordenkainen"},"A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.","Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse."]}],"otherVersions":[{"id":"neogi-master-vgm","source":"VGM"}]},{"id":"neogi-master-vgm","name":"Neogi Master","source":"VGM","page":180,"srd":false,"image":"bestiary/VGM/Neogi.webp","token":"bestiary/tokens/VGM/Neogi Master.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"71 (11d8 + 22)","speed":"30 ft., climb 30 ft.","str":6,"dex":16,"con":14,"int":16,"wis":12,"cha":18,"saves":"Wis +3","skills":"Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft. (penetrates magical darkness), Passive Perception 13","languages":"Common, Deep Speech, Undercommon, telepathy 30 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Hill","treasure":"","traits":[{"name":"Mental Fortitude","entries":["The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep."]},{"name":"Spider Climb","entries":["The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Spellcasting","entries":["The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell eldritch blast} (range 300 ft., +4 bonus to each damage roll), {@spell guidance}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell vicious mockery}","Level 4 (2 slots): {@spell arms of Hadar}, {@spell counterspell}, {@spell dimension door}, {@spell fear}, {@spell hold person}, {@spell hunger of Hadar}, {@spell invisibility}, {@spell unseen servant}"]}],"actions":[{"name":"Multiattack","entries":["The neogi makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage."]},{"name":"Enslave (Recharges after a Short or Long Rest)","entries":["The neogi targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.",{"name":"Alien Tyrants","entries":["Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect.","Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.","Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.","Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.",{"type":"quote","entries":["Damn eel-spiders want to enslave us all! And no, they don't taste good."],"by":"Volo"},"Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges."],"type":"entries"},{"name":"Cycle of Death and Life","entries":["A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left."],"type":"entries"},{"name":"Hierarchy of Ownership","entries":["Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Neogi.webp","credit":"Warren Mahy"}],"hidden":true,"otherVersions":[{"id":"neogi-master","source":"MPMM"}]},{"id":"neogi-pirate","name":"Neogi Pirate","source":"BAM","page":41,"srd":false,"image":"bestiary/tokens/BAM/Neogi Pirate.webp","token":"bestiary/tokens/BAM/Neogi Pirate.webp","size":"Small","creatureType":"Aberration","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"33 (6d6 + 12)","speed":"30 ft., climb 30 ft.","str":6,"dex":15,"con":14,"int":13,"wis":12,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Deep Speech, Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mental Fortitude","entries":["The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep."]},{"name":"Spider Climb","entries":["The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The neogi makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Neogi pirates are adult neogi that serve as crew members aboard nightspiders (see the {@i Astral Adventurer's Guide}) and other neogi-controlled vessels.","Neogi society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.","Neogi pirates (and adult neogi in general) mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual's leader. By these signs, neogi can identify each other's place in the hierarchy—and they must defer to those of higher station or risk harsh punishment."]}]},{"id":"neogi-void-hunter","name":"Neogi Void Hunter","source":"BAM","page":41,"srd":false,"image":"bestiary/tokens/BAM/Neogi Void Hunter.webp","token":"bestiary/tokens/BAM/Neogi Void Hunter.webp","size":"Medium","creatureType":"Aberration (Warlock)","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"58 (9d8 + 18)","speed":"30 ft., climb 30 ft.","str":6,"dex":16,"con":14,"int":16,"wis":12,"cha":18,"saves":"Wis +3, Cha +6","skills":"Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Common, Deep Speech, telepathy 30 ft., Undercommon","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the neogi's darkvision."]},{"name":"Mental Fortitude","entries":["The neogi has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put the neogi to sleep."]},{"name":"Spider Climb","entries":["The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Spellcasting","entries":["The neogi casts one of the following spells, using Charisma as the spellcasting ability:","1/day each: {@spell dimension door}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The neogi makes one Bite attack and two Claw attacks, or it makes two Eldritch Bolt attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Eldritch Bolt","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}20 ({@damage 3d10 + 4}) force damage."]}],"bonusActions":[{"name":"Enslave (Recharges after a Short or Long Rest)","entries":["The neogi targets one creature it can see within 30 feet of itself. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The {@condition charmed} target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A neogi void hunter is bigger than a typical adult neogi and often fills the role of captain aboard a nightspider (see the {@i Astral Adventurer's Guide}). The void hunter pledges fealty to one or more stellar entities in exchange for a taste of their immense power. These entities—known by such names as Acamar, Caiphon, Gibbeth, and Hadar—resemble stars and embody the essence of evil."]}]},{"id":"neothelid","name":"Neothelid","source":"MPMM","page":193,"srd":false,"image":"bestiary/MPMM/Neothelid.webp","token":"bestiary/tokens/MPMM/Neothelid.webp","size":"Gargantuan","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"-2 (8)","hp":"232 (15d20 + 75)","speed":"30 ft.","str":27,"dex":7,"con":21,"int":3,"wis":16,"cha":12,"saves":"Int +1, Wis +8, Cha +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 13","languages":"","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Creature Sense","entries":["The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner."]},{"name":"Magic Resistance","entries":["The neothelid has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The neothelid casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 16}):","At will: {@spell levitate}","1/day each: {@spell confusion}, {@spell feeblemind}, {@spell telekinesis}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage plus 11 ({@damage 2d10}) psychic damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or be swallowed by the neothelid. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the neothelid, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the neothelid's turns.","If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a {@dc 18} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Acid Breath {@recharge 5}","entries":["The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 35 ({@damage 10d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. When an illithid colony collapses, typically after an external assault, and the elder brain is killed, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food—and are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid.","Neothelids know nothing beyond their predatory existence. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to puddles of slime and leaving only the pulsing brains unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else.","Mind flayers consider neothelids dangerous abominations—normally they eat or destroy any tadpoles that grow larger than a few inches in length without being implanted in a brain so they can't become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence and organize hunting parties to exterminate any of these murderous worms they learn of."],"gallery":[{"path":"bestiary/MPMM/Neothelid.webp","credit":"Ben Wootten"}],"otherVersions":[{"id":"neothelid-vgm","source":"VGM"}]},{"id":"neothelid-vgm","name":"Neothelid","source":"VGM","page":181,"srd":false,"image":"bestiary/VGM/Neothelid.webp","token":"bestiary/tokens/VGM/Neothelid.webp","size":"Gargantuan","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"-2 (8)","hp":"325 (21d20 + 105)","speed":"30 ft.","str":27,"dex":7,"con":21,"int":3,"wis":16,"cha":12,"saves":"Int +1, Wis +8, Cha +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 13","languages":"","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Creature Sense","entries":["The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner."]},{"name":"Magic Resistance","entries":["The neothelid has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The neothelid's innate spellcasting ability is Wisdom (spell save {@dc 16}). It can innately cast the following spells, requiring no components:","At will: {@spell levitate}","1/day each: {@spell confusion}, {@spell feeblemind}, {@spell telekinesis}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or be swallowed by the neothelid. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the neothelid, and it takes 35 ({@damage 10d6}) acid damage at the start of each of the neothelid's turns.","If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a {@dc 18} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Acid Breath {@recharge 5}","entries":["The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 35 ({@damage 10d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. On rare occasions, an illithid colony collapses, typically after an external assault, and the elder brain is killed. When that happens, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food, and in turn are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid.",{"name":"Abhorrent to Illithids","entries":["Among the strongest taboos in illithid society is the idea of allowing a mature tadpole to survive without implanting it into a donor brain. Under normal circumstances, any tadpole that grows larger than a few inches in length is killed by the elder brain to be food for it or for less mature tadpoles. Any tadpole that survives beyond that state is perceived as a threat to the colony, and the mind flayers organize hunting parties to exterminate the abomination. Lacking enough intelligence to be detected by an elder brain's power to sense thoughts, neothelids warrant such precautions."],"type":"entries"},{"name":"Savage Behemoth","entries":["As a feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far and struggles to comprehend its new psionic abilities. Neothelids prowl subterranean passages in search of more brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to a puddle of slime and leaving only the pulsing brain unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Neothelid.webp","credit":"Ben Wootten"}],"hidden":true,"otherVersions":[{"id":"neothelid","source":"MPMM"}]},{"id":"nepartak","name":"Nepartak","source":"ToA","page":137,"srd":false,"image":"bestiary/tokens/ToA/Nepartak.webp","token":"bestiary/tokens/ToA/Nepartak.webp","size":"Tiny","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"40 (9d4 + 18)","speed":"0 ft., fly 40 ft. (hover)","str":1,"dex":17,"con":14,"int":16,"wis":10,"cha":11,"saves":"","skills":"Arcana +5, Perception +2","vulnerabilities":"","resistances":"lightning; necrotic; piercing","immunities":"cold; fire; poison","conditionImmunities":"charmed; frightened; paralyzed; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, telepathy 30 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Illumination","entries":["Nepartak sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action."]},{"name":"Magic Resistance","entries":["Nepartak has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["If Nepartak is destroyed, it regains all its hit points in 1 hour unless {@item Holy Water (Flask)|PHB|holy water} is sprinkled on its remains or a {@spell dispel magic} or {@spell remove curse} spell is cast on them."]}],"spellcasting":[{"name":"Spellcasting","entries":["Nepartak is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}","Level 1 (3 slots): {@spell magic missile}, {@spell shield}","Level 2 (2 slots): {@spell blur}, {@spell flaming sphere}","Level 3 (1 slots): {@spell fireball}"]}],"actions":[{"name":"Multiattack","entries":["Nepartak uses Fire Ray twice."]},{"name":"Fire Ray","entries":["{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h}10 ({@damage 3d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nereid","name":"Nereid","source":"TftYP","page":240,"srd":false,"image":"bestiary/tokens/TftYP/Nereid.webp","token":"bestiary/tokens/TftYP/Nereid.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Good NY Evil","ac":"13","initiative":"+3 (13)","hp":"44 (8d8 + 8)","speed":"30 ft., swim 60 ft.","str":10,"dex":17,"con":12,"int":13,"wis":14,"cha":16,"saves":"","skills":"Acrobatics +5, Nature +3, Stealth +5, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Aquan, Common, Elvish, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The nereid can breathe air and water."]},{"name":"Aquatic Invisibility","entries":["If immersed in water, the nereid can make itself {@condition invisible} as a bonus action. It remains {@condition invisible} until it leaves the water, ends the invisibility as a bonus action, or dies."]},{"name":"Mantle Dependent","entries":["The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes {@condition poisoned} and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief."]},{"name":"Shape Water","entries":["The nereid can cast {@spell control water} at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side."]},{"name":"Speak With Animals","entries":["The nereid can comprehend and verbally communicate with beasts."]}],"spellcasting":[],"actions":[{"name":"Blinding Acid","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one target. {@h}16 ({@damage 2d12 + 3}) acid damage, and the target is {@condition blinded} until the start of the nereid's next turn."]},{"name":"Drowning Kiss {@recharge 5}","entries":["The nereid touches one creature it can see within 5 feet of it. The target must succeed on a {@dc 13} Constitution saving throw or take 22 ({@damage 3d12 + 3}) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success."]},{"name":"Water Lash","entries":["The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a {@dc 13} Strength saving throw. On a failed save, it takes 17 ({@damage 4d6 + 3}) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked {@condition prone} (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["One of the most inviting locations in the Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid—a fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty."]}]}]},{"id":"nergaliid","name":"Nergaliid","source":"EGW","page":296,"srd":false,"image":"bestiary/EGW/Nergaliid.webp","token":"bestiary/tokens/EGW/Nergaliid.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"12","initiative":"+1 (11)","hp":"42 (4d10 + 20)","speed":"30 ft.","str":18,"dex":12,"con":20,"int":12,"wis":10,"cha":12,"saves":"","skills":"Deception +5, Perception +2, Stealth +5","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Common, Infernal","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the nergaliid can take the {@action Hide} action as a bonus action."]},{"name":"Standing Leap","entries":["The nergaliid's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} for 1 minute. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Tongue Lash","entries":["{@atk mw} {@hit 6} to hit, reach 20 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage."]},{"name":"Siphon Life {@recharge 4}","entries":["The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a {@dc 15} Wisdom saving throw. An {@condition incapacitated} target fails the save automatically. On a failed save, the creature takes 10 ({@damage 3d6}) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn't gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid's current turn as a {@creature husk zombie|EGW} (see earlier in this chapter)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Corpulent, scaled, and utterly repulsive, these vicious devils stalk the dark edges of society away from prying eyes, subsisting on the life force of unsuspecting humanoids. Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie (see earlier in this chapter).","The nergaliid favors feeding on the life force of sleeping humanoids, feasting on the same prey nightly—so long as its victim remains unaware. This ensures a lasting source of nourishment, with the victim beset by terrible nightmares as long as the feeding continues. When a nergaliid is discovered, it tries to strike a deal with the one who uncovered it. It might offer material wealth in exchange for freedom and silence. Only when an accord seems unlikely does the nergaliid attack."]}],"gallery":[{"path":"bestiary/EGW/Nergaliid.webp","credit":"Stephen Oakley"}]},{"id":"neronvain","name":"Neronvain","source":"RoT","page":91,"srd":false,"image":"bestiary/RoT/Neronvain.webp","token":"bestiary/tokens/RoT/Neronvain.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":8,"dex":17,"con":15,"int":16,"wis":13,"cha":18,"saves":"Con +5, Wis +4","skills":"Arcana +6, Perception +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Draconic, Elvish, Infernal","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Draconic Majesty","entries":["Neronvain adds his Charisma bonus to his AC (included)."]},{"name":"Fey Ancestry","entries":["Magic can't put Neronvain to sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Neronvain makes two attacks, either with his shortsword or Eldritch Arrow."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 13 ({@damage 3d8}) poison damage."]},{"name":"Eldritch Arrow","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}11 ({@damage 2d10}) force damage plus 9 ({@damage 2d8}) poison damage."]},{"name":"Poisonous Cloud (2/Day)","entries":["Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/RoT/Neronvain.webp"}]},{"id":"nerozar-the-defeated","name":"Nerozar the Defeated","source":"WDMM","page":52,"srd":false,"image":"bestiary/tokens/WDMM/Nerozar the Defeated.webp","token":"bestiary/tokens/WDMM/Nerozar the Defeated.webp","size":"Large","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"-1 (9)","hp":"93 (11d10 + 33)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":8,"con":16,"int":3,"wis":8,"cha":5,"saves":"Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned; prone","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Deep Speech and Undercommon but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces Nerozar to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."]},{"name":"Eye Ray","entries":["The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Paralyzing Ray","entry":"The targeted creature must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"2. Fear Ray","entry":"The targeted creature must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Enervation Ray","entry":"The targeted creature must make a {@dc 14} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"4. Telekinetic Ray","entry":"If the target is a creature, it must succeed on a {@dc 14} Strength saving throw, or the zombie moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the zombie's next turn or until the zombie is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The zombie can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or container."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nester","name":"Nester","source":"WDMM","page":131,"srd":false,"image":"bestiary/tokens/WDMM/Nester.webp","token":"bestiary/tokens/WDMM/Nester.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Auran, Common, Draconic, Dwarvish, Giant, Terran, but can't speak (he uses {@spell Rary's telepathic bond} to communicate)","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Nester has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Nester is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell animate dead}, {@spell lightning bolt}","Level 4 (3 slots): {@spell blight}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell Rary's telepathic bond}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Nester casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an {@condition invisible} body."]}]}]}]},{"id":"nevermind-gnome-inventor","name":"Nevermind Gnome Inventor","source":"MCV2DC","page":10,"srd":false,"image":"bestiary/MCV2DC/Nevermind Gnome Inventor.webp","token":"bestiary/tokens/MCV2DC/Nevermind Gnome Inventor.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"36 (8d6 + 8)","speed":"30 ft.","str":8,"dex":17,"con":13,"int":18,"wis":11,"cha":14,"saves":"Dex +5, Int +6","skills":"Arcana +6, Investigation +6, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Gnomish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Always Thinking Ahead","entries":["The inventor has advantage on initiative rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The inventor makes two Flying Fangtrap attacks. It can replace one of these attacks with Thunderscream Gadget if it's available."]},{"name":"Flying Fangtrap","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage, and the creature must succeed on a {@dc 14} Dexterity saving throw or have its speed reduced to 0 until the start of the inventor's next turn."]},{"name":"Thunderscream Gadget {@recharge 5}","entries":["The inventor produces a gadget that emits a screeching wave of sound in a 30-foot cone originating from the inventor. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 10 ({@damage 3d6}) thunder damage on a failed save or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Flash Powder","entries":["If the inventor is damaged by a creature it can see within 15 feet of itself, the inventor retaliates by flinging brilliantly explosive powder at the creature. The creature must succeed on a {@dc 14} Dexterity saving throw or be {@condition blinded} until the end of its next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Who among us hasn't marveled at a majestic bird soaring high above and thought, \"I can do better\"?","First, thanks to the work of esteemed elavationist, Rirordinees Thrump, we created lifts to climb the heights of Mount Nevermind. Then, with the gnomeflinger, we brushed the heavens as gracefully as skipping stones. Now, let me present the next stage in automated ascendancy: the cloud clinger!","Where is it, you ask? You're seated in it! And in just three... two... one..."],"from":"Last words of inventor Meeka Mallowswain prior to her disappearance"}]},{"type":"section","entries":["Brimming with innovative ideas and reckless enthusiasm, the inventors of Mount Nevermind love any chance to showcase their creations. These talented inventors use their cleverness and technological know-how to outwit foes."]},{"type":"section","entries":[{"type":"entries","name":"Nevermind Gnomes","entries":["Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels."]}]}],"gallery":[{"path":"bestiary/MCV2DC/Nevermind Gnome Inventor.webp"}]},{"id":"nevermind-gnome-mastermind","name":"Nevermind Gnome Mastermind","source":"MCV2DC","page":11,"srd":false,"image":"bestiary/MCV2DC/Nevermind Gnome Mastermind.webp","token":"bestiary/tokens/MCV2DC/Nevermind Gnome Mastermind.webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"15","initiative":"+4 (14)","hp":"82 (15d6 + 30)","speed":"30 ft., climb 30 ft.","str":9,"dex":18,"con":14,"int":20,"wis":11,"cha":15,"saves":"Dex +7, Con +5, Int +8","skills":"Arcana +8, Investigation +8, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Gnomish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Always Thinking Ahead","entries":["The mastermind has advantage on initiative rolls."]},{"name":"Spider Climb","entries":["The mastermind can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. This trait doesn't function if the mastermind is grappling creatures in both of its clockwork claws."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mastermind makes two Clockwork Claw attacks. The mastermind can replace one of these attacks with Generate Gadget if it's available."]},{"name":"Clockwork Claw","entries":["{@atk mw} {@hit 7} to hit, reach 20 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and if the target is a Medium or smaller creature, the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target takes 10 ({@damage 3d6}) piercing damage at the start of each of the mastermind's turns. The mastermind has two claws, each of which can grapple only one target."]},{"name":"Generate Gadget {@recharge 5}","entries":["The mastermind quickly assembles a clockwork gadget, producing one of the following effects (the mastermind's choice):"]},{"name":"Chattergrab","entries":["Parts of this gadget look like gnashing metal teeth. This gadget hurtles toward a creature the mastermind can see within 60 feet of itself. The creature must succeed on a {@dc 16} Dexterity saving throw or take 31 ({@damage 7d8}) piercing damage and be {@condition incapacitated} until the start of the mastermind's next turn."]},{"name":"Phasmoball","entries":["The mastermind launches this gadget to a point the mastermind can see within 30 feet of itself, where the gadget unleashes a cloud of mind-warping gases in a 10-foot-radius sphere. Each creature within the sphere must succeed on a {@dc 16} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage and be {@condition frightened} of the mastermind until the start of the mastermind's next turn."]},{"name":"Thunderscream","entries":["This gadget emits a screeching wave of sound in a 30-foot cone originating from the mastermind. Each creature in that area must make a {@dc 16} Constitution saving throw, taking 21 ({@damage 6d6}) thunder damage on a failed save or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The gnome masterminds of Mount Nevermind temper their creativity with years of experience. While they still create wild inventions on a whim, these masterminds also wield at least one more stable clockwork invention—typically something that affords the mastermind more movement, extends their reach with extra appendages, or both."]},{"type":"section","entries":[{"type":"entries","name":"Nevermind Gnomes","entries":["Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels."]}]}],"gallery":[{"path":"bestiary/MCV2DC/Nevermind Gnome Mastermind.webp"}]},{"id":"nezznar-the-black-spider","name":"Nezznar the Black Spider","source":"LMoP","page":59,"srd":false,"image":"bestiary/LMoP/Nezznar the Black Spider.webp","token":"bestiary/tokens/LMoP/Nezznar the Black Spider.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"27 (6d8)","speed":"30 ft.","str":9,"dex":13,"con":10,"int":16,"wis":14,"cha":13,"saves":"Int +5, Wis +4","skills":"Arcana +5, Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Nezznar has a {@item spider staff|LMoP}."]},{"name":"Fey Ancestry","entries":["Nezznar has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Sunlight Sensitivity","entries":["Nezznar has disadvantage on attack rolls when he or his target is in sunlight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Nezznar can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire} (save {@dc 12})"]},{"name":"Spellcasting","entries":["Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save {@dc 13}; {@hit 5} to hit with spell attacks). Nezznar has the following spells prepared from the wizard's spell list:","Cantrips (at will): {@spell mage hand}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell invisibility}, {@spell suggestion}"]}],"actions":[{"name":"Spider Staff","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage plus 3 ({@damage 1d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Drow (dark elves) are a devious, scheming subterranean race that worships Lolth, the Demon Queen of Spiders.","Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards."]}]}],"gallery":[{"path":"bestiary/LMoP/Nezznar the Black Spider.webp"}]},{"id":"nezznar-the-spider","name":"Nezznar the Spider","source":"PaBTSO","page":74,"srd":false,"image":"bestiary/PaBTSO/Nezznar the Spider.webp","token":"bestiary/tokens/PaBTSO/Nezznar the Spider.webp","size":"Medium","creatureType":"Humanoid (Elf, Wizard)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"27 (6d8)","speed":"30 ft.","str":9,"dex":13,"con":10,"int":16,"wis":14,"cha":13,"saves":"Int +5, Wis +4","skills":"Arcana +5, Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Common, Elvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Nezznar has a fully charged {@item spider staff|LMoP} (see appendix B)."]},{"name":"Fey Ancestry","entries":["Nezznar has advantage on saving throws to avoid or end the {@condition charmed} condition on himself, and magic can't put him to sleep."]},{"name":"Sunlight Sensitivity","entries":["Nezznar has disadvantage on attack rolls while he or his target is in sunlight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Nezznar casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13} unless otherwise noted):","At will: {@spell dancing lights}, {@spell mage hand}, {@spell spider climb} (from spider staff), {@spell web} (from spider staff; save {@dc 15})","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell invisibility}, {@spell mage armor}, {@spell magic missile}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["Nezznar makes two Poison Blast attacks."]},{"name":"Poison Blast","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one creature. {@h}9 ({@damage 2d8}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Spider—a drow mastermind named Nezznar—is searching Wave Echo Cave for the Forge of Spells, a magical forge that was used by dwarves and gnomes in bygone days to fashion powerful magic items.","The Spider wants Wave Echo Cave for himself, and he's taking steps to make sure no one else knows where it is."]}],"gallery":[{"path":"bestiary/PaBTSO/Nezznar the Spider.webp"}]},{"id":"night-blade","name":"Night Blade","source":"BGDIA","page":233,"srd":false,"image":"bestiary/tokens/BGDIA/Night Blade.webp","token":"bestiary/tokens/BGDIA/Night Blade.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":11,"dex":15,"con":12,"int":10,"wis":11,"cha":14,"saves":"","skills":"Intimidation +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60, Passive Perception 10","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aura of Murder","entries":["As long as the night blade is not {@condition incapacitated}, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.",{"type":"entries","name":"Bloodletters","entries":["All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding."]},{"type":"entries","name":"Killers from the Shadows","entries":["Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn {@condition invisible} for a crucial moment."]},{"type":"entries","name":"Cult Ranks","entries":["Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with {@sense darkvision} and superior stealth. Reapers are the next rank up. They gain the ability to turn {@condition invisible} and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile."]}]}]}]},{"id":"night-hag","name":"Night Hag","source":"XMM","page":225,"srd":true,"image":"bestiary/XMM/Night Hag.webp","token":"bestiary/tokens/XMM/Night Hag.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"17","initiative":"+5 (15)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":16,"wis":14,"cha":16,"saves":"","skills":"Deception +6, Insight +5, Perception +5, Stealth +5","vulnerabilities":"","resistances":"cold; fire","immunities":"","conditionImmunities":"charmed","senses":"Darkvision 120 ft., Passive Perception 15","languages":"Abyssal, Common, Infernal, Primordial","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Lower","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The hag has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Soul Bag","entries":["The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting action.","The bag has AC 15, HP 20, and {@variantrule Resistance|XPHB} to all damage. The bag turns to dust if reduced to 0 {@variantrule Hit Points|XPHB}. If the bag is destroyed, any souls the bag is holding are released. The hag can create a new bag after 7 days."]}],"spellcasting":[{"name":"Coven Magic","entries":["While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save {@dc 14}): {@spell Augury|XPHB}, {@spell Find Familiar|XPHB}, {@spell Identify|XPHB}, {@spell Locate Object|XPHB}, {@spell Scrying|XPHB}, or {@spell Unseen Servant|XPHB}. The hag must finish a {@variantrule Long Rest|XPHB} before using this trait to cast that spell again."]},{"name":"Spellcasting","entries":["The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Detect Magic|XPHB}, {@spell Etherealness|XPHB}, {@spell Magic Missile|XPHB} (level 4 version)","2/day each: {@spell Phantasmal Killer|XPHB}, {@spell Plane Shift|XPHB} (self only)"]},{"name":"Nightmare Haunting (1/Day; Requires Soul Bag)","entries":["While on the Ethereal Plane, the hag casts {@spell Dream|XPHB}, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell's messenger, and the target must be a creature the hag can see on the Material Plane. The spell fails and is wasted if the target is under the effect of the {@spell Protection from Evil and Good|XPHB} spell or within a {@spell Magic Circle|XPHB} spell.","If the target takes damage from the {@spell Dream|XPHB} spell, the target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag's soul bag, and the target can't be raised from the dead until its soul is released.","1/day: {@spell Dream|XPHB}, {@spell Protection from Evil and Good|XPHB}, {@spell Magic Circle|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The hag makes two Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Night Hag","entries":["{@i Hag of Nightmare and Corruption}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Lower Planes)|bestiary|environment=planar, lower}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Night hags seek mortals to torment and turn to evil. By day, night hags use supernatural deceptions to plague their victims, shape-shifting to pose as other creatures and make their targets believe the world has turned against them. By night, these hags reinforce their tortures with terrifying dreams. Once they force their targets to desperate limits, night hags claim their victims' tormented spirits, capturing them in sinister traps called soul bags. The hags then slip between planes of existence to barter stolen souls to vile magic-users and fiendish entities.","Night hags maintain networks of nefarious customers and collect rumors from across the Lower Planes. These hags might part with their secrets in exchange for magic items and other wicked prices."]}],"gallery":[{"path":"bestiary/XMM/Night Hag.webp","credit":"Cynthia Sheppard"}],"otherVersions":[{"id":"night-hag-mm","source":"MM"}]},{"id":"night-hag-mm","name":"Night Hag","source":"MM","page":178,"srd":false,"image":"bestiary/MM/Night Hag.webp","token":"bestiary/tokens/MM/Night Hag.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":16,"wis":14,"cha":16,"saves":"","skills":"Deception +6, Insight +5, Perception +5, Stealth +5","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"","conditionImmunities":"charmed","senses":"darkvision 120 ft., Passive Perception 16","languages":"Abyssal, Common, Infernal, Primordial","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The hag has advantage on saving throws against spells and other magical effects."]},{"name":"Night Hag Items","entries":["A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.",{"type":"entries","name":"Heartstone","entries":["This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a {@item heartstone|MM} also cures any disease. Crafting a heartstone takes 30 days."]},{"type":"entries","name":"Soul Bag","entries":["When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A {@item soul bag|MM} can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."]}]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The hag's innate spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell magic missile}","2/day each: {@spell plane shift} (self only), {@spell ray of enfeeblement}, {@spell sleep}"]}],"actions":[{"name":"Claws (Hag Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Change Shape","entries":["The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies."]},{"name":"Etherealness","entries":["The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession."]},{"name":"Nightmare Haunting (1/Day)","entries":["While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A {@spell protection from evil and good} spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 ({@dice 1d10}). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the {@spell greater restoration} spell or similar magic."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.","On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.","The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."]},"A powerful night hag might have the following additional lair actions:",{"type":"list","items":["One creature the hag can see within 120 feet of her must succeed on a {@dc 15} Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.","The hag targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a {@dc 15} Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes {@damage 1d6} bludgeoning damage for every 10 feet moved or fallen."]}],"regionalEffects":["Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.","The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",{"type":"list","items":["Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.","Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.","Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."]},"A powerful night hag creates one or more of the following additional regional effects within 1 mile of her lair:",{"type":"list","items":["Shadows seem abnormally gaunt and sometimes move on their own as though alive.","Creatures are transported to a harmless but eerie demiplane filled with shadowy forms, waxy corpses, and cackling. The creatures are trapped there for a minute or two, and then returned to the place where they vanished from.","Intelligent creatures see hallucinations of dead friends, family members, and even themselves littering the hag's realm. Any attempt to interact with a hallucinatory image causes it to disappear."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals.","Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes.",{"type":"entries","name":"Soulmongers","entries":["While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. Any creature with {@sense truesight} can see the hag's spectral form straddling its prey. The ethereal hag fills her victim's head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep. If the hag has driven her victim to commit evil deeds, she traps its corrupted soul in her soul bag (see the \"Night Hag Items\" sidebar) for transport to Hades."]},{"type":"entries","name":"Covens","entries":["A night hag that is part of a coven (see the \"Hag Covens\" sidebar) has a challenge rating of 7 (2,900 XP)."]},{"type":"inset","name":"Night Hag Items","entries":["A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.",{"type":"entries","name":"Heartstone","entries":["This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days."]},{"type":"entries","name":"Soul Bag","entries":["When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag)."]}]}]}]},{"type":"section","name":"Hags","entries":["Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Faces of Evil","entries":["Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.","All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.","Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth."]},{"type":"entries","name":"Monstrous Motherhood","entries":["Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.","Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror."]},{"type":"entries","name":"Dark Bargains","entries":["Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.","Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain."]},{"type":"entries","name":"A Foul Nature","entries":["Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might \"help\" such creatures by disfiguring or transforming them.","This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke."]},{"type":"entries","name":"Dark Sorority","entries":["Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed.","Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson."]},{"type":"entries","name":"Dark Lairs","entries":["Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers."]},{"type":"inset","name":"Hag Covens","entries":["When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.","A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.",{"type":"entries","name":"Shared Spellcasting","entries":["While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:",{"type":"list","style":"list-no-bullets","items":["1st level (4 slots): {@spell identify}, {@spell ray of sickness}","2nd level (3 slots): {@spell hold person}, {@spell locate object}","3rd level (3 slots): {@spell bestow curse}, {@spell counterspell}, {@spell lightning bolt}","4th level (3 slots): {@spell phantasmal killer}, {@spell polymorph}","5th level (2 slots): {@spell contact other plane}, {@spell scrying}","6th level (1 slot): {@spell eyebite}"]},"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier."]},{"type":"entries","name":"Hag Eye","entries":["A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and {@sense darkvision} with a radius of 60 feet. If it is destroyed, each coven member takes {@damage 3d10} psychic damage and is {@condition blinded} for 24 hours.","A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over."]}]}]}]}]}],"gallery":[{"path":"bestiary/MM/Night Hag.webp"}],"hidden":true,"otherVersions":[{"id":"night-hag","source":"XMM"}]},{"id":"night-scavver","name":"Night Scavver","source":"BAM","page":49,"srd":false,"image":"bestiary/BAM/Night Scavver.webp","token":"bestiary/tokens/BAM/Night Scavver.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"114 (12d12 + 36)","speed":"0 ft., fly 40 ft.","str":20,"dex":15,"con":17,"int":1,"wis":10,"cha":1,"saves":"","skills":"Perception +6, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The scavver doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit (with advantage if the target is a creature that is missing any hit points), reach 10 ft., one target. {@h}27 ({@damage 4d10 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Night scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots (representing stars) sprinkled amid dark patches and patterns of color. They fearlessly invade the air envelopes of spelljamming ships and attack crew members on deck.","Cooked night scavver meat is a popular offering in taverns across Wildspace."]}],"gallery":[{"path":"bestiary/BAM/Night Scavver.webp","credit":"Jessica Nguyen"}]},{"id":"nightgaunt","name":"Nightgaunt","source":"RHW","page":259,"srd":false,"image":"bestiary/RHW/Nightgaunt.webp","token":"bestiary/tokens/RHW/Nightgaunt.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+8 (18)","hp":"136 (16d10 + 48)","speed":"30 ft., fly 40 ft.","str":17,"dex":20,"con":16,"int":13,"wis":16,"cha":10,"saves":"Dex +8, Wis +6","skills":"","vulnerabilities":"","resistances":"lightning; poison; psychic","immunities":"","conditionImmunities":"blinded; deafened; exhaustion","senses":"Blindsight 60 ft., Passive Perception 13","languages":"understands Deep Speech but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Mountain, Underdark","treasure":"Implements, Individual","traits":[{"name":"Flyby","entries":["The nightgaunt doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nightgaunt makes two attacks, using Claw or Barb in any combination. It can replace one attack with a use of Ascend."]},{"name":"Claw","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Slashing damage plus 10 ({@damage 3d6}) Poison damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13})."]},{"name":"Barb","entries":["{@atkr r} {@hit 8}, range 60 ft. {@h}21 ({@damage 6d6}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]},{"name":"Ascend","entries":["The nightgaunt flies upward in a straight line, moving up to its {@variantrule Fly Speed|XPHB}. If the nightgaunt is grappling a creature, it ignores the extra movement cost to carry the creature with it."]}],"bonusActions":[{"name":"Tickle","entries":["{@actSave wis} {@dc 16}, one creature {@condition Grappled|XPHB} by the nightgaunt. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition until the start of the nightgaunt's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Faceless Fearmonger from the Far Realm}","Inscrutable, gargoyle-like fiends, nightgaunts soar over subterranean mountain ranges and the skies of alien worlds. These hunters are infamous for abducting victims and dropping them from incredible heights. Those who have escaped nightgaunts describe the touch of their razor-like claws as \"tickling\" in a way that causes every sense to scream.","A nightgaunt's head is a smooth, horned polyp. Before a nightgaunt kills, its head splits apart, revealing an otherworldly glow deep within."]}],"gallery":[{"path":"bestiary/RHW/Nightgaunt.webp","credit":"Diana Franco"}]},{"id":"nightmare","name":"Nightmare","source":"XMM","page":226,"srd":true,"image":"bestiary/XMM/Nightmare.webp","token":"bestiary/tokens/XMM/Nightmare.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"68 (8d10 + 24)","speed":"60 ft., fly 90 ft. (hover)","str":18,"dex":15,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Planar, Lower","treasure":"","traits":[{"name":"Confer Fire Resistance","entries":["The nightmare can grant {@variantrule Resistance|XPHB} to Fire damage to a rider while it is on the nightmare."]},{"name":"Illumination","entries":["The nightmare sheds {@variantrule Bright Light|XPHB} in a 10-foot radius and {@variantrule Dim Light|XPHB} for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage plus 10 ({@damage 3d6}) Fire damage."]},{"name":"Ethereal Stride","entries":["The nightmare and up to three willing creatures within 5 feet of it teleport to the Ethereal Plane from the Material Plane or vice versa."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Nightmare","entries":["{@i Dread Steed of the Lower Planes}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Lower Planes)|bestiary|environment=planar, lower}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Nightmares resemble horses with flaming manes, burning hooves, and smoldering eyes. They terrorize weaker creatures and often ally with denizens of the Lower Planes in committing evil acts. These supernatural horses can innately travel between the Ethereal Plane and the Material Plane, and many know the locations of portals to the Lower Planes, the Shadowfell, and other sinister realms.","Nightmares' speed, resilience, and ability to gallop between planes of existence make them steeds coveted by evildoers. Roll on or choose a result from the Nightmare Riders table to inspire what might employ a nightmare steed.",{"type":"table","caption":"Nightmare Riders","colLabels":["1d6","The Nightmare Carries..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The champion or messenger of an evil deity."],["2","A group of joyriding imps or quasits."],["3","An innocent soul trapped on the wild Fiend."],["4","A lore-hunting mage, cultist, or lich."],["5","A night hag herding larvae between planes."],["6","A wicked cavalier, such as a death knight, an erinyes, an incubus, or a vampire."]]}]}],"gallery":[{"path":"bestiary/XMM/Nightmare.webp","credit":"Alejandro Pacheco"}],"otherVersions":[{"id":"nightmare-mm","source":"MM"}]},{"id":"nightmare-mm","name":"Nightmare","source":"MM","page":235,"srd":false,"image":"bestiary/MM/Nightmare.webp","token":"bestiary/tokens/MM/Nightmare.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"68 (8d10 + 24)","speed":"60 ft., fly 90 ft.","str":18,"dex":15,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 11","languages":"understands Abyssal, Common, and Infernal but can't speak ","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Confer Fire Resistance","entries":["The nightmare can grant resistance to fire damage to anyone riding it."]},{"name":"Illumination","entries":["The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Ethereal Stride","entries":["The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature's unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared.",{"name":"Dread Steed","type":"entries","entries":["Also called a \"demon horse\" or \"hell horse,\" the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights, liches, night hags, and other vile monsters. It resembles a fiendish horse, and a nightmare's fiery red eyes betray its malevolent intelligence. A nightmare can be summoned from the Lower Planes, but unless a worthy sacrifice is offered to it as food upon its arrival, the nightmare displays no special loyalty to the creature it serves."]},{"name":"Creating a Nightmare","type":"entries","entries":["Nightmares don't appear naturally in the multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus's wings, driving that noble creature to evil as it is transformed by dark magic."]}]}]}],"gallery":[{"path":"bestiary/MM/Nightmare.webp"}],"hidden":true,"otherVersions":[{"id":"nightmare","source":"XMM"}]},{"id":"nightmare-beast","name":"Nightmare Beast","source":"MCV1SC","page":10,"srd":false,"image":"bestiary/MCV1SC/Nightmare Beast.webp","token":"bestiary/tokens/MCV1SC/Nightmare Beast.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"232 (15d20 + 75)","speed":"30 ft., climb 30 ft.","str":26,"dex":10,"con":21,"int":9,"wis":12,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"understands the languages of its creator but can't speak","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the beast fails a saving throw, it can choose to succeed instead."]},{"name":"Siege Monster","entries":["The beast deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The beast makes two Claw attacks and one Tusk attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}14 ({@damage 1d12 + 8}) slashing damage, and if the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be knocked {@condition prone}."]},{"name":"Tusk","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage."]},{"name":"Disintegration Gaze {@recharge 5}","entries":["The beast targets one creature it can see within 60 feet of itself. The target must make a {@dc 18} Constitution saving throw, taking 70 ({@damage 10d6 + 40}) force damage on a failed save, or half as much damage on a successful one. If this magical effect reduces the target to 0 hit points, the target is disintegrated and leaves nothing behind, except a pile of ashes plus whatever equipment it was wearing or carrying."]}],"bonusActions":[{"name":"Teleport (2/Day)","entries":["The beast magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[{"name":"Tusk Attack","entries":["The beast makes one Tusk attack."]},{"name":"Charge (Costs 2 Actions)","entries":["The beast moves up to its speed without provoking opportunity attacks, then makes two Tusk attacks."]},{"name":"Frightful Howl (Costs 2 Actions)","entries":["The beast howls as it exhales a cloud of magical fear gas in a 120-foot cone. Any creature in that area must succeed on a {@dc 18} Wisdom saving throw or be {@condition frightened} of the beast for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Nightmare beasts are enormous quadrupeds that stand 20 feet tall, or 40 feet tall when rearing on their hind legs.","A nightmare beast's legs end in claws, enabling it to climb well despite its size. Its skin is thick and tough, and its teeth are long and sharp. A pair of long, curved tusks jut from the sides of the beast's mouth, and its large red eyes glow in the dark. The creature smashes through structures and fortifications with ease, and it doesn't hesitate to rend foes with its claws and gore them with its tusks, but its most devastating attack is its magical ability to disintegrate foes with its terrible gaze.","Powerful spellcasters create nightmare beasts to serve as living siege engines. A single beast can lay waste to entire cities and armies."]}],"gallery":[{"path":"bestiary/MCV1SC/Nightmare Beast.webp"}]},{"id":"nightmare-haunt","name":"Nightmare Haunt","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Nightmare Haunt.webp","token":"bestiary/tokens/MCV4EC/Nightmare Haunt.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"44 (8d8 + 8)","speed":"30 ft., climb 30 ft.","str":14,"dex":17,"con":13,"int":9,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"blinded; charmed; exhaustion; frightened","senses":"blindsight 120 ft. (can't see beyond this radius), Passive Perception 11","languages":"Deep Speech, telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The nightmare haunt has advantage on saving throws against spells and other magical effects."]},{"name":"Somnophage","entries":["At the start of its turn, the nightmare haunt gains a number of temporary hit points equal to 5 times the number of {@condition unconscious} creatures within 30 feet of itself."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nightmare haunt makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 9 ({@damage 2d8}) psychic damage."]},{"name":"Tendrils of Slumber {@recharge 5}","entries":["The nightmare haunt creates spectral tendrils that cover the ground in a 20-foot square that it can see within 30 feet of itself for 1 minute or until it uses this action again. When a creature other than the nightmare haunt enters the affected area for the first time or starts its turn there, the creature must succeed on a {@dc 14} Strength saving throw or take 11 ({@damage 2d10}) necrotic damage and have the {@condition restrained} condition. The affected ground is also considered difficult terrain for creatures other than the nightmare haunt for the duration of its effect.","A creature that starts its turn in the area and is already {@condition restrained} by the tendrils must repeat the saving throw. On a failed save, it has the {@condition unconscious} condition and instead of the {@condition restrained} condition caused by the tendrils. On a successful save, the effect ends on the creature. An {@condition unconscious} creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a {@spell remove curse} spell or similar magic."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the nightmare haunt takes the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Nightmare haunts are terrors from the minds of Eldraine's sleeping citizens, made tangible by the planeswalker Ashiok. These creatures can hurt the body and also attack the minds of dreamers afflicted by the Wicked Slumber.","Nightmare haunts appear as horrifying shadow creatures with forms evocative of their victims' deepest fears. Due to the collective trauma experienced by the people of Eldraine during the Phyrexian invasion, many nightmare haunts take the shape of those terrifying invaders, having multiple limbs and inhuman visages. Smoky purplish energy wafts from their forms, suggesting their connection to the Wicked Slumber.",{"type":"inset","name":"The Wicked Slumber","entries":["During the Phyrexian invasion of Eldraine, the high fae monarch Talion, the Kindly Lord, and a trio of witch sisters performed a grand ritual to create a sleeping curse. Even with the Phyrexians defeated, the curse remains and spreads unchecked through Eldraine due to interference from the planeswalker Ashiok and Eriette, one of the witches who helped create the curse. The Wicked Slumber affects rich and poor alike, causing them to fall into an endless sleep or roam as sleepwalkers. Animals are also affected, and even tree boughs droop as if exhausted in areas where the Wicked Slumber is prominent. Purple tendrils of wispy nightmares spread like vines across those areas and surround the bodies of those who sleep.","Heroes throughout Eldraine have ventured out to find a cure for the Wicked Slumber, but no one has yet discovered how to break the enchantment. It has even affected one of the Kindly Lord's daughters, the famed duelist Obyra. Meanwhile, Eriette and Ashiok conspire to build a nightmare realm in the ruins of Castle Ardenvale at the heart of the Wicked Slumber, replacing the virtuous court with one composed of sleepwalkers and dreamers guarded by nightmare haunts."]}]}],"gallery":[{"path":"bestiary/MCV4EC/Nightmare Haunt.webp","credit":"Nicholas Gregory"}]},{"id":"nightmare-shepherd","name":"Nightmare Shepherd","source":"MOT","page":221,"srd":false,"image":"bestiary/MOT/Nightmare Shepherd.webp","token":"bestiary/tokens/MOT/Nightmare Shepherd.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"133 (14d10 + 56)","speed":"30 ft., fly 60 ft.","str":19,"dex":15,"con":18,"int":14,"wis":17,"cha":20,"saves":"Con +8, Wis +7","skills":"Arcana +6, Deception +9, Perception +7, Persuasion +9","vulnerabilities":"","resistances":"cold; necrotic","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 17","languages":"Abyssal, Common, Infernal","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of Nightmares","entries":["Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the shepherd, that creature must succeed on a {@dc 17} Wisdom saving throw or take 11 ({@damage 2d10}) psychic damage."]},{"name":"Magic Resistance","entries":["The shepherd has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The shepherd's spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:","1/day each: {@spell confusion}, {@spell dispel magic}, {@spell hold person}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The shepherd makes two attacks: one with its claws and one with its staff."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 16 ({@damage 3d10}) necrotic damage."]},{"name":"Staff","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, or 13 ({@damage 2d8 + 4}) bludgeoning damage if used with two hands, plus 26 ({@damage 4d12}) psychic damage."]},{"name":"Herd the Underworld (Recharges after a Short or Long Rest)","entries":["The shepherd pulls twisted souls from the Underworld; {@dice 1d6} {@creature shadow||shadows} (without Sunlight Weakness) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they're destroyed. They disappear when the shepherd dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd's crook, which it uses to direct a flock of wandering dead that it torments and occasionally feeds upon."]}],"gallery":[{"path":"bestiary/MOT/Nightmare Shepherd.webp","credit":"Tyler Jacobson"}]},{"id":"nightsea-chil-liren","name":"Nightsea Chil-liren","source":"JttRC","page":177,"srd":false,"image":"bestiary/tokens/JttRC/Nightsea Chil-liren.webp","token":"bestiary/tokens/JttRC/Nightsea Chil-liren.webp","size":"Medium","creatureType":"Humanoid (Nightsea Chil-liren)","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"10 ft., swim 40 ft.","str":10,"dex":13,"con":12,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Aquan, Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Water Breathing","entries":["Nightsea Chil-liren can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, or 4 ({@damage 1d8}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Janya is populated by descendants of Djaynai who escaped into the sea during the Passage of Vultures. The magic of Djaynaian transmuters and that of the Nightsea itself gave these people the ability to live beneath the waves. Now known as Nightsea Chil-liren, the people of Janya look similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs."]}]},{"id":"nightveil-specter","name":"Nightveil Specter","source":"GGR","page":215,"srd":false,"image":"bestiary/GGR/Nightveil Specter.webp","token":"bestiary/tokens/GGR/Nightveil Specter.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"17","initiative":"+4 (14)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":18,"dex":19,"con":16,"int":6,"wis":17,"cha":11,"saves":"Dex +8, Wis +7","skills":"Insight +7, Perception +7, Stealth +8","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 17","languages":"understands Common but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Mount","entries":["If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not {@condition incapacitated}, the specter can't be {@status surprised}, and both it and its mount gain advantage on Dexterity saving throws."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The specter makes two scythe attacks."]},{"name":"Scythe","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 13 ({@damage 3d8}) psychic damage."]},{"name":"Mind Twist {@recharge 5}","entries":["The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Wisdom saving throw or take 22 ({@damage 5d8}) psychic damage and be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Reap Memory (3/Day)","entries":["The specter touches one {@condition incapacitated} creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a {@dc 15} Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild-particularly the neighborhood of Nightveil, from which the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and tracking those who have stolen guild secrets, then wiping those secrets from their victims' minds to ensure that they are never shared.",{"name":"Limited Sentience","type":"entries","entries":["A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with some amount of creativity. They pursue their assigned tasks with fearless determination."]},{"name":"Gloamwing Mount","type":"entries","entries":["If a gloamwing is killed, its specter becomes fixated on destroying those responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is {@condition incapacitated}.","A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders."]},{"name":"Undead Nature","type":"entries","entries":["A Nightveil specter and its gloamwing mount don't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Nightveil Specter.webp","credit":"Min Yum"}]},{"id":"nightwalker","name":"Nightwalker","source":"MPMM","page":194,"srd":false,"image":"bestiary/MPMM/Nightwalker.webp","token":"bestiary/tokens/MPMM/Nightwalker.webp","size":"Huge","creatureType":"Undead","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"337 (25d12 + 175)","speed":"40 ft., fly 40 ft.","str":22,"dex":19,"con":24,"int":6,"wis":9,"cha":8,"saves":"Con +13","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 120 ft., Passive Perception 9","languages":"","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Arctic, Desert, Swamp, Underdark","treasure":"","traits":[{"name":"Annihilating Aura","entries":["Any creature that starts its turn within 30 feet of the nightwalker must succeed on a {@dc 21} Constitution saving throw or take 21 ({@damage 6d6}) necrotic damage. Undead are immune to this aura."]},{"name":"Life Eater","entries":["A creature dies if reduced to 0 hit points by the nightwalker and can't be revived except by a {@spell wish} spell."]},{"name":"Unusual Nature","entries":["The nightwalker doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nightwalker makes two Enervating Focus attacks, one of which can be replaced by Finger of Doom, if available."]},{"name":"Enervating Focus","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}28 ({@damage 5d8 + 6}) necrotic damage. The target must succeed on a {@dc 21} Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]},{"name":"Finger of Doom {@recharge}","entries":["The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a {@dc 21} Wisdom saving throw or take 39 ({@damage 6d12}) necrotic damage and become {@condition frightened} until the end of the nightwalker's next turn. While {@condition frightened} in this way, the creature is also {@condition paralyzed}. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The Negative Plane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life they encounter.","One can reach the Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures, annihilating most at once. The few who survive by sheer luck or by harnessing some rare form of protective magic soon discover that they can't leave as easily as they arrived. Worse, for each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape.","Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation, which can provide clues as to who the trapped creature is. This attraction doesn't indicate a willingness to engage with the world, though; nightwalkers exist to make life extinct, and they prioritize anything associated with the trapped creature for destruction."],"gallery":[{"path":"bestiary/MPMM/Nightwalker.webp","credit":"Ben Wootten"}],"otherVersions":[{"id":"nightwalker-mtf","source":"MTF"}]},{"id":"nightwalker-mtf","name":"Nightwalker","source":"MTF","page":216,"srd":false,"image":"bestiary/MTF/Nightwalker.webp","token":"bestiary/tokens/MTF/Nightwalker.webp","size":"Huge","creatureType":"Undead","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"297 (22d12 + 154)","speed":"40 ft., fly 40 ft.","str":22,"dex":19,"con":24,"int":6,"wis":9,"cha":8,"saves":"Con +13","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 120 ft., Passive Perception 9","languages":"","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Arctic, Desert, Swamp, Underdark","treasure":"","traits":[{"name":"Annihilating Aura","entries":["Any creature that starts its turn within 30 feet of the nightwalker must succeed on a {@dc 21} Constitution saving throw or take 14 ({@damage 4d6}) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura."]},{"name":"Life Eater","entries":["A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a {@spell wish} spell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available."]},{"name":"Enervating Focus","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}28 ({@damage 5d8 + 6}) necrotic damage. The target must succeed on a {@dc 21} Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest."]},{"name":"Finger of Doom {@recharge}","entries":["The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a {@dc 21} Wisdom saving throw or take 26 ({@damage 4d12}) necrotic damage and become {@condition frightened} until the end of the nightwalker's next turn. While {@condition frightened} in this way, the creature is also {@condition paralyzed}. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Nightwalker","entries":["The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter."]},{"name":"Mighty Spawn","type":"entries","entries":["One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between the planes is thin.","Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape."]},{"type":"entries","name":"Beings of Anti-Life","entries":["One can discern the nature of creatures trapped in the Negative Plane from the sites that nightwalkers frequent. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation. Such interest doesn't indicate a willingness to engage with the world; nightwalkers exist to make life extinct and never to serve living things."]},{"name":"Undead Nature","type":"entries","entries":["A nightwalker doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MTF/Nightwalker.webp","credit":"Ben Wootten"}],"hidden":true,"otherVersions":[{"id":"nightwalker","source":"MPMM"}]},{"id":"nihiloor","name":"Nihiloor","source":"WDH","page":212,"srd":false,"image":"bestiary/WDH/Nihiloor.webp","token":"bestiary/tokens/WDH/Nihiloor.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":19,"wis":17,"cha":17,"saves":"Int +7, Wis +6, Cha +6","skills":"Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["Nihiloor has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Nihiloor's innate spellcasting ability is Intelligence (spell save {@dc 15}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 15}) and must succeed on a {@dc 15} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by Nihiloor. {@h}The target takes 55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["Nihiloor magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) psychic damage and be {@condition stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDH/Nihiloor.webp"}]},{"id":"nikolai-wachter","name":"Nikolai Wachter","source":"CoS","page":110,"srd":false,"image":"bestiary/tokens/CoS/Nikolai Wachter.webp","token":"bestiary/tokens/CoS/Nikolai Wachter.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Nikolai adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nilbog","name":"Nilbog","source":"MPMM","page":195,"srd":false,"image":"bestiary/MPMM/Nilbog.webp","token":"bestiary/tokens/MPMM/Nilbog.webp","size":"Small","creatureType":"Fey (Goblinoid)","alignment":"Chaotic Neutral","ac":"13","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":15,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill, Underdark","treasure":"","traits":[{"name":"Nilbogism","entries":["Any creature that attempts to damage the nilbog must first succeed on a {@dc 12} Charisma saving throw or be {@condition charmed} until the end of the creature's next turn. A creature {@condition charmed} in this way must use its action praising the nilbog.","The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction."]}],"spellcasting":[{"name":"Spellcasting","entries":["The nilbog casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell mage hand}, {@spell Tasha's hideous laughter}"]}],"actions":[{"name":"Fool's Scepter","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Mocking Word","entries":["The nilbog targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 12} Wisdom saving throw or take 5 ({@damage 2d4}) psychic damage and have disadvantage on its next attack roll before the end of its next turn."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The nilbog takes the {@action Disengage} or {@action Hide} action."]}],"reactions":[{"name":"Reversal of Fortune","entries":["In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 3 ({@dice 1d6}) hit points."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["When Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, as well as the goblin possessed by it, a nilbog (\"goblin\" spelled backward), and they revel in the chaos a nilbog sows.","Whenever goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblins have been mistreated by their betters. The possessed goblin turns into a wisecracking, impish creature fearless of reprisal. This nilbog also gains strange powers that drive others to do the opposite of what they desire. Attacking the possessed goblin is foolhardy, and killing them just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.","Among fey courts, the risk of attracting a nilbog has given rise to the practice of always including at least one goblin jester. This jester is allowed to go anywhere and do whatever they please, hopefully preventing a nilbog from manifesting. The position of jester is much sought-after among the courts' goblins, because even if the jester is obviously not a nilbog, the court must indulge their chaotic behavior.",{"name":"Nilbogism","type":"entries","entries":["A nilbog is an invisible spirit that possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can't be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing initiative ties), the only action it can take is to attempt to possess a goblin within 5 feet of it.","A goblin targeted by the spirit must succeed on a {@dc 15} Charisma saving throw or become possessed. While possessed, the goblin uses the nilbog stat block. If the save succeeds, the spirit can't possess that goblin for 24 hours.","If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of their nilbog spirit reverts to their normal statistics and loses the traits they gained while possessed."]}],"gallery":[{"path":"bestiary/MPMM/Nilbog.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"nilbog-vgm","source":"VGM"}]},{"id":"nilbog-vgm","name":"Nilbog","source":"VGM","page":182,"srd":false,"image":"bestiary/VGM/Nilbog.webp","token":"bestiary/tokens/VGM/Nilbog.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":15,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Forest, Hill","treasure":"","traits":[{"name":"Nilbogism","entries":["Any creature that attempts to damage the nilbog must first succeed on a {@dc 12} Charisma saving throw or be {@condition charmed} until the end of the creature's next turn. A creature {@condition charmed} in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction."]},{"name":"Nimble Escape","entries":["The nilbog can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The nilbog's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell mage hand}, {@spell Tasha's hideous laughter}, {@spell vicious mockery}","1/day: {@spell confusion}"]}],"actions":[{"name":"Fool's Scepter","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Reversal of Fortune","entries":["In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains {@dice 1d6} hit points."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins' pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, and the goblin possessed by it, a nilbog (\"goblin\" spelled backward), and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host.",{"name":"Goblins' Revenge","entries":["When goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise."],"type":"entries"},{"type":"inset","name":"Nilbogism","entries":["A nilbog is an invisible spirit that possesses only goblins. Bereft of a host, the spirit has a flying speed of 30 feet and can't speak or be attacked. The only action it can take is to attempt to possess a goblin within 5 feet of it.","A goblin targeted by the spirit must succeed on a {@dc 15} Charisma saving throw or become possessed. While possessed by the spirit, the goblin's alignment becomes chaotic evil, its Charisma becomes 15 (unless it was already higher), and it gains the nilbog's Innate Spellcasting and Nilbogism traits, as well as its Reversal of Fortune reaction. If the save succeeds, the spirit can't possess that goblin for 24 hours. If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of its nilbog spirit reverts to its normal statistics and loses the traits it gained while possessed."]},{"name":"No Joking Matter","entries":["The possible presence of a nilbog in a host has given rise to a practice among goblinoids that each host include at least one goblin jester. This jester is allowed to go anywhere and do whatever it pleases. The position of jester is a much sought-after one among the goblins, because even if the jester is obviously not a nilbog, hobgoblins and bugbears indulge its manic behavior."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Nilbog.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"nilbog","source":"MPMM"}]},{"id":"niles-breakbone","name":"Niles Breakbone","source":"ToA","page":47,"srd":false,"image":"bestiary/tokens/ToA/Niles Breakbone.webp","token":"bestiary/tokens/ToA/Niles Breakbone.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Niles adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nimblewright","name":"Nimblewright","source":"WDH","page":212,"srd":false,"image":"bestiary/WDH/Nimblewright.webp","token":"bestiary/tokens/WDH/Nimblewright.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+4 (14)","hp":"45 (6d8 + 18)","speed":"60 ft.","str":12,"dex":18,"con":17,"int":8,"wis":10,"cha":6,"saves":"Dex +6","skills":"Acrobatics +8, Perception +2","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"exhaustion; frightened; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands one language known to its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The nimblewright has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The nimblewright's weapon attacks are magical."]},{"name":"Repairable","entries":["As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a {@spell mending} spell is cast on it."]},{"name":"Sure-Footed","entries":["The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nimblewright makes three attacks: two with its rapier and one with its dagger."]},{"name":"Rapier","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Dagger","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage. Or Ranged Weapon Attack: {@hit 6} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The nimblewright adds 2 to its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator.",{"name":"Duelist","type":"entries","entries":["A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes."]},{"name":"Constructed Nature","type":"entries","entries":["A nimblewright doesn't require air, food, drink, or sleep. Damage it takes can be repaired with {@spell mending} spells, but a nimblewright reduced to 0 hit points is permanently destroyed."]}]}]}]}],"gallery":[{"path":"bestiary/WDH/Nimblewright.webp"}]},{"id":"nimblewright-guard","name":"Nimblewright Guard","source":"FRAiF","page":266,"srd":false,"image":"bestiary/FRAiF/Nimblewright.webp","token":"bestiary/tokens/FRAiF/Nimblewright Guard.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"16","initiative":"+6 (16)","hp":"67 (9d8 + 27)","speed":"60 ft.","str":12,"dex":18,"con":16,"int":8,"wis":12,"cha":6,"saves":"Dex +6","skills":"Acrobatics +6, Perception +3","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned","senses":"Darkvision 60 ft., Passive Perception 13","languages":"understands Common plus one other language but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Evasion","entries":["If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half damage if it fails, provided it doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nimblewright makes three attacks, using Scimitar or Clockwork Crossbow in any combination."]},{"name":"Scimitar","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Slashing damage."]},{"name":"Clockwork Crossbow","entries":["{@atkr r} {@hit 6}, range 80/320 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The nimblewright is hit by a melee attack roll while holding a weapon. {@actResponse} The nimblewright adds 2 to its AC against that attack, potentially causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Watchful sentries that patrol important sites, nimblewright guards serve as loyal soldiers or work as vigilant bodyguards."]},{"type":"section","name":"Nimblewrights","entries":["{@i Cunningly Crafted Clockwork Sentinels}","Nimblewrights are fabricated from durable wood and animated by magic and clockwork gears. Some nimblewrights bear metal plates to protect their cogs and springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and adapt their routines to account for dangers.","Nimblewrights are surprisingly dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.","Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in a busy public place.",{"type":"table","colLabels":["1d6","The Nimblewright Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Serving as an attentive bodyguard to a haughty dignitary."],["2","Scouting an area for a pending assassination."],["3","Seeking a thief that has stolen one of the nimblewright's cogs."],["4","Working to put out a fire before it spreads."],["5","Detaining a prisoner who claims innocence."],["6","Hauling mundane goods, but it is lost."]]}]}],"gallery":[{"path":"bestiary/FRAiF/Nimblewright.webp"}]},{"id":"nimblewright-hulk","name":"Nimblewright Hulk","source":"FRAiF","page":267,"srd":false,"image":"bestiary/FRAiF/Nimblewright.webp","token":"bestiary/tokens/FRAiF/Nimblewright Hulk.webp","size":"Large","creatureType":"Construct","alignment":"Neutral","ac":"18","initiative":"+7 (17)","hp":"104 (11d10 + 44)","speed":"50 ft.","str":19,"dex":18,"con":19,"int":10,"wis":12,"cha":6,"saves":"Str +7, Dex +7","skills":"Acrobatics +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned","senses":"Darkvision 60 ft., Passive Perception 17","languages":"understands Common plus one other language but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Evasion","entries":["If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half damage if it fails, provided it doesn't have the {@condition Incapacitated|XPHB} condition."]},{"name":"Magic Resistance","entries":["The nimblewright has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nimblewright makes four attacks, using Halting Slam or Radiant Ray in any combination."]},{"name":"Halting Slam","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}15 ({@damage 2d10 + 4}) Bludgeoning damage, and the target's {@variantrule Speed|XPHB} is reduced to 0 until the end of its next turn."]},{"name":"Radiant Ray","entries":["{@atkr r} {@hit 7}, range 60 ft. {@h}14 ({@damage 4d6}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Nimblewright hulks are massive guards or sentinels. These four-armed Constructs often have thick steel bolted to their frames. They are neither slow nor stupid, to the surprise of many would-be thieves or trespassers."]},{"type":"section","name":"Nimblewrights","entries":["{@i Cunningly Crafted Clockwork Sentinels}","Nimblewrights are fabricated from durable wood and animated by magic and clockwork gears. Some nimblewrights bear metal plates to protect their cogs and springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and adapt their routines to account for dangers.","Nimblewrights are surprisingly dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.","Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in a busy public place.",{"type":"table","colLabels":["1d6","The Nimblewright Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Serving as an attentive bodyguard to a haughty dignitary."],["2","Scouting an area for a pending assassination."],["3","Seeking a thief that has stolen one of the nimblewright's cogs."],["4","Working to put out a fire before it spreads."],["5","Detaining a prisoner who claims innocence."],["6","Hauling mundane goods, but it is lost."]]}]}],"gallery":[{"path":"bestiary/FRAiF/Nimblewright.webp"}]},{"id":"nimblewright-steed","name":"Nimblewright Steed","source":"FRAiF","page":267,"srd":false,"image":"bestiary/FRAiF/Nimblewright.webp","token":"bestiary/tokens/FRAiF/Nimblewright Steed.webp","size":"Large","creatureType":"Construct","alignment":"Neutral","ac":"16","initiative":"+6 (16)","hp":"47 (5d10 + 20)","speed":"60 ft.","str":17,"dex":18,"con":18,"int":6,"wis":10,"cha":6,"saves":"Dex +6","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"understands Common plus one other language but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Evasion","entries":["If the nimblewright is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the save and only half damage if it fails, provided it doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage. If the nimblewright moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 4 ({@damage 1d8}) Bludgeoning damage and, if it is Huge or smaller, has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Nimble Movement","entries":["The nimblewright takes the {@action Disengage|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Nimblewright steeds are clockwork mounts that are tireless whether carrying a rider or pulling a coach. A nimblewright steed can become fixated on routes it frequently takes and become stubborn about following them."]},{"type":"section","name":"Nimblewrights","entries":["{@i Cunningly Crafted Clockwork Sentinels}","Nimblewrights are fabricated from durable wood and animated by magic and clockwork gears. Some nimblewrights bear metal plates to protect their cogs and springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and adapt their routines to account for dangers.","Nimblewrights are surprisingly dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.","Nimblewrights can serve as interesting background flavor in Calimshan or other areas where they are common. Roll or choose a result from the Nimblewright Tasks table as inspiration for what a nimblewright guard or nimblewright hulk might be doing in a busy public place.",{"type":"table","colLabels":["1d6","The Nimblewright Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Serving as an attentive bodyguard to a haughty dignitary."],["2","Scouting an area for a pending assassination."],["3","Seeking a thief that has stolen one of the nimblewright's cogs."],["4","Working to put out a fire before it spreads."],["5","Detaining a prisoner who claims innocence."],["6","Hauling mundane goods, but it is lost."]]}]}],"gallery":[{"path":"bestiary/FRAiF/Nimblewright.webp"}]},{"id":"nimir","name":"Nimir","source":"SKT","page":256,"srd":false,"image":"bestiary/tokens/SKT/Nimir.webp","token":"bestiary/tokens/SKT/Nimir.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Good","ac":"16","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Athletics +14, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Roleplaying Information","entries":["Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders.","Ideal: \"It's the duty of the big to protect the small.\"","Bond: \"I'd give my life to defend my king and his royal line.\"","Flaw: \"I never question orders.\""]},{"name":"Amphibious","entries":["Nimir can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell levitate}, {@spell light}","1/day each: {@spell control weather} (cast as 1 action), {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Nimir makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["Nimir hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nimira","name":"Nimira","source":"TftYP","page":54,"srd":false,"image":"bestiary/tokens/TftYP/Nimira.webp","token":"bestiary/tokens/TftYP/Nimira.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"25 ft.","str":14,"dex":11,"con":14,"int":11,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Duergar Resilience","entries":["Nimira has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Nimira has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Multiattack. Nimira makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage, or 16 ({@damage 4d6 + 2}) slashing damage while enlarged."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, Nimira magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["Nimira magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.","Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.",{"name":"Slaves to Slavers","type":"entries","entries":["The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.","Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency."]},{"name":"Tough as Stone","type":"entries","entries":["Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells."]},{"name":"Born of Darkness","type":"entries","entries":["The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight."]},{"name":"Infernal Master","type":"entries","entries":["Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity."]}]}]}]}]},{"id":"nimuel","name":"Nimuel","source":"JttRC","page":136,"srd":false,"image":"bestiary/JttRC/089-10-001.storyteller-nimuel.webp","token":"bestiary/tokens/JttRC/Nimuel.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Nimuel is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/089-10-001.storyteller-nimuel.webp","title":"The Storyteller Nimuel reveals the chaos caused by a rampaging bakunawa","credit":"Claudio Pozas"}]},{"id":"nine-fingers-keene","name":"Nine-Fingers Keene","source":"BGDIA","page":170,"srd":false,"image":"bestiary/BGDIA/Nine-Fingers Keene.webp","token":"bestiary/tokens/BGDIA/Nine-Fingers Keene.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"15","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":12,"dex":18,"con":14,"int":13,"wis":17,"cha":14,"saves":"Dex +7, Int +4","skills":"Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight Of Hand +10, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Thieves' cant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of her turns in combat, Nine-Fingers can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Dagger Thrower","entries":["Nine-Fingers adds double her proficiency bonus to the damage she deals on ranged attacks made with daggers (already factored into her attacks)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Nine-Fingers attacks three times with her daggers."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage, plus 6 piercing damage if it's a ranged attack."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["Nine-Fingers halves the damage that she takes from an attack that hits her. She must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and build. Her forgettable looks have proven her greatest asset as a thief, as her victims have trouble recognizing her even when they meet her again face-to-face. Keene's leadership over the years earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected.","Keene has become increasingly intolerant of the populous tide turning against her organization. While the occasional rabble-rouser has always impeded criminal business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar's estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes."]}]}],"gallery":[{"path":"bestiary/BGDIA/Nine-Fingers Keene.webp"}]},{"id":"nintra-siotta","name":"Nintra Siotta","source":"CM","page":197,"srd":false,"image":"bestiary/CM/Nintra Siotta.webp","token":"bestiary/tokens/CM/Nintra Siotta.webp","size":"Large","creatureType":"Fey","alignment":"Chaotic Evil","ac":"17","initiative":"+7 (17)","hp":"306 (36d10 + 108)","speed":"40 ft., fly 40 ft. (hover)","str":16,"dex":24,"con":16,"int":17,"wis":15,"cha":24,"saves":"Str +8, Dex +12, Wis +7","skills":"Deception +12, Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; stunned","senses":"truesight 60 ft., Passive Perception 17","languages":"Common, Elvish, Sylvan","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Nintra fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Nintra casts one of the following spells, using Charisma as the spellcasting ability (save {@dc 20}) and requiring no material components:","3/day each: {@spell dispel magic}, {@spell faerie fire}, {@spell mirror image}"]}],"actions":[{"name":"Multiattack","entries":["Nintra makes two attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d4 + 7}) piercing damage."]},{"name":"Shard of Shadow","entries":["{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}10 ({@damage 1d6 + 7}) necrotic damage, and if the target is a creature, it must succeed on a {@dc 20} Constitution saving throw or be {@condition poisoned} until the end of its next turn."]},{"name":"Storm of Shattered Glass {@recharge}","entries":["Nintra targets a point she can see within 60 feet of her and creates a 20-foot-radius sphere of swirling glass shards centered on that point. Each creature in the sphere must make a {@dc 20} Dexterity saving throw, taking 28 ({@damage 8d6}) slashing damage on a failed save, or half as much damage on a successful save. If Nintra is in the sphere, the shards deal no damage to her."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Nintra makes one attack."]},{"name":"Fey Step","entries":["Nintra teleports to an unoccupied space she can see within 30 feet of her."]},{"name":"Shadow Strikes (Costs 2 Actions)","entries":["Provided she is in bright or dim light, Nintra causes her shadow to attack a creature within 10 feet of her. Her shadow makes two claw attacks, each attack identical to Nintra's claw attack except that it deals psychic damage instead of piercing damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties) Nintra can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",{"type":"list","items":["Nintra targets one pane of shadow glass in her lair, causing it to explode into shards. Each creature within 20 feet of the exploding pane must make a {@dc 18} Dexterity saving throw, taking 13 ({@damage 3d8}) piercing damage on a failed save, or half as much damage on a successful one. The shards fade away to vapor and the pane is restored to normal at the next initiative count 20.","Nintra targets one pane of shadow glass in her lair, briefly transforming it into a swirling vortex. One creature of her choice within 20 feet of the pane must succeed on a {@dc 20} Strength saving throw or be drawn into the vortex, taking 11 ({@damage 2d10}) necrotic damage. The creature is then teleported to an unoccupied space within 5 feet of another pane of shadow glass in Nintra's lair (determined randomly)."]}],"regionalEffects":[],"lore":[{"type":"entries","entries":["Nintra Siotta, a chaotic evil archfey who was exiled from the Gloaming Court by the Queen of Air and Darkness long ago, is known in Faerûn by three titles: Princess of the Shadow Glass, Lady of Dread Omens, and Seeker of the Three Crowns. She appears as a 9-foot-tall humanoid made of smoky gray glass, wrapped in a cloak-like darkness that appears to devour the light.","Nintra's eyes burn with green fire, and she speaks in a high, musical voice. Deception comes naturally to her, but imprisonment in {@i The Scrivener's Tale}has made her impatient and prone to telepathic outbursts that betray her cruel nature."]}],"gallery":[{"path":"bestiary/CM/Nintra Siotta.webp","credit":"Ernanda Souza"}]},{"id":"niv-mizzet","name":"Niv-Mizzet","source":"GGR","page":241,"srd":false,"image":"bestiary/GGR/Niv-Mizzet.webp","token":"bestiary/tokens/GGR/Niv-Mizzet.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Neutral","ac":"22","initiative":"+2 (12)","hp":"370 (19d20 + 171)","speed":"40 ft., climb 30 ft., fly 80 ft.","str":29,"dex":14,"con":29,"int":30,"wis":17,"cha":25,"saves":"Con +17, Int +18, Wis +11","skills":"Arcana +18, Insight +11, Perception +11","vulnerabilities":"","resistances":"cold; psychic; thunder","immunities":"fire; lightning","conditionImmunities":"charmed","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Niv-Mizzet fails a saving throw, he can choose to succeed instead."]},{"name":"Locus of the Firemind","entries":["Niv-Mizzet can maintain {@status concentration} on two different spells at the same time. In addition, he has advantage on saving throws to maintain {@status concentration} on spells."]},{"name":"Magic Resistance","entries":["Niv-Mizzet has advantage on saving throws against spells and other magical effects."]},{"name":"Master Chemister","entries":["When Niv-Mizzet casts a spell that deals damage, he can change the spell's damage to cold, fire, force, lightning, or thunder."]}],"spellcasting":[{"name":"Spellcasting","entries":["Niv-Mizzet is a 20th-level Izzet spellcaster. His spellcasting ability is Intelligence (spell save {@dc 26}, {@hit 18} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell prestidigitation}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}, {@spell unseen servant}","Level 2 (3 slots): {@spell blur}, {@spell enlarge/reduce}, {@spell flaming sphere}, {@spell hold person}, {@spell scorching ray}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell lightning bolt}, {@spell slow}","Level 4 (3 slots): {@spell confusion}, {@spell dimension door}, {@spell fabricate}","Level 5 (2 slots): {@spell conjure elemental}, {@spell polymorph}, {@spell wall of fire}, {@spell wall of force}","Level 6 (1 slots): {@spell chain lightning}, {@spell disintegrate}, {@spell true seeing}","Level 7 (1 slots): {@spell project image}, {@spell reverse gravity}, {@spell teleport}","Level 8 (1 slots): {@spell control weather}, {@spell maze}, {@spell power word stun}","Level 9 (1 slots): {@spell prismatic wall}"]}],"actions":[{"name":"Multiattack","entries":["Niv-Mizzet makes three attacks: one with his bite and two with his claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d8 + 9}) piercing damage plus 14 ({@damage 4d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d4 + 9}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}16 ({@damage 2d6 + 9}) bludgeoning damage."]},{"name":"Fire Breath {@recharge 5}","entries":["Niv-Mizzet exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["Niv-Mizzet casts one of his cantrips."]},{"name":"Tail Attack","entries":["Niv-Mizzet makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a {@dc 25} Dexterity saving throw or take 14 ({@damage 2d4 + 9}) bludgeoning damage and be knocked {@condition prone}. Niv-Mizzet can then fly up to half his flying speed."]},{"name":"Dracogenius (Costs 3 Actions)","entries":["Niv-Mizzet regains a spell slot of 3rd level or lower."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Possessed of arrogance and vanity that matches his vast intellect and tremendous power, Niv-Mizzet is the ancient dragon who founded and continues to control the Izzet League. From his private laboratory at the top of the Izzet guildhall, Niv-Mizzet directs the research and experiments of his countless underlings. He coordinates a tremendous number of apparently unrelated projects, working toward some mysterious end.","There can be little doubt that this ancient dragon is one of the most intelligent beings on Ravnica and one of the world's most powerful spellcasters. He is just as acquisitive as any dragon, but his treasure is scientific and magical knowledge. His ambition is a looming threat in the minds of all the other guildmasters, but confronting him directly is almost unthinkable thanks to the combination of his awesome magical power and the sheer physical threat of a fire-breathing, sword-toothed dragon."]}]}]}],"gallery":[{"path":"bestiary/GGR/Niv-Mizzet.webp","credit":"Todd Lockwood"}]},{"id":"nivix-cyclops","name":"Nivix Cyclops","source":"GGR","page":216,"srd":false,"image":"bestiary/GGR/Nivix Cyclops.webp","token":"bestiary/tokens/GGR/Nivix Cyclops.webp","size":"Large","creatureType":"Giant","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"115 (10d10 + 60)","speed":"30 ft.","str":24,"dex":9,"con":22,"int":7,"wis":10,"cha":9,"saves":"Con +9, Wis +3","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The cyclops has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cyclops makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Spell Vitalization","entries":["Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed.","Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy laborers. They wear mizzium armor plating to minimize injuries from laboratory mishaps, piston gauntlets to increase their strength for lifting and punching, and telescopic helmets to minimize the shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall."]}]}]}],"gallery":[{"path":"bestiary/GGR/Nivix Cyclops.webp","credit":"Wayne Reynolds"}]},{"id":"nixylanna-vidorant","name":"Nixylanna Vidorant","source":"KftGV","page":130,"srd":false,"image":"bestiary/KftGV/065-08-005.nixylanna-vidorant.webp","token":"bestiary/tokens/KftGV/Nixylanna Vidorant.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Nixylanna Vidorant has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Nixylanna Vidorant is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Nixylanna Vidorant deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Nixylanna Vidorant makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/065-08-005.nixylanna-vidorant.webp","credit":"Evyn Fong"}]},{"id":"noble","name":"Noble","source":"XMM","page":227,"srd":true,"image":"bestiary/XMM/Nobles.webp","token":"bestiary/tokens/XMM/Noble.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus two other languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Any","treasure":"Individual","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}5 ({@damage 1d8 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The noble is hit by a melee attack roll while holding a weapon. {@actResponse} The noble adds 2 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A noble's social advantages typically grant the noble access to greater education and training than most common folk, while nobles' experience with business or politics makes many adept negotiators."]},{"type":"section","name":"Nobles","entries":["{@i Royals and Rich Folk}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Nobles encompass a variety of people with social influence. They might be rulers, wealthy merchants, callous bureaucrats, or the idle elite."]}],"gallery":[{"path":"bestiary/XMM/Nobles.webp","credit":"Riccardo Moscatello"}],"otherVersions":[{"id":"noble-mm","source":"MM"}]},{"id":"noble-mm","name":"Noble","source":"MM","page":348,"srd":false,"image":"bestiary/MM/Noble.webp","token":"bestiary/tokens/MM/Noble.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.","The noble's statistics can also be used to represent courtiers who aren't of noble birth."]}]}],"gallery":[{"path":"bestiary/MM/Noble.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"noble","source":"XMM"}]},{"id":"noble-prodigy","name":"Noble Prodigy","source":"XMM","page":227,"srd":false,"image":"bestiary/XMM/Nobles.webp","token":"bestiary/tokens/XMM/Noble Prodigy.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"16","initiative":"+7 (17)","hp":"148 (27d8 + 27)","speed":"30 ft.","str":8,"dex":16,"con":12,"int":15,"wis":14,"cha":19,"saves":"Dex +7, Con +5, Wis +6, Cha +8","skills":"Perception +6, Persuasion +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus two other languages","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Any","treasure":"Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The noble casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Mage Armor|XPHB} (included in AC), {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}","1/day each: {@spell Befuddlement|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Fly|XPHB}, {@spell Scrying|XPHB}, {@spell Shatter|XPHB} (level 7 version)"]},{"name":"Shield (2/Day)","entries":["The noble casts {@spell Shield|XPHB} in response to that spell's trigger, using the same spellcasting ability as Spellcasting.","2/day: {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The noble makes three Beguiling Strike attacks."]},{"name":"Beguiling Strike","entries":["{@atkr m,r} {@hit 8}, reach 5 ft. or range 60 ft. {@h}18 ({@damage 4d6 + 4}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition until the start of the noble's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Noble prodigies trace their lineage to a legendary hero, a demigod, a dragon, or some other ancestor that grants them magical prowess. Among some nobles, the source of a prodigy's magic might be a family secret."]},{"type":"section","name":"Nobles","entries":["{@i Royals and Rich Folk}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Nobles encompass a variety of people with social influence. They might be rulers, wealthy merchants, callous bureaucrats, or the idle elite."]}],"gallery":[{"path":"bestiary/XMM/Nobles.webp","credit":"Riccardo Moscatello"}]},{"id":"noggle-ransacker","name":"Noggle Ransacker","source":"LFL","srd":false,"image":"bestiary/LFL/Noggle Ransacker.webp","token":"bestiary/tokens/LFL/Noggle Ransacker.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":14,"dex":15,"con":13,"int":8,"wis":10,"cha":12,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common, Sylvan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Planar, Feywild","treasure":"Individual","traits":[{"name":"Siege Monster","entries":["The noggle deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Sabotaging Swipe","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Slashing damage. If the target is wearing armor, it is subjected to the following effect. {@actSave dex} {@dc 12}. {@actSaveFail} The armor takes a -1 penalty to the AC it offers. The target can take an action to remove the penalty from its armor."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The noggle takes the {@action Disengage|XPHB} or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Noggles don't burglarize—they ransack. Still, despite their indiscretion, many noggles choose to wear masks, bandannas, or flimsy disguises to obscure their identities."]},{"type":"section","name":"Noggles","entries":["Noggles are bipedal, donkey-like Fey that delight in thievery and mischief. They enjoy stealing from other creatures not out of necessity, but out of principle. This principle can be summarized by a common Sylvan expression that roughly translates to \"that's mine!\" Noggles are found only in Shadowmoor, where they roam and cause chaos."]}],"gallery":[{"path":"bestiary/LFL/Noggle Ransacker.webp"}]},{"id":"noggle-wild-mage","name":"Noggle Wild Mage","source":"LFL","srd":false,"image":"bestiary/tokens/LFL/Noggle Wild Mage.webp","token":"bestiary/tokens/LFL/Noggle Wild Mage.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"22 (4d6 + 8)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":10,"wis":12,"cha":17,"saves":"Con +4, Cha +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Common, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Planar, Feywild","treasure":"Individual","traits":[{"name":"Bloodied Wild Magic","entries":["While {@status Bloodied|XPHB}, the noggle has a {@variantrule Fly Speed|XPHB} of 30 feet and it can choose for any damage it deals to be Force damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The noggle makes two attacks, using Noggling Stick or Befuddling Ray in any combination."]},{"name":"Noggling Stick","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Bludgeoning damage plus 2 ({@damage 1d4}) Psychic damage."]},{"name":"Befuddling Ray","entries":["{@atkr r} {@hit 5}, range 60 ft. {@h}6 ({@damage 1d6 + 3}) Psychic damage, and the target subtracts {@dice 1d4} from the next saving throw it makes before the end of the noggle's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Some noggles have a powerful connection to the strange magic that suffuses the realm of Lorwyn-Shadowmoor. Such wild mages exist on the peripheries of noggle society as pariahs and vagabonds. Their innate magic becomes strongest when they are most desperate, such as in the heat of battle."]},{"type":"section","name":"Noggles","entries":["Noggles are bipedal, donkey-like Fey that delight in thievery and mischief. They enjoy stealing from other creatures not out of necessity, but out of principle. This principle can be summarized by a common Sylvan expression that roughly translates to \"that's mine!\" Noggles are found only in Shadowmoor, where they roam and cause chaos."]}]},{"id":"nonaton-modron","name":"Nonaton Modron","source":"MPP","page":38,"srd":false,"image":"bestiary/MPP/Nonaton Modron.webp","token":"bestiary/tokens/MPP/Nonaton Modron.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"16","initiative":"+1 (11)","hp":"161 (19d10 + 57)","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":13,"con":16,"int":16,"wis":16,"cha":13,"saves":"Int +7, Wis +7","skills":"Investigation +7, Perception +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 21","languages":"Modron, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The nonaton can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Combat Ready","entries":["The nonaton has advantage on initiative rolls."]},{"name":"Disintegration","entries":["If the nonaton dies, its body disintegrates into dust, leaving behind anything it was carrying."]}],"spellcasting":[{"name":"Spellcasting","entries":["The nonaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect magic}, {@spell dispel magic}, {@spell mending} (as an action)","1/day each: {@spell plane shift} (self only), {@spell protection from evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The nonaton makes three Arm attacks and uses Pillar of Truth or Spellcasting."]},{"name":"Arm","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the nonaton can't use this arm against other targets. The nonaton has nine arms, each of which can grapple one target."]},{"name":"Pillar of Truth","entries":["The nonaton chooses a point on the ground that it can see within 60 feet of itself. A 60-foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a {@dc 15} Dexterity saving throw. On a failed save, a creature takes 21 ({@damage 6d6}) force damage, and the creature reverts to its original form (if it's in a different form) and can't assume a different form until the end of its next turn. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus. Nonatons have wormlike bodies studded with nine mechanical arms."]}]},{"type":"section","entries":[{"type":"entries","name":"Modrons","entries":["Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the {@i Monster Manual}."]}]}],"gallery":[{"path":"bestiary/MPP/Nonaton Modron.webp"},{"path":"bestiary/MPP/Modrons.webp","title":"Modrons"}]},{"id":"noori","name":"Noori","source":"SKT","page":127,"srd":false,"image":"bestiary/tokens/SKT/Noori.webp","token":"bestiary/tokens/SKT/Noori.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"Stealth +3, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Bothii, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Hill, Arctic, Forest, Desert","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, Noori can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"norker","name":"Norker","source":"MFF","page":17,"srd":false,"image":"bestiary/MFF/Norker.webp","token":"bestiary/tokens/MFF/Norker.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":13,"dex":10,"con":13,"int":8,"wis":8,"cha":7,"saves":"","skills":"Athletics +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The norker makes one mace and one bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]},{"name":"Mace","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Defensive Rebuke","entries":["If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 4 piercing damage to it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Cruel, vicious, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.",{"type":"entries","name":"Denizens of the Deep Earth","entries":["In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries."]},{"type":"entries","name":"Nasty, Brutish, and Short","entries":["Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures."]},{"type":"entries","name":"A Legacy of Hatred","entries":["Given their ancient defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand any blow and whose fangs sink deep into their enemies will be shepherded to paradise. To the norkers, all other creatures are enemies. Strong creatures can be mollified with servitude and obsequious begging, while weaker ones are victims for their fangs and clubs."]}]}]}],"gallery":[{"path":"bestiary/MFF/Norker.webp"}]},{"id":"norker-war-leader","name":"Norker War Leader","source":"MFF","page":17,"srd":false,"image":"bestiary/MFF/Norker.webp","token":"bestiary/tokens/MFF/Norker War Leader.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":16,"dex":10,"con":15,"int":12,"wis":11,"cha":13,"saves":"","skills":"Athletics +5, Intimidation +3, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Goblin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The norker war leader makes one greataxe and one bite attack, and also uses Fight On, You Slugs."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Fight On, You Slugs","entries":["The norker war leader picks up to three allied goblinoids within 60 feet that can see it. The chosen creatures can each use their reactions to make a single melee attack."]}],"bonusActions":[],"reactions":[{"name":"Defensive Rebuke","entries":["If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Cruel, vicious, and lazy even by the standards of goblinoids, norkers are tough humanoids whose long, sharp fangs and thick, bony exoskeletons make them well-suited to the ranks of hobgoblin armies. Unfortunately for their would-be masters, norkers are rebellious, truculent, and prone to indolence unless watched with a keen eye and a hand that is quick to snap a whip.",{"type":"entries","name":"Denizens of the Deep Earth","entries":["In the ancient days, norkers were found deep within the earth. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as norkers could claim such an honor. For that reason alone, hobgoblin warlords are loath to use these creatures, preferring to keep them around as disposable labor in mines and quarries."]},{"type":"entries","name":"Nasty, Brutish, and Short","entries":["Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers' strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and weapons make them dangerous foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures."]},{"type":"entries","name":"A Legacy of Hatred","entries":["Given their ancient defeat and terrible treatment at the hands of other goblinoids, the norkers have developed a peculiar sect of Maglubiyet worshipper. They call him the Great Scourge and believe that mortal life is a cruel test. Those norkers whose skin can withstand any blow and whose fangs sink deep into their enemies will be shepherded to paradise. To the norkers, all other creatures are enemies. Strong creatures can be mollified with servitude and obsequious begging, while weaker ones are victims for their fangs and clubs."]}]}]}],"gallery":[{"path":"bestiary/MFF/Norker.webp"}]},{"id":"nosferatu","name":"Nosferatu","source":"VRGR","page":239,"srd":false,"image":"bestiary/VRGR/Nosferatu.webp","token":"bestiary/tokens/VRGR/Nosferatu.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"17","initiative":"+4 (14)","hp":"85 (9d8 + 45)","speed":"40 ft.","str":20,"dex":18,"con":21,"int":6,"wis":17,"cha":14,"saves":"Dex +7, Con +8, Wis +6","skills":"Perception +6, Stealth +10","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 16","languages":"the languages it knew in life","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["The nosferatu regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn't in sunlight. If the nosferatu takes radiant damage, this trait doesn't function until the start of the nosferatu's next turn."]},{"name":"Spider Climb","entries":["The nosferatu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Hypersensitivity","entries":["The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."]},{"name":"Unusual Nature","entries":["The nosferatu doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nosferatu makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is missing any of its hit points, it instead takes 11 ({@damage 2d10}) necrotic damage.","The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after {@dice 1d10} days."]},{"name":"Blood Disgorge {@recharge 5}","entries":["The nosferatu vomits blood in a 15-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) necrotic damage, and it can't regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Vicious, undead hunters, nosferatu possess the endless thirst of vampires but none of their grace. For them, existence is nothing more than an everlasting string of cold, desperate nights punctuated by crimson splashes of momentary warmth and lucidity. These joys are fleeting, as their blood addiction can never be quelled.","Nosferatu feed on anything with blood. Heaps of mutilated rats and stables turned into slaughterhouses are typical first signs of a nosferatu's predation. When the sun interrupts their hunts, nosferatu retreat to favored ruins, sewers, or caves, caring nothing for their lair's comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid.","For a few moments after feeding, nosferatu are lucid and capable of considering more than their next meal. In these instants, nosferatu recollect glimpses of what they once were, beings who knew pride, intention, and a world beyond the shadows. They might even momentarily be convinced to converse with other creatures. However, those who talk with nosferatu typically find them selfish, duplicitous creatures whose memories are faded and whose basic respect for life is long dead."]}],"gallery":[{"path":"bestiary/VRGR/Nosferatu.webp","credit":"Shawn Wood"}]},{"id":"noska-ur-gray","name":"Noska Ur'gray","source":"WDH","page":213,"srd":false,"image":"bestiary/WDH/Noska Ur'gray.webp","token":"bestiary/tokens/WDH/Noska Ur'gray.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"25 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Dwarvish","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["Noska has advantage on an attack roll against a creature if at least one of Noska's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Dwarven Resilience","entries":["Noska has advantage on saving throws against poison and resistance to poison damage."]},{"name":"Difficult Climber","entries":["Noska has disadvantage on Strength checks made to climb, due to his disability."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Noska makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Noska is a ruthless enforcer in the Xanathar Guild. A green slime in Undermountain dissolved his left hand and forearm, and the lost appendage has been replaced with a heavy crossbow that attaches to the stump."]}]}]}],"gallery":[{"path":"bestiary/WDH/Noska Ur'gray.webp"}]},{"id":"nothic","name":"Nothic","source":"XMM","page":228,"srd":false,"image":"bestiary/XMM/Nothic.webp","token":"bestiary/tokens/XMM/Nothic.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":14,"dex":16,"con":16,"int":13,"wis":10,"cha":8,"saves":"","skills":"Arcana +3, Insight +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Truesight 120 ft., Passive Perception 14","languages":"Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nothic makes two Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Slashing damage."]},{"name":"Rotting Gaze","entries":["{@actSave con} {@dc 13}, one creature the nothic can see within 120 feet. {@actSaveFail} 17 ({@damage 5d6}) Necrotic damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[{"name":"Weird Insight {@recharge}","entries":["{@actSave wis} {@dc 14}, one creature the nothic can see within 120 feet. {@actSaveFail} The nothic magically learns one fact or secret about the target."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Nothic","entries":["{@i Witness to the Weird}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Consumed by their thirst for forbidden knowledge, nothics are cursed lore seekers transformed by secrets never meant to be known. The bodies of these former scholars are warped into otherworldly shapes, each with a head dominated by a gigantic, unblinking eye. Nothics remember nothing of their past lives and care only for their endless pursuit of hidden mysteries and uncanny truths. They seek revelations amid the rubble of forgotten ruins, and they use their supernatural sight to pierce magical deceptions, rot the flesh of enemies, and steal the secrets of those who interrupt their investigations.","Some nothics seek to end the curse that warped them into their bizarre forms, but many are unaware of—or uninterested in—their transformation.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Deeper. Deeper and Deeper. Deeper and creeper. Creeping they come. Up from the place that isn't a place. They come to feed. Feed on what I know. So I hide. I hide away. Away in the secret dark. Secret and dark, like all that I know I shouldn't know!"],"from":"Scratches in Shadowdusk Hold"}]}]}],"gallery":[{"path":"bestiary/XMM/Nothic.webp","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"nothic-mm","source":"MM"}]},{"id":"nothic-mm","name":"Nothic","source":"MM","page":236,"srd":false,"image":"bestiary/MM/Nothic.webp","token":"bestiary/tokens/MM/Nothic.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":14,"dex":16,"con":16,"int":13,"wis":10,"cha":8,"saves":"","skills":"Arcana +3, Insight +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 12","languages":"Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Keen Sight","entries":["The nothic has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nothic makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Rotting Gaze","entries":["The nothic targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 12} Constitution saving throw against this magic or take 10 ({@damage 3d6}) necrotic damage."]},{"name":"Weird Insight","entries":["The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the nothic's Wisdom ({@skill Insight}) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being {@condition charmed}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.",{"name":"Cursed Arcanists","type":"entries","entries":["Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can't quite understand."]},{"name":"Dark Oracles","type":"entries","entries":["Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge.",{"name":"Lurkers in Magical Places","entries":["Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn't a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Nothic.webp","credit":"Ilya Shkipin"}],"hidden":true,"otherVersions":[{"id":"nothic","source":"XMM"}]},{"id":"nundro-rockseeker","name":"Nundro Rockseeker","source":"PaBTSO","page":73,"srd":false,"image":"bestiary/PaBTSO/Nundro Rockseeker.webp","token":"bestiary/tokens/PaBTSO/Nundro Rockseeker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Nundro Rockseeker.webp"}],"otherVersions":[{"id":"nundro-rockseeker-lmop","source":"LMoP"}]},{"id":"nundro-rockseeker-lmop","name":"Nundro Rockseeker","source":"LMoP","page":50,"srd":false,"image":"bestiary/tokens/LMoP/Nundro Rockseeker.webp","token":"bestiary/tokens/LMoP/Nundro Rockseeker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"nundro-rockseeker","source":"PaBTSO"}]},{"id":"nupperibo","name":"Nupperibo","source":"MPMM","page":196,"srd":false,"image":"bestiary/MPMM/Nupperibo.webp","token":"bestiary/tokens/MPMM/Nupperibo.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"20 ft.","str":16,"dex":11,"con":13,"int":3,"wis":8,"cha":1,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"acid; cold","immunities":"fire; poison","conditionImmunities":"blinded; charmed; frightened; poisoned","senses":"blindsight 20 ft. (blind beyond this radius), Passive Perception 11","languages":"understands Infernal but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cloud of Vermin","entries":["Any creature, other than a devil, that starts its turn within 20 feet of one or more nupperibos must succeed on a {@dc 11} Constitution saving throw or take 5 ({@damage 2d4}) acid damage. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage."]},{"name":"Driven Tracker","entries":["In the Nine Hells, the nupperibo can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul...","But those who lacked ambition cannot climb the hierarchical ladder of the Hells.","They instead step down, becoming nupperibos."],"by":"Mordenkainen"},"No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and inaction more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or when a greater fiendish power commands it.","Individually, nupperibos are weak, but they're rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, {@creature stirge||stirges}, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.","A nupperibo knows nothing but the desire to destroy non-Fiends. Once a nupperibo's vermin cloud senses a potential meal, any nearby nupperibos pursue that prey tirelessly until it or the nupperibos are slain, or some other potential victim crosses the devils' path and distracts them.","Nupperibos unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status."],"gallery":[{"path":"bestiary/MPMM/Nupperibo.webp","credit":"Ralph Horsley"}],"otherVersions":[{"id":"nupperibo-mtf","source":"MTF"}]},{"id":"nupperibo-mtf","name":"Nupperibo","source":"MTF","page":168,"srd":false,"image":"bestiary/MTF/Nupperibo.webp","token":"bestiary/tokens/MTF/Nupperibo.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"20 ft.","str":16,"dex":11,"con":13,"int":3,"wis":8,"cha":1,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"acid; cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"blinded; charmed; frightened; poisoned","senses":"blindsight 10 ft. (blind beyond this radius), Passive Perception 11","languages":"understands Infernal but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cloud of Vermin","entries":["Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a {@dc 11} Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 ({@damage 1d4}) piercing damage."]},{"name":"Hunger-Driven","entries":["In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul. Those who lacked ambition cannot climb the hierarchical ladder of the Hells. They instead step down, becoming nupperibos."],"by":"Mordenkainen"},{"type":"entries","name":"Nupperibo","entries":["No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and sloth more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle mindlessly across the landscape: blind, bloated from unquenchable hunger, and groping for whatever scraps of fetid matter or swarming vermin they can scoop into their groaning mouths."]},{"name":"Nauseating Bulk","type":"entries","entries":["Individually, nupperibos are pathetic, but they're rarely alone and can be dangerous when gathered into packs. They herd together into throngs that can clog a vital passage or an entire valley. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near."]},{"name":"Hunger Unending","type":"entries","entries":["A nupperibo knows nothing but the hunger that propels it on a blind quest for anything to devour. Once it senses a potential meal, it pursues that prey tirelessly until the food is consumed, the nupperibo is slain, or some other morsel crosses the fiend's path and distracts it."]},{"name":"Slavish Obedience","type":"entries","entries":["With no interest of its own beyond the need to consume, a nupperibo obeys unthinkingly any command it receives telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status."]}]}]}],"gallery":[{"path":"bestiary/MTF/Nupperibo.webp","credit":"Ralph Horsley"}],"hidden":true,"otherVersions":[{"id":"nupperibo","source":"MPMM"}]},{"id":"nurvureem-the-dark-lady","name":"Nurvureem, The Dark Lady","source":"PotA","page":180,"srd":false,"image":"bestiary/PotA/Nurvureem, The Dark Lady.webp","token":"bestiary/tokens/PotA/Nurvureem, The Dark Lady.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"19","initiative":"+2 (12)","hp":"195 (17d12 + 85)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":14,"con":21,"int":14,"wis":13,"cha":17,"saves":"Dex +7, Con +10, Wis +6, Cha +8","skills":"Perception +11, Stealth +7","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["Nurvureem can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Nurvureem fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Nurvureem can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 4 ({@damage 1d8}) acid damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Nurvureem's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 16} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Acid Breath {@recharge 5}","entries":["Nurvureem exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 54 ({@damage 12d8}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Nurvureem makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Nurvureem makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Nurvureem beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 19} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 15} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}.","A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ({@damage 3d6}) piercing damage.","Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Black Dragon||adult} or {@creature Ancient Black Dragon||ancient}) black dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Filth Burst","entry":"The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. The cylinder is {@book difficult terrain|PHB|8|Difficult Terrain}."},{"type":"item","name":"Grasping Muck","entry":"Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} until initiative count 20 on the next round."},{"type":"item","name":"Noxious Gas","entry":"A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.","Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.","Fog lightly obscures the land within 6 miles of the lair."]},"If the dragon dies, vegetation remains as it has grown, but other effects fade over {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ennui","entry":"Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair."},{"type":"item","name":"Grating Spies","entry":"Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity ({@skill Stealth}) checks. The dragon can suppress this effect at will."},{"type":"item","name":"Rotting Domain","entry":"Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair."}]}],"source":"FTD"}],"gallery":[{"path":"bestiary/PotA/Nurvureem, The Dark Lady.webp"},{"path":"bestiary/PotA/Nurvureem, The Dark Lady 2.webp"}]},{"id":"nycaloth","name":"Nycaloth","source":"XMM","page":229,"srd":false,"image":"bestiary/XMM/Nycaloth.webp","token":"bestiary/tokens/XMM/Nycaloth.webp","size":"Large","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"18","initiative":"+4 (14)","hp":"152 (16d10 + 64)","speed":"40 ft., fly 60 ft.","str":20,"dex":11,"con":19,"int":12,"wis":10,"cha":15,"saves":"","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"Blindsight 60 ft., Passive Perception 14","languages":"Abyssal, Infernal; telepathy 60 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Planar, Gehenna","treasure":"Armaments","traits":[{"name":"Fiendish Restoration","entries":["If the nycaloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in Gehenna."]},{"name":"Magic Resistance","entries":["The nycaloth has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nycaloth makes two Mercurial Axe attacks."]},{"name":"Mercurial Axe","entries":["{@atkr m,r} {@hit 9}, reach 10 ft. or range 30/90 ft. {@h}18 ({@damage 2d12 + 5}) Slashing damage plus 10 ({@damage 3d6}) Force damage. {@hom}The axe magically returns to the nycaloth's hand immediately after a ranged attack."]}],"bonusActions":[{"name":"Shadowy Teleport","entries":["The nycaloth has the {@condition Invisible|XPHB} condition for 1 minute, and it teleports up to 30 feet to an unoccupied space it can see. The condition ends early immediately after it deals damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Nycaloth","entries":["{@i Yugoloth of Strategy and Strife}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Gehenna)|bestiary|environment=planar, gehenna}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Fiendish warmongers, nycaloths relish combat and conquest. These tremendous winged yugoloths teleport around battlefields and into the air to bewilder their foes and attack with constantly shifting, Gehenna-forged axes—mercurial weapons similar to those favored by many yugoloths.","Nycaloths might command groups of mezzoloths and make pacts to serve arcanaloths, ultroloths, fiendish warlords, or wicked mortals. So long as they can indulge their bloodlust, most nycaloths are willing to obey more powerful or cunning creatures. Some even serve competent leaders past the terms of their agreements to achieve long-pursued victories. But masters that lead nycaloths to defeat should fear these proud yugoloths' retribution.","Nycaloths and other yugoloths frequently serve as mercenary forces in extraplanar conflicts that spill onto the Material Plane. Roll on or choose a result from the Yugoloth Incursions table to inspire the plans of a yugoloth war band.",{"type":"table","caption":"Yugoloth Incursions","colLabels":["1d4","Yugoloth Mercenaries Seek To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Claim a portal with strategic importance."],["2","Enlist monsters as allies or beasts of war."],["3","Destroy a city harboring enemy cultists."],["4","Liberate an imprisoned fiendish ally."]]}]}],"gallery":[{"path":"bestiary/XMM/Nycaloth.webp","credit":"Lars Grant-West"}],"otherVersions":[{"id":"nycaloth-mm","source":"MM"}]},{"id":"nycaloth-mm","name":"Nycaloth","source":"MM","page":314,"srd":false,"image":"bestiary/MM/Nycaloth.webp","token":"bestiary/tokens/MM/Nycaloth.webp","size":"Large","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"18","initiative":"+0 (10)","hp":"123 (13d10 + 52)","speed":"40 ft., fly 60 ft.","str":20,"dex":11,"con":19,"int":12,"wis":10,"cha":15,"saves":"","skills":"Intimidation +6, Perception +4, Stealth +4","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The nycaloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The nycaloth's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell invisibility} (self only), {@spell mirror image}"]}],"actions":[{"name":"Multiattack","entries":["The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 5 ({@damage 2d4}) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 ({@damage 2d4}). Any creature can take an action to stanch the wound with a successful {@dc 13} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) slashing damage."]},{"name":"Teleport","entries":["The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The elite airborne shock troops of the yugoloths, nycaloths look like muscular gargoyles. Powerful bat wings bear them swiftly aloft in battle, and the razor-sharp claws of their hands and feet cut through flesh and bone with ease. A nightmarish foe, a nycaloth strikes hard and fast without warning, then teleports away. It uses its innate magic to turn {@condition invisible} or create illusory doubles of itself, further confounding its enemies.","Nycaloths are the most loyal of the yugoloths. When they find an evil master that treats them well, they are unlikely to break their agreement unless the reward for doing so is extreme."]}]},{"type":"section","name":"Yugoloths","entries":["Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: {@i What's in it for me?}",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Gehenna","entries":["The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.","Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder."]},{"type":"entries","name":"Fiendish Mercenaries","entries":["Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.","Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so."]},{"type":"entries","name":"Back to Gehenna","entries":["When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.","When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books."]},{"type":"entries","name":"The Books of Keeping","entries":["When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them."]},{"type":"entries","name":"The General of Gehenna","entries":["Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.","Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity."]}]}]},{"type":"inset","name":"Variant: Yugoloth Summoning","entries":["Some yugoloths can have an action option that allows them to summon other yugoloths.",{"type":"entries","name":"Summon Yugoloth (1/Day)","entries":["The yugoloth chooses what to summon and attempts a magical summoning.",{"type":"list","items":["An arcanaloth has a {@chance 40} chance of summoning one arcanaloth.","A mezzoloth has a {@chance 30} chance of summoning one mezzoloth.","A nycaloth has a {@chance 50} chance of summoning {@dice 1d4} mezzoloths or one nycaloth.","An ultroloth has a {@chance 50} chance of summoning {@dice 1d6} mezzoloths, {@dice 1d4} nycaloths, or one ultroloth."]},"A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and can't summon other yugoloths. The summoned yugoloth remains for l minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it"]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Power. We all crave it, but only a select few of us deserve it."],"by":"Shemeshka the Marauder","from":"arcanaloth in Sigil"}]}]}],"gallery":[{"path":"bestiary/MM/Nycaloth.webp"}],"hidden":true,"otherVersions":[{"id":"nycaloth","source":"XMM"}]},{"id":"nym","name":"Nym","source":"SKT","page":207,"srd":false,"image":"bestiary/tokens/SKT/Nym.webp","token":"bestiary/tokens/SKT/Nym.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Arcana +8, Athletics +14, Deception +9, History +8, Perception +9, Performance +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["Nym can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Nym's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell feather fall}, {@spell levitate}, {@spell light}","3/day each: {@spell control weather}, {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Nym makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["Nym hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nyssa-otellion","name":"Nyssa Otellion","source":"VEoR","page":157,"srd":false,"image":"bestiary/tokens/VEoR/Nyssa Otellion.webp","token":"bestiary/tokens/VEoR/Nyssa Otellion.webp","size":"Medium","creatureType":"Fiend (Devil, Wizard)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"202 (27d8 + 81)","speed":"30 ft., fly 50 ft.","str":15,"dex":14,"con":17,"int":22,"wis":23,"cha":18,"saves":"Int +12, Wis +12","skills":"Arcana +12","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; lightning; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Coastal, Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Nyssa's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["Nyssa has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Nyssa casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 20}):","At will: {@spell disguise self}, {@spell mage hand}, {@spell minor illusion}","2/day each: {@spell charm person}, {@spell dispel magic}, {@spell greater invisibility}, {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["Nyssa makes three Bite or Lightning Strike attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage plus 14 ({@damage 4d6}) lightning damage."]},{"name":"Lightning Strike","entries":["{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}36 ({@damage 8d8}) lightning damage."]}],"bonusActions":[{"name":"Teleport","entries":["Nyssa teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"nythalyn-henlifel","name":"Nythalyn Henlifel","source":"PaBTSO","page":114,"srd":false,"image":"bestiary/PaBTSO/NythalynandYanthdel.webp","token":"bestiary/tokens/PaBTSO/Nythalyn Henlifel.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"18","initiative":"+4 (14)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":12,"saves":"Dex +7, Con +5, Wis +4","skills":"Perception +4, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Nythalyn has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Nythalyn has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Nythalyn's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Nythalyn makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Nythalyn adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/NythalynandYanthdel.webp"}]},{"id":"nyx-fleece-ram","name":"Nyx-Fleece Ram","source":"MOT","page":233,"srd":false,"image":"bestiary/MOT/Nyx-Fleece Ram.webp","token":"bestiary/tokens/MOT/Nyx-Fleece Ram.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"40 ft.","str":16,"dex":14,"con":12,"int":3,"wis":13,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the ram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 ({@damage 2d4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Magic Resistance","entries":["The ram has advantage on saving throws against spells and other magical effects."]},{"name":"Sure-Footed","entries":["The ram has advantage on Strength and Dexterity saving throws against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Touched by the gods, Nyx-fleece rams grow remarkable magical wool. This makes the beasts valuable to heroes and scoundrels alike, who would use their wool for either protection or profit. Divine servants guard the few herds of Nyx-fleece rams dwelling among Theros's loftiest peaks, assuring they don't fall into unworthy hands."]}],"gallery":[{"path":"bestiary/MOT/Nyx-Fleece Ram.webp","credit":"Terese Nielsen"}]},{"id":"oak-truestrike","name":"Oak Truestrike","source":"AI","page":205,"srd":false,"image":"bestiary/AI/The B Team.webp","token":"bestiary/tokens/AI/Oak Truestrike.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Good Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":13,"dex":16,"con":14,"int":10,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +3, Performance +2, Stealth +5, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Oak has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Keen Hearing and Sight","entries":["Oak has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Oak makes three attacks with his hooked daggers or his hand crossbow."]},{"name":"Hooked Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Return the Favor (3/Day)","entries":["When Oak takes damage from a melee weapon attack, he can make a hooked dagger attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Oak Truestrike is the \"B\" Team's decisionist-and, depending on who you talk to, a reincarnated demigod. (It's a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter's charm, he makes good use of it either way.","Oak becomes a radically different person with each of his reincarnations, flipping between neutral good and neutral evil. His memories of past lives have been fractured by his many deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault."]}]}]}],"gallery":[{"path":"bestiary/AI/The B Team.webp","credit":"Chris Walton"}]},{"id":"oaken-bolter","name":"Oaken Bolter","source":"MTF","page":126,"srd":false,"image":"bestiary/MTF/Oaken Bolter.webp","token":"bestiary/tokens/MTF/Oaken Bolter.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+4 (14)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":12,"dex":18,"con":15,"int":3,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands one language of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Magic Resistance","entries":["The oaken bolter has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack."]},{"name":"Lancing Bolt","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 100/400 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Harpoon","entries":["{@atk rw} {@hit 7} to hit, range 50/200 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 12}). While {@condition grappled} in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 ({@damage 1d10}) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature {@condition grappled} by it 20 feet closer. The oaken bolter can grapple only one creature at a time."]},{"name":"Explosive Bolt {@recharge 5}","entries":["The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical."],"by":"Mordenkainen"},{"type":"entries","name":"Oaken Bolter","entries":["No ordinary ballista, an oaken bolter is a construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force."]}]}]},"The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Constructed Nature","type":"entries","entries":["A clockwork doesn't require air, food, drink, or sleep."]}]}]},{"type":"entries","name":"Individual Designs","entries":["A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.","A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.",{"type":"table","caption":"Clockwork Enhancements","colLabels":["d10","Enhancement"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine."],["2","{@b Sensors.} The range of the clockwork's {@sense darkvision} becomes 120 feet, unless it is higher, and it gains proficiency in {@skill Perception} if it doesn't already have it."],["3","{@b Improved Armor.} The clockwork's AC increases by 2."],["4","{@b Increased Speed.} The clockwork's speed increases by 10 feet."],["5","{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage."],["6","{@b Self-Repairing.} If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn."],["7","{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice."],["8","{@b Suction.} The clockwork gains a climbing speed of 30 feet."],["9","{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice)."],["10","{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet."]]},{"type":"table","caption":"Clockwork Malfunctions","colLabels":["d10","Malfunction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn."],["2","{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn."],["3","{@b Ground Fault.} The clockwork has vulnerability to lightning damage."],["4","{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it."],["5","{@b Leaking Lubricant.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of {@condition exhaustion} that it isn't immune to."],["6","{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn."],["7","{@b Overactive Sense of Self-Preservation.} If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting."],["8","{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn."],["9","{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet."],["10","{@b Weak Armor.} The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine."]]}]}],"gallery":[{"path":"bestiary/MTF/Oaken Bolter.webp","credit":"Justin Gerard"}]},{"id":"obaya-uday","name":"Obaya Uday","source":"WDH","page":20,"srd":false,"image":"bestiary/WDH/Obaya Uday.webp","token":"bestiary/tokens/WDH/Obaya Uday.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Obaya can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Obaya is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Human cleric of Waukeen}",{"type":"quote","entries":["The wonders of Waterdeep are something to behold. I tell you, I've never seen so much money in my life!"]}],"gallery":[{"path":"bestiary/WDH/Obaya Uday.webp"}]},{"id":"oblex-spawn","name":"Oblex Spawn","source":"MPMM","page":197,"srd":false,"image":"bestiary/MPMM/Oblex Spawn.webp","token":"bestiary/tokens/MPMM/Oblex Spawn.webp","size":"Tiny","creatureType":"Ooze","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"18 (4d4 + 8)","speed":"20 ft.","str":8,"dex":16,"con":15,"int":14,"wis":11,"cha":10,"saves":"Int +4, Cha +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The oblex can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Aversion to Fire","entries":["If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Unusual Nature","entries":["The oblex doesn't require sleep."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality—now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go uncontrolled and erratic. This act spawns a new oblex.","Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims."]},{"type":"section","name":"Oblexes","entries":[{"type":"quote","entries":["Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex."],"by":"Mordenkainen"},{"type":"quote","entries":["An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims."],"by":"Mordenkainen"},"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused—or dead.","When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters."]}],"gallery":[{"path":"bestiary/MPMM/Oblex Spawn.webp","credit":"Anthony S. Waters"}],"otherVersions":[{"id":"oblex-spawn-mtf","source":"MTF"}]},{"id":"oblex-spawn-mtf","name":"Oblex Spawn","source":"MTF","page":217,"srd":false,"image":"bestiary/MTF/Oblex Spawn.webp","token":"bestiary/tokens/MTF/Oblex Spawn.webp","size":"Tiny","creatureType":"Ooze","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"18 (4d4 + 8)","speed":"20 ft.","str":8,"dex":16,"con":15,"int":14,"wis":11,"cha":10,"saves":"Int +4, Cha +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; prone","senses":"blindsight 60 ft. (blind beyond this distance), Passive Perception 12","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The oblex can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Aversion to Fire","entries":["If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Oblex Spawn","entries":["An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality—now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go insane. This act spawns a new oblex."]},{"type":"section","name":"Oblex","entries":[{"type":"quote","entries":["Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex."],"by":"Mordenkainen"},"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Memory Eaters","type":"entries","entries":["Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused."]},{"name":"Ooze Nature","type":"entries","entries":["An oblex doesn't require sleep."]},{"type":"quote","entries":["An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims."],"by":"Mordenkainen"}]}]}]}],"gallery":[{"path":"bestiary/MTF/Oblex Spawn.webp","credit":"Anthony S. Waters"}],"hidden":true,"otherVersions":[{"id":"oblex-spawn","source":"MPMM"}]},{"id":"obliteros","name":"Obliteros","source":"WDH","page":66,"srd":false,"image":"bestiary/tokens/WDH/Obliteros.webp","token":"bestiary/tokens/WDH/Obliteros.webp","size":"Huge","creatureType":"Beast","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"126 (11d12 + 55)","speed":"0 ft., swim 50 ft.","str":23,"dex":11,"con":21,"int":10,"wis":10,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 13","languages":"Aquan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["Obliteros has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Water Breathing","entries":["Obliteros can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["An awakened Giant Shark who inhabits the harbor around Mistshore."]}]}]}]},{"id":"obmi","name":"Obmi","source":"TftYP","page":196,"srd":false,"image":"bestiary/TftYP/Obmi.webp","token":"bestiary/tokens/TftYP/Obmi.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":16,"dex":16,"con":14,"int":13,"wis":11,"cha":16,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Obmi has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Obmi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Obmi deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Obmi makes three shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP/Obmi.webp"}]},{"id":"obzedat-ghost","name":"Obzedat Ghost","source":"GGR","page":245,"srd":false,"image":"bestiary/GGR/Obzedat Ghost.webp","token":"bestiary/tokens/GGR/Obzedat Ghost.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"14","initiative":"+0 (10)","hp":"110 (20d8 + 20)","speed":"0 ft., fly 30 ft. (hover)","str":10,"dex":10,"con":13,"int":18,"wis":20,"cha":17,"saves":"Int +7, Wis +8","skills":"Insight +8, Perception +8","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 18","languages":"Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Council of Five","entries":["The ghost has a trait based on who it is, as shown below:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Enezesku: Enfeebling Ray","entry":"Enezesku's Innate Spellcasting trait includes {@spell ray of enfeeblement}, which he can cast at will."},{"type":"item","name":"Fautomni: Undead Fortitude","entry":"If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Fautomni drops to 1 hit point instead."},{"type":"item","name":"Karlov: Unnatural Vigor","entry":"When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn."},{"type":"item","name":"Vuliev: Teleportation","entry":"Vuliev's Innate Spellcasting trait includes {@spell misty step}, which he can cast at will."},{"type":"item","name":"Xil Xaxosz: Lingering Spite","entry":"When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a {@dc 16} Constitution saving throw, taking 14 ({@damage 4d6}) necrotic damage on a failed save, or half as much damage on a successful one."}]}]},{"name":"Ethereal Sight","entries":["The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Legendary Resistance (1/Day)","entries":["If the ghost fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The ghost's innate spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell chill touch} (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes)","1/day each: {@spell sanctuary}, {@spell spirit guardians} (at 4th level)"]}],"actions":[{"name":"Life Drain","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}18 ({@damage 4d8}) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest."]},{"name":"Convene the Ghost Council","entries":["The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Forced Obedience","entries":["A target that all of the Obzedat ghosts can see must succeed on a {@dc 16} Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can't take actions or reactions, and its speed is 0 and can't be increased."]},{"name":"Indentured Spirits (Costs 3 Actions)","entries":["The Obzedat ghosts conjure {@dice 1d6} {@creature indentured spirit|ggr|indentured spirits} (described in this chapter) within 60 feet of one of them."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.",{"name":"Mostly Unanimous","type":"entries","entries":["The ghosts of the Obzedat function as a unit, driven by their shared desire to accumulate ever more wealth for the guild. In times of disagreement, the eldest of the council exerts his seniority to bend the council to his will."]},{"name":"Grandfather Karlov","type":"entries","entries":["The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth."]},{"name":"Undead Nature","type":"entries","entries":["An Obzedat ghost doesn't require air, food, drink, or sleep.","The Ghost Council's Traits","Ideal: \"Influence is measured in power, status, and money, but mostly money.\"","Bond: \"Gather as much as you can while you can, for when you die, you will take it with you.\"","Flaw: \"Everyone has a price.\""]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Obzedat Ghost.webp","credit":"Svetlin Velinov"}]},{"id":"occult-extollant","name":"Occult Extollant","source":"CRCotN","page":204,"srd":false,"image":"bestiary/CRCotN/Occult Extollant.webp","token":"bestiary/tokens/CRCotN/Occult Extollant.webp","size":"Small or Medium","creatureType":"Humanoid (Sorcerer)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":12,"dex":15,"con":14,"int":16,"wis":15,"cha":18,"saves":"Wis +5, Cha +7","skills":"Arcana +6, Deception +7, History +9, Perception +5, Stealth +8","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common plus two other languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The extollant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell minor illusion}","1/day each: {@spell mage armor}, {@spell major image}, {@spell phantasmal force}"]}],"actions":[{"name":"Multiattack","entries":["The extollant makes two Crimson Bolt attacks."]},{"name":"Crimson Bolt","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one creature. {@h}20 ({@damage 3d10 + 4}) psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Reflect Agony","entries":["When the extollant is damaged by a creature within 60 feet of it, the creature must make a {@dc 15} Wisdom saving throw, taking 16 ({@damage 3d10}) psychic damage on a failed saving throw, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Occult extollants delve deep into ancient legends and seek to solve mysteries that have led other investigators to their doom, driven by an unquenchable yearning to know the unknown."]},{"type":"section","entries":[{"type":"entries","name":"Occultists of the Vermilion Dream","entries":["The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn't inaccurate, but the consortium's leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence.","The cruelest desires and predilections of the consortium's most obsessive agents have been enhanced by contact with ruidium-tainted items."]}]}],"gallery":[{"path":"bestiary/CRCotN/Occult Extollant.webp","credit":"Anna Veltkamp"}]},{"id":"occult-initiate","name":"Occult Initiate","source":"CRCotN","page":205,"srd":false,"image":"bestiary/CRCotN/Occult Initiate.webp","token":"bestiary/tokens/CRCotN/Occult Initiate.webp","size":"Small or Medium","creatureType":"Humanoid (Sorcerer)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":14,"wis":10,"cha":16,"saves":"","skills":"Arcana +6, Deception +5, History +4, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus one other language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The initiate casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell light}, {@spell mage hand}","1/day each: {@spell detect magic}, {@spell levitate}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Arcane Blast {@recharge 5}","entries":["The initiate creates an explosion of magical force in a 20-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must make a {@dc 13} Dexterity saving throw. On a failed saving throw, the creature takes 10 ({@damage 3d6}) force damage and is pushed 10 feet away from the center of the area. On a successful save, it takes half as much damage and isn't pushed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Occult initiates are the most recent inductees into their organization and the members of the organization most often encountered by outsiders."]},{"type":"section","entries":[{"type":"entries","name":"Occultists of the Vermilion Dream","entries":["The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn't inaccurate, but the consortium's leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence.","The cruelest desires and predilections of the consortium's most obsessive agents have been enhanced by contact with ruidium-tainted items."]}]}],"gallery":[{"path":"bestiary/CRCotN/Occult Initiate.webp","credit":"Anna Veltkamp"}]},{"id":"occult-silvertongue","name":"Occult Silvertongue","source":"CRCotN","page":205,"srd":false,"image":"bestiary/tokens/CRCotN/Occult Silvertongue.webp","token":"bestiary/tokens/CRCotN/Occult Silvertongue.webp","size":"Small or Medium","creatureType":"Humanoid (Sorcerer)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"127 (17d8 + 51)","speed":"40 ft.","str":13,"dex":16,"con":16,"int":15,"wis":17,"cha":20,"saves":"Wis +6, Cha +8","skills":"Arcana +8, Deception +11, History +5, Perception +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 16","languages":"Common plus three other languages, telepathy 60 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Alien Mind","entries":["If a creature tries to read the silvertongue's thoughts or deals psychic damage to the silvertongue, that creature must succeed on a {@dc 16} Intelligence saving throw or be {@condition stunned} until the start of its next turn."]},{"name":"Magic Resistance","entries":["The silvertongue has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The silvertongue casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","1/day: {@spell dimension door}","2/day each: {@spell charm person}, {@spell mage armor}, {@spell sending}"]}],"actions":[{"name":"Crimson Bolt","entries":["{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 60 ft., one creature. {@h}27 ({@damage 4d10 + 5}) psychic damage."]}],"bonusActions":[{"name":"Elemental Servitor (1/Day)","entries":["The silvertongue magically summons an earth elemental, which appears in an unoccupied space the silvertongue can see within 60 feet of itself. The earth elemental takes its turn immediately after the silvertongue on the same initiative count and obeys the silvertongue's commands. The earth elemental disappears after 1 minute or when it or the silvertongue dies."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Occult silvertongues are charismatic leaders. The alien mysteries to which they expose themselves can leave them feeling restless, paranoid, and suspicious. They begin to see things that aren't there and imagine conspiracies brought on by fears that others are trying to supplant them."]},{"type":"section","entries":[{"type":"entries","name":"Occultists of the Vermilion Dream","entries":["The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn't inaccurate, but the consortium's leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence.","The cruelest desires and predilections of the consortium's most obsessive agents have been enhanced by contact with ruidium-tainted items."]}]}]},{"id":"oceanus","name":"Oceanus","source":"GoS","page":246,"srd":false,"image":"bestiary/tokens/GoS/Oceanus.webp","token":"bestiary/tokens/GoS/Oceanus.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Good","ac":"12","initiative":"+1 (11)","hp":"30 (4d8 + 12)","speed":"30 ft., swim 30 ft.","str":15,"dex":12,"con":16,"int":11,"wis":12,"cha":10,"saves":"Con +5","skills":"Athletics +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Aquan, Elvish","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Oceanus can breathe air and water."]},{"name":"Friend of the Sea","entries":["Using gestures and sounds, Oceanus can communicate simple ideas with any beast that has an innate swimming speed."]}],"spellcasting":[],"actions":[{"name":"Trident","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Before being captured, this sea elf had been tasked with investigating the Sea Ghost's movements in The Sinister Secret of Saltmarsh. Oceanus is a smart and resourceful elf who is more than willing to join adventurers who have brave hearts and good intentions."]}]}]}]},{"id":"ochre-jelly","name":"Ochre Jelly","source":"XMM","page":230,"srd":true,"image":"bestiary/XMM/Ochre Jelly.webp","token":"bestiary/tokens/XMM/Ochre Jelly.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"52 (7d10 + 14)","speed":"20 ft., climb 20 ft.","str":15,"dex":6,"con":14,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"acid","immunities":"lightning; slashing","conditionImmunities":"charmed; deafened; exhaustion; frightened; grappled; prone; restrained","senses":"Blindsight 60 ft., Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The jelly can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Spider Climb","entries":["The jelly can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}12 ({@damage 3d6 + 2}) Acid damage."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["{@actTrigger} While the jelly is Large or Medium and has 10+ {@variantrule Hit Points|XPHB}, it becomes {@status Bloodied|XPHB} or is subjected to Lightning or Slashing damage. {@actResponse} The jelly splits into two new Ochre Jellies. Each new jelly is one size smaller than the original jelly and acts on its {@variantrule Initiative|XPHB}. The original jelly's {@variantrule Hit Points|XPHB} are divided evenly between the new jellies (round down)."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ochre Jelly","entries":["{@i Multiplying Amoeboid Hunter}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Ochre jellies are giant, yellow-brown amoebas that digest organic creatures. They tirelessly hunt any prey smaller than themselves, oozing over, under, and around obstacles in their path. Once they overwhelm their quarry, these acidic slimes dissolve the flesh, hair, and scales of their prey, leaving behind clothing, equipment, treated leather, and bone.","If damaged by lightning or a slashing weapon, an ochre jelly splits in two. These smaller jellies work together to consume foes, but afterward they move on to hunt independently. Both eventually grow into full-size jellies.","What ochre jellies can't dissolve they leave behind. Roll on or choose a result from the Ochre Jelly Leftovers table to inspire such remains.",{"type":"table","caption":"Ochre Jelly Leftovers","colLabels":["1d6","After a Meal, the Ochre Jelly Leaves Behind..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bone etched with a word or an eerie symbol."],["2","Broken dragonborn or tiefling horns."],["3","An ornate prosthetic limb."],["4","The skeleton of an explorer's pet (perhaps a small dog, monkey, or parrot)."],["5","A skull with gold teeth worth {@dice 1d4} GP."],["6","A spotless suit of metal armor."]]}]}],"gallery":[{"path":"bestiary/XMM/Ochre Jelly.webp","credit":"Mark Behm"}],"otherVersions":[{"id":"ochre-jelly-mm","source":"MM"}]},{"id":"ochre-jelly-mm","name":"Ochre Jelly","source":"MM","page":243,"srd":false,"image":"bestiary/MM/Ochre Jelly.webp","token":"bestiary/tokens/MM/Ochre Jelly.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"45 (6d10 + 12)","speed":"10 ft., climb 10 ft.","str":15,"dex":6,"con":14,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"acid","immunities":"lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The jelly can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Spider Climb","entries":["The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) acid damage."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies.","An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal.",{"type":"section","name":"Oozes","entries":["Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.","The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Slow Death","entries":["An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.","Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.","Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent."],"type":"entries"},{"name":"Unwitting Servants","entries":["Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room."],"type":"entries"},{"name":"Spawn of Juiblex","entries":["According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex."],"type":"entries"},{"name":"Ooze Nature","entries":["An ooze doesn't require sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Ochre Jelly.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"ochre-jelly","source":"XMM"}]},{"id":"octon-modron","name":"Octon Modron","source":"MPP","page":40,"srd":false,"image":"bestiary/MPP/Octon Modron.webp","token":"bestiary/tokens/MPP/Octon Modron.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"18","initiative":"+2 (12)","hp":"187 (22d10 + 66)","speed":"30 ft., fly 30 ft. (hover), swim 30 ft.","str":18,"dex":14,"con":17,"int":17,"wis":16,"cha":14,"saves":"Int +7, Wis +7","skills":"Perception +11","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 21","languages":"Modron, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The octon can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Combat Ready","entries":["The octon has advantage on initiative checks."]},{"name":"Disintegration","entries":["If the octon dies, its body disintegrates into dust, leaving behind anything it was carrying."]}],"spellcasting":[{"name":"Spellcasting","entries":["The octon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect magic}, {@spell dispel magic}, {@spell mending} (as an action)","1/day each: {@spell plane shift} (self only), {@spell protection from evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The octon makes three Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 9 ({@damage 2d8}) lightning damage."]},{"name":"Whirlwind of Tentacles {@recharge 5}","entries":["The octon rapidly extends and spins its ring of tentacles. Each creature within 20 feet of the octon must succeed on a {@dc 16} Strength saving throw or be pulled up to 10 feet in a straight line toward the octon. Then, the octon makes two Tentacle attacks against each creature within 10 feet of itself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["At the head of Mechanus's sectors are the octons, hierarch modrons that oversee daily governance. They provide data to other hierarchs, such as productivity reports to septons and diagnostic data to decatons. Octons have eight mechanical tentacles which they use to manipulate objects and defend themselves, spinning them in a bludgeoning whirlwind."]}]},{"type":"section","entries":[{"type":"entries","name":"Modrons","entries":["Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the {@i Monster Manual}."]}]}],"gallery":[{"path":"bestiary/MPP/Octon Modron.webp"},{"path":"bestiary/MPP/Modrons.webp","title":"Modrons"}]},{"id":"octopus","name":"Octopus","source":"XMM","page":365,"srd":true,"image":"bestiary/XMM/Octopus.webp","token":"bestiary/tokens/XMM/Octopus.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"5 ft., swim 30 ft.","str":4,"dex":15,"con":11,"int":3,"wis":10,"cha":4,"saves":"","skills":"Perception +2, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Passive Perception 12","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Compression","entries":["The octopus can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Water Breathing","entries":["The octopus can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Tentacles","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Ink Cloud (1/Day)","entries":["{@actTrigger} A creature ends its turn within 5 feet of the octopus while underwater. {@actResponse} The octopus releases ink that fills a 5-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} centered on itself, and the octopus moves up to its {@variantrule Swim Speed|XPHB}. The {@variantrule Cube [Area of Effect]|XPHB|Cube} is {@variantrule Heavily Obscured|XPHB} for 1 minute or until a strong current or similar effect disperses the ink."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Octopus.webp","credit":"Alejandro Pacheco"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"octopus-mm","source":"MM"}]},{"id":"octopus-mm","name":"Octopus","source":"MM","page":333,"srd":false,"image":"bestiary/MM/Octopus.webp","token":"bestiary/tokens/MM/Octopus.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"5 ft., swim 30 ft.","str":4,"dex":15,"con":11,"int":3,"wis":10,"cha":4,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 12","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["While out of water, the octopus can hold its breath for 30 minutes."]},{"name":"Underwater Camouflage","entries":["The octopus has advantage on Dexterity ({@skill Stealth}) checks made while underwater."]},{"name":"Water Breathing","entries":["The octopus can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage, and the target is {@condition grappled} (escape {@dc 10}). Until this grapple ends, the octopus can't use its tentacles on another target."]},{"name":"Ink Cloud (Recharges after a Short or Long Rest)","entries":["A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is {@quickref Vision and Light||2||heavily obscured} for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the {@action Dash} action as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Octopus.webp"}],"hidden":true,"otherVersions":[{"id":"octopus","source":"XMM"}]},{"id":"oculorb","name":"Oculorb","source":"PaBTSO","page":214,"srd":false,"image":"bestiary/PaBTSO/Oculorb.webp","token":"bestiary/tokens/PaBTSO/Oculorb.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"127 (15d10 + 45)","speed":"0 ft., fly 60 ft. (hover)","str":13,"dex":10,"con":17,"int":14,"wis":15,"cha":19,"saves":"Int +6, Wis +6, Cha +8","skills":"Investigation +6, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; prone","senses":"truesight 60 ft., Passive Perception 20","languages":"Deep Speech, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The oculorb has advantage on saving throws against spells and other magical effects."]},{"name":"Watchful Eyes","entries":["The oculorb has advantage on initiative rolls and can't be surprised."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks."]},{"name":"Dreadful Contact","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}14 ({@damage 3d6 + 4}) psychic damage, or 25 ({@damage 6d6 + 4}) psychic damage if the target has the {@condition frightened} condition."]},{"name":"Eye Beam","entries":["{@atk rs} {@hit 8} to hit, range 120 ft., one creature. {@h}14 ({@damage 3d6 + 4}) psychic damage."]},{"name":"Antipathic Flood {@recharge 5}","entries":["The oculorb releases a wave of negative emotions, choosing one of the following options:"]},{"name":"Weeping Eyes","entries":["The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a {@dc 16} Constitution saving throw. On a failed save, a creature's speed is reduced to 0 feet until the end of the oculorb's next turn, and if the creature was {@status concentration||concentrating}, its {@status concentration} is broken."]},{"name":"Withering Glare","entries":["The oculorb's eyes unleash furious scarlet energy in a 60-foot cone. Each creature in that area must make a {@dc 16} Wisdom saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) necrotic damage and has the {@condition frightened} condition for 1 minute. On a successful save, a creature takes half as much damage and isn't {@condition frightened}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save."]}],"bonusActions":[],"reactions":[{"name":"Obsessive Rebuke","entries":["When the oculorb is damaged by a creature it can see within 60 feet of itself, it forces the creature to make a {@dc 16} Wisdom saving throw. The creature takes 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Many oculorbs are dreamed into existence by beholders. The Far Realm's strange power can pervade a beholder's dreams, resulting in the birth of an oculorb.","Oculorbs resemble a slimy conglomeration of eyes in many sizes and shapes. They are dreaded even by the beholders that birth them. An oculorb is a tangle of negative emotions—the fury, melancholy, and obsession of its creator, all given gruesome, corporeal form. Like a beholder, an oculorb can fire beams of energy from its eyes, but an oculorb's eyes lack the more sophisticated magical nature of a beholder's eyestalks. Instead, an oculorb unleashes powerful waves of energy charged with negative emotions, cowing its foes with despair and ire."]}],"gallery":[{"path":"bestiary/PaBTSO/Oculorb.webp"}]},{"id":"oddlewin","name":"Oddlewin","source":"BMT","page":111,"srd":false,"image":"bestiary/BMT/Oddlewin.webp","token":"bestiary/tokens/BMT/Oddlewin.webp","size":"Small","creatureType":"Fey (Goblinoid)","alignment":"Chaotic Neutral","ac":"13","initiative":"+2 (12)","hp":"21 (6d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":16,"cha":15,"saves":"","skills":"Performance +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Goblin, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fortune Teller","entries":["Oddlewin can cast the {@spell Augury} spell as a ritual, using cards as the material component."]},{"name":"Nilbogism","entries":["Any creature that attempts to damage Oddlewin must first succeed on a {@dc 12} Charisma saving throw or have the {@condition charmed} condition until the end of the creature's next turn. The creature must use its action praising Oddlewin.","Oddlewin can't regain hit points, including through magical healing, except through his Reversal of Fortune reaction."]}],"spellcasting":[{"name":"Spellcasting","entries":["Oddlewin casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Mage Hand}, {@spell Tasha's Hideous Laughter}"]}],"actions":[{"name":"Fool's Scepter","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Cloud of Cards","entries":["Oddlewin conjures magical cards that slash at the air in a 5-foot cube within 60 feet of Oddlewin until the start of Oddlewin's next turn. A creature that starts its turn in the cube or that enters that area for the first time on a turn takes 10 ({@damage 4d4}) slashing damage."]}],"bonusActions":[{"name":"Nimble Escape","entries":["Oddlewin takes the {@action Disengage} or {@action Hide} action."]}],"reactions":[{"name":"Reversal of Fortune","entries":["In response to another creature dealing damage to Oddlewin, Oddlewin reduces the damage to 0 and regains 9 ({@dice 2d8}) hit points."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Oddlewin is a nilbog, a goblin possessed by a trickster spirit."]}],"gallery":[{"path":"bestiary/BMT/Oddlewin.webp","credit":"Craig J spearing"}]},{"id":"ogre","name":"Ogre","source":"XMM","page":231,"srd":true,"image":"bestiary/XMM/Ogres.webp","token":"bestiary/tokens/XMM/Ogre.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"68 (8d10 + 24)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Arctic, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Greatclub","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage."]},{"name":"Javelin","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 30/120 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ogres are 10-foot-tall brutes that overwhelm their foes and take what spoils they please. Ogre raiders ally with other evil forces in return for food, riches, and promises of battle."]},{"type":"section","name":"Ogres","entries":["{@i Raging Hulks and Hoarders}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Ogres are selfish raiders and hulking gluttons spawned of hateful supernatural forces. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork devices, and other delicate or lovingly made things. Occasionally they kidnap victims to eat later or, more rarely, performers who catch their interest.","Ogres trace their origins to wrathful deities such as Erythnul, Takhisis, and Vaprak. They magically emerge from the earth of lands corrupted by evil gods, sinister magic, or ancient curses. Some bear evidence of the places that spawned them, sporting rocky calluses, mossy growths, or frozen scars."]}],"gallery":[{"path":"bestiary/XMM/Ogres.webp","credit":"Hinchel Or"}],"otherVersions":[{"id":"ogre-mm","source":"MM"}]},{"id":"ogre-mm","name":"Ogre","source":"MM","page":237,"srd":false,"image":"bestiary/MM/Ogre.webp","token":"bestiary/tokens/MM/Ogre.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds.",{"name":"Furious Tempers","type":"entries","entries":["Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash."]},{"name":"Gruesome Gluttons","type":"entries","entries":["Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture."]},{"name":"Greedy Collectors","type":"entries","entries":["An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous \"treasure\" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size."]},{"name":"Legendary Stupidity","type":"entries","entries":["Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn."]},{"name":"Primitive Wanderers","type":"entries","entries":["Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers.","An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on."]},{"name":"Ogre Gangs","type":"entries","entries":["Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons.","Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Worst. Dancers. Ever."],"by":"Riddlefiddle the Satyr, on ogres"}]}]}],"gallery":[{"path":"bestiary/MM/Ogre.webp","credit":"Mark Behm"}],"hidden":true,"otherVersions":[{"id":"ogre","source":"XMM"}]},{"id":"ogre-battering-ram","name":"Ogre Battering Ram","source":"MPMM","page":200,"srd":false,"image":"bestiary/MPMM/Ogre Battering Ram.webp","token":"bestiary/tokens/MPMM/Ogre Battering Ram.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"76 (9d10 + 27)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Siege Monster","entries":["The ogre deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ogre makes two Bash attacks."]},{"name":"Bash","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller."]}],"bonusActions":[],"reactions":[{"name":"Block the Path","entries":["When a creature enters a space within 5 feet of the ogre, the ogre makes a Bash attack against that creature. If the attack hits, the target's speed is reduced to 0 until the start of the ogre's next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An ogre battering ram carries an enormous club that's primarily used for bashing doors into kindling but also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications and using their weapons to force an advancing enemy to halt."]},{"type":"section","name":"Ogres of War","entries":["Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths."]}],"gallery":[{"path":"bestiary/MPMM/Ogre Battering Ram.webp","credit":"Craig J Spearing"}],"otherVersions":[{"id":"ogre-battering-ram-mtf","source":"MTF"}]},{"id":"ogre-battering-ram-mtf","name":"Ogre Battering Ram","source":"MTF","page":220,"srd":false,"image":"bestiary/MTF/Ogre Battering Ram.webp","token":"bestiary/tokens/MTF/Ogre Battering Ram.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"14","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Siege Monster","entries":["The ogre deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Bash","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller."]},{"name":"Block the Path","entries":["Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 ({@damage 3d10}) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a {@dc 14} Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ogre Battering Ram","entries":["An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt."]},{"type":"section","name":"Ogres","entries":[{"type":"quote","entries":["Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however."],"by":"Mordenkainen"},"Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths."]}],"gallery":[{"path":"bestiary/MTF/Ogre Battering Ram.webp","credit":"Craig J Spearing"}],"hidden":true,"otherVersions":[{"id":"ogre-battering-ram","source":"MPMM"}]},{"id":"ogre-bolt-launcher","name":"Ogre Bolt Launcher","source":"MPMM","page":200,"srd":false,"image":"bestiary/tokens/MPMM/Ogre Bolt Launcher.webp","token":"bestiary/tokens/MPMM/Ogre Bolt Launcher.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":12,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage."]},{"name":"Bolt Launcher","entries":["{@atk rw} {@hit 3} to hit, range 120/480 ft., one target. {@h}17 ({@damage 3d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A bolt launcher carries a gigantic crossbow—a weapon so large it's essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low."]},{"type":"section","name":"Ogres of War","entries":["Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths."]}],"otherVersions":[{"id":"ogre-bolt-launcher-mtf","source":"MTF"}]},{"id":"ogre-bolt-launcher-mtf","name":"Ogre Bolt Launcher","source":"MTF","page":220,"srd":false,"image":"bestiary/tokens/MTF/Ogre Bolt Launcher.webp","token":"bestiary/tokens/MTF/Ogre Bolt Launcher.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":12,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage."]},{"name":"Bolt Launcher","entries":["{@atk rw} {@hit 3} to hit, range 120/480 ft., one target. {@h}17 ({@damage 3d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ogre Bolt Launcher","entries":["A bolt launcher carries a gigantic crossbow—a weapon so large it's essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half-dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low."]},{"type":"section","name":"Ogres","entries":[{"type":"quote","entries":["Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however."],"by":"Mordenkainen"},"Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths."]}],"hidden":true,"otherVersions":[{"id":"ogre-bolt-launcher","source":"MPMM"}]},{"id":"ogre-chain-brute","name":"Ogre Chain Brute","source":"MPMM","page":201,"srd":false,"image":"bestiary/tokens/MPMM/Ogre Chain Brute.webp","token":"bestiary/tokens/MPMM/Ogre Chain Brute.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage."]},{"name":"Chain Smash {@recharge}","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target must make a {@dc 14} Constitution saving throw or be {@condition stunned} for 1 minute. The target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Chain Sweep","entries":["The ogre swings its chain, and every creature within 10 feet of it must make a {@dc 14} Dexterity saving throw. On a failed saving throw, a creature takes 8 ({@damage 1d8 + 4}) bludgeoning damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An ogre chain brute wields a great spiked chain, swinging it with both hands in a wide circle to knock foes off their feet. Alternatively, the ogre can swing the chain in a crushing overhead smash."]},{"type":"section","name":"Ogres of War","entries":["Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths."]}],"otherVersions":[{"id":"ogre-chain-brute-mtf","source":"MTF"}]},{"id":"ogre-chain-brute-mtf","name":"Ogre Chain Brute","source":"MTF","page":221,"srd":false,"image":"bestiary/tokens/MTF/Ogre Chain Brute.webp","token":"bestiary/tokens/MTF/Ogre Chain Brute.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage."]},{"name":"Chain Sweep","entries":["The ogre swings its chain, and every creature within 10 feet of it must make a {@dc 14} Dexterity saving throw. On a failed saving throw, a creature takes 8 ({@damage 1d8 + 4}) bludgeoning damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}."]},{"name":"Chain Smash {@recharge}","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target must make a {@dc 14} Constitution saving throw. On a failure the target is {@condition unconscious} for 1 minute. The {@condition unconscious} target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ogre Chain Brute","entries":["An ogre chain brute wields a great spiked chain. It swings this chain with both hands in a wide circle around itself to knock foes off their feet. Alternatively, it can swing the chain in a crushing overhead smash that's nearly impossible to block or deflect."]},{"type":"section","name":"Ogres","entries":[{"type":"quote","entries":["Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however."],"by":"Mordenkainen"},"Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths."]}],"hidden":true,"otherVersions":[{"id":"ogre-chain-brute","source":"MPMM"}]},{"id":"ogre-channeler","name":"Ogre Channeler","source":"PSZ","page":31,"srd":false,"image":"bestiary/PSZ/Ogre Channeler.webp","token":"bestiary/tokens/PSZ/Ogre Channeler.webp","size":"Large","creatureType":"Giant","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"110 (13d10 + 39)","speed":"30 ft., fly 30 ft.","str":19,"dex":11,"con":16,"int":14,"wis":12,"cha":15,"saves":"Dex +3, Con +6, Wis +4, Cha +5","skills":"Arcana +5, Deception +8, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Magic Weapons","entries":["The ogre's weapon attacks are magical."]},{"name":"Regeneration","entries":["The ogre regains 10 hit points at the start of its turn if it has at least 1 hit point."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The ogre's innate spellcasting ability is Charisma (spell save {@dc 13}). The oni can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell invisibility}","1/day each: {@spell charm person}, {@spell cone of cold}, {@spell gaseous form}, {@spell sleep}"]}],"actions":[{"name":"Multiattack","entries":["The ogre makes two attacks, either with its claws or its glaive."]},{"name":"Claw (Oni Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]},{"name":"Glaive","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage in Small or Medium form."]},{"name":"Change Shape","entries":["The ogre magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The ogres of Zendikar are towering brutes driven by cruelty, greed, and savage ferocity. They favor the jagged mountains of Akoum but can be found on every continent. Their size and strength help protect them from the dangers of Zendikar, so they have little need of walls or roofs—which is good, since they have little skill at building. Ogre society, such as it is, revolves around leaders who gather small gangs (usually six to ten other ogres) to join them in pillaging, extorting, or slaving. The Monster Manual's {@creature ogre} statistics work fine for Zendikar ogres.","Despite their low intelligence, some more clever ogres—perhaps represented as {@creature oni}—master the use of certain kinds of magic. The use of red mana complements an ogre's fierce and angry tendencies, and some ogres can produce fiery spells and manipulate the volcanic forces of Akoum. Other ogres channel black mana to immerse themselves in necromancy and diabolism, accentuating their amoral nature and their willingness to enslave others for their own benefit."],"gallery":[{"path":"bestiary/PSZ/Ogre Channeler.webp","title":"Ogre Sentry","credit":"Eric Deschamps"}]},{"id":"ogre-chitterlord","name":"Ogre Chitterlord","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Ogre Chitterlord.webp","token":"bestiary/tokens/MCV4EC/Ogre Chitterlord.webp","size":"Large","creatureType":"Giant (Druid)","alignment":"Any Alignment","ac":"12","initiative":"+0 (10)","hp":"52 (7d10 + 14)","speed":"40 ft.","str":19,"dex":10,"con":15,"int":5,"wis":12,"cha":9,"saves":"Wis +3","skills":"Animal Handling +3, Nature +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Giant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Speak with Rats","entries":["The ogre can verbally communicate simple concepts to ordinary rats and giant rats."]}],"spellcasting":[{"name":"Spellcasting","entries":["The ogre casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 11}):","At will: {@spell beast sense} (rats only), {@spell druidcraft}, {@spell entangle}","1/day each: {@spell animal messenger} (rats only), {@spell stinking cloud}"]}],"actions":[{"name":"Multiattack","entries":["The ogre makes two Club attacks, two Rat-Tail Whip attacks, or one of each."]},{"name":"Club","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage."]},{"name":"Rat-Tail Whip","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and if the target is Large or smaller, it is pulled 5 feet toward the ogre."]}],"bonusActions":[{"name":"Call Rats (1/Day)","entries":["The ogre magically calls {@dice 1d4} giant rats. Each rat appears in an unoccupied space within 30 feet of the ogre that the ogre can see. The rats act as the ogre's allies, obey its spoken commands, and take their turns immediately after the ogre's turn on the same initiative count. The rats remain for 1 hour, until the ogre dies, or until the ogre dismisses them as a bonus action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When ogres first moved into the wilds of Eldraine, they encountered all manner of unfamiliar creatures: spellcasting witches, tricksy faeries, and talking beasts. Over generations, these ogres adapted to their new environs, passing down a spellcasting tradition of their own to help their kin wreak havoc in the wilds and beyond.","An ogre chitterlord exercises control over the rats that infest Dunbarrow and countless other regions in the wilds of Eldraine. When ogres venture from the wilds to raid nearby settlements, an ogre chitterlord often leads the way, calling rats from the alleys and sewers to harry townsfolk from within the city while the ogres lay siege to the outer walls. Should their rodent allies fail them, chitterlords can also turn the tide of any battle with their prodigious strength and druidic magic."]}],"gallery":[{"path":"bestiary/MCV4EC/Ogre Chitterlord.webp","credit":"Nereida"}]},{"id":"ogre-goblin-hucker","name":"Ogre Goblin Hucker","source":"SKT","page":50,"srd":false,"image":"bestiary/tokens/SKT/Ogre Goblin Hucker.webp","token":"bestiary/tokens/SKT/Ogre Goblin Hucker.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Goblin Projectile","entries":["{@atk rw} {@hit 3} to hit, range 150/600 ft. (can't hit targets within 30 feet of the hucker), one target. Hit: 5 ({@damage 2d4}) bludgeoning damage, or 10 ({@damage 4d4}) piercing damage if the projectile is wearing a spiked helmet. {@hom}The goblin projectile takes {@damage 1d6} bludgeoning damage per 10 feet it travels through the air (maximum {@damage 20d6})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ogre-howdah","name":"Ogre Howdah","source":"MPMM","page":201,"srd":false,"image":"bestiary/MPMM/Ogre Howdah.webp","token":"bestiary/tokens/MPMM/Ogre Howdah.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Hill, Mountain","treasure":"","traits":[{"name":"Howdah","entries":["The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have {@quickref Cover||3||three-quarters cover} against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre."]}],"spellcasting":[],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort serves as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding {@creature goblin||goblins} into battle, or perhaps {@creature kobold||kobolds} or {@creature Deep Gnome (Svirfneblin)||deep gnomes}, but they might also transport other Small folk."]},{"type":"section","name":"Ogres of War","entries":["Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths."]}],"gallery":[{"path":"bestiary/MPMM/Ogre Howdah.webp","credit":"Chris Seaman"}],"otherVersions":[{"id":"ogre-howdah-mtf","source":"MTF"}]},{"id":"ogre-howdah-mtf","name":"Ogre Howdah","source":"MTF","page":221,"srd":false,"image":"bestiary/MTF/Ogre Howdah.webp","token":"bestiary/tokens/MTF/Ogre Howdah.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Hill","treasure":"","traits":[{"name":"Howdah","entries":["The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have {@quickref Cover||3||three-quarters cover} against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre."]}],"spellcasting":[],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ogre Howdah","entries":["The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort is big enough to serve as a fighting platform for up to four small humanoids. Ogre howdahs are most often seen bearing goblins equipped with bows and spears into battle, but they could just as easily transport kobolds, deep gnomes, or other humanoids of similar size."]},{"type":"section","name":"Ogres","entries":[{"type":"quote","entries":["Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however."],"by":"Mordenkainen"},"Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths."]}],"gallery":[{"path":"bestiary/MTF/Ogre Howdah.webp","credit":"Chris Seaman"}],"hidden":true,"otherVersions":[{"id":"ogre-howdah","source":"MPMM"}]},{"id":"ogre-lord-buhfal-ii","name":"Ogre Lord Buhfal II","source":"EGW","page":251,"srd":false,"image":"bestiary/tokens/EGW/Ogre Lord Buhfal II.webp","token":"bestiary/tokens/EGW/Ogre Lord Buhfal II.webp","size":"Large","creatureType":"Giant","alignment":"Lawful Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":10,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In the political absence of the champion chief of Urzin, Sunbreaker Olomon, the village's proud and protective acting leader is Ogre Lord Buhfal II."]}]},{"id":"ogre-skeleton","name":"Ogre Skeleton","source":"TftYP","page":54,"srd":false,"image":"bestiary/tokens/TftYP/Ogre Skeleton.webp","token":"bestiary/tokens/TftYP/Ogre Skeleton.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ogre-zombie","name":"Ogre Zombie","source":"XMM","page":346,"srd":true,"image":"bestiary/XMM/Zombies.webp","token":"bestiary/tokens/XMM/Ogre Zombie.webp","size":"Large","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"85 (9d10 + 36)","speed":"30 ft.","str":19,"dex":6,"con":18,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 8","languages":"understands Common and Giant but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 {@variantrule Hit Points|XPHB}, it makes a Constitution saving throw ({@dc 5} plus the damage taken) unless the damage is Radiant or from a {@variantrule Critical Hit|XPHB}. On a successful save, the zombie drops to 1 {@variantrule Hit Points|XPHB|Hit Point} instead."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ogre zombies serve as tireless labor and undying weapons of war. These massive zombies possess the size and strength to break through barriers that repel smaller zombies."]},{"type":"section","name":"Zombies","entries":["{@i Relentless Reanimated Corpses}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Zombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.","Zombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, \"The dead come for Marais d'Tarascon! An army of the walking dead!\""],"by":"Account of the Night of the Walking Dead"}]}]}],"gallery":[{"path":"bestiary/XMM/Zombies.webp","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"ogre-zombie-mm","source":"MM"}]},{"id":"ogre-zombie-mm","name":"Ogre Zombie","source":"MM","page":316,"srd":false,"image":"bestiary/MM/Ogre Zombie.webp","token":"bestiary/tokens/MM/Ogre Zombie.webp","size":"Large","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"85 (9d10 + 36)","speed":"30 ft.","str":19,"dex":6,"con":18,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands Common and Giant but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Morningstar","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.",{"name":"Dark Servants","type":"entries","entries":["Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.","Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a {@spell resurrection} spell.","A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters."]},{"name":"Hideous Forms","type":"entries","entries":["Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water."]},{"name":"Mindless Soldiers","type":"entries","entries":["Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.","A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so."]},{"name":"Undead Nature","type":"entries","entries":["A zombie doesn't require air, food, drink, or sleep."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["After Beek died, we cast an {@spell animate dead} spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would've found that hilarious."],"by":"Fonkin Hoodypeak","from":"on friendship"}]}]}],"gallery":[{"path":"bestiary/MM/Ogre Zombie.webp"}],"hidden":true,"otherVersions":[{"id":"ogre-zombie","source":"XMM"}]},{"id":"ogremoch","name":"Ogrémoch","source":"PotA","page":216,"srd":false,"image":"bestiary/PotA/Ogrémoch.webp","token":"bestiary/tokens/PotA/Ogrémoch.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral Evil","ac":"20","initiative":"+0 (10)","hp":"526 (27d20 + 243)","speed":"50 ft., burrow 50 ft.","str":26,"dex":11,"con":28,"int":11,"wis":15,"cha":22,"saves":"Str +14, Con +15, Wis +8","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned; prone","senses":"blindsight 120 ft., tremorsense 120 ft., Passive Perception 12","languages":"Common, Terran","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Empowered Attacks","entries":["Ogrémoch's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical attacks."]},{"name":"Legendary Resistance (3/Day)","entries":["If Ogrémoch fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Ogrémoch has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["Ogrémoch deals double damage to objects and structures with his melee and ranged weapon attacks."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Ogrémoch's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell meld into stone}, {@spell move earth}, {@spell wall of stone}"]}],"actions":[{"name":"Multiattack","entries":["Ogrémoch makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]},{"name":"Boulder","entries":["{@atk rw} {@hit 6} to hit, range 500 ft., one target. {@h}46 ({@damage 7d10 + 8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Strength saving throw or be knocked {@condition prone}."]},{"name":"Summon Elementals (1/Day)","entries":["Ogrémoch summons up to three {@creature earth elemental||earth elementals} and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogrémoch, and disappear if Ogrémoch is reduced to 0 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Illuminating Crystals","entries":["Ogrémoch's crystalline protrusions flare. Each creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being {@condition invisible}."]},{"name":"Stomp (Costs 2 Actions)","entries":["Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a {@dc 23} Dexterity saving throw or fall {@condition prone}."]},{"name":"Create Gargoyle (Costs 3 Actions)","entries":["Ogrémoch's hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a {@creature gargoyle} and acts on the same initiative count as Ogrémoch. Ogrémoch can't use this action if he has 50 hit points or fewer. The gargoyle obeys Ogrémoch's commands and fights until destroyed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["Ogrémoch can assert his dominion over the rock and stone around him to take lair actions on the Elemental Plane of Earth, or in any elemental earth node (including the Black Geode, described in chapter 5). On initiative count 20 (losing initiative ties), Ogrémoch uses his lair action to cause one of the following effects:",{"type":"list","items":["A 10-foot-radius area of rocky or earthy ground within 60 feet of Ogrémoch turns to sticky mud. Any creature on the ground in the area must succeed on a {@dc 15} Dexterity saving throw or sink 5 feet into the mud and be {@condition restrained}. A creature can take an action to make a {@dc 15} Strength check, ending the effect on itself or another creature within its reach on a success.","Crystalline spikes grow from the ground in a 20-foot-radius area within 60 feet of Ogrémoch. The area becomes {@quickref difficult terrain||3}. A creature that moves through the affected area takes {@damage 1d8} piercing damage for every 5 feet it moves there. Creatures that are knocked {@condition prone} in the area also take this damage.","A violent tremor shakes the lair in a 120-foot-radius around Ogrémoch. Each creature other than Ogrémoch on the ground in the area must succeed on a {@dc 15} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone}."]}],"regionalEffects":["The region containing an elemental node in which Ogrémoch is present is seriously affected, becoming geologically unstable. This creates the following effects:",{"type":"list","items":["Earth tremors strike the region within 10 miles of Ogrémoch's location every {@dice 2d12} hours, each lasting {@dice 1d10} rounds. At first, damage is minor—broken windows, cracked plaster, items toppled off shelves. The longer Ogrémoch remains, the stronger the tremors become. After 5 days, the tremors are strong enough to destroy flimsy structures. After 10 days, they are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or fortified structures.","Magnetic disturbances within 10 miles of Ogrémoch prevent compasses from functioning there.","Hidden sinkholes and fissures form within 1 mile of Ogrémoch's location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom ({@skill Perception}) score of 15 or higher or spotted with a successful {@dc 15} Wisdom ({@skill Survival}) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a {@dc 15} Dexterity saving throw or fall {@dice 1d6 × 10} feet into the sinkhole or fissure.","Natural caves and tunnels within 1 mile of Ogrémoch's lair form intermittent portals to the Elemental Plane of Earth, allowing elemental creatures into the mortal world to dwell near those points."]},"If Ogrémoch is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Prince of Evil Earth is Ogrémoch (pronounced oh-gray-mock), the Mountain that Walks. His natural form is a shambling, 50-foot-tall colossus of rock, with crystal growths embedded throughout his body. When he bothers to speak, his voice sounds like grinding stones.","Ogrémoch is a miser who regards all the resources and treasures found in the ground as his own. He holds nothing but contempt for mortals (or any other denizens of the Material Plane) and desires nothing more than to crush and subjugate whomever he encounters. What he can't crush, he endures and outlasts.","Ogrémoch especially resents any mortals that dare to remove valuable metal or stone from the earth, and those who shape or build things of stone. He notices each nugget of gold or raw gemstone removed from areas under his influence, seeking to reclaim treasures \"stolen\" from him-and to punish the thieves. When the Prince of Evil Earth gains access to the Material Plane through an elemental node, he begins to methodically locate and destroy every mine, quarry, town, or fortification in the area. It's not that he needs the wealth, but the principle of the thing-extracting treasure from the earth-is anathema to Ogrémoch."]},{"type":"entries","name":"Ogrémoch's Lair","entries":["Ogrémoch is normally found in the depths of elemental earth, choosing caverns with black crystals and jagged rock spikes to serve as his throne room. He can enter the Material Plane through large and well-established nodes of elemental earth, with a little help from the proper rituals. Within such a node, Ogrémoch wields great power."]}]}]}],"gallery":[{"path":"bestiary/PotA/Ogrémoch.webp"}]},{"id":"ogrillon-ogre","name":"Ogrillon Ogre","source":"XMM","page":231,"srd":false,"image":"bestiary/XMM/Ogres.webp","token":"bestiary/tokens/XMM/Ogrillon Ogre.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"12","initiative":"+0 (10)","hp":"52 (7d10 + 14)","speed":"30 ft.","str":17,"dex":10,"con":14,"int":7,"wis":9,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 9","languages":"Common, Giant","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Arctic, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Battleaxe","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage."]},{"name":"Javelin","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 30/120 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ogrillons arise from Humanoids cursed by foul magic or the will of wrathful deities. They appear similar to whoever they once were, but they grow to over 8 feet tall and gain ogre-like features. Ogrillons constantly seethe with supernatural anger, which they might struggle to control or purposefully vent on other creatures."]},{"type":"section","name":"Ogres","entries":["{@i Raging Hulks and Hoarders}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Ogres are selfish raiders and hulking gluttons spawned of hateful supernatural forces. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork devices, and other delicate or lovingly made things. Occasionally they kidnap victims to eat later or, more rarely, performers who catch their interest.","Ogres trace their origins to wrathful deities such as Erythnul, Takhisis, and Vaprak. They magically emerge from the earth of lands corrupted by evil gods, sinister magic, or ancient curses. Some bear evidence of the places that spawned them, sporting rocky calluses, mossy growths, or frozen scars."]}],"gallery":[{"path":"bestiary/XMM/Ogres.webp","credit":"Hinchel Or"}]},{"id":"ogruhl","name":"Ogruhl","source":"CM","page":205,"srd":false,"image":"bestiary/tokens/CM/Ogruhl.webp","token":"bestiary/tokens/CM/Ogruhl.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"20","initiative":"+0 (10)","hp":"341 (22d20 + 110)","speed":"20 ft.","str":25,"dex":10,"con":20,"int":10,"wis":12,"cha":12,"saves":"Dex +6, Con +11, Wis +7","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Draconic, Terran","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Underwater, Coastal","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ogruhl makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be pushed up to 10 feet away from Ogruhl and knocked {@condition prone}."]},{"name":"Sand Breath {@recharge 5}","entries":["Ogruhl exhales abrasive sand in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) slashing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Ogruhl has been trapped here for millennia, restrained by magic chains. Ogruhl was the prisoner of a cruel Netherese wizard. When the city around the tortoise was abandoned, Ogruhl was left to die. A band of chwingas found the tortoise and brought it food and water little by little to keep it alive. Over time, the chwingas and Ogruhl developed a symbiotic relationship—it defended them and provided a home for them, and they helped it to survive."]},{"id":"oinoloth","name":"Oinoloth","source":"MPMM","page":202,"srd":false,"image":"bestiary/MPMM/Oinoloth.webp","token":"bestiary/tokens/MPMM/Oinoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"119 (14d8 + 56)","speed":"40 ft.","str":19,"dex":17,"con":18,"int":17,"wis":16,"cha":19,"saves":"Con +8, Wis +7","skills":"Deception +8, Intimidation +8, Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 17","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Desert, Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The oinoloth has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The oinoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell hold monster}, {@spell invisibility} (self only)","1/day each: {@spell feeblemind}, {@spell globe of invulnerability}"]}],"actions":[{"name":"Multiattack","entries":["The oinoloth makes two Claw attacks, and it uses Spellcasting or Teleport."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage plus 22 ({@damage 4d10}) necrotic damage."]},{"name":"Corrupted Healing {@recharge}","entries":["The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}. The target then gains 1 level of {@condition exhaustion}, and its hit point maximum is reduced by 7 ({@dice 2d6}). This reduction can be removed only by a {@spell wish} spell or by casting {@spell greater restoration} on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0."]},{"name":"Teleport","entries":["The oinoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[{"name":"Bringer of Plagues {@recharge 5}","entries":["The oinoloth blights the area in a 30-foot-radius sphere centered on itself. The blight lasts for 24 hours. While the area is blighted, all normal plants there wither and die.","Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a {@dc 16} Constitution saving throw. On a failed save, the creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned}. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours.","The {@condition poisoned} creature can't regain hit points. After every 24 hours that elapse, the {@condition poisoned} creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 ({@damage 1d10}). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose.","Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks."],"gallery":[{"path":"bestiary/MPMM/Oinoloth.webp","credit":"Michael Berube"}],"otherVersions":[{"id":"oinoloth-mtf","source":"MTF"}]},{"id":"oinoloth-mtf","name":"Oinoloth","source":"MTF","page":251,"srd":false,"image":"bestiary/MTF/Oinoloth.webp","token":"bestiary/tokens/MTF/Oinoloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"126 (12d10 + 60)","speed":"40 ft.","str":19,"dex":17,"con":18,"int":17,"wis":16,"cha":19,"saves":"Con +8, Wis +7","skills":"Deception +8, Intimidation +8, Perception +7","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 17","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Desert, Underdark","treasure":"","traits":[{"name":"Bringer of Plagues {@recharge 5}","entries":["As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved.","Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a {@dc 16} Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 ({@damage 4d6}) necrotic damage and is {@condition poisoned}.","The {@condition poisoned} creature can't regain hit points. After every 24 hours that elapse, the {@condition poisoned} creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 ({@dice 1d10}). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times."]},{"name":"Magic Resistance","entries":["The oinoloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The oinoloth's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The oinoloth's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell invisibility} (self only)","1/day each: {@spell feeblemind}, {@spell globe of invulnerability}, {@spell wall of fire}, {@spell wall of ice}"]}],"actions":[{"name":"Multiattack","entries":["The oinoloth uses its Transfixing Gaze and makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage plus 22 ({@damage 4d10}) necrotic damage."]},{"name":"Corrupted Healing {@recharge}","entries":["The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: {@condition blinded}, {@condition deafened}, {@condition paralyzed}, or {@condition poisoned}. The target then gains 1 level of {@condition exhaustion}, and its hit point maximum is reduced by 7 ({@dice 2d6}). This reduction can be removed only by a {@spell wish} spell or by casting {@spell greater restoration} on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0."]},{"name":"Teleport","entries":["The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]},{"name":"Transfixing Gaze","entries":["The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw against this magic or be {@condition charmed} until the end of the oinoloth's next turn. While {@condition charmed} in this way, the target is {@condition restrained}. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Oinoloth","entries":["Grim specters of death, oinoloths bring pestilence wherever they go. To armies who recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose.","Oinoloths provide the ultimate solution to thorny problems, usually by killing everyone involved. They are hired as a last resort, when a siege has gone on too long or an army has proved too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks."]},{"type":"section","name":"Yugoloths","entries":["Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}."]}],"gallery":[{"path":"bestiary/MTF/Oinoloth.webp","credit":"Michael Berube"}],"hidden":true,"otherVersions":[{"id":"oinoloth","source":"MPMM"}]},{"id":"olara","name":"Olara","source":"CRCotN","page":129,"srd":false,"image":"bestiary/tokens/CRCotN/Olara.webp","token":"bestiary/tokens/CRCotN/Olara.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft., swim 30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Olara can breathe air and water."]},{"name":"Fey Ancestry","entries":["Olara has advantage on saving throws to end the {@condition charmed} condition on herself, and magic can't put her to sleep."]},{"name":"Keen Hearing and Sight","entries":["The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Olara makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Olara speaks an ancient dialect that formed the basis for both Elvish and Orc, and any character who speaks and understands either of those languages can converse with her. This is a trait she shares with some of the ghosts of her kinfolk that still haunt the ruins of Cael Morrow, but Olara is no ghost; she is one of the few mortals who survived Gruumsh's attack centuries ago. She subsists on the kelp growing throughout the Drowned City."]}]},{"id":"old-croaker","name":"Old Croaker","source":"EGW","page":240,"srd":false,"image":"bestiary/tokens/EGW/Old Croaker.webp","token":"bestiary/tokens/EGW/Old Croaker.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"39 (6d10 + 6)","speed":"20 ft., swim 40 ft.","str":15,"dex":13,"con":13,"int":2,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Forest, Swamp, Desert, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["Old Croaker can breathe air and water."]},{"name":"Standing Leap","entries":["Old Croaker's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 5 ({@damage 1d10}) poison damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and Old Croaker can't bite another target."]},{"name":"Swallow","entries":["Old Croaker makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the toad, and it takes 10 ({@damage 3d6}) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.","If Old Croaker dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"old-troglodyte","name":"Old Troglodyte","source":"WDMM","page":155,"srd":false,"image":"bestiary/tokens/WDMM/Old Troglodyte.webp","token":"bestiary/tokens/WDMM/Old Troglodyte.webp","size":"Medium","creatureType":"Humanoid (Troglodyte)","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":14,"dex":10,"con":14,"int":6,"wis":10,"cha":6,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Troglodyte","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Chameleon Skin","entries":["The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Stench","entries":["Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troglodyte makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"olhydra","name":"Olhydra","source":"PotA","page":218,"srd":false,"image":"bestiary/PotA/Olhydra.webp","token":"bestiary/tokens/PotA/Olhydra.webp","size":"Huge","creatureType":"Elemental","alignment":"Neutral Evil","ac":"18","initiative":"+6 (16)","hp":"324 (24d12 + 168)","speed":"50 ft., swim 100 ft.","str":21,"dex":22,"con":24,"int":17,"wis":18,"cha":23,"saves":"Str +11, Con +13, Wis +10","skills":"","vulnerabilities":"","resistances":"lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; cold; poison","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned; prone; restrained","senses":"blindsight 120 ft., Passive Perception 14","languages":"Aquan","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Empowered Attacks","entries":["Olhydra's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks."]},{"name":"Legendary Resistance (3/Day)","entries":["If Olhydra fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Olhydra has advantage on saving throws against spells and other magical effects."]},{"name":"Water Form","entries":["Olhydra can enter a hostile creature's space and stop there. She can move through a space as narrow as 1 inch wide without squeezing."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Olhydra's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). She can innately cast the following spells, requiring no material components:","At will: {@spell wall of ice}","1/day: {@spell storm of vengeance}","3/day: {@spell ice storm}"]}],"actions":[{"name":"Multiattack","entries":["Olhydra makes two slam attacks or two water jet attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her."]},{"name":"Water Jet","entries":["{@atk rw} {@hit 12} to hit, range 120 ft., one target. {@h}21 ({@damage 6d6}) bludgeoning damage, and the target is knocked {@condition prone} if it fails a {@dc 19} Strength saving throw."]},{"name":"Summon Elementals (1/Day)","entries":["Olhydra summons up to three {@creature water elemental||water elementals} and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Crush","entries":["One creature that Olhydra is grappling is crushed for 21 ({@damage 3d10 + 5}) bludgeoning damage."]},{"name":"Fling (Costs 2 Actions)","entries":["Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes {@damage 1d6} bludgeoning damage for every 10 feet it was flung."]},{"name":"Water to Acid (Costs 3 Actions)","entries":["Olhydra transforms her watery body into acid. This effect lasts until Olhydra's next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 ({@damage 2d10}) acid damage. Any creature {@condition grappled} by Olhydra takes 22 ({@damage 4d10}) acid damage at the start of its turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["Olhydra can command the waters around herself to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra uses her lair action to cause one of the following effects:",{"type":"list","items":["Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a {@dc 20} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}.","Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with {@sense darkvision} can't see through the water, and light can't illuminate it.","A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 ({@damage 3d6}) cold damage."]}],"regionalEffects":["Olhydra's presence in an elemental node creates a number of widespread effects—bad weather, strong tides, and increasing aggression from dangerous sea life.",{"type":"list","items":["Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every {@dice 2d12} hours, and lasts {@dice 1d3} hours. Downpours are so heavy that creatures moving overland travel at half normal speed","Within 5 miles of the lair, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.","Aquatic creatures that have an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a {@dc 15} Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is {@condition frightened} and attempts to leave the area, remaining {@condition frightened} while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage on saving throws against charm and fear effects.","Natural springs and pools within 1 mile of the lair form intermittent portals to the Elemental Plane of Water, allowing elemental creatures into the mortal world to dwell near those points."]},"If Olhydra is destroyed or banished back to her home plane, the regional effects fade over the next {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Olhydra is the Princess of Evil Water. Sometimes known as the Crushing Wave, the Dark Tide, or the Well of Endless Anguish, she takes the form of a great wave, 20 feet high and 15 feet wide, with opalescent eyes. She prefers to remain in or near large bodies of water-seas, lakes, rivers, or sometimes great subterranean pools. When she needs to, she can surge onto dry land, moving much like a wave rushing up onto the shore, but only great anger or desperation would drive Olhydra to move more than a few hundred feet from her native element.","Olhydra surges forth tirelessly and relentlessly. She delights in creating dangerous and destructive manifestations of elemental water, especially maelstroms and floods. She is eager to assert her power by smashing any vessel that dares to venture into her realm, and lays waste to villages or towns established within her reach. Olhydra erodes that which she can't batter and drown; she is patient, retreating in the face of adversity only to return stronger than before.","Of all the Princes of Elemental Evil, Olhydra is the one most interested in mortals. She recognizes that pirates and raiders who redden the waters with mortal blood (and occasionally send treasure-laden ships into her clutches) are agents of her hateful outlook, whether they know it or not. Consequently, Olhydra sometimes spares the worst sort of seafarers from her wrath, patiently waiting for the day when they deliver others into her power."]},{"type":"entries","name":"Olhydra's Lair","entries":["The Princess of Evil Water is native to the Elemental Plane of Water, where she can be found in the black depths of vast seas or enthroned among jagged reefs. Olhydra waits for the chance to enter the Material Plane through elemental water nodes or when called by the proper rituals. Whether she is in her elemental domain or temporarily occupying a water node, Olhydra commands the waters around her and can shape them to her will."]}]}]}],"gallery":[{"path":"bestiary/PotA/Olhydra.webp"}]},{"id":"ollin","name":"Ollin","source":"JttRC","page":109,"srd":false,"image":"bestiary/JttRC/070-08-002.ollin.webp","token":"bestiary/tokens/JttRC/Ollin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Performance +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Ignan, Tletlahtolli","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Ollin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ollin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/070-08-002.ollin.webp","credit":"Merlin G. G."}]},{"id":"omin-dran","name":"Omin Dran","source":"AI","page":196,"srd":false,"image":"bestiary/AI/Omin Dran.webp","token":"bestiary/tokens/AI/Omin Dran.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Lawful Neutral","ac":"18","initiative":"-1 (9)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":16,"dex":8,"con":14,"int":11,"wis":18,"cha":12,"saves":"Wis +7, Cha +4","skills":"Deception +4, Insight +7, Intimidation +4, Medicine +7, Perception +7, Persuasion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Common, Dwarvish, Elvish, Goblin","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Divine Strike","entries":["Once on each of his turns when he hits a creature with a weapon attack, Omin can cause the attack to deal an extra 4 ({@damage 1d8}) damage of the same type dealt by the weapon."]},{"name":"Fey Ancestry","entries":["Omin has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Omin is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell sacred flame}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bless}, {@spell command}, {@spell divine favor}, {@spell shield of faith}","Level 2 (3 slots): {@spell enhance ability}, {@spell hold person}, {@spell magic weapon}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell beacon of hope}, {@spell crusader's mantle}, {@spell dispel magic}, {@spell mass healing word}, {@spell spirit guardians}","Level 4 (3 slots): {@spell death ward}, {@spell freedom of movement}, {@spell locate creature}, {@spell stoneskin}","Level 5 (1 slots): {@spell dispel evil and good}, {@spell flame strike}, {@spell hold monster}, {@spell greater restoration}, {@spell legend lore}"]}],"actions":[{"name":"Multiattack","entries":["Omin makes two attacks with his maul."]},{"name":"Maul","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"War God's Blessing (Recharges after a Short or Long Rest)","entries":["When a creature within 30 feet of Omin makes an attack roll, but before learning whether it hits or misses, Omin can grant the creature a +10 bonus to that roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["My duty, first and foremost, is to my shareholders. And I am the only shareholder."]},"Ominifis Hereward Dran spent his formative years in the small way-stop of Red Larch, where his mother, Prophetess, ran a popular inn and restaurant. In the brief periods of respite afforded by working the family business, Omin and his sisters, Auspicia and Portentia, were wont to wander the hills and trails around town, dreaming of adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored-actually a creature called the Wandering Crypt-took Auspicia from the world.","Omin Dran built the organization called Acquisitions Incorporated to facilitate and expand his quest to find his true sister, at least in part. For despite his unprecedented success in establishing the market for franchised adventuring across the Sword Coast and beyond, Omin's full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response. And even if the rumor were true, Omin would never leverage such a position for greater financial gain and power. Because that would be wrong..."]}]}]}],"gallery":[{"path":"bestiary/AI/Omin Dran.webp","credit":"Mike Krahulik"}]},{"id":"one-eyed-shiver","name":"One-Eyed Shiver","source":"PotA","page":207,"srd":false,"image":"bestiary/PotA/One-Eyed Shiver.webp","token":"bestiary/tokens/PotA/One-Eyed Shiver.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":13,"wis":13,"cha":17,"saves":"","skills":"Arcana +3, Perception +3, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Chilling Mist","entries":["While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 ({@damage 1d10}) cold damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell chill touch}, {@spell mage hand}","Level 1 (4 slots): {@spell fog cloud}, {@spell mage armor}, {@spell thunderwave}","Level 2 (3 slots): {@spell mirror image}, {@spell misty step}","Level 3 (2 slots): {@spell fear}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Eye of Frost","entries":["The one-eyed shiver casts {@spell ray of frost} from its missing eye. If it hits, the target is also {@condition restrained}. A target {@condition restrained} in this way can end the condition by using an action, succeeding on a {@dc 13} Strength check."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A one-eyed shiver is a fearsome cultist who wields powers of ice and cold. To gain the frigid power of elemental water, the shiver removes one eye and replaces it with a frosty white orb that can blast foes with an icy ray. When the orb isn't in use, the shiver covers its magical eye with an eye patch. Even when hidden, the orb's magical power makes itself felt-a one-eyed shiver has ice-cold blood and is constantly surrounded by an aura of thin, cold fog.","One-eyed shivers inspire dread and fear in all who meet them, including their fellow cultists. Only the leaders of the Crushing Wave cult dare to give commands to these masters of icy magic."]}]}]}],"gallery":[{"path":"bestiary/PotA/One-Eyed Shiver.webp"}]},{"id":"oneirovore","name":"Oneirovore","source":"CoA","page":248,"srd":false,"image":"bestiary/CoA/Oneirovore.webp","token":"bestiary/tokens/CoA/Oneirovore.webp","size":"Large","creatureType":"Fiend","alignment":"Unaligned","ac":"19","initiative":"+1 (11)","hp":"237 (19d10 + 133)","speed":"20 ft.","str":16,"dex":12,"con":25,"int":12,"wis":10,"cha":10,"saves":"Con +11, Int +5","skills":"Insight +4, Nature +5, Perception +4, Survival +4","vulnerabilities":"","resistances":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"psychic","conditionImmunities":"blinded; charmed; frightened","senses":"truesight 60 ft., Passive Perception 14","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Stomp","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d12 + 3}) force damage."]},{"name":"Realize Nightmares {@recharge 4}","entries":["The oneirovore manipulates the perception of nearby creatures, sending them into a panic. Creatures of the oneirovore's choice that it can see within 60 feet must make a {@dc 19} Charisma saving throw. On a failed save, the creature has the {@condition charmed} condition, their vision distorted such that they view their allies as creatures of pure fear and hatred. While {@condition charmed}, a creature will use their actions to attack their allies with intent to kill. A {@condition charmed} creature may repeat the saving throw at the end of each turn, ending the effect on a success."]},{"name":"Warning Cry (1/Day)","entries":["The oneirovore lets out an earsplitting shriek, calling for infernal reinforcements. Creatures that are not Fiends that are within 120 feet of the oneirovore must make a {@dc 19} Constitution saving throw, taking 55 ({@damage 10d10}) thunder damage on a failed save, or half as much damage on a successful one. Any lesser devils within a 1-mile-radius, centered on the oneirovore, are required by contract to come to its aid upon hearing its Warning Cry. Higher ranking devils may investigate if they desire, but the call holds no magical sway over them."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The ancestors of these Fiends were servants of the divine and Fey which devoured the nightmares of mortals, bringing restful sleep. Imported into the Nine Hells and cultivated by devils, dream eaters, as they're also known, became a powerful weapon in subtly corrupting mortal minds. They can be found grazing wherever the toxic foliage of the Nine Hells grows, often guarded by low-status devils and hell hounds. When brought to weak points between the planes, their spirits seep into the mortal world. There they browse the dreaming minds of mortals. Often, they devour the hope and wonder that might inspire people to improve their lives.",{"type":"entries","name":"Placid Herds","page":248,"entries":["Despite their fearsome-looking appearance, dream eaters are oddly passive for a denizen of the Nine Hells. When attacked, their first instinct is to lumber away at their sluggish pace, sending out high, mournful cries that attract every devil and infernal monster within earshot. Their angry herdsmen usually arrive in short order to see off the threat."]},{"type":"entries","name":"Storehouses of Phantasms","page":248,"entries":["Forced to fight, dream eaters' most potent defense is a release of their stored phantasmagoria. This can affect attackers in several ways. A release of nightmares taints the way that non-devils view the world around them, transforming everything—including allies—into hideous sources of fear and threat, whilst the dream eaters themselves fade into the infernal landscape. On the other hand, a release of hope and wonder leaves mortal attackers in a dazed and euphoric state, suddenly taken by wild fancies to accomplish impossible and reckless feats that see them charging off across the hellish landscape, the fight forgotten. The same expulsion of positive dream imagery has a powerful caustic effect against infernal creatures, affecting devils much as a skunk's blast against regular predators."]}],"gallery":[{"path":"bestiary/CoA/Oneirovore.webp","credit":"Sebastian Kowoll"}]},{"id":"oni","name":"Oni","source":"XMM","page":232,"srd":true,"image":"bestiary/XMM/Oni.webp","token":"bestiary/tokens/XMM/Oni.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"119 (14d10 + 42)","speed":"30 ft., fly 30 ft. (hover)","str":19,"dex":11,"con":16,"int":14,"wis":12,"cha":15,"saves":"Dex +3, Con +6, Wis +4, Cha +5","skills":"Arcana +5, Deception +8, Perception +4","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Common, Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Urban","treasure":"Armaments","traits":[{"name":"Regeneration","entries":["The oni regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The oni casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","1/day each: {@spell Charm Person|XPHB} (level 2 version), {@spell Darkness|XPHB}, {@spell Gaseous Form|XPHB}, {@spell Sleep|XPHB}"]},{"name":"Invisibility","entries":["The oni casts {@spell Invisibility|XPHB} on itself, requiring no spell components and using the same spellcasting ability as Spellcasting.","At will: {@spell Invisibility|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The oni makes two Claw or Nightmare Ray attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Claw","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}10 ({@damage 1d12 + 4}) Slashing damage plus 9 ({@damage 2d8}) Necrotic damage."]},{"name":"Nightmare Ray","entries":["{@atkr r} {@hit 5}, range 60 ft. {@h}9 ({@damage 2d6 + 2}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of the oni's next turn."]},{"name":"Shape-Shift","entries":["The oni shape-shifts into a Small or Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Oni","entries":["{@i Wickedness Drawn to the Wicked}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Oni are elusive entities that inhabit dark forests and other wildernesses. By shape-shifting into the form of an innocent or moving invisibly, oni encroach on communities and lonely roads. They frequently harass people of faith, testing the limits of their piousness, or torment selfish people, punishing them for their wickedness. Wise communities often have guardian statues, annual rituals, or local superstitions meant to keep oni at bay. In rare cases, an oni might gradually befriend such communities and protect them from other threats for generations.","Oni torment villages that don't pay them or other supernatural forces respect. Roll on or choose a result from the Oni Troubles table to inspire how an oni menaces such communities.",{"type":"table","caption":"Oni Troubles","colLabels":["1d4","The Oni Torments People By..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Charming people to perform nasty tricks."],["2","Claiming a bridge, gate, shrine, or trail and trying to eat anyone who comes near."],["3","Luring other monsters to the settlement."],["4","Playing drums that keep everyone awake."]]}]}],"gallery":[{"path":"bestiary/XMM/Oni.webp","credit":"John Grello"}],"otherVersions":[{"id":"oni-mm","source":"MM"}]},{"id":"oni-mm","name":"Oni","source":"MM","page":239,"srd":false,"image":"bestiary/MM/Oni.webp","token":"bestiary/tokens/MM/Oni.webp","size":"Large","creatureType":"Giant","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"110 (13d10 + 39)","speed":"30 ft., fly 30 ft.","str":19,"dex":11,"con":16,"int":14,"wis":12,"cha":15,"saves":"Dex +3, Con +6, Wis +4, Cha +5","skills":"Arcana +5, Deception +8, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Magic Weapons","entries":["The oni's weapon attacks are magical."]},{"name":"Regeneration","entries":["The oni regains 10 hit points at the start of its turn if it has at least 1 hit point."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The oni's innate spellcasting ability is Charisma (spell save {@dc 13}). The oni can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell invisibility}","1/day each: {@spell charm person}, {@spell cone of cold}, {@spell gaseous form}, {@spell sleep}"]}],"actions":[{"name":"Multiattack","entries":["The oni makes two attacks, either with its claws or its glaive."]},{"name":"Claw (Oni Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]},{"name":"Glaive","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage in Small or Medium form."]},{"name":"Change Shape","entries":["The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black.",{"name":"Night Haunters","type":"entries","entries":["By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them."]},{"name":"Magical Ogres","type":"entries","entries":["Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres' habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Lock the door, blow out the light;","The hungry oni haunts the night.","Hide and tremble, little one;","The oni wants to have some fun.","Hear it scratching on the door;","See its shadow cross the floor.","The sun won't rise for quite a while;","Till then, beware the oni's smile."],"by":"Children's rhyme"}]}]}],"gallery":[{"path":"bestiary/MM/Oni.webp"}],"hidden":true,"otherVersions":[{"id":"oni","source":"XMM"}]},{"id":"ontharr-frume","name":"Ontharr Frume","source":"HotDQ","page":28,"srd":false,"image":"bestiary/HotDQ/021-tod-04-02.webp","token":"bestiary/tokens/HotDQ/Ontharr Frume.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":16,"dex":10,"con":14,"int":11,"wis":17,"cha":13,"saves":"Con +6, Wis +7","skills":"Intimidation +5, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"5etools Note","entries":["Ontharr Frume is presented in {@adventure Hoard of the Dragon Queen|HotDQ} and The {@adventure Rise of Tiamat|RoT} as a lawful good, human paladin of Torm. The {@creature war priest|vgm} stat block from {@book Volo's Guide to Monsters|VGM} has been provided here for ease of use."]}],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell mending}, {@spell sacred flame}, {@spell spare the dying}","Level 1 (4 slots): {@spell divine favor}, {@spell guiding bolt}, {@spell healing word}, {@spell shield of faith}","Level 2 (3 slots): {@spell lesser restoration}, {@spell magic weapon}, {@spell prayer of healing}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell beacon of hope}, {@spell crusader's mantle}, {@spell dispel magic}, {@spell revivify}, {@spell spirit guardians}, {@spell water walk}","Level 4 (3 slots): {@spell banishment}, {@spell freedom of movement}, {@spell guardian of faith}, {@spell stoneskin}","Level 5 (1 slots): {@spell flame strike}, {@spell mass cure wounds}, {@spell hold monster}"]}],"actions":[{"name":"Multiattack","entries":["The priest makes two melee attacks."]},{"name":"Maul","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Guided Strike (Recharges after a Short or Long Rest)","entries":["The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@b Ideals}: Responsibility, greater good (\"The strong must defend the weak, whatever the cost.\")","{@b Personality Traits}: Friendly, hot-tempered","{@b Pledged Resources}: Paladins and healing clerics to support the fight against Tiamat's forces"],"gallery":[{"path":"bestiary/HotDQ/021-tod-04-02.webp"}]},{"id":"ontharyx","name":"Ontharyx","source":"PaBTSO","page":115,"srd":false,"image":"bestiary/tokens/PaBTSO/Ontharyx.webp","token":"bestiary/tokens/PaBTSO/Ontharyx.webp","size":"Medium","creatureType":"Aberration","alignment":"Any Alignment","ac":"14","initiative":"+4 (14)","hp":"65 (10d8 + 20)","speed":"30 ft., fly 30 ft.","str":12,"dex":18,"con":14,"int":11,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 13","languages":"Common, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, Ontharyx has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ontharyx makes two Unarmed Strike or Nightmare Blast attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Nightmare Blast","entries":["{@atk rw} {@hit 6} to hit, range 60 ft., one creature. {@h}7 ({@damage 2d6}) psychic damage, and the target must succeed on a {@dc 12} Wisdom saving throw or have the {@condition frightened} condition until the start of Ontharyx's next turn."]}],"bonusActions":[],"reactions":[{"name":"Defensive Flight","entries":["Immediately after taking damage, Ontharyx flies up to its speed. This movement doesn't provoke opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"onyx","name":"Onyx","source":"OoW","page":186,"srd":false,"image":"bestiary/AI/Onyx.webp","token":"bestiary/tokens/OoW/Onyx.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"400 ft., climb 200 ft.","str":3,"dex":15,"con":10,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Forest, Urban, Desert","treasure":"","traits":[{"name":"Keen Smell","entries":["The cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Relative Size","entries":["Any damage Onyx would take is reduced to 0. She has advantage on ability checks and saving throws."]},{"name":"Dealing with Onyx","entries":["Onyx cannot be overcome or killed by combat. Any weapon attack against her that hits AC 12 makes contact but deals no lasting damage. However, if the attack would deal 10 or more damage, Onyx has disadvantage on attack rolls until the end of her next turn. If Onyx would take 10 or more damage from spells or other effects, it yields the same result. Spells that impose conditions function normally against Onyx, but those conditions end automatically at the end of the cat's next turn."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 20 ft., one target. {@h}11 ({@damage 2d10}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Onyx is a regular cat, with special traits, and a modified attack, that only apply when used in the {@adventure Onyx Ascendant|OoW|6|Onyx Ascendant} encounter.","Further information can be found within that encounter on how to run it.","Without the special circumstances from that encounter, Onyx can be considered a standard cat"]}],"gallery":[{"path":"bestiary/AI/Onyx.webp"}]},{"id":"ooze-master","name":"Ooze Master","source":"TftYP","page":241,"srd":false,"image":"bestiary/tokens/TftYP/Ooze Master.webp","token":"bestiary/tokens/TftYP/Ooze Master.webp","size":"Huge","creatureType":"Undead","alignment":"Lawful Evil","ac":"9","initiative":"-5 (5)","hp":"138 (12d12 + 60)","speed":"30 ft., climb 30 ft.","str":16,"dex":1,"con":20,"int":17,"wis":10,"cha":16,"saves":"Int +7, Wis +4","skills":"Arcana +7, Insight +4","vulnerabilities":"","resistances":"lightning; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; cold; poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; poisoned; prone","senses":"blindsight 120 ft., Passive Perception 10","languages":"Common, Primordial, Thayan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Corrosive Form","entries":["A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 ({@damage 2d8}) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage.","The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round."]},{"name":"Instinctive Attack","entries":["When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action."]},{"name":"Spider Climb","entries":["The Ooze Master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[{"name":"Spellcasting","entries":["The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell friends}, {@spell mage hand}, {@spell poison spray}","Level 1 (4 slots): {@spell charm person}, {@spell detect magic}, {@spell magic missile}, {@spell ray of sickness}","Level 2 (3 slots): {@spell detect thoughts}, {@spell Melf's acid arrow}, {@spell suggestion}","Level 3 (3 slots): {@spell fear}, {@spell slow}, {@spell stinking cloud}","Level 4 (3 slots): {@spell confusion}, {@spell Evard's black tentacles}","Level 5 (1 slots): {@spell cloudkill}"]}],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 3d6 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) acid damage."]}],"bonusActions":[],"reactions":[{"name":"Instinctive Charm","entries":["If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a {@dc 15} Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be {@condition charmed} are immune to this effect."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ooze-folk","name":"Ooze-Folk","source":"LLK","page":46,"srd":false,"image":"bestiary/tokens/LLK/Ooze-Folk.webp","token":"bestiary/tokens/LLK/Ooze-Folk.webp","size":"Medium","creatureType":"Ooze","alignment":"Unaligned","ac":"10","initiative":"-4 (6)","hp":"19 (2d8 + 10)","speed":"30 ft.","str":14,"dex":3,"con":20,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Transparent","entries":["Even when an ooze-folk is in plain sight, it takes a {@dc 12} Wisdom ({@skill Perception}) check to spot an ooze-folk that has neither moved nor attacked. A creature that tries to enter the ooze-folk's space while unaware of the ooze-folk is {@status surprised} by the ooze-folk."]},{"name":"Fragile Bones","entries":["For each 5 damage it takes, the ooze-folk's walking speed is reduced by 5 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ooze folk makes one glass longsword attack and one pseudopod attack."]},{"name":"Glass Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) slashing damage. If a 1 is rolled on an attack roll with a glass longsword, it shatters and can no longer be used."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) acid damage. "]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"ophelia","name":"Ophelia","source":"ToFW","page":49,"srd":false,"image":"bestiary/ToFW/ParvazOpheliaEbonclaw.webp","token":"bestiary/tokens/ToFW/Ophelia.webp","size":"Huge","creatureType":"Beast","alignment":"Lawful Good","ac":"12","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"40 ft.","str":22,"dex":9,"con":17,"int":10,"wis":14,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Trampling Charge","entries":["If Ophelia moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the elephant can make one stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/ParvazOpheliaEbonclaw.webp"}]},{"id":"oracle","name":"Oracle","source":"MOT","page":238,"srd":false,"image":"bestiary/MOT/Oracle.webp","token":"bestiary/tokens/MOT/Oracle.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"15","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":13,"wis":16,"cha":15,"saves":"Wis +5, Cha +4","skills":"Insight +5, Persuasion +4, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Celestial, Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blessings of the Gods","entries":["While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that hits the oracle with a melee attack while within 5 feet of it takes 9 ({@damage 2d8}) force damage."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The oracle's spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell guidance}, {@spell light}, {@spell thaumaturgy}","3/day each: {@spell bless}, {@spell guiding bolt}, {@spell healing word}, {@spell hold person}","1/day each: {@spell augury}, {@spell scrying}"]}],"actions":[{"name":"Eldritch Touch","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Divine Insight (3/Day)","entries":["When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with advantage or disadvantage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed—mortals communicate with a single god, interpreting their intentions for the wider world. Others aren't aligned with a god and observe the night sky, reading Nyx like a vast, cryptic scroll for insights."]}],"gallery":[{"path":"bestiary/MOT/Oracle.webp","credit":"Cynthia Sheppard"}]},{"id":"oracle-of-strixhaven","name":"Oracle of Strixhaven","source":"SCC","page":200,"srd":false,"image":"bestiary/SCC/Oracle of Strixhaven.webp","token":"bestiary/tokens/SCC/Oracle of Strixhaven.webp","size":"Medium","creatureType":"Humanoid (Human, Wizard)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"150 (20d8 + 60)","speed":"30 ft., fly 15 ft. (hover)","str":12,"dex":15,"con":16,"int":21,"wis":20,"cha":18,"saves":"Con +8, Int +10, Wis +10, Cha +9","skills":"Arcana +15, Insight +15, Investigation +15, Nature +10, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 20","languages":"all","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the Oracle fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The Oracle casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell detect magic}","2/day each: {@spell dispel magic}, {@spell mage armor}, {@spell remove curse}, {@spell sending}","1/day each: {@spell power word stun}, {@spell scrying} (as an action), {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["The Oracle makes two Magic Flare attacks. She can also use Paradoxy, if available."]},{"name":"Magic Flare","entries":["{@atk ms,rs} {@hit 10} to hit, reach 5 ft. or range 60 ft., one target. {@h}24 ({@damage 3d12 + 5}) force damage."]},{"name":"Paradoxy {@recharge 4}","entries":["Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each point must make a {@dc 18} Strength saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) force damage and is pulled up to 15 feet in a straight line toward the center of the sphere. On a successful save, the creature takes half as much damage and isn't pulled. A creature caught in the area of multiple warps is affected by only one, which the Oracle chooses."]},{"name":"Teleport","entries":["The Oracle teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Vector Shift","entries":["The Oracle teleports one creature she can see within 60 feet of herself, along with any equipment it is wearing or carrying, to an unoccupied space within 30 feet of herself. An unwilling target must succeed on a {@dc 18} Charisma saving throw to avoid the effect."]},{"name":"Spellcasting (Costs 2 Actions)","entries":["The Oracle uses Spellcasting."]},{"name":"Vortex Jaunt (Costs 2 Actions)","entries":["The Oracle uses Teleport, and immediately after she disappears, each creature within 30 feet of the space she left must succeed on a {@dc 18} Constitution saving throw or take 16 ({@damage 3d10}) force damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Somewhere in the lands beyond Strixhaven's borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used to help others and not twisted to evil ends. The one who holds the mantle of the Oracle must not only understand the fundamental truths of magic, but also possess impeccable wisdom and unshakable virtue.","The current Oracle is an elderly human named Jadzi. A graduate of Quandrix College, Jadzi has since expanded her studies to encompass all disciplines of spellcasting, tempering the mathematical abstractions she wielded at Strixhaven with benevolent divination and a return to the basics of magic itself."]}],"gallery":[{"path":"bestiary/SCC/Oracle of Strixhaven.webp","credit":"Chris Rahn"}]},{"id":"oracs-the-enduring","name":"Oracs the Enduring","source":"EGW","page":154,"srd":false,"image":"bestiary/tokens/EGW/Oracs the Enduring.webp","token":"bestiary/tokens/EGW/Oracs the Enduring.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"367 (21d20 + 147)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":27,"dex":14,"con":25,"int":16,"wis":15,"cha":19,"saves":"Dex +9, Con +14, Wis +9, Cha +11","skills":"Perception +16, Stealth +9","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 9 ({@damage 2d8}) acid damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Acid Breath {@recharge 5}","entries":["The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a {@dc 22} Dexterity saving throw, taking 67 ({@damage 15d8}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 15} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}.","A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 ({@damage 3d6}) piercing damage.","Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Black Dragon||adult} or {@creature Ancient Black Dragon||ancient}) black dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Filth Burst","entry":"The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. The cylinder is {@book difficult terrain|PHB|8|Difficult Terrain}."},{"type":"item","name":"Grasping Muck","entry":"Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} until initiative count 20 on the next round."},{"type":"item","name":"Noxious Gas","entry":"A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.","Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.","Fog lightly obscures the land within 6 miles of the lair."]},"If the dragon dies, vegetation remains as it has grown, but other effects fade over {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ennui","entry":"Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair."},{"type":"item","name":"Grating Spies","entry":"Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity ({@skill Stealth}) checks. The dragon can suppress this effect at will."},{"type":"item","name":"Rotting Domain","entry":"Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair."}]}],"source":"FTD"}]},{"id":"orc","name":"Orc","source":"MM","page":246,"srd":false,"image":"bestiary/MM/Orc.webp","token":"bestiary/tokens/MM/Orc.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"15 (2d8 + 6)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":7,"wis":11,"cha":10,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.",{"name":"Gruumsh One-Eye","entries":["Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.","Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor."],"type":"entries"},{"type":"entries","name":"Tribes like Plagues","entries":["Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied."]},{"name":"Ranging Scavengers","type":"entries","entries":["Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.","When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.","On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites."]},{"name":"Leadership and Might","type":"entries","entries":["Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.","Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers."]},{"name":"Orc Crossbreeds","type":"entries","entries":["Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon."]}]}]}],"gallery":[{"path":"bestiary/MM/Orc.webp","credit":"Conceptopolis"}]},{"id":"orc-blade-of-ilneval","name":"Orc Blade of Ilneval","source":"VGM","page":183,"srd":false,"image":"bestiary/tokens/VGM/Orc Blade of Ilneval.webp","token":"bestiary/tokens/VGM/Orc Blade of Ilneval.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"60 (8d8 + 24)","speed":"30 ft.","str":17,"dex":11,"con":17,"int":10,"wis":12,"cha":14,"saves":"Wis +3","skills":"Insight +3, Intimidation +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Orc","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."]},{"name":"Foe Smiter of Ilneval","entries":["The orc deals an extra die of damage when it hits with a longsword attack (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval's Command is available to use, the orc can use it after these attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage when used with two hands."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Ilneval's Command {@recharge 4}","entries":["Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ilneval is Gruumsh's battle captain, a devious strategist who directs Gruumsh's soldiers with boldness. Among orcs, warriors that venerate Ilneval emulate their deity. Such orcs learn to command their fellows in ways that are unpredictable but help to ensure victory.","The wisest among these leaders gain Ilneval's favor and rise to become known as blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish ferocity to best advantage, and helps the ordinary warriors to work together against their adversaries."]}]},{"type":"entries","entries":[{"type":"entries","entries":["To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.","Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.","In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.",{"type":"quote","entries":["An orc life is a god-ridden life. Luthic's at birth, Luthic's at death, and striving to prove themselves to Gruumsh in between."],"by":"Elminster"}]}]}]},{"id":"orc-claw-of-luthic","name":"Orc Claw of Luthic","source":"VGM","page":183,"srd":false,"image":"bestiary/VGM/Orc Claw of Luthic.webp","token":"bestiary/tokens/VGM/Orc Claw of Luthic.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":14,"dex":15,"con":16,"int":10,"wis":15,"cha":11,"saves":"","skills":"Intimidation +2, Medicine +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Orc","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Mountain","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[{"name":"Spellcasting","entries":["The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The orc has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell mending}, {@spell resistance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bane}, {@spell cure wounds}, {@spell guiding bolt}","Level 2 (3 slots): {@spell augury}, {@spell warding bond}","Level 3 (2 slots): {@spell bestow curse}, {@spell create food and water}"]}],"actions":[{"name":"Multiattack","entries":["The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Luthic is Gruumsh's wife and the paragon of maternity to all orcs. She is the Cave Mother, a fierce dweller in the darkness who raises new broods of orcs to be vicious and strong. Her symbol is the cave bear, and orc females raise such bears alongside orc whelps. Females particularly attracted to Luthic grow long nails and lacquer them, learning to use these claws as weapons much as Luthic uses her own.","Orc females devoted to Luthic are in charge of fortifying and maintaining an orc stronghold. They help to guarantee the survival of the tribe, and most are skilled in the healing arts. The most powerful among Luthic's disciples are the claws of Luthic, which can use the Cave Mother's magic to heal, protect, and curse."]}]},{"type":"entries","entries":[{"type":"entries","entries":["To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.","Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.","In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.",{"type":"quote","entries":["An orc life is a god-ridden life. Luthic's at birth, Luthic's at death, and striving to prove themselves to Gruumsh in between."],"by":"Elminster"}]}]}],"gallery":[{"path":"bestiary/VGM/Orc Claw of Luthic.webp"}]},{"id":"orc-commoner","name":"Orc Commoner","source":"TftYP","page":167,"srd":false,"image":"bestiary/tokens/TftYP/Orc Commoner.webp","token":"bestiary/tokens/TftYP/Orc Commoner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"orc-eye-of-gruumsh","name":"Orc Eye of Gruumsh","source":"MM","page":247,"srd":false,"image":"bestiary/MM/Orc.webp","token":"bestiary/tokens/MM/Orc Eye of Gruumsh.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":13,"cha":12,"saves":"","skills":"Intimidation +3, Religion +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Orc","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."]},{"name":"Gruumsh's Fury","entries":["The orc deals an extra 4 ({@damage 1d8}) damage when it hits with a weapon attack (included in the attacks)."]}],"spellcasting":[{"name":"Spellcasting","entries":["The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The orc has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell resistance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bless}, {@spell command}","Level 2 (2 slots): {@spell augury}, {@spell spiritual weapon} (spear)"]}],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 1d6 + 3} plus {@damage 1d8}) piercing damage, or 12 ({@damage 2d8 + 3}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.",{"name":"Gruumsh One-Eye","entries":["Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.","Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor."],"type":"entries"},{"type":"entries","name":"Tribes like Plagues","entries":["Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied."]},{"name":"Ranging Scavengers","type":"entries","entries":["Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.","When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.","On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites."]},{"name":"Leadership and Might","type":"entries","entries":["Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.","Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers."]},{"name":"Orc Crossbreeds","type":"entries","entries":["Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon."]}]}]},{"type":"entries","name":"Orc Eye of Gruumsh","entries":["When an orc slays an elf in Gruumsh's name and offers the corpse of its foe as a sacrifice to the god of slaughter, an aspect of the god might appear. This aspect demands an additional sacrifice: one of the orc's eyes, symbolizing the loss Gruumsh suffered at the hands of his greatest enemy, Corellon Larethian.","If the orc plucks out one of its eyes, Gruumsh might grant the orc spellcasting ability and special favor, along with the right to call itself an Eye of Gruumsh. When not using their auguries to advise their war chiefs, these savage devotees of the god of slaughter hurl themselves into battle, their weapons stained with blood."]}],"gallery":[{"path":"bestiary/MM/Orc.webp","credit":"Conceptopolis"}]},{"id":"orc-hand-of-yurtrus","name":"Orc Hand of Yurtrus","source":"VGM","page":184,"srd":false,"image":"bestiary/tokens/VGM/Orc Hand of Yurtrus.webp","token":"bestiary/tokens/VGM/Orc Hand of Yurtrus.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"12","initiative":"+0 (10)","hp":"30 (4d8 + 12)","speed":"30 ft.","str":12,"dex":11,"con":16,"int":11,"wis":14,"cha":9,"saves":"","skills":"Arcana +2, Intimidation +1, Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Common and Orc but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[{"name":"Spellcasting","entries":["The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell mending}, {@spell resistance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bane}, {@spell detect magic}, {@spell inflict wounds}, {@spell protection from evil and good}","Level 2 (3 slots): {@spell blindness/deafness}, {@spell silence}"]}],"actions":[{"name":"Touch of the White Hand","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Yurtrus is the orc god of death and disease. He is a horrifying abomination covered in rot and infection, except for his perfect, smooth white hands.","Orc priests that oversee the line between life and death are known by the others in the tribe as hands of Yurtrus. They dwell on the fringes of an orc lair, usually communing with other orcs through the auspices of those who follow Luthic. The hands of Yurtrus wear pale gloves made of the bleached skin of other humanoids (preferably elves), symbolizing their connection with Yurtrus, and are sometimes called \"white hands\" as a result.","Every orc knows that the hands of Yurtrus are the tribe's gateway to the ancestors. Orcs who die having served the tribe well go on to rituals meant to send them to Gruumsh's realm.","As befits followers of a god who doesn't speak, hands of Yurtrus remove their tongues to emulate their deity, for a reason similar to why an eye of Gruumsh puts out one of its eyes."]}]},{"type":"entries","entries":[{"type":"entries","entries":["To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.","Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.","In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.",{"type":"quote","entries":["An orc life is a god-ridden life. Luthic's at birth, Luthic's at death, and striving to prove themselves to Gruumsh in between."],"by":"Elminster"}]}]}]},{"id":"orc-nurtured-one-of-yurtrus","name":"Orc Nurtured One of Yurtrus","source":"VGM","page":184,"srd":false,"image":"bestiary/VGM/Orc Nurtured One of Yurtrus.webp","token":"bestiary/tokens/VGM/Orc Nurtured One of Yurtrus.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"9","initiative":"-1 (9)","hp":"30 (4d8 + 12)","speed":"30 ft.","str":15,"dex":8,"con":16,"int":7,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."]},{"name":"Corrupted Carrier","entries":["When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 14 ({@damage 4d6}) poison damage and becomes {@condition poisoned}. On a success, the creature takes half as much damage and isn't {@condition poisoned}. A creature {@condition poisoned} by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While {@condition poisoned} by this effect, a creature can't regain hit points."]},{"name":"Nurtured One of Yurtrus","entries":["The orc has advantage on saving throws against poison and disease."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage plus 2 ({@damage 1d4}) necrotic damage."]},{"name":"Corrupted Vengeance","entries":["The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When plague strikes a tribe, the hands of Yurtrus isolate the sick. The priests then minister to those who can be saved but not healed. The hands cultivate the sickness of these nurtured ones, turning them into instruments of defense and weapons of war. When orcs go to battle, a band of nurtured ones might charge in first-to give themselves up while softening up the enemy by spreading Yurtrus's vile blessing in its ranks."]}]},{"type":"entries","entries":[{"type":"entries","entries":["To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.","Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.","In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.",{"type":"quote","entries":["An orc life is a god-ridden life. Luthic's at birth, Luthic's at death, and striving to prove themselves to Gruumsh in between."],"by":"Elminster"}]}]}],"gallery":[{"path":"bestiary/VGM/Orc Nurtured One of Yurtrus.webp"}]},{"id":"orc-red-fang-of-shargaas","name":"Orc Red Fang of Shargaas","source":"VGM","page":185,"srd":false,"image":"bestiary/VGM/Orc Red Fang of Shargaas.webp","token":"bestiary/tokens/VGM/Orc Red Fang of Shargaas.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":11,"dex":16,"con":15,"int":9,"wis":11,"cha":9,"saves":"","skills":"Intimidation +1, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Orc","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Mountain, Forest, Hill, Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, the orc can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Hand of Shargaas","entries":["The orc deals 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks)."]},{"name":"Shargaas's Sight","entries":["Magical darkness doesn't impede the orc's darkvision."]},{"name":"Slayer","entries":["In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was {@status surprised}, the hit is automatically a critical hit."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The orc makes two scimitar or dart attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage."]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}10 ({@damage 3d4 + 3}) piercing damage."]},{"name":"Veil of Shargaas (Recharges after a Short or Long Rest)","entries":["The orc casts {@spell darkness} without any components. Wisdom is its spellcasting ability."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Shargaas is the orc deity of deep darkness and sneakiness, a murderous god who hates anything that lives that isn't an orc. Orcs consider Shargaas to be a divinity suited to pariahs and weaklings, all of them unfit for true roles in tribal life. These outsiders live in the most remote, deepest parts of the tribe's domain.","The elite among Shargaas's followers are the assassins and thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe's behalf. They rely on a mix of intense training and magic granted to them by Shargaas.","Most Red Fang enclaves keep and nurture giant bats, creatures that are sacred to Shargaas. Red Fangs ride these bats into battle or on secret raids and assassination missions into enemy territory."]}]},{"type":"entries","entries":[{"type":"entries","entries":["To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.","Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.","In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.",{"type":"quote","entries":["An orc life is a god-ridden life. Luthic's at birth, Luthic's at death, and striving to prove themselves to Gruumsh in between."],"by":"Elminster"}]}]}],"gallery":[{"path":"bestiary/VGM/Orc Red Fang of Shargaas.webp"}]},{"id":"orc-war-chief","name":"Orc War Chief","source":"MM","page":246,"srd":false,"image":"bestiary/MM/Orc.webp","token":"bestiary/tokens/MM/Orc War Chief.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":18,"dex":12,"con":18,"int":11,"wis":11,"cha":16,"saves":"Str +6, Con +6, Wis +2","skills":"Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orc can move up to its speed toward a hostile creature that it can see."]},{"name":"Gruumsh's Fury","entries":["The orc deals an extra 4 ({@damage 1d8}) damage when it hits with a weapon attack (included in the attacks)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The orc makes two attacks with its greataxe or its spear."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}15 ({@damage 1d12 + 4} plus {@damage 1d8}) slashing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}12 ({@damage 1d6 + 4} plus {@damage 1d8}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Battle Cry (1/Day)","entries":["Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.",{"name":"Gruumsh One-Eye","entries":["Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.","Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor."],"type":"entries"},{"type":"entries","name":"Tribes like Plagues","entries":["Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied."]},{"name":"Ranging Scavengers","type":"entries","entries":["Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.","When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.","On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites."]},{"name":"Leadership and Might","type":"entries","entries":["Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.","Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers."]},{"name":"Orc Crossbreeds","type":"entries","entries":["Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon."]}]}]},{"type":"entries","name":"Orc War Chief","entries":[{"type":"entries","entries":["The war chief of an orc tribe is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of other tribe members, whose bloodlust must be regularly satisfied lest the chief appear weak.",{"type":"entries","name":"Scions of Slaughter","entries":["Gruumsh bestows special blessings upon war chiefs who prove themselves in battle time and again, imbuing them with slivers of his savagery. A war chief so blessed finds that his weapons cut deeper into his enemies, allowing him to inflict more carnage."]}]},{"type":"inset","name":"King Obould Many-Arrows","entries":["King Obould of the Many-Arrows tribe is a legend among the orc war chiefs of the Forgotten Realms, and he is the most famous orc chief in the history of the D&D game.","Smarter and more intuitive than most of his kind, Obould slew his chieftain to take control of his tribe. Skilled in the arts of war and renowned for his violent temper, Obould proved himself a fierce opponent in battle time and again. Over the years, he subsumed other orc tribes into his own, until he commanded a horde of thousands.","Obould leveraged his strength and influence to carve out a kingdom for himself in the Spine of the World, a mountain range overlooking numerous dwarven, human, and elven strongholds.","After years of bloody conflict with his more civilized neighbors, Obould did the unthinkable and brokered a peace treaty with his enemies. This treaty confused many of the orcs under Obould's command. It was either a clever ploy by Obould to buy time while he strengthened his army for a final, decisive sweep across the Savage Frontier, or it was a troubling sign that Obould had forsaken the ways of Gruumsh and needed to be destroyed."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["He worked his serrated long knife savagely, tearing out the king's throat to the howls of approval from his legions. The ferocious orc didn't stop there, digging and ripping the blade back and forth unrelentingly until he took the head off the dwarf king's shoulders."],"by":"An account of War Chief Hartusk's brutality in the aftermath of the Battle of the Cold Vale"}]}]}],"gallery":[{"path":"bestiary/MM/Orc.webp","credit":"Conceptopolis"}]},{"id":"orcus","name":"Orcus","source":"MPMM","page":204,"srd":false,"image":"bestiary/MPMM/Orcus.webp","token":"bestiary/tokens/MPMM/Orcus.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"405 (30d12 + 210)","speed":"40 ft., fly 40 ft.","str":27,"dex":14,"con":25,"int":20,"wis":20,"cha":25,"saves":"Dex +10, Con +15, Wis +13","skills":"Arcana +13, Perception +13","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"necrotic; poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 22","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Orcus fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Orcus has advantage on saving throws against spells and other magical effects."]},{"name":"Master of Undeath","entries":["Orcus can cast {@spell animate dead} (at will) and {@spell create undead} (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control indefinitely. Additionally, he can cast {@spell create undead} even when it isn't night."]},{"name":"Special Equipment","entries":["Orcus wields the {@item Wand of Orcus}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Orcus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","At will: {@spell detect magic}","1/day: {@spell time stop}","3/day: {@spell dispel magic}"]},{"name":"Wand Spellcasting","entries":["While holding the {@item Wand of Orcus}, Orcus casts one of the following spells (spell save {@dc 18}), some of which require charges; the wand has 7 charges to fuel these spells, and it regains {@dice 1d4 + 3} charges daily at dawn:","At will: {@spell animate dead} (as an action), {@spell blight}, {@spell speak with dead}"]}],"actions":[{"name":"Multiattack","entries":["Orcus makes three Wand of Orcus, Tail, or Necrotic Bolt attacks."]},{"name":"Wand of Orcus","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d8 + 11}) bludgeoning damage plus 13 ({@damage 2d12}) necrotic damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) force damage plus 9 ({@damage 2d8}) poison damage."]},{"name":"Necrotic Bolt","entries":["{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}29 ({@damage 5d8 + 7}) necrotic damage."]},{"name":"Conjure Undead (1/Day)","entries":["While holding the {@item Wand of Orcus}, Orcus conjures {@filter Undead creatures|bestiary|type=undead} whose combined average hit points don't exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Orcus makes one Tail or Necrotic Bolt attack."]},{"name":"Creeping Death (Costs 2 Actions)","entries":["Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Deadly Utterance","entries":["Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to {@spell power word kill}. Orcus needn't see the creature, but he must be aware that the individual is in the lair."]},{"type":"item","name":"Grasp of the Dead","entries":["Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a {@dc 23} Strength saving throw or be {@condition restrained} until the arms disappear or until Orcus releases them (no action required)."]},{"type":"item","name":"Undead Servants","entries":["Orcus causes up to six corpses within the lair to rise as {@creature skeleton||skeletons}, {@creature zombie||zombies}, or {@creature ghoul||ghouls}. These undead obey his telepathic commands, which can reach anywhere in the lair."]}]}],"regionalEffects":["The region containing Orcus's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Charnel Realm","entries":["The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region."]},{"type":"item","name":"Undead Beasts","entries":["Dead Beasts periodically animate as Undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area."]}]},"If Orcus dies, these effects fade over the course of {@dice 1d10} days."],"lore":["Orcus is the Demon Prince of Undeath, also known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by Undead creatures under his command.","Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become {@creature ghoul||ghouls} and {@creature zombie||zombies} that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.","Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat and a humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary {@item Wand of Orcus|DMG}, which is described in the {@i Dungeon Master's Guide}.",{"name":"Cultists of Orcus","type":"entries","entries":["{@note See the {@cult Cult of Orcus|MPMM} entry.}"]},{"type":"entries","name":"Orcus's Lair","entries":["Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another."]}],"gallery":[{"path":"bestiary/MPMM/Orcus.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"orcus-mtf","source":"MTF"}]},{"id":"orcus-mtf","name":"Orcus","source":"MTF","page":153,"srd":false,"image":"bestiary/MTF/Orcus.webp","token":"bestiary/tokens/MTF/Orcus.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"405 (30d12 + 210)","speed":"40 ft., fly 40 ft.","str":27,"dex":14,"con":25,"int":20,"wis":20,"cha":25,"saves":"Dex +10, Con +15, Wis +13","skills":"Arcana +13, Perception +13","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"necrotic; poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 22","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Wand of Orcus","entries":["The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast {@spell animate dead}, {@spell blight}, or {@spell speak with dead}. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: {@spell circle of death} (1 charge), {@spell finger of death} (1 charge), or {@spell power word kill} (2 charges). The wand regains {@dice 1d4 + 3} charges daily at dawn.","While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn."]},{"name":"Legendary Resistance (3/Day)","entries":["If Orcus fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Orcus has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Orcus's weapon attacks are magical."]},{"name":"Master of Undeath","entries":["When Orcus casts {@spell animate dead} or {@spell create undead}, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast {@spell create undead} even when it isn't night."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Orcus's spellcasting ability is Charisma (spell save {@dc 23}, {@hit 15} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell chill touch} (17th level), {@spell detect magic}","1/day: {@spell time stop}","3/day each: {@spell create undead}, {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["Orcus makes two Wand of Orcus attacks."]},{"name":"Wand of Orcus","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage plus 13 ({@damage 2d12}) necrotic damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage plus 9 ({@damage 2d8}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail","entries":["Orcus makes one tail attack."]},{"name":"A Taste of Undeath","entries":["Orcus casts {@spell chill touch} (17th level)."]},{"name":"Creeping Death (Costs 2 Actions)","entries":["Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",{"type":"list","items":["Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to {@spell power word kill}. Orcus needn't see the creature, but he must be aware that the individual is in the lair.","Orcus causes up to six corpses within the lair to rise as {@creature skeleton||skeletons}, {@creature zombie||zombies}, or {@creature ghoul||ghouls}. These undead obey his telepathic commands, which can reach anywhere in the lair.","Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a {@dc 23} Strength saving throw or be {@condition restrained} until the arms disappear or until Orcus releases their grasp (no action required)."]}],"regionalEffects":["The region containing Orcus's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","items":["Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.","The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.","If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 23} Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Orcus dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Madness of Orcus","entries":["If a creature goes mad in Orcus's lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",{"type":"table","caption":"Madness of Orcus","colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-1","col-11"],"rows":[["01–20","\"I often become withdrawn and moody, dwelling on the insufferable state of life.\""],["21–40","\"I am compelled to make the weak suffer.\""],["41–60","\"I have no compunction against tampering with the dead in my search to better understand death.\""],["61–80","\"I want to achieve the everlasting existence of undeath.\""],["81–00","\"I am awash in the awareness of life's futility.\""]]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Orcus","entries":["Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command.","Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.","Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary {@item Wand of Orcus}, which is described in {@book chapter 7|dmg|7} of the {@book Dungeon Master's Guide|dmg}."]}]},{"type":"entries","name":"Orcus's Lair","entries":["Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another."]}]}],"gallery":[{"path":"bestiary/MTF/Orcus.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"orcus","source":"MPMM"}]},{"id":"oread","name":"Oread","source":"MOT","page":237,"srd":false,"image":"bestiary/MOT/Oread.webp","token":"bestiary/tokens/MOT/Oread.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":14,"dex":14,"con":12,"int":11,"wis":13,"cha":18,"saves":"","skills":"Acrobatics +4, Athletics +4, Performance +6","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Passive Perception 11","languages":"Common, Sylvan","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Invisible in Fire","entries":["The oread is {@condition invisible} while fully immersed in fire."]},{"name":"Magic Resistance","entries":["The oread has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The oread's spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell fire bolt} (see \"Actions\" below)","3/day: {@spell burning hands}","1/day each: {@spell hellish rebuke} (see \"Reactions\" below), {@spell scorching ray}"]}],"actions":[{"name":"Multiattack","entries":["The oread attacks twice with its fiery touch or fire bolt."]},{"name":"Fiery Touch","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) fire damage."]},{"name":"Fire Bolt (Cantrip)","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}5 ({@damage 1d10}) fire damage."]}],"bonusActions":[],"reactions":[{"name":"Hellish Rebuke (2nd-Level Spell; 1/Day)","entries":["When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a {@dc 14} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Aggressive oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation.",{"type":"entries","name":"Honor Among Fey","entries":["Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work to alter the natural course of destruction, neither will they make another nymph's home part of any calamity they encourage. As a result, part of what makes an alseid's field or a dryad's grove seem so blessed is that oreads go out of their way to leave such sites alone."]},{"type":"entries","name":"Tales of Fire","entries":["The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the mortal's associates find familiar tools and a heap of ashes."]}]},{"type":"entries","name":"Nymphs","entries":["Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.",{"type":"entries","name":"Immortal Nature","entries":["A nymph doesn't require food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MOT/Oread.webp","credit":"Yigit Koroglu"}]},{"id":"oreioth","name":"Oreioth","source":"PotA","page":212,"srd":false,"image":"bestiary/PotA/Oreioth.webp","token":"bestiary/tokens/PotA/Oreioth.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":8,"dex":13,"con":14,"int":16,"wis":9,"cha":11,"saves":"Wis +1","skills":"Arcana +5, Investigation +5, Medicine +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"Abyssal, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Grim Harvest","entries":["Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level."]},{"name":"Swift Animation (Recharges after a Long Rest)","entries":["When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast {@spell animate dead} on that humanoid's corpse, instead of using the spell's normal casting time."]}],"spellcasting":[{"name":"Spellcasting","entries":["Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell chill touch}, {@spell minor illusion}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell false life}, {@spell mage armor}, {@spell magic missile}, {@spell ray of sickness}","Level 2 (3 slots): {@spell crown of madness}, {@spell misty step}","Level 3 (3 slots): {@spell animate dead}, {@spell vampiric touch}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A lean, black-bearded young noble from Baldur's Gate, Oreioth is more at home among the dead than the living. He was cruel almost from the time he could talk, catching small creatures and killing them in hideously inventive ways to savor the power of life and death. He grew to be an embarrassment to his well-off family, who paid a tutor to channel his undeniable intelligence and curiosity into more positive outlets. They didn't know they had apprenticed the young Oreioth to a necromancer in need of an assistant for his researches.","When Oreioth's master decided he had no more use for his apprentice, he sent Oreioth off to make his own way in the world. Oreioth worked his way northward, robbing graves and using his magic to intimidate or rob anyone weaker than him. Driven out of one decent town after another, he finally sought refuge in an old outlaw's lair he discovered near Lance Rock. There he commenced his newest round of experiments, avoiding all other living souls.","What few social graces Oreioth once possessed are fading rapidly. He has become a megalomaniac, styling himself the Lord of Lance Rock and surrounding himself with zombies and skeletons compelled to heed his every whim. Oreioth barely recognizes his own name anymore, and he harbors dreams of founding a kingdom of undead servitors with himself on the throne."]}]}]}],"gallery":[{"path":"bestiary/PotA/Oreioth.webp"}]},{"id":"oren-yogilvy","name":"Oren Yogilvy","source":"SKT","page":252,"srd":false,"image":"bestiary/SKT/Oren Yogilvy.webp","token":"bestiary/tokens/SKT/Oren Yogilvy.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Chaotic Good","ac":"11","initiative":"+1 (11)","hp":"9 (2d6 + 2)","speed":"25 ft.","str":8,"dex":13,"con":12,"int":11,"wis":10,"cha":16,"saves":"","skills":"Perception +2, Performance +7, Persuasion +5","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Halfling","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Halfling Nimbleness","entries":["Oren can move through the space of any creature that is of a size larger than his."]},{"name":"Lucky","entries":["When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll."]},{"name":"Stout Resilience","entries":["Oren has advantage on saving throws against poison"]},{"name":"Roleplaying Information","entries":["Oren came to Nurthfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body.","Ideal: \"Music is food for the soul.\"","Bond: \"You had me at \"Can I buy you a drink.\"","Flaw: \"I have a knack for putting myself in harm's way. Good thing I'm lucky!\""]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage. Duvessa carries only one dagger."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Oren came to Northfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body.","Ideal:\"Music is food for the soul.\"","Bond:\"You had me at ?Can I buy you a drink?'\"","Flaw:\"I have a knack for putting myself in harm's way. Good thing I'm lucky!\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Oren Yogilvy.webp"}]},{"id":"orien-enforcer","name":"Orien Enforcer","source":"EFA","page":83,"srd":false,"image":"bestiary/EFA/Orien Enforcer.webp","token":"bestiary/tokens/EFA/Orien Enforcer.webp","size":"Small or Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"16","initiative":"+6 (16)","hp":"55 (10d8 + 10)","speed":"35 ft.","str":12,"dex":18,"con":13,"int":16,"wis":14,"cha":11,"saves":"Dex +6, Wis +4","skills":"Acrobatics +6, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus two other languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Misty Step (2/Day)","entries":["The enforcer casts {@spell Misty Step|XPHB}, using Intelligence as the spellcasting ability.","2/day: {@spell Misty Step|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The enforcer makes three Dagger attacks. It can replace one attack with a use of Lightning Cage if available."]},{"name":"Dagger","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 20/60 ft. {@h}9 ({@damage 2d4 + 4}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Lightning Cage {@recharge 5}","entries":["{@actSave con} {@dc 13}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the enforcer can see within 60 feet. {@actSaveFail} 13 ({@damage 3d8}) Lightning damage, and the creature can't take Reactions until the end of the enforcer's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[{"name":"Temporal Disruption (1/Day)","entries":["{@actTrigger} The enforcer takes damage from a melee attack. {@actResponse} The enforcer teleports up to 30 feet to an unoccupied space it can see. Each creature within 10 feet of the space the enforcer left must succeed on a {@dc 13} Constitution saving throw, or its {@variantrule Speed|XPHB} is halved until the start of the enforcer's next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Whether riding on an Orien cart, guarding the lightning rail on a cross-continental journey, or using Orien{@i Teleportation Circles}to transport precious parcels in an instant, dragonmarked enforcers of House Orien (mostly humans) protect their house's interests and maintain its reputation for dependability."]}],"gallery":[{"path":"bestiary/EFA/Orien Enforcer.webp"}]},{"id":"orinix","name":"Orinix","source":"VEoR","page":129,"srd":false,"image":"bestiary/tokens/VEoR/Orinix.webp","token":"bestiary/tokens/VEoR/Orinix.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"172 (15d12 + 75)","speed":"40 ft., burrow 20 ft., fly 80 ft.","str":23,"dex":12,"con":20,"int":10,"wis":13,"cha":15,"saves":"Con +10, Wis +6","skills":"Perception +11, Stealth +11","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 240 ft., Passive Perception 21","languages":"Draconic","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If Orinix fails a saving throw, it can choose to succeed instead."]},{"name":"Tunneler","entries":["Orinix can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake."]},{"name":"Unusual Nature","entries":["Orinix doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Orinix makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage."]},{"name":"Cold Breath {@recharge 5}","entries":["Orinix exhales a blast of frost in a 60-foot cone. Each creature in the cone must make a {@dc 18} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced."]}],"bonusActions":[{"name":"Phase (3/Day)","entries":["Orinix becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage."]}],"reactions":[],"legendaryActions":[{"name":"Tail Attack","entries":["Orinix makes one Tail attack."]},{"name":"Treacherous Ice","entries":["Magical ice covers the ground in a 20-foot radius centered on a point Orinix can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an ancient or adult lunar dragon's lair is warped by the dragon's magic, which produces one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Black Frost","entries":["A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult."]},{"type":"item","name":"Haunting Moan","entries":["A haunting sound gets louder or fainter (dragon's choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult."]},{"type":"item","name":"Moon Devils","entries":["Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage."]}]},"If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of {@dice 1d10} days, allowing plant life in the area to recover."]},{"id":"oriq-blood-mage","name":"Oriq Blood Mage","source":"SCC","page":201,"srd":false,"image":"bestiary/SCC/Oriq Blood Mage.webp","token":"bestiary/tokens/SCC/Oriq Blood Mage.webp","size":"Medium","creatureType":"Humanoid (Warlock)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":11,"dex":14,"con":18,"int":20,"wis":12,"cha":12,"saves":"Con +8, Int +9, Wis +5, Cha +5","skills":"Deception +9, Medicine +5, Survival +5","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"exhaustion","senses":"Passive Perception 11","languages":"Common plus any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Blood Aegis","entries":["The AC of the blood mage includes its Constitution modifier while it isn't wearing armor or wielding a shield."]},{"name":"Oriq Mask","entries":["The blood mage wears an Oriq mask. While wearing the mask, the blood mage can't be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma ({@skill Deception}) checks (included above)."]},{"name":"Sanguine Sense","entries":["While the blood mage isn't {@condition blinded}, it can see any creature that isn't an Undead or a Construct within 60 feet of itself, even through {@quickref Cover||3||total cover}, {@quickref Vision and Light||2||heavily obscured} areas, invisibility, or any other phenomena that would prevent sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blood mage makes two Blood Lash attacks."]},{"name":"Blood Lash","entries":["{@atk ms} {@hit 9} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) necrotic damage. If the target is a creature, it can't regain hit points until the start of the blood mage's next turn."]},{"name":"Blood Boil {@recharge 4}","entries":["The blood mage chooses a point within 150 feet of itself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of the blood mage's choice that it can see in that area must make a {@dc 17} Constitution saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) necrotic damage and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half as much damage and isn't {@condition incapacitated}. A creature dies if reduced to 0 hit points by this necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Oriq blood mages create deadly weapons formed of their own blood. They can also sense the life energy within nearby creatures, making the blood mages almost impossible to ambush."]},{"type":"section","entries":[{"type":"entries","name":"Oriq","entries":["The Oriq are a secret society of mages who wield forbidden magic in the service of their leader, Extus Narr. Narr was in consideration for elevation to the role of Oracle of Strixhaven, but when the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he needs to summon a devastating being, the Blood Avatar, to destroy Strixhaven.","The Oriq work in secret, infiltrating Strixhaven to search for the magic their master covets and watch for impressionable students and embittered faculty they might turn to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide their identities. These masks have magical properties that function only for their intended wearers."]}]}],"gallery":[{"path":"bestiary/SCC/Oriq Blood Mage.webp","credit":"Jihun"}]},{"id":"oriq-recruiter","name":"Oriq Recruiter","source":"SCC","page":202,"srd":false,"image":"bestiary/SCC/Oriq Recruiter.webp","token":"bestiary/tokens/SCC/Oriq Recruiter.webp","size":"Medium","creatureType":"Humanoid (Warlock)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"55 (10d8 + 10)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":17,"wis":15,"cha":18,"saves":"Int +5, Wis +4, Cha +6","skills":"Arcana +5, Deception +8, Insight +4, Persuasion +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 12","languages":"Common plus any two languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Misdirecting Defense","entries":["The AC of the recruiter includes its Charisma modifier while it isn't wearing armor or wielding a shield."]},{"name":"Oriq Mask","entries":["The recruiter wears an Oriq mask. While wearing the mask, the recruiter can't be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma ({@skill Deception}) checks (included above)."]}],"spellcasting":[{"name":"Spellcasting","entries":["The recruiter casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell disguise self}, {@spell silent image}","1/day: {@spell suggestion}","2/day: {@spell charm person}"]}],"actions":[{"name":"Multiattack","entries":["The recruiter makes two Psychic Knife attacks. It can use Spellcasting in place of one of the attacks."]},{"name":"Psychic Knife","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 30 ft., one creature. {@h}21 ({@damage 5d6 + 4}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Oriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching for powerful but underperforming mages and students who have fallen through the cracks of the institution. The recruiters approach and befriend these individuals either as potential recruits to the Oriq or as assets who can help the Oriq acquire spells, rare spell components, or knowledge from Strixhaven."]},{"type":"section","entries":[{"type":"entries","name":"Oriq","entries":["The Oriq are a secret society of mages who wield forbidden magic in the service of their leader, Extus Narr. Narr was in consideration for elevation to the role of Oracle of Strixhaven, but when the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he needs to summon a devastating being, the Blood Avatar, to destroy Strixhaven.","The Oriq work in secret, infiltrating Strixhaven to search for the magic their master covets and watch for impressionable students and embittered faculty they might turn to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide their identities. These masks have magical properties that function only for their intended wearers."]}]}],"gallery":[{"path":"bestiary/SCC/Oriq Recruiter.webp","credit":"Billy Christian"}]},{"id":"orlando","name":"Orlando","source":"QftIS","page":98,"srd":false,"image":"bestiary/tokens/QftIS/Orlando.webp","token":"bestiary/tokens/QftIS/Orlando.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Orlando adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"orlekto","name":"Orlekto","source":"SKT","page":256,"srd":false,"image":"bestiary/tokens/SKT/Orlekto.webp","token":"bestiary/tokens/SKT/Orlekto.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Athletics +14, Deception +14, Perception +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Roleplaying Information","entries":["Orlekto is in love with Princess Mirran and wants to see her become Queen of the Wyrmskull Throne. (If Mirran is dead, Orlekto aims to avenge her.) If the opportunity to eliminate Hekaton or Serissa presents itself, Orlekto seizes it. Until then, he conceals his treacherous nature.","Ideal: \"Storm giants should rule the world. Weak leaders have let dragons and others steal what the gods gave to us!\"","Bond: \"I serve Princess Mirran and her alone.\"","Flaw: \"For Mirran's love or my revenge, I'd betray my king and my honor.\""]},{"name":"Amphibious","entries":["Orlekto can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell levitate}, {@spell light}","1/day each: {@spell control weather} (cast as 1 action), {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Orlekto makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["Orlekto hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"orog","name":"Orog","source":"MM","page":247,"srd":false,"image":"bestiary/MM/Orog.webp","token":"bestiary/tokens/MM/Orog.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"18","initiative":"+1 (11)","hp":"42 (5d8 + 20)","speed":"30 ft.","str":18,"dex":12,"con":18,"int":12,"wis":11,"cha":12,"saves":"","skills":"Intimidation +5, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the orog can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The orog makes two greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.",{"name":"Gruumsh One-Eye","entries":["Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.","Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor."],"type":"entries"},{"type":"entries","name":"Tribes like Plagues","entries":["Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied."]},{"name":"Ranging Scavengers","type":"entries","entries":["Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.","When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.","On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites."]},{"name":"Leadership and Might","type":"entries","entries":["Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.","Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers."]},{"name":"Orc Crossbreeds","type":"entries","entries":["Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon."]}]}]},{"type":"entries","name":"Orog","entries":[{"type":"entries","entries":["Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity of food often brings them to the surface to hunt. Orcs respect an orog's strength and cunning, and a lone orog might command an orc war band.",{"name":"Stronger and Smarter","type":"entries","entries":["An orog uses its strength to bully other orcs and its intelligence to surprise enemies on the battlefield. Many an overconfident elf, human, or dwarf commander has watched a \"simple\" orc warlord execute a clever maneuver to outflank and destroy an opposing force, not realizing the orc is an orog.","When encountered in great numbers, orogs form their own detachments within much larger orc hordes, and they are always at the forefront of any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way.","Few orc tribes actively seek out orogs to bolster their ranks. The orogs' superiority makes them ideal leaders, and thus deadly rivals to orc war chiefs, who must be wary of orog treachery."]},{"name":"Detached Killers","type":"entries","entries":["Wanting nothing more than to hack their enemies to pieces, orogs are a terrifying presence on the battlefield. They form no attachments, even to their parents and siblings, and have no concept of love or dedication. They worship the orc pantheon of gods-Gruumsh and Luthic foremost-because they believe that the gods have strength beyond reason, and physical might is all they respect."]},{"name":"Servants of Darkness","type":"entries","entries":["Mistrusted by orcs, some orogs form independent mercenary war bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains."]}]}]}],"gallery":[{"path":"bestiary/MM/Orog.webp"}]},{"id":"orok","name":"Orok","source":"SKT","page":115,"srd":false,"image":"bestiary/tokens/SKT/Orok.webp","token":"bestiary/tokens/SKT/Orok.webp","size":"Small","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"5 (2d6 - 2)","speed":"30 ft.","str":7,"dex":15,"con":9,"int":8,"wis":7,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 8","languages":"Bothii, Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Swamp, Hill, Urban, Desert, Coastal, Arctic, Mountain, Underdark","treasure":"","traits":[{"name":"Pack Tactics","entries":["Orok has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"orond-gralhund","name":"Orond Gralhund","source":"WDH","page":213,"srd":false,"image":"bestiary/WDH/The Gralhunds.webp","token":"bestiary/tokens/WDH/Orond Gralhund.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":9,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Orond adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Gralhunds are nobles who trade in arms and mercenaries, and whose family motto is \"We see both sides.\" Orond is the patriarch, but he's not a quick-thinking or cultured sort-and deep down, he knows it. He leaves most of the plotting and socializing to his wife, Yalah, to whom he is devoted.","When several of the Masked Lords were assassinated in quick succession some years ago, Lord Gralhund had expected his wife to fill one of the vacancies. That never happened, though, despite many promises and bribes. After she was passed over, Orond became insanely angry, and he has remained that way ever since.","Less than a year ago, the Gralhunds were approached by agents of the Zhentarim loyal to Manshoon, and the nobles formed an alliance with them. House Gralhund gives the Zhents coin and allows them to use the family's noble villa as a refuge. In exchange, the house reaps all the benefits that the Black Network offers, including intelligence that its spies have gathered. So while the Zhents use House Gralhund as a shield, the Gralhunds are using the Zhents to ascertain the identities and weaknesses of the Masked Lords.","Orond doesn't fully grasp how entwined the Black Network and his family have become-it is now next to impossible to separate one from the other. It's no secret in Waterdeep that the Black Network has firmly rooted itself in House Gralhund. But what's not generally known is that the Zhents in House Gralhund are agents of Manshoon. Neither Orond nor any other member of his family knows about the wizard's clone. As far as Orond and his wife are concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa.","Orond is a short, stocky man who dresses well and is easy on the eyes. When he opens his mouth, his boorish nature, inflated sense of self-importance, fragile ego, and despicable opinions about \"the common rabble\" come to the fore, and his charm quickly dissipates. When not in his wife's company, he is prone to excessive boasting and temper tantrums. When he must speak to strangers, he keeps his half-orc bodyguard Hrabbaz close by, for fear that others might attack and rob him at any moment. While in Yalah's presence, Orond becomes an altogether different person: quiet, almost timid, and happy to let his wife have the spotlight.","Orond relies on Yalah to manage the Zhentarim. He spends his days watching mercenaries train, paying bills, and ranting about the cost of doing business in the city. Although he is human, Orond was born with a tiefling's tail. The tail was amputated when he was a young boy, but the scar on his backside remains."]}]}]}],"gallery":[{"path":"bestiary/WDH/The Gralhunds.webp"}]},{"id":"orthon","name":"Orthon","source":"MPMM","page":205,"srd":false,"image":"bestiary/MPMM/Orthon.webp","token":"bestiary/tokens/MPMM/Orthon.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"17","initiative":"+3 (13)","hp":"105 (10d10 + 50)","speed":"30 ft., climb 30 ft.","str":22,"dex":16,"con":21,"int":15,"wis":15,"cha":16,"saves":"Dex +7, Con +9, Wis +6","skills":"Perception +10, Stealth +11, Survival +10","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 120 ft., truesight 30 ft., Passive Perception 20","languages":"Common, Infernal, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Desert, Underdark, Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The orthon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Infernal Dagger","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d4 + 6}) force damage, and the target must make a {@dc 17} Constitution saving throw, taking 22 ({@damage 4d10}) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Brass Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 100/400 ft., one target. {@h}14 ({@damage 2d10 + 3}) force damage. The target also suffers one of the following effects of the orthon's choice; the orthon can't use the same effect two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acid","entry":"The target must make a {@dc 17} Constitution saving throw, taking an additional 17 ({@damage 5d6}) acid damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Blindness","entry":"The target takes 5 ({@damage 1d10}) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful {@dc 17} Dexterity saving throw or be {@condition blinded} until the end of the orthon's next turn."},{"type":"item","name":"Concussion","entry":"The target and each creature within 20 feet of it must make a {@dc 17} Constitution saving throw, taking 13 ({@damage 2d12}) thunder damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Entanglement","entry":"The target must make a successful {@dc 17} Dexterity saving throw or be {@condition restrained} for 1 hour by strands of sticky webbing. The target can escape by taking an action to make a {@dc 17} Strength or Dexterity check and succeeding."},{"type":"item","name":"Paralysis","entry":"The target takes 22 ({@damage 4d10}) lightning damage and must make a successful {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Tracking","entry":"For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there."}]}]}],"bonusActions":[{"name":"Invisibility Field {@recharge 4}","entries":["The orthon becomes {@condition invisible}. Any equipment it wears or carries is also {@condition invisible} as long as the equipment is on its person. This invisibility ends immediately after it makes an attack roll or is hit by an attack roll."]}],"reactions":[{"name":"Explosive Retribution","entries":["In response to dropping to 15 hit points or fewer, the orthon explodes. All other creatures within 30 feet of it must each make a {@dc 17} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage plus 9 ({@damage 2d8}) thunder damage on a failed save, or half as much damage on a successful one. The orthon, its infernal dagger, and its brass crossbow are destroyed."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. These devils are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse.","Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it.","Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but one with no immediate assignment might work for anyone who promises it a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells."],"gallery":[{"path":"bestiary/MPMM/Orthon.webp","credit":"Ilya Shkipin"}],"otherVersions":[{"id":"orthon-mtf","source":"MTF"}]},{"id":"orthon-mtf","name":"Orthon","source":"MTF","page":169,"srd":false,"image":"bestiary/MTF/Orthon.webp","token":"bestiary/tokens/MTF/Orthon.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"17","initiative":"+3 (13)","hp":"105 (10d10 + 50)","speed":"30 ft., climb 30 ft.","str":22,"dex":16,"con":21,"int":15,"wis":15,"cha":16,"saves":"Dex +7, Con +9, Wis +6","skills":"Perception +10, Stealth +11, Survival +10","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 120 ft., truesight 30 ft., Passive Perception 20","languages":"Common, Infernal, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Desert, Underdark, Urban","treasure":"","traits":[{"name":"Invisibility Field","entries":["The orthon can use a bonus action to become {@condition invisible}. Any equipment the orthon wears or carries is also {@condition invisible} as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack."]},{"name":"Magic Resistance","entries":["The orthon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Infernal Dagger","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d4 + 6}) slashing damage, and the target must make a {@dc 17} Constitution saving throw, taking 22 ({@damage 4d10}) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Brass Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 100/400 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage, plus one of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Acid","entry":"The target must make a {@dc 17} Constitution saving throw, taking an additional 17 ({@damage 5d6}) acid damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"2. Blindness (1/Day)","entry":"The target takes 5 ({@damage 1d10}) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful {@dc 17} Dexterity saving throw or be {@condition blinded} until the end of the orthon's next turn."},{"type":"item","name":"3. Concussion","entry":"The target and each creature within 20 feet of it must make a {@dc 17} Constitution saving throw, taking 13 ({@damage 2d12}) thunder damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"4. Entanglement","entry":"The target must make a successful {@dc 17} Dexterity saving throw or be {@condition restrained} for 1 hour by strands of sticky webbing. A {@condition restrained} creature can escape by using an action to make a successful {@dc 17} Dexterity or Strength check. Any creature other than an orthon that touches the {@condition restrained} creature must make a successful {@dc 17} Dexterity saving throw or become similarly {@condition restrained}."},{"type":"item","name":"5. Paralysis (1/Day)","entry":"The target takes 22 ({@damage 4d10}) lightning damage and must make a successful {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"6. Tracking","entry":"For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there."}]}]}],"bonusActions":[],"reactions":[{"name":"Explosive Retribution","entries":["When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a {@dc 17} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage plus 9 ({@damage 2d8}) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Orthon","entries":["When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. Orthons are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse."]},{"type":"entries","name":"Unseen and All-Seeing","entries":["Orthons are infamous for their sharp senses. Because an orthon can become {@condition invisible} at will, its quarry is often unaware of being hunted until the orthon strikes. The orthon's invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it."]},{"type":"entries","name":"A Sporting Chance","entries":["Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but if it has no immediate assignment, an orthon might work for anyone who offers it the promise of a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells."]}]}]}],"gallery":[{"path":"bestiary/MTF/Orthon.webp","credit":"Ilya Shkipin"}],"hidden":true,"otherVersions":[{"id":"orthon","source":"MPMM"}]},{"id":"ortimay-swift-and-dark","name":"Ortimay Swift and Dark","source":"ToA","page":21,"srd":false,"image":"bestiary/tokens/ToA/Ortimay Swift and Dark.webp","token":"bestiary/tokens/ToA/Ortimay Swift and Dark.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ortimay makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Ortimay adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"orvex-ocrammas","name":"Orvex Ocrammas","source":"ToA","page":96,"srd":false,"image":"bestiary/ToA/Orvex Ocrammas.webp","token":"bestiary/tokens/ToA/Orvex Ocrammas.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Grung","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Orvex can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Orvex deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Orvex makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Orvex Ocrammas.webp"}]},{"id":"orzhov-giant","name":"Orzhov Giant","source":"GGR","page":202,"srd":false,"image":"bestiary/GGR/Orzhov Giant.webp","token":"bestiary/tokens/GGR/Orzhov Giant.webp","size":"Large","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"40 ft.","str":23,"dex":13,"con":21,"int":12,"wis":13,"cha":8,"saves":"Dex +4, Con +8, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Focus","entries":["As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant's focus for 1 minute, or until either the target or the giant drops to 0 hit points. When the giant makes an attack roll against its focus, it adds a {@dice d4} to its attack roll. If the giant attacks a different target while it has a focus, it subtracts a {@dice d4} from its attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greataxe attacks."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs-the muscle of the guild. The presence of Orzhov giants in markets and streets serves as an effective reminder for business owners to keep their payments up to date."]},{"type":"entries","name":"Giants","entries":["Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline."]}]}]}],"gallery":[{"path":"bestiary/GGR/Orzhov Giant.webp","credit":"Karl Kopinski"}]},{"id":"oshundo-the-alhoon","name":"Oshundo the Alhoon","source":"PaBTSO","page":153,"srd":false,"image":"bestiary/PaBTSO/Oshundo the Alhoon.webp","token":"bestiary/tokens/PaBTSO/Oshundo the Alhoon.webp","size":"Medium","creatureType":"Undead (Mind Flayer, Wizard)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"150 (20d8 + 60)","speed":"30 ft., fly 15 ft. (hover)","str":11,"dex":12,"con":16,"int":19,"wis":17,"cha":17,"saves":"Con +7, Int +8, Wis +7, Cha +7","skills":"Arcana +8, History +8, Insight +7, Perception +7, Stealth +5","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 17","languages":"Common, Deep Speech, telepathy 120 ft., Undercommon","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Oshundo has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Oshundo casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell dancing lights}, {@spell detect magic}, {@spell detect thoughts}, {@spell disguise self}, {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell dominate monster}, {@spell globe of invulnerability}, {@spell invisibility}, {@spell modify memory}, {@spell plane shift} (self only), {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["Oshundo makes two Chilling Grasp or Arcane Bolt attacks."]},{"name":"Chilling Grasp","entries":["{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) cold damage, and Oshundo regains 14 hit points if the target is a creature."]},{"name":"Arcane Bolt","entries":["{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}28 ({@damage 8d6}) force damage."]},{"name":"Thundering Blast {@recharge 5}","entries":["Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 16} Intelligence saving throw or take 22 ({@damage 4d8 + 4}) thunder damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Negate Spell (3/Day)","entries":["Oshundo targets one creature it can perceive within 60 feet of itself that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges aren't wasted."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Oshundo lived in Illithinoch at the height of the mind flayer empire many centuries ago, but Oshundo was driven out for practicing arcane magic. It's obvious that this rejection still stings Oshundo, who refers to Illithinoch's long-dead leaders as \"ignorant fools\" who are \"closed to the flexibility and power of arcane magic.\""]}],"gallery":[{"path":"bestiary/PaBTSO/Oshundo the Alhoon.webp"}]},{"id":"osvaldo-cassalanter","name":"Osvaldo Cassalanter","source":"WDH","page":124,"srd":false,"image":"bestiary/WDH/Osvaldo.webp","token":"bestiary/tokens/WDH/Osvaldo Cassalanter.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"85 (10d8 + 40)","speed":"30 ft.","str":18,"dex":15,"con":18,"int":11,"wis":12,"cha":14,"saves":"Con +7, Wis +4, Cha +5","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Infernal, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Osvaldo's darkvision."]},{"name":"Magic Resistance","entries":["Osvaldo has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Osvaldo makes two attacks with its chains."]},{"name":"Chain","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. The target is {@condition grappled} (escape {@dc 14}) if Osvaldo isn't already grappling a creature. Until this grapple ends, the target is {@condition restrained} and takes 7 ({@damage 2d6}) piercing damage at the start of each of its turns."]},{"name":"Animate Chains (Recharges after a Short or Long Rest)","entries":["Up to four chains Osvaldo can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.","Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When Osvaldo uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is {@condition incapacitated} or dies."]}],"bonusActions":[],"reactions":[{"name":"Unnerving Mask","entries":["When a creature Osvaldo can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} until the end of its turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDH/Osvaldo.webp"}]},{"id":"otherworldly-corrupter","name":"Otherworldly Corrupter","source":"BMT","page":47,"srd":false,"image":"bestiary/BMT/Otherworldly Corrupter.webp","token":"bestiary/tokens/BMT/Otherworldly Corrupter.webp","size":"Small or Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"19","initiative":"+6 (16)","hp":"217 (29d8 + 87)","speed":"40 ft., climb 40 ft.","str":12,"dex":22,"con":16,"int":22,"wis":18,"cha":20,"saves":"Dex +12, Int +12","skills":"Perception +10, Stealth +18","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"blindsight 30 ft., Passive Perception 20","languages":"Common, telepathy 120 ft., Thieves' cant","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Alien Mind","entries":["Magic and other features can't determine the corrupter's creature type. If a creature tries to read the corrupter's thoughts, that creature must succeed on a {@dc 20} Intelligence saving throw or have the {@condition stunned} condition for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Legendary Resistance (3/Day)","entries":["If the corrupter fails a saving throw, it can choose to succeed instead."]},{"name":"Spider Climb","entries":["The corrupter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The corrupter makes three Whispering Blade attacks and can use Debilitating Touch."]},{"name":"Whispering Blade","entries":["{@atk mw,rw} {@hit 12} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage plus 14 ({@damage 4d6}) psychic damage. If the target is a creature, it must succeed on a {@dc 20} Wisdom saving throw or be unable to speak until the start of the corrupter's next turn."]},{"name":"Debilitating Touch","entries":["The corrupter's squirming tentacle lashes out at a creature the corrupter can see within 30 feet of itself. The target must succeed on a {@dc 20} Constitution saving throw or have the {@condition paralyzed} condition until the end of its next turn, after which the target is immune to this Debilitating Touch for 24 hours."]}],"bonusActions":[{"name":"Change Shape","entries":["The corrupter magically transforms into any creature that is Small or Medium, while retaining its game statistics (other than its size). This transformation ends if the corrupter is reduced to 0 hit points or uses a bonus action to end it."]}],"reactions":[{"name":"Uncanny Dodge","entries":["When an attacker the corrupter can see hits the corrupter with an attack, the corrupter halves the attack's damage against it."]}],"legendaryActions":[{"name":"Cunning","entries":["The corrupter escapes nonmagical restraints and ends the {@condition grappled} and {@condition restrained} conditions on itself, then moves up to its speed without provoking opportunity attacks."]},{"name":"Stab (Costs 2 Actions)","entries":["The corrupter makes one Whispering Blade attack."]},{"name":"Amorphous Escape (Costs 3 Actions)","entries":["The corrupter dissolves into a shifting mass of flesh, tentacles, eyes, claws, and mouths. Up to two creatures the corrupter can see within 20 feet of itself must make a {@dc 20} Intelligence saving throw, taking 18 ({@damage 4d8}) psychic damage on a failed save, or half as much damage on a successful one. This transformation lasts until the end of the corrupter's next turn. While transformed, the corrupter has advantage on attack rolls, attack rolls made against it have disadvantage, and it can move through spaces at least 1 inch wide without squeezing."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distraction","entry":"A shrill sound fills the lair. Creatures that can hear it must succeed on a {@dc 15} Constitution saving throw or lose concentration."},{"type":"item","name":"Snares","entry":"Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a {@dc 15} Strength saving throw or have the grappled condition (escape {@dc 15}) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage."},{"type":"item","name":"Traps","entry":"Traps target up to two creatures the villain can see in the lair. Each target must succeed on a {@dc 15} Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by the villain when the villain uses this action."}]}],"regionalEffects":["The region containing a villain's lair is warped by their presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Corruption Abounds","entry":"While within 3 miles of the lair, creatures that aren't members of the villain's organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills."},{"type":"item","name":"Potent Toxins","entry":"When members of the villain's organization deal poison damage while within 3 miles of the lair, they ignore the target's resistance to poison damage."}]},"If the villain dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["A challenge for tier 3 play (levels 11 to 16), the otherworldly corrupter is a horrific Aberration that infects or impersonates a host."]},{"type":"section","entries":[{"type":"entries","name":"The Rogue's Lair","entries":["This villain resides in a place of power and safety, whether that's a hidden thieves' guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.","The villain's challenge rating increases while the villain is in this lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Otherworldly Corrupter","entry":"Challenge 18 (20,000 XP)"}]}]}]}],"gallery":[{"path":"bestiary/BMT/Otherworldly Corrupter.webp"}]},{"id":"otherworldly-steed","name":"Otherworldly Steed","source":"XPHB","page":273,"srd":true,"image":"bestiary/XPHB/Otherworldly Steed.webp","token":"bestiary/tokens/XPHB/Otherworldly Steed.webp","size":"Large","creatureType":"Celestial","alignment":"Neutral","ac":"-","initiative":"+1 (11)","hp":"5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell's level)","speed":"60 ft., fly 60 ft. (requires level 4+ spell)","str":18,"dex":12,"con":14,"int":6,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"telepathy 1 mile (works only with you)","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Life Bond","entries":["When you regain {@variantrule Hit Points|XPHB} from a level 1+ spell, the steed regains the same number of {@variantrule Hit Points|XPHB} if you're within 5 feet of it."]}],"spellcasting":[],"actions":[{"name":"Otherworldly Slam","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + summonSpellLevel} of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage."]}],"bonusActions":[{"name":"Fell Glare (Fiend Only; Recharges after a Long Rest)","entries":["{@actSave wis} DC equals your spell save DC, one creature within 60 feet the steed can see. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the end of your next turn."]},{"name":"Fey Step (Fey Only; Recharges after a Long Rest)","entries":["The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself."]},{"name":"Healing Touch (Celestial Only; Recharges after a Long Rest)","entries":["One creature within 5 feet of the steed regains a number of {@variantrule Hit Points|XPHB} equal to {@dice 2d8 + summonSpellLevel}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Otherworldly Steed.webp","credit":"Nikki Dawes"}]},{"id":"othokent","name":"Othokent","source":"GoS","page":81,"srd":false,"image":"bestiary/tokens/GoS/Othokent.webp","token":"bestiary/tokens/GoS/Othokent.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"78 (12d8 + 24)","speed":"30 ft., swim 30 ft.","str":17,"dex":12,"con":15,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"Perception +4, Stealth +5, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Abyssal, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["Othokent can hold its breath for 15 minutes."]},{"name":"Skewer","entries":["Once per turn, when Othokent makes a melee attack with its trident and hits, the target takes an extra 10 ({@damage 3d6}) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Othokent makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"othovir","name":"Othovir","source":"SKT","page":255,"srd":false,"image":"bestiary/SKT/Othovir.webp","token":"bestiary/tokens/SKT/Othovir.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"10","initiative":"+0 (10)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":10,"con":13,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Elvish","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Roleplaying Information","entries":["Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name.","Ideal: \"Find what you do well, and do it to the best of your ability.\"","Bond: \"I won't allow my name to be tarnished.\"","Flaw: \"I get angry when others pry into my private life.\""]}],"spellcasting":[{"name":"Spellcasting","entries":["Othovir casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}; {@hit 5} to hit with spell attacks):","At will: {@spell fire bolt} ({@damage 1d10} fire damage), {@spell prestidigitation}","1/day each: {@spell mage armor}, {@spell thunderwave}, {@spell witch bolt}"]}],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Othovir adds 2 to its AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name.","Ideal:\"Find what you do well, and do it to the best of your ability.\"","Bond:\"I won't allow my name to be tarnished.\"","Flaw:\"I get angry when others pry into my private life.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Othovir.webp"}]},{"id":"ott-steeltoes","name":"Ott Steeltoes","source":"WDH","page":214,"srd":false,"image":"bestiary/WDH/Ott Steeltoes.webp","token":"bestiary/tokens/WDH/Ott Steeltoes.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Chaotic Evil","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"25 ft.","str":11,"dex":12,"con":10,"int":6,"wis":11,"cha":10,"saves":"","skills":"Deception +2, Religion +0","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Dwarvish","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["Ott has advantage on saving throws against poison and resistance to poison damage."]},{"name":"Dark Devotion","entries":["The cultist has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The dwarf Ott Steeltoes has the nerve-wracking task of tending to Xanathar's pet fish, Sylgar. In his spare time, he worships Zuggtmoy, the demon queen of fungi, and cultivates mushrooms, spores, and molds. He wears a leather skullcap stitched with fake beholder eyestalks."]}]}]}],"gallery":[{"path":"bestiary/WDH/Ott Steeltoes.webp"}]},{"id":"otto","name":"Otto","source":"WDMM","page":96,"srd":false,"image":"bestiary/tokens/WDMM/Otto.webp","token":"bestiary/tokens/WDMM/Otto.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Good","ac":"15","initiative":"+5 (15)","hp":"104 (16d10 + 16)","speed":"10 ft., fly 60 ft.","str":18,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Draconic, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"The Colors of Age","entries":["A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.","Red—5 years or less","Orange—6–10 years","Yellow—11–20 years","Green—21–30 years","Blue—31–40 years","Indigo—41–50 years","Violet—51 years or more","A green or older faerie dragon's CR increases to 2."]},{"name":"Superior Invisibility","entries":["As a bonus action, the dragon can magically turn {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the dragon wears or carries is {@condition invisible} with it."]},{"name":"Limited Telepathy","entries":["Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it."]},{"name":"Magic Resistance","entries":["The faerie dragon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The dragon's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components:","1/day each: {@spell color spray}, {@spell dancing lights}, {@spell hallucinatory terrain}, {@spell mage hand}, {@spell major image}, {@spell minor illusion}, {@spell mirror image}, {@spell polymorph}, {@spell suggestion}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}{@damage 2d6 + 4} piercing damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:","1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.","5–6. The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["As they are presented in the {@book Monster Manual|MM}, faerie dragons don't have access to lair actions while in their lairs. At your discretion, a {@creature Faerie Dragon (Green)||green} or {@creature Faerie Dragon (Violet)||older faerie dragon} can take one of the following lair actions on initiative count 20 (losing initiative ties):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Chaotic Aura","entry":"The faerie dragon creates misdirecting currents of air and magic around itself. Until initiative count 20 on the next round, whenever a ranged attack roll misses the dragon, reroll the attack against a random creature within 30 feet of the dragon that doesn't have {@quickref Cover||3||total cover} against the attack."},{"type":"item","name":"Grasping Plants","entry":"The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is {@book difficult terrain|PHB|8|Difficult Terrain}."}]}],"regionalEffects":["The region containing a faerie dragon's lair can be transformed by its presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Compulsory Offering","entry":"The first time a creature comes within 1 mile of the faerie dragon's lair, the creature must succeed on a {@dc 15} Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. The dragon immediately senses the location of this gift. A creature can be affected only once by this compulsion."},{"type":"item","name":"Malleable Time","entry":"Time is fluid within 1 mile of the faerie dragon's lair, flowing somewhere between half and twice its normal speed."},{"type":"item","name":"Mischief Afoot","entry":"Sapient creatures that spend a year within 5 miles of the faerie dragon's lair feel the persistent urge to play pranks on others."}]},"If the faerie dragon dies, these effects fade over the course of {@dice 1d10} days."]},{"id":"otto-belview","name":"Otto Belview","source":"CoS","page":147,"srd":false,"image":"bestiary/CoS/Otto Belview.webp","token":"bestiary/tokens/CoS/Otto Belview.webp","size":"Medium","creatureType":"Humanoid (Mongrelfolk)","alignment":"Lawful Evil","ac":"11","initiative":"-1 (9)","hp":"26 (4d8 + 8)","speed":"20 ft.","str":12,"dex":9,"con":15,"int":9,"wis":10,"cha":6,"saves":"","skills":"Deception +2, Perception +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Standing Leap","entries":["The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start."]},{"name":"Mimicry","entries":["Otto can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Otto makes two attacks: one with its bite and one with its claw or dagger."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Otto Belview.webp"}]},{"id":"otyugh","name":"Otyugh","source":"XMM","page":233,"srd":true,"image":"bestiary/XMM/Otyugh.webp","token":"bestiary/tokens/XMM/Otyugh.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral","ac":"14","initiative":"+0 (10)","hp":"104 (11d10 + 44)","speed":"30 ft.","str":16,"dex":11,"con":19,"int":6,"wis":13,"cha":6,"saves":"Con +7","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Otyugh; telepathy 120 ft. (doesn't allow the receiving creature to respond telepathically)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The otyugh makes one Bite attack and two Tentacle attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}12 ({@damage 2d8 + 3}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition. Whenever the {@condition Poisoned|XPHB} target finishes a {@variantrule Long Rest|XPHB}, it is subjected to the following effect. {@actSave con} {@dc 15}. {@actSaveFail} The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by 5 ({@dice 1d10}) and doesn't return to normal until the {@condition Poisoned|XPHB} condition ends on the target. {@actSaveSuccess} The {@condition Poisoned|XPHB} condition ends."]},{"name":"Tentacle","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}12 ({@damage 2d8 + 3}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13}) from one of two tentacles."]},{"name":"Tentacle Slam","entries":["{@actSave con} {@dc 14}, each creature {@condition Grappled|XPHB} by the otyugh. {@actSaveFail} 16 ({@damage 3d8 + 3}) Bludgeoning damage, and the target has the {@condition Stunned|XPHB} condition until the start of the otyugh's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Otyugh","entries":["{@i Garbage-Heap Gourmand}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Otyughs live to eat—the more disgusting the meal, the better. They consider all non-otyughs that come within reach dishes in life's endless buffet. In dumps, sewers, polluted ruins, and similar murky depths, otyughs devour garbage, carcasses, and anything else their tentacles can cram in their expansive maws. Some creatures ply otyughs with trash to recruit them as watchful—if disgusting—guardians.","Otyughs often bury themselves amid trash heaps and observe their surroundings with their eye-studded stalk. They use glittery trash and telepathic urgings to coax creatures close, then burst from hiding, attacking with their spiny tentacles and filthy maws. Roll on or choose a result from the Otyugh Lures table to inspire how an otyugh tempts prey close.",{"type":"table","caption":"Otyugh Lures","colLabels":["1d4","To Attract Potential Meals, the Otyugh..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Disguises its tentacles with garbage puppets."],["2","Sings an enticing song in Otyugh."],["3","Telepathically transmits a message like \"Happy good stuff here!\" or \"Help now! I'm too delicious?\""],["4","Telepathically transmits an image of a large gemstone, crooked weapon, or soggy pastry."]]}]}],"gallery":[{"path":"bestiary/XMM/Otyugh.webp","credit":"Néstor Ossandón Leal"}],"otherVersions":[{"id":"otyugh-mm","source":"MM"}]},{"id":"otyugh-mm","name":"Otyugh","source":"MM","page":248,"srd":false,"image":"bestiary/MM/Otyugh.webp","token":"bestiary/tokens/MM/Otyugh.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral","ac":"14","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"30 ft.","str":16,"dex":11,"con":19,"int":6,"wis":13,"cha":6,"saves":"Con +7","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Otyugh","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Limited Telepathy","entries":["The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The otyugh makes three attacks: one with its bite and two with its tentacles."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 4 ({@damage 1d8}) piercing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and {@condition restrained} until the grapple ends. The otyugh has two tentacles, each of which can grapple one target."]},{"name":"Tentacle Slam","entries":["The otyugh slams creatures {@condition grappled} by it into each other or a solid surface. Each creature must succeed on a {@dc 14} Constitution saving throw or take 10 ({@damage 2d6 + 3}) bludgeoning damage and be {@condition stunned} until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't {@condition stunned}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw.","An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it.","Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.",{"name":"Dwellers in Darkness","entries":["Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas.","Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk."],"type":"entries"},{"name":"Symbiotic Guardians","type":"entries","entries":["Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one \"trained\" otyugh has eaten its keeper after devouring all the waste in its wallow."]}]}]}],"gallery":[{"path":"bestiary/MM/Otyugh.webp"}],"hidden":true,"otherVersions":[{"id":"otyugh","source":"XMM"}]},{"id":"otyugh-mutate","name":"Otyugh Mutate","source":"PaBTSO","page":213,"srd":false,"image":"bestiary/PaBTSO/Otyugh Mutate.webp","token":"bestiary/tokens/PaBTSO/Otyugh Mutate.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral","ac":"16","initiative":"+0 (10)","hp":"76 (8d10 + 32)","speed":"30 ft.","str":19,"dex":11,"con":18,"int":10,"wis":15,"cha":6,"saves":"Str +7, Con +7","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Otyugh, telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Virulent Breath","entries":["Noxious gas from the mutate's digestion of previous meals spews from its mouth. At the start of the mutate's turn, each creature within 5 feet of it must succeed on a {@dc 15} Constitution saving throw or take 3 ({@damage 1d6}) poison damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mutate makes two Bite or Tentacle attacks. It can replace one of these attacks with Chitin Slam."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or have the {@condition poisoned} condition. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. On a successful save, the target is no longer {@condition poisoned}. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until it no longer has the {@condition poisoned} condition."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 15}) and the {@condition restrained} condition until this grapple ends. The mutate has two tentacles that can grapple one target each."]},{"name":"Chitin Slam","entries":["The mutate targets one creature it is grappling, slamming the creature against its chitinous plating. The creature must succeed on a {@dc 15} Constitution saving throw or take 16 ({@damage 3d10}) bludgeoning damage and have the {@condition stunned} condition until the end of the mutate's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Rising from piles of carrion and filth exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides a grotesque window into the virulent refuse the otyugh recently consumed."]}]},{"type":"section","entries":[{"type":"entries","name":"Mutates","entries":["A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature's existence.","Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates.","Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.","Several common types of mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker and otyugh.","Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Otyugh Mutate.webp"},{"path":"bestiary/PaBTSO/Mutates.webp"}]},{"id":"ougalop","name":"Ougalop","source":"OotA","page":142,"srd":false,"image":"bestiary/OotA/Ougalop.webp","token":"bestiary/tokens/OotA/Ougalop.webp","size":"Medium","creatureType":"Humanoid (Kuo-toa)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"18 (4d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":10,"con":11,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["Ougalop can breathe air and water."]},{"name":"Otherworldly Perception","entries":["Ougalop can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving."]},{"name":"Slippery","entries":["Ougalop has advantage on ability checks and saving throws made to escape a grapple."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Ougalop has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]},{"name":"Net","entries":["{@atk rw} {@hit 3} to hit, range 5/15 ft., one Large or smaller creature. {@h}The target is {@condition restrained}. A creature can use its action to make a {@dc 10} Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net."]}],"bonusActions":[],"reactions":[{"name":"Sticky Shield","entries":["When a creature misses Ougalop with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a {@dc 11} Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is {@condition grappled} while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a {@dc 11} Strength check and succeeding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Ougalop.webp"}]},{"id":"oussa","name":"Oussa","source":"TftYP","page":157,"srd":false,"image":"bestiary/tokens/TftYP/Oussa.webp","token":"bestiary/tokens/TftYP/Oussa.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["Oussa can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]},{"name":"Magic Resistance","entries":["Oussa has advantage on saving throws against spells and other magical effects."]},{"name":"Malison Type","entries":["Oussa has one of the following types:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 1:","entry":"Human body with snake head"},{"type":"item","name":"Type 2:","entry":"Human head and body with snakes for arms"},{"type":"item","name":"Type 3:","entry":"Human head and upper body with a serpentine lower body instead of legs"}]}]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["Oussa's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["Oussa makes two ranged attacks or two melee attacks, but can constrict only once."]},{"name":"Bite (Snake Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and Oussa can't constrict another target."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Longbow (Yuan-ti Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"owl","name":"Owl","source":"XMM","page":366,"srd":true,"image":"bestiary/XMM/Owl.webp","token":"bestiary/tokens/XMM/Owl.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"1 (1d4 - 1)","speed":"5 ft., fly 60 ft.","str":3,"dex":13,"con":8,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 15","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Forest, Hill","treasure":"","traits":[{"name":"Flyby","entries":["The owl doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}1 Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Owl.webp","credit":"Jonathan Kuo"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"owl-mm","source":"MM"}]},{"id":"owl-mm","name":"Owl","source":"MM","page":333,"srd":false,"image":"bestiary/tokens/MM/Owl.webp","token":"bestiary/tokens/MM/Owl.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"1 (1d4 - 1)","speed":"5 ft., fly 60 ft.","str":3,"dex":13,"con":8,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Arctic","treasure":"","traits":[{"name":"Flyby","entries":["The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Keen Hearing and Sight","entries":["The owl has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"owl","source":"XMM"}]},{"id":"owlbear","name":"Owlbear","source":"XMM","page":234,"srd":true,"image":"bestiary/XMM/Owlbears.webp","token":"bestiary/tokens/XMM/Owlbear.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"40 ft., climb 40 ft.","str":20,"dex":12,"con":17,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The owlbear makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Owlbears are tenacious hunters that might track prey over miles and rarely give up their hunts."]},{"type":"section","name":"Owlbears","entries":["{@i Magically Perfected Predators}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Created long ago by misguided mages, owlbears combine keen avian eyes, thick feathers, and a tearing beak with a mighty bearlike frame. Despite their magical origins, owlbears have propagated and spread to wildernesses across the multiverse.","Owlbears dwell in distinctive dens. Roll on or choose a result from the Owlbear Den Features table to inspire an owlbear den's noteworthy traits.",{"type":"table","caption":"Owlbear Den Features","colLabels":["1d4","An Owlbear Den Contains..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Evidence of previous occupants, like bandits, wolves, or dragons."],["2","Heaps of regurgitated pellets studded with coins or other treasure."],["3","A nest with {@dice 1d6} owlbear eggs."],["4","Passages through the earth or hollow trees."]]}]}],"gallery":[{"path":"bestiary/XMM/Owlbears.webp","credit":"Zuzanna Wužyk"}],"otherVersions":[{"id":"owlbear-mm","source":"MM"}]},{"id":"owlbear-mm","name":"Owlbear","source":"MM","page":249,"srd":false,"image":"bestiary/MM/Owlbear.webp","token":"bestiary/tokens/MM/Owlbear.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":20,"dex":12,"con":17,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The owlbear has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The owlbear makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An owlbear's screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head.",{"name":"Deadly Ferocity","type":"entries","entries":["The owlbear's reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe's superior strength as it attacks without provocation."]},{"name":"Consummate Predators","type":"entries","entries":["An owlbear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry's escape routes.","An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear's lair, attracting scavengers and thus luring more prey.","Owlbears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt."]},{"name":"Savage Companions","type":"entries","entries":["Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a master, making it an unflinching guard or a fast and hardy mount. People of remote frontier settlements have even succeeded at racing owlbears, but spectators bet as often on which owlbear will attack its handler as they do on which will reach the finish line first.","Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill giants and frost giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience."]},{"name":"Owlbear Origins","type":"entries","entries":["Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The only good thing about owlbears is that the wizard who created them is probably dead."],"by":"Xarshel Ravenshadow, Gnome Professor of Transmutative Science at Morgrave University"}]}]}],"gallery":[{"path":"bestiary/MM/Owlbear.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"owlbear","source":"XMM"}]},{"id":"ox","name":"Ox","source":"MPMM","page":72,"srd":false,"image":"bestiary/tokens/MPMM/Ox.webp","token":"bestiary/tokens/MPMM/Ox.webp","size":"Large","creatureType":"Beast (Cattle)","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"15 (2d10 + 4)","speed":"30 ft.","str":18,"dex":10,"con":14,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Urban","treasure":"","traits":[{"name":"Beast of Burden","entries":["The ox is considered to be one size larger for the purpose of determining its carrying capacity."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Oxen are domesticated cattle bred for milk and meat production and for hauling. Many cultures incorporate the ox into their labor and diets."]},{"type":"section","name":"Cattle","entries":["Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them."]}],"otherVersions":[{"id":"ox-vgm","source":"VGM"}]},{"id":"ox-vgm","name":"Ox","source":"VGM","page":208,"srd":false,"image":"bestiary/tokens/VGM/Ox.webp","token":"bestiary/tokens/VGM/Ox.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"15 (2d10 + 4)","speed":"30 ft.","str":18,"dex":10,"con":14,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Charge","entries":["If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage."]},{"name":"Beast of Burden","entries":["The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["An ox is mainly used for draft work rather than meat or milk."]}],"hidden":true,"otherVersions":[{"id":"ox","source":"MPMM"}]},{"id":"oxen","name":"Oxen","source":"PSZ","page":34,"srd":false,"image":"bestiary/tokens/PSZ/Oxen.webp","token":"bestiary/tokens/PSZ/Oxen.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"40 ft.","str":17,"dex":11,"con":12,"int":3,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the oxen moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 ({@damage 2d4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Sure-Footed","entries":["The oxen has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The oxen (use the {@creature giant goat} statistics) of Murasa's Pillar Plains are renowned for their stubbornness, but are still used as pack animals thanks to their tremendous strength."]},{"id":"padraich","name":"Padraich","source":"PotA","page":170,"srd":false,"image":"bestiary/tokens/PotA/Padraich.webp","token":"bestiary/tokens/PotA/Padraich.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good NY Evil","ac":"13","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Hill, Arctic, Forest, Desert","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, Padraich can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Maul","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"pain-devil-excruciarch","name":"Pain Devil (Excruciarch)","source":"CoA","page":249,"srd":false,"image":"bestiary/CoA/Pain Devil (Excruciarch).webp","token":"bestiary/tokens/CoA/Pain Devil (Excruciarch).webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"171 (18d8 + 90)","speed":"30 ft.","str":18,"dex":15,"con":20,"int":11,"wis":10,"cha":13,"saves":"Str +8, Con +9","skills":"Deception +5, Insight +4, Intimidation +5, Perception +4","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 14","languages":"Celestial, Common, Infernal, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of Torment","entries":["Any creature hostile to the excruciarch that starts its turn within 20 feet of the excruciarch takes 10 ({@damage 4d4}) slashing damage, unless the excruciarch is {@condition incapacitated}."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the excruciarch's darkvision."]},{"name":"Magic Resistance","entries":["The excruciarch has advantage on saving throws against spells and other magical effects."]},{"name":"Sadism","entries":["The excruciarch gains a +1 bonus to attack and damage rolls for each creature it damaged on its previous turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The excruciarch makes two Scourge attacks. It can replace one of the attacks with Storm of Steel (if available)."]},{"name":"Scourge","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Storm of Steel {@recharge 4}","entries":["The excruciarch swings its scourge wildly around itself. All creatures within 15 feet of the excruciarch must make a {@dc 16} Dexterity saving throw. Targets take 31 ({@damage 6d8 + 4}) slashing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Vulnerable Gaze","entries":["As a reaction to a creature resisting damage dealt by the excruciarch, it turns its gaze on that creature, negating any resistances and immunities that creature has until the start of the excruciarch's next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Another type of devil devoted to torture, excruciarchs are also competent fighters and mercenaries. Due to their reputation as torturers of devils, they're often looked down upon by other devils, occasionally even beaten or killed, and as a result they frequently travel together. Their cruelty is known across the Nine Hells, and their revelry in pain gives them their name. Another defining feature of pain devils is their greed: they serve no particular master, their loyalty must be purchased.",{"type":"entries","name":"Masked Devils","page":249,"entries":["Excruciarchs appear almost humanoid in size and shape. Their skin is usually pale shades of white or red, and hair doesn't grow anywhere on their body. To conceal their identity and lend themselves some form of protection, almost all pain devils wear masks made from various types of leather, often adorned with spikes, horns, or ridges."]},{"type":"entries","name":"Devoted to Pain","page":249,"entries":["When an excruciarch enters battle, they activate a unique ability to inflict pain upon their adversaries. Excruciarchs thrive on even their own pain and they almost always fight to the death."]}],"gallery":[{"path":"bestiary/CoA/Pain Devil (Excruciarch).webp","credit":"Sebastian Kowoll"}]},{"id":"paloma","name":"Paloma","source":"JttRC","page":52,"srd":false,"image":"bestiary/JttRC/030-04-002.paloma.webp","token":"bestiary/tokens/JttRC/Paloma.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Paloma has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Paloma is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Paloma deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Paloma makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/030-04-002.paloma.webp","credit":"Adrián Ibarra Lugo"}]},{"id":"panopticus-wizard","name":"Panopticus Wizard","source":"WDH","page":106,"srd":false,"image":"bestiary/tokens/WDH/Panopticus Wizard.webp","token":"bestiary/tokens/WDH/Panopticus Wizard.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Neutral","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"25 ft.","str":10,"dex":10,"con":10,"int":14,"wis":10,"cha":11,"saves":"","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Dwarvish","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["The dwarf has advantage on saving throws against poison and resistance to poison damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["The Dwarf is a 1st-level spellcaster. Its spellcasting ability is Intelligence. It has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell mending}, {@spell prestidigitation}","Level 1 (2 slots): {@spell burning hands}, {@spell disguise self}, {@spell shield}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Or Ranged Weapon Attack: {@hit 2} to hit, range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["This bald-headed and tattooed dwarf operates Xanathar's \"panopticus\" magical surveillance system.","Apprentice wizards are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work, such as cooking and cleaning, in exchange for education in the ways of magic."]}]}]}]},{"id":"panther","name":"Panther","source":"XMM","page":366,"srd":true,"image":"bestiary/XMM/Animals Hills and Mountains.webp","token":"bestiary/tokens/XMM/Panther.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"13 (3d8)","speed":"50 ft., climb 40 ft.","str":14,"dex":16,"con":10,"int":3,"wis":14,"cha":7,"saves":"","skills":"Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The panther takes the {@action Disengage|XPHB} or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"panther-mm","source":"MM"}]},{"id":"panther-mm","name":"Panther","source":"MM","page":333,"srd":false,"image":"bestiary/tokens/MM/Panther.webp","token":"bestiary/tokens/MM/Panther.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"13 (3d8)","speed":"50 ft., climb 40 ft.","str":14,"dex":15,"con":10,"int":3,"wis":14,"cha":7,"saves":"","skills":"Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Keen Smell","entries":["The panther has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the panther can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"panther","source":"XMM"}]},{"id":"paolo-maykapal","name":"Paolo Maykapal","source":"JttRC","page":138,"srd":false,"image":"bestiary/JttRC/091-10-003.paolo-maykapal.webp","token":"bestiary/tokens/JttRC/Paolo Maykapal.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Paolo makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 3} to hit, ranged 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/091-10-003.paolo-maykapal.webp","credit":"Hinchel Or"}]},{"id":"paper-bird","name":"Paper Bird","source":"WBtW","page":166,"srd":false,"image":"bestiary/tokens/WBtW/Paper Bird.webp","token":"bestiary/tokens/WBtW/Paper Bird.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 60 ft.","str":5,"dex":16,"con":8,"int":2,"wis":14,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"fire","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"Passive Perception 14","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight","entries":["The paper bird has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Sharp Edges","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Endelyn writes her correspondence on sheets of enchanted parchment, which she then folds into the shape of paper birds that fly to their intended recipients. If a message's recipient is on another plane of existence or is otherwise unreachable, the paper bird bursts into flames on takeoff and is instantly destroyed.","The paper birds are hostile toward all creatures except the hags of the Hourglass Coven."]}]},{"id":"paper-whirlwind","name":"Paper Whirlwind","source":"RoT","page":72,"srd":false,"image":"bestiary/tokens/RoT/Paper Whirlwind.webp","token":"bestiary/tokens/RoT/Paper Whirlwind.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"24 (7d8 - 7)","speed":"10 ft., fly 50 ft.","str":6,"dex":14,"con":8,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +5","vulnerabilities":"fire","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Passive Perception 15","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp, Hill, Urban","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Beaks","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, or 3 ({@damage 1d6}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"parasite-infested-behir","name":"Parasite-infested Behir","source":"CM","page":220,"srd":false,"image":"bestiary/tokens/CM/Parasite-infested Behir.webp","token":"bestiary/tokens/CM/Parasite-infested Behir.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d12 + 64)","speed":"50 ft., climb 40 ft.","str":23,"dex":16,"con":18,"int":7,"wis":14,"cha":12,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"darkvision 90 ft., Passive Perception 16","languages":"Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The behir makes two attacks: one with its bite and one to constrict."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}) if the behir isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends."]},{"name":"Lightning Breath {@recharge 5}","entries":["The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Swallow","entries":["The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the behir, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.","Any creature swallowed by a parasite-infested behir must succeed on a {@dc 19} Constitution saving throw at the start of each of the behir's turns or be feasted upon by blood parasites, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful save. This damage is in addition to the damage caused by the behir's digestive acids.","If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a parasite-infested behir roars or discharges their lightning breath, thousands of gray, parasitic blood worms can be seen writhing inside their mouths. Targeting the behir with magic that removes a disease kills off its blood parasites."]}]},{"id":"pari","name":"Pari","source":"JttRC","page":167,"srd":false,"image":"bestiary/JttRC/Pari.webp","token":"bestiary/tokens/JttRC/Pari.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"16","initiative":"+5 (15)","hp":"180 (19d8 + 95)","speed":"30 ft., fly 90 ft.","str":20,"dex":20,"con":20,"int":20,"wis":22,"cha":22,"saves":"Con +10, Wis +11, Cha +11","skills":"Insight +16, Perception +11","vulnerabilities":"","resistances":"fire; radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The pari has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The pari doesn't require food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The pari casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):","At will: {@spell detect evil and good}","2/day each: {@spell cure wounds} (as a 6th-level spell), {@spell lesser restoration}","1/day each: {@spell commune} (as an action), {@spell dispel evil and good}"]}],"actions":[{"name":"Multiattack","entries":["The pari makes three Mace attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage plus 14 ({@damage 4d6}) radiant damage."]},{"name":"Disorienting Futures","entries":["The pari attempts to flood the mind of one creature it can see within 60 feet of itself with visions of the future. The target must succeed on a {@dc 19} Wisdom saving throw or take 27 ({@damage 5d10}) psychic damage and have disadvantage on attack rolls until the start of the pari's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A pari is an angelic harbinger gifted with foresight. A visit from a pari is often a prophetic warning or portent of an event yet to come. Pari have pastel blue skin, wear robes and armor, and have two sets of wings with vivid red feathers sprouting from their back."]}],"gallery":[{"path":"bestiary/JttRC/Pari.webp","credit":"Ekaterina Burmak"}]},{"id":"parriwimple","name":"Parriwimple","source":"CoS","page":43,"srd":false,"image":"bestiary/tokens/CoS/Parriwimple.webp","token":"bestiary/tokens/CoS/Parriwimple.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"14","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":6,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Parriwimple has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Parriwimple hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Parriwimple makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Parriwimple adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"parrot","name":"Parrot","source":"PSX","page":39,"srd":false,"image":"bestiary/tokens/PSX/Parrot.webp","token":"bestiary/tokens/PSX/Parrot.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 50 ft.","str":2,"dex":14,"con":8,"int":2,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Swamp, Hill, Urban","treasure":"","traits":[{"name":"Mimicry","entries":["The parrot can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A wide variety of native birds are found throughout Ixalan, singing complex songs that contribute to the chorus of sounds within the jungle. Hummingbirds are sometimes poetically described as embodiments of freedom and the pursuit of pleasure. Large macaws and parrots (with statistics like those of {@creature raven|MM|ravens}) make their homes in the trees and can often be found gathering over clay licks along riverbeds and the sea coast. The wily birds enjoy toying with people from the trees, with many of them calling out in imitation of humanoid voices to lead pirates and other explorers astray."]},{"id":"parson-pellinost","name":"Parson Pellinost","source":"EGW","page":261,"srd":false,"image":"bestiary/tokens/EGW/Parson Pellinost.webp","token":"bestiary/tokens/EGW/Parson Pellinost.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Pellinost can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Pellinost is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Pellinost has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell spare the dying}","Level 1 (4 slots): {@spell command}, {@spell cure wounds}, {@spell guiding bolt}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell revivify}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Commander Struther Felmont and the Dwendalian soldiers at the fort have grown callous and cruel under the leadership of Imperial Inquisitor Parson Pellinost, who conducts deranged experiments on the humanoids of the marsh with an unsavory and sadistic application of divine magic. The guards of Fort Venture engage in defense, training, and patrol work in eight-hour shifts. Few of those guards respect Pellinost, but all obey him for fear of strict retribution.","Pellinost has a prosthetic limb (right hand)."]}]},{"id":"parvaz","name":"Parvaz","source":"ToFW","page":50,"srd":false,"image":"bestiary/ToFW/ParvazOpheliaEbonclaw.webp","token":"bestiary/tokens/ToFW/Parvaz.webp","size":"Large","creatureType":"Beast","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"26 (4d10 + 4)","speed":"10 ft., fly 80 ft.","str":16,"dex":17,"con":13,"int":16,"wis":14,"cha":14,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal","treasure":"","traits":[{"name":"Keen Sight","entries":["Parvaz has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Parvaz makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/ParvazOpheliaEbonclaw.webp"}]},{"id":"patrina-velikovna","name":"Patrina Velikovna","source":"CoS","page":89,"srd":false,"image":"bestiary/CoS/Patrina Velikovna.webp","token":"bestiary/tokens/CoS/Patrina Velikovna.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Patrina has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Patrina is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Patrina casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Patrina Velikovna.webp"}]},{"id":"pazrodine","name":"Pazrodine","source":"BMT","page":113,"srd":false,"image":"bestiary/BMT/Pazrodine.webp","token":"bestiary/tokens/BMT/Pazrodine.webp","size":"Gargantuan","creatureType":"Dragon (Moonstone)","alignment":"Lawful Neutral","ac":"20","initiative":"+4 (14)","hp":"330 (20d20 + 120)","speed":"40 ft., fly 80 ft.","str":22,"dex":18,"con":23,"int":20,"wis":22,"cha":26,"saves":"Int +12, Wis +13, Cha +15","skills":"Perception +13, Persuasion +15, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Guardian of the Market","entries":["Pazrodine can sense when an item is stolen from Seelie Market. She knows the distance and direction to stolen items, as if by the {@spell Locate Object} spell."]},{"name":"Legendary Resistance (3/Day)","entries":["If Pazrodine fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Pazrodine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","At will: {@spell Faerie Fire}","2/day each: {@spell Calm Emotions}, {@spell Dispel Magic}, {@spell Invisibility}","1/day each: {@spell Mass Cure Wounds}, {@spell Revivify}"]}],"actions":[{"name":"Multiattack","entries":["Pazrodine makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 11 ({@damage 2d10}) radiant damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or have the {@condition prone} condition."]},{"name":"Breath Weapon {@recharge 5}","entries":["Pazrodine uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dream Breath","entries":["Pazrodine exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or have the {@condition unconscious} condition for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."]},{"type":"item","name":"Moonlight Breath","entries":["Pazrodine exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 60 ({@damage 11d10}) radiant damage on a failed save, or half as much damage on a successful one."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tail","entries":["Pazrodine makes one Tail attack."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Pazrodine uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["The entire Seelie Market is Pazrodine's lair. Pazrodine's challenge rating is 22 (41,000 XP) when she's encountered in Seelie Market.","On initiative count 20 (losing initiative ties) while in her lair, Pazrodine can take one of the following lair actions; she can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Banish into Dream","entry":"Pazrodine targets a creature she can see within 120 feet of herself and attempts to send that creature to a dream plane. The target must succeed on a {@dc 15} Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target has the stunned condition. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space."},{"type":"item","name":"Overwhelm the Senses","entry":"Pazrodine targets up to three creatures she can see within 30 feet of herself. The sounds, sights, and scents of the market intensify for these creatures, overwhelming them with bright colors, echoey chatters, and sweet smells. Each target must succeed on a {@dc 15} Wisdom saving throw or have the incapacitated condition until the end of its next turn."},{"type":"item","name":"Whirlwind of Fruit","entry":"Fey fruit flies out from nearby carts, creating a whirlwind of fruit in a 10-foot-radius, 30-foot-high cylinder centered on a point within 60 feet of Pazrodine until initiative count 20 on the next round. When a creature enters the whirlwind's area for the first time on its turn or starts its turn there, it must make a {@dc 15} Dexterity saving throw, taking 11 ({@damage 2d10}) bludgeoning damage on a failed save, or half as much damage on a successful one."}]}],"regionalEffects":[],"lore":[{"type":"entries","entries":["Pazrodine, a moonstone dragon with a peaceful demeanor, oversees Seelie Market. A consummate traveler, she is always searching for fey crossings, which she uses to travel between the Feywild and the Material Plane. Moonstone dragons are detailed further in Fizban's Treasury of Dragons.","Pazrodine never stays in one place for long, and she wants to see all the wonders the Feywild and Material Plane have to offer. Curious Fey asked to join her caravan, and before long, she had a menagerie of merchants accompanying her on her travels. Pazrodine came to view these Fey merchants as her children. Their eager joy helps the dragon see the multiverse from new perspectives.","When Seelie Market lands, its vendors gather rocks, leaves, and sticks to make an enormous nest for Pazrodine. She rests here while the market operates.","Pazrodine senses when theft occurs in Seelie Market. She makes her way to the perpetrators and neutralizes the situation nonviolently, usually by using her Dream Breath. Once troublemakers come to, Pazrodine politely but firmly asks them to leave the market. Those who object are flown out in her clutches.","If anyone comes to visit Pazrodine at her refuge, she greets them and happily answers their questions about the market. The dragon has a soothing voice and demeanor."]}],"gallery":[{"path":"bestiary/BMT/Pazrodine.webp"}]},{"id":"pazuzu","name":"Pazuzu","source":"MaBJoV","page":104,"srd":false,"image":"bestiary/MaBJoV/Pazuzu.webp","token":"bestiary/tokens/MaBJoV/Pazuzu.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"21","initiative":"+10 (20)","hp":"405 (30d10 + 240)","speed":"30 ft., fly 90 ft.","str":23,"dex":30,"con":27,"int":23,"wis":18,"cha":27,"saves":"Dex +18, Con +16, Cha +16","skills":"Perception +12, Persuasion +16","vulnerabilities":"","resistances":"acid; cold; fire","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 22","languages":"all, telepathy 120 ft.","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Aura of Servile Avians","entries":["Any evil creature with a natural fly speed and a CR of 20 or less must make a {@dc 21} Wisdom saving throw if they attempt to attack Pazuzu. A failed save means their action is wasted and the attack fails. On a successful saving throw the target is immune to this effect in the future."]},{"name":"Legendary Resistance (3/Day)","entries":["If Pazuzu fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Pazuzu has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Pazuzu's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["Pazuzu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 24}):","At will: {@spell astral projection}, {@spell blight}, {@spell charm person}, {@spell detect evil and good}, {@spell dispel magic}, {@spell hallow}, {@spell insect plague}, {@spell telekinesis}, {@spell teleport}, {@spell wind walk}","1/day: {@spell wish}","2/day each: {@spell dominate person}, {@spell hypnotic pattern}, {@spell plane shift} (only itself and willing creatures)"]}],"actions":[{"name":"Multiattack","entries":["Pazuzu makes two Greatsword or Talon attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Talon","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage plus 9 ({@damage 2d8}) poison damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["Pazuzu exhales poisonous acid in a 100-foot line that is 5 feet wide. Every creature hit by the acid must make a {@dc 21} Dexterity saving throw, taking 70 ({@damage 20d6}) acid damage on a failed save, or half as much damage on a successful one. A creature killed by this breath weapon melts and is disintegrated."]}],"bonusActions":[{"name":"Dispel","entries":["Pazuzu casts {@spell dispel magic}, automatically dispelling any spell of 6th level or lower on the target."]},{"name":"Hasted Greatsword","entries":["Pazuzu uses his magic greatsword to grant him the following abilities until the start of his next turn. Pazuzu's speed is now doubled, he gains a +2 bonus to AC, has advantage on Dexterity saving throws, and gains one additional Greatsword attack."]}],"reactions":[],"legendaryActions":[{"name":"Disarm","entries":["Pazuzu attempts to knock a weapon out of a target's hand. He makes a Greatsword attack and if it hits, the target does not take damage but instead must make a {@dc 22} Strength saving throw. If the target fails the saving throw, the targeted weapon flies 10 feet away in a random direction."]},{"name":"Lethal Leap","entries":["Pazuzu attacks once with his Greatsword or Talon and then may fly up to 60 feet away. Pazuzu's movement does not provoke opportunity attacks."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Boo once heard words coming from a flask made of iron. If I know anything, its that a flask is meant for drinking, not talking."],"by":"MINSC"},{"type":"quote","entries":["The rumors that Pazuzu corrupted Asmodeus, presupposes that Asmodeus was originally an angel. This has never been proven! The numerous origins attributed to the lord of the Nine include that he was the first god of Law or that he served such a god and murdered her. We will likely never know the truth."],"by":"Volo"},"Pazuzu is a powerful demon lord, one of the eldest and most reprehensible of his ilk. He is also called the Dark Angel of the Four Winds, and the Prince of the Lower Aerial Kingdoms. He holds sway over all evil flying creatures, even among the different layers of the Abyss.","Pazuzu's home is the first layer of the Abyss, called Pazunia, known as the Plain of Infinite Portals or the Palace of 1,001 Closets. It is a harsh place with many pits and chasms marring its surface. The pits are portals that not only lead to all of the planes of the Abyss, but to other planes of existence and even mortal worlds. Only Pazuzu knows where each leads.","Unlike most demon lords, Pazuzu is not interested in the conquest of the Abyss. His passion is for corruption. He is fond of corrupting mortals, especially the innocent and honest. Some believe that Pazuzu is the entity responsible for the ultimate corruption—that of the angel Asmodeus.","Pazuzu is often credited with bringing the Blood War between Demons and Devils to fruition. Some believe he was capable of this as he is the only demon lord who has good relations with the Archdevils of Hell. Strangely, the demon lord that hates Pazuzu the most is Graz'zt, supposedly a Lord of Hell before becoming an Abyssal Lord.","When he visits the mortal world, Pazuzu often uses the names Pazrael, Imdugud, or Typhon. Whichever name he uses, he passes himself off in the guise of a benevolent entity that grants protections against pestilence and blesses childbirth. Those who use his protections are corrupted into committing vile acts, and children blessed by him are cursed to grow up with evil in their hearts.","The first and most ancient demon lord. He has been trapped in an iron flask and must be kept imprisoned until a way is found to destroy him.",{"type":"inset","name":"The Iron Flask","entries":["One way to use Pazuzu is to have him imprisoned in an iron flask magic item. In this scenario, the group patron gives the players the iron flask at some early point in their career and tasks them with keeping Pazuzu trapped inside until they find a way to destroy the demon lord so that he is sent screaming back to the Abyss for a century. Many different powerful entities will seek to take the iron flask from the players over the course of the campaign.","The henchmen Edwin Odesseiron and {@creature Eo Ashmajiir|MaBJoV} are powerful magic users who want to possess the iron flask to augment their own power. They might compete against each other in their attempts to wrest the flask away from the players.","Archdevils such as Baalzebul and Mephistopheles also actively pursue the flask, wanting to gain favor with Asmodeus by presenting him the demon lord who supposedly led to his downfall. The players might be able to play the archdevils against each other in order to survive.","The demodands of Ust Natha's Carcerus prison might send bebilith in search of the flask. They seek to imprison the demon lord in Carceri for reasons only known to their shator overlords.","Jon Irenicus might seek to steal the iron flask, believing that Pazuzu holds the secret to escaping the dread domain of Suldanessellar. He might send members of the Order of Icarus, or the players might be tricked into summoning Jon's sister—Bodhi Irenicus."]}],"gallery":[{"path":"bestiary/MaBJoV/Pazuzu.webp"}]},{"id":"peacock","name":"Peacock","source":"BGDIA","page":195,"srd":false,"image":"bestiary/tokens/BGDIA/Peacock.webp","token":"bestiary/tokens/BGDIA/Peacock.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"5 (1d8 + 1)","speed":"10 ft., fly 50 ft.","str":7,"dex":10,"con":13,"int":2,"wis":12,"cha":4,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Hill, Desert","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The peacock has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]},{"name":"Pack Tactics","entries":["The peacock has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"pech","name":"Pech","source":"QftIS","page":213,"srd":false,"image":"bestiary/QftIS/Pech.webp","token":"bestiary/tokens/QftIS/Pech.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Good","ac":"17","initiative":"+0 (10)","hp":"82 (11d6 + 44)","speed":"30 ft., burrow 20 ft.","str":19,"dex":11,"con":18,"int":11,"wis":14,"cha":10,"saves":"Con +6, Wis +4","skills":"Athletics +6, Perception +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"darkvision 120 ft., tremorsense 120 ft., Passive Perception 14","languages":"Common, Terran","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The pech has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the pech has disadvantage on attack rolls."]}],"spellcasting":[{"name":"Communal Spellcasting (2/Day)","entries":["The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save {@dc 12}). If at least three other pechs are within 30 feet of it, the pech can cast {@spell Wall of Stone}. If at least seven other pechs are within 30 feet of it, it can cast {@spell Greater Restoration}. Each other pech involved in casting the spell can't have the incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).","2/day: {@spell Wall of Stone}, {@spell Greater Restoration}"]}],"actions":[{"name":"Multiattack","entries":["The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition."]},{"name":"Fortified Pickaxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) force damage. If the target is a Construct or an object, the attack is automatically a critical hit."]},{"name":"Stone Shape (3/Day)","entries":["The pech casts {@spell Stone Shape}, requiring no spell components and using Wisdom as the spellcasting ability."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Pechs are slight, bipedal diggers from the Elemental Plane of Earth. They have a knack for finding weak points in buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens, where they live in clans and mine precious metals and gems.","Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone.","A single pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth."]}],"gallery":[{"path":"bestiary/QftIS/Pech.webp"}],"otherVersions":[{"id":"pech-ditlcot","source":"DitLCoT"}]},{"id":"pech-ditlcot","name":"Pech","source":"DitLCoT","page":16,"srd":false,"image":"bestiary/DitLCoT/Pech.webp","token":"bestiary/tokens/DitLCoT/Pech.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Good","ac":"17","initiative":"+0 (10)","hp":"82 (11d6 + 44)","speed":"30 ft., burrow 20 ft.","str":19,"dex":11,"con":18,"int":11,"wis":14,"cha":10,"saves":"Con +6, Wis +4","skills":"Athletics +6, Perception +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"petrified","senses":"darkvision 120 ft., tremorsense 120 ft., Passive Perception 14","languages":"Common, Terran","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The pech has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the pech has disadvantage on attack rolls."]}],"spellcasting":[{"name":"Communal Spellcasting (2/Day)","entries":["The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save {@dc 12}). If at least three other pechs are within 30 feet of it, the pech can cast {@spell Wall of Stone}. If at least seven other pechs are within 30 feet of it, it can cast {@spell Greater Restoration}. Each other pech involved in casting the spell can't have the incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).","2/day: {@spell wall of stone}, {@spell greater restoration}"]},{"name":"Stone Shape (3/Day)","entries":["The pech casts {@spell Stone Shape}, requiring no spell components and using Wisdom as the spellcasting ability.","3/day each: {@spell stone shape}"]}],"actions":[{"name":"Multiattack","entries":["The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a {@dc 14} Strength saving throw or have the {@condition prone} condition."]},{"name":"Fortified Pickaxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) force damage. If the target is a Construct or an object, the attack is automatically a critical hit."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Pechs are slight, bipedal diggers from the Elemental Plane of Earth. They have a knack for finding weak points in buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens, where they live in clans and mine precious metals and gems.","Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone.","A single pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth."]}],"gallery":[{"path":"bestiary/DitLCoT/Pech.webp"}],"hidden":true,"otherVersions":[{"id":"pech","source":"QftIS"}]},{"id":"peebles","name":"Peebles","source":"OotA","page":134,"srd":false,"image":"bestiary/OotA/Peebles.webp","token":"bestiary/tokens/OotA/Peebles.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Peebles can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Peebles deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Peebles makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Peebles.webp"}]},{"id":"pegasus","name":"Pegasus","source":"XMM","page":235,"srd":true,"image":"bestiary/XMM/Pegasus.webp","token":"bestiary/tokens/XMM/Pegasus.webp","size":"Large","creatureType":"Celestial","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"59 (7d10 + 21)","speed":"60 ft., fly 90 ft.","str":18,"dex":15,"con":16,"int":10,"wis":15,"cha":13,"saves":"Dex +4, Con +5, Wis +4, Cha +3","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"understands Celestial, Common, Elvish, and Sylvan but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Grassland, Hill, Planar, Upper","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Bludgeoning damage plus 5 ({@damage 2d4}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Pegasus","entries":["{@i Elusive Winged Steed}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Planar (Upper Planes)|bestiary|environment=planar, upper}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Winged, sapient horses of noble bearing, pegasi are as majestic as they are elusive. Most avoid the affairs of other creatures, preferring to dwell amid idyllic pastures or floating islands, or on other planes of existence. Others serve deities of the Feywild and Upper Planes, aiding heroes in need. In rare cases, pegasi might befriend virtuous people and serve as their companions and steeds.","Pegasi are hunted by servants of evil, leading many of these winged steeds to flee strangers on sight. Roll on or choose a result from the Pegasus Offerings table to inspire how one might show their good intentions to a wary pegasus.",{"type":"table","caption":"Pegasus Offerings","colLabels":["1d4","A Pegasus Won't Flee Someone..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bearing the gear of a hero the pegasus aided."],["2","Offering magical fruit or holy spring water."],["3","Singing a song in Celestial, Druidic, or Sylvan."],["4","Wearing the garb of an ancient heroic order."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Pegasi are the cherished steeds of our creator, Corellon. To see one is a blessing, but to ride one proves nothing less than the love of the gods."],"by":"Yolande, Queen of Celene"}]}]}],"gallery":[{"path":"bestiary/XMM/Pegasus.webp","credit":"Alejandro Pacheco"}],"otherVersions":[{"id":"pegasus-mm","source":"MM"}]},{"id":"pegasus-mm","name":"Pegasus","source":"MM","page":250,"srd":false,"image":"bestiary/MM/Pegasus.webp","token":"bestiary/tokens/MM/Pegasus.webp","size":"Large","creatureType":"Celestial","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"59 (7d10 + 21)","speed":"60 ft., fly 90 ft.","str":18,"dex":15,"con":16,"int":10,"wis":15,"cha":13,"saves":"Dex +4, Wis +4, Cha +3","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"understands Celestial, Common, Elvish, and Sylvan but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The white winged horses known as pegasi soar through the skies, a vision of grace and majesty. When they touch down on solid ground, they linger only for a moment, drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds.",{"name":"Noble Mounts","type":"entries","entries":["Pegasi are highly prized as swift and reliable steeds, being faster and less temperamental than griffons, hippogriffs, and wyverns. However, these wild and shy creatures are as intelligent as humanoids, and so can't be traditionally broken and tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so, it forges a lifelong bond with its new companion."]},{"name":"Born of the Planes","type":"entries","entries":["Pegasi trace their origins to the Olympian Glades of Arborea, where they soar through the skies of that plane and serve as faithful mounts to the Seldarine, the pantheon of elven gods. These gods have been known to send pegasi to the Material Plane to aid those in need."]},{"name":"Pegasi Nests","type":"entries","entries":["Pegasi mate for life, build their nests in hard-to-reach locations, and give birth to live young."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Behold, the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don't you think?"],"by":"Tyllenvane d'Orien, dragonmarked scion arguing to change the symbol of House Orien from the unicorn to the pegasus"}]}]}],"gallery":[{"path":"bestiary/MM/Pegasus.webp"}],"hidden":true,"otherVersions":[{"id":"pegasus","source":"XMM"}]},{"id":"pelyious-avhoste","name":"Pelyious Avhoste","source":"MaBJoV","page":120,"srd":false,"image":"bestiary/MaBJoV/Pelyious Avhoste.webp","token":"bestiary/tokens/MaBJoV/Pelyious Avhoste.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"30 ft., swim 30 ft.","str":18,"dex":14,"con":14,"int":17,"wis":11,"cha":13,"saves":"Str +8, Dex +6","skills":"Perception +8, Stealth +6","vulnerabilities":"","resistances":"","immunities":"poison; bludgeoning, piercing, slashing damage from nonmagical weapons that aren't silvered","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 18","languages":"Abyssal, Common, Draconic","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["Pelyious can hold his breath for 15 minutes."]}],"spellcasting":[{"name":"Spellcasting","entries":["Pelyious casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks):","At will: {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell detect magic}, {@spell mage armor}, {@spell shield}, {@spell suggestion}","1/day each: {@spell cone of cold}, {@spell counterspell}, {@spell fly}, {@spell greater invisibility}"]}],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form)","entries":["In Humanoid form, Pelyious makes two Scimitar attacks or two Hand Crossbow attacks. In hybrid form, he can substitute one Scimitar attack for a Bite attack."]},{"name":"Scimitar (Humanoid or Hybrid Form)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Hand Crossbow (Humanoid or Hybrid Form)","entries":["{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Bite (Hybrid Form Only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}) and until this grapple ends, the target is {@condition restrained}, and Pelyious can't Bite another target."]},{"name":"Change Shape","entries":["Pelyious polymorphs into a crocodile-humanoid hybrid, or back into his true form, which is Humanoid. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies."]}],"bonusActions":[{"name":"Slippery Step (2/Day)","entries":["Pelyious teleports up to 30 feet to an unoccupied space he can see and may use Change Shape."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Pelyious is a Halruaan sky captain who hires out his services to those with a desperate need to get somewhere quickly. His skyship is one of the fastest in all Faerûn, designed by his uncle, Zythan Oolorius Avhoste, the famed Halruaan designer.","Charismatic, cultured and sophisticated, Pelyious is a lover of ancient art and music. He professes an admiration for the extinct Netherese—precursors to the Halruaan people—and the ancient kingdom of Mezro. His skyship is decorated with artifacts and paintings from these cultures, and he enjoys showing off his impressive collection to his guests. He is also an excellent musician and delights in playing complex compositions from the \"lost ages\" that haven't been heard in centuries.","Though a bit pretentious, Pelyious is unfailingly courteous and polite. He has utter disdain for those who do not share his refinement, viewing them as barbarous, rude, or just plain uncouth.","Pelyious is a skilled ship captain and an excellent swordsman. He has also been mentored in the magical arts by his uncle Zythan. This combination of skills makes him an unpredictable and dangerous opponent; someone who can engage in close melee combat or use magical spells from range.","However, unbeknown to most, Pelyious and his crew are also faithful servants of Bhaal, the God of Murder. Beneath his cultured veneer lurks a bloodthirsty monster (a lycanthropic form he learned through an ancient Mezro ritual), and he occasionally plans \"murder rituals\" where he turns his entire Halruaan skyship into a slaughterhouse. Victims in these massacres are not merely killed, but often tortured, mutilated, and eventually skinned. While most of the remains are tossed over the side of the airship when it crosses the oceans, the hearts and other vital organs of his victims are used for ritual feasts to celebrate the slaughter.","Pelyious prefers to reserve these ritual killing sprees for those that have insulted him, tried to cheat him, or offended his honor in some manner. However, if no suitable candidates have made themselves available, Pelyious sometimes has to settle on victims that he genuinely likes, for the Lord of Murder can only wait so long for his sacrifices. Pelyious shows no remorse when forced to slaughter those he considers friends, as his devotion to Bhaal supersedes all other loyalties.","Pelyious crews his airship with a family of wolfweres. Most stay in their human forms when there are passengers on board, though the alpha, who is also the wife of Pelyious, likes to take the role of a wolf that Pelyious has tamed."],"gallery":[{"path":"bestiary/MaBJoV/Pelyious Avhoste.webp"}]},{"id":"pendragon-beestinger","name":"Pendragon Beestinger","source":"AI","page":206,"srd":false,"image":"bestiary/AI/The B Team.webp","token":"bestiary/tokens/AI/Pendragon Beestinger.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":17,"wis":10,"cha":11,"saves":"","skills":"Arcana +5, Investigation +5, Performance +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic, Elvish, Halfling","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Echo Spell (1/Day)","entries":["Pendragon can cast the spell he cast on his last turn, whose casting time becomes 1 bonus action. This bonus casting uses a spell slot as normal."]}],"spellcasting":[{"name":"Spellcasting","entries":["Pendragon is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell light}, {@spell mage hand}, {@spell poison spray}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell sleep}","Level 2 (3 slots): {@spell blindness/deafness}, {@spell cloud of daggers}, {@spell scorching ray}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Able arcanist Pendragon Beestinger took over as \"B\" Team cartographer after Brahma Lutier left the group. In fact, his first assignment was to assist in the team's attempts to apprehend the wandering bard. An adopted child of the \"C\" Team's Rosie Beestinger, Pendragon is his mother's foil in almost every way-including his goal of wanting to mainstream some of the family's rumored criminal interests. Pendragon has, in fact, attempted to kill his mother-and been killed himself in the process. Despite his having been resurrected at Rosie's request, things remain cool between the two.","Pendragon was kicked out of wizarding school as a result of the dark rumors following the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out the family feeling that an adventuring group provides keeps him in the \"B\" Team, even if that unfortunately comes with Oak Truestrike as a kind of father figure."]}]}]}],"gallery":[{"path":"bestiary/AI/The B Team.webp","credit":"Chris Walton"}]},{"id":"pentadrone","name":"Pentadrone","source":"MM","page":226,"srd":false,"image":"bestiary/MM/Pentadrone.webp","token":"bestiary/tokens/MM/Pentadrone.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"32 (5d10 + 5)","speed":"40 ft.","str":15,"dex":14,"con":12,"int":10,"wis":10,"cha":13,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 14","languages":"Modron","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The pentadrone makes five arm attacks."]},{"name":"Arm","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Paralysis Gas {@recharge 5}","entries":["The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Pentadrones oversee Mechanus's worker populace and can improvise in response to new situations.",{"type":"section","name":"Modrons","entries":["Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Absolute Law and Order","entries":["Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no \"I,\" but only \"we\" or \"us.\"",{"type":"inset","name":"Variant: Rogue Modrons","entries":["A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.","A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank."]}],"type":"entries"},{"name":"Absolute Hierarchy","entries":["Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand."],"type":"entries"},{"name":"Cogs of the Great Machine","entries":["If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result."],"type":"entries"},{"name":"The Great Modron March","entries":["When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Every 289 years, the entire multiverse goes mad. Like clockwork."],"by":"Kwint Stormbellow, rock gnome adventurer"}]}]}],"gallery":[{"path":"bestiary/MM/Pentadrone.webp"}]},{"id":"performer","name":"Performer","source":"XMM","page":236,"srd":false,"image":"bestiary/XMM/Performers.webp","token":"bestiary/tokens/XMM/Performer.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":12,"dex":16,"con":12,"int":13,"wis":14,"cha":16,"saves":"Dex +5, Cha +5","skills":"Acrobatics +5, Athletics +3, Performance +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus one other language","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["{@actTrigger} The performer is hit by an attack roll. {@actResponse} The performer halves the damage (round down) it takes from that attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Common performers include traveling storytellers, tavern musicians, local entertainers, and chorus members performing with veteran artists. These performers might be self-taught or in the early years of formal training. Most have a modest level of celebrity and two or three instruments or talents at which they excel."]},{"type":"section","name":"Performers","entries":["{@i Artists and Entertainers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"From royal courts to village squares, skilled entertainers hone their talents and delight audiences. Some travel far, sharing tales and demonstrating mysterious arts. Others serve in the courts and theaters of great nations, cultivating celebrity and navigating the whims of patrons. Many hone professional secrets and magical flourishes, striving to make their performances truly unforgettable.","Use the following list of entertainers and roles to inspire the performers in your adventures:",{"type":"list","style":"list-no-bullets","columns":3,"items":["Acrobat","Actor","Aerialist","Animal trainer","Athlete","Burlesque artist","Busker","Circus performer","Comedian","Contortionist","Dancer","Daredevil","Jester","Juggler","Magician","Mentalist","Mime","Minstrel","Mourner","Oral historian","Poet","Puppeteer","Ritualist","Stage fighter","Storyteller","Throat singer","Town crier","Trick rider","Vocalist","Wrestler"]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Welcome, one! Welcome, all! Welcome to the short, and welcome to the tall! Welcome angels, welcome fiends, welcome to all from walks between! Welcome to the Carnival!"],"by":"Tindal, Carnival Barker"}]}]}],"gallery":[{"path":"bestiary/XMM/Performers.webp","credit":"Katerina Ladon"}]},{"id":"performer-legend","name":"Performer Legend","source":"XMM","page":237,"srd":false,"image":"bestiary/XMM/Performers.webp","token":"bestiary/tokens/XMM/Performer Legend.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"20","initiative":"+9 (19)","hp":"162 (25d8 + 50)","speed":"30 ft.","str":12,"dex":20,"con":14,"int":15,"wis":16,"cha":20,"saves":"Dex +9, Int +6, Wis +7, Cha +9","skills":"Acrobatics +13, Athletics +5, Perception +7, Performance +13, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common plus two other languages","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}, {@spell Prestidigitation|XPHB}","1/day each: {@spell Major Image|XPHB}, {@spell Project Image|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The performer makes three Bejeweled Baton attacks."]},{"name":"Bejeweled Baton","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}10 ({@damage 2d4 + 5}) Bludgeoning damage plus 10 ({@damage 3d6}) Psychic damage."]},{"name":"Majestic Song","entries":["{@actSave wis} {@dc 17}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within 120 feet. {@actSaveFail} 22 ({@damage 4d8 + 4}) Psychic damage, and the target has the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition (performer's choice) until the end of the performer's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[{"name":"Warding Charm","entries":["{@actTrigger} A creature hits the performer with an attack roll. {@actResponse d}{@actSave wis} {@dc 17}, the triggering creature. {@actSaveFail} The attack roll misses the performer, and the target has the {@condition Charmed|XPHB} condition until the end of the performer's next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Performer legends are celebrities known across nations, continents, or worlds. Their prestige might grant them access to the heights of society, or they might use their performances to manipulate audiences. Performer legends usually have signature traits or talents that set them apart from other entertainers, such as a distinct voice, incredible athleticism, or a unique manner of dress. They often travel with a retinue of other performers, guards, or noble patrons."]},{"type":"section","name":"Performers","entries":["{@i Artists and Entertainers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"From royal courts to village squares, skilled entertainers hone their talents and delight audiences. Some travel far, sharing tales and demonstrating mysterious arts. Others serve in the courts and theaters of great nations, cultivating celebrity and navigating the whims of patrons. Many hone professional secrets and magical flourishes, striving to make their performances truly unforgettable.","Use the following list of entertainers and roles to inspire the performers in your adventures:",{"type":"list","style":"list-no-bullets","columns":3,"items":["Acrobat","Actor","Aerialist","Animal trainer","Athlete","Burlesque artist","Busker","Circus performer","Comedian","Contortionist","Dancer","Daredevil","Jester","Juggler","Magician","Mentalist","Mime","Minstrel","Mourner","Oral historian","Poet","Puppeteer","Ritualist","Stage fighter","Storyteller","Throat singer","Town crier","Trick rider","Vocalist","Wrestler"]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Welcome, one! Welcome, all! Welcome to the short, and welcome to the tall! Welcome angels, welcome fiends, welcome to all from walks between! Welcome to the Carnival!"],"by":"Tindal, Carnival Barker"}]}]}],"gallery":[{"path":"bestiary/XMM/Performers.webp","credit":"Katerina Ladon"}]},{"id":"performer-maestro","name":"Performer Maestro","source":"XMM","page":237,"srd":false,"image":"bestiary/XMM/Performers.webp","token":"bestiary/tokens/XMM/Performer Maestro.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"18","initiative":"+7 (17)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":12,"dex":18,"con":14,"int":13,"wis":14,"cha":19,"saves":"Dex +7, Cha +7","skills":"Acrobatics +10, Athletics +4, Perception +5, Performance +10, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus one other language","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The performer casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Minor Illusion|XPHB}, {@spell Prestidigitation|XPHB}","1/day: {@spell Tasha's Hideous Laughter|XPHB} (level 3 version)"]}],"actions":[{"name":"Multiattack","entries":["The performer makes three Rapier attacks."]},{"name":"Rapier","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage plus 7 ({@damage 2d6}) Psychic damage."]},{"name":"Beguiling Song","entries":["{@actSave wis} {@dc 15}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within 120 feet. {@actSaveFail} 20 ({@damage 3d10 + 4}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition until the end of the performer's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Maestros are headlining performers who enjoy considerable renown. They might be theaters' marquee actors, astonishing daredevils, or jesters experienced at entertaining fickle royals. Some share their techniques with apprentices, while others jealously guard their secrets."]},{"type":"section","name":"Performers","entries":["{@i Artists and Entertainers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"From royal courts to village squares, skilled entertainers hone their talents and delight audiences. Some travel far, sharing tales and demonstrating mysterious arts. Others serve in the courts and theaters of great nations, cultivating celebrity and navigating the whims of patrons. Many hone professional secrets and magical flourishes, striving to make their performances truly unforgettable.","Use the following list of entertainers and roles to inspire the performers in your adventures:",{"type":"list","style":"list-no-bullets","columns":3,"items":["Acrobat","Actor","Aerialist","Animal trainer","Athlete","Burlesque artist","Busker","Circus performer","Comedian","Contortionist","Dancer","Daredevil","Jester","Juggler","Magician","Mentalist","Mime","Minstrel","Mourner","Oral historian","Poet","Puppeteer","Ritualist","Stage fighter","Storyteller","Throat singer","Town crier","Trick rider","Vocalist","Wrestler"]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Welcome, one! Welcome, all! Welcome to the short, and welcome to the tall! Welcome angels, welcome fiends, welcome to all from walks between! Welcome to the Carnival!"],"by":"Tindal, Carnival Barker"}]}]}],"gallery":[{"path":"bestiary/XMM/Performers.webp","credit":"Katerina Ladon"}]},{"id":"perigee","name":"Perigee","source":"CRCotN","page":168,"srd":false,"image":"bestiary/CRCotN/083-06-012.perigree-the-deva.webp","token":"bestiary/tokens/CRCotN/Perigee.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Perigee's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["Perigee has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Perigee's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["Perigee makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["Perigee touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["Perigee magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, Perigee retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/083-06-012.perigree-the-deva.webp","credit":"Nikki Dawes"}]},{"id":"peryton","name":"Peryton","source":"XMM","page":238,"srd":false,"image":"bestiary/XMM/Peryton.webp","token":"bestiary/tokens/XMM/Peryton.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"33 (6d8 + 6)","speed":"20 ft., fly 60 ft.","str":16,"dex":12,"con":13,"int":9,"wis":12,"cha":10,"saves":"","skills":"Perception +5, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"understands Common and Elvish but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Hill, Mountain","treasure":"Armaments","traits":[{"name":"Flyby","entries":["The peryton doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The peryton makes one Gore attack and one Talons attack."]},{"name":"Gore","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage. If the peryton moved 30+ feet straight toward the target immediately before the hit, the target takes an extra 9 ({@damage 2d8}) Piercing damage."]},{"name":"Talons","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 2d4 + 3}) Piercing damage. If the attack reduces a Humanoid target to 0 {@variantrule Hit Points|XPHB}, the peryton kills the target by removing its heart."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Peryton","entries":["{@i Winged Heart Hunter}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Perytons are monstrous predators that hunt people—particularly humans and elves—in favor of all other prey. With the bodies of mighty avian scavengers and fanged, stag-like heads, perytons use ambush tactics to dive-bomb travelers. Strangely, the shadows they cast resemble humanoid silhouettes. This supernatural oddity lends credence to stories that perytons are cursed humans or elves, or that they arise from carrion birds that feed on the corpses of villains.","Perytons tear out the hearts of those they slay, carrying the organs back to grisly lairs. This gives rise to numerous superstitions surrounding perytons. Roll on or choose a result from the Peryton Superstitions table to inspire why a peryton steals hearts.",{"type":"table","caption":"Peryton Superstitions","colLabels":["1d4","If a Peryton Collects Enough Hearts..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The hearts grant an evil wish."],["2","It reverts to its original form."],["3","A new peryton hatches from each heart."],["4","A portal opens to the Lower Planes."]]}]}],"gallery":[{"path":"bestiary/XMM/Peryton.webp","credit":"Alejandro Pacheco"}],"otherVersions":[{"id":"peryton-mm","source":"MM"}]},{"id":"peryton-mm","name":"Peryton","source":"MM","page":251,"srd":false,"image":"bestiary/MM/Peryton.webp","token":"bestiary/tokens/MM/Peryton.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"33 (6d8 + 6)","speed":"20 ft., fly 60 ft.","str":16,"dex":12,"con":13,"int":9,"wis":12,"cha":10,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"understands Common and Elvish but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Dive Attack","entries":["If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 ({@damage 2d8}) damage to the target."]},{"name":"Flyby","entries":["The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach."]},{"name":"Keen Sight and Smell","entries":["The peryton has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The peryton makes one gore attack and one talon attack."]},{"name":"Gore","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Although this monstrous carnivore feeds on any creature, it prefers humanoids, especially elves, half-elves, and humans. When it kills a humanoid, a peryton rips out its prey's heart and takes it back to its nest to be devoured.","The peryton is a bizarre creature that blends the body and wings of a bird of prey with the head of a stag. Its strangest feature is its shadow, which appears humanoid rather than reflecting the creature's physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband's heart. The ritual succeeded until the woman's villainy was exposed. She was hanged for her crime, but the lingering magic of her foul ritual caused the carrion birds that feasted on her corpse to transform into the first perytons.",{"name":"Unnatural Hunger","type":"entries","entries":["A peryton's reproductive cycle depends on the heart of a freshly killed humanoid. The organ must be consumed by a female peryton before she can reproduce. When a peryton consumes a heart, its shadow changes for a brief time to reflect its true monstrous form. When attacking a humanoid, a peryton is single-minded and relentless, fighting until it or its prey dies.","If a peryton is somehow driven away, it stalks lost prey from afar, attacking again when the opportunity arises."]},{"name":"Bane of the Mountains","type":"entries","entries":["Perytons roost atop mountain ridges and lair in high caves. They prey on creatures living or wandering in the vales below, and travelers on lonely mountain roads learn to keep a wary eye on the sky. Because normal weapons are less effective against perytons, the folk of the mountains know to avoid confrontations with these monsters at all costs.","Established settlements are attractive to perytons as a renewable food source. As such, village councils and local nobles often hire adventurers to eliminate peryton nests."]}]}]}],"gallery":[{"path":"bestiary/MM/Peryton.webp"}],"hidden":true,"otherVersions":[{"id":"peryton","source":"XMM"}]},{"id":"pest-mascot","name":"Pest Mascot","source":"SCC","page":203,"srd":false,"image":"bestiary/SCC/Pest Mascot.webp","token":"bestiary/tokens/SCC/Pest Mascot.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"22 (4d4 + 12)","speed":"30 ft.","str":11,"dex":14,"con":17,"int":5,"wis":13,"cha":4,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["The pest regains 5 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn't function at the start of the pest's next turn."]},{"name":"Spiny Hide","entries":["At the start of each of its turns, the pest deals 2 ({@damage 1d4}) piercing damage to any creature grappling it or that it is grappling."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Grumpy, spiky, and generally irritating, pest mascots inhabit the muggy bayou of Sedgemoor. However, these ferret-sized swamp creatures hold deep wells of life essence, making them convenient fuel sources for the magic of Witherbloom mages. As such, many Witherbloom students have adopted pests from the bayou as pets, and pests, in all their spiny glory, have become the mascots of the college."]}],"gallery":[{"path":"bestiary/SCC/Pest Mascot.webp","credit":"Ilse Gort"}]},{"id":"pestilence-demon","name":"Pestilence Demon","source":"PSZ","page":27,"srd":false,"image":"bestiary/PSZ/Pestilence Demon.webp","token":"bestiary/tokens/PSZ/Pestilence Demon.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"104 (11d10 + 44)","speed":"40 ft., fly 60 ft.","str":17,"dex":15,"con":18,"int":8,"wis":13,"cha":8,"saves":"Dex +5, Wis +4, Cha +2","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The demon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The demon makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) slashing damage."]},{"name":"Spores {@recharge}","entries":["A 15-foot-radius cloud of toxic spores extends out from the demon. The spores spread around corners. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, a target takes 5 ({@damage 1d10}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a {@item Holy Water (Flask)|PHB|vial of holy water} on the target also ends the effect on it."]},{"name":"Stunning Screech (1/Day)","entries":["The demon emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a {@dc 14} Constitution saving throw or be {@condition stunned} until the end of the vrock's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The dark reflections of angels, demons are the incarnation of black mana and all it represents—selfish desire and lust for power. Their forms are roughly humanoid, but distorted and bestial. Their grotesque heads feature elongated ears, spiky protrusions, and large horns. (The size and number of a demon's horns are an indication of its age and power.) Spikes protrude from their backs and arms, and their hands are warped into large, sharp claws. Most demons have large, leathery wings, and a few have long tails. Their skin has an inhuman texture—dry and leathery for some; stony and cold for others. Their eyes are small points of red or blue light that glow as if revealing an inner inferno.","Unlike angels, demons reject any form of society or alliance. They are utterly selfish and hoard power in many different forms, including wealth, magic, territory, and slaves. Drawn to places where black mana flows freely, they often dwell in ancient crypts or in ruins deep in swampy terrain. Their presence defiles any remaining scrap of purity or goodness in an area, and often extends the bounds of a swamp or stirs up the restless spirits of the dead.","Any {@filter demon, devil, or yugoloth in the Monster Manual|bestiary|source=mm=|tag=demon;devil;yugoloth|miscellaneous=} can stand in for a demon of Zendikar. The vile green mist surrounding a pestilence demon suggests it might have poison like a {@creature vrock}, for example."],"gallery":[{"path":"bestiary/PSZ/Pestilence Demon.webp","title":"Pestilence Demon","credit":"Justin Sweet"}]},{"id":"petrifying-death-s-head","name":"Petrifying Death's Head","source":"RHW","page":243,"srd":false,"image":"bestiary/RHW/Death's Heads.webp","token":"bestiary/tokens/RHW/Petrifying Death's Head.webp","size":"Tiny","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"21 (6d4 + 6)","speed":"5 ft., fly 30 ft. (hover)","str":8,"dex":12,"con":13,"int":5,"wis":14,"cha":3,"saves":"Con +3","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Flyby","entries":["The death's head doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Petrifying Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}3 ({@damage 1d4 + 1}) Piercing damage plus 3 ({@damage 1d6}) Necrotic damage. If the target is a creature, it is subjected to the following effect. {@actSave con} {@dc 11}. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition and repeats the save at the end of its next turn if it is still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition for 10 minutes, after which the effect ends on the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A death's head animated from the head of a petrifying creature, like a medusa, retains the ability to temporarily petrify its victims."]},{"type":"section","name":"Death's Heads","entries":["{@i Flying Undead Heads}","Death's heads are disembodied, flying heads reanimated by wicked magic. These hateful heads vary in description and state of decay, with some possessing supernatural powers related to the beings they once were. Roll twice on or choose results from the Death's Head Features table to inspire the features of a death's head.",{"type":"table","colLabels":["1d10","The Head Is That of...","With..."],"colStyles":["col-2 text-center","col-6 text-center","col-4 text-center"],"rows":[["1","A bear","Bloodshot eyes"],["2","A burned corpse","Crimson drool"],["3","A hag","Extra eyes"],["4","A Humanoid","Face paint"],["5","A medusa","An iron mask"],["6","A mind flayer","A lengthy tongue"],["7","A nothic","Long hair"],["8","A shark","Sharpened teeth"],["9","A wolf","Wooden teeth"],["10","An elk","Exposed bone"]]}]}],"gallery":[{"path":"bestiary/RHW/Death's Heads.webp","title":"Three types of death's heads guard an accursed death's head tree","credit":"Chris Seaman"}]},{"id":"phaerimm","name":"Phaerimm","source":"MaBJoV","page":145,"srd":false,"image":"bestiary/MaBJoV/Phaerimm.webp","token":"bestiary/tokens/MaBJoV/Phaerimm.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral Evil","ac":"18","initiative":"+1 (11)","hp":"170 (20d10 + 60)","speed":"15 ft., fly 30 ft. (hover)","str":20,"dex":13,"con":16,"int":19,"wis":20,"cha":23,"saves":"Int +9, Cha +11","skills":"Arcana +9, Insight +10","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"petrified","senses":"truesight 120 ft., Passive Perception 15","languages":"Undercommon, understands Common, telepathy 100 ft.","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Arcane Sight","entries":["The phaerimm discerns the location of all magical auras within sight and knows which creatures within 60 feet are spellcasters."]},{"name":"Extended Concentration","entries":["The phaerimm can concentrate on two different spells at the same time. If {@status concentration} is broken, then both spells fade immediately."]},{"name":"Immutable Form","entries":["The phaerimm is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The phaerimm has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The phaerimm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 19}):","At will: {@spell mage hand}, {@spell minor illusion}, {@spell telekinesis}","2/day each: {@spell crown of madness}, {@spell detect thoughts}, {@spell dominate person}, {@spell fear}, {@spell fireball}, {@spell phantasmal force}, {@spell magic missile}, {@spell shield}","1/day each: {@spell chain lightning}, {@spell confusion}, {@spell dominate monster}, {@spell greater invisibility}, {@spell hold monster}, {@spell mass suggestion}, {@spell prismatic spray}, {@spell reverse gravity}"]}],"actions":[{"name":"Multiattack","entries":["The phaerimm makes four Claw attacks and then makes a Bite or Stinger attack. Alternatively, it uses Spellcasting and then makes two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Stinger","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target fails a {@dc 18} Constitution saving throw, they have the {@condition paralyzed} condition for 1 minute. The phaerimm's poison forces the {@condition paralyzed} target to float 5 feet above the ground. The target may repeat the saving throw at the end of each of it's turns."]},{"name":"Implant","entries":["The phaerimm makes a Stinger attack against a {@condition paralyzed} target. If the stinger hits, an egg is implanted in the target. This egg can only be removed by spells that cure disease, such as lesser restoration. If the egg is not removed within 90 days, the larva emerges, and the host is killed. A phaerimm has a single egg so may only use this ability once."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Highly intelligent, phaerimms are malevolent aberrations that dwell deep beneath the surface of the world. Natural spellcasters, they delight in bringing pain and suffering to others. It is said phaerimms would willingly wipe every other being from existence, save for the fact they would then lack slaves to torture for sport.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Monstrous Horrors","entries":["Phaerimms are hideous looking creatures—bulbous bodies with spindly arms and legs, topped by a gaping maw filled with row upon row of razor-sharp teeth. Their evil magic drains life and moisture from the natural world, and the Anauroch Desert was created through extensive use of their powers."]},{"type":"entries","name":"Mental Enslavement","entries":["A phaerimm's mind-controlling abilities rival those of any mind flayer or beholder. Extremely solitary beings, they surround themselves with a retinue of mentally dominated creatures that serve as bodyguards, soldiers, and hunters. When these thralls cease to be useful, they are slaughtered and devoured by their phaerimm master. The phaerimm language is incomprehensible to humanoids, even with the use of magical assistance. However, a phaerimm can use telepathic magic to communicate with other beings through its slaves, though due to their solitary existence they seldom have need to communicate at all. The only real exception occurs on those rare occasions when several phaerimm will work together to defeat an enemy that is too strong for them to face individually."]},{"type":"entries","name":"An Endangered Species","entries":["Phaerimms were pushed to the edge of extinction thousands of years ago by the ancient Netherese wizards. Only a few isolated pockets still exist, typically sealed away in deep chambers by their enemies. Phaerimms still have a particular hatred for tomb tappers, a Netherese construct that is immune to their mind control. Their population has been slow to recover from this purge, as a phaerimm is only capable of producing a single egg every century. This egg must be injected into a host through a stinger on the phaerimm's tail, which paralyzes the victim. The larva then consumes the host—still alive—from the inside."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Phaerimm.webp"}]},{"id":"phaerimm-agent","name":"Phaerimm Agent","source":"FRAiF","page":269,"srd":false,"image":"bestiary/FRAiF/Phaerimm Agent.webp","token":"bestiary/tokens/FRAiF/Phaerimm Agent.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+4 (14)","hp":"123 (19d10 + 19)","speed":"10 ft., fly 40 ft. (hover)","str":12,"dex":18,"con":12,"int":17,"wis":16,"cha":18,"saves":"Con +4, Int +6, Wis +6, Cha +7","skills":"Arcana +9, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Truesight 120 ft., Passive Perception 16","languages":"telepathy 120 ft. understands Common and Deep Speech but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark, Urban","treasure":"Arcana, Implements","traits":[{"name":"Magic Resistance","entries":["The phaerimm has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Mage Hand|XPHB}","1/day each: {@spell Clairvoyance|XPHB}, {@spell Major Image|XPHB}, {@spell Synaptic Static|XPHB}"]},{"name":"Protective Magic (3/Day)","entries":["The phaerimm casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","3/day: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The phaerimm makes three attacks, using Dread Stinger or Mindwarp Ray in any combination."]},{"name":"Dread Stinger","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Piercing damage plus 13 ({@damage 2d12}) Poison damage."]},{"name":"Mindwarp Ray","entries":["{@atkr r} {@hit 7}, range 120 ft. {@h}13 ({@damage 2d8 + 4}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition until the start of the phaerimm's next turn."]}],"bonusActions":[{"name":"Teleport","entries":["The phaerimm teleports up to 30 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Phaerimm agents travel the surface world, seeking out powerful magic to rule others."]},{"type":"section","name":"Phaerimm","entries":["{@i Alien, Magic-Obsessed Manipulators}","Phaerimm are malevolent alien beings that seek to dominate other sentient species. A phaerimm's conical body ripples through the air, trailing behind a large, flat mouth ringed by four delicate arms. A phaerimm's body tapers to a venomous stinger they prefer to use only when magical means fail them.","Ancient phaerimm devastated the once-powerful empire of Netheril. The phaerimm were imprisoned beneath the great desert of Anauroch, where they plot a return to their former dominion. Roll or choose a result from the Phaerimm Plots table as inspiration for what a phaerimm agent might be doing when encountered."]}],"gallery":[{"path":"bestiary/FRAiF/Phaerimm Agent.webp"}]},{"id":"phaerimm-elder","name":"Phaerimm Elder","source":"NF","srd":false,"image":"bestiary/NF/Phaerimm Elder.webp","token":"bestiary/tokens/NF/Phaerimm Elder.webp","size":"Huge","creatureType":"Aberration","alignment":"Neutral Evil","ac":"17","initiative":"+8 (18)","hp":"218 (23d12 + 69)","speed":"30 ft., fly 60 ft. (hover)","str":18,"dex":16,"con":17,"int":17,"wis":16,"cha":18,"saves":"Con +8, Int +8, Wis +8, Cha +9","skills":"Arcana +13, Insight +8, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Truesight 120 ft., Passive Perception 18","languages":"telepathy 120 ft. understands Common and Deep Speech but can't speak","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Underdark, Urban","treasure":"Arcana, Implements","traits":[{"name":"Magic Resistance","entries":["The phaerimm has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Command|XPHB} (level 3 version), {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Mage Hand|XPHB}","1/day each: {@spell Clairvoyance|XPHB}, {@spell Geas|XPHB}, {@spell Major Image|XPHB}, {@spell Mirage Arcane|XPHB}"]},{"name":"Protective Magic (3/Day)","entries":["The phaerimm casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","3/day: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The phaerimm makes three Mind Lash attacks. It can replace one attack with either (A) a Vicious Stinger attack or (B) a use of Spellcasting to cast {@spell Command|XPHB} (level 3 version)."]},{"name":"Mind Lash","entries":["{@atkr m,r} {@hit 9}, reach 10 ft. or range 120 ft. {@h}32 ({@damage 6d8 + 4}) Psychic damage."]},{"name":"Vicious Stinger","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage plus 26 ({@damage 4d12}) Poison damage, and the target's {@variantrule Speed|XPHB} is reduced to 0 feet until the start of the phaerimm's next turn."]},{"name":"Siphon Magic {@recharge 5}","entries":["The phaerimm focuses on a magic item it can see within 10 feet. When it does, the phaerimm drains the magic item of any charges. Regardless of whether charges are drained, the phaerimm can cast {@spell Clairvoyance|XPHB}, {@spell Geas|XPHB}, {@spell Major Image|XPHB}, and {@spell Mirage Arcane|XPHB} one additional time that day."]}],"bonusActions":[{"name":"Teleport","entries":["The phaerimm teleports up to 30 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Phaerimm elders are generals of phaerimm forces, directing covert and direct operations to help their kind subjugate all who stand in their way. Their ability to siphon magic from magic items makes them incredibly dangerous foes."]}],"gallery":[{"path":"bestiary/NF/Phaerimm Elder.webp"}]},{"id":"phaerimm-hatchling","name":"Phaerimm Hatchling","source":"FRAiF","page":268,"srd":false,"image":"bestiary/FRAiF/Phaerimm Hatchling.webp","token":"bestiary/tokens/FRAiF/Phaerimm Hatchling.webp","size":"Small","creatureType":"Aberration","alignment":"Neutral Evil","ac":"12","initiative":"+1 (11)","hp":"13 (3d6 + 3)","speed":"10 ft., fly 30 ft. (hover)","str":11,"dex":12,"con":12,"int":14,"wis":16,"cha":14,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Truesight 60 ft., Passive Perception 15","languages":"telepathy 30 ft. understands Common and Deep Speech but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Urban","treasure":"Arcana, Implements","traits":[{"name":"Magic Resistance","entries":["The phaerimm has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Detect Thoughts|XPHB}, {@spell Mage Hand|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The phaerimm makes two Stinger attacks."]},{"name":"Stinger","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}3 ({@damage 1d4 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Phaerimm zealously guard their rare hatchlings not out of parental devotion, but to ensure their kind's growing strength."]},{"type":"section","name":"Phaerimm","entries":["{@i Alien, Magic-Obsessed Manipulators}","Phaerimm are malevolent alien beings that seek to dominate other sentient species. A phaerimm's conical body ripples through the air, trailing behind a large, flat mouth ringed by four delicate arms. A phaerimm's body tapers to a venomous stinger they prefer to use only when magical means fail them.","Ancient phaerimm devastated the once-powerful empire of Netheril. The phaerimm were imprisoned beneath the great desert of Anauroch, where they plot a return to their former dominion. Roll or choose a result from the Phaerimm Plots table as inspiration for what a phaerimm agent might be doing when encountered."]}],"gallery":[{"path":"bestiary/FRAiF/Phaerimm Hatchling.webp"}]},{"id":"phaerimm-scout","name":"Phaerimm Scout","source":"NF","srd":false,"image":"bestiary/tokens/NF/Phaerimm Scout.webp","token":"bestiary/tokens/NF/Phaerimm Scout.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"44 (8d8 + 8)","speed":"10 ft., fly 40 ft.","str":12,"dex":13,"con":12,"int":15,"wis":16,"cha":16,"saves":"Int +4, Cha +5","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Truesight 60 ft., Passive Perception 15","languages":"telepathy 120 ft. understands Common and Deep Speech but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"Arcana, Implements","traits":[{"name":"Magic Resistance","entries":["The phaerimm has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The phaerimm casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Mage Hand|XPHB}","1/day: {@spell Clairvoyance|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The phaerimm makes two attacks, using Stinger or Mindwarp Ray in any combination."]},{"name":"Stinger","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Piercing damage plus 9 ({@damage 2d8}) Poison damage."]},{"name":"Mindwarp Ray","entries":["{@atkr r} {@hit 5}, range 120 ft. {@h}6 ({@damage 1d6 + 3}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition until the start of the phaerimm's next turn."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["{@actTrigger} The phaerimm is hit by an attack roll. {@actResponse} The phaerimm halves the damage (round down) it takes from that attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Phaerimm scouts typically operate alone and in the shadows, gathering information for upcoming phaerimm operations."]}]},{"id":"phaia","name":"Phaia","source":"TftYP","page":132,"srd":false,"image":"bestiary/TftYP-DiT/010-totyp-05-11a.webp","token":"bestiary/tokens/TftYP/Phaia.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":17,"wis":12,"cha":11,"saves":"Int +7, Wis +5","skills":"Arcana +7, History +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Grim Harvest (1/Turn)","entries":["When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, Phaia regains hit points equal to twice the spell's level, or three times if it is a necromancy spell."]}],"spellcasting":[{"name":"Spellcasting","entries":["Phaia is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks). The necromancer has the following wizard spells prepared:","Cantrips (at will): {@spell chill touch}, {@spell dancing lights}, {@spell mage hand}, {@spell mending}","Level 1 (4 slots): {@spell false life}*, {@spell mage armor}, {@spell ray of sickness}*","Level 2 (3 slots): {@spell blindness/deafness}*, {@spell ray of enfeeblement}*, {@spell web}","Level 3 (3 slots): {@spell animate dead}*, {@spell bestow curse}*, {@spell vampiric touch}*","Level 4 (3 slots): {@spell blight}*, {@spell dimension door}, {@spell stoneskin}","Level 5 (2 slots): {@spell Bigby's hand}, {@spell cloudkill}","Level 6 (1 slots): {@spell circle of death}*","*Necromancy spell of 1st level or higher"]}],"actions":[{"name":"Withering Touch","entries":["{@atk ms} {@hit 7} to hit, reach 5 ft., one creature. {@h}5 ({@damage 2d4}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP-DiT/010-totyp-05-11a.webp"}]},{"id":"phantom-warrior","name":"Phantom Warrior","source":"CoS","page":235,"srd":false,"image":"bestiary/CoS/Phantom Warrior.webp","token":"bestiary/tokens/CoS/Phantom Warrior.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"16","initiative":"+0 (10)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":16,"dex":11,"con":16,"int":8,"wis":10,"cha":15,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 12","languages":"any languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Ethereal Sight","entries":["The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["The phantom warrior can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Spectral Armor and Shield","entries":["The phantom warrior's AC accounts for its spectral armor and shield."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The phantom warrior makes two attacks with its spectral longsword."]},{"name":"Spectral Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) force damage."]},{"name":"Etherealness","entries":["The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self.",{"name":"Task Driven","type":"entries","entries":["Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours."]},{"name":"Faded Memories","type":"entries","entries":["A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last {@dice 1d10 + 10} days of its life; everything that happened before that is an impenetrable fog."]},{"name":"Forceful Presence","type":"entries","entries":["Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An {@condition invisible} sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects."]},{"name":"Undead Nature","type":"entries","entries":["A phantom warrior doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Phantom Warrior.webp"}]},{"id":"phantom-warrior-archer","name":"Phantom Warrior (Archer)","source":"CoS","page":142,"srd":false,"image":"bestiary/tokens/CoS/Phantom Warrior (Archer).webp","token":"bestiary/tokens/CoS/Phantom Warrior (Archer).webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"16","initiative":"+0 (10)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":16,"dex":11,"con":16,"int":8,"wis":10,"cha":15,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 12","languages":"any languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Ethereal Sight","entries":["The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["The phantom warrior can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Spectral Armor and Shield","entries":["The phantom warrior's AC accounts for its spectral armor and shield."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The phantom warrior makes two attacks with its spectral longsword or spectral longbow."]},{"name":"Spectral Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) force damage."]},{"name":"Etherealness","entries":["The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Spectral Longbow","entries":["{@atk rw} {@hit 2} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"pharblex-spattergoo","name":"Pharblex Spattergoo","source":"HotDQ","page":91,"srd":false,"image":"bestiary/HotDQ/Pharblex Spattergoo.webp","token":"bestiary/tokens/HotDQ/Pharblex Spattergoo.webp","size":"Medium","creatureType":"Humanoid (Bullywug)","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"59 (7d8 + 28)","speed":"20 ft., swim 40 ft.","str":15,"dex":12,"con":18,"int":11,"wis":16,"cha":7,"saves":"Str +4, Con +6","skills":"Perception +5, Religion +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Bullywug","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Pharblex can breathe air and water."]},{"name":"Poison Strike (3/Day)","entries":["Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 ({@damage 2d8}) poison damage."]},{"name":"Standing Leap","entries":["As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet."]},{"name":"Swamp Camouflage","entries":["Pharblex has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain."]}],"spellcasting":[{"name":"Spellcasting","entries":["Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list:","Cantrips (at will): {@spell druidcraft}, {@spell guidance}, {@spell poison spray}","Level 1 (4 slots): {@spell cure wounds}, {@spell entangle}, {@spell healing word}, {@spell thunderwave}","Level 2 (3 slots): {@spell barkskin}, {@spell beast sense}, {@spell spike growth}","Level 3 (3 slots): {@spell plant growth}, {@spell water walk}"]}],"actions":[{"name":"Multiattack","entries":["Pharblex attacks twice. Once with his bite and once with his spear."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit. reach 5 ft. or ranged 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Pharblex Spattergoo.webp"}]},{"id":"phase-spider","name":"Phase Spider","source":"XMM","page":239,"srd":true,"image":"bestiary/XMM/Phase Spider.webp","token":"bestiary/tokens/XMM/Phase Spider.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"45 (7d10 + 7)","speed":"30 ft., climb 30 ft.","str":15,"dex":16,"con":12,"int":6,"wis":10,"cha":6,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert, Forest, Grassland, Hill, Planar, Ethereal, Underdark, Urban","treasure":"Any","traits":[{"name":"Ethereal Sight","entries":["The spider can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa."]},{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spider makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Piercing damage plus 9 ({@damage 2d8}) Poison damage. If this damage reduces the target to 0 {@variantrule Hit Points|XPHB}, the target becomes {@variantrule Stable|XPHB}, and it has the {@condition Poisoned|XPHB} condition for 1 hour. While {@condition Poisoned|XPHB}, the target also has the {@condition Paralyzed|XPHB} condition."]}],"bonusActions":[{"name":"Ethereal Jaunt","entries":["The spider teleports from the Material Plane to the Ethereal Plane or vice versa."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Phase Spider","entries":["{@i Plane-Shifting Arachnid Ambusher}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Planar (Ethereal Plane)|bestiary|environment=planar, ethereal}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Phase spiders appear out of nowhere to attack, then vanish just as swiftly. These horse-size, magical arachnids are endemic to the Ethereal Plane. From vaporous lairs, they peer through the Border Ethereal into the Material Plane. When they detect prey, phase spiders draw close and then shift or \"phase\" to the Material Plane to attack. They shift between planes of existence and attack from unexpected directions until they overcome their prey or are forced to retreat.","Phase spiders are more intelligent than mundane spiders, but most are cowards. They usually flee if they're outnumbered by creatures capable of seeing them on the Ethereal Plane or pursuing them there. They make exceptions for ghosts and similar spirits, which phase spiders gain sustenance from and pursue as favored prey.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Some sages say you unknowingly occupy the same ethereally coterminous point as a phase spider an average of four times each year."],"by":"Marcus Wands, Doubtful Authority"}]}]}],"gallery":[{"path":"bestiary/XMM/Phase Spider.webp","credit":"Sean Murray"}],"otherVersions":[{"id":"phase-spider-mm","source":"MM"}]},{"id":"phase-spider-mm","name":"Phase Spider","source":"MM","page":334,"srd":false,"image":"bestiary/MM/Phase Spider.webp","token":"bestiary/tokens/MM/Phase Spider.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"32 (5d10 + 5)","speed":"30 ft., climb 30 ft.","str":15,"dex":15,"con":12,"int":6,"wis":10,"cha":6,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Grassland, Forest, Hill, Urban, Desert","treasure":"","traits":[{"name":"Ethereal Jaunt","entries":["As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa."]},{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport."]}]}],"gallery":[{"path":"bestiary/MM/Phase Spider.webp"},{"path":"bestiary/MM/Phase Spider 2.webp"}],"hidden":true,"otherVersions":[{"id":"phase-spider","source":"XMM"}]},{"id":"phisarazu-spyder-fiend","name":"Phisarazu Spyder-Fiend","source":"VEoR","page":235,"srd":false,"image":"bestiary/VEoR/Phisarazu Spyder-Fiend.webp","token":"bestiary/tokens/VEoR/Phisarazu Spyder-Fiend.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"170 (20d10 + 60)","speed":"40 ft., climb 40 ft.","str":19,"dex":14,"con":17,"int":11,"wis":14,"cha":13,"saves":"Dex +7, Con +8, Wis +7","skills":"Perception +7, Stealth +7","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 17","languages":"Abyssal, Common, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The phisarazu has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The phisarazu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["When in contact with a web, the phisarazu knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The phisarazu ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The phisarazu makes one Bite attack and two Claw attacks. It can replace one of these attacks with Scintillating Spray if available."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 9 ({@damage 2d8}) poison damage, and the target has the {@condition poisoned} condition until the start of the phisarazu's next turn."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) slashing damage."]},{"name":"Scintillating Spray {@recharge 5}","entries":["The phisarazu expels shimmering webs in a 60-foot cone. Creatures and objects in that area are outlined by the glittering webs for 1 minute, during which time they emit dim light for 10 feet and can't benefit from the {@condition invisible} condition. Additionally, creatures in that area must succeed on a {@dc 16} Wisdom saving throw or have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Change Shape","entries":["The phisarazu transforms into a crab, drider, or giant crab, or returns to its true form. Its game statistics, except for its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Phisarazu spyder-fiends have a pair of muscular arms sprouting beneath their wolf heads. They are resentful and suspicious of all other creatures, which makes them useful for corralling kakkuus or standing guard.","Phisarazus can magically change their form, but only into shapes that have ten limbs, such as driders and crabs. They use this ability to establish ambushes, infiltrate enemy camps, or appear innocuous while on guard duty."]},{"type":"section","entries":[{"type":"entries","name":"Spyder-Fiends","entries":["Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.","Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position.","Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska's imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos."]}]}],"gallery":[{"path":"bestiary/VEoR/Phisarazu Spyder-Fiend.webp"}]},{"id":"phoenix","name":"Phoenix","source":"MPMM","page":206,"srd":false,"image":"bestiary/MPMM/Phoenix.webp","token":"bestiary/tokens/MPMM/Phoenix.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+8 (18)","hp":"175 (10d20 + 70)","speed":"20 ft., fly 120 ft.","str":19,"dex":26,"con":25,"int":2,"wis":21,"cha":18,"saves":"Wis +10, Cha +9","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Desert, Mountain","treasure":"","traits":[{"name":"Fiery Death and Rebirth","entries":["If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.","The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 ({@damage 6d6}) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after {@dice 1d6} days, it hatches a new phoenix."]},{"name":"Fire Form","entries":["The phoenix can move through a space as narrow as 1 inch wide without squeezing.","Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage.","With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required)."]},{"name":"Flyby","entries":["The phoenix doesn't provoke {@action opportunity attack||opportunity attacks} when it flies out of an enemy's reach."]},{"name":"Illumination","entries":["The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet."]},{"name":"Legendary Resistance (3/Day)","entries":["If the phoenix fails a saving throw, it can choose to succeed instead."]},{"name":"Siege Monster","entries":["The phoenix deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The phoenix makes two attacks: one Beak attack and one Fiery Talons attack."]},{"name":"Beak","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d6 + 8}) fire damage."]},{"name":"Fiery Talons","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The phoenix moves up to its speed."]},{"name":"Peck","entries":["The phoenix makes one beak attack."]},{"name":"Swoop (Costs 2 Actions)","entries":["The phoenix moves up to its speed and makes one Fiery Talons attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["To rise like a phoenix from the ashes–so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth."],"by":"Mordenkainen"},"Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno."],"gallery":[{"path":"bestiary/MPMM/Phoenix.webp","credit":"Ilya Shkipin"}],"otherVersions":[{"id":"phoenix-mtf","source":"MTF"}]},{"id":"phoenix-mtf","name":"Phoenix","source":"MTF","page":199,"srd":false,"image":"bestiary/MTF/Phoenix.webp","token":"bestiary/tokens/MTF/Phoenix.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+8 (18)","hp":"175 (10d20 + 70)","speed":"20 ft., fly 120 ft.","str":19,"dex":26,"con":25,"int":2,"wis":21,"cha":18,"saves":"Wis +10, Cha +9","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Desert, Mountain","treasure":"","traits":[{"name":"Fiery Death and Rebirth","entries":["When the phoenix dies, it explodes. Each creature within 60-feet of it must make a {@dc 20} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.","The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 ({@damage 6d6}) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after {@dice 1d6} days, it hatches a new phoenix."]},{"name":"Fire Form","entries":["The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required)."]},{"name":"Flyby","entries":["The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Illumination","entries":["The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet."]},{"name":"Legendary Resistance (3/Day)","entries":["If the phoenix fails a saving throw, it can choose to succeed instead."]},{"name":"Siege Monster","entries":["The phoenix deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The phoenix makes two attacks: one with its beak and one with its fiery talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d6 + 8}) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 ({@damage 1d10}) fire damage at the start of each of its turns."]},{"name":"Fiery Talons","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Peck","entries":["The phoenix makes one beak attack."]},{"name":"Move","entries":["The phoenix moves up to its speed."]},{"name":"Swoop (Costs 2 Actions)","entries":["The phoenix moves up to its speed and attacks with its fiery talons."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Phoenix","entries":[{"type":"quote","entries":["To rise like a phoenix from the ashes—so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth."],"by":"Mordenkainen"},"Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno."]},{"type":"section","name":"Elder Elementals","entries":["On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Deadly When Summoned","type":"entries","entries":["The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end."]},{"name":"Elemental Nature","type":"entries","entries":["An elder elemental doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Phoenix.webp","credit":"Ilya Shkipin"}],"hidden":true,"otherVersions":[{"id":"phoenix","source":"MPMM"}]},{"id":"phoenix-anvil","name":"Phoenix Anvil","source":"AI","page":206,"srd":false,"image":"bestiary/AI/The B Team.webp","token":"bestiary/tokens/AI/Phoenix Anvil.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"18","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":15,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Athletics +4, Performance +3, Persuasion +3, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Divine Display (1/Day)","entries":["As a bonus action, Phoenix causes his shield to flare with divine light. Each creature of his choice within 30 feet of him must succeed on a {@dc 13} Wisdom saving throw or be {@condition blinded} for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself with a success."]}],"spellcasting":[{"name":"Spellcasting","entries":["Phoenix is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell mending}, {@spell sacred flame}","Level 1 (4 slots): {@spell bane}, {@spell cure wounds}, {@spell guiding bolt}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Phoenix makes two melee attacks."]},{"name":"Warhammer","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target must succeed on a {@dc 12} Strength saving throw or be pushed 5 feet."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The \"B\" Team hoards person, Phoenix Anvil is a servant of Waukeen and a soft-spoken sort. Really soft. Like, he talks so infrequently that even he might not recognize his own voice. Phoenix comes from the streets, where he grew up a fighter until a job sweeping the steps of a small temple of Waukeen showed him a new path. His hunger for coin as an adventurer is thus guided by his knowledge of what it is to do without.","More of an object individual than a people person, Phoenix is obsessively dedicated to the franchise's assets and accounts. Thankfully, he includes his fellow members among those assets, making him fiercely loyal. However, Oak Truestrike is the only team member he's ever really warmed to, which doesn't do either of them any good."]}]}]}],"gallery":[{"path":"bestiary/AI/The B Team.webp","credit":"Chris Walton"}]},{"id":"phylaskia","name":"Phylaskia","source":"MOT","page":239,"srd":false,"image":"bestiary/MOT/Phylaskia.webp","token":"bestiary/tokens/MOT/Phylaskia.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Neutral","ac":"18","initiative":"+2 (12)","hp":"104 (11d10 + 44)","speed":"40 ft.","str":20,"dex":15,"con":18,"int":10,"wis":16,"cha":14,"saves":"Con +8, Wis +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 17","languages":"all","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Gatekeeper's Aura","entries":["Any creature that starts its turn within 10 feet of the phylaskia must make a {@dc 15} Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage on saving throws and its speed is halved until the start of its next turn."]},{"name":"Undead Fortitude","entries":["If damage reduces the phylaskia to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the phylaskia drops to 1 hit point instead."]},{"name":"Vigilant","entries":["The phylaskia can't be {@status surprised}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The phylaskia makes two longsword attacks and uses its Strength Drain once."]},{"name":"Longsword","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage, or 16 ({@damage 2d10 + 5}) slashing damage if used with two hands, plus 11 ({@damage 2d10}) necrotic damage."]},{"name":"Strength Drain","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) necrotic damage. Unless the target is immune to necrotic damage, its Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them."]}],"gallery":[{"path":"bestiary/MOT/Phylaskia.webp","credit":"Vincent Proce"}]},{"id":"piccolo","name":"Piccolo","source":"CoS","page":118,"srd":false,"image":"bestiary/CoS/Piccolo.webp","token":"bestiary/tokens/CoS/Piccolo.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"30 ft., climb 30 ft.","str":8,"dex":14,"con":11,"int":4,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Pack Tactics","entries":["Piccolo has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Piccolo.webp"}]},{"id":"pidlwick-ii","name":"Pidlwick II","source":"CoS","page":236,"srd":false,"image":"bestiary/CoS/Pidlwick II.webp","token":"bestiary/tokens/CoS/Pidlwick II.webp","size":"Small","creatureType":"Construct","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"10 (3d6)","speed":"30 ft.","str":10,"dex":14,"con":11,"int":8,"wis":13,"cha":10,"saves":"","skills":"Performance +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned","senses":"Passive Perception 11","languages":"understands Common but doesn't speak and can't read or write","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Ambusher","entries":["During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]},{"name":"Dart","entries":["{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["After her husband died in battle, Duchess Dorfniya Dilisnya set her sights on becoming Count Strahd von Zarovich's bride, but she failed to win his love. Her visits to the castle were nonetheless frequent, and she never traveled without her fool, the delightful Pidlwick. The little man was like a ray of sunshine in Castle Ravenloft, and though he failed to amuse Strahd, he delighted Tatyana and Sergei with his jokes and gambols. As a result, Strahd didn't object whenever Pidlwick and the duchess came to visit.","Eager to please and desiring to return the courtesy, the duchess commissioned the legendary toymaker Fritz von Weerg to build a clockwork effigy of Pidlwick as a gift for Strahd's family. Although the duchess's heart was in the right place, the effigy didn't have Pidlwick's abilities, and it failed to entertain anyone. Even though Pidlwick himself had spent months training it, the effigy couldn't speak, and its movements were more awkward than amusing.","A harsh winter trapped the duchess, her fool, and her fool's effigy in Castle Ravenloft for several months. The duchess subsequently succumbed to illness, after which Tatyana asked Pidlwick to remain at Castle Ravenloft.",{"name":"One Pidlwick Too Many","type":"entries","entries":["Von Weerg was no ordinary toymaker, and he put a little of himself into all his creations, which is to say his works had a touch of their creator's madness. Pidlwick II knew that it had no purpose as long as Pidlwick remained in Castle Ravenloft, so it pushed Pidlwick down a long flight of stairs, killing him. Everyone else thought it was an accident. In the days that followed, Pidlwick II tried its best to fill its namesake's shoes, but the effigy's mere presence was upsetting to Tatyana, and it was never called on to perform. Eventually, it was shut away like a discarded toy."]},{"name":"Evil Toy","type":"entries","entries":["Pidlwick II was kept in a small closet adjacent to one of the guest bedrooms. On rare occasions when someone stayed there, Pidlwick would sneak out of the closet in the middle of the night, smother the guest with a pillow, and then retreat back to the closet. The castle staff never considered that the effigy might be responsible, instead assuming that the guests had died in their sleep.","But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have Pidlwick II destroyed, Strahd kept the fool around to dispose of irksome guests from time to time.","After the deaths of Sergei and Tatyana, the castle became virtually abandoned, and there were no more guests for Pidlwick II to \"entertain.\" The clockwork effigy emerged from its closet and found new places to hide. It fears Strahd and eagerly follows anyone who gives it the attention it craves.","Pidlwick II is basically an oversized toy - a 4-foot-tall mechanism stuffed with gears, springs, and other components expertly fitted together to impart a semblance of life to it. Its skin is made of stitched leather pulled taut over an articulated wooden frame. Pidlwick II has rubbed soot around its eyes and mouth, giving it the triangular eyes and jagged grin of a jack-o'-lantern."]}]},{"type":"entries","name":"Pidlwick II's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"I wish I could make people happy.\""]},{"name":"Bond","type":"entries","entries":["\"I would like to find someone - anyone - who isn't afraid of me and who enjoys my company.\""]},{"name":"Flaw","type":"entries","entries":["\"When I'm upset, I do bad things.\""]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Pidlwick II.webp"}]},{"id":"piercer","name":"Piercer","source":"XMM","page":240,"srd":false,"image":"bestiary/XMM/Piercer.webp","token":"bestiary/tokens/XMM/Piercer.webp","size":"Medium","creatureType":"Aberration","alignment":"Unaligned","ac":"15","initiative":"+3 (13)","hp":"22 (3d8 + 9)","speed":"5 ft., climb 15 ft.","str":13,"dex":13,"con":16,"int":1,"wis":7,"cha":3,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 60 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"Individual","traits":[{"name":"Spider Climb","entries":["The piercer can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}5 ({@damage 1d8 + 1}) Piercing damage."]},{"name":"Drop","entries":["The piercer falls. {@actSave dex} {@dc 11}, one creature directly underneath the piercer. {@actSaveFail} 10 ({@damage 3d6}) Piercing damage. {@actSaveSuccessOrFail} The piercer reduces any damage it takes from the fall by 20."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Piercer","entries":["{@i Aberrant Counterfeit Stalactite}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Piercers resemble stalactites, but each has a toothy maw and a single eye. They hang from cavern ceilings along routes frequented by denizens of the Underdark. Piercers might lurk for months at a time, waiting for any creature of their approximate size to pass underneath. When potential meals move below, piercers release their grip and plummet, intent on impaling prey in a single strike. If they're successful, piercers consume their meals and then slowly climb to a new ambush position. If they miss or fail to slay their targets, piercers attempt to squirm away, but they're easily dispatched by creatures aware of their presence.","Piercers are the larval form of ropers. Young piercers seek to move as far from ropers as they can to avoid ropers' undiscerning hunger. Many piercers migrate vast distances through the Underdark, often to caverns or buried ruins near the surface.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Rule 8: Never trust a stalactite"],"from":"X the Mystic's Rules of Dungeon Survival"}]}]}],"gallery":[{"path":"bestiary/XMM/Piercer.webp","credit":"Olivier Bernard"}],"otherVersions":[{"id":"piercer-mm","source":"MM"}]},{"id":"piercer-mm","name":"Piercer","source":"MM","page":252,"srd":false,"image":"bestiary/MM/Piercer.webp","token":"bestiary/tokens/MM/Piercer.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"22 (3d8 + 9)","speed":"5 ft., climb 5 ft.","str":10,"dex":13,"con":16,"int":1,"wis":7,"cha":3,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite."]},{"name":"Spider Climb","entries":["The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Drop","entries":["{@atk mw} {@hit 3} to hit, one creature directly underneath the piercer. {@h}3 ({@damage 1d6}) piercing damage per 10 feet fallen, up to 21 ({@damage 6d6}). Miss: The piercer takes half the normal falling damage for the distance fallen."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the ground below.","A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations.",{"name":"Patient Hunters","type":"entries","entries":["Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer that misses its chance to kill must make its slow way back to the ceiling. A fallen piercer excretes a foul-smelling slime when attacked, making most predators think twice about eating it.","Piercers gather in colonies to maximize the effectiveness of their attacks, dropping simultaneously to increase the odds of striking prey. After a piercer successfully slays a creature, the others slowly creep toward the corpse to join in the feast."]}]}]}],"gallery":[{"path":"bestiary/MM/Piercer.webp"}],"hidden":true,"otherVersions":[{"id":"piercer","source":"XMM"}]},{"id":"pig","name":"Pig","source":"SKT","page":143,"srd":false,"image":"bestiary/tokens/SKT/Pig.webp","token":"bestiary/tokens/SKT/Pig.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"5 (1d8 + 1)","speed":"30 ft.","str":13,"dex":11,"con":12,"int":2,"wis":9,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 0; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"piggy-wiggle-butt","name":"Piggy Wiggle Butt","source":"RMBRE","page":28,"srd":false,"image":"bestiary/tokens/RMBRE/Piggy Wiggle Butt.webp","token":"bestiary/tokens/RMBRE/Piggy Wiggle Butt.webp","size":"Medium","creatureType":"Construct","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"15 (2d8 + 6)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":7,"wis":11,"cha":10,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, Piggy Wiggle Butt can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[],"actions":[{"name":"Clay Jug","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Piggy Wiggle Butt is an anthropomorphic pig with no pants and no butt. She plays a clay jug and dances.","The five automatons that serve as the tavern's wait staff each have a name tag, are super friendly to the patrons, and attend to everyone's needs until it comes time for the Slaughterfest. If an automaton is attacked before the Slaughterfest, it giggles and repeats folksy homilies until it is destroyed. The next round, it magically pops back to life fully healed, then asks, \"What can I do for ya?\""]}]}]},{"id":"piranha","name":"Piranha","source":"XMM","page":366,"srd":true,"image":"bestiary/XMM/Piranha.webp","token":"bestiary/tokens/XMM/Piranha.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"5 ft., swim 40 ft.","str":2,"dex":16,"con":9,"int":1,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 8","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Water Breathing","entries":["The piranha can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5} (with {@variantrule Advantage|XPHB} if the target doesn't have all its {@variantrule Hit Points|XPHB}), reach 5 ft. {@h}1 Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Piranha.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"piranha-psx","source":"PSX"}]},{"id":"piranha-psx","name":"Piranha","source":"PSX","page":40,"srd":false,"image":"bestiary/tokens/PSX/Piranha.webp","token":"bestiary/tokens/PSX/Piranha.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"swim 40 ft.","str":2,"dex":16,"con":9,"int":1,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The piranha has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Water Breathing","entries":["The piranha can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The waters of the Great River and all its tributaries are home to fish that serve as one of the most important food sources for other animals in the forest. These include large predatory fish, as well as churning swarms of small biting fish such as piranhas."],"hidden":true,"otherVersions":[{"id":"piranha","source":"XMM"}]},{"id":"pirate","name":"Pirate","source":"XMM","page":241,"srd":true,"image":"bestiary/XMM/Pirate.webp","token":"bestiary/tokens/XMM/Pirate.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"14","initiative":"+5 (15)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":10,"dex":16,"con":12,"int":8,"wis":12,"cha":14,"saves":"Dex +5, Cha +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus one other language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The pirate makes two Dagger attacks. It can replace one attack with a use of Enthralling Panache."]},{"name":"Dagger","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 20/60 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage."]},{"name":"Enthralling Panache","entries":["{@actSave wis} {@dc 12}, one creature the pirate can see within 30 feet. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition until the start of the pirate's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Along with being competent warriors, pirates are accomplished seafarers who know how to sail and maintain a ship. While some loyally follow their captains' orders, others place greed, superstition, or self-preservation over duty."]},{"type":"section","name":"Pirates","entries":["{@i Freebooters and Fortune Hunters}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Implements|XDMG|Implements}"}]},"The term \"pirate\" encompasses a broad range of seafarers, including vicious sea rovers, dogged privateers, cursed treasure hunters, and others who seek riches and fame on the seas.","Pirates might be allies, foes, wild cards, or some combination thereof. While they are the bane of merchants and coastal communities, they know secrets of the sea and how to avoid aquatic threats. More unusual pirates set their sights beyond the waves, using airships, spelljamming vessels, plane-shifting craft, or stranger vehicles to explore and raid incredible realms.",{"type":"entries","name":"Pirate Flags","entries":["To terrify opponents and spread their reputations, pirate crews fly distinctive flags. Roll twice on or choose results from the Pirate Flags table to inspire what flag a pirate crew sails under.",{"type":"table","caption":"Pirate Flags","isNameGenerator":true,"colLabels":["1d8","The Flag Shows A...","With..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Buccaneer","A captain's hat"],["2","Dragon","Crossbones"],["3","Fiend","Crossed blades"],["4","Goat","An eye patch"],["5","Kraken","Lightning bolts"],["6","Merfolk","A mug of ale"],["7","Skull","A tattoo"],["8","Whale","A treasure chest"]]}]}]}],"gallery":[{"path":"bestiary/XMM/Pirate.webp"},{"path":"bestiary/XMM/Pirates.webp","credit":"Alexandre Honoré"}]},{"id":"pirate-admiral","name":"Pirate Admiral","source":"XMM","page":242,"srd":false,"image":"bestiary/XMM/Pirates.webp","token":"bestiary/tokens/XMM/Pirate Admiral.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"20","initiative":"+10 (20)","hp":"182 (28d8 + 56)","speed":"30 ft.","str":14,"dex":22,"con":14,"int":12,"wis":14,"cha":19,"saves":"Str +6, Dex +10, Wis +6, Cha +8","skills":"Acrobatics +10, Athletics +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus one other language","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The pirate makes three attacks, using Scimitar or Pistol in any combination."]},{"name":"Scimitar","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}16 ({@damage 3d6 + 6}) Slashing damage plus 7 ({@damage 2d6}) Poison damage, and the target suffers one of the following effects of the pirate's choice:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Awestruck","entries":["The target has the {@condition Charmed|XPHB} condition until the start of the pirate's next turn."]},{"type":"item","name":"Poison","entries":["The target has the {@condition Poisoned|XPHB} condition until the start of the pirate's next turn."]}]}]},{"name":"Pistol","entries":["{@atkr r} {@hit 10}, range 30/90 ft. {@h}28 ({@damage 4d10 + 6}) Piercing damage."]}],"bonusActions":[{"name":"Rally (1/Day)","entries":["The pirate chooses up to three other creatures it can see within 30 feet. Until the start of the pirate's next turn, the targets have {@variantrule Advantage|XPHB} on attack rolls and saving throws."]}],"reactions":[{"name":"Defensive Stance","entries":["{@actTrigger} The pirate is hit by a melee attack roll while holding a weapon. {@actResponse} The pirate adds 4 to its AC against melee attack rolls (including the triggering attack) until the start of its next turn, possibly causing the attacks to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Pirate admirals command whole pirate fleets. They undertake audacious ventures, such as challenging the navies of coastal nations, hunting legendary sea creatures, or carving out their own pirate kingdoms. Pirate admirals might launch their fleets from hidden fortresses where they hoard their treasure—or keep maps to where they've hidden their riches. Some pirate admirals ally with the followers of oceanic deities, underwater dwellers, and sea monsters, as well as their fellow scalawags."]},{"type":"section","name":"Pirates","entries":["{@i Freebooters and Fortune Hunters}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Implements|XDMG|Implements}"}]},"The term \"pirate\" encompasses a broad range of seafarers, including vicious sea rovers, dogged privateers, cursed treasure hunters, and others who seek riches and fame on the seas.","Pirates might be allies, foes, wild cards, or some combination thereof. While they are the bane of merchants and coastal communities, they know secrets of the sea and how to avoid aquatic threats. More unusual pirates set their sights beyond the waves, using airships, spelljamming vessels, plane-shifting craft, or stranger vehicles to explore and raid incredible realms.",{"type":"entries","name":"Pirate Flags","entries":["To terrify opponents and spread their reputations, pirate crews fly distinctive flags. Roll twice on or choose results from the Pirate Flags table to inspire what flag a pirate crew sails under.",{"type":"table","caption":"Pirate Flags","isNameGenerator":true,"colLabels":["1d8","The Flag Shows A...","With..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Buccaneer","A captain's hat"],["2","Dragon","Crossbones"],["3","Fiend","Crossed blades"],["4","Goat","An eye patch"],["5","Kraken","Lightning bolts"],["6","Merfolk","A mug of ale"],["7","Skull","A tattoo"],["8","Whale","A treasure chest"]]}]}]}],"gallery":[{"path":"bestiary/XMM/Pirates.webp","credit":"Alexandre Honoré"}]},{"id":"pirate-bosun","name":"Pirate Bosun","source":"GoS","page":247,"srd":false,"image":"bestiary/tokens/GoS/Pirate Bosun.webp","token":"bestiary/tokens/GoS/Pirate Bosun.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":16,"dex":11,"con":13,"int":11,"wis":10,"cha":13,"saves":"","skills":"Athletics +5, Intimidation +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cargo Hauler","entries":["The bosun has advantage on Strength checks."]},{"name":"Sea Legs","entries":["The bosun has advantage on ability checks and saving throws to resist being knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Light Hammer","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]},{"name":"Hook","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 13})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The bosun (or boatswain) is tasked with organizing the cargo and crew aboard a ship. Bosuns are capable fighters whose experience with hauling cargo and delivering beatings make them tough opponents. Foul Frithoff in The Sinister Secret of Saltmarsh is the bosun who protects the cargo aboard the smugglers' ship. Ever since a bad accident, he has worn a hook at the end of one arm in place of a hand."]}]}]}]},{"id":"pirate-captain","name":"Pirate Captain","source":"XMM","page":242,"srd":true,"image":"bestiary/XMM/Pirates.webp","token":"bestiary/tokens/XMM/Pirate Captain.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"17","initiative":"+7 (17)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":10,"dex":18,"con":14,"int":10,"wis":14,"cha":17,"saves":"Str +3, Dex +7, Wis +5, Cha +6","skills":"Acrobatics +7, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus one other language","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The pirate makes three attacks, using Rapier or Pistol in any combination."]},{"name":"Rapier","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Piercing damage, and the pirate has {@variantrule Advantage|XPHB} on the next attack roll it makes before the end of this turn."]},{"name":"Pistol","entries":["{@atkr r} {@hit 7}, range 30/90 ft. {@h}15 ({@damage 2d10 + 4}) Piercing damage."]}],"bonusActions":[{"name":"Captain's Charm","entries":["{@actSave wis} {@dc 14}, one creature the pirate can see within 30 feet. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition until the start of the pirate's next turn."]}],"reactions":[{"name":"Riposte","entries":["{@actTrigger} The pirate is hit by a melee attack roll while holding a weapon. {@actResponse} The pirate adds 3 to its AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Pirate captains command crews of pirates, dictating their destinations and targets. Captains cultivate fearsome and theatrical reputations, painting themselves as larger-than-life characters to terrorize their foes, ensure the obedience of their crews, and attract followers to their banner. Many have colorful nicknames inspired by signature traits and deeds."]},{"type":"section","name":"Pirates","entries":["{@i Freebooters and Fortune Hunters}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Implements|XDMG|Implements}"}]},"The term \"pirate\" encompasses a broad range of seafarers, including vicious sea rovers, dogged privateers, cursed treasure hunters, and others who seek riches and fame on the seas.","Pirates might be allies, foes, wild cards, or some combination thereof. While they are the bane of merchants and coastal communities, they know secrets of the sea and how to avoid aquatic threats. More unusual pirates set their sights beyond the waves, using airships, spelljamming vessels, plane-shifting craft, or stranger vehicles to explore and raid incredible realms.",{"type":"entries","name":"Pirate Flags","entries":["To terrify opponents and spread their reputations, pirate crews fly distinctive flags. Roll twice on or choose results from the Pirate Flags table to inspire what flag a pirate crew sails under.",{"type":"table","caption":"Pirate Flags","isNameGenerator":true,"colLabels":["1d8","The Flag Shows A...","With..."],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Buccaneer","A captain's hat"],["2","Dragon","Crossbones"],["3","Fiend","Crossed blades"],["4","Goat","An eye patch"],["5","Kraken","Lightning bolts"],["6","Merfolk","A mug of ale"],["7","Skull","A tattoo"],["8","Whale","A treasure chest"]]}]}]}],"gallery":[{"path":"bestiary/XMM/Pirates.webp","credit":"Alexandre Honoré"}],"otherVersions":[{"id":"pirate-captain-gos","source":"GoS"}]},{"id":"pirate-captain-gos","name":"Pirate Captain","source":"GoS","page":247,"srd":false,"image":"bestiary/tokens/GoS/Pirate Captain.webp","token":"bestiary/tokens/GoS/Pirate Captain.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"14","initiative":"+2 (12)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":16,"dex":14,"con":14,"int":11,"wis":10,"cha":14,"saves":"","skills":"Athletics +5, Intimidation +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flourish","entries":["The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack)."]},{"name":"Sea Legs","entries":["The captain has advantage on ability checks and saving throws to resist being knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The captain makes two attacks: one with its hand crossbow and one with its longsword."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Shape Up, Ye Dog (2/Day)","entries":["Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain's impressive sword work and biting words inspire both confidence and fear in a ship's crew. Sigurd \"Snake Eyes\" is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh."]}]}]}],"hidden":true,"otherVersions":[{"id":"pirate-captain","source":"XMM"}]},{"id":"pirate-deck-wizard","name":"Pirate Deck Wizard","source":"GoS","page":248,"srd":false,"image":"bestiary/tokens/GoS/Pirate Deck Wizard.webp","token":"bestiary/tokens/GoS/Pirate Deck Wizard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":10,"dex":14,"con":14,"int":16,"wis":13,"cha":11,"saves":"","skills":"Arcana +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common)","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sea Legs","entries":["The deck wizard has advantage on ability checks and saving throws to resist being knocked {@condition prone}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell disguise self}, {@spell fog cloud}, {@spell mage armor}, {@spell witch bolt}","Level 2 (3 slots): {@spell gust of wind}, {@spell Melf's acid arrow}, {@spell misty step}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["These salt-encrusted practitioners of magic are at once learned and superstitious. The crews of pirate ships generally give their deck wizards a wide berth, as they magically step from place to place and unleash their briny magic against attackers. The ship Sea Ghost in The Sinister Secret of Saltmarsh is home to a pirate deck wizard named Punketah."]}]}]}]},{"id":"pirate-first-mate","name":"Pirate First Mate","source":"GoS","page":248,"srd":false,"image":"bestiary/tokens/GoS/Pirate First Mate.webp","token":"bestiary/tokens/GoS/Pirate First Mate.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"30 ft.","str":14,"dex":11,"con":14,"int":11,"wis":10,"cha":13,"saves":"","skills":"Athletics +4, Intimidation +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sea Legs","entries":["The first mate has advantage on ability checks and saving throws to resist being knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The first mate makes two attacks with its longsword."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a {@dc 14} Strength saving throw or drop one item it is holding on the ground."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["These no-nonsense sailors are the trusted allies of a pirate ship's captain. Ex-soldiers and trained mercenaries often find employment as mates aboard pirate ships. In The Sinister Secret of Saltmarsh, Bloody Bjorn serves as the first mate aboard Sea Ghost."]}]}]}]},{"id":"pit-fiend","name":"Pit Fiend","source":"XMM","page":243,"srd":true,"image":"bestiary/XMM/Pit Fiend.webp","token":"bestiary/tokens/XMM/Pit Fiend.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+14 (24)","hp":"337 (27d10 + 189)","speed":"30 ft., fly 60 ft.","str":26,"dex":14,"con":24,"int":22,"wis":18,"cha":24,"saves":"Dex +8, Wis +10","skills":"Perception +10, Persuasion +19","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Truesight 120 ft., Passive Perception 20","languages":"Infernal; telepathy 120 ft.","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Planar, Nine Hells","treasure":"Relics","traits":[{"name":"Diabolical Restoration","entries":["If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Fear Aura","entries":["The pit fiend emanates an aura in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} while it doesn't have the {@condition Incapacitated|XPHB} condition. {@actSave wis} {@dc 21}, any enemy that starts its turn in the aura. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the start of its next turn. {@actSaveSuccess} The target is immune to this pit fiend's aura for 24 hours."]},{"name":"Legendary Resistance (4/Day)","entries":["If the pit fiend fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The pit fiend has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Hellfire Spellcasting {@recharge 4}","entries":["The pit fiend casts {@spell Fireball|XPHB} (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 21}). It can replace one {@spell Fireball|XPHB} with {@spell Hold Monster|XPHB} (level 7 version) or {@spell Wall of Fire|XPHB}."]}],"actions":[{"name":"Multiattack","entries":["The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}18 ({@damage 3d6 + 8}) Piercing damage. If the target is a creature, it must make the following saving throw. {@actSave con} {@dc 21}. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition. While {@condition Poisoned|XPHB}, the target can't regain {@variantrule Hit Points|XPHB} and takes 21 ({@damage 6d6}) Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"name":"Devilish Claw","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}26 ({@damage 4d8 + 8}) Necrotic damage."]},{"name":"Fiery Mace","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}22 ({@damage 4d6 + 8}) Force damage plus 21 ({@damage 6d6}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Pit Fiend","entries":["{@i Devil of Domination}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Masterminds of the Nine Hells and generals of infernal legions, pit fiends seek conquests across the planes of existence. More than warmongers, these diabolical tyrants concoct intricate plots that play out among fiendish battlefields, infernal politics, and mortal conspiracies.","Pit fiends are the nobility of the Nine Hells, and many rule Lower Planar fiefdoms, doomed mortal worlds, and other infernal redoubts. Most serve archdevils of the Nine Hells as they pursue their own ambitions. Ranks of lesser devils obey pit fiends, but these cunning tyrants remain on guard against betrayal from their servants.","Smoldering with the evil of the Nine Hells, pit fiends strike fear in creatures with their mere presence. Despite their size and incredible physical and magical might, pit fiends are as likely to try to corrupt foes as they are to destroy them outright. Pit fiends' arrogance can lead them to underestimate mortal foes—a failing that can lead to their downfall."]}],"gallery":[{"path":"bestiary/XMM/Pit Fiend.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"pit-fiend-mm","source":"MM"}]},{"id":"pit-fiend-mm","name":"Pit Fiend","source":"MM","page":77,"srd":false,"image":"bestiary/MM/Pit Fiend.webp","token":"bestiary/tokens/MM/Pit Fiend.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"300 (24d10 + 168)","speed":"30 ft., fly 60 ft.","str":26,"dex":14,"con":24,"int":22,"wis":18,"cha":24,"saves":"Dex +8, Con +13, Wis +10","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 14","languages":"Infernal, telepathy 120 ft.","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Fear Aura","entries":["Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a {@dc 21} Wisdom saving throw, unless the pit fiend is {@condition incapacitated}. On a failed save, the creature is {@condition frightened} until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours."]},{"name":"Magic Resistance","entries":["The pit fiend has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The pit fiend's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The pit fiend's spellcasting ability is Charisma (spell save {@dc 21}). The pit fiend can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fireball}","3/day each: {@spell hold monster}, {@spell wall of fire}"]}],"actions":[{"name":"Multiattack","entries":["The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) piercing damage. The target must succeed on a {@dc 21} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, the target can't regain hit points, and it takes 21 ({@damage 6d6}) poison damage at the start of each of its turns. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage."]},{"name":"Mace","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) bludgeoning damage plus 21 ({@damage 6d6}) fire damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The undisputed lords of most other devils, pit fiends attend the archdukes and archduchesses of the Nine Hells and carry out their wishes. These mighty devils are the generals of the Nine Hells, leading its infernal legions into battle.","With an inflated sense of superiority and entitlement, pit fiends form a grotesque aristocracy in the infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells.","A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low. Fearless in battle, a pit fiend takes on the most powerful foes in single combat, demonstrating its supremacy and an arrogance that prevents it from acknowledging any chance of defeat."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Your war-torn kingdom is rife with corruption, its people dying from starvation and strife. They cry out for new leadership—someone with the charisma and the courage to put an end to the turmoil and suffering. You could be that someone!"],"by":"Herobaal, the Pit Fiend"}]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Pit Fiend.webp"}],"hidden":true,"otherVersions":[{"id":"pit-fiend","source":"XMM"}]},{"id":"pixie","name":"Pixie","source":"XMM","page":244,"srd":false,"image":"bestiary/XMM/Pixies.webp","token":"bestiary/tokens/XMM/Pixie.webp","size":"Tiny","creatureType":"Fey","alignment":"Neutral Good","ac":"15","initiative":"+5 (15)","hp":"9 (6d4 - 6)","speed":"10 ft., fly 30 ft.","str":2,"dex":20,"con":8,"int":10,"wis":14,"cha":15,"saves":"","skills":"Perception +4, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Sylvan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Planar, Feywild","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The pixie has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Dancing Lights|XPHB}, {@spell Druidcraft|XPHB}, {@spell Invisibility|XPHB} (self only)","1/day each: {@spell Detect Thoughts|XPHB}, {@spell Fly|XPHB}, {@spell Sleep|XPHB}"]}],"actions":[{"name":"Faerie Dust","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 60 ft. {@h}1 Radiant damage, and the target has the {@condition Charmed|XPHB} or {@condition Poisoned|XPHB} condition (pixie's choice) until the start of the pixie's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Pixies spend their days frolicking and exploring and avoid direct conflict when they can."]},{"type":"section","name":"Pixies","entries":["{@i Friends of the Forest}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Barely a foot tall, pixies resemble diminutive elves with gossamer wings. They invisibly observe those who enter their wooded homes, revealing themselves to those with friendly intentions. Those who are unfriendly become the targets of pixies' pranks."]}],"gallery":[{"path":"bestiary/XMM/Pixies.webp","credit":"Annie Stegg"}],"otherVersions":[{"id":"pixie-mm","source":"MM"}]},{"id":"pixie-mm","name":"Pixie","source":"MM","page":253,"srd":false,"image":"bestiary/MM/Pixie.webp","token":"bestiary/tokens/MM/Pixie.webp","size":"Tiny","creatureType":"Fey","alignment":"Neutral Good","ac":"15","initiative":"+5 (15)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 30 ft.","str":2,"dex":20,"con":8,"int":10,"wis":14,"cha":15,"saves":"","skills":"Perception +4, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Sylvan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Magic Resistance","entries":["The pixie has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The pixie's innate spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring only its pixie dust as a component:","At will: {@spell druidcraft}","1/day each: {@spell confusion}, {@spell dancing lights}, {@spell detect evil and good}, {@spell detect thoughts}, {@spell dispel magic}, {@spell entangle}, {@spell fly}, {@spell phantasmal force}, {@spell polymorph}, {@spell sleep}"]}],"actions":[{"name":"Superior Invisibility","entries":["The pixie magically turns {@condition invisible} until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the pixie wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise.","Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie's fear of being captured or attacked stays its hand. Those who wander through a pixie's glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh.","Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles.",{"name":"Magical Faerie Folk","type":"entries","entries":["With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn."]},{"name":"Pixie Dust","type":"entries","entries":["When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber.","Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power."]},{"name":"Tiny Tricksters","type":"entries","entries":["While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf's boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their \"guests\" along a safe route or invite them to a tiny yet satisfying feast prepared in their honor."]},{"name":"Opposed to Violence","type":"entries","entries":["Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Petal gowns and acorn caps are so last summer!"],"by":"Rivergleam, pixie fashionista"}]}]}],"gallery":[{"path":"bestiary/MM/Pixie.webp","credit":"Annie Stegg"}],"hidden":true,"otherVersions":[{"id":"pixie","source":"XMM"}]},{"id":"pixie-wonderbringer","name":"Pixie Wonderbringer","source":"XMM","page":244,"srd":false,"image":"bestiary/XMM/Pixies.webp","token":"bestiary/tokens/XMM/Pixie Wonderbringer.webp","size":"Tiny","creatureType":"Fey","alignment":"Neutral Good","ac":"15","initiative":"+5 (15)","hp":"60 (24d4)","speed":"10 ft., fly 30 ft.","str":2,"dex":20,"con":10,"int":11,"wis":14,"cha":18,"saves":"","skills":"Arcana +3, Perception +5, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Elvish, Sylvan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Planar, Feywild","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The pixie has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The pixie casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Dancing Lights|XPHB}, {@spell Druidcraft|XPHB}, {@spell Invisibility|XPHB} (self only)","1/day each: {@spell Detect Thoughts|XPHB}, {@spell Fly|XPHB}, {@spell Major Image|XPHB}"]},{"name":"Burst of Wonder {@recharge 5}","entries":["The pixie casts {@spell Entangle|XPHB}, {@spell Polymorph|XPHB}, or {@spell Tasha's Hideous Laughter|XPHB}, requiring no Material components and using the same spellcasting ability as Spellcasting."]}],"actions":[{"name":"Multiattack","entries":["The pixie makes two Faerie Dust attacks."]},{"name":"Faerie Dust","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 60 ft. {@h}15 ({@damage 2d10 + 4}) Radiant damage, and the target has the {@condition Charmed|XPHB} or {@condition Poisoned|XPHB} condition (pixie's choice) until the start of the pixie's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Energetic entertainers, wonderbringers use their magic in defense of the wilderness when they must."]},{"type":"section","name":"Pixies","entries":["{@i Friends of the Forest}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Barely a foot tall, pixies resemble diminutive elves with gossamer wings. They invisibly observe those who enter their wooded homes, revealing themselves to those with friendly intentions. Those who are unfriendly become the targets of pixies' pranks."]}],"gallery":[{"path":"bestiary/XMM/Pixies.webp","credit":"Annie Stegg"}]},{"id":"piyarz","name":"Piyarz","source":"QftIS","page":67,"srd":false,"image":"bestiary/tokens/QftIS/Piyarz.webp","token":"bestiary/tokens/QftIS/Piyarz.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":16,"wis":14,"cha":16,"saves":"","skills":"Arcana +5, History +5, Insight +4","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any three languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Piyarz wears a {@item Ring of Fire Resistance}, granting him resistance to fire damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["Piyarz casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Dancing Lights}, {@spell Mage Hand}, {@spell Prestidigitation}","1/day each: {@spell Arcane Lock}, {@spell Burning Hands}, {@spell Comprehend Languages}, {@spell Detect Magic}, {@spell Levitate}, {@spell Mage Armor}"]}],"actions":[{"name":"Multiattack","entries":["Piyarz makes two Arcane Burst attacks and can use Starry Radiance if available."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) radiant damage."]},{"name":"Starry Radiance {@recharge 5}","entries":["Dazzling light bursts from Piyarz's fingertips in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or have the {@condition blinded} condition until the end of the tower sage's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"planar-incarnate","name":"Planar Incarnate","source":"MPP","page":41,"srd":false,"image":"bestiary/MPP/Planar Incarnate (Celestial Form).webp","token":"bestiary/tokens/MPP/Planar Incarnate.webp","size":"Gargantuan","creatureType":"Celestial","alignment":"Any Alignment","ac":"20","initiative":"+0 (10)","hp":"333 (18d20 + 144)","speed":"40 ft., fly 40 ft.","str":27,"dex":10,"con":26,"int":15,"wis":20,"cha":20,"saves":"","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; radiant; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; restrained; stunned; unconscious","senses":"truesight 120 ft., Passive Perception 22","languages":"all","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the incarnate fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The incarnate has advantage on saving throws against spells and other magical effects."]},{"name":"Planar Form","entries":["An incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend."]},{"name":"Siege Monster","entries":["The incarnate deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The incarnate makes two Slam or Energy Bolt attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}27 ({@damage 3d12 + 8}) force damage."]},{"name":"Energy Bolt","entries":["{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}32 ({@damage 5d12}) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial."]},{"name":"Planar Exhalation {@recharge 5}","entries":["The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 52 ({@damage 8d12}) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial, and the creature has the {@condition blinded} condition until the end of the incarnate's next turn. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[],"reactions":[{"name":"Searing Gaze","entries":["In response to being hit by an attack roll, the incarnate turns its magical gaze toward one creature it can see within 120 feet of itself and commands it to combust. The target must succeed on a {@dc 20} Wisdom saving throw or take 16 ({@damage 3d10}) fire damage."]},{"name":"Teleport","entries":["Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might. These expressions of a plane's power are called planar incarnates, and they appear as roiling energies with features distinct to the plane that created it. They protect their home from destructive or otherwise antithetical forces, then merge back into their plane of origin.","Planar incarnates are akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Upper Planes often appear as blooms of light and wild growth or similarly majestic shapes. On the rare occasions that planar incarnates appear on another plane, they might take either form or appear as unique manifestations of the philosophies they embody."]}],"gallery":[{"path":"bestiary/MPP/Planar Incarnate (Celestial Form).webp","title":"Planar Incarnate (Celestial Form)"},{"path":"bestiary/MPP/Planar Incarnate (Fiend Form).webp","title":"Planar Incarnate (Fiend Form)"}]},{"id":"planetar","name":"Planetar","source":"XMM","page":245,"srd":true,"image":"bestiary/XMM/Planetar.webp","token":"bestiary/tokens/XMM/Planetar.webp","size":"Large","creatureType":"Celestial (Angel)","alignment":"Lawful Good","ac":"19","initiative":"+10 (20)","hp":"262 (21d10 + 147)","speed":"40 ft., fly 120 ft. (hover)","str":24,"dex":20,"con":24,"int":19,"wis":22,"cha":25,"saves":"Str +12, Con +12, Wis +11, Cha +12","skills":"Perception +11","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"Truesight 120 ft., Passive Perception 21","languages":"all; telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Planar, Upper","treasure":"Relics","traits":[{"name":"Divine Awareness","entries":["The planetar knows if it hears a lie."]},{"name":"Exalted Restoration","entries":["If the planetar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in Mount Celestia."]},{"name":"Magic Resistance","entries":["The planetar has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The planetar casts one of the following spells, requiring no Material components and using Charisma as spellcasting ability (spell save {@dc 20}):","At will: {@spell Detect Evil and Good|XPHB}","1/day each: {@spell Commune|XPHB}, {@spell Control Weather|XPHB}, {@spell Dispel Evil and Good|XPHB}, {@spell Raise Dead|XPHB}"]},{"name":"Divine Aid (2/Day)","entries":["The planetar casts {@spell Cure Wounds|XPHB}, {@spell Invisibility|XPHB}, {@spell Lesser Restoration|XPHB}, or {@spell Remove Curse|XPHB}, using the same spellcasting ability as Spellcasting.","2/day: {@spell Cure Wounds|XPHB}, {@spell Invisibility|XPHB}, {@spell Lesser Restoration|XPHB}, {@spell Remove Curse|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The planetar makes three Radiant Sword attacks or uses Holy Burst twice."]},{"name":"Radiant Sword","entries":["{@atkr m} {@hit 12}, reach 10 ft. {@h}14 ({@damage 2d6 + 7}) Slashing damage plus 18 ({@damage 4d8}) Radiant damage."]},{"name":"Holy Burst","entries":["{@actSave dex} {@dc 20}, each enemy in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the planetar can see within 120 feet. {@actSaveFail} 24 ({@damage 7d6}) Radiant damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Planetar","entries":["{@i Righteously Wrathful Angelic Warrior}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Upper Planes)|bestiary|environment=planar, upper}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Planetars deliver the punishment of righteous gods. These angels innately know truth from lies, and they use magic and blessed weapons to protect the just and root out wickedness across the Multiverse.","These angels act where they can against overwhelming evil, but to avoid the attention of the Lower Planes, they prefer to let mortals attend to affairs on the Material Plane. Planetars often choose mortal champions to oppose threats they're loath to face directly, involving themselves only if necessary. Roll on or choose a result from the Planetar Quests table to inspire what evil a planetar might recruit heroes to thwart.",{"type":"table","caption":"Planetar Quests","colLabels":["1d6","The Planetar Entreats a Mortal Hero To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince a villain to meet with the angel."],["2","Find a loved one a villain believes is dead."],["3","Heal the loved one of an evil ruler."],["4","Inspire the defenders of a besieged holy site."],["5","Recover and destroy an evil Artifact."],["6","Reveal the true name of a devil to banish it."]]}]}],"gallery":[{"path":"bestiary/XMM/Planetar.webp","credit":"Carlo Arellano"}],"otherVersions":[{"id":"planetar-mm","source":"MM"}]},{"id":"planetar-mm","name":"Planetar","source":"MM","page":17,"srd":false,"image":"bestiary/MM/Planetar.webp","token":"bestiary/tokens/MM/Planetar.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 120 ft.","str":24,"dex":20,"con":24,"int":19,"wis":22,"cha":25,"saves":"Con +12, Wis +11, Cha +12","skills":"Perception +11","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra {@damage 5d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["The planetar knows if it hears a lie."]},{"name":"Magic Resistance","entries":["The planetar has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The planetar's spellcasting ability is Charisma (spell save {@dc 20}). The planetar can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell flame strike}, {@spell raise dead}","1/day each: {@spell commune}, {@spell control weather}, {@spell insect plague}"]}],"actions":[{"name":"Multiattack","entries":["The planetar makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage plus 22 ({@damage 5d8}) radiant damage."]},{"name":"Healing Touch (4/Day)","entries":["The planetar touches another creature. The target magically regains 30 ({@dice 6d8 + 3}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.",{"name":"Shards of the Divine","type":"entries","entries":["Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.","Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.","An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances."]},{"name":"Fallen Angels","type":"entries","entries":["An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service."]},{"name":"Immortal Nature","type":"entries","entries":["An angel doesn't require food, drink, or sleep."]},{"type":"entries","name":"Planetar","entries":["Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception.","Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends."]}]}]}],"gallery":[{"path":"bestiary/MM/Planetar.webp"}],"hidden":true,"otherVersions":[{"id":"planetar","source":"XMM"}]},{"id":"plasmoid-boss","name":"Plasmoid Boss","source":"BAM","page":42,"srd":false,"image":"bestiary/BAM/Plasmoid Boss.webp","token":"bestiary/tokens/BAM/Plasmoid Boss.webp","size":"Large","creatureType":"Ooze","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"82 (11d10 + 22)","speed":"30 ft.","str":18,"dex":12,"con":14,"int":14,"wis":13,"cha":15,"saves":"Con +4, Wis +3","skills":"Deception +4, Intimidation +4, Persuasion +4","vulnerabilities":"","resistances":"acid; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple."]},{"name":"Hold Breath","entries":["The plasmoid can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The plasmoid makes three Pseudopod attacks."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 6} to hit (with advantage if the plasmoid has one or more allies within 10 feet of itself), reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["The plasmoid halves the damage that it takes from an attack that hits it. The plasmoid must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the leader of a criminal enterprise, the lord of a plasmoid community, or the captain of a spelljamming ship. Regardless of the roles they secure for themselves, plasmoid bosses need no small amount of charm and wit, in addition to their strength and size, to stay in power for long."]}],"gallery":[{"path":"bestiary/BAM/Plasmoid Boss.webp","credit":"Cory Trego-Erdner"}]},{"id":"plasmoid-explorer","name":"Plasmoid Explorer","source":"BAM","page":43,"srd":false,"image":"bestiary/BAM/Plasmoid Explorer.webp","token":"bestiary/tokens/BAM/Plasmoid Explorer.webp","size":"Medium","creatureType":"Ooze","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":14,"cha":10,"saves":"","skills":"Perception +4, Survival +4","vulnerabilities":"","resistances":"acid; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple."]},{"name":"Hold Breath","entries":["The plasmoid can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The plasmoid makes two Pseudopod attacks. It can replace one of those attacks with a Javelin attack."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Wanderlust compels some plasmoids to explore the Astral Plane and visit different worlds of the Material Plane. Such an explorer usually travels light, keeping its possessions in a backpack or similar container."]}],"gallery":[{"path":"bestiary/BAM/Plasmoid Explorer.webp","credit":"Brian Valeza"}]},{"id":"plasmoid-warrior","name":"Plasmoid Warrior","source":"BAM","page":43,"srd":false,"image":"bestiary/BAM/Plasmoid Warrior.webp","token":"bestiary/tokens/BAM/Plasmoid Warrior.webp","size":"Medium","creatureType":"Ooze","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":16,"dex":14,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Stealth +4","vulnerabilities":"","resistances":"acid; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple."]},{"name":"Hold Breath","entries":["The plasmoid can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The plasmoid makes three Pseudopod attacks. It can replace one of those attacks with a Spear or Pistol attack."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage when used with two hands to make a melee attack."]},{"name":"Pistol","entries":["{@atk rw} {@hit 4} to hit, range 30/90 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These battle-hardened plasmoids can toughen their outer surfaces, giving themselves protection comparable to light armor."]}],"gallery":[{"path":"bestiary/BAM/Plasmoid Warrior.webp","credit":"Irina Nordsol"}]},{"id":"play-by-play-generator","name":"Play-by-Play Generator","source":"WDMM","page":205,"srd":false,"image":"bestiary/tokens/WDMM/Play-by-Play Generator.webp","token":"bestiary/tokens/WDMM/Play-by-Play Generator.webp","size":"Medium","creatureType":"Construct","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft., fly 30 ft.","str":12,"dex":14,"con":12,"int":10,"wis":10,"cha":11,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 12","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["the generator can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If the generator dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The generator makes two fist attacks or four dart attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Magic Dart","entries":["The generator hurls a magic dart at a target it can see up to 60 feet away from it. The dart hits its target automatically (no attack roll required) for 5 ({@damage 2d4}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"plesiosaurus","name":"Plesiosaurus","source":"XMM","page":366,"srd":true,"image":"bestiary/XMM/Plesiosaurus.webp","token":"bestiary/tokens/XMM/Plesiosaurus.webp","size":"Large","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"68 (8d10 + 24)","speed":"20 ft., swim 40 ft.","str":18,"dex":15,"con":16,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Arctic, Underwater","treasure":"","traits":[{"name":"Hold Breath","entries":["The plesiosaurus can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Plesiosaurus.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"plesiosaurus-mm","source":"MM"}]},{"id":"plesiosaurus-mm","name":"Plesiosaurus","source":"MM","page":80,"srd":false,"image":"bestiary/MM/Plesiosaurus.webp","token":"bestiary/tokens/MM/Plesiosaurus.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"68 (8d10 + 24)","speed":"20 ft., swim 40 ft.","str":18,"dex":15,"con":16,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Hold Breath","entries":["The plesiosaurus can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a third of its total length, letting it twist in any direction to deliver a powerful bite.",{"type":"entries","name":"Dinosaurs","entries":["Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.","Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens."]}]}]}],"gallery":[{"path":"bestiary/MM/Plesiosaurus.webp"}],"hidden":true,"otherVersions":[{"id":"plesiosaurus","source":"XMM"}]},{"id":"podling","name":"Podling","source":"VRGR","page":227,"srd":false,"image":"bestiary/tokens/VRGR/Podling.webp","token":"bestiary/tokens/VRGR/Podling.webp","size":"Medium","creatureType":"Plant","alignment":"","ac":"10","initiative":"+0 (10)","hp":"26 (4d8 + 8)","speed":"20 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"blindsight 30 ft., Passive Perception 10","languages":"Deep Speech, the languages the creature knew in life","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Semblance of Life","entries":["The podling is a physical copy of a creature digested by a bodytaker plant. The podling has the digested creature's memories and behaves like that creature, but with occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a successful {@dc 20} Wisdom ({@skill Insight}) check, or automatically if the podling does something in direct contradiction to the digested creature's established beliefs or behavior. The podling melts into a slurry when it dies, when the bodytaker plant that created it dies, or when the bodytaker plant dismisses it (no action required)."]},{"name":"Unusual Nature","entries":["The podling doesn't require sleep."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Bodytaker plants either capture unsuspecting victims with their vines or accept captives brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive comatose. Over the course of hours, the creature is dissolved and its body repurposed into a podling duplicate.","Podlings are near-perfect mimics of the creatures they replace. Despite having the knowledge of those they mimic, podlings frequently miss the nuances of interactions between sapient beings. These duplicates make excuses about their odd behavior, but those familiar with an individual replaced by a podling can often tell something's amiss. Roll on the Podling Behavior table to see what unusual habits a podling might demonstrate.",{"type":"table","caption":"Podling Behavior","colLabels":["d6","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The podling abandons the habits and hobbies of the creature it's mimicking."],["2","The podling lavishes affection on plants and views houseplants with excessive sympathy."],["3","The podling relishes exposing its skin to the sun. It resents clothing and hair."],["4","The podling often reacts as if some unseen force is speaking to it, staring into the distance or nodding."],["5","The podling often communicates to other podlings using Deep Speech."],["6","The podling no longer understands the nuances of a relationship, system, or instrument."]]}]}]},{"id":"poison-weird","name":"Poison Weird","source":"WDMM","page":127,"srd":false,"image":"bestiary/tokens/WDMM/Poison Weird.webp","token":"bestiary/tokens/WDMM/Poison Weird.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"58 (9d10 + 9)","speed":"0 ft., swim 60 ft.","str":17,"dex":16,"con":13,"int":11,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; poisoned; restrained; prone; unconscious","senses":"blindsight 30 ft., Passive Perception 10","languages":"understands Aquan but doesn't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Invisible in Water","entries":["The weird is {@condition invisible} while fully immersed in toxic brew."]},{"name":"Brew Bound","entries":["The weird dies if forced to leave the basin of toxic brew it inhabits, or if a {@spell purify food and drink} spell is cast on the brew."]},{"name":"Poisonous Body","entries":["A creature takes 10 ({@damage 3d6}) poison damage at the start of each of its turns while {@condition grappled} by a poison weird."]}],"spellcasting":[],"actions":[{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}13 ({@damage 3d6 + 3}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and pulled 5 feet toward the poison weird. Until this grapple ends, the target is {@condition restrained}, the water weird tries to drown it, and the water weird can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"poisonous-snake","name":"Poisonous Snake","source":"MM","page":334,"srd":false,"image":"bestiary/tokens/MM/Poisonous Snake.webp","token":"bestiary/tokens/MM/Poisonous Snake.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"2 (1d4)","speed":"30 ft., swim 30 ft.","str":2,"dex":16,"con":11,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage, and the target must make a {@dc 10} Constitution saving throw, taking 5 ({@damage 2d4}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"polar-bear","name":"Polar Bear","source":"XMM","page":367,"srd":true,"image":"bestiary/XMM/Polar Bear.webp","token":"bestiary/tokens/XMM/Polar Bear.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"42 (5d10 + 15)","speed":"40 ft., swim 40 ft.","str":20,"dex":14,"con":16,"int":2,"wis":13,"cha":7,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Arctic","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}9 ({@damage 1d8 + 5}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Polar Bear.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"polar-bear-mm","source":"MM"}]},{"id":"polar-bear-mm","name":"Polar Bear","source":"MM","page":334,"srd":false,"image":"bestiary/tokens/MM/Polar Bear.webp","token":"bestiary/tokens/MM/Polar Bear.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"42 (5d10 + 15)","speed":"40 ft., swim 30 ft.","str":20,"dex":10,"con":16,"int":2,"wis":13,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"polar-bear","source":"XMM"}]},{"id":"polar-serpent","name":"Polar Serpent","source":"FRAiF","page":269,"srd":false,"image":"bestiary/FRAiF/Polar Serpent.webp","token":"bestiary/tokens/FRAiF/Polar Serpent.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"58 (9d10 + 9)","speed":"40 ft., fly 40 ft.","str":18,"dex":19,"con":12,"int":4,"wis":12,"cha":6,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"fire","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"understands Primordial but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic, Underdark","treasure":"","traits":[{"name":"Misty Slithering","entries":["The serpent can move through a space as narrow as 1 inch without expending extra movement to do so."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The serpent makes one Bite attack and uses Constrict."]},{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage plus 3 ({@damage 1d6}) Cold damage."]},{"name":"Constrict","entries":["{@actSave str} {@dc 14}, one Medium or smaller creature the snake can see within 10 feet. {@actSaveFail} 3 ({@damage 1d6}) Bludgeoning damage plus 7 ({@damage 2d6}) Cold damage. The target has the {@condition Grappled|XPHB} condition (escape {@dc 14}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Polar Serpent","entries":["{@i Ephemeral, Heat-Draining Elemental}","Polar serpents are large, white snakes of mist and cold that lurk in snowy places of the world. They pursue warm-blooded prey through snowstorms and fog, wrapping around their victims to drain away their heat."]}],"gallery":[{"path":"bestiary/FRAiF/Polar Serpent.webp"}]},{"id":"pollenella-the-honeybee","name":"Pollenella the Honeybee","source":"WBtW","page":135,"srd":false,"image":"bestiary/WBtW/Pollenella the Honeybee.webp","token":"bestiary/tokens/WBtW/Pollenella the Honeybee.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"5 ft., fly 30 ft.","str":1,"dex":16,"con":8,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}3 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WBtW/Pollenella the Honeybee.webp","credit":"Tom Babbey"}]},{"id":"poltergeist","name":"Poltergeist","source":"XMM","page":246,"srd":false,"image":"bestiary/XMM/Poltergeist.webp","token":"bestiary/tokens/XMM/Poltergeist.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"5 ft., fly 50 ft. (hover)","str":1,"dex":14,"con":11,"int":10,"wis":10,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning; cold; fire; lightning; piercing; slashing; thunder","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common plus one other language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Incorporeal Movement","entries":["The poltergeist can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The poltergeist makes one Object Slam attack and uses Telekinetic Thrust."]},{"name":"Object Slam","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 30 ft. {@h}7 ({@damage 2d4 + 2}) Bludgeoning damage."]},{"name":"Telekinetic Thrust","entries":["{@actSave str} {@dc 12}, one creature the poltergeist can see within 30 feet. {@actSaveFail} 9 ({@damage 2d6 + 2}) Force damage, and the target is pushed up to 30 feet straight away from the poltergeist."]}],"bonusActions":[{"name":"Vanish","entries":["The poltergeist gives itself the {@condition Invisible|XPHB} condition or ends that condition on itself."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Poltergeist","entries":["{@i Malevolent or Mischievous Spirit}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Poltergeists are spirits that confuse and torment the living. While typically not visible, they sometimes appear as faded images of whoever they were in life. Some poltergeists don't realize they're dead and go through the motions of their past lives. Others are malicious beings or embodiments of fractured psyches that sow discord where they haunt.","Poltergeists telekinetically move objects in the places they lurk. Roll on or choose a result from the Poltergeist Activities table to inspire how a poltergeist menaces the living.",{"type":"table","caption":"Poltergeist Activities","colLabels":["1d8","To Torment the Living, the Poltergeist..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Keeps returning a discarded item."],["2","Leaves footprints on vertical surfaces."],["3","Makes noises like someone trapped in a wall."],["4","Organizes a pack's contents across the floor."],["5","Playfully puppets a corpse or doll."],["6","Removes bedding while someone sleeps."],["7","Sticks knives or weapons in the ceiling."],["8","Uncannily stacks books, furniture, or utensils."]]}]}],"gallery":[{"path":"bestiary/XMM/Poltergeist.webp","credit":"Anna Pavleeva"}],"otherVersions":[{"id":"poltergeist-mm","source":"MM"}]},{"id":"poltergeist-mm","name":"Poltergeist","source":"MM","page":279,"srd":false,"image":"bestiary/tokens/MM/Poltergeist.webp","token":"bestiary/tokens/MM/Poltergeist.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"0 ft., fly 50 ft. (hover)","str":1,"dex":14,"con":11,"int":10,"wis":10,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands all languages it knew in life but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The poltergeist can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Invisibility","entries":["The poltergeist is {@condition invisible}."]}],"spellcasting":[],"actions":[{"name":"Forceful Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) force damage."]},{"name":"Telekinetic Thrust","entries":["The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.","If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes {@damage 1d6} damage per 10 feet moved.","If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path ({@hit 4} to hit) and dealing 5 ({@damage 2d4}) bludgeoning damage on a hit."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A poltergeist is the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche."]}]}],"hidden":true,"otherVersions":[{"id":"poltergeist","source":"XMM"}]},{"id":"polukranos","name":"Polukranos","source":"MOT","page":231,"srd":false,"image":"bestiary/tokens/MOT/Polukranos.webp","token":"bestiary/tokens/MOT/Polukranos.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"232 (15d20 + 75)","speed":"50 ft., swim 50 ft.","str":25,"dex":15,"con":21,"int":4,"wis":14,"cha":10,"saves":"","skills":"Perception +14","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 24","languages":"","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Acidic Blood","entries":["When Polukranos takes piercing or slashing damage, each creature within 5 feet of Polukranos takes 10 ({@damage 3d6}) acid damage."]},{"name":"Hold Breath","entries":["Polukranos can hold its breath for 1 hour."]},{"name":"Legendary Resistance (3/Day)","entries":["If Polukranos fails a saving throw, it can choose to succeed instead."]},{"name":"Multiple Heads","entries":["Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}. Whenever Polukranos takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Polukranos dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken 40 or more fire damage since its last turn. Polukranos regains 20 hit points for each head regrown in this way."]},{"name":"Reactive Heads","entries":["For each head Polukranos has beyond one, it gets an extra reaction that can be used only to make opportunity attacks."]},{"name":"Siege Monster","entries":["Polukranos deals double damage to objects and structures."]},{"name":"Wakeful","entries":["While Polukranos sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Polukranos makes as many bite attacks as it has heads."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be pushed up to 20 feet away from Polukranos."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Polukranos makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Swipe","entries":["Polukranos makes a tail attack."]},{"name":"Trampling Charge (Costs 3 Actions)","entries":["Polukranos moves up to 50 feet in a straight line and can move through the space of any creature Huge or smaller. The first time it enters each creature's space during this move, it can make a stomp attack against that creature."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Polukranos, called the World Eater, is the mortal manifestation of the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal remains. A new incarnation of the World Eater is a fearsome omen, as the monster only appears when the pillars of the world tremble and terrible things are afoot in the realm of the gods. Its rampages often presage an age of menace for all civilization.","What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos."]}]},{"id":"pony","name":"Pony","source":"XMM","page":367,"srd":true,"image":"bestiary/XMM/Pony.webp","token":"bestiary/tokens/XMM/Pony.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":15,"dex":10,"con":13,"int":2,"wis":11,"cha":7,"saves":"Str +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Grassland, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Pony.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"pony-mm","source":"MM"}]},{"id":"pony-mm","name":"Pony","source":"MM","page":335,"srd":false,"image":"bestiary/tokens/MM/Pony.webp","token":"bestiary/tokens/MM/Pony.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":15,"dex":10,"con":13,"int":2,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"pony","source":"XMM"}]},{"id":"porro","name":"Porro","source":"QftIS","page":66,"srd":false,"image":"bestiary/tokens/QftIS/Porro.webp","token":"bestiary/tokens/QftIS/Porro.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":16,"wis":14,"cha":16,"saves":"","skills":"Arcana +5, History +5, Insight +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any three languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Porro casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Dancing Lights}, {@spell Mage Hand}, {@spell Prestidigitation}","1/day each: {@spell Arcane Lock}, {@spell Burning Hands}, {@spell Comprehend Languages}, {@spell Detect Magic}, {@spell Levitate}, {@spell Mage Armor}"]}],"actions":[{"name":"Multiattack","entries":["Porro makes two Arcane Burst attacks and can use Starry Radiance if available."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) radiant damage."]},{"name":"Starry Radiance {@recharge 5}","entries":["Dazzling light bursts from Porro's fingertips in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or have the {@condition blinded} condition until the end of the tower sage's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"portentia-dran","name":"Portentia Dran","source":"AI","page":208,"srd":false,"image":"bestiary/AI/House Dran.webp","token":"bestiary/tokens/AI/Portentia Dran.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":12,"dex":18,"con":16,"int":13,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Insight +3, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sneak Attack (1/Turn)","entries":["Portentia deals an extra 14 ({@damage 4d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Portentia that isn't {@condition incapacitated} and Portentia doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Portentia makes three melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Change Shape","entries":["Portentia magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by the new form (her choice). In a new form, Portentia retains her game statistics and ability to speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Now the owner and driving force behind Dran Enterprises-perhaps Acquisitions Incorporated's most notable rival in the adventuring-for-profit-and-power biz—Portentia Dran is more than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth year.","The changeling Portentia can affect a range of dis guises, and has spent long years engaged in a mission of manipulating the members of the Dran family. Years ago, it was Portentia who tricked her sister Auspicia into exploring the depths of the Wandering Crypt. And she would have been successful in arranging for Omin to be claimed by that creature as well if he hadn't fled immediately in search of a weapon to aid his captured sister.","Whether in combat or social encounters, Portentia shifts frequently between different forms and mindsets, only some of which are fully humanoid. She fights to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are-for herself and Dran Enterprises alike-remain a secret known only to her."]}]}]}],"gallery":[{"path":"bestiary/AI/House Dran.webp","credit":"Nurse Normal"}]},{"id":"portia-dzuth","name":"Portia Dzuth","source":"WDMM","page":239,"srd":false,"image":"bestiary/tokens/WDMM/Portia Dzuth.webp","token":"bestiary/tokens/WDMM/Portia Dzuth.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"18","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":20,"dex":15,"con":14,"int":10,"wis":14,"cha":12,"saves":"Str +9, Con +6","skills":"Athletics +9, Intimidation +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Indomitable (2/Day)","entries":["Portia rerolls a failed saving throw."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, Portia can regain 20 hit points."]},{"name":"Shadowfell Despair","entries":["Portia suffers from Shadowfell despair manifesting as unshakable dread. Until the despair ends, she has disadvantage on all saving throws and gains the following flaw: \"I'm convinced that I'm going to die in Vanrakdoom.\" Portia can attempt to end her despair each time she finishes a long rest, doing so with a successful {@dc 15} Wisdom saving throw. A {@spell calm emotions} spell also ends her despair, as does any spell or other magical effect that removes a curse."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Portia makes three attacks with its greatsword or its shortbow."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, plus 7 ({@damage 2d6}) slashing damage if Portia has more than half of its total hit points remaining."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 7 ({@damage 2d6}) piercing damage if Portia has more than half of its total hit points remaining."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"pow-ming","name":"Pow Ming","source":"SKT","page":216,"srd":false,"image":"bestiary/SKT/Pow Ming.webp","token":"bestiary/tokens/SKT/Pow Ming.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Special Equipment","entries":["Pow carries a {@item bag of holding} and wears a {@item robe of serpents|skt} with six snakes."]}],"spellcasting":[{"name":"Spellcasting","entries":["Pow is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Pow has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell detect thoughts}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/SKT/Pow Ming.webp"}]},{"id":"pral","name":"Pral","source":"HotB","page":6,"srd":false,"image":"bestiary/HotB/Pral.webp","token":"bestiary/tokens/HotB/Pral.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Dex +5","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage."]},{"name":"Light Crossbow","entries":["{@atkr r} {@hit 5}, range 80/320 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} Pral is hit with a melee attack roll while holding a weapon. {@actResponse} Pral adds 2 to his AC against that attack, potentially causing the attack to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Pral's boyishly handsome, self-assured grin graces wanted posters throughout the Borderlands. A self-proclaimed \"gentleman thief,\" Pral abides by a strict personal code. He never kills, and he always upholds his end of any bargain he makes. A lover of good food, comfortable lodgings, and stylish clothing, Pral squanders the spoils of each robbery on his extravagant lifestyle."]}],"gallery":[{"path":"bestiary/HotB/Pral.webp"}]},{"id":"precognitive-mage","name":"Precognitive Mage","source":"GGR","page":228,"srd":false,"image":"bestiary/GGR/Precognitive Mage.webp","token":"bestiary/tokens/GGR/Precognitive Mage.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Neutral","ac":"11","initiative":"+1 (11)","hp":"63 (14d8)","speed":"30 ft.","str":9,"dex":13,"con":10,"int":18,"wis":13,"cha":11,"saves":"Int +6, Wis +3","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 13","languages":"Common plus any one language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting","entries":["The mage's innate spellcasting ability is Intelligence (spell save {@dc 14}). It can cast the following spells, requiring no material components:","3/day: {@spell detect thoughts}, {@spell mage armor}","1/day each: {@spell clairvoyance}, {@spell locate object}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]},{"name":"Glimpse the Temporal Flood {@recharge 5}","entries":["The mage targets one creature within 120 feet of it that it can see. The target takes 18 ({@damage 4d8}) psychic damage, and it must succeed on a {@dc 14} Intelligence saving throw or be {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Precognitive Insight (3/Day)","entries":["When the mage or a creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Precognitive mages, a rarity among Azorius spellcasters, are capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture."]}]}]}],"gallery":[{"path":"bestiary/GGR/Precognitive Mage.webp","credit":"Chris Rallis"}]},{"id":"preeta-kreepa","name":"Preeta Kreepa","source":"WDMM","page":56,"srd":false,"image":"bestiary/tokens/WDMM/Preeta Kreepa.webp","token":"bestiary/tokens/WDMM/Preeta Kreepa.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Common, Dwarvish, Goblin, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Preeta is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Eye Rays","entries":["As a bonus action or a reaction, Preeta can shoot one of the following eye rays at one target she can see within 120 feet of her:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fear Ray","entry":"The target must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Paralyzing Ray","entry":"The target must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference."]},{"type":"section","entries":["Preeta served as an assistant to Arcturia, one of Halaster's apprentices, until Arcturia transformed her into a monstrous horror. Preeta looks like an old woman with two beholder eyestalks sprouting from her eye sockets. Her mouth, twice as large as it should be, is filled with sharp, pointed teeth. She wears the flayed, slippery, translucent skin of a kuo-toa as a cloak."]}]}]}]},{"id":"priest","name":"Priest","source":"XMM","page":248,"srd":true,"image":"bestiary/XMM/Priests.webp","token":"bestiary/tokens/XMM/Priest.webp","size":"Small or Medium","creatureType":"Humanoid (Cleric)","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"38 (7d8 + 7)","speed":"30 ft.","str":16,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Perception +5, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus one other language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The priest casts one of the following spells, using Wisdom as the spellcasting ability:","At will: {@spell Light|XPHB}, {@spell Thaumaturgy|XPHB}","1/day: {@spell Spirit Guardians|XPHB}"]},{"name":"Divine Aid (3/Day)","entries":["The priest casts {@spell Bless|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Healing Word|XPHB}, or {@spell Lesser Restoration|XPHB}, using the same spellcasting ability as Spellcasting.","3/day: {@spell Bless|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Healing Word|XPHB}, {@spell Lesser Restoration|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The priest makes two attacks, using Mace or Radiant Flame in any combination."]},{"name":"Mace","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage plus 5 ({@damage 2d4}) Radiant damage."]},{"name":"Radiant Flame","entries":["{@atkr r} {@hit 5}, range 60 ft. {@h}11 ({@damage 2d10}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Priests draw on their beliefs to heal the needful and smite their foes. They can channel their faith as spells and empower their weapons with divine might."]},{"type":"section","name":"Priests","entries":["{@i Arbiters of the Mortal and the Divine}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Priests harness the power of faith to work miracles. These religious adherents are as diverse as the faiths they follow. Some obey gods and their servants, while others live by age-old creeds. Belief guides priests' actions and their magic, which they use to shape the world in line with their ideologies.","Roll on or choose a result from the Priest Roles table to inspire different sorts of priests.",{"type":"table","caption":"Priest Roles","colLabels":["1d10","The Priest Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ascetic who keeps wicked spirits at bay."],["2","An elder who speaks for the dead."],["3","An exorcist who hunts wicked spirits."],["4","A follower of a god no one has heard of."],["5","A mediator and teacher of traditional ways."],["6","A philosopher devoted to a concept, multiversal view, or plane of existence."],["7","The reincarnation of an ancient faith leader."],["8","A ritualist who uses tinctures and performances to access the divine."],["9","A shaman whose medicines ease many ills."],["10","A zealot who wages war for a divine cause."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Shining One, light my hours. Enkindle my soul, and inspire my deeds. Chase the shadows from my path, and let me walk in your brilliance."],"from":"Morning prayer to Pelor"}]}]}],"gallery":[{"path":"bestiary/XMM/Priests.webp","credit":"Katerina Ladon"}],"otherVersions":[{"id":"priest-mm","source":"MM"}]},{"id":"priest-mm","name":"Priest","source":"MM","page":348,"srd":false,"image":"bestiary/tokens/MM/Priest.webp","token":"bestiary/tokens/MM/Priest.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties."]}]}],"hidden":true,"otherVersions":[{"id":"priest","source":"XMM"}]},{"id":"priest-acolyte","name":"Priest Acolyte","source":"XMM","page":247,"srd":true,"image":"bestiary/XMM/Priest Acolyte.webp","token":"bestiary/tokens/XMM/Priest Acolyte.webp","size":"Small or Medium","creatureType":"Humanoid (Cleric)","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":14,"dex":10,"con":12,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Any","treasure":"Individual, Relics","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The priest casts one of the following spells, using Wisdom as the spellcasting ability:","At will: {@spell Light|XPHB}, {@spell Thaumaturgy|XPHB}"]},{"name":"Divine Aid (1/Day)","entries":["The priest casts {@spell Bless|XPHB}, {@spell Healing Word|XPHB}, or {@spell Sanctuary|XPHB}, using the same spellcasting ability as Spellcasting.","1/day: {@spell Bless|XPHB}, {@spell Healing Word|XPHB}, {@spell Sanctuary|XPHB}"]}],"actions":[{"name":"Mace","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Bludgeoning damage plus 2 ({@damage 1d4}) Radiant damage."]},{"name":"Radiant Flame","entries":["{@atkr r} {@hit 4}, range 60 ft. {@h}7 ({@damage 2d6}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Priest acolytes have great faith but modest magical skill. Some might be trainees in religious organizations or soldiers in zealous armies, while others are faith leaders in small communities or wanderers on pilgrimages."]},{"type":"section","name":"Priests","entries":["{@i Arbiters of the Mortal and the Divine}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"Individual, {@table Random Magic Items - Relics|XDMG|Relics}"}]},"Priests harness the power of faith to work miracles. These religious adherents are as diverse as the faiths they follow. Some obey gods and their servants, while others live by age-old creeds. Belief guides priests' actions and their magic, which they use to shape the world in line with their ideologies.","Roll on or choose a result from the Priest Roles table to inspire different sorts of priests.",{"type":"table","caption":"Priest Roles","colLabels":["1d10","The Priest Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ascetic who keeps wicked spirits at bay."],["2","An elder who speaks for the dead."],["3","An exorcist who hunts wicked spirits."],["4","A follower of a god no one has heard of."],["5","A mediator and teacher of traditional ways."],["6","A philosopher devoted to a concept, multiversal view, or plane of existence."],["7","The reincarnation of an ancient faith leader."],["8","A ritualist who uses tinctures and performances to access the divine."],["9","A shaman whose medicines ease many ills."],["10","A zealot who wages war for a divine cause."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Shining One, light my hours. Enkindle my soul, and inspire my deeds. Chase the shadows from my path, and let me walk in your brilliance."],"from":"Morning prayer to Pelor"}]}]}],"gallery":[{"path":"bestiary/XMM/Priest Acolyte.webp"},{"path":"bestiary/XMM/Priests.webp","credit":"Katerina Ladon"}]},{"id":"priest-of-osybus","name":"Priest of Osybus","source":"RHW","page":261,"srd":false,"image":"bestiary/RHW/Priest of Osybus.webp","token":"bestiary/tokens/RHW/Priest of Osybus.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"60 (8d8 + 24)","speed":"20 ft., climb 20 ft.","str":10,"dex":14,"con":16,"int":18,"wis":17,"cha":11,"saves":"Int +7, Wis +6, Cha +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 13","languages":"Common plus two other languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Any","treasure":"Any","traits":[{"name":"Tattoo of Osybus","entries":["If damage reduces the priest to 0 {@variantrule Hit Points|XPHB}, it receives a random boon. Roll {@dice 1d6} to determine the boon the priest receives. The priest revives at the start of its next turn with half its {@variantrule Hit Points|XPHB}, and its creature type is now Undead."]},{"name":"1: Dread Boon","entries":["An aura of dread fills a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the priest. {@actSave wis} {@dc 15}, each non-Undead creature that starts its turn in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the start of its next turn"]},{"name":"2: Ectoplasmic Boon","entries":["Sticky ectoplasm slows creatures in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the priest. {@actSave str} {@dc 15}, each creature that starts its turn in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. {@actSaveFail} The target's {@variantrule Speed|XPHB} is reduced by 10 feet until the start of its next turn."]},{"name":"3: Vampiric Boon","entries":["When the priest deals Necrotic damage to a creature, the priest gains {@variantrule Temporary Hit Points|XPHB} equal to the damage dealt."]},{"name":"4: Blazing Boon","entries":["The priest has a {@variantrule Fly Speed|XPHB} of 30 feet and {@variantrule Immunity|XPHB} to Fire damage."]},{"name":"5: Spectral Boon","entries":["The priest has {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage, and it has {@variantrule Vulnerability|XPHB} to Radiant damage. Additionally, the priest can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]},{"name":"6: Deathly Boon","entries":["When the priest revives with this boon, all corpses of Small or Medium Humanoids in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the priest rise as Skeletons under the priest's control. Additionally, at the end of each of the priest's turns, each non-Undead creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the priest takes 5 ({@damage 1d10}) Necrotic damage.","The priest dies and this trait doesn't function if the priest receives a boon it already has or the priest's tattoo of Osybus is destroyed. The tattoo is destroyed only if the priest takes 15 damage or more on a single turn while the priest has 0 {@variantrule Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The priest makes two attacks, using Soul Blade or Necrotic Bolt in any combination."]},{"name":"Soul Blade","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}9 ({@damage 2d4 + 4}) Piercing damage. If the target is a creature, it has the {@condition Paralyzed|XPHB} condition until the start of the priest's next turn. If this damage reduces a Medium or smaller creature to 0 {@variantrule Hit Points|XPHB}, the creature dies, and its soul becomes trapped in a soul tattoo on the priest's body. The soul is freed if the priest dies."]},{"name":"Necrotic Bolt","entries":["{@atkr r} {@hit 7}, range 120 ft. {@h}30 ({@damage 4d12 + 4}) Necrotic damage, and the target can't regain {@variantrule Hit Points|XPHB} until the start of the priest's next turn."]}],"bonusActions":[{"name":"Soul Tattoo {@recharge 5}","entries":["The priest magically animates a soul tattoo on its body that becomes a Shadow in an unoccupied space within 5 feet of the priest. The shadow takes its turn immediately after the priest on the same {@variantrule Initiative|XPHB} count, and it obeys the priest. The shadow remains animate until it is destroyed, it is more than 120 feet from the priest, the priest dies, or the priest uses this {@variantrule Bonus Action|XPHB} again."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Necromancer Cursed by Dark Powers}","The priests of Osybus are evil necromancers who steal souls to fuel their malevolent magic. Thanks to a foul bargain made with dread powers, these priests can defy death by transforming into undead.","Centuries ago, Osybus, a mysterious figure of immense ambition and evil, founded the order of priests that now bears his name. Osybus sought to use others' souls to achieve immortality. He forged pacts with any entity that promised him more power, and he delved into any eldritch secret that could possibly prolong his life. He became a devotee of the Dark Powers and tapped into their immortal malice to fuel his apotheosis. As his power grew, he shared his secrets with disciples who wished to defy death in exchange for their worship.","Osybus achieved his goal and became a lich of almost godly power. He rewarded his disciples with a trace of his power in the form of shadowy tattoos. Osybus's boon gave his priests the ability to steal souls and to cheat death by transforming into undead horrors.","The threat posed by Osybus and his disciples raised alarms far and wide. The Ulmist Inquisition—which at the time counted then-mortal Count Strahd von Zarovich as an ally—faced Osybus in battle. Fearing that their master eventually would consume their souls, Osybus's disciples aided the inquisition by destroying Osybus's physical form. As Osybus perished, he cursed his former allies: Their immortality would fail them eventually, and he would become one of the Dark Powers.","To rid themselves of this curse, Osybus's former devotees turned to the same Dark Powers with whom their master had communed. They received a mission: Provide a mighty noble to serve as an earthly vessel for the Dark Powers to enter the world and conquer it. They found a suitable vessel in Strahd von Zarovich. Working in shadows and through intermediaries, the priests whispered hatred to the count. Once the priests corrupted Strahd's heart, they laid the path before him that led to his fall into vampirism.","But Osybus hadn't lied; he became one of the Dark Powers. Those powers conjured a misty prison to contain the newly immortal Strahd, thereby stymieing the priests' ambitions to use the count as a weapon of conquest.","The priests of Osybus still seek to unleash Strahd from the Mists, often using adventurers as pawns. They continue to bear their hated founder's name, for they know it is his original gift that gives them their horrific powers."]}],"gallery":[{"path":"bestiary/RHW/Priest of Osybus.webp","credit":"Polar Engine"},{"path":"bestiary/RHW/Priest of Osybus 2.webp","title":"A Soul Tattoo on the Flesh of a Priest of Osybus","credit":"Jane Katsubo"}],"otherVersions":[{"id":"priest-of-osybus-vrgr","source":"VRGR"}]},{"id":"priest-of-osybus-vrgr","name":"Priest of Osybus","source":"VRGR","page":241,"srd":false,"image":"bestiary/VRGR/Priest of Osybus.webp","token":"bestiary/tokens/VRGR/Priest of Osybus.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"14","initiative":"+2 (12)","hp":"60 (8d8 + 24)","speed":"30 ft.","str":10,"dex":14,"con":16,"int":18,"wis":17,"cha":11,"saves":"Int +7, Wis +6, Cha +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 13","languages":"any three languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Tattoo of Osybus","entries":["If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead.","To prevent this revival, the Tattoo of Osybus on the priest's body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant's turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The priest attacks twice."]},{"name":"Soul Blade","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage, and if the target is a creature, it is {@condition paralyzed} until the start of the priest's next turn. If this damage reduces a Medium or smaller creature to 0 hit points, the creature dies, and its soul is trapped in the priest's body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies."]},{"name":"Necrotic Bolt","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) necrotic damage, and the target can't regain hit points until the start of the priest's next turn."]}],"bonusActions":[{"name":"Soul Tattoo {@recharge 5}","entries":["The priest touches one of the Soul Tattoos on its body. The tattoo vanishes as the trapped soul manifests as a shadowy creature that appears in an unoccupied space the priest can see within 30 feet of it. The creature has the size and silhouette of its original body, but it otherwise uses the stat block of a shadow.","The shadow obeys the priest's mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest's flesh and regaining all its hit points."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Necromancers of deep evil, the priests of Osybus steal the souls of others to fuel the priests' malevolent magic. Using this soul power, each priest can defy death and become an undead creature, potentially cheating the grave over and over.","This unholy order of priests was founded centuries ago by Osybus, a mysterious figure of unfathomable ambition and evil. Osybus sought to use others' souls as springboards to his own immortality. He forged pacts with any entity that would give him more power and delved into any eldritch secret that would prolong his life. He became a devotee of the Dark Powers and tapped into their immortal malice to fuel his apotheosis.","As his power grew, he attracted disciples who also wished to defy life and death. He shared his dread secrets with them and demanded their worship. In time, his goal was achieved: he became a lich of almost godly power. Acknowledging the role that his disciples played in his ascension, Osybus gifted them with a trace of his power. Taking the form of a shadowy tattoo, this boon allows the priests to steal souls as their master did and to cheat death and become undead horrors.","The threat posed by Osybus and his disciples raised alarms far and wide. In response, the Ulmist Inquisition and the then-mortal Count Strahd von Zarovich faced the lich in battle. Their bravery would have been for naught if Osybus's disciples hadn't betrayed him. Fearing that their master would eventually consume their souls, the disciples aided Osybus's foes and destroyed his physical form. As he perished, he uttered a curse upon them—that their immortality would fail them when they least expected it and that he himself would become one of the Dark Powers. As a result of that curse, a priest of Osybus can't be certain that they will be reborn when they perish.","In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom their master had communed. They were given a mission: provide a person of nobility and might to serve as an earthly vessel for these powers to enter the world and conquer it. If they succeeded, their immortality would be assured. A suitable vessel they did then find: Strahd von Zarovich. Working in shadows and through intermediaries, the priests whispered hatred to the count, and when his noble heart was corrupted, they were the ones who laid the path before him that led to the Amber Temple and his fall into vampirism.","But they were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied their reward of immortality.","To this day, the priests of Osybus seek to unleash Strahd from the mists, often using adventurers as their pawns. They also ironically bear their hated founder's name, for they know it is his original deathly gift that gives them their horrific powers."]},{"type":"section","entries":[{"type":"entries","name":"Boons of Undeath","entries":["When a priest of Osybus drops to 0 hit points, the priest might revive with a benefit from the Boons of Undeath table. You can give a priest one or more of these boons of your choice before the priest faces adventurers. If you do so, the priest is Undead, rather than Humanoid, and a priest can receive each boon only once.",{"type":"table","caption":"Boons of Undeath","colLabels":["d6","Boon"],"colStyles":["col-2 text-center","col-10"],"rows":[["1",{"type":"entries","name":"Dread","entries":["Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a {@dc 15} Wisdom saving throw or be frightened of the priest until the start of the creature's next turn."]}],["2",{"type":"entries","name":"Ectoplasmic","entries":["An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature's speed by 10 feet until the start of the creature's next turn, until which the creature is covered by ectoplasm. In addition, as an action, the priest can use the slime to make itself look and feel like any creature that is Medium or Small, while retaining its game statistics. This transformation lasts for 8 hours or until the priest drops to 0 hit points."]}],["3",{"type":"entries","name":"Vampiric","entries":["When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest's speed also increases by 10 feet."]}],["4",{"type":"entries","name":"Blazing","entries":["The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull's forehead."]}],["5",{"type":"entries","name":"Spectral","entries":["The priest now appears wraithlike, and its challenge rating increases by 1. It gains resistance to all damage but force, radiant, and psychic, and it is vulnerable to radiant damage. It can also move through creatures and objects as if they were {@quickref difficult terrain||3}, but it takes 5 ({@dice 1d10}) force damage if it ends its turn inside a creature or an object."]}],["6",{"type":"entries","name":"Deathly","entries":["The priest's visage becomes bone white, and its challenge rating increases by 1. It can cast {@spell animate dead} and create undead once per day each, using Intelligence as the spellcasting ability, and it gains the following action: Circle of Death (Spell. Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a {@dc 15} Constitution saving throw, taking 28 ({@dice 8d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}]]}]}]}],"gallery":[{"path":"bestiary/VRGR/Priest of Osybus.webp","credit":"Olly Lawson"}],"hidden":true,"otherVersions":[{"id":"priest-of-osybus","source":"RHW"}]},{"id":"primeval-owlbear","name":"Primeval Owlbear","source":"XMM","page":234,"srd":false,"image":"bestiary/XMM/Owlbears.webp","token":"bestiary/tokens/XMM/Primeval Owlbear.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+5 (15)","hp":"126 (12d12 + 48)","speed":"40 ft., climb 40 ft., fly 5 ft.","str":22,"dex":14,"con":19,"int":8,"wis":15,"cha":7,"saves":"Con +7, Wis +5","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 18","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Magic Resistance","entries":["The owlbear has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The owlbear makes two Ravage attacks."]},{"name":"Ravage","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}15 ({@damage 2d8 + 6}) Slashing damage. If the target is a Huge or smaller creature and the owlbear moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 ({@damage 2d8}) Slashing damage and has the {@condition Prone|XPHB} condition."]},{"name":"Screech {@recharge 5}","entries":["{@actSave con} {@dc 15}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the owlbear. {@actSaveFail} 27 ({@damage 6d8}) Thunder damage, and the target has the {@condition Incapacitated|XPHB} condition until the end of its next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ancient forests and Feywild demesnes steeped in magic can give rise to particularly large and vicious owlbears. These primeval specimens can fly—albeit poorly—and emit thunderous screeches that can rattle foes and even tear them asunder."]},{"type":"section","name":"Owlbears","entries":["{@i Magically Perfected Predators}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Created long ago by misguided mages, owlbears combine keen avian eyes, thick feathers, and a tearing beak with a mighty bearlike frame. Despite their magical origins, owlbears have propagated and spread to wildernesses across the multiverse.","Owlbears dwell in distinctive dens. Roll on or choose a result from the Owlbear Den Features table to inspire an owlbear den's noteworthy traits.",{"type":"table","caption":"Owlbear Den Features","colLabels":["1d4","An Owlbear Den Contains..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Evidence of previous occupants, like bandits, wolves, or dragons."],["2","Heaps of regurgitated pellets studded with coins or other treasure."],["3","A nest with {@dice 1d6} owlbear eggs."],["4","Passages through the earth or hollow trees."]]}]}],"gallery":[{"path":"bestiary/XMM/Owlbears.webp","credit":"Zuzanna Wužyk"}]},{"id":"prince-derendil","name":"Prince Derendil","source":"OotA","page":6,"srd":false,"image":"bestiary/OotA/Prince Derendil.webp","token":"bestiary/tokens/OotA/Prince Derendil.webp","size":"Medium","creatureType":"Humanoid (Quaggoth)","alignment":"Chaotic Neutral","ac":"13","initiative":"+1 (11)","hp":"45 (6d8 + 18)","speed":"30 ft., climb 30 ft.","str":17,"dex":12,"con":16,"int":6,"wis":12,"cha":7,"saves":"","skills":"Athletics +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Elvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Wounded Fury","entries":["While it has 10 hit points or fewer, Prince Derendil has advantage on attack rolls. In addition, it deals an extra 7 ({@damage 2d6}) damage to any target it hits with a melee attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Prince Derendil makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Prince Derendil.webp"}]},{"id":"prince-kirina","name":"Prince Kirina","source":"JttRC","page":94,"srd":false,"image":"bestiary/JttRC/059-07-001.twilight-dune-scorpions.webp","token":"bestiary/tokens/JttRC/Prince Kirina.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[{"name":"Royal Blood","entries":["If Kirina is reduced to half of his hit points or fewer, he uses the {@action Dodge} action to avoid taking further damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kirina makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/059-07-001.twilight-dune-scorpions.webp","title":"Prince Kirina fends off an attack by twilight dune scorpions","credit":"Brian Valeza"}]},{"id":"prince-simbon","name":"Prince Simbon","source":"JttRC","page":94,"srd":false,"image":"bestiary/JttRC/067-07-005.prince-simon.webp","token":"bestiary/tokens/JttRC/Prince Simbon.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[{"name":"Royal Blood","entries":["If Simbon is reduced to half of his hit points or fewer, he uses the {@action Dodge} action to avoid taking further damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Simbon makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/067-07-005.prince-simon.webp","credit":"Kniio"}]},{"id":"prince-xeleth","name":"Prince Xeleth","source":"LoX","page":48,"srd":false,"image":"bestiary/LoX/038-11-007.prince-xeteth.webp","token":"bestiary/tokens/LoX/Prince Xeleth.webp","size":"Medium","creatureType":"Humanoid (Wizard)","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"103 (23d8)","speed":"30 ft.","str":11,"dex":14,"con":10,"int":21,"wis":18,"cha":18,"saves":"Int +8, Wis +7, Cha +7","skills":"Arcana +8, Deception +7, Insight +7, Persuasion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Celestial, Common, Draconic, Elvish","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Xeleth has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep."]},{"name":"Special Equipment","entries":["Xeleth wears a suit of {@item elven chain}."]},{"name":"Unusual Nature","entries":["Xeleth doesn't require sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Xeleth casts one of the following spells, using Intelligence as the spellcasting ability:","1/day each: {@spell fly}, {@spell mislead}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["Xeleth makes two Scimitar attacks and uses Radiant Beam (if available)."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 10 ({@damage 3d6}) radiant damage."]},{"name":"Radiant Beam (3/Day)","entries":["A magical beam of radiance flashes out from Xeleth's hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a {@dc 16} Constitution saving throw, taking 18 ({@damage 4d8}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Starlight Step (3/Day)","entries":["Xeleth magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see."]},{"name":"Summon Solar Dragon (1/Day)","entries":["Xeleth has a 50 percent chance of magically summoning a {@creature young solar dragon|BAM}. A summoned dragon appears in an unoccupied space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/038-11-007.prince-xeteth.webp","credit":"Robson Michel"},{"path":"bestiary/LoX/000-08-000.prince-xeleth-splash.webp","credit":"Merlin G.G."}]},{"id":"princeps-kovik","name":"Princeps Kovik","source":"BGDIA","page":91,"srd":false,"image":"bestiary/BGDIA/059-kyqim-03-11.webp","token":"bestiary/tokens/BGDIA/Princeps Kovik.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"85 (10d8 + 40)","speed":"30 ft.","str":18,"dex":15,"con":18,"int":11,"wis":12,"cha":14,"saves":"Con +7, Wis +4, Cha +5","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Infernal, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Kovik's darkvision."]},{"name":"Magic Resistance","entries":["Kovik has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Kovik makes two attacks with its chains."]},{"name":"Chain","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage. The target is {@condition grappled} (escape {@dc 14}) if Kovik isn't already grappling a creature. Until this grapple ends, the target is {@condition restrained} and takes 7 ({@damage 2d6}) piercing damage at the start of each of its turns."]},{"name":"Animate Chains (Recharges after a Short or Long Rest)","entries":["Up to four chains Kovik can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.","Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When Kovik uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is {@condition incapacitated} or dies."]}],"bonusActions":[],"reactions":[{"name":"Unnerving Mask","entries":["When a creature Kovik can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} until the end of its turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/059-kyqim-03-11.webp"}]},{"id":"princess-ebonmire","name":"Princess Ebonmire","source":"OotA","page":111,"srd":false,"image":"bestiary/tokens/OotA/Princess Ebonmire.webp","token":"bestiary/tokens/OotA/Princess Ebonmire.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"7","initiative":"-3 (7)","hp":"85 (10d10 + 30)","speed":"20 ft., climb 20 ft.","str":16,"dex":5,"con":16,"int":6,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; cold; lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["Princess Ebonmire can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrosive Form","entries":["A creature that touches Princess Ebonmire or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round."]},{"name":"Spider Climb","entries":["Princess Ebonmire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or 30 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"princess-serissa","name":"Princess Serissa","source":"SKT","page":209,"srd":false,"image":"bestiary/SKT/Princess Serissa.webp","token":"bestiary/tokens/SKT/Princess Serissa.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Good","ac":"14","initiative":"+2 (12)","hp":"200 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Arcana +8, Athletics +14, History +8, Perception +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["Serissa can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Serissa's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell feather fall}, {@spell levitate}, {@spell light}","3/day each: {@spell control weather}, {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Serissa makes two maul attacks."]},{"name":"Maul","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["Serissa hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/SKT/Princess Serissa.webp"}]},{"id":"princess-xedalli","name":"Princess Xedalli","source":"LoX","page":60,"srd":false,"image":"bestiary/LoX/029-11-001.part-three-splash.webp","token":"bestiary/tokens/LoX/Princess Xedalli.webp","size":"Medium","creatureType":"Humanoid (Wizard)","alignment":"Chaotic Neutral","ac":"16","initiative":"+2 (12)","hp":"103 (23d8)","speed":"30 ft.","str":11,"dex":14,"con":10,"int":21,"wis":18,"cha":18,"saves":"Int +8, Wis +7, Cha +7","skills":"Arcana +8, Deception +7, Insight +7, Persuasion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Celestial, Common, Draconic, Elvish","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Xedalli has advantage on saving throws it makes to avoid or end the {@condition charmed} condition on itself, and magic can't put it to sleep."]},{"name":"Special Equipment","entries":["Xedalli wears a suit of {@item elven chain}."]},{"name":"Unusual Nature","entries":["Xedalli doesn't require sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Xedalli casts one of the following spells, using Intelligence as the spellcasting ability:","1/day each: {@spell fly}, {@spell mislead}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["Xedalli makes two Scimitar attacks and uses Radiant Beam (if available)."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 10 ({@damage 3d6}) radiant damage."]},{"name":"Radiant Beam (3/Day)","entries":["A magical beam of radiance flashes out from Xedalli's hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a {@dc 16} Constitution saving throw, taking 18 ({@damage 4d8}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Starlight Step (3/Day)","entries":["Xedalli magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see."]},{"name":"Summon Solar Dragon (1/Day)","entries":["Xedalli has a 50 percent chance of magically summoning a {@creature young solar dragon|BAM}. A summoned dragon appears in an unoccupied space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/029-11-001.part-three-splash.webp","credit":"Katerina Ladon"},{"path":"bestiary/LoX/003-08-003.princess-xedalli.webp","credit":"Robson Michel"}]},{"id":"prismari-apprentice","name":"Prismari Apprentice","source":"SCC","page":205,"srd":false,"image":"bestiary/SCC/Prismari Apprentice.webp","token":"bestiary/tokens/SCC/Prismari Apprentice.webp","size":"Small or Medium","creatureType":"Humanoid (Sorcerer)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"35 ft.","str":10,"dex":14,"con":13,"int":12,"wis":13,"cha":15,"saves":"Dex +4, Cha +4","skills":"Acrobatics +4, Athletics +4, Performance +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The apprentice casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell minor illusion}","1/day each: {@spell gust of wind}, {@spell mage armor}, {@spell silent image}"]}],"actions":[{"name":"Elemental Strike","entries":["{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 3d6}) fire or cold damage (the apprentice's choice)."]}],"bonusActions":[{"name":"Surge of Artistry {@recharge 4}","entries":["The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature's space on a turn, that creature must succeed on a {@dc 12} Dexterity saving throw or be knocked {@condition prone}. If the apprentice ends its turn in another creature's space, the apprentice takes 5 ({@damage 1d10}) force damage and is pushed into the nearest unoccupied space."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The students of Prismari College—first as apprentices and then as pledgemages—see no distinction between magic and art. No two Prismari students have the same style of spellcasting; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one's will become vibrant and expressive showcases, thrumming with creative energy.","Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express what is churning within their minds."]},{"type":"section","entries":[{"type":"entries","name":"Prismari Scholars","entries":["The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular."]}]}],"gallery":[{"path":"bestiary/SCC/Prismari Apprentice.webp","credit":"Igor Kieryluk"}]},{"id":"prismari-pledgemage","name":"Prismari Pledgemage","source":"SCC","page":205,"srd":false,"image":"bestiary/tokens/SCC/Prismari Pledgemage.webp","token":"bestiary/tokens/SCC/Prismari Pledgemage.webp","size":"Small or Medium","creatureType":"Humanoid (Sorcerer)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"35 ft.","str":10,"dex":15,"con":13,"int":12,"wis":14,"cha":17,"saves":"Dex +4, Cha +5","skills":"Acrobatics +4, Athletics +4, Performance +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any two languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If the pledgemage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the pledgemage instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't {@condition incapacitated}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The pledgemage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell minor illusion}","2/day each: {@spell gust of wind}, {@spell silent image}","1/day each: {@spell mage armor}, {@spell water walk}"]}],"actions":[{"name":"Multiattack","entries":["The pledgemage makes two Elemental Strike attacks."]},{"name":"Elemental Strike","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}12 ({@damage 3d6 + 2}) fire or cold damage (the pledgemage's choice)."]},{"name":"Showstopper (1/Day)","entries":["The pledgemage shines with elemental magic, targeting one creature it can see within 60 feet of itself. The target must make a {@dc 13} Wisdom saving throw. On a failed save, the target takes 28 ({@damage 8d6}) fire or cold damage (the pledgemage's choice) and is {@condition stunned} until the start of the pledgemage's next turn. On a successful save, the target takes half as much damage and isn't {@condition stunned}."]}],"bonusActions":[{"name":"Surge of Artistry {@recharge 4}","entries":["The pledgemage moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the pledgemage can move through the space of other creatures. The first time the pledgemage enters a creature's space on a turn, that creature must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}. If the pledgemage ends its turn in another creature's space, the pledgemage takes 5 ({@damage 1d10}) force damage and is pushed into the nearest unoccupied space."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The students of Prismari College—first as apprentices and then as pledgemages—see no distinction between magic and art. No two Prismari students have the same style of spellcasting; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one's will become vibrant and expressive showcases, thrumming with creative energy.","Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express what is churning within their minds."]},{"type":"section","entries":[{"type":"entries","name":"Prismari Scholars","entries":["The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular."]}]}]},{"id":"prismari-professor-of-expression","name":"Prismari Professor of Expression","source":"SCC","page":206,"srd":false,"image":"bestiary/tokens/SCC/Prismari Professor of Expression.webp","token":"bestiary/tokens/SCC/Prismari Professor of Expression.webp","size":"Small or Medium","creatureType":"Humanoid (Sorcerer)","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"97 (15d8 + 30)","speed":"40 ft.","str":14,"dex":16,"con":15,"int":15,"wis":13,"cha":19,"saves":"Dex +6, Int +5, Wis +4, Cha +7","skills":"Acrobatics +6, Arcana +5, Athletics +5, Perception +4, Performance +10","vulnerabilities":"","resistances":"fire; lightning","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell minor illusion}","2/day each: {@spell fog cloud}, {@spell gust of wind}, {@spell mage armor}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes three Cinder Strike attacks."]},{"name":"Cinder Strike","entries":["{@atk ms} {@hit 7} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) fire damage."]},{"name":"Lightning Flourish {@recharge}","entries":["The professor unleashes arcs of magical lightning at up to two creatures it can see within 60 feet of itself. Each target must make a {@dc 15} Dexterity saving throw, taking 35 ({@damage 10d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[{"name":"Flaming Leap","entries":["The professor is wreathed in flames and jumps up to 30 feet in any direction. When the professor lands, the flames erupt in a 10-foot radius around the professor and then vanish. Each creature of the professor's choice in that area must succeed on a {@dc 15} Dexterity saving throw or take 7 ({@damage 2d6}) fire damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Professors of expression embody the flare of Prismari magic. Using continuous motion, fluid grace, and interweaving steps, these teachers channel the elements of wind, flame, and lightning to accompany them. Their magic is fast and beautiful, which becomes swift death in battle, mesmerizing in its energetic flow. Devastating lightning strikes and searing lashes of flame meet the professors' foes head on.","Professors who embrace the Prismari philosophy of expression focus on magic becoming art in the moment. Whether to create a spectacle that an audience will never forget or to strike down their foes in a flash, these teachers impress upon their students the beauty of creation."]},{"type":"section","entries":[{"type":"entries","name":"Prismari Scholars","entries":["The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular."]}]}]},{"id":"prismari-professor-of-perfection","name":"Prismari Professor of Perfection","source":"SCC","page":206,"srd":false,"image":"bestiary/tokens/SCC/Prismari Professor of Perfection.webp","token":"bestiary/tokens/SCC/Prismari Professor of Perfection.webp","size":"Small or Medium","creatureType":"Humanoid (Sorcerer)","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":14,"dex":16,"con":15,"int":15,"wis":13,"cha":19,"saves":"Dex +6, Int +5, Wis +4, Cha +7","skills":"Acrobatics +6, Arcana +5, Athletics +5, Perception +4, Performance +10","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Water Walking","entries":["The professor can walk across water and other liquids as if they were solid ground."]}],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell minor illusion}","1/day: {@spell wall of ice}","2/day each: {@spell control water}, {@spell create or destroy water}, {@spell mage armor}, {@spell stone shape}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes three Tidal Strike attacks."]},{"name":"Tidal Strike","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 2d8 + 4}) cold damage."]}],"bonusActions":[{"name":"Rushing Wave","entries":["The professor is momentarily surrounded by a swirling wave of water and moves up to 30 feet. When the professor moves within 5 feet of any other creature during this bonus action, that creature must succeed on a {@dc 15} Strength saving throw, or the creature is knocked {@condition prone} and it can't take reactions until the start of its next turn. A creature can suffer this effect only once during a turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Professors of perfection combine elemental magic with precise, forceful physical motion. Their sweeping gestures and dance-like steps gather the power of crashing waves, conjure the protection of unyielding stone, and shape great structures of ice. Binding and channeling these natural elements allow the professors to mold their environment to their needs, both for breathtaking performances and to control the fabric of a battlefield against their foes.","These teachers stress attention to fine details, drilling their students on the most minuscule points. The perfect foundation ultimately leads to a flawless work of art, and the professors of perfection produce sculptural and architectural marvels."]},{"type":"section","entries":[{"type":"entries","name":"Prismari Scholars","entries":["The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular."]}]}]},{"id":"prisoner-13","name":"Prisoner 13","source":"KftGV","page":68,"srd":false,"image":"bestiary/KftGV/Prisoner 13.webp","token":"bestiary/tokens/KftGV/Prisoner 13.webp","size":"Medium","creatureType":"Humanoid (Dwarf, Monk)","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"102 (12d8 + 48)","speed":"30 ft.","str":15,"dex":17,"con":18,"int":16,"wis":14,"cha":16,"saves":"Con +7, Wis +5","skills":"Athletics +5, Deception +9, Insight +5, Perception +5, Stealth +6","vulnerabilities":"","resistances":"poison","immunities":"psychic","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Dwarvish, Elvish, Thieves' cant, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["In an area of antimagic, Prisoner 13's tattoos and reactions don't function, and she suffers the following modifications to her statistics: her AC becomes 13, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 ({@damage 1d8 + 3}) bludgeoning damage on a hit."]},{"name":"Mindlink Tattoos","entries":["Prisoner 13 has telepathic links with dozens of agents operating throughout the land. The links allow Prisoner 13 to communicate telepathically with each of these agents while they are both on the same plane of existence."]},{"name":"Mountain Tattoo","entries":["Prisoner 13's AC includes her Constitution modifier."]},{"name":"Shroud Tattoo","entries":["Prisoner 13 can't be targeted by divination spells or any feature that would read her thoughts, and she can't be perceived through magical scrying sensors. She can't be contacted telepathically unless she allows such contact."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Prisoner 13 makes two Tattooed Strike attacks."]},{"name":"Tattooed Strike","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}12 ({@damage 2d8 + 3}) force damage."]},{"name":"Firestorm Tattoo {@recharge 5}","entries":["Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a {@dc 15} Dexterity saving throw. On a failed save, the creature takes 13 ({@damage 3d8}) fire damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}."]},{"name":"River Tattoo","entries":["Prisoner 13 magically ends any effects causing the {@condition grappled} or {@condition restrained} conditions on herself. If she is bound with nonmagical restraints, she slips out of them."]}],"bonusActions":[],"reactions":[{"name":"Readiness","entries":["When a creature Prisoner 13 can see within 60 feet of herself ends its turn, Prisoner 13 makes one Tattooed Strike attack or uses River Tattoo. She can then move up to her speed without provoking opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Prisoner 13 is a dwarf named Korda Glintstone. Prior to her incarceration years ago, Korda was an ally and agent of Clan Axebreaker, a moderately influential dwarf clan in a stronghold called Gauntlgrym. Korda built a network of informants and agents, ostensibly all to the benefit of Clan Axebreaker. With each success, she paid tattooists to inscribe a memorial of her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym's forges, granting her wondrous gifts.","Korda grew too ambitious for her role as an agent, so she devised a plan to take power for herself. Over five years she took careful stock of Clan Axebreaker's wealth and, in one fell swoop, used her network of lieutenants to steal away most of the clan's gold, leaving only a pittance.","Prisoner 13 is a cunning schemer, ruthless and patient. She listens and watches, absorbing every detail she can, and shares as little as she can get away with."]},{"type":"section","entries":[{"type":"entries","name":"Prisoner 13's Tattoos","entries":["Most of Prisoner 13's inkwork is covered by her uniform. Her tattoos include the following:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dwarven Poetry.","entry":"An excerpt from a poem in Dwarvish script on her neck and across her shoulder blades reads, \"Endless dreams entombed in stone.\""},{"type":"item","name":"Flames.","entry":"A roiling storm of brilliant flames covers her back and ribs."},{"type":"item","name":"Shroud.","entry":"Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand."},{"type":"item","name":"Knotwork.","entry":"Purple and blue knotwork and runes run down her right arm, across the back of her right hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym."},{"type":"item","name":"Mountain.","entry":"Silver and brown mountain peaks cover her chest, the tips following the angles of her collarbones."},{"type":"item","name":"River.","entry":"Swirling green and blue waters form a cascading river across her stomach, with scaly creatures leering from the water."},{"type":"item","name":"Power and Plunder.","entry":"Dwarvish script on her hips reads \"Power\" and \"Plunder."}]},"Traced among Prisoner 13's tattoos are tiny magical sigils, each one matching a twin tattooed on one of her agents. A character who examines any visible tattoos and succeeds on a {@dc 15} Intelligence (Investigation) check notices some of the hidden marks.","A character who succeeds on a {@dc 15} Intelligence (Arcana) check determines that the sigils have something to do with minds or telepathy."]}]}],"gallery":[{"path":"bestiary/KftGV/Prisoner 13.webp","credit":"Katerina Ladon"},{"path":"bestiary/KftGV/035-p13-006.prisoner-13-closeup.webp","credit":"Katerina Ladon"}]},{"id":"prisoner-237","name":"Prisoner 237","source":"IDRotF","page":160,"srd":false,"image":"bestiary/IDRotF/Prisoner 237.webp","token":"bestiary/tokens/IDRotF/Prisoner 237.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"32 (5d8 + 10)","speed":"30 ft. (10 ft. while shackled)","str":9,"dex":13,"con":14,"int":17,"wis":10,"cha":15,"saves":"","skills":"Arcana +5, Deception +4, Persuasion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic, Infernal, Orc","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Prisoner 237 is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}; {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell light}*, {@spell message}*, {@spell prestidigitation}, {@spell shocking grasp} (see \"Actions\" below)","Level 1 (4 slots): {@spell mage armor}*, {@spell shield}, {@spell sleep}","Level 2 (3 slots): {@spell arcane lock}*, {@spell detect thoughts}*, {@spell suggestion}*","Level 3 (2 slots): {@spell counterspell}, {@spell lightning bolt}*","*Prisoner 237 needs material components to cast these spells."]}],"actions":[{"name":"Shocking Grasp (Cantrip)","entries":["{@atk ms} {@hit 5} to hit (with advantage on the attack if the target is wearing armor made of metal), reach 5 ft., one creature. {@h}9 ({@damage 2d8}) lightning damage, and the target can't take reactions until the start of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Vaelish Gant, Prisoner 237 within the walls of Revel's End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in Bryn Shander and tried to turn the town against its speaker, Duvessa Shane, with the goal of supplanting her. He also tried to destabilize the economy of Ten-Towns. A party of adventurers thwarted his criminal ventures by capturing him.","Rather than put Gant to death for his crimes in Icewind Dale, the Council of Speakers in Ten-Towns made a deal with representatives of the Lords' Alliance to have Gant serve a life sentence in Revel's End, so as not to incur the Arcane Brotherhood's wrath. The Council of Speakers did this not realizing that Gant's scheme wasn't sanctioned by the Arcane Brotherhood but rather hatched by Gant himself, who intended to impress his superiors by pulling it off.","For a long time, Gant held out hope that the Arcane Brotherhood would apply pressure to secure his release, and that the Lords' Alliance would acquiesce to the brotherhood's demands rather than risk an all-out attack on Revel's End. But by now, Gant has been incarcerated long enough to reasonably conclude that no such rescue is forthcoming. His failed scheme was an embarrassment to the Arcane Brotherhood, which has clearly forsaken him.","Vaelish Gant is a mage who specializes in the arcane tradition of abjuration. Pompous and conniving, he never doubts that he's the smartest person in the room, and he makes sure everyone around him knows how he feels.","Gant has neither a spellbook nor material components for spellcasting, and he can't avail himself of his magic while locked in his cell due to the {@spell antimagic field} that encompasses it."]}],"gallery":[{"path":"bestiary/IDRotF/Prisoner 237.webp"}]},{"id":"prolix-yusaf","name":"Prolix Yusaf","source":"CRCotN","page":54,"srd":false,"image":"bestiary/CRCotN/031-03-004.aloysia-prolix.webp","token":"bestiary/tokens/CRCotN/Prolix Yusaf.webp","size":"Medium","creatureType":"Humanoid (Tiefling, Wizard)","alignment":"Lawful Neutral","ac":"11","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":10,"dex":12,"con":12,"int":16,"wis":12,"cha":10,"saves":"Int +5","skills":"Arcana +5, History +5, Investigation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus one other language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Prolix casts one of the following spells, using Intelligence as the spellcasting ability:","At will: {@spell dancing lights}, {@spell mage hand}","1/day each: {@spell comprehend languages}, {@spell identify} (as an action), {@spell mage armor}"]}],"actions":[{"name":"Arcane Shock","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one target. {@h}14 ({@damage 2d10 + 3}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Glyph of Shielding","entries":["Prolix adds 2 to its AC against one attack that would hit it. To do so, the agent must be able to see the attacker and have a free hand."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/031-03-004.aloysia-prolix.webp","credit":"Isabel Gibney"}]},{"id":"prophetess-dran","name":"Prophetess Dran","source":"AI","page":208,"srd":false,"image":"bestiary/tokens/AI/Prophetess Dran.webp","token":"bestiary/tokens/AI/Prophetess Dran.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Lawful Good","ac":"14","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":14,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +5, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Prophetess can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Prophetess expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]},{"name":"Fey Ancestry","entries":["Prophetess has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Prophetess is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Prophetess has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Maul","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"pseudodragon","name":"Pseudodragon","source":"XMM","page":249,"srd":true,"image":"bestiary/XMM/Pseudodragon.webp","token":"bestiary/tokens/XMM/Pseudodragon.webp","size":"Tiny","creatureType":"Dragon","alignment":"Neutral Good","ac":"14","initiative":"+2 (12)","hp":"10 (3d4 + 3)","speed":"15 ft., fly 60 ft.","str":6,"dex":15,"con":13,"int":10,"wis":12,"cha":10,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 15","languages":"understands Common and Draconic but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Coastal, Desert, Forest, Hill, Mountain, Urban","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The pseudodragon has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The pseudodragon makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage."]},{"name":"Sting","entries":["{@actSave con} {@dc 12}, one creature the pseudodragon can see within 5 feet. {@actSaveFail} 5 ({@damage 2d4}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition for 1 hour. While {@condition Poisoned|XPHB}, the target also has the {@condition Unconscious|XPHB} condition, which ends early if the target takes damage or a creature within 5 feet of it takes an action to wake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Pseudodragon","entries":["{@i Fickle, Pint-Sized Dragon}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Pseudodragons dwell in scenic wildernesses, preferably where life is easy and prey is small and slow. There they behave like contented wyrms, creating tiny lairs amid ancient trees and rugged cliffs. They fill these lairs with shiny rocks, colorful shells, and unattended treasures that catch their attention, and they guard these hoards fiercely.","Pseudodragons grow to the size of large house cats, and most have red-brown scales. Some have scales with other hues or patterns—markings distinct from those of their larger draconic cousins.","Many magic-users attempt to befriend pseudodragons, hoping to enlist them as familiars. The creatures' intellect and resistance to magic make them excellent companions, and they're considered status symbols in some spellcasting circles.","Many pseudodragons prefer the finer things in life. These diminutive dragons might be inclined to aid those who ply them with treats. Contrariwise, mages who don't properly pamper their pseudo dragon familiars might be abandoned without warning. Roll on or choose an option from the Pseudo dragon Treats table to inspire a pseudodragon's taste in gifts.",{"type":"table","caption":"Pseudodragon Treats","colLabels":["1d10","The Pseudodragon Wants..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Flamboyant accessories it can wear."],["2","Mementos from a lost friend or master."],["3","Outlandish delicacies—like axe beak-egg omelets or mammoth-milk cheese."],["4","The possessions of a sibling, rival, or master."],["5","Shiny gifts, from gems to abalone shells."],["6","Soft bedding and stuffed toys."],["7","A specific cook's signature dessert."],["8","Time-consuming beauty treatments."],["9","To hear a bedtime story or favorite song."],["10","Trophies and important-sounding titles."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["If you want to keep a pseudodragon happy, get used to thinking of yourself as its familiar."],"by":"Jallarzi, Pseudodragon's Companion"}]}]}],"gallery":[{"path":"bestiary/XMM/Pseudodragon.webp","credit":"Crystal Sully"}],"otherVersions":[{"id":"pseudodragon-mm","source":"MM"}]},{"id":"pseudodragon-mm","name":"Pseudodragon","source":"MM","page":254,"srd":false,"image":"bestiary/MM/Pseudodragon.webp","token":"bestiary/tokens/MM/Pseudodragon.webp","size":"Tiny","creatureType":"Dragon","alignment":"Neutral Good","ac":"13","initiative":"+2 (12)","hp":"7 (2d4 + 2)","speed":"15 ft., fly 60 ft.","str":6,"dex":15,"con":13,"int":10,"wis":12,"cha":10,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 13","languages":"understands Common and Draconic but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Forest, Hill, Urban, Desert, Coastal","treasure":"","traits":[{"name":"Keen Senses","entries":["The pseudodragon has advantage on Wisdom ({@skill Perception}) checks that rely on sight, hearing, or smell."]},{"name":"Magic Resistance","entries":["The pseudodragon has advantage on saving throws against spells and other magical effects."]},{"name":"Limited Telepathy","entries":["The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Sting","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or become {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target falls {@condition unconscious} for the same duration, or until it takes damage or another creature uses an action to shake it awake."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful.",{"name":"Quiet and Defensive","type":"entries","entries":["Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours."]},{"name":"Draconic Familiars","type":"entries","entries":["Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly.","A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning."]},{"name":"Language of Emotion","type":"entries","entries":["Pseudodragons can't speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances.","A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent.",{"type":"inset","name":"Variant: Pseudodragon Familiar","entries":["Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait."]}]},{"name":"Familiar","type":"entries","entries":["The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond."]}]}]}],"gallery":[{"path":"bestiary/MM/Pseudodragon.webp","credit":"Tom Babbey"}],"hidden":true,"otherVersions":[{"id":"pseudodragon","source":"XMM"}]},{"id":"psionic-ashenwight","name":"Psionic Ashenwight","source":"PaBTSO","page":204,"srd":false,"image":"bestiary/PaBTSO/Psionic Ashenwight.webp","token":"bestiary/tokens/PaBTSO/Psionic Ashenwight.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"16","initiative":"+1 (11)","hp":"78 (12d8 + 24)","speed":"25 ft.","str":19,"dex":13,"con":15,"int":17,"wis":14,"cha":6,"saves":"Str +7, Con +5, Int +6, Wis +5","skills":"","vulnerabilities":"","resistances":"necrotic; poison; psychic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"Passive Perception 12","languages":"telepathy 120 ft., understands the languages it knew in life but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The ashenwight casts one of the following spells, requiring no spellcasting components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell mage hand} (the hand is invisible)","1/day: {@spell calm emotions}"]}],"actions":[{"name":"Multiattack","entries":["The ashenwight makes two Necrotic Shard attacks. It also uses Psionic Crown if available."]},{"name":"Necrotic Shard","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn."]},{"name":"Psionic Crown {@recharge 5}","entries":["The ashenwight wreathes the head of a creature it can see within 60 feet of itself with a crown of jagged, spectral crystals. The target must succeed on a {@dc 14} Wisdom saving throw or have the {@condition charmed} condition for 1 minute. While {@condition charmed} in this way, the target's thoughts are sluggish; it can't take reactions, its speed is halved, and it takes 9 ({@damage 2d8}) psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When an ashenwight arises near a crystal vein infused with aberrant power, or when one lingers in an area of fell magic, there is a chance for the ashenwight to develop psionic abilities. A psionic ashenwight is markedly more sapient than other ashenwights, though the resulting consciousness is a new creation separate from who the ashenwight was in life.","Some psionic ashenwights dedicate their existence to piecing together their previous life, while others strive to enlighten other ashenwights to this new psionic power."]}]},{"type":"section","entries":[{"type":"entries","name":"Ashenwights","entries":["When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwight. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power."]}]}],"gallery":[{"path":"bestiary/PaBTSO/Psionic Ashenwight.webp"},{"path":"bestiary/PaBTSO/Ashenwights.webp"}]},{"id":"psionic-shambling-mound","name":"Psionic Shambling Mound","source":"PaBTSO","page":108,"srd":false,"image":"bestiary/tokens/PaBTSO/Psionic Shambling Mound.webp","token":"bestiary/tokens/PaBTSO/Psionic Shambling Mound.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"136 (16d10 + 48)","speed":"20 ft., swim 20 ft.","str":18,"dex":8,"con":16,"int":5,"wis":10,"cha":5,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"cold; fire","immunities":"lightning","conditionImmunities":"blinded; deafened; exhaustion","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Lightning Absorption","entries":["Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The shambling mound casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 8}):","At will: {@spell minor illusion}","1/day: {@spell charm person} (already cast)"]}],"actions":[{"name":"Multiattack","entries":["The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 14}), and the shambling mound uses its Engulf on it."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Engulf","entries":["The shambling mound engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 14} Constitution saving throw at the start of each of the mound's turns or take 13 ({@damage 2d8 + 4}) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"psurlon","name":"Psurlon","source":"BAM","page":44,"srd":false,"image":"bestiary/BAM/Psurlon.webp","token":"bestiary/tokens/BAM/Psurlon.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":14,"dex":14,"con":14,"int":17,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded; charmed","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 10","languages":"Deep Speech, telepathy 120 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aberrant Mind","entries":["Magic can't read the psurlon's thoughts or put the psurlon to sleep."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","1/day: {@spell suggestion}","2/day each: {@spell disguise self}, {@spell mage armor} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The psurlon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Psychic Crush","entries":["The psurlon targets one creature it can see within 120 feet of itself. The target must make a {@dc 13} Wisdom saving throw, taking 14 ({@damage 2d10 + 3}) psychic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Psurlons are malevolent, wormlike creatures that live on the Astral Plane. A fully grown specimen is 7 feet long. They have legs that end in hooves and arms that end in hands with three long fingers. A psurlon's eyeless head resembles that of an earthworm, capped by a maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons.","Psurlons live for thousands of years because they spend most of their time in the Deep Astral. Every hundred years or so, psurlons leave their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don't mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their intended victims.","On the Material Plane, psurlons have been known to work with mind flayers. Together, they collect victims to feed on; the illithids devour the victims' brains while the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Deep Astral wherever they are found.","When a psurlon dies, other psurlons store the corpse in a safe place. As the corpse decays, the psurlons lay one or more eggs inside it. These eggs hatch 24 hours later, each one producing a Tiny worm. For the next seven days, the worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon."]}],"gallery":[{"path":"bestiary/BAM/Psurlon.webp","credit":"Brynn Metheney"}]},{"id":"psurlon-leader","name":"Psurlon Leader","source":"BAM","page":45,"srd":false,"image":"bestiary/BAM/Psurlon Leader.webp","token":"bestiary/tokens/BAM/Psurlon Leader.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":16,"dex":14,"con":16,"int":20,"wis":11,"cha":7,"saves":"Wis +3, Cha +1","skills":"Perception +6","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded; charmed","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 16","languages":"Deep Speech, telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aberrant Mind","entries":["Magic can't read the psurlon's thoughts or put the psurlon to sleep."]},{"name":"Two Heads","entries":["The psurlon has advantage on saving throws it makes to avoid or end the {@condition frightened}, {@condition stunned}, or {@condition unconscious} condition on itself. While one of the psurlon's heads is asleep, its other head is awake."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","2/day each: {@spell disguise self}, {@spell mage armor} (self only)","1/day each: {@spell dimension door}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The psurlon makes two Bite attacks and two Claw attacks. It can also use Pacify (if available) or Psychic Crush."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage."]},{"name":"Pacify {@recharge 5}","entries":["The psurlon targets one creature it can see within 120 feet of itself. The target must succeed on a {@dc 16} Wisdom saving throw or fall {@condition unconscious} for 10 minutes. The condition ends if the target takes any damage or if another creature uses its action to shake the target awake."]},{"name":"Psychic Crush","entries":["The psurlon targets one creature it can see within 120 feet of itself. The target must make a {@dc 16} Wisdom saving throw, taking 21 ({@damage 3d10 + 5}) psychic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["One out of every hundred psurlons is a mutant with two heads, one at each end of its body, and a superior intellect. Other psurlons look to the two-headed ones for leadership."]}],"gallery":[{"path":"bestiary/BAM/Psurlon Leader.webp","credit":"Brynn Metheney"}]},{"id":"psurlon-ringer","name":"Psurlon Ringer","source":"BAM","page":45,"srd":false,"image":"bestiary/tokens/BAM/Psurlon Ringer.webp","token":"bestiary/tokens/BAM/Psurlon Ringer.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"13","initiative":"+0 (10)","hp":"31 (7d8)","speed":"30 ft.","str":10,"dex":11,"con":10,"int":17,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed","senses":"Passive Perception 10","languages":"Deep Speech plus the languages of the Humanoid it is imitating, telepathy 120 ft.","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aberrant Mind","entries":["Magic can't read the psurlon's thoughts or put the psurlon to sleep."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","1/day: {@spell suggestion}","2/day: {@spell mage armor} (self only)"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}2 ({@damage 1d4}) piercing damage plus 4 ({@damage 1d8}) psychic damage."]},{"name":"Psychic Crush","entries":["The psurlon targets one creature it can see within 120 feet of itself. The target must make a {@dc 13} Wisdom saving throw, taking 12 ({@damage 3d8 + 3}) psychic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it wants to imitate. It then enters a psionic trance for 8 hours, at the end of which it takes on the appearance of the creature it ate. The psurlon gains that creature's memories and languages, but none of its class features or other abilities. The transformation is permanent and can be undone only by a wish spell. Despite appearances, the psurlon ringer is still an Aberration, and other psurlons recognize it for what it is."]}]},{"id":"psychic-gray-ooze","name":"Psychic Gray Ooze","source":"XMM","page":151,"srd":true,"image":"bestiary/XMM/Gray Oozes.webp","token":"bestiary/tokens/XMM/Psychic Gray Ooze.webp","size":"Medium","creatureType":"Ooze","alignment":"Unaligned","ac":"9","initiative":"-1 (9)","hp":"37 (5d8 + 15)","speed":"10 ft., climb 10 ft.","str":12,"dex":8,"con":16,"int":10,"wis":6,"cha":2,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"acid; cold; fire; psychic","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; grappled; prone; restrained","senses":"Blindsight 60 ft., Passive Perception 8","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The ooze can move through a space as narrow as 1 inch without expending extra movement to do so."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}11 ({@damage 3d6 + 1}) Acid damage, and the target has {@variantrule Disadvantage|XPHB} on Intelligence saving throws until the end of the ooze's next turn."]},{"name":"Psychic Crush","entries":["{@actSave int} {@dc 10}, one creature the ooze can see within 60 feet. {@actSaveFail} 13 ({@damage 3d8}) Psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Mind Corrosion","entries":["{@actTrigger} The ooze fails a saving throw against a spell or another magical effect created by a creature. {@actResponse} The triggering creature takes 3 ({@damage 1d6}) Psychic damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Psychic gray oozes exhibit violent psionic abilities. These oozes sometimes result from failed attempts to summon or create creatures linked to the Elemental Plane of Earth, like gargoyles or homunculi."]},{"type":"section","name":"Gray Oozes","entries":["{@i Hungry Slimes and Magical Failures}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Gray oozes are predatory, corrosive slimes that blend in with stony surroundings."]}],"gallery":[{"path":"bestiary/XMM/Gray Oozes.webp","credit":"Mark Behm"}]},{"id":"pterafolk","name":"Pterafolk","source":"ToA","page":229,"srd":false,"image":"bestiary/ToA/Pterafolk.webp","token":"bestiary/tokens/ToA/Pterafolk.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+1 (11)","hp":"26 (4d10 + 4)","speed":"30 ft., fly 50 ft.","str":15,"dex":13,"con":12,"int":9,"wis":10,"cha":11,"saves":"","skills":"Perception +2, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Terror Dive","entries":["If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is {@condition frightened} until the end of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two melee attacks with its javelin."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Pterafolk (pronounced TAIR-eh-folk) are 10-foot-tall, winged, reptilian bipeds native to Chult. Malevolent isolationists, they regard most other creatures as their enemies. In Chultan culture, pterafolk are often referred to as \"terror folk\" for their habit of swooping down from the sky to snatch whatever and whomever they can, then transporting treasure and food back to their roosts.","Pterafolk have 20-foot wingspans and give birth to live young. Ancient rituals once bestowed upon pterafolk the ability to assume the forms of pteranodons and wingless lizardfolk, but those rituals have long been forgotten."]}]}]}],"gallery":[{"path":"bestiary/ToA/Pterafolk.webp"}]},{"id":"pteranodon","name":"Pteranodon","source":"XMM","page":367,"srd":true,"image":"bestiary/XMM/Pteranodon.webp","token":"bestiary/tokens/XMM/Pteranodon.webp","size":"Medium","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"13 (3d8)","speed":"10 ft., fly 60 ft.","str":12,"dex":15,"con":10,"int":2,"wis":9,"cha":5,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Coastal, Grassland, Mountain","treasure":"","traits":[{"name":"Flyby","entries":["The pteranodon doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Pteranodon.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"pteranodon-mm","source":"MM"}]},{"id":"pteranodon-mm","name":"Pteranodon","source":"MM","page":80,"srd":false,"image":"bestiary/MM/Dinosaurs.webp","token":"bestiary/tokens/MM/Pteranodon.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"13 (3d8)","speed":"10 ft., fly 60 ft.","str":12,"dex":15,"con":10,"int":2,"wis":9,"cha":5,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Grassland, Coastal","treasure":"","traits":[{"name":"Flyby","entries":["The pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["These flying reptiles have wingspans of 15 to 20 feet and typically dive for small marine prey, though they are opportunists and will attack any creature that appears edible. A pteranodon has no teeth, instead using its sharp beak to stab prey too large to swallow with one gulp.",{"type":"entries","name":"Dinosaurs","entries":["Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.","Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens."]}]}]}],"gallery":[{"path":"bestiary/MM/Dinosaurs.webp"}],"hidden":true,"otherVersions":[{"id":"pteranodon","source":"XMM"}]},{"id":"puppeteer-parasite","name":"Puppeteer Parasite","source":"MCV1SC","page":11,"srd":false,"image":"bestiary/MCV1SC/Puppeteer Parasite.webp","token":"bestiary/tokens/MCV1SC/Puppeteer Parasite.webp","size":"Tiny","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"71 (11d4 + 44)","speed":"10 ft., fly 30 ft. (hover)","str":2,"dex":15,"con":18,"int":16,"wis":10,"cha":3,"saves":"Dex +4, Con +6, Wis +2","skills":"Stealth +4","vulnerabilities":"radiant","resistances":"fire; necrotic; poison","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"telepathy 30 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The parasite doesn't require air or sleep."]}],"spellcasting":[],"actions":[{"name":"Cling","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}12 ({@damage 3d6 + 2}) necrotic damage, and the parasite attaches to the target. While attached, the parasite can't make Cling attacks. The parasite can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the parasite can try to detach it, doing so with a successful {@dc 14} Strength check."]},{"name":"Consume Life","entries":["The parasite deals 12 ({@damage 3d6 + 2}) necrotic damage to one creature it is physically attached to, provided that creature isn't a Construct or an Undead. The parasite regains hit points equal to the damage taken."]}],"bonusActions":[{"name":"Suggestion (Psionics; 1/Day)","entries":["The parasite casts the {@spell suggestion} spell, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13})."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A puppeteer parasite looks like a rubbery amoeba the size of a dinner plate. Its dorsal surface is soft and glossy, while its ventral surface is lined with bony hooks. The parasite uses its hooks to attach to a wall or ceiling until suitable prey passes nearby.","A parasite that comes in physical contact with a Humanoid uses its hooks to latch onto it. The parasite can then drain life energy from that creature or use it as transportation. The parasite can also impose its will on a nearby creature, forcing the creature to comply with its wishes. Puppeteer parasites like to use Humanoid thralls as bodyguards and transports."]}],"gallery":[{"path":"bestiary/MCV1SC/Puppeteer Parasite.webp"}]},{"id":"purple-worm","name":"Purple Worm","source":"XMM","page":250,"srd":true,"image":"bestiary/XMM/Purple Worm.webp","token":"bestiary/tokens/XMM/Purple Worm.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"+3 (13)","hp":"247 (15d20 + 90)","speed":"50 ft., burrow 50 ft.","str":28,"dex":7,"con":22,"int":1,"wis":8,"cha":4,"saves":"Con +11, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 9","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Desert, Underdark","treasure":"","traits":[{"name":"Tunneler","entries":["The worm can burrow through solid rock at half its {@variantrule Burrow Speed|XPHB} and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The worm makes one Bite attack and one Tail Stinger attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}22 ({@damage 3d8 + 9}) Piercing damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 19}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."]},{"name":"Tail Stinger","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}16 ({@damage 2d6 + 9}) Piercing damage plus 35 ({@damage 10d6}) Poison damage."]}],"bonusActions":[{"name":"Swallow","entries":["{@actSave str} {@dc 19}, one Large or smaller creature {@condition Grappled|XPHB} by the worm (it can have up to three creatures swallowed at a time). {@actSaveFail} The target is swallowed by the worm, and the {@condition Grappled|XPHB} condition ends. A swallowed creature has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions, has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the worm, and takes 17 ({@damage 5d6}) Acid damage at the start of each of the worm's turns.","If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the worm and has the {@condition Prone|XPHB} condition. If the worm dies, any swallowed creature no longer has the {@condition Restrained|XPHB} condition and can escape from the corpse using 20 feet of movement, exiting {@condition Prone|XPHB}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Purple Worm","entries":["{@i What Gnaws the Roots of the World}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Titanic purple worms burrow through the earth and sand. Ever ravenous, they devour smaller creatures and ravage entire communities in their aimless burrowing.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Purple worms alone are bad enough, but the blasted monsters have a knack for unearthing things that are even worse!"],"by":"Morrikan d'Kundarak"}]}]}],"gallery":[{"path":"bestiary/XMM/Purple Worm.webp","credit":"David Auden Nash"}],"otherVersions":[{"id":"purple-worm-mm","source":"MM"}]},{"id":"purple-worm-mm","name":"Purple Worm","source":"MM","page":255,"srd":false,"image":"bestiary/MM/Purple Worm.webp","token":"bestiary/tokens/MM/Purple Worm.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"-2 (8)","hp":"247 (15d20 + 90)","speed":"50 ft., burrow 30 ft.","str":28,"dex":7,"con":22,"int":1,"wis":8,"cha":4,"saves":"Con +11, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 9","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Underdark, Desert","treasure":"","traits":[{"name":"Tunneler","entries":["The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The worm makes two attacks: one with its bite and one with its stinger."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the worm's turns.","If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage, and the target must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The massive burrowing monster known as the purple worm terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of prey. A dimwitted, ravenous force of nature, this creature regards anything it encounters as food.",{"name":"Ravenous Hunters","type":"entries","entries":["Loud noise attracts purple worms, which have been known to interrupt underground battles and tear through subterranean cities seeking prey. The underground civilizations of the drow, the duergar, and the mind flayers maintain special wards around their settlements to deter these monsters.","Though most common in the Underdark, purple worms are frequently seen on the surface world in rocky and mountainous lands. The maw of a purple worm is large enough to swallow a horse whole, and no creature is safe from its hunger. It lunges forward by rhythmically compressing and expanding its body, catching other Underdark dwellers by surprise with the speed of its advance."]},{"name":"Boons of the Worm","type":"entries","entries":["When a purple worm burrows through the ground, it consumes earth and rock, which it breaks down and constantly excretes. Precious metals and gems can thus be found within the bodies of purple worms, which are targeted by particularly brave and foolhardy treasure hunters.","A burrowing purple worm constantly creates new tunnels throughout the Underdark, which are quickly made use of by other creatures as corridors and highways. Because a purple worm rarely returns to its own tunnels, such passageways are a good place to avoid these monsters. Areas rich in prey quickly become interlaced with complex tunnel systems resulting from several worms hunting together."]}]}]}],"gallery":[{"path":"bestiary/MM/Purple Worm.webp"}],"hidden":true,"otherVersions":[{"id":"purple-worm","source":"XMM"}]},{"id":"purple-wormling","name":"Purple Wormling","source":"SKT","page":242,"srd":false,"image":"bestiary/tokens/SKT/Purple Wormling.webp","token":"bestiary/tokens/SKT/Purple Wormling.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"-2 (8)","hp":"42 (5d10 + 15)","speed":"20 ft.","str":16,"dex":7,"con":16,"int":1,"wis":6,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., tremorsense 30 ft., Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wormling makes two attacks: one with its bite and one with its stinger."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 5}) piercing damage. If the target is a Small or smaller creature, it must succeed on a {@dc 13} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the wormling, and it takes 3 ({@damage 1d6}) acid damage at the start of each of the wormling's turns.","If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the wormling. If the wormling dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 5 feet of movement, exiting {@condition prone}."]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A purple wormling is a baby purple worm no more than six weeks old. Its rubbery body is 9 feet long and weighs 1,500 pounds. Its mouth and musculature aren't yet strong enough to allow the wormling to burrow through rock. The poison in its tail stinger and the acid in its gullet are still relatively weak as well. Nevertheless, the wormling is a voracious feeder and attacks just about anything it can wrap its mouth around. A wormling's gullet can hold up to four Small creatures."]}]}]},{"id":"qawasha","name":"Qawasha","source":"ToA","page":35,"srd":false,"image":"bestiary/ToA/Qawasha and Kupalue.webp","token":"bestiary/tokens/ToA/Qawasha.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Druidic plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Qawasha is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Qawasha and Kupalue.webp"}]},{"id":"quadrone","name":"Quadrone","source":"MM","page":226,"srd":false,"image":"bestiary/MM/Quadrone.webp","token":"bestiary/tokens/MM/Quadrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft., fly 30 ft.","str":12,"dex":14,"con":12,"int":10,"wis":10,"cha":11,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 12","languages":"Modron","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The quadrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The quadrone makes two fist attacks or four shortbow attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Astute combatants, quadrones serve as artillery and field officers in the regiments of modron armies.",{"type":"section","name":"Modrons","entries":["Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Absolute Law and Order","entries":["Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no \"I,\" but only \"we\" or \"us.\"",{"type":"inset","name":"Variant: Rogue Modrons","entries":["A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.","A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank."]}],"type":"entries"},{"name":"Absolute Hierarchy","entries":["Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand."],"type":"entries"},{"name":"Cogs of the Great Machine","entries":["If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result."],"type":"entries"},{"name":"The Great Modron March","entries":["When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Every 289 years, the entire multiverse goes mad. Like clockwork."],"by":"Kwint Stormbellow, rock gnome adventurer"}]}]}],"gallery":[{"path":"bestiary/MM/Quadrone.webp"}]},{"id":"quadrone-detention-drone","name":"Quadrone Detention Drone","source":"BMT","page":135,"srd":false,"image":"bestiary/BMT/Quadrone Detention Drone.webp","token":"bestiary/tokens/BMT/Quadrone Detention Drone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft., fly 30 ft. (hover)","str":12,"dex":14,"con":12,"int":10,"wis":10,"cha":11,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 12","languages":"Modron","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The drone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If the drone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drone makes two fist attacks or four shortbow attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Detention Orb","entries":["The drone launches a tiny orb of magical force at a creature it can see within 30 feet of itself. The creature must succeed on a {@dc 15} Constitution saving throw or be encased in the orb, which expands to a size just large enough to contain the creature. While encased, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Nothing can pass through the orb, nor can any creature teleport or use planar travel to enter or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the {@spell Dispel Magic} spell on the orb ({@dc 15}) destroys it. The orb otherwise remains intact until the drone spends an action to end the effect or the drone is destroyed. A drone can have only one detention orb active at a time; if the drone creates a detention orb when it already has one active, the first orb disappears, freeing the creature inside."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Detention drones vary in size, strength, and shape, though most are shaped like some kind of mechanical animal or plant."]}],"gallery":[{"path":"bestiary/BMT/Quadrone Detention Drone.webp"}]},{"id":"quaggoth","name":"Quaggoth","source":"XMM","page":251,"srd":false,"image":"bestiary/XMM/Quaggoths.webp","token":"bestiary/tokens/XMM/Quaggoth.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Neutral","ac":"13","initiative":"+1 (11)","hp":"45 (6d8 + 18)","speed":"30 ft., climb 30 ft.","str":17,"dex":12,"con":16,"int":6,"wis":12,"cha":7,"saves":"","skills":"Athletics +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Bloodied Fury","entries":["While {@status Bloodied|XPHB}, the quaggoth has {@variantrule Advantage|XPHB} on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The quaggoth makes two Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage, or 13 ({@damage 3d6 + 3}) Slashing damage if the quaggoth is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["For quaggoths, every fight means life or death. They battle with wild fury and do anything to survive."]},{"type":"section","name":"Quaggoths","entries":["{@i Unpredictable Subterranean Stalkers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Beastly hunters endemic to subterranean depths, quaggoths scrape harsh existences from the Underdark. While they can survive on bitter lichens and toxic fungi, they viciously attack anything they can make a meal of, from giant spiders to explorers. Quaggoths sometimes serve as muscle for Underdark-dwelling villains.","Quaggoths frequently collect in small bands led by the most fearsome group member. These bands are proud and quick to hold grudges. Anyone who harms a quaggoth—or who is suspected of doing so—earns the enmity of that quaggoth's band regardless of reason or fault. These grudges sometimes extend to whole communities rather than individuals. Generations of quaggoths might seek revenge against a settlement's inhabitants for decades-old slights. Only the leader of a quaggoth band can demand that a grudge ends."]}],"gallery":[{"path":"bestiary/XMM/Quaggoths.webp","credit":"Daarken"}],"otherVersions":[{"id":"quaggoth-mm","source":"MM"}]},{"id":"quaggoth-mm","name":"Quaggoth","source":"MM","page":256,"srd":false,"image":"bestiary/MM/Quaggoth.webp","token":"bestiary/tokens/MM/Quaggoth.webp","size":"Medium","creatureType":"Humanoid (Quaggoth)","alignment":"Chaotic Neutral","ac":"13","initiative":"+1 (11)","hp":"45 (6d8 + 18)","speed":"30 ft., climb 30 ft.","str":17,"dex":12,"con":16,"int":6,"wis":12,"cha":7,"saves":"","skills":"Athletics +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Wounded Fury","entries":["While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 ({@damage 2d6}) damage to any target it hits with a melee attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The quaggoth makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the face of death.",{"name":"Quaggoth Origins","type":"entries","entries":["Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive.","As they passed the ages deep beneath the world, the quaggoths' fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find-and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned."]},{"name":"Servants of the Drow","type":"entries","entries":["The ancient enmity between quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths' hatred of the elves by leading them on surface raids against known elven enclaves."]},{"name":"Thonots","type":"entries","entries":["Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot.","A thonots keep a tribe's lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth."]},{"name":"Poison Immunity","type":"entries","entries":["Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced quaggoths to adapt immunities to poisons of all kinds."]}]}]}],"gallery":[{"path":"bestiary/MM/Quaggoth.webp"}],"hidden":true,"otherVersions":[{"id":"quaggoth","source":"XMM"}]},{"id":"quaggoth-spore-servant","name":"Quaggoth Spore Servant","source":"MM","page":230,"srd":false,"image":"bestiary/tokens/MM/Quaggoth Spore Servant.webp","token":"bestiary/tokens/MM/Quaggoth Spore Servant.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"45 (6d8 + 18)","speed":"20 ft., climb 20 ft.","str":17,"dex":12,"con":16,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; frightened; paralyzed; poisoned","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spore servant makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can't be turned into a spore servant.",{"type":"entries","name":"Retained Characteristics","entries":["The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities."]},{"type":"entries","name":"Lost Characteristics","entries":["The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn't Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item."]},{"type":"entries","name":"Type","entries":["The servant's type is plant, and it loses any tags."]},{"type":"entries","name":"Alignment","entries":["The servant is unaligned."]},{"type":"entries","name":"Speed","entries":["Reduce all the servant's speeds by 10 feet, to a minimum of 5 feet."]},{"type":"entries","name":"Ability Scores","entries":["The servant's ability scores change as follows: Int 2 (-4), Wis 6 (-2), Cha 1 (-5)."]},{"type":"entries","name":"Senses","entries":["The servant has {@sense blindsight} with a radius of 30 feet, and it is blind beyond this radius."]},{"type":"entries","name":"Condition Immunities","entries":["The servant can't be {@condition blinded}, {@condition charmed}, {@condition frightened}, or {@condition paralyzed}."]},{"type":"entries","name":"Languages","entries":["The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid."]},{"type":"entries","name":"Attacks","entries":["If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to {@dice 1d4} + the servant's Strength modifier, or, if the servant is Large, {@dice 2d4} + its Strength modifier."]}]}]}]},{"id":"quaggoth-thonot","name":"Quaggoth Thonot","source":"XMM","page":251,"srd":false,"image":"bestiary/XMM/Quaggoth Thonot.webp","token":"bestiary/tokens/XMM/Quaggoth Thonot.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Neutral","ac":"15","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft., climb 30 ft.","str":17,"dex":12,"con":16,"int":6,"wis":14,"cha":7,"saves":"","skills":"Athletics +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 12","languages":"Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Bloodied Fury","entries":["While {@status Bloodied|XPHB}, the quaggoth has {@variantrule Advantage|XPHB} on attack rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The quaggoth casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB}), {@spell Minor Illusion|XPHB}","2/day: {@spell Mind Spike|XPHB}"]},{"name":"Psionic Defense (3/Day)","entries":["The quaggoth casts {@spell Feather Fall|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.","3/day: {@spell Feather Fall|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The quaggoth makes two Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage plus 5 ({@damage 2d4}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Quaggoth thonots possess psionic abilities, which they use to give themselves an edge in combat and to coerce the service of other quaggoths."]},{"type":"section","name":"Quaggoths","entries":["{@i Unpredictable Subterranean Stalkers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Beastly hunters endemic to subterranean depths, quaggoths scrape harsh existences from the Underdark. While they can survive on bitter lichens and toxic fungi, they viciously attack anything they can make a meal of, from giant spiders to explorers. Quaggoths sometimes serve as muscle for Underdark-dwelling villains.","Quaggoths frequently collect in small bands led by the most fearsome group member. These bands are proud and quick to hold grudges. Anyone who harms a quaggoth—or who is suspected of doing so—earns the enmity of that quaggoth's band regardless of reason or fault. These grudges sometimes extend to whole communities rather than individuals. Generations of quaggoths might seek revenge against a settlement's inhabitants for decades-old slights. Only the leader of a quaggoth band can demand that a grudge ends."]}],"gallery":[{"path":"bestiary/XMM/Quaggoth Thonot.webp"},{"path":"bestiary/XMM/Quaggoths.webp","credit":"Daarken"}],"otherVersions":[{"id":"quaggoth-thonot-mm","source":"MM"}]},{"id":"quaggoth-thonot-mm","name":"Quaggoth Thonot","source":"MM","page":256,"srd":false,"image":"bestiary/MM/Quaggoth.webp","token":"bestiary/tokens/MM/Quaggoth Thonot.webp","size":"Medium","creatureType":"Humanoid (Quaggoth)","alignment":"Chaotic Neutral","ac":"13","initiative":"+1 (11)","hp":"45 (6d8 + 18)","speed":"30 ft., climb 30 ft.","str":17,"dex":12,"con":16,"int":6,"wis":12,"cha":7,"saves":"","skills":"Athletics +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Wounded Fury","entries":["While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 ({@damage 2d6}) damage to any target it hits with a melee attack."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The quaggoth's innate spellcasting ability is Wisdom (spell save {@dc 11}). The quaggoth can innately cast the following spells, requiring no components:","At will: {@spell feather fall}, {@spell mage hand} (the hand is invisible)","1/day each: {@spell cure wounds}, {@spell enlarge/reduce}, {@spell heat metal}, {@spell mirror image}"]}],"actions":[{"name":"Multiattack","entries":["The quaggoth makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the face of death.",{"name":"Quaggoth Origins","type":"entries","entries":["Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive.","As they passed the ages deep beneath the world, the quaggoths' fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find-and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned."]},{"name":"Servants of the Drow","type":"entries","entries":["The ancient enmity between quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths' hatred of the elves by leading them on surface raids against known elven enclaves."]},{"name":"Thonots","type":"entries","entries":["Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot.","A thonots keep a tribe's lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth."]},{"name":"Poison Immunity","type":"entries","entries":["Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced quaggoths to adapt immunities to poisons of all kinds."]}]}]}],"gallery":[{"path":"bestiary/MM/Quaggoth.webp"}],"hidden":true,"otherVersions":[{"id":"quaggoth-thonot","source":"XMM"}]},{"id":"quandrix-apprentice","name":"Quandrix Apprentice","source":"SCC","page":208,"srd":false,"image":"bestiary/SCC/Quandrix Apprentice.webp","token":"bestiary/tokens/SCC/Quandrix Apprentice.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":15,"wis":14,"cha":11,"saves":"Int +4, Wis +4","skills":"Arcana +6, Investigation +6, Nature +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The apprentice casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 12}):","At will: {@spell guidance}, {@spell mage hand}","1/day each: {@spell enlarge/reduce}, {@spell mage armor}"]}],"actions":[{"name":"Multiattack","entries":["The apprentice makes two Exponential Lash attacks."]},{"name":"Exponential Lash","entries":["{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 60 ft., one target. {@h}5 ({@damage 1d6 + 2}) force damage, and the apprentice can cause one creature it can see within 30 feet of the target to take 9 ({@damage 2d6 + 2}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The students of Quandrix College—first as apprentices and then as pledgemages—immerse themselves in the magic of geometry and metaphysics. Their ultimate goal isn't mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether students are extrapolating mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and natural reality."]},{"type":"section","entries":[{"type":"entries","name":"Quandrix Scholars","entries":["The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself."]}]}],"gallery":[{"path":"bestiary/SCC/Quandrix Apprentice.webp","credit":"Ryan Alexander Lee"}]},{"id":"quandrix-pledgemage","name":"Quandrix Pledgemage","source":"SCC","page":208,"srd":false,"image":"bestiary/tokens/SCC/Quandrix Pledgemage.webp","token":"bestiary/tokens/SCC/Quandrix Pledgemage.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":17,"wis":14,"cha":11,"saves":"Int +5, Wis +4","skills":"Arcana +7, Investigation +7, Nature +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any two languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The pledgemage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell guidance}, {@spell mage hand}","1/day each: {@spell dimension door}, {@spell enlarge/reduce}, {@spell mage armor}, {@spell plant growth}"]}],"actions":[{"name":"Multiattack","entries":["The pledgemage makes two Exponential Lash attacks."]},{"name":"Exponential Lash","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}6 ({@damage 1d6 + 3}) force damage, and the pledgemage can cause one creature it can see within 30 feet of the target to take 10 ({@damage 2d6 + 3}) force damage."]}],"bonusActions":[{"name":"Vortex Calculus {@recharge 4}","entries":["The pledgemage teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself. Immediately after it teleports, each creature within 20 feet of the space it left must make a {@dc 13} Constitution saving throw. On a failed save, a creature takes 7 ({@damage 2d6}) force damage and is moved 10 feet in a random horizontal direction. On a successful save, a creature takes half as much damage and isn't moved."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The students of Quandrix College—first as apprentices and then as pledgemages—immerse themselves in the magic of geometry and metaphysics. Their ultimate goal isn't mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether students are extrapolating mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and natural reality."]},{"type":"section","entries":[{"type":"entries","name":"Quandrix Scholars","entries":["The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself."]}]}]},{"id":"quandrix-professor-of-substance","name":"Quandrix Professor of Substance","source":"SCC","page":209,"srd":false,"image":"bestiary/tokens/SCC/Quandrix Professor of Substance.webp","token":"bestiary/tokens/SCC/Quandrix Professor of Substance.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":11,"dex":14,"con":14,"int":19,"wis":14,"cha":13,"saves":"Con +5, Int +7, Wis +5, Cha +4","skills":"Arcana +10, Investigation +10, Nature +7, Perception +5","vulnerabilities":"","resistances":"force","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell guidance}, {@spell mage hand}, {@spell mending} (as an action)","1/day each: {@spell creation} (as an action), {@spell dimension door}, {@spell mage armor}, {@spell plant growth}, {@spell polymorph}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes two Spatial Blade attacks."]},{"name":"Spatial Blade","entries":["{@atk ms,rs} {@hit 7} to hit (the target can't benefit from cover less than {@quickref Cover||3||total cover}), reach 5 ft. or range 120 ft., one target. {@h}13 ({@damage 2d8 + 4}) force damage, or 22 ({@damage 4d8 + 4}) force damage if the professor is Large or larger, and the professor can push the target horizontally up to 10 feet away."]}],"bonusActions":[{"name":"Dilation {@recharge 5}","entries":["The professor magically alters its physical form until it uses this bonus action again, until it is {@condition incapacitated} or dies, or until it dismisses the effect (no action required). Choose one of the following options:"]},{"name":"Expand","entries":["The professor becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength."]},{"name":"Contract","entries":["The professor becomes Small. Its walking speed increases to 60 feet, attack rolls against it have disadvantage, and it has advantage on ability checks and saving throws that rely on Dexterity."]}],"reactions":[{"name":"Avoidant Translation (2/Day)","entries":["When the professor is hit by an attack roll, it can increase its AC by 3 against that attack, potentially causing it to miss. The professor can then teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Professors of substance specialize in the concrete side of Quandrix philosophy, manipulating physical dimensions and properties of growth. Their magic alters and replaces the equations that describe the natural world, including creatures, space, and substance. Through these manipulations, the professors change their size and the physical form of others, manipulate nature into rapid growth, travel instantaneously, and even fold space into deadly edges.","These professors teach that numbers and mathematics aren't merely intellectual concepts, but that they exist physically in all things. Professors of substance teach their students to wield magic practically, creating tangible change in the world around them."]},{"type":"section","entries":[{"type":"entries","name":"Quandrix Scholars","entries":["The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself."]}]}]},{"id":"quandrix-professor-of-theory","name":"Quandrix Professor of Theory","source":"SCC","page":209,"srd":false,"image":"bestiary/tokens/SCC/Quandrix Professor of Theory.webp","token":"bestiary/tokens/SCC/Quandrix Professor of Theory.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":11,"dex":14,"con":14,"int":19,"wis":15,"cha":13,"saves":"Con +5, Int +7, Wis +5, Cha +4","skills":"Arcana +10, Insight +5, Investigation +10, Perception +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 15","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell guidance}, {@spell mage hand}, {@spell minor illusion}","1/day each: {@spell mage armor}, {@spell major image}, {@spell mirage arcane} (as an action), {@spell Rary's telepathic bond}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes two Heuristic Lance attacks. It can also use Overriding Theorem, if available."]},{"name":"Heuristic Lance","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one creature. {@h}13 ({@damage 2d8 + 4}) psychic damage, and the target is {@condition poisoned} until the end of its next turn."]},{"name":"Overriding Theorem {@recharge 4}","entries":["The professor magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a {@dc 15} Intelligence saving throw or become {@condition charmed} by the professor until the start of the professor's next turn. The {@condition charmed} creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor's choice and make one melee attack against that other creature."]}],"bonusActions":[],"reactions":[{"name":"Divide by Zero (2/Day)","entries":["When the professor sees another creature within 60 feet of itself casting a spell, the professor can try to nullify the spell's formation. The creature must succeed on a {@dc 15} saving throw using the spell's spellcasting ability, or the spell fails and is wasted."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Professors of theory advance the Quandrix philosophy that math-magical manipulation is most powerful in the abstract dimension of minds, probability, and the fabric of magic itself. Their equations shift perceptions in profound ways, alter probability, and interfere with the formation of other magic. In battle, the professors tweak probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent's resolve.","Professors of theory hold that altering the way a person interacts with the world can change the world. They impress upon their students to use magic as a tool to shape the overall experience of reality, and in turn make the world a better place."]},{"type":"section","entries":[{"type":"entries","name":"Quandrix Scholars","entries":["The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself."]}]}]},{"id":"quasit","name":"Quasit","source":"XMM","page":252,"srd":true,"image":"bestiary/XMM/Quasit.webp","token":"bestiary/tokens/XMM/Quasit.webp","size":"Tiny","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"25 (10d4)","speed":"40 ft.","str":5,"dex":17,"con":10,"int":7,"wis":10,"cha":10,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 10","languages":"Abyssal, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Planar, Abyss","treasure":"","traits":[{"name":"Magic Resistance","entries":["The quasit has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Invisibility","entries":["The quasit casts {@spell Invisibility|XPHB} on itself, requiring no spell components and using Charisma as the spellcasting ability.","At will: {@spell Invisibility|XPHB}"]}],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Slashing damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the quasit's next turn."]},{"name":"Scare (1/Day)","entries":["{@actSave wis} {@dc 10}, one creature within 20 feet. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"name":"Shape-Shift","entries":["The quasit shape-shifts to resemble a bat ({@variantrule Speed|XPHB} 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its {@variantrule Speed|XPHB}. Any equipment it is wearing or carrying isn't transformed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Quasit","entries":["{@i Demon of Discord and Disorder}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Tirelessly destructive, quasits sow discord through nasty pranks, sabotage, and ambushes. These tiny demons use chaos and violence to terrorize others. By shape-shifting into harmless but ill-omened creatures or by turning {@condition invisible|XPHB}, quasits sneak into places where they spy for villainous masters or set vicious traps. Quasits delight in hiding in dark places and—when least expected—bursting forth to slash foes with their {@condition poisoned|XPHB} claws.","Quasits are usually overlooked and underestimated by other demons. This drives them to prove themselves through cruel acts or by seeking paths to the Material Plane. Among mortals, quasits sow senseless chaos, and they might find kindred evil spirits among violent cultists and magic-users.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["A thing doesn't need to be big to be gut-flippingly dreadful. Just think of all the folks who're squeamish around spiders. Now imagine a spider as big as a cat and that wants to steal your tongue."],"by":"Otto the Bard"}]}]}],"gallery":[{"path":"bestiary/XMM/Quasit.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"quasit-mm","source":"MM"}]},{"id":"quasit-mm","name":"Quasit","source":"MM","page":63,"srd":false,"image":"bestiary/MM/Quasit.webp","token":"bestiary/tokens/MM/Quasit.webp","size":"Tiny","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"7 (3d4)","speed":"40 ft.","str":5,"dex":17,"con":10,"int":7,"wis":10,"cha":10,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"Abyssal, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Magic Resistance","entries":["The quasit has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Claw (Bite in Beast Form)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or take 5 ({@damage 2d4}) poison damage and become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Scare (1/Day)","entries":["One creature of the quasit's choice within 20 feet of it must succeed on a {@dc 10} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success."]},{"name":"Invisibility","entries":["The quasit magically turns {@condition invisible} until it attacks or uses Scare, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the quasit wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren't devouring them or pulling them apart to pass the time.","A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Quasit.webp"}],"hidden":true,"otherVersions":[{"id":"quasit","source":"XMM"}]},{"id":"quavilithku-spyder-fiend","name":"Quavilithku Spyder-Fiend","source":"VEoR","page":236,"srd":false,"image":"bestiary/VEoR/Quavilithku Spyder-Fiend.webp","token":"bestiary/tokens/VEoR/Quavilithku Spyder-Fiend.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+3 (13)","hp":"256 (27d10 + 108)","speed":"40 ft., climb 40 ft.","str":18,"dex":16,"con":19,"int":17,"wis":14,"cha":12,"saves":"Dex +9, Con +10, Wis +8","skills":"Investigation +9, Perception +8, Stealth +9","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"truesight 60 ft., Passive Perception 18","languages":"Abyssal, Common, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The quavilithku has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The quavilithku can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["When in contact with a web, the quavilithku knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The quavilithku ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The quavilithku makes two Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 17 ({@damage 5d6}) poison damage. If the target is a creature, it must succeed on a {@dc 18} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature can't regain hit points. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Dissolving Web {@recharge 5}","entries":["The quavilithku expels acid-drenched webs in a 90-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 44 ({@damage 8d10}) acid damage on a failed save or half as much damage on a successful one. Nonmagical objects in the area that aren't being worn or carried take 44 ({@damage 8d10}) acid damage."]}],"bonusActions":[{"name":"Assess Weakness","entries":["The quavilithku sizes up a creature it can see within 40 feet of itself. Until the start of the quavilithku's next turn, it has advantage on attack rolls against the creature."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Quavilithku spyder-fiends revel in destruction. Although they like to savage prey with their mangy wolf heads, they delight in destroying structures and art objects—the more beautiful, the better. The arms hanging below their wolf heads are physically frail but useful for employing tools of destruction or sabotage."]},{"type":"section","entries":[{"type":"entries","name":"Spyder-Fiends","entries":["Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.","Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position.","Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska's imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos."]}]}],"gallery":[{"path":"bestiary/VEoR/Quavilithku Spyder-Fiend.webp"}]},{"id":"queen-forfallen","name":"Queen Forfallen","source":"FRAiF","page":271,"srd":false,"image":"bestiary/FRAiF/Queen Forfallen.webp","token":"bestiary/tokens/FRAiF/Queen Forfallen.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral Evil","ac":"16","initiative":"+6 (16)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":20,"dex":14,"con":19,"int":15,"wis":17,"cha":18,"saves":"Wis +7","skills":"Athletics +9, Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"Passive Perception 17","languages":"Common","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Inspiring Presence","entries":["Creatures of Forfallen's choice (excluding herself) in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from her have {@variantrule Advantage|XPHB} on attack rolls. She can't use this trait if she has the {@condition Incapacitated|XPHB} condition."]},{"name":"Magic Resistance","entries":["Forfallen has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Forfallen makes three attacks, using Greataxe or Handaxe in any combination."]},{"name":"Greataxe","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}18 ({@damage 2d12 + 5}) Slashing damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]},{"name":"Handaxe","entries":["{@atkr m,r} {@hit 9}, reach 5 ft. or range 20/60 ft. {@h}22 ({@damage 5d6 + 5}) Slashing damage."]}],"bonusActions":[{"name":"Rust's Grip","entries":["{@actSave con} {@dc 16}, one creature Forfallen can see within 20 feet. The target has {@variantrule Disadvantage|XPHB} on this save if it has the {@condition Poisoned|XPHB} condition. {@actSaveFail 1} The target has the {@condition Restrained|XPHB} condition and repeats the save at the end of its next turn if it's still {@condition Restrained|XPHB}, ending the effect on itself on a success. {@actSaveFail 2} The target has the {@condition Petrified|XPHB} condition instead of the {@condition Restrained|XPHB} condition, becoming a statue of rusted iron."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Queen Forfallen","entries":["{@i Rust-Riddled Pirate Queen}","One of the most influential victims of the supernatural rusting curse throughout the Moonshae Isles is the pirate queen known as Queen Forfallen. She plies the seas in the largest and best-defended ship in the Moonshaes, the prize of her armada, which she's strengthened with rusty metal plates and filled with a crew of bloodthirsty Rusted berserkers (see this chapter).","Queen Forfallen is a strong human woman with long, red hair. Although the rusting curse has transformed most of her extremities into metal, she's thus far resisted the weakening corrosion that the curse typically imparts to its victims. Her crew insists that her unquenchable thirst for plunder keep her hale."]}],"gallery":[{"path":"bestiary/FRAiF/Queen Forfallen.webp"}]},{"id":"queen-zanobis","name":"Queen Zanobis","source":"QftIS","page":34,"srd":false,"image":"bestiary/tokens/QftIS/Queen Zanobis.webp","token":"bestiary/tokens/QftIS/Queen Zanobis.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, Queen Zanobis has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wight makes two scepter attacks or two longbow attacks. It can use its Life Drain in place of one scepter attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under Queen Zanobis's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, or 7 ({@damage 1d10 + 2}) bludgeoning damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"quenthel-baenre","name":"Quenthel Baenre","source":"OotA","page":204,"srd":false,"image":"bestiary/tokens/OotA/Quenthel Baenre.webp","token":"bestiary/tokens/OotA/Quenthel Baenre.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"19","initiative":"+2 (12)","hp":"132 (24d8 + 24)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":18,"wis":20,"cha":18,"saves":"Con +8, Wis +12, Cha +11","skills":"Insight +12, Perception +12, Religion +11, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Quenthel has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Quenthel has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Special Equipment","entries":["Quenthel wields a {@item tentacle rod}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Quenthel's spellcasting ability is Charisma (spell save {@dc 19}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["Quenthel is a 20th-level spellcaster. Her spellcasting ability is Wisdom (save {@dc 20}, {@hit 12} to hit with spell attacks). Quenthel can cast any {@filter cleric spell up to 9th level|spells|level=0;1;2;3;4;5;6;7;8;9|class=cleric} at will.","At will: aid, animate dead, antimagic field, astral projection, augury, aura of life, aura of purity, aura of vitality, bane, banishment, beacon of hope, bestow curse, blade barrier, bless, blindness/deafness, calm emotions, ceremony, clairvoyance, command, commune, conjure celestial, contagion, continual flame, control water, control weather, create food and water, create or destroy water, create undead, cure wounds, dawn, daylight, death ward, detect evil and good, detect magic, detect poison and disease, dispel evil and good, dispel magic, divination, divine word, earthquake, enhance ability, etherealness, feign death, find the path, find traps, fire storm, flame strike, forbiddance, freedom of movement, gate, geas, gentle repose, glyph of warding, greater restoration, guardian of faith, guidance, guiding bolt, hallow, harm, heal, healing word, heroes' feast, hold person, holy aura, holy weapon, inflict wounds, insect plague, legend lore, lesser restoration, life transference, light, locate creature, locate object, magic circle, mass cure wounds, mass heal, mass healing word, meld into stone, mending, planar ally, planar binding, plane shift, power word heal, prayer of healing, protection from energy, protection from evil and good, protection from poison, purify food and drink, raise dead, regenerate, remove curse, resistance, resurrection, revivify, sacred flame, sanctuary, scrying, sending, shield of faith, silence, spare the dying, speak with dead, spirit guardians, spirit shroud, spiritual weapon, stone shape, summon celestial, sunbeam, sunburst, symbol, temple of the gods, thaumaturgy, toll the dead, tongues, true resurrection, true seeing, warding bond, water walk, word of radiance, word of recall, zone of truth"]}],"actions":[{"name":"Multiattack","entries":["Quenthel makes three tentacle rod attacks."]},{"name":"Scourge","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 17 ({@damage 5d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["Quenthel attempts to magically summon a {@creature yochlol} with a {@chance 30|30 percent|30% summoning chance} chance of success. If the attempt fails, the drow takes 5 ({@damage 1d10}) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]},{"name":"Tentacle Rod","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If she hits a target with all three tentacles, it must make a {@dc 15} Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success."]},{"name":"Throne Activation","entries":["While seated on her throne, Quenthel can use an action on her turn to cast {@spell disintegrate} (save {@dc 19}). A target that fails its saving throw takes {@damage 10d6 + 40} force damage. If this damage reduces the target to 0 hit points, it is disintegrated."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"questing-knight","name":"Questing Knight","source":"XMM","page":184,"srd":false,"image":"bestiary/XMM/Knights.webp","token":"bestiary/tokens/XMM/Questing Knight.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"18","initiative":"+7 (17)","hp":"202 (27d8 + 81)","speed":"30 ft.","str":20,"dex":16,"con":16,"int":11,"wis":12,"cha":18,"saves":"Str +9, Con +7, Wis +5, Cha +8","skills":"Athletics +9, Perception +5, Persuasion +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 15","languages":"Common plus one other language","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Any","treasure":"Armaments, Individual","traits":[{"name":"Aura of Bravery","entries":["Creatures of the knight's choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from it have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions while there."]}],"spellcasting":[{"name":"Spellcasting","entries":["The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 16}):","1/day each: {@spell Daylight|XPHB}, {@spell Dispel Evil and Good|XPHB}, {@spell Greater Restoration|XPHB}, {@spell Phantom Steed|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The knight makes three attacks, using Greatsword or Longbow in any combination."]},{"name":"Greatsword","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 22 ({@damage 5d8}) Radiant damage."]},{"name":"Longbow","entries":["{@atkr r} {@hit 7}, range 150/600 ft. {@h}12 ({@damage 2d8 + 3}) Piercing damage plus 22 ({@damage 5d8}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Questing knights travel in pursuit of a cause, such as slaying a villain, defeating a monster, recovering an Artifact, or restoring their lost honor."]},{"type":"section","name":"Knights","entries":["{@i Battle Masters and Heroic Wanderers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}, Individual"}]},"Knights are skilled warriors trained for war and tested in battle. Many serve the rulers of a realm, a religion, or an order devoted to a cause."]}],"gallery":[{"path":"bestiary/XMM/Knights.webp","credit":"Brian Valenzuela"}]},{"id":"quetzalcoatlus","name":"Quetzalcoatlus","source":"MPMM","page":96,"srd":false,"image":"bestiary/tokens/MPMM/Quetzalcoatlus.webp","token":"bestiary/tokens/MPMM/Quetzalcoatlus.webp","size":"Huge","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"30 (4d12 + 4)","speed":"10 ft., fly 80 ft.","str":15,"dex":13,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Mountain","treasure":"","traits":[{"name":"Flyby","entries":["The quetzalcoatlus doesn't provoke an {@action opportunity attack} when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one creature. {@h}12 ({@damage 3d6 + 2}) piercing damage. If the quetzalcoatlus flew least 30 feet toward the target immediately before the hit, the target takes an extra 10 ({@damage 3d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a quadruped, it is more comfortable in the air."],"otherVersions":[{"id":"quetzalcoatlus-vgm","source":"VGM"}]},{"id":"quetzalcoatlus-vgm","name":"Quetzalcoatlus","source":"VGM","page":140,"srd":false,"image":"bestiary/tokens/VGM/Quetzalcoatlus.webp","token":"bestiary/tokens/VGM/Quetzalcoatlus.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"30 (4d12 + 4)","speed":"10 ft., fly 80 ft.","str":15,"dex":13,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Hill, Coastal","treasure":"","traits":[{"name":"Dive Attack","entries":["If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 ({@damage 3d6}) damage to the target."]},{"name":"Flyby","entries":["The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one creature. {@h}12 ({@damage 3d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air."]}],"hidden":true,"otherVersions":[{"id":"quetzalcoatlus","source":"MPMM"}]},{"id":"quickling","name":"Quickling","source":"MPMM","page":207,"srd":false,"image":"bestiary/MPMM/Quickling.webp","token":"bestiary/tokens/MPMM/Quickling.webp","size":"Tiny","creatureType":"Fey","alignment":"Chaotic Evil","ac":"16","initiative":"+6 (16)","hp":"10 (3d4 + 3)","speed":"120 ft.","str":4,"dex":23,"con":13,"int":10,"wis":12,"cha":7,"saves":"","skills":"Acrobatics +8, Sleight Of Hand +8, Stealth +8, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Blurred Movement","entries":["Attack rolls against the quickling have disadvantage unless it is {@condition incapacitated} or its speed is 0."]},{"name":"Evasion","entries":["If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The quickling makes three Dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Quicklings rocket through twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. These slender Fey resemble miniature elves with feral features and cold eyes that gleam like jewels. Racing faster than the eye can track, they appear as little more than blurry waverings in the air.","Quicklings owe their existence—and their plight—to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a species of lazy and egotistical Fey, quicklings' predecessors were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen sped up their internal clocks and shrank them. Her curse gave quicklings amazing speed but also accelerated their passage through life—no quickling lives longer than fifteen years.","The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning.","To other creatures, quicklings seem blindingly fast, vanishing into an indistinct blur as they move. Their cruel laughter is a burst of rapid staccato sounds, their speech a shrill squeal. Only when quicklings deliberately slow down, which they prefer not to do, can other beings properly see, hear, and comprehend them. Never truly at rest, \"stationary\" quicklings constantly pace and shift in place, as though they can't wait to be off again.","Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. They spend most of their time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking.","Tricks of that sort are hardly the limit of quicklings' artful malice, however. They don't commit outright murder, but they can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their actions falls on others and creates discord."],"gallery":[{"path":"bestiary/MPMM/Quickling.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"quickling-vgm","source":"VGM"}]},{"id":"quickling-vgm","name":"Quickling","source":"VGM","page":187,"srd":false,"image":"bestiary/VGM/Quickling.webp","token":"bestiary/tokens/VGM/Quickling.webp","size":"Tiny","creatureType":"Fey","alignment":"Chaotic Evil","ac":"16","initiative":"+6 (16)","hp":"10 (3d4 + 3)","speed":"120 ft.","str":4,"dex":23,"con":13,"int":10,"wis":12,"cha":7,"saves":"","skills":"Acrobatics +8, Perception +5, Sleight Of Hand +8, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Blurred Movement","entries":["Attack rolls against the quickling have disadvantage unless the quickling is {@condition incapacitated} or {@condition restrained}."]},{"name":"Evasion","entries":["If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The quickling makes three dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air.","A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels.",{"name":"Live Fast, Die Young","entries":["Quicklings owe their existence-and their plight-to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a race of lazy and egotistical fey, the creatures that would become the quicklings were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen's curse gave quicklings their amazing speed but also accelerated their passage through life-no quickling lives longer than fifteen years."],"type":"entries"},{"type":"quote","entries":["They race themselves to death, and scheme as fast as they run."],"by":"Elminster"},{"name":"Too Fast for Words","entries":["The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning.","To other creatures, a quickling seems blindingly fast, vanishing into an indistinct blur as it moves. Its cruel laughter is a burst of rapid staccato sounds, its speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a \"stationary\" quickling constantly paces and shifts in place, as though it can't wait to be off again."],"type":"entries"},{"name":"Mischief, Not Murder","entries":["Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. A quickling spends most of its time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking.","Tricks of that sort are hardly the limit of their artful malice, however. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mis chief, especially when the blame for their actions falls on other creatures and creates discord."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Quickling.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"quickling","source":"MPMM"}]},{"id":"quipper","name":"Quipper","source":"MM","page":335,"srd":false,"image":"bestiary/MM/Quipper.webp","token":"bestiary/tokens/MM/Quipper.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"swim 40 ft.","str":2,"dex":16,"con":9,"int":1,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Water Breathing","entries":["The quipper can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A quipper is a carnivorous fish with sharp teeth.","Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix."]}]}],"gallery":[{"path":"bestiary/MM/Quipper.webp"}]},{"id":"qunbraxel","name":"Qunbraxel","source":"PaBTSO","page":135,"srd":false,"image":"bestiary/PaBTSO/Qunbraxel.webp","token":"bestiary/tokens/PaBTSO/Qunbraxel.webp","size":"Medium","creatureType":"Aberration (Mind Flayer, Warlock)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":11,"dex":14,"con":17,"int":19,"wis":15,"cha":19,"saves":"Int +8, Wis +6, Cha +8","skills":"Arcana +8, Insight +6, Perception +6, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, telepathy 60 ft., Undercommon","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Qunbraxel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Qunbraxel casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell levitate}, {@spell mage armor} (self only), {@spell mage hand} (the hand is invisible), {@spell prestidigitation}","2/day each: {@spell confusion}, {@spell sending}, {@spell telekinesis}","1/day each: {@spell dominate monster}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Qunbraxel makes two Eldritch Bolt attacks, or one Eldritch Bolt attack and one Tentacle attack."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage. If the target is Medium or smaller, it has the {@condition grappled} condition (escape {@dc 16}) and must succeed on a {@dc 16} Intelligence saving throw or have the {@condition stunned} condition until the grapple ends."]},{"name":"Eldritch Bolt","entries":["{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}20 ({@damage 3d10 + 4}) force damage."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one Humanoid with the {@condition stunned} condition who is {@condition grappled} by Qunbraxel. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, Qunbraxel kills it by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["Qunbraxel magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 16} Intelligence saving throw or take 26 ({@damage 5d8 + 4}) psychic damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Qunbraxel is an arrogant mind flayer warlock. Qunbraxel is always attended by four loyal grimlocks. They swap this duty with other grimlocks nearby, although Qunbraxel can hardly be bothered to tell one grimlock minion from another.","Cut off from any elder brain Qunbraxel considers worthy, the mind flayer hopes to join the Ilvaash fanatics and receive power and insight from the Far Realm."]}],"gallery":[{"path":"bestiary/PaBTSO/Qunbraxel.webp"}]},{"id":"r04m","name":"R04M","source":"ToFW","page":75,"srd":false,"image":"bestiary/ToFW/R04M.webp","token":"bestiary/tokens/ToFW/R04M.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral Good","ac":"15","initiative":"+1 (11)","hp":"5 (1d8 + 1)","speed":"30 ft., fly 30 ft.","str":10,"dex":13,"con":12,"int":8,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 10","languages":"Common, Modron","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["R04M can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If R04M dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/R04M.webp"}]},{"id":"rabbithead","name":"Rabbithead","source":"WDMM","page":295,"srd":false,"image":"bestiary/tokens/WDMM/Rabbithead.webp","token":"bestiary/tokens/WDMM/Rabbithead.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"rack","name":"Rack","source":"VEoR","page":80,"srd":false,"image":"bestiary/tokens/VEoR/Rack.webp","token":"bestiary/tokens/VEoR/Rack.webp","size":"Medium","creatureType":"Construct (Warforged)","alignment":"Lawful Evil","ac":"18","initiative":"+5 (15)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":14,"dex":20,"con":16,"int":10,"wis":19,"cha":10,"saves":"Dex +8, Wis +7","skills":"Acrobatics +8, Perception +7, Stealth +8","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 17","languages":"Common","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["Crunch has advantage on an attack roll against a creature if at least one of the scout's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Crunch makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap."]},{"name":"Armblade","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Bolt Launcher","entries":["{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Snare Trap (1/Day)","entries":["Crunch deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful {@dc 17} Intelligence ({@skill Investigation}) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a {@dc 16} Dexterity saving throw or take 21 ({@damage 6d6}) piercing damage and have the {@condition prone} condition. A creature makes this saving throw only once per turn."]}],"bonusActions":[{"name":"Dash","entries":["Crunch moves up to its speed without provoking opportunity attacks."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"radiant-idol","name":"Radiant Idol","source":"ERLW","page":308,"srd":false,"image":"bestiary/ERLW/Radiant Idol.webp","token":"bestiary/tokens/ERLW/Radiant Idol.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"142 (15d10 + 60)","speed":"40 ft.","str":23,"dex":18,"con":19,"int":17,"wis":20,"cha":21,"saves":"Wis +9, Cha +9","skills":"Deception +9, Insight +9, Perception +9, Persuasion +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of False Divinity","entries":["A creature that starts its turn within 30 feet of the radiant idol must make a {@dc 17} Wisdom saving throw, provided the radiant idol isn't {@condition incapacitated}. On a failed save, the creature is {@condition charmed} by the radiant idol. A creature {@condition charmed} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours."]},{"name":"Magic Resistance","entries":["The radiant idol has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The radiant idol's spellcasting ability is Charisma (spell save {@dc 17}). The radiant idol can innately cast the following spells, requiring no material components:","At will: {@spell charm person}, {@spell cure wounds}, {@spell disguise self}, {@spell thaumaturgy}","1/day each: {@spell commune}, {@spell dominate person}, {@spell insect plague}, {@spell mass suggestion}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The radiant idol makes two melee attacks."]},{"name":"Flail","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Radiant Strike (1/Day)","entries":["The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each creature in the cylinder when it appears or that ends its turn there must make a {@dc 17} Constitution saving throw, taking 36 ({@damage 8d8}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers.",{"type":"entries","name":"Fallen Angels","entries":["The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form, a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its wings could be weighted down with chains representing its pride. A radiant idol uses {@spell disguise self} to hide its corruption, presenting an image of celestial glory."]},{"type":"entries","name":"The Weight of Corruption","entries":["When a radiant idol achieves a sizable following through silvered words and demonstrations of power, its facade begins to crack, and a downward spiral ensues. As the radiant idol sinks deeper into the realm of material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom."]},{"type":"entries","name":"Immortal Nature","entries":["A radiant idol doesn't require food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/ERLW/Radiant Idol.webp","credit":"Craig J Spearing"}]},{"id":"raegrin-mau","name":"Raegrin Mau","source":"EGW","page":240,"srd":false,"image":"bestiary/tokens/EGW/Raegrin Mau.webp","token":"bestiary/tokens/EGW/Raegrin Mau.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":10,"int":10,"wis":11,"cha":10,"saves":"","skills":"Deception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["Raegrin has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"raezil","name":"Raezil","source":"WBtW","page":193,"srd":false,"image":"bestiary/tokens/WBtW/Raezil.webp","token":"bestiary/tokens/WBtW/Raezil.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral NX NY Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Elvish","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of her turns, Raezil can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Fey Ancestry","entries":["Raezil has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]},{"name":"Sneak Attack (1/Turn)","entries":["Raezil deals an extra 7 ({@damage 2d6}) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and Raezil doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Raezil makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The statue is a petrified high elf named Raezil Uthemar (neutral). Raezil served as Zybilna's spy in other fey courts. She returned from a mission to find nearly everyone in the palace trapped in temporal stasis. When she confronted Kelek and accused him of conspiring to overthrow Zybilna, his cockatrices petrified her.","The name \"Iggwilv \"means nothing to Raezil, who started working for Zybilna shortly after the archfey carved out her domain in the Feywild. Raezil spends most of her time abroad, in the courts of other archfey, and hasn't kept up on the politics of Prismeer.","Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see \"Rules of Conduct \"in chapter 2) to help the characters complete any outstanding quests they might have. Raezil comes from a highborn elf family with influence in the Summer Court, making her a useful retainer if the characters choose to remain in the Feywild after their adventures in Prismeer have ended."]}]},{"id":"raggadragga","name":"Raggadragga","source":"BGDIA","page":87,"srd":false,"image":"bestiary/BGDIA/055-1ivlr-03-07.webp","token":"bestiary/tokens/BGDIA/Raggadragga.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"120 (12d8 + 24)","speed":"30 ft. (40 ft. in boar form)","str":17,"dex":10,"con":15,"int":10,"wis":11,"cha":8,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common (can't speak in boar form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["Raggadragga can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Charge (Boar or Hybrid Form Only)","entries":["If Raggadragga moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 ({@damage 2d6}) slashing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Relentless (Recharges after a Short or Long Rest)","entries":["If Raggadragga takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Raggadragga makes two attacks, only one of which can be with its tusks."]},{"name":"Maul (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]},{"name":"Tusks (Boar or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with wereboar {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/055-1ivlr-03-07.webp"}]},{"id":"raggnar-redtooth","name":"Raggnar Redtooth","source":"HotDQ","page":74,"srd":false,"image":"bestiary/tokens/HotDQ/Raggnar Redtooth.webp","token":"bestiary/tokens/HotDQ/Raggnar Redtooth.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Raggnar makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"rahadin","name":"Rahadin","source":"CoS","page":237,"srd":false,"image":"bestiary/CoS/Rahadin.webp","token":"bestiary/tokens/CoS/Rahadin.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Lawful Evil","ac":"18","initiative":"+6 (16)","hp":"135 (18d8 + 54)","speed":"35 ft.","str":14,"dex":22,"con":17,"int":15,"wis":16,"cha":18,"saves":"Con +7, Wis +7","skills":"Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 21","languages":"Common, Elvish","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Deathly Choir","entries":["Any creature within 10 feet of Rahadin that isn't protected by a {@spell mind blank} spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a {@dc 16} Wisdom saving throw. Each creature takes 16 ({@damage 3d10}) psychic damage on a failed save, or half as much damage on a successful one."]},{"name":"Fey Ancestry","entries":["Rahadin has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Mask of the Wild","entries":["Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:","1/day: {@spell magic weapon}, {@spell nondetection}","3/day: {@spell misty step}, {@spell phantom steed}"]}],"actions":[{"name":"Multiattack","entries":["Rahadin attacks three times with his scimitar, or twice with his {@condition poisoned} darts."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) slashing damage."]},{"name":"Poisoned Dart","entries":["{@atk rw} {@hit 10} to hit, range 20/60 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage plus 5 ({@damage 2d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Rahadin, the dusk elf chamberlain of Castle Ravenloft, has served Strahd's family faithfully for nearly five hundred years. He is Strahd's eternal servant, a longtime comrade-in-arms, and a ruthless warrior who has killed thousands in his lifetime.",{"name":"Exile","type":"entries","entries":["Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov conquer them. The elf kingdom's royal line was obliterated, the dusk elves hunted like rabbits. The few that survived were either subjugated or forced to live among the Vistani. So pleased was Barov with Rahadin that the king made the dusk elf an honorary member of his family."]},{"name":"Chamberlain","type":"entries","entries":["After Barov died, Rahadin continued to fight as one of Strahd's generals. When the wars ended and Strahd turned his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn't perform their duties to his exacting standards.","When a dusk elf named Patrina Velikovna came knocking on Strahd's door, Rahadin could see that she intrigued Strahd, but Rahadin was suspicious of her motives. Patrina tried to seduce Strahd with the prospect of immortality - something Strahd desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled all of his master's affairs and began searching for a woman who could tear Strahd away from Patrina Velikovna. In this task, he failed. His goal was fulfilled, however, when Sergei, Strahd's brother, found Tatyana.","Tatyana was Strahd's type - a woman of exquisite beauty and gentle manner. When Strahd returned to Ravenloft, the young woman instantly caught his eye, and Rahadin had the pleasure of informing Patrina that her presence at the castle was no longer desired.","Rahadin's loyalty didn't waver after Tatyana died and Strahd became a vampire. Rahadin continued to do his master's bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning them into vampire spawn. Rahadin would see to it that these women were lavished with jewels and fine clothes, and made comfortable during their stay in Ravenloft."]},{"name":"Executioner","type":"entries","entries":["Patrina Velikovna and her people were living among the Vistani when they heard of Tatyana's death and Strahd's curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd's love. This time, it was clear that Patrina craved Strahd's power and that Strahd would never love her. Rahadin assumed that Patrina would suffer the same fate as those women who had come before her. He was proven wrong when Patrina's own people stoned her to death to keep Strahd from claiming her as his wife.","Strahd was upset that the dusk elves had taken Patrina from him. After securing her body and entombing it in the catacombs of Ravenloft, Strahd sent Rahadin to punish the dusk elves. Rahadin slew the female elves so that the males couldn't breed. He also sliced off the ears of Patrina's brother, Kasimir, who had orchestrated the stoning."]},{"name":"Screams of the Dead","type":"entries","entries":["So dreadful a creature is Rahadin that anyone who stands within 10 feet of him can hear the howling screams of the countless men and women he has killed in his lifetime. Rahadin can't hear them, nor would he be haunted by them if he could. The only thing he cares about is Strahd von Zarovich, for whom he would gladly give his life."]}]},{"type":"entries","name":"Rahadin's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"Loyalty is everything.\""]},{"name":"Bond","type":"entries","entries":["\"I am a son of King Barov von Zarovich, and I will serve his son - my brother and lord - forever.\""]},{"name":"Flaw","type":"entries","entries":["\"I have slain thousands of men. I will slaughter thousands more to preserve the von Zarovich legacy.\""]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Rahadin.webp"}]},{"id":"rain","name":"Rain","source":"MisMV1","page":8,"srd":false,"image":"bestiary/MisMV1/Rain.webp","token":"bestiary/tokens/MisMV1/Rain.webp","size":"Small","creatureType":"Celestial","alignment":"Lawful Good","ac":"15","initiative":"+0 (10)","hp":"60 (11d6 + 22)","speed":"30 ft., fly 120 ft.","str":10,"dex":11,"con":14,"int":14,"wis":18,"cha":15,"saves":"Dex +3, Con +5, Wis +7","skills":"Acrobatics +3, Insight +7, Stealth +3","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison; radiant","conditionImmunities":"charmed; paralyzed; poisoned","senses":"Passive Perception 14","languages":"Celestial, Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fiery Wings","entries":["Rain's wings are made of flame, and they shed bright light out to 15 feet and dim light for an additional 15 feet. At the start of each of Rain's turns, each creature of Rain's choice within 5 feet of her takes 3 ({@damage 1d6}) fire damage. A creature that hits Rain with a melee attack takes 3 ({@damage 1d6}) fire damage."]},{"name":"Magic Resistance","entries":["Rain has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Rain makes two Hoof attacks."]},{"name":"Hoof","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) bludgeoning damage."]},{"name":"Haloed Horn Burst {@recharge 5}","entries":["Rain uses her haloed horn to produce one of the following magical effects:"]},{"name":"Glitterstorm","entries":["Rain emits a rainbow beam in a 30-foot line that is 5 feet wide. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) radiant damage on a failed saving throw, or half as much damage on a successful one; creatures of evil alignment have disadvantage on this saving throw. If the damage from this effect reduces a creature to 0 hit points, the creature dies, and its body turns into glittery flowers."]},{"name":"Healing Rainbows","entries":["Rain releases a wave of rejuvenating multicolored light in a 30-foot cone. Each creature of Rain's choice in that area regains 18 ({@dice 4d8}) hit points."]}],"bonusActions":[{"name":"Nimble Escape","entries":["Rain takes either the {@action Disengage} or the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["{@note Created by Kenzie C.}","Rain lives in happy meadows atop clouds, away from all the evil of the world. She loves cupcakes and readily accepts them as gifts. She has fiery wings and a tiny halo around the tip of her horn. When confronted by bullies or evildoers, she can emit rainbow-colored positive energy from her haloed horn. Rain uses her rainbows to heal friendly creatures and punish evildoers, transforming the latter into glittering flowers."]}],"gallery":[{"path":"bestiary/MisMV1/Rain.webp"},{"path":"bestiary/MisMV1/Rain (Original).webp"}]},{"id":"rak-tulkhesh","name":"Rak Tulkhesh","source":"ERLW","page":303,"srd":false,"image":"bestiary/ERLW/Rak Tulkhesh.webp","token":"bestiary/tokens/ERLW/Rak Tulkhesh.webp","size":"Huge","creatureType":"Fiend","alignment":"Neutral Evil","ac":"23","initiative":"+4 (14)","hp":"478 (33d12 + 264)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":29,"dex":19,"con":27,"int":21,"wis":22,"cha":26,"saves":"Str +17, Con +16, Wis +14, Cha +16","skills":"Athletics +17, Intimidation +16, Perception +14","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"28","crDisplay":"28 (XP 120,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Deadly Critical","entries":["Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice."]},{"name":"Legendary Resistance (3/Day)","entries":["If Rak Tulkhesh fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Rak Tulkhesh has advantage on saving throws against spells and other magical effects."]},{"name":"Whirlwind of Weapons","entries":["A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 ({@damage 4d6}) force damage."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Rak Tulkhesh's spellcasting ability is Charisma (spell save {@dc 24}). He can innately cast the following spells, requiring no material components:","At will: {@spell detect thoughts}, {@spell dispel magic}, {@spell spirit guardians}","1/day each: {@spell banishing smite}, {@spell blinding smite}, {@spell staggering smite}"]}],"actions":[{"name":"Multiattack","entries":["Rak Tulkhesh makes four weapon attacks."]},{"name":"Spawned Melee Weapon","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}28 ({@damage 3d12 + 9}) force damage."]},{"name":"Spawned Ranged Weapon","entries":["{@atk rw} {@hit 12} to hit, range 150/600 ft., one target. {@h}17 ({@damage 3d8 + 4}) force damage."]},{"name":"Change Shape","entries":["Rak Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice).","In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Rak Tulkhesh makes one weapon attack."]},{"name":"End Magic (Costs 2 Actions)","entries":["Rak Tulkhesh casts {@spell dispel magic}."]},{"name":"Provoke Rage (Costs 3 Actions)","entries":["Each creature within 60 feet of Rak Tulkhesh must succeed on a {@dc 24} Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Called the Rage of War, Rak Tulkhesh is the incarnation of impulses that drives many mortals to battle. Fear, greed, hatred—these are seeds that the Rage of War sows in the hopes of producing a bloody harvest.","Rak Tulkhesh typically takes the form of a vaguely draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him.",{"type":"entries","name":"Khyber Shards","entries":["Rak Tulkhesh's soul is divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.","The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of soldiers and civilians alike, whose actions then weakened the overlord's bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied cities, the hatred against warforged and Cyran refugees, the calls for a return to war—all these things bear the mark of Rak Tulkhesh's malign influence."]},{"type":"entries","name":"Minions of Rak Tulkhesh","entries":["Any organization that fosters hatred unwittingly serves Rak Tulkhesh, and countless soldiers in the Five Nations are devoted to the Rage of War. Many of the Carrion Tribes of the Demon Wastes likewise serve Rak Tulkhesh and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the rakshasa Mordakhesh the Shadowsword—Rak Tulkhesh's exarch among the Lords of Dust, who commands a host of fiends exerting the overlord's will across Khorvaire."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Immortal Nature","entries":["An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM."]}]}]},"In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.","As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence.","Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world."]}]}],"gallery":[{"path":"bestiary/ERLW/Rak Tulkhesh.webp","credit":"Shawn Wood"}]},{"id":"rakdos","name":"Rakdos","source":"GGR","page":247,"srd":false,"image":"bestiary/GGR/Rakdos.webp","token":"bestiary/tokens/GGR/Rakdos.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"20","initiative":"+2 (12)","hp":"300 (24d12 + 144)","speed":"40 ft., fly 80 ft.","str":26,"dex":15,"con":22,"int":14,"wis":18,"cha":30,"saves":"Str +15, Con +13, Wis +11, Cha +17","skills":"Intimidation +17, Performance +17, Persuasion +17","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 14","languages":"Abyssal, Common","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Captivating Presence","entries":["Any creature that starts its turn within 30 feet of Rakdos must make a {@dc 25} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos's Captivating Presence for 24 hours."]},{"name":"Cruel Entertainment","entries":["When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points."]},{"name":"Legendary Resistance (3/Day)","entries":["If Rakdos fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Rakdos has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Rakdos's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Rakdos's spellcasting ability is Charisma (spell save {@dc 25}). He can innately cast {@spell hellish rebuke} (at 5th level) at will, requiring no material components.","At will: {@spell hellish rebuke}"]}],"actions":[{"name":"Multiattack","entries":["Rakdos makes two attacks with his Curtain-Call Scythe or his claws."]},{"name":"Curtain-Call Scythe","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d10 + 8}) slashing damage plus 13 ({@damage 3d8}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Sadistic Revelry","entries":["Each creature within 60 feet of Rakdos that is his ally or is {@condition charmed} by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn't already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so."]},{"name":"Scythe (Costs 2 Actions)","entries":["Rakdos uses Curtain-Call Scythe."]},{"name":"Touch of Pain (Costs 3 Actions)","entries":["Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a {@dc 25} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature can't maintain {@status concentration} on a spell or any other effect that requires {@status concentration}. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Rakdos, the demon for whom his cult is named, embodies hedonism. He is also the consummate entertainer, whose mere appearance is an act of grisly performance art. A monstrous figure standing thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper.","Sometimes after his grand entrance, Rakdos crouches to witness the performances of those who adore him. To them, his opinion is the only one that matters, but he is a demanding spectator. He has seen thousands of years of circus tricks and has no patience for performers who don't give their all. His flaming scythe has brought more than one tepid show to a sudden and spectacular close. Jaded as he is, Rakdos attends his cult's performances only rarely. He often retreats into his lair below the cult's guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle."]}]}]}],"gallery":[{"path":"bestiary/GGR/Rakdos.webp","credit":"Randy Vargas"}]},{"id":"rakdos-lampooner","name":"Rakdos Lampooner","source":"GGR","page":248,"srd":false,"image":"bestiary/GGR/Rakdos Lampooner.webp","token":"bestiary/tokens/GGR/Rakdos Lampooner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"12","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":11,"dex":12,"con":13,"int":12,"wis":9,"cha":18,"saves":"","skills":"Deception +6, Performance +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"Common plus any one language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It knows the following bard spells:","Cantrips (at will): {@spell dancing lights}, {@spell minor illusion}, {@spell vicious mockery}","Level 1 (4 slots): {@spell bane}, {@spell dissonant whispers}, {@spell silent image}, {@spell Tasha's hideous laughter}, {@spell thunderwave}","Level 2 (3 slots): {@spell crown of madness}, {@spell enthrall}, {@spell suggestion}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["One of the most effective weapons in the Rakdos cult's arsenal is satire, and a Rakdos lampooner is a virtuoso of that art. Lampooners generally reserve their mockery for people and guilds that have seized an outsized measure of power, those who need to be taken down a peg, rather than piling further humiliation onto those who are already struggling. They use masks, marionettes, or effigies to caricature public figures, or sometimes play pranks on those individuals directly in the streets."]}]}]}],"gallery":[{"path":"bestiary/GGR/Rakdos Lampooner.webp","credit":"Viktor Adame Minguez"}]},{"id":"rakdos-performer-blade-juggler","name":"Rakdos Performer, Blade Juggler","source":"GGR","page":249,"srd":false,"image":"bestiary/GGR/Rakdos Performer.webp","token":"bestiary/tokens/GGR/Rakdos Performer, Blade Juggler.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"22 (4d8 + 4)","speed":"40 ft., climb 30 ft.","str":13,"dex":17,"con":12,"int":10,"wis":8,"cha":15,"saves":"Dex +5, Cha +4","skills":"Acrobatics +7, Performance +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"any one language (usually Common)","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nimble","entries":["The performer can take the {@action Disengage} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The juggler makes three dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires."]}]}]}],"gallery":[{"path":"bestiary/GGR/Rakdos Performer.webp","credit":"Eric Deschamps"}]},{"id":"rakdos-performer-fire-eater","name":"Rakdos Performer, Fire Eater","source":"GGR","page":249,"srd":false,"image":"bestiary/GGR/Rakdos Performer.webp","token":"bestiary/tokens/GGR/Rakdos Performer, Fire Eater.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"22 (4d8 + 4)","speed":"40 ft., climb 30 ft.","str":13,"dex":17,"con":12,"int":10,"wis":8,"cha":15,"saves":"Dex +5, Cha +4","skills":"Acrobatics +7, Performance +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"any one language (usually Common)","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nimble","entries":["The performer can take the {@action Disengage} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fire eater makes two attacks with its bladed chain."]},{"name":"Bladed Chain","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Spew Flame {@recharge 4}","entries":["The fire eater exhales flames. Each creature in a 15-foot cone must make a {@dc 13} Dexterity saving throw, taking 9 ({@damage 2d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires."]}]}]}],"gallery":[{"path":"bestiary/GGR/Rakdos Performer.webp","credit":"Eric Deschamps"}]},{"id":"rakdos-performer-high-wire-acrobat","name":"Rakdos Performer, High-Wire Acrobat","source":"GGR","page":249,"srd":false,"image":"bestiary/GGR/Rakdos Performer.webp","token":"bestiary/tokens/GGR/Rakdos Performer, High-Wire Acrobat.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"22 (4d8 + 4)","speed":"40 ft., climb 30 ft.","str":13,"dex":17,"con":12,"int":10,"wis":8,"cha":15,"saves":"Dex +5, Cha +4","skills":"Acrobatics +7, Performance +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"any one language (usually Common)","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nimble","entries":["The performer can take the {@action Disengage} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The acrobat makes two attacks with its barbed pole."]},{"name":"Barbed Pole","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn't provoke opportunity attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires."]}]}]}],"gallery":[{"path":"bestiary/GGR/Rakdos Performer.webp","credit":"Eric Deschamps"}]},{"id":"raklupis-spyder-fiend","name":"Raklupis Spyder-Fiend","source":"VEoR","page":236,"srd":false,"image":"bestiary/VEoR/Raklupis Spyder-Fiend.webp","token":"bestiary/tokens/VEoR/Raklupis Spyder-Fiend.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+5 (15)","hp":"210 (28d10 + 56)","speed":"40 ft., climb 40 ft.","str":17,"dex":20,"con":14,"int":18,"wis":16,"cha":23,"saves":"Dex +11, Con +8, Wis +9","skills":"Perception +9, Stealth +11","vulnerabilities":"","resistances":"","immunities":"cold; fire; lightning; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Abyssal, Common, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The raklupis has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The raklupis can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["When in contact with a web, the raklupis knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The raklupis ignores movement restrictions caused by webbing."]}],"spellcasting":[{"name":"Spellcasting","entries":["The raklupis casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 20}).","At will: {@spell Disguise Self}, {@spell Invisibility} (self only), {@spell Mage Hand}, {@spell Minor Illusion}","2/day each: {@spell Darkness}, {@spell Dominate Monster}, {@spell Mass Suggestion}, {@spell Telekinesis}, {@spell Teleport}"]}],"actions":[{"name":"Multiattack","entries":["The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 18 ({@damage 4d8}) poison damage. If the target is a creature, it must succeed on a {@dc 20} Constitution saving throw or have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, a creature has the {@condition incapacitated} condition and can't regain hit points. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Serrated Sword","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage plus 18 ({@damage 4d8}) poison damage."]},{"name":"Venom Globe","entries":["{@atk rw} {@hit 11} to hit, range 60/180 ft., one target. {@h}45 ({@damage 10d8}) poison damage."]}],"bonusActions":[{"name":"Demand Loyalty","entries":["The raklupis magically ends the {@condition charmed} and {@condition frightened} conditions on itself and on any number of allies within 60 feet of itself."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Raklupis spyder-fiends have hard, smooth shells and gleaming spines. With luxuriantly furry wolf heads, powerful arms, and alluring voices, raklupises are the only spyder-fiends that might be called majestic. They create delicate web globes, which they fill with their venom and hurl at foes. Raklupises are keen strategists, and most of them command legions of lesser spyder-fiends."]},{"type":"section","entries":[{"type":"entries","name":"Spyder-Fiends","entries":["Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey.","Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position.","Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska's imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos."]}]}],"gallery":[{"path":"bestiary/VEoR/Raklupis Spyder-Fiend.webp"}]},{"id":"rakshasa","name":"Rakshasa","source":"XMM","page":253,"srd":true,"image":"bestiary/XMM/Rakshasa.webp","token":"bestiary/tokens/XMM/Rakshasa.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"17","initiative":"+8 (18)","hp":"221 (26d8 + 104)","speed":"40 ft.","str":14,"dex":17,"con":18,"int":13,"wis":16,"cha":20,"saves":"","skills":"Deception +10, Insight +8, Perception +8","vulnerabilities":"piercing damage from weapons wielded by creatures under the effect of a {@spell Bless|XPHB} spell","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Truesight 60 ft., Passive Perception 18","languages":"Common, Infernal","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Planar, Nine Hells, Urban","treasure":"Relics","traits":[{"name":"Greater Magic Resistance","entries":["The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa's permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment."]},{"name":"Fiendish Restoration","entries":["If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]}],"spellcasting":[{"name":"Spellcasting","entries":["The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Disguise Self|XPHB}, {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}","1/day each: {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Major Image|XPHB}, {@spell Plane Shift|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The rakshasa makes three Cursed Touch attacks."]},{"name":"Cursed Touch","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 19 ({@damage 3d12}) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}."]},{"name":"Baleful Command {@recharge 5}","entries":["{@actSave wis} {@dc 18}, each enemy in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the rakshasa. {@actSaveFail} 28 ({@damage 8d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} and {@condition Incapacitated|XPHB} conditions until the start of the rakshasa's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Rakshasa","entries":["{@i Deceiver Hungry for Power and Flesh}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Masters of manipulation, rakshasas infiltrate communities to claim positions of power. While disguising their true natures, they kidnap victims and indulge their insatiable hunger for flesh.","Rakshasas can withstand some degree of magic, but legends tell of blessed warriors felling them with crossbow bolts, arrows, or similar weapons.","Rakshasas' appearances combine humanlike bodies with the features of animals and monsters. All rakshasas have a physical oddity that remains when they adopt magical disguises, such as palms where the backs of the hands would be on humans."]}],"gallery":[{"path":"bestiary/XMM/Rakshasa.webp","credit":"Andrea Piparo"}],"otherVersions":[{"id":"rakshasa-mm","source":"MM"}]},{"id":"rakshasa-mm","name":"Rakshasa","source":"MM","page":257,"srd":false,"image":"bestiary/MM/Rakshasa.webp","token":"bestiary/tokens/MM/Rakshasa.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"16","initiative":"+3 (13)","hp":"110 (13d8 + 52)","speed":"40 ft.","str":14,"dex":17,"con":18,"int":13,"wis":16,"cha":20,"saves":"","skills":"Deception +10, Insight +8","vulnerabilities":"piercing from magic weapons wielded by good creatures","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Infernal","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Limited Magic Immunity","entries":["The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The rakshasa's innate spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:","At will: {@spell detect thoughts}, {@spell disguise self}, {@spell mage hand}, {@spell minor illusion}","3/day each: {@spell charm person}, {@spell detect magic}, {@spell invisibility}, {@spell major image}, {@spell suggestion}","1/day each: {@spell dominate person}, {@spell fly}, {@spell plane shift}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["The rakshasa makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a {@spell remove curse} spell or similar magic."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa's true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human.",{"name":"Evil Spirits in Mortal Flesh","entries":["Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret."],"type":"entries"},{"name":"Evil Reborn","type":"entries","entries":["For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms-a process that can take months or years.","When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer's family, friends, or descendants.","Like devils, rakshasas killed in the Nine Hells are forever destroyed."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Slay me once, shame on you.","Slay me twice, shame on me."],"by":"Rakshasa maxim"}]}]}],"gallery":[{"path":"bestiary/MM/Rakshasa.webp"}],"hidden":true,"otherVersions":[{"id":"rakshasa","source":"XMM"}]},{"id":"ram-sugar","name":"Ram Sugar","source":"CM","page":132,"srd":false,"image":"bestiary/tokens/CM/Ram Sugar.webp","token":"bestiary/tokens/CM/Ram Sugar.webp","size":"Medium","creatureType":"Humanoid (Dragonborn)","alignment":"Chaotic Neutral","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dark Devotion","entries":["Ram Sugar has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ram Sugar is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). Ram Sugar has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Ram Sugar makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Breath Weapon (Recharges after a Short or Long Rest)","entries":["Ram Sugar exhales fire in a 30-foot-long line that is 5 feet wide. Any creature in the line must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else."]}]},{"id":"ramius","name":"Ramius","source":"CoA","page":24,"srd":false,"image":"bestiary/CoA/Ramius.webp","token":"bestiary/tokens/CoA/Ramius.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral Good","ac":"22","initiative":"+0 (10)","hp":"190 (20d8 + 100)","speed":"30 ft.","str":23,"dex":10,"con":21,"int":11,"wis":14,"cha":18,"saves":"Wis +7, Cha +9","skills":"Animal Handling +12, Athletics +11, Insight +7, Religion +10","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks; damage from spells","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Abyssal, Celestial, Common, Infernal","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Aura of Protection","entries":["Ramius and any ally that starts their turn within 30 feet of him have a +4 bonus to all saving throws and resistance to nonmagical damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ramius casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 17}):","1/day each: {@spell Aura of Purity}, {@spell Compelled Duel}, {@spell Crusader's Mantle}, {@spell Death Ward}, {@spell Dispel Evil and Good}, {@spell Find Steed}, {@spell Lesser Restoration}, {@spell Remove Curse}, {@spell Revivify}, {@spell Shield of Faith}"]}],"actions":[{"name":"Multiattack","entries":["Ramius makes two Longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 11} to hit, reach 5ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage or 11 ({@damage 1d10 + 6}) if wielded in two hands, plus 13 ({@damage 3d8}) radiant damage. If the target is an evil creature, it must succeed on a {@dc 17} Charisma saving throw or take an additional 13 ({@damage 3d8}) radiant damage."]},{"name":"Divine Wave {@recharge}","entries":["Ramius strikes the ground and causes holy energy to radiate outwards. Each creature of his choice within 30 feet of him must make a {@dc 17} Constitution saving throw. Targets take 21 ({@damage 6d6}) thunder damage plus 21 ({@damage 6d6}) radiant damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are knocked down (have the {@condition prone} condition)."]}],"bonusActions":[],"reactions":[{"name":"Healing Touch","entries":["As a reaction to Ramius or an adjacent creature taking 50 points or more of damage, Ramius reaches out and channels divine energy, healing 13 ({@dice 2d8 + 4}) hit points."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Ramius Dangremond is the commander of the Hellriders of Elturel. He never wanted the position, but because of the many deaths within the ranks of the order, he had to step up. His friend and fellow Hellrider, Barachiel, was the main reason he was able to grow into a capable commander. The loss of his friend saddens Ramius, and the news of his imprisonment within the Nine Hells gnaws at his soul.","Ramius is a natural horseman and a gifted athlete. The soldiers he leads often say that there isn't anything that Ramius can't mount or ride. He's ridden horses, mammoths, and machines into battle. Loyalty, honor, and duty are virtues that Ramius upholds. He fears nothing other than losing those he cares for."],"gallery":[{"path":"bestiary/CoA/Ramius.webp","credit":"Lius Lasahido"}]},{"id":"ramya-vasavadan","name":"Ramya Vasavadan","source":"RHW","page":116,"srd":false,"image":"bestiary/RHW/Ramya Vasavadan.webp","token":"bestiary/tokens/RHW/Ramya Vasavadan.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"18","initiative":"+15 (25)","hp":"190 (20d8 + 100)","speed":"30 ft.","str":14,"dex":20,"con":20,"int":12,"wis":16,"cha":18,"saves":"Str +7, Wis +8","skills":"Perception +8, Persuasion +9","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"Darkvision 120 ft., Passive Perception 18","languages":"Abyssal, Common","cr":"15","crDisplay":"15 (XP 13,000, or 15,000 in lair; PB +5)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Ramya dies, her body dissolves into mist, and she gains a new body in {@dice 1d10} weeks, reviving with all her {@variantrule Hit Points|XPHB} somewhere in Kalakeri."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Ramya fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Ramya has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Marshal Undead","entries":["Undead creatures of Ramya's choice (excluding herself) in a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from her have {@variantrule Advantage|XPHB} on attack rolls and saving throws. She can't use this trait if she has the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ramya casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Phantom Steed|XPHB}","1/day: {@spell Create Undead|XPHB}"]},{"name":"Illusory Disguise","entries":["Ramya casts {@spell Disguise Self|XPHB} using the same spellcasting ability as Spellcasting. The spell lasts until Ramya drops to 80 {@variantrule Hit Points|XPHB} or fewer or uses her Vengeful Fire action. Intelligence ({@skill Investigation|XPHB}) checks to discern her true appearance are made with {@variantrule Disadvantage|XPHB}.","When the disguise ends, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Ramya is subjected to the following effect. Wisdom {@variantrule Saving Throw|XPHB}: {@dc 17} (the target succeeds automatically if it is a Construct or an Undead). Failure: The target has the {@condition Frightened|XPHB} condition for 1 minute. While {@condition Frightened|XPHB}, the target has {@variantrule Disadvantage|XPHB} on saving throws.","At will: {@spell Disguise Self|XPHB}"]},{"name":"Dread Authority","entries":["Ramya casts {@spell Command|XPHB}, using the same spellcasting ability as Spellcasting. Ramya can't take this action again until the start of her next turn."]}],"actions":[{"name":"Multiattack","entries":["Ramya makes three Dread Blade attacks."]},{"name":"Dread Blade","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 9 ({@damage 2d8}) Necrotic damage."]},{"name":"Vengeful Fire {@recharge 5}","entries":["{@actSave dex} {@dc 17}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point Ramya can see within 120 feet. {@actSaveFail} 28 ({@damage 8d6}) Fire damage plus 28 ({@damage 8d6}) Necrotic damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} Ramya is hit by a melee attack roll while holding a weapon. {@actResponse} Ramya adds 5 to her AC against that attack, possibly causing it to miss."]}],"legendaryActions":[{"name":"Lunge","entries":["Ramya moves up to half her {@variantrule Speed|XPHB} and makes one Dread Blade attack."]},{"name":"Words of Silence","entries":["{@actSave con} {@dc 17}, one creature Ramya can see within 120 feet. {@actSaveFail} 21 ({@damage 6d6}) Psychic damage, and the target is cursed until the end of its next turn. Until the curse ends, the target can't speak or cast spells with a Verbal component. {@actSaveSuccess} Half damage only."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ramya Vasavadan desperately fights to claim and hold power over Kalakeri in a brutal cycle of victory and loss with her equally uncompromising siblings. Unlike most Darklords, Ramya struggles to control her domain, leading her to seek allies in opposing her siblings and their treacherous allies.","In her true form, Ramya is an undead horror, but illusions mask her monstrous appearance. Her true nature is revealed by her chilled skin and her reflection, which always appears withered and terrifying.","Although Ramya's siblings, Arijani and Reeva, aren't Darklords of Kalakeri, they motivate the rebellions in Kalakeri and Ramya's torments. This monstrous pair is detailed in \" Arijani and Reeva.\""]}],"gallery":[{"path":"bestiary/RHW/Ramya Vasavadan.webp"}]},{"id":"ras-nsi","name":"Ras Nsi","source":"ToA","page":230,"srd":false,"image":"bestiary/ToA/Ras Nsi.webp","token":"bestiary/tokens/ToA/Ras Nsi.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"127 ({@dice 17d8 + 51}) reduced to 107; subtract 1 for each day that passes during the adventure","speed":"30 ft.","str":17,"dex":16,"con":17,"int":18,"wis":18,"cha":21,"saves":"Con +6, Wis +7","skills":"Deception +8, Persuasion +8, Religion +7, Stealth +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Common, Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Ras Nsi wears {@item bracers of defense}, wields a {@item flame tongue longsword}, and carries a {@item sending stones||sending stone} matched to the one carried by the guide Salida (see chapter 1)."]},{"name":"Shapechanger","entries":["Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies."]},{"name":"Magic Resistance","entries":["Ras Nsi has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Ras Nsi's innate spellcasting ability is Charisma (spell save {@dc 16}). He can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]},{"name":"Spellcasting","entries":["Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 15}, {@hit 7} to hit with spell attacks).","Ras Nsi has the following wizard spells prepared:","Cantrips (at will): {@spell chill touch}, {@spell fire bolt}, {@spell mage hand}, {@spell mending}, {@spell poison spray}","Level 1 (4 slots): {@spell expeditious retreat}, {@spell false life}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell blindness/deafness}, {@spell hold person}, {@spell misty step}","Level 3 (3 slots): {@spell animate dead}, {@spell counterspell}, {@spell fireball}","Level 4 (3 slots): {@spell blight}, {@spell polymorph}","Level 5 (2 slots): {@spell contact other plane}, {@spell geas}","Level 6 (1 slots): {@spell create undead}"]}],"actions":[{"name":"Multiattack","entries":["Ras Nsi makes three melee attacks, but can use Constrict only once."]},{"name":"Bite (Snake Form Only)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and Ras Nsi can't constrict another target."]},{"name":"Flame Tongue Longsword (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage when used with two hands, plus 7 ({@damage 2d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The word \"ras\" is a noble title akin to \"duke.\" Ras Nsi was once a Chultan paladin, a Chosen of Ubtao and sworn protector of the city of Mezro. He betrayed his oaths and was banished from the city. Becoming a vengeful warlord, Ras Nsi attempted to conquer Mezro with an undead army but was defeated. Rather than seek redemption, he sought revenge and was stripped of his god-given powers. The undead horde, no longer under his control, spread throughout the jungles of Chult.","Withdrawing to Omu, Nsi clung to his noble title, joined forces with the yuan-ti living there, and underwent a horrible ritual to become a powerful yuan-ti malison-retaining his human head and torso and gaining a serpentine lower body. With Ubtao gone from the world, Ras Nsi and his new yuan-ti followers began searching for a way to bring forth Dendar the Night Serpent. Acererak has promised to help this effort, in exchange for Ras Nsi's pledge to defend the Tomb of the Nine Gods. In truth, Acererak has no intention of honoring his bargain, and Ras Nsi is beginning to suspect as much.",{"name":"Strange Collection","type":"entries","entries":["Ras Nsi has a sizable collection of apparel and accouterments from distant lands, most of which were taken from dead explorers. The collection includes a fine Cormyrean cloak, a Sembian wine flask, and a bejeweled Amnian doublet and matching money pouch. He also bears a flame tongue longsword."]},{"name":"Slow Death","type":"entries","entries":["Ras Nsi has died and been brought back from the dead more than once. Consequently, he is suffering from the effects of the Soulmonger's death curse. His hit point maximum has been reduced, and leprous wounds cover his flesh. In a fitting irony, Ras Nsi is unaware that Acererak is the cause of the curse, for neither he nor the yuan-ti are aware of what lies within the Tomb of the Nine Gods, other than the dead gods for which it is named. If the characters can make him understand that their efforts will help him, Ras Nsi might be tempted not to stand in their way."]}]},{"type":"entries","name":"Ras Nsi's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"I seek to bring about the end of this world and rule the next one.\""]},{"name":"Bond","type":"entries","entries":["\"The yuan-ti of Chult are mine to command. They will help me rule an empire.\""]},{"name":"Flaw","type":"entries","entries":["\"I will do anything and betray anyone to save myself.\""]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Ras Nsi.webp"}]},{"id":"rat","name":"Rat","source":"XMM","page":367,"srd":true,"image":"bestiary/XMM/Rats.webp","token":"bestiary/tokens/XMM/Rat.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"1 (1d4 - 1)","speed":"20 ft., climb 20 ft.","str":2,"dex":11,"con":9,"int":2,"wis":10,"cha":4,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Passive Perception 12","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Agile","entries":["The rat doesn't provoke {@action Opportunity Attack|XPHB|Opportunity Attacks} when it moves out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Rats.webp","title":"An adventurer underestimates the extent of a tavern's giant rat infestation","credit":"Katerina Ladon"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"rat-mm","source":"MM"}]},{"id":"rat-mm","name":"Rat","source":"MM","page":335,"srd":false,"image":"bestiary/MM/Rat.webp","token":"bestiary/tokens/MM/Rat.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"1 (1d4 - 1)","speed":"20 ft.","str":2,"dex":11,"con":9,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Keen Smell","entries":["The rat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Rat.webp"}],"hidden":true,"otherVersions":[{"id":"rat","source":"XMM"}]},{"id":"rath-modar","name":"Rath Modar","source":"HotDQ","page":92,"srd":false,"image":"bestiary/HotDQ/Rath Modar.webp","token":"bestiary/tokens/HotDQ/Rath Modar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":18,"wis":14,"cha":10,"saves":"Int +7, Wis +5","skills":"Arcana +7, Deception +3, Insight +5, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Draconic, Infernal, Primordial, Thayan","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Rath has a {@item staff of fire}, and scrolls of {@spell dimension door}, {@spell feather fall}, and {@spell fireball}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Rath is an 11th-level spellcaster who uses Intelligence as his spellcasting ability (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Rath has the following spells prepared from the wizard spell list:","Cantrips (at will): {@spell fire bolt}, {@spell minor illusion}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell chromatic orb}, {@spell color spray}, {@spell mage armor}, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell phantasmal force}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell major image}","Level 4 (3 slots): {@spell confusion}, {@spell greater invisibility}","Level 5 (2 slots): {@spell mislead}, {@spell seeming}","Level 6 (1 slots): {@spell globe of invulnerability}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Illusory Self (Recharges on a Short or Long Rest)","entries":["When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Rath Modar.webp"}]},{"id":"raven","name":"Raven","source":"XMM","page":368,"srd":true,"image":"bestiary/XMM/Raven.webp","token":"bestiary/tokens/XMM/Raven.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"10 ft., fly 50 ft.","str":2,"dex":14,"con":10,"int":5,"wis":13,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Hill, Swamp, Urban","treasure":"","traits":[{"name":"Mimicry","entries":["The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful {@dc 10} Wisdom ({@skill Insight|XPHB}) check."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Raven.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"raven-mm","source":"MM"}]},{"id":"raven-mm","name":"Raven","source":"MM","page":335,"srd":false,"image":"bestiary/MM/Raven.webp","token":"bestiary/tokens/MM/Raven.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 50 ft.","str":2,"dex":14,"con":8,"int":2,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Swamp, Hill, Urban","treasure":"","traits":[{"name":"Mimicry","entries":["The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Raven.webp"}],"hidden":true,"otherVersions":[{"id":"raven","source":"XMM"}]},{"id":"raven-uth-vogler","name":"Raven Uth Vogler","source":"DSotDQ","page":53,"srd":false,"image":"bestiary/DSotDQ/044-03-007.raven-uth-vogler.webp","token":"bestiary/tokens/DSotDQ/Raven Uth Vogler.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Raven has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Raven makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/044-03-007.raven-uth-vogler.webp","credit":"Robson Michel"}]},{"id":"razerblast","name":"Razerblast","source":"PotA","page":201,"srd":false,"image":"bestiary/PotA/Razerblast.webp","token":"bestiary/tokens/PotA/Razerblast.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"112 (15d8 + 75)","speed":"30 ft.","str":16,"dex":11,"con":16,"int":9,"wis":10,"cha":13,"saves":"","skills":"Intimidation +4, Perception +3","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Ignan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Searing Armor","entries":["The razerblast's armor is hot. Any creature grappling the razerblast or {@condition grappled} by it takes 5 ({@damage 1d10}) fire damage at the end of that creature's turn."]},{"name":"Shrapnel Explosion","entries":["When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast's body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a {@dc 12} Dexterity saving throw, taking 21 ({@damage 6d6}) piercing damage on a failed save, or half as much damage on a successful one."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The razerblast makes three melee attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A razerblast seethes with hate for the enemies of the fire cult. The razerblast's elemental overlords have replaced its heart with a flaming orb that detonates if the razerblast dies.","Razerblasts remember little of their life before they the power of elemental fire transformed them. Now they follow the orders of the flamewraths and the cult leaders without question. Razerblasts fight confidently because they know that even if they lose, they go out in a blaze of glory."]}]}]}],"gallery":[{"path":"bestiary/PotA/Razerblast.webp"}]},{"id":"razorvine-blight","name":"Razorvine Blight","source":"MPP","page":42,"srd":false,"image":"bestiary/MPP/Razorvine Blight.webp","token":"bestiary/tokens/MPP/Razorvine Blight.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft., climb 30 ft.","str":10,"dex":15,"con":13,"int":5,"wis":10,"cha":3,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (can't see beyond this radius), Passive Perception 10","languages":"understands Common but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the blight is motionless at the start of combat, it has advantage on its initiative roll. If a creature hasn't observed the blight move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the blight is animate."]},{"name":"Spider Climb","entries":["The blight can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blight makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit (with advantage if the target is missing any of its hit points), reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Life-Draining Vines {@recharge}","entries":["Snaking vines erupt from the blight. Each creature within 10 feet of it must make a {@dc 12} Dexterity saving throw, taking 9 ({@damage 2d8}) slashing damage on failed save, or half as much damage on a successful one. If at least one of the creatures that failed this save isn't a Construct or an Undead, the blight regains 9 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric passerby can awaken into a terror known as a razorvine blight.","Razorvine blights lay ambushes on well-traveled paths by standing still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp vines to feed its bloodlust.","While razorvine blights are usually dangerous, in Sigil they sometimes mimic the behaviors of the city's other inhabitants—for better or worse. At least one blight, known as Patch, spreads copies of itself across the city, creating a spy network of copies with mysterious goals."]}],"gallery":[{"path":"bestiary/MPP/Razorvine Blight.webp"}]},{"id":"reanimated-companion","name":"Reanimated Companion","source":"RHW","srd":false,"image":"bestiary/tokens/RHW/Reanimated Companion.webp","token":"bestiary/tokens/RHW/Reanimated Companion.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"-","initiative":"+0 (10)","hp":"5 plus five times your Artificer level (the companion has a number of Hit Dice [d8s] equal to your Artificer level)","speed":"30 ft.","str":11,"dex":10,"con":16,"int":4,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic; poison","immunities":"lightning","conditionImmunities":"charmed; exhaustion; poisoned","senses":"blindsight 60 ft., Passive Perception 10","languages":"understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["The companion explodes when it dies. {@actSave dex} DC equals {@dcYourSpellSave}, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the companion. {@actSaveFail} {@damage 2d4} Necrotic damage. {@actSaveSuccess} Half damage."]},{"name":"Lightning Absorption","entries":["Whenever the companion is subjected to Lightning damage, it regains a number of {@variantrule Hit Points|XPHB} equal to the Lightning damage dealt."]}],"spellcasting":[],"actions":[{"name":"Dreadful Swipe","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@dice 1d4} plus your Intelligence modifier Necrotic damage, and the target can't take {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reaper-of-bhaal","name":"Reaper of Bhaal","source":"BGDIA","page":233,"srd":false,"image":"bestiary/BGDIA/Reaper of Bhaal.webp","token":"bestiary/tokens/BGDIA/Reaper of Bhaal.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"15","initiative":"+5 (15)","hp":"27 (5d8 + 5)","speed":"40 ft.","str":11,"dex":20,"con":13,"int":15,"wis":12,"cha":16,"saves":"","skills":"Intimidation +5, Perception +3, Persuasion +5, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aura of Murder","entries":["As long as the reaper is not {@condition incapacitated}, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The reaper's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast the following spells, requiring no material components:","1/day each: {@spell charm person}, {@spell disguise self}, {@spell sanctuary}"]}],"actions":[{"name":"Multiattack","entries":["The reaper makes two dagger attacks and uses Shroud Self."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."]},{"name":"Shroud Self","entries":["The reaper magically turns {@condition invisible} until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.",{"type":"entries","name":"Bloodletters","entries":["All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding."]},{"type":"entries","name":"Killers from the Shadows","entries":["Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn {@condition invisible} for a crucial moment."]},{"type":"entries","name":"Cult Ranks","entries":["Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with {@sense darkvision} and superior stealth. Reapers are the next rank up. They gain the ability to turn {@condition invisible} and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile."]}]}]}],"gallery":[{"path":"bestiary/BGDIA/Reaper of Bhaal.webp"}]},{"id":"reaper-spirit","name":"Reaper Spirit","source":"BMT","page":50,"srd":false,"image":"bestiary/tokens/BMT/Reaper Spirit.webp","token":"bestiary/tokens/BMT/Reaper Spirit.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"-","initiative":"+3 (13)","hp":"40 + 10 for each spell level above 4th","speed":"30 ft., fly 30 ft. (hover)","str":16,"dex":16,"con":16,"int":16,"wis":16,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes {@damage 1d10} force damage for every 5 feet shunted."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of Reaping Scythe attacks equal to half the level of the spell (rounded down)."]},{"name":"Reaping Scythe","entries":["{@atk mw} your spell attack modifier to hit (with advantage), reach 5 ft., the creature haunted by Haunt Creature. {@h}{@damage 1d8 + 3 + summonSpellLevel} necrotic damage."]}],"bonusActions":[{"name":"Haunt Creature","entries":["The spirit targets a creature it can see within 10 feet of itself and begins haunting it. While the target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the spirit, the target must succeed on a Wisdom saving throw against your spell save DC or have the {@condition frightened} condition until the start of the target's next turn. The target remains haunted until it dies, the spirit disappears, or the spirit uses this action again."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reckoner","name":"Reckoner","source":"GGR","page":231,"srd":false,"image":"bestiary/GGR/Reckoner.webp","token":"bestiary/tokens/GGR/Reckoner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Neutral","ac":"18","initiative":"+1 (11)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":12,"con":15,"int":15,"wis":12,"cha":10,"saves":"","skills":"Arcana +4, Intimidation +2, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common plus any one language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"First Strike","entries":["The reckoner has advantage on initiative rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The reckoner is a 5th-level Boros spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The reckoner has the following wizard spells prepared:","Cantrips (at will): {@spell blade ward}, {@spell light}, {@spell message}, {@spell shocking grasp}","Level 1 (4 slots): {@spell guiding bolt}, {@spell shield}, {@spell thunderwave}, {@spell witch bolt}","Level 2 (3 slots): {@spell blur}, {@spell levitate}","Level 3 (2 slots): {@spell lightning bolt}"]}],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Lightning Backlash {@recharge 5}","entries":["When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage dealt by the attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs."]}]}]}],"gallery":[{"path":"bestiary/GGR/Reckoner.webp","credit":"Howard Lyon"}]},{"id":"red-abishai","name":"Red Abishai","source":"MPMM","page":40,"srd":false,"image":"bestiary/MPMM/Red Abishai.webp","token":"bestiary/tokens/MPMM/Red Abishai.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"22","initiative":"+3 (13)","hp":"289 (34d8 + 136)","speed":"30 ft., fly 50 ft.","str":23,"dex":16,"con":19,"int":14,"wis":15,"cha":19,"saves":"Str +12, Con +10, Wis +8","skills":"Intimidation +10, Perception +8","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 18","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"Mountain, Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The abishai makes one Bite attack and one Claw attack, and it can use Frightful Presence or Incite Fanaticism."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage plus 38 ({@damage 7d10}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) force damage plus 11 ({@damage 2d10}) fire damage."]},{"name":"Frightful Presence","entries":["Each creature of the abishai's choice that is within 120 feet and aware of the abishai must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours."]},{"name":"Incite Fanaticism","entries":["The abishai chooses up to four other creatures within 60 feet of it that can see it. Until the start of the abishai's next turn, each of those creatures makes attack rolls with advantage and can't be {@condition frightened}."]},{"name":"Power of the Dragon Queen","entries":["The abishai targets one Dragon it can see within 120 feet of it. The Dragon must make a {@dc 18} Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is {@condition charmed} by the abishai for 1 hour. While {@condition charmed} in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat's commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai's allies, filling them with a fanatical willingness to fight."]},{"type":"section","name":"Abishais","entries":["Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.","Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.","Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}],"gallery":[{"path":"bestiary/MPMM/Red Abishai.webp","credit":"Daniel Landerman"}],"otherVersions":[{"id":"red-abishai-mtf","source":"MTF"}]},{"id":"red-abishai-mtf","name":"Red Abishai","source":"MTF","page":160,"srd":false,"image":"bestiary/MTF/Red Abishai.webp","token":"bestiary/tokens/MTF/Red Abishai.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"22","initiative":"+3 (13)","hp":"255 (30d8 + 120)","speed":"30 ft., fly 50 ft.","str":23,"dex":16,"con":19,"int":14,"wis":15,"cha":19,"saves":"Str +12, Con +10, Wis +8","skills":"Intimidation +10, Perception +8","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 18","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"Mountain, Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's darkvision."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The abishai's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage plus 38 ({@damage 7d10}) fire damage."]},{"name":"Frightful Presence","entries":["Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours."]},{"name":"Incite Fanaticism","entries":["The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be {@condition frightened}."]},{"name":"Power of the Dragon Queen","entries":["The abishai targets one dragon it can see within 120 feet of it. The dragon must make a {@dc 18} Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is {@condition charmed} by the abishai for 1 hour. While {@condition charmed} in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Red Abishai","entries":["Red abishais have no equals among the abishais when it comes to leadership ability and raw power. They can invoke Tiamat's authority to bend even dragons to their will. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat's commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai's allies, filling them with a fanatical willingness to fight."]},{"type":"section","name":"Abishai","entries":[{"type":"quote","entries":["Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?"],"by":"Mordenkainen"},"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emissaries of Doom","type":"entries","entries":["Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed."]},{"type":"entries","name":"Outsiders in Hell","entries":["Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.","There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Red Abishai.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"red-abishai","source":"MPMM"}]},{"id":"red-dragon-wyrmling","name":"Red Dragon Wyrmling","source":"XMM","page":254,"srd":true,"image":"bestiary/XMM/Red Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/Red Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"75 (10d8 + 30)","speed":"30 ft., climb 30 ft., fly 60 ft.","str":19,"dex":10,"con":17,"int":12,"wis":11,"cha":15,"saves":"Dex +2, Wis +2","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Hill, Mountain","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}9 ({@damage 1d10 + 4}) Slashing damage plus 3 ({@damage 1d6}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 13}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 24 ({@damage 7d6}) Fire damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Red dragon wyrmlings are born destroyers. From a young age, they delight in igniting objects and creatures alike. They sometimes restrain themselves from scorching creatures to instead bully others into following their orders and bringing them gifts."]},{"type":"section","name":"Red Dragons","entries":["{@i Dragons of Greed and Devastation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Red dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.","Red dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.","Red dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.",{"type":"entries","name":"Red Dragon Lairs","entries":["Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures."]}]}],"gallery":[{"path":"bestiary/XMM/Red Dragon Wyrmling.webp","credit":"Joshua Raphael"}],"otherVersions":[{"id":"red-dragon-wyrmling-mm","source":"MM"}]},{"id":"red-dragon-wyrmling-mm","name":"Red Dragon Wyrmling","source":"MM","page":98,"srd":false,"image":"bestiary/MM/Red Dragon.webp","token":"bestiary/tokens/MM/Red Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft., climb 30 ft., fly 60 ft.","str":19,"dex":10,"con":17,"int":12,"wis":11,"cha":15,"saves":"Dex +2, Con +5, Wis +2, Cha +4","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 24 ({@damage 7d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.","The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.",{"type":"entries","entries":[{"name":"Mountain Masters","type":"entries","entries":["Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time."]},{"name":"Arrogant Tyrants","type":"entries","entries":["Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.","No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command."]},{"name":"Status and Slaves","type":"entries","entries":["Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.","When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive."]},{"name":"Obsessive Collectors","type":"entries","entries":["Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.","A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath."]}]}]},{"type":"entries","name":"A Red Dragon's Lair","entries":["Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.","Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Red Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"red-dragon-wyrmling","source":"XMM"}]},{"id":"red-greatwyrm","name":"Red Greatwyrm","source":"FTD","page":168,"srd":false,"image":"bestiary/FTD/Red Greatwyrm.webp","token":"bestiary/tokens/FTD/Red Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"533 (26d20 + 260)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":14,"con":30,"int":21,"wis":20,"cha":26,"saves":"Dex +10, Con +18, Wis +13, Cha +16","skills":"Intimidation +16, Perception +21, Stealth +10","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 31","languages":"Common, Draconic","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Chromatic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) fire damage. On a successful save, the creature takes half as much damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]},{"name":"Arcane Spear (Costs 3 Actions)","entries":["The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.","Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.","In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike."],"gallery":[{"path":"bestiary/FTD/Red Greatwyrm.webp","credit":"Svetlin Velinov"}]},{"id":"red-guard-drake","name":"Red Guard Drake","source":"VGM","page":158,"srd":false,"image":"bestiary/VGM/Guard Drake.webp","token":"bestiary/tokens/VGM/Red Guard Drake.webp","size":"Medium","creatureType":"Dragon","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft., climb 30 ft.","str":16,"dex":11,"con":16,"int":4,"wis":10,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Draconic but can't speak it","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drake attacks twice, once with its bite and once with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.",{"name":"Gifts from Dragons","entries":["The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.","The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours."],"type":"entries"},{"name":"Eager to Learn","entries":["A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.","A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes."],"type":"entries"}]},{"type":"inset","name":"Variant: Chromatic Guard Drakes","entries":["Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.",{"name":"Black Guard Drake","entries":["A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage."],"type":"entries"},{"name":"Blue Guard Drake","entries":["A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage."],"type":"entries"},{"name":"Green Guard Drake","entries":["A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage."],"type":"entries"},{"name":"Red Guard Drake","entries":["A red guard drake has climbing speed of 30 feet and resistance to fire damage."],"type":"entries"},{"name":"White Guard Drake","entries":["A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Guard Drake.webp","credit":"Conceptopolis"}]},{"id":"red-ruin","name":"Red Ruin","source":"DSotDQ","page":208,"srd":false,"image":"bestiary/DSotDQ/Red Ruin.webp","token":"bestiary/tokens/DSotDQ/Red Ruin.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"20","initiative":"+1 (11)","hp":"150 (20d8 + 60)","speed":"30 ft.","str":19,"dex":12,"con":17,"int":13,"wis":14,"cha":15,"saves":"Str +8, Dex +5","skills":"Athletics +8, Perception +6","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Draconic Devotion","entries":["While Red Ruin can see a Dragon that isn't hostile to her, she has advantage on attack rolls."]},{"name":"Mounted Combat Master","entries":["When Red Ruin is mounted and a creature targets her mount with an attack, Red Ruin can cause the attack to target her instead."]},{"name":"Mounted Evasion","entries":["When Red Ruin or her mount makes a Dexterity saving throw to take half damage from an effect, they take no damage on a success and half damage on a failure."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Red Ruin makes three Ember Lance attacks."]},{"name":"Ember Lance","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage plus 7 ({@damage 2d6}) fire damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 16} Strength saving throw or fall {@condition prone}."]},{"name":"Explosive Hand Crossbow {@recharge 5}","entries":["Red Ruin fires an explosive crossbow bolt at a point she can see within 120 feet of herself. When the bolt reaches that point, or if it hits an object early, it detonates in a 20-foot-radius sphere. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Known for her incredible awareness and reflexes, the dragonnel-flying ace Red Ruin leads the Red Dragon Army's airborne forces. Her actual name is unknown, leading her allies to refer to her merely as \"commander\" or \"Red Ruin\"—a sobriquet earned after razing numerous targets from the air. She rarely removes her distinctive dragonnel-shaped helmet, leading to speculation about her actual identity. She also speaks little, relying on sharp hand gestures to direct dragonnel-riders in flight."]}],"gallery":[{"path":"bestiary/DSotDQ/Red Ruin.webp","title":"The Dragon Army's ace dragonnel rider, Red Ruin, soars toward her target","credit":"Crystal Sully"}]},{"id":"red-slaad","name":"Red Slaad","source":"XMM","page":285,"srd":false,"image":"bestiary/XMM/Red and Blue Slaad.webp","token":"bestiary/tokens/XMM/Red Slaad.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"14","initiative":"+1 (11)","hp":"93 (11d10 + 33)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":6,"wis":6,"cha":7,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Slaad; telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Limbo","treasure":"Any","traits":[{"name":"Magic Resistance","entries":["The slaad has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The slaad regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The slaad makes three Injecting Claw attacks."]},{"name":"Injecting Claw","entries":["{@atkr m} {@hit 6}, reach 10 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage. If the target is a Humanoid not cursed by a slaad, it is subjected to the following effect. {@actSave con} {@dc 14}. {@actSaveFail} The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg.","Over {@dice 2d4 × 10} days, the egg gestates. In the final 24 hours, the cursed target feels unwell; its {@variantrule Speed|XPHB} is halved, and it has {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}. At the end of this time, the egg turns into a Slaad Tadpole, which chews out of the host and kills it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Red slaadi amass in vast throngs in Limbo. There they wrestle and croak-sing as they endlessly dismantle and rebuild islands of drifting planar matter. When they encounter non-slaadi, red slaadi seek to play with, telepathically converse with, or devour the other creatures. These whims change from moment to moment. Red slaadi instinctively avoid harming those bearing slaadi eggs, which red slaadi implant using their claws, or other slaad curses."]},{"type":"section","name":"Slaadi","entries":["{@i Chaos-Spawned Hordes of Limbo}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Limbo)|bestiary|environment=planar, limbo}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.","Slaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.",{"type":"inset","name":"Slaad Control Gems","entries":["A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the {@condition Charmed|XPHB} condition and obeys the gem's bearer. The slaad ceases to be {@condition Charmed|XPHB} if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A {@spell Greater Restoration|XPHB} spell cast on a slaad destroys the gem, and the slaad ceases to be {@condition Charmed|XPHB}.","One can obtain a slaad's control gem using a {@spell Wish|XPHB} or {@spell Imprisonment|XPHB} spell. If the slaad fails its saving throw against {@spell Imprisonment|XPHB}, the caster gains the gem, and the slaad isn't imprisoned. An {@condition Incapacitated|XPHB} slaad's control gem can be removed by spending 1 minute and succeeding on a {@dc 20} Wisdom ({@skill Medicine|XPHB}) check. Failing this check deals 22 ({@damage 4d10}) Piercing damage to the slaad."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher."],"by":"Jebeel Sloom","from":"Guide to the Plane of Limbo"}]}]}],"gallery":[{"path":"bestiary/XMM/Red and Blue Slaad.webp","credit":"Néstor Ossandón Leal"}],"otherVersions":[{"id":"red-slaad-mm","source":"MM"}]},{"id":"red-slaad-mm","name":"Red Slaad","source":"MM","page":276,"srd":false,"image":"bestiary/MM/Red Slaad.webp","token":"bestiary/tokens/MM/Red Slaad.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"14","initiative":"+1 (11)","hp":"93 (11d10 + 33)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":6,"wis":6,"cha":7,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Slaad, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The slaad has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The slaad makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 14} Constitution saving throw or be infected with a disease—a minuscule slaad egg.","A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a {@creature slaad tadpole}. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.","If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When a red slaad claws a humanoid creature, it can inject an egg from a gland under one of its claws. The egg works its way into its host and gestates, eventually forming a slaad tadpole. Such a tadpole then eats its way out of the host's body, feeds on the host's remains, and then seeks any other fresh meat it can find. The tadpole transforms into a fully grown blue slaad-or green slaad if the host had the ability to cast 3rd level spells or higher-within {@dice 2d12} hours."]}]},{"type":"section","name":"Slaadi","entries":["In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.",{"type":"entries","name":"The Spawning Stone","entries":["Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.","The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them."]},{"name":"Birth and Transformation","entries":["Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories."],"type":"entries"},{"name":"Shapechangers","entries":["Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves."],"type":"entries"},{"type":"inset","name":"Variant: Slaad Control Gems","entries":["As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.","A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.",{"type":"entries","name":"Control Gem","entries":["Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.","Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.","A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.","Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Embedded in a slaad's brain is a magic gem. Acquire it, and the slaad is yours to command."]}]}]}],"gallery":[{"path":"bestiary/MM/Red Slaad.webp","credit":"Aaron Hübrich"}],"hidden":true,"otherVersions":[{"id":"red-slaad","source":"XMM"}]},{"id":"red-wizard","name":"Red Wizard","source":"RoT","page":76,"srd":false,"image":"bestiary/tokens/RoT/Red Wizard.webp","token":"bestiary/tokens/RoT/Red Wizard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"redbrand-ruffian","name":"Redbrand Ruffian","source":"PaBTSO","page":216,"srd":false,"image":"bestiary/PaBTSO/Redbrand Ruffian.webp","token":"bestiary/tokens/PaBTSO/Redbrand Ruffian.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"11","initiative":"+0 (10)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":14,"dex":10,"con":12,"int":9,"wis":9,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Redbrand ruffians are ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples."]}],"gallery":[{"path":"bestiary/PaBTSO/Redbrand Ruffian.webp"}],"otherVersions":[{"id":"redbrand-ruffian-lmop","source":"LMoP"}]},{"id":"redbrand-ruffian-lmop","name":"Redbrand Ruffian","source":"LMoP","page":61,"srd":false,"image":"bestiary/tokens/LMoP/Redbrand Ruffian.webp","token":"bestiary/tokens/LMoP/Redbrand Ruffian.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":9,"wis":9,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ruffian makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples."]}]}],"hidden":true,"otherVersions":[{"id":"redbrand-ruffian","source":"PaBTSO"}]},{"id":"redbud","name":"Redbud","source":"VEoR","page":66,"srd":false,"image":"bestiary/tokens/VEoR/Redbud.webp","token":"bestiary/tokens/VEoR/Redbud.webp","size":"Huge","creatureType":"Plant","alignment":"Chaotic Good","ac":"16","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"0 ft.","str":23,"dex":8,"con":21,"int":12,"wis":16,"cha":12,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While Redbud remains motionless, it is indistinguishable from a normal tree."]},{"name":"Siege Monster","entries":["Redbud deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Redbud makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]},{"name":"Animate Trees (1/Day)","entries":["Redbud magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {@creature treant}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"redcap","name":"Redcap","source":"MPMM","page":208,"srd":false,"image":"bestiary/MPMM/Redcap.webp","token":"bestiary/tokens/MPMM/Redcap.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"45 (6d6 + 24)","speed":"25 ft.","str":18,"dex":13,"con":18,"int":10,"wis":12,"cha":9,"saves":"","skills":"Athletics +6, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill, Swamp","treasure":"","traits":[{"name":"Iron Boots","entries":["The redcap has disadvantage on Dexterity ({@skill Stealth}) checks."]},{"name":"Outsize Strength","entries":["While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The redcap makes three Wicked Sickle attacks."]},{"name":"Wicked Sickle","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage."]},{"name":"Ironbound Pursuit","entries":["The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a {@dc 14} Dexterity saving throw or take 20 ({@damage 3d10 + 4}) bludgeoning damage and be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret.","In the Feywild, or where that plane touches the material world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that resembles a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings.","Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, the creature's iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and get in a vicious swing of their weapon before the target can react.","Redcaps' desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the fresh blood of their victims. When redcaps are born, their hats are coated with wet blood, and they know that if the blood isn't replenished at least once every three days, they will vanish as if they had never been.","Some redcaps can sense the being whose murderous acts led to their birth. They typically use this innate connection to find their creator and make that creature their first victim, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don't usually operate in groups, an individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that individual's murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might likewise put teams of them to work as grisly servants.","In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap's natural and necessary urge for blood risks becoming the redcap's next target."],"gallery":[{"path":"bestiary/MPMM/Redcap.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"redcap-vgm","source":"VGM"}]},{"id":"redcap-vgm","name":"Redcap","source":"VGM","page":188,"srd":false,"image":"bestiary/VGM/Redcap.webp","token":"bestiary/tokens/VGM/Redcap.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"45 (6d6 + 24)","speed":"25 ft.","str":18,"dex":13,"con":18,"int":10,"wis":12,"cha":9,"saves":"","skills":"Athletics +6, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Hill","treasure":"","traits":[{"name":"Iron Boots","entries":["While moving, the redcap has disadvantage on Dexterity ({@skill Stealth}) checks."]},{"name":"Outsize Strength","entries":["While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The redcap makes three attacks with its wicked sickle."]},{"name":"Wicked Sickle","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage."]},{"name":"Ironbound Pursuit","entries":["The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a {@dc 14} Dexterity saving throw or take 20 ({@damage 3d10 + 4}) bludgeoning damage and be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret.",{"name":"Blood Lust Personified","entries":["In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new red caps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings.","Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a vicious swing of its weapon before the target can react."],"type":"entries"},{"name":"Steeped in Slaughter","entries":["To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows that if the blood isn't replenished at least once every three days, the redcap vanishes as if it had never been. A redcap's desire to slay is rooted in its will to survive."],"type":"entries"},{"type":"quote","entries":["As subtle as a flung battleaxe."],"by":"Volo"},{"name":"Bloodthirsty Mercenaries","entries":["Redcaps don't usually operate in groups, but in some circumstances they might be fond in the employ of hags and dark mages that know methods to call redcaps out of the Feywild and put them to work as grisly servants.","Also, some redcaps can sense the being whose murderous acts led to their birth. A redcap might use this innate connection to find its creator and make that creature its first victim. Others seek out their maker to enjoy proximity to a kindred spirit. An individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature's murderous handiwork.","In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap's natural and necessary urge for blood risks becoming the redcap's next target."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Redcap.webp","credit":"Richard Whitters"},{"path":"bestiary/VGM/Redcap 001.webp"},{"path":"bestiary/BGDIA/Madcap.webp"}],"hidden":true,"otherVersions":[{"id":"redcap","source":"MPMM"}]},{"id":"redtooth-werefox","name":"Redtooth Werefox","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Redtooth Werefox.webp","token":"bestiary/tokens/MCV4EC/Redtooth Werefox.webp","size":"Medium","creatureType":"Monstrosity (Elf)","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"30 ft. (in elf form; 40 ft. in fox and hybrid form)","str":16,"dex":17,"con":12,"int":11,"wis":13,"cha":10,"saves":"","skills":"Acrobatics +5, Perception +5, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Elvish (can't speak in fox form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The werefox makes two Bite attacks, two Lance attacks, or one Bite attack and one Lance attack."]},{"name":"Bite (Fox or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage. If the werefox moved at least 20 feet straight toward the target immediately before the hit and the target is a Medium or smaller creature, the target must succeed on a {@dc 13} Strength saving throw or have the {@condition prone} condition."]},{"name":"Lance (Elf or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage."]},{"name":"Entangling Arrow (Elf or Hybrid Form Only)","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the target must succeed on a {@dc 11} Dexterity saving throw or have the {@condition restrained} condition until the start of the werefox's next turn."]}],"bonusActions":[{"name":"Change Shape","entries":["The werefox polymorphs into a fox-elf hybrid, into a fox, or back into its elf form. Its game statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its elf form if it dies."]},{"name":"Vulpine Nimbleness (Fox or Hybrid Form Only)","entries":["The werefox takes the {@action Dash} or {@action Disengage} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["By day, the elves of Redtooth Keep are agile and adept rangers, expertly patrolling the lands around one of the last elven citadels in Eldraine. But at night, terrifying howls echo from the keep's halls as its inhabitants transform into ruthless werefoxes.","Unlike other forms of lycanthropy, the werefox curse isn't contagious and is limited to the elves of Redtooth Keep. Legends say that long ago, the garrison at Redtooth Keep turned away a group of travelers seeking shelter. Before departing, one of the travelers was revealed to be a powerful witch and cursed the elves, declaring that their bodies would forever transform to match their hearts' selfish and bestial natures.",{"type":"quote","entries":["My people are both bloom and thorn. Our ferocious impulses are as much a part of us as our skills, our beauty, and our history."],"by":"Yenna, Redtooth regent"}]}],"gallery":[{"path":"bestiary/MCV4EC/Redtooth Werefox.webp","credit":"Nestor Ossandón Leal"}]},{"id":"reduced-threat-aboleth","name":"Reduced-Threat Aboleth","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Aboleth.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Aboleth.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"17","initiative":"-1 (9)","hp":"135 (18d10 + 36)","speed":"10 ft., swim 40 ft.","str":21,"dex":9,"con":15,"int":18,"wis":15,"cha":18,"saves":"Con +6, Int +8, Wis +6","skills":"History +12, Perception +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 20","languages":"Deep Speech, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The aboleth can breathe air and water."]},{"name":"Mucous Cloud","entries":["While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a {@dc 14} Constitution saving throw. On a failure, the creature is diseased for {@dice 1d4} hours. The diseased creature can breathe only underwater."]},{"name":"Probing Telepathy","entries":["If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The aboleth makes three tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by {@spell heal} or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 ({@damage 1d12}) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed."]},{"name":"Tail","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage."]},{"name":"Enslave (3/Day)","entries":["The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or be magically {@condition charmed} by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The {@condition charmed} target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.","Whenever the {@condition charmed} target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The aboleth makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Swipe","entries":["The aboleth makes one tail attack."]},{"name":"Psychic Drain (Costs 2 Actions)","entries":["One creature {@condition charmed} by the aboleth takes 10 ({@damage 3d6}) psychic damage, and the aboleth regains hit points equal to the damage the creature takes."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:",{"type":"list","items":["The aboleth casts {@spell phantasmal force} (no components required) on any number of creatures it can see within 60 feet of it. While maintaining {@status concentration} on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.","Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a {@dc 14} Strength saving throw or be pulled up to 20 feet into the water and knocked {@condition prone}. The aboleth can't use this lair action again until it has used a different one.","Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a {@dc 14} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage. The aboleth can't use this lair action again until it has used a different one."]}],"regionalEffects":["The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:",{"type":"list","items":["Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are {@quickref difficult terrain||3}.","Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.","As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature {@condition charmed} by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains {@status concentration}, as if {@status concentration||concentrating} on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears."]},"If the aboleth dies, the first two effects fade over the course of {@dice 3d10} days."]},{"id":"reduced-threat-basilisk","name":"Reduced-Threat Basilisk","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Basilisk.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Basilisk.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"52 (8d8 + 16)","speed":"20 ft.","str":16,"dex":8,"con":15,"int":2,"wis":8,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Mountain","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a {@dc 12} Constitution saving throw if the basilisk isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.","A creature that isn't {@status surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.","If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-behir","name":"Reduced-Threat Behir","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Behir.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Behir.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d12 + 64)","speed":"50 ft., climb 40 ft.","str":23,"dex":16,"con":18,"int":7,"wis":14,"cha":12,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"darkvision 90 ft., Passive Perception 16","languages":"Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The behir makes two attacks: one with its bite and one to constrict."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-beholder","name":"Reduced-Threat Beholder","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Beholder.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Beholder.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"180 (19d10 + 76)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":18,"int":17,"wis":15,"cha":17,"saves":"Int +8, Wis +7, Cha +8","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Antimagic Cone","entries":["The beholder's central eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."]},{"name":"Eye Rays","entries":["The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Charm Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by the beholder for 1 hour, or until the beholder harms the creature."},{"type":"itemSub","name":"2. Paralyzing Ray","entry":"The targeted creature must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Fear Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"4. Slowing Ray","entry":"The targeted creature must succeed on a {@dc 16} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"5. Enervation Ray","entry":"The targeted creature must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"6. Telekinetic Ray","entries":["If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or the beholder moves it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is {@condition incapacitated}.","If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container."]},{"type":"itemSub","name":"7. Sleep Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead."},{"type":"itemSub","name":"8. Petrification Ray","entry":"The targeted creature must make a {@dc 16} Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic."},{"type":"itemSub","name":"9. Disintegration Ray","entries":["If the target is a creature, it must succeed on a {@dc 16} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.","If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it."]},{"type":"itemSub","name":"10. Death Ray","entry":"The targeted creature must succeed on a {@dc 16} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Eye Ray","entries":["The beholder uses one random eye ray."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:",{"type":"list","items":["A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is {@quickref difficult terrain||3} until initiative count 20 on the next round.","Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.","An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears."]},"The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row."],"regionalEffects":["A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.","When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person."]},"If the beholder dies, these effects fade over the course of {@dice 1d10} days."]},{"id":"reduced-threat-black-pudding","name":"Reduced-Threat Black Pudding","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Black Pudding.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Black Pudding.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"7","initiative":"-3 (7)","hp":"85 (10d10 + 30)","speed":"20 ft., climb 20 ft.","str":16,"dex":5,"con":16,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; cold; lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The pudding can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrosive Form","entries":["A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round."]},{"name":"Spider Climb","entries":["The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-carrion-crawler","name":"Reduced-Threat Carrion Crawler","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Carrion Crawler.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Carrion Crawler.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"30 ft., climb 30 ft.","str":14,"dex":13,"con":16,"int":1,"wis":12,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Keen Smell","entries":["The carrion crawler has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Spider Climb","entries":["The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The carrion crawler makes two attacks: one with its tentacles and one with its bite."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d4 + 2}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-clay-golem","name":"Reduced-Threat Clay Golem","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Clay Golem.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Clay Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"133 (14d10 + 56)","speed":"20 ft.","str":20,"dex":9,"con":18,"int":3,"wis":8,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands the languages of its creator but can't speak","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Acid Absorption","entries":["Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt."]},{"name":"Berserk","entries":["Whenever the golem starts its turn with 60 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the {@spell greater restoration} spell or other magic."]},{"name":"Haste {@recharge 5}","entries":["Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-darkmantle","name":"Reduced-Threat Darkmantle","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Darkmantle.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Darkmantle.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"22 (5d6 + 5)","speed":"10 ft., fly 30 ft.","str":16,"dex":12,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Echolocation","entries":["The darkmantle can't use its blindsight while {@condition deafened}."]},{"name":"False Appearance","entries":["While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite."]}],"spellcasting":[],"actions":[{"name":"Crush","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also {@condition blinded} and unable to breathe while the darkmantle is attached in this way.","While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.","A creature can detach the darkmantle by making a successful {@dc 13} Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement."]},{"name":"Darkness Aura (1/Day)","entries":["A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-displacer-beast","name":"Reduced-Threat Displacer Beast","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Displacer Beast.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Displacer Beast.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"85 (10d10 + 30)","speed":"40 ft.","str":18,"dex":15,"con":16,"int":6,"wis":12,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Avoidance","entries":["If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Displacement","entries":["The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is {@condition incapacitated} or has a speed of 0."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The displacer beast makes two attacks with its tentacles."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-dragon-turtle","name":"Reduced-Threat Dragon Turtle","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Dragon Turtle.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Dragon Turtle.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral","ac":"20","initiative":"+0 (10)","hp":"341 (22d20 + 110)","speed":"20 ft., swim 40 ft.","str":25,"dex":10,"con":20,"int":10,"wis":12,"cha":12,"saves":"Dex +6, Con +11, Wis +7","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Aquan, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon turtle can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon turtle makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}26 ({@damage 3d12 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage."]},{"name":"Steam Breath {@recharge 5}","entries":["The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-ettercap","name":"Reduced-Threat Ettercap","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Ettercap.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Ettercap.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft., climb 30 ft.","str":14,"dex":15,"con":13,"int":7,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +4, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Spider Climb","entries":["The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The ettercap ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ettercap makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 4 ({@damage 1d8}) poison damage. The target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Web {@recharge 5}","entries":["{@atk rw} {@hit 4} to hit, range 30/60 ft., one Large or smaller creature. {@h}The creature is {@condition restrained} by webbing. As an action, the {@condition restrained} creature can make a {@dc 11} Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-flesh-golem","name":"Reduced-Threat Flesh Golem","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Flesh Golem.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Flesh Golem.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever the golem starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.","The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."]},{"name":"Aversion of Fire","entries":["If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Lightning Absorption","entries":["Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-glabrezu","name":"Reduced-Threat Glabrezu","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Glabrezu.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Glabrezu.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"157 (15d10 + 75)","speed":"40 ft.","str":20,"dex":15,"con":21,"int":19,"wis":17,"cha":16,"saves":"Str +9, Con +9, Wis +7, Cha +7","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 13","languages":"Abyssal, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The glabrezu has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The glabrezu's spellcasting ability is Intelligence (spell save {@dc 16}). The glabrezu can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}","1/day each: {@spell confusion}, {@spell fly}, {@spell power word stun}"]}],"actions":[{"name":"Multiattack","entries":["The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell."]},{"name":"Pincer","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). The glabrezu has two pincers, each of which can grapple only one target."]},{"name":"Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-gray-ooze","name":"Reduced-Threat Gray Ooze","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Gray Ooze.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Gray Ooze.webp","size":"Medium","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"10 ft., climb 10 ft.","str":12,"dex":6,"con":16,"int":1,"wis":6,"cha":2,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"acid; cold; fire","immunities":"","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The ooze can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrode Metal","entries":["Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.","The ooze can eat through 2-inch-thick, nonmagical metal in 1 round."]},{"name":"False Appearance","entries":["While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-helmed-horror","name":"Reduced-Threat Helmed Horror","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Helmed Horror.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Helmed Horror.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 30 ft.","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"force; necrotic; poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"understands the languages of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The helmed horror has advantage on saving throws against spells and other magical effects."]},{"name":"Spell Immunity","entries":["The helmed horror is immune to three spells chosen by its creator. Typical immunities include {@spell fireball}, {@spell heat metal}, and {@spell lightning bolt}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The helmed horror makes two longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-hezrou","name":"Reduced-Threat Hezrou","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Hezrou.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Hezrou.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"16","initiative":"+3 (13)","hp":"136 (13d10 + 65)","speed":"30 ft.","str":19,"dex":17,"con":20,"int":5,"wis":12,"cha":13,"saves":"Str +7, Con +8, Wis +4","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The hezrou has advantage on saving throws against spells and other magical effects."]},{"name":"Stench","entries":["Any creature that starts its turn within 10 feet of the hezrou must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hezrou makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-hook-horror","name":"Reduced-Threat Hook Horror","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Hook Horror.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Hook Horror.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"75 (10d10 + 20)","speed":"30 ft., climb 30 ft.","str":18,"dex":10,"con":15,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 13","languages":"Hook Horror","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Echolocation","entries":["The hook horror can't use its blindsight while {@condition deafened}."]},{"name":"Keen Hearing","entries":["The hook horror has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hook horror makes two hook attacks."]},{"name":"Hook","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-ochre-jelly","name":"Reduced-Threat Ochre Jelly","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Ochre Jelly.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Ochre Jelly.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"45 (6d10 + 12)","speed":"10 ft., climb 10 ft.","str":15,"dex":6,"con":14,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"acid","immunities":"lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The jelly can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Spider Climb","entries":["The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) acid damage."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-otyugh","name":"Reduced-Threat Otyugh","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Otyugh.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Otyugh.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral","ac":"14","initiative":"+0 (10)","hp":"114 (12d10 + 48)","speed":"30 ft.","str":16,"dex":11,"con":19,"int":6,"wis":13,"cha":6,"saves":"Con +7","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Otyugh","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Limited Telepathy","entries":["The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The otyugh makes three attacks: one with its bite and two with its tentacles."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw against disease or become {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 ({@dice 1d10}) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 4 ({@damage 1d8}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-owlbear","name":"Reduced-Threat Owlbear","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Owlbear.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Owlbear.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":20,"dex":12,"con":17,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The owlbear has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The owlbear makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-peryton","name":"Reduced-Threat Peryton","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Peryton.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Peryton.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"33 (6d8 + 6)","speed":"20 ft., fly 60 ft.","str":16,"dex":12,"con":13,"int":9,"wis":12,"cha":10,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"understands Common and Elvish but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Dive Attack","entries":["If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 ({@damage 2d8}) damage to the target."]},{"name":"Flyby","entries":["The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach."]},{"name":"Keen Sight and Smell","entries":["The peryton has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The peryton makes one gore attack and one talon attack."]},{"name":"Gore","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-remorhaz","name":"Reduced-Threat Remorhaz","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Remorhaz.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Remorhaz.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+1 (11)","hp":"195 (17d12 + 85)","speed":"30 ft., burrow 20 ft.","str":24,"dex":13,"con":21,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Heated Body","entries":["A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}40 ({@damage 6d10 + 7}) piercing damage plus 10 ({@damage 3d6}) fire damage. If the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the remorhaz can't bite another target."]},{"name":"Swallow","entries":["The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the remorhaz, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the remorhaz's turns.","If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-stone-golem","name":"Reduced-Threat Stone Golem","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Stone Golem.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Stone Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-vrock","name":"Reduced-Threat Vrock","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Vrock.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Vrock.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"104 (11d10 + 44)","speed":"40 ft., fly 60 ft.","str":17,"dex":15,"con":18,"int":8,"wis":13,"cha":8,"saves":"Dex +5, Wis +4, Cha +2","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The vrock has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vrock makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) slashing damage."]},{"name":"Spores {@recharge}","entries":["A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, a target takes 5 ({@damage 1d10}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a {@item Holy Water (Flask)|PHB|vial of holy water} on the target also ends the effect on it."]},{"name":"Stunning Screech (1/Day)","entries":["The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a {@dc 14} Constitution saving throw or be {@condition stunned} until the end of the vrock's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-wight","name":"Reduced-Threat Wight","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Wight.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Wight.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reduced-threat-wyvern","name":"Reduced-Threat Wyvern","source":"TftYP","page":113,"srd":false,"image":"bestiary/tokens/TftYP/Reduced-Threat Wyvern.webp","token":"bestiary/tokens/TftYP/Reduced-Threat Wyvern.webp","size":"Large","creatureType":"Dragon","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"110 (13d10 + 39)","speed":"20 ft., fly 80 ft.","str":19,"dex":10,"con":16,"int":5,"wis":12,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Mountain, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Stinger","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage. The target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reef-shark","name":"Reef Shark","source":"XMM","page":368,"srd":true,"image":"bestiary/XMM/Reef Shark.webp","token":"bestiary/tokens/XMM/Reef Shark.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"5 ft., swim 30 ft.","str":14,"dex":15,"con":13,"int":1,"wis":10,"cha":4,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Passive Perception 12","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Pack Tactics","entries":["The shark has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]},{"name":"Water Breathing","entries":["The shark can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d4 + 2}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Reef Shark.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"reef-shark-mm","source":"MM"}]},{"id":"reef-shark-mm","name":"Reef Shark","source":"MM","page":336,"srd":false,"image":"bestiary/tokens/MM/Reef Shark.webp","token":"bestiary/tokens/MM/Reef Shark.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"swim 40 ft.","str":14,"dex":13,"con":13,"int":1,"wis":10,"cha":4,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 12","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Pack Tactics","entries":["The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Water Breathing","entries":["The shark can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long."]}]}],"hidden":true,"otherVersions":[{"id":"reef-shark","source":"XMM"}]},{"id":"reflection","name":"Reflection","source":"TCE","page":158,"srd":false,"image":"bestiary/TCE/Reflection.webp","token":"bestiary/tokens/TCE/Reflection.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"40 ft.","str":6,"dex":14,"con":13,"int":6,"wis":10,"cha":8,"saves":"","skills":"Stealth +4","vulnerabilities":"bludgeoning","resistances":"acid; cold; fire; lightning; thunder; piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The reflection can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the reflection can take the {@action Hide} action as a bonus action. Its stealth bonus is also improved to +6."]},{"name":"Sunlight Weakness","entries":["While in sunlight, the reflection has disadvantage on attack rolls, ability checks, and saving throws."]}],"spellcasting":[],"actions":[{"name":"Strength Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","If a non-evil humanoid dies from this attack, a new {@creature reflection} rises from the corpse {@dice 1d4} hours later."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TCE/Reflection.webp"}]},{"id":"refraction-of-ilvaash","name":"Refraction of Ilvaash","source":"PaBTSO","page":197,"srd":false,"image":"bestiary/PaBTSO/Refraction of Ilvaash.webp","token":"bestiary/tokens/PaBTSO/Refraction of Ilvaash.webp","size":"Huge","creatureType":"Aberration (Mind Flayer)","alignment":"Lawful Evil","ac":"11","initiative":"+0 (10)","hp":"199 (21d12 + 63)","speed":"10 ft., fly 30 ft. (hover), swim 10 ft.","str":17,"dex":10,"con":17,"int":23,"wis":20,"cha":22,"saves":"Int +11, Wis +10","skills":"Arcana +11, Insight +15, Intimidation +11, Persuasion +11","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison; psychic","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"blindsight 120 ft., Passive Perception 15","languages":"Common, Deep Speech, telepathy 100 miles, Undercommon","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Creature Sense","entries":["The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner."]},{"name":"Incorporeal Movement","entries":["The refraction can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Legendary Resistance (5/Day)","entries":["If the refraction fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The refraction has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The refraction casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 19}):","At will: {@spell detect magic}, {@spell detect thoughts}","3/day each: {@spell dispel magic}, {@spell modify memory}","1/day each: {@spell feeblemind}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The refraction makes two Dissonant Claw attacks."]},{"name":"Dissonant Claw","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft. or range 120 ft., one creature. {@h}25 ({@damage 3d12 + 6}) psychic damage. If the target is a creature {@status concentration||concentrating} on a spell, its {@status concentration} is broken."]},{"name":"Mind Blast {@recharge 5}","entries":["Creatures of the refraction's choice within 60 feet of it must succeed on a {@dc 19} Intelligence saving throw or take 33 ({@damage 5d10 + 6}) psychic damage and have the {@condition stunned} condition for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Teleport","entries":["The refraction teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied place that it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Mindbreaker","entries":["The refraction targets a creature within 120 feet of itself and disrupts its mental processes, causing the target to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the target's next turn."]},{"name":"Projected Claw (Costs 2 Actions)","entries":["The refraction makes one Dissonant Claw attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ilvaash was formed from the remains of the mind flayer god Ilsensine, the God-Brain. When Ilsensine left the Far Realm to establish a divine domain elsewhere, pieces of the God-Brain sloughed away and awoke to sentience. This is Ilvaash, the Dissonant Psyche.","The refraction of Ilvaash wields only a sliver of the godlet's power but is nevertheless a formidable foe."]}],"gallery":[{"path":"bestiary/PaBTSO/Refraction of Ilvaash.webp"}]},{"id":"regenerating-black-pudding","name":"Regenerating Black Pudding","source":"OotA","page":211,"srd":false,"image":"bestiary/tokens/OotA/Regenerating Black Pudding.webp","token":"bestiary/tokens/OotA/Regenerating Black Pudding.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"7","initiative":"-3 (7)","hp":"85 (10d10 + 30)","speed":"20 ft., climb 20 ft.","str":16,"dex":5,"con":16,"int":6,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; cold; lightning; slashing","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The pudding can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrosive Form","entries":["A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round."]},{"name":"Spider Climb","entries":["The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Regeneration","entries":["The pudding regains 10 hit points at the start of its turn. If the pudding takes fire damage, this trait doesn't function at the start of the pudding's next turn. The pudding dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 18 ({@damage 4d8}) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reghed-chieftain","name":"Reghed Chieftain","source":"IDRotF","page":152,"srd":false,"image":"bestiary/tokens/IDRotF/Reghed Chieftain.webp","token":"bestiary/tokens/IDRotF/Reghed Chieftain.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["The chieftain has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the chieftain hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chieftain makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The chieftain adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"entries","entries":[{"type":"entries","name":"Reghed Nomads","entries":["Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold.","Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have assimilated other folk, adding new blood to their dwindling ranks. There used to be more than four Reghed tribes, but the others have all disbanded over the past century, with many of their former members settling in Ten-Towns and abandoning their traditional ways.","The Reghed tribes rely on a nomadic lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts.","Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long.","Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra."]}]}]}]},{"id":"reghed-great-warrior","name":"Reghed Great Warrior","source":"IDRotF","page":152,"srd":false,"image":"bestiary/tokens/IDRotF/Reghed Great Warrior.webp","token":"bestiary/tokens/IDRotF/Reghed Great Warrior.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["The great warrior has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when the great warrior hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The great warrior makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The great warrior adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"entries","entries":[{"type":"entries","name":"Reghed Nomads","entries":["Reghed nomads are the children of the Reghed Glacier, as suggested by their name. They are people of the wild, as revealed by their tribal names—the Elk, the Tiger, the Wolf, the Bear. They are the tribes of Icewind Dale, proud and strong, bound to ancient traditions that have kept them alive through countless harsh winters. The Reghed wear heavy furs as well as gloves, boots, and masks made of animal hide, to protect themselves from the bitter cold.","Although they originally descended from humans who were predominantly blue-eyed and fair-haired, the Reghed tribes have assimilated other folk, adding new blood to their dwindling ranks. There used to be more than four Reghed tribes, but the others have all disbanded over the past century, with many of their former members settling in Ten-Towns and abandoning their traditional ways.","The Reghed tribes rely on a nomadic lifestyle to survive, as they follow herds of reindeer along the route of the animals' annual migration. When they make camp, the tribesfolk live in large, round tents made of deerskin and supported by wooden shafts.","Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don't stay in one place for long.","Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra.","This great warrior is often the chieftain's spouse, sibling, offspring, or childhood friend—someone the chieftain trusts."]}]}]}]},{"id":"reghed-shaman","name":"Reghed Shaman","source":"IDRotF","page":152,"srd":false,"image":"bestiary/tokens/IDRotF/Reghed Shaman.webp","token":"bestiary/tokens/IDRotF/Reghed Shaman.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4, Survival +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Druidic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The shaman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell shamancraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In public, the shaman dons a wooden mask carved in the likeness of a bear, an elk, a tiger, or a wolf, as befits the tribe."]}]},{"id":"reghed-warrior","name":"Reghed Warrior","source":"IDRotF","page":152,"srd":false,"image":"bestiary/tokens/IDRotF/Reghed Warrior.webp","token":"bestiary/tokens/IDRotF/Reghed Warrior.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":11,"con":12,"int":8,"wis":11,"cha":8,"saves":"","skills":"Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Pack Tactics","entries":["The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods."]}]},{"id":"regisaur","name":"Regisaur","source":"BGG","page":130,"srd":false,"image":"bestiary/BGG/Regisaur.webp","token":"bestiary/tokens/BGG/Regisaur.webp","size":"Gargantuan","creatureType":"Monstrosity (Dinosaur)","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"181 (11d20 + 66)","speed":"40 ft.","str":27,"dex":8,"con":23,"int":4,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The regisaur has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The regisaur makes one Bite attack and one Tail attack. The regisaur can't target the same creature with both attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}47 ({@damage 6d12 + 8}) piercing damage, and the target has the {@condition grappled} condition (escape {@dc 18}). Until this grapple ends, the target has the {@condition restrained} condition, and the regisaur can't Bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}26 ({@damage 4d8 + 8}) bludgeoning damage."]}],"bonusActions":[{"name":"Swallow","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one Huge or smaller creature {@condition grappled} by the regisaur. {@h}The regisaur swallows the target, and the grapple ends. A swallowed creature has the {@condition blinded} and {@condition restrained} conditions, it has {@quickref Cover||3||total cover} against attacks and other effects outside the regisaur, and it takes 7 ({@damage 2d6}) acid damage at the start of each of its turns. The regisaur can have up to two creatures swallowed at a time.","If the regisaur takes 25 damage or more on a single turn from a swallowed creature, the regisaur must succeed on a {@dc 16} Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 5 feet of the regisaur and has the {@condition prone} condition; the creature no longer has the {@condition blinded} and {@condition restrained} conditions."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Aptly called \"the ruler of dinosaurs,\" a regisaur is an enormous predator large enough to swallow a giant whole. Fiery veins of elemental energy course through its skin and glow in its eyes and nostrils."]}]},{"type":"section","name":"Dinosaurs","entries":["When Annam's children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world."]}],"gallery":[{"path":"bestiary/BGG/Regisaur.webp","credit":"Quintin Gleim"}]},{"id":"regular-orthoclath","name":"Regular Orthoclath","source":"CoA","page":171,"srd":false,"image":"bestiary/tokens/CoA/Regular Orthoclath.webp","token":"bestiary/tokens/CoA/Regular Orthoclath.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"20","initiative":"-1 (9)","hp":"210 (20d10 + 100)","speed":"30 ft.","str":24,"dex":9,"con":20,"int":16,"wis":16,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Fire Absorption","entries":["Whenever the orthoclath is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."]},{"name":"Immutable Form","entries":["The orthoclath is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The orthoclath has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The orthoclath's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The orthoclath makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]},{"name":"Sword","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) slashing damage."]},{"name":"Poison Breath {@recharge 5}","entries":["The orthoclath exhales poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"reigar","name":"Reigar","source":"BAM","page":47,"srd":false,"image":"bestiary/BAM/Reigar.webp","token":"bestiary/tokens/BAM/Reigar.webp","size":"Medium","creatureType":"Celestial","alignment":"Chaotic Neutral","ac":"19","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"30 ft., swim 30 ft.","str":18,"dex":15,"con":12,"int":19,"wis":16,"cha":24,"saves":"Dex +5, Con +4, Wis +6, Cha +10","skills":"Arcana +7, History +7, Performance +10, Persuasion +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Celestial, Common, Deep Speech, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Glory","entries":["The reigar's Armor Class includes its Charisma modifier."]},{"name":"Hold Breath","entries":["The reigar can hold its breath for 1 hour."]},{"name":"Special Equipment","entries":["The reigar wears a {@item talarith|BAM}."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The reigar casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell light}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell dimension door}, {@spell phantasmal force}","1/day each: {@spell mass suggestion}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The reigar makes two Trident attacks."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) force damage if the reigar is wearing its talarith."]},{"name":"Chromatic Bolt","entries":["{@atk rs} {@hit 10} to hit, range 90 ft., one target. {@h}22 ({@damage 5d8}) damage of a type chosen by the reigar from the following list: cold, fire, lightning, or radiant."]},{"name":"Summon Duplicate (Recharges after a Short or Long Rest)","entries":["Using its talarith, the reigar summons a duplicate of itself. The duplicate obeys the reigar's commands and uses the reigar's statistics, except it is an unaligned Construct that doesn't have a talarith of its own. The duplicate takes its turn immediately after the reigar. It vanishes after 1 hour or when it is reduced to 0 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Reigar were once cephalopods similar to octopi. They inhabited the stormy seas of Ysgard until the gods of that plane transformed them. They have bioluminescent freckles and the ability to change the coloration of their skin. A glory (or halo) surrounds each of them. This magical display is a cloud of twinkling, glittering motes that changes color randomly and repels attacks.","Gifted with audacious hearts, reigar emerged from the Ysgardian seas to test their mettle on land. When the endless battles there grew tiresome, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more benign nature.","Reigar wander Wildspace and the Astral Sea in search of artistic inspiration, traveling in symbiotic organic ships that they create (see \"Esthetic\"). Each reigar possesses a magic item called a talarith, which the reigar created and to which they alone can attune. If this object is lost or destroyed, it takes {@dice 1d10 + 20} days for the reigar to craft another one."]}],"gallery":[{"path":"bestiary/BAM/Reigar.webp","credit":"Shawn Wood"},{"path":"bestiary/BAM/Reigar-2.webp","credit":"Simon Dominic"}]},{"id":"reindeer","name":"Reindeer","source":"IDRotF","page":107,"srd":false,"image":"bestiary/tokens/IDRotF/Reindeer.webp","token":"bestiary/tokens/IDRotF/Reindeer.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d10 + 2)","speed":"50 ft.","str":16,"dex":10,"con":12,"int":2,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the reindeer moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one {@condition prone} creature. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["To ensure that they don't starve in the winter, the Reghed nomads of Icewind Dale follow the migration routes of reindeer herds and are mindful not to deplete the herds to the point where the beasts can no longer flourish or defend themselves against other natural predators.","The average adult reindeer is 5 feet tall at the shoulder and weighs 250 pounds. Both male and female reindeer have antlers, though a male's antlers are larger."]}]},{"id":"relentless-impaler","name":"Relentless Impaler","source":"VEoR","page":231,"srd":false,"image":"bestiary/VEoR/Relentless Impaler.webp","token":"bestiary/tokens/VEoR/Relentless Impaler.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"16","initiative":"+3 (13)","hp":"184 (16d10 + 96)","speed":"30 ft.","str":23,"dex":16,"con":22,"int":12,"wis":15,"cha":18,"saves":"Str +11, Dex +8, Cha +9","skills":"Athletics +11, Perception +7, Survival +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 17","languages":"understands all languages but can't speak","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Bloodheart Stake","entries":["The impaler is magically bound to the ceremonial stake and the sacrificed corpse the ritual caster used to create it. If the impaler is reduced to 0 hit points, it disappears, then re-forms {@dice 1d8} hours later in the nearest unoccupied space to the stake and regains all its hit points. The impaler dies only if it is reduced to 0 hit points while either the ceremonial stake is removed from the sacrifice's corpse or the impaler is on a different plane of existence from that corpse."]},{"name":"Legendary Resistance (3/Day)","entries":["If the impaler fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The impaler makes one Spike attack and two Wicked Spear attacks."]},{"name":"Spike","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage, and the target's speed is halved until the start of the impaler's next turn."]},{"name":"Wicked Spear","entries":["{@atk mw,rw} {@hit 11} to hit, reach 10 ft. or range 20/40 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 13 ({@damage 3d8}) necrotic damage."]},{"name":"Spike Burst {@recharge 5}","entries":["Twisted, spectral spikes shoot out from the impaler's body. Each creature within 30 feet of the impaler must make a {@dc 19} Dexterity saving throw, taking 40 ({@damage 9d8}) force damage on a failed save or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Speed Spike","entries":["The impaler teleports up to 30 feet to an unoccupied space it can see. It can then make a Spike attack."]},{"name":"Deepen Wounds (Costs 2 Actions)","entries":["Each creature whose speed is currently reduced by the impaler's Spike attack takes 18 ({@damage 4d8}) necrotic damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In the Domains of Dread, practitioners of foul magic perform a profane ritual that turns living creatures into fiendish killers. This ritual necessitates the use of a ceremonial stake, which is plunged into the heart of a living sacrifice. The hulking form of the relentless impaler then emerges from the sacrifice's pool of blood, spear in hand.","A relentless impaler is bound to the creature that wielded the ceremonial stake in the ritual that birthed it. As long as the original stake remains lodged in the heart of the ritual victim, the impaler can return over and over again to regenerate beside the victim's body, no matter how many times it is destroyed.","The impaler pursues its creator's agenda coldly and efficiently. It has no concern for its own self-preservation, knowing that, for itself at least, death isn't the end."]}],"gallery":[{"path":"bestiary/VEoR/Relentless Impaler.webp"}]},{"id":"relentless-juggernaut","name":"Relentless Juggernaut","source":"RHW","page":263,"srd":false,"image":"bestiary/RHW/Relentless Killers.webp","token":"bestiary/tokens/RHW/Relentless Juggernaut.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"168 (16d10 + 80)","speed":"30 ft.","str":22,"dex":12,"con":20,"int":8,"wis":15,"cha":16,"saves":"Dex +5, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"Darkvision 120 ft., Passive Perception 12","languages":"understands all but can't speak","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the juggernaut fails a saving throw, it can choose to succeed instead."]},{"name":"Regeneration","entries":["The juggernaut regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns. If the juggernaut takes Radiant damage or damage from a {@variantrule Critical Hit|XPHB}, this trait doesn't function on the juggernaut's next turn. The juggernaut dies only if it starts its turn with 0 {@variantrule Hit Points|XPHB} and doesn't regenerate."]},{"name":"Siege Monster","entries":["The juggernaut deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The juggernaut makes two attacks, using Executioner's Blade or Crushing Stone in any combination."]},{"name":"Executioner's Blade","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}19 ({@damage 3d8 + 6}) Slashing damage, and the target's {@variantrule Speed|XPHB} is reduced by 10 feet until the end of the juggernaut's next turn."]},{"name":"Crushing Stone","entries":["{@atkr r} {@hit 10}, range 60 ft. {@h}13 ({@damage 2d6 + 6}) Bludgeoning damage, and the target has the {@condition Incapacitated|XPHB} condition until the start of the juggernaut's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Implacable Advance","entries":["The juggernaut moves up to half its {@variantrule Speed|XPHB}, ignoring {@variantrule Difficult Terrain|XPHB}. Each creature in its path is subjected to the following effect. {@actSave str} {@dc 18}. {@actSaveFail} 7 ({@damage 2d6}) Bludgeoning damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccessOrFail} The juggernaut can't take this action again until the start of its next turn."]},{"name":"Sweeping Blade","entries":["{@actSave dex} {@dc 18}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 11 ({@damage 1d10 + 6}) Slashing damage, and the target is pulled up to 10 feet straight toward the juggernaut."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Relentless juggernauts are massive brutes that ceaselessly stalk their targets. These juggernauts wield specially crafted blades and blunt stones as implements of obliteration."]},{"type":"section","name":"Relentless Killers","entries":["{@i Pact-Bound Murderers}","Relentless killers are fiend-twisted maniacs that arise from mortals who make pacts with nefarious forces. Such killers' powers vary depending on their obsessions and the source of their powers."]}],"gallery":[{"path":"bestiary/RHW/Relentless Killers.webp","title":"Clockwise from Front: Relentless Nightmare, Relentless Slasher, and Relentless Juggernaut","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"relentless-juggernaut-vrgr","source":"VRGR"}]},{"id":"relentless-juggernaut-vrgr","name":"Relentless Juggernaut","source":"VRGR","page":243,"srd":false,"image":"bestiary/VRGR/Relentless Juggernaut.webp","token":"bestiary/tokens/VRGR/Relentless Juggernaut.webp","size":"Large","creatureType":"Fiend","alignment":"","ac":"17","initiative":"+1 (11)","hp":"161 (14d10 + 84)","speed":"30 ft.","str":22,"dex":12,"con":22,"int":8,"wis":15,"cha":16,"saves":"Dex +5, Wis +6, Cha +7","skills":"Perception +6, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 16","languages":"understands all languages but can't speak","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the juggernaut fails a saving throw, it can choose to succeed instead."]},{"name":"Regeneration","entries":["The juggernaut regains 20 hit points at the start of its turn. If the juggernaut takes radiant damage, this trait doesn't function at the start of its next turn. The juggernaut dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Unusual Nature","entries":["The juggernaut doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready."]},{"name":"Executioner's Pick","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage, and if the target is a creature, its speed is reduced by 10 feet until the start of the juggernaut's next turn."]},{"name":"Fist","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d10 + 6}) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}."]},{"name":"Deadly Shaping {@recharge 5}","entries":["The juggernaut magically shapes a feature of its surroundings into a deadly implement. A creature the juggernaut can see within 60 feet of it must make a {@dc 18} Dexterity saving throw. If the saving throw fails, the targeted creature is struck by one of the following (juggernaut's choice):"]},{"name":"Flying Stone","entries":["The target takes 22 ({@damage 5d8}) bludgeoning damage and is {@condition incapacitated} until the start of the juggernaut's next turn, and the implement vanishes."]},{"name":"Scything Shrapnel","entries":["The target takes 14 ({@damage 4d6}) slashing damage, and the implement vanishes. At the start of each of its turns, the target takes 10 ({@damage 3d6}) necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful {@dc 15} Wisdom ({@skill Medicine}) check."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Implacable Advance","entries":["The juggernaut moves up to its speed, ignoring {@quickref difficult terrain||3}. Any object in its path takes 55 ({@damage 10d10}) bludgeoning damage if it isn't being worn or carried."]},{"name":"Rapid Shaping (Costs 3 Actions)","entries":["The juggernaut recharges Deadly Shaping and uses it."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Relentless juggernauts are massive brutes that thirst for carnage. Their presence twists the world around them, allowing them to create weapons with which they can slaughter prey. Sharp iron fences, crushing stalagmites and blades of glass all conveniently appear in order to aid a juggernaut's brutality. Every juggernaut considers a certain area its territory and visits destruction upon all trespassers.","Relentless killers are hateful, revenge-obsessed creatures that enter into pacts with fiends or other nefarious entities. Their bargains transform them into vicious butchers that exist only to indulge their endless bloodlust. While some who become relentless killers began life as innocents, any semblance of who they were is washed away in a tide of gore and rage. These killers' grisly work swiftly becomes the stuff of legends, striking fear into innocents across lands and over ages."]},{"type":"section","entries":[{"type":"entries","name":"Creating a Relentless Killer","entries":["Relentless killers come into being and undertake their terrifying sprees for a spectrum of reasons. When creating a relentless killer, consider what circumstances led to their transformation and signature methods. Roll or choose options from the Relentless Origins and Relentless Methods tables when creating your own, unique monstrous slayers.",{"type":"table","caption":"Relentless Origins","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","It was left for dead and granted new life to seek revenge."],["2","It was turned into a weapon of vengeance by a family member's bargain with sinister forces."],["3","It was marked by a fiend before its birth, and its wicked nature emerged over time."],["4","A wicked place or magic relic seeped into its being, turning it into a monster."],["5","The killer used its body to contain an evil entity."],["6","The killer appears to be an ordinary person who doesn't realize it turns into a killer when enraged."]]},{"type":"table","caption":"Relentless Methods","colLabels":["d8","Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Artist. The killer turns its victims into works of art, perhaps creating grisly tableaus or using their blood in the forging of new weapons."],["2","Author. The killer leaves messages, poems, song lyrics, or parts of its creative masterpiece at the scenes of its crimes."],["3","Avatar. The killer sacrifices its victims, believing it's a manifestation of a deity or force beyond morality."],["4","Doctor. The killer dissects victims or harvests their organs for the sake of medical understanding."],["5","Mask. The killer wears a distinctive disguise, its visage becoming a symbol of its crimes."],["6","Penitent. The killer can't help itself from committing crimes and seeks help to thwart its own continuing violence."],["7","Ritualist. The killer always attacks the same type of person in the same type of place in the same way."],["8","Trophy Taker. The killer reliably collects something from its victims, hoarding them as trophies."]]}]}]}],"gallery":[{"path":"bestiary/VRGR/Relentless Juggernaut.webp","credit":"David Sladek"}],"hidden":true,"otherVersions":[{"id":"relentless-juggernaut","source":"RHW"}]},{"id":"relentless-nightmare","name":"Relentless Nightmare","source":"RHW","page":263,"srd":false,"image":"bestiary/RHW/Relentless Killers.webp","token":"bestiary/tokens/RHW/Relentless Nightmare.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"17","initiative":"+8 (18)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":20,"dex":18,"con":19,"int":13,"wis":16,"cha":18,"saves":"Dex +8, Con +8, Cha +8","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"Darkvision 120 ft., Passive Perception 13","languages":"understands all but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Legendary Resistance (2/Day)","entries":["If the nightmare fails a saving throw, it can choose to succeed instead."]},{"name":"Nightmarish Restoration","entries":["If the nightmare dies, its body disappears into mist, and it gains a new body in {@dice 1d10} days, reviving with all its {@variantrule Hit Points|XPHB} in the nearest unoccupied space next to an {@condition Unconscious|XPHB} creature cursed by its Haunter's Spear. This trait doesn't function if there are no remaining targets cursed in this way."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nightmare makes two Haunter's Spear attacks. It can replace one attack with a use of Exhausting Gaze."]},{"name":"Haunter's Spear","entries":["{@atk m,r} +9, reach 10 ft. or range 60 ft. {@h}14 ({@damage 2d8 + 5}) Piercing damage plus 10 ({@damage 3d6}) Psychic damage. Additionally, the target is cursed by the nightmare if it isn't already. Until this curse ends, finishing a {@variantrule Long Rest|XPHB} doesn't reduce the target's {@condition Exhaustion|XPHB} level."]},{"name":"Exhausting Gaze","entries":["{@actSave wis} {@dc 16}, one creature the nightmare can see within 60 feet. {@actSaveFail} 14 ({@damage 4d6}) Psychic damage, and the target gains 1 {@condition Exhaustion|XPHB} level."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Dreamwalk","entries":["The nightmare teleports to an unoccupied space within 5 feet of a creature it can see, then makes a Haunter's Spear attack."]},{"name":"Narcotize","entries":["The nightmare targets one creature it can see within 120 feet that's cursed by its Haunter's Spear. The target takes 7 ({@damage 2d6}) Psychic damage and has the {@condition Unconscious|XPHB} condition for 1 hour, until it takes damage, or until a creature within 5 feet of it takes an action to wake it."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A relentless nightmare uses foul magic to put its victims into a fitful slumber before attacking them. If destroyed, a relentless nightmare can re-form from the dreams of any creature marked with its curse."]},{"type":"section","name":"Relentless Killers","entries":["{@i Pact-Bound Murderers}","Relentless killers are fiend-twisted maniacs that arise from mortals who make pacts with nefarious forces. Such killers' powers vary depending on their obsessions and the source of their powers."]}],"gallery":[{"path":"bestiary/RHW/Relentless Killers.webp","title":"Clockwise from Front: Relentless Nightmare, Relentless Slasher, and Relentless Juggernaut","credit":"Andrey Kuzinskiy"}]},{"id":"relentless-slasher","name":"Relentless Slasher","source":"RHW","page":262,"srd":false,"image":"bestiary/RHW/Relentless Killers.webp","token":"bestiary/tokens/RHW/Relentless Slasher.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"15","initiative":"+4 (14)","hp":"91 (14d8 + 28)","speed":"40 ft.","str":12,"dex":18,"con":14,"int":14,"wis":15,"cha":16,"saves":"Str +4, Dex +7, Con +5, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Darkvision 120 ft., Passive Perception 12","languages":"understands all but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Legendary Resistance (1/Day)","entries":["If the slasher fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The slasher makes two Slasher's Knife attacks."]},{"name":"Slasher's Knife","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 30/60 ft. {@h}9 ({@damage 2d4 + 4}) Slashing damage plus 21 ({@damage 6d6}) Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Homing Knife","entries":["{@actSave dex} {@dc 15}, one creature within 120 feet that the slasher has hit with its Slasher's Knife attack within the last 24 hours. {@actSaveFail} 11 ({@damage 2d6 + 4}) Slashing damage."]},{"name":"Vanishing Strike","entries":["The slasher makes one Slasher's Knife attack, then teleports up to 30 feet to an unoccupied space it can see. The slasher can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A relentless slasher pursues its prey with single-minded obsession. It conducts its bloody work in silence, then vanishes into shadow and infamy."]},{"type":"section","name":"Relentless Killers","entries":["{@i Pact-Bound Murderers}","Relentless killers are fiend-twisted maniacs that arise from mortals who make pacts with nefarious forces. Such killers' powers vary depending on their obsessions and the source of their powers."]}],"gallery":[{"path":"bestiary/RHW/Relentless Killers.webp","title":"Clockwise from Front: Relentless Nightmare, Relentless Slasher, and Relentless Juggernaut","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"relentless-slasher-vrgr","source":"VRGR"}]},{"id":"relentless-slasher-vrgr","name":"Relentless Slasher","source":"VRGR","page":242,"srd":false,"image":"bestiary/tokens/VRGR/Relentless Slasher.webp","token":"bestiary/tokens/VRGR/Relentless Slasher.webp","size":"Medium","creatureType":"Fiend","alignment":"","ac":"15","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"40 ft.","str":12,"dex":18,"con":14,"int":14,"wis":15,"cha":16,"saves":"Str +4, Dex +7, Con +5, Wis +5","skills":"Athletics +7, Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 15","languages":"understands all languages but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (1/Day)","entries":["If the slasher fails a saving throw, it can choose to succeed instead."]},{"name":"Shrouded Presence","entries":["The slasher is immune to any effect that would sense its emotions or read its thoughts, and it can't be detected by abilities that sense Fiends."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The slasher makes two Slasher's Knife attacks."]},{"name":"Slasher's Knife","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it suffers a lingering wound that causes it to take 7 ({@damage 2d6}) necrotic damage at the start of each of its turns. Each time the slasher hits the wounded target with this attack, the damage dealt by the wound increases by 3 ({@damage 1d6}). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful {@dc 15} Wisdom ({@skill Medicine}) check."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Slice","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Vanishing Strike (Costs 3 Actions)","entries":["The slasher makes one Slasher's Knife attack. After the attack hits or misses, the slasher can teleport up to 30 feet to an unoccupied space it can see."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A relentless slasher conducts its bloody work in silence then vanishes into shadow and infamy. Fixated on a specific individual or type of victim, it pursues its target with single-minded obsession.","Relentless killers are hateful, revenge-obsessed creatures that enter into pacts with fiends or other nefarious entities. Their bargains transform them into vicious butchers that exist only to indulge their endless bloodlust. While some who become relentless killers began life as innocents, any semblance of who they were is washed away in a tide of gore and rage. These killers' grisly work swiftly becomes the stuff of legends, striking fear into innocents across lands and over ages."]},{"type":"section","entries":[{"type":"entries","name":"Creating a Relentless Killer","entries":["Relentless killers come into being and undertake their terrifying sprees for a spectrum of reasons. When creating a relentless killer, consider what circumstances led to their transformation and signature methods. Roll or choose options from the Relentless Origins and Relentless Methods tables when creating your own, unique monstrous slayers.",{"type":"table","caption":"Relentless Origins","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","It was left for dead and granted new life to seek revenge."],["2","It was turned into a weapon of vengeance by a family member's bargain with sinister forces."],["3","It was marked by a fiend before its birth, and its wicked nature emerged over time."],["4","A wicked place or magic relic seeped into its being, turning it into a monster."],["5","The killer used its body to contain an evil entity."],["6","The killer appears to be an ordinary person who doesn't realize it turns into a killer when enraged."]]},{"type":"table","caption":"Relentless Methods","colLabels":["d8","Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Artist. The killer turns its victims into works of art, perhaps creating grisly tableaus or using their blood in the forging of new weapons."],["2","Author. The killer leaves messages, poems, song lyrics, or parts of its creative masterpiece at the scenes of its crimes."],["3","Avatar. The killer sacrifices its victims, believing it's a manifestation of a deity or force beyond morality."],["4","Doctor. The killer dissects victims or harvests their organs for the sake of medical understanding."],["5","Mask. The killer wears a distinctive disguise, its visage becoming a symbol of its crimes."],["6","Penitent. The killer can't help itself from committing crimes and seeks help to thwart its own continuing violence."],["7","Ritualist. The killer always attacks the same type of person in the same type of place in the same way."],["8","Trophy Taker. The killer reliably collects something from its victims, hoarding them as trophies."]]}]}]}],"hidden":true,"otherVersions":[{"id":"relentless-slasher","source":"RHW"}]},{"id":"relic-sloth","name":"Relic Sloth","source":"SCC","page":210,"srd":false,"image":"bestiary/SCC/Relic Sloth.webp","token":"bestiary/tokens/SCC/Relic Sloth.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"20 ft., climb 20 ft.","str":20,"dex":9,"con":17,"int":2,"wis":12,"cha":8,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage, and the target is {@condition grappled} (escape {@dc 15}). The relic sloth can grapple no more than two targets at a time."]}],"bonusActions":[],"reactions":[{"name":"Slow but Sturdy","entries":["When the relic sloth is subjected to an effect that would move it out of its current space or knock it {@condition prone}, it is neither moved nor knocked {@condition prone}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["For long expeditions, Lorehold mages often employ relic sloths to haul adventuring equipment and excavated artifacts—so long as their study isn't in any particular hurry. Relic sloths travel at an excruciatingly slow pace, deliberating every step and moving only when necessary. But this caution makes these hulking creatures perfect for traversing treacherous and crumbling ruins, where other beasts of burden would falter. The distinctive sickle-shaped claws on a relic sloth's forelimbs are primarily used for climbing, though they can fend off a hungry predator in a pinch."]}],"gallery":[{"path":"bestiary/SCC/Relic Sloth.webp","credit":"Ilse Gort"}]},{"id":"remallia-haventree","name":"Remallia Haventree","source":"WDH","page":214,"srd":false,"image":"bestiary/tokens/WDH/Remallia Haventree.webp","token":"bestiary/tokens/WDH/Remallia Haventree.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":18,"wis":15,"cha":17,"saves":"Int +8, Wis +6","skills":"Arcana +8, Deception +7, History +8, Persuasion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Draconic, Dwarvish, Elvish, Halfling","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Remallia has a {@item Figurine of Wondrous Power, Silver Raven||figurine of wondrous power (silver raven)}."]},{"name":"Fey Ancestry","entries":["Remallia has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]},{"name":"Arcane Ward","entries":["Remallia has a magical ward that has 30 hit points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Remallia takes any remaining damage. When Remallia casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. This applies to any of the following spells she casts: {@spell alarm}, {@spell mage armor}, {@spell shield}, {@spell arcane lock}, {@spell counterspell}, {@spell dispel magic}, {@spell banishment}, {@spell stoneskin}, {@spell globe of invulnerability} and {@spell symbol}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Remallia is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell dancing lights}, {@spell mage hand}, {@spell mending}, {@spell message}, {@spell ray of frost}","Level 1 (4 slots): {@spell alarm}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell arcane lock}, {@spell invisibility}","Level 3 (3 slots): {@spell counterspell}, {@spell dispel magic}, {@spell fireball}","Level 4 (3 slots): {@spell banishment}, {@spell stoneskin}","Level 5 (2 slots): {@spell cone of cold}, {@spell wall of force}","Level 6 (1 slots): {@spell flesh to stone}, {@spell globe of invulnerability}","Level 7 (1 slots): {@spell symbol}, {@spell teleport}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Remallia (Remi to her friends) is the lady of House Ulbrinter and a guiding light for the Harpers in Waterdeep","She became an active force for good in the city after assassins killed her husband, Arthagast Ulbrinter, and destroyed his remains. A sun elf, she has two adult children (a half-elf son named Arthius, who is studying music in Silverymoon, and a half-elf daughter named Serenore, who lives on the Moonshae island of Alaron with her husband and daughter). Lady Haventree retains a handful of loyal servants and spies.","Remi holds secret Harper meetings in her villa, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city."]}]}]}]},{"id":"remorhaz","name":"Remorhaz","source":"XMM","page":258,"srd":true,"image":"bestiary/XMM/Remorhazes.webp","token":"bestiary/tokens/XMM/Remorhaz.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+5 (15)","hp":"195 (17d12 + 85)","speed":"40 ft., burrow 30 ft.","str":24,"dex":13,"con":21,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire","conditionImmunities":"","senses":"Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Heat Aura","entries":["At the end of each of the remorhaz's turns, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the remorhaz takes 16 ({@damage 3d10}) Fire damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 11}, reach 10 ft. {@h}18 ({@damage 2d10 + 7}) Piercing damage plus 14 ({@damage 4d6}) Fire damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 17}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."]}],"bonusActions":[{"name":"Swallow","entries":["{@actSave str} {@dc 19}, one Large or smaller creature {@condition Grappled|XPHB} by the remorhaz (it can have up to two creatures swallowed at a time). {@actSaveFail} The target is swallowed by the remorhaz, and the {@condition Grappled|XPHB} condition ends. A swallowed creature has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions, it has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the remorhaz, and it takes 10 ({@damage 3d6}) Acid damage plus 10 ({@damage 3d6}) Fire damage at the start of each of the remorhaz's turns.","If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 5 feet of the remorhaz and has the {@condition Prone|XPHB} condition. If the remorhaz dies, any swallowed creature no longer has the {@condition Restrained|XPHB} condition and can escape from the corpse by using 15 feet of movement, exiting {@condition Prone|XPHB}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Full-grown remorhazes are single-minded ambush predators. They attempt to bite prey and trap it against their searing bodies, then swallow their meal whole. Remorhazes eat as much as they can, since they might go months without feeding."]},{"type":"section","name":"Remorhazes","entries":["{@i Super-Heated Arctic Arthropods}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Remorhazes are centipede-like terrors that burrow through snow and ice to ambush smaller creatures that trespass in their frozen territories."]}],"gallery":[{"path":"bestiary/XMM/Remorhazes.webp","credit":"Carlo Arellano"}],"otherVersions":[{"id":"remorhaz-mm","source":"MM"}]},{"id":"remorhaz-mm","name":"Remorhaz","source":"MM","page":258,"srd":false,"image":"bestiary/MM/Remorhaz.webp","token":"bestiary/tokens/MM/Remorhaz.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+1 (11)","hp":"195 (17d12 + 85)","speed":"30 ft., burrow 20 ft.","str":24,"dex":13,"con":21,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Arctic","treasure":"","traits":[{"name":"Heated Body","entries":["A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}40 ({@damage 6d10 + 7}) piercing damage plus 10 ({@damage 3d6}) fire damage. If the target is a creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the remorhaz can't bite another target."]},{"name":"Swallow","entries":["The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the remorhaz, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the remorhaz's turns.","If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth.",{"name":"Arctic Predators","type":"entries","entries":["Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover."]},{"name":"Young Ones","type":"entries","entries":["Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole."]}]}]}],"gallery":[{"path":"bestiary/MM/Remorhaz.webp"}],"hidden":true,"otherVersions":[{"id":"remorhaz","source":"XMM"}]},{"id":"renaer-neverember","name":"Renaer Neverember","source":"WDH","page":215,"srd":false,"image":"bestiary/WDH/Renaer Neverember.webp","token":"bestiary/tokens/WDH/Renaer Neverember.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"17","initiative":"+4 (14)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":12,"dex":18,"con":12,"int":14,"wis":11,"cha":15,"saves":"","skills":"Acrobatics +8, Athletics +5, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Urban","treasure":"","traits":[{"name":"Lightfooted","entries":["Renaer can take the {@action Dash} or {@action Disengage} action as a bonus action on each of its turns."]},{"name":"Suave Defense","entries":["While Renaer is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Renaer makes three attacks: one with a dagger and two with its rapier."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Rapier","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Renaer is the estranged son of Dagult Neverember, the former Open Lord of Waterdeep and the current Lord of Neverwinter. Father and son detest one another, and Renaer is least happy when he finds himself forced to deal with some mess his father left behind. Qualities that both share include striking good looks, a love of drink, and a flair for diplomacy. What Renaer lacks is his father's belligerence, ill temper, and bad judgment.","Renaer lives off a sizable inheritance left to him by his mother. Approaching middle age, he has given up adventuring and settled down somewhat. As a Harper, he spends a lot of time defending Waterdavians against those who, like his father, would deprive them of their coin and rights. He owns Neverember House, a four-story residence in the Sea Ward. Renaer spends as little time there as possible, however, since it's constantly under surveillance by spies loyal to his father. His friends have an open invitation to use the house as they please, while Renaer spends most of his free time in taverns and festhalls.","Some believe that Renaer's estrangement from his father is nothing but an act, and that anyone who bears the Neverember name is an enemy of Waterdeep. Renaer just shakes his head at such accusations and gets on with his life. He has many powerful friends to watch his back."]},{"type":"entries","name":"Swashbuckler","entries":["Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long."]}]}]}],"gallery":[{"path":"bestiary/WDH/Renaer Neverember.webp"}]},{"id":"renwick","name":"Renwick","source":"PotA","page":66,"srd":false,"image":"bestiary/tokens/PotA/Renwick.webp","token":"bestiary/tokens/PotA/Renwick.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful NX Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":20,"wis":14,"cha":16,"saves":"Con +10, Int +12, Wis +9","skills":"Arcana +19, History +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Common plus up to five other languages","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Renwick fails a saving throw, it can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If it has a phylactery, a destroyed lich gains a new body in {@dice 1d10} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery."]},{"name":"Turn Resistance","entries":["Renwick has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Renwick is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Renwick has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell detect thoughts}, {@spell invisibility}, {@spell Melf's acid arrow}, {@spell mirror image}","Level 3 (3 slots): {@spell animate dead}, {@spell counterspell}, {@spell dispel magic}, {@spell fireball}","Level 4 (3 slots): {@spell blight}, {@spell dimension door}","Level 5 (3 slots): {@spell cloudkill}, {@spell scrying}","Level 6 (1 slots): {@spell disintegrate}, {@spell globe of invulnerability}","Level 7 (1 slots): {@spell finger of death}, {@spell plane shift}","Level 8 (1 slots): {@spell dominate monster}, {@spell power word stun}","Level 9 (1 slots): {@spell time stop}"]}],"actions":[{"name":"Paralyzing Touch","entries":["{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["Renwick casts a cantrip."]},{"name":"Paralyzing Touch (Costs 2 Actions)","entries":["Renwick uses its Paralyzing Touch."]},{"name":"Frightening Gaze (Costs 2 Actions)","entries":["Renwick fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a {@dc 18} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours."]},{"name":"Disrupt Life (Costs 3 Actions)","entries":["Each non-undead creature within 20 feet of Renwick must make a {@dc 18} Constitution saving throw against this magic, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:",{"type":"list","items":["The lich rolls a {@dice d8} and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a {@dc 18} Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.","The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw, taking 52 ({@damage 15d6}) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear."]}],"regionalEffects":[]},{"id":"replica-duodrone","name":"Replica Duodrone","source":"OoW","page":132,"srd":false,"image":"bestiary/tokens/OoW/Replica Duodrone.webp","token":"bestiary/tokens/OoW/Replica Duodrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":13,"con":12,"int":6,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Modron, can understand Common but speaks only preprogrammed responses","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The duodrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Dismantlable","entries":["If the replica duodrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The duodrone makes two fist attacks or two javelin attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"replica-monodrone","name":"Replica Monodrone","source":"OoW","page":132,"srd":false,"image":"bestiary/tokens/OoW/Replica Monodrone.webp","token":"bestiary/tokens/OoW/Replica Monodrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"5 (1d8 + 1)","speed":"30 ft.","str":10,"dex":13,"con":12,"int":4,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Modron, can understand Common but speaks only preprogrammed responses","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The monodrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Dismantlable","entries":["If the replica monodrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"replica-pentadrone","name":"Replica Pentadrone","source":"OoW","page":132,"srd":false,"image":"bestiary/tokens/OoW/Replica Pentadrone.webp","token":"bestiary/tokens/OoW/Replica Pentadrone.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"32 (5d10 + 5)","speed":"40 ft.","str":15,"dex":14,"con":12,"int":10,"wis":10,"cha":13,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Modron, can understand Common but speaks only preprogrammed responses","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Dismantlable","entries":["If the replica pentadrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The pentadrone makes five arm attacks."]},{"name":"Arm","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Paralysis Gas {@recharge 5}","entries":["The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"replica-quadrone","name":"Replica Quadrone","source":"OoW","page":132,"srd":false,"image":"bestiary/tokens/OoW/Replica Quadrone.webp","token":"bestiary/tokens/OoW/Replica Quadrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":12,"dex":14,"con":12,"int":10,"wis":10,"cha":11,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Modron, can understand Common but speaks only preprogrammed responses","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The quadrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Dismantlable","entries":["If the replica quadrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The quadrone makes two fist attacks or four shortbow attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"replica-tridrone","name":"Replica Tridrone","source":"OoW","page":132,"srd":false,"image":"bestiary/tokens/OoW/Replica Tridrone.webp","token":"bestiary/tokens/OoW/Replica Tridrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":12,"dex":13,"con":12,"int":9,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Modron, can understand Common but speaks only preprogrammed responses","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The tridrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Dismantlable","entries":["If the replica tridrone dies, its body falls into a pile of parts (gears, plates, screws, and wires), leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tridrone makes three fist attacks or three javelin attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"rerak","name":"Rerak","source":"VEoR","page":146,"srd":false,"image":"bestiary/tokens/VEoR/Rerak.webp","token":"bestiary/tokens/VEoR/Rerak.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"18","initiative":"+3 (13)","hp":"199 (21d8 + 105)","speed":"30 ft.","str":10,"dex":16,"con":20,"int":25,"wis":19,"cha":15,"saves":"Con +12, Int +14, Wis +11, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"truesight 60 ft., Passive Perception 14","languages":"Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Rerak fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Rerak has advantage on saving throws against spells and magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Rerak casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):","At will: {@spell Detect Magic}, {@spell Fly}, {@spell Mage Hand}, {@spell Prestidigitation}","3/day each: {@spell Dispel Magic}, {@spell Invisibility} (self only)","1/day each: {@spell Globe of Invulnerability}, {@spell Hold Monster}"]}],"actions":[{"name":"Multiattack","entries":["Rerak makes two Death Rend attacks and uses Bloodcurdling Lament if available."]},{"name":"Death Rend","entries":["{@atk ms} {@hit 14} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d10 + 7}) necrotic damage."]},{"name":"Bloodcurdling Lament {@recharge 5}","entries":["Rerak emits a hideous shriek charged with malignant energy. Each creature within 30 feet of the false lich must succeed on a {@dc 22} Wisdom saving throw or have the {@condition frightened} condition for 1 minute. While {@condition frightened} in this way, a creature also has the {@condition unconscious} condition. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Soul Siphon","entries":["Rerak targets one creature it can see within 120 feet of itself. The target must make a {@dc 22} Charisma saving throw; if the target has the {@condition unconscious} condition, it has disadvantage on this saving throw. The target takes 21 ({@damage 6d6}) force damage on a failed save or half as much damage on a successful one. The false lich then regains a number of hit points equal to the amount of force damage taken.","If this damage reduces the target to 0 hit points, the target immediately dies, its body disappears, and its soul is trapped inside one of the soul gems within Rerak's skull. After 24 hours, the gem transfers the soul to the false lich's creator.","When Rerak is reduced to 0 hit points, it is destroyed and disintegrates, leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul's body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its soul was trapped."]}],"reactions":[],"legendaryActions":[{"name":"Spiteful Teleport","entries":["Rerak, along with anything it is wearing or carrying, teleports to an unoccupied space it can see within 60 feet of itself. It then makes one Death Rend attack if possible."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Rerak uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[]},{"id":"retriever","name":"Retriever","source":"MPMM","page":209,"srd":false,"image":"bestiary/MPMM/Retriever.webp","token":"bestiary/tokens/MPMM/Retriever.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"210 (20d10 + 100)","speed":"40 ft., climb 40 ft.","str":22,"dex":16,"con":20,"int":3,"wis":11,"cha":4,"saves":"Dex +8, Con +10, Wis +5","skills":"Perception +5, Stealth +8","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 15","languages":"understands Abyssal, Elvish, and Undercommon but can't speak","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Desert, Forest, Underdark","treasure":"","traits":[{"name":"Faultless Tracker","entries":["The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master."]}],"spellcasting":[{"name":"Spellcasting","entries":["The retriever casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","3/day each: {@spell plane shift} (only self and up to one incapacitated creature, which is considered willing for the spell), {@spell web}"]}],"actions":[{"name":"Multiattack","entries":["The retriever makes two Foreleg attacks, and it uses Force Beam or Paralyzing Beam, if available."]},{"name":"Foreleg","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage."]},{"name":"Force Beam","entries":["The retriever targets one creature it can see within 60 feet of it. The target must make a {@dc 16} Dexterity saving throw, taking 27 ({@damage 5d10}) force damage on a failed save, or half as much damage on a successful one."]},{"name":"Paralyzing Beam {@recharge 5}","entries":["The retriever targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","If the {@condition paralyzed} creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these cultists to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions.","Though retrievers were created to operate only in the Abyss, they are sometimes dispatched when a powerful devotee of Lolth needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to others, since Lolth's cultists don't want to take the chance that their creations will be turned against them."],"gallery":[{"path":"bestiary/MPMM/Retriever.webp","credit":"Scott Murphy"}],"otherVersions":[{"id":"retriever-mtf","source":"MTF"}]},{"id":"retriever-mtf","name":"Retriever","source":"MTF","page":222,"srd":false,"image":"bestiary/MTF/Retriever.webp","token":"bestiary/tokens/MTF/Retriever.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"210 (20d10 + 100)","speed":"40 ft., climb 40 ft.","str":22,"dex":16,"con":20,"int":3,"wis":11,"cha":4,"saves":"Dex +8, Con +10, Wis +5","skills":"Perception +5, Stealth +8","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 15","languages":"understands Abyssal, Elvish, and Undercommon but can't speak","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Desert, Forest, Underdark","treasure":"","traits":[{"name":"Faultless Tracker","entries":["The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The retriever's innate spellcasting ability is Wisdom (spell save {@dc 13}). The retriever can innately cast the following spells, requiring no material components.","3/day each: {@spell plane shift} (only self and up to one incapacitated creature which is considered willing for the spell), {@spell web}"]}],"actions":[{"name":"Multiattack","entries":["The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available."]},{"name":"Foreleg","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage."]},{"name":"Force Beam","entries":["The retriever targets one creature it can see within 60 feet of it. The target must make a {@dc 16} Dexterity saving throw, taking 27 ({@damage 5d10}) force damage on a failed save, or half as much damage on a successful one."]},{"name":"Paralyzing Beam {@recharge 5}","entries":["The retriever targets one creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","If the {@condition paralyzed} creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Retriever","entries":["The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose—to prowl the Abyss and capture demons for the drow to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions."]},{"type":"entries","name":"Demon-Infused","entries":["Although each retriever is a metal-and-magic construct, it houses the imprisoned spirit of a bebilith. Most of the demon's intellect has been distilled away, leaving only its cruelty and cunning."]},{"name":"Lethal Collectors","type":"entries","entries":["Though they were created to operate only in the Abyss, retrievers are sometimes dispatched when a powerful drow needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to a non-drow, since the dark elves don't want to take the chance that the construct will be turned against them."]}]}]}],"gallery":[{"path":"bestiary/MTF/Retriever.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"retriever","source":"MPMM"}]},{"id":"returned-drifter","name":"Returned Drifter","source":"MOT","page":240,"srd":false,"image":"bestiary/MOT/Returned.webp","token":"bestiary/tokens/MOT/Returned Drifter.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Neutral","ac":"13","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":14,"dex":15,"con":12,"int":10,"wis":12,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 11","languages":"the languages it knew in life","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Turn Resistance","entries":["The Returned has advantage on saving throws against any effect that turns undead."]},{"name":"Unreadable Face","entries":["The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 3 ({@damage 1d6}) poison damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Many Returned are pitiable souls who managed to escape from the Underworld only to find themselves stripped of the passions that motivated their flight. Lacking purpose and shunned by the living, these Returned typically seek places where they'll be left in peace, such as lonely tombs or the necropoleis of Asphodel and Odunos. There they go through half-hearted parodies of life, impeded by distraction and ennui. Despite this, even the most languorous Returned defend themselves if threatened and might be pressed into the service of their more willful brethren."]}]},"Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks.","Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance."],"gallery":[{"path":"bestiary/MOT/Returned.webp","credit":"Emrah Elmasli"}]},{"id":"returned-kakomantis","name":"Returned Kakomantis","source":"MOT","page":240,"srd":false,"image":"bestiary/MOT/Returned.webp","token":"bestiary/tokens/MOT/Returned Kakomantis.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":10,"dex":17,"con":14,"int":13,"wis":12,"cha":15,"saves":"","skills":"Acrobatics +5, Athletics +2, Stealth +5","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 11","languages":"the languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fleeting Anger","entries":["If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn."]},{"name":"Turn Resistance","entries":["The Returned has advantage on saving throws against any effect that turns undead."]},{"name":"Unreadable Face","entries":["The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Underworld Bolt","entries":["{@atk rs} {@hit 4} to hit, range 120 ft., one creature. {@h}13 ({@damage 2d8 + 2}) necrotic damage, and the target can't regain hit points until the start of the Returned's next turn. If the target is missing any of its hit points, it instead takes 17 ({@damage 2d12 + 2}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. These Returned, called kakomanteis, use their magical prowess to control the energy that suffuses the Underworld."]}]},"Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks.","Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance."],"gallery":[{"path":"bestiary/MOT/Returned.webp","credit":"Emrah Elmasli"}]},{"id":"returned-palamnite","name":"Returned Palamnite","source":"MOT","page":241,"srd":false,"image":"bestiary/MOT/Returned.webp","token":"bestiary/tokens/MOT/Returned Palamnite.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":10,"dex":17,"con":14,"int":13,"wis":12,"cha":15,"saves":"","skills":"Acrobatics +5, Athletics +2, Stealth +5","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 11","languages":"the languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fleeting Anger","entries":["If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn."]},{"name":"Turn Resistance","entries":["The Returned has advantage on saving throws against any effect that turns undead."]},{"name":"Unreadable Face","entries":["The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Returned makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Even death and the loss of their identities can't erase the rage that inspires Returned palamnites. These Returned led violent lives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. Such makes them exceptionally dangerous to the living, as these aimless killers know only suffering and seek to spread it whenever the opportunity arises. While palamnites might wander the world as dangerous, lone murderers, many gravitate to Odunos, where they serve the vicious will of Tymaret the Murder King (see chapter 3)."]}]},"Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks.","Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance."],"gallery":[{"path":"bestiary/MOT/Returned.webp","credit":"Emrah Elmasli"}]},{"id":"returned-sentry","name":"Returned Sentry","source":"MOT","page":241,"srd":false,"image":"bestiary/MOT/Returned.webp","token":"bestiary/tokens/MOT/Returned Sentry.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":16,"dex":15,"con":12,"int":10,"wis":12,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 11","languages":"the languages it knew in life","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The Returned has advantage on an attack roll against a creature if at least one of the Returned's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Turn Resistance","entries":["The Returned has advantage on saving throws against any effect that turns undead."]},{"name":"Unreadable Face","entries":["The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks to ascertain the Returned's intentions or sincerity are made with disadvantage."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack, plus 7 ({@damage 2d6}) poison damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers. If threatened, groups of these Returned work well together, sharing the unified goals of overcoming their foes and getting back to the task at hand."]}]},"Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks.","Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance."],"gallery":[{"path":"bestiary/MOT/Returned.webp","credit":"Emrah Elmasli"}]},{"id":"revenant","name":"Revenant","source":"XMM","page":259,"srd":false,"image":"bestiary/XMM/Revenant and Graveyard Revenant.webp","token":"bestiary/tokens/XMM/Revenant.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":18,"dex":14,"con":18,"int":13,"wis":16,"cha":18,"saves":"Str +7, Con +7, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Common plus one other language","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Swamp, Urban","treasure":"Any","traits":[{"name":"Regeneration","entries":["The revenant regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn't function at the start of its next turn. Its body is destroyed only if it starts its turn with 0 {@variantrule Hit Points|XPHB} and doesn't regenerate."]},{"name":"Undead Restoration","entries":["If the revenant dies, it revives 24 hours later in a different body unless {@spell Dispel Evil and Good|XPHB} is cast on its corpse. If it revives, it animates a Humanoid corpse elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its {@variantrule Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The revenant uses Vengeful Glare and makes two Slam attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Necrotic damage."]},{"name":"Vengeful Glare","entries":["{@actSave wis} {@dc 15}, one creature the revenant can see within 30 feet. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If the {@condition Frightened|XPHB} target is cursed by the revenant (see Vow of Revenge), the target also has the {@condition Paralyzed|XPHB} condition for the duration."]}],"bonusActions":[{"name":"Vow of Revenge (1/Day)","entries":["The revenant curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this {@variantrule Bonus Action|XPHB} on a different creature."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Revenants possess the bodies they had in life, using them to hunt down their killers. If their bodies are destroyed, they take control of new bodies that gradually change to resemble the revenants' original forms."]},{"type":"section","name":"Revenants","entries":["{@i Vengeance from beyond the Grave}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests."]}],"gallery":[{"path":"bestiary/XMM/Revenant and Graveyard Revenant.webp","title":"Revenant Followed by a Graveyard Revenant","credit":"Cristi Balanescu"}],"otherVersions":[{"id":"revenant-mm","source":"MM"}]},{"id":"revenant-mm","name":"Revenant","source":"MM","page":259,"srd":false,"image":"bestiary/MM/Revenant.webp","token":"bestiary/tokens/MM/Revenant.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":18,"dex":14,"con":18,"int":13,"wis":16,"cha":18,"saves":"Str +7, Con +7, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Swamp, Hill, Urban, Desert, Arctic","treasure":"","traits":[{"name":"Regeneration","entries":["The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Rejuvenation","entries":["When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a {@spell wish} spell can be used to force the soul to go to the afterlife and not return."]},{"name":"Turn Immunity","entries":["The revenant is immune to effects that turn undead."]},{"name":"Vengeful Tracker","entries":["The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The revenant makes two fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 ({@damage 4d6}) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape {@dc 14}) provided the target is Large or smaller."]},{"name":"Vengeful Glare","entries":["The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a {@dc 15} Wisdom saving throw. On a failure, the target is {@condition paralyzed} until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is {@condition frightened} of the revenant for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the {@condition frightened} condition on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is.",{"type":"entries","name":"Hunger for Revenge","entries":["A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest."]},{"name":"Divine Justice","type":"entries","entries":["No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant's body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt."]},{"name":"Undead Nature","type":"entries","entries":["A revenant doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Revenant.webp"}],"hidden":true,"otherVersions":[{"id":"revenant","source":"XMM"}]},{"id":"rezmir","name":"Rezmir","source":"HotDQ","page":93,"srd":false,"image":"bestiary/HotDQ/Rezmir.webp","token":"bestiary/tokens/HotDQ/Rezmir.webp","size":"Medium","creatureType":"Humanoid (Half-black Dragon)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"90 (12d8 + 36)","speed":"30 ft.","str":18,"dex":16,"con":16,"int":15,"wis":12,"cha":14,"saves":"Dex +6, Wis +4","skills":"Arcana +5, Stealth +9","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"charmed; frightened","senses":"blindsight 10 ft., darkvision 120 ft., Passive Perception 11","languages":"Common, Draconic, Infernal, Giant, Netherese","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Rezmir has the {@item Black Dragon Mask|hotdq}, {@item Hazirawn|hotdq}, and an {@item insignia of claws|hotdq}."]},{"name":"Amphibious","entries":["Rezmir can breathe air and water."]},{"name":"Dark Advantage","entries":["Once per turn, Rezmir can deal an extra 10 ({@damage 3d6}) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll."]},{"name":"Draconic Majesty","entries":["While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included)."]},{"name":"Immolation","entries":["When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash."]},{"name":"Legendary Resistance (1/Day)","entries":["If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Greatsword (Hazirawn)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 7 ({@damage 2d6}) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a {@dc 15} Constitution saving throw at the end of each of its turns, ending this effect early on a success."]},{"name":"Caustic Bolt","entries":["{@atk rs} {@hit 8} to hit, range 90 ft., one target. {@h}18 ({@damage 4d8}) acid damage."]},{"name":"Acid Breath {@recharge 5}","entries":["Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a {@dc 14} Dexterity saving throw, taking 22 ({@damage 5d8}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Darkness (Costs 2 Actions)","entries":["A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains {@status concentration}, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled."]},{"name":"Melee Attack","entries":["Rezmir makes one melee attack."]},{"name":"Hide","entries":["Rezmir takes the {@action Hide} action."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Rezmir.webp"}]},{"id":"rezran-snake-eyes-agrodro","name":"Rezran \"Snake Eyes\" Agrodro","source":"VEoR","page":158,"srd":false,"image":"bestiary/tokens/VEoR/Rezran \"Snake Eyes\" Agrodro.webp","token":"bestiary/tokens/VEoR/Rezran \"Snake Eyes\" Agrodro.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"195 (26d8 + 78)","speed":"30 ft., fly 40 ft.","str":12,"dex":17,"con":16,"int":17,"wis":12,"cha":19,"saves":"Int +8, Cha +9","skills":"Deception +9, Insight +6, Perception +6, Persuasion +9","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Rezran's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["Rezran has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Rezran casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell alter self}, {@spell major image}","3/day each: {@spell charm person}, {@spell detect thoughts}, {@spell fear}","1/day each: {@spell confusion}, {@spell dominate person}, {@spell mass suggestion}"]}],"actions":[{"name":"Multiattack","entries":["Rezran makes two Fiendish Claw attacks, or it makes one Fiendish Claw attack and uses Spellcasting."]},{"name":"Fiendish Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) force damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or take 16 ({@damage 3d10}) poison damage and become {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"rhinoceros","name":"Rhinoceros","source":"XMM","page":368,"srd":true,"image":"bestiary/XMM/Rhinoceros.webp","token":"bestiary/tokens/XMM/Rhinoceros.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"45 (6d10 + 12)","speed":"40 ft.","str":21,"dex":8,"con":15,"int":2,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Piercing damage. If target is a Large or smaller creature and the rhinoceros moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 ({@damage 2d8}) Piercing damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Rhinoceros.webp","credit":"Polar Engine"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"rhinoceros-mm","source":"MM"}]},{"id":"rhinoceros-mm","name":"Rhinoceros","source":"MM","page":336,"srd":false,"image":"bestiary/tokens/MM/Rhinoceros.webp","token":"bestiary/tokens/MM/Rhinoceros.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"-1 (9)","hp":"45 (6d10 + 12)","speed":"40 ft.","str":21,"dex":8,"con":15,"int":2,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Charge","entries":["If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"rhinoceros","source":"XMM"}]},{"id":"rhundorth","name":"Rhundorth","source":"PotA","page":140,"srd":false,"image":"bestiary/tokens/PotA/Rhundorth.webp","token":"bestiary/tokens/PotA/Rhundorth.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":18,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Warhammer","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 4}) bludgeoning damage, or 10 ({@damage 1d10 + 4}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"rictavio","name":"Rictavio","source":"CoS","page":238,"srd":false,"image":"bestiary/CoS/Rictavio.webp","token":"bestiary/tokens/CoS/Rictavio.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"12","initiative":"+1 (11)","hp":"77 (14d8 + 14)","speed":"30 ft.","str":9,"dex":12,"con":13,"int":16,"wis":18,"cha":16,"saves":"Con +4, Wis +7","skills":"Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight Of Hand +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Abyssal, Common, Elvish, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["In addition to his sword cane, Rictavio wears a {@item hat of disguise} and a {@item ring of mind shielding}, and he carries a {@item spell scroll (5th level)||spell scroll} of {@spell raise dead}."]},{"name":"Undead Slayer","entries":["When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 ({@damage 3d6}) damage of the weapon's type."]}],"spellcasting":[{"name":"Spellcasting","entries":["Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Rictavio has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell mending}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell detect evil and good}, {@spell protection from evil and good}, {@spell sanctuary}","Level 2 (3 slots): {@spell augury}, {@spell lesser restoration}, {@spell protection from poison}","Level 3 (3 slots): {@spell magic circle}, {@spell remove curse}, {@spell speak with dead}","Level 4 (3 slots): {@spell death ward}, {@spell freedom of movement}","Level 5 (1 slots): {@spell dispel evil and good}"]}],"actions":[{"name":"Multiattack","entries":["Rictavio makes two attacks with his sword cane."]},{"name":"Sword Cane","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage (wooden cane) or piercing damage (silvered sword)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Several months ago, a colorfully dressed half-elf bard came to Barovia in a carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster in search of new actors, he began regaling locals with tales of distant lands.",{"name":"Monster Hunter","type":"entries","entries":["The half-elf ringmaster is, in fact, a legendary human vampire hunter named Rudolph van Richten. Van Richten's tale is a sad one. A scholar and doctor from a land called Darkon, he married his childhood sweetheart, Ingrid, and together they had a son, Erasmus. When he was fourteen, Erasmus was stolen away by Vistani and sold to a vampire named Baron Metus to be used as a companion. By the time van Richten found his son, it was too late: the baron had already transformed Erasmus into a vampire spawn. Erasmus begged his father to end his suffering, which van Richten did by pounding a wooden stake through his son's chest. Baron Metus avenged that deed by killing van Richten's wife, and van Richten has lived with the horror of his family's destruction ever since. After destroying Baron Metus in turn, van Richten sought revenge against the Vistani and took up a life of hunting evil monsters."]},{"name":"The Waiting Game","type":"entries","entries":["Van Richten isn't a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich, the greatest vampire of them all. Van Richten has studied Strahd for years and knows he can't hope to best the vampire in a straight-up confrontation: he must wait for the right moment to strike. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with the aid of a hat of disguise, his thoughts protected by a ring of mind shielding. He is trying to learn more about the Keepers of the Feather - a society of wereravens that oppose Strahd - while trying not to expose the secret society to their mutual enemy. He thinks the wereravens might prove helpful when the time comes. Van Richten also wants to take out as many of Strahd's spies as he can, starting with evil Vistani.",{"name":"Man with a Plan","entries":["Van Richten doesn't know that his former protégé, a good-aligned Vistana named Ezmerelda d'Avenir, has come to Barovia looking for him. He taught her many of his monster-hunting techniques, but she doesn't know all of his tricks and disguises. So far, their paths haven't crossed. In the event that van Richten becomes aware of Ezmerelda's presence, he does his utmost to protect her without putting his own plans in jeopardy. If he can manipulate a party of adventurers into keeping an eye on her, he will do so.","Van Richten works alone. A curse placed on him long ago by a Vistani seer brings doom to those he befriends. Furthermore, he believes too much is at stake to risk exposure. Consequently, if he thinks he's in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahd's domain."],"type":"entries"}]}]},{"type":"entries","name":"Rictavio's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"Evil cannot go unchallenged.\""]},{"name":"Bond","type":"entries","entries":["\"To protect those I love, I must keep them distant and hidden from my enemies.\""]},{"name":"Flaw","type":"entries","entries":["\"I am cursed. Thus, I will never have peace.\""]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Rictavio.webp"}]},{"id":"riding-horse","name":"Riding Horse","source":"XMM","page":368,"srd":true,"image":"bestiary/XMM/Riding Horse.webp","token":"bestiary/tokens/XMM/Riding Horse.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"13 (2d10 + 2)","speed":"60 ft.","str":16,"dex":13,"con":12,"int":2,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Riding Horse.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"riding-horse-mm","source":"MM"}]},{"id":"riding-horse-mm","name":"Riding Horse","source":"MM","page":336,"srd":false,"image":"bestiary/MM/Riding Horse.webp","token":"bestiary/tokens/MM/Riding Horse.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d10 + 2)","speed":"60 ft.","str":16,"dex":10,"con":12,"int":2,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Riding Horse.webp"}],"hidden":true,"otherVersions":[{"id":"riding-horse","source":"XMM"}]},{"id":"riffel","name":"Riffel","source":"VEoR","page":113,"srd":false,"image":"bestiary/tokens/VEoR/Riffel.webp","token":"bestiary/tokens/VEoR/Riffel.webp","size":"Small","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft. (40 ft. in wolf form)","str":15,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common (can't speak in wolf form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["Riffel can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["Riffel has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Riffel makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form)."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claws (Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Spear (Humanoid Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"riffler","name":"Riffler","source":"BMT","page":181,"srd":false,"image":"bestiary/BMT/Riffler.webp","token":"bestiary/tokens/BMT/Riffler.webp","size":"Small","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"15","initiative":"+3 (13)","hp":"90 (20d6 + 20)","speed":"30 ft., burrow 20 ft.","str":8,"dex":16,"con":12,"int":11,"wis":15,"cha":17,"saves":"Dex +6, Cha +6","skills":"Arcana +6, Insight +5, Sleight Of Hand +9, Stealth +6","vulnerabilities":"","resistances":"necrotic; radiant","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Sylvan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Card Sense","entries":["The riffler can smell the presence of magical cards, including Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any such cards in that range. Effects that protect a target from divination magic block this sense."]},{"name":"Riffling Step","entries":["The riffler can burrow through any nonmagical material that isn't iron, shuffling the substance through which the riffler moves aside like cards to form a tunnel that closes behind the riffler."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The riffler makes two Spectral Card attacks."]},{"name":"Spectral Card","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}8 ({@damage 1d10 + 3}) force damage plus 5 ({@damage 1d10}) damage that is radiant if the {@dice d10} roll is an even number and necrotic if it's odd."]},{"name":"Card Spray {@recharge 5}","entries":["The riffler magically unleashes a spray of spectral cards in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw. On a failed save, a creature takes 27 ({@damage 5d10}) force damage and has the {@condition restrained} condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A {@condition restrained} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Plane Shift","entries":["The riffler casts the {@spell Plane Shift} spell targeting only itself, requiring no material components and using Charisma as the spellcasting ability."]}],"bonusActions":[],"reactions":[{"name":"Shuffle Destiny","entries":["When a creature the riffler can see within 30 feet of itself makes an ability check, an attack roll, or a saving throw, the riffler can magically force that creature to roll a {@dice d6} and either add the number rolled to the total or subtract it from the total (riffler's choice), potentially changing the outcome."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Rifflers are diminutive Fey reminiscent of gnomes and obsessed with destiny and fate. The oldest stories of rifflers suggest these dangerously curious spirits manifested as physical beings when the Deck of Many Things was shuffled for the first time. The rifflers were so enraptured with the soft sound made by the whispering cards that they made physical bodies for themselves in order to possess and understand this new instrument of destiny.","Rifflers wander the Feywild and Material Plane, searching for Decks of Many Things. They collect the cards, trade them, hoard them, and scatter them across worlds, all in service of an incomprehensible agenda to manipulate the fate of the multiverse. Rifflers are as likely to give a deck to adventurers in dire need as they are to wrest cards from an innocent person by any means necessary.","Both the Solar Bastion (see chapter 10) and the Grim Harrow (see chapter 19) know of rifflers and their obsession with Decks of Many Things, and these organizations stay alert for signs of these Fey creatures, since that usually means a deck is nearby."]}],"gallery":[{"path":"bestiary/BMT/Riffler.webp"}]},{"id":"rihuud","name":"Rihuud","source":"OotA","page":59,"srd":false,"image":"bestiary/tokens/OotA/Rihuud.webp","token":"bestiary/tokens/OotA/Rihuud.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Stone Camouflage","entries":["Rihuud has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Two Heads","entries":["Rihuud has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Rihuud makes two unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at Rihuud, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"rilago","name":"Rilago","source":"KftGV","page":147,"srd":false,"image":"bestiary/KftGV/073-09-006.rilagos-ghost.webp","token":"bestiary/tokens/KftGV/Rilago.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Rilago can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Rilago can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Rilago enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of Rilago that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that Rilago can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Rilago ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/073-09-006.rilagos-ghost.webp","credit":"Nikki Dawes"}]},{"id":"rilly-june","name":"Rilly June","source":"WttHC","srd":false,"image":"bestiary/WttHC/Rilly June.webp","token":"bestiary/tokens/WttHC/Rilly June.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"13 (3d6)","speed":"30 ft.","str":14,"dex":14,"con":13,"int":10,"wis":13,"cha":10,"saves":"Wis +3","skills":"Nature +2, Perception +3, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Halfling","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Rilly June makes two Hayfork attacks."]},{"name":"Hayfork","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage."]},{"name":"G'wan, Git! (1/Day)","entries":["{@actSave wis} {@dc 11}, one creature Rilly June can see within 60 feet. {@actSaveFail} 10 ({@damage 3d6}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Rilly June is a hardworking halfling farmer who's used to tackling tough jobs herself. When her grandfather's farm started to suffer from a mysterious blight, she was determined to investigate the cause. Rilly June is stern and tough, but she's got a soft spot for animals and the other people who work her family's land or look out for the common folk."]}],"gallery":[{"path":"bestiary/WttHC/Rilly June.webp"}]},{"id":"rilsa-rael","name":"Rilsa Rael","source":"BGDIA","page":199,"srd":false,"image":"bestiary/BGDIA/Rilsa Rael.webp","token":"bestiary/tokens/BGDIA/Rilsa Rael.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"15","initiative":"+4 (14)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":14,"dex":18,"con":14,"int":10,"wis":11,"cha":15,"saves":"Dex +6, Wis +2","skills":"Acrobatics +6, Athletics +4, Deception +4, Perception +2, Sleight Of Hand +6, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Thieves' cant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of her turns in combat, Rilsa can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Focus","entries":["If Rilsa damages a creature with a weapon attack, she gains advantage on attack rolls against that target until the end of her next turn."]},{"name":"Tactical Leadership","entries":["As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn't provoke opportunity attacks until the end of its next turn, provided it can hear Rilsa's commands."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Rilsa makes three weapon attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The Guild kingpin of Little Calimshan. Among Little Calimshan's most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city—and the best place to fence stolen gems, as it's also the local Guild headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity."]}]}],"gallery":[{"path":"bestiary/BGDIA/Rilsa Rael.webp"}]},{"id":"rime-hulk","name":"Rime Hulk","source":"BGG","page":162,"srd":false,"image":"bestiary/BGG/Rime Hulk.webp","token":"bestiary/tokens/BGG/Rime Hulk.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"85 (9d10 + 36)","speed":"30 ft.","str":18,"dex":10,"con":18,"int":8,"wis":9,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; poison","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 9","languages":"Aquan, Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the rime hulk dies, it explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) cold damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The rime hulk makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage plus 9 ({@damage 2d8}) cold damage."]},{"name":"Trail of Frost {@recharge 5}","entries":["The rime hulk moves up to its speed without provoking opportunity attacks and can move through the space of any Medium or smaller creature. Each time the rime hulk enters another creature's space for the first time during this move, that creature must make a {@dc 15} Constitution saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) cold damage, and its speed is reduced by 10 feet until the start of the rime hulk's next turn. On a successful save, the creature takes half as much damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in the Frostfell, the \"plane of ice\" that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers.","Smaller and weaker than their ancestors, rime hulks are roughly formed masses of frost and ice. Their vaguely giant-shaped physical forms are unstable, constantly breaking apart and reforming as clouds of frost billow off them. As a rime hulk moves, it leaves a trail of ice that can freeze enemies in place. When it dies, a rime hulk explodes in a burst of frost.",{"type":"quote","entries":["In all seriousness, though, it's best not to get caught up in what these hulks were or might have become had things gone differently for them. They're dangerous, and most of them do not wish you well. Act accordingly."],"by":"Bigby"}]}],"gallery":[{"path":"bestiary/BGG/Rime Hulk.webp","credit":"Linda Lithén"}]},{"id":"rimmon","name":"Rimmon","source":"CoA","page":209,"srd":false,"image":"bestiary/CoA/Rimmon.webp","token":"bestiary/tokens/CoA/Rimmon.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"17","initiative":"+3 (13)","hp":"262 (25d8 + 150)","speed":"30 ft.","str":18,"dex":17,"con":22,"int":27,"wis":25,"cha":16,"saves":"Con +12, Int +14, Wis +13","skills":"Arcana +20, History +20, Investigation +14, Perception +13, Sleight Of Hand +9","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 23","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Contractually Obligated","entries":["Rimmon has advantage to hit creatures under an infernal contract and when he hits such creatures he delivers an additional 9 ({@damage 2d8}) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Rimmon with disadvantage."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Rimmon's darkvision."]},{"name":"Magic Resistance","entries":["Rimmon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Rimmon makes four Sharpened Tongue or Wordplay attacks."]},{"name":"Sharpened Tongue","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}11 ({@damage 3d4 + 4}) slashing damage."]},{"name":"Wordplay","entries":["{@atk rs} {@hit 14} to hit, range 60 ft., one target. {@h}35 ({@damage 6d8 + 8}) psychic damage."]},{"name":"Connected Clauses (1/Day)","entries":["Rimmon emits a burst of energy that arcs towards a creature he can see within 150 feet of him. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target must make a {@dc 22} Dexterity saving throw, taking 63 ({@damage 14d8}) damage on a failed save, or half as much damage on a successful one. The damage type inflicted is of a type the first target is most vulnerable to."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoA/Rimmon.webp","credit":"Aaron Sims"}]},{"id":"ringlerun","name":"Ringlerun","source":"WBtW","page":227,"srd":false,"image":"bestiary/WBtW/Ringlerun.webp","token":"bestiary/tokens/WBtW/Ringlerun.webp","size":"Medium","creatureType":"Humanoid (Human, Wizard)","alignment":"Lawful Good","ac":"12","initiative":"+0 (10)","hp":"42 (12d8 - 12)","speed":"30 ft.","str":9,"dex":10,"con":9,"int":17,"wis":13,"cha":11,"saves":"Str +2, Dex +3, Con +2, Int +6, Wis +4, Cha +3","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Ringlerun wields a {@item staff of power}. It has 20 charges when fully charged and regains {@dice 2d8 + 4} expended charges daily at dawn. If its last charge is expended, roll a {@dice d20}. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses its other properties; on a 20, it regains {@dice 1d8 + 2} charges."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ringlerun casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell light}, {@spell mage hand}, {@spell prestidigitation}","3/day each: {@spell charm person}, {@spell detect magic}, {@spell sleep}","1/day each: {@spell banishment}, {@spell dispel magic}, {@spell fly}, {@spell knock}"]}],"actions":[{"name":"Multiattack","entries":["Ringlerun makes three {@item staff of power} or Freezing Ray attacks. He can replace one of those attacks with a use of Spellcasting."]},{"name":"Staff of Power","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage when used with two hands, and Ringlerun can expend 1 of the staff's charges to deal an extra 3 ({@damage 1d6}) force damage."]},{"name":"Freezing Ray","entries":["{@atk rs} {@hit 8} to hit, range 120 ft., one creature. {@h}27 ({@damage 6d8}) cold damage."]},{"name":"Staff Spell","entries":["While holding his {@item staff of power}, Ringlerun can expend 1 or more of its charges to cast one of the following spells from it (spell save {@dc 14}, {@hit 8} to hit with spell attacks): cone of cold ({@damage 8d8} cold damage; 5 charges), fireball ({@damage 10d6} fire damage; 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt ({@damage 10d6} lightning damage; 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ringlerun became an adventurer to better satisfy his craving for arcane knowledge. One of his adventures took him into an underwater tomb, where he tricked a marid into surrendering a staff of power. This staff greatly increased Ringlerun's capabilities and made him the envy of many rival spellcasters.","Ringlerun has a good heart, but he's easily distracted by intellectual pursuits. He would rather spend time in quiet contemplation or reading than in frivolous conversation."]}],"gallery":[{"path":"bestiary/WBtW/Ringlerun.webp","credit":"Daarken"}]},{"id":"rip-tide-priest","name":"Rip Tide Priest","source":"GoS","page":248,"srd":false,"image":"bestiary/tokens/GoS/Rip Tide Priest.webp","token":"bestiary/tokens/GoS/Rip Tide Priest.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":11,"cha":16,"saves":"","skills":"Deception +5, Religion +2, Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Aquan, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell chill touch}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell expeditious retreat}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell blur}, {@spell hold person}","Level 3 (2 slots): {@spell sleet storm}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Priests of the Rip Tide cult gather in secret cabals to perform dark rituals that glorify Olhydra, the elemental Princess of Evil Water, as the embodiment of water's destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra's favor."]}]}]}]},{"id":"rishaal-the-page-turner","name":"Rishaal the Page-Turner","source":"WDH","page":33,"srd":false,"image":"bestiary/tokens/WDH/Rishaal the Page-Turner.webp","token":"bestiary/tokens/WDH/Rishaal the Page-Turner.webp","size":"Medium","creatureType":"Humanoid (Dragonborn)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Dwarvish, Elvish","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Rishaal is a 9th-level spellcaster. His spellcasting ability is Intelligence. Rishaal has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Breath Weapon","entries":["Rishaal can use his action to exhale a 15-foot cone of fire (but can't do this again until he finishes a short or long rest); each creature in the cone must make a {@dc 10} Dexterity saving throw, taking {@damage 2d6} fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Rishaal, known as Rishaal the Page Turner is proprietor of the Book Wyrm's Treasure in Trollskull Alley"]}]}]}]},{"id":"rishindar","name":"Rishindar","source":"WDMM","page":202,"srd":false,"image":"bestiary/WDMM/Sha'sal Khou.webp","token":"bestiary/tokens/WDMM/Rishindar.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"17","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":18,"con":15,"int":16,"wis":17,"cha":12,"saves":"Str +4, Dex +7, Int +6, Wis +6","skills":"Arcana +6, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Gith","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While Rishindar is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Rishindar's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell feather fall}, {@spell jump}, {@spell see invisibility}, {@spell shield}","1/day each: {@spell phantasmal killer}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["Rishindar makes two unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage. This is a magic weapon attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Sha'sal Khou.webp"}]},{"id":"river-mist","name":"River Mist","source":"ToA","page":35,"srd":false,"image":"bestiary/ToA/River Mist and Flask of Wine.webp","token":"bestiary/tokens/ToA/River Mist.webp","size":"Medium","creatureType":"Humanoid (Tabaxi)","alignment":"Chaotic Good","ac":"14","initiative":"+3 (13)","hp":"40 (9d8)","speed":"30 ft., climb 20 ft.","str":10,"dex":17,"con":11,"int":13,"wis":14,"cha":15,"saves":"","skills":"Athletics +2, Perception +4, Stealth +5, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common plus any one language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Feline Agility","entries":["When River Mist moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["River Mist makes two attacks with its claws, its shortsword, or its shortbow."]},{"name":"Claws","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/River Mist and Flask of Wine.webp"}]},{"id":"river-serpent","name":"River Serpent","source":"PSA","page":38,"srd":false,"image":"bestiary/PSA/River Serpent.webp","token":"bestiary/tokens/PSA/River Serpent.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"60 (8d12 + 8)","speed":"30 ft., swim 30 ft.","str":19,"dex":14,"con":12,"int":1,"wis":10,"cha":3,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater, Underdark, Forest, Swamp, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the creature is {@condition restrained}, and the serpent can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Luxa river is an abundant source of life, fertilizing the lush valley around Naktamun and providing water to humanoids and animals alike. It is also a vibrant habitat for countless creatures, including many species of birds, fish, and frogs. {@creature crocodile||Crocodiles} and {@creature hippopotamus|PSA|hippopotamuses} can be a danger to boats and barges, but perhaps the most feared denizens of the river are the {@creature giant river serpent|PSA|giant serpents} known to lurk near its bottom. When roused to anger, they can sink fishing boats by the dozens and flood the shore.","Monsters found in the river include fish such as {@creature quipper|MM|quippers}, {@creature giant frog|MM|giant frogs}, and {@creature crocodile|MM|crocodiles}.","River serpents range from fairly mundane specimens that resemble {@creature giant constrictor snake|MM|giant constrictor snakes} to more monstrous versions with the statistics of a {@creature behir} (but without lightning immunity or lightning breath)."]}]}]}],"gallery":[{"path":"bestiary/PSA/River Serpent.webp","title":"River Serpent","credit":"Christopher Moeller"}]},{"id":"riverine","name":"Riverine","source":"JttRC","page":133,"srd":false,"image":"bestiary/JttRC/Riverine.webp","token":"bestiary/tokens/JttRC/Riverine.webp","size":"Large","creatureType":"Fey","alignment":"Any Alignment","ac":"14","initiative":"+4 (14)","hp":"204 (24d10 + 72)","speed":"30 ft., swim 60 ft.","str":20,"dex":19,"con":17,"int":12,"wis":16,"cha":21,"saves":"Int +5, Wis +7, Cha +9","skills":"Insight +7, Nature +5, Perception +7","vulnerabilities":"","resistances":"acid; fire","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 17","languages":"Aquan, Common, Sylvan","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The riverine can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the riverine fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The riverine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell control water}, {@spell fog cloud}","1/day: {@spell greater restoration}"]}],"actions":[{"name":"Multiattack","entries":["The riverine makes two Flood Strike attacks."]},{"name":"Flood Strike","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage."]}],"bonusActions":[{"name":"Whirlpool Step","entries":["The riverine magically teleports to an unoccupied space it can see within 30 feet of itself. Both the space it leaves and its destination must be in or on the surface of water."]}],"reactions":[],"legendaryActions":[{"name":"Whirlpool Rush","entries":["The riverine uses its Whirlpool Step. Immediately after it teleports, each creature within 5 feet of the riverine's destination space takes 5 ({@damage 1d10}) cold damage."]},{"name":"Raging Deluge (Costs 2 Actions)","entries":["The riverine unleashes a torrent of river water in a 30-foot line that is 5 feet wide. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes 11 ({@damage 2d10}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the riverine can take one of the following lair actions; the riverine can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"entries","name":"Phantasmal Mist","entries":["The riverine creates fog around a creature it can see within 120 feet of it. The target must succeed on a {@dc 17} Wisdom saving throw or take 5 ({@damage 1d10}) psychic damage and be {@condition frightened} of the riverine until the end of the target's next turn."]},{"type":"entries","name":"River's Fury","entries":["The riverine conjures swampy ground that briefly covers the ground in a 20-foot square the riverine can see within 120 feet of itself. That area becomes {@quickref difficult terrain||3} until initiative count 20 on the next round. Any creature, other than the riverine, that enters the affected area or starts its turn there takes 7 ({@damage 2d6}) cold damage."]}]}],"regionalEffects":["The region containing a riverine's lair flourishes under the magic of the riverine's presence, which creates one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Clearwater Sight","entries":["The waters of the river serve as a conduit for the riverine's consciousness. As an action, the riverine can cast the {@spell clairvoyance} spell, requiring no spell components, targeting any point along the river it's connected to."]},{"type":"item","name":"River's Bounty","entries":["Freshwater fauna and flora reproduce rapidly and thrive in the waters within 1 mile of the riverine's lair. Foraging in these waters yields twice the usual amount of food."]},{"type":"item","name":"Spirit Guidance","entries":["Tracks appear along the banks of the river within 6 miles of the riverine's lair. The tracks lead to potential shelters and safe passages across the river's waters, while also leading away from areas that the riverine prefers to remain undisturbed."]}]},"If the riverine dies, the flora and fauna return to normal levels, and its river dries out over the course of {@dice 1d10} days. All other effects cease immediately."],"lore":[{"type":"entries","entries":["More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning gouts of water. A riverine's personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless."]},{"type":"section","entries":[{"type":"entries","name":"A Riverine's Lair","entries":["Some riverines enjoy reverence akin to worship. Their likenesses are cast as statues and housed in temples, and worshipers act as agents between the river spirits and the people who revere them. These temples often become the home of the riverine itself, serving as its lair, though other nexuses of power along the river's path—such as its source or a significant waterfall—can also be used as lairs by a riverine.","A riverine encountered in its lair has a challenge rating of 13 (10,000 XP)."]}]}],"gallery":[{"path":"bestiary/JttRC/Riverine.webp","credit":"Claudio Pozas"}]},{"id":"rivibiddel","name":"Rivibiddel","source":"PaBTSO","page":122,"srd":false,"image":"bestiary/PaBTSO/Rivibiddel.webp","token":"bestiary/tokens/PaBTSO/Rivibiddel.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Neutral Good","ac":"15","initiative":"+2 (12)","hp":"16 (3d6 + 6)","speed":"15 ft.","str":15,"dex":14,"con":14,"int":12,"wis":10,"cha":9,"saves":"","skills":"Investigation +3, Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Gnomish, Terran, Undercommon","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Stone Camouflage","entries":["Rivibiddel has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Gnome Cunning","entries":["Rivibiddel has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Rivibiddel's innate spellcasting ability is Intelligence (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:","At will: {@spell nondetection} (self only)","1/day each: {@spell blindness/deafness}, {@spell blur}, {@spell disguise self}"]}],"actions":[{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Poisoned Dart","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Rivibiddel.webp"}]},{"id":"roc","name":"Roc","source":"XMM","page":261,"srd":true,"image":"bestiary/XMM/Roc.webp","token":"bestiary/tokens/XMM/Roc.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+8 (18)","hp":"248 (16d20 + 80)","speed":"20 ft., fly 120 ft.","str":28,"dex":10,"con":20,"int":3,"wis":10,"cha":9,"saves":"Dex +4, Wis +4","skills":"Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Arctic, Coastal, Desert, Hill, Mountain","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The roc makes two Beak attacks. It can replace one attack with a Talons attack."]},{"name":"Beak","entries":["{@atkr m} {@hit 13}, reach 10 ft. {@h}28 ({@damage 3d12 + 9}) Piercing damage."]},{"name":"Talons","entries":["{@atkr m} {@hit 13}, reach 5 ft. {@h}23 ({@damage 4d6 + 9}) Slashing damage. If the target is a Huge or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 19}) from both talons, and it has the {@condition Restrained|XPHB} condition until the grapple ends."]}],"bonusActions":[{"name":"Swoop {@recharge 5}","entries":["If the roc has a creature {@condition Grappled|XPHB}, the roc flies up to half its {@variantrule Fly Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks} and drops that creature."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Roc","entries":["{@i Avian of Unbelievable Size}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Coastal|bestiary|environment=coastal}, {@filter Desert|bestiary|environment=desert}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Birds of prey of fantastic scale, rocs hunt over vast territories and can snatch whole elephants, whales, or wagons in their talons. They then carry their prey back to their remote nests, journeys that can take days and cover hundreds of miles.","Rocs nest amid remote heights. Their nests are typically littered with treasure and uneaten prey. Roll on or choose an option from the Roc Nest Remnants table to inspire what's in a roc's nest.",{"type":"table","caption":"Roc Nest Remnants","colLabels":["1d6","The Roc's Nest Holds..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The burial litter of a lost hero."],["2","A caravan wagon full of trade goods."],["3","A live elephant."],["4","{@dice 1d4} eggs larger than adult humans."],["5","Someone marooned in the nest."],["6","A statue of a knight riding a rearing steed."]]}]}],"gallery":[{"path":"bestiary/XMM/Roc.webp","credit":"Alejandro Pacheco"}],"otherVersions":[{"id":"roc-mm","source":"MM"}]},{"id":"roc-mm","name":"Roc","source":"MM","page":260,"srd":false,"image":"bestiary/MM/Roc.webp","token":"bestiary/tokens/MM/Roc.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"248 (16d20 + 80)","speed":"20 ft., fly 120 ft.","str":28,"dex":10,"con":20,"int":3,"wis":10,"cha":9,"saves":"Dex +4, Con +9, Wis +4, Cha +3","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Mountain, Hill, Desert, Coastal, Arctic","treasure":"","traits":[{"name":"Keen Sight","entries":["The roc has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The roc makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}27 ({@damage 4d8 + 9}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d6 + 9}) slashing damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}, and the roc can't use its talons on another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["At first sight, a roc's silhouette looks much like any other bird of prey. As it descends, however, its unearthly size becomes terrifyingly clear. In flight, a roc's wingspan spreads two hundred feet or more. At rest, perched upon the mountain peaks that are its home, this monstrous bird rivals the oldest dragons in size.",{"name":"Sky Titans","type":"entries","entries":["In the ancient days when giants battled dragons for control of the world, Annam, the father of the giant gods, created the rocs so that his worshipers might challenge the dragons' dominance of the air.","When the war ended, the rocs were freed from giant domination and spread throughout the world.","Though cloud giants and storm giants sometimes tame these great birds, rocs treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an elephant, a roc dives down to snatch its prey in its massive talons."]},{"name":"Remote and Alone","type":"entries","entries":["Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships, and the remains of caravans they carry off, placing these massive tangles in mountain clefts out of the reach of lesser creatures.","Sometimes a roc's nest contains treasures from the caravans or ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs' infrequent mating."]}]}]}],"gallery":[{"path":"bestiary/MM/Roc.webp"}],"hidden":true,"otherVersions":[{"id":"roc","source":"XMM"}]},{"id":"rock-gnome-recluse","name":"Rock Gnome Recluse","source":"DIP","page":62,"srd":false,"image":"bestiary/DIP/Rock Gnome Recluse.webp","token":"bestiary/tokens/DIP/Rock Gnome Recluse.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Chaotic Neutral","ac":"10","initiative":"+0 (10)","hp":"7 (2d6)","speed":"25 ft.","str":6,"dex":11,"con":10,"int":15,"wis":10,"cha":13,"saves":"","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Gnomish","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Gnome Cunning","entries":["The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."]}],"spellcasting":[{"name":"Spellcasting","entries":["The gnome is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost} (see \"Actions\" below)","Level 1 (3 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile} (see \"Actions\" below), {@spell shield}"]}],"actions":[{"name":"Magic Missile (Expends a 1st-Level Spell Slot)","entries":["The gnome creates three magical darts. Each dart hits a creature the gnome chooses within 120 feet of it and deals 3 ({@damage 1d4 + 1}) force damage."]},{"name":"Ray of Frost","entries":["{@atk rs} {@hit 4} to hit, range 60 ft., one creature. {@h}4 ({@damage 1d8}) cold damage, and the target's speed is reduced by 10 feet until the start of the gnome's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended."]}]}],"gallery":[{"path":"bestiary/DIP/Rock Gnome Recluse.webp","credit":"Olga Drebas"}]},{"id":"ront","name":"Ront","source":"OotA","page":7,"srd":false,"image":"bestiary/OotA/Ront.webp","token":"bestiary/tokens/OotA/Ront.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"15 (2d8 + 6)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":7,"wis":11,"cha":10,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, Ront can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Ront.webp"}]},{"id":"rool","name":"Rool","source":"SKT","page":221,"srd":false,"image":"bestiary/tokens/SKT/Rool.webp","token":"bestiary/tokens/SKT/Rool.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Rool has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Rool is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Rool deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Rool makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"rooster","name":"Rooster","source":"JttRC","page":206,"srd":false,"image":"bestiary/tokens/JttRC/Rooster.webp","token":"bestiary/tokens/JttRC/Rooster.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"10 ft.","str":5,"dex":16,"con":8,"int":2,"wis":14,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight","entries":["The rooster has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"roper","name":"Roper","source":"XMM","page":262,"srd":true,"image":"bestiary/XMM/Roper.webp","token":"bestiary/tokens/XMM/Roper.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral Evil","ac":"20","initiative":"+5 (15)","hp":"93 (11d10 + 33)","speed":"10 ft., climb 20 ft.","str":18,"dex":8,"con":17,"int":7,"wis":16,"cha":6,"saves":"","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"Any","traits":[{"name":"Spider Climb","entries":["The roper can climb difficult surfaces, including along ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The roper makes two Tentacle attacks, uses Reel, and makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}17 ({@damage 3d8 + 4}) Piercing damage."]},{"name":"Tentacle","entries":["{@atkr m} {@hit 7}, reach 60 ft. {@h}The target has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from one of six tentacles, and the target has the {@condition Poisoned|XPHB} condition until the grapple ends.","The tentacle can be damaged, freeing a creature it has {@condition Grappled|XPHB} when destroyed (AC 20, HP 10, {@variantrule Immunity|XPHB} to Poison and Psychic damage). Damaging the tentacle deals no damage to the roper, and a destroyed tentacle regrows at the start of the roper's next turn."]},{"name":"Reel","entries":["The roper pulls each creature {@condition Grappled|XPHB} by it up to 30 feet straight toward it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Roper","entries":["{@i Tentacled Subterranean Trapper}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Camouflaged as rock formations, ropers are aberrant ambushers that lurk in wait for smaller creatures. These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare victims and drag them close to ropers' toothy maws. If these tentacles are severed, ropers rapidly grow replacements.","Ropers can move, albeit slowly. Crawling on the sticky cilia that cover their undersides, ropers can climb walls and suspend themselves from ceilings. These hunters often position themselves in unexpected or treacherous locations, using their surroundings to weaken their prey. Roll on or choose a result from the Roper Hazards table to inspire what dangers ropers employ when ambushing prey.",{"type":"table","caption":"Roper Hazards","colLabels":["1d8","The Roper Drags Prey Through..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Areas that trigger traps."],["2","Caverns filled with smoke or gas."],["3","{@book dead magic zone|XDMG|2|Dead Magic} or {@hazard Wild Magic Zone|XDMG|Wild Magic zones}."],["4","The lair of a creature it is trying to bait out."],["5","A nest of rats, insects, or other vermin."],["6","Patches of brown mold* or green slime*."],["7","Pools of magma or boiling water."],["8","{@book razorvine|DMG|5|Razorvine} or similar dangerous plants."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Rule 9: Never trust a stalagmite."],"from":"X the Mystic's Rules of Dungeon Survival"}]}]}],"gallery":[{"path":"bestiary/XMM/Roper.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"roper-mm","source":"MM"}]},{"id":"roper-mm","name":"Roper","source":"MM","page":261,"srd":false,"image":"bestiary/MM/Roper.webp","token":"bestiary/tokens/MM/Roper.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"20","initiative":"-1 (9)","hp":"93 (11d10 + 33)","speed":"10 ft., climb 10 ft.","str":18,"dex":8,"con":17,"int":7,"wis":16,"cha":6,"saves":"","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."]},{"name":"Grasping Tendrils","entries":["The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a {@dc 15} Strength check against it."]},{"name":"Spider Climb","entries":["The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage."]},{"name":"Tendril","entries":["{@atk mw} {@hit 7} to hit, reach 50 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target."]},{"name":"Reel","entries":["The roper pulls each creature {@condition grappled} by it up to 25 feet straight toward it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Living in caves and caverns throughout the Underdark, voracious ropers feast on whatever they can catch and seize. A roper eats any creature, from Underdark beasts to adventurers and their gear.","A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up cave walls and along stone ceilings, finding the best position from which to attack.",{"name":"Underdark Hunters","type":"entries","entries":["The roper is an evolved, mature form of piercer, with which it shares its rock-like appearance and hunting tactics. A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth.","A roper can digest anything it eats with the exception of platinum, gemstones, and magic items, which can sometimes be retrieved from the creature's gizzard after death. A roper's digestive juices are also valuable, fetching a high price from alchemists who use them as a solvent."]},{"name":"Weakening Tendrils","type":"entries","entries":["A roper has six nubs set along its body, through which it extrudes sticky tendrils that bond to whatever they touch. Each tendril sends out hair-like growths that penetrate a creature's flesh and sap its strength, so the victim can struggle only weakly as the roper reels it in. If a tendril is cut through or broken, the roper produces a new one to replace it."]}]}]}],"gallery":[{"path":"bestiary/MM/Roper.webp"}],"hidden":true,"otherVersions":[{"id":"roper","source":"XMM"}]},{"id":"rosavalda-rose-durst","name":"Rosavalda \"Rose\" Durst","source":"CoS","page":217,"srd":false,"image":"bestiary/CoS/Rosavalda Rose Durst.webp","token":"bestiary/tokens/CoS/Rosavalda \"Rose\" Durst.webp","size":"Small","creatureType":"Undead","alignment":"Lawful Good","ac":"11","initiative":"+1 (11)","hp":"35 (10d6)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Rose can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Rose can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Rose enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Possession {@recharge}","entries":["One humanoid that Rose can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Rose ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Rosavalda Rose Durst.webp"}]},{"id":"rosie-beestinger","name":"Rosie Beestinger","source":"AI","page":203,"srd":false,"image":"bestiary/AI/Rosie Beestinger.webp","token":"bestiary/tokens/AI/Rosie Beestinger.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Chaotic Good","ac":"15","initiative":"+3 (13)","hp":"45 (10d6 + 10)","speed":"40 ft.","str":8,"dex":16,"con":12,"int":12,"wis":14,"cha":14,"saves":"Str +1, Dex +5","skills":"Acrobatics +5, History +3, Intimidation +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Draconic, Elvish, Halfling","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["Rosie has advantage on saving throws against being {@condition frightened}."]},{"name":"Halfling Nimbleness","entries":["Rosie can move through the space of any creature that is of a size larger than hers."]},{"name":"Evasion","entries":["If Rosie is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's {@condition incapacitated}."]},{"name":"Shadow Step","entries":["When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim light or darkness. She then has advantage on the first melee attack she makes before the end of the turn."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Rosie's innate spellcasting ability is Wisdom (spell save {@dc 12}). She can innately cast the following spells, requiring no material components:","At will: {@spell minor illusion}, {@spell sacred flame}, {@spell thaumaturgy}","1/day each: {@spell command}, {@spell darkness}, {@spell darkvision}, {@spell pass without trace}, {@spell silence}"]}],"actions":[{"name":"Multiattack","entries":["Rosie makes three attacks, then makes two unarmed strike attacks."]},{"name":"Staff of the Master (+1 Quarterstaff)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage, or 8 ({@damage 1d8 + 4}) bludgeoning damage if used with two hands."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage. Rosie's unarmed strikes are magical."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missiles","entries":["In response to being hit by a ranged weapon attack, Rosie deflects the missile. The damage she takes from the attack is reduced by {@damage 1d10 + 9}. If the damage is reduced to 0, she catches the missile if it's small enough to hold in one hand and she has a hand free."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Well, I have this jar of eyeballs..."]},"Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the wrong side of the \"aggressor/victim\" relationship. But this is a mix-up that few people make more than once. Patient and studious, Rosie has schooled more than one malcontent with what the halfling refers to as \"the sauce\"-a whirlwind of kicks and punches to one or the other haunches that can inspire even the toughest half-orc to sprint toward anyplace Rosie isn't. As an increasing number of folk hear the tales of her prowess, the \"C\" Team cartographer's fame among her fellow halflings has become nothing short of legendary. Still, this adoration might be augmented by the sheer number of halflings related to Rosie. She has a daunting number of natural and adopted children, many of whom have followed their mother along the adventuring career track.","Rosie's goals have always been more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the endless movements and intricate patterns of the sky. However, the Beestinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the family to various and nefarious halfling criminal enter prises. Naturally, Rosie knows nothing about any of that. Sure, her nickname is \"Grandmother Night,\" but that probably doesn't mean anything."]}]}]}],"gallery":[{"path":"bestiary/AI/Rosie Beestinger.webp","credit":"Nurse Normal"}]},{"id":"rot-troll","name":"Rot Troll","source":"MPMM","page":247,"srd":false,"image":"bestiary/MPMM/Rot Troll.webp","token":"bestiary/tokens/MPMM/Rot Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"138 (12d10 + 72)","speed":"30 ft.","str":18,"dex":13,"con":22,"int":5,"wis":8,"cha":4,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Rancid Degeneration","entries":["At the end of each of the troll's turns, each creature within 5 feet of it takes 11 ({@damage 2d10}) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 16 ({@damage 3d10}) necrotic damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A troll infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body wither and the flesh falls away from the body as quickly, as it forms. Eventually a rot troll becomes unable to regenerate, though the troll still heals normally. The creature courses with necrotic energy; simply standing near a rot troll exposes other creatures to lethal emanations."]},{"type":"section","name":"Trolls","entries":["Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.",{"type":"entries","name":"Vaprak the Destroyer","entries":["Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.","Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body."]}]}],"gallery":[{"path":"bestiary/MPMM/Rot Troll.webp","credit":"Ralph Horsley"}],"otherVersions":[{"id":"rot-troll-mtf","source":"MTF"}]},{"id":"rot-troll-mtf","name":"Rot Troll","source":"MTF","page":244,"srd":false,"image":"bestiary/MTF/Rot Troll.webp","token":"bestiary/tokens/MTF/Rot Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"138 (12d10 + 72)","speed":"30 ft.","str":18,"dex":13,"con":22,"int":5,"wis":8,"cha":4,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Rancid Degeneration","entries":["At the end of each of the troll's turns, each creature within 5 feet of it takes 11 ({@damage 2d10}) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 16 ({@damage 3d10}) necrotic damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 5 ({@damage 1d10}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Rot Troll","entries":["A troll that is infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body withers, and its flesh falls away from the body as quickly as it forms. Eventually a rot troll becomes unable to regenerate, though it still heals normally. The creature courses with necrotic energy that flows out of its withered form. Simply standing near a rot troll exposes other creatures to its lethal emanations."]},{"type":"section","name":"Trolls","entries":["Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters."]}],"gallery":[{"path":"bestiary/MTF/Rot Troll.webp","credit":"Ralph Horsley"}],"hidden":true,"otherVersions":[{"id":"rot-troll","source":"MPMM"}]},{"id":"rothe","name":"Rothé","source":"CoA","page":48,"srd":false,"image":"bestiary/tokens/CoA/Rothé.webp","token":"bestiary/tokens/CoA/Rothé.webp","size":"Large","creatureType":"Beast (Cattle)","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"15 (2d10 + 4)","speed":"30 ft.","str":18,"dex":10,"con":14,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the rothé moved at least 20 feet straight towards this target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"rothe-vgm","source":"VGM"}]},{"id":"rothe-vgm","name":"Rothé","source":"VGM","page":208,"srd":false,"image":"bestiary/tokens/VGM/Rothé.webp","token":"bestiary/tokens/VGM/Rothé.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"15 (2d10 + 4)","speed":"30 ft.","str":18,"dex":10,"con":14,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Charge","entries":["If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ordinary rothé resemble musk oxen and have {@sense darkvision} out to a range of 30 feet."]}],"hidden":true,"otherVersions":[{"id":"rothe","source":"CoA"}]},{"id":"rotter","name":"Rotter","source":"RtG","page":34,"srd":false,"image":"bestiary/tokens/RtG/Rotter.webp","token":"bestiary/tokens/RtG/Rotter.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+1 (11)","hp":"75 (10d8 + 30)","speed":"30 ft., climb 30 ft.","str":18,"dex":12,"con":16,"int":10,"wis":13,"cha":8,"saves":"","skills":"Athletics +7, Perception +4, Stealth +4","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Club","entries":["In the rotter's hand, its club is magical and deals 7 ({@damage 3d4}) extra damage (included in its attacks)."]},{"name":"Plant Camouflage","entries":["The rotter has advantage on Dexterity ({@skill Stealth}) checks it makes in terrain with ample obscuring plant life."]},{"name":"Regeneration","entries":["The rotter regains 10 hit points at the start of its turn if it is in contact with the ground. If the rotter takes fire damage, this trait doesn't function at the start of the rotter's next turn. The rotter dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Shared Senses","entries":["The rotter can see and hear what any plant within 120 ft can see and hear. In addition, the rotter can communicate telepathically with any plant within this range."]},{"name":"Tree Stride","entries":["Once on each of its turns, the rotter can use 10 feet of its movement to step magically into one copse of mushrooms within 5 feet of it and emerge from a second copse of mushrooms within 60 feet of it, appearing in an unoccupied space within 5 feet of the second copse. Both copses of mushrooms must be Large or bigger. The rotter doesn't need to be able to see the second copse to use this ability."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The rotter makes two attacks with its club."]},{"name":"Club","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"rowboat-mimic","name":"Rowboat Mimic","source":"WDMM","page":76,"srd":false,"image":"bestiary/tokens/WDMM/Rowboat Mimic.webp","token":"bestiary/tokens/WDMM/Rowboat Mimic.webp","size":"Large","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"67 (9d10 + 18)","speed":"15 ft.","str":17,"dex":12,"con":15,"int":5,"wis":13,"cha":8,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Adhesive (Object Form Only)","entries":["The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 13}). Ability checks made to escape this grapple have disadvantage."]},{"name":"False Appearance (Object Form Only)","entries":["While the mimic remains motionless, it is indistinguishable from an ordinary object."]},{"name":"Grappler","entries":["The mimic has advantage on attack rolls against any creature {@condition grappled} by it."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"rubblebelt-stalker","name":"Rubblebelt Stalker","source":"GGR","page":239,"srd":false,"image":"bestiary/tokens/GGR/Rubblebelt Stalker.webp","token":"bestiary/tokens/GGR/Rubblebelt Stalker.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"30 ft., climb 30 ft.","str":10,"dex":15,"con":12,"int":10,"wis":14,"cha":8,"saves":"","skills":"Athletics +2, Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Ambusher","entries":["In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn't taken a turn yet."]},{"name":"Nimble Escape","entries":["The stalker can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]},{"name":"Ruin Dweller","entries":["The stalker has advantage on Dexterity ({@skill Stealth}) checks made to hide in ruins, and its speed is not reduced in {@quickref difficult terrain||3} composed of rubble."]},{"name":"Siege Monster","entries":["The stalker deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The stalker makes three attacks with its shortsword."]},{"name":"Shortsword","entries":["{@atk m} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans. They excel at moving over challenging terrain, whether they're picking their way through treacherous ruins or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape."]}]}]}]},{"id":"rudolph-van-richten","name":"Rudolph van Richten","source":"RHW","page":264,"srd":false,"image":"bestiary/RHW/Rudolph van Richten.webp","token":"bestiary/tokens/RHW/Rudolph van Richten.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"13","initiative":"+2 (12)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":9,"dex":14,"con":16,"int":17,"wis":18,"cha":15,"saves":"Con +6, Wis +7","skills":"Arcana +6, Medicine +7, Perception +7, Religion +6, Sleight Of Hand +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Abyssal, Common, Elvish, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Shield of Erasmus","entries":["While {@status Bloodied|XPHB}, Rudolph has {@variantrule Resistance|XPHB} to Force, Poison, and Psychic damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Rudolph makes three attacks, using Silver Sword Cane or Hand Crossbow in any combination."]},{"name":"Silver Sword Cane","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage plus 5 ({@damage 2d4}) Radiant damage. Critical {@h}The target has the {@condition Poisoned|XPHB} condition until it finishes a {@variantrule Long Rest|XPHB}. It makes a {@dc 15} Constitution saving throw at end of each hour, ending the effect on a success."]},{"name":"Hand Crossbow","entries":["{@atkr r} {@hit 5}, range 30/120 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 5 ({@damage 2d4}) Radiant damage."]},{"name":"Repel Evil {@recharge 5}","entries":["{@actSave cha} {@dc 15}, each creature of Rudolph's choice in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 18 ({@damage 4d8}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of Rudolph's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Occult Aid (2/Day)","entries":["Rudolph casts {@spell Cure Wounds|XPHB}, {@spell Dispel Evil and Good|XPHB}, or {@spell Sanctuary|XPHB}, using Wisdom as the spellcasting modifier (spell save {@dc 15})."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Cursed Vampire Hunter}","In better days, Rudolph van Richten lived with his wife, Ingrid, and son, Erasmus, in their family home outside Rivalis in the domain of Darkon. The brash doctor Rudolph ran afoul of the Radanaviches, a family of brigands disguised as Vistani travelers. When the doctor refused to treat one of the family's mortally ill members, the group's leader, Irena Radanavich, ordered her band to kidnap Rudolph's son. She then sold the young man to the vampire Baron Metus. Rudolph pursued the Radanaviches, shattered their criminal operation, and brought Irena to justice, but not before suffering her curse: \"Live you always among monsters, and see everyone you love die beneath their claws.\"","By the time Rudolph tracked down his missing son, the curse had already taken hold: Erasmus had been transformed into Metus's vampire spawn. Rudolph put an end to his son's suffering by pounding a wooden stake through the youth's chest.","This violent deed begat more bloodshed: Baron Metus avenged his slain servant by killing Rudolph's wife, Ingrid. Though Rudolph eventually slew the evil baron, he remains haunted by the horror of his family's destruction.","Rudolph has committed himself to unmasking the evils lurking amid the Land of the Mists, hunting monsters, ending curses, and providing others with tools to do the same. His reputation and writings have spread among the domains. His published works, such as{@i Van Richten's Guide to Vampires}and{@i Van Richten's Guide to Werebeasts}, have earned him both adherents and disdain among scholarly communities. Nevertheless, his good works have touched lives and earned him allies far and wide.","Rudolph lives in Mordentshire in the domain of Mordent. From his modest herbalist's shop, he corresponds with scholars and monster hunters across the domains, researches horrific creatures, and crafts tools to combat evil. Frequently he travels to other domains to conduct research or aid friends.","Over the years, Rudolph has adventured alongside heroes like monster hunter George Weathermay and detectives Alanik Ray and Arthur Sedgwick. A new generation of heroes, including Ez d'Avenir and Gennifer and Laurie Weathermay-Foxgrove, have learned from the doctor and continue his fight against evil.","Unbeknownst to Rudolph, Erasmus watches over his father. The spirit of the artistic and thoughtful young man haunts the elder van Richten and aids him and his father's allies with subtle direction and encouragement.","Rudolph knows that his age or vocation will eventually put an end to his endeavors. Increasingly he turns his research toward Barovia and its vampire overlord, Strahd von Zarovich, believing they hold keys to undoing myriad evils across the Land of the Mists."]}],"gallery":[{"path":"bestiary/RHW/Rudolph van Richten.webp","credit":"Cynthia Sheppard"}]},{"id":"rug-of-smothering","name":"Rug of Smothering","source":"MM","page":20,"srd":false,"image":"bestiary/MM/Rug of Smothering.webp","token":"bestiary/tokens/MM/Rug of Smothering.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"33 (6d10)","speed":"10 ft.","str":17,"dex":14,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The rug is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"Damage Transfer","entries":["While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature {@condition grappled} by the rug takes the other half."]},{"name":"False Appearance","entries":["While the rug remains motionless, it is indistinguishable from a normal rug."]}],"spellcasting":[],"actions":[{"name":"Smother","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one Medium or smaller creature. {@h}The creature is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, {@condition blinded}, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death.","A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura.","In some cases, a rug of smothering is disguised as a {@item carpet of flying} or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim.",{"type":"section","name":"Animated Objects","entries":["Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Constructed Nature","type":"entries","entries":["An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Rug of Smothering.webp"}]},{"id":"ruidium-elephant","name":"Ruidium Elephant","source":"CRCotN","page":95,"srd":false,"image":"bestiary/CRCotN/Ruidium Elephant.webp","token":"bestiary/tokens/CRCotN/Ruidium Elephant.webp","size":"Huge","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":24,"dex":9,"con":21,"int":3,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 10","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the elephant moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the elephant can make one Stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 10} to hit (with advantage if the target is a creature missing any hit points), reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one {@condition prone} creature. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Unknown to anyone who has come into contact with it, the elephant figurine was infected with ruidium during its time in Cael Morrow, and that substance has warped its magical properties.","When a character tries to retrieve the figurine, it reacts as if it had been activated, transforming into a crystalline version of the creature it was meant to become. This creature can't be controlled."]}],"gallery":[{"path":"bestiary/CRCotN/Ruidium Elephant.webp","credit":"CoupleOfKooks"}]},{"id":"ruin-grinder","name":"Ruin Grinder","source":"SCC","page":211,"srd":false,"image":"bestiary/SCC/Ruin Grinder.webp","token":"bestiary/tokens/SCC/Ruin Grinder.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+1 (11)","hp":"82 (11d10 + 22)","speed":"30 ft., burrow 30 ft.","str":22,"dex":13,"con":15,"int":3,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fire Absorption","entries":["Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to half the fire damage dealt."]},{"name":"Siege Monster","entries":["The ruin grinder deals double damage to objects and structures."]},{"name":"Tunneler","entries":["The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ruin grinder makes two Excavator attacks."]},{"name":"Excavator","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) force damage. If the target is a Huge or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Created by the archaeomancers of Lorehold College, ruin grinders are mighty automatons built to excavate ancient ruins and artifacts. The massive toothed shovels attached to a ruin grinder's arms tear through millennia-old bedrock with ease, leading some Lorehold mages to fear that the grinders destroy more history than they unearth."]}],"gallery":[{"path":"bestiary/SCC/Ruin Grinder.webp","credit":"Hector Ortiz"}]},{"id":"ruin-spider","name":"Ruin Spider","source":"BMT","page":182,"srd":false,"image":"bestiary/BMT/Ruin Spider.webp","token":"bestiary/tokens/BMT/Ruin Spider.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+4 (14)","hp":"105 (14d10 + 28)","speed":"40 ft., climb 40 ft.","str":16,"dex":18,"con":14,"int":2,"wis":13,"cha":4,"saves":"","skills":"Stealth +10","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Ruinous Acid","entries":["Any nonmagical weapon that hits the spider corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spider is destroyed after dealing damage."]},{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spider makes two Ruinous Bite attacks. It can replace one attack with a use of Web."]},{"name":"Ruinous Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage and 9 ({@damage 2d8}) acid damage. In addition, if the target is a creature wearing nonmagical armor, the armor takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an Armor Class of 10 is destroyed."]},{"name":"Web {@recharge 5}","entries":["{@atk rw} {@hit 7} to hit, range 30/60 ft., one creature. {@h}The target has the {@condition restrained} condition. As an action, a {@condition restrained} target can make a {@dc 13} Strength check, bursting the webbing on a successful check. The webbing can also be destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to acid, bludgeoning, poison, and psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The potent magic of a Deck of Many Things can have unpredictable effects on its environment, especially when the deck remains in one place for a long time.","Ruin spiders arise when the magic of the deck transforms giant spiders into even more dangerous monsters whose acidic venom disintegrates everything it touches. A ruin spider is easily recognizable by anyone familiar with the Deck of Many Things because the pattern on the back of the cards is duplicated on the spider's carapace."]}],"gallery":[{"path":"bestiary/BMT/Ruin Spider.webp"}]},{"id":"rumpadump","name":"Rumpadump","source":"OotA","page":72,"srd":false,"image":"bestiary/OotA/Rumpadump.webp","token":"bestiary/tokens/OotA/Rumpadump.webp","size":"Small","creatureType":"Plant","alignment":"Lawful Neutral","ac":"10","initiative":"+0 (10)","hp":"7 (2d6)","speed":"10 ft.","str":8,"dex":10,"con":10,"int":8,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Distress Spores","entries":["When Rumpadump takes damage, all other myconids within 240 feet of it can sense its pain."]},{"name":"Sun Sickness","entries":["While in sunlight, Rumpadump has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight."]}],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage plus 2 ({@damage 1d4}) poison damage."]},{"name":"Rapport Spores (3/Day)","entries":["A 10-foot radius of spores extends from Rumpadump. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Rumpadump.webp"}]},{"id":"runara","name":"Runara","source":"DoSI","page":40,"srd":false,"image":"bestiary/DoSI/Runara.webp","token":"bestiary/tokens/DoSI/Runara.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Good","ac":"19","initiative":"+0 (10)","hp":"212 (17d12 + 102)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":19,"saves":"Dex +5, Con +11, Wis +7, Cha +9","skills":"Insight +7, Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["Runara can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Runara fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Runara can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Frightful Presence","entries":["Each creature of Runara's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["Runara uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Breath","entry":"Runara exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Repulsion Breath","entry":"Runara exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 19} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon."}]}]},{"name":"Change Shape","entries":["Runara magically transforms into a Humanoid or Beast that is Medium or Small, while retaining her game statistics (other than her size). This transformation ends if Runara is reduced to 0 hit points or uses a bonus action to end it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as though it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) thunder damage and be {@condition deafened} until the end of its next turn."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Bronze Dragon||adult} or {@creature Ancient Bronze Dragon||ancient}) bronze dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Ocean's Call","entry":"The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a {@dc 15} Dexterity saving throw or take 5 ({@damage 1d10}) slashing damage; then the swarm vanishes."},{"type":"item","name":"Salt Burst","entry":"The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) slashing damage."},{"type":"item","name":"Whelming Water","entry":"The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary bronze dragon's lair is warped by the dragon's magic.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.","Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Phantom Escort","entry":"Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair."},{"type":"item","name":"Underwater Pursuit","entry":"Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel."},{"type":"item","name":"Unfailing Faithfulness","entry":"Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise."}]}],"source":"FTD"}],"lore":[{"type":"entries","entries":["Despite her innocuous disguise and her commitment to peace, the leader of Dragon's Rest is an adult bronze dragon—a fearsome opponent or a powerful ally. Her capabilities go beyond what is presented here."]},{"type":"section","entries":[{"type":"entries","name":"Bronze Dragons","entries":["Many bronze dragons are friendly coastal dwellers who enjoy watching ships and sailors."]}]}],"gallery":[{"path":"bestiary/DoSI/Runara.webp","credit":"David Auden Nash"}]},{"id":"runed-behir","name":"Runed Behir","source":"WDMM","page":158,"srd":false,"image":"bestiary/tokens/WDMM/Runed Behir.webp","token":"bestiary/tokens/WDMM/Runed Behir.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d12 + 64)","speed":"50 ft., climb 40 ft.","str":23,"dex":16,"con":18,"int":7,"wis":14,"cha":12,"saves":"","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"darkvision 90 ft., Passive Perception 16","languages":"Draconic","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[{"name":"Lesser Magic","entries":["The behir casts {@spell color spray} or {@spell sleep}, requiring no components. Its spellcasting ability is Charisma (spell save {@dc 13})."]},{"name":"Greater Magic (Costs 2 Actions)","entries":["The behir casts {@spell invisibility} or {@spell misty step}, requiring no components."]}],"actions":[{"name":"Multiattack","entries":["The behir makes two attacks: one with its bite and one to constrict."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one Large or smaller creature. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 17 ({@damage 2d10 + 6}) slashing damage. The target is {@condition grappled} (escape {@dc 16}) if the behir isn't already constricting a creature, and the target is {@condition restrained} until this grapple ends."]},{"name":"Lightning Breath {@recharge 5}","entries":["The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Swallow","entries":["The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the behir, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.","If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"runic-colossus","name":"Runic Colossus","source":"BGG","page":163,"srd":false,"image":"bestiary/BGG/Runic Colossus.webp","token":"bestiary/tokens/BGG/Runic Colossus.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"-1 (9)","hp":"315 (18d20 + 126)","speed":"60 ft.","str":25,"dex":9,"con":24,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Giant but can't speak","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The colossus is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The colossus has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The colossus deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The colossus makes two Slam attacks and then uses Stomp."]},{"name":"Slam","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}26 ({@damage 3d12 + 7}) bludgeoning damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a {@dc 22} Dexterity saving throw or have the {@condition prone} condition. Until the colossus uses its Stomp again or moves, the creature has the {@condition restrained} condition. The {@condition restrained} creature or another creature within 5 feet of it can use its action to make a {@dc 22} Strength check. On a successful check, the affected creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer {@condition restrained}."]},{"name":"Arcane Beam {@recharge 5}","entries":["The colossus fires a beam of magical force from its chest, hands, or head in a 150-foot line that is 10 feet wide. Each creature in that area must make a {@dc 22} Dexterity saving throw, taking 58 ({@damage 9d12}) force damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Spell Reflection (2/Day)","entries":["{@atk rs} {@hit 14} to hit, range 120 ft., one creature casting a spell of 5th level or lower. {@h}26 ({@damage 4d12}) force damage, and the target must succeed on a {@dc 15} Intelligence saving throw or the spell fails and has no effect."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["According to {@i The Saga of the Dragon Queller}, told by giants on some worlds, a disparate group of giants combined their efforts to protect their ancient empire from a particularly vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and fire giants shaped them into flexible joints and plated armor. Storm giants inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian: the first runic colossus.","A runic colossus stands 30 feet tall. It regards all non-giants as a threat, and unless it has other orders, it attacks such creatures on sight.","The art of crafting a runic colossus is lost to modern giants, but many tales suggest the instructions might be buried deep in ruins from ancient giants' empires."]}],"gallery":[{"path":"bestiary/BGG/Runic Colossus.webp"}]},{"id":"rust-monster","name":"Rust Monster","source":"XMM","page":263,"srd":true,"image":"bestiary/XMM/Rust Monster.webp","token":"bestiary/tokens/XMM/Rust Monster.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"33 (6d8 + 6)","speed":"40 ft.","str":13,"dex":12,"con":13,"int":2,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Iron Scent","entries":["The rust monster can pinpoint the location of ferrous metal within 30 feet of itself."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The rust monster makes one Bite attack and uses Antennae twice."]},{"name":"Bite","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}5 ({@damage 1d8 + 1}) Piercing damage."]},{"name":"Antennae","entries":["The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. {@actSave dex} {@dc 11}, the creature with the object. {@actSaveFail} The object takes a -1 penalty to the AC it offers (armor) or to its attack rolls (weapon). Armor is destroyed if the penalty reduces its AC to 10, and a weapon is destroyed if its penalty reaches -5. The penalty can be removed by casting the {@spell Mending|XPHB} spell on the armor or weapon."]},{"name":"Destroy Metal","entries":["The rust monster touches a nonmagical metal object within 5 feet of itself that isn't being worn or carried. The touch destroys a 1-foot {@variantrule Cube [Area of Effect]|XPHB|Cube} of the object."]}],"bonusActions":[],"reactions":[{"name":"Reflexive Antennae","entries":["{@actTrigger} An attack roll hits the rust monster. {@actResponse} The rust monster uses Antennae."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Rust Monster","entries":["{@i Corrosive, Equipment-Eating Scavenger}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Rust monsters roam the Underdark searching for ferrous metal. When they find this material—whether natural veins, subterranean structures, or creatures' equipment—these beetle-like scavengers rush to feed. Using their feathery antennae, rust monsters dissolve metals such as iron and steel into rusted scrap. They easily gnaw through this corroded metal using their mandibles. Rust monsters usually ignore creatures without metal equipment, but they defend themselves if attacked."]}],"gallery":[{"path":"bestiary/XMM/Rust Monster.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"rust-monster-mm","source":"MM"}]},{"id":"rust-monster-mm","name":"Rust Monster","source":"MM","page":262,"srd":false,"image":"bestiary/MM/Rust Monster.webp","token":"bestiary/tokens/MM/Rust Monster.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"40 ft.","str":13,"dex":12,"con":13,"int":2,"wis":13,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Iron Scent","entries":["The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it."]},{"name":"Rust Metal","entries":["Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]},{"name":"Antennae","entries":["The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a {@dc 11} Dexterity saving throw to avoid the rust monster's touch.","If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Most dwarves would rather face a squad of orcs than confront a single rust monster. These strange, normally docile creatures corrode ferrous metals, then gobble up the rust they create. In doing so, they have ruined the armor, shields, and weapons of countless adventurers.","A rust monster's body is covered in thick, lumpy armor, its long tail ends in a bony protrusion, and two feathery antennae sprout from its insectile head.",{"name":"Underground Scavengers","type":"entries","entries":["Rust monsters roam subterranean passages in search of ferrous metals such as iron, steel, adamantine, and mithral to consume.","They ignore creatures not carrying such metals, but can become aggressive toward those bearing steel weapons and armor. A rust monster can smell its food at a distance, immediately dashing toward the scent's source to corrode and consume the object.","A rust monster doesn't care if the rust it consumes comes from a spike or a sword. Adventurers can distract the creature by dropping ferrous objects behind them."]},{"name":"Subterranean Wanderers","type":"entries","entries":["Rust monsters are rarely found in large numbers, preferring to hunt alone or in small groups. They meander along tunnels, moving from cave to cave in their tireless search for ferrous metals to consume. Their wanderings often bring them into contact with other Underdark denizens that find them harmless or unappetizing. Thus, rust monsters may be found in close proximity to other subterranean monsters. If they are well treated and well fed, they can also become friendly companions or pets."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Destroyed me hammer and me axe, it did. Put me faith to the test that day, it did."],"by":"Brawn Thunderstones, dwarf paladin of Dumathoin"}]}]}],"gallery":[{"path":"bestiary/MM/Rust Monster.webp"}],"hidden":true,"otherVersions":[{"id":"rust-monster","source":"XMM"}]},{"id":"rusted-behemoth","name":"Rusted Behemoth","source":"FRAiF","page":272,"srd":false,"image":"bestiary/FRAiF/Rusted.webp","token":"bestiary/tokens/FRAiF/Rusted Behemoth.webp","size":"Huge","creatureType":"Construct","alignment":"Neutral","ac":"18","initiative":"+0 (10)","hp":"157 (15d12 + 60)","speed":"40 ft.","str":22,"dex":10,"con":19,"int":6,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Coastal, Forest","treasure":"Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Rusted makes three attacks, using Slam or Rusted Shot Put in any combination."]},{"name":"Slam","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}20 ({@damage 4d6 + 6}) Bludgeoning damage."]},{"name":"Rusted Shot Put","entries":["{@atkr r} {@hit 10}, range 60/240 ft. {@h}15 ({@damage 2d8 + 6}) Bludgeoning damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Rust-Riddled Hide","entries":["{@actTrigger} The Rusted is hit by an attack roll that deals Bludgeoning, Piercing, or Slashing damage. {@actResponse d}{@actSave con} {@dc 16}, each creature of the Rusted's choice in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the Rusted. {@actSaveFail} the target has the {@condition Poisoned|XPHB} condition until the end of the target's next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A giant overtaken by the Rusting is a fearsome juggernaut, rending trees and hills in a mindless rage. Their tough, rusted skin turns away blades and arrows in a shower of toxic orange dust. Rusted behemoths enjoy despoiling the wilderness."]},{"type":"section","name":"Rusted","entries":["{@i Construct Victims of a Supernatural Curse}","The supernatural Rusting curse that pervades the Moonshae Isles manifests as a thin scrim of iron over a living creature's skin. This coarse iron rusts easily, turning the creature a sickly orange gray. Unchecked, this curse transforms the victim into a Rusted, an animated iron caricature of itself that sheds flakes of toxic rust.","As the Rusting curse hardens the skin, it also hollows out the mind. Rusted creatures despise unspoiled nature and are compelled to destroy it when they can.",{"type":"inset","name":"Other Rusted","entries":["You can turn any Beast, Fey, Giant, Humanoid, or Monstrosity into a Rusted version of itself by doing the following: change the creature's type to Construct, and give it Immunity to Poison damage and the {@condition Exhaustion|XPHB}, {@condition Petrified|XPHB}, and {@condition Poisoned|XPHB} conditions."]}]}],"gallery":[{"path":"bestiary/FRAiF/Rusted.webp"}]},{"id":"rusted-berserker","name":"Rusted Berserker","source":"FRAiF","page":273,"srd":false,"image":"bestiary/FRAiF/Rusted.webp","token":"bestiary/tokens/FRAiF/Rusted Berserker.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"16","initiative":"+2 (12)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":18,"dex":14,"con":17,"int":6,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"Passive Perception 10","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Coastal, Forest","treasure":"Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Rusted makes two attacks, using Greatsword or Javelin in any combination."]},{"name":"Greatsword","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Slashing damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]},{"name":"Javelin","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 30/120 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A Rusted berserker is a human Norlander transformed by the Rusting. These berserkers have forsaken the traditional Norlander lifestyle to rage against nature and its protectors."]},{"type":"section","name":"Rusted","entries":["{@i Construct Victims of a Supernatural Curse}","The supernatural Rusting curse that pervades the Moonshae Isles manifests as a thin scrim of iron over a living creature's skin. This coarse iron rusts easily, turning the creature a sickly orange gray. Unchecked, this curse transforms the victim into a Rusted, an animated iron caricature of itself that sheds flakes of toxic rust.","As the Rusting curse hardens the skin, it also hollows out the mind. Rusted creatures despise unspoiled nature and are compelled to destroy it when they can.",{"type":"inset","name":"Other Rusted","entries":["You can turn any Beast, Fey, Giant, Humanoid, or Monstrosity into a Rusted version of itself by doing the following: change the creature's type to Construct, and give it Immunity to Poison damage and the {@condition Exhaustion|XPHB}, {@condition Petrified|XPHB}, and {@condition Poisoned|XPHB} conditions."]}]}],"gallery":[{"path":"bestiary/FRAiF/Rusted.webp"}]},{"id":"rusted-wyrm","name":"Rusted Wyrm","source":"FRAiF","page":273,"srd":false,"image":"bestiary/FRAiF/Rusted.webp","token":"bestiary/tokens/FRAiF/Rusted Wyrm.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Neutral","ac":"20","initiative":"+6 (16)","hp":"231 (14d20 + 84)","speed":"40 ft., swim 60 ft.","str":25,"dex":13,"con":22,"int":8,"wis":14,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"exhaustion; frightened; petrified; poisoned","senses":"Darkvision 120 ft., Passive Perception 12","languages":"Common, Draconic","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"Coastal, Forest","treasure":"Individual","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the Rusted fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Rusted makes two Bite attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 12}, reach 20 ft. {@h}29 ({@damage 4d10 + 7}) Piercing damage."]},{"name":"Steam Breath {@recharge 5}","entries":["{@actSave dex} {@dc 19}, each creature and flammable object that isn't being worn or carried in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 45 ({@damage 7d12}) Fire damage, and the target starts {@hazard burning|XPHB}. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} Being underwater doesn't grant {@variantrule Resistance|XPHB} to this Fire damage."]}],"bonusActions":[{"name":"Encasing Rust","entries":["{@actSave con} {@dc 19}, one creature within 20 feet of the Rusted. {@actSaveFail} 14 ({@damage 4d6}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn. While {@condition Poisoned|XPHB}, the target has the {@condition Paralyzed|XPHB} condition."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A Rusted wyrm is a draconic colossus capable of phenomenal devastation. Although some Rusted wyrms evaporate rivers and destroy springs, others venture further underwater to wreck coral reefs and boil the sea."]},{"type":"section","name":"Rusted","entries":["{@i Construct Victims of a Supernatural Curse}","The supernatural Rusting curse that pervades the Moonshae Isles manifests as a thin scrim of iron over a living creature's skin. This coarse iron rusts easily, turning the creature a sickly orange gray. Unchecked, this curse transforms the victim into a Rusted, an animated iron caricature of itself that sheds flakes of toxic rust.","As the Rusting curse hardens the skin, it also hollows out the mind. Rusted creatures despise unspoiled nature and are compelled to destroy it when they can.",{"type":"inset","name":"Other Rusted","entries":["You can turn any Beast, Fey, Giant, Humanoid, or Monstrosity into a Rusted version of itself by doing the following: change the creature's type to Construct, and give it Immunity to Poison damage and the {@condition Exhaustion|XPHB}, {@condition Petrified|XPHB}, and {@condition Poisoned|XPHB} conditions."]}]}],"gallery":[{"path":"bestiary/FRAiF/Rusted.webp"}]},{"id":"rutterkin","name":"Rutterkin","source":"MPMM","page":210,"srd":false,"image":"bestiary/MPMM/Rutterkin.webp","token":"bestiary/tokens/MPMM/Rutterkin.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"37 (5d8 + 15)","speed":"20 ft.","str":14,"dex":15,"con":17,"int":5,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"understands Abyssal but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Immobilizing Fear","entries":["When a creature that isn't a demon starts its turn within 30 feet of one or more rutterkins, that creature must make a {@dc 11} Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a failed save, the creature becomes {@condition frightened} of the rutterkins for 1 minute. While {@condition frightened} in this way, the creature is {@condition restrained}. At the end of each of the {@condition frightened} creature's turns, it can repeat the saving throw, ending the effect on itself on a success. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw against disease or become {@condition poisoned}. At the end of each long rest, the {@condition poisoned} target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while {@condition poisoned} in this way, it dies and instantly transforms into a living {@creature manes}. The transformation can be undone only by a {@spell wish} spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Eugh, rutterkins. You've heard of stinking cloud—now get ready for its sequel, rancid crows.","(Mordenkainen, my dear, I know you just died inside when you read that. Kisses!)"],"by":"Tasha"},"Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place.","Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of {@creature manes} demons that follow in the wake of the rutterkin mob that laid them low."],"gallery":[{"path":"bestiary/MPMM/Rutterkin.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"rutterkin-mtf","source":"MTF"}]},{"id":"rutterkin-mtf","name":"Rutterkin","source":"MTF","page":136,"srd":false,"image":"bestiary/MTF/Rutterkin.webp","token":"bestiary/tokens/MTF/Rutterkin.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"37 (5d8 + 15)","speed":"20 ft.","str":14,"dex":15,"con":17,"int":5,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"understands Abyssal but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Crippling Fear","entries":["When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a {@dc 11} Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes {@condition frightened} for 1 minute. While {@condition frightened} in this way, the creature is {@condition restrained}. At the end of each of the {@condition frightened} creature's turns, it can repeat the saving throw, ending the effect on itself on a success."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw against disease or become {@condition poisoned}. At the end of each long rest, the {@condition poisoned} target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while {@condition poisoned} in this way, it dies and instantly transforms into a living {@creature abyssal wretch|mtf}. The transformation of the body can be undone only by a {@spell wish} spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Rutterkin","entries":["The rutterkins, a breed of warped demon, roam the Abyss in mobs that constantly search for intruders to surround and devour."]},{"name":"Abyssal Defenders","type":"entries","entries":["Rutterkins protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place."]},{"name":"Warping Plague","type":"entries","entries":["Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims that succumb to the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of abyssal wretches that follow in the wake of the rutterkin mob that laid them low."]}]}]}],"gallery":[{"path":"bestiary/MTF/Rutterkin.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"rutterkin","source":"MPMM"}]},{"id":"ruxithid-the-chosen","name":"Ruxithid the Chosen","source":"PaBTSO","page":99,"srd":false,"image":"bestiary/PaBTSO/Ruxithid the Chosen.webp","token":"bestiary/tokens/PaBTSO/Ruxithid the Chosen.webp","size":"Medium","creatureType":"Aberration (Goblinoid)","alignment":"Neutral Evil","ac":"15","initiative":"+4 (14)","hp":"88 (16d8 + 16)","speed":"30 ft., fly 30 ft. (hover)","str":14,"dex":19,"con":12,"int":18,"wis":15,"cha":12,"saves":"Int +7, Wis +5","skills":"Insight +5, Perception +5, Stealth +10","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Goblin, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (2/Day)","entries":["When Ruxithid fails a saving throw, he can choose to succeed instead."]},{"name":"Mental Fortitude","entries":["Ruxithid has advantage on saving throws against the {@condition charmed} and {@condition frightened} conditions."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ruxithid makes two Psi-Charged Scimitar attacks."]},{"name":"Psi-Charged Scimitar","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) psychic damage."]}],"bonusActions":[{"name":"Brain Tendrils {@recharge 5}","entries":["Ruxithid unleashes a flurry of crystalline psychic tendrils from his brain, targeting one creature that he can see within 30 feet of himself. The target must succeed on a {@dc 15} Dexterity saving throw or take 9 ({@damage 2d8}) psychic damage and have the {@condition stunned} condition until the start of Ruxithid's next turn."]},{"name":"Combat Command","entries":["Ruxithid commands one allied creature he can see within 60 feet of himself to strike. The creature can immediately use its reaction to make one melee weapon attack against a target within its reach."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Centuries ago, an abandoned duergar mining outpost called Zorzula's Rest was conquered by mind flayers, and the goblins there were exposed to the illithids' strange powers, leading a subset of the goblins to develop unusual psionic powers. The mind flayers eventually left, but the goblins remained, sequestered from the rest of the world until recently when the mind flayer fanatics called on them. Some of these goblins' descendants possess psionic powers, as evidenced by the goblin psi commanders and goblin psi brawlers (see appendix A for descriptions of both) that make up their ranks. Collectively, the goblins call themselves the Sawplees: a simplification of the word for \"goblin\" in the illithids' dialect of Deep Speech.","In recent weeks, the Sawplee goblins' leader found a mysterious gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the mind flayers, who he believes are gods."]}],"gallery":[{"path":"bestiary/PaBTSO/Ruxithid the Chosen.webp"}]},{"id":"rystia-zav","name":"Rystia Zav","source":"OotA","page":135,"srd":false,"image":"bestiary/OotA/Rystia Zav.webp","token":"bestiary/tokens/OotA/Rystia Zav.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Rystia can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Rystia deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Rystia makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Rystia Zav.webp"}]},{"id":"saber-toothed-tiger","name":"Saber-Toothed Tiger","source":"XMM","page":369,"srd":true,"image":"bestiary/XMM/Saber-Toothed Tiger.webp","token":"bestiary/tokens/XMM/Saber-Toothed Tiger.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"52 (7d10 + 14)","speed":"40 ft.","str":18,"dex":17,"con":15,"int":3,"wis":12,"cha":8,"saves":"Str +6, Dex +5","skills":"Perception +5, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Arctic, Hill, Mountain","treasure":"","traits":[{"name":"Running Leap","entries":["With a 10-foot running start, the tiger can {@variantrule Long Jump|XPHB} up to 25 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tiger makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Slashing damage."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The tiger takes the {@action Disengage|XPHB} or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Saber-Toothed Tiger.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"saber-toothed-tiger-mm","source":"MM"}]},{"id":"saber-toothed-tiger-mm","name":"Saber-Toothed Tiger","source":"MM","page":336,"srd":false,"image":"bestiary/tokens/MM/Saber-Toothed Tiger.webp","token":"bestiary/tokens/MM/Saber-Toothed Tiger.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"52 (7d10 + 14)","speed":"40 ft.","str":18,"dex":14,"con":15,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The tiger has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the tiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"saber-toothed-tiger","source":"XMM"}]},{"id":"sabrina-kilgore-levels-1-4","name":"Sabrina Kilgore (Levels 1-4)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Sabrina Kilgore (Levels 1-4).webp","token":"bestiary/tokens/KftGV/Sabrina Kilgore (Levels 1-4).webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sabrina-kilgore-levels-5-8","name":"Sabrina Kilgore (Levels 5-8)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Sabrina Kilgore (Levels 5-8).webp","token":"bestiary/tokens/KftGV/Sabrina Kilgore (Levels 5-8).webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Pack Tactics","entries":["Sabrina Kilgore has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Sabrina Kilgore makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sabrina-kilgore-levels-9-11","name":"Sabrina Kilgore (Levels 9-11)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Sabrina Kilgore (Levels 9-11).webp","token":"bestiary/tokens/KftGV/Sabrina Kilgore (Levels 9-11).webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Sabrina Kilgore makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sacred-statue","name":"Sacred Statue","source":"MPMM","page":114,"srd":false,"image":"bestiary/MPMM/Sacred Statue.webp","token":"bestiary/tokens/MPMM/Sacred Statue.webp","size":"Large","creatureType":"Construct","alignment":"as the eidolon's alignment","ac":"19","initiative":"-1 (9)","hp":"95 (10d10 + 40)","speed":"25 ft.","str":19,"dex":8,"con":19,"int":14,"wis":19,"cha":16,"saves":"Wis +8","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages the {@creature eidolon|MPMM} knew in life","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the statue move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the statue isn't an object."]},{"name":"Ghostly Inhabitant","entries":["The {@creature eidolon|MPMM} that enters the statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the {@spell dispel evil and good} spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue."]},{"name":"Inert","entries":["Without an {@creature eidolon|MPMM} inside, the statue is an object."]},{"name":"Unusual Nature","entries":["The statue doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two Slam or Rock attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}43 ({@damage 6d12 + 4}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60 ft./240 ft., one target. {@h}37 ({@damage 6d10 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the {@creature eidolon|MPMM} plunges into a {@creature sacred statue|MPMM|statue} specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders."],"gallery":[{"path":"bestiary/MPMM/Sacred Statue.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"sacred-statue-mtf","source":"MTF"}]},{"id":"sacred-statue-mtf","name":"Sacred Statue","source":"MTF","page":194,"srd":false,"image":"bestiary/MTF/Sacred Statue.webp","token":"bestiary/tokens/MTF/Sacred Statue.webp","size":"Large","creatureType":"Construct","alignment":"as the eidolon's alignment","ac":"19","initiative":"-1 (9)","hp":"95 (10d10 + 40)","speed":"25 ft.","str":19,"dex":8,"con":19,"int":14,"wis":19,"cha":16,"saves":"Wis +8","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages the eidolon knew in life","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the statue remains motionless, it is indistinguishable from a normal statue."]},{"name":"Ghostly Inhabitant","entries":["The {@creature eidolon|MTF} that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the {@spell dispel evil and good} spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue."]},{"name":"Inert","entries":["When not inhabited by an {@creature eidolon|MTF}, the statue is an object."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}43 ({@damage 6d12 + 4}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}37 ({@damage 6d10 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance."],"by":"Mordenkainen"},{"type":"entries","name":"Sacred Statue","entries":["See {@creature Eidolon|mtf} for details"]}]}]}],"gallery":[{"path":"bestiary/MTF/Sacred Statue.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"sacred-statue","source":"MPMM"}]},{"id":"sacred-stone-monk","name":"Sacred Stone Monk","source":"PotA","page":196,"srd":false,"image":"bestiary/PotA/Sacred Stone Monk.webp","token":"bestiary/tokens/PotA/Sacred Stone Monk.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"14","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"40 ft.","str":13,"dex":15,"con":12,"int":10,"wis":14,"cha":9,"saves":"","skills":"Acrobatics +4, Athletics +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"tremorsense 10 ft., Passive Perception 14","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]},{"name":"Unarmored Movement","entries":["While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The monk makes two melee attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Sacred Stone monks are followers of a martial philosophy that seeks to emulate the strength of rock and stone. They don gargoyle masks and use a finely honed sense of touch to measure their surroundings by contact with the ground. They avoid speaking, or extraneous thought for that matter. They live only to test themselves with deprivation and to punish those who doubt the strength of elemental earth."]}]}]}],"gallery":[{"path":"bestiary/PotA/Sacred Stone Monk.webp"}]},{"id":"saemon-havarian","name":"Saemon Havarian","source":"MaBJoV","page":122,"srd":false,"image":"bestiary/MaBJoV/Saemon Havarian.webp","token":"bestiary/tokens/MaBJoV/Saemon Havarian.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"14","initiative":"+4 (14)","hp":"156 (24d8 + 48)","speed":"30 ft.","str":19,"dex":18,"con":14,"int":18,"wis":11,"cha":14,"saves":"Str +8, Dex +8, Wis +4","skills":"Athletics +8, Deception +6, Intimidation +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Infernal, Undercommon","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Saemon wears a {@item quiver of Ehlonna} (holding {@item handaxe|PHB|40 handaxes})."]}],"spellcasting":[{"name":"Spellcasting","entries":["Saemon casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell counterspell}, {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell misty step}, {@spell suggestion}","1/day each: {@spell fly}, {@spell greater invisibility}, {@spell ice storm}"]}],"actions":[{"name":"Multiattack","entries":["Saemon makes three Handaxe attacks."]},{"name":"Handaxe","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 3 ({@damage 1d6}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Arcane Shield","entries":["Saemon conjures a swirling yellow barrier and until the start of his next turn he adds +5 to his AC, including against the triggering attack, and he takes no damage from magic missile."]}],"legendaryActions":[{"name":"Hurl","entries":["Saemon makes a ranged Handaxe attack."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Saemon uses Spellcasting."]},{"name":"Animate Objects (Costs 3 Actions)","entries":["Saemon casts {@spell animate objects}, targeting up to 10 handaxes he has thrown at enemies. If there are not 10 handaxes available, then he provides the remaining handaxes from his {@item quiver of Ehlonna}. Handaxes are Tiny objects."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Fool me once, shame on you; fool me twice, watch it! Fool me three times and you're a pirate! Never trust a pirate! This is something me and Boo agree wholeheartedly on."],"by":"MINSC"},"Saemon Havarian is a flamboyant and opportunistic sea-captain and a wizard with a knack for getting out of trouble, often by putting others in it in his stead. He has been sailing the Sea of Swords for decades. During this time, he has amassed a huge fortune, mostly through double crosses, unsavory business deals, and piracy.","Saemon is almost always accompanied by a small band of sirenes. These beautiful fey creatures are not only famed for their haunting song, but also as deadly warriors. How Saemon managed to earn their loyalty is a topic of discussion in seaports up and down the Sword Coast.","On the surface, Saemon's life looks truly blessed. With his vast fortune he has managed to buy his way into Athkatla's Council of Six, rising from a simple ship's captain, to merchant lord, to the head of one of the most powerful families in the nation of Amn. But there is a dark secret that haunts him; a looming shadow even he has not been able to connive his way out from under.","While Saemon appears to be 60 years old, he is actually almost double that age. Seven decades ago, years ago, he had a heart attack during a pirate raid against Calishite merchant ships. While it looked like fate had finally caught up with him, one of his Calishite prisoners offered him a way out in exchange for his freedom. The merchant, a follower of the Archdevil Baalzebul, granted Saemon another century of life if he signed over his soul.","Now the clock is ticking for the sea captain. While he still has almost a quarter of a century left before his bargain ends, he has no intention of spending eternity in Hell. He is desperate for a way out of his deal, and recently Baalzebul gave Saemon the impression that he could buy his way out of the contract by giving the Archdevil access to political power in Athkatla. But since joining the Council of Six, it has become increasingly clear to Saemon that Baalzebul will never rip up his soul contract; the sea captain has been on the other side of enough double crosses to see one coming his way."],"gallery":[{"path":"bestiary/MaBJoV/Saemon Havarian.webp"}]},{"id":"saeth-cromley","name":"Saeth Cromley","source":"WDH","page":216,"srd":false,"image":"bestiary/WDH/Saeth Cromley.webp","token":"bestiary/tokens/WDH/Saeth Cromley.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":14,"saves":"","skills":"Athletics +5, Perception +2, Intimidation +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Saeth makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Saeth Cromley is a retired sergeant of the City Watch, a likable fellow with a sharp, sarcastic wit. He occasionally comes out of retirement at the request of Barnibus Blastwind, and he assists the mage in investigating unusual crimes in the city. Cromley helps Barnibus relate to the common folk, and he is good at coaxing information out of them. Though Cromley was once a strict proponent of Watch regulations and dress codes, he has grown a bit lax in both matters now that he's officially retired."]}]}]}],"gallery":[{"path":"bestiary/WDH/Saeth Cromley.webp"}]},{"id":"sage","name":"Sage","source":"CM","page":9,"srd":false,"image":"bestiary/CM/Sage.webp","token":"bestiary/tokens/CM/Sage.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"","ac":"10","initiative":"+0 (10)","hp":"22 (5d8)","speed":"30 ft.","str":8,"dex":10,"con":10,"int":18,"wis":15,"cha":11,"saves":"","skills":"Arcana +8, History +8, Insight +4, Investigation +8, Medicine +6, Nature +8, Religion +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any four languages","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The sage casts one of the following spells, using Intelligence as the spellcasting ability (save {@dc 14}, {@hit 6} to hit with spell attacks):","At will: {@spell light}, {@spell mage hand}, {@spell mending}, [object Object]","3/day each: {@spell comprehend languages}, {@spell detect magic}, {@spell identify}, [object Object]","1/day each: {@spell dispel magic}, {@spell levitate}, {@spell locate object}, {@spell see invisibility}, {@spell sending}, {@spell tongues}, {@spell unseen servant}"]}],"actions":[{"name":"Shocking Grasp (Cantrip)","entries":["{@atk ms} {@hit 6} to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. {@h}9 ({@damage 2d8}) lightning damage, and the target can't take reactions until the start of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Shield (1st-Level Spell; 3/Day)","entries":["When the sage is hit by an attack or targeted by a {@spell magic missile} spell, it calls forth an {@condition invisible} barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Candlekeep's resident lore experts are master sages and sages who dedicate themselves to scholarship above all."]}],"gallery":[{"path":"bestiary/CM/Sage.webp","credit":"Brian Valeza"}]},{"id":"sahuagin","name":"Sahuagin","source":"MM","page":263,"srd":false,"image":"bestiary/MM/Sahuagin.webp","token":"bestiary/tokens/MM/Sahuagin.webp","size":"Medium","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"12","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft., swim 40 ft.","str":13,"dex":11,"con":12,"int":12,"wis":13,"cha":9,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Sahuagin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Limited Amphibiousness","entries":["The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sahuagin makes two melee attacks: one with its bite and one with its claws or spear."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as \"sea devils,\" for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.",{"name":"Devils of the Deep","type":"entries","entries":["Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.","The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons."]},{"name":"Way of the Shark","type":"entries","entries":["Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.","Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them."]},{"name":"Elven Enmity","type":"entries","entries":["The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.","So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti—a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.","The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["TThe village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea."],"by":"An account of the aftermath of a sahuagin raid"}]}]}],"gallery":[{"path":"bestiary/MM/Sahuagin.webp"}]},{"id":"sahuagin-baron","name":"Sahuagin Baron","source":"XMM","page":265,"srd":false,"image":"bestiary/XMM/Sahuagin.webp","token":"bestiary/tokens/XMM/Sahuagin Baron.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"16","initiative":"+5 (15)","hp":"76 (9d10 + 27)","speed":"30 ft., swim 50 ft.","str":19,"dex":15,"con":16,"int":14,"wis":13,"cha":17,"saves":"Dex +5, Con +6, Wis +4","skills":"Perception +7","vulnerabilities":"","resistances":"acid; cold","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 17","languages":"Sahuagin","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Coastal, Underwater","treasure":"Any","traits":[{"name":"Blood Frenzy","entries":["The sahuagin has {@variantrule Advantage|XPHB} on attack rolls against any creature that doesn't have all its {@variantrule Hit Points|XPHB}."]},{"name":"Limited Amphibiousness","entries":["The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water."]},{"name":"Shark Telepathy","entries":["The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sahuagin makes three Trident attacks."]},{"name":"Trident","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 20/60 ft. {@h}13 ({@damage 2d8 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Fiendish Blood","entries":["{@actTrigger} The sahuagin takes Piercing or Slashing damage. {@actResponse d}{@actSave con} {@dc 14}, each creature of the sahuagin's choice in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the sahuagin. {@actSaveFail} 10 ({@damage 3d6}) Acid damage, and the target is cursed until it finishes a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}. While cursed, the target can't benefit from the {@condition Invisible|XPHB} condition, its {@variantrule Speed|XPHB} decreases by 10 feet, and all Fiends within 120 feet of the target can sense its location regardless of interposing obstacles."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["During times of great conflict, Sekolah blesses particularly ruthless sahuagin warriors with increased size and an additional pair of arms, transforming them into sahuagin barons. These boons elevate the recipients' status among their kind, and they become champions or leaders. Sahuagin barons' blood is infused with profane magic capable of searing their enemies and making these foes irresistible targets for other Fiends."]},{"type":"section","name":"Sahuagin","entries":["{@i Ravagers from Beneath the Waves}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Sahuagin are fiendish terrors that prey on creatures above and below the water. Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.","Sahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming."],"by":"Tiguran Maremrynd","from":"A Survivor's Memoir"}]}]}],"gallery":[{"path":"bestiary/XMM/Sahuagin.webp","credit":"David Auden Nash"}],"otherVersions":[{"id":"sahuagin-baron-mm","source":"MM"}]},{"id":"sahuagin-baron-mm","name":"Sahuagin Baron","source":"MM","page":264,"srd":false,"image":"bestiary/MM/Sahuagin Baron.webp","token":"bestiary/tokens/MM/Sahuagin Baron.webp","size":"Large","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"76 (9d10 + 27)","speed":"30 ft., swim 50 ft.","str":19,"dex":15,"con":16,"int":14,"wis":13,"cha":17,"saves":"Dex +5, Con +6, Int +5, Wis +4","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"Sahuagin","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Limited Amphibiousness","entries":["The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sahuagin makes three attacks: one with his bite and two with his claws or trident."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as \"sea devils,\" for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.",{"name":"Devils of the Deep","type":"entries","entries":["Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.","The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons."]},{"name":"Way of the Shark","type":"entries","entries":["Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.","Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them."]},{"name":"Elven Enmity","type":"entries","entries":["The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.","So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti—a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.","The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["TThe village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea."],"by":"An account of the aftermath of a sahuagin raid"}]}]}],"gallery":[{"path":"bestiary/MM/Sahuagin Baron.webp"}],"hidden":true,"otherVersions":[{"id":"sahuagin-baron","source":"XMM"}]},{"id":"sahuagin-blademaster","name":"Sahuagin Blademaster","source":"GoS","page":249,"srd":false,"image":"bestiary/tokens/GoS/Sahuagin Blademaster.webp","token":"bestiary/tokens/GoS/Sahuagin Blademaster.webp","size":"Medium","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"20","initiative":"+1 (11)","hp":"97 (15d8 + 30)","speed":"30 ft., swim 40 ft.","str":16,"dex":12,"con":14,"int":12,"wis":11,"cha":12,"saves":"Str +6, Con +5","skills":"Athletics +6, Intimidation +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Sahuagin","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The blademaster has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Limited Amphibiousness","entries":["The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["The blademaster can magically command any shark within 120 feet of it, using a limited telepathy."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws."]},{"name":"Wavecutter Blade","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy, sahuagin blademasters often serve as officers in the sahuagin army."]}]}]}]},{"id":"sahuagin-champion","name":"Sahuagin Champion","source":"GoS","page":249,"srd":false,"image":"bestiary/tokens/GoS/Sahuagin Champion.webp","token":"bestiary/tokens/GoS/Sahuagin Champion.webp","size":"Medium","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft., swim 40 ft.","str":16,"dex":14,"con":12,"int":12,"wis":13,"cha":9,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Sahuagin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Limited Amphibiousness","entries":["The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["The champion can magically command any shark within 120 feet of it, using a limited telepathy."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The champion makes three attacks with its spear, or one attack with its bite and two with its claws."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in The Final Enemy."]}]}]}]},{"id":"sahuagin-coral-smasher","name":"Sahuagin Coral Smasher","source":"GoS","page":249,"srd":false,"image":"bestiary/tokens/GoS/Sahuagin Coral Smasher.webp","token":"bestiary/tokens/GoS/Sahuagin Coral Smasher.webp","size":"Medium","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"14","initiative":"+1 (11)","hp":"33 (6d8 + 6)","speed":"30 ft., swim 40 ft.","str":16,"dex":12,"con":12,"int":12,"wis":13,"cha":9,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Sahuagin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The coral smasher has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Limited Amphibiousness","entries":["The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy."]},{"name":"Siege Monster","entries":["The coral smasher deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws."]},{"name":"Warhammer","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Employed as frontline brutes in The Final Enemy, coral smashers are drawn from the ranks of the strongest sahuagin warriors. Their physical strength overcomes the resistance of the water as they swing their hammers at structures and foes with equal zeal."]}]}]}]},{"id":"sahuagin-deep-diver","name":"Sahuagin Deep Diver","source":"GoS","page":250,"srd":false,"image":"bestiary/tokens/GoS/Sahuagin Deep Diver.webp","token":"bestiary/tokens/GoS/Sahuagin Deep Diver.webp","size":"Medium","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"91 (14d8 + 28)","speed":"30 ft., swim 40 ft.","str":14,"dex":16,"con":15,"int":12,"wis":13,"cha":9,"saves":"Con +4, Wis +3","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Sahuagin","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The deep diver has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Brine Lurker","entries":["The deep diver has advantage on Dexterity ({@skill Stealth}) checks made while submerged in water."]},{"name":"Limited Amphibiousness","entries":["The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Lure","entries":["The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet."]},{"name":"Shark Telepathy","entries":["The deep diver can magically command any shark within 120 feet of it, using a limited telepathy."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws."]},{"name":"Glaive","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d10 + 2}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."]},{"name":"Light of Sekolah","entries":["The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} until the end of its next turn. A creature {@condition charmed} in this way is {@condition incapacitated} as it stares at the light."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["These mighty sahuagin, found in The Final Enemy, are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver's forehead."]}]}]}]},{"id":"sahuagin-hatchling-swarm","name":"Sahuagin Hatchling Swarm","source":"GoS","page":250,"srd":false,"image":"bestiary/tokens/GoS/Sahuagin Hatchling Swarm.webp","token":"bestiary/tokens/GoS/Sahuagin Hatchling Swarm.webp","size":"Large","creatureType":"Beast","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"52 (8d10 + 8)","speed":"0 ft., swim 40 ft.","str":9,"dex":18,"con":12,"int":3,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Seething","entries":["Once it enters combat, the swarm deals 10 slashing damage to itself at the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it cannot reduce the swarm to 0 hit points."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Water Breathing","entries":["The swarm can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 6} to hit, reach 0 ft., one creature in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Roiling through the waters in The Final Enemy, these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the individual members devour one another until only the strongest hatchlings are left alive to grow to maturity."]}]}]}]},{"id":"sahuagin-high-priestess","name":"Sahuagin High Priestess","source":"GoS","page":251,"srd":false,"image":"bestiary/tokens/GoS/Sahuagin High Priestess.webp","token":"bestiary/tokens/GoS/Sahuagin High Priestess.webp","size":"Medium","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"14","initiative":"+1 (11)","hp":"71 (11d8 + 22)","speed":"30 ft., swim 40 ft.","str":14,"dex":12,"con":14,"int":12,"wis":16,"cha":10,"saves":"Wis +6","skills":"Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Sahuagin","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The high priestess has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Limited Amphibiousness","entries":["The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["The high priestess can magically command any shark within 120 feet of her, using a limited telepathy."]}],"spellcasting":[{"name":"Spellcasting","entries":["The high priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell mending}, {@spell resistance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bless}, {@spell detect magic}, {@spell guiding bolt}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon} (trident)","Level 3 (3 slots): {@spell bestow curse}, {@spell fear}, {@spell mass healing word}, {@spell tongues}","Level 4 (1 slots): {@spell banishment}"]}],"actions":[{"name":"Multiattack","entries":["The high priestess makes two attacks with her toothsome staff, or one attack with her bite and one with her claws."]},{"name":"Toothsome Staff","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A sahuagin high priestess is the most devout and ferocious of all Sekolah's worshipers. Armed with a staff studded with jagged shark's teeth, she can be seen leading dark rituals in The Final Enemy."]}]}]}]},{"id":"sahuagin-priest","name":"Sahuagin Priest","source":"XMM","page":265,"srd":false,"image":"bestiary/XMM/Sahuagin.webp","token":"bestiary/tokens/XMM/Sahuagin Priest.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"12","initiative":"+0 (10)","hp":"38 (7d8 + 7)","speed":"30 ft., swim 40 ft.","str":13,"dex":11,"con":12,"int":12,"wis":14,"cha":13,"saves":"","skills":"Perception +6, Religion +3","vulnerabilities":"","resistances":"acid; cold","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 16","languages":"Sahuagin","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Underwater","treasure":"Any","traits":[{"name":"Blood Frenzy","entries":["The sahuagin has {@variantrule Advantage|XPHB} on attack rolls against any creature that doesn't have all its {@variantrule Hit Points|XPHB}."]},{"name":"Limited Amphibiousness","entries":["The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water."]},{"name":"Shark Telepathy","entries":["The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sahuagin casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Thaumaturgy|XPHB}","2/day each: {@spell Hold Person|XPHB}, {@spell Tongues|XPHB}"]},{"name":"Fiendish Aid (2/Day)","entries":["The sahuagin casts {@spell Bless|XPHB} or {@spell Healing Word|XPHB}, using the same spellcasting ability as Spellcasting.","2/day: {@spell Bless|XPHB}, {@spell Healing Word|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The sahuagin makes two Spectral Jaws attacks."]},{"name":"Spectral Jaws","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 120 ft. {@h}11 ({@damage 2d8 + 2}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Sahuagin priests serve the will of Sekolah or other fiendish masters. They direct and support other sahuagin, and they consider every combatant that falls in battle—whether enemy or ally—a sacrifice to their fierce deities."]},{"type":"section","name":"Sahuagin","entries":["{@i Ravagers from Beneath the Waves}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Sahuagin are fiendish terrors that prey on creatures above and below the water. Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.","Sahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming."],"by":"Tiguran Maremrynd","from":"A Survivor's Memoir"}]}]}],"gallery":[{"path":"bestiary/XMM/Sahuagin.webp","credit":"David Auden Nash"}]},{"id":"sahuagin-priestess","name":"Sahuagin Priestess","source":"MM","page":264,"srd":false,"image":"bestiary/MM/Sahuagin.webp","token":"bestiary/tokens/MM/Sahuagin Priestess.webp","size":"Medium","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"12","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"30 ft., swim 40 ft.","str":13,"dex":11,"con":12,"int":12,"wis":14,"cha":13,"saves":"","skills":"Perception +6, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Sahuagin","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Limited Amphibiousness","entries":["The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). She has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bless}, {@spell detect magic}, {@spell guiding bolt}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon} (trident)","Level 3 (3 slots): {@spell mass healing word}, {@spell tongues}"]}],"actions":[{"name":"Multiattack","entries":["The sahuagin makes two melee attacks: one with her bite and one with her claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as \"sea devils,\" for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.",{"name":"Devils of the Deep","type":"entries","entries":["Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.","The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons."]},{"name":"Way of the Shark","type":"entries","entries":["Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.","Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them."]},{"name":"Elven Enmity","type":"entries","entries":["The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.","So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti—a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.","The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["TThe village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea."],"by":"An account of the aftermath of a sahuagin raid"}]}]}],"gallery":[{"path":"bestiary/MM/Sahuagin.webp"}]},{"id":"sahuagin-warlock-of-uk-otoa","name":"Sahuagin Warlock of Uk'otoa","source":"EGW","page":297,"srd":false,"image":"bestiary/EGW/Sahuagin Warlock of Ukotoa.webp","token":"bestiary/tokens/EGW/Sahuagin Warlock of Uk'otoa.webp","size":"Medium","creatureType":"Humanoid (Sahuagin)","alignment":"Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"22 (5d8)","speed":"30 ft., swim 40 ft.","str":14,"dex":10,"con":11,"int":8,"wis":8,"cha":16,"saves":"","skills":"Arcana +1, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 9","languages":"Common, Sahuagin","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The warlock has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Limited Amphibiousness","entries":["The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["The warlock can magically command any shark within 120 feet of it, using a limited telepathy."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The warlock's innate spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell eldritch blast} (see \"Actions\" below), {@spell minor illusion}","1/day each: {@spell armor of Agathys}, {@spell arms of Hadar}, {@spell counterspell}, {@spell crown of madness}, {@spell invisibility}, {@spell hunger of Hadar}"]}],"actions":[{"name":"Multiattack","entries":["The warlock makes two attacks: one with its bite and one with its Sword of Fathoms."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Sword of Fathoms","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage, and if the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or begin choking. The choking creature is {@condition incapacitated} until the end of its next turn, when the effect ends on it."]},{"name":"Eldritch Blast (Cantrip)","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one creature. {@h}5 ({@damage 1d10}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The slumbering leviathan Uk'otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their blood-soaked dreams.","Sahuagin who answer the call of Uk'otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk'otoa's power, and puppets that the slumbering leviathan can control as he pleases."]}],"gallery":[{"path":"bestiary/EGW/Sahuagin Warlock of Ukotoa.webp","credit":"Eric Belisle"}]},{"id":"sahuagin-warrior","name":"Sahuagin Warrior","source":"XMM","page":264,"srd":true,"image":"bestiary/XMM/Sahuagin Warrior.webp","token":"bestiary/tokens/XMM/Sahuagin Warrior.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"12","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft., swim 40 ft.","str":13,"dex":11,"con":12,"int":12,"wis":13,"cha":9,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"acid; cold","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 15","languages":"Sahuagin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Underwater","treasure":"Any","traits":[{"name":"Blood Frenzy","entries":["The sahuagin has {@variantrule Advantage|XPHB} on attack rolls against any creature that doesn't have all its {@variantrule Hit Points|XPHB}."]},{"name":"Limited Amphibiousness","entries":["The sahuagin can breathe air and water, but it must be submerged at least once every 4 hours to avoid suffocating outside water."]},{"name":"Shark Telepathy","entries":["The sahuagin can magically control sharks within 120 feet of itself, using a special telepathy."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sahuagin makes two Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Slashing damage."]}],"bonusActions":[{"name":"Aquatic Charge","entries":["The sahuagin swims up to its {@variantrule Swim Speed|XPHB} straight toward an enemy it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain."]},{"type":"section","name":"Sahuagin","entries":["{@i Ravagers from Beneath the Waves}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Sahuagin are fiendish terrors that prey on creatures above and below the water. Called \"sea devils\" by residents of coastal communities, sahuagin are ruthless raiders. They ransack ships, fishing villages, and undersea communities to slake their bloodthirst, claim treasure, and make sacrifices to their vicious deity—the sharklike god Sekolah.","Sahuagin constantly war on any peoples living near their territory. Merfolk and other aquatic folk bear the brunt of these attacks, but sahuagin also hunt air-breathers who sail over or swim through the waters the sea devils claim. Sahuagin often attack alongside sharks, which they can telepathically command.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["When a sahuagin comes at you, it doesn't seem to be living until it bites you. Then the thing's black eyes turn red as hellfire and the waves foam crimson. Then comes the screaming."],"by":"Tiguran Maremrynd","from":"A Survivor's Memoir"}]}]}],"gallery":[{"path":"bestiary/XMM/Sahuagin Warrior.webp"},{"path":"bestiary/XMM/Sahuagin.webp","credit":"David Auden Nash"}]},{"id":"sahuagin-wave-shaper","name":"Sahuagin Wave Shaper","source":"GoS","page":251,"srd":false,"image":"bestiary/tokens/GoS/Sahuagin Wave Shaper.webp","token":"bestiary/tokens/GoS/Sahuagin Wave Shaper.webp","size":"Medium","creatureType":"Humanoid (Sahuagin)","alignment":"Lawful Evil","ac":"14","initiative":"+1 (11)","hp":"60 (11d8 + 11)","speed":"30 ft., swim 40 ft.","str":10,"dex":12,"con":12,"int":16,"wis":14,"cha":12,"saves":"Int +6","skills":"Arcana +6, Intimidation +4, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Sahuagin","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The wave shaper has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Limited Amphibiousness","entries":["The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]},{"name":"Shark Telepathy","entries":["The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The wave shaper's spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It can cast the following spells, requiring only verbal components:","At will: {@spell message}","1/day: {@spell comprehend languages}"]}],"actions":[{"name":"Multiattack","entries":["The wave shaper makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) piercing damage plus 13 ({@damage 3d8}) cold damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) slashing damage plus 13 ({@damage 3d8}) cold damage."]},{"name":"Whirlpool (1/Day)","entries":["The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is {@condition incapacitated}. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a {@dc 14} Strength ({@skill Athletics}) check.","When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a {@dc 14} Strength saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength ({@skill Athletics}) check to do so.","The first time each turn that an object enters the vortex, the object takes 9 ({@damage 2d8}) bludgeoning damage. This damage occurs each round it remains in the vortex."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["These hunched and twisted sahuagin sacrifice their bodies to the mutating magic of Sekolah. Wave shapers add elemental magic to sahuagin armed forces (as seen in The Final Enemy) and delight in creating destructive whirlpools."]}]}]}]},{"id":"saidra-d-honaire","name":"Saidra d'Honaire","source":"RHW","page":72,"srd":false,"image":"bestiary/RHW/Saidra dHonaire.webp","token":"bestiary/tokens/RHW/Saidra d'Honaire.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+11 (21)","hp":"90 (12d8 + 36)","speed":"5 ft., fly 60 ft. (hover)","str":6,"dex":17,"con":16,"int":12,"wis":14,"cha":17,"saves":"Dex +7, Wis +6","skills":"Insight +10, Perception +6, Performance +7, Stealth +7","vulnerabilities":"","resistances":"acid; bludgeoning; cold; fire; piercing; slashing","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 16","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000, or 5,900 in lair; PB +4)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Saidra dies, she revives with all her {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Dementlieu."]},{"name":"Incorporeal Movement","entries":["Saidra can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. She takes 5 ({@damage 1d10}) Force damage if she ends her turn inside an object."]},{"name":"Lie Detector","entries":["Saidra knows whether she hears a lie."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Saidra fails a saving throw, she can choose to succeed instead."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Saidra has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls"]}],"spellcasting":[{"name":"Spellcasting","entries":["Saidra casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 15}):"]},{"name":"Truth or Die (1/Day)","entries":["Saidra asks a creature she can see within 60 feet to identify itself and casts {@spell Disintegrate|XPHB} targeting the creature, requiring no Material components and using Charisma as the spellcasting ability ({@dc 15}, with {@variantrule Disadvantage|XPHB} if the target lies).","1/day: {@spell Disintegrate|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Saidra makes three Necrotic Burst attacks. She can replace one of these attacks with a use of Spellcasting."]},{"name":"Necrotic Burst","entries":["{@atkr m} {@hit 7}, reach 5 ft. or range 30 ft. {@h}14 ({@damage 2d10 + 3}) Necrotic damage."]},{"name":"Life Drain","entries":["{@actSave con} {@dc 15}, one creature Saidra can see within 30 feet. {@actSaveFail} 28 ({@damage 8d6}) Necrotic damage, and its {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the damage taken. {@actSaveSuccess} Half damage only."]},{"name":"At Will:","entries":["{@spell Charm Person|XPHB} (duchess form only), {@spell Fear|XPHB} (Red Death form only)."]}],"bonusActions":[{"name":"Shape-Shift","entries":["Saidra shape-shifts into the Red Death, or she returns to her true form as the duchess. Her game statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[{"name":"Lash Out","entries":["Saidra makes one Necrotic Burst attack."]},{"name":"Shadow Veil","entries":["Saidra gives herself the {@condition Invisible|XPHB} condition until the start of her next turn and can fly up to half her {@variantrule Fly Speed|XPHB}. The condition ends early immediately after Saidra deals damage. Saidra can't take this action again until the start of her next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Dementlieu is altered by Saidra's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in her domain, Saidra can close or open the borders to Dementlieu at will. While the borders are closed, the countryside called Chateaufaux appears in the Mists surrounding Dementlieu. Creatures in the Mists get lost amid mazelike hedgerows and fogbanks, only to reappear on the outskirts of Port-a-Lucine {@dice 2d6} hours later."},{"type":"item","name":"Empowered Actors","entry":"Humanoids add {@dice 1d8} to Charisma ({@skill Deception|XPHB} or {@skill Performance|XPHB}) checks made while wearing a mask."},{"type":"item","name":"Invitation","entry":"At dawn, Saidra can choose a creature whose name she knows or that she's seen before. A simple mask and an invitation to the next Grand Masquerade appear to that creature. The letter and mask appear in an unobserved but obvious space, such as a bedside table or among gear."}]},"If {@creature Saidra d'Honaire|RHW|Saidra} dies, these effects end immediately. The effects resume if Saidra gains a new body (see her Darklord Restoration trait)."],"lore":[{"type":"entries","entries":["Duchess Saidra d'Honaire knows her life isn't her own—she knows she isn't alive at all—yet she ignores that for the sparkle of empty celebrations and a parody of her ideal life. The duchess terrorizes Dementlieu, forcing the realm to conform to her desires. Those who expose the flaws in her fantasy and remind her of the desperation she once endured, she slays using her life-sapping power.","All can plainly see Duchess d'Honaire isn't one of the living. Nevertheless, servants and sycophants flatter her poise, beauty, and array of lavish masquerade costumes. When not hosting decadent social events, Saidra removes her mask and slips into the night. Through the streets and alleys of Port-a-Lucine, the Darklord prowls as the Red Death: a murderous spirit that preys on liars, the struggling, and all who remind her of her humble origins.","Saidra is overbearing and elitist, despite being unworldly. She fears being exposed as a fraud and projects this fear onto others, violently accusing them of being liars on the barest evidence or sign of vulgarity. Yet, in mysterious letters and rumors, Saidra receives evidence that her own simple, spiteful family dwells somewhere beyond her city. Their confessions could bring all her deceptions to light."]}],"gallery":[{"path":"bestiary/RHW/Saidra dHonaire.webp"}]},{"id":"sailback","name":"Sailback","source":"PSX","page":30,"srd":false,"image":"bestiary/PSX/Sailback.webp","token":"bestiary/tokens/PSX/Sailback.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"85 (9d12 + 27)","speed":"30 ft., swim 50 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The sailback can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sailback makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the sailback can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target not {@condition grappled} by the sailback. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"Scales, Spikes, and Hammers","page":27,"entries":["Sailbacks are predators that lurk in lakes and rivers to ambush unwary prey. Their statistics are equivalent to those of the {@creature giant crocodile|MM} in the {@book Monster Manual|MM}."]}]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Sailback.webp","title":"Snapping Sailback","credit":"Dan Scott"}]},{"id":"salamander","name":"Salamander","source":"XMM","page":267,"srd":true,"image":"bestiary/XMM/Salamander.webp","token":"bestiary/tokens/XMM/Salamander.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"90 (12d10 + 24)","speed":"30 ft., climb 30 ft.","str":18,"dex":14,"con":15,"int":11,"wis":10,"cha":12,"saves":"","skills":"","vulnerabilities":"cold","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial (Ignan)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Fire, Underdark","treasure":"Armaments","traits":[{"name":"Fire Aura","entries":["At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the salamander takes 7 ({@damage 2d6}) Fire damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The salamander makes two Flame Spear attacks. It can replace one attack with a use of Constrict."]},{"name":"Flame Spear","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 20/60 ft. {@h}13 ({@damage 2d8 + 4}) Piercing damage plus 7 ({@damage 2d6}) Fire damage. {@hom}The spear magically returns to the salamander's hand immediately after a ranged attack."]},{"name":"Constrict","entries":["{@actSave str} {@dc 15}, one Large or smaller creature the salamander can see within 10 feet. {@actSaveFail} 11 ({@damage 2d6 + 4}) Bludgeoning damage plus 7 ({@damage 2d6}) Fire damage. The target has the {@condition Grappled|XPHB} condition (escape {@dc 14}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Most salamanders are arrogant yet curious, seeking to create artful blazes or burn that which has never been burned. They eagerly explain their work to strangers before trying to determine how the strangers burn. Salamanders radiate intense heat, which is conducted by their blazing weapons."]},{"type":"section","name":"Salamanders","entries":["{@i Serpentine Artists of the Inferno}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Plane of Fire)|bestiary|environment=planar, fire}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Salamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.","Salamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don't fall for their flattery, no matter how beautifully they say you'll burn."],"by":"Filiag Highthumbs","from":"Planes and Travel"}]}]}],"gallery":[{"path":"bestiary/XMM/Salamander.webp"},{"path":"bestiary/XMM/Salamanders.webp","title":"A salamander inferno master drives its salamander and fire snake minions to burn all they encounter","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"salamander-mm","source":"MM"}]},{"id":"salamander-mm","name":"Salamander","source":"MM","page":266,"srd":false,"image":"bestiary/MM/Salamander.webp","token":"bestiary/tokens/MM/Salamander.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"90 (12d10 + 24)","speed":"30 ft.","str":18,"dex":14,"con":15,"int":11,"wis":10,"cha":12,"saves":"","skills":"","vulnerabilities":"cold","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Ignan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Heated Body","entries":["A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage."]},{"name":"Heated Weapons","entries":["Any metal melee weapon the salamander wields deals an extra 3 ({@damage 1d6}) fire damage on a hit (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The salamander makes two attacks: one with its spear and one with its tail."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 3 ({@damage 1d6}) fire damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces.","Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes.",{"name":"Fire Snakes","type":"entries","entries":["Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year."]},{"name":"Slaves of the Efreet","type":"entries","entries":["Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers' work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes.","Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders' hatred and pitting them against the efreeti's former servants.","The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves."]},{"name":"Domineering Nobles","type":"entries","entries":["Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin.","As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure."]},{"name":"Living Forges","type":"entries","entries":["Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity.","This inherent heat is an asset to salamanders' skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat."]}]}]}],"gallery":[{"path":"bestiary/MM/Salamander.webp"}],"hidden":true,"otherVersions":[{"id":"salamander","source":"XMM"}]},{"id":"salamander-fire-snake","name":"Salamander Fire Snake","source":"XMM","page":266,"srd":false,"image":"bestiary/XMM/Salamander Fire Snake.webp","token":"bestiary/tokens/XMM/Salamander Fire Snake.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft., climb 30 ft.","str":12,"dex":14,"con":11,"int":7,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"cold","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"understands Primordial but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Planar, Fire, Underdark","treasure":"Armaments","traits":[{"name":"Fire Aura","entries":["At the end of each of the salamander's turns, each creature of the salamander's choice in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the salamander takes 3 ({@damage 1d6}) Fire damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage plus 3 ({@damage 1d6}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Juvenile salamanders emerge from burning hot, two-foot-diameter eggs. Called fire snakes, these serpent-like creatures slither through the Plane of Fire and other intensely hot places. After consuming the proper fuels and exposing themselves to fiery extremes, fire snakes grow into salamanders."]},{"type":"section","name":"Salamanders","entries":["{@i Serpentine Artists of the Inferno}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Plane of Fire)|bestiary|environment=planar, fire}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Salamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.","Salamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don't fall for their flattery, no matter how beautifully they say you'll burn."],"by":"Filiag Highthumbs","from":"Planes and Travel"}]}]}],"gallery":[{"path":"bestiary/XMM/Salamander Fire Snake.webp"},{"path":"bestiary/XMM/Salamanders.webp","title":"A salamander inferno master drives its salamander and fire snake minions to burn all they encounter","credit":"Brian Valenzuela"}]},{"id":"salamander-inferno-master","name":"Salamander Inferno Master","source":"XMM","page":267,"srd":false,"image":"bestiary/XMM/Salamander Inferno Master.webp","token":"bestiary/tokens/XMM/Salamander Inferno Master.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral Evil","ac":"18","initiative":"+8 (18)","hp":"256 (27d10 + 108)","speed":"40 ft., climb 40 ft.","str":24,"dex":16,"con":18,"int":14,"wis":10,"cha":20,"saves":"Dex +8, Wis +5","skills":"","vulnerabilities":"cold","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 10","languages":"Primordial (Ignan)","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Planar, Fire, Underdark","treasure":"Armaments","traits":[{"name":"Fire Aura","entries":["At the end of each of the salamander's turns, each creature of the salamander's choice in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the salamander takes 10 ({@damage 3d6}) Fire damage."]},{"name":"Magic Resistance","entries":["The salamander has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The salamander makes two Flame Trident attacks."]},{"name":"Flame Trident","entries":["{@atkr m,r} {@hit 12}, reach 5 ft. or range 30/90 ft. {@h}16 ({@damage 2d8 + 7}) Piercing damage plus 14 ({@damage 4d6}) Fire damage. {@hom}The trident magically returns to the salamander's hand immediately after a ranged attack."]},{"name":"Inferno Blast {@recharge 5}","entries":["{@actSave dex} {@dc 18}, each creature in a 30-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the salamander can see within 120 feet. {@actSaveFail} 35 ({@damage 10d6}) Fire damage, and the target starts {@hazard burning|XPHB}, taking 5 ({@damage 1d10}) Fire damage at the start of each of its turns instead of the normal {@hazard burning|XPHB} damage. The target gains 1 {@condition Exhaustion|XPHB} level whenever it takes this {@hazard burning|XPHB} damage. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Blazing Movement","entries":["The salamander moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}. During this movement, fire fills a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the salamander. When the {@variantrule Emanation [Area of Effect]|XPHB|Emanation} enters a creature's space, that creature takes 7 ({@damage 2d6}) Fire damage. A creature can take this damage only once per turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Salamander inferno masters are ancient connoisseurs of flames and often inhabit places with unique scorching properties. They gather communes of apprentices who learn fiery techniques while helping their mentors accomplish great works. Inferno masters have ambitious goals, such as causing massive volcanic eruptions, opening portals to burning planes, destroying Artifacts, or burning all instances of something from the multiverse."]},{"type":"section","name":"Salamanders","entries":["{@i Serpentine Artists of the Inferno}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Plane of Fire)|bestiary|environment=planar, fire}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Salamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and melting things, seeing fleeting beauty and striking nuances in blazes consuming different fuels—ancient forests, artistic masterpieces, or living creatures. To salamanders, those that can't endure their flames are nothing but ashes in disguise. They harbor malice toward few creatures, but they consider creating remarkable flames more important than the pain and loss their fires cause.","Salamanders are typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The salamanders of the Elemental Plane of Fire delight in meeting visitors from other realms. For them, every stranger is a potential addition to their fiery artistry. Don't fall for their flattery, no matter how beautifully they say you'll burn."],"by":"Filiag Highthumbs","from":"Planes and Travel"}]}]}],"gallery":[{"path":"bestiary/XMM/Salamander Inferno Master.webp"},{"path":"bestiary/XMM/Salamanders.webp","title":"A salamander inferno master drives its salamander and fire snake minions to burn all they encounter","credit":"Brian Valenzuela"}]},{"id":"saleeth-the-couatl","name":"Saleeth the Couatl","source":"AWM","page":34,"srd":false,"image":"bestiary/tokens/AWM/Saleeth the Couatl.webp","token":"bestiary/tokens/AWM/Saleeth the Couatl.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"97","speed":"30 ft., fly 90 ft.","str":16,"dex":20,"con":17,"int":18,"wis":20,"cha":18,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Weapons","entries":["The couatl's weapon attacks are magical."]},{"name":"Shielded Mind","entries":["The couatl is immune to {@spell scrying} and to any effect that would sense its emotions, read its thoughts, or detect its location."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The couatl's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}, {@spell detect magic}, {@spell detect thoughts}","3/day each: {@spell bless}, {@spell create food and water}, {@spell cure wounds}, {@spell lesser restoration}, {@spell protection from poison}, {@spell sanctuary}, {@spell shield}","1/day each: {@spell dream}, {@spell greater restoration}, {@spell scrying}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage. Target must make a {@dc 13} Constitution save, or fall {@condition unconscious}. Another creature can use an action to shake the target awake."]},{"name":"Constrict","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one Medium or smaller creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage. Target is {@condition grappled} (escape {@dc 15}). The couatl can constrain only one target at a time."]},{"name":"Change Shape","entries":["The couatl magically polymorphs into {@filter a humanoid or beast that has a challenge rating equal to or less than its own|bestiary|Challenge Rating=[&0;&4]|type=beast;humanoid}, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).","In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Saleeth is a wise and beautiful couatl that is very kind to polite and well-mannered goblins. If she is approached by adventurers, she may have a noble quest for them to undertake if they are ready to help her defend the world against the forces of evil."]},{"id":"salida","name":"Salida","source":"ToA","page":35,"srd":false,"image":"bestiary/ToA/Salida.webp","token":"bestiary/tokens/ToA/Salida.webp","size":"Medium","creatureType":"Humanoid (Yuan-ti)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"40 (9d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":13,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Perception +3, Stealth +3, Survival +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Magic Resistance","entries":["Salida has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Salida's spellcasting ability is Charisma (spell save {@dc 12}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day each: {@spell poison spray}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["Salida makes two melee attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Salida.webp"}]},{"id":"samara-strongbones","name":"Samara Strongbones","source":"WDH","page":104,"srd":false,"image":"bestiary/tokens/WDH/Samara Strongbones.webp","token":"bestiary/tokens/WDH/Samara Strongbones.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Samara can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Samara deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Samara makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"samira-arah","name":"Samira Arah","source":"JttRC","page":68,"srd":false,"image":"bestiary/JttRC/042-05-002.madame-samira-arah.webp","token":"bestiary/tokens/JttRC/Samira Arah.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Samira can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Samira deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Samira makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/042-05-002.madame-samira-arah.webp","title":"Madame Samira Arah","credit":"Kniio"}]},{"id":"sammaster-dracolich-form","name":"Sammaster (Dracolich Form)","source":"FRAiF","page":275,"srd":false,"image":"bestiary/FRAiF/Sammaster.webp","token":"bestiary/tokens/FRAiF/Sammaster (Dracolich Form).webp","size":"Huge","creatureType":"Undead","alignment":"Chaotic Evil","ac":"20","initiative":"+14 (24)","hp":"276 (24d12 + 120)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":25,"dex":10,"con":21,"int":23,"wis":15,"cha":21,"saves":"Dex +7, Con +12, Int +13, Wis +9","skills":"Arcana +20, History +13, Perception +16","vulnerabilities":"","resistances":"","immunities":"acid; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26","languages":"Common, Draconic, Infernal","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Sammaster fails a saving throw, he can choose to succeed instead."]},{"name":"Life Suppression","entries":["Creatures within 60 feet of Sammaster can't regain {@variantrule Hit Points|XPHB}."]},{"name":"Magic Resistance","entries":["Sammaster has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Soul Gem","entries":["Sammaster has a magical soul gem as his dracolich heart. The gem can't be damaged or removed until he is reduced to 0 {@variantrule Hit Points|XPHB}. If Sammaster is reduced to 0 {@variantrule Hit Points|XPHB}, his dracolich form dissolves to dust. After {@dice 1d10} days, he appears in an unoccupied space within 5 feet of his soul gem (so long as the gem still exists), using the Sammaster (Lich Form) stat block. The gem is a Tiny object that has AC 20; HP 50; and {@variantrule Immunity|XPHB} to Acid, Necrotic, Poison, and Psychic damage. The gem regains all its {@variantrule Hit Points|XPHB} at the end of every turn, but it turns to dust if reduced to 0 {@variantrule Hit Points|XPHB}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sammaster casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 21}, {@hit 13} to hit with spell attacks):","At will: {@spell Blight|XPHB}, {@spell Detect Magic|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}, {@spell Ray of Sickness|XPHB} (level 6 version)","2/day each: {@spell Dimension Door|XPHB}, {@spell Speak with Dead|XPHB}","1/day each: {@spell Create Undead|XPHB} (level 8 version), {@spell Power Word Kill|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Sammaster makes three Rend attacks. He can replace one attack with a use of Spellcasting to cast {@spell Blight|XPHB} or {@spell Ray of Sickness|XPHB} (level 6 version)."]},{"name":"Rend","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}18 ({@damage 2d10 + 7}) Slashing damage plus 18 ({@damage 4d8}) Necrotic damage."]},{"name":"Corroding Breath {@recharge 5}","entries":["{@actSave con} {@dc 20}, each creature in a 90-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 52 ({@damage 8d12}) Acid or Necrotic damage (Sammaster's choice). {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Pounce","entries":["Sammaster moves up to half his {@variantrule Speed|XPHB}, and he makes one Rend attack."]},{"name":"Sickening Ray","entries":["Sammaster uses Spellcasting to cast {@spell Ray of Sickness|XPHB} (level 6 version)."]},{"name":"Terrifying Presence","entries":["{@actSave wis} {@dc 21}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Sammaster. {@actSaveFail} 13 ({@damage 2d12}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn. {@actSaveSuccessOrFail} Sammaster can't take this action again until the start of his next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Sammaster","entries":["{@i Lich Founder of a Dracolich Cult}","Sammaster founded and led the Cult of the Dragon, a secret, evil organization dedicated to transforming living dragons into undead inheritors of a world blasted of life. Sammaster was slain centuries ago but now exists as a lich with his essence tied to a powerful dracolich form."]},{"type":"section","entries":[{"type":"entries","name":"History","entries":["Sammaster was a keenly intelligent wizard born centuries ago. A quick study throughout his itinerant apprenticeship, Sammaster primarily studied magic relating to dragons. After learning all he could from other archmages, including Elminster and Alustriel Silverhand, Sammaster delved into new frontiers of necromancy and enchantment. He created the process to transform dragons into dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal.","Sammaster's travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster established himself","as leader of these disparate zealots, whom he named the Cult of the Dragon. He perverted their fascination with his necromantic lore, revealing that dracoliches were destined to rule Faerûn. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.","Sammaster was killed in battle, but had prepared contingencies for his demise. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt dragonkind."]},{"type":"entries","name":"Personality","entries":["Sammaster presents a charming and handsome facade, but he can't conceal his morbid fascination with undead dragonkind for long. His only true allies are the inner circle of the Cult of the Dragon, from whom he commands obedience.","Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he can. Sammaster personally checks in on the cult's most important plots, often surprising his minions with his presence.","Rather than keep a soul jar as liches do, Sammaster keeps a magical soul gem in the same fashion as dracoliches. When destroyed in his lich form, Sammaster revives in the form of a dracolich with his soul gem as its heart. He can be permanently destroyed only by vanquishing this dracolich form and then destroying the soul gem before it reconstitutes him as a lich once again.","Would-be heroes have believed themselves victorious against Sammaster in the past, but the clever wizard returns each time to steer the Cult of the Dragon into more desperate and sinister plots."]}]}],"gallery":[{"path":"bestiary/FRAiF/Sammaster.webp"}]},{"id":"sammaster-lich-form","name":"Sammaster (Lich Form)","source":"FRAiF","page":276,"srd":false,"image":"bestiary/FRAiF/Sammaster.webp","token":"bestiary/tokens/FRAiF/Sammaster (Lich Form).webp","size":"Medium","creatureType":"Undead (Wizard)","alignment":"Chaotic Evil","ac":"18","initiative":"+16 (26)","hp":"322 (43d8 + 129)","speed":"30 ft.","str":12,"dex":14,"con":16,"int":23,"wis":15,"cha":21,"saves":"Dex +9, Con +10, Int +13, Wis +9","skills":"Arcana +20, History +13, Perception +9","vulnerabilities":"","resistances":"acid; cold; lightning","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19","languages":"Common, Draconic, Infernal","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Sammaster fails a saving throw, he can choose to succeed instead."]},{"name":"Life Suppression","entries":["Creatures within 60 feet of Sammaster can't regain {@variantrule Hit Points|XPHB}."]},{"name":"Magic Resistance","entries":["Sammaster has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Soul Gem","entries":["If Sammaster is reduced to 0 {@variantrule Hit Points|XPHB} while his magical soul gem exists, his lich form dissolves to dust. After {@dice 1d10} days, he appears in the space of his soul gem, using the Sammaster (Dracolich Form) stat block. The gem is a Tiny object that has AC 20; HP 50; and {@variantrule Immunity|XPHB} to Acid, Necrotic, Poison, and Psychic damage. The gem regains all its {@variantrule Hit Points|XPHB} at the end of every turn, but it turns to dust if reduced to 0 {@variantrule Hit Points|XPHB}. If the gem is destroyed, Sammaster can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP, which the ritual consumes, and by expending 5,000 GP."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sammaster casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 21}):","At will: {@spell Cone of Cold|XPHB}, {@spell Detect Magic|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Invisibility|XPHB}, {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","2/day each: {@spell Speak with Dead|XPHB}, {@spell Wall of Force|XPHB}","1/day each: {@spell Create Undead|XPHB} (level 8 version), {@spell Disintegrate|XPHB}, {@spell Power Word Kill|XPHB}"]},{"name":"Protective Magic","entries":["Sammaster casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","At will: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Sammaster makes three attacks, using Corrosive Burst or Paralyzing Touch in any combination. He can replace two attacks with a use of Spellcasting."]},{"name":"Corrosive Burst","entries":["{@atkr m,r} {@hit 13}, reach 5 ft. or range 120 ft. {@h}38 ({@damage 5d12 + 6}) Acid or Necrotic damage (Sammaster's choice)."]},{"name":"Paralyzing Touch","entries":["{@atkr m} {@hit 13}, reach 5 ft. {@h}16 ({@damage 3d6 + 6}) Cold damage, and the target has the {@condition Paralyzed|XPHB} condition until the start of Sammaster's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Deathly Teleport","entries":["Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 19 ({@damage 3d12}) Necrotic damage."]},{"name":"Dissolve","entries":["Sammaster makes one Corrosive Burst attack."]},{"name":"Terrifying Presence","entries":["{@actSave wis} {@dc 21}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Sammaster. {@actSaveFail} 13 ({@damage 2d12}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn. {@actSaveSuccessOrFail} Sammaster can't take this action again until the start of his next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Sammaster","entries":["{@i Lich Founder of a Dracolich Cult}","Sammaster founded and led the Cult of the Dragon, a secret, evil organization dedicated to transforming living dragons into undead inheritors of a world blasted of life. Sammaster was slain centuries ago but now exists as a lich with his essence tied to a powerful dracolich form."]},{"type":"section","entries":[{"type":"entries","name":"History","entries":["Sammaster was a keenly intelligent wizard born centuries ago. A quick study throughout his itinerant apprenticeship, Sammaster primarily studied magic relating to dragons. After learning all he could from other archmages, including Elminster and Alustriel Silverhand, Sammaster delved into new frontiers of necromancy and enchantment. He created the process to transform dragons into dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal.","Sammaster's travels brought him into contact with people who revered dragons as icons of primeval might. Masquerading his desire to dominate dragonkind as devotion, Sammaster established himself","as leader of these disparate zealots, whom he named the Cult of the Dragon. He perverted their fascination with his necromantic lore, revealing that dracoliches were destined to rule Faerûn. His Cult of the Dragon devotes itself to helping evil dragons become dracoliches to bring this evil new age to fruition.","Sammaster was killed in battle, but had prepared contingencies for his demise. He drew on the warped resurrection of dracoliches to become a lich himself. He continues to lead the Cult of the Dragon from the shadows, developing new ways to control and corrupt dragonkind."]},{"type":"entries","name":"Personality","entries":["Sammaster presents a charming and handsome facade, but he can't conceal his morbid fascination with undead dragonkind for long. His only true allies are the inner circle of the Cult of the Dragon, from whom he commands obedience.","Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he can. Sammaster personally checks in on the cult's most important plots, often surprising his minions with his presence.","Rather than keep a soul jar as liches do, Sammaster keeps a magical soul gem in the same fashion as dracoliches. When destroyed in his lich form, Sammaster revives in the form of a dracolich with his soul gem as its heart. He can be permanently destroyed only by vanquishing this dracolich form and then destroying the soul gem before it reconstitutes him as a lich once again.","Would-be heroes have believed themselves victorious against Sammaster in the past, but the clever wizard returns each time to steer the Cult of the Dragon into more desperate and sinister plots."]}]}],"gallery":[{"path":"bestiary/FRAiF/Sammaster.webp"}]},{"id":"sanbalet","name":"Sanbalet","source":"GoS","page":252,"srd":false,"image":"bestiary/tokens/GoS/Sanbalet.webp","token":"bestiary/tokens/GoS/Sanbalet.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":12,"con":11,"int":16,"wis":13,"cha":14,"saves":"","skills":"Arcana +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Sanbalet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell dancing lights}, {@spell minor illusion}, {@spell ray of frost}","Level 1 (4 slots): {@spell charm person}, {@spell color spray}, {@spell magic missile}, {@spell silent image}","Level 2 (2 slots): {@spell magic mouth}, {@spell scorching ray}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["In The Sinister Secret of Saltmarsh, Sanbalet is the leader of the land-based half of a smuggling ring. He is a cunning narcissist with an interest in illusion and mind control. He defends the contraband stored in the caves under the haunted house."]}]}]}]},{"id":"sandesyl-morgia","name":"Sandesyl Morgia","source":"HotDQ","page":81,"srd":false,"image":"bestiary/HotDQ/053-tod-08-05.webp","token":"bestiary/tokens/HotDQ/Sandesyl Morgia.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"the languages it knew in life","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["If Sandesyl isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.","While in bat form, Sandesyl can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, Sandesyl can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If Sandesyl fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["When it drops to 0 hit points outside its resting place, Sandesyl transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.","While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."]},{"name":"Regeneration","entries":["Sandesyl regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Sandesyl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Sandesyl has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Sandesyl can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Sandesyl takes 20 acid damage if it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into Sandesyl's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Sandesyl takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["Sandesyl makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, Sandesyl can grapple the target (escape {@dc 18})."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Sandesyl, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control."]},{"name":"Charm","entries":["Sandesyl targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.","Each time Sandesyl or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["Sandesyl magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Sandesyl moves up to its speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Sandesyl makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Sandesyl makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",{"type":"list","items":["There's a noticeable increase in the populations of bats, rats, and wolves in the region.","Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.","Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.","A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."]},"If the vampire is destroyed, these effects end after {@dice 2d6} days."],"gallery":[{"path":"bestiary/HotDQ/053-tod-08-05.webp"}]},{"id":"sandwurm","name":"Sandwurm","source":"PSA","page":35,"srd":false,"image":"bestiary/PSA/Sandwurm.webp","token":"bestiary/tokens/PSA/Sandwurm.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"-2 (8)","hp":"247 (15d20 + 90)","speed":"50 ft., burrow 30 ft.","str":28,"dex":7,"con":22,"int":1,"wis":8,"cha":4,"saves":"Con +11, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 9","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Underdark, Desert","treasure":"","traits":[{"name":"Tunneler","entries":["The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wurm makes two attacks: one with its bite and one with its stinger."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the wurm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the worm's turns.","If the wurm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage, and the target must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sandwurms are the largest predators of Shefet, swimming through the sandy dunes like {@creature river serpent|PSA|serpents} through water. They are capable of amazing speed and can lift their lamprey-like heads far above the ground to snatch even flying creatures. But they can also lie in wait beneath the sands for years, until the slightest tremor alerts them to the presence of prey."]},{"type":"entries","entries":[{"type":"entries","name":"The Desert Lands","entries":["The desolate wilderness beyond the protection of the Hekma is largely uncharted. Immediately beyond the protective veil is a chaotic dune sea called Shefet, the Scouring Sands. The desert wears away at the edges of the fertile lands surrounding Naktamun, serving as a constant reminder that only the bounty and protection of the God-Pharaoh stand between the people of the city-state and a grisly death in the sands beyond. Beyond Shefet are parched, cracked expanses called Ramunap, the Broken Lands. The ruins of ancient civilizations are said to lie in the Broken Lands, though no one has ever explored such ruins and returned to Naktamun to tell of them."]}]}],"gallery":[{"path":"bestiary/PSA/Sandwurm.webp","title":"Sandwurm Convergence","credit":"Slawomir Maniak"}]},{"id":"sangora","name":"Sangora","source":"VEoR","page":31,"srd":false,"image":"bestiary/tokens/VEoR/Sangora.webp","token":"bestiary/tokens/VEoR/Sangora.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"the languages it knew in life","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["If Sangora isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.","While in bat form, Sangora can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, Sangora can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If Sangora fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["When it drops to 0 hit points outside its resting place, Sangora transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.","While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."]},{"name":"Regeneration","entries":["Sangora regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Sangora can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Sangora has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Sangora can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Sangora takes 20 acid damage if it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into Sangora's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Sangora takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["Sangora makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, Sangora can grapple the target (escape {@dc 18})."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Sangora, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control."]},{"name":"Charm","entries":["Sangora targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.","Each time Sangora or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["Sangora magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Sangora moves up to its speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Sangora makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Sangora makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",{"type":"list","items":["There's a noticeable increase in the populations of bats, rats, and wolves in the region.","Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.","Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.","A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."]},"If the vampire is destroyed, these effects end after {@dice 2d6} days."]},{"id":"sangzor","name":"Sangzor","source":"CoS","page":160,"srd":false,"image":"bestiary/tokens/CoS/Sangzor.webp","token":"bestiary/tokens/CoS/Sangzor.webp","size":"Large","creatureType":"Beast","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"33 (3d10 + 3)","speed":"40 ft.","str":17,"dex":11,"con":12,"int":6,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Charge","entries":["If Sangzor moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 ({@damage 2d4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Sure-Footed","entries":["Sangzor has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sapphire-dragon-wyrmling","name":"Sapphire Dragon Wyrmling","source":"FTD","page":216,"srd":false,"image":"bestiary/FTD/Sapphire Dragon Wyrmling.webp","token":"bestiary/tokens/FTD/Sapphire Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Gem)","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft., burrow 15 ft., climb 30 ft., fly 60 ft.","str":17,"dex":14,"con":16,"int":14,"wis":13,"cha":14,"saves":"Dex +4, Con +5, Wis +3, Cha +4","skills":"History +4, Perception +5, Persuasion +6, Stealth +4","vulnerabilities":"","resistances":"lightning; thunder","immunities":"","conditionImmunities":"frightened","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 15","languages":"Draconic, telepathy 120 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:","1/day each: {@spell alarm}, {@spell Tenser's floating disk}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 3 ({@damage 1d6}) thunder damage."]},{"name":"Debilitating Breath {@recharge 5}","entries":["The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back."]},{"type":"section","entries":[{"type":"entries","name":"Luminous Blue","entries":["Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger."]},{"type":"entries","name":"Art of War","entries":["The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.","Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.","People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs."]},{"type":"entries","name":"Martial Hoards","entries":["Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power."]},{"type":"entries","name":"Creating a Sapphire Dragon","entries":["Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.",{"type":"entries","name":"Sapphire Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts."],["2","I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor."],["3","I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?"],["4","Give me a storied helmet or scimitar over a pile of gold any day."],["5","No creature can outsmart my defenses—if they do, they obviously cheated."],["6","Any creature that can hold their own against me must teach me how—whether they want to or not."],["7","I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented."],["8","The sight of blood makes me queasy."]]}]},{"type":"entries","name":"Sapphire Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)"],["2","Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)"],["3","Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)"],["4","Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)"],["5","Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)"],["6","Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)"]]}]}]},{"type":"entries","name":"Sapphire Dragon Adventures","entries":["The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.",{"type":"entries","name":"Sapphire Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories."],["2","A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures."],["3","A sapphire dragon seeks adventurers to lead into battle against the mind flayers that usurped the dragon's lair."],["4","Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard."],["5","A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon."],["6","A village is beset by swarms of giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply."],["7","A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win."],["8","A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon's lair and hoard."]},{"type":"entries","name":"Sapphire Dragon Wyrmling Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After being robbed by gnomes who had pledged to protect the hoard, a sapphire dragon wyrmling installs new guardians that have no interest in material riches: gelatinous cubes and ochre jellies."],["2","A band of minotaurs in service to Baphomet has captured a sapphire dragon wyrmling to learn from the wyrmling's strategies."],["3","Two sapphire dragon wyrmlings vie for the same territory. Their primary battle tactic involves luring grells into each other's lairs."],["4","A group of Lolth-worshiping drow warriors were sent to kill a sapphire dragon wyrmling who has been making meals of their goddess's holy spiders."],["5","A sapphire dragon wyrmling is on the verge of starvation after incorrectly identifying a nearby phase spider nest as an easy food source."],["6","A sapphire dragon wyrmling's hoard contains a cursed item, which has attracted specters and wraiths to the area around the dragon's lair."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Sapphire Dragon Wyrmling.webp","credit":"Chris Rallis"}]},{"id":"sapphire-greatwyrm","name":"Sapphire Greatwyrm","source":"FTD","page":201,"srd":false,"image":"bestiary/FTD/Sapphire Greatwyrm.webp","token":"bestiary/tokens/FTD/Sapphire Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Neutral","ac":"21","initiative":"+2 (12)","hp":"507 (26d20 + 234)","speed":"60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft.","str":28,"dex":14,"con":29,"int":30,"wis":24,"cha":25,"saves":"Dex +10, Con +17, Wis +15, Cha +15","skills":"Arcana +26, History +18, Perception +15","vulnerabilities":"","resistances":"","immunities":"thunder","conditionImmunities":"charmed; frightened; poisoned; prone","senses":"truesight 120 ft., Passive Perception 25","languages":"Common, Draconic","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Gem Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):","1/day each: {@spell dispel magic}, {@spell forcecage}, {@spell plane shift}, {@spell reverse gravity}, {@spell time stop}"]}],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn."]},{"name":"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)","entries":["The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.","At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them."]}],"bonusActions":[{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The greatwyrm makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The greatwyrm uses Psychic Step or Spellcasting."]},{"name":"Psychic Beam (Costs 3 Actions)","entries":["The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.","Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.",{"type":"inset","name":"Sardior's Greatwyrms","source":"FTD","entries":["Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon."]},{"type":"quote","entries":["The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me."],"by":"Fizban"}],"gallery":[{"path":"bestiary/FTD/Sapphire Greatwyrm.webp","credit":"Sam Keiser"}]},{"id":"sapphire-sentinel","name":"Sapphire Sentinel","source":"CM","page":201,"srd":false,"image":"bestiary/CM/Sapphire Sentinel.webp","token":"bestiary/tokens/CM/Sapphire Sentinel.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Common but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Sapphire","entries":["The sapphire has 3 charges. As an action, the golem can expend 1 charge to cast {@spell dispel magic} (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its charges are expended, but it regains {@dice 1d3} expended charges daily at dawn and glows again once it has 1 or more charges."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. The golem remains a noncombatant unless it is directly attacked."]},{"type":"section","entries":[{"type":"entries","name":"The Sapphire","entries":["The sapphire is inside the golem's chest, hidden behind an 9-inch-diameter stone disk. The outer surface of the disk is inscribed with a blue circle that has eight golden beams radiating from it like the rays of the sun.","The disk can be removed to reveal the glowing sapphire only when the golem receives a command to use its power from someone whose commands it obeys. Otherwise, the sapphire remains hidden. The gemstone is 6 inches in diameter and has the following properties:",{"type":"list","items":["It is indestructible until the golem completes its mission.","The sapphire has 3 charges. As an action, the golem can expend 1 charge to cast {@spell dispel magic} (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its charges are expended, but it regains {@dice 1d3} expended charges daily at dawn and glows again once it has 1 or more charges.","The golem attacks anyone who tries to remove the sapphire, which is worth 25,000 gp."]}]}]}],"gallery":[{"path":"bestiary/CM/Sapphire Sentinel.webp","credit":"Irina Nordsol"}]},{"id":"sarcelle-malinosh","name":"Sarcelle Malinosh","source":"VEoR","page":20,"srd":false,"image":"bestiary/tokens/VEoR/Sarcelle Malinosh.webp","token":"bestiary/tokens/VEoR/Sarcelle Malinosh.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sarevok","name":"Sarevok","source":"CoA","page":48,"srd":false,"image":"bestiary/CoA/Sarevok.webp","token":"bestiary/tokens/CoA/Sarevok.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"21","initiative":"+0 (10)","hp":"190 (20d8 + 100)","speed":"30 ft.","str":23,"dex":10,"con":21,"int":11,"wis":18,"cha":14,"saves":"Con +11, Wis +10","skills":"History +6, Intimidation +14, Religion +6","vulnerabilities":"","resistances":"","immunities":"acid; necrotic; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Common, Infernal","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Sarevok has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["If Sarevok is killed, he gains a new body in 24 hours, regaining all his hit points. The new body appears on the altar of the temple of Bhaal beneath Baldur's Gate. This ability ceases to function if a cleric of good alignment casts {@spell Hallow} on the altar in the temple of Bhaal."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sarevok casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Resistance}, {@spell Thaumaturgy}","1/day each: {@spell Animate Dead}, {@spell Antimagic Field}, {@spell Astral Projection}, {@spell Blade Barrier}, {@spell Command}, {@spell Contagion}, {@spell Dispel Magic}, {@spell Divination}, {@spell Etherealness}, {@spell Fire Storm}, {@spell Harm}, {@spell Hold Person}, {@spell Silence}"]}],"actions":[{"name":"Multiattack","entries":["Sarevok makes three Longsword attacks. He can replace one of the attacks with Flames of Bhaal or Spellcasting."]},{"name":"Longsword","entries":["{@atk mw} {@hit 12} to hit, reach 5ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage or 11 ({@damage 1d10 + 6}) if wielded in two hands. The target must succeed on a {@dc 18} Constitution saving throw or be cursed by Bhaal, preventing it from regaining hit points. The curse lasts until removed by the {@spell Remove Curse} spell or similar effect."]},{"name":"Flames of Bhaal","entries":["Sarevok causes flames to engulf one creature that he can see within 60 feet. The target must succeed on a {@dc 18} Dexterity saving throw or take 18 ({@damage 4d8}) necrotic damage. This damage can't be restored except by a {@spell Lesser Restoration} spell or similar effect."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Slash","entries":["Sarevok makes a Longsword attack."]},{"name":"Unholy Flame","entries":["Sarevok uses Flames of Bhaal."]},{"name":"Channel Bhaal's Hate (Costs 2 Actions)","entries":["Sarevok unleashes Bhaal's power. Creatures within 30 feet of Sarevok, including ones behind barriers and around corners, can't regain hit points until the end of Sarevok's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Sarevok Anchev is a powerful Deathstalker. He is also one of the Bhaalspawn, the mortal offspring of the dead god Bhaal. Sarevok attempted to reclaim the divine seat of the Lord of Murder vacated by his immortal father's demise, but his plans were thwarted when he was slain by his half-brother, Abdel Adrian, who rejected his heritage and fought against his Bhaalspawn siblings.","Sarevok's spirit was sent to the Abyss as punishment. There he eventually crossed paths with Abdel a second time when his noble-hearted brother ventured into the lower realms on a dangerous quest to stop another Bhaalspawn named Melissan. Sarevok agreed to help Abdel kill Melissan, on the condition that Abdel helped him escape the eternal torments of the Abyss.","Abdel agreed, and Sarevok was reborn into the mortal world. After his rebirth, Sarevok was true to his word, and the two brothers fought side by side against their half-sister. Ultimately Melissan was defeated, and Sarevok was granted a second chance at life.","With his prodigious strength, his legendary skill in battle, and the Sword of Chaos—a life-stealing, enchanted blade—Sarevok became a famous (and feared) mercenary. Yet his many accomplishments brought him no joy. He felt no thrill at victory in battle, no delight in the routing of his enemies. The power he accumulated was bitter as ashes on his tongue, and he became a man haunted by his former life. The realization that no earthly achievements could ever compare to what he once almost had—immortality and godhood—left him broken and empty.","Sarevok plunged into a deep despair. To numb his pain, he indulged in every vice imaginable, squandering his wealth and health on alcohol, drugs, and fleeting comforts. While his divine heritage slowed his aging, it did not stop it entirely, and after decades of self-abuse he was eventually reduced to an old man begging in the streets of Baldur's Gate.","This was how his father—Bhaal, the reborn god of murder—found him. Bhaal recognized his own divine spark in the pathetic old man, and he sensed Sarevok still had potential. Bhaal recruited him to become the high priest of his fledgling clergy, giving Sarevok new purpose... and another chance to become an agent of death and destruction."],"gallery":[{"path":"bestiary/CoA/Sarevok.webp","credit":"Lius Lasahido"}],"otherVersions":[{"id":"sarevok-mabjov","source":"MaBJoV"}]},{"id":"sarevok-mabjov","name":"Sarevok","source":"MaBJoV","page":124,"srd":false,"image":"bestiary/MaBJoV/Sarevok.webp","token":"bestiary/tokens/MaBJoV/Sarevok.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"21","initiative":"+0 (10)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":20,"dex":10,"con":18,"int":11,"wis":16,"cha":14,"saves":"Con +9, Wis +8","skills":"History +5, Intimidation +12, Religion +5","vulnerabilities":"","resistances":"","immunities":"acid; necrotic; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Common, Infernal","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Sarevok has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["If Sarevok is killed he gains a new body in 24 hours, regaining all his hit points and becoming active again. The new body appears on the altar of the temple of Bhaal beneath Baldur's Gate. This ability ceases to function if a cleric of good alignment casts {@spell Hallow} on the altar in the temple of Bhaal."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sarevok casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):","At will: {@spell resistance}, {@spell sacred flame}, {@spell thaumaturgy}","1/day each: {@spell animate dead}, {@spell command}, {@spell contagion}, {@spell dispel magic}, {@spell divination}, {@spell harm}, {@spell hold person}, {@spell silence}"]}],"actions":[{"name":"Multiattack","entries":["Sarevok makes two Longsword attacks. He may replace one of the attacks with a use of Spellcasting."]},{"name":"Longsword","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage or 10 ({@damage 1d10 + 5}) if wielded in two hands. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed by Bhaal. The cursed target can't regain hit points. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Assassin's Strike","entries":["Sarevok makes a Longsword attack. If he hits the target and has advantage on the attack roll, then he deals an additional 21 ({@damage 6d6}) poison damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or have the {@condition poisoned} condition for 10 minutes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Sarevok makes a Longsword attack."]},{"name":"Unholy Flame","entries":["Sarevok casts {@spell sacred flame}."]},{"name":"Channel Bhaal's Hate (Costs 2 Actions)","entries":["Sarevok unleashes Bhaal's power. Creatures within 30 feet of Sarevok, including ones behind barriers and around corners, can't regain hit points until the end of Sarevok's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Sarevok Anchev is a powerful Deathbringer, an elite group of warriors trained to kill their enemies with a single, seemingly random strike in combat. He is also one of the Bhaalspawn, the mortal offspring of the dead god Bhaal. Sarevok attempted to reclaim the divine seat of the Lord of Murder vacated by his immortal father's demise, but his plans were thwarted when he was slain by his half-brother, Abdel Adrian, who rejected his heritage and fought against his Bhaalspawn siblings.","Sarevok's spirit was sent to the Abyss as punishment. There he eventually crossed paths with Abdel a second time when his noble-hearted brother ventured into the lower realms on a dangerous quest to stop another Bhaalspawn named Melissan. Sarevok agreed to help Abdel kill Melissan, on the condition that Abdel helped him escape the eternal torments of the Abyss.","Abdel agreed, and Sarevok was reborn into the mortal world. After his rebirth, Sarevok was true to his word, and the two brothers fought side-by-side against their half-sister. Ultimately Melissan was defeated, and Sarevok was granted a second chance at life.","With his prodigious strength, his legendary skill in battle, and the Sword of Chaos—a life-stealing, enchanted blade—Sarevok became one of the most famous mercenaries in Faerûn. Yet his many accomplishments brought him no joy. He felt no thrill at victory in battle, no delight in the routing of his enemies. The power he accumulated was bitter as ashes on his tongue, and he became a man haunted by his former life. The realization that no earthly achievements could ever compare to what he once almost had—immortality and godhood—left him broken and empty.","Sarevok plunged into a deep despair. To numb his pain, he indulged in every vice imaginable, squandering his wealth and health on alcohol and drugs. While his divine heritage slowed his aging, it did not stop it entirely, and after decades of self-abuse he was eventually reduced to an old man begging in the streets of Baldur's Gate.","This was how his father—Bhaal, the reborn god of murder—found him. But even though it was dimmed, Bhaal recognized his own divine spark in the pathetic old man, and he sensed Sarevok still had potential. Bhaal recruited him to become the high priest of his fledgling clergy, giving Sarevok new purpose... and another chance to become an agent of death and destruction."],"gallery":[{"path":"bestiary/MaBJoV/Sarevok.webp"}],"hidden":true,"otherVersions":[{"id":"sarevok","source":"CoA"}]},{"id":"sarith-kzekarit","name":"Sarith Kzekarit","source":"OotA","page":7,"srd":false,"image":"bestiary/OotA/Sarith Kzekarit.webp","token":"bestiary/tokens/OotA/Sarith Kzekarit.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"13 (3d8)","speed":"30 ft.","str":10,"dex":14,"con":10,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Elvish, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Sarith has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Sarith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Sarith's spellcasting ability is Charisma (spell save {@dc 11}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Sarith Kzekarit.webp"}]},{"id":"sarlamir","name":"Sarlamir","source":"DSotDQ","page":102,"srd":false,"image":"bestiary/DSotDQ/068-04-008.knight-sarlamir.webp","token":"bestiary/tokens/DSotDQ/Sarlamir.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":20,"dex":10,"con":16,"int":13,"wis":14,"cha":10,"saves":"Con +6, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands the languages it knew in life but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces Sarlamir to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead."]},{"name":"Unusual Nature","entries":["Sarlamir doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Sarlamir makes three Enervating Blade or Throwing Axe attacks in any combination."]},{"name":"Enervating Blade","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) necrotic damage, and if the target is a creature, it can't regain hit points until the start of Sarlamir's next turn."]},{"name":"Throwing Axe","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/068-04-008.knight-sarlamir.webp","credit":"Olivier Bernard"}]},{"id":"sarusanda-allester","name":"Sarusanda Allester","source":"VEoR","page":95,"srd":false,"image":"bestiary/tokens/VEoR/Sarusanda Allester.webp","token":"bestiary/tokens/VEoR/Sarusanda Allester.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"11","initiative":"+1 (11)","hp":"77 (14d8 + 14)","speed":"30 ft.","str":10,"dex":12,"con":12,"int":19,"wis":16,"cha":15,"saves":"Int +7, Wis +6, Cha +5","skills":"Arcana +10, History +7, Nature +7, Religion +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 30 ft., Passive Perception 13","languages":"Celestial, Common, Draconic, Elvish, any four languages, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Sarusanda casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect magic}, {@spell dispel magic}, {@spell levitate}, {@spell mage armor}, {@spell mage hand}, {@spell sending}, {@spell speak with dead}","1/day each: {@spell Otiluke's resilient sphere}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["Sarusanda attacks twice."]},{"name":"Force Bolt","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}22 ({@damage 4d8 + 4}) force damage, and if the target is a Large or smaller creature, Sarusanda can push it up to 10 feet away."]},{"name":"Silver Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) if used with two hands, plus 18 ({@damage 4d8}) force damage."]},{"name":"Implode {@recharge 4}","entries":["Each creature in a 20-foot-radius sphere centered on a point Sarusanda can see within 120 feet of it must succeed on a {@dc 15} Constitution saving throw or take 31 ({@damage 6d8 + 4}) force damage and be knocked {@condition prone} and moved to the unoccupied space closest to the sphere's center. Large and smaller objects that aren't being worn or carried in the sphere automatically take the damage and are similarly moved."]}],"bonusActions":[],"reactions":[{"name":"Telekinetic Deflection","entries":["In response to being hit by an attack roll, Sarusanda increases its AC by 4 against the attack. If this causes the attack to miss, the attacker is hit by the attack instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"satyr","name":"Satyr","source":"XMM","page":268,"srd":true,"image":"bestiary/XMM/Satyrs.webp","token":"bestiary/tokens/XMM/Satyr.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"31 (7d8)","speed":"40 ft.","str":12,"dex":16,"con":11,"int":12,"wis":10,"cha":14,"saves":"","skills":"Perception +2, Performance +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Elvish, Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest, Planar, Feywild","treasure":"Implements","traits":[{"name":"Magic Resistance","entries":["The satyr has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Bludgeoning damage. If the target is a Medium or smaller creature, the satyr pushes the target up to 10 feet straight away from itself."]},{"name":"Mockery","entries":["{@actSave wis} {@dc 12}, one creature the satyr can see within 90 feet. {@actSaveFail} 5 ({@damage 1d6 + 2}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Satyrs enjoy demonstrating their physicality through contests, evicting party poopers, and defending Fey realms."]},{"type":"section","name":"Satyrs","entries":["{@i Horned and Hoofed Revelers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Satyrs embody the untamed joys of the wilderness. They indulge in sprees of merrymaking—eating, drinking, performing, fighting, and frolicking."]}],"gallery":[{"path":"bestiary/XMM/Satyrs.webp","credit":"Lorenzo Mastroianni"}],"otherVersions":[{"id":"satyr-mm","source":"MM"}]},{"id":"satyr-mm","name":"Satyr","source":"MM","page":267,"srd":false,"image":"bestiary/MM/Satyr.webp","token":"bestiary/tokens/MM/Satyr.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"14","initiative":"+3 (13)","hp":"31 (7d8)","speed":"40 ft.","str":12,"dex":16,"con":11,"int":12,"wis":10,"cha":14,"saves":"","skills":"Perception +2, Performance +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Elvish, Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Magic Resistance","entries":["The satyr has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure.","Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair.",{"name":"Hedonistic Revelers","type":"entries","entries":["Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration.","Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Twixt day and night the spirits goad me on","They pine for ages past when hearts were pure","Against all reason now they seem unsure","They laugh and scream between mine ears anon.","Now fill my cup not once, not twice, but thrice","With flag's brim upon my lips I dance","Let unseen pixies toss their gowns askance","While I, the Carnal King, indulge my vice.","With folded boughs, the treants take their leave","As merry damsels' corsets come undone","My song doth stir them like a summer breeze","They fill mine empty cup without reprieve.","The sun becomes the moon becomes the sun","I while away the hours as I please."],"by":"Sonnet of a Naughty Satyr"}]}]}],"gallery":[{"path":"bestiary/MM/Satyr.webp"}],"hidden":true,"otherVersions":[{"id":"satyr","source":"XMM"}]},{"id":"satyr-reveler","name":"Satyr Reveler","source":"MOT","page":242,"srd":false,"image":"bestiary/MOT/Satyr Reveler.webp","token":"bestiary/tokens/MOT/Satyr Reveler.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"33 (6d8 + 6)","speed":"40 ft.","str":12,"dex":16,"con":13,"int":12,"wis":10,"cha":16,"saves":"","skills":"Acrobatics +5, Performance +7, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Enthralling Performance","entries":["If the satyr performs for at least 1 minute, it chooses up to four humanoids within 60 feet of it who watched or listened to the entire performance. Each target must succeed on a {@dc 13} Wisdom saving throw or be {@condition charmed}. While {@condition charmed} in this way, the target idolizes the satyr and will take part in the satyr's revels. The {@condition charmed} condition ends for the creature after 1 hour, if it takes any damage, if the satyr attacks the target, or if the target witnesses the satyr attacking or damaging any of the target's allies."]},{"name":"Magic Resistance","entries":["The satyr has advantage on saving throws against spells and other magical effects."]},{"name":"Sleepless Reveler","entries":["Magic can't put the satyr to sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The satyr makes two ram attacks or two shortbow attacks."]},{"name":"Ram","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Pursuing lives of endless reverie, satyr revelers eagerly participate in celebrations wherever they find them. Their boisterous natures go far toward tempting others to eat, drink, and carouse with them. Faced with stodgier individuals or outright rivals, satyr revelers don't balk at using the magic of their music, dance, or other performances to charm opponents into joining their festivities. In the aftermath, these satyrs' foes are more likely to suffer embarrassment and groggy mornings than any lasting harm.","While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration."]}],"gallery":[{"path":"bestiary/MOT/Satyr Reveler.webp","credit":"Steve Argyle"}]},{"id":"satyr-revelmaster","name":"Satyr Revelmaster","source":"XMM","page":268,"srd":false,"image":"bestiary/XMM/Satyrs.webp","token":"bestiary/tokens/XMM/Satyr Revelmaster.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"17","initiative":"+7 (17)","hp":"82 (15d8 + 15)","speed":"40 ft.","str":12,"dex":18,"con":12,"int":12,"wis":14,"cha":17,"saves":"Dex +7, Wis +5","skills":"Acrobatics +7, Perception +5, Performance +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Elvish, Sylvan","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Forest, Planar, Feywild","treasure":"Implements","traits":[{"name":"Magic Resistance","entries":["The satyr has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The satyr makes three Prance attacks."]},{"name":"Prance","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage, and the target has the {@condition Charmed|XPHB} condition until the start of the satyr's next turn."]},{"name":"Fey Melody {@recharge 4}","entries":["The satyr conjures a charming or frightening song. {@actSave wis} {@dc 14}, each enemy in a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the satyr. {@actSaveFail} The target is subjected to the song's effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Charming","entries":["The target has the {@condition Charmed|XPHB} condition for 1 minute. While {@condition Charmed|XPHB}, the target has the {@condition Incapacitated|XPHB} condition and uses all its movement to dance in place. The effect ends on the target if it takes any damage."]},{"type":"item","name":"Frightening","entries":["10 ({@damage 2d6 + 3}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition for 1 minute. If the target ends its turn out of line of sight from the satyr, the condition ends on it."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Satyr revelmasters use magical music to change the moods of other creatures. They do so to keep their celebrations exciting and to ward off foes."]},{"type":"section","name":"Satyrs","entries":["{@i Horned and Hoofed Revelers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Satyrs embody the untamed joys of the wilderness. They indulge in sprees of merrymaking—eating, drinking, performing, fighting, and frolicking."]}],"gallery":[{"path":"bestiary/XMM/Satyrs.webp","credit":"Lorenzo Mastroianni"}]},{"id":"satyr-thornbearer","name":"Satyr Thornbearer","source":"MOT","page":243,"srd":false,"image":"bestiary/MOT/Satyr Thornbearer.webp","token":"bestiary/tokens/MOT/Satyr Thornbearer.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"15","initiative":"+4 (14)","hp":"38 (7d8 + 7)","speed":"40 ft.","str":12,"dex":18,"con":12,"int":11,"wis":13,"cha":14,"saves":"","skills":"Perception +5, Performance +6, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The satyr has advantage on saving throws against spells and other magical effects."]},{"name":"Sleepless Reveler","entries":["Magic can't put the satyr to sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The satyr makes three ram attacks or three shortbow attacks."]},{"name":"Ram","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Hail of Arrows (Recharges after a Short or Long Rest)","entries":["The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 17 ({@damage 5d6}) piercing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Not all satyrs live lives of pure whimsy. When forced to defend their friends and homes, satyr thornbearers are quick to take up their bows and strike against danger. Particularly amid the dense trees of the Skola Vale, these satyr skirmishers cooperate in loose teams, using guerrilla tactics to harass foes then melt back into the forest. The blessings of Nylea aid the satyrs in protecting their home, and a single arrow from a thornbearer's bow might rain down like a volley from a whole army.","While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration."]}],"gallery":[{"path":"bestiary/MOT/Satyr Thornbearer.webp","credit":"Dan Scott"}]},{"id":"sauriv","name":"Sauriv","source":"GoS","page":79,"srd":false,"image":"bestiary/GoS/Sauriv.webp","token":"bestiary/tokens/GoS/Sauriv.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Neutral","ac":"13","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":18,"cha":16,"saves":"","skills":"Deception +7, Insight +6, Persuasion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Draconic","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Sauriv adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/GoS/Sauriv.webp","credit":"Olga Drebas"}]},{"id":"savid","name":"Savid","source":"CoS","page":133,"srd":false,"image":"bestiary/tokens/CoS/Savid.webp","token":"bestiary/tokens/CoS/Savid.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Savid has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Savid makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"scaladar","name":"Scaladar","source":"WDMM","page":315,"srd":false,"image":"bestiary/WDMM/Scaladar.webp","token":"bestiary/tokens/WDMM/Scaladar.webp","size":"Huge","creatureType":"Construct","alignment":"Unaligned","ac":"19","initiative":"+0 (10)","hp":"94 (7d12 + 49)","speed":"30 ft., climb 20 ft.","str":19,"dex":10,"con":25,"int":1,"wis":12,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"force; lightning; poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Lightning Absorption","entries":["Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 ({@damage 2d10}) lightning damage until the end of its next turn."]},{"name":"Scaladar Link","entries":["The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scaladar makes three attacks: two with its claws and one with its sting."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). The scaladar has two claws, each of which can grapple one target."]},{"name":"Sting","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 11 ({@damage 2d10}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Scaladar are constructs created by Trobriand, one of Halaster's apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly pulse of lightning with their metal stinger tails."]}]}]}],"gallery":[{"path":"bestiary/WDMM/Scaladar.webp","credit":"Leesha Hannigan"}]},{"id":"scarecrow","name":"Scarecrow","source":"WttHC","page":269,"srd":false,"image":"bestiary/WttHC/Scarecrow (Stranger Things).webp","token":"bestiary/tokens/WttHC/Scarecrow.webp","size":"Medium","creatureType":"Construct","alignment":"Chaotic Evil","ac":"11","initiative":"+3 (13)","hp":"27 (6d8)","speed":"30 ft.","str":11,"dex":13,"con":11,"int":10,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"fire","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; unconscious","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common plus one other language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Fearsome Claw","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}6 ({@damage 2d4 + 1}) Slashing damage, and the target has the {@condition Frightened|XPHB} condition until the end of the scarecrow's next turn."]},{"name":"Terrifying Glare","entries":["{@actSave wis} {@dc 11}, one creature the scarecrow can see within 30 feet. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the end of the scarecrow's next turn. While {@condition Frightened|XPHB}, the target has the {@condition Paralyzed|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Spirits of vengeance bound to crude frames, scarecrows arise from folk magic, the prayers of desperate commoners, or possession by spirits that died with violent work left undone. Scarecrows might serve those who created them or might defend a place, family, or community from threats—whether physical or to their way of life."]}],"gallery":[{"path":"bestiary/WttHC/Scarecrow (Stranger Things).webp"}],"otherVersions":[{"id":"scarecrow-xmm","source":"XMM"},{"id":"scarecrow-mm","source":"MM"}]},{"id":"scarecrow-xmm","name":"Scarecrow","source":"XMM","page":269,"srd":false,"image":"bestiary/XMM/Scarecrow.webp","token":"bestiary/tokens/XMM/Scarecrow.webp","size":"Medium","creatureType":"Construct","alignment":"Chaotic Evil","ac":"11","initiative":"+3 (13)","hp":"27 (6d8)","speed":"30 ft.","str":11,"dex":13,"con":11,"int":10,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"fire","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; unconscious","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Common plus one other language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Fearsome Claw","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}6 ({@damage 2d4 + 1}) Slashing damage, and the target has the {@condition Frightened|XPHB} condition until the end of the scarecrow's next turn."]},{"name":"Terrifying Glare","entries":["{@actSave wis} {@dc 11}, one creature the scarecrow can see within 30 feet. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the end of the scarecrow's next turn. While {@condition Frightened|XPHB}, the target has the {@condition Paralyzed|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Scarecrow","entries":["{@i Servant of Superstition}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Spirits of vengeance bound to crude frames, scarecrows arise from folk magic, the prayers of desperate commoners, or possession by spirits that died with violent work left undone. Scarecrows might serve those who created them or might defend a place, family, or community from threats—whether physical or to their way of life.","Although scarecrows take their name from rural effigies, they might take varied patchwork forms. Roll on or choose a result from the Scarecrow Frames table to inspire a scarecrow's appearance.",{"type":"table","caption":"Scarecrow Frames","colLabels":["1d8","The Scarecrow Is Made From..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Animal furs, bones, horns, and claws."],["2","Beehives or wasp nests over a wicker frame."],["3","A carved pumpkin atop a body of thick vines."],["4","Nets, flotsam, grapnels, and fishing tackle."],["5","Oversize stuffed animal or mannequin parts."],["6","Rusty armor and torture devices."],["7","A sackcloth head atop straw-stuffed clothes."],["8","Wedding clothes that were never worn."]]}]}],"gallery":[{"path":"bestiary/XMM/Scarecrow.webp","credit":"Daarken"}],"hidden":true,"otherVersions":[{"id":"scarecrow","source":"WttHC"},{"id":"scarecrow-mm","source":"MM"}]},{"id":"scarecrow-mm","name":"Scarecrow","source":"MM","page":268,"srd":false,"image":"bestiary/MM/Scarecrow.webp","token":"bestiary/tokens/MM/Scarecrow.webp","size":"Medium","creatureType":"Construct","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"36 (8d8)","speed":"30 ft.","str":11,"dex":13,"con":11,"int":10,"wis":10,"cha":13,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"False Appearance","entries":["While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scarecrow makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage. If the target is a creature, it must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} until the end of the scarecrow's next turn."]},{"name":"Terrifying Glare","entries":["The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a {@dc 11} Wisdom saving throw or be magically {@condition frightened} until the end of the scarecrow's next turn. The {@condition frightened} target is {@condition paralyzed}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["At harvest time, when death revisits the twilit world and summer's blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these stoic sentinels hold their posts through wind, storm, and flood, bound to their master's command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws.",{"name":"Spirit-Powered Constructs","entries":["A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to inspire fear in those it gazes upon. Hags and witches often bind scarecrows with the spirits of demons, but any evil spirit will do. Although aspects of the spirit's personality might surface, a scarecrow's spirit doesn't recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its last commands, seeks revenge for its creator's death, or destroys itself."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/MM/Scarecrow.webp"}],"hidden":true,"otherVersions":[{"id":"scarecrow","source":"WttHC"},{"id":"scarecrow-xmm","source":"XMM"}]},{"id":"scarlet-sentinel","name":"Scarlet Sentinel","source":"NRH-AVitW","page":10,"srd":false,"image":"bestiary/tokens/NRH-AVitW/Scarlet Sentinel.webp","token":"bestiary/tokens/NRH-AVitW/Scarlet Sentinel.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":15,"dex":6,"con":14,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The Scarlet Sentinel is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The Scarlet Sentinel has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The Scarlet Sentinel's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"scholarly-agent","name":"Scholarly Agent","source":"CRCotN","page":206,"srd":false,"image":"bestiary/CRCotN/Scholarly Agent.webp","token":"bestiary/tokens/CRCotN/Scholarly Agent.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":10,"dex":12,"con":12,"int":16,"wis":12,"cha":10,"saves":"Int +5","skills":"Arcana +5, History +5, Investigation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus one other language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The agent casts one of the following spells, using Intelligence as the spellcasting ability:","At will: {@spell dancing lights}, {@spell mage hand}","1/day each: {@spell comprehend languages}, {@spell identify} (as an action), {@spell mage armor}"]}],"actions":[{"name":"Arcane Shock","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one target. {@h}14 ({@damage 2d10 + 3}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Glyph of Shielding","entries":["The agent adds 2 to its AC against one attack that would hit it. To do so, the agent must be able to see the attacker and have a free hand."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Scholarly agents are low-ranking members of an academic organization. They know a few tricks to help them avoid danger, and they study magic that enables them to decipher secrets of the past and identify magical relics."]},{"type":"section","entries":[{"type":"entries","name":"Scholars of Allsight","entries":["The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank'Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction's field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria."]}]}],"gallery":[{"path":"bestiary/CRCotN/Scholarly Agent.webp","credit":"Tyler Walpole"}]},{"id":"scholarly-excavator","name":"Scholarly Excavator","source":"CRCotN","page":206,"srd":false,"image":"bestiary/CRCotN/Scholarly Excavator.webp","token":"bestiary/tokens/CRCotN/Scholarly Excavator.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":14,"wis":14,"cha":12,"saves":"Con +5, Int +4","skills":"Arcana +4, Athletics +4, History +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus two other languages","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Siege Expert","entries":["The excavator deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The excavator makes three Thunderous Warhammer attacks."]},{"name":"Thunderous Warhammer","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) thunder damage."]}],"bonusActions":[{"name":"Telekinetic Toss {@recharge 5}","entries":["The excavator targets one Medium or smaller creature or an object weighing 300 pounds or less that isn't being worn or carried. The target, which must be within 30 feet of the excavator and visible to it, is magically pushed up to 20 feet horizontally in a direction of the excavator's choice. If the target is a creature, it can make a {@dc 13} Strength saving throw to resist the effect and is not pushed on a successful save."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Field research is often dangerous work, especially when it involves ancient magic and monster-infested ruins. Scholarly excavators are trained to deal with those dangers, adept at protecting their allies and clearing obstacles from their path."]},{"type":"section","entries":[{"type":"entries","name":"Scholars of Allsight","entries":["The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank'Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction's field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria."]}]}],"gallery":[{"path":"bestiary/CRCotN/Scholarly Excavator.webp","credit":"Tyler Walpole"}]},{"id":"scholarly-mastermind","name":"Scholarly Mastermind","source":"CRCotN","page":207,"srd":false,"image":"bestiary/CRCotN/Scholarly Mastermind.webp","token":"bestiary/tokens/CRCotN/Scholarly Mastermind.webp","size":"Small or Medium","creatureType":"Humanoid (Wizard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"82 (15d8 + 15)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":18,"wis":16,"cha":14,"saves":"Int +7, Wis +6","skills":"Arcana +7, History +7, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus three other languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mastermind casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell alter self}, {@spell light}, {@spell mage hand}","1/day each: {@spell comprehend languages}, {@spell mage armor}, {@spell zone of truth}"]}],"actions":[{"name":"Multiattack","entries":["The mastermind makes two Arcane Shock or Dagger of the Poisoned Mind attacks."]},{"name":"Arcane Shock","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}26 ({@damage 4d10 + 4}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn."]},{"name":"Dagger of the Poisoned Mind","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) psychic damage. If the target is a creature, it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Scholarly masterminds are the formidable leaders of academic research organizations, responsible for planning and carrying out operations that delve into the secrets of the past. Some masterminds are headmasters at academies or universities. Others operate individually and in secret, pursuing agendas that might diverge wildly from those of the rest of their organization."]},{"type":"section","entries":[{"type":"entries","name":"Scholars of Allsight","entries":["The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank'Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction's field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria."]}]}],"gallery":[{"path":"bestiary/CRCotN/Scholarly Mastermind.webp","credit":"Tyler Walpole"}]},{"id":"scion-of-grolantor","name":"Scion of Grolantor","source":"BGG","page":165,"srd":false,"image":"bestiary/BGG/Scion of Grolantor.webp","token":"bestiary/tokens/BGG/Scion of Grolantor.webp","size":"Gargantuan","creatureType":"Giant (Titan)","alignment":"Chaotic Evil","ac":"18","initiative":"+2 (12)","hp":"402 (23d20 + 161)","speed":"60 ft.","str":27,"dex":14,"con":25,"int":15,"wis":21,"cha":18,"saves":"Wis +12, Cha +11","skills":"Perception +12","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; poisoned","senses":"Passive Perception 22","languages":"Giant, Primordial","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (6/Day)","entries":["If the scion fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The scion has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The scion deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scion makes one Great Tree Club attack and two Slam attacks, or it makes three Boulder attacks."]},{"name":"Great Tree Club","entries":["{@atk mw} {@hit 15} to hit, reach 30 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 23} Strength saving throw or be pushed horizontally up to 100 feet straight away from the scion and have the {@condition prone} condition."]},{"name":"Slam","entries":["{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}26 ({@damage 4d8 + 8}) force damage."]},{"name":"Boulder","entries":["{@atk rw} {@hit 15} to hit, range 120/480 ft., one target. {@h}27 ({@damage 3d12 + 8}) bludgeoning damage."]},{"name":"Inhale {@recharge 5}","entries":["The scion inhales a vortex of air in a 120-foot line that is 15 feet wide. Each creature in that area that is Huge or smaller must succeed on a {@dc 23} Strength saving throw or be pulled up to 120 feet straight toward the scion and be swallowed. A swallowed creature has the {@condition restrained} condition, has {@quickref Cover||3||total cover} against attacks and other effects outside the scion, and takes 24 ({@damage 7d6}) force damage at the start of each of the scion's turns.","The scion's stomach can hold up to two creatures at a time. If the scion takes 60 damage or more on a single turn from a creature inside it, the scion must succeed on a {@dc 17} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the scion and has the {@condition prone} condition. If the scion dies, any swallowed creature no longer has the {@condition restrained} condition and can escape from the corpse using 15 feet of movement, exiting with the {@condition prone} condition."]}],"bonusActions":[{"name":"Earth-Shaking Movement","entries":["The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is {@status concentration||concentrating} must succeed on a {@dc 23} Constitution saving throw or lose {@status concentration}."]}],"reactions":[{"name":"Feed","entries":["Immediately after taking damage, if it has at least one creature swallowed, the scion deals 10 ({@damage 3d6}) force damage to each swallowed creature and regains 10 hit points."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Grolantor is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abundant Food","entry":"Crops and domestic animals grow and reproduce quickly within 6 miles of the scion."},{"type":"item","name":"Empowered Hill Giants","entry":"Hill giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls."},{"type":"item","name":"Farming Weather","entry":"The weather within 6 miles of the scion is always ideal for farming: sunny and warm with occasional showers."}]},"If the scion dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A slumbering scion of Grolantor is often mistaken for a hill, and sometimes people erect standing stones, a village, or a city on a scion's back, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scion's magic causes crops to flourish and livestock to thrive in the surrounding region. An ancient tree towers from the crest of the hill.","When roused, a cradle of the hill scion rises as a mass of dirt, stone, and roots with two massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes.","If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}],"gallery":[{"path":"bestiary/BGG/Scion of Grolantor.webp"}]},{"id":"scion-of-memnor","name":"Scion of Memnor","source":"BGG","page":167,"srd":false,"image":"bestiary/BGG/Scion of Memnor.webp","token":"bestiary/tokens/BGG/Scion of Memnor.webp","size":"Gargantuan","creatureType":"Giant (Titan)","alignment":"Chaotic Neutral","ac":"20","initiative":"+4 (14)","hp":"656 (32d20 + 320)","speed":"60 ft., fly 80 ft. (hover)","str":30,"dex":18,"con":30,"int":24,"wis":22,"cha":26,"saves":"Dex +12, Cha +16","skills":"Arcana +15, Perception +14","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"thunder","conditionImmunities":"charmed; frightened; paralyzed; petrified","senses":"truesight 120 ft., Passive Perception 24","languages":"Giant, Primordial","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The scion doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Legendary Resistance (6/Day)","entries":["If the scion fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The scion has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The scion deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks."]},{"name":"Cloud Morningstar","entries":["{@atk mw} {@hit 18} to hit, reach 30 ft., one target. {@h}32 ({@damage 4d10 + 10}) force damage plus 22 ({@damage 4d10}) thunder damage."]},{"name":"Wind Javelin","entries":["{@atk rw} {@hit 18} to hit, range 120/480 ft., one target. {@h}42 ({@damage 5d12 + 10}) thunder damage, and the target must succeed on a {@dc 26} Strength saving throw or have the {@condition prone} condition."]},{"name":"Slam","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) force damage."]},{"name":"Thunderous Vortex {@recharge 5}","entries":["The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in the sphere must succeed on a {@dc 24} Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 ({@damage 8d12}) thunder damage and must succeed on a {@dc 24} Constitution saving throw or have the {@condition stunned} condition until the end of its next turn."]}],"bonusActions":[{"name":"Fog of Deception","entries":["The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each creature in that area must make a {@dc 24} Wisdom saving throw. On a failed save, a creature has the {@condition charmed} condition until the end of its next turn. While it has the {@condition charmed} condition, the creature must use its action to make a melee attack against a creature other than itself of the scion's choice. If no creature is within its reach, the affected creature makes a ranged attack against a creature of the scion's choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion's Fog of {@skill Deception} for the next 24 hours."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Memnor is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Compulsory Offering","entry":"The first time a sapient creature comes within 6 miles of the scion, the creature must succeed on a {@dc 15} Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only once by this compulsion."},{"type":"item","name":"Empowered Cloud Giants","entry":"Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls."},{"type":"item","name":"Mischievous Whispers","entry":"Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others."}]},"If the scion dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for \"rain spirits\" while playing mischievous pranks on each other.","When roused, a cradle of the cloud scion manifests as a titanic air elemental made of fierce winds and wisps of cloud. It wields air and thunder to knock enemies from the sky.","If the cradle is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75 feet tall and wields a morningstar made from magically dense clouds.","It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into fighting each other. If seriously threatened, it wields thunder and wind to demolish its enemies."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}],"gallery":[{"path":"bestiary/BGG/Scion of Memnor.webp"}]},{"id":"scion-of-skoraeus","name":"Scion of Skoraeus","source":"BGG","page":169,"srd":false,"image":"bestiary/BGG/Scion of Skoraeus.webp","token":"bestiary/tokens/BGG/Scion of Skoraeus.webp","size":"Gargantuan","creatureType":"Giant (Titan)","alignment":"Neutral","ac":"19","initiative":"+5 (15)","hp":"444 (24d20 + 192)","speed":"60 ft.","str":29,"dex":20,"con":26,"int":19,"wis":24,"cha":14,"saves":"Dex +12, Wis +14","skills":"Acrobatics +12, Perception +14","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid","conditionImmunities":"charmed; frightened; paralyzed; petrified","senses":"truesight 120 ft., Passive Perception 24","languages":"Giant, Primordial","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (6/Day)","entries":["If the scion fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The scion has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The scion deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scion makes one Crystal Club attack and two Slam attacks, then uses Entombing Grasp if available. Alternatively, the scion makes two Runic Boulder attacks."]},{"name":"Crystal Club","entries":["{@atk mw} {@hit 16} to hit, reach 30 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage. {@hom}The scion can cause the club to flare with bright light, and the target must succeed on a {@dc 22} Constitution saving throw or take 18 ({@damage 4d8}) radiant damage and have the {@condition blinded} condition until the start of the scion's next turn."]},{"name":"Slam","entries":["{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}31 ({@damage 4d10 + 9}) force damage."]},{"name":"Runic Boulder","entries":["{@atk rw} {@hit 16} to hit, range 120/480 ft., one target. {@h}27 ({@damage 4d8 + 9}) bludgeoning damage. {@hom}The boulder explodes. The target and each creature within 30 feet of it must make a {@dc 22} Dexterity saving throw. On a failed save, a creature takes 19 ({@damage 3d12}) force damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only."]},{"name":"Entombing Grasp {@recharge}","entries":["The scion wreathes its hand in petrifying magic and touches one Huge or smaller creature it can see within 20 feet of itself. The target must succeed on a {@dc 24} Dexterity saving throw or take 28 ({@damage 8d6}) force damage and have the {@condition grappled} condition (escape {@dc 19}). At the start of the scion's next turn, if the target is still {@condition grappled}, the target has the {@condition petrified} condition."]}],"bonusActions":[{"name":"Earth-Shaking Movement","entries":["The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot radius circle centered on itself. Each creature on the ground in that area that is {@status concentration||concentrating} must succeed on a {@dc 24} Constitution saving throw or lose {@status concentration}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Skoraeus is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abundant Stone and Minerals","entry":"Smooth stones and gems grow within 6 miles of the scion."},{"type":"item","name":"Edible Moss","entry":"Carpets of golden moss that stone giants find tasty grow on cavern walls within 6 miles of the scion."},{"type":"item","name":"Empowered Stone Giants","entry":"Stone giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls."}]},"If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and minerals, and existing moss dies within {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A scion of Skoraeus typically slumbers deep in the heart of a towering mountain, almost becoming one with the earth. While the scion dreams, the mountain's minerals are transformed into fine carving stones and brilliant gems.","If a miner tunnels too close to the heart of the mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder's head and unleashes an earsplitting roar that can collapse mine tunnels.","If the cradle is destroyed, the scion of Skoraeus inside it awakens. At nearly 70 feet tall, it towers over most other creatures and wields a mass of crystal as a club. Once awakened, the scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its palm into stone.",{"type":"quote","entries":["One time Diancastra and I were exploring deep underground, and suddenly an eye opened in the wall of the cave and a rumbling voice said, \"Auntie D, is that you?\" I nearly... well, let's just say I was startled."],"by":"Bigby"},{"type":"quote","entries":["Don't forget who I am, dear Bigby."],"by":"Diancastra"}]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}],"gallery":[{"path":"bestiary/BGG/Scion of Skoraeus.webp"}]},{"id":"scion-of-stronmaus","name":"Scion of Stronmaus","source":"BGG","page":171,"srd":false,"image":"bestiary/BGG/Scion of Stronmaus.webp","token":"bestiary/tokens/BGG/Scion of Stronmaus.webp","size":"Gargantuan","creatureType":"Giant (Titan)","alignment":"Chaotic Good","ac":"20","initiative":"+5 (15)","hp":"656 (32d20 + 320)","speed":"60 ft., fly 80 ft. (hover), swim 80 ft.","str":30,"dex":20,"con":30,"int":26,"wis":28,"cha":24,"saves":"Dex +13, Int +16","skills":"Arcana +16, History +16, Perception +17","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; thunder","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; prone","senses":"truesight 120 ft., Passive Perception 27","languages":"Giant, Primordial","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The scion doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Legendary Resistance (6/Day)","entries":["If the scion fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The scion has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The scion deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scion makes one attack using Lightning Sword or Hailstone, as well as two Slam attacks."]},{"name":"Lightning Sword","entries":["{@atk mw} {@hit 18} to hit, reach 30 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage plus 22 ({@damage 4d10}) lightning damage."]},{"name":"Hailstone","entries":["{@atk rw} {@hit 18} to hit, range 120/480 ft., one target. {@h}32 ({@damage 4d10 + 10}) bludgeoning damage plus 18 ({@damage 4d8}) cold damage, and the target must succeed on a {@dc 26} Strength saving throw or have the {@condition prone} condition."]},{"name":"Slam","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage."]}],"bonusActions":[{"name":"Vengeful Storm {@recharge}","entries":["The scion conjures a churning storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered on a point within 120 feet of itself. The cloud's area is {@quickref Vision and Light||2||heavily obscured}. The cloud lasts for 1 minute, until the scion dies, or when the scion uses this bonus action again.","When the cloud appears, and as a bonus action on later turns, the scion can move the cloud up to 30 feet and cause one of the following effects in a 30-foot-radius, 120-foot-high cylinder directly below it; the scion can't choose the same effect two rounds in a row:"]},{"name":"Acid Rain","entries":["The cloud rains acid. Each creature in the cylinder must succeed on a {@dc 25} Constitution saving throw or be covered in acid for 1 minute or until a creature uses its action to remove the acid from itself or another creature. A creature covered in the acid takes 26 ({@damage 4d12}) acid damage at the start of each of its turns."]},{"name":"Freezing Storm","entries":["Shards of ice pelt down, and freezing wind fills the area. Each creature in the cylinder must succeed on a {@dc 25} Dexterity saving throw or take 28 ({@damage 8d6}) cold damage and be hindered by ice formations for 1 minute or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0."]},{"name":"Lightning Bolts","entries":["Bolts of lightning strike down. Each creature in the cylinder must succeed on {@dc 25} Dexterity saving throw or take 18 ({@damage 4d8}) lightning damage and have the {@condition stunned} condition until the end of its next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Stronmaus is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Elemental Portals","entry":"Two-way portals to the Elemental Plane of Air (if the scion is in the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within 1 mile of the cradle or scion, allowing elemental creatures into the world."},{"type":"item","name":"Empowered Storm Giants","entry":"Storm giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls."},{"type":"item","name":"Extreme Weather","entry":"The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms."}]},"If the scion dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A scion of Stronmaus often slumbers high in the sky or deep in the ocean, where the tumult caused by the scion's restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion's slumber is filled with dreams ranging from inspiring visions of Annam's return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment and devastation.","A cradle of the storm scion stirs into action not only when the scion is threatened but also if the scion's sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury.","If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn't necessarily lash out in violence when emerging from its cradle. But it's not particularly interested in Humanoids or other little creatures—either in conversing with them or in protecting them from harm it might cause.","If the scion is threatened, it unleashes elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}],"gallery":[{"path":"bestiary/BGG/Scion of Stronmaus.webp"}]},{"id":"scion-of-surtur","name":"Scion of Surtur","source":"BGG","page":173,"srd":false,"image":"bestiary/BGG/Scion of Surtur.webp","token":"bestiary/tokens/BGG/Scion of Surtur.webp","size":"Gargantuan","creatureType":"Giant (Titan)","alignment":"Lawful Evil","ac":"20","initiative":"+3 (13)","hp":"546 (28d20 + 252)","speed":"60 ft.","str":30,"dex":17,"con":28,"int":21,"wis":24,"cha":20,"saves":"Dex +11, Cha +13","skills":"Athletics +18, Perception +15","vulnerabilities":"","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified","senses":"truesight 120 ft., Passive Perception 25","languages":"Giant, Primordial","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (6/Day)","entries":["If the scion fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The scion has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The scion deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks."]},{"name":"Lava Blade","entries":["{@atk mw} {@hit 18} to hit, reach 30 ft., one target. {@h}32 ({@damage 4d10 + 10}) slashing damage plus 18 ({@damage 4d8}) fire damage."]},{"name":"Lava Ball","entries":["{@atk rw} {@hit 18} to hit, range 120/480 ft., one target. {@h}29 ({@damage 3d12 + 10}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage, and the target must succeed on a {@dc 26} Strength saving throw or have the {@condition prone} condition."]},{"name":"Slam","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) force damage."]},{"name":"Lava Wave {@recharge 5}","entries":["The scion emits a wave of lava from its blade, hands, or mouth in a 90-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 60 ({@damage 11d10}) fire damage and has the {@condition restrained} condition from being embedded in hardening rock. A creature can make a {@dc 25} Strength ({@skill Athletics}) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit points, and it is immune to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[{"name":"Earth-Shaking Movement","entries":["The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is {@status concentration||concentrating} must succeed on a {@dc 26} Constitution saving throw or lose {@status concentration}."]},{"name":"Incendiary Smoke","entries":["The scion causes smoke and white-hot embers to billow from its skin, filling a 30-foot-radius sphere centered on itself that moves with it. While the scion's skin billows smoke, ranged attacks against the scion are made with disadvantage. A creature that moves into the smoke for the first time on a turn or starts its turn there must succeed on a {@dc 25} Constitution saving throw or take 14 ({@damage 4d6}) fire damage. The scion's skin stops billowing smoke after 1 minute, when the scion dies, or when the scion uses this bonus action to stop the smoke."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Surtur is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abundant Ore","entry":"Veins of precious metals and ore are more common within 6 miles of the scion."},{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the scion, parching the land and withering most plant life."},{"type":"item","name":"Empowered Fire Giants","entry":"Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls."}]},"If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A scion of Surtur slumbering at the peak of a volcano causes an unending plume of smoke to rise, sometimes lit from below by fiery bursts of lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer all in Surtur's name—the volcano rumbles and spews molten rage.","If intruders disturb its resting place, the fire scion's cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion's volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened cradle defies all their expectations. Like a living volcano, the cradle hurls balls of magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it.","If the cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion's form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest, preferably at the head of a fire giant army.",{"type":"quote","entries":["When a volcanic eruption makes me concerned, not just for the fate of settlements and wildlife nearby, but that there might be a much more personal sort of violence heading my way, I begin to question my life choices."],"by":"Bigby"}]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}],"gallery":[{"path":"bestiary/BGG/Scion of Surtur.webp"}]},{"id":"scion-of-thrym","name":"Scion of Thrym","source":"BGG","page":175,"srd":false,"image":"bestiary/BGG/Scion of Thrym.webp","token":"bestiary/tokens/BGG/Scion of Thrym.webp","size":"Gargantuan","creatureType":"Giant (Titan)","alignment":"Neutral Evil","ac":"19","initiative":"+3 (13)","hp":"499 (27d20 + 216)","speed":"60 ft.","str":30,"dex":16,"con":27,"int":17,"wis":20,"cha":21,"saves":"Wis +12, Cha +12","skills":"Athletics +17, Perception +12","vulnerabilities":"","resistances":"fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified","senses":"truesight 120 ft., Passive Perception 22","languages":"Giant, Primordial","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (6/Day)","entries":["If the scion fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The scion has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The scion deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scion makes one Ice Axe and two Slam attacks, or it makes two Glacier Throw attacks."]},{"name":"Ice Axe","entries":["{@atk mw} {@hit 17} to hit, reach 30 ft., one target. {@h}36 ({@damage 4d12 + 10}) force damage plus 18 ({@damage 4d8}) cold damage."]},{"name":"Slam","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}32 ({@damage 4d10 + 10}) force damage."]},{"name":"Glacier Throw","entries":["{@atk rw} {@hit 17} to hit, range 120/480 ft., one target. {@h}36 ({@damage 4d12 + 10}) bludgeoning damage plus 14 ({@damage 4d6}) cold damage, and the target must succeed on a {@dc 25} Strength saving throw or have the {@condition prone} condition."]},{"name":"Glacial Upheaval {@recharge 5}","entries":["The scion digs its hands into the ground at a point it can see within 30 feet of itself and launches a magically conjured mass of ice into the air. Each creature other than the scion in a 30-foot-radius, 100-foot-high cylinder centered on that point must make a {@dc 25} Dexterity saving throw. On a failed save, a creature takes 36 ({@damage 8d8}) bludgeoning damage plus 19 ({@damage 3d12}) cold damage and is pushed vertically to the top of the cylinder, at which point the creature falls. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder with no additional effects.","At the start of the scion's next turn, a mass of ice plummets to the ground on a point the scion can see within 60 feet of the point the scion dug its hands into. Each creature in a 30-foot-radius, 100-foot-high cylinder centered on that point must succeed on a {@dc 25} Dexterity saving throw or take 18 ({@damage 4d8}) bludgeoning damage plus 18 ({@damage 4d8}) cold damage."]}],"bonusActions":[{"name":"Earth-Shaking Movement","entries":["The scion moves up to its speed and sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is {@status concentration||concentrating} must succeed on a {@dc 25} Constitution saving throw or lose {@status concentration}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region surrounding a scion of Thrym is altered by the giant's magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Biting Chill","entry":"Extreme cold envelops the land within 6 miles of the scion (see the {@book Dungeon Master's Guide|DMG} for rules on {@hazard extreme cold}). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks."},{"type":"item","name":"Empowered Frost Giants","entry":"Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls."},{"type":"item","name":"Thriving Wildlife","entry":"Beasts reproduce rapidly and thrive within 6 miles of the scion."}]},"If the scion dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A slumbering scion of Thrym encased in its cradle is functionally identical to a glacier or iceberg, nestled in an alpine valley or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory.","If it is disturbed, the scion's cradle animates as a bipedal figure formed of ice and snow. It smashes intruders with its icy fists or hurls shards of its own icy substance at them, and it can exhale a blast of frigid air to freeze foes in place.","If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it."]}]},{"type":"section","name":"Scions of Giants' Gods","entries":["Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See \"{@book Giants of Myth|BGG|3|Giants of Myth}\" in chapter 3 for additional inspiration.)","Scions of giants' gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens."]}],"gallery":[{"path":"bestiary/BGG/Scion of Thrym.webp"}]},{"id":"scorchbringer-guard","name":"Scorchbringer Guard","source":"GGR","page":243,"srd":false,"image":"bestiary/GGR/Scorchbringer Guard.webp","token":"bestiary/tokens/GGR/Scorchbringer Guard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"16","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":14,"con":12,"int":10,"wis":9,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Explosive Tank","entries":["When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren't being worn or carried, and it destroys the scorchbringer."]}],"spellcasting":[],"actions":[{"name":"Light Hammer","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]},{"name":"Scorchbringer {@recharge 4}","entries":["The guard's scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do."]}]}]}],"gallery":[{"path":"bestiary/GGR/Scorchbringer Guard.webp","credit":"Jack Wang"}]},{"id":"scorpion","name":"Scorpion","source":"XMM","page":369,"srd":true,"image":"bestiary/XMM/Scorpion.webp","token":"bestiary/tokens/XMM/Scorpion.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"1 (1d4 - 1)","speed":"10 ft.","str":2,"dex":11,"con":8,"int":1,"wis":8,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}1 Piercing damage plus 3 ({@damage 1d6}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Scorpion.webp","credit":"Michele Giorgi"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"scorpion-mm","source":"MM"}]},{"id":"scorpion-mm","name":"Scorpion","source":"MM","page":337,"srd":false,"image":"bestiary/tokens/MM/Scorpion.webp","token":"bestiary/tokens/MM/Scorpion.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"1 (1d4 - 1)","speed":"10 ft.","str":2,"dex":11,"con":8,"int":1,"wis":8,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}1 piercing damage, and the target must make a {@dc 9} Constitution saving throw, taking 4 ({@damage 1d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"scorpion","source":"XMM"}]},{"id":"scout","name":"Scout","source":"XMM","page":270,"srd":true,"image":"bestiary/XMM/Scouts.webp","token":"bestiary/tokens/XMM/Scout.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus one other language","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes two attacks, using Shortsword and Longbow in any combination."]},{"name":"Shortsword","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage."]},{"name":"Longbow","entries":["{@atkr r} {@hit 4}, range 150/600 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils."]},{"type":"section","name":"Scouts","entries":["{@i Watchers and Wanderers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders."]}],"gallery":[{"path":"bestiary/XMM/Scouts.webp","credit":"Riccardo Moscatello"}],"otherVersions":[{"id":"scout-mm","source":"MM"}]},{"id":"scout-mm","name":"Scout","source":"MM","page":349,"srd":false,"image":"bestiary/MM/Scout.webp","token":"bestiary/tokens/MM/Scout.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance."]}]}],"gallery":[{"path":"bestiary/MM/Scout.webp"}],"hidden":true,"otherVersions":[{"id":"scout","source":"XMM"}]},{"id":"scout-captain","name":"Scout Captain","source":"XMM","page":270,"srd":false,"image":"bestiary/XMM/Scouts.webp","token":"bestiary/tokens/XMM/Scout Captain.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"15","initiative":"+5 (15)","hp":"66 (12d8 + 12)","speed":"30 ft., climb 30 ft.","str":11,"dex":16,"con":12,"int":14,"wis":15,"cha":11,"saves":"Dex +5, Int +4","skills":"Perception +6, Stealth +7, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus one other language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes two attacks, using Shortsword or Longbow in any combination."]},{"name":"Shortsword","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage, plus 10 ({@damage 3d6}) Piercing damage if the attack was made with {@variantrule Advantage|XPHB}."]},{"name":"Longbow","entries":["{@atkr r} {@hit 5}, range 150/600 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage, plus 10 ({@damage 3d6}) Piercing damage if the attack was made with {@variantrule Advantage|XPHB}."]}],"bonusActions":[{"name":"Aim","entries":["The scout has {@variantrule Advantage|XPHB} on the next attack roll it makes during the current turn."]}],"reactions":[{"name":"Uncanny Dodge","entries":["{@actTrigger} The scout is hit by an attack roll. {@actResponse} The scout halves the damage (round down) it takes from that attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Scout captains are experienced explorers and sharpshooters. They might lead bands of other scouts or disappear into the wilds alone for months at a time."]},{"type":"section","name":"Scouts","entries":["{@i Watchers and Wanderers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders."]}],"gallery":[{"path":"bestiary/XMM/Scouts.webp","credit":"Riccardo Moscatello"}]},{"id":"scrag","name":"Scrag","source":"TftYP","page":147,"srd":false,"image":"bestiary/tokens/TftYP/Scrag.webp","token":"bestiary/tokens/TftYP/Scrag.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft., swim 30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"scrapper","name":"Scrapper","source":"MisMV1","page":10,"srd":false,"image":"bestiary/MisMV1/Scrapper.webp","token":"bestiary/tokens/MisMV1/Scrapper.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"126 (12d10 + 60)","speed":"30 ft.","str":20,"dex":10,"con":20,"int":3,"wis":10,"cha":1,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"lightning","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"understands the languages of its creator but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Electrified Chassis","entries":["A creature that hits the scrapper with a melee attack while within 5 feet of it takes 19 ({@damage 3d12}) lightning damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scrapper makes two Spike Punch attacks. It can replace one of those with a Wires attack."]},{"name":"Spike Punch","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 5 ({@damage 1d10}) piercing damage."]},{"name":"Wires","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one Large or smaller creature. {@h}The target has the {@condition grappled} condition (escape {@dc 16}) and must succeed on a {@dc 16} Strength saving throw or be pulled into an unoccupied space within 5 feet of the scrapper and take 19 ({@damage 3d12}) lightning damage. The scrapper can have only one creature {@condition grappled} in this way at a time."]},{"name":"Eye Beam {@recharge 5}","entries":["The scrapper shoots a magical beam from its extended eye at one creature it can see within 120 feet of itself. The target must make a {@dc 16} Dexterity saving throw, taking 44 ({@damage 8d10}) force damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["{@note Created by Jake F.}","Scrappers are tall, broad-shouldered automatons usually found in scrap yards. Sparks erupt from the loose wires that protrude from their hulking frames. Their quasi-mechanical minds are shielded with lead, protecting them from psychic damage.","A scrapper feeds on scrap metal and uses its electrified wires to grapple and reel in foes. It zaps enemies it can't reach with an energy beam fired from an extended eye."]}],"gallery":[{"path":"bestiary/MisMV1/Scrapper.webp"},{"path":"bestiary/MisMV1/Scrapper (Original).webp"}]},{"id":"screaming-devilkin","name":"Screaming Devilkin","source":"MFF","page":19,"srd":false,"image":"bestiary/MFF/Screaming Devilkin.webp","token":"bestiary/tokens/MFF/Screaming Devilkin.webp","size":"Small","creatureType":"Fey","alignment":"Lawful Evil","ac":"17","initiative":"+3 (13)","hp":"18 (4d6 + 4)","speed":"0 ft., fly 40 ft.","str":4,"dex":16,"con":13,"int":5,"wis":8,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 9","languages":"Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Agile Flier","entries":["Opportunity attacks against the screaming devilkin have disadvantage while it is flying."]},{"name":"Ceaseless Screaming","entries":["Any creature other than a screaming devilkin that starts its turn within 30 feet of one or more screaming devilkins and can hear it must make a {@dc 10}","Wisdom saving throw. On a failure the creature is {@condition incapacitated} until the start of its next turn. On a success, the creature suffers no effect."]},{"name":"Stunted Legs","entries":["The screaming devilkin has disadvantage on attack rolls and all attack rolls made against it gain advantage while the devilkin isn't flying."]}],"spellcasting":[],"actions":[{"name":"Barbed Tail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The ferocious screaming devilkin are bizarre fey creatures spawned by overwhelming moments of panic. Despite their diabolic appearance and name, are denizens of the Feywild. Sages believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature.",{"type":"entries","name":"Screaming Terrors","entries":["A screaming devilkin sometimes arises when a creature in the Feywild is overcome with panic to the point that it screams, babbles, and otherwise loses control of its faculties. When such an event occurs, the creature's scream echoes through the Feywild. If it echoes at just the right angle between a rocky outcropping in the dead of night, the scream gains intensity and volume until it reaches a piercing crescendo. At that moment, the stone of the outcropping shatters as a small flock of screaming devilkins erupts from the earth and take to the air."]},{"type":"entries","name":"Wicked Tormentors","entries":["As befits creatures born from a moment of panic, screaming devilkins love to spread fear and confusion across the world. They gather in small flocks, lurking along lonely forest roads and mountain passes. When their victims approach, the devilkins swoop down upon them to lash them with their long, barbed tails. Their horrid shrieking overwhelms a creature's senses, inspiring a combination of panic, sensory overload, and confusion that leaves creatures reeling. Despite their evil nature, screaming devilkins rarely attack to kill. They much prefer to leave their victims badly injured and shorn of all hope. The devilkin steal treasures, weapons, and supplies, dooming an expedition to a slow death. The devilkin fly near their victims, taunting them with the items they stole. Predators in the area learn that the devilkin's screeching is a sure sign that easy prey draws near."]},{"type":"entries","name":"Opportunistic Alliances","entries":["A flock of screaming devilkins can appreciate vicious cruelty in other creatures. If they see signs of an evil presence in the land, such as a cruel overlord or a vicious necromancer, they may offer an alliance if the villain offers plenty of opportunities for them to engage in wanton destruction and torment. These creatures serve as horrid mascots of a sort, capering about their new master and following orders to torment those who displease their leader with glee."]}]}]}],"gallery":[{"path":"bestiary/MFF/Screaming Devilkin.webp"}]},{"id":"scribble","name":"Scribble","source":"CRCotN","page":126,"srd":false,"image":"bestiary/CRCotN/064-05-002.allsight-base-camp.webp","token":"bestiary/tokens/CRCotN/Scribble.webp","size":"Medium","creatureType":"Humanoid (Kenku, Wizard)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":10,"dex":12,"con":12,"int":16,"wis":12,"cha":10,"saves":"Int +5","skills":"Arcana +5, History +5, Investigation +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus one other language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Scribble casts one of the following spells, using Intelligence as the spellcasting ability:","At will: {@spell dancing lights}, {@spell mage hand}","1/day each: {@spell comprehend languages}, {@spell identify} (as an action), {@spell mage armor}"]}],"actions":[{"name":"Arcane Shock","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one target. {@h}14 ({@damage 2d10 + 3}) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Glyph of Shielding","entries":["Scribble adds 2 to its AC against one attack that would hit it. To do so, the agent must be able to see the attacker and have a free hand."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/064-05-002.allsight-base-camp.webp","credit":"Linda Lithén"}]},{"id":"scufflecup-teacup","name":"Scufflecup Teacup","source":"SCC","page":159,"srd":false,"image":"bestiary/tokens/SCC/Scufflecup Teacup.webp","token":"bestiary/tokens/SCC/Scufflecup Teacup.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"5 (2d4)","speed":"20 ft.","str":4,"dex":14,"con":10,"int":3,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; exhaustion; poisoned","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d3 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Scufflecup is a game students created after finding a box of teacups in a nearby building's storage room. The students discovered that pouring hot tea into the cups animates them for 10 minutes and causes them to sprout little arms and legs."]}]},{"id":"scuttling-serpentmaw","name":"Scuttling Serpentmaw","source":"CRCotN","page":208,"srd":false,"image":"bestiary/CRCotN/Scuttling Serpentmaw.webp","token":"bestiary/tokens/CRCotN/Scuttling Serpentmaw.webp","size":"Small","creatureType":"Aberration","alignment":"Unaligned","ac":"17","initiative":"+2 (12)","hp":"65 (10d6 + 30)","speed":"30 ft.","str":16,"dex":14,"con":16,"int":3,"wis":11,"cha":3,"saves":"","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The serpentmaw can breathe air and water."]},{"name":"Pack Tactics","entries":["The serpentmaw has advantage on an attack roll against a creature if at least one of the serpentmaw's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The serpentmaw makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, or 17 ({@damage 4d6 + 3}) piercing damage if the serpentmaw had advantage on the attack roll."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A scuttling serpentmaw looks like an unusually large crab with a sleek black shell. It lurks in crevasses and deep underwater canyons. Once spotted, it scuttles toward its prey and reveals its most formidable feature: an armored maw concealed on the back of its shell. This serpentine appendage can extend out from the shell to tear into prey.","Though they inhabit water, serpentmaws can't swim. They move along the sea floor in small mobs, working together to tear apart much larger creatures they come across."]}],"gallery":[{"path":"bestiary/CRCotN/Scuttling Serpentmaw.webp","credit":"Crystal Sully"}]},{"id":"sea-elf","name":"Sea Elf","source":"SKT","page":70,"srd":false,"image":"bestiary/tokens/SKT/Sea Elf.webp","token":"bestiary/tokens/SKT/Sea Elf.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Good","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"10 ft., swim 40 ft.","str":10,"dex":13,"con":12,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Elvish","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The sea elf has advantage on saving throws against being {@condition charmed}, and magic can't put the sea elf to sleep."]},{"name":"Amphibious","entries":["The sea elf can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, or 4 ({@damage 1d8}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sea-elf-scout","name":"Sea Elf Scout","source":"DSotDQ","page":114,"srd":false,"image":"bestiary/DSotDQ/Sea Elf Scout.webp","token":"bestiary/tokens/DSotDQ/Sea Elf Scout.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft., swim 30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["The scout has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]},{"name":"Fey Ancestry","entries":["The scout has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]},{"name":"Child of the Sea","entries":["The scout can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The scout makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/Sea Elf Scout.webp","credit":"Alexandre Honoré"}]},{"id":"sea-fury","name":"Sea Fury","source":"EGW","page":299,"srd":false,"image":"bestiary/EGW/Sea Fury.webp","token":"bestiary/tokens/EGW/Sea Fury.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"105 (14d8 + 42)","speed":"30 ft., swim 50 ft.","str":19,"dex":15,"con":16,"int":12,"wis":12,"cha":18,"saves":"","skills":"Deception +8, Insight +5, Perception +5, Stealth +6","vulnerabilities":"","resistances":"","immunities":"cold; fire; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"paralyzed; poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Aquan, Common, Giant","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The sea fury can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the sea fury fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The sea fury has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The sea fury's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell witch bolt}","1/day each: {@spell bestow curse}, {@spell fear}, {@spell thunderwave}"]}],"actions":[{"name":"Multiattack","entries":["The sea fury makes two attacks with its claws."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Death Glare","entries":["The sea fury targets one {@condition frightened} creature it can see within 30 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or drop to 0 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"As Water","entries":["The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can't be {@condition grappled} or {@condition restrained}. It reverts to its true form at the end of this movement."]},{"name":"Fearsome Apparition (Costs 2 Actions)","entries":["The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of it until it vanishes at the end of the sea fury's next turn."]},{"name":"Conjure Snakes (Costs 3 Actions)","entries":["The sea fury disgorges a {@creature swarm of poisonous snakes}, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks.","On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured.","The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing {@item wave} must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone} by it and pushed 15 feet along its course.","The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a {@creature specter} and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury's commands."]}],"regionalEffects":["The region containing a sea fury's lair is warped by the sea fury's magic, which creates the following effects:",{"type":"list","items":["Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind.","Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it.","Ordinary {@creature crab||crabs} and {@creature octopus||octopi} within 1 mile of the lair grow in size to become {@creature giant crab||giant crabs} and {@creature giant octopus||giant octopi}, respectively. These creatures serve the sea fury as spies and guards."]}],"lore":[{"type":"section","entries":["In times of great danger, sea hags form massive covens to channel powerful magic against outside threats. But when the threat is vanquished, these covens often destroy themselves from within. One sea hag grows more powerful than the others, killing its kin one by one and siphoning their magical power as it does so.","Driven to madness by the power it claims—and by the loneliness that is the cost of its killing spree—the hag becomes a sea fury, which hoards treasure, spreads rumors, and does everything within its power to lure sailors and explorers to its lair. By doing so, it hopes to break its loneliness for a time—and then to destroy its new playthings when they have outlived their usefulness."]}],"gallery":[{"path":"bestiary/EGW/Sea Fury.webp","credit":"Andrew Mar"}]},{"id":"sea-hag","name":"Sea Hag","source":"XMM","page":271,"srd":true,"image":"bestiary/XMM/Sea Hag.webp","token":"bestiary/tokens/XMM/Sea Hag.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"52 (7d8 + 21)","speed":"30 ft., swim 40 ft.","str":16,"dex":13,"con":16,"int":12,"wis":12,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Common, Giant, Primordial (Aquan)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Underwater","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The hag can breathe air and water."]},{"name":"Vile Appearance","entries":["{@actSave wis} {@dc 11}, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the start of its next turn. {@actSaveSuccess} The target is immune to this hag's Vile Appearance for 24 hours."]}],"spellcasting":[{"name":"Coven Magic","entries":["While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save {@dc 11}): {@spell Augury|XPHB}, {@spell Find Familiar|XPHB}, {@spell Identify|XPHB}, {@spell Locate Object|XPHB}, {@spell Scrying|XPHB}, or {@spell Unseen Servant|XPHB}. The hag must finish a {@variantrule Long Rest|XPHB} before using this trait to cast that spell again."]},{"name":"Illusory Appearance","entries":["The hag casts {@spell Disguise Self|XPHB}, using Constitution as the spellcasting ability (spell save {@dc 13}). The spell's duration is 24 hours.","At will: {@spell Disguise Self|XPHB}"]}],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage."]},{"name":"Death Glare {@recharge 5}","entries":["{@actSave wis} {@dc 11}, one {@condition Frightened|XPHB} creature the hag can see within 30 feet. {@actSaveFail} If the target has 20 {@variantrule Hit Points|XPHB} or fewer, it drops to 0 {@variantrule Hit Points|XPHB}. Otherwise, the target takes 13 ({@damage 3d8}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Sea Hag","entries":["{@i Hag of Despair and the Dismal Deep}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Sea hags loathe peace and beauty. Bitter, jealous creatures, they spread chaos and undermine joy however they can, undertaking elaborate deceptions to sow discord for its own sake. The hags' true forms are supernaturally vile, and their baleful gazes can strike down creatures {@condition frightened|XPHB} by their appearance.","Sea hags cloak themselves in illusions to work their schemes. Roll on or choose a result from the Sea Hag Disguises table to inspire a sea hag's illusion and how they might use it to wreak chaos and destruction.",{"type":"table","caption":"Sea Hag Disguises","colLabels":["1d6","The Sea Hag Takes the Form of A..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Captive and claims nearby villagers bound them and left them to drown."],["2","Castaway and shares a cursed item's location with would-be rescuers."],["3","Healer and passes off poisons as medicine."],["4","Panic-spreading prophesier of doom."],["5","Ship captain and delivers passengers to the hag's pet sea monster."],["6","Wounded sailor and claims their ship was destroyed by merfolk or other peaceful people."]]}]}],"gallery":[{"path":"bestiary/XMM/Sea Hag.webp","credit":"Lorenzo Mastroianni"}],"otherVersions":[{"id":"sea-hag-mm","source":"MM"}]},{"id":"sea-hag-mm","name":"Sea Hag","source":"MM","page":179,"srd":false,"image":"bestiary/MM/Sea Hag.webp","token":"bestiary/tokens/MM/Sea Hag.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"52 (7d8 + 21)","speed":"30 ft., swim 40 ft.","str":16,"dex":13,"con":16,"int":12,"wis":12,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Aquan, Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The hag can breathe air and water."]},{"name":"Horrific Appearance","entries":["Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a {@dc 11} Wisdom saving throw. On a failed save, the creature is {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.","Unless the target is {@status surprised} or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Death Glare","entries":["The hag targets one {@condition frightened} creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a {@dc 11} Wisdom saving throw against this magic or drop to 0 hit points."]},{"name":"Illusory Appearance","entries":["The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.","The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 16} Intelligence ({@skill Investigation}) check to discern that the hag is disguised."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.","On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:",{"type":"list","items":["Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.","The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful {@dc 20} Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them."]},"A powerful sea hag might have the following additional lair actions:",{"type":"list","items":["The hag fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.","The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the {@spell simulacrum} spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round."]}],"regionalEffects":["Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to {@dice 2d10} days to fade away.","The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:",{"type":"list","items":["Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.","Beasts that have an Intelligence score of 2 or lower are {@condition charmed} by the hag and directed to be aggressive toward intruders in the area.","Strange carved figurines, twig fetishes, or rag dolls magically appear in trees."]},"A powerful sea hag creates one or more of the following additional regional effects within 1 mile of her lair:",{"type":"list","items":["Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it.","Currents and tides are exceptionally strong and treacherous. Any ability check made to safely navigate or control a vessel moving through these waters has disadvantage.","Shores are littered with dead, rotting fish. The hag can sense when one of the fish is handled and cause it to speak with her voice."]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters.","Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear.",{"type":"entries","name":"Ugly Inside and Out","entries":["Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag's hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll's. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best."]},{"type":"entries","name":"Covens","entries":["A sea hag that is part of a coven (see the \"Hag Covens\" sidebar) has a challenge rating of 4 (1,100 XP)."]}]}]},{"type":"section","name":"Hags","entries":["Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Faces of Evil","entries":["Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.","All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.","Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth."]},{"type":"entries","name":"Monstrous Motherhood","entries":["Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.","Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror."]},{"type":"entries","name":"Dark Bargains","entries":["Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.","Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain."]},{"type":"entries","name":"A Foul Nature","entries":["Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might \"help\" such creatures by disfiguring or transforming them.","This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke."]},{"type":"entries","name":"Dark Sorority","entries":["Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed.","Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson."]},{"type":"entries","name":"Dark Lairs","entries":["Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers."]},{"type":"inset","name":"Hag Covens","entries":["When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.","A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.",{"type":"entries","name":"Shared Spellcasting","entries":["While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:",{"type":"list","style":"list-no-bullets","items":["1st level (4 slots): {@spell identify}, {@spell ray of sickness}","2nd level (3 slots): {@spell hold person}, {@spell locate object}","3rd level (3 slots): {@spell bestow curse}, {@spell counterspell}, {@spell lightning bolt}","4th level (3 slots): {@spell phantasmal killer}, {@spell polymorph}","5th level (2 slots): {@spell contact other plane}, {@spell scrying}","6th level (1 slot): {@spell eyebite}"]},"For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier."]},{"type":"entries","name":"Hag Eye","entries":["A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and {@sense darkvision} with a radius of 60 feet. If it is destroyed, each coven member takes {@damage 3d10} psychic damage and is {@condition blinded} for 24 hours.","A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while {@condition blinded}. During the ritual, if the hags take any action other than performing the ritual, they must start over."]}]}]}]}]}],"gallery":[{"path":"bestiary/MM/Sea Hag.webp"}],"hidden":true,"otherVersions":[{"id":"sea-hag","source":"XMM"}]},{"id":"sea-horse","name":"Sea Horse","source":"MM","page":337,"srd":false,"image":"bestiary/tokens/MM/Sea Horse.webp","token":"bestiary/tokens/MM/Sea Horse.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"1 (1d4 - 1)","speed":"swim 20 ft.","str":1,"dex":12,"con":8,"int":1,"wis":10,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 0; PB +2)","habitat":"","treasure":"","traits":[{"name":"Water Breathing","entries":["The sea horse can breathe only underwater."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sea-lion","name":"Sea Lion","source":"TftYP","page":242,"srd":false,"image":"bestiary/TftYP/Sea Lion.webp","token":"bestiary/tokens/TftYP/Sea Lion.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"90 (12d10 + 24)","speed":"10 ft., swim 40 ft.","str":17,"dex":15,"con":15,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The sea lion can breathe air and water."]},{"name":"Keen Smell","entries":["The sea lion has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pack Tactics","entries":["The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Swimming Leap","entries":["With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sea lion makes three attacks: one bite attack and two claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["These large marine mammals live along coastal regions and around islands at sea"]}]}],"gallery":[{"path":"bestiary/TftYP/Sea Lion.webp"}]},{"id":"sea-spawn","name":"Sea Spawn","source":"MPMM","page":211,"srd":false,"image":"bestiary/MPMM/Sea Spawn.webp","token":"bestiary/tokens/MPMM/Sea Spawn.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"11","initiative":"-1 (9)","hp":"32 (5d8 + 10)","speed":"20 ft., swim 30 ft.","str":15,"dex":8,"con":15,"int":6,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Aquan and Common but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Limited Amphibiousness","entries":["The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]},{"name":"Piscine Anatomy","entries":["The sea spawn uses one of the following options (choose one or roll a {@dice d6}):",{"type":"list","style":"list-hang-notitle","items":[{"name":"1–2: Bite","type":"item","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"3–4: Poison Quills","type":"item","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"5–6: Tentacle","type":"item","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Many of the stories sung as sea chanteys and recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.","Tales provide myriad reasons for these strange transformations. Folklore warns against falling in love with a sea elf or merfolk, braving storms in hopes of a bounteous catch, and promising your heart to a sea god. Such cautionary tales disguise the deeper truth: things lurking beneath the waves strive to claim the hearts and minds of land dwellers.","{@creature Kraken||Krakens}, morkoths, {@creature sea hag||sea hags}, {@creature marid||marids}, {@creature storm giant||storm giants}, {@creature dragon turtle||dragon turtles}—all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might become beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can't leave the water for long without courting death.","Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some of these piscine body parts provide them with special abilities.",{"name":"The Sea Spawn of Purple Rocks","type":"entries","entries":["Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are claimed by a {@creature kraken} named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the depths. Some children return having suffered partial transformations and must conceal themselves from strangers until their full transformation in order to keep the secret of the Purple Rocks.","Kraken priests (in this book) tend to the kraken's flock. Most of the priests are island natives, but some are other sorts of creatures that live in the water around the Purple Rocks, such as {@creature merfolk} or {@creature merrow}, or even sea elves."]}],"gallery":[{"path":"bestiary/MPMM/Sea Spawn.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"sea-spawn-vgm","source":"VGM"}]},{"id":"sea-spawn-vgm","name":"Sea Spawn","source":"VGM","page":189,"srd":false,"image":"bestiary/VGM/Sea Spawn.webp","token":"bestiary/tokens/VGM/Sea Spawn.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"11","initiative":"-1 (9)","hp":"32 (5d8 + 10)","speed":"20 ft., swim 30 ft.","str":15,"dex":8,"con":15,"int":6,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Aquan and Common but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Limited Amphibiousness","entries":["The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]},{"name":"Piscine Anatomy","entries":["The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Bite","entry":"{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."},{"type":"item","name":"Poison Quills","entry":"{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Tentacle","entry":"{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea-but not merely drowned and gone. These unfortunates are taken by the ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.","Tales provide myriad reasons for these strange transformations. \"Be wary of falling in love with a sea elf or a merfolk,\" some say. \"Return to port before a storm, no matter how tempting the catch.\" \"Honor the sea gods as they demand, but never promise them your heart.\" Such cautionary tales disguise the deeper truth: things lurk beneath the waves that strive to claim the hearts and minds of land dwellers.",{"name":"Deep Thralls","entries":["Krakens, morkoths, sea hags, marids, storm giants, dragon turtles-all of these sea creatures and more can mark mortals as their own and claim them as minions. Such people might become beholden to their master through a bleak bargain, or they might find themselves cursed by such creatures. Once warped into a fishlike form, the person can't leave the sea for long without courting death."],"type":"entries"},{"type":"quote","entries":["They are transformed by the sea and enslaved by powers of the deeps. And the transformation is more than mere fins and tentacles; they come to love their slavery. Poor souls."],"by":"Elminster"},{"name":"Anatomical Diversity","entries":["Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some sea spawn have piscine body parts that provide them with special abilities beyond those of an ordinary humanoid."],"type":"entries"}]},{"type":"inset","name":"The Sea Spawn of Purple Rocks","entries":["Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the dark depths. Some children return having suffered partial transformations, leaving them semi-bestial until their full transformation when they reach old age. These wretches are hidden until their final change, to keep the secret of the Purple Rocks.","Kraken priests (described in appendix B) are the tenders of the kraken's flock. Most of the priests are island natives, but some are merfolk, merrow, or sea elves that live in the water around the Purple Rocks."]}]}]}],"gallery":[{"path":"bestiary/VGM/Sea Spawn.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"sea-spawn","source":"MPMM"}]},{"id":"seahorse","name":"Seahorse","source":"XMM","page":369,"srd":true,"image":"bestiary/XMM/Seahorse.webp","token":"bestiary/tokens/XMM/Seahorse.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"1 (1d4 - 1)","speed":"5 ft., swim 20 ft.","str":1,"dex":12,"con":8,"int":1,"wis":10,"cha":2,"saves":"","skills":"Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"0","crDisplay":"0 (XP 0; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Water Breathing","entries":["The seahorse can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bubble Dash","entries":["While underwater, the seahorse moves up to its {@variantrule Swim Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Seahorse.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}]},{"id":"seal","name":"Seal","source":"IDRotF","page":308,"srd":false,"image":"bestiary/IDRotF/Seal.webp","token":"bestiary/tokens/IDRotF/Seal.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"9 (2d8)","speed":"20 ft., swim 40 ft.","str":10,"dex":12,"con":11,"int":3,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The seal can hold its breath for 15 minutes."]},{"name":"Keen Smell","entries":["The seal has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The seals native to the Sea of Moving Ice often beach themselves on ice floes and rocky shores. They are acclimated to the cold weather and feed primarily on small fish, squid, and clams. Seal pups have yellowish-white fur, which turns silvery gray as they enter adulthood."]}],"gallery":[{"path":"bestiary/IDRotF/Seal.webp"}]},{"id":"sekelok","name":"Sekelok","source":"ToA","page":120,"srd":false,"image":"bestiary/tokens/ToA/Sekelok.webp","token":"bestiary/tokens/ToA/Sekelok.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"18","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":20,"dex":15,"con":14,"int":10,"wis":14,"cha":12,"saves":"Str +9, Con +6","skills":"Athletics +9, Intimidation +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any one language (usually Common)","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Indomitable (2/Day)","entries":["Sekelok rerolls a failed saving throw."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, Sekelok can regain 20 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Sekelok makes three attacks with its greatsword or its shortbow."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, plus 7 ({@damage 2d6}) slashing damage if Sekelok has more than half of its total hit points remaining."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 7 ({@damage 2d6}) piercing damage if Sekelok has more than half of its total hit points remaining."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"selenelion-twin","name":"Selenelion Twin","source":"WBtW","page":241,"srd":false,"image":"bestiary/WBtW/Selenelion Twin.webp","token":"bestiary/tokens/WBtW/Selenelion Twin.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Good","ac":"14","initiative":"+4 (14)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":7,"dex":18,"con":13,"int":12,"wis":10,"cha":17,"saves":"Dex +6, Cha +5","skills":"Acrobatics +8, Sleight Of Hand +6, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The Selenelion twins, Gleam and Glister, have advantage on saving throws against being {@condition charmed}, and magic can't put them to sleep."]},{"name":"Regeneration","entries":["A Selenelion twin regains 5 hit points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn't regenerate."]},{"name":"Twin Bond","entries":["While both Selenelion twins are alive and on the same plane of existence, each is aware of the other's emotions."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Moon Ray (Gleam Only; 3/Day)","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}12 ({@damage 2d8 + 3}) radiant damage, and the target must succeed on a {@dc 13} Wisdom saving throw or be transformed into a bat for 1 minute, as though affected by a {@spell polymorph} spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Sun Ray (Glister Only; 3/Day)","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}12 ({@damage 2d8 + 3}) radiant damage, and the target must succeed on a {@dc 13} Wisdom saving throw or be {@condition blinded} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Twin Sight (Recharges after a Short or Long Rest)","entries":["In her mind's eye, a Selenelion twin can see what the other twin sees for up to 1 minute, provided both twins are alive and on the same plane of existence. Maintaining this effect requires {@status concentration} (as if {@status concentration||concentrating} on a spell)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gleam and Glister are high elf twins, who until recently performed amazing acts of balance and agility at the Witchlight Carnival. Together, they are known as the Selenelion twins. (A selenelion is a celestial event during a lunar eclipse in which the sun and the eclipsed moon can be observed at the same time, either just before sunset or just after sunrise, when both bodies appear just above the horizon at nearly opposite points in the sky.)","Gleam and Glister were born during such an event, and they are blessed with magical abilities tied to moonlight (Gleam) and sunlight (Glister), respectively. The twins are easily distinguished by the masks they wear; Gleam wears a crescent moon mask, and Glister wears a sun mask.","Blessed by Corellon, the twins can each change their sex at the end of a long rest, though one twin rarely does so without the other doing likewise. The accompanying stat block uses \"she\" and \"her\" as each twin's default pronouns.","The twins are as fond of one another as two siblings can be. Gleam is the introvert of the pair, while Glister is the extrovert. Both have friendly, agreeable demeanors."]}],"gallery":[{"path":"bestiary/WBtW/Selenelion Twin.webp","credit":"Zuzanna Wužyk"}]},{"id":"sentient-gray-ooze","name":"Sentient Gray Ooze","source":"TftYP","page":158,"srd":false,"image":"bestiary/tokens/TftYP/Sentient Gray Ooze.webp","token":"bestiary/tokens/TftYP/Sentient Gray Ooze.webp","size":"Medium","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"10 ft., climb 10 ft.","str":12,"dex":6,"con":16,"int":5,"wis":6,"cha":2,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"acid; cold; fire","immunities":"","conditionImmunities":"blinded; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The ooze can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Corrode Metal","entries":["Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.","The ooze can eat through 2-inch-thick, nonmagical metal in 1 round."]},{"name":"False Appearance","entries":["While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sentient-ochre-jelly","name":"Sentient Ochre Jelly","source":"TftYP","page":158,"srd":false,"image":"bestiary/tokens/TftYP/Sentient Ochre Jelly.webp","token":"bestiary/tokens/TftYP/Sentient Ochre Jelly.webp","size":"Large","creatureType":"Ooze","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"45 (6d10 + 12)","speed":"10 ft., climb 10 ft.","str":15,"dex":6,"con":14,"int":5,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"acid","immunities":"lightning; slashing","conditionImmunities":"blinded; deafened; exhaustion; frightened; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amorphous","entries":["The jelly can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Spider Climb","entries":["The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) acid damage."]}],"bonusActions":[],"reactions":[{"name":"Split","entries":["When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sentinel-marshal","name":"Sentinel Marshal","source":"EFA","page":83,"srd":false,"image":"bestiary/EFA/Sentinel Marshal.webp","token":"bestiary/tokens/EFA/Sentinel Marshal.webp","size":"Small or Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"16","initiative":"+10 (20)","hp":"110 (20d8 + 20)","speed":"30 ft.","str":18,"dex":19,"con":12,"int":11,"wis":15,"cha":10,"saves":"Dex +7, Con +4","skills":"Athletics +7, Insight +5, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 18","languages":"Common plus two other languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Shield (3/Day)","entries":["The marshal casts {@spell Shield|XPHB} in response to the spell's trigger, using Wisdom as the spellcasting ability.","3/day: {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The marshal makes three attacks, using Longsword or Pistol in any combination."]},{"name":"Longsword","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage, and the target has {@variantrule Disadvantage|XPHB} on the next attack roll it makes before the start of the marshal's next turn."]},{"name":"Pistol","entries":["{@atkr r} {@hit 7}, range 30/90 ft. {@h}15 ({@damage 2d10 + 4}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Sentinel Marshals of House Deneith, who are typically human, hold the honor of the house in their hands. The Treaty of Thronehold upheld their authority to pursue criminals across international borders, giving them the unique privilege and responsibility of upholding the law across Khorvaire.","Only the most trusted heirs of the house are honored with a position in the Sentinel Marshals, either after serving in the house's other guilds for several years (as bodyguards in the Defenders Guild and mercenary officers in the Blademarks Guild) or by special dispensation of House Deneith.","Sentinel Marshals are never authorized to break local or international laws, but neither are they accountable to the legal authorities of any nation. A rogue marshal can be punished only by the leadership of House Deneith, but some nations (such as Darguun and Droaam) ignore these conventions."]}],"gallery":[{"path":"bestiary/EFA/Sentinel Marshal.webp"}]},{"id":"seodra","name":"Seodra","source":"IMR","page":41,"srd":false,"image":"bestiary/tokens/IMR/Seodra.webp","token":"bestiary/tokens/IMR/Seodra.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"19","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Primordial","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Earth Walk","entries":["Seodra can move across {@quickref difficult terrain||3} made of earth or stone without expending extra movement."]},{"name":"Treasure Sense","entries":["Seodra can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of her."]}],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Seodra adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sephek-kaltro","name":"Sephek Kaltro","source":"IDRotF","page":23,"srd":false,"image":"bestiary/IDRotF/Sephek Kaltro.webp","token":"bestiary/tokens/IDRotF/Sephek Kaltro.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"75 (10d8 + 30)","speed":"30 ft.","str":16,"dex":14,"con":16,"int":11,"wis":16,"cha":18,"saves":"","skills":"Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"charmed; frightened","senses":"Passive Perception 15","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cold Regeneration","entries":["If the temperature around him is 0 degrees Fahrenheit or lower, Sephek regains 5 hit points at the start of his turn. If he takes fire damage, this trait doesn't function at the start of Sephek's next turn. Sephek dies only if he starts his turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Sephek can innately cast {@spell misty step} up to three times per day, requiring no components. His innate spellcasting ability is Charisma.","At will: {@spell misty step}"]}],"actions":[{"name":"Multiattack","entries":["Sephek attacks twice with a weapon."]},{"name":"Ice Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if Sephek uses the weapon with two hands, plus 5 ({@damage 2d4}) cold damage."]},{"name":"Ice Dagger","entries":["{@atk rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 5 ({@damage 2d4}) cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sephek Kaltro is a well-built man in his thirties. He has an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor or cold weather clothing and doesn't appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake."]}],"gallery":[{"path":"bestiary/IDRotF/Sephek Kaltro.webp"}]},{"id":"septon-modron","name":"Septon Modron","source":"MPP","page":40,"srd":false,"image":"bestiary/MPP/Septon Modron.webp","token":"bestiary/tokens/MPP/Septon Modron.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"17","initiative":"+2 (12)","hp":"204 (24d10 + 72)","speed":"30 ft., fly 30 ft. (hover), swim 30 ft.","str":18,"dex":15,"con":17,"int":18,"wis":16,"cha":14,"saves":"Int +8, Wis +7","skills":"Perception +11","vulnerabilities":"","resistances":"lightning; psychic","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The septon can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Combat Ready","entries":["The septon has advantage on initiative checks."]},{"name":"Disintegration","entries":["If the septon dies, its body disintegrates into dust, leaving behind anything it was carrying."]}],"spellcasting":[{"name":"Spellcasting","entries":["The septon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell detect magic}, {@spell dispel magic}, {@spell mending} (as an action)","1/day each: {@spell plane shift} (self only), {@spell protection from evil and good}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, the septon can't use this tentacle against other targets. The septon has seven tentacles, each of which can grapple one target."]},{"name":"Lightning Network","entries":["The septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) lightning damage and has the {@condition stunned} condition for 1 minute. On a successful save, a creature takes half as much damage only. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane's sectors to ensure operations are in perfect order. They are easily identified by their seven flexible limbs."]}]},{"type":"section","entries":[{"type":"entries","name":"Modrons","entries":["Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the {@i Monster Manual}."]}]}],"gallery":[{"path":"bestiary/MPP/Septon Modron.webp"},{"path":"bestiary/MPP/Modrons.webp","title":"Modrons"}]},{"id":"serapio","name":"Serapio","source":"JttRC","page":61,"srd":false,"image":"bestiary/JttRC/031-04-003.serapio.webp","token":"bestiary/tokens/JttRC/Serapio.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft., fly 30 ft.","str":12,"dex":17,"con":14,"int":10,"wis":15,"cha":10,"saves":"Dex +6, Con +5","skills":"Perception +5, Stealth +6","vulnerabilities":"","resistances":"cold; poison","immunities":"","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Abyssal, Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Serapio has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Serapio makes two Talon attacks."]},{"name":"Talon","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 3}) piercing damage plus 14 ({@damage 3d8}) poison damage."]},{"name":"Change Shape","entries":["Serapio magically transforms into a Medium owl, while retaining its game statistics (other than its size). This transformation ends if the tlacatecolo is reduced to 0 hit points or if it uses its action to end it."]},{"name":"Plague Winds (Fiend Form Only; Recharge 5-6)","entries":["Serapio emits a chilling, disease-ridden wind in a 60-foot line that is 10 feet wide. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or take 26 ({@damage 4d12}) cold damage and become {@condition poisoned}.","While {@condition poisoned} in this way, the creature can't regain hit points. At the end of every hour, the creature must succeed on a {@dc 13} Constitution saving throw or gain 1 level of {@condition exhaustion}. If the creature is in direct sunlight when it makes this saving throw, it automatically succeeds on the save.","If the creature is targeted by magic that ends a poison or disease, such as lesser restoration, while the creature isn't in direct sunlight, the effect does not end."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/031-04-003.serapio.webp","credit":"Adrián Ibarra Lugo"}]},{"id":"sergeant","name":"Sergeant","source":"ERLW","page":197,"srd":false,"image":"bestiary/tokens/ERLW/Sergeant.webp","token":"bestiary/tokens/ERLW/Sergeant.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"sergeant-wdh","source":"WDH"}]},{"id":"sergeant-wdh","name":"Sergeant","source":"WDH","page":197,"srd":false,"image":"bestiary/tokens/WDH/Sergeant.webp","token":"bestiary/tokens/WDH/Sergeant.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"sergeant","source":"ERLW"}]},{"id":"serpopard","name":"Serpopard","source":"PSA","page":37,"srd":false,"image":"bestiary/PSA/Serpopard.webp","token":"bestiary/tokens/PSA/Serpopard.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"52 (7d10 + 14)","speed":"40 ft.","str":18,"dex":14,"con":15,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The serpopard has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If the serpopard moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the serpopard can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage, and the target must make a {@dc 14} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Serpopards are strange felines with serpentine features, including long, flexible bodies, venomous fangs, and sensitive tongues they can use to detect the scent of prey from a great distance. They like to perch in trees near desert oases or along the Luxa river, inside the Hekma, to drop down on creatures that come near the water."]},{"type":"entries","entries":[{"type":"entries","name":"The Desert Lands","entries":["The desolate wilderness beyond the protection of the Hekma is largely uncharted. Immediately beyond the protective veil is a chaotic dune sea called Shefet, the Scouring Sands. The desert wears away at the edges of the fertile lands surrounding Naktamun, serving as a constant reminder that only the bounty and protection of the God-Pharaoh stand between the people of the city-state and a grisly death in the sands beyond. Beyond Shefet are parched, cracked expanses called Ramunap, the Broken Lands. The ruins of ancient civilizations are said to lie in the Broken Lands, though no one has ever explored such ruins and returned to Naktamun to tell of them."]}]}],"gallery":[{"path":"bestiary/PSA/Serpopard.webp","title":"Prowling Serpopard","credit":"Tyler Jacobson"}]},{"id":"serra-angel","name":"Serra Angel","source":"PSD","page":9,"srd":false,"image":"bestiary/PSD/Serra Angel.webp","token":"bestiary/tokens/PSD/Serra Angel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The angel's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The angel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The angel's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The angel makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The angel touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The most visible and recognized symbols of the Church of Serra are her angels—both those that were personally created by Serra and those that appeared spontaneously in the Cathedral at Sursi. Some angels live contemplative lives within the cathedrals, but most are active defenders of the faith, protecting Serra's people across the world. Powerful angels often take responsibility for large regions of the world. Lyra, for example, stands as the protector of Benalia, and Shalai plays a similar role in Llanowar. Serra's angels are believed to hear prayers addressed to Serra, and they have an uncanny tendency to arrive exactly when they are needed.","Any of the angels in the {@book Monster Manual|MM} can serve as {@creature serra angel|PSD|Serra angels}. The {@creature deva|MM} represents the most common angels, while the {@creature planetar|MM} and {@creature solar|MM} are appropriate for powerful angels such as {@creature Lyra|PSD} and {@creature Shalai|PSD}."],"gallery":[{"path":"bestiary/PSD/Serra Angel.webp","title":"Angel","credit":"Winona Nelson"}]},{"id":"servitor-thrull","name":"Servitor Thrull","source":"GGR","page":221,"srd":false,"image":"bestiary/tokens/GGR/Servitor Thrull.webp","token":"bestiary/tokens/GGR/Servitor Thrull.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"22 (4d6 + 8)","speed":"30 ft.","str":11,"dex":13,"con":14,"int":6,"wis":6,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands Common but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[{"name":"Self-Sacrifice","entries":["When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The most wretched of thrulls are the servitors, small and slender, that serve as playthings for their Orzhov masters. They run trivial errands, transport small items, caper and dance, and keep their masters' expensive robes from trailing on the dirty street. They are utterly loyal, lacking any concept of thinking for themselves."]},{"type":"section","name":"Thrulls","entries":["When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Construct Nature","type":"entries","entries":["A thrull doesn't require air, food, drink, or sleep."]}]}]}]}]},{"id":"servo","name":"Servo","source":"PSK","page":32,"srd":false,"image":"bestiary/PSK/Servo.webp","token":"bestiary/tokens/PSK/Servo.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"10 (3d4 + 3)","speed":"20 ft.","str":4,"dex":11,"con":12,"int":3,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Servos are tiny constructs that function as personal assistants. They are often seen perched on the shoulders of their inventors, acting as a fashion statement as well as a useful extra hand. Servos are small enough to be grasped in one hand, with tiny gears providing impressive motive force from a small aether supply. They rarely stray far from their inventor-masters, but they can be sent to carry messages or perform similar tasks.","A servo can serve as a familiar to a character with the {@feat Servo Crafting|PSK} feat (see \"{@book Inventing Options|PS-K|1|Inventing Options}\"), using the statistics below."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Servo.webp","title":"Servo","credit":"Igor Kieryluk"}]},{"id":"setessan-hoplite","name":"Setessan Hoplite","source":"MOT","page":229,"srd":false,"image":"bestiary/MOT/Hoplite.webp","token":"bestiary/tokens/MOT/Setessan Hoplite.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":14,"dex":16,"con":14,"int":13,"wis":16,"cha":11,"saves":"Dex +5, Wis +5","skills":"Acrobatics +5, Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The hoplite has advantage on an attack roll against a creature if at least one of the hoplite's allies is within 5 feet of the hoplite and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hoplite makes two scimitar attacks or two longbow attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Most Setessan hoplites begin their training as hunters, making them skilled in traversing the woods and adept at both guerrilla tactics and archery. Their strategies often emulate the favored servants of Nylea—especially wild beasts like wolves and lynxes. Typically a few soldiers harry an enemy while the rest capitalize on their foe's distraction."]}]},"Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.","The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of.",{"type":"table","caption":"Akroan Hoplite Unit Names","colLabels":["D8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spears of Iroas"],["2","Iron Fangs"],["3","Arrows of Anax"],["4","The Unbroken"],["5","Anvil of Purphoros"],["6","Skewering Squad"],["7","Shield of Akros"],["8","Cymede's Heart"]]},{"type":"table","caption":"Meletian Hoplite Unit Names","colLabels":["D8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Kraken's Claw"],["2","Hands of Justice"],["3","Thassa's Spear"],["4","Ephara's Shield"],["5","Kindred of the Deep"],["6","Riders of Heliod"],["7","Keepers of Pyrgnos"],["8","The Skysworn"]]},{"type":"table","caption":"Setessan Hoplite Unit Names","colLabels":["d8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Nylea's Arrows"],["2","The Watchers"],["3","Fangs of Ophis"],["4","The Swiftswords"],["5","Karametra's Wolves"],["6","Defenders of the Grove"],["7","Bronze Blades"],["8","The Jackals"]]}],"gallery":[{"path":"bestiary/MOT/Hoplite.webp","credit":"Raymond Swanland"}]},{"id":"seth-the-shapeshifting-dragon","name":"Seth the Shapeshifting Dragon","source":"MisMV1","page":12,"srd":false,"image":"bestiary/MisMV1/Seth the Shapeshifting Dragon.webp","token":"bestiary/tokens/MisMV1/Seth the Shapeshifting Dragon.webp","size":"Medium","creatureType":"Dragon","alignment":"Neutral","ac":"17","initiative":"+7 (17)","hp":"153 (18d8 + 72)","speed":"50 ft., swim 50 ft.","str":16,"dex":25,"con":19,"int":13,"wis":15,"cha":14,"saves":"Str +7, Dex +11, Con +8","skills":"Perception +6, Stealth +11","vulnerabilities":"","resistances":"cold; fire","immunities":"poison","conditionImmunities":"grappled; poisoned; restrained","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 16","languages":"Aquan, Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Seth can breathe air and water."]},{"name":"Invisible in Water","entries":["Seth has the {@condition invisible} condition while fully immersed in water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Seth makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d6 + 7}) piercing damage plus 9 ({@damage 2d8}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Riptide Breath {@recharge 5}","entries":["Seth exhales a torrent of frigid water in a 30-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) cold damage and has the {@condition incapacitated} condition until the end of its next turn. On a successful save, the creature takes half as much damage only."]}],"bonusActions":[{"name":"Change Shape","entries":["Seth magically transforms into a Small Humanoid or a Beast that is Tiny or Small, while retaining his game statistics (other than his size). This transformation ends if Seth is reduced to 0 hit points or uses another bonus action to end it."]},{"name":"Superspeed (2/Day)","entries":["Seth's speed is doubled for as long as he maintains {@status concentration} (as if {@status concentration||concentrating} on a spell). While his speed is increased in this way, all attack rolls against him are made with disadvantage, and he becomes partially incorporeal, allowing him to move through creatures and objects as if they were difficult terrain. Seth takes 5 ({@damage 1d10}) force damage if he ends his turn inside an object."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["{@note Created by Reese P.}","Seth the Shapeshifting Dragon is a vegetarian who likes to hide in the brush near waterfalls, rivers, and lakes. Invisible while immersed in water, Seth is capable of great bursts of speed, and his breath weapon is a blast of frigid water."]}],"gallery":[{"path":"bestiary/MisMV1/Seth the Shapeshifting Dragon.webp"},{"path":"bestiary/MisMV1/Seth the Shapeshifting Dragon (Original).webp"}]},{"id":"severin","name":"Severin","source":"RoT","page":92,"srd":false,"image":"bestiary/RoT/Severin.webp","token":"bestiary/tokens/RoT/Severin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"150 (20d8 + 60)","speed":"30 ft.","str":10,"dex":13,"con":16,"int":17,"wis":12,"cha":20,"saves":"Dex +5, Wis +5","skills":"Arcana +7, Religion +7","vulnerabilities":"","resistances":"acid, cold, lightning, poison","immunities":"fire","conditionImmunities":"charmed, frightened, poisoned","senses":"While wearing the Mask of the Dragon Queen: darkvision 60 ft., Passive Perception 11","languages":"Common, Draconic, Infernal","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Severin has the {@item Mask of the Dragon Queen|rot}."]},{"name":"Draconic Majesty","entries":["Severin adds his Charisma bonus to his AC (included)."]},{"name":"Ignite Enemy","entries":["If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 ({@damage 1d10}) fire damage. A creature within reach of the fire can use an action to extinguish it."]},{"name":"Legendary Resistance (5/Day)","entries":["While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Burning Touch","entries":["{@atk ms} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d8}) fire damage."]},{"name":"Flaming Orb","entries":["{@atk rs} {@hit 9} to hit, range 90 ft., one target. {@h}40 ({@damage 9d8}) fire damage."]},{"name":"Scorching Burst","entries":["Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a {@dc 17} Dexterity saving throw, taking 18 ({@damage 4d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Severin makes one attack."]},{"name":"Fiery Teleport (Costs 2 Actions)","entries":["Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 ({@damage 1d10}) fire damage."]},{"name":"Hellish Chains (Costs 3 Actions)","entries":["Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and {@condition restrained}. The {@condition restrained} target takes 21 ({@damage 6d6}) fire damage at the start of each of its turns. At the end of its turns, the target can make a {@dc 17} Strength saving throw, ending the effect on itself on a success."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"Nelvik the Pseudodragon","entries":["Severin has a neutral evil {@creature pseudodragon} companion named Nelvik. The pseudodragon is never far from its master. During the ritual to summon Tiamat, it cowers on a ledge in the central spire of the Dragon Queen's temple. If Severin is slain, Nelvik attempts to befriend Severin's slayers, waiting for an opportune time to exact revenge."]}],"gallery":[{"path":"bestiary/RoT/Severin.webp"}]},{"id":"sewer-king","name":"Sewer King","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Sewer King.webp","token":"bestiary/tokens/MCV4EC/Sewer King.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"13","initiative":"+1 (11)","hp":"52 (8d8 + 16)","speed":"40 ft.","str":18,"dex":13,"con":14,"int":8,"wis":12,"cha":11,"saves":"","skills":"Perception +5, Stealth +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Infernal, telepathy 30 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Beast Speech","entries":["The sewer king can comprehend and verbally communicate with any Beast."]}],"spellcasting":[],"actions":[{"name":"Rancid Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 7 ({@damage 2d6}) acid damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw or have the {@condition poisoned} condition until the start of the sewer king's next turn."]},{"name":"Summon Swarm (1/Day)","entries":["The sewer king chitters and summons a swarm of rats to its aid. The swarm appears in an unoccupied space within 30 feet of the sewer king that the sewer king can see. It acts as the sewer king's ally, obeys the sewer king's commands, and takes its turn immediately after the sewer king's. The swarm remains until it dies, the sewer king dies, or until the sewer king dismisses it as an action."]}],"bonusActions":[{"name":"Skitter","entries":["The sewer king moves up to its speed without provoking opportunity attacks."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sewer kings are hulking, monstrous rats empowered by fiendish blood. This unholy influence gives sewer kings their enormous size, supernatural strength, wicked cunning, and ability to speak.","Deep in the bowels of towns and cities, sewer kings reign over underground vermin, dreaming of the day when rats will overthrow surface dwellers. Rancid saliva drips from a sewer king's maw, and swarms of vermin skitter at the monstrous rat's beck and call.",{"type":"quote","entries":["'The human world will fall,' whispered the monstrous rat. 'You have but one choice to make: Will you fall with it?'"],"from":"Song of the Vermin"},{"type":"inset","name":"Lord Skitter of Edgewall","entries":["Lord Skitter is a sewer king who lives deep in the ancient dwarven ruins beneath the town of Edgewall, situated in the lands between the realm and the wilds of Eldraine. Deep within these ruins, a human minstrel named Totentanz encountered Lord Skitter and struck a vile bargain. Lord Skitter promised the piper wicked and wondrous powers in exchange for Totentanz luring the townsfolk of Edgewall into the sewer king's subterranean domain to become food for his rat minions."]}]}],"gallery":[{"path":"bestiary/MCV4EC/Sewer King.webp","credit":"Jesper Ejsing"}]},{"id":"shadar-kai-gloom-weaver","name":"Shadar-kai Gloom Weaver","source":"MPMM","page":213,"srd":false,"image":"bestiary/MPMM/Shadar-kai Gloom Weaver.webp","token":"bestiary/tokens/MPMM/Shadar-kai Gloom Weaver.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":15,"wis":12,"cha":18,"saves":"Dex +8, Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"charmed; exhaustion","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Elvish","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Burden of Time","entries":["Beasts and Humanoids (except elves) have disadvantage on saving throws while within 10 feet of the shadar-kai."]},{"name":"Fey Ancestry","entries":["The shadar-kai has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The shadar-kai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell arcane eye}, {@spell mage armor}, {@spell minor illusion}, {@spell prestidigitation}, {@spell speak with dead}","1/day each: {@spell arcane gate}, {@spell bane}, {@spell confusion}, {@spell darkness}, {@spell fear}, {@spell major image}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Shadow Spear","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 30/120, one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 26 ({@damage 4d12}) necrotic damage. {@hom}The spear magically returns to the shadar-kai's hand immediately after a ranged attack."]}],"bonusActions":[],"reactions":[{"name":"Misty Escape {@recharge 6}","entries":["When the shadar-kai takes damage, it turns {@condition invisible} and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains {@condition invisible} until the start of its next turn or until it attacks or casts a spell."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Although they're formidable warriors, gloom weavers are often content to hide in the shadows, watching as their very presence affects their victims. Their bleak energy weighs down the heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses."]},{"type":"section","name":"Shadar-kai","entries":["In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they're now adapted to its cheerless environment, both physically and mentally.","Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.","Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can.",{"name":"Fortress of Memories","type":"entries","entries":["The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen's eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.","Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion.","Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen's gloomy castle."]}]}],"gallery":[{"path":"bestiary/MPMM/Shadar-kai Gloom Weaver.webp","credit":"Sidharth Chaturvedi"}]},{"id":"shadar-kai-shadow-dancer","name":"Shadar-kai Shadow Dancer","source":"MPMM","page":213,"srd":false,"image":"bestiary/MPMM/Shadar-kai Shadow Dancer.webp","token":"bestiary/tokens/MPMM/Shadar-kai Shadow Dancer.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Any Alignment","ac":"15","initiative":"+3 (13)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":12,"dex":16,"con":13,"int":11,"wis":12,"cha":12,"saves":"Dex +6, Cha +4","skills":"Stealth +6","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"charmed; exhaustion","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Elvish","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Underdark, Urban","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The shadar-kai has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shadar-kai makes three Spiked Chain attacks.","It can use Shadow Jump after one of these attacks."]},{"name":"Spiked Chain","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. The target must succeed on a {@dc 14} Dexterity saving throw or suffer one of the following effects (choose one or roll a {@dice d6}):",{"type":"list","style":"list-hang-notitle","items":[{"name":"1–2: Decay","type":"item","entries":["The target takes 22 ({@damage 4d10}) necrotic damage."]},{"name":"3–4: Grapple","type":"item","entries":["The target is {@condition grappled} (escape {@dc 14}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition restrained}, and the shadar-kai can't grapple another target."]},{"name":"5–6: Topple","type":"item","entries":["The target is knocked {@condition prone}."]}]}]}],"bonusActions":[{"name":"Shadow Jump","entries":["The shadar-kai teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place the lithe and acrobatic shadow dancers can emerge from to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, they dispatch it and then loot the corpse for trinkets, particularly anything colorful and lively to gaze at after they return to the gloom of the Shadowfell."]},{"type":"section","name":"Shadar-kai","entries":["In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they're now adapted to its cheerless environment, both physically and mentally.","Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.","Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can.",{"name":"Fortress of Memories","type":"entries","entries":["The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen's eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.","Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion.","Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen's gloomy castle."]}]}],"gallery":[{"path":"bestiary/MPMM/Shadar-kai Shadow Dancer.webp","credit":"Sidharth Chaturvedi"}]},{"id":"shadar-kai-soul-monger","name":"Shadar-kai Soul Monger","source":"MPMM","page":214,"srd":false,"image":"bestiary/MPMM/Shadar-kai Soul Monger.webp","token":"bestiary/tokens/MPMM/Shadar-kai Soul Monger.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"136 (21d8 + 42)","speed":"30 ft.","str":8,"dex":17,"con":14,"int":19,"wis":16,"cha":13,"saves":"Dex +7, Wis +7, Cha +5","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"necrotic; psychic","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 60 ft., Passive Perception 17","languages":"Common, Elvish","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The shadar-kai has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]},{"name":"Magic Resistance","entries":["The shadar-kai has advantage on saving throws against spells and other magical effects."]},{"name":"Soul Thirst","entries":["When it reduces a creature to 0 hit points, the shadar-kai can gain temporary hit points equal to half the creature's hit point maximum. While the shadar-kai has temporary hit points from this trait, it has advantage on attack rolls."]},{"name":"Weight of Ages","entries":["Any Beast or Humanoid (except an elf) that starts its turn within 5 feet of the shadar-kai has its speed reduced by 20 feet until the start of that creature's next turn."]}],"spellcasting":[{"name":"Spellcasting","entries":["The shadar-kai casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","1/day each: {@spell bestow curse}, {@spell finger of death}, {@spell gaseous form}, {@spell seeming}"]}],"actions":[{"name":"Multiattack","entries":["The shadar-kai makes two Shadow Dagger attacks."]},{"name":"Shadow Dagger","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}13 ({@damage 4d4 + 3}) piercing damage plus 19 ({@damage 3d12}) necrotic damage, and the target has disadvantage on saving throws until the end of the shadar-kai's next turn. {@hom}The dagger magically returns to the shadar-kai's hand immediately after a ranged attack."]},{"name":"Wave of Weariness {@recharge 4}","entries":["The shadar-kai emits weariness in a 60-foot cube. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 45 ({@damage 10d8}) psychic damage and suffers 1 level of {@condition exhaustion}. On a successful save, it takes half as much damage and doesn't gain a level of {@condition exhaustion}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Wracked with despair over the loss of memories of a brighter time, soul mongers crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in their presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound they make—the moan of a tortured soul, lost in a bottomless well of tragedy."]},{"type":"section","name":"Shadar-kai","entries":["In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they're now adapted to its cheerless environment, both physically and mentally.","Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.","Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can.",{"name":"Fortress of Memories","type":"entries","entries":["The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen's eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.","Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion.","Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen's gloomy castle."]}]}],"gallery":[{"path":"bestiary/MPMM/Shadar-kai Soul Monger.webp","credit":"Sidharth Chaturvedi"}]},{"id":"shade","name":"Shade","source":"PSZ","page":28,"srd":false,"image":"bestiary/PSZ/Spirit.webp","token":"bestiary/tokens/PSZ/Shade.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"40 ft.","str":6,"dex":14,"con":13,"int":6,"wis":10,"cha":8,"saves":"","skills":"Stealth +4","vulnerabilities":"radiant","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The shadow can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the shadow can take the {@action Hide} action as a bonus action. Its stealth bonus is also improved to +6."]},{"name":"Sunlight Weakness","entries":["While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws."]}],"spellcasting":[],"actions":[{"name":"Strength Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","If a non-evil humanoid dies from this attack, a new {@creature shadow} rises from the corpse {@dice 1d4} hours later."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Magic fueled by black mana can alter the natural cycle of life and death. Whether wielded by mortal wizards or demons, or simply an environmental manifestation of black mana's flow through the land, such magic can trap spirits between the realm of the living and the mysterious fate of the dead. These ghostly undead are as destructive and hateful as the magic that calls them into being. Zendikar's shades and wraiths can be represented by the {@creature shadow||shadows} and {@creature wraith||wraiths} in the Monster Manual.","Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection. Such spirits are best described as the {@creature ghost||ghosts} in the Monster Manual."],"gallery":[{"path":"bestiary/PSZ/Spirit.webp","title":"Bog Tatters","credit":"Daarken"}]},{"id":"shadow","name":"Shadow","source":"WttHC","page":272,"srd":true,"image":"bestiary/WttHC/Shadow (Stranger Things).webp","token":"bestiary/tokens/WttHC/Shadow.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"40 ft.","str":6,"dex":14,"con":13,"int":6,"wis":10,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"radiant","resistances":"acid; cold; fire; lightning; thunder","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The shadow can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Sunlight Weakness","entries":["While in sunlight, the shadow has {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}."]}],"spellcasting":[],"actions":[{"name":"Draining Swipe","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Necrotic damage, and the target's Strength score decreases by {@dice 1d4}. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse {@dice 1d4} hours later."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, the shadow takes the {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WttHC/Shadow (Stranger Things).webp"}],"otherVersions":[{"id":"shadow-xmm","source":"XMM"},{"id":"shadow-mm","source":"MM"}]},{"id":"shadow-xmm","name":"Shadow","source":"XMM","page":272,"srd":true,"image":"bestiary/XMM/Shadow.webp","token":"bestiary/tokens/XMM/Shadow.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"40 ft.","str":6,"dex":14,"con":13,"int":6,"wis":10,"cha":8,"saves":"","skills":"Stealth +6","vulnerabilities":"radiant","resistances":"acid; cold; fire; lightning; thunder","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The shadow can move through a space as narrow as 1 inch without expending extra movement to do so."]},{"name":"Sunlight Weakness","entries":["While in sunlight, the shadow has {@variantrule Disadvantage|XPHB} on {@variantrule D20 Test|XPHB|D20 Tests}."]}],"spellcasting":[],"actions":[{"name":"Draining Swipe","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Necrotic damage, and the target's Strength score decreases by {@dice 1d4}. The target dies if this reduces that score to 0. If a Humanoid is slain by this attack, a Shadow rises from the corpse {@dice 1d4} hours later."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, the shadow takes the {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Shadow","entries":["{@i Disembodied, Life-Drinking Shade}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Shadows are incorporeal Undead that feed on life. They resent the living for possessing the potential and vitality lost to them.","Shadows lurk in dark, lonely places, typically sites that were meaningful to them in life or cursed places with ties to death, sinister magic, or the Shadowfell. Their victims rise as new shadows and prey on the living.","Shadows might resemble the silhouettes of who they were in life or take on more menacing forms. Roll on or choose a result from the Shadow Shapes table to inspire a shadow's form and haunting.",{"type":"table","caption":"Shadow Shapes","colLabels":["1d6","The Shadow Appears As..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A distorted stalker that lurks in the woods."],["2","A fiend that dwells near a wicked ritual site."],["3","Grasping hands that haunt a miser's home."],["4","A grim storybook character that follows those who speak its name."],["5","Its target, acting in eerie pantomime."],["6","An ominous priest that haunts a defiled site."]]}]}],"gallery":[{"path":"bestiary/XMM/Shadow.webp","credit":"Michael Broussard"}],"hidden":true,"otherVersions":[{"id":"shadow","source":"WttHC"},{"id":"shadow-mm","source":"MM"}]},{"id":"shadow-mm","name":"Shadow","source":"MM","page":269,"srd":false,"image":"bestiary/MM/Shadow.webp","token":"bestiary/tokens/MM/Shadow.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"40 ft.","str":6,"dex":14,"con":13,"int":6,"wis":10,"cha":8,"saves":"","skills":"Stealth +4","vulnerabilities":"radiant","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Amorphous","entries":["The shadow can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the shadow can take the {@action Hide} action as a bonus action. Its stealth bonus is also improved to +6."]},{"name":"Sunlight Weakness","entries":["While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws."]}],"spellcasting":[],"actions":[{"name":"Strength Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","If a non-evil humanoid dies from this attack, a new {@creature shadow} rises from the corpse {@dice 1d4} hours later."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Shadows are undead that resemble dark exaggerations of humanoid shadows.",{"name":"Dark Disposition","type":"entries","entries":["From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.","If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its \"parent\" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed."]},{"name":"Undead Nature","type":"entries","entries":["A shadow doesn't require air, food, drink, or sleep"]}]}]}],"gallery":[{"path":"bestiary/MM/Shadow.webp"}],"hidden":true,"otherVersions":[{"id":"shadow","source":"WttHC"},{"id":"shadow-xmm","source":"XMM"}]},{"id":"shadow-assassin","name":"Shadow Assassin","source":"WDMM","page":316,"srd":false,"image":"bestiary/tokens/WDMM/Shadow Assassin.webp","token":"bestiary/tokens/WDMM/Shadow Assassin.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"78 (12d8 + 24)","speed":"40 ft.","str":6,"dex":19,"con":14,"int":13,"wis":12,"cha":14,"saves":"Dex +8, Int +5","skills":"Perception +9, Stealth +12","vulnerabilities":"radiant","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 19","languages":"understands the languages it knew in life but can't speak","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The assassin can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the assassin can take the {@action Hide} action as a bonus action."]},{"name":"Sunlight Weakness","entries":["While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The assassin makes two Shadow Blade attacks."]},{"name":"Shadow Blade","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. Unless the target is immune to necrotic damage, the target's Strength score is reduced by {@dice 1d4} each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a {@creature shadow} (see the Monster Manual) rises from the corpse {@dice 1d4} hours later."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A shadow assassin looks like an undead shadow (as described in the {@i Monster Manual}) that wields shortswords also made of shadow. It exists only to slay the living."]}]}]}]},{"id":"shadow-dancer","name":"Shadow Dancer","source":"MTF","page":225,"srd":false,"image":"bestiary/MTF/Shadow Dancer.webp","token":"bestiary/tokens/MTF/Shadow Dancer.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"15","initiative":"+3 (13)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":12,"dex":16,"con":13,"int":11,"wis":12,"cha":12,"saves":"Dex +6, Cha +4","skills":"Stealth +6","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"charmed; exhaustion","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Elvish","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Underdark, Urban","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The shadow dancer has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]},{"name":"Shadow Jump","entries":["As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shadow dancer makes three spiked chain attacks."]},{"name":"Spiked Chain","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the target must succeed on a {@dc 14} Dexterity saving throw or suffer one additional effect of the shadow dancer's choice:",{"type":"list","items":["The target is {@condition grappled} (escape {@dc 14}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition restrained}, and the shadow dancer can't grapple another target.","The target is knocked {@condition prone}.","The target takes 22 ({@damage 4d10}) necrotic damage."]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Shadow Dancer","entries":["Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place from where the lithe and acrobatic shadow dancers can emerge to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, others move in to help dispatch the prey. Then they loot the corpse for trinkets, anything colorful and lively to gaze at after they return to the gloom of the Shadowfell."]},{"type":"section","name":"Shadar-kai","entries":["In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Soul Custodians","type":"entries","entries":["Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can."]},{"name":"Blighted Elves","type":"entries","entries":["Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Shadow Dancer.webp","credit":"Sidharth Chaturvedi"}]},{"id":"shadow-demon","name":"Shadow Demon","source":"XMM","page":273,"srd":false,"image":"bestiary/XMM/Shadow Demon.webp","token":"bestiary/tokens/XMM/Shadow Demon.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., fly 30 ft. (hover)","str":1,"dex":17,"con":12,"int":14,"wis":13,"cha":14,"saves":"Dex +5, Cha +4","skills":"Stealth +7","vulnerabilities":"radiant","resistances":"acid; bludgeoning; cold; fire; lightning; piercing; slashing; thunder","immunities":"necrotic; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Abyssal; telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Planar, Abyss","treasure":"","traits":[{"name":"Demonic Restoration","entries":["If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]},{"name":"Incorporeal Movement","entries":["The demon can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]},{"name":"Light Sensitivity","entries":["While in {@variantrule Bright Light|XPHB}, the demon has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Umbral Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}16 ({@damage 3d8 + 3}) Psychic damage."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, the demon takes the {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Shadow Demon","entries":["{@i Vestige of Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Shadow demons form when exceptionally wicked demons are destroyed and prevented from reconstituting their physical forms in the Abyss. This might occur due to divine intervention, when a demon is destroyed in the Abyss, or under more unusual circumstances. Shadow demons are the incorporeal remnants of these destroyed demons' evil. They usually vaguely resemble their former shapes, but some take purposefully deceptive shapes. Many lurk in dark places or venture out only at night to hide their true forms from those they manipulate.","Shadow demons seek ways to regain their former might and take revenge on those who destroyed them. They often ingratiate themselves with more powerful demons or mortal spellcasters, bargaining with and coercing others into restoring them to power. Many try to claim or corrupt souls to restore their fiendish forms, while some shadow demons seek wicked relics or nexuses of profane magic. It typically takes shadow demons centuries to recover their demonic power, if they ever do.","Particularly powerful demons might return as multiple shadow demons after being defeated. These fiendish entities each think they're the true manifestation of their past self and hunt one another to recover their power.","In rare cases, Fiends other than demons might adopt forms similar to shadow demons.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["There are three rules to endings. First, good always wins. Second, evil always returns. Third, the first rule isn't always true."],"by":"Tarsheva Longreach, Planar Traveler"}]}]}],"gallery":[{"path":"bestiary/XMM/Shadow Demon.webp","credit":"Lars Grant-West"}],"otherVersions":[{"id":"shadow-demon-mm","source":"MM"}]},{"id":"shadow-demon-mm","name":"Shadow Demon","source":"MM","page":64,"srd":false,"image":"bestiary/MM/Shadow Demon.webp","token":"bestiary/tokens/MM/Shadow Demon.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., fly 30 ft.","str":1,"dex":17,"con":12,"int":14,"wis":13,"cha":14,"saves":"Dex +5, Cha +4","skills":"Stealth +7","vulnerabilities":"radiant","resistances":"acid; fire; necrotic; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; lightning; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The demon can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Light Sensitivity","entries":["While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the demon can take the {@action Hide} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d6 + 3}) psychic damage or, if the demon had advantage on the attack roll, 17 ({@damage 4d6 + 3}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When a demon's body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion.","Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim's fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim's mind.",{"name":"Shadowy Nature","type":"entries","entries":["A shadow demon doesn't require air, food, drink, or sleep."]}]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Shadow Demon.webp"}],"hidden":true,"otherVersions":[{"id":"shadow-demon","source":"XMM"}]},{"id":"shadow-dragon","name":"Shadow Dragon","source":"XMM","page":275,"srd":false,"image":"bestiary/XMM/Shadow Dragons.webp","token":"bestiary/tokens/XMM/Shadow Dragon.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"16","initiative":"+14 (24)","hp":"189 (18d12 + 72)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":21,"dex":19,"con":18,"int":14,"wis":12,"cha":18,"saves":"Dex +9, Wis +6","skills":"Perception +11, Stealth +14","vulnerabilities":"","resistances":"See Living Shadow","immunities":"necrotic","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 21","languages":"Common, Draconic","cr":"13","crDisplay":"13 (XP 10,000, or 11,500 in lair; PB +5)","habitat":"Planar, Shadowfell, Underdark","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the dragon fails a saving throw, it can choose to succeed instead."]},{"name":"Living Shadow","entries":["While in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, the dragon has {@variantrule Resistance|XPHB} to damage that isn't Force, Psychic, or Radiant."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the dragon has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 3 ({@damage 1d6}) Necrotic damage."]},{"name":"Shadow Breath {@recharge 5}","entries":["{@actSave dex} {@dc 17}, each creature in a 60-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 35 ({@damage 10d6}) Necrotic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} A Humanoid reduced to 0 {@variantrule Hit Points|XPHB} by this damage dies, and a {@creature Shadow|XMM} rises from the corpse. The shadow is under the dragon's control and shares the dragon's {@variantrule Initiative|XPHB} count but acts immediately after the dragon."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, the dragon takes the {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[{"name":"Pounce","entries":["The dragon moves up to half its {@variantrule Speed|XPHB}, and it makes one Rend attack."]},{"name":"Veil of Shadow","entries":["The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it takes 10 ({@damage 3d6}) Necrotic damage. The dragon can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region around a shadow dragon's lair is twisted by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Negative Energy Suffusion","entries":["Whenever a creature within 1 mile of the lair regains {@variantrule Hit Points|XPHB} from a spell, it subtracts {@dice 1d10} from the number of {@variantrule Hit Points|XPHB} regained."]},{"type":"item","name":"Stifling Shadows","entries":["Within 1 mile of the lair, effects that normally create {@variantrule Bright Light|XPHB} instead create {@variantrule Dim Light|XPHB}, and creatures there have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","name":"Shadow Dragons","entries":["{@i Dragon Corrupted by Darkness}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Shadow dragons haunt forgotten, lightless places. While they might have once been other types of dragons, the influence of planar forces, negative energy, or sinister magic has stripped them of their former color or luster. In place of any former breath weapon, shadow dragons exhale caliginous gouts that saps life from everything it touches. Those slain by a shadow dragon's breath rise as shades obedient to the shadow dragon's will.","Shadow dragons typically dwell in the Underdark, particularly in areas with connections to the Shadowfell or other tenebrous realms. In some cases, they might lurk in dark, corrupted reaches of the regions they preferred before transforming into shadow dragons. Overgrown swamps, sepulchral desert ruins, and ash-choked volcanoes make natural lairs for shadow dragons.","Like many other dragons, shadow dragons collect hoards. Their tastes tend to be morbid—collecting coins from ruined empires and their victims' skulls.",{"type":"entries","name":"Shadow Dragon Lairs","entries":["Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["If ye truly be adventurers of lore, seek the great shadowy wyrm who lairs beneath the Peaks of Thunder and return in triumph bearing aloft her fabled Eye of Shadow."],"by":"Challenge Tempting Victims to the Lair of the Shadow Dragon Aurgloroasa"}]}]}],"gallery":[{"path":"bestiary/XMM/Shadow Dragons.webp","title":"A shadow dragon lurks among haunted ruins, attended by shadows raised by its life-draining breath","credit":"Justin Gerard"}]},{"id":"shadow-horror","name":"Shadow Horror","source":"GGR","page":205,"srd":false,"image":"bestiary/GGR/Shadow Horror.webp","token":"bestiary/tokens/GGR/Shadow Horror.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"120 (16d10 + 32)","speed":"40 ft.","str":12,"dex":16,"con":14,"int":2,"wis":17,"cha":18,"saves":"","skills":"Perception +7, Stealth +11","vulnerabilities":"radiant","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 17","languages":"","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The horror can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the horror can take the {@action Hide} action as a bonus action."]},{"name":"Shadow Stride","entries":["As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horror makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) slashing damage, and the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of the horror until the end of the target's next turn."]},{"name":"Lashing Shadows {@recharge 5}","entries":["Each creature within 60 feet of the horror, except other horrors, must succeed on a {@dc 16} Dexterity saving throw or take 27 ({@damage 6d8}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Horrors and Madness","entries":["Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.","Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a {@dc 13} Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"table","caption":"Madness Severity","colLabels":["Failed Saves","Madness"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Short-term"],["2-3","Long-term"],["4+","Indefinite"]]}]},{"type":"entries","name":"Horrors","entries":["Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.","At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.","House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors."]},{"type":"entries","name":"Customizing a Horror","entries":["Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.","",{"type":"table","caption":"Primary Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."],["2","Damage Resistances. The horror has resistance to necrotic and psychic damage."],["3","Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save {@dc 13} for flying horror, {@dc 16} for shadow horror, and {@dc 17} for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: {@spell darkness} 1/day each: {@spell fear} (shadow horror and skittering horror only), {@spell phantasmal killer} (skittering horror only)"],["4","Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 ({@damage 1d6}) psychic damage (flying horror), 7 ({@damage 2d6}) psychic damage (shadow horror), or 10 ({@damage 3d6}) psychic damage (skittering horror)."]]},{"type":"table","caption":"Secondary Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be {@condition grappled} by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target."],["2","Indomitable Mind. The horror is immune to the {@condition charmed} condition."],["3","Keen Senses. The horror has advantage on Wisdom ({@skill Perception}) checks that rely on sight, sound, or smell."],["4","Mind Sight. Magical darkness doesn't impede the horror's {@sense darkvision}."]]}]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Shadow Horror.webp","credit":"Adam Paquette"}]},{"id":"shadow-mastiff","name":"Shadow Mastiff","source":"MPMM","page":215,"srd":false,"image":"bestiary/MPMM/Shadow Mastiff.webp","token":"bestiary/tokens/MPMM/Shadow Mastiff.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"40 ft.","str":16,"dex":14,"con":13,"int":5,"wis":12,"cha":5,"saves":"","skills":"Perception +5, Stealth +6","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Hill, Swamp","treasure":"","traits":[{"name":"Ethereal Awareness","entries":["The shadow mastiff can see ethereal creatures and objects."]},{"name":"Sunlight Weakness","entries":["While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[{"name":"Shadow Blend","entries":["While in dim light or darkness, the shadow mastiff becomes {@condition invisible}, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is {@condition incapacitated}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Shunning sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work as temple sentinels and bodyguards."]},{"type":"section","name":"Shadow Mastiffs","entries":["Shadow mastiffs—hounds of the Shadowfell—move invisibly through the shadows, always on the hunt."]}],"gallery":[{"path":"bestiary/MPMM/Shadow Mastiff.webp","credit":"Conceptopolis"}],"otherVersions":[{"id":"shadow-mastiff-vgm","source":"VGM"}]},{"id":"shadow-mastiff-vgm","name":"Shadow Mastiff","source":"VGM","page":190,"srd":false,"image":"bestiary/VGM/Shadow Mastiff.webp","token":"bestiary/tokens/VGM/Shadow Mastiff.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"40 ft.","str":16,"dex":14,"con":13,"int":5,"wis":12,"cha":5,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp, Hill","treasure":"","traits":[{"name":"Ethereal Awareness","entries":["The shadow mastiff can see ethereal creatures and objects."]},{"name":"Keen Hearing and Smell","entries":["The shadow mastiff has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Shadow Blend","entries":["While in dim light or darkness, the shadow mastiff can use a bonus action to become {@condition invisible}, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is {@condition incapacitated}."]},{"name":"Sunlight Weakness","entries":["While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.",{"name":"Ravenous Lurkers","entries":["Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced.","When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons while in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight."],"type":"entries"},{"name":"Summoned for Service","entries":["Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds."],"type":"entries"},{"name":"Ethereal Sight","entries":["In addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Shadow Mastiff.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"shadow-mastiff","source":"MPMM"}]},{"id":"shadow-mastiff-alpha","name":"Shadow Mastiff Alpha","source":"MPMM","page":215,"srd":false,"image":"bestiary/tokens/MPMM/Shadow Mastiff Alpha.webp","token":"bestiary/tokens/MPMM/Shadow Mastiff Alpha.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"40 ft.","str":16,"dex":14,"con":13,"int":6,"wis":12,"cha":5,"saves":"","skills":"Perception +5, Stealth +6","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill, Swamp","treasure":"","traits":[{"name":"Ethereal Awareness","entries":["The shadow mastiff can see ethereal creatures and objects."]},{"name":"Sunlight Weakness","entries":["While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Terrifying Howl {@recharge}","entries":["The shadow mastiff howls. Any Beast or Humanoid within 300 feet of it must succeed on a {@dc 11} Wisdom saving throw or be {@condition frightened} of it for 1 minute. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's save is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours."]}],"bonusActions":[{"name":"Shadow Blend","entries":["While in dim light or darkness, the shadow mastiff becomes {@condition invisible}, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is {@condition incapacitated}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Each pack of shadow mastiffs is led by an alpha, the smartest one of the group. The sound of an alpha's howl strikes terror into those who hear it and is a sure sign that a pack is on the prowl."]},{"type":"section","name":"Shadow Mastiffs","entries":["Shadow mastiffs—hounds of the Shadowfell—move invisibly through the shadows, always on the hunt."]}]},{"id":"shadow-spirit","name":"Shadow Spirit","source":"TCE","page":114,"srd":false,"image":"bestiary/TCE/Summon Shadowspawn.webp","token":"bestiary/tokens/TCE/Shadow Spirit.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"-","initiative":"+3 (13)","hp":"35 + 15 for each spell level above 3rd","speed":"40 ft.","str":13,"dex":16,"con":15,"int":4,"wis":10,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Terror Frenzy (Fury Only)","entries":["The spirit has advantage on attack rolls against {@condition frightened} creatures."]},{"name":"Weight of Sorrow (Despair Only)","entries":["Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of attacks equal to half this spell's level (rounded down)."]},{"name":"Chilling Rend","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d12 + 3 + summonSpellLevel} cold damage."]},{"name":"Dreadful Scream (1/Day)","entries":["The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} for 1 minute. The {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Shadow Stealth (Fear Only)","entries":["While in dim light or darkness, the spirit takes the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TCE/Summon Shadowspawn.webp"}]},{"id":"shadow-marked-agent","name":"Shadow-Marked Agent","source":"EFA","page":84,"srd":false,"image":"bestiary/EFA/Shadow-Marked Agent.webp","token":"bestiary/tokens/EFA/Shadow-Marked Agent.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"17","initiative":"+8 (18)","hp":"132 (24d8 + 24)","speed":"30 ft.","str":12,"dex":20,"con":12,"int":11,"wis":16,"cha":17,"saves":"Dex +8, Wis +6","skills":"Perception +6, Performance +6, Sleight Of Hand +8, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 16","languages":"Common, Elvish, Thieves' cant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The agent casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability ({@dc 14}):","At will: {@spell Disguise Self|XPHB}, {@spell Minor Illusion|XPHB}","1/day: {@spell Pass without Trace|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The agent makes two Shadow Knife attacks."]},{"name":"Shadow Knife","entries":["{@atkr m,r} {@hit 8}, reach 5 ft. or range 20/60 ft. {@h}10 ({@damage 2d4 + 5}) Piercing damage plus 14 ({@damage 4d6}) Necrotic damage, and the target's {@variantrule Speed|XPHB} is reduced by 10 feet until the end of its next turn."]}],"bonusActions":[{"name":"Shadow Cloak","entries":["The agent has the {@condition Invisible|XPHB} condition until the start of its next turn. This invisibility ends early immediately after the agent makes an attack roll."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Agents of House Phiarlan and House Thuranni, who are primarily elves, combine stealth and espionage with mastery of the performing arts—and dragonmarked heirs augment those skills with shadow magic. This stat block can serve for an agent of either house.","Even though House Phiarlan agents don't typically work as entertainers or artists in addition to their espionage activities, they receive extensive training in those arts alongside other members of their house. House Thuranni agents, in contrast, are always both artists and spies."]}],"gallery":[{"path":"bestiary/EFA/Shadow-Marked Agent.webp"}]},{"id":"shadowghast","name":"Shadowghast","source":"EGW","page":299,"srd":false,"image":"bestiary/EGW/Shadowghast.webp","token":"bestiary/tokens/EGW/Shadowghast.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+5 (15)","hp":"49 (9d8 + 9)","speed":"35 ft.","str":14,"dex":20,"con":12,"int":12,"wis":11,"cha":8,"saves":"","skills":"Perception +3, Stealth +8","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Stench","entries":["Any creature that starts its turn within 5 feet of the shadowghast must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the shadowghast can take the {@action Hide} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shadowghast makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d8 + 2}) slashing damage plus 5 ({@damage 1d10}) necrotic damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a creature other than an undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A shadowghast is an undead assassin. Leaping out from the shadows and trailing tendrils of darkness, it closes in on its prey with nary a sound, then tears into a victim with its paralyzing claws and furious bite."]}],"gallery":[{"path":"bestiary/EGW/Shadowghast.webp","credit":"Eric Belisle"}]},{"id":"shadowmoor-giant","name":"Shadowmoor Giant","source":"LFL","srd":false,"image":"bestiary/tokens/LFL/Shadowmoor Giant.webp","token":"bestiary/tokens/LFL/Shadowmoor Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"172 (15d12 + 75)","speed":"40 ft.","str":22,"dex":14,"con":20,"int":7,"wis":19,"cha":8,"saves":"Con +8, Wis +7","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 14","languages":"Giant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Planar, Feywild","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes three attacks, using Tree Club or Boulder in any combination."]},{"name":"Tree Club","entries":["{@atkr m} {@hit 9}, reach 15 ft. {@h}17 ({@damage 2d10 + 6}) Bludgeoning damage."]},{"name":"Boulder","entries":["{@atkr r} {@hit 9}, range 60/240 ft. {@h}13 ({@damage 2d6 + 6}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Wild Magic Cataclysm {@recharge 5}","entries":["{@actSave dex} {@dc 15}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point within 120 feet. {@actSaveFail} 28 ({@damage 8d6}) damage (roll {@dice 1d4} to determine damage type: 1—Acid; 2—Fire; 3—Lightning; 4—Thunder). {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A giant in Shadowmoor takes great slumbers bordering on hibernation. These giants sleep for so long that they fuse with the surrounding earth, imbuing them with the land's ambient wild magic. The giants can mold and wield this wild magic to devastating effect."]},{"type":"section","name":"Giants","entries":["The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering their homeland in search of wondrous things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and disinterested in the squabbles of boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed.","When a giant in the realm of Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go uninterrupted.","Smart adventurers avoid these archways for fear of evoking the sleeping giant's ire. Treasure hunters might search for the archways in hopes of finding the place abandoned but still stocked with a giant's valuable relics. Such treasure hunters do well to tread carefully, for when angered, these giants can unleash the might of mountains and crush foes with the force of an avalanche."]}]},{"id":"shadrix-silverquill","name":"Shadrix Silverquill","source":"SCC","page":212,"srd":false,"image":"bestiary/SCC/Shadrix Silverquill.webp","token":"bestiary/tokens/SCC/Shadrix Silverquill.webp","size":"Gargantuan","creatureType":"Dragon (Bard)","alignment":"Neutral","ac":"21","initiative":"+2 (12)","hp":"363 (22d20 + 132)","speed":"40 ft., fly 80 ft.","str":25,"dex":14,"con":23,"int":18,"wis":18,"cha":26,"saves":"Dex +9, Con +13, Wis +11, Cha +15","skills":"Arcana +18, Deception +15, Perception +11, Persuasion +15","vulnerabilities":"","resistances":"","immunities":"psychic; radiant","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 21","languages":"all","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Shadrix fails a saving throw, he can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Shadrix casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","1/day each: {@spell darkness}, {@spell daylight}, {@spell hypnotic pattern}, {@spell sending}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["Shadrix makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}12 ({@damage 1d10 + 7}) piercing damage plus 4 ({@damage 1d8}) radiant damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d6 + 7}) slashing damage. If the target is a creature, it is wracked with despair and has disadvantage on attack rolls until the end of its next turn."]},{"name":"Illuminating Shadow Breath {@recharge 5}","entries":["Shadrix exhales an entwined burst of blinding radiance and unnerving shadow in a 90-foot cone. Each creature in that area must make a {@dc 21} Constitution saving throw. On a failed save, a creature takes 31 ({@damage 7d8}) radiant damage and 31 ({@damage 7d8}) psychic damage and is {@condition blinded} until the start of Shadrix's next turn. On a successful save, a creature takes half as much damage and isn't {@condition blinded}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["Shadrix makes one Claw attack."]},{"name":"Shadow Slip (Costs 2 Actions)","entries":["Shadrix becomes an inky cloud of shadow and can move up to half his flying speed without provoking opportunity attacks, then resumes his true form. During this movement, he can move through creatures and objects as if they were {@quickref difficult terrain||3}. If he moves through a creature, it must succeed on a {@dc 21} Constitution saving throw or become {@condition blinded} until the end of its next turn. If Shadrix ends this move inside an object, he takes 5 ({@damage 1d10}) force damage and is shunted to the nearest unoccupied space."]},{"name":"Flash of Inspiration (Costs 3 Actions)","entries":["Shadrix magically summons {@dice 1d4} {@creature inkling mascot|SCC|inkling mascots} in unoccupied spaces he can see within 60 feet of himself. The inklings obey his commands and take their turns immediately after his. While any of these inklings live, Shadrix has advantage on attack rolls and saving throws. These inklings disappear after 10 minutes, when Shadrix dies, or when he uses this action again."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Centuries ago, the dragon Shadrix Silverquill mastered the magic of light and shadow, and he focused that magic through communication. Shadrix's words thrummed with power, inspiring his allies and demoralizing his enemies.","He established Silverquill College on the principles of eloquence and leadership, seeking to produce leaders who would go forth to guide others."]}],"gallery":[{"path":"bestiary/SCC/Shadrix Silverquill.webp","credit":"Kekai Kotaki"}]},{"id":"shago","name":"Shago","source":"ToA","page":35,"srd":false,"image":"bestiary/ToA/Shago.webp","token":"bestiary/tokens/ToA/Shago.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"16","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5, Survival +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Shago has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Shago hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Shago makes three melee attacks or two ranged attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Shago adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Shago.webp"}]},{"id":"shalai","name":"Shalai","source":"PSD","page":9,"srd":false,"image":"bestiary/PSD/Serra Angel.webp","token":"bestiary/tokens/PSD/Shalai.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"21","initiative":"+6 (16)","hp":"243 (18d10 + 144)","speed":"50 ft., fly 150 ft.","str":26,"dex":22,"con":26,"int":25,"wis":25,"cha":30,"saves":"Int +14, Wis +14, Cha +17","skills":"Perception +14","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Shalai's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["Shalai knows if it hears a lie."]},{"name":"Magic Resistance","entries":["Shalai has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Shalai's spellcasting ability is Charisma (spell save {@dc 25}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell resurrection}","1/day each: {@spell commune}, {@spell control weather}"]}],"actions":[{"name":"Multiattack","entries":["Shalai makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage."]},{"name":"Slaying Longbow","entries":["{@atk rw} {@hit 13} to hit, range 150/600 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a {@dc 15} Constitution saving throw or die."]},{"name":"Flying Sword","entries":["Shalai releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies."]},{"name":"Healing Touch (4/Day)","entries":["Shalai touches another creature. The target magically regains 40 ({@dice 8d8 + 4}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Teleport","entries":["Shalai magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Searing Burst (Costs 2 Actions)","entries":["Shalai emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a {@dc 23} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one."]},{"name":"Blinding Gaze (Costs 3 Actions)","entries":["Shalai targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until magic such as the {@spell lesser restoration} spell removes the blindness."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The most visible and recognized symbols of the Church of Serra are her angels—both those that were personally created by Serra and those that appeared spontaneously in the Cathedral at Sursi. Some angels live contemplative lives within the cathedrals, but most are active defenders of the faith, protecting Serra's people across the world. Powerful angels often take responsibility for large regions of the world. Lyra, for example, stands as the protector of Benalia, and Shalai plays a similar role in Llanowar. Serra's angels are believed to hear prayers addressed to Serra, and they have an uncanny tendency to arrive exactly when they are needed.","Any of the angels in the {@book Monster Manual|MM} can serve as {@creature serra angel|PSD|Serra angels}. The {@creature deva|MM} represents the most common angels, while the {@creature planetar|MM} and {@creature solar|MM} are appropriate for powerful angels such as {@creature Lyra|PSD} and {@creature Shalai|PSD}."],"gallery":[{"path":"bestiary/PSD/Serra Angel.webp","title":"Angel","credit":"Winona Nelson"}]},{"id":"shaldoor","name":"Shaldoor","source":"SKT","page":256,"srd":false,"image":"bestiary/tokens/SKT/Shaldoor.webp","token":"bestiary/tokens/SKT/Shaldoor.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Good","ac":"16","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Animal Handling +9, Athletics +14, Perception +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Roleplaying Information","entries":["A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to be on the front lines in this great conflict!","Ideal: \"Giants are made for war—storm giants most of all!\"","Bond: \"Ostoria is gone, yet I long for the return of a mighty giant empire.\"","Flaw: \"I like to rain destruction down upon my enemies, and I never show them mercy.\""]},{"name":"Amphibious","entries":["Shaldoor can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell levitate}, {@spell light}","1/day each: {@spell control weather} (cast as 1 action), {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Shaldoor makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["Shaldoor hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shalendra-floshin","name":"Shalendra Floshin","source":"TftYP","page":119,"srd":false,"image":"bestiary/tokens/TftYP/Shalendra Floshin.webp","token":"bestiary/tokens/TftYP/Shalendra Floshin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["The knight has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The knight makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shalfey","name":"Shalfey","source":"QftIS","page":68,"srd":false,"image":"bestiary/tokens/QftIS/Shalfey.webp","token":"bestiary/tokens/QftIS/Shalfey.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":16,"wis":14,"cha":16,"saves":"","skills":"Arcana +5, History +5, Insight +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any three languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Shalfey casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Dancing Lights}, {@spell Mage Hand}, {@spell Prestidigitation}","1/day each: {@spell Arcane Lock}, {@spell Burning Hands}, {@spell Comprehend Languages}, {@spell Detect Magic}, {@spell Levitate}, {@spell Mage Armor}"]}],"actions":[{"name":"Multiattack","entries":["Shalfey makes two Arcane Burst attacks and can use Starry Radiance if available."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) radiant damage."]},{"name":"Starry Radiance {@recharge 5}","entries":["Dazzling light bursts from Shalfey's fingertips in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or have the {@condition blinded} condition until the end of the tower sage's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shalfi-lewin","name":"Shalfi Lewin","source":"PaBTSO","page":174,"srd":false,"image":"bestiary/PaBTSO/Shalfi Lewin.webp","token":"bestiary/tokens/PaBTSO/Shalfi Lewin.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"93 (17d8 + 17)","speed":"30 ft.","str":15,"dex":18,"con":12,"int":13,"wis":8,"cha":19,"saves":"Dex +7, Cha +7","skills":"Perception +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded; charmed; frightened; grappled; restrained","senses":"darkvision 60 ft., truesight 10 ft., Passive Perception 15","languages":"Common, Deep Speech","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aberrant Form","entries":["Shalfi exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a {@dc 15} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage."]},{"name":"Weirdly Pliable","entries":["Shalfi, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Shalfi casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect thoughts}, {@spell minor illusion}","1/day each: {@spell arcane gate}, {@spell hunger of Hadar}"]}],"actions":[{"name":"Multiattack","entries":["Shalfi makes one Psychic Rend attack and two Shortsword attacks."]},{"name":"Psychic Rend","entries":["{@atk ms,rs} {@hit 7} to hit, reach 15 ft. or range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or have the {@condition stunned} condition until the start of Shalfi's next turn."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) psychic damage."]}],"bonusActions":[{"name":"Void Warp {@recharge 5}","entries":["Shalfi teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a {@dc 15} Strength saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Shalfi Lewin.webp"}]},{"id":"shalvus-martholio","name":"Shalvus Martholio","source":"SKT","page":250,"srd":false,"image":"bestiary/SKT/Shalvus Martholio.webp","token":"bestiary/tokens/SKT/Shalvus Martholio.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":14,"saves":"","skills":"Deception +4, Insight +4, Investigation +3, Perception +4, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Elvish","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Sneak Attack (1/Turn)","entries":["Shalvus deals an extra 7 ({@damage 2d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn't {@condition incapacitated} and Shalvus doesn't have disadvantage on the attack roll."]},{"name":"Roleplaying Information","entries":["Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.","Ideal: \"I'll do what it takes to prove myself to the Zhentarim.\"","Bond: \"I love animals, and I'm very protective of them.\"","Flaw: \"I can't resist taking risks to feed my ambitions.\""]}],"spellcasting":[],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with both hands."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. Shalvus carries ten crossbow bolts."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.","Ideal:\"I'll do what it takes to prove myself to the Zhentarim.\"","Bond:\"I love animals, and I'm very protective of them.\"","Flaw:\"I can't resist taking risks to feed my ambitions.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Shalvus Martholio.webp"}]},{"id":"shambling-mound","name":"Shambling Mound","source":"XMM","page":276,"srd":true,"image":"bestiary/XMM/Shambling Mound.webp","token":"bestiary/tokens/XMM/Shambling Mound.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"110 (13d10 + 39)","speed":"30 ft., swim 20 ft.","str":18,"dex":8,"con":16,"int":5,"wis":10,"cha":5,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"cold; fire","immunities":"lightning","conditionImmunities":"deafened; exhaustion","senses":"Blindsight 60 ft., Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Lightning Absorption","entries":["Whenever the shambling mound is subjected to Lightning damage, it regains a number of {@variantrule Hit Points|XPHB} equal to the Lightning damage dealt."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shambling mound makes three Charged Tendril attacks. It can replace one attack with a use of Engulf."]},{"name":"Charged Tendril","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}7 ({@damage 1d6 + 4}) Bludgeoning damage plus 5 ({@damage 2d4}) Lightning damage. If the target is a Medium or smaller creature, the shambling mound pulls the target 5 feet straight toward itself."]},{"name":"Engulf","entries":["{@actSave str} {@dc 15}, one Medium or smaller creature within 5 feet. {@actSaveFail} The target is pulled into the shambling mound's space and has the {@condition Grappled|XPHB} condition (escape {@dc 14}). Until the grapple ends, the target has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions, and it takes 10 ({@damage 3d6}) Lightning damage at the start of each of its turns. When the shambling mound moves, the {@condition Grappled|XPHB} target moves with it, costing it no extra movement. The shambling mound can have only one creature {@condition Grappled|XPHB} by this action at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Shambling Mound","entries":["{@i Manifestation of Primeval Power}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Shambling mounds—also known as \"shamblers\"—embody the tenacity of the wilderness, seeking only to consume and grow. These masses of vegetation rise up to half again as tall as a human and possess thick limbs and a vague head. As they move through bogs and undergrowth, they ensnare creatures that come within reach. Shambling mounds bury those they catch within their own forms as compost.","Strange circumstances might give rise to shambling mounds, transforming vegetation into hulks with rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a shambling mound's origins and features.",{"type":"table","caption":"Shambling Mound Cultivation","colLabels":["1d6","The Shambling Mound Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Covered in vibrant alien or Feywild blooms."],["2","Hauling a rune-etched menhir in its torso."],["3","Infested with vermin or fungi."],["4","Made up of knotty vines entangling skeletons."],["5","Mutated and leaking glowing pollution."],["6","The remains of an ancient tree or a treant."]]}]}],"gallery":[{"path":"bestiary/XMM/Shambling Mound.webp","credit":"Robson Michel"}],"otherVersions":[{"id":"shambling-mound-mm","source":"MM"}]},{"id":"shambling-mound-mm","name":"Shambling Mound","source":"MM","page":270,"srd":false,"image":"bestiary/MM/Shambling Mound.webp","token":"bestiary/tokens/MM/Shambling Mound.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"136 (16d10 + 48)","speed":"20 ft., swim 20 ft.","str":18,"dex":8,"con":16,"int":5,"wis":10,"cha":5,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"cold; fire","immunities":"lightning","conditionImmunities":"blinded; deafened; exhaustion","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Lightning Absorption","entries":["Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 14}), and the shambling mound uses its Engulf on it."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Engulf","entries":["The shambling mound engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 14} Constitution saving throw at the start of each of the mound's turns or take 13 ({@damage 2d8 + 4}) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A shambling mound, sometimes called a shambler, trudges ponderously through bleak swamps, dismal marshes, and rain forests, consuming any organic matter in its path. This rotting heap of animated vegetation looms up half again as tall as a human, tapering into a faceless \"head\" at its top.",{"name":"All-Consuming Devourers","entries":["A shambling mound feeds on any organic material, tirelessly consuming plants as it moves and devouring animals that can't escape it. Only the shambling mounds' rarity and plodding speed prevent them from overwhelming entire ecosystems. Even so, their presence leeches natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors."],"type":"entries"},{"name":"Unseen Hunters","type":"entries","entries":["Composed of decaying leaves, vines, roots, and other natural swamp and forest compost, shamblers can blend into their environs. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place, sustaining themselves by absorbing nutrients from their surroundings as they wait for prey to come to them. When a creature passes near or alights upon a shambling mound, the monster comes to life, seizing and absorbing the unwary prey.",{"name":"Spawned by Lightning","entries":["A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn into its second life, it chokes the life from plants and animals around it, mulching their corpses in a heap around its roots. Those roots eventually give up their reliance on the soil, directing the shambling mound to seek out new sources of food."],"type":"entries"}]},{"name":"The Weed that Walks","type":"entries","entries":["The instinct that drives a shambling mound is its central root-stem, buried somewhere inside its ponderous form. The rest of a shambler consists of the rotting heap that it simultaneously accumulates and feeds on, which protects the root-stem and animates to smash and smother the life from any creature.","The dense mass of a shambling mound's body shrugs off the effects of cold and fire. Lightning reinvigorates the root-stem, strengthening the shambling mound and bolstering its consumptive drive.","Despite its monstrous form, the shambling mound is a living plant that requires air and nourishment. Although it doesn't sleep the way an animal does, it can lie dormant for days on end before rising to hunt for food.",{"name":"A Resurgent Menace","entries":["If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in the shambler's remains to slowly regrow its full body, then once again sets out to consume all it can. In this way, shambling mound infestations long thought destroyed can recur time and again."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Shambling Mound.webp"},{"path":"bestiary/MM/Shambling Mound 2.webp"}],"hidden":true,"otherVersions":[{"id":"shambling-mound","source":"XMM"}]},{"id":"shambling-mound-totem-elemental","name":"Shambling Mound Totem Elemental","source":"PSX","page":38,"srd":false,"image":"bestiary/tokens/PSX/Shambling Mound Totem Elemental.webp","token":"bestiary/tokens/PSX/Shambling Mound Totem Elemental.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"136 (16d10 + 48)","speed":"20 ft., swim 20 ft.","str":18,"dex":8,"con":16,"int":5,"wis":10,"cha":5,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"cold; fire","immunities":"lightning","conditionImmunities":"blinded; deafened; exhaustion","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Lightning Absorption","entries":["Whenever the shambling mound totem is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shambling mound totem makes two slam attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 14}), and the shambling mound uses its Engulf on it."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Engulf","entries":["The shambling mound totem engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 14} Constitution saving throw at the start of each of the mound's turns or take 13 ({@damage 2d8 + 4}) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.","River Heralds also make use of elementals formed of air, water, or vegetation. In ancient times when folk of the River Heralds and the Sun Empire worked together, they harnessed fire elementals into guardians that still keep watch over certain forgotten ruins.","Any of the various elemental and plant creatures in the {@book Monster Manual|MM} can represent the elementals of Ixalan. The River Heralds' totem elementals are similar to the basic {@creature air elemental|MM|air}, {@creature earth elemental|MM|earth}, and {@creature water elemental|MM|water elementals}, or to {@creature treant|MM|treants}, blights, {@creature shambling mound|MM|shambling mounds}, or {@creature awakened tree|MM|awakened trees} and {@creature awakened shrub|MM|awakened shrubs}. Fire guardians are similar to {@creature fire elemental|MM|fire elementals}."]},{"id":"shanzezim","name":"Shanzezim","source":"VEoR","page":22,"srd":false,"image":"bestiary/tokens/VEoR/Shanzezim.webp","token":"bestiary/tokens/VEoR/Shanzezim.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Neutral","ac":"17","initiative":"+1 (11)","hp":"229 (17d10 + 136)","speed":"30 ft., fly 60 ft., swim 90 ft.","str":22,"dex":12,"con":26,"int":18,"wis":17,"cha":18,"saves":"Dex +5, Wis +7, Cha +8","skills":"","vulnerabilities":"","resistances":"acid; cold; lightning","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 13","languages":"Aquan","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["Shanzezim can breathe air and water."]},{"name":"Elemental Demise","entries":["If Shanzezim dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Shanzezim's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell create or destroy water}, {@spell detect evil and good}, {@spell detect magic}, {@spell fog cloud}, {@spell purify food and drink}","3/day each: {@spell tongues}, {@spell water breathing}, {@spell water walk}","1/day each: {@spell conjure elemental} ({@creature water elemental} only), {@spell control water}, {@spell gaseous form}, {@spell invisibility}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["Shanzezim makes two trident attacks."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 10} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage, or 15 ({@damage 2d8 + 6}) piercing damage if used with two hands to make a melee attack."]},{"name":"Water Jet","entries":["Shanzezim magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw. On a failure, a target takes 21 ({@damage 6d6}) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked {@condition prone}. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shapechanged-roper","name":"Shapechanged Roper","source":"WDMM","page":106,"srd":false,"image":"bestiary/tokens/WDMM/Shapechanged Roper.webp","token":"bestiary/tokens/WDMM/Shapechanged Roper.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"20","initiative":"-1 (9)","hp":"93 (11d10 + 33)","speed":"10 ft., climb 10 ft.","str":18,"dex":8,"con":17,"int":7,"wis":16,"cha":6,"saves":"","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."]},{"name":"Grasping Tendrils","entries":["The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a {@dc 15} Strength check against it."]},{"name":"Spider Climb","entries":["The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Shapechanger","entries":["The roper can use its action to polymorph into a stone object or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage."]},{"name":"Tendril","entries":["{@atk mw} {@hit 7} to hit, reach 50 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target."]},{"name":"Reel","entries":["The roper pulls each creature {@condition grappled} by it up to 25 feet straight toward it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shard-shunner","name":"Shard Shunner","source":"WDH","page":42,"srd":false,"image":"bestiary/tokens/WDH/Shard Shunner.webp","token":"bestiary/tokens/WDH/Shard Shunner.webp","size":"Small","creatureType":"Humanoid (Halfling, Shapechanger)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"27 (6d6 + 6)","speed":"30 ft.","str":10,"dex":15,"con":12,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft. (rat form only), Passive Perception 12","languages":"Common, Halfling, Thieves' cant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The Shard Shunner can use their action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into their true form, which is humanoid. Their statistics, other than their size, are the same in each form. Any equipment they are wearing or carrying isn't transformed. They revert to their true form if they die."]},{"name":"Keen Smell","entries":["The Shard Shunner has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Halfling Nimbleness","entries":["The Shard Shunner can move through the space of creatures that is of a size larger than them."]},{"name":"Brave","entries":["The Shard Shunner has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["The Shard Shunner makes two attacks, only one of which can be a bite."]},{"name":"Bite (Rat or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Member of the Shard Shunner gang hired by Emmek Frewn to disrupt the characters' running of the Trollskull Manor"]}]}]}]},{"id":"sharda","name":"Sharda","source":"SKT","page":103,"srd":false,"image":"bestiary/tokens/SKT/Sharda.webp","token":"bestiary/tokens/SKT/Sharda.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Terran","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["Sharda has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sharda is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Sharda makes two melee attacks."]},{"name":"Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shariel","name":"Shariel","source":"ToFW","page":65,"srd":false,"image":"bestiary/ToFW/Shariel.webp","token":"bestiary/tokens/ToFW/Shariel.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Good","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["Shariel's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["Shariel has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Shariel's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["Shariel makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["Shariel touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["Shariel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, Shariel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/Shariel.webp"}]},{"id":"sharkbody-abomination","name":"Sharkbody Abomination","source":"EGW","page":215,"srd":false,"image":"bestiary/tokens/EGW/Sharkbody Abomination.webp","token":"bestiary/tokens/EGW/Sharkbody Abomination.webp","size":"Large","creatureType":"Aberration","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"45 (6d10 + 12)","speed":"20 ft., swim 40 ft.","str":18,"dex":13,"con":15,"int":1,"wis":10,"cha":4,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Water Breathing","entries":["The abomination can breathe only underwater."]},{"name":"Limited Amphibiousness","entries":["The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The sahuagin shaman Selachai tapped into Uk'otoa's magic to wreak vengeance on the shark hunters of Palma Flora. The unfortunate hunters who failed to escape were transformed into monstrosities with coarse grayish skin, the head of a shark, and a muscular, humanoid physique. These creatures possess all their previous intelligence and personality, but they respond to the control of their sahuagin masters' Shark Telepathy.","The true horror of the sharkbody abominations is that they might be people the characters met and left behind in the first part of this adventure. If you want to sting your players' emotions as they fight these monsters, describe how the sharkbody abomination resembles a specific NPC the characters failed to save.","The curse that transformed it into an abomination can be undone only by a {@spell remove curse} spell or similar magic."]}]},{"id":"sharwyn-hucrele","name":"Sharwyn Hucrele","source":"TftYP","page":242,"srd":false,"image":"bestiary/tokens/TftYP/Sharwyn Hucrele.webp","token":"bestiary/tokens/TftYP/Sharwyn Hucrele.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":11,"dex":13,"con":14,"int":16,"wis":14,"cha":9,"saves":"","skills":"Arcana +5, Insight +4, Persuasion +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Draconic, Goblin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Barkskin","entries":["Sharwyn's AC can't be lower than 16."]},{"name":"Special Equipment","entries":["Sharwyn has a {@item spellbook|phb} that contains the spells listed in her Spellcasting trait, plus {@spell detect magic} and {@spell silent image}."]},{"name":"Tree Thrall","entries":["If the Gulthias Tree dies, Sharwyn dies 24 hours later."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell light}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (2 slots): {@spell color spray}, {@spell magic missile}, {@spell shield}, {@spell sleep}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 4}, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shator-demodand","name":"Shator Demodand","source":"MPP","page":28,"srd":false,"image":"bestiary/MPP/Shator Demodand.webp","token":"bestiary/tokens/MPP/Shator Demodand.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"19","initiative":"+2 (12)","hp":"195 (23d10 + 69)","speed":"30 ft., fly 60 ft.","str":24,"dex":15,"con":17,"int":21,"wis":16,"cha":20,"saves":"Dex +7, Wis +8","skills":"Perception +13, Stealth +7","vulnerabilities":"","resistances":"cold; fire","immunities":"acid; poison","conditionImmunities":"charmed; frightened; paralyzed; poisoned; restrained","senses":"truesight 120 ft., Passive Perception 23","languages":"Abyssal, Common, Demodand, Infernal, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Boundless Movement","entries":["The shator ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the {@condition grappled} condition from itself."]},{"name":"Jailer (1/Day)","entries":["The shator can cast the {@spell imprisonment} spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save {@dc 18})."]},{"name":"Liquefaction Ritual","entries":["The shator can perform a 1-minute ritual that turns all willing farastus and kelubars of its choice within 60 feet of itself into a living liquid form. Each liquefied demodand becomes enough liquid to fill a flask. A demodand's liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While liquefied in this way, a demodand has the {@condition paralyzed} condition despite any immunity to that condition, it has immunity to all damage, and any curse affecting it is suspended."]},{"name":"Magic Resistance","entries":["The shator has advantage on saving throws against spells and other magical effects."]},{"name":"Numbing Secretions","entries":["A creature that touches the shator or hits it with a melee attack while within 5 feet of it must succeed on a {@dc 17} Dexterity saving throw or have disadvantage on attack rolls and its speed halved until the end of its next turn."]}],"spellcasting":[{"name":"Spellcasting","entries":["The shator casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 18}, {@hit 10} to hit with spell attacks):","At will: {@spell invisibility} (self only), {@spell suggestion}","1/day each: {@spell dispel magic}, {@spell plane shift} (to Carceri only), {@spell scrying} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["The shator makes one Bite attack and two Enervating Trident attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage plus 26 ({@damage 4d12}) acid damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or have the {@condition paralyzed} condition until the start of the shator's next turn."]},{"name":"Enervating Trident","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) necrotic damage."]},{"name":"Inhibitory Spray {@recharge 5}","entries":["The shator exhales a spray of slime in a line 100 feet long and 5 feet wide. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failed save, a creature takes 40 ({@damage 9d8}) acid damage and has the {@condition paralyzed} condition for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only."]},{"name":"Summon Demodand (1/Day)","entries":["The shator has a 50 percent chance of summoning its choice of {@dice 1d4} farastu demodands, {@dice 1d2} kelubar demodands, or 1 shator demodand. A summoned demodand appears in an unoccupied space within 60 feet of the shator, acts as an ally of the shator, and can't summon other demodands. It remains for 1 minute, until it or the shator dies, or until the shator dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Shators, known as shaggy demodands, dominate demodand society, ruthlessly commanding their lesser kin. They are hulking creatures covered in fungal growths. Shators are the self-appointed wardens of Carceri, and they keep meticulous records of their subordinates and the prisoners they claim. On the rare occasions that shators find themselves on the Material Plane, they manipulate mortal leaders and philosophers, using them as mouthpieces to spread poisoned words and tempt souls toward Carceri's waiting chains."]},{"type":"section","entries":[{"type":"entries","name":"Demodands","entries":["Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.","Demodands that manage to leave Carceri know they're doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes {@dice 2d20} days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether."]}]}],"gallery":[{"path":"bestiary/MPP/Shator Demodand.webp"}]},{"id":"shator-warden","name":"Shator Warden","source":"MaBJoV","page":137,"srd":false,"image":"bestiary/MaBJoV/Demodand.webp","token":"bestiary/tokens/MaBJoV/Shator Warden.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"16","initiative":"+0 (10)","hp":"119 (14d10 + 42)","speed":"30 ft., fly 60 ft.","str":24,"dex":11,"con":17,"int":14,"wis":16,"cha":20,"saves":"Str +12, Con +8, Cha +10","skills":"Athletics +12, Insight +8, Persuasion +10","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Abyssal, Common","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the shator's darkvision."]},{"name":"Keen Smell","entries":["The shator has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Magic Resistance","entries":["The shator has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The shator's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["The shator casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell clairvoyance}, {@spell detect magic}, {@spell fear}, {@spell invisibility} (self only), {@spell spider climb}, {@spell tongues}","2/day each: {@spell cloudkill}, {@spell dispel magic}, {@spell plane shift}, {@spell Tasha's hideous laughter}"]}],"actions":[{"name":"Multiattack","entries":["The shator makes one Bite attack or one Poisonous Spit attack (if available) and then makes two Claws attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage plus 10 ({@damage 3d6}) acid damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage plus 7 ({@damage 2d6}) acid damage."]},{"name":"Poisonous Spit {@recharge 5}","entries":["The shator exhales poisonous spit in a 20-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 5d8}) acid damage on a failed save and having the {@condition paralyzed} condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."]}],"bonusActions":[{"name":"Summon Demodand (1/Day)","entries":["The shator rolls a {@dice d6}. A result of 1-2 summons in two allied {@creature farastu stalker|MaBJoV|farastu stalkers}, a result of 3-4 summons in one allied {@creature shator warden|MaBJoV}."]}],"reactions":[{"name":"Poisonous Slime","entries":["When hit with a melee attack, the shator expels a toxic slime. The attacker must succeed on a {@dc 18} Dexterity saving throw or have the {@condition paralyzed} condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Me and Boo like many sticky things, most especially donuts and Boo's favorite, candied pecans. But some sticky things belong on the pointy end of a sword."],"by":"MINSC & BOO!"},{"type":"quote","entries":["Demodands are difficult to study since they usually never leave their native plane of Carceri. However, the prison in Ust Natha presents a unique opportunity to view them up close. Not that I enjoyed the experience."],"by":"Volo"},"Demodands are primal creations of evil and implacable agents of destruction. Exiled to Carceri for their chaotic taint, they are also known as gehreleths or leths.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Wardens of the Damned","entries":["Though they are trapped in Carceri, the demodands do not consider themselves prisoners. Instead, they are the self-appointed wardens and jailors of the Tarterian Depths. They derive pleasure from tormenting and terrorizing their fellow captives through acts of brutality, cruelly taunting them the entire time. However, they make no distinction between those actually condemned to Carceri, and planar travelers just passing through. As far as the demodand are concerned, all must be prevented from escaping at any cost."]},{"type":"entries","name":"A Trio of the Grotesque","entries":["Demodands have three castes, each with a form so repulsive even other denizens of the Lower Planes view them with disgust. The farastu are forced to do the most menial tasks, under orders from their kelubar and shator superiors. When around weaker creatures they are vicious bullies; around more powerful beings they become whimpering cowards. The kelubars are the bureaucrats of the demodands, acting as intermediaries between the lowly farastu and their shator overlords. The kelubar decide which prisoners are rewarded, and which should be punished with extra torments. The shators make up the ruling caste, effectively serving as prison wardens to the lower-ranked guards."]},{"type":"entries","name":"The Memory of Eons","entries":["Each shator possesses an obsidian triangle. These powerful magical artifacts grant the demodands access to the collective memory of their kind; a shared recollection stretching back to the very dawn of time. The shators primarily use the triangles to track the identity of every being that has ever escaped Carceri, concocting elaborate, generation-spanning strategies to recapture these fugitive souls."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Demodand.webp"}]},{"id":"shatterskull-giant","name":"Shatterskull Giant","source":"PSZ","page":30,"srd":false,"image":"bestiary/PSZ/Turntimber Giant.webp","token":"bestiary/tokens/PSZ/Shatterskull Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Zendikar's giants are enormous humanoids that live in tight-knit tribes as far as possible from the settlements of other races. Compared to ogres and minotaurs, they are civilized and intelligent, though they are wilder than the smaller humanoid races.","Three major groupings of giants inhabit three of Zendikar's continents. In the mountains of Akoum, the giants of the Boulderfoot tribe have a well-earned reputation for trampling their enemies underfoot (hence their name). In the Skyfang Mountains of Murasa, the giants of the Shatterskull tribe are rough brigands who often extort \"tolls\" from travelers trying to navigate the treacherous pass that shares the tribe's name. The Boulderfoot and Shatterskull giants are {@creature stone giant|MM|stone giants} in D&D terms.","In Ondu, the giants of the Turntimber tribe live in the forest of the same name. They hunt baloths and other large game, living in close harmony with the woodland. Their druids are the only giants of Zendikar that are inclined toward magic. Some legends hold that the Turntimber giants are unrelated to the other giant tribes, but were originally druids who became giants only after years of living among the twisted trees. Elsewhere on Ondu, in the Makindi Trenches, a handful of deformed giants called trench giants scale the canyon walls looking for prey. They are solitary and do not think of themselves as members of a tribe. In fact, they are outcasts of the Turntimber tribe, banished because the mana of the forest warped their bodies and their hearts. The giants of the Turntimber tribe are similar to {@creature cloud giant|MM|cloud giants}, and the trench giants can be considered {@creature fomorian|MM|fomorians}."],"gallery":[{"path":"bestiary/PSZ/Turntimber Giant.webp","title":"Ondu Giant","credit":"Igor Kieryluk"}]},{"id":"shedrak-of-the-eyes","name":"Shedrak of the Eyes","source":"OotA","page":176,"srd":false,"image":"bestiary/OotA/Shedrak of the Eyes.webp","token":"bestiary/tokens/OotA/Shedrak of the Eyes.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Eye Tattoos","entries":["Shedrak has ten small eyes tattooed on his bald head that allow him to see {@condition invisible} creatures and objects as if they were visible."]}],"spellcasting":[{"name":"Spellcasting","entries":["Shedrak is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Shedrak of the Eyes.webp"}]},{"id":"sheep","name":"Sheep","source":"SKT","page":142,"srd":false,"image":"bestiary/tokens/SKT/Sheep.webp","token":"bestiary/tokens/SKT/Sheep.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"3 (1d6)","speed":"30 ft.","str":12,"dex":10,"con":11,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Mountain, Grassland, Hill, Urban","treasure":"","traits":[{"name":"Sure-Footed","entries":["The sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sheldon-the-blueberry-dragon","name":"Sheldon the Blueberry Dragon","source":"MisMV1","page":14,"srd":false,"image":"bestiary/MisMV1/Sheldon the Blueberry Dragon.webp","token":"bestiary/tokens/MisMV1/Sheldon the Blueberry Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral Good","ac":"16","initiative":"+1 (11)","hp":"142 (15d10 + 60)","speed":"30 ft., fly 60 ft.","str":19,"dex":13,"con":18,"int":17,"wis":14,"cha":16,"saves":"Dex +4, Con +7, Int +6","skills":"Acrobatics +7, Athletics +7, Performance +6","vulnerabilities":"","resistances":"force; psychic","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 12","languages":"Common, Draconic, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Space Dweller","entries":["Sheldon can breathe normally in a vacuum."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Sheldon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell light}, {@spell mage hand} (the hand is invisible)","1/day each: {@spell dimension door}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["Sheldon makes either two Bite attacks, two Blueberry Fling attacks, or one of each."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 4 ({@damage 1d8}) psychic damage."]},{"name":"Blueberry Fling","entries":["{@atk rw} {@hit 7} to hit, range 30 ft., one creature. {@h}11 ({@damage 2d6 + 4}) blueberry damage."]},{"name":"Jetstream Breath {@recharge 5}","entries":["Sheldon exhales a line of magical wind that is 60 feet long and 5 feet wide. Each creature in that area must make a {@dc 15} Strength saving throw. On a failed save, the creature takes 21 ({@damage 6d6}) force damage, is pushed 15 feet away from Sheldon, and has the {@condition prone} condition. On a successful save, the creature takes half as much damage only."]}],"bonusActions":[{"name":"Wind Dash (2/Day)","entries":["Sheldon summons a powerful gust of wind and flies up to his speed. This movement doesn't provoke opportunity attacks. At the end of this movement, each creature within 5 feet of Sheldon must succeed on a {@dc 15} Strength saving throw or have the {@condition prone} condition, as the wind bursts around Sheldon."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["{@note Created by Samuel B.}","Sheldon is a friendly, good-natured dragon who collects and eats blueberries. When he's not attending parties, he lives in Wildspace. His body magically produces air, allowing him to thrive in a vacuum and create powerful gusts of wind. Sheldon uses the wind to knock down foes and propel himself farther than his wings can take him on their own."]}],"gallery":[{"path":"bestiary/MisMV1/Sheldon the Blueberry Dragon.webp"},{"path":"bestiary/MisMV1/Sheldon the Blueberry Dragon (Original).webp"}]},{"id":"shell-shark","name":"Shell Shark","source":"GoS","page":252,"srd":false,"image":"bestiary/tokens/GoS/Shell Shark.webp","token":"bestiary/tokens/GoS/Shell Shark.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"+1 (11)","hp":"32 (5d8 + 10)","speed":"0 ft., swim 40 ft.","str":15,"dex":12,"con":14,"int":3,"wis":10,"cha":7,"saves":"Str +6","skills":"Athletics +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Magic Resistance","entries":["The shark has advantage on saving throws against spells and other magical effects."]},{"name":"Water Breathing","entries":["The shark can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shark makes two bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["These impressive creatures, swimming through the sahuagin stronghold in The Final Enemy, are chosen by priestesses of Sekolah to serve as protectors and messengers. The sharks are blessed in a ritual during which plates of shell and coral are permanently affixed to their bodies."]}]}]}]},{"id":"shemeshka","name":"Shemeshka","source":"MPP","page":46,"srd":false,"image":"bestiary/MPP/Shemeshka.webp","token":"bestiary/tokens/MPP/Shemeshka.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"162 (25d8 + 50)","speed":"30 ft., fly 30 ft. (hover)","str":20,"dex":14,"con":14,"int":21,"wis":16,"cha":18,"saves":"Dex +7, Int +10, Wis +8, Cha +9","skills":"Deception +9, Insight +8, Perception +8","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"charmed; poisoned","senses":"truesight 120 ft., Passive Perception 18","languages":"all, telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If Shemeshka fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Shemeshka has advantage on saving throws against spells and other magical effects."]},{"name":"Special Equipment","entries":["Shemeshka carries a magic crown called the Razorvine Tiara. In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a {@item tentacle rod} that deals slashing damage instead of bludgeoning damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["Shemeshka casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell alter self}, {@spell darkness}, {@spell invisibility} (self only), {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell detect thoughts}, {@spell dimension door}, {@spell suggestion}","1/day each: {@spell banishment}, {@spell contact other plane} (as an action), {@spell mind blank}"]}],"actions":[{"name":"Multiattack","entries":["Shemeshka uses Arcane Flux or Spellcasting. She then makes one Claw attack or one attack with her Razorvine Tiara."]},{"name":"Arcane Flux","entries":["Shemeshka causes a surge of arcane energy to burst around one creature she can see within 120 feet of herself. The target must make a {@dc 18} Dexterity saving throw. On a failed save, the target takes 45 ({@damage 7d12}) force damage and has the {@condition incapacitated} condition until the end of its next turn. On a successful save, the target takes half as much damage only."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Razorvine Tiara","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}10 ({@damage 3d6}) slashing damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw, or its speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn."]}],"bonusActions":[{"name":"Teleport","entries":["Shemeshka teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see."]}],"reactions":[{"name":"Fell Counterspell (3/Day)","entries":["Shemeshka utters a magical word to interrupt a creature she can see that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, Shemeshka makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster gains the {@condition poisoned} condition until the end of its next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Shemeshka the arcanaloth is one of Sigil's most ambitious and notorious crime bosses. From her multiplanar casino, Fortune's Wheel, she manipulates secrets and fates across the planes. Shemeshka and her plots are further detailed in the adventure {@i Turn of Fortune's Wheel}."]}],"gallery":[{"path":"bestiary/MPP/Shemeshka.webp"}]},{"id":"shemshime","name":"Shemshime","source":"CM","page":69,"srd":false,"image":"bestiary/CM/Shemshime.webp","token":"bestiary/tokens/CM/Shemshime.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"13","initiative":"+3 (13)","hp":"31 (7d8)","speed":"0 ft., fly 40 ft. (hover)","str":6,"dex":17,"con":10,"int":17,"wis":14,"cha":16,"saves":"Int +5, Wis +4","skills":"Perception +4, Stealth +7","vulnerabilities":"","resistances":"acid; bludgeoning; fire; lightning; piercing; slashing; thunder","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 120 ft., Passive Perception 14","languages":"telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Crushing End","entries":["If damage reduces Shemshime to 0 hit points, Shemshime instead drops to 1 hit point unless the damage is the result of Shemshime being crushed by an object weighing at least 1,000 pounds."]},{"name":"Incorporeal Movement","entries":["Shemshime can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Maddening Touch","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) psychic damage."]},{"name":"Whispers of Violence","entries":["Shemshime chooses up to two creatures it can see within 60 feet of it. Each target must succeed on a {@dc 13} Wisdom saving throw, or that target takes 7 ({@damage 1d8 + 3}) psychic damage and must use its reaction to make a melee weapon attack against one creature it can reach (Shemshime's choice) that Shemshime can see."]},{"name":"Howling Babble {@recharge}","entries":["Shemshime targets one creature it can see within 30 feet of it. The creature must make a {@dc 13} Wisdom saving throw. On a failed save, it takes 21 ({@damage 4d8 + 3}) psychic damage and is {@condition stunned} until the end of its next turn. On a successful save, it takes half as much damage and isn't {@condition stunned}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CM/Shemshime.webp","credit":"Tyler Walpole"}]},{"id":"shield-dwarf-guard","name":"Shield Dwarf Guard","source":"SKT","page":78,"srd":false,"image":"bestiary/tokens/SKT/Shield Dwarf Guard.webp","token":"bestiary/tokens/SKT/Shield Dwarf Guard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Warhammer","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage, or 6 ({@damage 1d10 + 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shield-dwarf-noble","name":"Shield Dwarf Noble","source":"SKT","page":78,"srd":false,"image":"bestiary/tokens/SKT/Shield Dwarf Noble.webp","token":"bestiary/tokens/SKT/Shield Dwarf Noble.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Warhammer","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage, or 6 ({@damage 1d10 + 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shield-guardian","name":"Shield Guardian","source":"XMM","page":277,"srd":true,"image":"bestiary/XMM/Shield Guardian.webp","token":"bestiary/tokens/XMM/Shield Guardian.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"142 (15d10 + 60)","speed":"30 ft.","str":18,"dex":8,"con":18,"int":7,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10","languages":"understands commands given in any language but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Bound","entries":["The guardian is magically bound to an amulet. While the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (round up) is transferred to the guardian."]},{"name":"Regeneration","entries":["The guardian regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]},{"name":"Spell Storing","entries":["A spellcaster who wears the guardian's amulet can cause the guardian to store one spell of level 4 or lower. To do so, the wearer must cast the spell on the guardian while within 5 feet of it. The spell has no effect but is stored within the guardian. Any previously stored spell is lost when a new spell is stored. The guardian can cast the spell stored with any parameters set by the original caster, requiring no spell components and using the caster's spellcasting ability. The stored spell is then lost."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guardian makes two Fist attacks."]},{"name":"Fist","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Bludgeoning damage plus 7 ({@damage 2d6}) Force damage."]}],"bonusActions":[],"reactions":[{"name":"Protection","entries":["{@actTrigger} An attack roll hits the wearer of the guardian's amulet while the wearer is within 5 feet of the guardian. {@actResponse} The wearer gains a +5 bonus to AC, including against the triggering attack and possibly causing it to miss, until the start of the guardian's next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Shield Guardian","entries":["{@i Device-Controlled Magical Bodyguard}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"An intimidating magical automaton, a shield guardian obeys its master's commands and protects its master from danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian's command amulet can control that Construct and, in the case of magic-users, imbue it with a spell to unleash under predetermined circumstances. Yet a shield guardian's primary goal is to protect its master. It escorts whoever bears its command amulet and intercedes between the bearer and any threat. Although it isn't mindless, a shield guardian has no sense of self preservation and will sacrifice itself to protect its master.","Shield guardians are typically constructed of steel, stone, and wood in the shape of watchful soldiers. More fanciful designs exist, reflecting the tastes of their creators. Given their resilience, it's common for shield guardians to eventually serve creatures other than their creators. A shield guardian's command amulet might be passed down through a magic-using society or family for generations."]}],"gallery":[{"path":"bestiary/XMM/Shield Guardian.webp","credit":"Kai Carpenter"}],"otherVersions":[{"id":"shield-guardian-mm","source":"MM"}]},{"id":"shield-guardian-mm","name":"Shield Guardian","source":"MM","page":271,"srd":false,"image":"bestiary/MM/Shield Guardian.webp","token":"bestiary/tokens/MM/Shield Guardian.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"142 (15d10 + 60)","speed":"30 ft.","str":18,"dex":8,"con":18,"int":7,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 10","languages":"understands commands given in any language but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Bound","entries":["The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian."]},{"name":"Regeneration","entries":["The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point."]},{"name":"Spell Storing","entries":["A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guardian makes two fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Shield","entries":["When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.",{"name":"Master's Amulet","type":"entries","entries":["Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is {@condition incapacitated} until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.","A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.","A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power."]},{"name":"Magnificent Treasure","type":"entries","entries":["Because a shield guardian's ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet."]},{"name":"Construct Nature","type":"entries","entries":["A shield guardian doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Shield Guardian.webp","credit":"Aaron Hübrich"}],"hidden":true,"otherVersions":[{"id":"shield-guardian","source":"XMM"}]},{"id":"shifter","name":"Shifter","source":"ERLW","page":319,"srd":false,"image":"bestiary/ERLW/Shifter.webp","token":"bestiary/tokens/ERLW/Shifter.webp","size":"Medium","creatureType":"Humanoid (Shifter)","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"19 (3d8 + 6)","speed":"30 ft.","str":12,"dex":16,"con":14,"int":11,"wis":15,"cha":10,"saves":"","skills":"Acrobatics +5, Insight +4, Nature +2, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shifting (Recharges after a Short or Long Rest)","entries":["As a bonus action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a bite attack when it activates this trait and also as a bonus action on each of its turns while in its bestial form."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by \"shifting,\" these features become even more pronounced."]}]}],"gallery":[{"path":"bestiary/ERLW/Shifter.webp","credit":"Cory Trego-Erdner"}]},{"id":"shira","name":"Shira","source":"CRCotN","page":105,"srd":false,"image":"bestiary/tokens/CRCotN/Shira.webp","token":"bestiary/tokens/CRCotN/Shira.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Shira casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 10}, {@hit 2} to hit with spell attacks):","At will: {@spell chill touch}","1/day each: {@spell blindness/deafness}, {@spell ray of sickness}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A shy, anxious 15-year-old human with innate spellcasting ability. Fearing for the safety of those around her as she learns to control her powers, Shira has taken to using the shrine to the Wild Mother in the Sigil District as a nighttime hiding place. She mimics the behavior of a spirit to frighten away others. Shira uses her spells to drive away intruders."]}]},{"id":"shoal-serpent","name":"Shoal Serpent","source":"PSZ","page":26,"srd":false,"image":"bestiary/tokens/PSZ/Shoal Serpent.webp","token":"bestiary/tokens/PSZ/Shoal Serpent.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"68 (8d10 + 24)","speed":"20 ft., swim 40 ft.","str":18,"dex":15,"con":16,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Hold Breath","entries":["The serpent can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The oceans, bays, and swamps of Zendikar are home to a variety of aquatic creatures that are at least as deadly as those on land, including monstrosities that can face the largest Eldrazi on almost equal footing. Given the dangers of Zendikar, even mundane animals such as octopuses, frogs, turtles, crabs, and crocodiles can grow to tremendous size (using the appropriate statistics from appendix A of the Monster Manual). The crabs of Ondu, the crocodiles of Guul Draz, the tortoises of Tazeem, and the octopuses of the deep sea (of which Lorthos the Tidemaker is but one giant specimen) are examples of these aquatic monstrosities. Enormous shoal serpents—sometimes compared to \"a reef that runs aground on ships\"—are a persistent danger to vessels along the Onduan coast. The {@creature plesiosaurus} in the Monster Manual can represent these serpents."]},{"id":"shoalar-quanderil","name":"Shoalar Quanderil","source":"LR","page":23,"srd":false,"image":"bestiary/tokens/LR/Shoalar Quanderil.webp","token":"bestiary/tokens/LR/Shoalar Quanderil.webp","size":"Medium","creatureType":"Humanoid (Genasi)","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"75 (10d8 + 30)","speed":"30 ft., swim 30 ft.","str":12,"dex":12,"con":16,"int":14,"wis":10,"cha":18,"saves":"","skills":"Arcana +6, Deception +8, Insight +4, Persuasion +8","vulnerabilities":"","resistances":"acid; lightning; thunder","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Aquan, Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Shoalar can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Shoalar's innate spellcasting ability is Constitution (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He can innately cast the following spells:","At will: {@spell shape water|XGE}","1/day: {@spell create or destroy water}"]},{"name":"Spellcasting","entries":["Shoalar is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He knows the following sorcerer spells:","Cantrips (at will): {@spell acid splash}, {@spell chill touch}, {@spell light}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell disguise self}, {@spell mage armor}, {@spell shield}","Level 2 (3 slots): {@spell hold person}, {@spell misty step}","Level 3 (2 slots): {@spell lightning bolt}, {@spell tidal wave|XGE}","Level 4 (1 slots): {@spell watery sphere|XGE}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"shoalar-quanderil-pota","source":"PotA"}]},{"id":"shoalar-quanderil-pota","name":"Shoalar Quanderil","source":"PotA","page":208,"srd":false,"image":"bestiary/tokens/PotA/Shoalar Quanderil.webp","token":"bestiary/tokens/PotA/Shoalar Quanderil.webp","size":"Medium","creatureType":"Humanoid (Genasi)","alignment":"Lawful Evil","ac":"10","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft., swim 30 ft.","str":11,"dex":12,"con":16,"int":14,"wis":10,"cha":17,"saves":"","skills":"Arcana +4, Deception +5, Insight +2, Persuasion +5","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Aquan, Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Shoalar can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Shoalar's innate spellcasting ability is Constitution (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He can innately cast the following spells:","At will: {@spell shape water|xge}","1/day: {@spell create or destroy water}"]},{"name":"Spellcasting","entries":["Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He knows the following sorcerer spells:","Cantrips (at will): {@spell acid splash}, {@spell chill touch}, {@spell friends}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell disguise self}, {@spell mage armor}, {@spell magic missile}","Level 2 (3 slots): {@spell hold person}, {@spell misty step}","Level 3 (2 slots): {@spell tidal wave|xge}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A plump water genasi armed with a jovial manner and biting sense of humor, Shoalar Quanderil seems like the last person one would expect to be a cruel member of a destructive cult. Nevertheless, Shoalar is the captain of a pirate ship that harries the Sword Coast, and a high-ranking Crushing Wave cultist. He sees Olhydra's power as a means to making himself as rich as possible."]}]}]}],"hidden":true,"otherVersions":[{"id":"shoalar-quanderil","source":"LR"}]},{"id":"shockerstomper","name":"Shockerstomper","source":"WDMM","page":174,"srd":false,"image":"bestiary/tokens/WDMM/Shockerstomper.webp","token":"bestiary/tokens/WDMM/Shockerstomper.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"300 (300d1)","speed":"40 ft.","str":23,"dex":10,"con":20,"int":1,"wis":1,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; deafened; charmed; frightened; paralyzed; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 5","languages":"","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Disable","entries":["When a leg drops to 0 hit points, it is disabled, and Shockerstomper can use a reaction to detach it from its main body. Whenever one of its legs is disabled, Shockerstomper's walking speed is reduced by 10 feet. The whole contraption topples over and shuts down if four of its seven legs are disabled."]},{"name":"Electrified Surface","entries":["A creature that ends its turn in contact with Shockerstomper's body (saucer or turrets) must make a {@dc 15} Constitution saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Immutable Form","entries":["Shockerstomper is immune to any spell or effect that would alter its form."]},{"name":"Control Module","entries":["A creature atop or above Shockerstomper's platform can locate its control module with a successful {@dc 15} Intelligence ({@skill Investigation}) check or Wisdom ({@skill Perception}) check. As an action, a character can try to open the control module's access panel, either by tearing it off with a successful {@dc 25} Strength ({@skill Athletics}) check or by dislodging it with thieves' tools and a successful {@dc 25} Dexterity check. Behind the panel, embedded in the floor of the control module, is a 5-foot-diameter pulsating crystal hemisphere with AC 10, 25 hit points, and immunity to poison and psychic damage. Destroying the crystal hemisphere shuts down Shockerstomper."]},{"name":"Lightning Turret","entries":["A character can try to plug the nozzle of a lightning turret with a 10-pound rock or similar object, doing so with a successful {@dc 15} Strength ({@skill Athletics}) check. A plugged turret can't shoot lightning until a creature uses an action to try to clear the obstruction, which requires another successful {@dc 15} Strength ({@skill Athletics}) check. Shockerstomper has no ability to clear an obstruction itself."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Shockerstomper makes three Lightning Turret attacks and two Stomp attacks."]},{"name":"Lightning Turret","entries":["The turret shoots a magical lightning bolt at one creature within 60 feet of Shockerstomper. The target must make a {@dc 15} Dexterity saving throw, taking 44 ({@damage 8d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Stomp","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"shoggoth","name":"Shoggoth","source":"RHW","page":266,"srd":false,"image":"bestiary/RHW/Shoggoth.webp","token":"bestiary/tokens/RHW/Shoggoth.webp","size":"Huge","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"15","initiative":"+7 (17)","hp":"172 (15d12 + 75)","speed":"30 ft., climb 30 ft., swim 30 ft.","str":22,"dex":16,"con":21,"int":20,"wis":17,"cha":8,"saves":"Dex +7, Con +9","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"cold","conditionImmunities":"grappled; prone; restrained","senses":"Darkvision 120 ft., Passive Perception 13","languages":"Deep Speech; telepathy 60 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Arctic, Coastal, Swamp, Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["The shoggoth can breathe air and water."]},{"name":"Mimicry","entries":["The shoggoth can mimic voices and animal sounds. A creature that hears this mimicry can tell it is an imitation only with a successful {@dc 13} Wisdom ({@skill Insight|XPHB}) check."]},{"name":"Susceptible to Charm","entries":["The shoggoth has {@variantrule Disadvantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shoggoth makes three Pseudopod attacks. It can replace one attack with a use of Suction Burst if available."]},{"name":"Pseudopod","entries":["{@atkr m} {@hit 10}, reach 15 ft. {@h}15 ({@damage 2d8 + 6}) Bludgeoning damage plus 11 ({@damage 2d10}) Thunder damage, and the creature has the {@condition Grappled|XPHB} condition (escape {@dc 16}) from one of four pseudopods."]},{"name":"Suction Burst {@recharge 4}","entries":["{@actSave str} {@dc 18}, one creature {@condition Grappled|XPHB} by the shoggoth. {@actSaveFail} 22 ({@damage 4d10}) Thunder damage, and the target is repelled from the shoggoth. The target no longer has the {@condition Grappled|XPHB} condition, is pushed up to 30 feet straight away from the shoggoth, and has the {@condition Deafened|XPHB} and {@condition Stunned|XPHB} conditions until the end of its next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[{"name":"Cold Sprint","entries":["{@actTrigger} The shoggoth is subjected to Cold damage. {@actResponse} The shoggoth moves up to its {@variantrule Speed|XPHB} and can make one Pseudopod attack with {@variantrule Advantage|XPHB}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Hulking, Amorphous Predator}","Shoggoths are massive, undulating horrors possessed of ancient and cruel intellects. Created by elder things, the first shoggoths created cyclopean cities and performed dangerous labor in forgotten ages. Eventually, the shoggoths grew stronger and overthrew their makers. Since then, shoggoths have lurked in the ruins of their ancient cities and in hidden places across the multiverse. They tend to brood in remote, icy reaches where their bodies are invigorated by the blistering cold."]}],"gallery":[{"path":"bestiary/RHW/Shoggoth.webp","credit":"Diana Franco"}]},{"id":"sholeh","name":"Sholeh","source":"JttRC","page":14,"srd":false,"image":"bestiary/JttRC/007-01-006.speaker-sholeh.webp","token":"bestiary/tokens/JttRC/Sholeh.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Neutral Good","ac":"20","initiative":"+0 (10)","hp":"297 (17d20 + 119)","speed":"40 ft., burrow 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":15,"cha":19,"saves":"Dex +6, Con +13, Wis +8, Cha +10","skills":"History +9, Perception +14, Persuasion +10, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"Desert","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Sholeh fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Sholeh can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Sholeh's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["Sholeh uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"Sholeh exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a {@dc 21} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Sleep Breath","entry":"Sholeh exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a {@dc 21} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."}]}]},{"name":"Change Shape","entries":["Sholeh magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, Sholeh retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Sholeh makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Sholeh makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Sholeh beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a {@dc 15} Strength saving throw or be pushed 15 feet away from the dragon and knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a {@chance 50} chance of being extinguished.","A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Brass Dragon||adult} or {@creature Ancient Brass Dragon||ancient}) brass dragon can use one or more of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Animate Statues","entry":"The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a {@hit 7} bonus to hit and dealing 10 ({@damage 3d6}) bludgeoning damage on a hit."},{"type":"item","name":"Blast of Wind","entry":"A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a {@dc 15} Strength saving throw or be pushed 15 feet in the wind's direction and be knocked {@condition prone}. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50} chance of being extinguished. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon {@condition prone}."},{"type":"item","name":"Obscuring Sand","entry":"Dust and sand fill the air within 120 feet of the dragon, making the area {@quickref Vision and Light|PHB|2||lightly obscured} until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.","Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful {@dc 20} Intelligence ({@skill Investigation}) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.","Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location."]},"If the dragon dies, the tracks fade in {@dice 1d10} days, but the other effects fade immediately.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a brass dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cloud Companion","entry":"A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of {@book extreme heat|DMG|5|Extreme Heat} (see the {@book Dungeon Master's Guide|DMG})."},{"type":"item","name":"Talkative Denizens","entry":"Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively."}]}],"source":"FTD"}],"gallery":[{"path":"bestiary/JttRC/007-01-006.speaker-sholeh.webp","title":"Speaker Sholeh","credit":"Claudio Pozas"}]},{"id":"shoosuva","name":"Shoosuva","source":"MPMM","page":216,"srd":false,"image":"bestiary/MPMM/Shoosuva.webp","token":"bestiary/tokens/MPMM/Shoosuva.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"136 (16d10 + 48)","speed":"40 ft.","str":18,"dex":13,"con":17,"int":7,"wis":14,"cha":9,"saves":"Dex +4, Con +6, Wis +5","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Gnoll, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Coastal, Forest, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shoosuva makes one Bite attack and one Tail Stinger attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d10 + 4}) piercing damage."]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 7} to hit, reach 15 ft., one creature. {@h}13 ({@damage 2d8 + 4}) piercing damage, and the target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, the target is also {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Rampage","entries":["When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can move up to half its speed and make one Bite attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["What? Are you expecting me to comment on these creatures? Fine, how's this: a loyal pet deserves a loyal pet."],"by":"Mordenkainen"},{"type":"quote","entries":["Trust Mordenkainen to look down on any sort of companionship—even the slavering, venomous, demonic puppy kind."],"by":"Tasha"},"A shoosuva is a hyena-demon gifted by {@creature Yeenoghu|MPMM} to an especially powerful worshiper (typically a {@creature gnoll fang of Yeenoghu||fang of Yeenoghu}). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band.","Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu."],"gallery":[{"path":"bestiary/MPMM/Shoosuva.webp","credit":"Craig J Spearing"}],"otherVersions":[{"id":"shoosuva-vgm","source":"VGM"}]},{"id":"shoosuva-vgm","name":"Shoosuva","source":"VGM","page":137,"srd":false,"image":"bestiary/VGM/Shoosuva.webp","token":"bestiary/tokens/VGM/Shoosuva.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"110 (13d10 + 39)","speed":"40 ft.","str":18,"dex":13,"con":17,"int":7,"wis":14,"cha":9,"saves":"Dex +4, Con +6, Wis +5","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Gnoll, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Grassland, Forest, Hill, Arctic","treasure":"","traits":[{"name":"Rampage","entries":["When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shoosuva makes two attacks: one with its bite and one with its tail stinger."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}26 ({@damage 4d10 + 4}) piercing damage."]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 7} to hit, reach 15 ft., one creature. {@h}13 ({@damage 2d8 + 4}) piercing damage, and the target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned}, the target is also {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse."]},{"type":"entries","name":"Shoosuva","entries":["A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful gnoll (typically as a fang of Yeenoghu). A shoosuva manifests shortly after a war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another one. A creature immobilized by the poison becomes easy pickings for any gnolls nearby.","Each shoosuva is bonded to a particular gnoll and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band."]}]}]}],"gallery":[{"path":"bestiary/VGM/Shoosuva.webp","credit":"Craig J Spearing"}],"hidden":true,"otherVersions":[{"id":"shoosuva","source":"MPMM"}]},{"id":"shredwing","name":"Shredwing","source":"CoA","page":250,"srd":false,"image":"bestiary/CoA/Shredwing.webp","token":"bestiary/tokens/CoA/Shredwing.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"21","initiative":"+4 (14)","hp":"170 (20d8 + 80)","speed":"0 ft., fly 60 ft. (hover)","str":11,"dex":19,"con":19,"int":15,"wis":16,"cha":11,"saves":"Dex +8, Con +8","skills":"Acrobatics +8, Athletics +4, Perception +11, Survival +7","vulnerabilities":"","resistances":"cold; fire; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"","conditionImmunities":"blinded; charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 21","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Merged","entries":["After using the Burrow ability, if the shredwing is merged with another creature, any damage dealt to the shredwing is split evenly between it and the merged creature."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shredwing makes three Talon attacks."]},{"name":"Talon","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Burrow {@recharge 5}","entries":["On a hit, the creature takes an additional 32 ({@damage 5d12}) slashing damage as the wings merge with it. While merged, the creature moves with the shredwing, takes 19 ({@damage 3d12}) necrotic damage at the start of each of its turn, and has the {@condition grappled} condition. The shredwing can unmerge at any time, leaving the creature and dropping it if airborne. The only other way to end the merge is to kill the shredwing.","If the merged creature dies while merged, the shredwing permanently takes over its body. It gains the merged creature's hit dice, natural armor, possessions, and languages. If any of the merged creature's statistics are higher than the shredwing, it inherits those statistics as well. A creature permanently merged by the shredwing can only be resurrected through a {@spell Wish} spell or similar."]}],"bonusActions":[{"name":"Aggressive","entries":["The shredwing can move up to its speed toward a hostile creature that it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Tearing through the skies of the Nine Hells, shredwings aren't only a constant menace to mortal and fiendish travelers, but a reminder of the cruelties of one of Hell's worst overlords. Though Malagard was cast down from the throne of Malbolge and her bloated body shattered, her wickedness remains in the spite and cruelty of her creations.",{"type":"entries","name":"Born from Bitterness","page":250,"entries":["At first glance, shredwings appear to be bats or pterodactyls, with a spined body between two great veined wings terminating in a jagged head. They seem to have an ever-open beak, but upon closer scrutiny this shows to be a pair of vicious spikes. Although they seem like horrific flying creatures, the actual truth of their origins makes them even more terrible. Malagard was earthbound and one of the many things she was furiously envious of was the ability of others to fly. One of her pastimes was to tear the wings from Fiends who had displeased her and give them a vile and unnatural life of their own, discarding the mutilated devils and shaping their amputated parts into something new and ghastly. Shredwings are the results of her hobby, now feral and endemic to many parts of the Nine Hells."]},{"type":"entries","name":"Hideous Appetites","page":250,"entries":["Shredwings are driven by a desire to inflict pain, still possessed by the malice of their original creator. They patrol the skies of the Nine Hells and descend in shrieking flocks on anything weak enough to torment. When they have winged creatures at their mercy, they mob their victim in the air until they can tear away their target's wings. They carry the trophies to their high roosts, where the tattered vanes are transformed into a new shredwing under the caustic ministrations of the 'parents'. For wingless prey, they have other practices. Whilst they harry with claws and beak, they look out for a chance to latch onto the backs of their prey. Driving the spikes of their heads between the shoulders of their victims they enact a terrible merging, becoming a set of wings attached to the creature and carrying them off. They slowly absorb the life-force of their victim, delighting in their pain and fear. Over time they take over their prey's limbs and body, returning to attack any leftover companions, delighting in the distress their puppeteering causes. Most often they leave the head until last, enjoying the screams and pleas of the luckless creature they've usurped."]},{"type":"entries","name":"Raised to the Whip","page":250,"entries":["There is little bad in the Nine Hells that devils can't make worse. Shredwings are unruly and vicious creatures but determined devils can trap them and break them into a form of domestication. Particularly ingenious hunting Fiends, aided by the souls of evil rangers, have trained packs of shredwings to do their bidding, tracking prey across the hostile plains of the Nine Hells and attacking on command. The creatures remain mutinous at best, and woe betide any handler who shows weakness or lets prey get the better of them."]}],"gallery":[{"path":"bestiary/CoA/Shredwing.webp","credit":"Sebastian Kowoll"}]},{"id":"shrieker","name":"Shrieker","source":"MM","page":138,"srd":false,"image":"bestiary/MM/Shrieker.webp","token":"bestiary/tokens/MM/Shrieker.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"5","initiative":"-5 (5)","hp":"13 (3d8)","speed":"0 ft.","str":1,"dex":1,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; frightened","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While the shrieker remains motionless, it is indistinguishable from an ordinary fungus."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[{"name":"Shriek","entries":["When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for {@dice 1d4} of the shrieker's turns afterward."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers.",{"type":"section","name":"Fungi","entries":["With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness.","Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi.","Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed."]}],"gallery":[{"path":"bestiary/MM/Shrieker.webp"}]},{"id":"shrieker-fungus","name":"Shrieker Fungus","source":"WttHC","page":125,"srd":true,"image":"bestiary/WttHC/Shrieker Fungus (Stranger Things).webp","token":"bestiary/tokens/WttHC/Shrieker Fungus.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"5","initiative":"-5 (5)","hp":"13 (3d8)","speed":"5 ft.","str":1,"dex":1,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened","senses":"Blindsight 30 ft., Passive Perception 6","languages":"","cr":"0","crDisplay":"0 (XP 0; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[{"name":"Shriek","entries":["{@actTrigger} A creature or a source of {@variantrule Bright Light|XPHB} moves within 30 feet of the shrieker. {@actResponse} The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["If exposed to light or otherwise disturbed, mushroom-like shriekers emit a high-pitched noise that gives them their name. This wailing might alert other creatures or attract predators."]}],"gallery":[{"path":"bestiary/WttHC/Shrieker Fungus (Stranger Things).webp"}],"otherVersions":[{"id":"shrieker-fungus-xmm","source":"XMM"}]},{"id":"shrieker-fungus-xmm","name":"Shrieker Fungus","source":"XMM","page":125,"srd":true,"image":"bestiary/XMM/Fungi.webp","token":"bestiary/tokens/XMM/Shrieker Fungus.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"5","initiative":"-5 (5)","hp":"13 (3d8)","speed":"5 ft.","str":1,"dex":1,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened","senses":"Blindsight 30 ft., Passive Perception 6","languages":"","cr":"0","crDisplay":"0 (XP 0; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[{"name":"Shriek","entries":["{@actTrigger} A creature or a source of {@variantrule Bright Light|XPHB} moves within 30 feet of the shrieker. {@actResponse} The shrieker emits a shriek audible within 300 feet of itself for 1 minute or until the shrieker dies."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["If exposed to light or otherwise disturbed, mushroom-like shriekers emit a high-pitched noise that gives them their name. This wailing might alert other creatures or attract predators."]},{"type":"section","name":"Fungi","entries":["{@i Deadly Spores and Predatory Polyps}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi."]}],"gallery":[{"path":"bestiary/XMM/Fungi.webp","credit":"Helge C. Balzer"}],"hidden":true,"otherVersions":[{"id":"shrieker-fungus","source":"WttHC"}]},{"id":"shunn-shurreth","name":"Shunn Shurreth","source":"WDMM","page":33,"srd":false,"image":"bestiary/tokens/WDMM/Shunn Shurreth.webp","token":"bestiary/tokens/WDMM/Shunn Shurreth.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":12,"saves":"Dex +7, Con +5, Wis +4","skills":"Perception +4, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Spider Features","entries":["While cursed with spider features, Shunn can climb difficult surfaces, even across ceilings, without needing to make an ability check."]},{"name":"Fey Ancestry","entries":["Shunn has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Shunn has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Shunn's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Shunn makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Shunn adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A drow priestess of Lolth placed a curse on Shunn and forced him into exile after he displeased her. The curse partially transformed him into a spider, giving him eight red arachnid eyes, a mouth full of fangs, and black bristles sprouting from his slender limbs. A remove curse or {@spell greater restoration} spell restores Shunn's natural form, but Shunn doesn't want the curse lifted. His horrific appearance strikes fear into the hearts of his comrades-in-arms and has earned him favor with Xanathar. Shunn believes that returning to his normal form might weaken his influence over his gang and diminish his status in the Xanathar Guild."]}]}]}]},{"id":"shuushar-the-awakened","name":"Shuushar the Awakened","source":"OotA","page":7,"srd":false,"image":"bestiary/OotA/Shuushar the Awakened.webp","token":"bestiary/tokens/OotA/Shuushar the Awakened.webp","size":"Medium","creatureType":"Humanoid (Kuo-toa)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"18 (4d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":10,"con":11,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["Shuushar can breathe air and water."]},{"name":"Otherworldly Perception","entries":["Shuushar can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving."]},{"name":"Slippery","entries":["Shuushar has advantage on ability checks and saving throws made to escape a grapple."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Shuushar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]},{"name":"Net","entries":["{@atk rw} {@hit 3} to hit, range 5/15 ft., one Large or smaller creature. {@h}The target is {@condition restrained}. A creature can use its action to make a {@dc 10} Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net."]}],"bonusActions":[],"reactions":[{"name":"Sticky Shield","entries":["When a creature misses Shuushar with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a {@dc 11} Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is {@condition grappled} while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a {@dc 11} Strength check and succeeding."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Shuushar the Awakened.webp"}]},{"id":"sibriex","name":"Sibriex","source":"MPMM","page":217,"srd":false,"image":"bestiary/MPMM/Sibriex.webp","token":"bestiary/tokens/MPMM/Sibriex.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"-4 (6)","hp":"150 (12d12 + 72)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":3,"con":23,"int":25,"wis":24,"cha":25,"saves":"Int +13, Cha +13","skills":"Arcana +13, History +13, Perception +13","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 120 ft.","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"Underdark","treasure":"","traits":[{"name":"Contamination","entries":["The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is {@quickref difficult terrain||3} for other creatures. Any creature that starts its turn in the aura must succeed on a {@dc 20} Constitution saving throw or take 14 ({@damage 4d6}) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours."]},{"name":"Legendary Resistance (3/Day)","entries":["If the sibriex fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The sibriex has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sibriex casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell command}, {@spell dispel magic}, {@spell hold monster}","1/day: {@spell feeblemind}"]}],"actions":[{"name":"Multiattack","entries":["The sibriex makes three Chain attacks, and it uses Squirt Bile."]},{"name":"Chain","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d12 + 7}) force damage."]},{"name":"Squirt Bile","entries":["The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a {@dc 20} Dexterity saving throw or take 31 ({@damage 9d6}) acid damage."]},{"name":"Warp Creature","entries":["The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a {@dc 20} Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is {@condition poisoned}, which causes it to also gain 1 level of {@condition exhaustion}. While {@condition poisoned} in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of {@condition exhaustion} caused by it. Each failed save causes the target to gain another level of {@condition exhaustion}. Once the target reaches 6 levels of {@condition exhaustion}, it dies and instantly transforms into a living {@creature manes} under the sibriex's control. The transformation of the body can be undone only by a {@spell wish} spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cast a Spell","entries":["The sibriex uses Spellcasting."]},{"name":"Spray Bile","entries":["The sibriex uses Squirt Bile."]},{"name":"Warp (Costs 2 Actions)","entries":["The sibriex uses Warp Creature."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and bile cascade from a sibriex's body, polluting the surrounding landscape.","Sibriexes have spent eons amassing knowledge from across the planes, hoarding it for when it might be useful. Such are their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others parcel out lore only when doing so advances their plans.","Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh-shaping they provide."],"gallery":[{"path":"bestiary/MPMM/Sibriex.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"sibriex-mtf","source":"MTF"}]},{"id":"sibriex-mtf","name":"Sibriex","source":"MTF","page":137,"srd":false,"image":"bestiary/MTF/Sibriex.webp","token":"bestiary/tokens/MTF/Sibriex.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"-4 (6)","hp":"150 (12d12 + 72)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":3,"con":23,"int":25,"wis":24,"cha":25,"saves":"Int +13, Cha +13","skills":"Arcana +13, History +13, Perception +13","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 120 ft.","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"Underdark","treasure":"","traits":[{"name":"Contamination","entries":["The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is {@quickref difficult terrain||3} for other creatures. Any creature that starts its turn in the aura must succeed on a {@dc 20} Constitution saving throw or take 14 ({@damage 4d6}) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours."]},{"name":"Legendary Resistance (3/Day)","entries":["If the sibriex fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The sibriex has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The sibriex's innate spellcasting ability is Charisma (spell save {@dc 21}). It can innately cast the following spells, requiring no material components:","At will: {@spell charm person}, {@spell command}, {@spell dispel magic}, {@spell hold monster}","3/day: {@spell feeblemind}"]}],"actions":[{"name":"Multiattack","entries":["The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both."]},{"name":"Chain","entries":["{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d12 + 7}) piercing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d8}) piercing damage plus 9 ({@damage 2d8}) acid damage."]},{"name":"Squirt Bile","entries":["The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a {@dc 20} Dexterity saving throw or take 35 ({@damage 10d6}) acid damage."]},{"name":"Warp Creature","entries":["The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a {@dc 20} Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is {@condition poisoned}, which causes it to also gain 1 level of {@condition exhaustion}. While {@condition poisoned} in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of {@condition exhaustion} caused by it. Each failed save causes the target to suffer another level of {@condition exhaustion}. Once the target reaches 6 levels of {@condition exhaustion}, it dies and instantly transforms into a living {@creature abyssal wretch|mtf} under the sibriex's control. The transformation of the body can be undone only by a {@spell wish} spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cast a Spell","entries":["The sibriex casts a spell."]},{"name":"Spray Bile","entries":["The sibriex uses Squirt Bile."]},{"name":"Warp (Costs 2 Actions)","entries":["The sibriex uses Warp Creature."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["No creature embodies the chaotic nature of the Abyss so well as the sibriex. Although the realm of the demons is already a place of infinite horrors, sibriexes for some reason make even more of these monstrosities."],"by":"Mordenkainen"},{"type":"entries","name":"Sibriex","entries":["Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities to breed new horrors and apprehend forbidden lore. Rivulets of blood and bile cascade from a sibriex's body. Where these noxious fluids hit the ground, the land scape becomes polluted."]},{"name":"Keepers of Forbidden Lore","type":"entries","entries":["Sibriexes have spent eons amassing information from across the planes, hoarding knowledge for when it might be useful. Such is their incredible intellect that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans."]},{"name":"Demon Crafters","type":"entries","entries":["Sibriexes can channel the power of the Abyss to create new demons from other creatures. Over the course of days, they can create vast numbers of rutterkins to protect their lands and to ensure that the plane teems with destructive monsters. Some demons petition sibriexes for physical gifts, and if they are moved to do so, sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely; they demand a service or a treasure in return for the flesh-shaping they provide."]}]}]}],"gallery":[{"path":"bestiary/MTF/Sibriex.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"sibriex","source":"MPMM"}]},{"id":"sigarda","name":"Sigarda","source":"PSI","page":26,"srd":false,"image":"bestiary/PSI/Angel1.webp","token":"bestiary/tokens/PSI/Sigarda.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"19","initiative":"+5 (15)","hp":"200 (16d10 + 112)","speed":"40 ft., fly 120 ft.","str":24,"dex":20,"con":24,"int":19,"wis":22,"cha":25,"saves":"Con +12, Wis +11, Cha +12","skills":"Perception +11","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The Sigarda's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra {@damage 5d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["The Sigarda knows if it hears a lie."]},{"name":"Magic Resistance","entries":["The Sigarda has advantage on saving throws against spells and other magical effects."]},{"name":"Heron Protection","entries":["Whenever an angel of the Host of Herons or a friendly creature within 10 feet of it makes a saving throw, the creature gains a bonus to the saving throw equal to the angel's Charisma modifier. The angel must be conscious to receive or grant this bonus."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The Sigarda's spellcasting ability is Charisma (spell save {@dc 20}). The planetar can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell flame strike}, {@spell raise dead}","1/day each: {@spell commune}, {@spell control weather}, {@spell insect plague}"]}],"actions":[{"name":"Multiattack","entries":["The Sigarda makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage plus 22 ({@damage 5d8}) radiant damage."]},{"name":"Healing Touch (4/Day)","entries":["The Sigarda touches another creature. The target magically regains 30 ({@dice 6d8 + 3}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Avacyn|PSI} was the archangel of Innistrad, revered across the plane as the source of hope, of protection, and of the Blessed Rest—a peaceful eternity of slumber in the grave. She offered the faithful magical wards against vampires and werewolves, a tranquil oblivion rather than the damned fate of a tormented spirit or undead abomination, and a distant hope that someday, their descendants might live in an Innistrad free from all the horrors of darkness.","Traditionally, three groups of angels known as flights or hosts served {@creature Avacyn|PSI}, each under the leadership of a lesser archangel.",{"type":"entries","name":"Flight Alabaster","page":26,"entries":["The practical and sympathetic angels of Flight Alabaster were instrumental in maintaining Avacyn's wards against the supernatural evils of Innistrad. They preferred the use of spells to weapons, and engaged in battle only when they had exhausted other options. As a result, angels of other flights sometimes dismissed them as overly sentimental. Alabaster angels aided priests and cathars in maintaining the protective wards on city walls and at holy sites throughout the plane, and also aided Avacyn in conducting the spirits of the dead to their ultimate fate, dissolving into Innistrad's Æthereal essence. The leader of Flight Alabaster was {@creature Bruna|PSI}, called the Light of Alabaster."]},{"type":"entries","name":"Host of Herons","page":26,"entries":["The Host of Herons comprised the angels of birth, rebirth, and purity, whose magic was said to ward humans against harm in life. This was always the smallest flight of angels, and its primary function was the scouting and tracking of werewolves and other marauding monsters. {@creature Sigarda|PSI} led the Host of Herons, wielding a scythe shaped like the head of a heron."]},{"type":"entries","name":"Flight Goldnight","page":26,"entries":["Flight Goldnight was an army of soldier-angels focused on the martial strength of the church. These angels were characterized by pragmatism and strict observance of church law. They were strategists in battle and skillful leaders during armed conflicts, cultivating a martial mindset that made them more than willing to take up arms when the need arose. The leader of Flight Goldnight was {@creature Gisela|PSI}, called the Blade of Goldnight or the Blade of the Church."]},{"type":"entries","name":"The Madness of Avacyn","page":27,"entries":["When the Eldrazi titan Emrakul first approached Innistrad, {@creature Avacyn|PSI} perceived her influence as a contagion that must be expunged from the world. However, unable to identify the source of that contagion, {@creature Avacyn|PSI} was driven mad, lashing out instead at every living thing. She led the angels in a vain effort to purge this corruption from the plane, viewing the humans they once protected as part of the maddening illness. The different flights of angels even began to war against each other, drastically reducing the number of angels on the plane.","Wielding fiery swords and clad in full armor, the soldier-angels of Flight Goldnight became the scourge of all mortal life on Innistrad. None could predict what would trigger their violent judgment or where they would strike next. The angels of Flight Alabaster had always been at the forefront of the church's efforts to root out and punish demon cultists, necromancers, and other heretics. With Emrakul's approach, they grew at least as mad as {@creature Avacyn|PSI} herself. Their fervent obsession drove the forces of the Lunarch Inquisition, the church's efforts to root out sin among the human populace. The angels prodded the church to ever greater and more desperate action.","Amid the chaos, {@creature Avacyn|PSI} created a new angelic flight to serve as her honor guard. Armed with moonsilver spears forged from shards of the broken Helvault, these angels of the Flight of Moonsilver served as sentries and guards at Thraben Cathedral, and flew alongside {@creature Avacyn|PSI} into battle against any perceived threat to Innistrad.","Only {@creature Sigarda|PSI} and the Host of Herons remained unaffected by Avacyn's madness, perhaps because they were the angels of purity. The survivors of this host retreated to their old haunt in Gavony's remote parish of Videns to maintain a safe distance from {@creature Avacyn|PSI}.","Angels that have gone mad can cast {@spell flame strike} once per day using their Innate Spellcasting trait. Additionally, the extra damage from their Angelic Weapons is half fire damage and half radiant damage."]}],"gallery":[{"path":"bestiary/PSI/Angel1.webp","title":"Gisela, Blade of Goldnight","credit":"Jason Chan"},{"path":"bestiary/PSI/Angel2.webp","title":"Fiery Temper","credit":"Johannes Voss"},{"path":"bestiary/PSI/Sigarda.webp","title":"Sigarda, Host of Herons","credit":"Chris Rahn"}]},{"id":"sildar-hallwinter","name":"Sildar Hallwinter","source":"PaBTSO","page":22,"srd":false,"image":"bestiary/PaBTSO/Sildar Hallwinter.webp","token":"bestiary/tokens/PaBTSO/Sildar Hallwinter.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"16","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":13,"dex":10,"con":12,"int":10,"wis":11,"cha":10,"saves":"Str +3, Con +3","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Sildar makes two Longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["When an attacker Sildar can see would hit him with a melee attack, he can roll a {@dice d6} and add the number rolled to his AC against the triggering attack, provided he's wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sildar is a kindhearted human man of nearly fifty years who holds a place of honor in the famous griffon cavalry of Waterdeep. He is an agent of the Lords' Alliance, a group of allied political powers along the Sword Coast concerned with mutual security and prosperity. The order ensures the safety of the cities and other settlements of Faerûn by proactively handling violent threats, and order members work to bring honor and glory to their leaders and their homeland."]}],"gallery":[{"path":"bestiary/PaBTSO/Sildar Hallwinter.webp"}],"otherVersions":[{"id":"sildar-hallwinter-lmop","source":"LMoP"}]},{"id":"sildar-hallwinter-lmop","name":"Sildar Hallwinter","source":"LMoP","page":61,"srd":false,"image":"bestiary/tokens/LMoP/Sildar Hallwinter.webp","token":"bestiary/tokens/LMoP/Sildar Hallwinter.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"16","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":13,"dex":10,"con":12,"int":10,"wis":11,"cha":10,"saves":"Str +3, Con +3","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Sildar makes two melee attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll {@dice 1d6} and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Sildar Hallwinter is a retired soldier and sellsword who hails from the city of Neverwinter. He is a loyal member of the Lords' Alliance, a political organization that unites the various free cities and towns of the North."]}]}],"hidden":true,"otherVersions":[{"id":"sildar-hallwinter","source":"PaBTSO"}]},{"id":"silver-dragon-wyrmling","name":"Silver Dragon Wyrmling","source":"XMM","page":278,"srd":true,"image":"bestiary/XMM/Silver Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/Silver Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"17","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft., fly 60 ft.","str":19,"dex":10,"con":17,"int":12,"wis":11,"cha":15,"saves":"Dex +2, Wis +2","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Mountain, Urban","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}9 ({@damage 1d10 + 4}) Piercing damage."]},{"name":"Cold Breath {@recharge 5}","entries":["{@actSave con} {@dc 13}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 18 ({@damage 4d8}) Cold damage. {@actSaveSuccess} Half damage."]},{"name":"Paralyzing Breath","entries":["{@actSave con} {@dc 13}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail 1} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn, when it repeats the save. {@actSaveFail 2} The target has the {@condition Paralyzed|XPHB} condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Silver dragon wyrmlings typically live with one or more parents or mentors, learning much about the world and its past before living on their own."]},{"type":"section","name":"Silver Dragons","entries":["{@i Dragons of Courage and Fairness}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Silver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.","Silver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.","Silver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.",{"type":"entries","name":"Silver Dragon Lairs","entries":["Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\""]}]}],"gallery":[{"path":"bestiary/XMM/Silver Dragon Wyrmling.webp","credit":"Anna Podedworna"}],"otherVersions":[{"id":"silver-dragon-wyrmling-mm","source":"MM"}]},{"id":"silver-dragon-wyrmling-mm","name":"Silver Dragon Wyrmling","source":"MM","page":118,"srd":false,"image":"bestiary/MM/Silver Dragon.webp","token":"bestiary/tokens/MM/Silver Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Lawful Good","ac":"17","initiative":"+0 (10)","hp":"45 (6d8 + 18)","speed":"30 ft., fly 60 ft.","str":19,"dex":10,"con":17,"int":12,"wis":11,"cha":15,"saves":"Dex +2, Con +5, Wis +2, Cha +4","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cold Breath","entry":"The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw, taking 18 ({@damage 4d8}) cold damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Paralyzing Breath","entry":"The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.","A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.",{"type":"entries","entries":[{"name":"Dragons of Virtue","type":"entries","entries":["Silver dragons believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent."]},{"name":"Friends of the Small Races","type":"entries","entries":["Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.","Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.",{"name":"Respect for Humanity","entries":["Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don't. Humans have a drive and zest for life that silver dragons find fascinating."],"type":"entries"}]},{"name":"Hoarding History","type":"entries","entries":["Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities."]}]}]}]},{"type":"entries","name":"A Silver Dragon's Lair","entries":["Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Silver Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"silver-dragon-wyrmling","source":"XMM"}]},{"id":"silver-greatwyrm","name":"Silver Greatwyrm","source":"FTD","page":208,"srd":false,"image":"bestiary/FTD/Silver Greatwyrm.webp","token":"bestiary/tokens/FTD/Silver Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"22","initiative":"+3 (13)","hp":"565 (29d20 + 261)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":16,"con":29,"int":21,"wis":22,"cha":30,"saves":"Dex +11, Con +17, Int +13, Wis +14, Cha +18","skills":"Insight +14, Perception +22, Persuasion +18","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 32","languages":"Common, Draconic","cr":"28","crDisplay":"28 (XP 120,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Metallic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}21 ({@damage 2d10 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Elemental Breath","entries":["The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw, taking 84 ({@damage 13d12}) cold damage on a failed save, or half as much damage on a successful one."]},{"type":"item","name":"Sapping Breath","entries":["The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failed save, the creature falls {@condition unconscious} for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An {@condition unconscious} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}]}]},{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.","A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the \"Brass Dragons\" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.","Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.",{"type":"inset","name":"Justice and Mercy","source":"FTD","entries":["Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.","Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.","Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead."]},{"type":"quote","entries":["Call me biased, but the \"great\" part of \"metallic greatwyrm\" feels a little redundant. It goes without saying."],"by":"Fizban"}],"gallery":[{"path":"bestiary/FTD/Silver Greatwyrm.webp","credit":"Crystal Sully"}]},{"id":"silverlily","name":"Silverlily","source":"QftIS","page":92,"srd":false,"image":"bestiary/tokens/QftIS/Silverlily.webp","token":"bestiary/tokens/QftIS/Silverlily.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"67 (9d10 + 18)","speed":"50 ft.","str":18,"dex":14,"con":15,"int":11,"wis":17,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Charge","entries":["If Silverlily moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Magic Resistance","entries":["Silverlily has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Silverlily's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Silverlily's innate spellcasting ability is Charisma (spell save {@dc 14}). The unicorn can innately cast the following spells, requiring no components:","At will: {@spell detect evil and good}, {@spell druidcraft}, {@spell pass without trace}","1/day each: {@spell calm emotions}, {@spell dispel evil and good}, {@spell entangle}"]}],"actions":[{"name":"Multiattack","entries":["Silverlily makes two attacks: one with its hooves and one with its horn."]},{"name":"Hooves","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Horn","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Healing Touch (3/Day)","entries":["Silverlily touches another creature with its horn. The target magically regains 11 ({@dice 2d8 + 2}) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target."]},{"name":"Teleport (1/Day)","entries":["Silverlily magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Hooves","entries":["Silverlily makes one attack with its hooves."]},{"name":"Shimmering Shield (Costs 2 Actions)","entries":["Silverlily creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."]},{"name":"Heal Self (Costs 3 Actions)","entries":["Silverlily magically regains 11 ({@dice 2d8 + 2}) hit points."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:",{"type":"list","items":["Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.","Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity ({@skill Stealth}) checks made to hide.","When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.","Curses affecting any good-aligned creature are suppressed."]},"If the unicorn dies, these effects end immediately."]},{"id":"silverquill-apprentice","name":"Silverquill Apprentice","source":"SCC","page":214,"srd":false,"image":"bestiary/SCC/Silverquill Apprentice.webp","token":"bestiary/tokens/SCC/Silverquill Apprentice.webp","size":"Small or Medium","creatureType":"Humanoid (Bard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":12,"wis":11,"cha":15,"saves":"Dex +4, Cha +4","skills":"Deception +4, Performance +6, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The apprentice casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 12}):","At will: {@spell dancing lights}, {@spell friends}","1/day each: {@spell command}, {@spell mage armor}"]}],"actions":[{"name":"Ink Blade","entries":["{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 9 ({@damage 2d8}) psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Rousing Verse","entries":["When a creature the apprentice can see within 30 feet of it fails a saving throw, the apprentice magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Stylish and driven, the students of Silverquill College—first as apprentices and then as pledgemages—cut imposing figures on campus. Dressed in smartly trimmed black-and-white uniforms, these budding mages practice bolstering speeches and wield inky blades.","Some Silverquill students prefer the benevolent side of language, using their words to uplift their friends and illuminate harsh truths about those in power. Others, though, choose to wield words more ruthlessly and master the art of insults and discouragement (and in some cases, petty trash talk). Regardless, nearly all members of Silverquill College carry themselves with a fearsome, never-second-place attitude—because in the art of wielding words, confidence is key."]},{"type":"section","entries":[{"type":"entries","name":"Silverquill Scholars","entries":["The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize."]}]}],"gallery":[{"path":"bestiary/SCC/Silverquill Apprentice.webp","credit":"Mike Bierek"}]},{"id":"silverquill-pledgemage","name":"Silverquill Pledgemage","source":"SCC","page":214,"srd":false,"image":"bestiary/SCC/Silverquill Pledgemage.webp","token":"bestiary/tokens/SCC/Silverquill Pledgemage.webp","size":"Small or Medium","creatureType":"Humanoid (Bard)","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":10,"dex":16,"con":13,"int":12,"wis":11,"cha":17,"saves":"Dex +5, Wis +2, Cha +5","skills":"Deception +5, Performance +7, Persuasion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common plus any two languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The pledgemage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell dancing lights}, {@spell friends}","1/day each: {@spell command}, {@spell confusion}, {@spell mage armor}, {@spell tongues}"]}],"actions":[{"name":"Ink Blade","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}5 ({@damage 1d8 + 3}) piercing damage plus 10 ({@damage 3d6}) psychic damage."]}],"bonusActions":[{"name":"Demotivate (2/Day)","entries":["The pledgemage hurls magical insults at one creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Wisdom saving throw or become {@condition frightened} of the pledgemage for 1 minute. While {@condition frightened} in this way, the target can't take reactions, its speed is halved, and any hit the pledgemage scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"reactions":[{"name":"Rousing Verse","entries":["When a creature the pledgemage can see within 30 feet of it fails a saving throw, the pledgemage magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Stylish and driven, the students of Silverquill College—first as apprentices and then as pledgemages—cut imposing figures on campus. Dressed in smartly trimmed black-and-white uniforms, these budding mages practice bolstering speeches and wield inky blades.","Some Silverquill students prefer the benevolent side of language, using their words to uplift their friends and illuminate harsh truths about those in power. Others, though, choose to wield words more ruthlessly and master the art of insults and discouragement (and in some cases, petty trash talk). Regardless, nearly all members of Silverquill College carry themselves with a fearsome, never-second-place attitude—because in the art of wielding words, confidence is key."]},{"type":"section","entries":[{"type":"entries","name":"Silverquill Scholars","entries":["The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize."]}]}],"gallery":[{"path":"bestiary/SCC/Silverquill Pledgemage.webp","credit":"Denman Rooke"}]},{"id":"silverquill-professor-of-radiance","name":"Silverquill Professor of Radiance","source":"SCC","page":215,"srd":false,"image":"bestiary/tokens/SCC/Silverquill Professor of Radiance.webp","token":"bestiary/tokens/SCC/Silverquill Professor of Radiance.webp","size":"Small or Medium","creatureType":"Humanoid (Bard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":11,"dex":14,"con":14,"int":16,"wis":13,"cha":19,"saves":"Dex +5, Int +6, Wis +4, Cha +7","skills":"Arcana +6, Deception +7, Performance +10, Persuasion +10","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell dancing lights}, {@spell friends}","2/day each: {@spell bless}, {@spell command}, {@spell cure wounds}, {@spell daylight}, {@spell mage armor}","1/day each: {@spell hypnotic pattern}, {@spell tongues}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes two Radiant Strike attacks. The professor can replace one of the attacks with a use of Spellcasting."]},{"name":"Radiant Strike","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) radiant damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw be {@condition blinded} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Professors of radiance call up magic through spoken words and glyphs formed of magically shaped ink and light. The professors channel radiance to illuminate their allies, bolstering them with encouragement and inspiring any who witness their orations. Professors of radiance can turn their words into potent assets in battle or strike at their foes with searing radiance.","These Silverquill teachers seek to inspire greatness in all that they do, pushing their students to look for the good in all things and bring that into the light."]},{"type":"section","entries":[{"type":"entries","name":"Silverquill Scholars","entries":["The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize."]}]}]},{"id":"silverquill-professor-of-shadow","name":"Silverquill Professor of Shadow","source":"SCC","page":215,"srd":false,"image":"bestiary/tokens/SCC/Silverquill Professor of Shadow.webp","token":"bestiary/tokens/SCC/Silverquill Professor of Shadow.webp","size":"Small or Medium","creatureType":"Humanoid (Bard)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":11,"dex":14,"con":14,"int":16,"wis":13,"cha":19,"saves":"Dex +5, Int +6, Wis +4, Cha +7","skills":"Arcana +6, Deception +10, Persuasion +7, Stealth +5","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"darkvision 300 ft., Passive Perception 11","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the professor's darkvision."]}],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell dancing lights}, {@spell friends}","2/day each: {@spell bane}, {@spell command}, {@spell darkness}, {@spell mage armor}","1/day each: {@spell tongues}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes two Ink Lance attacks. The professor can replace one of the attacks with a use of Spellcasting."]},{"name":"Ink Lance","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) necrotic damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw be {@condition blinded} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Professors of shadow wield the linguistic magic of Silverquill College through slicing wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.","The professors strive to carry themselves as immaculately as possible, seeking to overawe and wrong-foot anyone who would stand against them in debate or in battle. In teaching their students, professors of shadow focus on words that find the tiniest, most invisible cracks in an opponent's defenses and break them."]},{"type":"section","entries":[{"type":"entries","name":"Silverquill Scholars","entries":["The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize."]}]}]},{"id":"simic-merfolk","name":"Simic Merfolk","source":"GGR","page":187,"srd":false,"image":"bestiary/tokens/GGR/Simic Merfolk.webp","token":"bestiary/tokens/GGR/Simic Merfolk.webp","size":"Medium","creatureType":"Humanoid (Merfolk)","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft., swim 40 ft.","str":10,"dex":13,"con":12,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Merfolk","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The merfolk can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, or 4 ({@damage 1d8}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"simon-aumar","name":"Simon Aumar","source":"HAT-TG","srd":false,"image":"bestiary/HAT-TG/Simon Aumar.webp","token":"bestiary/tokens/HAT-TG/Simon Aumar.webp","size":"Medium","creatureType":"Humanoid (Sorcerer)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":8,"dex":14,"con":13,"int":16,"wis":12,"cha":17,"saves":"Con +4, Cha +6","skills":"Arcana +6, Deception +6, History +6, Religion +6, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Draconic, Elvish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Simon has advantage on saving throws he makes to avoid or end the {@condition charmed} condition on himself, and magic can't put him to sleep."]},{"name":"Special Equipment","entries":["Simon carries a {@item bag of holding}, two pairs of {@item sending stones}, and a deathly token (see Spellcasting)."]},{"name":"Wild Magic","entries":["When Simon takes 20 or more damage from a single source or takes damage from a critical hit, he must roll on the Wild Magic Surge table in the Player's Handbook."]}],"spellcasting":[{"name":"Spellcasting","entries":["Roll a {@dice d6}. On a roll of 1, Simon must roll on the Wild Magic Surge table in the Player's Handbook. On a roll of 2 or higher, Simon casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell speak with dead} (Simon must be holding his deathly token to cast this spell)","2/day each: {@spell fog cloud}, {@spell mage armor}, {@spell magic missile}, {@spell spider climb}","1/day each: {@spell Bigby's hand}, {@spell major image}"]}],"actions":[{"name":"Multiattack","entries":["Simon makes three Quarterstaff or Chaos Bolt attacks. He can replace one attack with one use of Spellcasting."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands, plus 11 ({@damage 2d10}) force damage."]},{"name":"Chaos Bolt","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}14 ({@damage 2d10 + 3}) damage of a random type determined by rolling a {@dice d8}: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; 6, poison; 7, psychic; 8, thunder."]}],"bonusActions":[],"reactions":[{"name":"Sheltering Shield (3/Day)","entries":["When Simon or another creature he can see within 10 feet of himself would take damage, he conjures a shimmering, 10-foot-radius sphere of magical force centered on himself. Creatures inside the sphere have resistance to the damage that triggered this reaction."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Simon Aumar suffers under the weight of his family name. Though he is a descendent of an elf and the legendary wizard Elminster Aumar, Simon's own sorcerous wild magic runs uncontrolled through his veins. Simon has not yet developed the ability to harness his power, and his spells explode or fizzle seemingly at random.","Though he's dogged by doubt, the brave young mage has earned his place in Edgin's crew. He performs best under pressure, instinctively unleashing his magic in dire moments. How he will continue to unlock his potential and what he will do with his volatile gift are yet to be seen."]}],"gallery":[{"path":"bestiary/HAT-TG/Simon Aumar.webp"}]},{"id":"sinensa","name":"Sinensa","source":"DoSI","page":45,"srd":false,"image":"bestiary/tokens/DoSI/Sinensa.webp","token":"bestiary/tokens/DoSI/Sinensa.webp","size":"Large","creatureType":"Plant","alignment":"Lawful Neutral","ac":"13","initiative":"+0 (10)","hp":"60 (8d10 + 16)","speed":"30 ft.","str":12,"dex":10,"con":14,"int":13,"wis":15,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Distress Spores","entries":["When Sinensa takes damage, all other myconids within 240 feet of it can sense its pain."]},{"name":"Sun Sickness","entries":["While in sunlight, Sinensa has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myconid makes one Fist attack and uses its Hallucination Spores."]},{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 3d4 + 1}) bludgeoning damage plus 7 ({@damage 2d4}) poison damage."]},{"name":"Hallucination Spores","entries":["Sinensa ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} target is {@condition incapacitated} while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Rapport Spores","entries":["A 30-foot radius of spores extends from Sinensa. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Myconids are intelligent, mobile fungi that live in caves, seek enlightenment, and dislike violence. Adult myconids live and work together in colonies and practice a form of communal meditation called a meld, in which they seek to transcend mundane reality through shared hallucination.","Myconid leaders like Sinensa use their Hallucination Spores to help myconids create melds."]}]},{"id":"sing-along","name":"Sing-Along","source":"WDMM","page":148,"srd":false,"image":"bestiary/tokens/WDMM/Sing-Along.webp","token":"bestiary/tokens/WDMM/Sing-Along.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":14,"saves":"","skills":"Performance +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Halfling","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sion","name":"Sion","source":"QftIS","page":216,"srd":false,"image":"bestiary/QftIS/Sion.webp","token":"bestiary/tokens/QftIS/Sion.webp","size":"Medium","creatureType":"Humanoid (Human, Sorcerer)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"49 (9d8 + 9)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":12,"wis":14,"cha":16,"saves":"Con +3, Cha +5","skills":"Arcana +3, Perception +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Sion has advantage on saving throws against spells and other magical effects if he is in dim light or darkness."]},{"name":"Shadesight","entries":["Magical darkness doesn't impede Sion's darkvision."]},{"name":"Shadowy Demise","entries":["If Sion dies, his body melts into shadow, leaving behind only equipment he was wearing or carrying."]},{"name":"Sunlight Weakness","entries":["While in sunlight, Sion has disadvantage on attack rolls, ability checks, and saving throws."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sion casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Mage Hand}, {@spell Minor Illusion}","1/day each: {@spell Darkness}, {@spell Mirror Image}, {@spell Silence}"]}],"actions":[{"name":"Multiattack","entries":["Sion makes one Shadow Sword attack and uses Affix Shadow or Spellcasting."]},{"name":"Shadow Sword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) necrotic damage."]},{"name":"Affix Shadow","entries":["Sion targets a creature within 60 feet of himself that he can see. That target must make a {@dc 13} Charisma saving throw. On a failed save, the target has the {@condition grappled} condition (escape {@dc 13}) as its shadow wraps around it. Once the target escapes the grapple, its shadow returns to normal."]}],"bonusActions":[{"name":"Shadow Step","entries":["While Sion is in dim light or darkness, he magically teleports up to 15 feet to an unoccupied space he can see that is also in dim light or darkness."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sion is the most trusted servant of Piyarz, a traitorous sage in the Tower of the Heavens. Originally one of the tower's stewards, Sion displayed an innate talent for magic. Piyarz encouraged Sion to develop his arcane powers in secret, and in time Sion became a skilled shadow sorcerer. He kept his umbral abilities hidden from the tower's other residents. Even so, they all noticed his fervent devotion to Piyarz and, ironically, refer to him in private as \"Piyarz's shadow.\"","Sion's sorcery allows him to step in and out of shadows and create shadowy duplicates of himself. He can even exercise limited control over others' shadows, causing the shadows to grasp their hosts and pin them in place. Wherever Sion goes, he's accompanied by his two pets, a ferocious hound and an oversized raven that help Sion track down his enemies. Spun by Sion from pure shadow, both creatures use the shadow stat block, but the raven has a flying speed of 40 feet."]}],"gallery":[{"path":"bestiary/QftIS/Sion.webp"}]},{"id":"sir-baric-nylef","name":"Sir Baric Nylef","source":"SKT","page":249,"srd":false,"image":"bestiary/SKT/Sir Baric Nylef.webp","token":"bestiary/tokens/SKT/Sir Baric Nylef.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":18,"dex":11,"con":14,"int":11,"wis":15,"cha":15,"saves":"","skills":"Insight +4, Investigation +2, Medicine +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["Baric has advantage on saving throws against being {@condition frightened}."]},{"name":"Roleplaying Information","entries":["As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil \"the Weevil\" Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.","Ideal: \"Evil must not be allowed to thrive in this world.\"","Bond: \"Tyr is my lord; the order, my family. Through my actions, I shall honor both.\"","Flaw: \"I'm not afraid to die. When Tyr finally calls me, I'll go to him happily.\""]}],"spellcasting":[],"actions":[{"name":"Maul","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage. Baric carries twenty crossbow bolts."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil \"the Weevil\" Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.","Ideal:\"Evil must not be allowed to thrive in this world.\"","Bond:\"Tyr is my lord; the order, my family. Through my actions, I shall honor both.\"","Flaw:\"I'm not afraid to die. When Tyr finally calls me, I'll go to him happily.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Sir Baric Nylef.webp"}]},{"id":"sir-braford","name":"Sir Braford","source":"TftYP","page":243,"srd":false,"image":"bestiary/tokens/TftYP/Sir Braford.webp","token":"bestiary/tokens/TftYP/Sir Braford.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"18","initiative":"-1 (9)","hp":"19 (3d8 + 6)","speed":"30 ft.","str":16,"dex":9,"con":14,"int":10,"wis":13,"cha":14,"saves":"","skills":"Athletics +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Barkskin","entries":["Sir Braford's AC can't be lower than 16."]},{"name":"Special Equipment","entries":["Sir Braford wields {@item Shatterspike|TftYP}, a magic longsword that grants a +1 bonus to attack and damage rolls made with it (included in his attack). See the Shatterspike handout for the item's other properties."]},{"name":"Tree Thrall","entries":["If the Gulthias Tree dies, Sir Braford dies 24 hours later."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Protection","entries":["When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["While traveling in the vicinity of the Sunless Citadel, Sir Braford and his companions were captured by goblins. The young paladin of Pelor has been corrupted by the sinister Gulthias Tree and now swings his magic sword, {@item Shatterspike|TftYP}, on behalf of a different sort of \"deity.\""]},{"id":"sir-godfrey-gwilym","name":"Sir Godfrey Gwilym","source":"CoS","page":139,"srd":false,"image":"bestiary/CoS/Sir Godfrey Gwilym.webp","token":"bestiary/tokens/CoS/Sir Godfrey Gwilym.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":18,"dex":14,"con":18,"int":13,"wis":16,"cha":18,"saves":"Str +7, Con +7, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Forest, Swamp, Hill, Urban, Desert, Arctic","treasure":"","traits":[{"name":"Regeneration","entries":["The knight regains 10 hit points at the start of its turn. If Sir Godfrey takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Rejuvenation","entries":["When the knight's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a {@spell wish} spell can be used to force the soul to go to the afterlife and not return."]},{"name":"Turn Immunity","entries":["The knight is immune to effects that turn undead."]},{"name":"Vengeful Tracker","entries":["The knight knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Sir Godfrey are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sir Godfrey is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). He has the following paladin spells prepared:","Level 1 (4 slots): {@spell command}, {@spell divine favor}, {@spell thunderous smite}","Level 2 (3 slots): {@spell branding smite}, {@spell magic weapon}","Level 3 (3 slots): {@spell blinding smite}, {@spell dispel magic}","Level 4 (2 slots): {@spell staggering smite}"]}],"actions":[{"name":"Multiattack","entries":["The knight makes two longsword attacks or two fist attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage. If the target is a creature against which the knight has sworn vengeance, the target takes an extra 14 ({@damage 4d6}) slashing damage."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a creature against which the knight has sworn vengeance, the target takes an extra 14 ({@damage 4d6}) bludgeoning damage. Instead of dealing damage, Sir Godfrey can grapple the target (escape {@dc 14}) provided the target is Large or smaller."]},{"name":"Vengeful Glare","entries":["The knight targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a {@dc 15} Wisdom saving throw. On a failure, the target is {@condition paralyzed} until Sir Godfrey deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is {@condition frightened} of the revenant for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the {@condition frightened} condition on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Sir Godfrey Gwilym.webp"}]},{"id":"sir-jared","name":"Sir Jared","source":"BMT","page":80,"srd":false,"image":"bestiary/BMT/Sir Jared.webp","token":"bestiary/tokens/BMT/Sir Jared.webp","size":"Medium","creatureType":"Humanoid","alignment":"Neutral Good","ac":"20","initiative":"+1 (11)","hp":"90 (12d8 + 36)","speed":"30 ft.","str":18,"dex":12,"con":17,"int":13,"wis":14,"cha":17,"saves":"Str +7, Con +6","skills":"Arcana +4, Athletics +7, Persuasion +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; frightened","senses":"Passive Perception 12","languages":"Common, Halfling","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Jared makes three Longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 4 ({@damage 1d8}) radiant damage. On a roll of 19 or 20, Jared scores a critical hit."]}],"bonusActions":[],"reactions":[{"name":"Protect Ally","entries":["When a creature Jared can see attacks a target other than Jared that is within 5 feet of him, Jared imposes disadvantage on the attack roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Jared is a wandering knight who makes an excellent contact for groups that have Solar Bastion patronage. A former mercenary, Jared credits Hilarion with helping him change his ways and use his skills for good instead of gold, but he feels unworthy of the organization and has grown lonely after so long away from the Solar Bastion."]}],"gallery":[{"path":"bestiary/BMT/Sir Jared.webp"}]},{"id":"sir-talavar","name":"Sir Talavar","source":"WBtW","page":69,"srd":false,"image":"bestiary/WBtW/Sir Talavar.webp","token":"bestiary/tokens/WBtW/Sir Talavar.webp","size":"Tiny","creatureType":"Dragon","alignment":"Lawful Good","ac":"15","initiative":"+5 (15)","hp":"14 (4d4 + 4)","speed":"10 ft., fly 60 ft.","str":3,"dex":20,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Arcana +4, Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Draconic, Elvish, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Superior Invisibility","entries":["As a bonus action, Sir Talavar can magically turn {@condition invisible} until his {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment Sir Talavar wears or carries is {@condition invisible} with him."]},{"name":"Limited Telepathy","entries":["Using telepathy, Sir Talavar can magically communicate with any other faerie dragon within 60 feet of him."]},{"name":"Magic Resistance","entries":["Sir Talavar has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Sir Talavar's innate spellcasting ability is Charisma (spell save {@dc 13}). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.","1/day: {@spell color spray} (Orange), {@spell mirror image} (Yellow), {@spell suggestion} (Green), {@spell major image} (Blue), {@spell hallucinatory terrain} (Indigo), {@spell polymorph} (Violet)","1/day each: {@spell dancing lights}, {@spell mage hand}, {@spell minor illusion}"]}],"actions":[{"name":"+1 Tiny Sword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d4 + 6}) piercing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]},{"name":"Euphoria Breath {@recharge 5}","entries":["Sir Talavar exhales a puff of euphoria gas at one creature within 5 feet of him. The target must succeed on a {@dc 11} Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a {@dice d6} at the start of each of its turns to determine its behavior during the turn:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-4","entries":["The target takes no action or bonus action and uses all of its movement to move in a random direction."]},{"type":"item","name":"5-6","entries":["The target doesn't move, and the only thing it can do on its turn is make a {@dc 11} Wisdom saving throw, ending the effect on itself on a success."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sir Talavar is an esteemed member of the Seelie Court and a loyal vassal of the Summer Queen. Many of Sir Talavar's squires have gone on to become knights of great renown. The venerable faerie dragon has an encouraging, can-do demeanor and an unwavering sense of honor."]}],"gallery":[{"path":"bestiary/WBtW/Sir Talavar.webp","credit":"Mark Behm"}]},{"id":"sir-ursas","name":"Sir Ursas","source":"IMR","page":56,"srd":false,"image":"bestiary/tokens/IMR/Sir Ursas.webp","token":"bestiary/tokens/IMR/Sir Ursas.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"20","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":10,"wis":12,"cha":15,"saves":"Str +7, Dex +5, Con +6","skills":"Athletics +10, Intimidation +5","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Sir Ursas wears a {@item ring of mind shielding} and {@item plate armor of fire resistance}."]},{"name":"Brave","entries":["Sir Ursas has advantage on saving throws against being {@condition frightened}."]},{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Sir Ursas hits with it (included in his attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Sir Ursas makes three melee attacks or two ranged attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. and range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Shield Bash","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Sir Ursas adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"inset","name":"Out on Loan","entries":["The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the \"Special Equipment\" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel."]}]}]}]}]},{"id":"sirac-of-suzail","name":"Sirac of Suzail","source":"SKT","page":247,"srd":false,"image":"bestiary/SKT/Sirac of Suzail.webp","token":"bestiary/tokens/SKT/Sirac of Suzail.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"14","initiative":"+3 (13)","hp":"22 (5d8)","speed":"30 ft.","str":14,"dex":17,"con":11,"int":12,"wis":13,"cha":16,"saves":"","skills":"Athletics +4, Insight +3, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Orc","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Roleplaying Information","entries":["An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby.","Ideal: \"Without duty or loyalty, a man is nothing.\"","Bond: \"Icewind Dale is where i belong for the rest of my life.\"","Flaw: \"I am honest to a fault.\""]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage. Sirac carries six darts."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Sirac adds 2 to his AC against on melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby.","Ideal:\"Without duty or loyalty, a man is nothing.\"","Bond:\"Icewind Dale is where I belong for the rest of my life.\"","Flaw:\"I am honest to a fault.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Sirac of Suzail.webp"}]},{"id":"sire-of-insanity","name":"Sire of Insanity","source":"GGR","page":197,"srd":false,"image":"bestiary/GGR/Sire of Insanity.webp","token":"bestiary/tokens/GGR/Sire of Insanity.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"-2 (8)","hp":"157 (15d12 + 60)","speed":"40 ft.","str":23,"dex":6,"con":19,"int":14,"wis":19,"cha":22,"saves":"Con +8, Int +6, Wis +8, Cha +10","skills":"Deception +10, Intimidation +10","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 14","languages":"Abyssal, Common, telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of Mind Erosion","entries":["Any creature that starts its turn within 30 feet of the sire must make a {@dc 18} Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn."]},{"name":"Magic Resistance","entries":["The sire has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The sire's innate spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The sire can innately cast the following spells, requiring no material components:","At will: {@spell clairvoyance}, {@spell crown of madness}, {@spell major image}, {@spell suggestion}","1/day each: {@spell confusion}, {@spell mass suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The sire makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one creature. {@h}25 ({@damage 3d12 + 6}) piercing damage plus 16 ({@damage 3d10}) psychic damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage plus 9 ({@damage 2d8}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Rakdos nightclubs, where visitors can indulge any dark desire and revel in sadistic spectacle, are the favored haunts of the demons known as sires of insanity. Lurking in an underground vault beneath a Rakdos operation, a sire of insanity feasts on the violence, torment, and depravity unfolding above. Occasionally, cultists bring would-be recruits to the demon's presence, and—true to its name—the sire of insanity breaks the new cultist's mind.","A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows."]},{"type":"section","name":"Demons","entries":["Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.","Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Demonic \"Devils\"","entries":["The creatures called \"devils\" in Ravnica are minor demons akin to {@creature quasit||quasits}. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size."],"type":"entries"},{"name":"Diabolic Demons","type":"entries","entries":["Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the {@creature nalfeshnee}, the {@creature shadow demon}, or the {@creature vrock} in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)"]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Sire of Insanity.webp","credit":"Johann Bodin"}]},{"id":"siren","name":"Siren","source":"TftYP","page":243,"srd":false,"image":"bestiary/tokens/TftYP/Siren.webp","token":"bestiary/tokens/TftYP/Siren.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Good","ac":"14","initiative":"+4 (14)","hp":"38 (7d8 + 7)","speed":"30 ft., swim 30 ft.","str":10,"dex":18,"con":12,"int":13,"wis":14,"cha":16,"saves":"","skills":"Medicine +4, Nature +3, Stealth +6, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Elvish, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Siren can breathe air and water."]},{"name":"Magic Resistance","entries":["Siren has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Siren's innate spellcasting ability is Charisma (spell save {@dc 13}). She can innately cast the following spells, requiring no material components:","1/day each: {@spell charm person}, {@spell fog cloud}, {@spell greater invisibility}, {@spell polymorph} (self only)"]}],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Stupefying Touch","entries":["Siren touches one creature she can see within 5 feet of her. The creature must succeed on a {@dc 13} Intelligence saving throw or take 13 ({@damage 3d6 + 3}) psychic damage and be {@condition stunned} until the start of Siren's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak's heartless sense of humor. This mysterious fey creature yearns to be released, but an enchantment laid on her by the demilich prevents her from telling visitors how to accomplish that task. If anyone succeeds in freeing her, she vows to be a lifelong friend."]},{"id":"sirene","name":"Sirene","source":"MaBJoV","page":147,"srd":false,"image":"bestiary/MaBJoV/Sirene.webp","token":"bestiary/tokens/MaBJoV/Sirene.webp","size":"Medium","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"14","initiative":"+4 (14)","hp":"63 (14d8)","speed":"30 ft., swim 30 ft.","str":12,"dex":18,"con":11,"int":12,"wis":10,"cha":16,"saves":"","skills":"Performance +5, Persuasion +5, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60ft., Passive Perception 10","languages":"Common, Elvish, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The sirene can breathe air and water."]},{"name":"Magic Resistance","entries":["The sirene has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sirene casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","1/day each: {@spell crown of madness}, {@spell fog cloud}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The sirene makes two Dagger attacks or two Shortbow attacks."]},{"name":"Dagger","entries":["{@atk mw} {@hit 6} to hit, range 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Sirene's Song (2/Day)","entries":["The sirene casts {@spell suggestion} with a range of 1 mile that affects all creatures of the sirene's choosing in range. Each target has disadvantage on the saving throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Sirenes are seen in only a few places in Faerûn. Obviously, the Sword Coast region is one such place. Sirenes have also been sighted in the Sea of Fallen Stars and the Moonsea lake. There are rumors that sirenes can be found at the courts of storm giant lords."],"by":"Volo"},{"type":"quote","entries":["Come no closer, mortal. We sing for our sisters and we sing for the ocean. We sing not for you."],"by":"Sirene"},"Sirenes are fey creatures that live along the cliffs and jagged rocks of the Sword Coast. Equally comfortable on land or beneath the waves, sirenes prefer to keep close to shore and rarely go out into deep water. They are famed for their beautiful singing that often lures sailors to steer their ships to disaster on the coast.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Territorial","entries":["Sirenes live together in small bands. They are extremely territorial and try to drive out any other humanoid that trespasses in their domain. They initially use non-deadly means to convince intruders to leave, but if that is not successful, they are willing to kill."]},{"type":"entries","name":"Beautiful Song","entries":["Sirenes love to sing and use their music to communicate amongst themselves. Their songs are beautiful and haunting, but usually not magical in nature. Only when they are in danger will they weave magic into their songs."]},{"type":"entries","name":"Skilled Warriors","entries":["Sirenes are deadly warriors who use their skills to hunt for food and to kill those who trespass on their territory. Their wicked daggers are made from bone and are their primary weapon when they travel beneath the water. They store their bows close to shore, ready to be retrieved if needed."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Sirene.webp"}]},{"id":"sivak-draconian","name":"Sivak Draconian","source":"DSotDQ","page":199,"srd":false,"image":"bestiary/DSotDQ/Sivak Draconian.webp","token":"bestiary/tokens/DSotDQ/Sivak Draconian.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"57 (6d10 + 24)","speed":"30 ft., fly 60 ft.","str":18,"dex":10,"con":18,"int":13,"wis":10,"cha":10,"saves":"Str +6, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of the spectral image for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The draconian makes two Serrated Sword attacks and one Tail attack."]},{"name":"Serrated Sword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Shape Theft","entries":["After the draconian kills a Medium or smaller Humanoid, the draconian magically cloaks itself in an illusion to look and feel like that creature while retaining the draconian's game statistics (other than its size). This transformation lasts until the draconian dies or uses a bonus action to end it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sivak draconians are fearsome brutes created from the eggs of silver dragons. They fly on mighty wings over battlefields wherever the fighting is the fiercest, making them effective shock troops. Sivaks can magically change their features to mimic the appearance of those they've slain. This allows these cunning soldiers to sow confusion and despair among their enemies. When sivaks are killed, their crumbling bodies mimic the form of their killers and shriek in agony."]},{"type":"section","entries":[{"type":"entries","name":"Draconians","entries":["Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen's foul magic. The Dragon Armies closely guard the secret of the draconians' creation, allowing Krynn's metallic dragons to continue to think their eggs are being held hostage so they don't oppose the Dragon Queen's conquests."]}]}],"gallery":[{"path":"bestiary/DSotDQ/Sivak Draconian.webp","credit":"Robson Michel"}]},{"id":"sivis-scribe","name":"Sivis Scribe","source":"EFA","page":84,"srd":false,"image":"bestiary/EFA/Sivis Scribe.webp","token":"bestiary/tokens/EFA/Sivis Scribe.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"56 (16d6)","speed":"30 ft.","str":11,"dex":15,"con":10,"int":16,"wis":12,"cha":11,"saves":"Wis +3","skills":"Arcana +5, Sleight Of Hand +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Common, Gnomish plus three other languages","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Words of Reason","entries":["Allies in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the scribe have {@variantrule Advantage|XPHB} on saving throws to avoid or end the {@condition Charmed|XPHB} or {@condition Frightened|XPHB} condition. This trait doesn't function if the scribe has the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[{"name":"Spellcasting","entries":["The scribe casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability ({@dc 13}):","At will: {@spell Comprehend Languages|XPHB}, {@spell Mage Armor|XPHB} (included in AC), {@spell Message|XPHB}","1/day each: {@spell Sending|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The scribe makes two Bursting Sigil attacks."]},{"name":"Bursting Sigil","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 60 ft. {@h}13 ({@damage 3d6 + 3}) Radiant damage."]}],"bonusActions":[],"reactions":[{"name":"Word of Stasis {@recharge 5}","entries":["{@actSave con} {@dc 13}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the scribe can see within 60 feet. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition until the start of the scribe's next turn. While the target is {@condition Incapacitated|XPHB}, its {@variantrule Speed|XPHB} is 0 and can't increase."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The dragonmarked heirs of House Sivis are typically accomplished gnome scholars of magic. In addition to the might that comes with their marks, they favor magical sigils and words of power."]}],"gallery":[{"path":"bestiary/EFA/Sivis Scribe.webp"}]},{"id":"skaab","name":"Skaab","source":"PSI","page":20,"srd":false,"image":"bestiary/tokens/PSI/Skaab.webp","token":"bestiary/tokens/PSI/Skaab.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever the skaab starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.","The skaab's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."]},{"name":"Aversion of Fire","entries":["If the skaab takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Immutable Form","entries":["The skaab is immune to any spell or effect that would alter its form."]},{"name":"Lightning Absorption","entries":["Whenever the skaab is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["The skaab has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The skaab's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skaab makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Skaberen, also called stitchers, are scientist-mages who create artificial forms of life. The true goal of a skaberen is to create real life, an undertaking which usually produces a malformed \"offspring\" for the practitioner. This offspring is a skaab—a constructed zombie.","Skaabs are assembled from disparate body parts and animated through scientific means. Most skaabs are more or less humanlike, but creative stitchers have crafted winged skaabs similar to the drakes of other worlds, towering giant skaabs, and unrecognizable horrors.","Skaberen go through an elaborate process to gather body parts, bind them together, infuse the stitched body with vital fluid, and plant a vital force in its unliving flesh. Some skaberen even use necro-alchemy to fuel their laboratories, leading to even more confusion in terminology.","Skaberen usually ply their trade in remote and inhospitable places, since they are viewed as blasphemers by the church of Avacyn. They often become obsessed hermits who surround themselves with ancient scrolls and books, phials of rare noxious liquids, glass jars full of pickled organs, anatomical charts for both humans and beasts, rune-engraved skeletal remains, and small anvils and hammers for inscribing brass and copper plates.","Some skaberen might be mere {@creature commoner|MM|commoners}, or perhaps {@creature cultist|MM|cultists}. The most powerful among them might be {@creature mage|MM|mages} (using geist-powered devices), but the true power of most skaberen is in their creations ({@creature skaab|PSI|flesh golems}), not their own magic."]},{"id":"skabatha-nightshade","name":"Skabatha Nightshade","source":"WBtW","page":218,"srd":false,"image":"bestiary/WBtW/Skabatha Nightshade.webp","token":"bestiary/tokens/WBtW/Skabatha Nightshade.webp","size":"Medium","creatureType":"Fey (Hag)","alignment":"Neutral Evil","ac":"16","initiative":"-1 (9)","hp":"150 (20d8 + 60)","speed":"30 ft.","str":18,"dex":9,"con":16,"int":12,"wis":16,"cha":15,"saves":"Con +6, Int +4, Wis +6, Cha +5","skills":"Arcana +7, Deception +5, Perception +6, Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 16","languages":"Common, Elvish, Infernal, Sylvan","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Boon of Immortality","entries":["Skabatha is immune to any effect that would age her, and she can't die from old age."]},{"name":"Forgetfulness","entries":["The first creature that Skabatha sees after she finishes a long rest is {@condition invisible} to her. She can't remember seeing the creature or perceive it using her truesight until the end of her next long rest."]}],"spellcasting":[{"name":"Spellcasting","entries":["Skabatha casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell detect magic}, {@spell druidcraft}, {@spell speak with animals}","1/day: {@spell awaken} (as an action), {@spell plane shift} (self only)","2/day each: {@spell polymorph}, {@spell remove curse}, {@spell speak with plants}"]}],"actions":[{"name":"Multiattack","entries":["Skabatha makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}25 ({@damage 6d6 + 4}) poison damage."]}],"bonusActions":[{"name":"Alter Size","entries":["Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return to her normal size, she attains the maximum size possible in the space available. Anything she is wearing or carrying changes size along with her.","As a Tiny creature, Skabatha deals 2 ({@damage 1d4}) poison damage when she hits with a Claw attack. She has advantage on Dexterity ({@skill Stealth}) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Skabatha is the oldest member of the Hourglass Coven. Better known as Granny Nightshade, she offers her assistance to those who are haunted by regret. Her deals often result in cruel twists; for example, a petitioner who asks to be reunited with a lost love might be transformed into one of their loved one's cherished items, such as a favorite bonnet.","Skabatha assumes the guise of an old toymaker. Part toy herself, she has a windup key between her hunched shoulders that rotates quickly when she's in a good mood and slows down as her mood sours. When she is furious, the key comes to a dead stop."]}],"gallery":[{"path":"bestiary/WBtW/Skabatha Nightshade.webp","credit":"Marcela Medeiros"}]},{"id":"skeemo-weirdbottle","name":"Skeemo Weirdbottle","source":"WDH","page":200,"srd":false,"image":"bestiary/WDH/Skeemo Weirdbottle.webp","token":"bestiary/tokens/WDH/Skeemo Weirdbottle.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"72 (16d6 + 16)","speed":"25 ft.","str":9,"dex":14,"con":12,"int":17,"wis":12,"cha":15,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6, Perception +4, Performance +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Common, Gnomish, Undercommon","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Gnome Cunning","entries":["Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."]}],"spellcasting":[{"name":"Spellcasting","entries":["Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks) He has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Skeemo became the Master of Magic for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle's Concoctions. Most of his potions and elixirs are nonmagical, but he crafts magical ones for his Zhent friends.","Skeemo can add \"sellout\" to his credentials, his services having been bought by House Gralhund and the Black Network operatives loyal to Manshoon. The rock gnome uses paper birds (see appendix A) to send messages both to his new friends and his old ones."]},{"type":"entries","name":"The Doom Raiders","entries":["The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \"dooms\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies."]}]}]}],"gallery":[{"path":"bestiary/WDH/Skeemo Weirdbottle.webp"}]},{"id":"skeletal-alchemist","name":"Skeletal Alchemist","source":"GoS","page":253,"srd":false,"image":"bestiary/GoS/Skeletal Alchemist.webp","token":"bestiary/tokens/GoS/Skeletal Alchemist.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":9,"dex":13,"con":15,"int":14,"wis":10,"cha":9,"saves":"","skills":"Arcana +4","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands all languages it knew in life but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The skeletal alchemist has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skeletal alchemist makes two Lob Acid attacks."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft. one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Lob Acid","entries":["{@atk rw} {@hit 3} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d8 + 1}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory (such as the one found in The Sinister Secret of Saltmarsh), often falling dormant for long periods of time."]}]}]}],"gallery":[{"path":"bestiary/GoS/Skeletal Alchemist.webp","credit":"Leesha Hannigan"}]},{"id":"skeletal-bloodfin","name":"Skeletal Bloodfin","source":"CRCotN","page":159,"srd":false,"image":"bestiary/tokens/CRCotN/Skeletal Bloodfin.webp","token":"bestiary/tokens/CRCotN/Skeletal Bloodfin.webp","size":"Large","creatureType":"Undead","alignment":"Unaligned","ac":"16","initiative":"+2 (12)","hp":"93 (11d10 + 33)","speed":"5 ft., swim 50 ft.","str":20,"dex":14,"con":16,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"piercing; slashing","immunities":"poison","conditionImmunities":"charmed; deafened; frightened; paralyzed; poisoned","senses":"blindsight 100 ft. (blind beyond this radius), Passive Perception 14","languages":"","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the bloodfin dies, it explodes in a cloud of toxic blood. Each creature in a 10-foot-radius sphere centered on the exploding bloodfin, including any creature swallowed by the bloodfin, must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) poison damage. A creature inside the bloodfin when it explodes falls {@condition prone} in the space formerly occupied by the bloodfin and is no longer {@condition blinded} or {@condition restrained} by it."]},{"name":"Unusual Nature","entries":["The skeletal bloodfin requires no food, drink, air, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bloodfin makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the bloodfin can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 9} to hit (with advantage if the target is a creature missing any hit points), reach 10 ft., one target. {@h}19 ({@damage 4d6 + 5}) bludgeoning damage."]}],"bonusActions":[{"name":"Swallow","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one Medium or smaller creature the bloodfin is grappling. {@h}The bloodfin swallows the target. The swallowed creature is no longer {@condition grappled} but is {@condition blinded} and {@condition restrained}. It has {@quickref Cover||3||total cover} against attacks and other effects outside the bloodfin, it takes 14 ({@damage 4d6}) necrotic damage at the start of each of its turns, and the bloodfin regains hit points equal to the necrotic damage dealt. A bloodfin can have only one creature swallowed at a time.","If the bloodfin takes 30 damage or more on a single turn from the swallowed creature, the bloodfin must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the bloodfin and is no longer {@condition blinded} or {@condition restrained} by it."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Covered in vicious-looking crimson spines and sleek scales, the slithering bloodfin flashes through the lightless waters of the Netherdeep. As it swims closer, its toothed maw comes into view—just before it unhinges its jaw, clamps down on its prey, and swallows it whole.","A slithering bloodfin looks like a giant eel with a head like a shark's. It magically siphons life energy from swallowed prey and uses that energy to repair damage to its own body.","When a bloodfin dies, its body bursts. The resulting gore is toxic, threatening to infect nearby creatures, until it is dissipated by currents."]}]},{"id":"skeletal-giant-owl","name":"Skeletal Giant Owl","source":"IMR","page":33,"srd":false,"image":"bestiary/tokens/IMR/Skeletal Giant Owl.webp","token":"bestiary/tokens/IMR/Skeletal Giant Owl.webp","size":"Large","creatureType":"Undead","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"19 (3d10 + 3)","speed":"5 ft., fly 60 ft.","str":13,"dex":15,"con":12,"int":8,"wis":13,"cha":10,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Giant Owl, understands Common, Elvish, and Sylvan but can't speak them","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Hill, Arctic","treasure":"","traits":[{"name":"Flyby","entries":["The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Keen Hearing and Sight","entries":["The owl has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"skeletal-horror","name":"Skeletal Horror","source":"AitFR-DN","page":13,"srd":false,"image":"bestiary/tokens/AitFR-DN/Skeletal Horror.webp","token":"bestiary/tokens/AitFR-DN/Skeletal Horror.webp","size":"Large","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"150 (20d10 + 40)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":6,"wis":10,"cha":5,"saves":"","skills":"Perception +3","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horror makes two attacks with its claws."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d10 + 3}) slashing damage."]},{"name":"Wave of Bones {@recharge 5}","entries":["The horror crashes into foes like a wave before quickly reforming. Each creature within 10 feet of the horror must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This horrid mass of bones clambers along on a dozen hands and feet without maintaining any consistent shape. One moment it moves like a centipede, the next it rears back to claw like a bear. The only consistent feature is a weird absence: no matter how many skulls make up its mass, this strange horror always seems to be headless.","The skeletal horrors in Kyrilla's lair are made from the bones of yuan-ti supplicants and cultists who came to learn her powers or, later, to steal them. She spared none of these intruders' lives, and in death their remains do her bidding."]},{"id":"skeletal-juggernaut","name":"Skeletal Juggernaut","source":"GoS","page":253,"srd":false,"image":"bestiary/tokens/GoS/Skeletal Juggernaut.webp","token":"bestiary/tokens/GoS/Skeletal Juggernaut.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"142 (19d10 + 38)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Disassemble","entries":["If the juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains."]},{"name":"Falling Apart","entries":["If the juggernaut does not have all of its hit points at the start of its turn, it loses 10 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The juggernaut makes two claws attacks."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage."]},{"name":"Avalanche of Bones {@recharge 5}","entries":["The juggernaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a {@dc 14} Dexterity saving throw, taking 18 ({@damage 4d8}) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["As seen lumbering across the beaches in Isle of the Abbey, a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time before disassembling into a gang of individual undead."]}]}]}]},{"id":"skeletal-knight","name":"Skeletal Knight","source":"DSotDQ","page":208,"srd":false,"image":"bestiary/DSotDQ/Skeletal Knight.webp","token":"bestiary/tokens/DSotDQ/Skeletal Knight.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":20,"dex":10,"con":16,"int":13,"wis":14,"cha":10,"saves":"Con +6, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands the languages it knew in life but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead."]},{"name":"Unusual Nature","entries":["The skeletal knight doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination."]},{"name":"Enervating Blade","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) necrotic damage, and if the target is a creature, it can't regain hit points until the start of the skeletal knight's next turn."]},{"name":"Throwing Axe","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Skeletal knights are powerful Undead that arise to serve even more wicked beings—often death knights. Those who become skeletal knights were typically virtuous in life but betrayed their oaths and died in disgrace. Unable to rest, they are now unswervingly loyal to the villains they serve. Should a skeletal knight's master be destroyed, the knight regains its will and is free to pursue its own ends.","Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their blades deal lingering wounds that sap their victims' life force and leave blackened scars even after magical healing."]}],"gallery":[{"path":"bestiary/DSotDQ/Skeletal Knight.webp","credit":"Svetlin Velinov"}]},{"id":"skeletal-owlbear","name":"Skeletal Owlbear","source":"IMR","page":36,"srd":false,"image":"bestiary/tokens/IMR/Skeletal Owlbear.webp","token":"bestiary/tokens/IMR/Skeletal Owlbear.webp","size":"Large","creatureType":"Undead","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":20,"dex":12,"con":17,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The owlbear has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The owlbear makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"skeletal-polar-bear","name":"Skeletal Polar Bear","source":"IMR","page":34,"srd":false,"image":"bestiary/tokens/IMR/Skeletal Polar Bear.webp","token":"bestiary/tokens/IMR/Skeletal Polar Bear.webp","size":"Large","creatureType":"Undead","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"42 (5d10 + 15)","speed":"40 ft., swim 30 ft.","str":20,"dex":10,"con":16,"int":2,"wis":13,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Passive Perception 13","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The bear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bear makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"skeletal-rats","name":"Skeletal Rats","source":"BGDIA","page":23,"srd":false,"image":"bestiary/tokens/BGDIA/Skeletal Rats.webp","token":"bestiary/tokens/BGDIA/Skeletal Rats.webp","size":"Medium","creatureType":"Undead","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"24 (7d8 - 7)","speed":"30 ft.","str":9,"dex":11,"con":9,"int":2,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Keen Smell","entries":["The swarm has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 2} to hit, reach 0 ft., one target in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, or 3 ({@damage 1d6}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"skeletal-riding-horse","name":"Skeletal Riding Horse","source":"DIP","page":21,"srd":false,"image":"bestiary/DIP/Skeletal Riding Horse.webp","token":"bestiary/tokens/DIP/Skeletal Riding Horse.webp","size":"Large","creatureType":"Undead","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d10 + 2)","speed":"60 ft.","str":16,"dex":10,"con":12,"int":2,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DIP/Skeletal Riding Horse.webp","credit":"Brynn Metheney"}]},{"id":"skeletal-swarm","name":"Skeletal Swarm","source":"GoS","page":254,"srd":false,"image":"bestiary/tokens/GoS/Skeletal Swarm.webp","token":"bestiary/tokens/GoS/Skeletal Swarm.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"60 (8d10 + 16)","speed":"30 ft.","str":12,"dex":14,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"slashing; piercing","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Deafening Clatter","entries":["Creatures are {@condition deafened} while in the swarm's space."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Slash","entries":["{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}11 ({@damage 2d8 + 2}) slashing damage, or 6 ({@damage 1d8 + 2}) slashing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. A skeletal swarm alternates its appearance between partially formed humanoid shapes and a chaotic, swirling mass."]}]}]}]},{"id":"skeletal-two-headed-owlbear","name":"Skeletal Two-Headed Owlbear","source":"IMR","page":36,"srd":false,"image":"bestiary/tokens/IMR/Skeletal Two-Headed Owlbear.webp","token":"bestiary/tokens/IMR/Skeletal Two-Headed Owlbear.webp","size":"Large","creatureType":"Undead","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":20,"dex":12,"con":17,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60, Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Two Heads","entries":["The two-headed owlbear has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]},{"name":"Wakeful","entries":["When one of the owlbear's heads is asleep, its other head is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The two-headed owlbear makes three attacks: two with its beaks and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"skeleton","name":"Skeleton","source":"XMM","page":282,"srd":true,"image":"bestiary/XMM/Skeletons.webp","token":"bestiary/tokens/XMM/Skeleton.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"14","initiative":"+3 (13)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":10,"dex":16,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"understands Common plus one other language but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage."]},{"name":"Shortbow","entries":["{@atkr r} {@hit 5}, range 80/320 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren't capable of creating plans of their own, they avoid obvious barriers and self-destructive situations."]},{"type":"section","name":"Skeletons","entries":["{@i Ossified Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Skeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.",{"type":"table","caption":"Skeleton Pantomimes","colLabels":["1d6","Left to Its Own Devices, the Skeleton..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Delivers meal salvers or ages-old correspondence to the crypt of its dead master."],["2","Endlessly trains in battle with other skeletons, despite being hacked to animate splinters."],["3","Mimics ways it entertained itself in life, such as acting, dancing, or reading."],["4","Performs a familiar task, such as cleaning, cooking, mining, or praying."],["5","Repeats its final moments of life."],["6","Stands guard at the post it protected in life."]]}]}],"gallery":[{"path":"bestiary/XMM/Skeletons.webp","title":"Adventurers face an onslaught from all manner of skeletons","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"skeleton-mm","source":"MM"}]},{"id":"skeleton-mm","name":"Skeleton","source":"MM","page":272,"srd":false,"image":"bestiary/MM/Skeleton.webp","token":"bestiary/tokens/MM/Skeleton.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":10,"dex":14,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands all languages it spoke in life but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.",{"name":"Animated Dead","type":"entries","entries":["Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.","While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms."]},{"name":"Obedient Servants","type":"entries","entries":["Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.","A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.","Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle."]},{"name":"Habitual Behaviors","type":"entries","entries":["Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.","When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation."]},{"name":"Undead Nature","type":"entries","entries":["A skeleton doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Skeleton.webp","credit":"Autumn Rain Turkel"}],"hidden":true,"otherVersions":[{"id":"skeleton","source":"XMM"}]},{"id":"skeleton-key","name":"Skeleton Key","source":"ToA","page":126,"srd":false,"image":"bestiary/ToA/065-502.webp","token":"bestiary/tokens/ToA/Skeleton Key.webp","size":"Medium","creatureType":"Undead","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"13 (2d8 + 4)","speed":"30 ft., climb 30 ft.","str":10,"dex":14,"con":15,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands all languages it spoke in life but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Spider Climb","entries":["The skeleton can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skeleton makes two dagger attacks."]},{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/065-502.webp"}]},{"id":"skeleton-lord","name":"Skeleton Lord","source":"MaBJoV","page":148,"srd":false,"image":"bestiary/MaBJoV/Skeleton Warrior.webp","token":"bestiary/tokens/MaBJoV/Skeleton Lord.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":20,"dex":14,"con":18,"int":18,"wis":12,"cha":12,"saves":"","skills":"","vulnerabilities":"bludgeoning from magical attacks","resistances":"cold; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"all the languages it knew in life","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Fear Aura","entries":["Any creature hostile to the skeleton lord that starts its turn within 20 feet of the skeleton lord must make a {@dc 17} Wisdom saving throw, unless the skeleton lord is {@condition incapacitated}. On a failed save, the creature has the {@condition frightened} condition until the start of its next turn. If a creature's saving throw is successful, then the creature is immune to the skeleton lord's Fear Aura for the next 24 hours."]},{"name":"Magic Resistance","entries":["The skeleton lord has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The skeleton lord's weapon attacks are magical and gain a +1 bonus to attack and damage rolls (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skeleton lord makes three Greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Walking skeletons are a sure sign that some EVIL wizard is getting up to no good. Minsc is quite certain that skeletons should be sleeping in their graves-not ambulating around as if in search of midnight snacks! And now you say they have crowns and plate mail and magic swords?! Are there no depths to which evil will not sink? And what does evil find down there, anyway? Boo would like to know!"],"by":"MINSC & BOO!"},"Held together by necromantic energy, skeleton warriors are distinguished by their high intelligence and considerable battle prowess. All skeleton warriors retain the ability to understand languages they knew in life and most are capable of speech, standing in stark contrast to the mindless and far more common skeletons faced by most adventurers. Only the most skilled necromancers are able to raise a skeleton warrior, which are prized for use as bodyguards and sentinels. Necromancers must use the remains of powerful warriors in order to create a skeleton warrior. Even if a mage succeeds in their task, however, the creatures are difficult to control unless the mage has the golden circlet that contains the undead warrior's soul. Like other skeletons, skeleton warriors are resistant to most forms of damage but vulnerable to bludgeoning; blunt trauma is required to knock dry bones out of place. In addition, skeleton warriors are highly resistant to magical effects.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Battle Beyond Death","entries":["Skeleton warriors are created from the remains of great fighters and retain their skills in undeath. Many are former adventurers or prominent lords who died in battle. Skeleton warriors wield fearsome two-handed greatswords and wear heavy, often ornate, armor that has tarnished with age."]},{"type":"entries","name":"Undead Commanders","entries":["Skeleton warriors are typically solitary guardians and do not usually associate with other undead unless under the active control of a necromancer. In such cases, a skeleton warrior may lead a detachment of more dim-witted skeletons, directing them to use tactics normally out of reach."]},{"type":"entries","name":"Skeleton Lords","entries":["Some skeleton warriors are created using the remains and souls of powerful lords such as kings or other nobility. These skeleton warriors are more powerful than others of their kind and radiate an aura of cold and fear that can chill the heart of even the bravest champion."]},{"type":"entries","name":"Soul Circlets","entries":["When a skeleton warrior is created, its soul is trapped within a magical gold circlet, which is used to control the creature. This artifact is what binds a skeleton warrior to the Prime Material plane. Skeleton warriors are driven to recover their circlets and most that succeed choose to destroy the items, ending their ghoulish existence."]},{"type":"inset","name":"Controlling Skeleton Warriors","entries":["Someone wearing a skeleton warrior or skeleton lord's golden circlet can use an action to take control of the undead creature if it is within 100 ft. There is no saving throw allowed against this control. This control is complete and allows the wearer of the golden circlet to issue commands through a telepathic link. The skeleton warrior or lord will do its best to obey simple commands such as \"attack that creature\" or \"move over there\". If the skeleton warrior or lord does not receive any orders it will defend itself as best as it is able."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Skeleton Warrior.webp"}]},{"id":"skeleton-warrior","name":"Skeleton Warrior","source":"MaBJoV","page":149,"srd":false,"image":"bestiary/MaBJoV/Skeleton Warrior.webp","token":"bestiary/tokens/MaBJoV/Skeleton Warrior.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"90 (12d8 + 36)","speed":"30 ft.","str":16,"dex":14,"con":16,"int":16,"wis":12,"cha":12,"saves":"","skills":"","vulnerabilities":"bludgeoning from magical attacks","resistances":"cold; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"all the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The skeleton warrior has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The skeleton warrior's weapon attacks are magical and gain a +1 bonus to attack and damage rolls (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skeleton warrior makes two Greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Walking skeletons are a sure sign that some EVIL wizard is getting up to no good. Minsc is quite certain that skeletons should be sleeping in their graves-not ambulating around as if in search of midnight snacks! And now you say they have crowns and plate mail and magic swords?! Are there no depths to which evil will not sink? And what does evil find down there, anyway? Boo would like to know!"],"by":"MINSC & BOO!"},"Held together by necromantic energy, skeleton warriors are distinguished by their high intelligence and considerable battle prowess. All skeleton warriors retain the ability to understand languages they knew in life and most are capable of speech, standing in stark contrast to the mindless and far more common skeletons faced by most adventurers. Only the most skilled necromancers are able to raise a skeleton warrior, which are prized for use as bodyguards and sentinels. Necromancers must use the remains of powerful warriors in order to create a skeleton warrior. Even if a mage succeeds in their task, however, the creatures are difficult to control unless the mage has the golden circlet that contains the undead warrior's soul. Like other skeletons, skeleton warriors are resistant to most forms of damage but vulnerable to bludgeoning; blunt trauma is required to knock dry bones out of place. In addition, skeleton warriors are highly resistant to magical effects.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Battle Beyond Death","entries":["Skeleton warriors are created from the remains of great fighters and retain their skills in undeath. Many are former adventurers or prominent lords who died in battle. Skeleton warriors wield fearsome two-handed greatswords and wear heavy, often ornate, armor that has tarnished with age."]},{"type":"entries","name":"Undead Commanders","entries":["Skeleton warriors are typically solitary guardians and do not usually associate with other undead unless under the active control of a necromancer. In such cases, a skeleton warrior may lead a detachment of more dim-witted skeletons, directing them to use tactics normally out of reach."]},{"type":"entries","name":"Skeleton Lords","entries":["Some skeleton warriors are created using the remains and souls of powerful lords such as kings or other nobility. These skeleton warriors are more powerful than others of their kind and radiate an aura of cold and fear that can chill the heart of even the bravest champion."]},{"type":"entries","name":"Soul Circlets","entries":["When a skeleton warrior is created, its soul is trapped within a magical gold circlet, which is used to control the creature. This artifact is what binds a skeleton warrior to the Prime Material plane. Skeleton warriors are driven to recover their circlets and most that succeed choose to destroy the items, ending their ghoulish existence."]},{"type":"inset","name":"Controlling Skeleton Warriors","entries":["Someone wearing a skeleton warrior or skeleton lord's golden circlet can use an action to take control of the undead creature if it is within 100 ft. There is no saving throw allowed against this control. This control is complete and allows the wearer of the golden circlet to issue commands through a telepathic link. The skeleton warrior or lord will do its best to obey simple commands such as \"attack that creature\" or \"move over there\". If the skeleton warrior or lord does not receive any orders it will defend itself as best as it is able."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Skeleton Warrior.webp"}]},{"id":"sken-zabriss","name":"Sken Zabriss","source":"EGW","page":221,"srd":false,"image":"bestiary/tokens/EGW/Sken Zabriss.webp","token":"bestiary/tokens/EGW/Sken Zabriss.webp","size":"Medium","creatureType":"Humanoid (Goliath)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":16,"dex":11,"con":15,"int":13,"wis":10,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic, Giant","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Powerful Build","entries":["Sken counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift."]},{"name":"Special Equipment","entries":["Sken wears a {@item ring of obscuring|EGW}. With it, she can cast the {@spell fog cloud} spell centered on herself three times per day. The cloud lasts for 1 minute (no {@status concentration} required)."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage when used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Stone's Endurance (Recharges after a Short or Long Rest)","entries":["When Sken takes damage, she can use her reaction to reduce the damage taken by 8 ({@dice 1d12 + 2})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"skittering-horror","name":"Skittering Horror","source":"GGR","page":205,"srd":false,"image":"bestiary/GGR/Skittering Horror.webp","token":"bestiary/tokens/GGR/Skittering Horror.webp","size":"Huge","creatureType":"Aberration","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"228 (24d12 + 72)","speed":"40 ft., climb 40 ft.","str":22,"dex":16,"con":17,"int":2,"wis":14,"cha":18,"saves":"","skills":"Perception +7, Stealth +8","vulnerabilities":"radiant","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 17","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the horror has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 4d10 + 6}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}24 ({@damage 4d8 + 6}) slashing damage."]},{"name":"Maddening Presence","entries":["The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a {@dc 17} Wisdom saving throw. On a failed saving throw, the target becomes {@condition paralyzed} until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the horror's Maddening Presence for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Horrors and Madness","entries":["Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.","Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a {@dc 13} Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"table","caption":"Madness Severity","colLabels":["Failed Saves","Madness"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Short-term"],["2-3","Long-term"],["4+","Indefinite"]]}]},{"type":"entries","name":"Horrors","entries":["Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.","At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.","House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors."]},{"type":"entries","name":"Customizing a Horror","entries":["Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.","",{"type":"table","caption":"Primary Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."],["2","Damage Resistances. The horror has resistance to necrotic and psychic damage."],["3","Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save {@dc 13} for flying horror, {@dc 16} for shadow horror, and {@dc 17} for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: {@spell darkness} 1/day each: {@spell fear} (shadow horror and skittering horror only), {@spell phantasmal killer} (skittering horror only)"],["4","Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 ({@damage 1d6}) psychic damage (flying horror), 7 ({@damage 2d6}) psychic damage (shadow horror), or 10 ({@damage 3d6}) psychic damage (skittering horror)."]]},{"type":"table","caption":"Secondary Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be {@condition grappled} by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target."],["2","Indomitable Mind. The horror is immune to the {@condition charmed} condition."],["3","Keen Senses. The horror has advantage on Wisdom ({@skill Perception}) checks that rely on sight, sound, or smell."],["4","Mind Sight. Magical darkness doesn't impede the horror's {@sense darkvision}."]]}]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Skittering Horror.webp","credit":"Karl Kopinski"}]},{"id":"skitterwidget","name":"Skitterwidget","source":"CM","page":136,"srd":false,"image":"bestiary/CM/Skitterwidget.webp","token":"bestiary/tokens/CM/Skitterwidget.webp","size":"Medium","creatureType":"Construct","alignment":"","ac":"18","initiative":"+2 (12)","hp":"85 (10d8 + 40)","speed":"30 ft., climb 30 ft.","str":16,"dex":14,"con":18,"int":3,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison","conditionImmunities":"blinded; deafened; exhaustion; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Skitterwidget","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Lightning Absorption","entries":["Whenever the skitterwidget is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Unusual Nature","entries":["The skitterwidget doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skitterwidget makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it is {@condition grappled} by the skitterwidget (escape {@dc 13})."]},{"name":"Tail","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) lightning damage, and if the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Good Parent","entries":["The skitterwidget imposes disadvantage on one attack roll made against a kiddywidget it can see within 5 feet of it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A skitterwidget is made of metal and bears a passing resemblance to a giant dog-headed cockroach. No two skitterwidgets look exactly alike, but all are surprisingly cute."]}],"gallery":[{"path":"bestiary/CM/Skitterwidget.webp","credit":"Christopher Burdett"}]},{"id":"skr-a-s-orsk","name":"Skr'a S'orsk","source":"EGW","page":254,"srd":false,"image":"bestiary/EGW/Skra Sorsk.webp","token":"bestiary/tokens/EGW/Skr'a S'orsk.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft., swim 30 ft.","str":15,"dex":10,"con":13,"int":10,"wis":15,"cha":8,"saves":"","skills":"Perception +4, Stealth +4, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The lizardfolk can hold its breath for 15 minutes."]}],"spellcasting":[{"name":"Spellcasting (Lizardfolk Form Only)","entries":["Skr'a S'orsk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). Skr'a S'orsk has the following druid spells prepared:","Cantrips (at will): {@spell produce flame}, {@spell resistance}, {@spell thorn whip}","Level 1 (4 slots): {@spell entangle}, {@spell fog cloud}","Level 2 (3 slots): {@spell blindness/deafness}, {@spell spike growth}","Level 3 (2 slots): {@spell animate dead}, {@spell conjure animals} (reptiles only)"]}],"actions":[{"name":"Multiattack (Lizardfolk Form Only)","entries":["The lizardfolk makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 7 ({@damage 1d10 + 2}) piercing damage in {@creature crocodile} form. If Skr'a S'orsk is in crocodile form and the target is a Large or smaller creature, the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends."]},{"name":"Claws (Lizardfolk Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Change Shape (Recharges after a Short or Long Rest)","entries":["The lizardfolk magically polymorphs into a {@creature crocodile}, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/EGW/Skra Sorsk.webp","credit":"Eric Belisle"}]},{"id":"skriss","name":"Skriss","source":"OotA","page":29,"srd":false,"image":"bestiary/OotA/Skriss.webp","token":"bestiary/tokens/OotA/Skriss.webp","size":"Medium","creatureType":"Humanoid (Troglodyte)","alignment":"Neutral","ac":"11","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":14,"dex":10,"con":14,"int":18,"wis":10,"cha":6,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Troglodyte, Dwarvish, Elvish, Undercommon","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Chameleon Skin","entries":["Skriss has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Stench","entries":["Any creature other than a troglodyte that starts its turn within 5 feet of Skriss must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Skriss has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Skriss can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \"{@adventure Faerzress|OotA|1|Faerzress}\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.","1/day each: {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["Skriss makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Skriss.webp"}]},{"id":"skulk","name":"Skulk","source":"MPMM","page":219,"srd":false,"image":"bestiary/MPMM/Skulk.webp","token":"bestiary/tokens/MPMM/Skulk.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Neutral","ac":"14","initiative":"+4 (14)","hp":"18 (4d8)","speed":"30 ft.","str":6,"dex":19,"con":10,"int":10,"wis":7,"cha":1,"saves":"Con +2","skills":"Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded","senses":"darkvision 120 ft., Passive Perception 8","languages":"understands Common but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Fallible Invisibility","entries":["The skulk is {@condition invisible}. This invisibility can be circumvented by three things:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Charnel Candles","entries":["The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown."]},{"type":"item","name":"Children","entries":["Humanoid children, aged 10 and under, can see through this invisibility."]},{"type":"item","name":"Reflective Surfaces","entries":["The skulk appears as a drab, smooth-skinned biped if its reflection can be seen in a mirror or on another surface."]}]}]},{"name":"Trackless","entries":["The skulk leaves no tracks to indicate where it has been or where it's headed."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage plus 3 ({@damage 1d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Some children have imaginary friends that their parents can't see. Sometimes those invisible friends aren't imaginary."],"by":"Mordenkainen"},"Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently {@condition invisible}. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless biped.","A skulk can be summoned from the Shadowfell by performing a ritual, and it is bound to obey the summoner's commands for 30 days. During this time, if the skulk is visible, an astute observer might deduce who summoned it, because the skulk assumes a vague likeness of its master.","Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can't return to the Shadowfell until it dies, so many throw themselves into creating bloodshed and mayhem with no regard for their own lives. After killing a person on the Material Plane, some skulks take up a silent imitation of that person's life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves."],"gallery":[{"path":"bestiary/MPMM/Skulk.webp","credit":"Zack Stella"}],"otherVersions":[{"id":"skulk-mtf","source":"MTF"}]},{"id":"skulk-mtf","name":"Skulk","source":"MTF","page":227,"srd":false,"image":"bestiary/MTF/Skulk.webp","token":"bestiary/tokens/MTF/Skulk.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Neutral","ac":"14","initiative":"+4 (14)","hp":"18 (4d8)","speed":"30 ft.","str":6,"dex":19,"con":10,"int":10,"wis":7,"cha":1,"saves":"Con +2","skills":"Stealth +8","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"blinded","senses":"darkvision 120 ft., Passive Perception 8","languages":"understands Common but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Fallible Invisibility","entries":["The skulk is {@condition invisible}. This invisibility can be circumvented by three things:",{"type":"list","items":["The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface.","The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.","Humanoid children, aged 10 and under, can see through this invisibility."]}]},{"name":"Trackless","entries":["The skulk leaves no tracks to indicate where it has been or where it's headed."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 ({@damage 2d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Some children have imaginary friends that their parents can't see. Sometimes those invisible friends aren't imaginary."],"by":"Mordenkainen"},{"type":"entries","name":"Skulk","entries":["Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless humanoid."]},{"name":"Summoned Servants","type":"entries","entries":["A skulk can be summoned from the Shadowfell by performing a ritual. If the creature is given a portion of the summoner's identity, the skulk is bound to obey the summoner's commands for 30 days. If a skulk is visible, an astute observer might deduce who summoned it, because a skulk assumes a vague likeness of its master.","Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can't return to the Shadowfell until it dies, so it has every motivation to throw itself into creating bloodshed and mayhem."]},{"name":"Hollow Lives","type":"entries","entries":["After killing a person in the material world, a skulk sometimes takes up a silent imitation of that person's life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns, where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves."]}]}]}],"gallery":[{"path":"bestiary/MTF/Skulk.webp","credit":"Zack Stella"}],"hidden":true,"otherVersions":[{"id":"skulk","source":"MPMM"}]},{"id":"skull-flier","name":"Skull Flier","source":"SLW","srd":false,"image":"bestiary/tokens/SLW/Skull Flier.webp","token":"bestiary/tokens/SLW/Skull Flier.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+2 (12)","hp":"24 (3d8)","speed":"10 ft., fly 50 ft.","str":10,"dex":14,"con":10,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"skull-lasher-of-myrkul","name":"Skull Lasher of Myrkul","source":"BGDIA","page":234,"srd":false,"image":"bestiary/tokens/BGDIA/Skull Lasher of Myrkul.webp","token":"bestiary/tokens/BGDIA/Skull Lasher of Myrkul.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":10,"dex":14,"con":15,"int":16,"wis":13,"cha":10,"saves":"Wis +3","skills":"Arcana +5, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Abyssal, Common, Infernal","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell message}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell protection from evil and good}, {@spell ray of sickness} (see \"Actions\" below), {@spell shield}","Level 2 (2 slots): {@spell darkness}, {@spell misty step}"]}],"actions":[{"name":"Multiattack","entries":["The skull lasher makes two attacks with its flail."]},{"name":"Iron Skull Flail","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn."]},{"name":"Ray of Sickness (1st-Level Spell; Requires a Spell Slot)","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}9 ({@damage 2d8}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by {@damage 1d8} for each slot level above 1st."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.",{"type":"entries","name":"Delvers into Lore","entries":["Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult."]},{"type":"entries","name":"Cult Ranks","entries":["A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic."]}]}]}]},{"id":"skull-lord","name":"Skull Lord","source":"MPMM","page":220,"srd":false,"image":"bestiary/MPMM/Skull Lord.webp","token":"bestiary/tokens/MPMM/Skull Lord.webp","size":"Medium","creatureType":"Undead (Sorcerer)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":14,"dex":16,"con":17,"int":16,"wis":15,"cha":21,"saves":"","skills":"Athletics +7, History +8, Perception +12, Stealth +8","vulnerabilities":"","resistances":"cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; poisoned; stunned; unconscious","senses":"darkvision 60 ft., Passive Perception 22","languages":"all the languages it knew in life","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Desert, Swamp, Underdark","treasure":"","traits":[{"name":"Evasion","entries":["If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't {@condition incapacitated}."]},{"name":"Legendary Resistance (3/Day)","entries":["If the skull lord fails a saving throw, it can choose to succeed instead."]},{"name":"Master of the Grave","entries":["While within 30 feet of the skull lord, any Undead ally of the skull lord makes saving throws with advantage, and that ally regains {@dice 1d6} hit points whenever it starts its turn there."]},{"name":"Unusual Nature","entries":["The skull lord doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The skull, lord casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 18}):","At will: {@spell mage hand}, {@spell message}","2/day each: {@spell dimension door}, {@spell fear}","1/day each: {@spell cloudkill}, {@spell cone of cold}"]}],"actions":[{"name":"Multiattack","entries":["The skull lord makes three Bone Staff or Deathly Ray attacks."]},{"name":"Bone Staff","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage."]},{"name":"Deathly Ray","entries":["{@atk rs} {@hit 10} to hit, range 60 ft., one target. {@h}27 ({@damage 5d8 + 5}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The skull lord makes one Bone Staff or Deathly Ray attack."]},{"name":"Move","entries":["The skull lord moves up to its speed without provoking {@action opportunity attack||opportunity attacks}."]},{"name":"Summon Undead (Costs 2 Actions)","entries":["The skull lord summons up to five {@creature skeleton||skeletons} or {@creature zombie||zombies} in unoccupied spaces within 30 feet of it. They remain until destroyed. Undead summoned in this way roll initiative, act in the next available turn, and obey the skull lord. The skull lord can have no more than five Undead summoned by this ability at a time."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; each is a combined being born from three hateful individuals, and they constantly plot against themselves.","Infighting and treachery brought skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into the shadows, others have arisen, typically created from other leaders who betrayed their masters."],"gallery":[{"path":"bestiary/MPMM/Skull Lord.webp","credit":"Ilya Shkipin"}],"otherVersions":[{"id":"skull-lord-mtf","source":"MTF"}]},{"id":"skull-lord-mtf","name":"Skull Lord","source":"MTF","page":230,"srd":false,"image":"bestiary/MTF/Skull Lord.webp","token":"bestiary/tokens/MTF/Skull Lord.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":14,"dex":16,"con":17,"int":16,"wis":15,"cha":21,"saves":"","skills":"Athletics +7, History +8, Perception +12, Stealth +8","vulnerabilities":"","resistances":"cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; poisoned; stunned; unconscious","senses":"darkvision 60 ft., Passive Perception 22","languages":"all the languages it knew in life","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Desert, Swamp, Underdark","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the skull lord fails a saving throw, it can choose to succeed instead."]},{"name":"Master of the Grave","entries":["While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains {@dice 1d6} hit points whenever it starts its turn there."]},{"name":"Evasion","entries":["If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]}],"spellcasting":[{"name":"Spellcasting","entries":["The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The skull lord knows the following sorcerer spells:","Cantrips (at will): {@spell chill touch}, {@spell fire bolt}, {@spell mage hand}, {@spell poison spray}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell magic missile}, {@spell expeditious retreat}, {@spell thunderwave}","Level 2 (3 slots): {@spell mirror image}, {@spell scorching ray}","Level 3 (3 slots): {@spell fear}, {@spell haste}","Level 4 (3 slots): {@spell dimension door}, {@spell ice storm}","Level 5 (2 slots): {@spell cloudkill}, {@spell cone of cold}","Level 6 (1 slots): {@spell eyebite}","Level 7 (1 slots): {@spell finger of death}"]}],"actions":[{"name":"Multiattack","entries":["The skull lord makes three bone staff attacks."]},{"name":"Bone Staff","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 14 ({@damage 4d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Bone Staff (Costs 2 Actions)","entries":["The skull lord makes a bone staff attack."]},{"name":"Cantrip","entries":["The skull lord casts a cantrip."]},{"name":"Move","entries":["The skull lord moves up to its speed without provoking opportunity attacks."]},{"name":"Summon Undead (Costs 3 Actions)","entries":["Up to five {@creature skeleton||skeletons} or {@creature zombie||zombies} appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Skull Lord","entries":["The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; as a combined being born from three hateful individuals, they constantly plot against themselves."]},{"name":"Creatures of Betrayal","type":"entries","entries":["Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters."]},{"name":"Undead Nature","type":"entries","entries":["A skull lord doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MTF/Skull Lord.webp","credit":"Ilya Shkipin"}],"hidden":true,"otherVersions":[{"id":"skull-lord","source":"MPMM"}]},{"id":"skum","name":"Skum","source":"GoS","page":254,"srd":false,"image":"bestiary/GoS/Skum.webp","token":"bestiary/tokens/GoS/Skum.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"14","initiative":"+0 (10)","hp":"93 (11d8 + 44)","speed":"20 ft., swim 40 ft.","str":19,"dex":11,"con":18,"int":7,"wis":12,"cha":9,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Common, Deep Speech, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Abolethic Vassal","entries":["The skum is permanently {@condition charmed} by its aboleth master."]},{"name":"Amphibious","entries":["The skum can breathe air and water."]},{"name":"Psychic Conditioning","entries":["The skum is immune to the {@condition frightened} and {@condition charmed} conditions unless they are from effects created by an aboleth."]},{"name":"Water Dependency","entries":["The skum takes 6 ({@damage 1d12}) acid damage every 10 minutes it goes without exposure to water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch."]},{"name":"Trident","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Mind-Breaking Touch","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d8}) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Several poor souls around the Styes have succumbed to an aboleth's magic through its disease-bearing touch. Transformed into creatures called skum, they barely resemble their past forms, their skin turning slimy and translucent while their limbs warp to resemble those of deep-sea oddities. The change makes them dependent on water, which they must immerse themselves in regularly lest they experience painful-and potentially lethal-skin eruptions. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister whim."]}]}]}],"gallery":[{"path":"bestiary/GoS/Skum.webp","credit":"Shawn Wood"}]},{"id":"sky-leviathan","name":"Sky Leviathan","source":"PSK","page":28,"srd":false,"image":"bestiary/PSK/Sky Leviathan.webp","token":"bestiary/tokens/PSK/Sky Leviathan.webp","size":"Gargantuan","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-2 (8)","hp":"247 (15d20 + 90)","speed":"fly 50 ft. (hover)","str":28,"dex":7,"con":22,"int":1,"wis":8,"cha":4,"saves":"Con +10, Wis +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 9","languages":"","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the leviathan. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the leviathan, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the leviathan's turns.","If the leviathan takes 30 damage or more on a single turn from a creature inside it, the leviathan must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the leviathan. If the leviathan dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The aethersphere is home to its own ecosystem. Tiny organisms float in the aether currents, deriving all their energy from it and serving as food for larger creatures. Leviathans (similar in form to enormous eels) and flying whales filter these organisms out of the air as they swim through the aethersphere. The whales, as a rule, are not hostile by nature, though they can cause devastating sparks or destructive storms as they move through the aether flows. But leviathans are perpetually hungry, and feed on drakes and airships just as readily as they do on smaller creatures. Along with dragons, leviathans are the primary reason that aether-mining airships carry enormous harpoons.","A sky leviathan is similar to a {@creature purple worm|MM} in its propensity to swallow prey whole, but it lacks the worm's poison stinger and is therefore significantly less dangerous. Use the statistics presented here.","Sky whales are generally docile filter-feeders that avoid confrontations with airships and flying predators whenever possible. Use the statistics for a {@creature giant crocodile|MM}, but replace its bite attack with a flipper attack that is identical to its tail attack. A sky whale has a flying speed of 50 feet and can hover."],"gallery":[{"path":"bestiary/PSK/Sky Leviathan.webp","title":"Aethersquall Ancient","credit":"Sam Burley"}]},{"id":"sky-whale","name":"Sky Whale","source":"PSK","page":28,"srd":false,"image":"bestiary/PSK/Sky Leviathan.webp","token":"bestiary/tokens/PSK/Sky Whale.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"85 (9d12 + 27)","speed":"fly 50 ft. (hover)","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The whale can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The whale makes two attacks: one with its bite and one with its tail."]},{"name":"Flipper","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target not {@condition grappled} by the whale. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target not {@condition grappled} by the whale. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The aethersphere is home to its own ecosystem. Tiny organisms float in the aether currents, deriving all their energy from it and serving as food for larger creatures. Leviathans (similar in form to enormous eels) and flying whales filter these organisms out of the air as they swim through the aethersphere. The whales, as a rule, are not hostile by nature, though they can cause devastating sparks or destructive storms as they move through the aether flows. But leviathans are perpetually hungry, and feed on drakes and airships just as readily as they do on smaller creatures. Along with dragons, leviathans are the primary reason that aether-mining airships carry enormous harpoons.","A sky leviathan is similar to a {@creature purple worm|MM} in its propensity to swallow prey whole, but it lacks the worm's poison stinger and is therefore significantly less dangerous. Use the statistics presented here.","Sky whales are generally docile filter-feeders that avoid confrontations with airships and flying predators whenever possible. Use the statistics for a {@creature giant crocodile|MM}, but replace its bite attack with a flipper attack that is identical to its tail attack. A sky whale has a flying speed of 50 feet and can hover."],"gallery":[{"path":"bestiary/PSK/Sky Leviathan.webp","title":"Aethersquall Ancient","credit":"Sam Burley"}]},{"id":"skyjek-roc","name":"Skyjek Roc","source":"GGR","page":219,"srd":false,"image":"bestiary/GGR/Skyjek Roc.webp","token":"bestiary/tokens/GGR/Skyjek Roc.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"37 (5d10 + 10)","speed":"20 ft., fly 90 ft.","str":20,"dex":13,"con":14,"int":3,"wis":10,"cha":8,"saves":"Dex +3, Wis +2","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight","entries":["The roc has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The roc makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The aerial forces of the Boros Legion-skyknights who fly alongside the angels-take to the air mounted on Skyjek rocs. These avians are named for the skyknights who are also part of the Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes.","The shape of a Skyjek roc's body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest.","Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal mounts for the Boros knights."]}]}]}],"gallery":[{"path":"bestiary/GGR/Skyjek Roc.webp","credit":"Titus Lunter"}]},{"id":"skylla","name":"Skylla","source":"WBtW","page":220,"srd":false,"image":"bestiary/WBtW/Skylla.webp","token":"bestiary/tokens/WBtW/Skylla.webp","size":"Medium","creatureType":"Humanoid (Human, Warlock)","alignment":"Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":9,"dex":11,"con":14,"int":12,"wis":15,"cha":17,"saves":"Wis +4, Cha +5","skills":"Deception +5, Intimidation +5, Nature +3, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Skylla carries an {@item Eldritch Staff|WBtW} (see appendix A) with 10 charges. The staff regains {@dice 1d6 + 4} expended charges daily at dawn. If its last charge is expended, roll a {@dice d20}; on a 1, the staff is destroyed."]}],"spellcasting":[{"name":"Spellcasting","entries":["Skylla casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","1/day each: {@spell detect magic}, {@spell disguise self}, {@spell faerie fire}, {@spell fly}, {@spell hypnotic pattern}, {@spell invisibility}, {@spell mage armor}"]}],"actions":[{"name":"Multiattack","entries":["Skylla makes two Eldritch Staff attacks. She can replace one of the attacks with a use of Spellcasting."]},{"name":"Eldritch Staff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage when used with two hands, and Skylla can expend up to 3 of the staff's charges, dealing an extra 4 ({@damage 1d8}) lightning damage for each expended charge."]}],"bonusActions":[],"reactions":[{"name":"Eldritch Escape","entries":["When Skylla takes damage, she can expend 3 charges of her eldritch staff to turn {@condition invisible} and teleport, along with any equipment she's wearing or carrying, up to 60 feet to an unoccupied space she can see. She remains {@condition invisible} until the start of her next turn or until she attacks or casts a spell."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Skylla, who sometimes goes by the alias Charmay, forged a warlock's pact with Baba Yaga. It is from this powerful archfey that Skylla draws her magic.","Skylla is spiteful and treacherous, as likely to betray her allies as to help them. She talked Kelek into allowing her to serve as the primary liaison between the League of Malevolence and the Hourglass Coven, claiming her pact with Baba Yaga made her better suited for the role than anyone else. Endelyn Moongrave foresaw that Skylla's allies would turn on her one day and shared this information with the warlock. Skylla reacted to that news by distancing herself from the League of Malevolence, and now she works for Endelyn. Skylla is open to the idea of rejoining the league, but not while Kelek is in charge."]}],"gallery":[{"path":"bestiary/WBtW/Skylla.webp","credit":"Daarken"}]},{"id":"skyswimmer","name":"Skyswimmer","source":"GGR","page":220,"srd":false,"image":"bestiary/GGR/Skyswimmer.webp","token":"bestiary/tokens/GGR/Skyswimmer.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"+2 (12)","hp":"216 (16d20 + 48)","speed":"10 ft., fly 60 ft.","str":23,"dex":15,"con":16,"int":7,"wis":12,"cha":6,"saves":"Con +8","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The skyswimmer can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skyswimmer makes three attacks: one with its bite and two with its slam."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the skyswimmer. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the skyswimmer, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the skyswimmer's turns. If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a {@dc 18} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]},{"name":"Slam","entries":["{@atk mw} {@hit 11} to hit, reach 30 ft., one target. {@h}19 ({@damage 2d12 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica."]}]}]}],"gallery":[{"path":"bestiary/GGR/Skyswimmer.webp","credit":"Rk Post"}]},{"id":"skyweaver","name":"Skyweaver","source":"PotA","page":191,"srd":false,"image":"bestiary/tokens/PotA/Skyweaver.webp","token":"bestiary/tokens/PotA/Skyweaver.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":8,"dex":14,"con":12,"int":11,"wis":10,"cha":16,"saves":"","skills":"Deception +5, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Auran, Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The Skyweaver is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell blade ward}, {@spell light}, {@spell message}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell feather fall}, {@spell mage armor}, {@spell witch bolt}","Level 2 (3 slots): {@spell gust of wind}, {@spell invisibility}","Level 3 (3 slots): {@spell fly}, {@spell lightning bolt}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Skyweavers brim with rage and desire, which makes them perfect vessels for the wildly destructive magic of the Cult of the Howling Hatred. In contrast to their hurricane counterparts in the air cult, skyweavers embrace the worship of Elemental Evil for a quick path to power. With little experience wielding the might of the elements, skyweavers thrill with the rush of releasing raw elemental energy."]}]}]}]},{"id":"slaad-tadpole","name":"Slaad Tadpole","source":"XMM","page":284,"srd":false,"image":"bestiary/XMM/Slaad Tadpole.webp","token":"bestiary/tokens/XMM/Slaad Tadpole.webp","size":"Tiny","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"7 (3d4)","speed":"30 ft., burrow 10 ft.","str":7,"dex":15,"con":10,"int":3,"wis":5,"cha":3,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 7","languages":"understands Slaad but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Planar, Limbo","treasure":"Any","traits":[{"name":"Magic Resistance","entries":["The slaad has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Slaad tadpoles are ravenous, newborn slaadi. They hatch from eggs implanted into living hosts by red slaadi, but they also appear in great numbers in Limbo and other chaotic realms. Under most conditions, a slaad tadpole transforms into a blue slaad—or a green slaad if its host was able to cast spells of level 3 or higher—within {@dice 2d12} hours of hatching."]},{"type":"section","name":"Slaadi","entries":["{@i Chaos-Spawned Hordes of Limbo}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Limbo)|bestiary|environment=planar, limbo}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Unpredictable slaadi devour and multiply across the Ever-Changing Chaos of Limbo. These toad-like, extraplanar beings embody the endless potentiality of their home plane of existence. While slaadi aren't inherently evil, their impulses are wild and often destructive. Many are driven to propagate through supernatural processes. Unfortunately, these processes typically are fatal for other creatures.","Slaadi have no formal society. Rather, strong slaadi dominate weaker ones. Blue and red slaadi rampage across Limbo and spill into other worlds at the direction of green slaadi. More powerful slaadi have connections to the Spawning Stone, a source of chaotic magic from which the first slaadi originated. The Spawning Stone is hidden deep within Limbo, and legends tie its origins to the modron overlord Primus or the ruinous slaad lords, such as Ssendam, the golden amoeboid terror, and Ygorl, the winged skeleton. These slaad lords and others plot to spread slaadi across the multiverse.",{"type":"inset","name":"Slaad Control Gems","entries":["A slaad born from the Spawning Stone has a magical control gem embedded in its head. If a creature claims the gem, the slaad has the {@condition Charmed|XPHB} condition and obeys the gem's bearer. The slaad ceases to be {@condition Charmed|XPHB} if it is harmed by the gem's bearer or the bearer's allies or if the gem is returned to the slaad. A {@spell Greater Restoration|XPHB} spell cast on a slaad destroys the gem, and the slaad ceases to be {@condition Charmed|XPHB}.","One can obtain a slaad's control gem using a {@spell Wish|XPHB} or {@spell Imprisonment|XPHB} spell. If the slaad fails its saving throw against {@spell Imprisonment|XPHB}, the caster gains the gem, and the slaad isn't imprisoned. An {@condition Incapacitated|XPHB} slaad's control gem can be removed by spending 1 minute and succeeding on a {@dc 20} Wisdom ({@skill Medicine|XPHB}) check. Failing this check deals 22 ({@damage 4d10}) Piercing damage to the slaad."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Fight a slaad and lose, the story's over. Fight a slaad and win, there's a thousand more standing in line just to prove they're tougher."],"by":"Jebeel Sloom","from":"Guide to the Plane of Limbo"}]}]}],"gallery":[{"path":"bestiary/XMM/Slaad Tadpole.webp"},{"path":"bestiary/XMM/Red and Blue Slaad.webp","credit":"Néstor Ossandón Leal"}],"otherVersions":[{"id":"slaad-tadpole-mm","source":"MM"}]},{"id":"slaad-tadpole-mm","name":"Slaad Tadpole","source":"MM","page":276,"srd":false,"image":"bestiary/MM/Slaad Tadpole.webp","token":"bestiary/tokens/MM/Slaad Tadpole.webp","size":"Tiny","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"10 (4d4)","speed":"30 ft.","str":7,"dex":15,"con":10,"int":3,"wis":5,"cha":3,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 7","languages":"understands Slaad but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The slaad has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Slaadi","entries":["In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.",{"type":"entries","name":"The Spawning Stone","entries":["Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.","The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them."]},{"name":"Birth and Transformation","entries":["Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories."],"type":"entries"},{"name":"Shapechangers","entries":["Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves."],"type":"entries"},{"type":"inset","name":"Variant: Slaad Control Gems","entries":["As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.","A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.",{"type":"entries","name":"Control Gem","entries":["Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being {@condition charmed} while so controlled.","Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A {@spell wish} spell, if cast in the slaad's presence, can be worded to acquire the gem.","A {@spell greater restoration} spell cast on the slaad destroys the gem without harming the slaad.","Someone who is proficient in Wisdom ({@skill Medicine}) can remove the gem from an {@condition incapacitated} slaad. Each try requires 1 minute of uninterrupted work and a successful {@dc 20} Wisdom ({@skill Medicine}) check. Each failed attempt deals 22 ({@damage 4d10}) psychic damage to the slaad."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Embedded in a slaad's brain is a magic gem. Acquire it, and the slaad is yours to command."]}]}]}],"gallery":[{"path":"bestiary/MM/Slaad Tadpole.webp"}],"hidden":true,"otherVersions":[{"id":"slaad-tadpole","source":"XMM"}]},{"id":"sladis-vadir","name":"Sladis Vadir","source":"OotA","page":135,"srd":false,"image":"bestiary/OotA/Sladis Vadir.webp","token":"bestiary/tokens/OotA/Sladis Vadir.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":12,"wis":15,"cha":11,"saves":"","skills":"Medicine +4, Nature +3, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Druidic plus any two languages, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Sladis is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell shillelagh}","Level 1 (4 slots): {@spell entangle}, {@spell longstrider}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell animal messenger}, {@spell barkskin}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, 4 ({@damage 1d8}) bludgeoning damage if wielded with two hands, or 6 ({@damage 1d8 + 2}) bludgeoning damage with {@spell shillelagh}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Sladis Vadir.webp"}]},{"id":"slarkrethel","name":"Slarkrethel","source":"SKT","page":224,"srd":false,"image":"bestiary/SKT/Slarkrethel.webp","token":"bestiary/tokens/SKT/Slarkrethel.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"472 (27d20 + 189)","speed":"20 ft., swim 60 ft.","str":30,"dex":11,"con":25,"int":22,"wis":18,"cha":20,"saves":"Str +18, Dex +8, Con +15, Int +14, Wis +12","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"frightened; paralyzed","senses":"truesight 120 ft., Passive Perception 14","languages":"understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Slarkrethel fails a saving throw, it can choose to succeed instead."]},{"name":"Amphibious","entries":["Slarkrethel can breathe air and water."]},{"name":"Freedom of Movement","entries":["Slarkrethel ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}."]},{"name":"Siege Monster","entries":["Slarkrethel deals double damage to objects and structures."]}],"spellcasting":[{"name":"Spellcasting","entries":["Slarkrethel casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 22}):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell sending}","2/day each: {@spell control weather} (cast as 1 action), {@spell fly}, {@spell ice storm}","1/day each: {@spell arcane eye}, {@spell chain lightning}, {@spell feeblemind}, {@spell foresight}, {@spell locate creature}, {@spell mass suggestion}, {@spell nondetection}, {@spell power word kill}, {@spell scrying} (cast as 1 action), {@spell sequester}, {@spell telekinesis}, {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["Slarkrethel makes three tentacle attacks, each of which it can replace with one use of Fling."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 5 ft., one target. {@h}23 ({@damage 3d8 + 10}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by Slarkrethel, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside Slarkrethel, and it takes 42 ({@damage 12d6}) acid damage at the start of each of Slarkrethel's turns. If Slarkrethel takes 50 damage or more on a single turn from a creature inside it, Slarkrethel must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of Slarkrethel. If Slarkrethel dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 15 feet of movement, exiting {@condition prone}."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 17} to hit, reach 30 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}. Slarkrethel has ten tentacles, each of which can grapple one target."]},{"name":"Fling","entries":["One Large or smaller object held or creature {@condition grappled} by Slarkrethel is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 18} Dexterity saving throw or take the same damage and be knocked {@condition prone}."]},{"name":"Lightning Storm","entries":["Slarkrethel magically creates three bolts of lightning, each of which can strike a target Slarkrethel can see within 120 feet of it. A target must make a {@dc 23} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tentacle Attack or Fling","entries":["Slarkrethel makes one tentacle attack or uses its Fling."]},{"name":"Lightning Storm (Costs 2 Actions)","entries":["Slarkrethel uses Lightning Storm."]},{"name":"Ink Cloud (Costs 3 Actions)","entries":["While underwater, Slarkrethel expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is {@quickref Vision and Light||2||heavily obscured} to creatures other than Slarkrethel. Each creature other than Slarkrethel that ends its turn there must succeed on a {@dc 23} Constitution saving throw, taking 16 ({@damage 3d10}) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Slarkrethel's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:",{"type":"list","items":["A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a {@dc 23} Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.","Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.","The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a {@dc 23} Constitution saving throw, taking 10 ({@damage 3d6}) lightning damage on a failed save, or half as much damage on a successful one."]}],"regionalEffects":["The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:",{"type":"list","items":["The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the {@spell control weather} spell.","Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).","Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are {@condition charmed} by the kraken and aggressive toward intruders in the area."]},"When the kraken dies, all of these regional effects fade immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.",{"name":"Leviathans of Legend","type":"entries","entries":["At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities.","An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone."]},{"name":"Mortal Foes","type":"entries","entries":["Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things."]}]},{"type":"entries","name":"A Kraken's Lair","entries":["A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships."]}]}]}],"gallery":[{"path":"bestiary/SKT/Slarkrethel.webp"}]},{"id":"slayer","name":"Slayer","source":"CoA","page":30,"srd":false,"image":"bestiary/tokens/CoA/Slayer.webp","token":"bestiary/tokens/CoA/Slayer.webp","size":"Medium","creatureType":"Fiend","alignment":"host's alignment","ac":"19","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"40 ft.","str":20,"dex":19,"con":18,"int":13,"wis":14,"cha":14,"saves":"Dex +8, Int +5","skills":"Acrobatics +8, Deception +6, Perception +6, Stealth +12","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"","senses":"Passive Perception 16","languages":"Languages of the host","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, the Slayer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Slayer scores against a surprised creature is a critical hit."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the Slayer's darkvision."]},{"name":"Magic Resistance","entries":["The Slayer has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Slayer makes four Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) poison damage. The Slayer deals an extra 14 ({@damage 4d6}) slashing damage when it has advantage on the attack roll and hits the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sled-dog","name":"Sled Dog","source":"RoT","page":27,"srd":false,"image":"bestiary/tokens/RoT/Sled Dog.webp","token":"bestiary/tokens/RoT/Sled Dog.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":12,"dex":15,"con":12,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The dog has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The dog has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"slithering-bloodfin","name":"Slithering Bloodfin","source":"CRCotN","page":209,"srd":false,"image":"bestiary/CRCotN/Slithering Bloodfin.webp","token":"bestiary/tokens/CRCotN/Slithering Bloodfin.webp","size":"Large","creatureType":"Aberration","alignment":"Unaligned","ac":"16","initiative":"+2 (12)","hp":"93 (11d10 + 33)","speed":"5 ft., swim 50 ft.","str":20,"dex":14,"con":16,"int":2,"wis":10,"cha":3,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 100 ft. (blind beyond this radius), Passive Perception 14","languages":"","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the bloodfin dies, it explodes in a cloud of toxic blood. Each creature in a 10-foot-radius sphere centered on the exploding bloodfin, including any creature swallowed by the bloodfin, must succeed on a {@dc 15} Constitution saving throw or take 10 ({@damage 3d6}) poison damage. A creature inside the bloodfin when it explodes falls {@condition prone} in the space formerly occupied by the bloodfin and is no longer {@condition blinded} or {@condition restrained} by it."]},{"name":"Water Breathing","entries":["The bloodfin can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The bloodfin makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the bloodfin can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 9} to hit (with advantage if the target is a creature missing any hit points), reach 10 ft., one target. {@h}19 ({@damage 4d6 + 5}) bludgeoning damage."]}],"bonusActions":[{"name":"Swallow","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one Medium or smaller creature the bloodfin is grappling. {@h}The bloodfin swallows the target. The swallowed creature is no longer {@condition grappled} but is {@condition blinded} and {@condition restrained}. It has {@quickref Cover||3||total cover} against attacks and other effects outside the bloodfin, it takes 14 ({@damage 4d6}) necrotic damage at the start of each of its turns, and the bloodfin regains hit points equal to the necrotic damage dealt. A bloodfin can have only one creature swallowed at a time.","If the bloodfin takes 30 damage or more on a single turn from the swallowed creature, the bloodfin must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the bloodfin and is no longer {@condition blinded} or {@condition restrained} by it."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Covered in vicious-looking crimson spines and sleek scales, the slithering bloodfin flashes through the lightless waters of the Netherdeep. As it swims closer, its toothed maw comes into view—just before it unhinges its jaw, clamps down on its prey, and swallows it whole.","A slithering bloodfin looks like a giant eel with a head like a shark's. It magically siphons life energy from swallowed prey and uses that energy to repair damage to its own body.","When a bloodfin dies, its body bursts. The resulting gore is toxic, threatening to infect nearby creatures, until it is dissipated by currents."]}],"gallery":[{"path":"bestiary/CRCotN/Slithering Bloodfin.webp","credit":"Crystal Sully"}]},{"id":"slithering-tracker","name":"Slithering Tracker","source":"MPMM","page":221,"srd":false,"image":"bestiary/MPMM/Slithering Tracker.webp","token":"bestiary/tokens/MPMM/Slithering Tracker.webp","size":"Medium","creatureType":"Ooze","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"39 (6d8 + 12)","speed":"30 ft., climb 30 ft., swim 30 ft.","str":16,"dex":19,"con":15,"int":10,"wis":14,"cha":11,"saves":"","skills":"Stealth +8, Survival +6","vulnerabilities":"cold; fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"blinded; deafened; exhaustion; grappled; paralyzed; petrified; prone; restrained; unconscious","senses":"blindsight 120 ft., Passive Perception 12","languages":"understands languages it knew in its previous form but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"False Appearance","entries":["If the slithering tracker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the slithering tracker move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the slithering tracker isn't a puddle."]},{"name":"Liquid Form","entries":["The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Spider Climb","entries":["The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage."]},{"name":"Life Leech","entries":["One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a {@dc 13} Dexterity saving throw or be {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. In addition, the {@condition grappled} target takes 16 ({@damage 3d10}) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.","While grappling the target, the slithering tracker takes only half any damage dealt to it (rounded down), and the target takes the other half."]}],"bonusActions":[{"name":"Watery Stealth","entries":["If underwater, the slithering tracker takes the {@action Hide} action, and it makes the Dexterity ({@skill Stealth}) check with advantage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The quest for revenge sometimes leads those terribly aggrieved to undergo a ritual whereby they transform into bodies of semiliquid sentience known as slithering trackers. Innocuous and insidious at the same time, a slithering tracker flows into places where a normal creature can't go and brings its own brand of watery death down on its quarry.","The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can be performed only on a willing creature that hungers for revenge. The ritual sucks all the moisture from the subject's body, killing it. Yet the subject's mind lives on in the puddle that issues forth from the remains, and so too does its insatiable need for retribution.","A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the creature while also draining it of blood.","Achieving revenge against its target doesn't end a slithering tracker's existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood; after fulfilling its duty, the overwhelmed creature attacks indiscriminately until it is destroyed."],"gallery":[{"path":"bestiary/MPMM/Slithering Tracker.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"slithering-tracker-vgm","source":"VGM"}]},{"id":"slithering-tracker-vgm","name":"Slithering Tracker","source":"VGM","page":191,"srd":false,"image":"bestiary/VGM/Slithering Tracker.webp","token":"bestiary/tokens/VGM/Slithering Tracker.webp","size":"Medium","creatureType":"Ooze","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"32 (5d8 + 10)","speed":"30 ft., climb 30 ft., swim 30 ft.","str":16,"dex":19,"con":15,"int":10,"wis":14,"cha":11,"saves":"","skills":"Stealth +8","vulnerabilities":"cold; fire","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"blinded; deafened; exhaustion; grappled; paralyzed; petrified; prone; restrained; unconscious","senses":"blindsight 120 ft., Passive Perception 12","languages":"understands languages it knew in its previous form but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ambusher","entries":["In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it {@status surprised}."]},{"name":"Damage Transfer","entries":["While grappling a creature, the slithering tracker takes only haIf the damage dealt to it, and the creature it is grappling takes the other half."]},{"name":"False Appearance","entries":["While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a {@dc 18} Intelligence ({@skill Investigation}) check."]},{"name":"Keen Tracker","entries":["The slithering tracker has advantage on Wisdom checks to track prey."]},{"name":"Liquid Form","entries":["The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Spider Climb","entries":["The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Watery Stealth","entries":["While underwater, the slithering tracker has advantage on Dexterity ({@skill Stealth}) checks made to hide, and it can take the {@action Hide} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage."]},{"name":"Life Leech","entries":["One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a {@dc 13} Dexterity saving throw or be {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. In addition, the {@condition grappled} target takes 16 ({@damage 3d10}) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The quest for revenge sometimes leads one to undergo a ritual whereby they transform into a body of semiliquid sentience known as a slithering tracker. Innocuous and insidious at the same time, a tracker flows into places where a normal creature can't go and brings its own brand of watery death down upon its quarry.",{"name":"Vengeance at Any Cost","entries":["The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can only be performed on a willing creature that hungers for revenge. The ritual sucks all the moisture from the person's body, killing it. Yet the mind lives on in the puddle of liquid that issues forth from the remains, and so too does the subject's insatiable need for retribution."],"type":"entries"},{"name":"Stealthy Assassins","entries":["A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the prey while also draining it of blood. A slithering tracker that has killed in this fashion becomes much easier to locate for a time, since its liquid form becomes tinged with blood and its body leaves a visible trail of the stuff behind it."],"type":"entries"},{"name":"Descent into Madness","entries":["Achieving revenge against its target doesn't end a slithering tracker's existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood: after a tracker fulfills its duty, insanity takes over the creature, and it attacks indiscriminately until it is destroyed."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Slithering Tracker.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"slithering-tracker","source":"MPMM"}]},{"id":"sloopidoop","name":"Sloopidoop","source":"OotA","page":29,"srd":false,"image":"bestiary/OotA/Sloopidoop.webp","token":"bestiary/tokens/OotA/Sloopidoop.webp","size":"Medium","creatureType":"Humanoid (Kuo-toa)","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"97 (13d8 + 39)","speed":"30 ft., swim 30 ft.","str":16,"dex":14,"con":16,"int":18,"wis":16,"cha":14,"saves":"","skills":"Perception +9, Religion +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 19","languages":"Undercommon, Dwarvish, Elvish","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Amphibious","entries":["Sloopidoop can breathe air and water."]},{"name":"Otherworldly Perception","entries":["Sloopidoop can sense the presence of any creature within 30 feet of it that is {@condition invisible} or on the Ethereal Plane. It can pinpoint such a creature that is moving."]},{"name":"Slippery","entries":["Sloopidoop has advantage on ability checks and saving throws made to escape a grapple."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Sloopidoop has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sloopidoop is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The kuo-toa has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell detect magic}, {@spell sanctuary}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell spirit guardians}, {@spell tongues}","Level 4 (3 slots): {@spell control water}, {@spell divination}","Level 5 (2 slots): {@spell mass cure wounds}, {@spell scrying}"]},{"name":"Innate Spellcasting","entries":["Sloopidoop can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \"{@adventure Faerzress|OotA|1|Faerzress}\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.","1/day each: {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["Sloopidoop makes two melee attacks."]},{"name":"Scepter","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 14 ({@damage 4d6}) lightning damage."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Sloopidoop.webp"}]},{"id":"sludge-hag","name":"Sludge Hag","source":"MGELFT","page":33,"srd":false,"image":"bestiary/MGELFT/Sludge Hag.webp","token":"bestiary/tokens/MGELFT/Sludge Hag.webp","size":"Medium","creatureType":"Fey","alignment":"neutral oozy","ac":"17","initiative":"+1 (11)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":18,"dex":12,"con":16,"int":13,"wis":14,"cha":14,"saves":"","skills":"Arcana +3, Deception +4, Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Draconic, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amorphous","entries":["The sludge hag can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Amphibious","entries":["The sludge hag can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["At will: {@spell acid splash}, {@spell dancing lights}, {@spell minor illusion}","The hag's innate spellcasting ability is Charisma (spell save {@dc 12}). She can innately cast the following spells, requiring no material components. "]}],"actions":[{"name":"False Appearance","entries":["The sludge hag collapses into a oily pool of sludge. While motionless, the sludge hag is indistinguishable from any other oily pool of oozy drippiness."]},{"name":"Sludge Slap","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d8 + 8}) bludgeoning damage, plus 4 ({@damage 1d8}) acid damage. Sludge Slap does both bludgeoning and acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["You can smell a sludge hag long before you see one. A super stinky smell like rotten eggs mixed with old flower water lingers whenever a sludge hag is around. Sludge hags also tend to leave oily, dark trails of goop around the locations they inhabit. Small critters who venture too close will become covered in the oily goop and require the help of another creature to get clean.","There are rumors that sludge hags were once pristine, fey creatures who became encased in gooey sludge after mistreating their environment. Another rumor is that sludge hags just have really itchy skin and the goop makes them feel relaxed."],"gallery":[{"path":"bestiary/MGELFT/Sludge Hag.webp","credit":"Emi Tanji"}]},{"id":"slurmy","name":"Slurmy","source":"NRH-TCMC","page":10,"srd":false,"image":"bestiary/tokens/NRH-TCMC/Slurmy.webp","token":"bestiary/tokens/NRH-TCMC/Slurmy.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":8,"dex":14,"con":12,"int":8,"wis":14,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Nimble Escape","entries":["Slurmy can take the {@action Disengage} or {@action Hide} action as a bonus action on each of their turns."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"small-drake","name":"Small Drake","source":"PSA","page":33,"srd":false,"image":"bestiary/PSA/Drake.webp","token":"bestiary/tokens/PSA/Small Drake.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"13 (3d8)","speed":"10 ft., fly 60 ft.","str":12,"dex":15,"con":10,"int":2,"wis":9,"cha":5,"saves":"","skills":"Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Grassland, Coastal","treasure":"","traits":[{"name":"Flyby","entries":["The drake doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Drakes are similar to dragons, though they lack any ability to breathe fire and have only two legs in addition to their huge wings. They are less aggressive than dragons, and possibly slightly more intelligent. They are drawn by the glint of lazotep in mines, the shine of gold in Naktamun, and the glimmer of the sun on the water of the Luxa river. They also like to perch on obelisks and other spires on city buildings.","A {@creature pteranodon} can represent a smaller drake, while a larger one is more like a {@creature giant eagle}."]}]}],"gallery":[{"path":"bestiary/PSA/Drake.webp","title":"Angler Drake","credit":"Svetlin Velinov"}]},{"id":"smiler-the-defiler","name":"Smiler the Defiler","source":"BGDIA","page":133,"srd":false,"image":"bestiary/BGDIA/Smiler the Defiler.webp","token":"bestiary/tokens/BGDIA/Smiler the Defiler.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Chaotic Evil","ac":"18","initiative":"+5 (15)","hp":"165 (22d8 + 66)","speed":"30 ft.","str":14,"dex":20,"con":16,"int":18,"wis":11,"cha":18,"saves":"","skills":"Deception +7, Persuasion +7","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish, Sylvan","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Step {@recharge 4}","entries":["As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the empty seat of his infernal war machine."]},{"name":"Magic Resistance","entries":["Smiler has advantage on saving throws against spells and other magical effects."]},{"name":"Equipment","entries":["Smiler wears +2 leather armor. He carries seven soul coins in a bag and a +1 shortsword"]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Smiler's innate spellcasting ability is Charisma (spell save {@dc 15}). He can innately cast the following spells, requiring no material components:","At will: {@spell charm person}, {@spell Tasha's hideous laughter}","3/day each: {@spell confusion}, {@spell enthrall}, {@spell suggestion}","1/day each: {@spell hallucinatory terrain}, {@spell Otto's irresistible dance}"]}],"actions":[{"name":"Multiattack","entries":["Smiler makes two weapon attacks. He can cast a spell in place of one of these attacks."]},{"name":"+1 Shortsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Smiler has an unnerving smile—hence his name.","A more apt name for this eladrin would be Smiler the Beguiler, as he's constantly trying to intoxicate others with his relentless optimism and shocking recklessness. Smiler thinks he can accomplish anything with a positive attitude and some death-defying stunt. Although he admits others might end up getting killed by his actions, he believes he can bend the multiverse to his whims if he tries hard enough. He's really quite insane.","One of Smiler's favorite antics is to use a {@spell hallucinatory terrain} spell to create a little bit of the Feywild in Avernus: a beautiful woodland glade in which to lose himself for a few hours while he meditates and plots.","This eladrin adventurer from the Feywild became stranded in Avernus after his companions abandoned him. He has spent the past seventy years roaming Avernus, making deals with fiends to survive. Smiler eventually sold his soul to a pit fiend, who gave him the means to topple a nycaloth warlord named Yarrasto. Smiler took control of the nycaloth's warband and their infernal war machines. Smiler's gang came to be known as Smiler's Defilers, and their ferocity terrified the other warlords of Avernus for a while.","Three of Smiler's rivals—Bitter Breath, Feonor, and Princeps Kovik—joined forces to wipe out Smiler's Defilers. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang."]}]}],"gallery":[{"path":"bestiary/BGDIA/Smiler the Defiler.webp"}]},{"id":"smoke-mephit","name":"Smoke Mephit","source":"XMM","page":208,"srd":false,"image":"bestiary/XMM/Smoke and Steam Mephits.webp","token":"bestiary/tokens/XMM/Smoke Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft., fly 30 ft.","str":6,"dex":14,"con":12,"int":10,"wis":10,"cha":11,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Primordial (Auran, Ignan)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Planar, Elemental","treasure":"","traits":[{"name":"Death Burst","entries":["The mephit explodes when it dies. {@actSave con} {@dc 11}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the mephit. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Slashing damage."]},{"name":"Cinder Breath {@recharge}","entries":["{@actSave dex} {@dc 11}, one creature the mephit can see within 15 feet. {@actSaveFail} The target has the {@condition Blinded|XPHB} condition until the end of the mephit's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Smoke mephits are elusive beings formed of fiery cinders and hot air. They love misleading creatures and then mocking them for their gullibility."]},{"type":"section","name":"Mephits","entries":["{@i Malicious Elemental Hooligans}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Planes)|bestiary|environment=planar, elemental}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.","Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!"],"by":"Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself"}]}]}],"gallery":[{"path":"bestiary/XMM/Smoke and Steam Mephits.webp","credit":"Andrew Mar"}],"otherVersions":[{"id":"smoke-mephit-mm","source":"MM"}]},{"id":"smoke-mephit-mm","name":"Smoke Mephit","source":"MM","page":217,"srd":false,"image":"bestiary/MM/Smoke Mephit.webp","token":"bestiary/tokens/MM/Smoke Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d6 + 5)","speed":"30 ft., fly 30 ft.","str":6,"dex":14,"con":12,"int":10,"wis":10,"cha":11,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Auran, Ignan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Death Burst","entries":["When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is {@quickref Vision and Light||2||heavily obscured}. Wind disperses the cloud, which otherwise lasts for 1 minute."]}],"spellcasting":[{"name":"Innate Spellcasting (1/Day)","entries":["The mephit can innately cast {@spell dancing lights}, requiring no material components. Its innate spellcasting ability is Charisma.","At will: {@spell dancing lights}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Cinder Breath {@recharge}","entries":["The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a {@dc 10} Dexterity saving throw or be {@condition blinded} until the end of the mephit's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Mephits","entries":["Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.","Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Elemental Nature","entries":["A mephit doesn't require food, drink, or sleep."]}]}]}]},{"name":"Smoke Mephit","type":"entries","entries":[{"type":"entries","entries":["Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures."]}]}],"gallery":[{"path":"bestiary/MM/Smoke Mephit.webp"}],"hidden":true,"otherVersions":[{"id":"smoke-mephit","source":"XMM"}]},{"id":"snake-horror","name":"Snake Horror","source":"RoT","page":46,"srd":false,"image":"bestiary/tokens/RoT/Snake Horror.webp","token":"bestiary/tokens/RoT/Snake Horror.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 30 ft.","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"force; necrotic; poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"understands the languages of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The snake horror has advantage on saving throws against spells and other magical effects."]},{"name":"Spell Immunity","entries":["The snake horror is immune to three spells chosen by its creator. Typical immunities include {@spell fireball}, {@spell heat metal}, and {@spell lightning bolt}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The snake horror makes two longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, and the target must make a {@dc 12} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"snapping-hydra","name":"Snapping Hydra","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Snapping Hydra.webp","token":"bestiary/tokens/MCV4EC/Snapping Hydra.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"20","initiative":"-3 (7)","hp":"149 (13d12 + 65)","speed":"30 ft., swim 40 ft.","str":21,"dex":5,"con":21,"int":2,"wis":16,"cha":7,"saves":"","skills":"Perception +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened; stunned; unconscious","senses":"darkvision 60 ft., Passive Perception 21","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The hydra can breathe air and water."]},{"name":"Multiple Heads","entries":["The hydra has five heads. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.","At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 10 hit points for each head regrown this way."]},{"name":"Reactive Heads","entries":["For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks."]},{"name":"Wakeful","entries":["While the hydra sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hydra makes as many Bite attacks as it has heads."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage."]},{"name":"Shell Defense","entries":["The hydra withdraws its limbs and heads into its shell. Until it emerges as a bonus action, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the hydra has the {@condition prone} condition, its speed is 0 and can't increase, its heads can't die, it has disadvantage on Dexterity saving throws, and it can't take any other actions or reactions."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild's largest lakes, or along shorelines where the wilds meet the ocean. These monstrous creatures are aptly named; their bites are known to snap giants' arms cleanly in half.","Snapping hydras have naturally long life spans and strong instincts of self-preservation. When a snapping hydra feels a battle's odds tipping out of its favor, the hydra lets out a raspy screech and retracts into its shell. In the wilds of Eldraine, it's never long before a hungry or curious creature arrives to investigate, leaping into battle with the hydra's foes while the hydra makes an opportune exit."]}],"gallery":[{"path":"bestiary/MCV4EC/Snapping Hydra.webp","credit":"Nicholas Gregory"}]},{"id":"snarla","name":"Snarla","source":"TftYP","page":102,"srd":false,"image":"bestiary/tokens/TftYP/Snarla.webp","token":"bestiary/tokens/TftYP/Snarla.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft. (40 ft. in wolf form)","str":15,"dex":13,"con":14,"int":16,"wis":11,"cha":10,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common (can't speak in wolf form)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["The werewolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[{"name":"Spellcasting","entries":["Snarla is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell shocking grasp}","Level 1 (4 slots): {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell mirror image}, {@spell web}","Level 3 (3 slots): {@spell dispel magic}, {@spell fear}, {@spell haste}, {@spell stinking cloud}"]}],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["The werewolf makes two attacks: one with its bite and one with its claws or spear."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claws (Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Spear (Humanoid Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far-a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.","Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves."]},{"type":"entries","name":"Lycanthropes","entries":["One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.","Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.",{"name":"Curse of Lycanthropy","type":"entries","entries":["A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A {@spell remove curse} spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.","A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.","Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.","Variant: Nonhuman Lycanthropes","The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.","When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.","Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes."]}]},{"type":"entries","name":"Player Characters as Lycanthropes","entries":["A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.","A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw ({@dc 8} + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.","The following information applies to specific lycanthropes.",{"name":"Werebear","type":"entries","entries":["The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]},{"name":"Wereboar","type":"entries","entries":["The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"name":"Wererat","type":"entries","entries":["The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity."]},{"name":"Weretiger","type":"entries","entries":["The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"name":"Werewolf","type":"entries","entries":["The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]}]}]}]}]},{"id":"sneak","name":"Sneak","source":"HoL","page":201,"srd":false,"image":"bestiary/tokens/HoL/Sneak.webp","token":"bestiary/tokens/HoL/Sneak.webp","size":"Small","creatureType":"Humanoid","alignment":"","ac":"13","initiative":"+1 (11)","hp":"9 (2d6 + 2)","speed":"30 ft.","str":8,"dex":13,"con":12,"int":11,"wis":12,"cha":9,"saves":"Dex +3","skills":"Sleight Of Hand +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any one language (usually Common)","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[{"name":"Disengage","entries":["You take the {@action Disengage} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"snow-golem","name":"Snow Golem","source":"IDRotF","page":308,"srd":false,"image":"bestiary/IDRotF/Snow Golem.webp","token":"bestiary/tokens/IDRotF/Snow Golem.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"39 (6d8 + 12)","speed":"10 ft.","str":15,"dex":6,"con":14,"int":1,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"fire","resistances":"","immunities":"cold; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cold Absorption","entries":["Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt."]},{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Melt","entries":["While in an area of extreme heat, the golem loses {@dice 1d6} hit points at the start of each of its turns."]},{"name":"Unusual Nature","entries":["The golem doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes three melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 7 ({@damage 2d6}) cold damage."]},{"name":"Snowball","entries":["{@atk rw} {@hit 0} to hit, range 60 ft., one target. {@h}9 ({@damage 2d6 + 2}) cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A snow golem is a mass of snow brought to life through magic. Nonmagical weapons pass through its snowy form without dealing any appreciable damage to it, though heat is its doom."]}],"gallery":[{"path":"bestiary/IDRotF/Snow Golem.webp"}]},{"id":"snow-leopard","name":"Snow Leopard","source":"TftYP","page":183,"srd":false,"image":"bestiary/tokens/TftYP/Snow Leopard.webp","token":"bestiary/tokens/TftYP/Snow Leopard.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"37 (5d10 + 10)","speed":"40 ft.","str":17,"dex":15,"con":14,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[{"name":"Keen Smell","entries":["The leopard has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If the leopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the tiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"snow-maiden","name":"Snow Maiden","source":"CoS","page":159,"srd":false,"image":"bestiary/tokens/CoS/Snow Maiden.webp","token":"bestiary/tokens/CoS/Snow Maiden.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"0 ft., fly 50 ft. (hover)","str":1,"dex":14,"con":11,"int":10,"wis":10,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands all languages it knew in life but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The specter can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["{@atk ms} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 10} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"snowy-owlbear","name":"Snowy Owlbear","source":"IDRotF","page":309,"srd":false,"image":"bestiary/IDRotF/Snowy Owlbear.webp","token":"bestiary/tokens/IDRotF/Snowy Owlbear.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"40 ft., swim 30 ft.","str":20,"dex":12,"con":17,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The owlbear has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The owlbear makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A snowy owlbear combines the physical features of a snowy owl and a polar bear. When not asleep or hibernating, it galumphs across the icy tundra in search of food."]}],"gallery":[{"path":"bestiary/IDRotF/Snowy Owlbear.webp"}]},{"id":"snurrevin","name":"Snurrevin","source":"TftYP","page":53,"srd":false,"image":"bestiary/tokens/TftYP/Snurrevin.webp","token":"bestiary/tokens/TftYP/Snurrevin.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"45 (7d8 + 14)","speed":"25 ft.","str":14,"dex":11,"con":14,"int":14,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"Dwarvish, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Duergar Resilience","entries":["The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Snurrevin is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell mage hand}, {@spell minor illusion}, {@spell shocking grasp}","Level 1 (4 slots): {@spell color spray}, {@spell shield}, {@spell silent image}","Level 2 (2 slots): {@spell hold person}, {@spell shatter}"]}],"actions":[{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available."]},{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage, or 11 ({@damage 2d8 + 2}) piercing damage while enlarged."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 9 ({@damage 2d6 + 2}) piercing damage while enlarged."]},{"name":"Invisibility (Recharges after a Short or Long Rest)","entries":["The duergar magically turns {@condition invisible} until it attacks, casts a spell, or uses its Enlarge, or until its {@status concentration} is broken, up to 1 hour (as if {@status concentration||concentrating} on a spell). Any equipment the duergar wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.","Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.",{"name":"Slaves to Slavers","type":"entries","entries":["The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.","Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency."]},{"name":"Tough as Stone","type":"entries","entries":["Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells."]},{"name":"Born of Darkness","type":"entries","entries":["The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become {@condition invisible} to slip away into the darkness. Eons spent in the Underdark also sharpened their {@sense darkvision}, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight."]},{"name":"Infernal Master","type":"entries","entries":["Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity."]}]}]}]}]},{"id":"society-of-sensation-muse","name":"Society of Sensation Muse","source":"MPP","page":61,"srd":false,"image":"bestiary/MPP/Society of Sensation Muse.webp","token":"bestiary/tokens/MPP/Society of Sensation Muse.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"14","initiative":"+3 (13)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":8,"dex":16,"con":12,"int":15,"wis":14,"cha":17,"saves":"Dex +5, Cha +5","skills":"Insight +4, Perception +4, Performance +7, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus two more languages","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The muse casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell dancing lights}","1/day each: {@spell comprehend languages}, {@spell hypnotic pattern}"]}],"actions":[{"name":"Multiattack","entries":["The muse makes two Beguiling Resonance attacks."]},{"name":"Beguiling Resonance","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 90 ft., one target. {@h}9 ({@damage 2d8}) psychic damage. If the target is a creature, it must succeed on a {@dc 13} Charisma saving throw or have disadvantage on the next attack roll it makes until the end of its next turn."]}],"bonusActions":[{"name":"Enchanting Presence","entries":["Each creature within 30 feet of the muse must make a {@dc 13} Wisdom saving throw. On a failed save, the creature has the {@condition charmed} condition for 1 minute. On a successful save, the creature becomes immune to any muse's Enchanting Presence for 24 hours.","Whenever the muse deals damage to the {@condition charmed} creature, the {@condition charmed} creature can repeat the saving throw, ending the effect on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The muses of the Society of Sensation are performers who enthrall crowds with spectacle and minor sensory experiences. When threatened, they beguile their foes, placating their enemies with magical displays."]}],"gallery":[{"path":"bestiary/MPP/Society of Sensation Muse.webp"}]},{"id":"sofina","name":"Sofina","source":"HAT-TG","srd":false,"image":"bestiary/HAT-TG/Sofina.webp","token":"bestiary/tokens/HAT-TG/Sofina.webp","size":"Medium","creatureType":"Humanoid (Wizard)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"161 (19d8 + 76)","speed":"30 ft.","str":12,"dex":14,"con":18,"int":20,"wis":14,"cha":8,"saves":"Int +10, Wis +7","skills":"Arcana +10, History +10, Insight +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Abyssal, Common, Draconic, Infernal, Thayan","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Sofina wears a magic robe that grants her a +2 bonus to AC and a +1 bonus to saving throws (included above)."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sofina casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell mage hand}, {@spell message}, {@spell prestidigitation}","2/day each: {@spell bestow curse}, {@spell Bigby's hand}, {@spell dimension door}, {@spell mage armor}, {@spell Otiluke's resilient sphere}, {@spell thunderwave}","1/day each: {@spell Evard's black tentacles}, {@spell finger of death}, {@spell time stop}"]}],"actions":[{"name":"Multiattack","entries":["Sofina makes three Necrotic Strike attacks."]},{"name":"Necrotic Strike","entries":["{@atk ms,rs} {@hit 10} to hit, reach 5 ft. or range 120 ft., one target. {@h}32 ({@damage 5d10 + 5}) necrotic damage."]},{"name":"Swarm of Meteors (1/Day)","entries":["Sofina magically calls down a meteor swarm that detonates in four 40-foot-radius spheres, each one centered on a point she can see within 1 mile of herself. These spheres can overlap. Each creature in one or more of these spheres must make a {@dc 18} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage and 35 ({@damage 10d6}) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. A creature in multiple spheres takes this damage only once."]}],"bonusActions":[{"name":"Summon Wraith (1/Day)","entries":["Sofina magically summons the spirit of a Thayan assassin, which appears as a wraith (see the Monster Manual). The summoned wraith appears in an unoccupied space within 60 feet of Sofina, whom it obeys. The summoned wraith takes its turn immediately after Sofina. It lasts for 1 hour, until it or Sofina dies, or until Sofina dismisses it as a bonus action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sofina is a Red Wizard of Thay, an elite practitioner of magic with ties to Thay's tyrannical magocracy. Sofina specializes in necromancy. Death magic and fear are both tools in her arsenal.","As Red Wizards are shunned outside Thay, Sofina conceals her affiliations and coldly rebuffs any who seek her friendship. A canny operator, she has patiently moved her pieces into place, and her grand designs now begin to take shape."]}],"gallery":[{"path":"bestiary/HAT-TG/Sofina.webp"}]},{"id":"solar","name":"Solar","source":"XMM","page":288,"srd":true,"image":"bestiary/XMM/Solar.webp","token":"bestiary/tokens/XMM/Solar.webp","size":"Large","creatureType":"Celestial (Angel)","alignment":"Lawful Good","ac":"21","initiative":"+20 (30)","hp":"297 (22d10 + 176)","speed":"50 ft., fly 150 ft. (hover)","str":26,"dex":22,"con":26,"int":25,"wis":25,"cha":30,"saves":"","skills":"Perception +14","vulnerabilities":"","resistances":"","immunities":"poison; radiant","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"Truesight 120 ft., Passive Perception 24","languages":"all; telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"Planar, Upper","treasure":"Any","traits":[{"name":"Divine Awareness","entries":["The solar knows if it hears a lie."]},{"name":"Exalted Restoration","entries":["If the solar dies outside Mount Celestia, its body disappears, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in Mount Celestia."]},{"name":"Legendary Resistance (4/Day)","entries":["If the solar fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The solar has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The solar casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 25}):","At will: {@spell Detect Evil and Good|XPHB}","1/day each: {@spell Commune|XPHB}, {@spell Control Weather|XPHB}, {@spell Dispel Evil and Good|XPHB}, {@spell Resurrection|XPHB}"]},{"name":"Divine Aid (3/Day)","entries":["The solar casts {@spell Cure Wounds|XPHB} (level 2 version), {@spell Lesser Restoration|XPHB}, or {@spell Remove Curse|XPHB}, using the same spellcasting ability as Spellcasting.","3/day: {@spell Cure Wounds|XPHB} (level 2 version), {@spell Lesser Restoration|XPHB}, {@spell Remove Curse|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The solar makes two Flying Sword attacks. It can replace one attack with a use of Slaying Bow."]},{"name":"Flying Sword","entries":["{@atkr m,r} {@hit 15}, reach 10 ft. or range 120 ft. {@h}22 ({@damage 4d6 + 8}) Slashing damage plus 36 ({@damage 8d8}) Radiant damage. {@hom}The sword magically returns to the solar's hand or hovers within 5 feet of the solar immediately after a ranged attack."]},{"name":"Slaying Bow","entries":["{@actSave dex} {@dc 21}, one creature the solar can see within 600 feet. {@actSaveFail} If the creature has 100 {@variantrule Hit Points|XPHB} or fewer, it dies. It otherwise takes 24 ({@damage 4d8 + 6}) Piercing damage plus 36 ({@damage 8d8}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Blinding Gaze","entries":["{@actSave con} {@dc 25}, one creature the solar can see within 120 feet. {@actSaveFail} The target has the {@condition Blinded|XPHB} condition for 1 minute. {@actSaveSuccessOrFail} The solar can't take this action again until the start of its next turn."]},{"name":"Radiant Teleport","entries":["The solar teleports up to 60 feet to an unoccupied space it can see. {@actSave dex} {@dc 25}, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the solar at its destination space. {@actSaveFail} 11 ({@damage 2d10}) Radiant damage. {@actSaveSuccess} Half damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Solar","entries":["{@i Angelic Protector of the Multiverse}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Upper Planes)|bestiary|environment=planar, upper}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Solars stand as the final line of defense between unspeakable evils and the order of the multiverse. They are the servants of just deities and ageless forces of good. Their interests span the planes, but they rarely intervene in conflicts on the worlds of the Material Plane. When they act, they lead vast angelic hosts and wield holy weapons capable of laying low the wickedest Fiends.","Solars can resurrect the dead and often use that power to enlist mortal aid. They bestow grand, new purposes on those they return to life. Solars don't enforce these destinies, but they trust in the potential of mortals to achieve great things."]}],"gallery":[{"path":"bestiary/XMM/Solar.webp","credit":"Carlo Arellano"}],"otherVersions":[{"id":"solar-mm","source":"MM"}]},{"id":"solar-mm","name":"Solar","source":"MM","page":18,"srd":false,"image":"bestiary/MM/Solar.webp","token":"bestiary/tokens/MM/Solar.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"21","initiative":"+6 (16)","hp":"243 (18d10 + 144)","speed":"50 ft., fly 150 ft.","str":26,"dex":22,"con":26,"int":25,"wis":25,"cha":30,"saves":"Int +14, Wis +14, Cha +17","skills":"Perception +14","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra {@damage 6d8} radiant damage (included in the attack)."]},{"name":"Divine Awareness","entries":["The solar knows if it hears a lie."]},{"name":"Magic Resistance","entries":["The solar has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The solar's spellcasting ability is Charisma (spell save {@dc 25}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect evil and good}, {@spell invisibility} (self only)","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell resurrection}","1/day each: {@spell commune}, {@spell control weather}"]}],"actions":[{"name":"Multiattack","entries":["The solar makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 27 ({@damage 6d8}) radiant damage."]},{"name":"Slaying Longbow","entries":["{@atk rw} {@hit 13} to hit, range 150/600 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a {@dc 15} Constitution saving throw or die."]},{"name":"Flying Sword","entries":["The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies."]},{"name":"Healing Touch (4/Day)","entries":["The solar touches another creature. The target magically regains 40 ({@dice 8d8 + 4}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Teleport","entries":["The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Searing Burst (Costs 2 Actions)","entries":["The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a {@dc 23} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one."]},{"name":"Blinding Gaze (Costs 3 Actions)","entries":["The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until magic such as the {@spell lesser restoration} spell removes the blindness."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.",{"name":"Shards of the Divine","type":"entries","entries":["Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.","Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.","An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances."]},{"name":"Fallen Angels","type":"entries","entries":["An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service."]},{"name":"Immortal Nature","type":"entries","entries":["An angel doesn't require food, drink, or sleep."]},{"type":"entries","name":"Solar","entries":["A solar is godlike in its glory and power.","On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.","It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good."]}]}]}],"gallery":[{"path":"bestiary/MM/Solar.webp"}],"hidden":true,"otherVersions":[{"id":"solar","source":"XMM"}]},{"id":"solar-bastion-knight","name":"Solar Bastion Knight","source":"BMT","page":75,"srd":false,"image":"bestiary/BMT/Solar Bastion Knight.webp","token":"bestiary/tokens/BMT/Solar Bastion Knight.webp","size":"Medium","creatureType":"Humanoid (Paladin)","alignment":"Neutral Good","ac":"20","initiative":"+0 (10)","hp":"150 (20d8 + 60)","speed":"30 ft.","str":18,"dex":10,"con":17,"int":15,"wis":16,"cha":17,"saves":"Wis +7, Cha +7","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; frightened","senses":"Passive Perception 13","languages":"Common plus any one language","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of Protection","entries":["The knight and each ally within 10 feet of it have advantage on saving throws. This trait is suppressed while the knight has the {@condition incapacitated} condition."]}],"spellcasting":[{"name":"Spellcasting","entries":["The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}):","1/day each: {@spell Greater Restoration}, {@spell Sending}, {@spell Word of Recall} (the prepared sanctuary is the Solar Bastion)"]}],"actions":[{"name":"Multiattack","entries":["The knight makes three Sunspear attacks."]},{"name":"Sunspear","entries":["{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) radiant damage, or 21 ({@damage 5d6 + 4}) radiant damage if the target is a Fiend or an Undead."]},{"name":"Solar Flare {@recharge 5}","entries":["The knight unleashes a blaze of brilliant energy that fills a 30-foot-radius sphere centered on the knight. Each creature of the knight's choice in that area must make a {@dc 15} Dexterity saving throw. On a failed save, a creature takes 22 ({@damage 4d10}) radiant damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, a creature takes half as much damage only. For the next minute, the affected area is filled with bright light that is sunlight."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Knights of the Solar Bastion are battle-hardened veterans who operate independently across the multiverse. When word reaches the organization that a Deck of Many Things has appeared, the nearest knight investigates, but every knight has the magical means to contact the Solar Bastion's headquarters and request help. Even so, it's rare for knights to work together outside their headquarters.","The Solar Bastion knight presented here is an example member of the organization.","Customize this stat block to suit individual knights and differentiate them from each other. For example, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins.","In addition, Sir Jared, detailed at the end of chapter 10, can serve as a model for knights with a lower challenge rating."]}],"gallery":[{"path":"bestiary/BMT/Solar Bastion Knight.webp","credit":"Zuzanna Wužyk"}]},{"id":"solar-dragon-wyrmling","name":"Solar Dragon Wyrmling","source":"BAM","page":53,"srd":false,"image":"bestiary/BAM/Solar Dragon Wyrmling.webp","token":"bestiary/tokens/BAM/Solar Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"51 (6d8 + 24)","speed":"20 ft., fly 40 ft. (hover)","str":16,"dex":15,"con":18,"int":11,"wis":12,"cha":10,"saves":"Dex +4, Con +6, Wis +3, Cha +2","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"blinded","senses":"darkvision 120 ft., Passive Perception 15","languages":"Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) radiant damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]},{"name":"Photonic Breath {@recharge 5}","entries":["The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 10-foot-radius sphere centered on that point. Each creature in the sphere must make a {@dc 14} Constitution saving throw, taking 22 ({@damage 4d10}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in blindingly bright light.","Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel's weapons before realizing its error and veering away. A wise or experienced captain won't take the dragon's approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders.","Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon's lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.","A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling's wings to shine through."]}],"gallery":[{"path":"bestiary/BAM/Solar Dragon Wyrmling.webp","credit":"Lars Grant-West"},{"path":"bestiary/BAM/Solar Dragon Eggs.webp","credit":"Olga Drebas"}]},{"id":"soldier","name":"Soldier","source":"GGR","page":226,"srd":false,"image":"bestiary/tokens/GGR/Soldier.webp","token":"bestiary/tokens/GGR/Soldier.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"18","initiative":"+1 (11)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":11,"saves":"","skills":"Perception +2, Athletics +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Formation Tactics","entries":["The soldier has advantage on saving throws against being {@condition charmed}, {@condition frightened}, {@condition grappled}, or {@condition restrained} while it is within 5 feet of at least one ally."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The soldier makes two melee attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Soldiers are found in many of Ravnica's guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary."]}]}]}]},{"id":"soluun-xibrindas","name":"Soluun Xibrindas","source":"WDH","page":202,"srd":false,"image":"bestiary/tokens/WDH/Soluun Xibrindas.webp","token":"bestiary/tokens/WDH/Soluun Xibrindas.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":14,"saves":"Dex +6, Con +4, Wis +3","skills":"Perception +3, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 13","languages":"Elvish, Undercommon","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Soluun has advantage on saving throws against being {@condition charmed}, and magic can't put Soluun to sleep."]},{"name":"Gunslinger","entries":["Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on Soluun's ranged attack rolls with a pistol. In addition, Soluun ignores {@quickref Cover||3||half cover} and {@quickref Cover||3||three-quarters cover} when making ranged attacks with a pistol."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Soluun has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Equipment","entries":["Four packets of smokepowder and a pouch containing 20 pistol bullets"]},{"name":"Boots of Elvenkind","entries":["Whilst wearing these boots Soluun's steps make no sound and he has advantage on any Dexterity ({@skill Stealth}) checks that rely on moving silently."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Soluun's spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Soluun makes two scimitar attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Poisonous Pistol","entries":["{@atk rw} {@hit 6} to hit, range 30/90 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 11 ({@damage 2d10}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Soluun is a sadistic, fanatical bully who is fiercely loyal to Bregan D'aerthe, and to Jarlaxle in particular. His younger brother, Nar'l, has infiltrated the Xanathar Guild. Soluun considers Nar'l a weakling who turned to arcane magic by way of compensation, and he has never had much faith in his brother or his abilities.","Soluun has a burning hatred of surface elves and half-elves, having been taught from a young age to kill them as opportunity permits. When not engaged in a Bregan D'aerthe operation, Soluun spends his nights haunting the darkened streets and alleys of Waterdeep, looking for solitary elves or half-elves to pick off. He conceals his nighttime escapades as well as he can, but Jarlaxle, Fel'rekt, and Krebbyg know what he's up to."]}]}]}]},{"id":"sorrowfish","name":"Sorrowfish","source":"CRCotN","page":210,"srd":false,"image":"bestiary/tokens/CRCotN/Sorrowfish.webp","token":"bestiary/tokens/CRCotN/Sorrowfish.webp","size":"Tiny","creatureType":"Aberration","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"0 ft., swim 40 ft.","str":2,"dex":16,"con":9,"int":1,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The sorrowfish has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Water Breathing","entries":["The Sorrowfish can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sorrowfish dwell in deep underwater trenches and thus are rarely encountered by surface-dwelling creatures. Some say sorrowfish get their name from their flavor, which is distasteful enough to put the creatures that eat them in a dismal mood. The true sorrow for other creatures comes when the sorrowfish gather in swarms. The malevolent presences that lurk in the abysses of the ocean exert their influence on these fish, transforming their swarms into vicious hordes."]}]},{"id":"soul-monger","name":"Soul Monger","source":"MTF","page":226,"srd":false,"image":"bestiary/MTF/Soul Monger.webp","token":"bestiary/tokens/MTF/Soul Monger.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"15","initiative":"+3 (13)","hp":"123 (19d8 + 38)","speed":"30 ft.","str":8,"dex":17,"con":14,"int":19,"wis":15,"cha":13,"saves":"Dex +7, Wis +6, Cha +5","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"necrotic; psychic","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 60 ft., Passive Perception 17","languages":"Common, Elvish","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The soul monger has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep."]},{"name":"Magic Resistance","entries":["The soul monger has advantage on saving throws against spells and other magical effects."]},{"name":"Soul Thirst","entries":["When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls."]},{"name":"Weight of Ages","entries":["Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The soul monger's innate spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell chill touch}, {@spell poison spray}","1/day each: {@spell bestow curse}, {@spell chain lightning}, {@spell finger of death}, {@spell gaseous form}, {@spell phantasmal killer}, {@spell seeming}"]}],"actions":[{"name":"Multiattack","entries":["The soul monger makes two phantasmal dagger attacks."]},{"name":"Phantasmal Dagger","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 4d4 + 3}) piercing damage plus 19 ({@damage 3d12}) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn."]},{"name":"Wave of Weariness {@recharge 4}","entries":["The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 45 ({@damage 10d8}) psychic damage and suffers 1 level of {@condition exhaustion}. On a successful save, it takes 22 ({@damage 5d8}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Soul Monger","entries":["Wracked with despair over the loss of memories of a brighter time, soul mongers now crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in its presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound it makes—the moan of a tortured soul, lost in a bottomless well of tragedy."]},{"type":"section","name":"Shadar-kai","entries":["In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Soul Custodians","type":"entries","entries":["Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can."]},{"name":"Blighted Elves","type":"entries","entries":["Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Soul Monger.webp","credit":"Sidharth Chaturvedi"}]},{"id":"soul-shaker","name":"Soul Shaker","source":"JttRC","page":47,"srd":false,"image":"bestiary/JttRC/Soul Shaker.webp","token":"bestiary/tokens/JttRC/Soul Shaker.webp","size":"Large","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"76 (8d10 + 32)","speed":"20 ft.","str":20,"dex":8,"con":18,"int":8,"wis":11,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Enthralled Lure (1/Day)","entries":["The soul shaker can cast the {@spell geas} spell, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 12})."]},{"name":"Reconstruction","entries":["When the soul shaker is reduced to 0 hit points, it explodes into 7 ({@dice 1d4 + 5}) crawling claws. After 6 ({@dice 1d12}) days, if at least two of those crawling claws are alive, they teleport to the location of the soul shaker's death and merge together, whereupon the soul shaker reforms and regains all its hit points."]},{"name":"Unusual Nature","entries":["The soul shaker doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Crushing Grasp","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). The soul shaker can have only one creature {@condition grappled} in this way at a time."]}],"bonusActions":[{"name":"Consume Vitality","entries":["The soul shaker targets a creature it is grappling. If the target is not a Construct or an Undead, the target must succeed on a {@dc 14} Constitution saving throw or take 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the soul shaker regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A grasping mass of Humanoid limbs, a soul shaker is an obsessive claimer of corpses and collector of body parts. These nightmarish creatures arise from ghoulish collections of severed limbs exposed to necromantic energies or when numerous crawling claws form a cooperative relationship.","Most of a soul shaker's victims have their vitality drained and their flesh pulverized by its many arms. However, should a soul shaker encounter someone with an impressionable mind, the creature attempts to charm the individual, using them as a lure to tempt others into its hunting grounds.","If defeated, a soul shaker disperses into several skittering, animate limbs. The terror can only truly be vanquished by destroying these disembodied appendages. If more than one of these pieces escape, the soul shaker reforms over the course of days and begins hunting once more."]}],"gallery":[{"path":"bestiary/JttRC/Soul Shaker.webp","credit":"Tom Babbey"}]},{"id":"soulstinger-demon","name":"Soulstinger Demon","source":"PSA","page":30,"srd":false,"image":"bestiary/PSA/Archfiend of Ifnir.webp","token":"bestiary/tokens/PSA/Soulstinger Demon.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"142 (15d10 + 60)","speed":"40 ft., fly 40 ft.","str":18,"dex":16,"con":18,"int":13,"wis":14,"cha":16,"saves":"Int +5, Wis +6, Cha +7","skills":"Deception +7, Insight +6","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Infernal, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the demon's darkvision."]},{"name":"Magic Resistance","entries":["The demon has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The demon makes three attacks: two with its claws and one with its sting."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage."]},{"name":"Sting","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 17 ({@damage 5d6}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demons","entries":["Deep in the desert, far from the protection of the Hekma and the safety of Naktamun, lies a place called Ifnir, the Demons' Nest. The people of Amonkhet believe that the God-Pharaoh banished all the demons of this plane to the desolation of Ifnir as punishment when they rose up in rebellion against him. Some say that the angels carry the worst dissenters into the heart of Ifnir, which is a fate far worse than merely being abandoned amid the scouring sands.","The demons of Ifnir bear some resemblance to Bolas, with long limbs and tails, huge wings, and gaunt bodies adorned with horns and blades. Other demonic creatures have more bestial features, including {@creature ammit|PSA|ammits}—crocodilian demons sometimes used as challenges within the trials of the five gods—and the scorpion demons called {@creature soulstinger demon|PSA|soulstingers}, whose venom causes excruciating pain in its victims.","Use the statistics of a {@creature nalfeshnee|MM} for a demon such as an {@creature Archfiend of Ifnir|PSA}. The statistics of a {@creature giant crocodile|MM} can model an {@creature ammit|PSA}, and those of a {@creature bone devil|MM} work well for a {@creature soulstinger demon|PSA}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Archfiend of Ifnir.webp","title":"Archfiend of Ifnir","credit":"Slawomir Maniak"}]},{"id":"sovereign-basidia","name":"Sovereign Basidia","source":"OotA","page":88,"srd":false,"image":"bestiary/OotA/Sovereign Basidia.webp","token":"bestiary/tokens/OotA/Sovereign Basidia.webp","size":"Large","creatureType":"Plant","alignment":"Lawful Neutral","ac":"13","initiative":"+0 (10)","hp":"60 (8d10 + 16)","speed":"30 ft.","str":12,"dex":10,"con":14,"int":13,"wis":15,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Distress Spores","entries":["When Basidia takes damage, all other myconids within 240 feet of it can sense its pain."]},{"name":"Sun Sickness","entries":["While in sunlight, Basidia has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Basidia uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack."]},{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 3d4 + 1}) bludgeoning damage plus 7 ({@damage 3d4}) poison damage."]},{"name":"Animating Spores (3/Day)","entries":["Basidia targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for {@dice 1d4 + 1} weeks or until destroyed, and it can't be animated again in this way."]},{"name":"Hallucination Spores","entries":["Basidia ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The {@condition poisoned} target is {@condition incapacitated} while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Pacifying Spores","entries":["Basidia ejects spores at one creature it can see within 5 feet of it. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition stunned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Rapport Spores","entries":["A 30-foot radius of spores extends from Basidia. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Sovereign Basidia.webp"}]},{"id":"space-clown","name":"Space Clown","source":"BAM","page":54,"srd":false,"image":"bestiary/BAM/Space Clown.webp","token":"bestiary/tokens/BAM/Space Clown.webp","size":"Medium","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":16,"con":14,"int":11,"wis":11,"cha":16,"saves":"","skills":"Acrobatics +5, Performance +5, Sleight Of Hand +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dying Burst","entries":["When the clown drops to 0 hit points, it pops like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 5 feet of the clown when it bursts must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one."]},{"name":"Squeakers","entries":["The clown wears shoes that squeak when it walks. The squeaking can be heard out to a range of 30 feet. The squeaking is silenced while the clown's Phantasmal Form is in effect."]}],"spellcasting":[{"name":"Spellcasting","entries":["The clown casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:","At will: {@spell friends}, {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell mirror image}, {@spell spider climb}"]}],"actions":[{"name":"Shock","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) lightning damage."]},{"name":"Ray Gun","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one creature. {@h}7 ({@damage 2d6}) psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it must make a {@dc 12} Wisdom saving throw. On a failed save, the target perceives everything it sees or hears as hilariously funny and is {@condition incapacitated} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Phantasmal Form (3/Day)","entries":["The clown veils itself and everything it is wearing and carrying in an illusion that makes it look like some other creature of its size or smaller (such as a child) or an object small enough to fit in the clown's space (such as a floating balloon). Maintaining this effect requires the clown's {@status concentration} (as if {@status concentration||concentrating} on a spell), and the illusion fails to hold up to physical inspection. As an action, a creature that can see the clown's illusory form can make a {@dc 15} Wisdom ({@skill Insight}) check, piercing the illusion and discerning the clown's true form on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Space clowns are the inhabitants of a Wildspace system known as Clownspace. The humans who once inhabited the system's three ring-shaped worlds placed their faith in a god of revelry. Their worship ceremonies were centered on festivals and frivolity. Over time, the people's happiness hinged on the ever-increasing consumption of an elixir called Thrill Joy. Only after they became addicted did they discover that the priests of their faith had distilled the elixir from demonic ichor and the nectar of the bozo flower. Eventually, Thrill Joy transformed the faithful into fiendish creatures and \"blessed\" them with clown-like appearances.","Space clowns acquired their first spelljamming helms from dohwar merchants (see \"{@creature Dohwar|BAM}\"). Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of these encounters, love and fear of clowns has spread to all corners of the multiverse, just as the space clowns have done themselves.","Marauding space clowns feed on Humanoid flesh. They travel through space in garishly decorated ships and sometimes take up residence on populated worlds, where they set up carnival tents to lure curious onlookers into their clutches. They are armed with colorfully painted ray guns that work only for them; these toys are harmless in the hands of anyone else."]}],"gallery":[{"path":"bestiary/BAM/Space Clown.webp","credit":"Scott Murphy"}]},{"id":"space-eel","name":"Space Eel","source":"BAM","page":55,"srd":false,"image":"bestiary/BAM/Space Eel.webp","token":"bestiary/tokens/BAM/Space Eel.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"7 (2d6)","speed":"10 ft., fly 30 ft.","str":12,"dex":18,"con":11,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The eel doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["If it isn't attached to a creature, the eel makes one Bite attack and one Tail Spine attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the eel attaches to the target. While attached, the eel can't make Bite attacks. Instead, the target takes 4 ({@damage 1d6 + 1}) piercing damage at the start of each of the eel's turns. The eel can detach itself as a bonus action. A creature, including the target, can use its action to detach the eel."]},{"name":"Tail Spine","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. Until this poison ends, the target is {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Space eels avoid confrontations with larger creatures unless the eels are starving. These 5-foot-long scavengers might trail a spelljamming ship and feed on barnacles they detach from the ship's hull. Wildspace hunters try to catch and kill the eels for their meat—a task easier to describe than to accomplish."]}],"gallery":[{"path":"bestiary/BAM/Space Eel.webp","credit":"Matt Stewart"}]},{"id":"space-guppy","name":"Space Guppy","source":"BAM","page":55,"srd":false,"image":"bestiary/BAM/Space Guppy.webp","token":"bestiary/tokens/BAM/Space Guppy.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"3 (1d6)","speed":"0 ft., fly 30 ft.","str":3,"dex":16,"con":10,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Air Envelope","entries":["If it has at least 1 hit point, the guppy can generate an air envelope around itself when in a vacuum. This air envelope can sustain the guppy and one other Tiny creature in its space indefinitely."]},{"name":"Flyby","entries":["The guppy doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Tail Slap","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Space guppies are 2- to 3-foot-long, fish-like creatures that glide through Wildspace and the Astral Sea. Chwinga astronauts, sprites, and other Tiny creatures occasionally use space guppies as mounts."]}],"gallery":[{"path":"bestiary/BAM/Space Guppy.webp","credit":"Alayna Danner"}]},{"id":"space-hamster","name":"Space Hamster","source":"BAM","page":56,"srd":false,"image":"bestiary/tokens/BAM/Space Hamster.webp","token":"bestiary/tokens/BAM/Space Hamster.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Neutral Good","ac":"15","initiative":"+5 (15)","hp":"10 (4d4)","speed":"20 ft., burrow 5 ft.","str":1,"dex":20,"con":10,"int":6,"wis":12,"cha":6,"saves":"","skills":"Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"telepathy 5 ft.","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}1 piercing damage."]},{"name":"Go for the Eyes {@recharge}","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d6 + 5}) piercing damage, and the target must succeed on a {@dc 15} Dexterity saving throw or be {@condition blinded} until the start of the hamster's next turn."]}],"bonusActions":[{"name":"Escape","entries":["The hamster takes the {@action Dash} or {@action Disengage} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The first space hamsters were created by wizards who used magic to shrink giant space hamsters to wee size, leading their creators to refer to them as miniature giant space hamsters. The magic also made the space hamsters smarter and telepathic.","These benign rodents are native to Wildspace, though countless numbers of them have found their way to worlds throughout the Material Plane, where they are known simply as hamsters. They keep their telepathic ability hidden from most other creatures they come near."]}],"otherVersions":[{"id":"space-hamster-wdmm","source":"WDMM"}]},{"id":"space-hamster-wdmm","name":"Space Hamster","source":"WDMM","page":251,"srd":false,"image":"bestiary/tokens/WDMM/Space Hamster.webp","token":"bestiary/tokens/WDMM/Space Hamster.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"1 (1d4 - 1)","speed":"20 ft.","str":2,"dex":11,"con":9,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 0; PB +2)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Keen Smell","entries":["the hamster has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"space-hamster","source":"BAM"}]},{"id":"space-mollymawk","name":"Space Mollymawk","source":"BAM","page":57,"srd":false,"image":"bestiary/BAM/Space Mollymawk.webp","token":"bestiary/tokens/BAM/Space Mollymawk.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"10 ft., fly 50 ft.","str":6,"dex":14,"con":11,"int":3,"wis":12,"cha":3,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The mollymawk doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Hold Breath","entries":["The mollymawk can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Space mollymawks are as common in Wildspace as albatrosses are on the Material Plane. They perch on the hulls of spelljamming ships and move from one ship's air envelope to another's when they need to.","A fully grown specimen is 3 feet tall with a 10-foot wingspan, and it eats whatever it can scavenge. If it finds a reliable food source, it lingers in the area (usually around a ship) until the food becomes scarce. Superstitious Wildspace voyagers consider it bad luck to kill a space mollymawk."]}],"gallery":[{"path":"bestiary/BAM/Space Mollymawk.webp","credit":"Olga Drebas"}]},{"id":"space-swine","name":"Space Swine","source":"BAM","page":57,"srd":false,"image":"bestiary/BAM/Space Swine.webp","token":"bestiary/tokens/BAM/Space Swine.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"40 ft., fly 40 ft.","str":12,"dex":12,"con":12,"int":4,"wis":10,"cha":3,"saves":"","skills":"Perception +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Space swine are a species of winged boar bred by dohwars for a variety of uses. They can serve as mounts for Small creatures, and they also make fine trackers and capable beasts of burden. Space swine that are trained for battle are typically outfitted with half-plate barding and are referred to as death squealers.","A fully grown specimen stands 3 feet high at the shoulder and is 5 to 6 feet long. Space swine eat just about anything, but they prefer truffles. A space swine also tastes delicious when roasted and served with applesauce."]}],"gallery":[{"path":"bestiary/BAM/Space Swine.webp","credit":"Brynn Metheney"}]},{"id":"spawn-of-kyuss","name":"Spawn of Kyuss","source":"MPMM","page":225,"srd":false,"image":"bestiary/MPMM/Spawn of Kyuss.webp","token":"bestiary/tokens/MPMM/Spawn of Kyuss.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"76 (9d8 + 36)","speed":"30 ft.","str":16,"dex":11,"con":18,"int":5,"wis":7,"cha":3,"saves":"Wis +1","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands the languages it knew in life but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert, Underdark","treasure":"","traits":[{"name":"Regeneration","entries":["The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Worms","entries":["If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action."]},{"name":"Unusual Nature","entries":["The spawn of Kyuss requires no air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spawn of Kyuss makes two Claw attacks, and it uses Burrowing Worm."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage."]},{"name":"Burrowing Worm","entries":["A worm launches from the spawn of Kyuss at one Humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a {@dc 11} Dexterity saving throw. The worm is a Tiny Undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use Burrowing Worm to launch a scraped-off worm at a Humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 ({@damage 2d6}) necrotic damage per worm infesting it (maximum of {@damage 10d6}), and if it drops to 0 hit points, it dies and then rises 10 minutes later as a spawn of Kyuss. If a worm-infested target is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his malign disciples continue performing the horrific rites he perfected.","From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These worms jump onto nearby Humanoids and burrow into their flesh. A worm that penetrates a Humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss, which breeds more worms.","Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them."],"gallery":[{"path":"bestiary/MPMM/Spawn of Kyuss.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"spawn-of-kyuss-vgm","source":"VGM"}]},{"id":"spawn-of-kyuss-vgm","name":"Spawn of Kyuss","source":"VGM","page":192,"srd":false,"image":"bestiary/VGM/Spawn of Kyuss.webp","token":"bestiary/tokens/VGM/Spawn of Kyuss.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"10","initiative":"+0 (10)","hp":"76 (9d8 + 36)","speed":"30 ft.","str":16,"dex":11,"con":18,"int":5,"wis":7,"cha":3,"saves":"Wis +1","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands the languages it knew in life but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Desert","treasure":"","traits":[{"name":"Regeneration","entries":["The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Worms","entries":["If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm."]},{"name":"Burrowing Worm","entries":["A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a {@dc 11} Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 ({@damage 2d6}) necrotic damage per worm infesting it (maximum of {@damage 10d6}). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his mad disciples continue performing the horrific rites he perfected.",{"type":"quote","entries":["Kyuss has a lot to answer for. Sometimes you eat the worm—and sometimes the worm eats you."],"by":"Volo"},{"name":"Plague of Worms","entries":["From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane."],"type":"entries"},{"name":"Corruption Without End","entries":["Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether they are dispersed or clustered, spawn reproduce exponentially if nothing stops them."],"type":"entries"},{"type":"quote","entries":["Some worms are good eating. Not these."],"by":"Elminster"},{"name":"Undead Nature","entries":["Spawn of Kyuss require no air, food, drink, or sleep."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Spawn of Kyuss.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"spawn-of-kyuss","source":"MPMM"}]},{"id":"speaker-devil","name":"Speaker Devil","source":"ABH","page":17,"srd":false,"image":"bestiary/ABH/Speaker Devil.webp","token":"bestiary/tokens/ABH/Speaker Devil.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"189 (18d10 + 90)","speed":"30 ft., fly 30 ft.","str":21,"dex":19,"con":20,"int":22,"wis":18,"cha":17,"saves":"Con +9, Int +10, Wis +8, Cha +7","skills":"Arcana +10, History +10, Perception +8","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 18","languages":"Infernal; telepathy 120 ft.","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Planar, Nine Hells","treasure":"","traits":[{"name":"Diabolical Restoration","entries":["If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Nine Hells."]},{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The devil casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}","2/day each: {@spell Dimension Door|XPHB}, {@spell Modify Memory|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The devil makes two Thundering Halberd attacks."]},{"name":"Thundering Halberd","entries":["{@atkr m} {@hit 9}, reach 10 ft. {@h}16 ({@damage 2d10 + 5}) Slashing damage plus 14 ({@damage 4d6}) Thunder damage."]}],"bonusActions":[{"name":"Utterance of Pain","entries":["{@actSave wis} {@dc 18}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the devil. {@actSaveFail} The target has the {@condition Stunned|XPHB} condition until the end of the devil's next turn."]},{"name":"Utterance of Unmaking","entries":["{@actSave con} {@dc 18}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the devil. {@actSaveFail} 22 ({@damage 4d10}) Force damage. {@actSaveSuccess} Half damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Devil of Spoken Compulsion}","Speaker devils are hulking, four-armed devils who discover the secrets of creatures they then compel to perform wicked deeds. Despite their large tongues, speaker devils speak with clear and pleasing voices. Among the ranks of the Nine Hells, they are known as logokrons.","Many speaker devils are loyal to the archdevil Mephistopheles. These devils record the secrets they uncover in Mephistar, Mephistopheles's vast library in Cania. While greedy to uncover other creatures' secrets, speaker devils diligently redact any evidence of their own secrets, lest such knowledge be used against them.",{"type":"quote","entries":["I know what you're thinking, and it's simply a terrible idea. Yes, yes, I know. That enormous tongue! And four arms! Oh, the possibilities! But trust me when I say it'll only end in tears."],"by":"Astarion on Speaker Devils"}],"gallery":[{"path":"bestiary/ABH/Speaker Devil.webp"}]},{"id":"spectator","name":"Spectator","source":"XMM","page":289,"srd":false,"image":"bestiary/XMM/Spectator.webp","token":"bestiary/tokens/XMM/Spectator.webp","size":"Medium","creatureType":"Aberration (Beholder)","alignment":"Lawful Neutral","ac":"14","initiative":"+2 (12)","hp":"45 (7d8 + 14)","speed":"5 ft., fly 30 ft. (hover)","str":8,"dex":14,"con":14,"int":13,"wis":14,"cha":11,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"exhaustion; prone","senses":"Darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon; telepathy 120 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spectator uses Eye Rays twice."]},{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage."]},{"name":"Eye Rays","entries":["The spectator randomly shoots one of the following magical rays at a target it can see within 90 feet of itself (roll {@dice 1d4}; reroll if the spectator has already used that ray during this turn):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1: Confusion Ray","entries":["{@actSave wis} {@dc 12}. {@actSaveFail} 5 ({@damage 2d4}) Psychic damage, and the target can't take Reactions until the end of its next turn. On its next turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on that turn."]},{"type":"item","name":"2: Paralyzing Ray","entries":["{@actSave con} {@dc 12}. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"type":"item","name":"3: Fear Ray","entries":["{@actSave wis} {@dc 12}. {@actSaveFail} 5 ({@damage 2d4}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn."]},{"type":"item","name":"4: Wounding Ray","entries":["{@actSave con} {@dc 12}. {@actSaveFail} 16 ({@damage 3d10}) Necrotic damage. {@actSaveSuccess} Half damage."]}]}]}],"bonusActions":[],"reactions":[{"name":"Spell Reflection","entries":["{@actTrigger} The spectator succeeds on a saving throw against a spell, or a spell's attack roll misses it. {@actResponse d}{@actSave dex} {@dc 12}, one creature the spectator can see within 120 feet. {@actSaveFail} 10 ({@damage 3d6}) Force damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Spectator","entries":["{@i Magic-Bound Beholder-Kin}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Invoking mysterious rites involving four beholder eyestalks, a spellcaster can mold aberrant dreams into a beholder-like guardian. Called a spectator, the being summoned by such a ritual resembles a beholder with five magical eyes—a central eye and four on stalks arrayed around the crown of the creature's spherical body.","A spectator serves its conjurer for 101 years by guarding something of the spellcaster's choice—typically a treasure or location. The spectator is a reliable guardian and allows only its summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and won't abandon its post. Should an intruder ignore its warnings, a spectator attempts to drive away the intruder with its magical eye rays.","At the end of its service, a spectator might discorporate back into nothingness or wander away, seeking to learn more of the multiverse."]}],"gallery":[{"path":"bestiary/XMM/Spectator.webp","credit":"Jesper Ejsing"}],"otherVersions":[{"id":"spectator-mm","source":"MM"}]},{"id":"spectator-mm","name":"Spectator","source":"MM","page":30,"srd":false,"image":"bestiary/MM/Spectator.webp","token":"bestiary/tokens/MM/Spectator.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Neutral","ac":"14","initiative":"+2 (12)","hp":"39 (6d8 + 12)","speed":"0 ft., fly 30 ft. (hover)","str":8,"dex":14,"con":14,"int":13,"wis":14,"cha":11,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 16","languages":"Deep Speech, Undercommon, telepathy 120 ft.","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) piercing damage."]},{"name":"Eye Rays","entries":["The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Confusion Ray","entry":"The target must succeed on a {@dc 13} Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn."},{"type":"itemSub","name":"2. Paralyzing Ray","entry":"The target must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Fear Ray","entry":"The target must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success."},{"type":"itemSub","name":"4. Wounding Ray","entry":"The target must make a {@dc 13} Constitution saving throw, taking 16 ({@damage 3d10}) necrotic damage on a failed save, or half as much damage on a successful one."}]}]},{"name":"Create Food and Water","entries":["The spectator magically creates enough food and water to sustain itself for 24 hours."]}],"bonusActions":[],"reactions":[{"name":"Spell Reflection","entries":["If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A spectator is a lesser beholder that is summoned from another plane of existence by a magical ritual, the components of which include four beholder eyestalks that are consumed by the ritual's magic. Appropriately, a spectator has four eyestalks, two on each side of the wide eye at the center of its four-foot diameter body.",{"name":"Magical Guardians","type":"entries","entries":["A summoned spectator guards a location or a treasure of its summoner's choice for 101 years, allowing no creature but its summoner to enter the area or access the item, unless the summoner instructed otherwise. If the item is stolen or destroyed before the years have all passed, a summoned spectator vanishes. It otherwise never abandons its post."]},{"name":"Glimmers of Madness","type":"entries","entries":["Though it can speak, a spectator communicates primarily by way of telepathy. It is civil while on guard, openly discussing its orders and its summoner. However, even a brief conversation with a spectator is enough to reveal quirks in its personality brought on by its years of isolation. It might invent imaginary enemies, refer to itself in the third person, or try to adopt the voice of its summoner.","Like any beholder, a spectator views itself as the epitome of its kind, and it has an intense hatred of other spectators. If two spectators encounter one another, they almost always fight to the death."]},{"type":"entries","name":"Freed from Service","entries":["When a spectator has fulfilled its service, it is free to do as it pleases. Many take up residence in the places they previously guarded, especially if their summoners have died. With the spectator's loss of purpose, the flickers of madness it displayed during its servitude flourish."]}]}]}],"gallery":[{"path":"bestiary/MM/Spectator.webp","credit":"Kieran Yanner"}],"hidden":true,"otherVersions":[{"id":"spectator","source":"XMM"}]},{"id":"specter","name":"Specter","source":"XMM","page":290,"srd":true,"image":"bestiary/XMM/Specter.webp","token":"bestiary/tokens/XMM/Specter.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft., fly 50 ft. (hover)","str":1,"dex":14,"con":11,"int":10,"wis":10,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning; cold; fire; lightning; piercing; slashing; thunder","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 10","languages":"understands Common plus one other language but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The specter can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the specter has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d6}) Necrotic damage. If the target is a creature, its {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the damage taken."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Specter","entries":["{@i Spirit of Wrath and Servant of Death}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Specters are bodiless, life-devouring spirits drawn to darkness and negative emotions. Having lost all connection to the beings they once were, these hateful spirits drain mortal essence to steal fleeting tastes of life and warmth.","Specters seek creatures and locations that exude evil and feed on the suffering they inspire. Roll on or choose a result from the Specter Haunts table to inspire where a specter lurks.",{"type":"table","caption":"Specter Haunts","colLabels":["1d8","The Specter Lurks Near..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A community afflicted by curses, grudges, plagues, or tragedies."],["2","An evil Artifact or a deadly magical device."],["3","The lair of a Fiend or an Undead."],["4","The place where a villain died or is buried."],["5","A portal to the Lower Planes, Negative Plane, or Shadowfell."],["6","The sanctuary of a necromancer or death cult."],["7","A secluded monument binding wicked souls."],["8","The site of a disaster or mass death."]]}]}],"gallery":[{"path":"bestiary/XMM/Specter.webp","credit":"Aaron J. Riley"}],"otherVersions":[{"id":"specter-mm","source":"MM"}]},{"id":"specter-mm","name":"Specter","source":"MM","page":279,"srd":false,"image":"bestiary/MM/Specter.webp","token":"bestiary/tokens/MM/Specter.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"0 ft., fly 50 ft. (hover)","str":1,"dex":14,"con":11,"int":10,"wis":10,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands all languages it knew in life but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The specter can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["{@atk ms} {@hit 4} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) necrotic damage. The target must succeed on a {@dc 10} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body.",{"name":"Beyond Redemption","type":"entries","entries":["When a ghost's unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world."]},{"name":"Undying Hatred","type":"entries","entries":["Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow.",{"name":"Dwellers in Darkness","entries":["Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return.","At the first light of dawn, they retreat back into the darkness, where they remain until night falls again."],"type":"entries"}]},{"name":"Undead Nature","type":"entries","entries":["A specter doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Specter.webp"}],"hidden":true,"otherVersions":[{"id":"specter","source":"XMM"}]},{"id":"specter-of-night","name":"Specter of Night","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Specter of Night.webp","token":"bestiary/tokens/MCV4EC/Specter of Night.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+4 (14)","hp":"142 (15d12 + 45)","speed":"60 ft., fly 60 ft.","str":22,"dex":18,"con":17,"int":12,"wis":13,"cha":12,"saves":"Dex +8, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"understands Common but can't speak","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the specter fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The specter has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The specter uses Mournful Keening if available, then makes one Hooves attack and one Reaping Scythe attack."]},{"name":"Hooves","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 28 ({@damage 8d6}) necrotic damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition."]},{"name":"Mournful Keening {@recharge}","entries":["The specter utters a keening wail, calling to those close to death. Each non-Undead creature within 120 feet of the specter must make a {@dc 15} Constitution saving throw. On a failure, the creature hears the wail and is marked for death.","A creature marked for death can't regain hit points, has disadvantage on death saving throws, and all attack rolls against it are made with advantage. This effect lasts for 1 minute or until the creature is targeted by a {@spell remove curse} spell or similar magic."]},{"name":"Reaping Scythe","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d12 + 6}) slashing damage plus 28 ({@damage 8d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or gain a level of {@condition exhaustion}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Like dark mirrors of Eldraine's archons (see \"{@creature Archon of Boundaries|MCV4EC}\"), specters appear as shrouded figures mounted on horrific flying beasts. It is easy to look at a specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds its essence to the dead body, giving the corpse the semblance of life as a rider. The two function as a single creature, more powerful for their unnatural union.","Humans of Eldraine view specters as heralds of death. Specters are said to utter a keening wail, mournful beyond all other sounds and audible only to those who are about to die."]}],"gallery":[{"path":"bestiary/MCV4EC/Specter of Night.webp","credit":"Jeff Simpson"}]},{"id":"spectral-cloud","name":"Spectral Cloud","source":"BGG","page":176,"srd":false,"image":"bestiary/BGG/Spectral Cloud.webp","token":"bestiary/tokens/BGG/Spectral Cloud.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral","ac":"11","initiative":"+1 (11)","hp":"189 (18d12 + 72)","speed":"0 ft., fly 40 ft. (hover)","str":24,"dex":12,"con":18,"int":12,"wis":17,"cha":16,"saves":"Dex +6, Cha +8","skills":"Perception +8","vulnerabilities":"","resistances":"cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison; thunder","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"Passive Perception 18","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Blurred Form","entries":["Attack rolls against the spectral cloud are made with disadvantage unless the attacker is within 15 feet of the spectral cloud or the spectral cloud is {@condition incapacitated}."]},{"name":"Incorporeal Movement","entries":["The spectral cloud can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spectral cloud makes two Spectral Touch attacks."]},{"name":"Spectral Touch","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) force damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 20} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.","A Humanoid slain by this attack immediately rises as a miniature spectral cloud (use the {@creature specter} stat block in the Monster Manual). The miniature spectral cloud acts as an ally of its creator but isn't under its control."]},{"name":"Chilling Winds {@recharge 5}","entries":["The spectral cloud emits intensely cold wind in a 60-foot line that is 10 feet wide. Each creature in that area must make a {@dc 20} Constitution saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) cold damage and has the {@condition incapacitated} condition for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only.","If a creature's saving throw is successful or the effect ends for it, that creature is immune to this spectral cloud's Chilling Winds for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A cloud giant that dies through an act of betrayal or an ill-fated wager sometimes returns as a spectral cloud. While this Undead seems to be merely a thick cloud or fog bank, observers can sometimes spot a shadowy bipedal figure lurking within. At the heart of the cloud, the figure's appearance becomes clear: a skeletal cloud giant corpse.","Tales suggest cloud giants sometimes seek this fate rather than accept the end of their naturally long lives. In such stories, a cloud giant undergoes a ritual in which its heart is transplanted into a cloud, causing the giant's body to dissolve and its spirit to animate the cloud."]}],"gallery":[{"path":"bestiary/BGG/Spectral Cloud.webp"}]},{"id":"spellcaster","name":"Spellcaster","source":"ESK","page":63,"srd":false,"image":"bestiary/tokens/ESK/Spellcaster.webp","token":"bestiary/tokens/ESK/Spellcaster.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":12,"con":10,"int":15,"wis":14,"cha":13,"saves":"Wis +4","skills":"Arcana +4, Investigation +4, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Magical Role","entries":["Choose a role for the spellcaster: healer or mage. Your choice determines which Spellcasting trait to use below."]}],"spellcasting":[{"name":"Spellcasting (Healer)","entries":["The spellcaster's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The spellcaster has following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell sacred flame}","Level 1 (2 slots): {@spell cure wounds}"]},{"name":"Spellcasting (Mage)","entries":["The spellcaster's spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The spellcaster has following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}","Level 1 (2 slots): {@spell sleep}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"spellcaster-healer","name":"Spellcaster (Healer)","source":"DC","srd":false,"image":"bestiary/tokens/DC/Spellcaster (Healer).webp","token":"bestiary/tokens/DC/Spellcaster (Healer).webp","size":"Medium","creatureType":"Humanoid (Healer)","alignment":"","ac":"13","initiative":"+1 (11)","hp":"54 (12d8)","speed":"30 ft.","str":10,"dex":12,"con":10,"int":15,"wis":18,"cha":13,"saves":"Wis +8","skills":"Arcana +6, Investigation +6, Religion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Empowered Spells","entries":["Whenever the spellcaster casts a spell of the evocation school by expending a spell slot, the spellcaster can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any."]},{"name":"Potent Cantrip","entries":["The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip."]}],"spellcasting":[{"name":"Spellcasting (Healer)","entries":["The spellcaster's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell resistance}, {@spell sacred flame}, {@spell spare the dying}","Level 1 (4 slots): {@spell bless}, {@spell cure wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell aid}, {@spell lesser restoration}","Level 3 (3 slots): {@spell protection from energy}, {@spell revivify}","Level 4 (3 slots): {@spell banishment}, {@spell death ward}","Level 5 (2 slots): {@spell greater restoration}, {@spell mass cure wounds}","Level 6 (1 slots): {@spell heal}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"spellcaster-healer-sdw","source":"SDW"},{"id":"spellcaster-healer-slw","source":"SLW"}]},{"id":"spellcaster-healer-sdw","name":"Spellcaster (Healer)","source":"SDW","srd":false,"image":"bestiary/tokens/SDW/Spellcaster (Healer).webp","token":"bestiary/tokens/SDW/Spellcaster (Healer).webp","size":"Medium","creatureType":"Humanoid (Healer)","alignment":"","ac":"13","initiative":"+1 (11)","hp":"45 (10d8)","speed":"30 ft.","str":10,"dex":12,"con":10,"int":15,"wis":18,"cha":13,"saves":"Wis +8","skills":"Arcana +6, Investigation +6, Religion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Potent Cantrip","entries":["The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip."]}],"spellcasting":[{"name":"Spellcasting (Healer)","entries":["The spellcaster's spellcasting ability is Wisdom (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell resistance}, {@spell sacred flame}","Level 1 (4 slots): {@spell bless}, {@spell cure wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell aid}, {@spell lesser restoration}","Level 3 (3 slots): {@spell protection from energy}, {@spell revivify}","Level 4 (3 slots): {@spell banishment}, {@spell death ward}","Level 5 (1 slots): {@spell greater restoration}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"spellcaster-healer","source":"DC"},{"id":"spellcaster-healer-slw","source":"SLW"}]},{"id":"spellcaster-healer-slw","name":"Spellcaster (Healer)","source":"SLW","srd":false,"image":"bestiary/tokens/SLW/Spellcaster (Healer).webp","token":"bestiary/tokens/SLW/Spellcaster (Healer).webp","size":"Medium","creatureType":"Humanoid (Healer)","alignment":"","ac":"13","initiative":"+1 (11)","hp":"36 (8d8)","speed":"30 ft.","str":10,"dex":12,"con":10,"int":15,"wis":16,"cha":13,"saves":"Wis +6","skills":"Arcana +5, Investigation +5, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Potent Cantrip","entries":["The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip."]}],"spellcasting":[{"name":"Spellcasting (Healer)","entries":["The spellcaster's spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The spellcaster has following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell resistance}, {@spell sacred flame}","Level 1 (4 slots): {@spell bless}, {@spell cure wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell aid}, {@spell lesser restoration}","Level 3 (3 slots): {@spell protection from energy}, {@spell revivify}","Level 4 (1 slots): {@spell death ward}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"spellcaster-healer","source":"DC"},{"id":"spellcaster-healer-sdw","source":"SDW"}]},{"id":"spellcaster-mage","name":"Spellcaster (Mage)","source":"DC","srd":false,"image":"bestiary/tokens/DC/Spellcaster (Mage).webp","token":"bestiary/tokens/DC/Spellcaster (Mage).webp","size":"Medium","creatureType":"Humanoid (Mage)","alignment":"","ac":"13","initiative":"+1 (11)","hp":"54 (12d8)","speed":"30 ft.","str":10,"dex":12,"con":10,"int":18,"wis":14,"cha":14,"saves":"Wis +6","skills":"Arcana +8, Investigation +8, Religion +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Empowered Spells","entries":["Whenever the spellcaster casts a spell of the evocation school by expending a spell slot, the spellcaster can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any."]},{"name":"Potent Cantrip","entries":["The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip."]}],"spellcasting":[{"name":"Spellcasting (Mage)","entries":["The spellcaster's spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell minor illusion}, {@spell shocking grasp}","Level 1 (4 slots): {@spell burning hands}, {@spell shield}, {@spell sleep}","Level 2 (3 slots): {@spell flaming sphere}, {@spell invisibility}","Level 3 (3 slots): {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell polymorph}, {@spell wall of fire}","Level 5 (2 slots): {@spell cone of cold}, {@spell hold monster}","Level 6 (1 slots): {@spell chain lightning}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"spellcaster-mage-sdw","source":"SDW"},{"id":"spellcaster-mage-slw","source":"SLW"}]},{"id":"spellcaster-mage-sdw","name":"Spellcaster (Mage)","source":"SDW","srd":false,"image":"bestiary/tokens/SDW/Spellcaster (Mage).webp","token":"bestiary/tokens/SDW/Spellcaster (Mage).webp","size":"Medium","creatureType":"Humanoid (Mage)","alignment":"","ac":"13","initiative":"+1 (11)","hp":"45 (10d8)","speed":"30 ft.","str":10,"dex":12,"con":10,"int":18,"wis":14,"cha":14,"saves":"Wis +6","skills":"Arcana +8, Investigation +8, Religion +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Potent Cantrip","entries":["The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip."]}],"spellcasting":[{"name":"Spellcasting (Mage)","entries":["The spellcaster's spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The spellcaster has following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell minor illusion}","Level 1 (4 slots): {@spell burning hands}, {@spell shield}, {@spell sleep}","Level 2 (3 slots): {@spell flaming sphere}, {@spell invisibility}","Level 3 (3 slots): {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell polymorph}, {@spell wall of fire}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"spellcaster-mage","source":"DC"},{"id":"spellcaster-mage-slw","source":"SLW"}]},{"id":"spellcaster-mage-slw","name":"Spellcaster (Mage)","source":"SLW","srd":false,"image":"bestiary/tokens/SLW/Spellcaster (Mage).webp","token":"bestiary/tokens/SLW/Spellcaster (Mage).webp","size":"Medium","creatureType":"Humanoid (Mage)","alignment":"","ac":"13","initiative":"+1 (11)","hp":"36 (8d8)","speed":"30 ft.","str":10,"dex":12,"con":10,"int":16,"wis":14,"cha":13,"saves":"Wis +5","skills":"Arcana +6, Investigation +6, Religion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Potent Cantrip","entries":["The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip."]}],"spellcasting":[{"name":"Spellcasting (Mage)","entries":["The spellcaster's spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The spellcaster has following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell minor illusion}","Level 1 (4 slots): {@spell burning hands}, {@spell shield}, {@spell sleep}","Level 2 (3 slots): {@spell flaming sphere}, {@spell invisibility}","Level 3 (3 slots): {@spell fireball}, {@spell fly}","Level 4 (1 slots): {@spell wall of fire}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"spellcaster-mage","source":"DC"},{"id":"spellcaster-mage-sdw","source":"SDW"}]},{"id":"spellix-romwod","name":"Spellix Romwod","source":"IDRotF","page":144,"srd":false,"image":"bestiary/IDRotF/Spellix Romwod.webp","token":"bestiary/tokens/IDRotF/Spellix Romwod.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"33 (6d6 + 12)","speed":"25 ft.","str":6,"dex":15,"con":14,"int":15,"wis":9,"cha":16,"saves":"","skills":"Arcana +4, Deception +5, History +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Draconic, Elvish, Gnomish, Goblin","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Gnome Cunning","entries":["Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Spellix's spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell fire bolt}*, {@spell mage hand}, {@spell shocking grasp}*","3/day: {@spell silent image}","1/day each: {@spell chromatic orb}, {@spell crown of madness}, {@spell shield}","*See \"Actions\" below."]}],"actions":[{"name":"Shocking Grasp (Cantrip)","entries":["{@atk ms} {@hit 5} to hit (with advantage on the attack roll if the target is wearing armor made of metal), reach 5 ft., one creature. {@h}4 ({@damage 1d8}) lightning damage, and the target can't take reactions until the start of its next turn."]},{"name":"Fire Bolt (Cantrip)","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}5 ({@damage 1d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/IDRotF/Spellix Romwod.webp"}]},{"id":"sperm-whale","name":"Sperm Whale","source":"IDRotF","page":309,"srd":false,"image":"bestiary/IDRotF/Sperm Whale.webp","token":"bestiary/tokens/IDRotF/Sperm Whale.webp","size":"Gargantuan","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"189 (14d20 + 42)","speed":"0 ft., swim 60 ft.","str":26,"dex":8,"con":17,"int":3,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 11","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Echolocation","entries":["The whale can't use its blindsight while {@condition deafened}."]},{"name":"Hold Breath","entries":["The whale can hold its breath for 90 minutes."]},{"name":"Keen Hearing","entries":["The whale has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The whale makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 14} Dexterity saving throw or be swallowed by the whale. A swallowed creature has {@quickref Cover||3||total cover} against attacks and other effects outside the whale, and it takes 3 ({@damage 1d6}) acid damage at the start of each of the whale's turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a {@dc 16} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the whale. If the whale dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}18 ({@damage 3d6 + 8}) bludgeoning damage, or 37 ({@damage 6d6 + 16}) bludgeoning damage if the target is an object."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sperm whales are toothed aquatic mammals that can grow to be up to 70 feet long. Their natural predators include whalers and fellow leviathans, such as dragon turtles and krakens."]}],"gallery":[{"path":"bestiary/IDRotF/Sperm Whale.webp"}]},{"id":"sphinx-type-1","name":"Sphinx (Type 1)","source":"PSZ","page":24,"srd":false,"image":"bestiary/PSZ/Sphinx.webp","token":"bestiary/tokens/PSZ/Sphinx (Type 1).webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Neutral","ac":"17","initiative":"+0 (10)","hp":"199 (19d10 + 95)","speed":"40 ft., fly 60 ft.","str":22,"dex":10,"con":20,"int":16,"wis":18,"cha":23,"saves":"Dex +6, Con +11, Int +9, Wis +10","skills":"Arcana +9, Perception +10, Religion +15","vulnerabilities":"","resistances":"","immunities":"psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 20","languages":"Common, Sphinx","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Desert","treasure":"","traits":[{"name":"Inscrutable","entries":["The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."]},{"name":"Magic Weapons","entries":["The sphinx's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:","Cantrips (at will): {@spell sacred flame}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell detect evil and good}, {@spell detect magic}","Level 2 (3 slots): {@spell lesser restoration}, {@spell zone of truth}","Level 3 (3 slots): {@spell dispel magic}, {@spell tongues}","Level 4 (3 slots): {@spell banishment}, {@spell freedom of movement}","Level 5 (2 slots): {@spell flame strike}, {@spell greater restoration}","Level 6 (1 slots): {@spell heroes' feast}"]}],"actions":[{"name":"Multiattack","entries":["The sphinx makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) slashing damage."]},{"name":"Roar (3/Day)","entries":["The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"First Roar","entry":"Each creature that fails a {@dc 18} Wisdom saving throw is {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Second Roar","entry":"Each creature that fails a {@dc 18} Wisdom saving throw is {@condition deafened} and {@condition frightened} for 1 minute. A {@condition frightened} creature is {@condition paralyzed} and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"item","name":"Third Roar","entry":"Each creature makes a {@dc 18} Constitution saving throw. On a failed save, a creature takes 44 ({@damage 8d10}) thunder damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and isn't knocked {@condition prone}."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw Attack","entries":["The sphinx makes one claw attack."]},{"name":"Teleport (Costs 2 Actions)","entries":["The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Cast a Spell (Costs 3 Actions)","entries":["The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:",{"type":"list","items":["The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.","The effects of time are altered such that every creature in the lair must succeed on a {@dc 15} Constitution saving throw or become {@dice 1d20} years older or younger (the sphinx's choice), but never any younger than 1 year old. A {@spell greater restoration} spell can restore a creature's age to normal.","The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A {@spell wish} spell can return the caster and up to seven other creatures designated by the caster to their normal time.","The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it."]}],"regionalEffects":[],"lore":["Utterly inscrutable, sphinxes are mysterious creatures known for their wisdom and knowledge. Closely aligned with blue mana, they are utterly devoted to gaining and possessing knowledge—but not to sharing or acting upon it. Sphinxes are content to search out the mysteries of Zendikar, then sit in quiet contemplation of what they have learned. To them, everything is an intellectual exercise, including conversation. They are famously oblique, answering questions with questions and posing riddles to test the acuity of others.","Sphinxes choose remote locations for their lairs, preferring sites of great natural beauty such as waterfalls, high promontories, and small islands. They jealously protect their lairs from other sphinxes and large predators, such as dragons, but they pay little attention to smaller visitors. A sphinx's lair is often difficult to reach, and typically involves treacherous climbing for creatures without the ability to fly. A visitor who can reach the spot is often rewarded with an audience—but those who come in search of answers are likely to leave disappointed.","Either sphinx in the Monster Manual can represent the various sphinxes of Zendikar."],"gallery":[{"path":"bestiary/PSZ/Sphinx.webp","title":"Sphinx of the Final Word","credit":"Lius Lasahido"}]},{"id":"sphinx-type-2","name":"Sphinx (Type 2)","source":"PSZ","page":24,"srd":false,"image":"bestiary/PSZ/Sphinx.webp","token":"bestiary/tokens/PSZ/Sphinx (Type 2).webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Neutral","ac":"17","initiative":"+2 (12)","hp":"136 (16d10 + 48)","speed":"40 ft., fly 60 ft.","str":18,"dex":15,"con":16,"int":18,"wis":18,"cha":18,"saves":"","skills":"Arcana +12, History +12, Perception +8, Religion +8","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 18","languages":"Common, Sphinx","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Desert","treasure":"","traits":[{"name":"Inscrutable","entries":["The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."]},{"name":"Magic Weapons","entries":["The sphinx's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell shield}","Level 2 (3 slots): {@spell darkness}, {@spell locate object}, {@spell suggestion}","Level 3 (3 slots): {@spell dispel magic}, {@spell remove curse}, {@spell tongues}","Level 4 (3 slots): {@spell banishment}, {@spell greater invisibility}","Level 5 (1 slots): {@spell legend lore}"]}],"actions":[{"name":"Multiattack","entries":["The sphinx makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw Attack","entries":["The sphinx makes one claw attack."]},{"name":"Teleport (Costs 2 Actions)","entries":["The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Cast a Spell (Costs 3 Actions)","entries":["The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:",{"type":"list","items":["The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.","The effects of time are altered such that every creature in the lair must succeed on a {@dc 15} Constitution saving throw or become {@dice 1d20} years older or younger (the sphinx's choice), but never any younger than 1 year old. A {@spell greater restoration} spell can restore a creature's age to normal.","The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A {@spell wish} spell can return the caster and up to seven other creatures designated by the caster to their normal time.","The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it."]}],"regionalEffects":[],"lore":["Utterly inscrutable, sphinxes are mysterious creatures known for their wisdom and knowledge. Closely aligned with blue mana, they are utterly devoted to gaining and possessing knowledge—but not to sharing or acting upon it. Sphinxes are content to search out the mysteries of Zendikar, then sit in quiet contemplation of what they have learned. To them, everything is an intellectual exercise, including conversation. They are famously oblique, answering questions with questions and posing riddles to test the acuity of others.","Sphinxes choose remote locations for their lairs, preferring sites of great natural beauty such as waterfalls, high promontories, and small islands. They jealously protect their lairs from other sphinxes and large predators, such as dragons, but they pay little attention to smaller visitors. A sphinx's lair is often difficult to reach, and typically involves treacherous climbing for creatures without the ability to fly. A visitor who can reach the spot is often rewarded with an audience—but those who come in search of answers are likely to leave disappointed.","Either sphinx in the Monster Manual can represent the various sphinxes of Zendikar."],"gallery":[{"path":"bestiary/PSZ/Sphinx.webp","title":"Sphinx of the Final Word","credit":"Lius Lasahido"}]},{"id":"sphinx-of-judgment","name":"Sphinx of Judgment","source":"GGR","page":183,"srd":false,"image":"bestiary/tokens/GGR/Sphinx of Judgment.webp","token":"bestiary/tokens/GGR/Sphinx of Judgment.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Neutral","ac":"17","initiative":"+2 (12)","hp":"136 (16d10 + 48)","speed":"40 ft., fly 60 ft.","str":18,"dex":15,"con":16,"int":18,"wis":18,"cha":18,"saves":"","skills":"Arcana +12, History +12, Perception +8, Religion +8","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 18","languages":"Common, Sphinx","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Desert","treasure":"","traits":[{"name":"Inscrutable","entries":["The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage."]},{"name":"Magic Weapons","entries":["The sphinx's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mage hand}, {@spell message}","Level 1 (4 slots): {@spell command}, {@spell ensnaring strike}, {@spell shield}","Level 2 (3 slots): {@spell calm emotions}, {@spell hold person}, {@spell suggestion}","Level 3 (3 slots): {@spell clairvoyance}, {@spell counterspell}, {@spell dispel magic}","Level 4 (3 slots): {@spell banishment}, {@spell divination}","Level 5 (1 slots): {@spell dominate person}"]}],"actions":[{"name":"Multiattack","entries":["The sphinx makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw Attack","entries":["The sphinx makes one claw attack."]},{"name":"Teleport (Costs 2 Actions)","entries":["The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]},{"name":"Cast a Spell (Costs 3 Actions)","entries":["The sphinx casts a spell from its list of prepared spells, using a spell slot as normal."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:",{"type":"list","items":["The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.","The effects of time are altered such that every creature in the lair must succeed on a {@dc 15} Constitution saving throw or become {@dice 1d20} years older or younger (the sphinx's choice), but never any younger than 1 year old. A {@spell greater restoration} spell can restore a creature's age to normal.","The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A {@spell wish} spell can return the caster and up to seven other creatures designated by the caster to their normal time.","The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it."]}],"regionalEffects":[]},{"id":"sphinx-of-lore","name":"Sphinx of Lore","source":"XMM","page":293,"srd":true,"image":"bestiary/XMM/Sphinx of Lore.webp","token":"bestiary/tokens/XMM/Sphinx of Lore.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"17","initiative":"+10 (20)","hp":"170 (20d10 + 60)","speed":"40 ft., fly 60 ft.","str":18,"dex":15,"con":16,"int":18,"wis":18,"cha":18,"saves":"","skills":"Arcana +12, History +12, Perception +8, Religion +12","vulnerabilities":"","resistances":"necrotic; radiant","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"Truesight 120 ft., Passive Perception 18","languages":"Celestial, Common","cr":"11","crDisplay":"11 (XP 7,200, or 8,400 in lair; PB +4)","habitat":"Desert, Planar, Upper","treasure":"Arcana","traits":[{"name":"Inscrutable","entries":["No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom ({@skill Insight|XPHB}) checks made to ascertain its intentions or sincerity are made with {@variantrule Disadvantage|XPHB}."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the sphinx fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Detect Magic|XPHB}, {@spell Identify|XPHB}, {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}, {@spell Prestidigitation|XPHB}","1/day each: {@spell Dispel Magic|XPHB}, {@spell Legend Lore|XPHB}, {@spell Locate Object|XPHB}, {@spell Plane Shift|XPHB}, {@spell Remove Curse|XPHB}, {@spell Tongues|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The sphinx makes three Claw attacks."]},{"name":"Claw","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}14 ({@damage 3d6 + 4}) Slashing damage."]},{"name":"Mind-Rending Roar {@recharge 5}","entries":["{@actSave wis} {@dc 16}, each enemy in a 300-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the sphinx. {@actSaveFail} 35 ({@damage 10d6}) Psychic damage, and the target has the {@condition Incapacitated|XPHB} condition until the start of the sphinx's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Arcane Prowl","entries":["The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack."]},{"name":"Weight of Years","entries":["{@actSave con} {@dc 16}, one creature the sphinx can see within 120 feet. {@actSaveFail} The target gains 1 {@condition Exhaustion|XPHB} level. While the target has any {@condition Exhaustion|XPHB} levels, it appears {@dice 3d10} years older. {@actSaveSuccessOrFail} The sphinx can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a sphinx of lore's or sphinx of valor's lair is altered by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distant Sight","entries":["While in its lair, the sphinx can cast {@spell Clairvoyance|XPHB}, requiring no spell components and using the same spellcasting ability as its Spellcasting action. When cast this way, the spell's range is 1 mile."]},{"type":"item","name":"Infusion of Knowledge","entries":["Whenever the sphinx or one of its allies takes a {@action Study|XPHB} action while within 1 mile of the lair, it adds {@dice 1d6} to any ability check it makes for that action."]}]},"If the sphinx dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Sphinxes of lore each know a great secret and protect it all costs. This truth might take the form of an ancient text, a magical puzzle, or a path to another world. These sphinxes might gain reputations as sages or oracles, but they typically dwell far from civilization."]},{"type":"section","name":"Sphinxes","entries":["{@i Collectors and Keepers of Secrets}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Planar (Upper Planes)|bestiary|environment=planar, upper}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Sphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.",{"type":"entries","name":"Sphinx Lairs","entries":["Sphinxes typically dwell in places that hold great knowledge or prophetic magic."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Round she is, yet flat as a board","Altar of the Lupine Lords","Jewel on black velvet, pearl in the sea","Unchanged but e'erchanging eternally"],"from":"Riddle of White Plume Mountain"},"{@note Answer to the riddle of White Plume Mountain: The Moon.}"]}]}],"gallery":[{"path":"bestiary/XMM/Sphinx of Lore.webp","credit":"Hazem Ameen"},{"path":"bestiary/XMM/Sphinxes.webp","credit":"Hazem Ameen"}]},{"id":"sphinx-of-secrets","name":"Sphinx of Secrets","source":"XMM","page":292,"srd":false,"image":"bestiary/XMM/Sphinx of Secrets.webp","token":"bestiary/tokens/XMM/Sphinx of Secrets.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"16","initiative":"+5 (15)","hp":"136 (16d10 + 48)","speed":"40 ft., fly 60 ft.","str":18,"dex":15,"con":16,"int":18,"wis":18,"cha":18,"saves":"","skills":"History +7, Perception +7, Religion +7","vulnerabilities":"","resistances":"necrotic; radiant","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"Truesight 60 ft., Passive Perception 17","languages":"Celestial, Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Desert, Planar, Upper","treasure":"Arcana","traits":[{"name":"Inscrutable","entries":["No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom ({@skill Insight|XPHB}) checks made to ascertain its intentions or sincerity are made with {@variantrule Disadvantage|XPHB}."]},{"name":"Magic Resistance","entries":["The sphinx has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sphinx casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Detect Magic|XPHB}, {@spell Identify|XPHB}, {@spell Prestidigitation|XPHB}","1/day each: {@spell Locate Object|XPHB}, {@spell Remove Curse|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The sphinx makes three Claw attacks. It can replace one attack with a use of {@variantrule Curses|XPHB|Curse} of the Riddle."]},{"name":"Claw","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage plus 7 ({@damage 2d6}) Radiant damage."]},{"name":"Curse of the Riddle","entries":["{@actSave int} {@dc 15}, one creature the sphinx can see within 60 feet. {@actSaveFail} 21 ({@damage 6d6}) Psychic damage, and the target is cursed with a riddle. The cursed target has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls. In addition, if it takes the {@action Magic|XPHB} action, it must succeed on a {@dc 15} Intelligence saving throw or that action is wasted. The cursed target can take a {@action Study|XPHB} action to make a {@dc 15} Intelligence check, solving the riddle and ending the curse on a success. The curse ends early if the sphinx curses another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Sphinxes of secrets are commonly associated with a site of great magic or learning. These immortal beings often outlive such locations, though, and might protect a site's ruins as they continue their own studies. Sphinxes of secrets fiercely guard their dwellings and research."]},{"type":"section","name":"Sphinxes","entries":["{@i Collectors and Keepers of Secrets}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Planar (Upper Planes)|bestiary|environment=planar, upper}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Sphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.",{"type":"entries","name":"Sphinx Lairs","entries":["Sphinxes typically dwell in places that hold great knowledge or prophetic magic."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Round she is, yet flat as a board","Altar of the Lupine Lords","Jewel on black velvet, pearl in the sea","Unchanged but e'erchanging eternally"],"from":"Riddle of White Plume Mountain"},"{@note Answer to the riddle of White Plume Mountain: The Moon.}"]}]}],"gallery":[{"path":"bestiary/XMM/Sphinx of Secrets.webp","credit":"Hazem Ameen"},{"path":"bestiary/XMM/Sphinxes.webp","credit":"Hazem Ameen"}]},{"id":"sphinx-of-valor","name":"Sphinx of Valor","source":"XMM","page":294,"srd":true,"image":"bestiary/XMM/Sphinx of Valor.webp","token":"bestiary/tokens/XMM/Sphinx of Valor.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"17","initiative":"+12 (22)","hp":"199 (19d10 + 95)","speed":"40 ft., fly 60 ft.","str":22,"dex":10,"con":20,"int":16,"wis":23,"cha":18,"saves":"Dex +6, Con +11, Int +9, Wis +12","skills":"Arcana +9, Perception +12, Religion +15","vulnerabilities":"","resistances":"necrotic; radiant","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"Truesight 120 ft., Passive Perception 22","languages":"Celestial, Common","cr":"17","crDisplay":"17 (XP 18,000, or 20,000 in lair; PB +6)","habitat":"Desert, Planar, Upper","treasure":"Arcana","traits":[{"name":"Inscrutable","entries":["No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom ({@skill Insight|XPHB}) checks made to ascertain its intentions or sincerity are made with {@variantrule Disadvantage|XPHB}."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the sphinx fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):","At will: {@spell Detect Evil and Good|XPHB}, {@spell Thaumaturgy|XPHB}","1/day each: {@spell Detect Magic|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Greater Restoration|XPHB}, {@spell Heroes' Feast|XPHB}, {@spell Zone of Truth|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The sphinx makes two Claw attacks and uses Roar."]},{"name":"Claw","entries":["{@atkr m} {@hit 12}, reach 5 ft. {@h}20 ({@damage 4d6 + 6}) Slashing damage."]},{"name":"Roar (3/Day)","entries":["The sphinx emits a magical roar. Whenever it roars, the roar has a different effect, as detailed below (the sequence resets when it takes a {@variantrule Long Rest|XPHB}):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"First Roar","entries":["{@actSave wis} {@dc 20}, each enemy in a 500-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the sphinx. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition for 1 minute."]},{"type":"item","name":"Second Roar","entries":["{@actSave wis} {@dc 20}, each enemy in a 500-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the sphinx. {@actSaveFail} The target has the {@condition Paralyzed|XPHB} condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]},{"type":"item","name":"Third Roar","entries":["{@actSave con} {@dc 20}, each enemy in a 500-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the sphinx. {@actSaveFail} 44 ({@damage 8d10}) Thunder damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Arcane Prowl","entries":["The sphinx can teleport up to 30 feet to an unoccupied space it can see, and it makes one Claw attack."]},{"name":"Weight of Years","entries":["{@actSave con} {@dc 16}, one creature the sphinx can see within 120 feet. {@actSaveFail} The target gains 1 {@condition Exhaustion|XPHB} level. While the target has any {@condition Exhaustion|XPHB} levels, it appears {@dice 3d10} years older. {@actSaveSuccessOrFail} The sphinx can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a sphinx of lore's or sphinx of valor's lair is altered by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distant Sight","entries":["While in its lair, the sphinx can cast {@spell Clairvoyance|XPHB}, requiring no spell components and using the same spellcasting ability as its Spellcasting action. When cast this way, the spell's range is 1 mile."]},{"type":"item","name":"Infusion of Knowledge","entries":["Whenever the sphinx or one of its allies takes a {@action Study|XPHB} action while within 1 mile of the lair, it adds {@dice 1d6} to any ability check it makes for that action."]}]},"If the sphinx dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Sphinxes of valor guard world-changing or dangerous secrets—evidence of weird truths, deadly Artifacts, and things that shouldn't exist. They inhabit hidden, magical sites and hold their duty above mortal life. If threatened, a sphinx of valor defends its charge with its supernaturally empowered roar and fierce strikes."]},{"type":"section","name":"Sphinxes","entries":["{@i Collectors and Keepers of Secrets}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Planar (Upper Planes)|bestiary|environment=planar, upper}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Sphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.",{"type":"entries","name":"Sphinx Lairs","entries":["Sphinxes typically dwell in places that hold great knowledge or prophetic magic."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Round she is, yet flat as a board","Altar of the Lupine Lords","Jewel on black velvet, pearl in the sea","Unchanged but e'erchanging eternally"],"from":"Riddle of White Plume Mountain"},"{@note Answer to the riddle of White Plume Mountain: The Moon.}"]}]}],"gallery":[{"path":"bestiary/XMM/Sphinx of Valor.webp","credit":"Hazem Ameen"},{"path":"bestiary/XMM/Sphinxes.webp","credit":"Hazem Ameen"}]},{"id":"sphinx-of-wonder","name":"Sphinx of Wonder","source":"XMM","page":291,"srd":true,"image":"bestiary/XMM/Sphinx of Wonder.webp","token":"bestiary/tokens/XMM/Sphinx of Wonder.webp","size":"Tiny","creatureType":"Celestial","alignment":"Lawful Good","ac":"13","initiative":"+3 (13)","hp":"24 (7d4 + 7)","speed":"20 ft., fly 40 ft.","str":6,"dex":17,"con":13,"int":15,"wis":12,"cha":11,"saves":"","skills":"Arcana +4, Religion +4, Stealth +5","vulnerabilities":"","resistances":"necrotic; psychic; radiant","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 11","languages":"Celestial, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Planar, Upper","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The sphinx has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Slashing damage plus 7 ({@damage 2d6}) Radiant damage."]}],"bonusActions":[],"reactions":[{"name":"Burst of Ingenuity (2/Day)","entries":["{@actTrigger} The sphinx or another creature within 30 feet makes an ability check or a saving throw. {@actResponse} The sphinx adds 2 to the roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A sphinx of wonder is brightly feathered and the size of a lion cub. One comes into being every time a unique idea is conceived on the Material Plane. Each sphinx of wonder is fascinated by a particular type of story or field of study, and it learns all it can about that topic. It bears a unique sigil on its forehead that suggests the type of knowledge that fascinates it. Sometimes, a sphinx of wonder forms a bond with a mortal scholar and aids them in their research."]},{"type":"section","name":"Sphinxes","entries":["{@i Collectors and Keepers of Secrets}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Planar (Upper Planes)|bestiary|environment=planar, upper}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Sphinxes protect the secrets of the multiverse. Formed from the spirits of sages and explorers, sphinxes know the power of truth and the importance of preserving it. They share their wisdom only with those who prove themselves wise or overcome tests of worthiness, such as riddles or battles with dangerous beasts. Through their existences, sphinxes might change form as they gain more nuanced understanding of cosmic enigmas.",{"type":"entries","name":"Sphinx Lairs","entries":["Sphinxes typically dwell in places that hold great knowledge or prophetic magic."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Round she is, yet flat as a board","Altar of the Lupine Lords","Jewel on black velvet, pearl in the sea","Unchanged but e'erchanging eternally"],"from":"Riddle of White Plume Mountain"},"{@note Answer to the riddle of White Plume Mountain: The Moon.}"]}]}],"gallery":[{"path":"bestiary/XMM/Sphinx of Wonder.webp"},{"path":"bestiary/XMM/Sphinxes.webp","credit":"Hazem Ameen"}]},{"id":"spider","name":"Spider","source":"XMM","page":369,"srd":true,"image":"bestiary/XMM/Spiders.webp","token":"bestiary/tokens/XMM/Spider.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"20 ft., climb 20 ft.","str":2,"dex":14,"con":8,"int":1,"wis":10,"cha":2,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 30 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Desert, Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}1 Piercing damage plus 2 ({@damage 1d4}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Spiders.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"spider-mm","source":"MM"}]},{"id":"spider-mm","name":"Spider","source":"MM","page":337,"srd":false,"image":"bestiary/MM/Spider.webp","token":"bestiary/tokens/MM/Spider.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"20 ft., climb 20 ft.","str":2,"dex":14,"con":8,"int":1,"wis":10,"cha":2,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}1 piercing damage, and the target must succeed on a {@dc 9} Constitution saving throw or take 2 ({@damage 1d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Spider.webp"}],"hidden":true,"otherVersions":[{"id":"spider","source":"XMM"}]},{"id":"spider-king","name":"Spider King","source":"OotA","page":74,"srd":false,"image":"bestiary/tokens/OotA/Spider King.webp","token":"bestiary/tokens/OotA/Spider King.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"44 (4d10 + 4)","speed":"30 ft., climb 30 ft.","str":14,"dex":16,"con":12,"int":2,"wis":11,"cha":4,"saves":"Con +3, Wis +2","skills":"Stealth +7, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Forest, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Spider Climb","entries":["The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The spider ignores movement restrictions caused by webbing."]},{"name":"Two Heads","entries":["Because of its two heads, the Spider King has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]},{"name":"Web {@recharge 5}","entries":["{@atk rw} {@hit 5} to hit, range 30/60 ft., one creature. {@h}The target is {@condition restrained} by webbing. As an action, the {@condition restrained} target can make a {@dc 12} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"spiderbait","name":"Spiderbait","source":"OotA","page":31,"srd":false,"image":"bestiary/OotA/Spiderbait.webp","token":"bestiary/tokens/OotA/Spiderbait.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Acrobatics +6, Athletics +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Nimble Escape","entries":["Spiderbait can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]},{"name":"Thrill-Seeker","entries":["Spiderbait has advantage on checks made to avoid being {@status surprised}."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Spiderbait.webp"}]},{"id":"spiderdragon","name":"Spiderdragon","source":"VEoR","page":233,"srd":false,"image":"bestiary/VEoR/Spiderdragon.webp","token":"bestiary/tokens/VEoR/Spiderdragon.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"17","initiative":"+4 (14)","hp":"152 (16d12 + 48)","speed":"50 ft., climb 60 ft.","str":21,"dex":18,"con":16,"int":7,"wis":14,"cha":18,"saves":"Str +9, Dex +8","skills":"Intimidation +8, Perception +6","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"","senses":"darkvision 90 ft., Passive Perception 16","languages":"Abyssal, Draconic, Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The spiderdragon has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The spiderdragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The spiderdragon ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spiderdragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 13 ({@damage 2d12}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Spiderling Breath {@recharge 5}","entries":["The spiderdragon exhales venomous spiderlings in a 30-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 33 ({@damage 6d10}) piercing damage and 33 ({@damage 6d10}) poison damage on a failed save or half as much damage on a successful one."]}],"bonusActions":[{"name":"Stifling Webs {@recharge 5}","entries":["The spiderdragon spins a 30-foot cube of strong, sticky webbing in an area adjacent to itself. The webbing lasts for 1 minute, is difficult terrain, and lightly obscures its area. A creature that starts its turn in the webbing or enters the webbing for the first time on its turn must succeed on a {@dc 15} Dexterity saving throw or have the {@condition restrained} condition while in the web. As an action, a creature can free itself or another creature from the web by succeeding on a {@dc 15} Strength check.","A 5-foot cube of the web is destroyed if it takes at least 10 acid, fire, or slashing damage on a single turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The terrors known as spiderdragons were first found in the deepest corners of the Underdark and trace their origins to black dragon wyrmlings who ate a steady diet of spiders. Though spiderdragons were not created in the Abyss or by Lolth's faithful, worshipers of the Spider Queen claim that spiderdragons are a gift from their deity, as spiderdragons are most numerous in Underdark areas that Lolth's faithful claim as their own. Lolth worshipers might employ spiderdragons as guards or treat them as venerated guests. The creatures aren't as powerful as their black dragon progenitors, though, and they often drain the enclaves' resources with their selfish demands.","Uninterested in building lairs, spiderdragons weave powerful webs and eat an abundance of prey before losing interest in an area and moving on, even when they're treated like beloved guests. Unlike their black dragon progenitors, spiderdragons aren't particularly clever, though some of them understand their significance to Lolth worshipers and exploit their positions for as long as possible."]}],"gallery":[{"path":"bestiary/VEoR/Spiderdragon.webp"}]},{"id":"spiderfrog","name":"Spiderfrog","source":"MGELFT","page":33,"srd":false,"image":"bestiary/MGELFT/Spiderfrog.webp","token":"bestiary/tokens/MGELFT/Spiderfrog.webp","size":"Small","creatureType":"Beast","alignment":"chaotic sticky","ac":"13","initiative":"+3 (13)","hp":"13 (2d8 + 4)","speed":"30 ft., climb 30 ft.","str":10,"dex":16,"con":14,"int":3,"wis":12,"cha":4,"saves":"","skills":"Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The spiderfrog can breathe air and water."]},{"name":"Spider Climb","entries":["The spiderfrog can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Standing Leap","entries":["Spiderfrog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage. Target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target is {@condition restrained}, and spiderfrog can't bite another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Spiderfrogs are unique to the Dankwood and may or may not have been created by the eccentric gnome wizard, Doonwaggle. Either way, their high-pitched squeaking sounds indicate that they are thriving in large numbers, despite being difficult to catch.","If you are lucky enough to come across an abandoned spiderfrog egg, raising one kindly will gift you the most helpful house-mate. Spiderfrogs are excellent at getting rid of pests and neatly pack away their webs at night, as they prefer to sleep under the shelter of a big, juicy leaf."],"gallery":[{"path":"bestiary/MGELFT/Spiderfrog.webp","credit":"Emi Tanji"}]},{"id":"spiked-tomb-guardian","name":"Spiked Tomb Guardian","source":"ToA","page":154,"srd":false,"image":"bestiary/tokens/ToA/Spiked Tomb Guardian.webp","token":"bestiary/tokens/ToA/Spiked Tomb Guardian.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"17","initiative":"-1 (9)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again."]},{"name":"Aversion of Fire","entries":["If the tomb guardian takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Immutable Form","entries":["The tomb guardian is immune to any spell or effect that would alter its form."]},{"name":"Lightning Absorption","entries":["Whenever the tomb guardian is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["The tomb guardian has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]},{"name":"Chained","entries":["{@note This trait applies when two guardians are chained together.}","A magical spiked chain that binds a pair of guardians together prevents them from moving more than 15 feet apart. Additionally, as long as the chain is intact, damage dealt to either guardian is divided evenly between them. The spiked chain can be attacked separately and has AC 18, a damage threshold of 10, 5 hit points, and immunity to poison and psychic damage. If the chain breaks, both tomb guardians instantly go berserk."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tomb guardian makes two spiked gauntlet attacks."]},{"name":"Spiked Gauntlet","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 9 ({@damage 2d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Adventurers who have perished inside the tomb are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.","A tomb guardian is a flesh golem clad in plate armor, giving it AC 17"]}]}]}]},{"id":"spined-devil","name":"Spined Devil","source":"XMM","page":296,"srd":false,"image":"bestiary/XMM/Spined Devil.webp","token":"bestiary/tokens/XMM/Spined Devil.webp","size":"Small","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"45 (10d6 + 10)","speed":"20 ft., fly 40 ft.","str":10,"dex":15,"con":12,"int":11,"wis":14,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"cold","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 12","languages":"Infernal; telepathy 120 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Planar, Nine Hells","treasure":"","traits":[{"name":"Flyby","entries":["The devil doesn't provoke an {@action Opportunity Attack|XPHB} when it flies out of an enemy's reach."]},{"name":"Magic Resistance","entries":["The devil has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes two attacks, using Infernal Fork and Tail Spine in any combination."]},{"name":"Infernal Fork","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 3 ({@damage 1d6}) Fire damage."]},{"name":"Tail Spine","entries":["{@atkr r} {@hit 4}, range 20/80 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage plus 3 ({@damage 1d6}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Spined Devil","entries":["{@i Devil of Intrusion and Suspicion}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Spined devils, also known as spinagons, lurk in the shadows of the Lower Planes, seeking secrets for their infernal lords. They prefer to attack from the air, flinging wicked barbs while staying out of reach of foes. Spined devils collect information to gain leverage over mortals or to entice powerful devils. Roll on or choose a result from the Spined Devil Intelligence table to inspire what information a spined devil seeks or already possesses.",{"type":"table","caption":"Spined Devil Intelligence","colLabels":["1d6","The Spined Devil Covets Information About..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Artifacts, their locations, and their owners."],["2","Betrayals by infernal allies or other devils."],["3","Crimes or deceptions by influential leaders."],["4","The identities of incognito individuals."],["5","The movements of extraplanar armies."],["6","Prophecies or secrets hidden by gods."]]}]}],"gallery":[{"path":"bestiary/XMM/Spined Devil.webp","credit":"Taras Susak"}],"otherVersions":[{"id":"spined-devil-mm","source":"MM"}]},{"id":"spined-devil-mm","name":"Spined Devil","source":"MM","page":78,"srd":false,"image":"bestiary/MM/Spined Devil.webp","token":"bestiary/tokens/MM/Spined Devil.webp","size":"Small","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"22 (5d6 + 5)","speed":"20 ft., fly 40 ft.","str":10,"dex":15,"con":12,"int":11,"wis":14,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Infernal, telepathy 120 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the devil's darkvision."]},{"name":"Flyby","entries":["The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach."]},{"name":"Limited Spines","entries":["The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest."]},{"name":"Magic Resistance","entries":["The devil has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The devil makes two attacks: one with its bite and one with its fork or two with its tail spines."]},{"name":"Bite","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}5 ({@damage 2d4}) slashing damage."]},{"name":"Fork","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) piercing damage."]},{"name":"Tail Spine","entries":["{@atk rw} {@hit 4} to hit, range 20/80 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 3 ({@damage 1d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Smaller than most other devils, spinagons act as messengers and spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil's weakness treat it with a modicum of respect. A spined devil's body and tail bristle with spines, and it can fling its tail spines as ranged weapons. The spines burst into flame on impact.","When not delivering messages or gathering intelligence, spined devils serve in the infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and they will quickly scatter if a fight goes against them."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Fly, my pretties, fly! {@style Fly!|small-caps}"],"by":"Fierna, Archduchess of Phlegethos, commanding her spined devil legions"}]}]},{"type":"section","name":"Devils","entries":["Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Lords of Tyranny","entries":["Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.","Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions."]},{"type":"entries","name":"Obedience and Ambition","entries":["In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.","At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia."]},{"type":"entries","name":"Dark Dealers and Soul Mongers","entries":["Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.","To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it."]}]}]},{"type":"entries","name":"The Infernal Hierarchy","entries":[{"type":"entries","entries":["The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.","A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.","If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.",{"type":"entries","name":"Archdevils","entries":["The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature."]},{"type":"entries","name":"Greater Devils","entries":["The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils."]},{"type":"entries","name":"Lesser Devils","entries":["The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils."]},{"type":"entries","name":"Lemures","entries":["The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life."]},{"type":"entries","name":"Promotion and Demotion","entries":["When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.","Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.","Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.","No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.",{"type":"table","caption":"Infernal Hierarchy","colLabels":["Rank","Devil(s)"],"colStyles":["col-4","col-8"],"rows":[["1.","lemure"],["2. (Lesser devils)","imp"],["3.","spined devil"],["4.","bearded devil"],["5.","barbed devil"],["6.","chain devil"],["7.","bone devil"],["8. (Greater devils)","horned devil"],["9.","erinyes"],["10.","ice devil"],["11.","pit fiend"],["12. (Archdevils)","duke or duchess"],["13.","archduke or archduchess"]]}]}]},{"type":"entries","name":"The Nine Hells","entries":["The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.",{"type":"table","caption":"Layers and Lords of the Nine Hells Layer","colLabels":["Layer","Layer Name","Archduke or Archduchess","Previous Rulers","Primary Inhabitants"],"colStyles":["col-1","col-2","col-3","col-3","col-3"],"rows":[["1","Avernus","Zariel","Bel, Tiamat","Erinyes, imps, spined devils"],["2","Dis","Dispater","—","Bearded devils, erinyes, imps, spined devils"],["3","Minauros","Mammon","—","Bearded devils, chain devils, imps, spined devils"],["4","Phlegethos","Belial and Fierna","—","Barbed devils, bone devils, imps, spined devils"],["5","Stygia","Levistus","Geryon","Bone devils, erinyes, ice devils, imps"],["6","Malbolge","Glasya","Malagard, Moloch","Barbed devils, bone devils, horned devils, imps"],["7","Maladomini","Baalzebul","—","Barbed devils, bone devils, horned devils, imps"],["8","Cania","Mephistopheles","—","Horned devils, ice devils, imps, pit fiends"],["9","Nessus","Asmodeus","—","All devils"]]}]}]},{"type":"inset","name":"Devil True Names and Talismans","entries":["Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of certain devils.","A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.","However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them."]},{"type":"inset","name":"Variant: Devil Summoning","entries":["Some devils can have an action option that allows them to summon other devils.",{"name":"Summon Devil (1/Day)","entries":["The devil chooses what to summon and attempts a magical summoning."],"type":"entries"},{"type":"list","items":["A barbed devil has a {@chance 30} chance of summoning one barbed devil.","A bearded devil has a {@chance 30} chance of summoning one bearded devil.","A bone devil has a {@chance 40} chance of summoning {@dice 2d6} spined devils or one bone devil.","An erinyes has a {@chance 50} chance of summoning {@dice 3d6} spined devils, {@dice 1d6} bearded devils, or one erinyes.","A horned devil has a {@chance 30} chance of summoning one horned devil.","An ice devil has a {@chance 60} chance of summoning one ice devil.","A pit fiend summons {@dice 2d4} bearded devils, {@dice 1d4} barbed devils, or one erinyes with no chance of failure."]},"A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]}],"gallery":[{"path":"bestiary/MM/Spined Devil.webp"}],"hidden":true,"otherVersions":[{"id":"spined-devil","source":"XMM"}]},{"id":"spirit","name":"Spirit","source":"PSZ","page":28,"srd":false,"image":"bestiary/PSZ/Spirit.webp","token":"bestiary/tokens/PSZ/Spirit.webp","size":"Medium","creatureType":"Undead","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"45 (10d8)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"any languages it knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["The spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["The spirit can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["The spirit enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Horrifying Visage","entries":["Each non-undead creature within 60 feet of the spirit that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. If the save fails by 5 or more, the target also ages {@dice 1d4 × 10} years. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the {@condition frightened} condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a {@spell greater restoration} spell, but only within 24 hours of it occurring."]},{"name":"Possession {@recharge}","entries":["One humanoid that the spirit can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, the spirit ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Magic fueled by black mana can alter the natural cycle of life and death. Whether wielded by mortal wizards or demons, or simply an environmental manifestation of black mana's flow through the land, such magic can trap spirits between the realm of the living and the mysterious fate of the dead. These ghostly undead are as destructive and hateful as the magic that calls them into being. Zendikar's shades and wraiths can be represented by the {@creature shadow||shadows} and {@creature wraith||wraiths} in the Monster Manual.","Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection. Such spirits are best described as the {@creature ghost||ghosts} in the Monster Manual."],"gallery":[{"path":"bestiary/PSZ/Spirit.webp","title":"Bog Tatters","credit":"Daarken"}]},{"id":"spirit-dragon-wyrmling","name":"Spirit Dragon Wyrmling","source":"FRAiF","page":277,"srd":false,"image":"bestiary/FRAiF/Spirit Dragon.webp","token":"bestiary/tokens/FRAiF/Spirit Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Neutral","ac":"16","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"30 ft., burrow 20 ft., fly 60 ft.","str":15,"dex":12,"con":15,"int":14,"wis":11,"cha":14,"saves":"Dex +3, Con +4","skills":"Perception +2, Stealth +3","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12","languages":"Common, Draconic; telepathy 120 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Any","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Slashing damage plus 3 ({@damage 1d6}) Necrotic damage."]},{"name":"Ruinous Breath {@recharge 5}","entries":["{@actSave con} {@dc 12}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 13 ({@damage 3d8}) Necrotic damage. {@actSaveSuccess} Half damage."]},{"name":"Time-Warping Breath","entries":["{@actSave wis} {@dc 12}, each creature that isn't currently affected by this breath in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target's {@variantrule Speed|XPHB} is halved, it can't take Reactions, and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region containing an adult or ancient spirit dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Enchanted Acoustics","entries":["Creatures within 1 mile of the lair have Advantage on Charisma ({@skill Performance|XPHB}) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition."]},{"type":"item","name":"Time Distortion","entries":["While within 1 mile of the lair, creatures age at one-tenth the usual rate."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["When a dragon egg is found buried among ancient rubble and given the right conditions, a spirit dragon wyrmling might hatch from the egg. Left to its own devices, a wyrmling wanders the ruins that the dragon originated from."]},{"type":"section","name":"Spirit Dragons","entries":["{@i Draconic Scions of an Ancient Empire}","Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control over time.","A spirit dragon's primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.","Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.","No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.",{"type":"table","colLabels":["1d6","The Spirit Dragon Traces Its Origins to..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Evermeet, a mythical realm of the elves."],["2","Imaskar, a southern empire of artificers."],["3","Jhaamdath, a prehistoric psiocracy."],["4","Myth Drannor, a legendary city of magic."],["5","Netheril, an empire of arcane secrets."],["6","Ostoria, the first kingdom of the giants."]]}]},{"type":"section","entries":[{"type":"entries","name":"Spirit Dragon Lairs","entries":["Spirit dragons haunt the ruined cities and buried monuments of ancient empires."]}]}],"gallery":[{"path":"bestiary/FRAiF/Spirit Dragon.webp"}]},{"id":"spirit-naga","name":"Spirit Naga","source":"XMM","page":297,"srd":true,"image":"bestiary/XMM/Spirit Naga.webp","token":"bestiary/tokens/XMM/Spirit Naga.webp","size":"Large","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"135 (18d10 + 36)","speed":"40 ft.","str":18,"dex":17,"con":14,"int":16,"wis":15,"cha":16,"saves":"Dex +6, Con +5, Wis +5, Cha +6","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Planar, Lower, Underdark","treasure":"Arcana","traits":[{"name":"Fiendish Restoration","entries":["If it dies, the naga returns to life in {@dice 1d6} days and regains all its {@variantrule Hit Points|XPHB}. Only a {@spell Wish|XPHB} spell can prevent this trait from functioning."]}],"spellcasting":[{"name":"Spellcasting","entries":["The naga casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Detect Magic|XPHB}, {@spell Mage Hand|XPHB}, {@spell Minor Illusion|XPHB}, {@spell Water Breathing|XPHB}","2/day each: {@spell Detect Thoughts|XPHB}, {@spell Dimension Door|XPHB}, {@spell Hold Person|XPHB} (level 3 version), {@spell Lightning Bolt|XPHB} (level 4 version)"]}],"actions":[{"name":"Multiattack","entries":["The naga makes three attacks, using Bite or Necrotic Ray in any combination."]},{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}7 ({@damage 1d6 + 4}) Piercing damage plus 14 ({@damage 4d6}) Poison damage."]},{"name":"Necrotic Ray","entries":["{@atkr r} {@hit 6}, range 60 ft. {@h}21 ({@damage 6d6}) Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Spirit Naga","entries":["{@i Spiteful Serpentine Grudge Keeper}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Lower Planes)|bestiary|environment=planar, lower}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Spirit nagas loathe the world and all creatures. Possessing perfect memories, these venomous, cobra-like creatures recall every slight committed against them during their immortal existences. In their dank, joyless lairs, they create vicious plots to avenge themselves against even petty offenses.","Spirit nagas seek to claim what they believe they deserve. Their schemes often involve poisons, vile spells, cursed objects, or magical compulsions, eventually making them wellsprings of diabolical knowledge and evil inspiration. Other villains often seek out spirit nagas as advisers and allies. Roll on or choose a result from the Spirit Naga Grievances table to inspire what motivates a spirit naga's schemes.",{"type":"table","caption":"Spirit Naga Grievances","colLabels":["1d6","The Spirit Naga Believes..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A character is to blame for its recent failures."],["2","It has been evicted from its rightful home."],["3","Locals have reneged on an age-old bargain."],["4","Other creatures are mocking it."],["5","A rival is spying on it."],["6","Someone's treasure rightfully belongs to it."]]}]}],"gallery":[{"path":"bestiary/XMM/Spirit Naga.webp","credit":"Alex Stone"}],"otherVersions":[{"id":"spirit-naga-mm","source":"MM"}]},{"id":"spirit-naga-mm","name":"Spirit Naga","source":"MM","page":234,"srd":false,"image":"bestiary/MM/Spirit Naga.webp","token":"bestiary/tokens/MM/Spirit Naga.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"75 (10d10 + 20)","speed":"40 ft.","str":18,"dex":17,"con":14,"int":16,"wis":15,"cha":16,"saves":"Dex +6, Con +5, Wis +5, Cha +6","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Rejuvenation","entries":["If it dies, the naga returns to life in {@dice 1d6} days and regains all its hit points. Only a {@spell wish} spell can prevent this trait from functioning."]}],"spellcasting":[{"name":"Spellcasting","entries":["The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell ray of frost}","Level 1 (4 slots): {@spell charm person}, {@spell detect magic}, {@spell sleep}","Level 2 (3 slots): {@spell detect thoughts}, {@spell hold person}","Level 3 (3 slots): {@spell lightning bolt}, {@spell water breathing}","Level 4 (3 slots): {@spell blight}, {@spell dimension door}","Level 5 (2 slots): {@spell dominate person}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must make a {@dc 13} Constitution saving throw, taking 31 ({@damage 7d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Spirit nagas live in gloom and spitefulness, constantly plotting vengeance against creatures that have wronged them-or that they believe have wronged them. Lairing in dismal caverns and ruins, they devote their time to developing new spells and enslaving the mortals with which they surround themselves. A spirit naga likes to charm its foes, drawing them close so that it can sink its poisonous fangs into their flesh.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["If you destroy me, I will return, and everyone you care about will suffer for it."],"by":"Explictica Defilus, spirit naga"}]},{"type":"section","name":"Nagas","entries":["Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.","The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.","Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Benevolent Dictators and Brutal Tyrants","entries":["A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain."],"type":"entries"},{"name":"Rivalry","entries":["Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority."],"type":"entries"},{"name":"Immortal Nature","entries":["A naga doesn't require air, food, drink, or sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Spirit Naga.webp"}],"hidden":true,"otherVersions":[{"id":"spirit-naga","source":"XMM"}]},{"id":"spirit-of-hunger","name":"Spirit of Hunger","source":"QftIS","page":144,"srd":false,"image":"bestiary/tokens/QftIS/Spirit of Hunger.webp","token":"bestiary/tokens/QftIS/Spirit of Hunger.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"67 (9d8 + 27)","speed":"0 ft., fly 60 ft. (hover)","str":6,"dex":16,"con":16,"int":12,"wis":14,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 12","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["Spirit of Hunger can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Spirit of Hunger has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}21 ({@damage 4d8 + 3}) necrotic damage. The target must succeed on a {@dc 14} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Create Specter","entries":["Spirit of Hunger targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under the wraith's control. The wraith can have no more than seven specters under its control at one time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"spirit-statue-mascot","name":"Spirit Statue Mascot","source":"SCC","page":216,"srd":false,"image":"bestiary/SCC/Spirit Statue Mascot.webp","token":"bestiary/tokens/SCC/Spirit Statue Mascot.webp","size":"Medium","creatureType":"Construct","alignment":"Any Alignment","ac":"14","initiative":"-1 (9)","hp":"26 (4d8 + 8)","speed":"30 ft.","str":14,"dex":9,"con":15,"int":12,"wis":13,"cha":8,"saves":"","skills":"Arcana +5, History +5, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any languages it knew in life","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must succeed on a {@dc 12} Constitution saving throw or take 3 ({@damage 1d6}) radiant damage."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Counsel of the Past (2/Day)","entries":["The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a {@dice d4} and add the number rolled to one ability check of its choice, immediately after rolling the {@dice d20}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["To enhance their studies of the past, Lorehold students often call upon the spirits of dead creatures. Mages seeking longer-term assistance from ancient spirits have learned to house these spirits in statues, giving them a more permanent residence from which to assist the living.","Some of these spirit statues bond with and mentor a specific mage, but most serve in a variety of roles for numerous individuals, ranging from research colleagues to martial tacticians. Regardless, their appearance is so common around the Lorehold campus that they have become the college's mascots."]}],"gallery":[{"path":"bestiary/SCC/Spirit Statue Mascot.webp","credit":"Andrey Kuzinskiy"}]},{"id":"spirit-troll","name":"Spirit Troll","source":"MPMM","page":247,"srd":false,"image":"bestiary/MPMM/Spirit Troll.webp","token":"bestiary/tokens/MPMM/Spirit Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"130 (20d10 + 20)","speed":"30 ft.","str":1,"dex":17,"con":13,"int":8,"wis":9,"cha":16,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"acid; cold; fire","immunities":"bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 13","languages":"Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Coastal, Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The troll can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}19 ({@damage 3d10 + 3}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}19 ({@damage 3d10 + 3}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A troll blasted with psychic energy can take a non physical form upon regenerating. The troll's psyche survives, but the body is as insubstantial as shadow. The troll might be unaware of the transition—the creature still moves and attacks with teeth and claws as ever—but now the troll strikes at victims' minds."]},{"type":"section","name":"Trolls","entries":["Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.",{"type":"entries","name":"Vaprak the Destroyer","entries":["Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.","Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body."]}]}],"gallery":[{"path":"bestiary/MPMM/Spirit Troll.webp","credit":"Ralph Horsley"}],"otherVersions":[{"id":"spirit-troll-mtf","source":"MTF"}]},{"id":"spirit-troll-mtf","name":"Spirit Troll","source":"MTF","page":244,"srd":false,"image":"bestiary/MTF/Spirit Troll.webp","token":"bestiary/tokens/MTF/Spirit Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"97 (15d10 + 15)","speed":"30 ft.","str":1,"dex":17,"con":13,"int":8,"wis":9,"cha":16,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 13","languages":"Giant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Coastal, Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The troll can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}19 ({@damage 3d10 + 3}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}14 ({@damage 2d10 + 3}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Spirit Troll","entries":["A troll blasted with psychic energy can take a nonphysical form when it regenerates. Its psyche survives, but the body of a spirit troll is as insubstantial as shadow. The troll might be unaware of the transition—it still moves and attacks with teeth and claws as it always did—but now it strikes at its victim's mind."]},{"type":"section","name":"Trolls","entries":["Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters."]}],"gallery":[{"path":"bestiary/MTF/Spirit Troll.webp","credit":"Ralph Horsley"}],"hidden":true,"otherVersions":[{"id":"spirit-troll","source":"MPMM"}]},{"id":"spitting-mimic","name":"Spitting Mimic","source":"IDRotF","page":302,"srd":false,"image":"bestiary/IDRotF/Spitting Mimic.webp","token":"bestiary/tokens/IDRotF/Spitting Mimic.webp","size":"Large","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"14","initiative":"+1 (11)","hp":"85 (10d10 + 30)","speed":"20 ft.","str":21,"dex":12,"con":17,"int":9,"wis":15,"cha":10,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Adhesive (Object Form Only)","entries":["The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also {@condition grappled} by it (escape {@dc 16}). Ability checks made to escape this grapple have disadvantage."]},{"name":"False Appearance (Object Form Only)","entries":["While the mimic remains motionless, it is indistinguishable from an ordinary object."]},{"name":"Grappler","entries":["The mimic has advantage on attack rolls against any creature {@condition grappled} by it."]},{"name":"Magic Resistance","entries":["The mimic has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mimic attacks three times: twice with its pseudopods and once with its bite."]},{"name":"Pseudopods","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 7 ({@damage 2d6}) acid damage."]},{"name":"Spit Acid {@recharge 5}","entries":["The mimic spits acid at one creature it can see within 30 feet of it. The target must make a {@dc 14} Dexterity saving throw, taking 32 ({@damage 9d6 + 1}) acid damage on failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Mimics are shape-shifting monsters described in the {@i Monster Manual}. The variant presented here is a particularly large and voracious specimen—the result of Netherese experiments on ordinary mimics—that spits acid."]}],"gallery":[{"path":"bestiary/IDRotF/Spitting Mimic.webp"}]},{"id":"splugoth-the-returned","name":"Splugoth the Returned","source":"AI","page":213,"srd":false,"image":"bestiary/AI/Splugoth the Returned.webp","token":"bestiary/tokens/AI/Splugoth the Returned.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"27 (6d6 + 6)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":14,"wis":11,"cha":10,"saves":"Int +4, Wis +2","skills":"Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic, Elvish, Goblin","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Defensive Advantage","entries":["As long as two or more of Splugoth's allies are within 5 feet of him and are not {@condition incapacitated}, attack rolls against him are made with disadvantage."]},{"name":"Nimble Escape","entries":["Splugoth can take the {@action Disengage} or {@action Hide} action as a bonus action on each of his turns."]},{"name":"Touch of Madness","entries":["Splugoth has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Splugoth makes two attacks with his dagger."]},{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Word From Beyond (1/Day)","entries":["Splugoth remembers and repeats aloud a few words from a place he entered while walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a {@dc 12} Wisdom saving throw or be {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[{"name":"Absorb Attack","entries":["When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and the weapon cannot be used until the creature succeeds on a {@dc 12} Strength ({@skill Athletics}) check as an action to pull it out of Splugoth. Natural weapons can have their attacks negated by this feature, but can then be retracted automatically at the end of the attacking creature's turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["I'm going to give you a piece of advice. Don't trust Acquisitions Incorporated. And never, ever, ever trust Omin Dran. Wait, that's two pieces of advice. You owe me."]},"Sometimes a goblin can't catch a break. First, you fall in with a cult that works for the release of a death god. Then you get taken prisoner by a group of sociopathic adventurers who end up letting you die after you save their sorry lives. One minute, you're a dead goblin named Splug. And then you're alive again, and it seems like a really good idea to play up the drama of resurrection with a cool new name-and a master plan for cold, cold revenge against those who betrayed you.","Every once in a while, the (accidentally) capricious and (totally unintentionally) self-centered nature of an Acquisitions Incorporated franchise might incur some collateral damage among followers, hirelings, and staff. When that happens, the collateral damage sometimes inspires some collateral damage of its own. No one is entirely sure how many times Splugoth the Returned has actually returned from the dead. But as the point goblin for the group known as the Six (see \"Factions and Rivals\" in chapter 3), he's made vengeance against Acq Inc and Omin Dran his life's work. And then the work of his next life. And the one after that."]}]}]}],"gallery":[{"path":"bestiary/AI/Splugoth the Returned.webp","credit":"Nurse Normal"}]},{"id":"spore-of-moander","name":"Spore of Moander","source":"FRAiF","page":280,"srd":false,"image":"bestiary/FRAiF/Spore of Moander.webp","token":"bestiary/tokens/FRAiF/Spore of Moander.webp","size":"Huge","creatureType":"Plant","alignment":"Chaotic Evil","ac":"19","initiative":"+3 (13)","hp":"230 (20d12 + 100)","speed":"30 ft., climb 30 ft.","str":22,"dex":9,"con":20,"int":4,"wis":10,"cha":6,"saves":"Str +10, Con +9","skills":"","vulnerabilities":"","resistances":"acid; cold; lightning","immunities":"fire; poison","conditionImmunities":"blinded; deafened; exhaustion; paralyzed; poisoned; prone","senses":"Blindsight 120 ft., Passive Perception 10","languages":"understands Abyssal but can't speak","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Explosive Core","entries":["When the spore is subjected to Fire damage, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the spore takes 7 ({@damage 2d6}) Fire damage."]},{"name":"Rolling Mass","entries":["The spore doesn't need to expend extra movement to move through {@variantrule Difficult Terrain|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spore makes four Tendril attacks. Alternatively, it makes two Tendril attacks and uses Consume once."]},{"name":"Tendril","entries":["{@atkr m} {@hit 10}, reach 20 ft. {@h}11 ({@damage 1d10 + 6}) Piercing damage plus 10 ({@damage 3d6}) Acid damage. If the target is Large or smaller, the spore pulls the target 5 feet straight toward itself."]},{"name":"Consume","entries":["{@actSave str} {@dc 18}, one Large or smaller creature within 5 feet. {@actSaveFail} The target is pulled into the spore's space and has the {@condition Grappled|XPHB} condition (escape {@dc 16}). Until the grapple ends, the target has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions, and it takes 17 ({@damage 5d6}) Acid damage at the start of each of the spore's turns. When the spore moves, the {@condition Grappled|XPHB} target moves with it, costing it no extra movement. The spore can have one Large creature or up to nine Medium or smaller creatures {@condition Grappled|XPHB} at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Spore of Moander","entries":["{@i Hulking Heap of the Rotting God}","A spore of Moander is a rotting mass of vegetation infused with the divine power of Moander, dead god of corruption and decay. Spores arise on the Material Plane where Moander's influence can still be felt: primordial swamps, ancient forests, and miasmic lagoons touched by Abyssal evil.","A spore of Moander has no grand agenda beyond spreading death and sorrow. Still, cultists of Moander look on these terrible creatures with reverence, believing that each spore is a window into the unknowable mind of Moander."]}],"gallery":[{"path":"bestiary/FRAiF/Spore of Moander.webp"}]},{"id":"spore-servant-octopus","name":"Spore Servant Octopus","source":"DoSI","page":46,"srd":false,"image":"bestiary/DoSI/Spore Servant Octopus.webp","token":"bestiary/tokens/DoSI/Spore Servant Octopus.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"52 (8d10 + 8)","speed":"5 ft., swim 50 ft.","str":17,"dex":13,"con":13,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; frightened; paralyzed","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 8","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["While out of water, the octopus can hold its breath for 1 hour."]},{"name":"Water Breathing","entries":["The octopus can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 5} to hit, reach 15 ft., one target {@h}7 ({@damage 1d8 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Spore servants are dead creatures reanimated by the magical spores of a myconid leader. The final act of the myconid leader in Seagrow Caves before lapsing into its current comatose state was creating a spore servant from a dead giant octopus to protect the caves while the leader could not. Unlike a living octopus, this guardian has only basic control over its tentacles. Rather than coiling around intruders to immobilize them, the spore servant simply bludgeons them."]}],"gallery":[{"path":"bestiary/DoSI/Spore Servant Octopus.webp","credit":"Linda Lithén"}]},{"id":"spotted-lion","name":"Spotted Lion","source":"BGG","page":177,"srd":false,"image":"bestiary/BGG/Spotted Lion.webp","token":"bestiary/tokens/BGG/Spotted Lion.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"66 (7d12 + 21)","speed":"60 ft.","str":23,"dex":14,"con":17,"int":5,"wis":13,"cha":10,"saves":"","skills":"Perception +5, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the target and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage. If the lion moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a {@dc 16} Strength saving throw or have the {@condition prone} condition. If the target has the {@condition prone} condition, the lion can make another Rend attack against it as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["When it comes to infiltrating giant steadings, I must admit that spotted lions are in some ways preferable to, say, dire wolves or cave bears. Namely, if they're well fed, they're more likely to stretch and yawn than they are to raise an alarm when they spot you."],"by":"Bigby"},"Roughly twice the size of a common lion, a spotted lion has a dusky coat and mane, both speckled with charcoal-colored spots. Spotted lions gather in prides to hunt enormous prey ranging from giant elk to mammoths. Stone and cloud giants often keep these massive beasts as pets and hunting companions."]}],"gallery":[{"path":"bestiary/BGG/Spotted Lion.webp","credit":"Brynn Metheney"}]},{"id":"spring-eladrin","name":"Spring Eladrin","source":"MPMM","page":116,"srd":false,"image":"bestiary/MPMM/Spring Eladrin.webp","token":"bestiary/tokens/MPMM/Spring Eladrin.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Chaotic Neutral","ac":"19","initiative":"+3 (13)","hp":"165 (22d8 + 66)","speed":"30 ft.","str":14,"dex":16,"con":16,"int":18,"wis":11,"cha":18,"saves":"","skills":"Deception +8, Persuasion +8","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Forest, Grassland","treasure":"","traits":[{"name":"Joyful Presence","entries":["Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.","Whenever the eladrin deals damage to the {@condition charmed} creature, the {@condition charmed} creature can repeat the saving throw, ending the effect on itself on a success."]},{"name":"Magic Resistance","entries":["The eladrin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Tasha's hideous laughter}","1/day each: {@spell major image}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands, plus 22 ({@damage 5d8}) psychic damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 22 ({@damage 5d8}) psychic damage."]}],"bonusActions":[{"name":"Fey Step {@recharge 4}","entries":["The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them."]},{"type":"section","name":"Eladrin","entries":[{"type":"quote","entries":["If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.","Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up."],"by":"Tasha"},"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.","Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.","The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.",{"name":"Changeable Natures","type":"entries","entries":["Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't {@condition incapacitated}. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them."]}]}],"gallery":[{"path":"bestiary/MPMM/Spring Eladrin.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"spring-eladrin-mtf","source":"MTF"}]},{"id":"spring-eladrin-mtf","name":"Spring Eladrin","source":"MTF","page":196,"srd":false,"image":"bestiary/MTF/Spring Eladrin.webp","token":"bestiary/tokens/MTF/Spring Eladrin.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Chaotic Neutral","ac":"19","initiative":"+3 (13)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":14,"dex":16,"con":16,"int":18,"wis":11,"cha":18,"saves":"","skills":"Deception +8, Persuasion +8","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Forest, Grassland","treasure":"","traits":[{"name":"Fey Step {@recharge 4}","entries":["As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see."]},{"name":"Joyful Presence","entries":["Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature is {@condition charmed} for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.","Whenever the eladrin deals damage to the {@condition charmed} creature, it can repeat the saving throw, ending the effect on itself on a success."]},{"name":"Magic Resistance","entries":["The eladrin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The eladrin's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:","At will: {@spell charm person}, {@spell Tasha's hideous laughter}","3/day each: {@spell confusion}, {@spell enthrall}, {@spell suggestion}","1/day each: {@spell hallucinatory terrain}, {@spell Otto's irresistible dance}"]}],"actions":[{"name":"Multiattack","entries":["The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage plus 4 ({@damage 1d8}) psychic damage, or 7 ({@damage 1d10 + 2}) slashing damage plus 4 ({@damage 1d8}) psychic damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them."]},{"type":"section","name":"Eladrin","entries":[{"type":"quote","entries":["To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all."],"by":"Mordenkainen"},"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.","The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Creatures of Passion","type":"entries","entries":["The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week."]},{"name":"Lovers of Beauty","type":"entries","entries":["Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them."]},{"type":"entries","name":"Changeable Nature","entries":["Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't {@condition incapacitated}. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Spring Eladrin.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"spring-eladrin","source":"MPMM"}]},{"id":"sprite","name":"Sprite","source":"XMM","page":298,"srd":true,"image":"bestiary/XMM/Sprite.webp","token":"bestiary/tokens/XMM/Sprite.webp","size":"Tiny","creatureType":"Fey","alignment":"Neutral Good","ac":"15","initiative":"+4 (14)","hp":"10 (4d4)","speed":"10 ft., fly 40 ft.","str":3,"dex":18,"con":10,"int":14,"wis":13,"cha":11,"saves":"","skills":"Perception +3, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Planar, Feywild","treasure":"Armaments","traits":[],"spellcasting":[{"name":"Invisibility","entries":["The sprite casts {@spell Invisibility|XPHB} on itself, requiring no spell components and using Charisma as the spellcasting ability.","At will: {@spell Invisibility|XPHB}"]}],"actions":[{"name":"Needle Sword","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}6 ({@damage 1d4 + 4}) Piercing damage."]},{"name":"Enchanting Bow","entries":["{@atkr r} {@hit 6}, range 40/160 ft. {@h}1 Piercing damage, and the target has the {@condition Charmed|XPHB} condition until the start of the sprite's next turn."]},{"name":"Heart Sight","entries":["{@actSave cha} {@dc 10}, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). {@actSaveFail} The sprite knows the target's emotions and alignment."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Sprite","entries":["{@i Elusive Defender of Fey Realms}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Sprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings.","Sprites can sense the innate goodness or wickedness of other creatures. Those that enter their realms with good intentions might be treated to tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of {@condition invisible|XPHB} sprite defenders. These woodland guardians enchant the arrows of their tiny bows with charming magic that can pierce the heart of the fiercest foe.","Sprites oppose any creatures that seek to harm places of natural magic and beauty. This can put them into conflict with would-be settlers, monsters like ettercaps, and despoilers such as goblinoids and hags. They frequently aid other good creatures of the forest, including treants and unicorns, in defending their homes.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The tree had a wee village nestled in its boughs, I swear. Next thing I knew, I was lyin' face-down in the dirt. My head was full of stars, an' when I stood up an' looked around, both the tree an' the wee village were gone."],"from":"Tale of Haravak the Ranger"}]}]}],"gallery":[{"path":"bestiary/XMM/Sprite.webp","credit":"Annie Stegg"}],"otherVersions":[{"id":"sprite-mm","source":"MM"}]},{"id":"sprite-mm","name":"Sprite","source":"MM","page":283,"srd":false,"image":"bestiary/MM/Sprite.webp","token":"bestiary/tokens/MM/Sprite.webp","size":"Tiny","creatureType":"Fey","alignment":"Neutral Good","ac":"15","initiative":"+4 (14)","hp":"2 (1d4)","speed":"10 ft., fly 40 ft.","str":3,"dex":18,"con":10,"int":14,"wis":13,"cha":11,"saves":"","skills":"Perception +3, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 40/160 ft., one target. {@h}1 piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or become {@condition poisoned} for 1 minute. If its saving throw result is 5 or lower, the {@condition poisoned} target falls {@condition unconscious} for the same duration, or until it takes damage or another creature takes an action to shake it awake."]},{"name":"Heart Sight","entries":["The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a {@dc 10} Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw."]},{"name":"Invisibility","entries":["The sprite magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the sprite wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.",{"name":"Forest Protectors","type":"entries","entries":["Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite's territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest."]},{"name":"Heart Seers","type":"entries","entries":["Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature's past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite's power to perceive the heart always shows the truth, because the heart can't lie."]},{"name":"Poison Brewers","type":"entries","entries":["In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.",{"name":"Good-Hearted","entries":["Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it.","Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites' territory find them staunch allies in times of trouble."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The tree had a wee village nestled in its boughs, I swear. Next thing I knew, I was lyin' face-down in the dirt. My head was full of stars. An' when I stood up an' looked around, both the tree an' the wee village were gone."],"by":"Tale of a half-orc ranger"}]}]}],"gallery":[{"path":"bestiary/MM/Sprite.webp","credit":"Carmen Sinek"}],"hidden":true,"otherVersions":[{"id":"sprite","source":"XMM"}]},{"id":"sprite-skirmisher","name":"Sprite Skirmisher","source":"HotB","page":9,"srd":false,"image":"bestiary/HotB/Sprite Skirmisher.webp","token":"bestiary/tokens/HotB/Sprite Skirmisher.webp","size":"Tiny","creatureType":"Fey","alignment":"Neutral Good","ac":"15","initiative":"+4 (14)","hp":"10 (4d4)","speed":"10 ft., fly 40 ft.","str":3,"dex":18,"con":10,"int":14,"wis":13,"cha":11,"saves":"","skills":"Perception +3, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Needle Sword","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}6 ({@damage 1d4 + 4}) Piercing damage."]},{"name":"Enchanting Bow","entries":["{@atkr r} {@hit 6}, range 40/160 ft. {@h}1 Piercing damage, and the target has the {@condition Charmed|XPHB} condition until the start of the sprite's next turn."]},{"name":"Heart Sight","entries":["{@actSave cha} {@dc 10}, one creature within 5 feet the sprite can see (Celestials, Fiends, Undead automatically fail the save). {@actSaveFail} The sprite knows the target's emotions."]},{"name":"Invisibility","entries":["The sprite has the {@condition Invisible|XPHB} condition for 1 minute. This effect ends early immediately after the sprite makes an attack roll or deals damage, or if the sprite has the {@condition Incapacitated|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sprites are wee spirits of nature that can see the innate goodness or wickedness of other creatures. Those that enter their realms with good intentions might be treated with tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders."]}],"gallery":[{"path":"bestiary/HotB/Sprite Skirmisher.webp"}]},{"id":"spy","name":"Spy","source":"XMM","page":295,"srd":true,"image":"bestiary/XMM/Spies.webp","token":"bestiary/tokens/XMM/Spy.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"12","initiative":"+4 (14)","hp":"27 (6d8)","speed":"30 ft., climb 30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Sleight Of Hand +4, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus one other language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Hand Crossbow","entries":["{@atkr r} {@hit 4}, range 30/120 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]}],"bonusActions":[{"name":"Cunning Action","entries":["The spy takes the {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Spies use charm and deception to veil their true intentions. If forced into combat, they seek to end such conflicts quietly and decisively."]},{"type":"section","name":"Spies","entries":["{@i Infiltrators and Informants}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Spies gather information and disseminate lies, manipulating people to gain the results the spies' patrons desire. They're trained to manipulate, infiltrate, and—when necessary—escape in a hurry. Many adopt disguises, aliases, or code names to maintain anonymity. Roll on or choose a result from the Spy Personas table to inspire a spy's disguise.",{"type":"table","caption":"Spy Personas","colLabels":["1d4","The Spy Disguises Themself As..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bard or traveling performer."],["2","A captive or servant of a monster or villain."],["3","A dignitary or traveler from a distant land."],["4","A visitor from a different time or world."]]}]}],"gallery":[{"path":"bestiary/XMM/Spies.webp","credit":"Cyprien Rousson"}],"otherVersions":[{"id":"spy-mm","source":"MM"}]},{"id":"spy-mm","name":"Spy","source":"MM","page":349,"srd":false,"image":"bestiary/MM/Spy.webp","token":"bestiary/tokens/MM/Spy.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, the spy can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["The spy deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spy makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers."]}]}],"gallery":[{"path":"bestiary/MM/Spy.webp","credit":"Marcel Mercado"}],"hidden":true,"otherVersions":[{"id":"spy","source":"XMM"}]},{"id":"spy-master","name":"Spy Master","source":"XMM","page":295,"srd":false,"image":"bestiary/XMM/Spies.webp","token":"bestiary/tokens/XMM/Spy Master.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"19","initiative":"+9 (19)","hp":"137 (25d8 + 25)","speed":"30 ft., climb 30 ft.","str":10,"dex":20,"con":12,"int":18,"wis":16,"cha":16,"saves":"Dex +9, Con +5, Int +8, Wis +7","skills":"Deception +7, Insight +7, Investigation +8, Perception +11, Sleight Of Hand +9, Stealth +13","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 21","languages":"Common plus two other languages","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Any","treasure":"Implements, Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spy makes three attacks, using Rapier or Hand Crossbow in any combination."]},{"name":"Rapier","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Hand Crossbow","entries":["{@atkr r} {@hit 9}, range 30/120 ft. {@h}12 ({@damage 2d6 + 5}) Piercing damage plus 9 ({@damage 2d8}) Poison damage."]},{"name":"Smoke Bomb (1/Day)","entries":["The spy throws a bomb to a point it can see within 30 feet of itself. {@actSave con} {@dc 16}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on that point. {@actSaveFail} 28 ({@damage 8d6}) Poison damage, and the target has the {@condition Blinded|XPHB} condition until the end of the spy's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Cunning Action","entries":["The spy takes the {@action Dash|XPHB}, {@action Disengage|XPHB}, or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Spy masters have extensive experience in gathering secrets while leaving no evidence of their presence."]},{"type":"section","name":"Spies","entries":["{@i Infiltrators and Informants}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}, Individual"}]},"Spies gather information and disseminate lies, manipulating people to gain the results the spies' patrons desire. They're trained to manipulate, infiltrate, and—when necessary—escape in a hurry. Many adopt disguises, aliases, or code names to maintain anonymity. Roll on or choose a result from the Spy Personas table to inspire a spy's disguise.",{"type":"table","caption":"Spy Personas","colLabels":["1d4","The Spy Disguises Themself As..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bard or traveling performer."],["2","A captive or servant of a monster or villain."],["3","A dignitary or traveler from a distant land."],["4","A visitor from a different time or world."]]}]}],"gallery":[{"path":"bestiary/XMM/Spies.webp","credit":"Cyprien Rousson"}]},{"id":"squiddly","name":"Squiddly","source":"WDH","page":63,"srd":false,"image":"bestiary/WDH/Autumn-Scene.webp","token":"bestiary/tokens/WDH/Squiddly.webp","size":"Small","creatureType":"Humanoid (Tiefling)","alignment":"","ac":"-","initiative":"+0 (10)","hp":"-","speed":"-","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft.","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDH/Autumn-Scene.webp"}]},{"id":"squire","name":"Squire","source":"HoL","page":201,"srd":false,"image":"bestiary/tokens/HoL/Squire.webp","token":"bestiary/tokens/HoL/Squire.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"12","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":10,"con":12,"int":8,"wis":11,"cha":9,"saves":"Str +3","skills":"Athletics +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) slashing damage, or 6 ({@damage 1d10 + 1}) slashing damage if used with two hands."]}],"bonusActions":[{"name":"Shove","entries":["While wielding a shield, you try to shove one creature within 5 feet of you."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"squirt-the-oilcan","name":"Squirt the Oilcan","source":"WBtW","page":110,"srd":false,"image":"bestiary/WBtW/Squirt the Oilcan.webp","token":"bestiary/tokens/WBtW/Squirt the Oilcan.webp","size":"Tiny","creatureType":"Construct","alignment":"Chaotic Neutral","ac":"15","initiative":"+2 (12)","hp":"17 (7d4)","speed":"0 ft., fly 30 ft. (hover)","str":3,"dex":15,"con":10,"int":11,"wis":8,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; poisoned; unconscious","senses":"Passive Perception 9","languages":"Common, Dwarvish, Sylvan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If Squirt is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed Squirt move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that Squirt is animate."]},{"name":"Unusual Nature","entries":["Squirt doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]},{"name":"Boggle Oil (3 Applications)","entries":["Squirt expends 1 application of boggle oil to create a 10-foot-square puddle of slippery, non-flammable oil on the ground within 5 feet of it. The puddle is {@quickref difficult terrain||3} and lasts for 1 hour. Each creature that enters the puddle's area or starts its turn there must succeed on a {@dc 11} Dexterity saving throw or fall {@condition prone}. Boggles are unaffected by the oil. After it expends all 3 applications, Squirt can't use this action again until its supply of boggle oil is replenished."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"entries","entries":[{"type":"entries","name":"Roleplaying Notes","entries":["Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves hoping to harvest boggle oil. Though the expedition was a success, the dwarves were put to sleep by pixie magic. During a celebration that erupted around them, an elf used her magic to animate the oilcan in jest. Having come alive at a party, Squirt was imbued with the urge to seek out fun wherever it can be found.",{"type":"entries","name":"Alignment","entries":["Chaotic neutral."]},{"type":"entries","name":"Personality Trait","entries":["\"Why do something yourself when you can have someone else do it for you?\""]},{"type":"entries","name":"Ideal","entries":["\"No use sitting about getting rusty when there's fun to be had. Let's party!\""]},{"type":"entries","name":"Bond","entries":["\"I'm running on fumes here. I need oil.\""]},{"type":"entries","name":"Flaw","entries":["\"I'm too tired to fly today. You carry me.\""]}]}]}]}],"gallery":[{"path":"bestiary/WBtW/Squirt the Oilcan.webp","credit":"Olga Drebas"}]},{"id":"ssendam-lord-of-madness","name":"Ssendam, Lord of Madness","source":"MaBJoV","page":107,"srd":false,"image":"bestiary/MaBJoV/Ssendam, Lord of Madness.webp","token":"bestiary/tokens/MaBJoV/Ssendam, Lord of Madness.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"19","initiative":"+7 (17)","hp":"299 (26d10 + 156)","speed":"30 ft., swim 30 ft.","str":20,"dex":24,"con":22,"int":20,"wis":18,"cha":26,"saves":"Dex +14, Con +13, Cha +15","skills":"Arcana +12, Deception +15, Insight +18, Intimidation +15, Perception +11","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"blindsight 60 ft., truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Aura of Madness","entries":["Any creature (other than Undead or Constructs) that ends its turn within 10 feet of Ssendam must succeed on a {@dc 20} Charisma saving throw or be inflicted with a random short-term madness. If a creature succeeds against any madness ability of Ssendam's, they are immune to Ssendam's madness for 1 hour."]},{"name":"Legendary Resistance (3/Day)","entries":["If Ssendam fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Ssendam has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Ssendam's weapon attacks are magical."]},{"name":"Regeneration (Golden Amoeba Form Only)","entries":["Ssendam regains 40 hit points at the start of her turn if she has at least 1 hit point."]}],"spellcasting":[{"name":"Spellcasting","entries":["Ssendam casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","At will: {@spell detect evil and good}, {@spell detect magic}, {@spell detect thoughts}, {@spell dispel magic}, {@spell fear}, {@spell fly}, {@spell mass suggestion}, {@spell plane shift}","2/day each: {@spell finger of death}, {@spell flame strike}","1/day each: {@spell power word kill}, {@spell power word stun}"]}],"actions":[{"name":"Multiattack","entries":["Ssendam makes three attacks: one with her Touch of Madness and two with her Chaos Staff."]},{"name":"Touch of Madness","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) slashing damage plus 11 ({@damage 2d10}) necrotic damage. A target that fails a {@dc 20} Charisma saving throw is inflicted with a random short-term madness. If it is already mad, the existing madness is replaced with a random long-term madness."]},{"name":"Chaos Staff","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 11 ({@damage 2d10}) necrotic damage. The target must succeed on a {@dc 19} Constitution saving throw or have the {@condition stunned} condition for 1 minute. The target may repeat the saving throw at the end of each of their turns, ending the effect on a success."]},{"name":"Summon Slaadi (1/Day)","entries":["Ssendam summons {@dice 1d4 + 1} {@creature death slaad||death slaadi}. A summoned slaad appears in an unoccupied space within 60 feet of Ssendam, acts as an ally of Ssendam, and can't summon other slaadi. It remains for 1 minute, until it or Ssendam dies, or until Ssendam dismisses it as an action."]},{"name":"Teleport","entries":["Ssendam magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see."]}],"bonusActions":[{"name":"Change Shape","entries":["Ssendam polymorphs into a Small or Medium-sized Humanoid, into a Small Aberration that looks like a golden amoeba, or back into this, her golden slaad form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Her statistics in the Humanoid forms, other than her size, are the same.","While in her amoeba form, Ssendam also has the same statistics with the following changes. She can't take any actions (except her Change Shape action), speak, or manipulate objects. She has a movement speed of 40 feet and can enter a hostile creature's space and stop there. In addition, Ssendam can move through a space as narrow as 1 inch wide without squeezing. She has advantage on Strength and Dexterity saving throws, and has resistance to all damage except psychic and radiant."]}],"reactions":[{"name":"Amoeba","entries":["When damaged, Ssendam uses her reaction to activate Change Shape to transform into her golden amoeba form. Doing this reduces the damage to 0."]}],"legendaryActions":[{"name":"Chaos Staff","entries":["Ssendam makes one Chaos Staff attack."]},{"name":"Teleport","entries":["Ssendam uses her Teleport action."]},{"name":"Subversion (Costs 2 Actions)","entries":["Ssendam forces every creature suffering from madness within 60 feet of her to use their reaction to attack another creature within 5 feet of them."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["The lord of insanity is a difficult subject to find accurate information on. Mainly because most that encounter the primal slaad are left either catatonic, incoherent or psychotic. Ssendam is one of the two known slaadi lords, the other being Ygorl, lord of entropy. There are rumors of other slaadi that may rival the power of Ssendam and Ygorl. Netherese texts refer to them as void slaad and chronal slaad."],"by":"Volo"},"Ssendam is the Slaad Lord of Madness. She was born in the ancient days, when Primus, Lord of the Modrons, came to Limbo to bring order to chaos with his Spawning Stone. A shard of the Spawning Stone broke off in the god's hand and worked its way into his divine body. The wound made him feverish and clouded his thoughts; this was the first instance of what is now known as the chaos phage or \"slaad fever\".","Not wanting to bring the illness to his home plane of Mechanus, Primus purged himself before leaving Limbo. Not only did he expel the shard, but all the chaos that had touched his body, in a pile of vile excrement. Through the power of the Spawning Stone, this excrement transformed itself into the first slaad—Ssendam.","Ssendam is not interested in the realm of Limbo. Her only desire is to spread sickness and madness. To this end she travels to different mortal worlds, bringing with her the chaos phage. She has two forms, that of a golden amoeba or alternatively that of a golden slaad. As an amoeba, Ssendam moves through the waters of a mortal world, looking for a perfect host. When she finds that host, she allows her target to consume her by drinking water or wine. She then infects her host's mind and slowly turns them toward madness. This madness leads to an obsession with the slaad, the chaos phage, and Limbo.","Eventually, the host will find a way to bring slaad into their world. When there are enough of her kind, Ssendam completes her corruption of the host and transforms into her golden slaad form, utterly consuming her unfortunate living vessel. Her only goal after this transformation is spread the chaos phage to all corners of the world she now inhabits."],"gallery":[{"path":"bestiary/MaBJoV/Ssendam, Lord of Madness.webp"}]},{"id":"ssurran-defiler","name":"Ssurran Defiler","source":"BAM","page":58,"srd":false,"image":"bestiary/BAM/Ssurran Defiler.webp","token":"bestiary/tokens/BAM/Ssurran Defiler.webp","size":"Medium","creatureType":"Monstrosity (Lizardfolk)","alignment":"Any Alignment","ac":"16","initiative":"+1 (11)","hp":"52 (7d8 + 21)","speed":"30 ft., swim 30 ft.","str":13,"dex":12,"con":16,"int":15,"wis":15,"cha":7,"saves":"Con +5, Int +4","skills":"Arcana +4, Perception +4, Stealth +3, Survival +4","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The ssurran can hold its breath for 15 minutes."]},{"name":"Intellect Fortress","entries":["The ssurran's AC includes its Intelligence modifier."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The ssurran casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:","At will: {@spell mage hand} (the hand is invisible)","1/day: {@spell invisibility} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The ssurran makes two Claw attacks and uses Defile (if available)."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage plus 4 ({@damage 1d8}) necrotic damage."]},{"name":"Defile {@recharge}","entries":["Ordinary vegetation within 10 feet of the ssurran withers and dies. In addition, each creature within 10 feet of the ssurran must make a {@dc 11} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one. The ssurran regains 5 ({@dice 1d10}) hit points for each creature that fails the saving throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ssurran defilers can lay waste to the plant life around them and draw vital energy at the same time from other creatures that are caught in the area."]}],"gallery":[{"path":"bestiary/BAM/Ssurran Defiler.webp","credit":"Shawn Wood"}]},{"id":"ssurran-poisoner","name":"Ssurran Poisoner","source":"BAM","page":58,"srd":false,"image":"bestiary/BAM/Ssurran Poisoner.webp","token":"bestiary/tokens/BAM/Ssurran Poisoner.webp","size":"Medium","creatureType":"Monstrosity (Lizardfolk)","alignment":"Any Alignment","ac":"16","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"30 ft., swim 30 ft.","str":13,"dex":12,"con":13,"int":12,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +3, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Draconic","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The ssurran can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The ssurran makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage plus 4 ({@damage 1d8}) poison damage."]},{"name":"Poison Bomb","entries":["The ssurran throws a tangerine-sized bomb at a point up to 60 feet away, where it explodes, releasing a 10-foot-radius sphere of poisonous gas that disperses quickly. Each creature in the sphere must make a {@dc 11} Constitution saving throw, taking 10 ({@damage 3d6}) poison damage on a failed save, or half as much damage on a successful one. After the ssurran throws a bomb, roll a {@dice d6}; on a roll of 4 or lower, the ssurran has no more bombs to throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ssurran poisoners coat their weapons with toxin and hurl bombs that release poisonous gas."]}],"gallery":[{"path":"bestiary/BAM/Ssurran Poisoner.webp","credit":"Shawn Wood"}]},{"id":"stalagma-steelshadow","name":"Stalagma Steelshadow","source":"WDMM","page":273,"srd":false,"image":"bestiary/tokens/WDMM/Stalagma Steelshadow.webp","token":"bestiary/tokens/WDMM/Stalagma Steelshadow.webp","size":"Huge","creatureType":"Dragon","alignment":"Lawful Evil","ac":"19","initiative":"+0 (10)","hp":"243 (18d12 + 126)","speed":"40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":13,"cha":21,"saves":"Dex +5, Con +12, Wis +6, Cha +10","skills":"Arcana +8, History +8, Perception +11, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 21","languages":"Draconic, Dwarvish, Terran","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Mountain, Urban","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Stalagma fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Stalagma can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Stalagma's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acid Breath","entry":"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 18} Dexterity saving throw, taking 58 ({@damage 13d8}) acid damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Paralyzing Breath","entry":"The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a {@dc 20} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]},{"name":"Change Shape","entries":["Stalagma magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, Stalagma retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Stalagma makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Stalagma makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Stalagma beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:",{"type":"list","items":["The dragon creates fog as if it had cast the {@spell fog cloud} spell. The fog lasts until initiative count 20 on the next round.","A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a {@dc 15} Constitution saving throw or take 5 ({@damage 1d10}) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a {@chance 50} chance of being extinguished."]},{"type":"entries","name":"Additional Lair Action","entries":["At your discretion, a legendary ({@creature Adult Silver Dragon||adult} or {@creature Ancient Silver Dragon||ancient}) silver dragon can use the following additional lair action while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Icy Grip","entry":"A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a {@dc 15} Constitution saving throw or be {@condition restrained} until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.",{"type":"list","items":["Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the {@spell control weather} spell.","Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.","Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes."]},"If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days."]},{"id":"stalker-of-baphomet","name":"Stalker of Baphomet","source":"BGG","page":178,"srd":false,"image":"bestiary/BGG/Stalker of Baphomet.webp","token":"bestiary/tokens/BGG/Stalker of Baphomet.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":25,"dex":17,"con":22,"int":13,"wis":16,"cha":12,"saves":"Dex +7, Wis +7","skills":"Athletics +15, Perception +7, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 17","languages":"Abyssal, Giant","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Labyrinthine Recall","entries":["The stalker can perfectly recall any path it has traveled."]},{"name":"Magic Resistance","entries":["The stalker has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The stalker casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","1/day each: {@spell meld into stone}, {@spell stone shape}, {@spell wall of stone}"]}],"actions":[{"name":"Multiattack","entries":["The stalker makes two Glaive attacks or two Rock attacks."]},{"name":"Glaive","entries":["{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}18 ({@damage 2d10 + 7}) slashing damage plus 9 ({@damage 2d8}) force damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}23 ({@damage 3d10 + 7}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Strength saving throw or have the {@condition prone} condition. After the stalker throws the rock, roll a {@dice d6}; on a roll of 3 or lower, the stalker has no more rocks to throw."]},{"name":"Erupting Horns {@recharge 5}","entries":["The stalker causes the earth to churn at a point on the ground it can see within 60 feet of itself. Six horn-shaped stones erupt in a 30-foot-radius, 30-foot-high cylinder centered on that point and then crumble to dust.","Each creature in that area must make a {@dc 15} Dexterity saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) piercing damage and is pushed up to 30 feet upward and then falls. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Demon worship is rare among stone giants; the destructive tendency of demons is the antithesis of the artistry that drives the stone giant's ordning. The Horned King, Baphomet, is an exception. Though he is a merciless hunter, the Prince of Beasts also crafts complex mazes as his hunting grounds. Stone giants can become mesmerized by the demon lord's mazes and enter his service. These giants can continue pursuing art by crafting mazes, while satiating their bloodlust by hunting in them.","Baphomet rewards his most faithful cultists with transformation into demonic stalkers. Such a giant grows an elaborate crown of six horns, and Baphomet gives the stone giant a magic glaive and the ability to call up horns of stone from the earth."]}],"gallery":[{"path":"bestiary/BGG/Stalker of Baphomet.webp","credit":"Suzanne Helmigh"}]},{"id":"stanimir","name":"Stanimir","source":"CoS","page":20,"srd":false,"image":"bestiary/tokens/CoS/Stanimir.webp","token":"bestiary/tokens/CoS/Stanimir.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell friends}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell charm person}, {@spell mage armor}, {@spell shield}, {@spell sleep}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell bestow curse}, {@spell phantom steed}, {@spell vampiric touch}","Level 4 (3 slots): {@spell greater invisibility}, {@spell stoneskin}","Level 5 (1 slots): {@spell dominate person}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"star-angler","name":"Star Angler","source":"VEoR","page":237,"srd":false,"image":"bestiary/VEoR/Star Angler.webp","token":"bestiary/tokens/VEoR/Star Angler.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"119 (14d10 + 42)","speed":"0 ft., fly 40 ft.","str":21,"dex":15,"con":17,"int":3,"wis":14,"cha":6,"saves":"","skills":"Perception +5, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 120 ft. (can't see beyond this radius), Passive Perception 15","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Avoidance","entries":["If the star angler is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails."]},{"name":"Illumination","entries":["The star angler's lure sheds bright light in a 30-foot radius and dim light for an additional 30 feet."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The star angler makes three Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage."]}],"bonusActions":[{"name":"Lure Charm","entries":["The star angler's lure flares with enchanting starlight, targeting one creature the star angler can see within 120 feet of itself. The target must succeed on a {@dc 13} Wisdom saving throw or have the {@condition charmed} condition until the start of the star angler's next turn. While {@condition charmed} in this way, the target has the {@condition incapacitated} condition and must use its movement on its turn to move directly toward the star angler; a {@condition charmed} target doesn't avoid opportunity attacks, but it does avoid damaging terrain. A target can be {@condition charmed} by only one star angler at a time."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Distantly related to scavvers, star anglers are astral predators that resemble hulking, golden anglerfish with iridescent fins and tails. A star angler lacks eyes, and its hide is dotted with bioluminescent specks, allowing it to easily blend into the vast expanse of the Astral Plane. A star angler's signature lure emits an enchanting glow that has pulled many Wildspace explorers to their demises."]}],"gallery":[{"path":"bestiary/VEoR/Star Angler.webp"}]},{"id":"star-lancer","name":"Star Lancer","source":"MCV1SC","page":12,"srd":false,"image":"bestiary/MCV1SC/Star Lancer.webp","token":"bestiary/tokens/MCV1SC/Star Lancer.webp","size":"Large","creatureType":"Celestial","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"60 (8d10 + 16)","speed":"0 ft., fly 50 ft.","str":18,"dex":15,"con":15,"int":10,"wis":13,"cha":8,"saves":"Dex +4, Con +4","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"radiant","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Celestial, telepathy 120 ft.","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The star lancer doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Horn","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the star lancer moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 10 ({@damage 3d6}) piercing damage."]},{"name":"Invisibility Cloak (3/Day)","entries":["The star lancer and one creature riding it (chosen by the star lancer) magically turn {@condition invisible}. This effect lasts until the star lancer or a creature riding it attacks or casts a spell, or until the star lancer's {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment worn or carried by the {@condition invisible} creatures is also {@condition invisible} for the duration of the Invisibility Cloak."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Drifting in the Astral Sea are the petrified husks of dead gods, their colossal bodies riddled with natural tunnels and caverns. While exploring the innards of one of these dead gods, githyanki xenomancers found a vast cavern containing scores of winged creatures they had never encountered before. The cavern's denizens used telepathy to question the githyanki interlopers, who promptly suggested an alliance. The winged creatures quickly developed a fondness for the githyanki.","The githyanki refer to the winged creatures as star lancers (\"vah'k'rel\" in the Gith tongue) and came to realize star lancers are reincarnations of the dead god's most ardent worshipers. When a star lancer dies, its soul instantly returns to the Great Cavern that forms the hollow heart of the dead god. There, the soul becomes housed in the body of a new, fully grown star lancer that rises magically from the cavern floor. As long as the dead god and its Great Cavern remain intact, the number of star lancers in the multiverse is finite and never-changing.","A star lancer resembles a shark, albeit one that has four wings and a long tail. Its head bears a sharp protuberance that the creature uses to impale enemies.","Githyanki are fond of using star lancers as mounts, riding them across the Astral Sea in small flocks. A star lancer has the innate ability to turn itself and its rider invisible, making it ideal for stealth missions and ambushes."]}],"gallery":[{"path":"bestiary/MCV1SC/Star Lancer.webp"}]},{"id":"star-spawn-grue","name":"Star Spawn Grue","source":"MPMM","page":227,"srd":false,"image":"bestiary/MPMM/Star Spawn Grue.webp","token":"bestiary/tokens/MPMM/Star Spawn Grue.webp","size":"Small","creatureType":"Aberration","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"17 (5d6)","speed":"30 ft.","str":6,"dex":13,"con":10,"int":9,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Deep Speech","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Swamp","treasure":"","traits":[{"name":"Aura of Shrieks","entries":["Creatures within 20 feet of the grue that aren't Aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue."]}],"spellcasting":[],"actions":[{"name":"Confounding Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage, and the target must succeed on a {@dc 10} Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produce discordant psychic energy that disrupts thought patterns in other creatures, which experience flashing colors, hallucinations, disorientation, and waves of hopelessness."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures.","Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.","The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.",{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}],"gallery":[{"path":"bestiary/MPMM/Star Spawn Grue.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"star-spawn-grue-mtf","source":"MTF"}]},{"id":"star-spawn-grue-mtf","name":"Star Spawn Grue","source":"MTF","page":234,"srd":false,"image":"bestiary/tokens/MTF/Star Spawn Grue.webp","token":"bestiary/tokens/MTF/Star Spawn Grue.webp","size":"Small","creatureType":"Aberration","alignment":"Lawful Evil","ac":"11","initiative":"+1 (11)","hp":"17 (5d6)","speed":"30 ft.","str":6,"dex":13,"con":10,"int":9,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Deep Speech","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Swamp","treasure":"","traits":[{"name":"Aura of Madness","entries":["Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue."]}],"spellcasting":[],"actions":[{"name":"Confounding Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage, and the target must succeed on a {@dc 10} Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Fanged and lipless, the ever-grinning, madly staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its pallid skin, and it's long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produces discordant psychic energy that disrupts thought patterns in other creatures. Intelligent creatures experience flashing colors, hallucinations, disorientation, and waves of hopelessness when they find themselves near a group of star spawn grues."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Heralds of Doom","type":"entries","entries":["The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world."]},{"type":"quote","entries":["The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be."],"by":"Mordenkainen"},{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}]}]}],"hidden":true,"otherVersions":[{"id":"star-spawn-grue","source":"MPMM"}]},{"id":"star-spawn-hulk","name":"Star Spawn Hulk","source":"MPMM","page":227,"srd":false,"image":"bestiary/MPMM/Star Spawn Hulk.webp","token":"bestiary/tokens/MPMM/Star Spawn Hulk.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"-1 (9)","hp":"136 (13d10 + 65)","speed":"30 ft.","str":20,"dex":8,"con":21,"int":7,"wis":12,"cha":9,"saves":"Dex +3, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 15","languages":"Deep Speech","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Psychic Mirror","entries":["If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hulk makes two Slam attacks. If both attacks hit the same target, the target also takes 9 ({@damage 2d8}) psychic damage and must succeed on a {@dc 17} Constitution saving throw or be {@condition stunned} until the end of the target's next turn."]},{"name":"Slam","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage."]},{"name":"Reaping Arms {@recharge 5}","entries":["The hulk makes a separate Slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a {@dc 17} Dexterity saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The hulk is one of the largest of the known star spawn, with glistening, translucent skin. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose. Hulks are seldom encountered without a commanding star spawn seer (also in this book) nearby. A hulk appears to have little will of its own and is driven to protect its master."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures.","Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.","The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.",{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}],"gallery":[{"path":"bestiary/MPMM/Star Spawn Hulk.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"star-spawn-hulk-mtf","source":"MTF"}]},{"id":"star-spawn-hulk-mtf","name":"Star Spawn Hulk","source":"MTF","page":234,"srd":false,"image":"bestiary/tokens/MTF/Star Spawn Hulk.webp","token":"bestiary/tokens/MTF/Star Spawn Hulk.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"-1 (9)","hp":"136 (13d10 + 65)","speed":"30 ft.","str":20,"dex":8,"con":21,"int":7,"wis":12,"cha":9,"saves":"Dex +3, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 15","languages":"Deep Speech","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Psychic Mirror","entries":["If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 ({@damage 2d8}) psychic damage and must succeed on a {@dc 17} Constitution saving throw or be {@condition stunned} until the end of the target's next turn."]},{"name":"Slam","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage."]},{"name":"Reaping Arms {@recharge 5}","entries":["The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a {@dc 17} Dexterity saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The hulk is the largest of the known star spawn. Though ogre-like in stature, the hulk's glistening translucent skin reveals a muscled form devoid of an ogre's fat. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose.","Hulks are seldom encountered without a commanding seer nearby. A hulk appears to have little will of its own, other than to protect its master."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Heralds of Doom","type":"entries","entries":["The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world."]},{"type":"quote","entries":["The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be."],"by":"Mordenkainen"},{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}]}]}],"hidden":true,"otherVersions":[{"id":"star-spawn-hulk","source":"MPMM"}]},{"id":"star-spawn-larva-mage","name":"Star Spawn Larva Mage","source":"MPMM","page":228,"srd":false,"image":"bestiary/MPMM/Star Spawn Larva Mage.webp","token":"bestiary/tokens/MPMM/Star Spawn Larva Mage.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"168 (16d8 + 96)","speed":"30 ft.","str":17,"dex":12,"con":23,"int":18,"wis":12,"cha":16,"saves":"Dex +6, Wis +6, Cha +8","skills":"Perception +6","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"psychic","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned; restrained","senses":"darkvision 60 ft., Passive Perception 16","languages":"Deep Speech","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Mountain","treasure":"","traits":[{"name":"Return to Worms","entries":["When the mage is reduced to 0 hit points, it breaks apart into a {@creature swarm of insects} in the same space. Unless the swarm is destroyed, the mage reforms from it 24 hours later."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell mage hand}, {@spell message}, {@spell minor illusion}","1/day: {@spell dominate monster}"]}],"actions":[{"name":"Multiattack","entries":["The mage makes three Slam or Eldritch Bolt attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition poisoned} until the end of its next turn."]},{"name":"Eldritch Bolt","entries":["{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}19 ({@damage 3d10 + 3}) force damage."]},{"name":"Plague of Worms {@recharge}","entries":["Each creature other than a star spawn within 10 feet of the mage must succeed on a {@dc 19} Dexterity saving throw or take 22 ({@damage 5d8}) necrotic damage and be {@condition blinded} and {@condition restrained} by masses of swarming worms. The affected creature takes 22 ({@damage 5d8}) necrotic damage at the start of each of the mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Feed on Weakness","entries":["When a creature within 20 feet of the mage fails a saving throw, the mage gains 10 temporary hit points."]}],"legendaryActions":[{"name":"Slam","entries":["The mage makes one Slam attack."]},{"name":"Eldritch Bolt (Costs 2 Actions)","entries":["The mage makes one Eldritch Bolt attack."]},{"name":"Feed (Costs 3 Actions)","entries":["Each creature {@condition restrained} by the mage's Plague of Worms takes 13 ({@damage 3d8}) necrotic damage, and the mage gains 6 temporary hit points."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation; what emerges is wholly alien."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures.","Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.","The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.",{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}],"gallery":[{"path":"bestiary/MPMM/Star Spawn Larva Mage.webp","credit":"Ben Wootten"}],"otherVersions":[{"id":"star-spawn-larva-mage-mtf","source":"MTF"}]},{"id":"star-spawn-larva-mage-mtf","name":"Star Spawn Larva Mage","source":"MTF","page":235,"srd":false,"image":"bestiary/MTF/Star Spawn Larva Mage.webp","token":"bestiary/tokens/MTF/Star Spawn Larva Mage.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"168 (16d8 + 96)","speed":"30 ft.","str":17,"dex":12,"con":23,"int":18,"wis":12,"cha":16,"saves":"Dex +6, Wis +6, Cha +8","skills":"Perception +6","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"psychic","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned; restrained","senses":"darkvision 60 ft., Passive Perception 16","languages":"Deep Speech","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Mountain","treasure":"","traits":[{"name":"Return to Worms","entries":["When the larva mage is reduced to 0 hit points, it breaks apart into a {@creature swarm of insects} in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The larva mage's innate spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell eldritch blast}*, {@spell minor illusion}","1/day: {@spell circle of death}","3/day: {@spell dominate monster}","*3 beams, +3 bonus to each damage roll"]}],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition poisoned} until the end of its next turn."]},{"name":"Plague of Worms {@recharge}","entries":["Each creature other than a star spawn within 10 feet of the larva mage must make a {@dc 19} Dexterity saving throw. On a failure the target takes 22 ({@damage 5d8}) necrotic damage and is {@condition blinded} and {@condition restrained} by masses of swarming worms. The affected creature takes 22 ({@damage 5d8}) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Feed on Weakness","entries":["When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points."]}],"legendaryActions":[{"name":"Cantrip (Costs 2 Actions)","entries":["The larva mage casts one cantrip."]},{"name":"Slam (Costs 2 Actions)","entries":["The larva mage makes one slam attack."]},{"name":"Feed (Costs 3 Actions)","entries":["Each creature {@condition restrained} by the larva mage's Plague of Worms takes 13 ({@damage 3d8}) necrotic damage, and the larva mage gains 6 temporary hit points."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation, so what emerges is wholly alien."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Heralds of Doom","type":"entries","entries":["The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world."]},{"type":"quote","entries":["The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be."],"by":"Mordenkainen"},{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Star Spawn Larva Mage.webp","credit":"Ben Wootten"}],"hidden":true,"otherVersions":[{"id":"star-spawn-larva-mage","source":"MPMM"}]},{"id":"star-spawn-mangler","name":"Star Spawn Mangler","source":"MPMM","page":229,"srd":false,"image":"bestiary/MPMM/Star Spawn Mangler.webp","token":"bestiary/tokens/MPMM/Star Spawn Mangler.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"71 (13d8 + 13)","speed":"40 ft., climb 40 ft.","str":8,"dex":18,"con":12,"int":11,"wis":12,"cha":7,"saves":"Dex +7, Con +4","skills":"Stealth +7","vulnerabilities":"","resistances":"cold","immunities":"psychic","conditionImmunities":"charmed; frightened; prone","senses":"darkvision 60 ft., Passive Perception 11","languages":"Deep Speech","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Ambusher","entries":["The mangler has advantage on initiative rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mangler makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage. If the attack roll has advantage, the target also takes 7 ({@damage 2d6}) psychic damage."]},{"name":"Flurry of Claws {@recharge 5}","entries":["The mangler makes six Claw attacks. Either before or after these attacks, it can move up to its speed without provoking {@action opportunity attack||opportunity attacks}."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, the mangler takes the {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"quote","entries":["The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail.","In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be."],"by":"Mordenkainen"},"A mangler is a low-slung, creeping horror with multiple gangly arms—it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures.","Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.","The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.",{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}],"gallery":[{"path":"bestiary/MPMM/Star Spawn Mangler.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"star-spawn-mangler-mtf","source":"MTF"}]},{"id":"star-spawn-mangler-mtf","name":"Star Spawn Mangler","source":"MTF","page":236,"srd":false,"image":"bestiary/tokens/MTF/Star Spawn Mangler.webp","token":"bestiary/tokens/MTF/Star Spawn Mangler.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"71 (13d8 + 13)","speed":"40 ft., climb 40 ft.","str":8,"dex":18,"con":12,"int":11,"wis":12,"cha":7,"saves":"Dex +7, Con +4","skills":"Stealth +7","vulnerabilities":"","resistances":"cold","immunities":"psychic","conditionImmunities":"charmed; frightened; prone","senses":"darkvision 60 ft., Passive Perception 11","languages":"Deep Speech","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Ambusher","entries":["On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the mangler can take the {@action Hide} action as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mangler makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage. If the attack roll has advantage, the target also takes 7 ({@damage 2d6}) psychic damage."]},{"name":"Flurry of Claws {@recharge 4}","entries":["The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A mangler is a low-slung, creeping horror with multiple gangly arms. A mangler most often has six arms, but one can have any number from four to eight.","Manglers creep along the ground or the walls, sticking to shadows, hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Heralds of Doom","type":"entries","entries":["The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world."]},{"type":"quote","entries":["The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be."],"by":"Mordenkainen"},{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}]}]}],"hidden":true,"otherVersions":[{"id":"star-spawn-mangler","source":"MPMM"}]},{"id":"star-spawn-seer","name":"Star Spawn Seer","source":"MPMM","page":230,"srd":false,"image":"bestiary/MPMM/Star Spawn Seer.webp","token":"bestiary/tokens/MPMM/Star Spawn Seer.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"17","initiative":"+1 (11)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":14,"dex":12,"con":18,"int":22,"wis":19,"cha":16,"saves":"Dex +6, Int +11, Wis +9, Cha +8","skills":"Perception +9","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 19","languages":"Common, Deep Speech, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Mountain, Swamp, Urban","treasure":"","traits":[{"name":"Out-Of-Phase Movement","entries":["The seer can move through other creatures and objects as if they were {@quickref difficult terrain||3}, and its movement doesn't provoke {@action opportunity attack||opportunity attacks}.","Each creature it moves through takes 5 ({@damage 1d10}) psychic damage; no creature can take this damage more than once per turn.","The seer takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The seer makes two Comet Staff or Psychic Orb attacks."]},{"name":"Comet Staff","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage, and if the target is a creature, it must succeed on a {@dc 19} Constitution saving throw or be {@condition incapacitated} until the end of its next turn."]},{"name":"Psychic Orb","entries":["{@atk rs} {@hit 11} to hit, range 120 feet, one creature. {@h}27 ({@damage 5d10}) psychic damage."]},{"name":"Collapse Distance {@recharge}","entries":["The seer warps space around one creature it can see within 30 feet of it. That creature must make a {@dc 19} Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target's original space takes 39 ({@damage 6d12}) psychic damage. On a successful save, the target takes 19 ({@damage 3d12}) psychic damage and isn't teleported."]}],"bonusActions":[],"reactions":[{"name":"Bend Space","entries":["When the seer would be hit by an attack roll, it teleports, along with any equipment it is wearing or carrying, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A star spawn seer is most often encountered as the leader of a cult dedicated to one or more Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. The seer's goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil's realm.","An entity that appears as a star spawn seer in the Material Plane usually arrives disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer's body. The mortal's hands become bulky, flipper-like appendages able to grasp the seer's strange staff formed of a blend of flesh, bone, and star stuff.","A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a powerful combatant, but when a seer deals psychic damage to a hulk, the hulk isn't hurt, and the effect ricochets off and expands to assault other creatures."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures.","Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.","The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.",{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}],"gallery":[{"path":"bestiary/MPMM/Star Spawn Seer.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"star-spawn-seer-mtf","source":"MTF"}]},{"id":"star-spawn-seer-mtf","name":"Star Spawn Seer","source":"MTF","page":236,"srd":false,"image":"bestiary/tokens/MTF/Star Spawn Seer.webp","token":"bestiary/tokens/MTF/Star Spawn Seer.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"17","initiative":"+1 (11)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":14,"dex":12,"con":18,"int":22,"wis":19,"cha":16,"saves":"Dex +6, Int +11, Wis +9, Cha +8","skills":"Perception +9","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"psychic","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 19","languages":"Common, Deep Speech, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Mountain, Swamp, Urban","treasure":"","traits":[{"name":"Out-of-Phase Movement","entries":["The seer can move through other creatures and objects as if they were {@quickref difficult terrain||3}. Each creature it moves through takes 5 ({@damage 1d10}) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The seer makes two comet staff attacks or uses Psychic Orb twice."]},{"name":"Comet Staff","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage, or 10 ({@damage 1d8 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage, if used with two hands, and the target must succeed on a {@dc 19} Constitution saving throw or be {@condition incapacitated} until the end of its next turn."]},{"name":"Psychic Orb","entries":["{@atk rs} {@hit 11} to hit, range 120 feet, one target. {@h}27 ({@damage 5d10}) psychic damage."]},{"name":"Collapse Distance {@recharge}","entries":["The seer warps space around a creature it can see within 30 feet of it. That creature must make a {@dc 19} Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 ({@damage 6d12}) psychic damage. On a successful save, the target takes 19 ({@damage 3d12}) psychic damage."]}],"bonusActions":[],"reactions":[{"name":"Bend Space","entries":["When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A star spawn seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating.","An entity that appears as a star spawn seer in the Material Plane usually arrives as something different—something disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal's form and spirit, transforming it into a star spawn seer. Whoever the seer once was largely vanishes beneath the corpulent bulk of tumorous skin than builds up in strange whorls all over the seer's body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs—formed of some blend of flesh, bone, and star stuff—but clumsy and painful when used to manipulate other things.","A star spawn seer is almost always accompanied by one or more star spawn hulks. Although the hulk is a worthy combatant in its own right, it's also a vital part of a tactic often used by seers. When a seer deals psychic damage to a hulk, the hulk isn't hurt, while the effect ricochets off the hulk and expands to assault other creatures.","The seer's goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the squirming madness of an Elder Evil's prison."]},{"type":"section","name":"Star Spawn","entries":[{"type":"quote","entries":["Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness."],"by":"Mordenkainen"},"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.","However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Heralds of Doom","type":"entries","entries":["The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world."]},{"type":"quote","entries":["The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be."],"by":"Mordenkainen"},{"name":"Elder Evil Blessings","type":"entries","entries":["Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",{"type":"list","columns":3,"items":["{@cult Cult of Atropus, the World Born Dead|MTF}","{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}","{@cult Cult of Haask, the Voice of Hargut|MTF}","{@cult Cult of Tharizdun, the Chained God|MTF}","{@cult Cult of Tyranthraxus, the Flamed One|MTF}"]}]}]}]}]}],"hidden":true,"otherVersions":[{"id":"star-spawn-seer","source":"MPMM"}]},{"id":"stargleam","name":"Stargleam","source":"QftIS","page":92,"srd":false,"image":"bestiary/tokens/QftIS/Stargleam.webp","token":"bestiary/tokens/QftIS/Stargleam.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"67 (9d10 + 18)","speed":"50 ft.","str":18,"dex":14,"con":15,"int":11,"wis":17,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Charge","entries":["If Stargleam moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Magic Resistance","entries":["Stargleam has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Stargleam's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Stargleam's innate spellcasting ability is Charisma (spell save {@dc 14}). The unicorn can innately cast the following spells, requiring no components:","At will: {@spell detect evil and good}, {@spell druidcraft}, {@spell pass without trace}","1/day each: {@spell calm emotions}, {@spell dispel evil and good}, {@spell entangle}"]}],"actions":[{"name":"Multiattack","entries":["Stargleam makes two attacks: one with its hooves and one with its horn."]},{"name":"Hooves","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Horn","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Healing Touch (3/Day)","entries":["Stargleam touches another creature with its horn. The target magically regains 11 ({@dice 2d8 + 2}) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target."]},{"name":"Teleport (1/Day)","entries":["Stargleam magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Hooves","entries":["Stargleam makes one attack with its hooves."]},{"name":"Shimmering Shield (Costs 2 Actions)","entries":["Stargleam creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."]},{"name":"Heal Self (Costs 3 Actions)","entries":["Stargleam magically regains 11 ({@dice 2d8 + 2}) hit points."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:",{"type":"list","items":["Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.","Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity ({@skill Stealth}) checks made to hide.","When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.","Curses affecting any good-aligned creature are suppressed."]},"If the unicorn dies, these effects end immediately."]},{"id":"starlight-apparition","name":"Starlight Apparition","source":"BAM","page":59,"srd":false,"image":"bestiary/BAM/Starlight Apparition.webp","token":"bestiary/tokens/BAM/Starlight Apparition.webp","size":"Medium","creatureType":"Celestial","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"72 (16d8)","speed":"0 ft., fly 30 ft. (hover)","str":1,"dex":11,"con":10,"int":18,"wis":16,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison; radiant","conditionImmunities":"blinded; charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 120 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Astral Existence","entries":["The apparition can exist only on the Astral Plane. If it is sent to a location not on the Astral Plane, the apparition is destroyed."]},{"name":"Illumination","entries":["While it has at least 1 hit point, the apparition sheds bright light in a 20-foot radius and dim light for an additional 20 feet."]},{"name":"Incorporeal Movement","entries":["The apparition can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Unusual Nature","entries":["The apparition doesn't require air, drink, food, or sleep."]}],"spellcasting":[],"actions":[{"name":"Radiant Eruption","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}20 ({@damage 5d6 + 3}) radiant damage, and if the target is a creature, it must succeed on a {@dc 14} Wisdom saving throw or be {@condition blinded} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Possession {@recharge}","entries":["One Humanoid that the apparition can see within 5 feet of itself must succeed on a {@dc 14} Charisma saving throw or be possessed by the apparition; the apparition then disappears, and the target is {@condition incapacitated} and loses control of its body. The apparition now controls the body but doesn't deprive the target of awareness. The apparition can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, the apparition ends it as a bonus action, the body leaves the Astral Plane, or the apparition is forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the apparition reappears in an unoccupied space within 5 feet of the body. If it reappears in a location not on the Astral Plane, the apparition is destroyed. The target is immune to this apparition's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The transparent projections of unfortunate souls who perished in Wildspace or in the Astral Sea are known as starlight apparitions. Each one has a luminous, incorporeal appearance that resembles its former self, but with eyes that glow.","A starlight apparition is different from a ghost. While a ghost is doomed to haunt the place where it died until some promise or goal it couldn't achieve in life is fulfilled, the goal of a starlight apparition is to help someone else avoid or overcome a perilous obstacle or accomplish a difficult task. A starlight apparition comes into being when the soul of a deceased individual, from its resting place in the afterlife, projects a spectral copy of itself across a vast distance with the help of a deity or another powerful celestial entity. The apparition lasts only as long as its services are needed to complete the task at hand; then it fades away, never to return."]}],"gallery":[{"path":"bestiary/BAM/Starlight Apparition.webp","credit":"Nikki Dawes"}]},{"id":"statue-of-talos","name":"Statue of Talos","source":"SLW","srd":false,"image":"bestiary/tokens/SLW/Statue of Talos.webp","token":"bestiary/tokens/SLW/Statue of Talos.webp","size":"Large","creatureType":"Elemental","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"147 (14d10 + 70)","speed":"30 ft., fly 60 ft.","str":19,"dex":11,"con":20,"int":6,"wis":11,"cha":9,"saves":"Wis +4","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"poison","conditionImmunities":"exhaustion; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"Terran","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the statue remains motionless, it is indistinguishable from an inanimate statue."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes five attacks: one with its headbutt and four with its lightning bolt blades."]},{"name":"Headbutt","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Lightning Bolt Blades","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"statue-of-vergadain","name":"Statue of Vergadain","source":"WDMM","page":202,"srd":false,"image":"bestiary/tokens/WDMM/Statue of Vergadain.webp","token":"bestiary/tokens/WDMM/Statue of Vergadain.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The statue is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The statue has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The statue's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The statue targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Magic Theft","entries":["The golem targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 17} Charisma saving throw, or all magic items in its possession are teleported to the bottom of the pit in {@adventure area 31|WDMM|15|31. Hall of Embers}."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"steam-mephit","name":"Steam Mephit","source":"XMM","page":208,"srd":true,"image":"bestiary/XMM/Smoke and Steam Mephits.webp","token":"bestiary/tokens/XMM/Steam Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"17 (5d6)","speed":"30 ft., fly 30 ft.","str":5,"dex":11,"con":10,"int":11,"wis":10,"cha":12,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial (Aquan, Ignan)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Planar, Elemental","treasure":"","traits":[{"name":"Blurred Form","entries":["Attack rolls against the mephit are made with {@variantrule Disadvantage|XPHB} unless the mephit has the {@condition Incapacitated|XPHB} condition."]},{"name":"Death Burst","entries":["The mephit explodes when it dies. {@actSave dex} {@dc 10}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the mephit. {@actSaveFail} 5 ({@damage 2d4}) Fire damage. {@actSaveSuccess} Half damage."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}2 ({@damage 1d4}) Slashing damage plus 2 ({@damage 1d4}) Fire damage."]},{"name":"Steam Breath {@recharge}","entries":["{@actSave con} {@dc 10}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 5 ({@damage 2d4}) Fire damage, and the target's {@variantrule Speed|XPHB} decreases by 10 feet until the end of the mephit's next turn. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} Being underwater doesn't grant {@variantrule Resistance|XPHB} to this Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["These arrogant mephits are made of heat and vaporous water. They often trick creatures into doing them favors, then renege on promised rewards."]},{"type":"section","name":"Mephits","entries":["{@i Malicious Elemental Hooligans}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Elemental Planes)|bestiary|environment=planar, elemental}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Mephits are mean-spirited tricksters that dwell on the Elemental Planes. The six most prominent types of mephits resemble halfling-size gargoyles with wings, exaggerated features, and bodies composed of two elements. Most live self-interested existences, indulging their warped senses of humor or overblown egos on their home planes of existence. Some serve as messengers or spies for genies or magic-users.","Mephits resent leaving the elemental extremes where they make their homes. If loosed on the Material Plane or other realms, they lash out with nasty pranks or by tormenting weaker creatures. When destroyed, mephits explode in a burst of elemental magic.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am Seamusxanthuszenus, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!"],"by":"Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself"}]}]}],"gallery":[{"path":"bestiary/XMM/Smoke and Steam Mephits.webp"}],"otherVersions":[{"id":"steam-mephit-mm","source":"MM"}]},{"id":"steam-mephit-mm","name":"Steam Mephit","source":"MM","page":217,"srd":false,"image":"bestiary/MM/Steam Mephit.webp","token":"bestiary/tokens/MM/Steam Mephit.webp","size":"Small","creatureType":"Elemental","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"21 (6d6)","speed":"30 ft., fly 30 ft.","str":5,"dex":11,"con":10,"int":11,"wis":10,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"Aquan, Ignan","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Death Burst","entries":["When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a {@dc 10} Dexterity saving throw or take 4 ({@damage 1d8}) fire damage."]}],"spellcasting":[{"name":"Innate Spellcasting (1/Day)","entries":["The mephit can innately cast {@spell blur}, requiring no material components. Its innate spellcasting ability is Charisma.","At will: {@spell blur}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}2 ({@damage 1d4}) slashing damage plus 2 ({@damage 1d4}) fire damage."]},{"name":"Steam Breath {@recharge}","entries":["The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a {@dc 10} Dexterity saving throw, taking 4 ({@damage 1d8}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Mephits","entries":["Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements.","Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Elemental Nature","entries":["A mephit doesn't require food, drink, or sleep."]}]}]}]},{"name":"Steam Mephit","type":"entries","entries":[{"type":"entries","entries":["Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self-appointed overlords of all mephits."]}]}],"gallery":[{"path":"bestiary/MM/Steam Mephit.webp"}],"hidden":true,"otherVersions":[{"id":"steam-mephit","source":"XMM"}]},{"id":"steel-crane","name":"Steel Crane","source":"CM","page":164,"srd":false,"image":"bestiary/CM/Steel Crane.webp","token":"bestiary/tokens/CM/Steel Crane.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"76 (9d8 + 36)","speed":"40 ft.","str":13,"dex":18,"con":18,"int":13,"wis":17,"cha":14,"saves":"Dex +7, Int +4","skills":"Acrobatics +7, Deception +5, Perception +6, Stealth +7","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Steel Crane makes three attacks."]},{"name":"Force Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) force damage, and if the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the start of Steel Crane's next turn."]},{"name":"Whip","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage or, if the target is a creature, Steel Crane can grapple the target instead (escape {@dc 15}). Steel Crane can't make attacks with the whip while using it to grapple a creature. Anytime on his turn, he can release a creature {@condition grappled} by the whip (no action required)."]},{"name":"Heal Self (Recharges after a Long Rest)","entries":["Steel Crane regains {@dice 2d8 + 4} hit points, and all levels of {@condition exhaustion} end on him."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, Steel Crane deflects the missile. The damage he takes from the attack is reduced by {@dice 1d10 + 10}. If the damage is reduced to 0, Steel Crane catches the missile if it's small enough to hold in one hand and Steel Crane has a hand free."]},{"name":"Slow Descent (3/Day)","entries":["When Steel Crane falls, he can slow his descent, taking no damage from the fall."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Steel Crane is tall and slender. He is exceptionally handsome, with neat silver hair and deep green eyes, and carries himself with the grace of a dancer.","A strip of cloth was torn from the left sleeve of Steel Crane's white robe during the raid on Candlekeep, and Steel Crane hasn't yet bothered to mend the garment. The robe's damage is clearly visible—evidence of Steel Crane's role in the theft."]}],"gallery":[{"path":"bestiary/CM/Steel Crane.webp","credit":"Nikki Dawes"}]},{"id":"steel-defender","name":"Steel Defender","source":"EFA","page":19,"srd":false,"image":"bestiary/tokens/EFA/Steel Defender.webp","token":"bestiary/tokens/EFA/Steel Defender.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"-","initiative":"+1 (11)","hp":"5 + five times your Artificer level (the defender has a number of Hit Dice [d8s] equal to your Artificer level)","speed":"40 ft.","str":14,"dex":12,"con":14,"int":4,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Steel Bond","entries":["Add your {@variantrule Proficiency|XPHB|Proficiency Bonus} to any ability check or saving throw the defender makes."]}],"spellcasting":[],"actions":[{"name":"Force-Empowered Rend","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@dice 1d8 + 2} plus your Intelligence modifier Force damage."]},{"name":"Repair (3/Day)","entries":["The defender, or one Construct or object it can see within 5 feet of itself, regains a number of {@variantrule Hit Points|XPHB} equal to {@dice 2d8} plus your Intelligence modifier."]}],"bonusActions":[],"reactions":[{"name":"Deflect Attack","entries":["{@actTrigger} A creature the defender can see within 5 feet of itself makes an attack roll against a creature other than the defender. {@actResponse} The triggering creature makes the attack roll with {@variantrule Disadvantage|XPHB}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"steel-defender-tce","source":"TCE"}]},{"id":"steel-defender-tce","name":"Steel Defender","source":"TCE","page":19,"srd":false,"image":"bestiary/TCE/Steel Defender.webp","token":"bestiary/tokens/TCE/Steel Defender.webp","size":"Medium","creatureType":"Construct","alignment":"","ac":"15","initiative":"+1 (11)","hp":"2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)","speed":"40 ft.","str":14,"dex":12,"con":14,"int":4,"wis":10,"cha":6,"saves":"Dex +1 plus PB, Con +2 plus PB","skills":"Athletics +2 plus PB, Perception +0 plus PB × 2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 10 + (PB × 2)","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Vigilant","entries":["The defender can't be {@status surprised}."]}],"spellcasting":[],"actions":[{"name":"Force-Empowered Rend","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. {@h}{@damage 1d8 + PB} force damage."]},{"name":"Repair (3/Day)","entries":["The magical mechanisms inside the defender restore {@dice 2d8 + PB} hit points to itself or to one construct or object within 5 feet of it."]}],"bonusActions":[],"reactions":[{"name":"Deflect Attack","entries":["The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TCE/Steel Defender.webp"}],"hidden":true,"otherVersions":[{"id":"steel-defender","source":"EFA"}]},{"id":"steel-leaf-kavu","name":"Steel Leaf Kavu","source":"PSD","page":24,"srd":false,"image":"bestiary/PSD/Steel Leaf Kavu.webp","token":"bestiary/tokens/PSD/Steel Leaf Kavu.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"16","initiative":"+1 (11)","hp":"142 (15d10 + 60)","speed":"40 ft.","str":20,"dex":12,"con":18,"int":6,"wis":14,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"understands Elvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Raking Charge","entries":["If the kavu moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the kavu can make one rend attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage."]},{"name":"Rend","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition prone} creature. {@h}23 ({@damage 4d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"Deadly Chargers","page":24,"entries":["Though the Basiphem dwell in the highest layer of the forest, they maintain extensive stables on the forest floor to house and train the largest ground-dwelling kavu. Members of the Order of the Steel Leaf often ride these creatures into battle, with the largest of the kavu sometimes reaching the size of elephants."]}]},{"type":"entries","entries":[{"type":"entries","name":"Kavu","page":24,"entries":["Kavu are reptilian creatures that are either very ancient or a relatively recent creation on Dominaria. Either awakening from a millennia-long hibernation or springing fully formed into being, they emerged from the ground to defend against the Phyrexian Invasion. The Llanowar elves now breed the kavu to fill a variety of roles, believing that these creatures were the goddess Gaea's means of intervening in Dominaria's defense. The close relationship between elves and kavu is a constant reminder of Gaea's beneficence. Every Kelfae bonds with an arboreal kavu companion, and some Kelfae and Basiphem warriors ride them into battle."]}]}],"gallery":[{"path":"bestiary/PSD/Steel Leaf Kavu.webp","title":"Kavu Climber","credit":"Jonathan Kuo"}]},{"id":"steel-predator","name":"Steel Predator","source":"MPMM","page":232,"srd":false,"image":"bestiary/MPMM/Steel Predator.webp","token":"bestiary/tokens/MPMM/Steel Predator.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Neutral","ac":"20","initiative":"+3 (13)","hp":"207 (18d10 + 108)","speed":"40 ft.","str":24,"dex":17,"con":22,"int":4,"wis":14,"cha":6,"saves":"","skills":"Perception +7, Stealth +8, Survival +7","vulnerabilities":"","resistances":"cold; lightning; necrotic; thunder","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 17","languages":"understands Modron and the language of its owner but can't speak","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The steel predator has advantage on saving throws against spells and other magical effects."]},{"name":"Unusual Nature","entries":["The steel predator doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The steel predator casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:","3/day each: {@spell dimension door} (self only), {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The steel predator makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d10 + 7}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) force damage."]},{"name":"Stunning Roar {@recharge 5}","entries":["The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw. On a failed save, a creature takes 33 ({@damage 6d10}) thunder damage, drops everything it's holding, and is {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't {@condition stunned}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.","Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention—until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.","To create a steel predator, the modron's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.","Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission.","If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, in which case the steel predator lingers in the area, hunting and killing other creatures that resemble its target or that simply live nearby. Such rogue predators are dangerous to anyone in the vicinity."],"gallery":[{"path":"bestiary/MPMM/Steel Predator.webp","credit":"Jon Hodgson"}],"otherVersions":[{"id":"steel-predator-mtf","source":"MTF"}]},{"id":"steel-predator-mtf","name":"Steel Predator","source":"MTF","page":239,"srd":false,"image":"bestiary/MTF/Steel Predator.webp","token":"bestiary/tokens/MTF/Steel Predator.webp","size":"Large","creatureType":"Construct","alignment":"Lawful Evil","ac":"20","initiative":"+3 (13)","hp":"207 (18d10 + 108)","speed":"40 ft.","str":24,"dex":17,"con":22,"int":4,"wis":14,"cha":6,"saves":"","skills":"Perception +7, Stealth +8, Survival +7","vulnerabilities":"","resistances":"cold; lightning; necrotic; thunder","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 17","languages":"understands Modron and the language of its owner but can't speak","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The steel predator has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The steel predator's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:","3/day each: {@spell dimension door} (self only), {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The steel predator makes three attacks: one with its bite and two with its claw."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage."]},{"name":"Stunning Roar {@recharge 5}","entries":["The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw. On a failed save, a creature takes 27 ({@damage 5d10}) thunder damage, drops everything it's holding, and is {@condition stunned} for 1 minute. On a successful save, a creature takes half as much damage. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Steel Predator","entries":["A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles."]},{"name":"Modron Engineering","type":"entries","entries":["Steel predators are created by a particular hexton modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious hexton was lauded for its invention—until it turned its creations against its superiors. Steel predators wreaked havoc across the modron hierarchy until the rogue hexton was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator."]},{"name":"Assassins on Demand","type":"entries","entries":["To create a steel predator, the hexton's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.","Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission."]},{"name":"Rogue Killers","type":"entries","entries":["If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, causing the steel predator to linger in the area, hunting and killing other creatures that resemble its target, that fit the target's general description, or that simply live nearby. Such rogues become the most dangerous of predators."]},{"name":"Constructed Nature","type":"entries","entries":["A steel predator doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MTF/Steel Predator.webp","credit":"Jon Hodgson"}],"hidden":true,"otherVersions":[{"id":"steel-predator","source":"MPMM"}]},{"id":"stegosaurus","name":"Stegosaurus","source":"MPMM","page":96,"srd":false,"image":"bestiary/MPMM/Stegosaurus.webp","token":"bestiary/tokens/MPMM/Stegosaurus.webp","size":"Huge","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"40 ft.","str":20,"dex":9,"con":17,"int":2,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}26 ({@damage 6d6 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages."],"gallery":[{"path":"bestiary/MPMM/Stegosaurus.webp","credit":"Marc Sasso"}],"otherVersions":[{"id":"stegosaurus-vgm","source":"VGM"}]},{"id":"stegosaurus-vgm","name":"Stegosaurus","source":"VGM","page":140,"srd":false,"image":"bestiary/VGM/Stegosaurus.webp","token":"bestiary/tokens/VGM/Stegosaurus.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"76 (8d12 + 24)","speed":"40 ft.","str":20,"dex":9,"con":17,"int":2,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}26 ({@damage 6d6 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages."]}],"gallery":[{"path":"bestiary/VGM/Stegosaurus.webp","credit":"Marc Sasso"}],"hidden":true,"otherVersions":[{"id":"stegosaurus","source":"MPMM"}]},{"id":"stella-wachter","name":"Stella Wachter","source":"CoS","page":113,"srd":false,"image":"bestiary/tokens/CoS/Stella Wachter.webp","token":"bestiary/tokens/CoS/Stella Wachter.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"stench-kow","name":"Stench Kow","source":"MPMM","page":72,"srd":false,"image":"bestiary/tokens/MPMM/Stench Kow.webp","token":"bestiary/tokens/MPMM/Stench Kow.webp","size":"Large","creatureType":"Fiend (Cattle)","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"15 (2d10 + 4)","speed":"30 ft.","str":18,"dex":10,"con":14,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Urban","treasure":"","traits":[{"name":"Stench","entries":["Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Stench of all stench kows for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage. If the stench kow moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 ({@damage 2d6}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Stench kows are misshapen bison native to the Lower Planes. These orange and green creatures defend themselves by exuding a miasma so hideous as to be toxic. Some mischievous and malevolent wizards have summoned stench kows to the Material Plane, disguised the creatures as oxen, and let the infernal bison loose on unsuspecting villages."]},{"type":"section","name":"Cattle","entries":["Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them."]}],"otherVersions":[{"id":"stench-kow-vgm","source":"VGM"}]},{"id":"stench-kow-vgm","name":"Stench Kow","source":"VGM","page":208,"srd":false,"image":"bestiary/tokens/VGM/Stench Kow.webp","token":"bestiary/tokens/VGM/Stench Kow.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"15 (2d10 + 4)","speed":"30 ft.","str":18,"dex":10,"con":14,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 ({@damage 2d6}) piercing damage."]},{"name":"Stench","entries":["Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These orange and green misshapen bison are native to the Lower Planes."]}],"hidden":true,"otherVersions":[{"id":"stench-kow","source":"MPMM"}]},{"id":"stirge","name":"Stirge","source":"XMM","page":299,"srd":true,"image":"bestiary/XMM/Stirges.webp","token":"bestiary/tokens/XMM/Stirge.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"5 (2d4)","speed":"10 ft., fly 40 ft.","str":4,"dex":16,"con":11,"int":2,"wis":8,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 9","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Proboscis","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage, and the stirge attaches to the target. While attached, the stirge can't make Proboscis attacks, and the target takes 5 ({@damage 2d4}) Necrotic damage at the start of each of the stirge's turns.","The stirge can detach itself by spending 5 feet of its movement. The target or a creature within 5 feet of it can detach the stirge as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A single stirge is usually little more than an annoyance, but several can be deadly if they attach faster than a victim can remove them."]},{"type":"section","name":"Stirges","entries":["{@i Notorious, Clinging Bloodsuckers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Stirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in shadowy places during the day. If disturbed, they take flight and defend themselves. Roll on or choose a result from the Stirge Roosts table to inspire where stirges might lurk.",{"type":"table","caption":"Stirge Roosts","colLabels":["1d4","Between Hunts, the Stirge Lurks In..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The attic or furniture of a ruined building."],["2","A cave or narrow crevice."],["3","A hollow tree or thicket."],["4","The remains of a gigantic, dead creature."]]}]}],"gallery":[{"path":"bestiary/XMM/Stirges.webp","credit":"John Tedrick"}],"otherVersions":[{"id":"stirge-mm","source":"MM"}]},{"id":"stirge-mm","name":"Stirge","source":"MM","page":284,"srd":false,"image":"bestiary/MM/Stirge.webp","token":"bestiary/tokens/MM/Stirge.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"2 (1d4)","speed":"10 ft., fly 40 ft.","str":4,"dex":16,"con":11,"int":2,"wis":8,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Urban, Desert, Coastal, Mountain, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Blood Drain","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 ({@dice 1d4 + 3}) hit points due to blood loss.","The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This horrid flying creature looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks its next meal.","Stirges feed on the blood of living creatures, attaching and draining them slowly. Although they pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off.",{"name":"Blood Drain","type":"entries","entries":["A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh while using its pincer legs to latch on to the victim. Once the stirge has sated itself, it detaches and flies off to digest its meal."]}]}]}],"gallery":[{"path":"bestiary/MM/Stirge.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"stirge","source":"XMM"}]},{"id":"stolos","name":"Stolos","source":"IMR","page":33,"srd":false,"image":"bestiary/tokens/IMR/Stolos.webp","token":"bestiary/tokens/IMR/Stolos.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft., fly 30 ft.","str":9,"dex":14,"con":15,"int":12,"wis":12,"cha":18,"saves":"Wis +4, Cha +7","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"any two languages, telepathy 30 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert, Hill, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Whispering Aura","entries":["At the start of each of Stolos's turns, each creature of its choice within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage, provided that the warlock isn't {@condition incapacitated}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Stolos's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:","At will: {@spell detect magic}, {@spell jump}, {@spell levitate}, {@spell mage armor} (self only), {@spell speak with dead}","1/day each: {@spell arcane gate}, {@spell true seeing}"]},{"name":"Spellcasting","entries":["Stolos is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast}, {@spell guidance}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell shocking grasp}","Level 5 (3 slots): {@spell armor of Agathys}, {@spell arms of Hadar}, {@spell crown of madness}, {@spell clairvoyance}, {@spell contact other plane}, {@spell detect thoughts}, {@spell dimension door}, {@spell dissonant whispers}, {@spell dominate beast}, {@spell telekinesis}, {@spell vampiric touch}"]}],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"stomping-foot","name":"Stomping Foot","source":"OoW","page":92,"srd":false,"image":"bestiary/tokens/OoW/Stomping Foot.webp","token":"bestiary/tokens/OoW/Stomping Foot.webp","size":"Tiny","creatureType":"Undead","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"30 ft.","str":13,"dex":14,"con":11,"int":5,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 10","languages":"understands Common but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Turn Immunity","entries":["The foot is immune to effects that turn undead."]}],"spellcasting":[],"actions":[{"name":"Stomp","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"stone-cursed","name":"Stone Cursed","source":"MPMM","page":233,"srd":false,"image":"bestiary/MPMM/Stone Cursed.webp","token":"bestiary/tokens/MPMM/Stone Cursed.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Evil","ac":"17","initiative":"-3 (7)","hp":"19 (3d8 + 6)","speed":"10 ft.","str":16,"dex":5,"con":14,"int":5,"wis":8,"cha":7,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; petrified; poisoned","senses":"Passive Perception 9","languages":"the languages it knew in life","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[{"name":"Cunning Opportunist","entries":["The stone cursed has advantage on the attack rolls of {@action opportunity attack||opportunity attacks}."]},{"name":"False Appearance","entries":["If the stone cursed is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the stone cursed move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the stone cursed isn't a statue."]},{"name":"Unusual Nature","entries":["The stone cursed doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Petrifying Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw, or it begins to turn to stone and is {@condition restrained} until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is {@condition petrified} for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the {@condition petrified} victim's spirit, animating the statue and turning it into a useful guardian.","Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues.","As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a faint echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost.",{"name":"Cryptic Whispers","type":"entries","entries":["Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a {@dc 20} Intelligence ({@skill Arcana}) check to attempt to extract a memory from the skull that is a response to a verbal question posed to the skull by the character. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again."]}],"gallery":[{"path":"bestiary/MPMM/Stone Cursed.webp","credit":"Mark Behm"}],"otherVersions":[{"id":"stone-cursed-mtf","source":"MTF"}]},{"id":"stone-cursed-mtf","name":"Stone Cursed","source":"MTF","page":240,"srd":false,"image":"bestiary/MTF/Stone Cursed.webp","token":"bestiary/tokens/MTF/Stone Cursed.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Evil","ac":"17","initiative":"-3 (7)","hp":"19 (3d8 + 4)","speed":"10 ft.","str":16,"dex":5,"con":14,"int":5,"wis":8,"cha":7,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; petrified; poisoned","senses":"Passive Perception 9","languages":"the languages it knew in life","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Mountain, Urban","treasure":"","traits":[{"name":"Cunning Opportunist","entries":["The stone cursed has advantage on the attack rolls of opportunity attacks."]},{"name":"False Appearance","entries":["While the stone cursed remains motionless, it is indistinguishable from a normal statue."]}],"spellcasting":[],"actions":[{"name":"Petrifying Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw, or it begins to turn to stone and is {@condition restrained} until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is {@condition petrified} for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Stone Cursed","entries":["The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim's spirit, animating the statue and turning it into a useful guardian."]},{"name":"Lingering Spirits","type":"entries","entries":["The stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues."]},{"type":"entries","name":"A Strange Harvest","entries":["As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a dim echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost."]},{"name":"Constructed Nature","type":"entries","entries":["A stone cursed doesn't require air, food, drink, or sleep."]},{"type":"entries","name":"Cryptic Whispers","entries":["Even though creatures transformed into stone cursed are long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a {@dc 20} Intelligence ({@skill Arcana}) check to attempt to extract a memory from the skull—a memory that is a response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again."]}]}]}],"gallery":[{"path":"bestiary/MTF/Stone Cursed.webp","credit":"Mark Behm"}],"hidden":true,"otherVersions":[{"id":"stone-cursed","source":"MPMM"}]},{"id":"stone-defender","name":"Stone Defender","source":"MTF","page":126,"srd":false,"image":"bestiary/MTF/Stone Defender.webp","token":"bestiary/tokens/MTF/Stone Defender.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"16","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft.","str":19,"dex":10,"con":17,"int":3,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands one language of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland, Hill, Mountain","treasure":"","traits":[{"name":"False Appearance","entries":["While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface."]},{"name":"Magic Resistance","entries":["The stone defender has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, and if the target is Large or smaller, it is knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Intercept Attack","entries":["In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical."],"by":"Mordenkainen"},{"type":"entries","name":"Stone Defender","entries":["Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn't as an ambusher, however, but as a bodyguard for gnomes and other clockworks."]}]}]},"The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Constructed Nature","type":"entries","entries":["A clockwork doesn't require air, food, drink, or sleep."]}]}]},{"type":"entries","name":"Individual Designs","entries":["A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.","A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.",{"type":"table","caption":"Clockwork Enhancements","colLabels":["d10","Enhancement"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine."],["2","{@b Sensors.} The range of the clockwork's {@sense darkvision} becomes 120 feet, unless it is higher, and it gains proficiency in {@skill Perception} if it doesn't already have it."],["3","{@b Improved Armor.} The clockwork's AC increases by 2."],["4","{@b Increased Speed.} The clockwork's speed increases by 10 feet."],["5","{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage."],["6","{@b Self-Repairing.} If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn."],["7","{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice."],["8","{@b Suction.} The clockwork gains a climbing speed of 30 feet."],["9","{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice)."],["10","{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet."]]},{"type":"table","caption":"Clockwork Malfunctions","colLabels":["d10","Malfunction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn."],["2","{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn."],["3","{@b Ground Fault.} The clockwork has vulnerability to lightning damage."],["4","{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it."],["5","{@b Leaking Lubricant.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of {@condition exhaustion} that it isn't immune to."],["6","{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn."],["7","{@b Overactive Sense of Self-Preservation.} If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting."],["8","{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn."],["9","{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet."],["10","{@b Weak Armor.} The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine."]]}]}],"gallery":[{"path":"bestiary/MTF/Stone Defender.webp","credit":"Justin Gerard"}]},{"id":"stone-dragon-statue","name":"Stone Dragon Statue","source":"TftYP","page":85,"srd":false,"image":"bestiary/TftYP-THSoT/010-totyp-03-13.webp","token":"bestiary/tokens/TftYP/Stone Dragon Statue.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The statue is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The statue has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The statue's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Steam Breath","entries":["The statue exhales steam in a line that is 30 feet long and 10 feet wide. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 7 ({@damage 2d4 + 2}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP-THSoT/010-totyp-03-13.webp"}]},{"id":"stone-giant","name":"Stone Giant","source":"XMM","page":300,"srd":true,"image":"bestiary/XMM/Stone Giant.webp","token":"bestiary/tokens/XMM/Stone Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+5 (15)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Mountain, Underdark","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks, using Stone Club or Boulder in any combination."]},{"name":"Stone Club","entries":["{@atkr m} {@hit 9}, reach 15 ft. {@h}22 ({@damage 3d10 + 6}) Bludgeoning damage."]},{"name":"Boulder","entries":["{@atkr r} {@hit 9}, range 60/240 ft. {@h}15 ({@damage 2d8 + 6}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile {@recharge 5}","entries":["{@actTrigger} The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. {@actResponse} The giant reduces the damage it takes from the attack by 11 ({@dice 1d10 + 6}), and if that damage is reduced to 0, the giant can redirect some of the attack's force. {@actSave dex} {@dc 17}, one creature the giant can see within 60 feet. {@actSaveFail} 11 ({@damage 1d10 + 6}) Force damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Stone Giant","entries":["{@i Giant of the Earth}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"In cavernous depths and amid mountain canyons, stone giants contemplate the strength and persistence of the earth. Stone giants have rugged features and skin with patterns and hues similar to the rock common near their homes. This makes them adept at blending in with their stony surroundings despite their size.","Stone giants rarely interfere in the affairs of other creatures, whether their smaller neighbors or other Giants. Most are slow to act, preferring to weather hardships or wait out perilous times. When roused to action—particularly when sites of ancient wonder or their homes are threatened—stone giants can unleash the might of mountains and crush foes with the force of an avalanche.","Stone giants often ponder the mysteries of natural wonders, such as mountain spires, crystal formations, or mystical petroglyphs. Some know much about the magic and secret messages hidden within the earth. Those who confine themselves to the Underdark often regard the surface world and its inhabitants as dreams imagined into being by slumbering primordials, strange gods, or other entities."]}],"gallery":[{"path":"bestiary/XMM/Stone Giant.webp","credit":"Robson Michel"}],"otherVersions":[{"id":"stone-giant-mm","source":"MM"}]},{"id":"stone-giant-mm","name":"Stone Giant","source":"MM","page":156,"srd":false,"image":"bestiary/MM/Stone Giant.webp","token":"bestiary/tokens/MM/Stone Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.",{"type":"entries","name":"Inhabitants of a Stone World","entries":["Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross.","In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stone craft of the dwarves."]},{"type":"entries","name":"Carvers and Seers","entries":["Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines. They esteem stone carving as the greatest of skills.","Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work."]},{"type":"entries","name":"Graceful Athletes","entries":["Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise."]},{"type":"entries","name":"Dreamers under Sky","entries":["Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky.","Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin."]}]}]},{"type":"section","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"inset","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand."],"by":"Captain Dwern Addlestone's partial account of the Siege of Sterngate"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there."],"by":"Elder Zelane of Istivin, recounting the Giant Wars"}]}]}],"gallery":[{"path":"bestiary/MM/Stone Giant.webp"}],"hidden":true,"otherVersions":[{"id":"stone-giant","source":"XMM"}]},{"id":"stone-giant-dreamwalker","name":"Stone Giant Dreamwalker","source":"MPMM","page":234,"srd":false,"image":"bestiary/MPMM/Stone Giant Dreamwalker.webp","token":"bestiary/tokens/MPMM/Stone Giant Dreamwalker.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Neutral","ac":"18","initiative":"+2 (12)","hp":"161 (14d12 + 70)","speed":"40 ft.","str":23,"dex":14,"con":21,"int":10,"wis":8,"cha":12,"saves":"Dex +6, Con +9, Wis +3","skills":"Athletics +14, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Giant","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Coastal, Hill, Mountain","treasure":"","traits":[{"name":"Dreamwalker's Charm","entries":["An enemy that starts its turn within 30 feet of the giant must make a {@dc 13} Charisma saving throw, provided that the giant isn't {@condition incapacitated}. On a failed save, the creature is {@condition charmed} by the giant. A creature {@condition charmed} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two Greatclub or Rock attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}24 ({@damage 4d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]},{"name":"Petrifying Touch","entries":["The giant touches one Medium or smaller creature within 10 feet of it that is {@condition charmed} by it. The target must make a {@dc 17} Constitution saving throw. On a failed save, the target becomes {@condition petrified}, and the giant can adhere the target to its stony body. {@spell greater restoration} spells and other magic that can undo petrification have no effect on a {@condition petrified} creature adhered to the giant unless the giant is dead, in which case the magic works normally, freeing the {@condition petrified} creature as well as ending the {@condition petrified} condition on it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there.","Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, a break from decades-long ennui, or satisfaction of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason they ended up on the surface, if they don't take shelter under stone, such stone giants can become dreamwalkers.","Dreamwalkers occupy an odd place of respect outside the stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.","Dreamwalkers become divorced from reality by isolation, shame, and their unendingly alien surroundings, and this delirium leaches out into the world around them, affecting other creatures that get too close. Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time, the collected things accrete to their bodies, becoming encased in stone."],"gallery":[{"path":"bestiary/MPMM/Stone Giant Dreamwalker.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"stone-giant-dreamwalker-vgm","source":"VGM"}]},{"id":"stone-giant-dreamwalker-vgm","name":"Stone Giant Dreamwalker","source":"VGM","page":150,"srd":false,"image":"bestiary/VGM/Stone Giant Dreamwalker.webp","token":"bestiary/tokens/VGM/Stone Giant Dreamwalker.webp","size":"Huge","creatureType":"Giant (Stone Giant)","alignment":"Chaotic Neutral","ac":"18","initiative":"+2 (12)","hp":"161 (14d12 + 70)","speed":"40 ft.","str":23,"dex":14,"con":21,"int":10,"wis":8,"cha":12,"saves":"Dex +6, Con +9, Wis +3","skills":"Athletics +14, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Giant","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Mountain, Hill, Coastal","treasure":"","traits":[{"name":"Dreamwalker's Charm","entries":["An enemy that starts its turn within 30 feet of the giant must make a {@dc 13} Charisma saving throw, provided that the giant isn't {@condition incapacitated}. On a failed save, the creature is {@condition charmed} by the giant. A creature {@condition charmed} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks with its greatclub."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Petrifying Touch","entries":["The giant touches one Medium or smaller creature within 10 feet of it that is {@condition charmed} by it. The target must make a {@dc 17} Constitution saving throw. On a failed save, the target becomes {@condition petrified}, and the giant can adhere the target to its stony body. {@spell Greater restoration} spells and other magic that can undo petrification have no effect on a {@condition petrified} creature on the giant unless the giant is dead, in which case the magic works normally, freeing the {@condition petrified} creature as well as ending the {@condition petrified} condition on it."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it-as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there.",{"name":"Dream Dwellers","entries":["Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, to break a decades-long ennui, or out of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason, if they don't take shelter under stone, such individuals can become dreamwalkers.","Dreamwalkers occupy an odd place of respect outside of stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream."],"type":"entries"},{"name":"Mad Wanderers","entries":["Dreamwalkers are driven mad by isolation, shame, and their unendingly alien surroundings, and this madness leeches out into the world around them, affecting other creatures that get too close. Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant in their mad minds. Over time, the collected things accrete to their bodies, becoming encased in stone."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Stone Giant Dreamwalker.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"stone-giant-dreamwalker","source":"MPMM"}]},{"id":"stone-giant-of-evil-earth","name":"Stone Giant of Evil Earth","source":"BGG","page":179,"srd":false,"image":"bestiary/BGG/Stone Giant of Evil Earth.webp","token":"bestiary/tokens/BGG/Stone Giant of Evil Earth.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"20","initiative":"+1 (11)","hp":"137 (11d12 + 66)","speed":"40 ft.","str":23,"dex":13,"con":22,"int":10,"wis":12,"cha":9,"saves":"Str +10, Con +10","skills":"Athletics +14, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Giant, Terran","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two Thundering Stone Club or Boulder attacks in any combination."]},{"name":"Thundering Stone Club","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage. The giant can cause the club to emit a burst of thunderous energy that deals 10 ({@damage 3d6}) thunder damage to each creature, other than the giant, within 30 feet of the target. The club can emit a burst this way only once per turn."]},{"name":"Boulder","entries":["{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition. After the giant throws the boulder, roll a {@dice d6}; on a roll of 3 or lower, the giant has no more boulders to throw."]}],"bonusActions":[],"reactions":[{"name":"Unyielding","entries":["In response to failing a saving throw to avoid being moved, having the {@condition prone} condition, or both, the giant succeeds instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Stone giants with a bent toward cruelty and destruction might reject the gods of the Ordning and turn to the worship of Ogrémoch, the Prince of Evil Earth. These giants view the surface world not as a realm of dream but as a nightmare worthy only of destruction, so they lend their strength to cults that plan to reduce the world to rubble.","Outfitted in heavy armor crafted to resemble the cult's patron, stone giants of Evil Earth wield weapons that pulse with thunderous energy. These giants serve as the muscle for the cult, wielding their might to destroy the surface world in the name of Ogrémoch."]}],"gallery":[{"path":"bestiary/BGG/Stone Giant of Evil Earth.webp"}]},{"id":"stone-giant-rockspeaker","name":"Stone Giant Rockspeaker","source":"BGG","page":180,"srd":false,"image":"bestiary/BGG/Stone Giant Rockspeaker.webp","token":"bestiary/tokens/BGG/Stone Giant Rockspeaker.webp","size":"Huge","creatureType":"Giant (Wizard)","alignment":"Any Alignment","ac":"19","initiative":"+2 (12)","hp":"276 (24d12 + 120)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":19,"wis":14,"cha":10,"saves":"Dex +7, Con +10, Int +9, Wis +7","skills":"Athletics +16, History +9, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"Common, Giant, Terran","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the giant fails a saving throw, it can choose to succeed instead."]},{"name":"Stone Rune","entries":["The giant has a stone rune inscribed on a mineral object in its possession. While holding or wearing the object bearing the rune, the giant can use its Prismatic Rays action.","The object bearing the rune has AC 18; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a stone rune on an object in its possession when it finishes a short or long rest."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes three Prism Staff attacks."]},{"name":"Prism Staff","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 13 ({@damage 3d8}) radiant damage."]},{"name":"Exploding Geode","entries":["The giant throws a geode at a point within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes 13 ({@damage 3d8}) piercing damage plus 13 ({@damage 3d8}) radiant damage and has the {@condition blinded} condition until the end of its next turn. On a successful save, a creature takes half as much damage only. After the giant throws the geode, roll a {@dice d6}; on a roll of 4 or lower, the giant has no more geodes to throw."]},{"name":"Prismatic Rays (Requires Stone Rune)","entries":["The giant's stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw. For each creature in that area, roll a {@dice d6} to determine what ray affects it:"]},{"name":"1-2: Blazing Red","entries":["On a failed save, the creature takes 35 ({@damage 10d6}) radiant damage and has the {@condition blinded} condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only."]},{"name":"3-4: Dreadful Blue","entries":["On a failed save, the creature takes 35 ({@damage 10d6}) necrotic damage and has the {@condition frightened} condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only."]},{"name":"5-6: Sapping Green","entries":["On a failed save, the creature takes 35 ({@damage 10d6}) force damage and has the {@condition incapacitated} condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Stone giants practice rune magic more than other giants do, perhaps because of these giants' interest in and aptitude for carving stone. Stone giants who combine this magic with prodigious artistic skill are called rockspeakers. Within their communities, they act as leaders and oracles.","Rockspeakers incorporate crystals and stones into their clothing and embed them in their skin. By invoking the power of their stone runes, these giants can turn these crystals into scintillating works of art. In combat, rockspeakers can use this same magic to cause their crystals to emit brilliantly colored, intense beams of light than can sear flesh and inhibit enemies."]}],"gallery":[{"path":"bestiary/BGG/Stone Giant Rockspeaker.webp"}]},{"id":"stone-giant-statue","name":"Stone Giant Statue","source":"SKT","page":127,"srd":false,"image":"bestiary/tokens/SKT/Stone Giant Statue.webp","token":"bestiary/tokens/SKT/Stone Giant Statue.webp","size":"Huge","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"195 (17d12 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"stone-golem","name":"Stone Golem","source":"XMM","page":301,"srd":true,"image":"bestiary/XMM/Stone Golem.webp","token":"bestiary/tokens/XMM/Stone Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+3 (13)","hp":"220 (21d10 + 105)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Darkvision 120 ft., Passive Perception 10","languages":"understands Common plus two other languages but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Any","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem can't shape-shift."]},{"name":"Magic Resistance","entries":["The golem has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Slow {@recharge 5}","entries":["The golem casts the {@spell Slow|XPHB} spell, requiring no spell components and using Constitution as the spellcasting ability (spell save {@dc 17})."]}],"actions":[{"name":"Multiattack","entries":["The golem makes two attacks, using Slam or Force Bolt in any combination."]},{"name":"Slam","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}15 ({@damage 2d8 + 6}) Bludgeoning damage plus 9 ({@damage 2d8}) Force damage."]},{"name":"Force Bolt","entries":["{@atkr r} {@hit 9}, range 120 ft. {@h}22 ({@damage 4d10}) Force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Stone Golem","entries":["{@i Guardian of the Storied and Sacred}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Stone golems take varied forms, such as weathered carvings of ancient deities, lifelike sculptures of heroes, or any other shape their makers imagine. No matter their design or the rock from which they're crafted, these golems are strengthened by the magic that animates them, allowing them to follow their creators' orders for centuries.","Stone golems are typically created to protect places of significance to a group, such as a monument to an important event, a leader's tomb, or a faith's sanctuary. Roll on or choose a result from the Stone Golem Orders table to inspire the commands a stone golem follows.",{"type":"table","caption":"Stone Golem Orders","colLabels":["1d6","The Stone Golem Follows Orders To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Allow only those wearing ritual garb to pass."],["2","Cast {@spell Slow|XPHB} on and aid in apprehending anyone who touches a city's prized relic."],["3","Destroy a dam or bridge at the command of one bearing a ruler's medallion of office."],["4","Obey whoever places a missing crest in its chest, then deactivate for a year."],["5","Reveal a hidden passage to those who recite a leader's final words."],["6","Watch for and do battle with the type of monster that slew the hero it resembles."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Exercise discernment when deciding the golem's appearance, as your creation is likely to long outlive its model."],"from":"Manual of Stone Golems"}]}]}],"gallery":[{"path":"bestiary/XMM/Stone Golem.webp","credit":"Hinchel Or"}],"otherVersions":[{"id":"stone-golem-mm","source":"MM"}]},{"id":"stone-golem-mm","name":"Stone Golem","source":"MM","page":170,"srd":false,"image":"bestiary/MM/Stone Golem.webp","token":"bestiary/tokens/MM/Stone Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts.","Like other golems, stone golems are nearly impervious to spells and ordinary weapons. Creatures that fight a stone golem can feel the ebb and flow of time slow down around them, almost as though they were made of stone themselves.",{"type":"section","name":"Golems","entries":["Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.","To create a golem, one requires a {@item manual of golems}. The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Elemental Spirit in Material Form","entries":["The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.","After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.","A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.","A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words."],"type":"entries"},{"name":"Ageless Guardians","entries":["Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells."],"type":"entries"},{"name":"Blind Obedience","entries":["When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is {@condition incapacitated}, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them."],"type":"entries"},{"name":"Constructed Nature","entries":["A golem doesn't require air, food, drink, or sleep."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/MM/Stone Golem.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"stone-golem","source":"XMM"}]},{"id":"stone-guardian-animated-armor","name":"Stone Guardian (Animated Armor)","source":"PSX","page":40,"srd":false,"image":"bestiary/PSX/Stone Guardian.webp","token":"bestiary/tokens/PSX/Stone Guardian (Animated Armor).webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"25 ft.","str":14,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The stone guardian is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the stone guardian remains motionless, it is indistinguishable from a normal suit of armor."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The stone guardian makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Through the years in which the Sun Empire was ruled from Orazca, its priests crafted huge stone guardians to protect the empire's cities and temples. The incredible magic of the Immortal Sun gave a semblance of life to these artificial creatures, endowing them with the ability to move their stone bodies, a keen awareness of their surroundings, and a limited ability to think and reason in order to help them carry out their orders. These stone guardians were tasked with standing watch—constantly alert, vigilant to any danger, never sleeping, and unswerving in their duty.","Most stone guardians are inactive now. In ancient ruins lying far from the old capital, the magic that gave them life has faded over the centuries. Even within the golden city, many of them have become inert, and those who seek to explore Orazca or other ancient ruins must be on constant guard. Any carved figure or statue might well be a stone guardian whose magic has failed. But it might also be a guardian that is simply waiting for a threat before it activates and drives that threat away.","Constructs such as {@creature animated armor|MM}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature stone golem|MM|stone golems} can represent these guardians."],"gallery":[{"path":"bestiary/PSX/Stone Guardian.webp","title":"Golden Guardian","credit":"Svetlin Velinov"}]},{"id":"stone-guardian-helmed-horror","name":"Stone Guardian (Helmed Horror)","source":"PSX","page":40,"srd":false,"image":"bestiary/PSX/Stone Guardian.webp","token":"bestiary/tokens/PSX/Stone Guardian (Helmed Horror).webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"+1 (11)","hp":"60 (8d8 + 24)","speed":"30 ft., fly 30 ft.","str":18,"dex":13,"con":16,"int":10,"wis":10,"cha":10,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"force; necrotic; poison","conditionImmunities":"blinded; charmed; deafened; frightened; paralyzed; petrified; poisoned; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 14","languages":"understands the languages of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The stone guardian has advantage on saving throws against spells and other magical effects."]},{"name":"Spell Immunity","entries":["The stone guardian is immune to three spells chosen by its creator. Typical immunities include {@spell fireball}, {@spell heat metal}, and {@spell lightning bolt}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The stone guardian makes two longsword attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Through the years in which the Sun Empire was ruled from Orazca, its priests crafted huge stone guardians to protect the empire's cities and temples. The incredible magic of the Immortal Sun gave a semblance of life to these artificial creatures, endowing them with the ability to move their stone bodies, a keen awareness of their surroundings, and a limited ability to think and reason in order to help them carry out their orders. These stone guardians were tasked with standing watch—constantly alert, vigilant to any danger, never sleeping, and unswerving in their duty.","Most stone guardians are inactive now. In ancient ruins lying far from the old capital, the magic that gave them life has faded over the centuries. Even within the golden city, many of them have become inert, and those who seek to explore Orazca or other ancient ruins must be on constant guard. Any carved figure or statue might well be a stone guardian whose magic has failed. But it might also be a guardian that is simply waiting for a threat before it activates and drives that threat away.","Constructs such as {@creature animated armor|MM}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature stone golem|MM|stone golems} can represent these guardians."],"gallery":[{"path":"bestiary/PSX/Stone Guardian.webp","title":"Golden Guardian","credit":"Svetlin Velinov"}]},{"id":"stone-guardian-shield-guardian","name":"Stone Guardian (Shield Guardian)","source":"PSX","page":40,"srd":false,"image":"bestiary/PSX/Stone Guardian.webp","token":"bestiary/tokens/PSX/Stone Guardian (Shield Guardian).webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"142 (15d10 + 60)","speed":"30 ft.","str":18,"dex":8,"con":18,"int":7,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 10","languages":"understands commands given in any language but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Bound","entries":["The stone guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian."]},{"name":"Regeneration","entries":["The stone guardian regains 10 hit points at the start of its turn if it has at least 1 hit point."]},{"name":"Spell Storing","entries":["A spellcaster who wears the stone guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guardian makes two fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Shield","entries":["When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Through the years in which the Sun Empire was ruled from Orazca, its priests crafted huge stone guardians to protect the empire's cities and temples. The incredible magic of the Immortal Sun gave a semblance of life to these artificial creatures, endowing them with the ability to move their stone bodies, a keen awareness of their surroundings, and a limited ability to think and reason in order to help them carry out their orders. These stone guardians were tasked with standing watch—constantly alert, vigilant to any danger, never sleeping, and unswerving in their duty.","Most stone guardians are inactive now. In ancient ruins lying far from the old capital, the magic that gave them life has faded over the centuries. Even within the golden city, many of them have become inert, and those who seek to explore Orazca or other ancient ruins must be on constant guard. Any carved figure or statue might well be a stone guardian whose magic has failed. But it might also be a guardian that is simply waiting for a threat before it activates and drives that threat away.","Constructs such as {@creature animated armor|MM}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature stone golem|MM|stone golems} can represent these guardians."],"gallery":[{"path":"bestiary/PSX/Stone Guardian.webp","title":"Golden Guardian","credit":"Svetlin Velinov"}]},{"id":"stone-guardian-stone-golem","name":"Stone Guardian (Stone Golem)","source":"PSX","page":40,"srd":false,"image":"bestiary/PSX/Stone Guardian.webp","token":"bestiary/tokens/PSX/Stone Guardian (Stone Golem).webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The stone guardian is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The stone guardian has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The stone guardian's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The stone guardian makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The stone guardian targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Through the years in which the Sun Empire was ruled from Orazca, its priests crafted huge stone guardians to protect the empire's cities and temples. The incredible magic of the Immortal Sun gave a semblance of life to these artificial creatures, endowing them with the ability to move their stone bodies, a keen awareness of their surroundings, and a limited ability to think and reason in order to help them carry out their orders. These stone guardians were tasked with standing watch—constantly alert, vigilant to any danger, never sleeping, and unswerving in their duty.","Most stone guardians are inactive now. In ancient ruins lying far from the old capital, the magic that gave them life has faded over the centuries. Even within the golden city, many of them have become inert, and those who seek to explore Orazca or other ancient ruins must be on constant guard. Any carved figure or statue might well be a stone guardian whose magic has failed. But it might also be a guardian that is simply waiting for a threat before it activates and drives that threat away.","Constructs such as {@creature animated armor|MM}, {@creature helmed horror|MM|helmed horrors}, {@creature shield guardian|MM|shield guardians}, and {@creature stone golem|MM|stone golems} can represent these guardians."],"gallery":[{"path":"bestiary/PSX/Stone Guardian.webp","title":"Golden Guardian","credit":"Svetlin Velinov"}]},{"id":"stone-juggernaut","name":"Stone Juggernaut","source":"ToA","page":231,"srd":false,"image":"bestiary/ToA/Stone Juggernaut.webp","token":"bestiary/tokens/ToA/Stone Juggernaut.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"157 (15d10 + 75)","speed":"50 ft. (in one direction chosen at the start of its turn)","str":16,"dex":12,"con":15,"int":14,"wis":14,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; prone","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Devastating Roll","entries":["The juggernaut can move through the space of a {@condition prone} creature. A creature whose space the juggernaut enters for the first time on a turn must make a {@dc 17} Dexterity saving throw, taking 55 ({@damage 10d10}) bludgeoning damage on a failed save, or half as much damage on a successful one."]},{"name":"Immutable Form","entries":["The juggernaut is immune to any spell or effect that would alter its form."]},{"name":"Regeneration","entries":["As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn't regenerate if it drops to 0 hit points."]},{"name":"Siege Monster","entries":["The juggernaut deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}25 ({@damage 3d12 + 6}) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down dungeon corridors, crushing anyone in its path. Every stone juggernaut has a unique shape and appearance. One might resemble an elephant with bejeweled tusks, while another might look like a scowling demon with flaming eyes and obsidian teeth.","A stone juggernaut is fast, but it lacks maneuverability and can move in only one direction on its turn. It poses little danger to creatures it can't crush beneath its rollers. Its best tactic is to slam into a creature, knock it {@condition prone}, and then roll over it."]}]}]}],"gallery":[{"path":"bestiary/ToA/Stone Juggernaut.webp"}]},{"id":"stone-warrior","name":"Stone Warrior","source":"PotA","page":97,"srd":false,"image":"bestiary/tokens/PotA/Stone Warrior.webp","token":"bestiary/tokens/PotA/Stone Warrior.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"102 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"stonecloak","name":"Stonecloak","source":"WDMM","page":253,"srd":false,"image":"bestiary/tokens/WDMM/Stonecloak.webp","token":"bestiary/tokens/WDMM/Stonecloak.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The stonecloak is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The stonecloak has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The stonecloak's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The stonecloak makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The stonecloak targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons."]},{"type":"section","entries":["Halaster created stone golems in his own likeness and used fragments of the Runestone to imbue them with intelligence. Then he set them loose on this level. Called Stonecloaks, these 10-foot-tall golems worship the Mad Mage as a god and regard the Runestone as his eye into their dark domain."]}]}]}]},{"id":"stonemelder","name":"Stonemelder","source":"PotA","page":197,"srd":false,"image":"bestiary/tokens/PotA/Stonemelder.webp","token":"bestiary/tokens/PotA/Stonemelder.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"17","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft.","str":15,"dex":10,"con":16,"int":12,"wis":11,"cha":17,"saves":"","skills":"Intimidation +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"tremorsense 30 ft., Passive Perception 12","languages":"Common, Terran","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["When the Stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding Stonemelder must make a {@dc 14} Dexterity saving throw, taking 11 ({@damage 2d10}) bludgeoning damage on a failed save, or half as much damage on a successful one."]}],"spellcasting":[{"name":"Spellcasting","entries":["The Stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It knows the following sorcerer spells:","Cantrips (at will): {@spell acid splash}, {@spell blade ward}, {@spell light}, {@spell mending}, {@spell mold earth|xge}","Level 1 (4 slots): {@spell expeditious retreat}, {@spell false life}, {@spell shield}","Level 2 (3 slots): {@spell Maximilian's earthen grasp|xge}, {@spell shatter}","Level 3 (3 slots): {@spell erupting earth|xge}, {@spell meld into stone}","Level 4 (1 slots): {@spell stoneskin}"]}],"actions":[{"name":"Black Earth Rod","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage. The Stonemelder can also expend a spell slot to deal extra damage, dealing {@damage 2d8} bludgeoning damage for a 1st level slot, plus an additional {@dice 1d8} for each level of the slot above 1st."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Stonemelders are spellcasters who gain their power from Ogrémoch, using elemental earth magic to sheathe their bodies in carapaces of rock. They are elite champions of the cult and answer only to the cult leaders. Not even the Black Earth priests tell stonemelders what to do.","Each stonemelder carries a weapon known as a Black Earth rod. Such a rod is like an ordinary mace, but in the hands of a stonemelder, it serves as a conduit for Ogrémoch's wrath."]}]}]}]},{"id":"stool","name":"Stool","source":"OotA","page":7,"srd":false,"image":"bestiary/OotA/Stool.webp","token":"bestiary/tokens/OotA/Stool.webp","size":"Small","creatureType":"Plant","alignment":"Lawful Neutral","ac":"10","initiative":"+0 (10)","hp":"7 (2d6)","speed":"10 ft.","str":8,"dex":10,"con":10,"int":8,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Distress Spores","entries":["When Stool takes damage, all other myconids within 240 feet of it can sense its pain."]},{"name":"Sun Sickness","entries":["While in sunlight, Stool has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight."]}],"spellcasting":[],"actions":[{"name":"Fist","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage plus 2 ({@damage 1d4}) poison damage."]},{"name":"Rapport Spores (3/Day)","entries":["A 10-foot radius of spores extends from Stool. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Stool.webp"}]},{"id":"storm-crab","name":"Storm Crab","source":"BGG","page":181,"srd":false,"image":"bestiary/BGG/Storm Crab.webp","token":"bestiary/tokens/BGG/Storm Crab.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"155 (10d20 + 50)","speed":"40 ft., swim 60 ft.","str":23,"dex":10,"con":21,"int":5,"wis":14,"cha":9,"saves":"Str +10, Con +9","skills":"Perception +6","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 16","languages":"understands Giant but can't speak","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The crab can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The crab makes two Claw attacks and one Stinger attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). The crab has four claws, each of which can grapple one target."]},{"name":"Stinger","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one creature. {@h}22 ({@damage 3d10 + 6}) piercing damage, and the target must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} and {@condition paralyzed} conditions for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending both the {@condition poisoned} and {@condition paralyzed} conditions on itself on a success."]},{"name":"Water Jet {@recharge 5}","entries":["The crab exhales water in a 150-foot line that is 10 feet wide. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes 27 ({@damage 6d8}) bludgeoning damage, is pushed up to 30 feet from the crab, and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Storm crabs are colossal crustaceans with four monstrous claws and a poisonous stinger. Equally adept underwater or on shore, they can exhale a jet of pressurized water to crush foes.","Giants on some worlds claim Stronmaus or one of his children created storm crabs in the early years of an ancient empire. Just as behirs were created to fight dragons on land and rocs to challenge dragons' mastery of the sky, storm crabs were meant to battle dragon turtles, bronze dragons, and other aquatic foes. On many worlds, these creatures fiercely guard the underwater strongholds of storm giants, as well as the ruined keeps giants have abandoned.",{"type":"quote","entries":["Given all the weird things that swim in the deep ocean, who am I to complain about a colossal crab with a poison stinger that can knock you away with a high-speed jet of water?"],"by":"Bigby"}]}],"gallery":[{"path":"bestiary/BGG/Storm Crab.webp"}]},{"id":"storm-giant","name":"Storm Giant","source":"XMM","page":302,"srd":true,"image":"bestiary/XMM/Storm Giant.webp","token":"bestiary/tokens/XMM/Storm Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Good","ac":"16","initiative":"+7 (17)","hp":"230 (20d12 + 100)","speed":"50 ft., fly 25 ft. (hover), swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":20,"cha":18,"saves":"Str +14, Con +10, Wis +10, Cha +9","skills":"Arcana +8, Athletics +14, History +8, Perception +10","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Darkvision 120 ft., Truesight 30 ft., Passive Perception 20","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"Armaments","traits":[{"name":"Amphibious","entries":["The giant can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Magic|XPHB}, {@spell Light|XPHB}","1/day: {@spell Control Weather|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks, using Storm Sword or Thunderbolt in any combination."]},{"name":"Storm Sword","entries":["{@atkr m} {@hit 14}, reach 10 ft. {@h}23 ({@damage 4d6 + 9}) Slashing damage plus 13 ({@damage 3d8}) Lightning damage."]},{"name":"Thunderbolt","entries":["{@atkr r} {@hit 14}, range 500 ft. {@h}22 ({@damage 2d12 + 9}) Lightning damage, and the target has the {@condition Blinded|XPHB} and {@condition Deafened|XPHB} conditions until the start of the giant's next turn."]},{"name":"Lightning Storm {@recharge 5}","entries":["{@actSave dex} {@dc 18}, each creature in a 10-foot-radius, 40-foot-high {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} originating from a point the giant can see within 500 feet. {@actSaveFail} 55 ({@damage 10d10}) Lightning damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Storm Giant","entries":["{@i Giant of Seas and Skies}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Among the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea and castles floating amid the clouds, they revel in the power of mighty storms. When angered, they can shape the weather and call down devastating lightning. More often, though, these giants watch the rise and fall of nations and interpret supernatural omens, interfering in the world only when they're needed most."]}],"gallery":[{"path":"bestiary/XMM/Storm Giant.webp","credit":"Taras Susak"}],"otherVersions":[{"id":"storm-giant-mm","source":"MM"}]},{"id":"storm-giant-mm","name":"Storm Giant","source":"MM","page":156,"srd":false,"image":"bestiary/MM/Storm Giant.webp","token":"bestiary/tokens/MM/Storm Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Good","ac":"16","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Arcana +8, Athletics +14, History +8, Perception +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The giant can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell feather fall}, {@spell levitate}, {@spell light}","3/day each: {@spell control weather}, {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes.","Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands.",{"type":"entries","name":"Distant Prophet-Kings","entries":["Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts."]},{"type":"entries","name":"Detached Oracles","entries":["Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don't compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean's depths for signs, symbols, and omens of Annam's favor.","Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten.","Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction."]},{"type":"entries","name":"Solitary Lives","entries":["Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish.","Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants' exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture's laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat."]}]}]},{"type":"section","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"inset","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Boulders assailed our walls and cast them down, leavin' gaps through which the giants strode, weapons in hand."],"by":"Captain Dwern Addlestone's partial account of the Siege of Sterngate"}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there."],"by":"Elder Zelane of Istivin, recounting the Giant Wars"}]}]}],"gallery":[{"path":"bestiary/MM/Storm Giant.webp"}],"hidden":true,"otherVersions":[{"id":"storm-giant","source":"XMM"}]},{"id":"storm-giant-quintessent","name":"Storm Giant Quintessent","source":"MPMM","page":235,"srd":false,"image":"bestiary/MPMM/Storm Giant Quintessent.webp","token":"bestiary/tokens/MPMM/Storm Giant Quintessent.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"50 ft., fly 50 ft. (hover), swim 50 ft.","str":29,"dex":14,"con":20,"int":17,"wis":20,"cha":19,"saves":"Str +14, Con +10, Wis +10, Cha +9","skills":"Arcana +8, History +8, Perception +10","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; thunder","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 20","languages":"Common, Giant","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Coastal, Desert, Mountain, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The giant can breathe air and water."]},{"name":"Legendary Resistance (1/Day)","entries":["If the giant fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two Lightning Sword attacks, or it uses Wind Javelin twice."]},{"name":"Lightning Sword","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}40 ({@damage 9d6 + 9}) lightning damage."]},{"name":"Wind Javelin","entries":["The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin deals 19 ({@damage 3d6 + 9}) force damage to the target, striking unerringly. The javelin disappears after it hits."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Gust","entries":["The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around the target, who must succeed on a {@dc 18} Strength saving throw or be moved up to 20 feet in any horizontal direction the giant chooses."]},{"name":"Thunderbolt (Costs 2 Actions)","entries":["The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) thunder damage on a failed save, or half as much damage on a successful one."]},{"name":"One with the Storm (Costs 3 Actions)","entries":["The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a {@spell control weather} spell or similar magic to quell the storm."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take one of the following lair actions; the giant can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Deafening Boom","entries":["The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a {@dc 18} Constitution saving throw or be {@condition deafened} until the end of its next turn."]},{"type":"item","name":"Fog","entries":["The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't be dispersed by wind."]},{"type":"item","name":"Gale","entries":["The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a {@dc 18} Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a {@chance 50} chance of being extinguished."]}]}],"regionalEffects":["The region containing a storm giant quintessent's lair is warped by the giant's presence, which creates one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Downpour","entries":["Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes."]},{"type":"item","name":"Lightning","entries":["Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair."]},{"type":"item","name":"Winds","entries":["High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind."]}]},"If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within {@dice 1d8} days."],"lore":["To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.","A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no further use of these elemental weapons, or when the giant dies, the weapons disappear.","A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors.",{"type":"entries","name":"A Quintessent's Lair","page":236,"entries":["A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. The storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm, as befits the environment."]}],"gallery":[{"path":"bestiary/MPMM/Storm Giant Quintessent.webp","credit":"Eric Belisle"},{"path":"bestiary/MPMM/Storm Giant Quintessent 2.webp","credit":"Tyler Jacobson"}],"otherVersions":[{"id":"storm-giant-quintessent-vgm","source":"VGM"}]},{"id":"storm-giant-quintessent-vgm","name":"Storm Giant Quintessent","source":"VGM","page":151,"srd":false,"image":"bestiary/VGM/Storm Giant Quintessent.webp","token":"bestiary/tokens/VGM/Storm Giant Quintessent.webp","size":"Huge","creatureType":"Giant (Storm Giant)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"50 ft., fly 50 ft. (hover), swim 50 ft.","str":29,"dex":14,"con":20,"int":17,"wis":20,"cha":19,"saves":"Str +14, Con +10, Wis +10, Cha +9","skills":"Arcana +8, History +8","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; thunder","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 20","languages":"Common, Giant","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"Underwater, Mountain, Desert, Coastal, Arctic","treasure":"","traits":[{"name":"Amphibious","entries":["The giant can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two Lightning Sword attacks or uses Wind Javelin twice."]},{"name":"Lightning Sword","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}40 ({@damage 9d6 + 9}) lightning damage."]},{"name":"Windjavelin","entries":["The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 ({@damage 3d6 + 9}) piercing damage to the target, striking unerringly. The javelin disappears after it hits."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Gust","entries":["The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a {@dc 18} Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses."]},{"name":"Thunderbolt (2 Actions)","entries":["The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) thunder damage on a failed save, or half as much damage on a successful one."]},{"name":"One with the Storm (3 Actions)","entries":["The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a {@spell control weather} spell or similar magic to quell the storm."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can't use the same effect two rounds in a row:",{"type":"list","items":["The giant creates a thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a {@dc 18} Constitution saving throw or be {@condition deafened} until the end of its next turn.","The giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't be dispersed by wind.","The giant creates a 60-foot-long, 10-foot-wide line of strong wind ( or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a {@dc 18} Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a {@chance 50} chance of being extinguished."]}],"regionalEffects":["The region containing a storm giant quintessent's lair is warped by the giant's presence, which creates one or more of the following effects:",{"type":"list","items":["High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.","Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes.","Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair."]},"If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within {@dice 1d8} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, literally transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.",{"name":"Elemental Weapons","entries":["A storm giant quintessent sheds its armor and weapons, but gains the power to form makeshift weapons out of thin air. When the giant has no further use of them, or when the giant dies, its elemental weapons disappear."],"type":"entries"},{"name":"Forsaken Form","entries":["A storm giant quintessent can revert to its true giant form on a whim. The change is temporary but can be maintained long enough for the giant to communicate with a mortal, carry out a short task, or defend its home against aggressors."],"type":"entries"}]},{"type":"quote","entries":["Zhents claim the Black Road the safest path across the desert of Anauroch, but there's a stretch that passes near the sand-swallowed ruins of a once-great arch–a portal built by giants, some say. a sandstorm rages all around it, and in the storm some have seen a face: a giant scowling visage."],"by":"Elminster"},{"type":"entries","name":"A Quintessent's Lair","entries":["A storm giant quintessent has no need for castles or dungeon lairs. Its lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm."]}]}],"gallery":[{"path":"bestiary/VGM/Storm Giant Quintessent.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"storm-giant-quintessent","source":"MPMM"}]},{"id":"storm-giant-skeleton","name":"Storm Giant Skeleton","source":"CM","page":208,"srd":false,"image":"bestiary/tokens/CM/Storm Giant Skeleton.webp","token":"bestiary/tokens/CM/Storm Giant Skeleton.webp","size":"Huge","creatureType":"Undead","alignment":"","ac":"13","initiative":"+2 (12)","hp":"204 (24d12 + 48)","speed":"50 ft.","str":29,"dex":14,"con":15,"int":3,"wis":8,"cha":1,"saves":"Str +14, Con +7","skills":"Perception +4","vulnerabilities":"bludgeoning","resistances":"cold","immunities":"lightning; poison; thunder","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two attacks with its greatsword or hurls two rocks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage plus 18 ({@damage 4d8}) necrotic damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, reach 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 15} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"storm-giant-tempest-caller","name":"Storm Giant Tempest Caller","source":"BGG","page":182,"srd":false,"image":"bestiary/BGG/Storm Giant Tempest Caller.webp","token":"bestiary/tokens/BGG/Storm Giant Tempest Caller.webp","size":"Huge","creatureType":"Giant (Sorcerer)","alignment":"Any Alignment","ac":"17","initiative":"+2 (12)","hp":"310 (27d12 + 135)","speed":"50 ft., fly 50 ft. (hover), swim 50 ft.","str":29,"dex":14,"con":20,"int":21,"wis":18,"cha":25,"saves":"Str +15, Con +11, Wis +10, Cha +13","skills":"Arcana +17, Athletics +15, Perception +10","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 20","languages":"Common, Giant, Primordial","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Alert","entries":["The giant can't be surprised, and it has advantage on initiative rolls."]},{"name":"Amphibious","entries":["The giant can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If the giant fails a saving throw, it can choose to succeed instead."]},{"name":"Scrying (Requires Storm Rune)","entries":["The giant can use its crystal ball to cast the {@spell scrying} spell (save {@dc 17})."]},{"name":"Storm Rune","entries":["The giant has a storm rune inscribed on a crystal ball. While the object bearing the rune is embedded in its body, the giant can use its Tempest Call action and its Scrying trait.","The object bearing the storm rune has AC 17; 50 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a storm rune on another crystal ball in its possession when it finishes a short or long rest."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}, {@hit 13} to hit with spell attacks):","At will: {@spell detect magic}, {@spell detect thoughts}","1/day each: {@spell control water}, {@spell control weather} (as an action), {@spell dispel magic}, {@spell plane shift}, {@spell sending}, {@spell time stop}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes three Lightning Blade or Lightning Lance attacks."]},{"name":"Lightning Blade","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) slashing damage plus 16 ({@damage 3d10}) lightning damage."]},{"name":"Lightning Lance","entries":["{@atk rs} {@hit 13} to hit, range 500 ft., one target. {@h}39 ({@damage 5d12 + 7}) lightning damage."]},{"name":"Tempest Call (Requires Storm Rune)","entries":["The giant creates an elemental vortex that fills a 60-foot-radius sphere centered on itself. Each creature in that area other than the giant must make a {@dc 21} Dexterity saving throw. On a failed save, a creature takes 43 ({@damage 8d8 + 7}) damage of a type of the giant's choosing: cold, lightning, or thunder. On a successful save, a creature takes half as much damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["While most storm giants care little for the intricate details of ranking in the ordning, tempest callers proudly claim a position at the pinnacle of that ranking—and few dare to challenge them. Wielding the power of rune magic in addition to the innate magic that courses through them, these storm giants are highly respected. If any giant can draw Annam's attention to the world, it would likely be a tempest caller.","Tempest callers implant crystal balls inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception. They can also create a momentary vortex of freezing winds and storm clouds around themselves, engulfing their foes in elemental fury."]}],"gallery":[{"path":"bestiary/BGG/Storm Giant Tempest Caller.webp"}]},{"id":"storm-herald","name":"Storm Herald","source":"BGG","page":183,"srd":false,"image":"bestiary/BGG/Storm Herald.webp","token":"bestiary/tokens/BGG/Storm Herald.webp","size":"Huge","creatureType":"Aberration","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"287 (23d12 + 138)","speed":"50 ft., swim 100 ft.","str":27,"dex":14,"con":22,"int":24,"wis":18,"cha":18,"saves":"Wis +10, Cha +10","skills":"Arcana +13, Deception +10, Perception +10","vulnerabilities":"","resistances":"cold; psychic","immunities":"lightning; thunder","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 20","languages":"Common, Giant, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The herald can breathe air and water."]},{"name":"Magic Resistance","entries":["The herald has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The herald casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 21}):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell mage hand} (the hand is invisible)","1/day each: {@spell control water}, {@spell control weather} (as an action), {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The herald makes one Claw attack, one Tentacles attack, and one Trident attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 8}) slashing damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 18}). It also has the {@condition restrained} condition and takes 16 ({@damage 3d10}) psychic damage at the start of each of its turns until this grapple ends. The herald can have only one creature {@condition grappled} this way at a time."]},{"name":"Trident","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d6 + 8}) piercing damage or 21 ({@damage 3d8 + 8}) piercing damage if used with two hands, plus 13 ({@damage 3d8}) lightning damage."]},{"name":"Psychic Wave {@recharge}","entries":["The herald unleashes a blast of psionic energy into the minds of up to three creatures it can see within 90 feet of itself. Each target must make a {@dc 21} Intelligence saving throw. On a failed save, a target takes 23 ({@damage 3d10 + 7}) psychic damage and has the {@condition stunned} condition for 1 minute. On a successful save, a target takes half as much damage only. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","If a creature is reduced to 0 hit points by this psychic damage, it dies and its head explodes if it has one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ancient and alien beings dwell or slumber in ocean depths, awaiting some cosmic circumstance that signals their time to rise. In their retreat from the world, storm giants sometimes stray into the orbit of such creatures, perhaps while seeking insight into some omen, vision, or prophecy. Krakens, aboleths, and Great Old Ones delight in corrupting storm giants to their service, transforming them into storm heralds.","A storm herald grows fins and tentacles, giving it a monstrous appearance. Its mind is wholly under its master's sway, and the herald gains fearsome psychic powers to use in advancing its master's plans. When the herald dies, it reverts to its previous appearance.","A storm herald might try to sway other storm giants to its master's service, while others gather devoted cults of lesser creatures to serve the monsters of the deep."]}],"gallery":[{"path":"bestiary/BGG/Storm Herald.webp"}]},{"id":"strahd-skeleton","name":"Strahd Skeleton","source":"RHW","page":269,"srd":false,"image":"bestiary/RHW/Strahd Skeleton.webp","token":"bestiary/tokens/RHW/Strahd Skeleton.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"16","initiative":"+1 (11)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":17,"dex":13,"con":15,"int":12,"wis":15,"cha":16,"saves":"Str +5","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"Darkvision 60 ft., Passive Perception 12","languages":"understands Common but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the skeleton to 0 {@variantrule Hit Points|XPHB}, it makes a Constitution saving throw ({@dc 5} plus the damage taken) unless the damage is Radiant or from a {@variantrule Critical Hit|XPHB}. On a successful save, the skeleton drops to 1 {@variantrule Hit Points|XPHB|Hit Point} instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The skeleton makes two Vampiric Longsword attacks. It can replace one attack with a use of Shield Bash."]},{"name":"Vampiric Longsword","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Slashing damage plus 7 ({@damage 2d6}) Necrotic damage. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken."]},{"name":"Shield Bash","entries":["{@actSave str} {@dc 13}, one creature within 5 feet that the skeleton can see. {@actSaveFail} 10 ({@damage 2d6 + 3}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Skeletal Soldier of the First Vampire}","Vampires sometimes turn mortal servants unworthy of the gift of vampirism into skeletal soldiers. Known as Strahd skeletons—in recognition of the lord of Barovia who first created them—these silent, capable undead soldiers wield vampiric blades. Strahd skeletons that whet their blades in blood often carry their weapons back to their vampire lords. Tales disagree on whether vampires can feed from these bloody blades or merely revel in the sacrifice."]}],"gallery":[{"path":"bestiary/RHW/Strahd Skeleton.webp","credit":"David Astruga"}]},{"id":"strahd-von-zarovich","name":"Strahd von Zarovich","source":"RHW","page":42,"srd":false,"image":"bestiary/RHW/Strahd von Zarovich.webp","token":"bestiary/tokens/RHW/Strahd von Zarovich.webp","size":"Medium","creatureType":"Undead (Vampire)","alignment":"Lawful Evil","ac":"16","initiative":"+9 (19)","hp":"204 (24d8 + 96)","speed":"40 ft., climb 40 ft.","str":18,"dex":18,"con":18,"int":20,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Arcana +15, Perception +12, Religion +10, Stealth +14","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 22","languages":"Abyssal, Common, Draconic, Elvish, Giant, Infernal","cr":"15","crDisplay":"15 (XP 13,000, or 15,000 in lair; PB +5)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Strahd dies, he revives with all his {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Barovia."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Strahd fails a saving throw, he can choose to succeed instead."]},{"name":"Misty Escape","entries":["If Strahd drops to 0 {@variantrule Hit Points|XPHB} outside his resting place, he uses Shape-Shift to become mist (no action required). If he can't use Shape-Shift, he is destroyed. While Strahd has 0 {@variantrule Hit Points|XPHB} in mist form, he can't return to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, Strahd returns to his vampire form and has the {@condition Paralyzed|XPHB} condition until he regains any {@variantrule Hit Points|XPHB}, and he regains 1 {@variantrule Hit Points|XPHB|Hit Point} after spending 1 hour there."]},{"name":"Spider Climb","entries":["Strahd can climb difficult surfaces, including ceilings, without making an ability check."]},{"name":"Vampire Weakness","entries":["Strahd has these weaknesses:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entries":["Strahd can't enter a residence without an invitation from an occupant."]},{"type":"itemSub","name":"Running Water","entries":["Strahd takes 20 Acid damage if he ends his turn in running water."]},{"type":"itemSub","name":"Stake to the Heart","entries":["If a weapon that deals Piercing damage is driven into Strahd's heart while Strahd has the {@condition Incapacitated|XPHB} condition in his resting place, Strahd has the {@condition Paralyzed|XPHB} condition until the weapon is removed."]},{"type":"itemSub","name":"Sunlight","entries":["Strahd takes 20 Radiant damage if he starts his turn in sunlight. While in sunlight, he has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks."]}]}]}],"spellcasting":[{"name":"Spellcasting","entries":["Strahd casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Thoughts|XPHB}, {@spell Fog Cloud|XPHB}, {@spell Mage Hand|XPHB}","2/day each: {@spell Animate Dead|XPHB}, {@spell Fireball|XPHB}, {@spell Gust of Wind|XPHB}, {@spell Mirror Image|XPHB}, {@spell Nondetection|XPHB}","1/day each: {@spell Greater Invisibility|XPHB}, {@spell Polymorph|XPHB}, {@spell Scrying|XPHB}"]},{"name":"Charm","entries":["Strahd casts {@spell Charm Person|XPHB}, requiring no spell components and using the same spellcasting ability as Spellcasting. When the spell is cast this way, its duration is 24 hours, and the {@condition Charmed|XPHB} target is a willing recipient of Strahd's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was {@condition Charmed|XPHB} by Strahd.","At will: {@spell Charm Person|XPHB}"]},{"name":"Count's Command","entries":["Strahd casts {@spell Command|XPHB} (level 2 version), requiring no spell components and using the same spellcasting ability as Spellcasting."]}],"actions":[{"name":"Multiattack","entries":["Strahd makes two Death Strike attacks. He can replace one of these attacks with a use of (A) Bite or (B) Spellcasting to cast {@spell Fireball|XPHB} if available."]},{"name":"Death Strike","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Slashing damage plus 14 ({@damage 4d6}) Necrotic damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from one of two hands."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@actSave con} {@dc 17}, one creature within 5 feet that is willing or that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition. {@actSaveFail} 7 ({@damage 1d6 + 4}) Piercing damage plus 10 ({@damage 3d6}) Necrotic damage. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken, and Strahd regains {@variantrule Hit Points|XPHB} equal to that amount. A Humanoid reduced to 0 {@variantrule Hit Points|XPHB} by this damage rises the following night as a Vampire Spawn under Strahd's control, unless the Humanoid is restored to life or its body is destroyed."]}],"bonusActions":[{"name":"Shape-Shift","entries":["If Strahd isn't in sunlight or running water, he shape-shifts into a Tiny bat ({@variantrule Speed|XPHB} 5 ft., {@variantrule Fly Speed|XPHB} 30 ft.), a Medium wolf ({@variantrule Speed|XPHB} 40 ft.), or a Medium cloud of mist ({@variantrule Speed|XPHB} 5 ft., {@variantrule Fly Speed|XPHB} 20 ft. [hover]), or he returns to his vampire form. Anything he is wearing transforms with him.","While in bat or wolf form, Strahd can't speak. His game statistics, other than his size and {@variantrule Speed|XPHB}, are unchanged.","While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless and can enter an enemy's space and stop there. If air can pass through a space, Strahd can do so, but he can't pass through liquid. Strahd has {@variantrule Resistance|XPHB} to all damage, except the damage he takes from sunlight."]}],"reactions":[],"legendaryActions":[{"name":"Striding Strike","entries":["Strahd moves up to half his {@variantrule Speed|XPHB}, and he makes one Death Strike attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Barovia is altered by Strahd's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in his domain, Strahd can close or open the borders to Barovia at will. While the borders are closed, noxious fog suffuses the Mists surrounding Barovia. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a {@dc 20} Constitution saving throw or gain 1 {@condition Exhaustion|XPHB} level. A creature makes this save only once per turn."},{"type":"item","name":"Dreadful Darkness","entry":"While in an area of {@variantrule Darkness|XPHB}, creatures other than Strahd and creatures of his choice have {@variantrule Disadvantage|XPHB} on saving throws to end or avoid the {@condition Frightened|XPHB} condition."},{"type":"item","name":"Jealous Heart","entry":"When a character receives {@variantrule Heroic Inspiration|XPHB} but already has it, that character can't give it to another character in the group."}]},"If Strahd dies, these effects end immediately."],"lore":[{"type":"entries","entries":["Count Strahd von Zarovich has lost all he ever desired—over and over again. Tormented by the Dark Powers, Strahd is haunted by visions of his lost family and tarnished nobility. The count spends long years brooding in the depths of Castle Ravenloft, but a reincarnation of his obsession appears every generation: Tatyana. Each time Tatyana's reincarnation emerges, Strahd seeks to undo the failures of his past and find a way to win her love. Time and time again, Strahd's heartless, domineering nature causes his bloody history to repeat itself and drives Tatyana beyond his clutches.","A severe, aristocratic figure, the count has the bearing of a former soldier and the impatience of one used to being obeyed. He feels little but occasionally embraces the novelty of toying with amusing strangers or breaking the spirits of his enemies. During his unnaturally long existence, he has learned many occult secrets and mysteries of the Domains of Dread. Strahd's dignified bearing crumbles when someone breaks his laws or denies him what he desires. In such cases, Strahd makes bloody examples of his opponents, drawing out his vengeance into campaigns of terror."]}],"gallery":[{"path":"bestiary/RHW/Strahd von Zarovich.webp"}],"otherVersions":[{"id":"strahd-von-zarovich-cos","source":"CoS"}]},{"id":"strahd-von-zarovich-cos","name":"Strahd von Zarovich","source":"CoS","page":240,"srd":false,"image":"bestiary/CoS/153-636988936829621698.webp","token":"bestiary/tokens/CoS/Strahd von Zarovich.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":20,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Arcana +15, Perception +12, Religion +10, Stealth +14","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 22","languages":"Abyssal, Common, Draconic, Elvish, Giant, Infernal","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.","While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.","While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If Strahd fails a saving throw, he can choose to succeed instead."]},{"name":"Misty Escape","entries":["When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed.","While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then {@condition paralyzed} until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point."]},{"name":"Regeneration","entries":["Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of his next turn."]},{"name":"Spider Climb","entries":["Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Strahd has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"He can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"He takes 20 acid damage if he ends his turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into his heart while he is {@condition incapacitated} in his coffin, he is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[{"name":"Spellcasting","entries":["Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell comprehend languages}, {@spell fog cloud}, {@spell sleep}","Level 2 (3 slots): {@spell detect thoughts}, {@spell gust of wind}, {@spell mirror image}","Level 3 (3 slots): {@spell animate dead}, {@spell fireball}, {@spell nondetection}","Level 4 (3 slots): {@spell blight}, {@spell greater invisibility}, {@spell polymorph}","Level 5 (1 slots): {@spell animate objects}, {@spell scrying}"]}],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["Strahd makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire or Wolf Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, plus 14 ({@damage 4d6}) necrotic damage. If the target is a creature, Strahd can grapple it (escape {@dc 18}) instead of dealing the slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Strahd, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under Strahd's control."]},{"name":"Charm","entries":["Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed}. The {@condition charmed} target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it.","Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["Strahd magically calls {@dice 2d4} {@creature swarm of bats||swarms of bats} or {@creature swarm of rats||swarms of rats}, provided that the sun isn't up. While outdoors, Strahd can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Strahd moves up to his speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Strahd makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Strahd makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't {@condition incapacitated}.","On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:",{"type":"list","items":["Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there.","Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful {@dc 20} Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again.","Strahd summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a {@creature specter}.","Strahd targets one Medium or smaller creature that casts a shadow. The target's shadow must be visible to Strahd and within 30 feet of him. If the target fails a {@dc 17} Charisma saving throw, its shadow detaches from it and becomes a {@creature shadow} that obeys Strahd's commands, acting on initiative count 20. A {@spell greater restoration} spell or a {@spell remove curse} spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed."]}],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1, \"Into the Mists,\" to understand his personality and goals.","Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft."]},{"type":"entries","name":"Strahd's Tactics","entries":["Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.","When you run an encounter with Strahd, keep the following facts in mind:",{"type":"list","items":["Strahd attacks at the most advantageous moment and from the most advantageous position.","Strahd knows when he's in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he flies away (using summoned wolves or swarms of bats or rats to guard his retreat).","Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a {@condition charmed} character to guard him against other members of the adventuring party."]}]},{"type":"entries","name":"The Vampire's Minions","entries":["Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a {@dice d20} and consult the Strahd's Minions table to determine what creatures he brings with him, if any.",{"type":"entries","name":"Strahd's Minions","entries":[{"type":"table","colLabels":["d20","Creatures"],"colStyles":["col-6","col-6"],"rows":[["1–3","{@dice 1d4 + 2} {@creature dire wolf||dire wolves}"],["4–6","{@dice 1d6 + 3} {@creature ghoul||ghouls}"],["7–9","{@dice 1d4 + 2} {@creature Strahd zombie|CoS|Strahd zombies} (in this appendix)"],["10–12","{@dice 2d4} {@creature swarm of bats||swarms of bats}"],["13–15","{@dice 1d4 + 1} {@creature vampire spawn}"],["16–18","{@dice 3d6} {@creature wolf||wolves}"],["19–20","None"]]},"If the characters are in a residence, Strahd's creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that's left of a party of adventurers that Strahd defeated long ago) can't enter the characters' location unless invited."]}]},{"type":"entries","name":"Heart of Sorrow","entries":["Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft.","Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft.","The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd's jaw, but only for a moment; then the vampire's jaw quickly resets itself.","The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an {@spell antimagic field}."]}]}]}],"gallery":[{"path":"bestiary/CoS/153-636988936829621698.webp"}],"hidden":true,"otherVersions":[{"id":"strahd-von-zarovich","source":"RHW"}]},{"id":"strahd-zombie","name":"Strahd Zombie","source":"CoS","page":241,"srd":false,"image":"bestiary/tokens/CoS/Strahd Zombie.webp","token":"bestiary/tokens/CoS/Strahd Zombie.webp","size":"Medium","creatureType":"Undead","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"30 (4d8 + 12)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands the languages it knew in life but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Loathsome Limbs","entries":["Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a {@dice d20} to determine what else happens to it:","1–8: One leg is severed from the zombie if it has any legs left.","9–16: One arm is severed from the zombie if it has any arms left.","17–20: The zombie is decapitated.","If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.","A severed leg is unable to attack and has a speed of 5 feet.","A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.","If its head is severed, the zombie loses its bite attack and its body is {@condition blinded} unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.","The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls {@condition prone}. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zombie makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Strahd zombies are undead that serve the vampire Strahd von Zarovich. Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.",{"name":"Loathsome Limbs","type":"entries","entries":["A Strahd zombie's gray-green flesh looks soft, and its bones seem brittle. Any good hit from a bludgeoning or slashing weapon severs part of the zombie's body. Strahd zombies are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part damages the whole creature."]},{"name":"Undead Nature","type":"entries","entries":["A Strahd zombie doesn't require air or sleep."]}]}]}]}]},{"id":"strahd-master-of-death-house","name":"Strahd, Master of Death House","source":"VEoR","page":251,"srd":false,"image":"bestiary/VEoR/Strahd, Master of Death House.webp","token":"bestiary/tokens/VEoR/Strahd, Master of Death House.webp","size":"Medium","creatureType":"Undead (Vampire, Wizard)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":20,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Arcana +15, Perception +12, Religion +10, Stealth +14","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 22","languages":"Abyssal, Common, Draconic, Elvish, Giant, Infernal","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Strahd fails a saving throw, he can choose to succeed instead."]},{"name":"Master of the House","entries":["When Strahd is reduced to 0 hit points, he dissolves into mist and immediately teleports to his lair in Castle Ravenloft. After {@dice 1d4} hours, Strahd re-forms in a random unoccupied space within his lair, regaining all his hit points."]},{"name":"Regeneration","entries":["Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn't function at the start of his next turn."]},{"name":"Spider Climb","entries":["Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Strahd has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Harmed by Running Water","entry":"While in running water, Strahd takes 20 acid damage if he ends his turn there, and he can't use his Change Shape."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"While in sunlight, Strahd takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can't use his Change Shape bonus action."}]}]}],"spellcasting":[{"name":"Spellcasting","entries":["Strahd casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Thoughts}, {@spell Fog Cloud}, {@spell Mage Hand}","2/day each: {@spell Animate Dead} (as an action), {@spell Gust of Wind}, {@spell Mirror Image}, {@spell Nondetection}","1/day each: {@spell Greater Invisibility}, {@spell Polymorph}, {@spell Scrying} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["Strahd makes two Death Strike attacks. He can replace one of these attacks with Blighted Fire if available."]},{"name":"Death Strike","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 14 ({@damage 4d6}) necrotic damage. If the target is a creature, Strahd can forgo dealing slashing damage; the target then has the {@condition grappled} condition (escape {@dc 18}) instead. Strahd can grapple only one creature at a time."]},{"name":"Blighted Fire {@recharge 5}","entries":["Strahd summons shadowy, necrotic fire that fills a 20-foot-radius sphere centered on a point he can see within 90 feet of himself. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage plus 14 ({@damage 4d6}) necrotic damage on a failed save or half as much damage on a successful one."]},{"name":"Charm","entries":["Strahd targets one Humanoid he can see within 30 feet of himself. The target must succeed on a {@dc 17} Wisdom saving throw or have the {@condition charmed} condition. The {@condition charmed} target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way.","Each time Strahd or his companions deal damage to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is reduced to 0 hit points, is on a different plane of existence than the target, or uses a bonus action to end the effect."]}],"bonusActions":[{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature that has the {@condition charmed} or {@condition grappled} condition. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains a number of hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Strahd's control."]},{"name":"Change Shape","entries":["Strahd transforms into a new form or back into his true form. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. When transforming into a new form, Strahd chooses one of the following options:"]},{"name":"Beast Form","entries":["Strahd transforms into a Tiny bat (flying speed 30 ft.) or a Medium wolf (speed 40 ft.). While in that form, he can't speak, and he retains his game statistics other than his size and speed."]},{"name":"Mist Form","entries":["Strahd transforms into a Medium cloud of mist. While in this form, Strahd has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. While in mist form, Strahd can pass through a space without squeezing as long as air can pass through that space, but he can't pass through water. Strahd has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage except the damage he takes as part of his Vampire Weaknesses trait. While in mist form, Strahd can't take any actions, speak, or manipulate objects."]}],"reactions":[],"legendaryActions":[{"name":"Cunning Escape","entries":["Strahd moves up to his speed without provoking opportunity attacks."]},{"name":"Strike (Costs 2 Actions)","entries":["Strahd makes one Death Strike attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Strahd von Zarovich is the Darklord of Barovia, a Domain of Dread. Little happens there without the Darklord's knowledge, although Strahd rarely pays attention to what he considers the uninteresting dealings of lesser beings."]},{"type":"section","entries":[{"type":"entries","name":"History","entries":["In life, Strahd von Zarovich was a prince, a soldier, and a conqueror. His thirst for power never sated, Strahd made a pact with the Dark Powers to become immortal. Meanwhile, Strahd's evil deepened, until in a jealous rage he murdered his brother, Sergei. Sergei's betrothed, Tatyana, leapt from a tower to escape Strahd and vanished into the Mists rising around Barovia as Strahd slew everyone else in the castle. He had become a vampire, and Barovia became a Domain of Dread.","Now the Dark Powers keep Strahd trapped in his realm, tormenting him with his inability to escape for all eternity. He spends his days amusing himself as best he can, terrorizing Barovia's people and savoring the fear and worship he commands."]}]}],"gallery":[{"path":"bestiary/VEoR/Strahd, Master of Death House.webp"}]},{"id":"strahd-s-animated-armor","name":"Strahd's Animated Armor","source":"CoS","page":227,"srd":false,"image":"bestiary/CoS/Strahd's Animated Armor.webp","token":"bestiary/tokens/CoS/Strahd's Animated Armor.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Evil","ac":"21","initiative":"+1 (11)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":17,"dex":13,"con":16,"int":9,"wis":10,"cha":9,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"cold; fire","immunities":"lightning; poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 13","languages":"understands Common but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Constructed Nature","entries":["An animated object doesn't require air, food, drink, or sleep.","The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone."]},{"name":"Antimagic Susceptibility","entries":["The armor is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the armor remains motionless, it is indistinguishable from a normal suit of armor."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The armor makes two melee attacks or uses Shocking Bolt twice."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) lightning damage."]},{"name":"Shocking Bolt","entries":["{@atk rs} {@hit 4} to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. {@h}10 ({@damage 3d6}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The armor that Strahd wore into battle when he was alive lives on today as a headless, animated suit of plate armor. The armor is painted burgundy and adorned with golden angelic motifs.",{"name":"Thing of Evil","type":"entries","entries":["Strahd imbued his automaton with a sliver of his being, bequeathing unto his armor a malevolence not found in most animated objects. He also fortified his armor and placed a number of permanent spell effects on it to make the armor a better castle defender.","The armor understands Common but obeys only the commands of its master."]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Strahd's Animated Armor.webp"}]},{"id":"strefan-maurer","name":"Strefan Maurer","source":"PSI","page":33,"srd":false,"image":"bestiary/PSI/Strefan.webp","token":"bestiary/tokens/PSI/Strefan Maurer.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":20,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Arcana +15, Perception +12, Religion +10, Stealth +14","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 22","languages":"Abyssal, Common, Draconic, Elvish, Giant, Infernal","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["If Strefan isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.","While in bat or wolf form, Strefan can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.","While in mist form, Strefan can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If Strefan fails a saving throw, he can choose to succeed instead."]},{"name":"Misty Escape","entries":["When Strefan drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed.","While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then {@condition paralyzed} until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point."]},{"name":"Regeneration","entries":["Strefan regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of his next turn."]},{"name":"Spider Climb","entries":["Strefan can climb difficult surfaces, including upside down on ceilings, without having to make an ability check."]},{"name":"Vampire Vulnerabilities","entries":["Weapons cut from living wood are particularly effective against vampires, though any weapon can harm or kill them. A vampire can't cross running water that shows the reflection of the moon, and water blessed by Avacyn ({@item Holy Water (flask)|PHB|holy water}) burns vampire flesh like acid. A vampire's reflection in silver (including a silver-backed glass mirror) appears as the vampire would have looked without the vampiric condition—neither its true appearance nor its glamer, but a normal human, flaws and all. For that reason, vampires go to great lengths to avoid mirrors, and the presence of silver in any form is unsettling to them."]}],"spellcasting":[{"name":"Spellcasting","entries":["Strefan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell comprehend languages}, {@spell fog cloud}, {@spell sleep}","Level 2 (3 slots): {@spell detect thoughts}, {@spell gust of wind}, {@spell mirror image}","Level 3 (3 slots): {@spell animate dead}, {@spell fireball}, {@spell nondetection}","Level 4 (3 slots): {@spell blight}, {@spell greater invisibility}, {@spell polymorph}","Level 5 (1 slots): {@spell animate objects}, {@spell scrying}"]}],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["Strefan makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire or Wolf Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, plus 14 ({@damage 4d6}) necrotic damage. If the target is a creature, Strefan can grapple it (escape {@dc 18}) instead of dealing the slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Strefan, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under Strahd's control."]},{"name":"Charm","entries":["Strefan targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed}. The {@condition charmed} target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it.","Each time Strefan or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["Strefan magically calls {@dice 2d4} {@creature swarm of bats||swarms of bats} or {@creature swarm of rats||swarms of rats}, provided that the sun isn't up. While outdoors, Strahd can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Strefan moves up to his speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Strefan makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Strefan makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The history of Strefan Maurer runs parallel to that of Strahd von Zarovich. After his father's death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad. Maurer Estate (Castle Ravenloft) was not spirited away to a demiplane—it was already on Innistrad, itself a place of nightmares. And Strefan is not trapped here, so he is not seeking a successor in hopes of escaping. Newcomers to his domain do attract his attention, though, as the possibility of meeting a new consort is always on Strefan's mind.","Strefan's statistics are unchanged from the statistics of {@creature Strahd von Zarovich|CoS|Strahd} in the Curse of Strahd adventure, except that he lacks the Vampire Weaknesses feature. Instead, Strefan has the weaknesses shared by Innistrad vampires (see that earlier section)."],"gallery":[{"path":"bestiary/PSI/Strefan.webp","title":"Falkenrath Noble","credit":"Slawomir Maniak"}]},{"id":"strigoi","name":"Strigoi","source":"RHW","page":270,"srd":false,"image":"bestiary/RHW/Strigoi.webp","token":"bestiary/tokens/RHW/Strigoi.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"52 (7d8 + 21)","speed":"30 ft., fly 40 ft.","str":17,"dex":14,"con":16,"int":11,"wis":17,"cha":10,"saves":"Str +5, Dex +4","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"charmed; frightened","senses":"Darkvision 60 ft., Passive Perception 15","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Stirge Telepathy","entries":["The strigoi can magically control stirges within 120 feet of itself using a special telepathy."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The strigoi makes two Claw attacks and one Proboscis attack."]},{"name":"Claw","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage."]},{"name":"Proboscis","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage plus 7 ({@damage 2d6}) Necrotic damage. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken, and the strigoi regains {@variantrule Hit Points|XPHB} equal to that amount. A creature reduced to 0 {@variantrule Hit Points|XPHB} by this attack dies, leaving behind nothing except its skin and equipment."]}],"bonusActions":[{"name":"Protective Swarm {@recharge}","entries":["The strigoi summons a swarm of bloodthirsty mosquitoes in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from itself, which lasts for 1 minute or until the strigoi's {@status Concentration|XPHB} on it ends. Whenever the swarm enters a creature's space or a creature enters the swarm or ends its turn there, that creature is subjected to the following effect (a creature makes this save only once per turn, and strigoi and stirges are unaffected). {@actSave con} {@dc 13}. {@actSaveFail} 3 ({@damage 1d6}) Necrotic damage, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Magically Mutated Bloodsucker}","Strigoi are vampire-like beings that resemble half-humanoid, half-stirge terrors. By night, these bloodthirsty predators seek humanoids to feed on, draining victims and leaving behind bloodless corpses. Stirges and mosquitoes follow these repulsive monsters in their hunts."]}],"gallery":[{"path":"bestiary/RHW/Strigoi.webp","credit":"Jarel Threat"}],"otherVersions":[{"id":"strigoi-vrgr","source":"VRGR"}]},{"id":"strigoi-vrgr","name":"Strigoi","source":"VRGR","page":246,"srd":false,"image":"bestiary/VRGR/Strigoi.webp","token":"bestiary/tokens/VRGR/Strigoi.webp","size":"Medium","creatureType":"Monstrosity","alignment":"","ac":"16","initiative":"+2 (12)","hp":"52 (7d8 + 21)","speed":"30 ft., fly 40 ft.","str":17,"dex":14,"con":16,"int":11,"wis":17,"cha":10,"saves":"Str +5, Dex +4, Wis +5","skills":"Perception +5, Stealth +6","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 120 ft., Passive Perception 15","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Stirge Telepathy","entries":["The strigoi can magically command any {@creature stirge} within 120 feet of it, using a limited form of telepathy."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The strigoi makes one Claw attack and makes one Proboscis attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 6 ({@damage 1d12}) acid damage."]},{"name":"Proboscis","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 10 ({@damage 3d6}) necrotic damage, and the strigoi regains hit points equal to the amount of necrotic damage dealt. A creature reduced to 0 hit points from this attack dies and leaves nothing behind except its skin and its equipment."]},{"name":"Ravenous Children (1/Day)","entries":["The strigoi magically summons {@dice 1d4 + 2} {@creature stirge||stirges} (see their entry in the Monster Manual) in unoccupied spaces it can see within 30 feet of it. The stirges are under the strigoi's control and act immediately after the strigoi in the initiative order. The stirges disappear after 1 hour, when the strigoi dies, or when the strigoi dismisses them (no action required)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The first strigoi were created by spellcasters who subjected swarms of stirges to transmutation spells. Other strigoi have emerged as the results of similar spellcraft, as the byproducts of outlandish scientific experiments, and from stirges draining well-fed vampires. When a strigoi arises, the unnatural creature is overwhelmed by instinctual hunger that drives it to undertake bloodthirsty rampages along with swarms of emboldened, bloodsucking pests.","Strigoi drain the blood, marrow, and soft tissues from their victims, leaving behind nothing but empty husks. Due to the horrifying nature of their deaths, those slain by strigoi occasionally reanimate as boneless.","Many strigoi seek ways to return to their former existence while being compelled to drain living victims. Others, though, embrace their new forms and mimic vampires. These would-be bloodsucker aristocrats create stirge courts amid scabrous husk-decorated villas and drain the life from any who balk at their grotesque gentility."]}],"gallery":[{"path":"bestiary/VRGR/Strigoi.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"strigoi","source":"RHW"}]},{"id":"strixhaven-campus-guide","name":"Strixhaven Campus Guide","source":"SCC","page":217,"srd":false,"image":"bestiary/SCC/Strixhaven Campus Guide.webp","token":"bestiary/tokens/SCC/Strixhaven Campus Guide.webp","size":"Small","creatureType":"Construct","alignment":"Lawful Good","ac":"17","initiative":"+2 (12)","hp":"31 (7d6 + 7)","speed":"30 ft.","str":15,"dex":14,"con":13,"int":10,"wis":12,"cha":12,"saves":"Dex +4","skills":"Insight +3, Persuasion +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; deafened; exhaustion; paralyzed; petrified; poisoned","senses":"blindsight 60 ft., Passive Perception 11","languages":"Common plus any three languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Campus Knowledge","entries":["While at Strixhaven, the guide can't become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at Strixhaven."]},{"name":"Univocal Speech","entries":["When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says."]},{"name":"Unusual Nature","entries":["The guide doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guide makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage."]},{"name":"Smile and Wave","entries":["Each creature of the guide's choice that is within 30 feet of the guide must succeed on a {@dc 11} Wisdom saving throw or be magically {@condition charmed} by the guide for 1 hour.","A {@condition charmed} target must move on its turn toward the guide, trying to get within 5 feet of the guide. The target doesn't move into obviously dangerous ground, such as a fire or a pit. Whenever the {@condition charmed} target takes damage, it can repeat the saving throw, ending the effect on itself on a success.","A target that successfully saves is immune to any guide's Smile and Wave ability for the next 24 hours."]}],"bonusActions":[{"name":"Need Directions","entries":["The guide takes the Help action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["With cheerful dispositions and a knack for walking backward, Strixhaven campus guides lead gaggles of prospective students on tours. The guides' gold and silver chassis are built in shapes reminiscent of the star arches surrounding Strixhaven. Embedded in their chests are holographic maps of the university's campuses, which the guides use to provide directions. However, it's rare for a campus guide to need its own maps, as these gregarious automatons have a gift for finding things on campus, often popping up at the most inopportune times."]}],"gallery":[{"path":"bestiary/SCC/Strixhaven Campus Guide.webp","credit":"Slawomir Maniak"}]},{"id":"strongheart","name":"Strongheart","source":"WBtW","page":228,"srd":false,"image":"bestiary/WBtW/Strongheart.webp","token":"bestiary/tokens/WBtW/Strongheart.webp","size":"Medium","creatureType":"Humanoid (Human, Paladin)","alignment":"Lawful Good","ac":"20","initiative":"+1 (11)","hp":"55 (10d8 + 10)","speed":"30 ft.","str":15,"dex":12,"con":13,"int":12,"wis":13,"cha":17,"saves":"Wis +3, Cha +5","skills":"Insight +3, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 11","languages":"Common, Dwarvish","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Strongheart wields {@item Steel|WBtW}, a sentient, lawful good longsword (see appendix A)."]}],"spellcasting":[{"name":"Spellcasting","entries":["Strongheart casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","3/day each: {@spell command}, {@spell detect evil and good}, {@spell protection from evil and good}","1/day each: {@spell lesser restoration}, {@spell remove curse}, {@spell zone of truth}"]}],"actions":[{"name":"Multiattack","entries":["Strongheart makes three Steel attacks."]},{"name":"Steel","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage when used with two hands. Once on each of his turns, Strongheart can also cause the blade to gleam with holy light. If he does so, the target is {@condition blinded} until the start of Strongheart's next turn."]},{"name":"Revivify (Recharges at the Next Dawn)","entries":["While holding Steel, Strongheart casts {@spell revivify}."]}],"bonusActions":[],"reactions":[{"name":"Protect Another","entries":["When a creature Strongheart can see attacks another creature that is within 5 feet of him, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over evil. He is thoughtful, kind, and seldom rash, yet never hesitant to punish those who spit in the face of law and order.","Strongheart doesn't worship a god but devotes himself to an ideal: that the world can be spared from evil by those who have enough courage to stand against it."]}],"gallery":[{"path":"bestiary/WBtW/Strongheart.webp","credit":"Daarken"}]},{"id":"styx-dragon","name":"Styx Dragon","source":"CoA","page":252,"srd":false,"image":"bestiary/CoA/Styx Dragon.webp","token":"bestiary/tokens/CoA/Styx Dragon.webp","size":"Gargantuan","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"296 (16d20 + 128)","speed":"30 ft., burrow 20 ft., swim 60 ft.","str":27,"dex":14,"con":26,"int":19,"wis":20,"cha":19,"saves":"Dex +8, Con +14, Wis +11, Cha +10","skills":"Athletics +21, Insight +11, Perception +11, Survival +17","vulnerabilities":"","resistances":"damage from spells","immunities":"cold; poison","conditionImmunities":"blinded; poisoned","senses":"blindsight 120 ft., Passive Perception 21","languages":"Draconic, Infernal","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]},{"name":"Stygian Wasting","entries":["Creatures afflicted with this disease are incapable of regaining hit points in any way until the disease is cured. Additionally, as their flesh starts to rot, a creature with this disease takes 36 ({@damage 8d8}) necrotic damage after each long rest they finish."]},{"name":"Styx Dweller","entries":["The dragon is immune to all negative effects from the River Styx."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon can use its Frightful Presence. It then makes three attacks using its Bite, Tail, or a combination of the two. It can replace one of the attacks with Constrict."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must make a {@dc 19} Constitution saving throw. On a failed save, the target contracts Stygian Wasting."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 22}). The dragon can't make a Tail attack while a creature is {@condition grappled} in this way."]},{"name":"Constrict","entries":["The dragon tightens its grip on a creature {@condition grappled} by its tail. The creature takes 27 ({@damage 3d12 + 8}) bludgeoning damage, has the {@condition restrained} condition until the start of the dragon's next turn, and must make a {@dc 19} Constitution saving throw. On a failed save, the target contracts Stygian Wasting."]},{"name":"Frightful Presence","entries":["Each creature of the dragon's choice that is within 120 feet of the dragon must succeed on a {@dc 18} Wisdom saving throw or have the {@condition frightened} condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Stygian Breath {@recharge 5}","entries":["The dragon exhales poisonous Styx water in a 60-foot-long, 10-foot-wide line. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 54 ({@damage 12d8}) poison damage on a failed save, or half as much on a successful one. Creatures that fail the save contract Stygian Wasting."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The dragon makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["The dragon makes a Tail attack. If a creature is already {@condition grappled}, the dragon may use Constrict instead."]},{"name":"Death Throw (Costs 3 Actions)","entries":["If the dragon has successfully {@condition restrained} a creature with the Constrict ability, it may throw them up to 100 feet away. When it lands, the creature takes 21 ({@damage 6d6}) bludgeoning damage and must make a {@dc 18} Constitution saving throw. On a failed save, the creature has the {@condition unconscious} condition for 10 minutes."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["One of the only draconic beings that makes its home in the Nine Hells, the Styx dragon is an aquatic creature that lives within the River Styx. The waters of the Styx have no effect on its mental faculties or memories, and their breath weapon replicates the effects of the Styx. Their diet consists mostly of devils foolish enough to wander close to the banks of the Styx, though they prefer mortals and corpses over Fiends. Occasional Styx dragons have been spotted in non-infernal planes, possibly by traveling the Styx to their destination.",{"type":"entries","name":"Unusual Dragons","page":252,"entries":["Unlike other Dragons, the scales of the Styx dragon have no effect on their capabilities, and range from darker hues all the way up to chromatic scales, though they always appear muddied. They have no wings and very small limbs, relying primarily on their tails for mobility and combat. Their serpentine body lends itself to muddy nests along the banks of the Styx and quick underwater travel. Good captains know where Styx dragon clutches are along the river, and steer their boats specifically to avoid the creatures."]}],"gallery":[{"path":"bestiary/CoA/Styx Dragon.webp","credit":"Sebastian Kowoll"}]},{"id":"su-monster","name":"Su-monster","source":"ToA","page":232,"srd":false,"image":"bestiary/ToA/Su-monster.webp","token":"bestiary/tokens/ToA/Su-monster.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft., climb 30 ft.","str":14,"dex":15,"con":12,"int":9,"wis":13,"cha":9,"saves":"","skills":"Athletics +6, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The su-monster makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage, or 12 ({@damage 4d4 + 2}) slashing damage if the su-monster is hanging by its tail and all four of its limbs are free."]},{"name":"Psychic Crush {@recharge 5}","entries":["The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 11} Wisdom saving throw or take 17 ({@damage 5d6}) psychic damage and be {@condition stunned} for 1 minute. The {@condition stunned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Su-monsters are cunning, wicked primates that inhabit forsaken wilderness areas and caves. Adults stand 5 feet tall and have long prehensile tails. Although they can grasp tools and weapons with their tails or clawed feet, su-monsters prefer to rend prey with their claws. Adult su-monsters can also project blasts of psionic energy that leave enemies {@condition stunned} and unable to flee or defend themselves.","A su-monster sleeps while hanging upside down by its tail. While awake, it can also unleash a devastating attack from that position, rending with all four of its claws.","Su-monsters communicate silently by using their prehensile tails to make gestures. They typically kill more than they can eat, burying the leftovers and marking their location with the victim's possessions."]}]}]}],"gallery":[{"path":"bestiary/ToA/Su-monster.webp"}]},{"id":"succubus","name":"Succubus","source":"XMM","page":303,"srd":true,"image":"bestiary/XMM/Succubus.webp","token":"bestiary/tokens/XMM/Succubus.webp","size":"Medium","creatureType":"Fiend","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"71 (13d8 + 13)","speed":"30 ft., fly 60 ft.","str":8,"dex":17,"con":13,"int":15,"wis":12,"cha":20,"saves":"","skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","vulnerabilities":"","resistances":"cold; fire; poison; psychic","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Infernal; telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Planar, Lower, Urban","treasure":"Implements","traits":[{"name":"Incubus Form","entries":["When the succubus finishes a {@variantrule Long Rest|XPHB}, it can shape-shift into an {@creature Incubus|XMM}, using that stat block instead of this one."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The succubus makes one Fiendish Touch attack and uses Charm or Draining Kiss."]},{"name":"Fiendish Touch","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}16 ({@damage 2d10 + 5}) Psychic damage."]},{"name":"Charm","entries":["The succubus casts {@spell Dominate Person|XPHB} (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 15})."]},{"name":"Draining Kiss","entries":["{@actSave con} {@dc 15}, one creature {@condition Charmed|XPHB} by the succubus within 5 feet. {@actSaveFail} 13 ({@damage 3d8}) Psychic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the damage taken."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The succubus shape-shifts to resemble a Medium or Small Humanoid or back into its true form. Its game statistics are the same in each form, except its {@variantrule Fly Speed|XPHB} is available only in its true form. Any equipment it's wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Succubus","entries":["{@i Life-Draining Seducer}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Lower Planes)|bestiary|environment=planar, lower}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Succubi prey on mortals physically and exploit their waking desires. They relish corrupting virtuous souls and the pain an individual's downfall can cause. Once their targets are at their lowest, succubi slay their victims with their essence-draining kiss.","Through fiendish rites, succubi can transform into incubi to manipulate their prey in dreams as well as the waking world. They can also change shape to torment their victims. These tempters can dominate Humanoids, but they usually do so to reinforce their manipulations or defend themselves rather than controlling others outright. Roll on or choose a result from the Succubus Temptations table to inspire how a succubus toys with its victims.",{"type":"table","caption":"Succubus Temptations","colLabels":["1d6","The Succubus Manipulates Its Target By..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adopting the form of a lost loved one."],["2","Charming someone close to its target."],["3","Isolating them from their loved ones."],["4","Manipulating events to bring surprise fortune."],["5","Posing as a flattering underling."],["6","Taking the form of one in need of protection."]]}]}],"gallery":[{"path":"bestiary/XMM/Succubus.webp","credit":"Jodie Muir"}],"otherVersions":[{"id":"succubus-mm","source":"MM"}]},{"id":"succubus-mm","name":"Succubus","source":"MM","page":285,"srd":false,"image":"bestiary/MM/Succubus.webp","token":"bestiary/tokens/MM/Succubus.webp","size":"Medium","creatureType":"Fiend (Shapechanger)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"66 (12d8 + 12)","speed":"30 ft., fly 60 ft.","str":8,"dex":17,"con":13,"int":15,"wis":12,"cha":20,"saves":"","skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","vulnerabilities":"","resistances":"cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Infernal, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Telepathic Bond","entries":["The fiend ignores the range restriction on its telepathy when communicating with a creature it has {@condition charmed}. The two don't even need to be on the same plane of existence."]},{"name":"Shapechanger","entries":["The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"spellcasting":[],"actions":[{"name":"Claw (Fiend Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Charm","entries":["One humanoid the fiend can see within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.","The fiend can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends."]},{"name":"Draining Kiss","entries":["The fiend kisses a creature {@condition charmed} by it or a willing creature. The target must make a {@dc 15} Constitution saving throw against this magic, taking 32 ({@damage 5d10 + 5}) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Etherealness","entries":["The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.","Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.",{"name":"Beautiful Corrupters","type":"entries","entries":["A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.","Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.","A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.","The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A {@condition charmed} creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul."]},{"name":"Deadly Kiss","type":"entries","entries":["The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes."]},{"name":"Fiendish Offspring","type":"entries","entries":["Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a {@creature cambion} child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent."]}]}]}],"gallery":[{"path":"bestiary/MM/Succubus.webp"}],"hidden":true,"otherVersions":[{"id":"succubus","source":"XMM"}]},{"id":"sul-khatesh","name":"Sul Khatesh","source":"ERLW","page":304,"srd":false,"image":"bestiary/ERLW/Sul Khatesh.webp","token":"bestiary/tokens/ERLW/Sul Khatesh.webp","size":"Large","creatureType":"Fiend","alignment":"Lawful Evil","ac":"22","initiative":"+5 (15)","hp":"475 (50d10 + 200)","speed":"40 ft., fly 40 ft. (hover)","str":18,"dex":21,"con":19,"int":30,"wis":22,"cha":25,"saves":"Con +12, Int +18, Wis +14, Cha +15","skills":"Arcana +18, History +18, Insight +14, Religion +18","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"truesight 120 ft., Passive Perception 16","languages":"all, telepathy 150 ft.","cr":"28","crDisplay":"28 (XP 120,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Sul Khatesh fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Sul Khatesh has advantage on saving throws against spells and other magical effects."]},{"name":"Master of Magic","entries":["Sul Khatesh has advantage on Constitution saving throws to maintain {@status concentration}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Sul Khatesh's spellcasting ability is Intelligence (spell save {@dc 26}, {@hit 18} to hit with spell attacks). She can innately cast the following spells, requiring no material components:","At will: {@spell counterspell}, {@spell detect magic}, {@spell detect thoughts}, {@spell dispel magic}, {@spell eyebite}, {@spell fireball}, {@spell lightning bolt}, {@spell shield}","3/day each: {@spell chain lightning}, {@spell create undead}, {@spell dream}, {@spell hold monster}, {@spell mass suggestion}, {@spell scrying}","1/day each: {@spell foresight}, {@spell gate}, {@spell power word kill}, {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["Sul Khatesh makes four attacks with Arcane Blast."]},{"name":"Arcane Blast","entries":["{@atk rs} {@hit 18} to hit, range 120 ft., one target. {@h}15 ({@damage 1d10 + 10}) force damage."]},{"name":"Magic Staff","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}36 ({@damage 5d12 + 4}) force damage."]},{"name":"Arcane Cataclysm (Recharges after a Long Rest)","entries":["Sul Khatesh conjures orbs of magical energy that plummet to the ground at three different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a {@dc 26} Dexterity saving throw, taking 71 ({@damage 11d12}) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an {@spell antimagic field} for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields."]},{"name":"Change Shape","entries":["Sul Khatesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Sul Khatesh's choice).","In a new form, Sul Khatesh retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Sul Khatesh makes two attacks with her Arcane Blast or one attack with her magic staff."]},{"name":"Consume Magic (Costs 2 Actions)","entries":["Sul Khatesh targets a creature within 120 feet of her who is {@status concentration||concentrating} on a spell. The target must succeed on a {@dc 26} Constitution saving throw or its {@status concentration} is broken on the spell, and Sul Khatesh gains 5 temporary hit points per level of that spell."]},{"name":"Maddening Secrets (Costs 3 Actions)","entries":["Sul Khatesh whispers an arcane secret into the mind of a creature she can see within 60 feet of her. The target must succeed on a {@dc 26} Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 ({@damage 4d12}) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead {@condition stunned} until the end of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Sul Khatesh is known as the Keeper of Secrets and the Queen of Shadows. She embodies the fears and superstitions surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness.","Sul Khatesh is subtler than the Rage of War. She empowers warlocks and whispers secrets into the minds of wizards and artificers, helping them master spells and create relics they could never shape on their own. But few of those inspired by Sul Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts.",{"type":"entries","name":"The Queen of Shadows","entries":["An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow."]},{"type":"entries","name":"Minions","entries":["Most of Sul Khatesh's followers are wizards and warlocks, and she is one of the primary patrons for warlocks in Khorvaire. Covens devoted to the Queen of Shadows use dark magic and fear to dominate whole communities, while isolated warlocks make pacts with Sul Khatesh to pursue power and revenge. By sharing her power in this way, the overlord perpetuates the image of the evil warlock, inciting fear that strengthens the Keeper of Secrets even more.","Sul Khatesh's chief agent among the Lords of Dust is the rakshasa Hektula, who serves as the librarian in the demonic citadel of Ashtakala. Known as the First Scribe, Hektula presides over an immense trove of arcane knowledge and artifacts."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Immortal Nature","entries":["An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM."]}]}]},"In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.","As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence.","Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world."]}]}],"gallery":[{"path":"bestiary/ERLW/Sul Khatesh.webp","credit":"Matt Stewart"}]},{"id":"suldil-baldoriel","name":"Suldil Baldoriel","source":"MaBJoV","page":66,"srd":false,"image":"bestiary/MaBJoV/Suldil Baldoriel.webp","token":"bestiary/tokens/MaBJoV/Suldil Baldoriel.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"137 (25d8 + 25)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":12,"wis":14,"cha":20,"saves":"Con +5, Cha +9","skills":"Arcana +9, Deception +9, Persuasion +9","vulnerabilities":"","resistances":"lightning","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Celestial, Common, Draconic, Elvish","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Young Bronze Dragon","entries":["Suldil is accompanied by a {@creature young bronze dragon}. The dragon allows Suldil to use him as a mount."]}],"spellcasting":[{"name":"Spellcasting","entries":["Suldil casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell light}, {@spell mage hand}","1/day: {@spell disintegrate}","2/day each: {@spell counterspell}, {@spell shield}"]}],"actions":[{"name":"Bronze Bolt","entries":["{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 120 ft., one target. {@h}21 ({@damage 3d10 + 5}) lightning damage."]},{"name":"Explosion (1/Day)","entries":["Suldil discharges a burst of energy in a 60-foot-radius. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 44 ({@damage 8d10}) lightning damage on failed save, half as much damage on a successful save."]}],"bonusActions":[{"name":"Mounted","entries":["If Suldil isn't mounted, she can use a bonus action to magically teleport onto her young bronze dragon mount, provided Suldil and the young bronze dragon are on the same plane of existence. When she teleports, Suldil appears astride the young bronze dragon along with any equipment she is wearing or carrying. While mounted and not {@condition incapacitated}, Suldil can't be surprised, and both her and her mount gain advantage on Dexterity saving throws."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["More than a thousand years ago, Suldil was born to a human boatswain and his sea-elf bride. Her innate magical prowess brought her to the attention of the fledgling order of the Knights of Bahamut. The Knights of Bahamut were an order of dragon riders that worshipped Bahamut and bonded to young metallic dragons.","The rise of the Knights of Bahamut was meteoric in its speed, but so was their fall. They vanished from the history books in 250 DR, victims of their own success. Fearful of the rising power of the Knights of Bahamut, their enemies formed an alliance that struck quickly and brutally. When the final days came, Suldil was a veteran dragon rider bonded to a beautiful bronze dragon. She was happily married and the proud mother to a son. In a single night Suldil lost everything. She survived only through the intervention of a nymph of the Feywild. The nymph took Suldil into her sylvan realm at night when the enemies of the Knights of Bahamut were killing the other riders, dragons and their families.","Suldil would stay in the Feywild for a decade. Not out of her own choice, but because of the obsession of the nymph. The fey creature was enamored with Suldil and had no desire to let her go. It was only through years of Suldil's pleas that the nymph finally allowed the former knight to return to her world. When Suldil was finally released from the Feywild, a decade had passed for her, but a millennium had passed in the mortal world. It was the harshest way to learn that time flows differently in the Feywild.","Suldil is disheartened that the Knights of Bahamut have vanished from history. She prayed to Bahamut and was surprised when she was given a vision. The vision led her to the lair of a bronze dragon killed by fortune hunters. One of the dragon's eggs was hidden beneath a pile of copper that the hunters had left behind. Suldil bonded with the bronze wyrmling that hatched from the egg a few months later.","Suldil wants to bring the Order of Bahamut back and searches for candidates that she thinks are worthy of joining her resurrected order.",{"type":"entries","name":"Suldil as a Contact","entries":["Suldil becomes a contact for members of the Knights of Bahamut at 9th level. Suldil has access to the scrolls and texts of the ancient Knights of Bahamut. This includes the formula for transforming certain magic items into more powerful items. A successful {@skill History} check is required to hunt down all of the appropriate scrolls and texts.",{"type":"table","caption":"Enhancing Magic Items via Suldil","colLabels":["Magic Item","Magic Item Needed As A Component","History Check DC","Material Cost"],"colStyles":["col-4","col-4","col-2 text-right","col-2 text-right"],"rows":[["Bead of force","Uncommon wondrous item","20","100 gp"],["Horn of blasting","Uncommon wondrous item","15","100 gp"],["Javelin of lightning","Uncommon magical weapon","10","50 gp"],["Ring of feather falling","Uncommon ring","10","100 gp"],["Ring of resistance—lightning","Uncommon ring","15","150 gp"],["Ring of the ram","Uncommon ring","15","150 gp"],["Staff of thunder and lightning","Rare rod, staff or wand","20","500 gp"],["Wand of lightning bolts","Uncommon rod, staff or wand","15","300 gp"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Suldil Baldoriel.webp"}]},{"id":"summer-eladrin","name":"Summer Eladrin","source":"MPMM","page":116,"srd":false,"image":"bestiary/MPMM/Summer Eladrin.webp","token":"bestiary/tokens/MPMM/Summer Eladrin.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Chaotic Neutral","ac":"19","initiative":"+5 (15)","hp":"165 (22d8 + 66)","speed":"50 ft.","str":19,"dex":21,"con":16,"int":14,"wis":12,"cha":18,"saves":"","skills":"Athletics +8, Intimidation +8","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Elvish, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Desert, Forest","treasure":"","traits":[{"name":"Fearsome Presence","entries":["Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature becomes {@condition frightened} of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours."]},{"name":"Magic Resistance","entries":["The eladrin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eladrin makes two Longsword or Longbow attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands, plus 9 ({@damage 2d8}) fire damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 9 ({@damage 2d8}) fire damage."]}],"bonusActions":[{"name":"Fey Step {@recharge 4}","entries":["The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[{"name":"Parry","entries":["The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force."]},{"type":"section","name":"Eladrin","entries":[{"type":"quote","entries":["If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.","Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up."],"by":"Tasha"},"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.","Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.","The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.",{"name":"Changeable Natures","type":"entries","entries":["Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't {@condition incapacitated}. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them."]}]}],"gallery":[{"path":"bestiary/MPMM/Summer Eladrin.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"summer-eladrin-mtf","source":"MTF"}]},{"id":"summer-eladrin-mtf","name":"Summer Eladrin","source":"MTF","page":196,"srd":false,"image":"bestiary/MTF/Summer Eladrin.webp","token":"bestiary/tokens/MTF/Summer Eladrin.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Chaotic Neutral","ac":"19","initiative":"+5 (15)","hp":"127 (17d8 + 51)","speed":"50 ft.","str":19,"dex":21,"con":16,"int":14,"wis":12,"cha":18,"saves":"","skills":"Athletics +8, Intimidation +8","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Elvish, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Desert, Forest","treasure":"","traits":[{"name":"Fearsome Presence","entries":["Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 16} Wisdom saving throw. On a failed save, the creature becomes {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours."]},{"name":"Fey Step {@recharge 4}","entries":["As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see."]},{"name":"Magic Resistance","entries":["The eladrin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The eladrin makes two weapon attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 4 ({@damage 1d8}) fire damage, or 15 ({@damage 2d10 + 4}) slashing damage plus 4 ({@damage 1d8}) fire damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 4 ({@damage 1d8}) fire damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Summer Eladrin","entries":["When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force."]},{"type":"section","name":"Eladrin","entries":[{"type":"quote","entries":["To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all."],"by":"Mordenkainen"},"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.","The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Creatures of Passion","type":"entries","entries":["The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week."]},{"name":"Lovers of Beauty","type":"entries","entries":["Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them."]},{"type":"entries","name":"Changeable Nature","entries":["Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't {@condition incapacitated}. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Summer Eladrin.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"summer-eladrin","source":"MPMM"}]},{"id":"sunbird","name":"Sunbird","source":"PSX","page":32,"srd":false,"image":"bestiary/PSX/Sunbird.webp","token":"bestiary/tokens/PSX/Sunbird.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"17","initiative":"+0 (10)","hp":"279 (18d20 + 90)","speed":"20 ft., fly 120 ft.","str":28,"dex":10,"con":20,"int":13,"wis":14,"cha":15,"saves":"Dex +5, Con +10, Wis +7, Cha +7","skills":"Perception +7","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"Giant Owl, understands Common but can't speak it","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When the sunbird dies, it explodes, and each creature within 30 feet of it must make a {@dc 18} Dexterity saving throw, taking 42 ({@damage 12d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried. The sunbird's body turns to ash, but an egg is left where the sunbird was."]},{"name":"Fire Aura","entries":["At the start of each of the sunbird's turns, each creature within 5 feet of it takes 11 ({@damage 2d10}) fire damage, and flammable objects in the area that aren't being worn or carried ignite. A creature that touches the sunbird or hits it with a melee attack while within 5 feet of it takes 11 ({@damage 2d10}) fire damage. The aura also sheds bright light in a 60-foot radius and dim light for an additional 60 feet."]},{"name":"Flyby","entries":["The sunbird doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Keen Hearing and Sight","entries":["The sunbird has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sunbird makes two talon attacks."]},{"name":"Talon","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage plus 14 ({@damage 4d6}) fire damage, and the target is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}, and the sunbird can't attack another target with that talon. A {@condition grappled} creature takes 11 ({@damage 2d10}) fire damage at the start of each of the sunbird's turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The people of the Sun Empire revere certain dinosaurs as incarnations of the Threefold Sun. But the fiery phoenixes, also called sunbirds, are thought to be messengers of Tilonalli, embodying the destructive aspect of the sun but also the rebirth that follows. Legends hold that somewhere within the mountains sleeps Xuatl—a scaled bird formed from the sun's fire. Xuatl molts its skin and feathers during the summer months, often setting the trees and slopes ablaze."],"gallery":[{"path":"bestiary/PSX/Sunbird.webp","title":"Sunbird's Invocation","credit":"Christine Choi"}]},{"id":"sunder-shaman","name":"Sunder Shaman","source":"GGR","page":202,"srd":false,"image":"bestiary/GGR/Sunder Shaman.webp","token":"bestiary/tokens/GGR/Sunder Shaman.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Neutral","ac":"20","initiative":"+2 (12)","hp":"138 (12d12 + 60)","speed":"40 ft.","str":23,"dex":15,"con":21,"int":10,"wis":12,"cha":9,"saves":"Dex +6, Con +9, Wis +5","skills":"Athletics +10, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Giant","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."]},{"name":"Siege Monster","entries":["The giant deals double damage to objects and structures."]},{"name":"Stone Camouflage","entries":["The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two slam attacks. The first of those attacks that hits deals an extra 18 ({@damage 4d8}) damage if the giant has taken damage since its last turn."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}24 ({@damage 4d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Gruul sunder shamans are angry giants that channel their rage into brutal attacks that deal overwhelming damage to foes and structures alike.","These shamans sometimes lead hill giants and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches on the wilds where they once lived-not least because they have so much difficulty fitting inside the small structures. They delight in destroying such edifices, and in the heat of their rage, they walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements as clubs."]},{"type":"entries","name":"Giants","entries":["Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline."]}]}]}],"gallery":[{"path":"bestiary/GGR/Sunder Shaman.webp","credit":"Jason Rainville"}]},{"id":"sundeth","name":"Sundeth","source":"WDMM","page":304,"srd":false,"image":"bestiary/tokens/WDMM/Sundeth.webp","token":"bestiary/tokens/WDMM/Sundeth.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"18","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":20,"dex":15,"con":14,"int":10,"wis":14,"cha":12,"saves":"Str +9, Con +6","skills":"Athletics +9, Intimidation +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Indomitable (2/Day)","entries":["Sundeth rerolls a failed saving throw."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, Sundeth can regain 20 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Sundeth makes three attacks with its greatsword or its shortbow."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage, plus 7 ({@damage 2d6}) slashing damage if Sundeth has more than half of its total hit points remaining."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 7 ({@damage 2d6}) piercing damage if Sundeth has more than half of its total hit points remaining."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Sundeth is a hideous, 8-foot-tall, half-ogre."]},{"id":"sunfly","name":"Sunfly","source":"MPP","page":47,"srd":false,"image":"bestiary/MPP/Sunfly.webp","token":"bestiary/tokens/MPP/Sunfly.webp","size":"Tiny","creatureType":"Celestial","alignment":"Chaotic Good","ac":"13","initiative":"+3 (13)","hp":"2 (1d4)","speed":"10 ft., fly 40 ft.","str":4,"dex":17,"con":10,"int":4,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"understands Celestial but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Sting","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage. Additionally, if the sunfly is on an Outer Plane, it injects the target with a toxin, the effect of which is determined by the sunfly's location:"]},{"name":"Upper Plane","entries":["The target sheds bright light in a 5-foot radius until the end of its next turn."]},{"name":"Neutral Plane","entries":["If the target is {@status concentration||concentrating} on a spell or similar effect, it makes the Constitution saving throw with disadvantage to maintain its {@status concentration}."]},{"name":"Lower Plane","entries":["The target's speed is reduced by 5 feet until the end of its next turn."]}],"bonusActions":[{"name":"Illumination","entries":["The sunfly sheds bright light in a 5-foot radius and dim light for an additional 5 feet, or it uses a bonus action to extinguish the light."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly's toxin so that its effect is different depending on which Outer Plane the sunfly is on.","Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the pets of doting, highly protective owners."]}],"gallery":[{"path":"bestiary/MPP/Sunfly.webp"}]},{"id":"surrakar","name":"Surrakar","source":"PSZ","page":26,"srd":false,"image":"bestiary/PSZ/Surrakar.webp","token":"bestiary/tokens/PSZ/Surrakar.webp","size":"Medium","creatureType":"Humanoid (Surrakar)","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft., swim 30 ft.","str":15,"dex":10,"con":13,"int":7,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Draconic","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The surrakar can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The surrakar makes two melee attacks, each one with a different weapon."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Heavy Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Spiked Shield","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The surrakar are a race of hulking amphibian humanoids native to Bala Ged. They have broad shoulders and long arms that drag on the ground when they walk. Their splayed feet and hands are webbed, and long tusks protrude from their large mouths. They have little culture and no written language, and some members of other races believe they are merely animals with no true language at all.","Surrakar are similar to D&D's {@creature lizardfolk|MM}."],"gallery":[{"path":"bestiary/PSZ/Surrakar.webp","title":"Shoreline Salvager","credit":"Igor Kieryluk"}]},{"id":"svirfneblin-wererat","name":"Svirfneblin Wererat","source":"OotA","page":97,"srd":false,"image":"bestiary/tokens/OotA/Svirfneblin Wererat.webp","token":"bestiary/tokens/OotA/Svirfneblin Wererat.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":10,"dex":15,"con":12,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft. (rat form only), Passive Perception 12","languages":"Common (can't speak in rat form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Smell","entries":["The wererat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["The wererat makes two attacks, only one of which can be a bite."]},{"name":"Bite (Rat or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"swanmay","name":"Swanmay","source":"FRAiF","page":281,"srd":false,"image":"bestiary/FRAiF/Swanmay.webp","token":"bestiary/tokens/FRAiF/Swanmay.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral Good","ac":"14","initiative":"+4 (14)","hp":"71 (11d8 + 22)","speed":"30 ft., fly 40 ft. (swan form only)","str":10,"dex":18,"con":14,"int":10,"wis":16,"cha":15,"saves":"Con +4, Wis +5","skills":"Nature +4, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest","treasure":"Individual","traits":[{"name":"Flyby (Swan Form Only)","entries":["The swanmay doesn't provoke an {@action Opportunity Attack|XPHB} action when it flies out of an enemy's reach."]}],"spellcasting":[{"name":"Spellcasting","entries":["The swanmay casts one of the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Druidcraft|XPHB}, {@spell Speak with Animals|XPHB} (swan form only)","1/day each: {@spell Animal Friendship|XPHB}, {@spell Beast Sense|XPHB}, {@spell Spike Growth|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The swanmay makes two attacks, using Beak, Longbow, or Scimitar in any combination."]},{"name":"Beak (Swan Form Only)","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Piercing damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Scimitar (Humanoid Form Only)","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Slashing damage."]},{"name":"Longbow (Humanoid Form Only)","entries":["{@atkr r} {@hit 6}, range 150/600 ft. {@h}13 ({@damage 2d8 + 4}) Piercing damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The swanmay shape-shifts into a Small swan, or it returns to its true humanoid form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Swanmay","entries":["{@i Shape-Changing Protector of Nature}","Swanmays are members of a reclusive order of wilderness defenders. Each bears a primal blessing that allows them to transform into a swan to watch over the lakes and woods they call home. Swanmays get along well with dryads and other creatures devoted to protecting the wilderness.","Roll or choose a result from the Swanmay's Charge table as inspiration for what a swanmay protects.",{"type":"table","colLabels":["1d6","The Swanmay Is Devoted to Protecting..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hidden spring."],["2","A lakeshore recently ravaged by a forest fire."],["3","The conjunction of three rivers."],["4","A dryad whose tree is recovering from illness."],["5","A Humanoid ignorant of the swanmay's true nature."],["6","A handful of seeds bearing primal power."]]}]}],"gallery":[{"path":"bestiary/FRAiF/Swanmay.webp"}]},{"id":"swarm-of-animated-books","name":"Swarm of Animated Books","source":"CM","page":19,"srd":false,"image":"bestiary/CM/Swarm of Animated Books.webp","token":"bestiary/tokens/CM/Swarm of Animated Books.webp","size":"Medium","creatureType":"Construct","alignment":"","ac":"12","initiative":"+1 (11)","hp":"22 (4d8 + 4)","speed":"0 ft., fly 30 ft. (hover)","str":10,"dex":13,"con":12,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"fire","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Objects","entries":["If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to discern that the swarm is animate."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a 1-foot-tall, 8-inch-wide, 2-inch-thick object. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Book Club","entries":["{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage, or 3 ({@damage 1d4 + 1}) bludgeoning damage if the swarm has half its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CM/Swarm of Animated Books.webp","credit":"Kieran Yanner"}]},{"id":"swarm-of-bats","name":"Swarm of Bats","source":"XMM","page":370,"srd":true,"image":"bestiary/XMM/Swarm of Bats.webp","token":"bestiary/tokens/XMM/Swarm of Bats.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"11 (2d10)","speed":"5 ft., fly 30 ft.","str":5,"dex":15,"con":10,"int":2,"wis":12,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Blindsight 60 ft., Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 2d4}) Piercing damage, or 2 ({@damage 1d4}) Piercing damage if the swarm is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Swarm of Bats.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"swarm-of-bats-mm","source":"MM"}]},{"id":"swarm-of-bats-mm","name":"Swarm of Bats","source":"MM","page":337,"srd":false,"image":"bestiary/MM/Swarm of Bats.webp","token":"bestiary/tokens/MM/Swarm of Bats.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"0 ft., fly 30 ft.","str":5,"dex":15,"con":10,"int":2,"wis":12,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"blindsight 60 ft., Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Mountain, Hill, Urban","treasure":"","traits":[{"name":"Echolocation","entries":["The swarm can't use its blindsight while {@condition deafened}."]},{"name":"Keen Hearing","entries":["The swarm has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}5 ({@damage 2d4}) piercing damage, or 2 ({@damage 1d4}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}],"gallery":[{"path":"bestiary/MM/Swarm of Bats.webp"}],"hidden":true,"otherVersions":[{"id":"swarm-of-bats","source":"XMM"}]},{"id":"swarm-of-beetles","name":"Swarm of Beetles","source":"MM","page":338,"srd":false,"image":"bestiary/tokens/MM/Swarm of Beetles.webp","token":"bestiary/tokens/MM/Swarm of Beetles.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"22 (5d8)","speed":"20 ft., burrow 5 ft., climb 20 ft.","str":3,"dex":13,"con":10,"int":1,"wis":7,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"blindsight 10 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Grassland, Forest, Swamp, Hill, Urban, Desert","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}]},{"id":"swarm-of-books","name":"Swarm of Books","source":"WDH","page":156,"srd":false,"image":"bestiary/tokens/WDH/Swarm of Books.webp","token":"bestiary/tokens/WDH/Swarm of Books.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"0 ft., fly 30 ft.","str":5,"dex":15,"con":10,"int":2,"wis":12,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; paralyzed; petrified; prone; restrained; stunned; grappled","senses":"blindsight 60 ft., Passive Perception 11","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny book. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}5 ({@damage 2d4}) bludgeoning damage, or 2 ({@damage 1d4}) bludgeoning damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Animated books which form a swarm when disturbed"]}]}]}]},{"id":"swarm-of-campestris","name":"Swarm of Campestris","source":"WBtW","page":232,"srd":false,"image":"bestiary/WBtW/Swarm of Campestris.webp","token":"bestiary/tokens/WBtW/Swarm of Campestris.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"12","initiative":"-2 (8)","hp":"27 (6d8)","speed":"5 ft.","str":3,"dex":7,"con":10,"int":4,"wis":10,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"tremorsense 30 ft., Passive Perception 14","languages":"understands Common but speaks only through the use of its Mimicry trait","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Mimicry","entries":["Each campestri in the swarm can mimic any voice or song it has heard, albeit in a nasal falsetto."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough to accommodate an individual campestri. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Head Butts","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}10 ({@damage 4d4}) bludgeoning damage, or 5 ({@damage 2d4}) bludgeoning damage if the swarm has half its hit points or fewer."]},{"name":"Spores (1/Day)","entries":["A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a {@dc 10} Wisdom saving throw. On a failed save, the creature is {@condition incapacitated} and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can't distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris' vicinity, the little creatures will happily sing along, each in an obnoxiously nasal falsetto, as they dance and caper around whoever is making the music.","Campestris can easily imitate lyrics and music. After a campestri has practiced a song or a piece of music three or four times, the creature remembers it forever.","Campestris vary widely in color, from white to tan to dark brown, but they always have red or purple caps and speckles. A campestri moves by manipulating the mycelium that grows out of the base of its stem and supports it. The mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism, because it makes the campestris taste salty and thus unpleasant to most creatures, though bullywugs consider them a delicacy."]}],"gallery":[{"path":"bestiary/WBtW/Swarm of Campestris.webp","credit":"Claudio Pozas"}]},{"id":"swarm-of-centipedes","name":"Swarm of Centipedes","source":"MM","page":338,"srd":false,"image":"bestiary/tokens/MM/Swarm of Centipedes.webp","token":"bestiary/tokens/MM/Swarm of Centipedes.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"22 (5d8)","speed":"20 ft., climb 20 ft.","str":3,"dex":13,"con":10,"int":1,"wis":7,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"blindsight 10 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Grassland, Forest, Swamp, Hill, Urban, Desert","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer.","A creature reduced to 0 hit points by a swarm of centipedes is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}]},{"id":"swarm-of-corrupted-rats","name":"Swarm of Corrupted Rats","source":"WttHC","srd":false,"image":"bestiary/WttHC/Swarm of Corrupted Rats.webp","token":"bestiary/tokens/WttHC/Swarm of Corrupted Rats.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft., climb 30 ft.","str":9,"dex":14,"con":10,"int":2,"wis":11,"cha":4,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Darkvision 30 ft., Passive Perception 10","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Death Burst","entries":["The rat explodes when it dies. {@actSave con} {@dc 10}, each creature in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the rat. {@actSaveFail} {@damage 2d4} Acid Damage. {@actSaveSuccess} Half damage."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain {@variantrule Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, Reach 5 ft. {@h}6 ({@damage 2d4 + 2}) Piercing damage or {@damage 1d4 + 2} Piercing damage if the swarm is Bloodied."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WttHC/Swarm of Corrupted Rats.webp"}]},{"id":"swarm-of-cranium-rats","name":"Swarm of Cranium Rats","source":"MPMM","page":83,"srd":false,"image":"bestiary/MPMM/Swarm of Cranium Rats.webp","token":"bestiary/tokens/MPMM/Swarm of Cranium Rats.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"76 (17d8)","speed":"30 ft.","str":9,"dex":14,"con":10,"int":15,"wis":11,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 30 ft., Passive Perception 10","languages":"telepathy 30 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Telepathic Shroud","entries":["The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["As long as it has more than half of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell command}, {@spell comprehend languages}, {@spell detect thoughts}","1/day each: {@spell confusion}, {@spell dominate monster}"]}],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer, plus 22 ({@damage 5d8}) psychic damage."]}],"bonusActions":[{"name":"Illumination","entries":["The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Cranium Rat","entries":["Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers.","A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically \"speaks\" as one creature, often referring to itself using the collective pronouns \"we\" and \"us.\" Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colony's elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy."]}],"gallery":[{"path":"bestiary/MPMM/Swarm of Cranium Rats.webp","credit":"Marco Nelor"}],"otherVersions":[{"id":"swarm-of-cranium-rats-vgm","source":"VGM"}]},{"id":"swarm-of-cranium-rats-vgm","name":"Swarm of Cranium Rats","source":"VGM","page":133,"srd":false,"image":"bestiary/VGM/Cranium Rat.webp","token":"bestiary/tokens/VGM/Swarm of Cranium Rats.webp","size":"Medium","creatureType":"Beast","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"36 (8d8)","speed":"30 ft.","str":9,"dex":14,"con":10,"int":15,"wis":11,"cha":14,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 30 ft., Passive Perception 10","languages":"telepathy 30 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Illumination","entries":["As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5 to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Telepathic Shroud","entries":["The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The swarm's innate spellcasting ability is Intelligence (spell save {@dc 13}). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:","At will: {@spell command}, {@spell comprehend languages}, {@spell detect thoughts}","1/day each: {@spell confusion}, {@spell dominate monster}"]}],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Mind flayers create cranium rats by bombarding normal rats with psionic energy.",{"type":"entries","name":"Evil Collectives","entries":["Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells.","A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can't drop below 4 and becomes 15 again if it rejoins the swarm or another one."]},{"type":"entries","name":"Telepathic Vermin","entries":["A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically \"speaks\" as one creature, often referring to itself using the collective pronouns \"we\" and \"us.\""]},{"type":"entries","name":"Spies for an Elder Brain","entries":["Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy."]},"Cranium rats occasionally spread beyond the elder brain's range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire."]}]}],"gallery":[{"path":"bestiary/VGM/Cranium Rat.webp","credit":"Marco Nelor"}],"hidden":true,"otherVersions":[{"id":"swarm-of-cranium-rats","source":"MPMM"}]},{"id":"swarm-of-crawling-claws","name":"Swarm of Crawling Claws","source":"XMM","page":83,"srd":true,"image":"bestiary/XMM/Crawling Claws.webp","token":"bestiary/tokens/XMM/Swarm of Crawling Claws.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"49 (11d8)","speed":"30 ft., climb 30 ft.","str":14,"dex":14,"con":11,"int":5,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; incapacitated; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"Blindsight 30 ft., Passive Perception 10","languages":"understands Common but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Any","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Swarm of Grasping Hands","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}20 ({@damage 4d8 + 2}) Necrotic damage, or 11 ({@damage 2d8 + 2}) Necrotic damage if the swarm is {@status Bloodied|XPHB}. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Swarms of crawling claws are typically animated by depraved necromancers. Occasionally, these grotesque swarms arise from mass graves or after tragedies, refusing to let their murderers escape their grasp."]},{"type":"section","name":"Crawling Claws","entries":["{@i Severed Appendages with Malicious Will}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Crawling claws are severed hands that move and act of their own murderous accord. These deathless appendages can spring to life from the severed limbs of killers and villains, and sinister magic-users might animate crawling claws as foul servants. Crawling claws appear in a variety of forms, from decaying human hands to the fresh appendages of animals or monsters",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Is it possible for any creature, any living being, to be inherently evil? Such an assertion may itself facilitate the committing of evil acts. By defining a person as evil, we give them free rein to behave as they will, absolving them from the wickedness of their words and the evil of their hands."],"by":"Ansolm Haas","from":"The Isolation of Evil"}]}]}],"gallery":[{"path":"bestiary/XMM/Crawling Claws.webp","credit":"Brian Valenzuela"}]},{"id":"swarm-of-dretches","name":"Swarm of Dretches","source":"XMM","page":104,"srd":false,"image":"bestiary/XMM/Dretches.webp","token":"bestiary/tokens/XMM/Swarm of Dretches.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"12","initiative":"+0 (10)","hp":"45 (6d10 + 12)","speed":"40 ft.","str":14,"dex":11,"con":14,"int":5,"wis":8,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; cold; fire; lightning; piercing; slashing","immunities":"poison","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"Abyssal; telepathy 60 ft. (works only with creatures that understand Abyssal)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Planar, Abyss","treasure":"","traits":[{"name":"Fetid Aura","entries":["{@actSave con} {@dc 12}, any creature that starts its turn in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the swarm. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the start of its next turn. While {@condition Poisoned|XPHB}, the target can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both, and it can't take Reactions."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The swarm makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}12 ({@damage 3d6 + 2}) Slashing damage, or 9 ({@damage 3d4 + 2}) Slashing damage if the swarm is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Swarms of dretches sometimes escape the Abyss onto other planes of existence, or they might be part of a demonic invasion. Without direction, these crude demons rampage and despoil with cruel enthusiasm."]},{"type":"section","name":"Dretches","entries":["{@i Demons of Frenzy and Vulgarity}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The servants and victims of greater demons, dretches embody petty instincts, chaotic impulses, and violent urges. Dretches exist in unfathomable numbers in the depths of the Abyss, where their reeking throngs fill vast demonic hordes.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Ah, the infinite wonders of the Abyss. If there's anything you don't like, you'll find it here."],"by":"Jaranda, Expert on the Abyss"}]}]}],"gallery":[{"path":"bestiary/XMM/Dretches.webp","credit":"Mathias Kollros"}]},{"id":"swarm-of-gibberlings","name":"Swarm of Gibberlings","source":"QftIS","page":202,"srd":false,"image":"bestiary/QftIS/Swarm of Gibberlings.webp","token":"bestiary/tokens/QftIS/Swarm of Gibberlings.webp","size":"Large","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"38 (7d10)","speed":"30 ft.","str":18,"dex":14,"con":11,"int":5,"wis":7,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 120 ft., Passive Perception 8","languages":"Gibberling","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aversion to Fire","entries":["If the swarm takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Incessant Gibberish","entries":["Any non-gibberling that is within 60 feet of the swarm and doesn't have the {@condition deafened} condition has disadvantage on Constitution saving throws to maintain {@status concentration} on spells and similar effects."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The swarm makes two Gnashing Teeth attacks."]},{"name":"Gnashing Teeth","entries":["{@atk mw} {@hit 6} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d4 + 4}) piercing damage, or 9 ({@damage 2d4 + 4}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A single gibberling is little more than a nuisance—a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path.","Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most focused creatures. Gibberling swarms are heard long before they are seen.","The first gibberlings were spawned in the jungles of the Gaping Maw, a layer of the Abyss ruled by the demon lord Demogorgon. The Prince of Demons' influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire.","On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark."]}],"gallery":[{"path":"bestiary/QftIS/Swarm of Gibberlings.webp"}]},{"id":"swarm-of-gremishkas","name":"Swarm of Gremishkas","source":"RHW","page":249,"srd":false,"image":"bestiary/RHW/Gremishka.webp","token":"bestiary/tokens/RHW/Swarm of Gremishkas.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+2 (12)","hp":"31 (7d4 + 14)","speed":"30 ft.","str":12,"dex":14,"con":15,"int":11,"wis":14,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Darkvision 30 ft., Passive Perception 12","languages":"understands Common but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The gremishka has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Swarm (Swarm Form Only)","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Swarming Bites (Swarm Form Only)","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}12 ({@damage 3d6 + 2}) Piercing damage, or 9 ({@damage 3d4 + 2}) Piercing damage if the swarm is {@status Bloodied|XPHB}, plus 7 ({@damage 2d6}) Force damage. If the target is attuned to any magic items, its {@variantrule Attunement|XPHB} to one item (DM's choice) ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Magic-Reactive Mage Killer}","Gremishkas are magically unstable creations of misguided magic-users. These wildly destructive menaces delight in tormenting spellcasters and seek to destroy anything associated with them, particularly spellbooks, spell components, and familiars. If exposed to magic, a lone gremishka explodes into a destructive swarm of duplicate gremishkas."]}],"gallery":[{"path":"bestiary/RHW/Gremishka.webp","credit":"Olivier Bernard"}],"otherVersions":[{"id":"swarm-of-gremishkas-vrgr","source":"VRGR"}]},{"id":"swarm-of-gremishkas-vrgr","name":"Swarm of Gremishkas","source":"VRGR","page":235,"srd":false,"image":"bestiary/VRGR/Swarm of Gremishkas.webp","token":"bestiary/tokens/VRGR/Swarm of Gremishkas.webp","size":"Medium","creatureType":"Monstrosity","alignment":"","ac":"12","initiative":"+2 (12)","hp":"24 (7d6)","speed":"25 ft.","str":12,"dex":14,"con":10,"int":12,"wis":14,"cha":4,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 30 ft., Passive Perception 14","languages":"understands Common but can't speak","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Limited Spell Immunity","entries":["The swarm automatically succeeds on saving throws against spells of 3rd level or lower, and the attack rolls of such spells always miss it."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny gremishka. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}12 ({@damage 3d6 + 2}) piercing damage, or 5 ({@damage 1d6 + 2}) piercing damage if the swarm has half of its hit points or fewer, plus 7 ({@damage 2d6}) force damage."]}],"bonusActions":[],"reactions":[{"name":"Spell Redirection","entries":["In response to a spell attack roll missing the swarm, the swarm causes that spell to hit another creature of its choice within 30 feet of it that it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with a taste for the trappings of magic—particularly spellbooks, spell components, familiars, and the like. Gremishkas delight in tormenting magic-users, holding vicious grudges against those who gave them life as they infest the walls of spellcasters' homes or the surrounding lands.","Despite their feral appearances, gremishkas are cunning creatures. They might imitate the sounds of whimpering children or wounded animals to coax victims into tight quarters. While they favor attacking spellcasters, gremishkas are opportunistic hunters and lash out at anything they think they can overwhelm—or just get a bite of.","Gremishkas have an unstable relationship with magic. Spells cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks rapidly reforming into duplicate gremishkas. These spontaneously created swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws."]}],"gallery":[{"path":"bestiary/VRGR/Swarm of Gremishkas.webp","credit":"April Prime"}],"hidden":true,"otherVersions":[{"id":"swarm-of-gremishkas","source":"RHW"}]},{"id":"swarm-of-hoard-scarabs","name":"Swarm of Hoard Scarabs","source":"FTD","page":205,"srd":false,"image":"bestiary/FTD/Swarm of Hoard Scarabs.webp","token":"bestiary/tokens/FTD/Swarm of Hoard Scarabs.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"31 (7d8)","speed":"20 ft., burrow 20 ft., fly 20 ft.","str":6,"dex":16,"con":11,"int":3,"wis":8,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 9","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the swarm is animate."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Swarm of Bites","entries":["{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}13 ({@damage 3d6 + 3}) piercing damage, or 6 ({@damage 1d6 + 3}) piercing damage if the swarm is at half of its hit points or fewer, and the target has disadvantage on attack rolls until the start of its next turn."]}],"bonusActions":[{"name":"Scale Dust (1/Day)","entries":["The swarm releases magical glittering dust from its wings. Each creature within 10 feet of the swarm must succeed on a {@dc 13} Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can't benefit from being {@condition invisible}. In addition, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting {@spell dispel magic} on the creature ends the effect on it."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of gold coins. They feed on tiny mites that infest a dragon's scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.","Hoard scarabs also produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair's draconic owner to sense intruders' location as they move about the lair."]}],"gallery":[{"path":"bestiary/FTD/Swarm of Hoard Scarabs.webp","credit":"Clint Cearley"}]},{"id":"swarm-of-infesting-insects","name":"Swarm of Infesting Insects","source":"RHW","page":271,"srd":false,"image":"bestiary/RHW/Swarms of Insects.webp","token":"bestiary/tokens/RHW/Swarm of Infesting Insects.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"20 ft., climb 20 ft., swim 20 ft.","str":3,"dex":14,"con":12,"int":1,"wis":7,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Blindsight 30 ft., Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Forest, Grassland, Swamp, Urban","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Infestation","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}12 ({@damage 4d4 + 2}) Poison damage, or 7 ({@damage 2d4 + 2}) Poison damage if the swarm is {@status Bloodied|XPHB}, and the target has the {@condition Poisoned|XPHB} condition. If the target remains {@condition Poisoned|XPHB} in this way after 1 hour, it is subjected to the following effect. {@actSave con} {@dc 11}. {@actSaveFail} Roll {@dice 1d6}: on a 1-2, the target has the {@condition Blinded|XPHB} condition; on a 3-4, the target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by 5 ({@dice 1d10}); on a 5-6, the target gains 1 {@condition Exhaustion|XPHB} level. The effect lasts until the {@condition Poisoned|XPHB} condition ends. {@actSaveSuccess} The {@condition Poisoned|XPHB} condition ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Infesting insect swarms invade larger prey, burrowing into other creature's bodies with varied, gruesome results."]},{"type":"section","name":"Swarms of Insects","entries":["{@i Flesh-Eating Parasites}","Few fates are more gruesome than falling victim to the parasitic or skeletonizing insect swarms that lurk in haunted sites and cursed dungeons."]}],"gallery":[{"path":"bestiary/RHW/Swarms of Insects.webp","credit":"Alexandre Honoré"}]},{"id":"swarm-of-insects","name":"Swarm of Insects","source":"XMM","page":370,"srd":true,"image":"bestiary/XMM/Swarm of Insects.webp","token":"bestiary/tokens/XMM/Swarm of Insects.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d8 + 6)","speed":"20 ft., 20 ft. (climb or fly; (DM's choice))","str":3,"dex":13,"con":14,"int":1,"wis":7,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Blindsight 30 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Desert, Forest, Grassland, Hill, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Spider Climb","entries":["If the swarm has a {@variantrule Climb Speed|XPHB}, the swarm can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}6 ({@damage 2d4 + 1}) Poison damage, or 3 ({@damage 1d4 + 1}) Poison damage if the swarm is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Swarm of Insects.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"swarm-of-insects-mm","source":"MM"}]},{"id":"swarm-of-insects-mm","name":"Swarm of Insects","source":"MM","page":338,"srd":false,"image":"bestiary/tokens/MM/Swarm of Insects.webp","token":"bestiary/tokens/MM/Swarm of Insects.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"22 (5d8)","speed":"20 ft., climb 20 ft.","str":3,"dex":13,"con":10,"int":1,"wis":7,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"blindsight 10 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Grassland, Forest, Swamp, Hill, Urban, Desert","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}],"hidden":true,"otherVersions":[{"id":"swarm-of-insects","source":"XMM"}]},{"id":"swarm-of-larvae","name":"Swarm of Larvae","source":"XMM","page":193,"srd":false,"image":"bestiary/XMM/Larvae.webp","token":"bestiary/tokens/XMM/Swarm of Larvae.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"22 (3d10 + 6)","speed":"30 ft.","str":14,"dex":11,"con":14,"int":6,"wis":12,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Darkvision 60 ft., Passive Perception 11","languages":"understands all but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Planar, Lower","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Necrotic damage, or 7 ({@damage 2d4 + 2}) Necrotic damage if the swarm is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Lone larvae pose little threat, but in large numbers, larvae can overwhelm vulnerable creatures. Out of desperation, larvae band together in grotesque swarms, their squirming stampedes heralded by a din of wordless whimpers and stomach-turning worm sounds."]},{"type":"section","name":"Larvae","entries":["{@i Fitting Fates for Depraved Souls}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Lower Planes)|bestiary|environment=planar, lower}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Souls condemned to the Lower Planes often become larvae—repulsive, maggot-like creatures with twisted features evocative of those they possessed in life. These pathetic creatures are nearly helpless and struggle to escape the attention of the more powerful inhabitants of the Lower Planes. Many Fiends view larvae as delicacies to be consumed, while evil magic-users find larvae useful for depraved rituals. Night hags frequently collect and herd larvae, trading them to nefarious parties across the multiverse.","Larvae that survive on the Lower Planes long enough can eventually transform into other sorts of lesser Fiends."]}],"gallery":[{"path":"bestiary/XMM/Larvae.webp","credit":"Helge C. Balzer"}]},{"id":"swarm-of-lemures","name":"Swarm of Lemures","source":"XMM","page":194,"srd":false,"image":"bestiary/XMM/Swarm of Lemures.webp","token":"bestiary/tokens/XMM/Swarm of Lemures.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"12","initiative":"-2 (8)","hp":"45 (6d10 + 12)","speed":"40 ft.","str":14,"dex":7,"con":14,"int":1,"wis":12,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; cold; piercing; slashing","immunities":"fire; poison","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 11","languages":"understands Infernal but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Planar, Nine Hells","treasure":"","traits":[{"name":"Hellish Restoration","entries":["If the swarm dies in the Nine Hells, it revives with all its {@variantrule Hit Points|XPHB} in {@dice 1d10} days unless it is killed by a creature under the effects of a {@spell Bless|XPHB} spell or its remains are sprinkled with {@item Holy Water|XPHB}."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening large enough for a Medium creature. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The swarm makes two Vile Slime attacks."]},{"name":"Vile Slime","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}11 ({@damage 2d8 + 2}) Poison damage, or 9 ({@damage 2d6 + 2}) Poison damage if the swarm is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["When devils drive hosts of lemures into close proximity or when lemures compress into a single mass, a swarm forms and adopts a unified mind."]},{"type":"section","name":"Lemures","entries":["{@i Devils of Agony and Despair}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Nine Hells)|bestiary|environment=planar, nine hells}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The least of all devils, lemures arise from wicked souls, their mortal memories scoured away. Only vague limbs and anguished features jut from these slurries of infernal proto-matter."]}],"gallery":[{"path":"bestiary/XMM/Swarm of Lemures.webp"}]},{"id":"swarm-of-maggots","name":"Swarm of Maggots","source":"VRGR","page":247,"srd":false,"image":"bestiary/VRGR/Swarm of Maggots.webp","token":"bestiary/tokens/VRGR/Swarm of Maggots.webp","size":"Medium","creatureType":"Beast","alignment":"","ac":"11","initiative":"+1 (11)","hp":"22 (5d8)","speed":"20 ft., swim 20 ft.","str":3,"dex":12,"con":10,"int":1,"wis":7,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"blindsight 10 ft., Passive Perception 8","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Infestation","entries":["{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer. A creature damaged by the swarm must succeed on a {@dc 12} Constitution saving throw or contract a disease.","Each time the diseased creature finishes a long rest, roll a {@dice d6} to determine the disease's effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-2","entries":["The creature is {@condition blinded} until it finishes a long rest."]},{"type":"item","name":"3-4","entries":["The creature's hit point maximum decreases by 5 ({@dice 2d4}), and the reduction can't be removed until the disease ends. The creature dies if its hit point maximum drops to 0."]},{"type":"item","name":"5-6","entries":["The creature has disadvantage on ability checks and attack rolls until it finishes its next long rest.","The disease lasts until it's removed by magic or until the creature rolls the same random effect for the disease two long rests in a row."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode and become aggressive predators. Roll on the Swarm Behavior table to see how such swarms might manifest.",{"type":"table","caption":"Swarm Behavior","colLabels":["d4","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crawls on walls in a vaguely bipedal shape"],["2","Makes skittering noises that sound like whispered chanting"],["3","Skeletal visages, giant eyes, or the faces of nearby creatures appear in relief amid its mass"],["4","Occupies and animates a corpse or other debris as if it were alive"]]}]}],"gallery":[{"path":"bestiary/VRGR/Swarm of Maggots.webp","credit":"Nikki Dawes"}]},{"id":"swarm-of-mechanical-spiders","name":"Swarm of Mechanical Spiders","source":"WDH","page":143,"srd":false,"image":"bestiary/tokens/WDH/Swarm of Mechanical Spiders.webp","token":"bestiary/tokens/WDH/Swarm of Mechanical Spiders.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"22 (5d8)","speed":"20 ft., climb 20 ft.","str":3,"dex":13,"con":10,"int":1,"wis":7,"cha":1,"saves":"","skills":"","vulnerabilities":"lightning","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"exhaustion; charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned; poisoned","senses":"blindsight 10 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Constructed Nature","entries":["The swarm doesn't require air, food, drink, or sleep."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Spider Climb","entries":["The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The swarm ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A swarm of tiny constructed spiders which attack anyone messing with Jarlaxle's chest aboard the Scarlet Marpenoth"]}]}]}]},{"id":"swarm-of-piranhas","name":"Swarm of Piranhas","source":"XMM","page":370,"srd":true,"image":"bestiary/XMM/Swarm of Piranhas.webp","token":"bestiary/tokens/XMM/Swarm of Piranhas.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"28 (8d8 - 8)","speed":"5 ft., swim 40 ft.","str":13,"dex":16,"con":9,"int":1,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Darkvision 60 ft., Passive Perception 8","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]},{"name":"Water Breathing","entries":["The swarm can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atkr m} {@hit 5} (with {@variantrule Advantage|XPHB} if the target doesn't have all its {@variantrule Hit Points|XPHB}), reach 5 ft. {@h}8 ({@damage 2d4 + 3}) Piercing damage, or 5 ({@damage 1d4 + 3}) Piercing damage if the swarm is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Swarm of Piranhas.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"swarm-of-piranhas-psx","source":"PSX"}]},{"id":"swarm-of-piranhas-psx","name":"Swarm of Piranhas","source":"PSX","page":40,"srd":false,"image":"bestiary/tokens/PSX/Swarm of Piranhas.webp","token":"bestiary/tokens/PSX/Swarm of Piranhas.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"28 (8d8 - 8)","speed":"0 ft., swim 40 ft.","str":13,"dex":16,"con":9,"int":1,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny piranha. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Water Breathing","entries":["The swarm can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The waters of the Great River and all its tributaries are home to fish that serve as one of the most important food sources for other animals in the forest. These include large predatory fish, as well as churning swarms of small biting fish such as piranhas."],"hidden":true,"otherVersions":[{"id":"swarm-of-piranhas","source":"XMM"}]},{"id":"swarm-of-poisonous-snakes","name":"Swarm of Poisonous Snakes","source":"MM","page":338,"srd":false,"image":"bestiary/tokens/MM/Swarm of Poisonous Snakes.webp","token":"bestiary/tokens/MM/Swarm of Poisonous Snakes.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"36 (8d8)","speed":"30 ft., swim 30 ft.","str":8,"dex":18,"con":11,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"blindsight 10 ft., Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 6} to hit, reach 0 ft., one creature in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, or 3 ({@damage 1d6}) piercing damage if the swarm has half of its hit points or fewer. The target must make a {@dc 10} Constitution saving throw, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}]},{"id":"swarm-of-quippers","name":"Swarm of Quippers","source":"MM","page":338,"srd":false,"image":"bestiary/MM/Quipper.webp","token":"bestiary/tokens/MM/Swarm of Quippers.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"28 (8d8 - 8)","speed":"0 ft., swim 40 ft.","str":13,"dex":16,"con":9,"int":1,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underwater","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Water Breathing","entries":["The swarm can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}],"gallery":[{"path":"bestiary/MM/Quipper.webp"}]},{"id":"swarm-of-rats","name":"Swarm of Rats","source":"XMM","page":370,"srd":true,"image":"bestiary/XMM/Rats.webp","token":"bestiary/tokens/XMM/Swarm of Rats.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"14 (4d8 - 4)","speed":"30 ft., climb 30 ft.","str":9,"dex":11,"con":9,"int":2,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Darkvision 30 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}5 ({@damage 2d4}) Piercing damage, or 2 ({@damage 1d4}) Piercing damage if the swarm is {@status Bloodied|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Rats.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"swarm-of-rats-mm","source":"MM"}]},{"id":"swarm-of-rats-mm","name":"Swarm of Rats","source":"MM","page":339,"srd":false,"image":"bestiary/MM/Swarm of Rats.webp","token":"bestiary/tokens/MM/Swarm of Rats.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"24 (7d8 - 7)","speed":"30 ft.","str":9,"dex":11,"con":9,"int":2,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Keen Smell","entries":["The swarm has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 2} to hit, reach 0 ft., one target in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, or 3 ({@damage 1d6}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}],"gallery":[{"path":"bestiary/MM/Swarm of Rats.webp"}],"hidden":true,"otherVersions":[{"id":"swarm-of-rats","source":"XMM"}]},{"id":"swarm-of-ravenous-insects","name":"Swarm of Ravenous Insects","source":"RHW","page":271,"srd":false,"image":"bestiary/RHW/Swarms of Insects.webp","token":"bestiary/tokens/RHW/Swarm of Ravenous Insects.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"39 (6d8 + 12)","speed":"30 ft., burrow 30 ft., climb 30 ft.","str":3,"dex":15,"con":14,"int":1,"wis":12,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Tremorsense 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Forest, Grassland, Swamp, Urban","treasure":"","traits":[{"name":"Skeletonize","entries":["If the swarm starts its turn in the same space as a Large or smaller corpse, the corpse is destroyed, leaving behind only what it was wearing or carrying."]},{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Ravenous Bites","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}20 ({@damage 4d8 + 2}) Piercing damage, or 11 ({@damage 2d8 + 2}) Piercing damage if the swarm is {@status Bloodied|XPHB}, and the target has the {@condition Poisoned|XPHB} condition for 1 minute as insects burrow inside it. The condition ends early if a spell or effect restores {@variantrule Hit Points|XPHB} to the target. While {@condition Poisoned|XPHB}, the target takes 4 ({@damage 1d8}) Piercing damage at the start of each of its turns. A creature reduced to 0 {@variantrule Hit Points|XPHB} by this damage dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Ravenous insect swarms rapidly overwhelm larger creatures. Those slain by these swarms are consumed swiftly and entirely."]},{"type":"section","name":"Swarms of Insects","entries":["{@i Flesh-Eating Parasites}","Few fates are more gruesome than falling victim to the parasitic or skeletonizing insect swarms that lurk in haunted sites and cursed dungeons."]}],"gallery":[{"path":"bestiary/RHW/Swarms of Insects.webp","credit":"Alexandre Honoré"}]},{"id":"swarm-of-ravens","name":"Swarm of Ravens","source":"XMM","page":371,"srd":true,"image":"bestiary/XMM/Swarm of Ravens.webp","token":"bestiary/tokens/XMM/Swarm of Ravens.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"10 ft., fly 50 ft.","str":6,"dex":14,"con":12,"int":5,"wis":12,"cha":6,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Passive Perception 15","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Hill, Swamp, Urban","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Beaks","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage, or 2 ({@damage 1d4}) Piercing damage if the swarm is {@status Bloodied|XPHB}."]},{"name":"Cacophony {@recharge}","entries":["{@actSave wis} {@dc 10}, one creature in the swarm's space. {@actSaveFail} The target has the {@condition Deafened|XPHB} condition until the start of the swarm's next turn. While {@condition Deafened|XPHB}, the target also has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Swarm of Ravens.webp","credit":"Rowan Holloway"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"swarm-of-ravens-mm","source":"MM"}]},{"id":"swarm-of-ravens-mm","name":"Swarm of Ravens","source":"MM","page":339,"srd":false,"image":"bestiary/MM/Swarm of Ravens.webp","token":"bestiary/tokens/MM/Swarm of Ravens.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"24 (7d8 - 7)","speed":"10 ft., fly 50 ft.","str":6,"dex":14,"con":8,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Passive Perception 15","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp, Hill, Urban","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Beaks","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, or 3 ({@damage 1d6}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}],"gallery":[{"path":"bestiary/MM/Swarm of Ravens.webp"}],"hidden":true,"otherVersions":[{"id":"swarm-of-ravens","source":"XMM"}]},{"id":"swarm-of-rot-grubs","name":"Swarm of Rot Grubs","source":"MPMM","page":237,"srd":false,"image":"bestiary/MPMM/Swarm of Rot Grubs.webp","token":"bestiary/tokens/MPMM/Swarm of Rot Grubs.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"22 (5d8)","speed":"5 ft., climb 5 ft.","str":2,"dex":7,"con":10,"int":1,"wis":2,"cha":1,"saves":"","skills":"","vulnerabilities":"fire","resistances":"piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained","senses":"blindsight 10 ft., Passive Perception 6","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Swamp, Underdark","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 0} to hit, reach 0 ft., one creature in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned}. At the end of each of the {@condition poisoned} target's turns, the target takes 3 ({@damage 1d6}) poison damage. Whenever the {@condition poisoned} target takes fire damage, the target can repeat the saving throw, ending the effect on itself on a success. If the {@condition poisoned} target ends its turn with 0 hit points, it dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts.","Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they're inside a body. Magic that neutralizes poison can also stop them before they kill their host.",{"type":"entries","name":"Single Rot Grub","page":237,"entries":["Rot grubs pose a threat both singly and as a swarm. See the stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block.","Any creature that comes into contact with a single rot grub must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned}, as the rot grub burrows into the creature. The {@condition poisoned} creature takes 3 ({@damage 1d6}) poison damage at the end of each of its turns. Whenever the {@condition poisoned} creature takes fire damage, the creature can repeat the saving throw, ending the effect on itself on a success. If the {@condition poisoned} creature ends its turn with 0 hit points, it dies, as the rot grub kills it."]}],"gallery":[{"path":"bestiary/MPMM/Swarm of Rot Grubs.webp","credit":"Jason Felix"}],"otherVersions":[{"id":"swarm-of-rot-grubs-vgm","source":"VGM"}]},{"id":"swarm-of-rot-grubs-vgm","name":"Swarm of Rot Grubs","source":"VGM","page":208,"srd":false,"image":"bestiary/tokens/VGM/Swarm of Rot Grubs.webp","token":"bestiary/tokens/VGM/Swarm of Rot Grubs.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"8","initiative":"-2 (8)","hp":"22 (5d8)","speed":"5 ft., climb 5 ft.","str":2,"dex":7,"con":10,"int":1,"wis":2,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained","senses":"blindsight 10 ft., Passive Perception 6","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Swamp","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 0} to hit, reach 0 ft., one creature in the swarm's space. {@h}The target is infested by {@dice 1d4} rot grubs. At the start of each of the target's turns, the target takes {@damage 1d6} piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Rot grubs are finger-sized maggots that eat living or dead flesh, although they can survive on plant matter. They infest corpses and piles of decaying matter and attack living creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host.","Rot grubs pose a threat both singly and as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with it must make a {@dc 10} Dexterity saving throw. On a failed save, the rot grub burrows into the creature's flesh and deals 3 ({@damage 1d6}) piercing damage at the start of each of the host creature's turns. Applying fire to the wound before the end of the host creature's next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature's skin to be burned. If a creature infested by one or more rot grubs ends its turn with 0 hit points, it dies as the grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting it."]}]}],"hidden":true,"otherVersions":[{"id":"swarm-of-rot-grubs","source":"MPMM"}]},{"id":"swarm-of-scarabs","name":"Swarm of Scarabs","source":"VRGR","page":247,"srd":false,"image":"bestiary/tokens/VRGR/Swarm of Scarabs.webp","token":"bestiary/tokens/VRGR/Swarm of Scarabs.webp","size":"Medium","creatureType":"Beast","alignment":"","ac":"13","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft., burrow 30 ft., climb 30 ft.","str":3,"dex":14,"con":13,"int":1,"wis":12,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"tremorsense 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Skeletonize","entries":["If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or exoskeleton)."]},{"name":"Spider Climb","entries":["The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Ravenous Bites","entries":["{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, scarabs burrow into its body, and the creature takes 3 ({@damage 1d6}) piercing damage at the start of each of its turns. Any creature can use an action to kill or remove the scarabs with fire or a weapon that deals piercing damage, causing 1 damage of the appropriate type to the target. A creature reduced to 0 hit points by the swarm's piercing damage dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode and become aggressive predators. Roll on the Swarm Behavior table to see how such swarms might manifest.",{"type":"table","caption":"Swarm Behavior","colLabels":["d4","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crawls on walls in a vaguely bipedal shape"],["2","Makes skittering noises that sound like whispered chanting"],["3","Skeletal visages, giant eyes, or the faces of nearby creatures appear in relief amid its mass"],["4","Occupies and animates a corpse or other debris as if it were alive"]]}]}]},{"id":"swarm-of-sorrowfish","name":"Swarm of Sorrowfish","source":"CRCotN","page":210,"srd":false,"image":"bestiary/CRCotN/Swarm of Sorrowfish.webp","token":"bestiary/tokens/CRCotN/Swarm of Sorrowfish.webp","size":"Medium","creatureType":"Aberration","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"104 (16d8 + 32)","speed":"0 ft., swim 30 ft.","str":16,"dex":19,"con":14,"int":1,"wis":11,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"psychic","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through an opening as narrow as 1 foot wide. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Virulent Sorrow","entries":["Each time the swarm takes damage, any creature within 5 feet of it must make a {@dc 13} Wisdom saving throw. On a failed saving throw, the creature suffers the following effects until the end of its next turn: it has disadvantage on its attack rolls, it can't take reactions, and its speed is halved."]},{"name":"Water Breathing","entries":["The swarm can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Swarm of Bites","entries":["{@atk mw} {@hit 8} to hit, reach 0 ft., one target in the swarm's space. {@h}21 ({@damage 6d6}) piercing damage, or 10 ({@damage 3d6}) piercing damage if the swarm has half its hit points or fewer."]},{"name":"Desolate Drain {@recharge 5}","entries":["Each creature in the swarm's space must make a {@dc 13} Wisdom saving throw. On a failed saving throw, a creature takes 24 ({@damage 7d6}) psychic damage and is {@condition stunned} until the end of its next turn. The effect ends on a creature if the swarm moves out of the creature's space or if another creature within 5 feet of the swarm uses an action to make a {@dc 14} Strength check, pulling the affected creature out of the swarm on a successful check. On a successful saving throw, a creature takes half as much damage and suffers no other effects."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A swarm of sorrowfish attacks out of hunger. Although sorrowfish have no sense of fear, they often adopt the tactic of lurking among the petrifying tendrils of a death embrace, using the tendrils for protection against other predators."]},{"type":"section","entries":[{"type":"entries","name":"Sorrowfish","entries":["Sorrowfish dwell in deep underwater trenches and thus are rarely encountered by surface-dwelling creatures. Some say sorrowfish get their name from their flavor, which is distasteful enough to put the creatures that eat them in a dismal mood. The true sorrow for other creatures comes when the sorrowfish gather in swarms. The malevolent presences that lurk in the abysses of the ocean exert their influence on these fish, transforming their swarms into vicious hordes."]}]}],"gallery":[{"path":"bestiary/CRCotN/Swarm of Sorrowfish.webp","credit":"Jessica Nguyen"}]},{"id":"swarm-of-spiders","name":"Swarm of Spiders","source":"MM","page":338,"srd":false,"image":"bestiary/tokens/MM/Swarm of Spiders.webp","token":"bestiary/tokens/MM/Swarm of Spiders.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"22 (5d8)","speed":"20 ft., climb 20 ft.","str":3,"dex":13,"con":10,"int":1,"wis":7,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"blindsight 10 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Grassland, Forest, Swamp, Hill, Urban, Desert","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Spider Climb","entries":["The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The swarm ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}]},{"id":"swarm-of-stirges","name":"Swarm of Stirges","source":"XMM","page":299,"srd":false,"image":"bestiary/XMM/Stirges.webp","token":"bestiary/tokens/XMM/Swarm of Stirges.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+3 (13)","hp":"36 (8d8)","speed":"10 ft., fly 40 ft.","str":4,"dex":16,"con":11,"int":2,"wis":8,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Swarm of Proboscises","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}14 ({@damage 2d10 + 3}) Piercing damage, or 8 ({@damage 1d10 + 3}) Piercing damage if the swarm is {@status Bloodied|XPHB}. If the target is a Medium or smaller creature in the swarm's space, the target has the {@condition Grappled|XPHB} condition (escape {@dc 13}). Until the grapple ends, the target takes 7 ({@damage 2d6}) Necrotic damage at the end of each of its turns."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Swarms of stirges sometimes form in swamps and Underdark caverns, draining livestock and any other creatures that can't escape them."]},{"type":"section","name":"Stirges","entries":["{@i Notorious, Clinging Bloodsuckers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Stirges are bat-size vermin with dagger-length proboscises that attach to other creatures and drain life from them. Stirges are most active at night and hide in shadowy places during the day. If disturbed, they take flight and defend themselves. Roll on or choose a result from the Stirge Roosts table to inspire where stirges might lurk.",{"type":"table","caption":"Stirge Roosts","colLabels":["1d4","Between Hunts, the Stirge Lurks In..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The attic or furniture of a ruined building."],["2","A cave or narrow crevice."],["3","A hollow tree or thicket."],["4","The remains of a gigantic, dead creature."]]}]}],"gallery":[{"path":"bestiary/XMM/Stirges.webp","credit":"John Tedrick"}]},{"id":"swarm-of-sunflies","name":"Swarm of Sunflies","source":"MPP","page":47,"srd":false,"image":"bestiary/MPP/Swarm of Sunflies.webp","token":"bestiary/tokens/MPP/Swarm of Sunflies.webp","size":"Medium","creatureType":"Celestial","alignment":"Chaotic Good","ac":"13","initiative":"+3 (13)","hp":"22 (5d8)","speed":"10 ft., fly 40 ft.","str":6,"dex":17,"con":10,"int":4,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"understands Celestial but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny dragonfly. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Stings","entries":["{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}10 ({@damage 3d4 + 3}) piercing damage, or 5 ({@damage 1d4 + 3}) piercing damage if the swarm has half of its hit points or fewer. Additionally, if the swarm is on an Outer Plane, it injects the target with a toxin, the effect of which is determined by the swarm's location:"]},{"name":"Upper Plane","entries":["The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the {@condition invisible} condition has no effect on it."]},{"name":"Neutral Plane","entries":["If the target is {@status concentration||concentrating} on a spell or similar effect, it loses its {@status concentration}."]},{"name":"Lower Plane","entries":["The target's speed is reduced by 10 feet until the end of its next turn."]},{"name":"Dazzling Lights {@recharge}","entries":["The swarm shines its lights in a dazzling display. Each creature within 15 feet of the swarm must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Illumination","entries":["The swarm sheds bright light in a 15-foot radius and dim light for an additional 15 feet, or it uses a bonus action to extinguish the light."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly's toxin so that its effect is different depending on which Outer Plane the sunfly is on.","Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the pets of doting, highly protective owners."]}],"gallery":[{"path":"bestiary/MPP/Swarm of Sunflies.webp"}]},{"id":"swarm-of-undead-snakes","name":"Swarm of Undead Snakes","source":"EGW","page":247,"srd":false,"image":"bestiary/tokens/EGW/Swarm of Undead Snakes.webp","token":"bestiary/tokens/EGW/Swarm of Undead Snakes.webp","size":"Medium","creatureType":"Undead","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"36 (8d8)","speed":"30 ft., swim 30 ft.","str":8,"dex":18,"con":11,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"poison","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned; poisoned","senses":"blindsight 10 ft., Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 6} to hit, reach 0 ft., one creature in the swarm's space. {@h}7 ({@damage 2d6}) piercing damage, or 3 ({@damage 1d6}) piercing damage if the swarm has half of its hit points or fewer. The target must make a {@dc 10} Constitution saving throw, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"swarm-of-venomous-snakes","name":"Swarm of Venomous Snakes","source":"XMM","page":371,"srd":true,"image":"bestiary/XMM/Swarm of Venomous Snakes.webp","token":"bestiary/tokens/XMM/Swarm of Venomous Snakes.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+4 (14)","hp":"36 (8d8)","speed":"30 ft., swim 30 ft.","str":8,"dex":18,"con":11,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"Blindsight 10 ft., Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Desert, Forest, Grassland, Hill, Swamp","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Piercing damage—or 6 ({@damage 1d4 + 4}) Piercing damage if the swarm is {@status Bloodied|XPHB}—plus 10 ({@damage 3d6}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Swarm of Venomous Snakes.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}]},{"id":"swarm-of-wasps","name":"Swarm of Wasps","source":"MM","page":338,"srd":false,"image":"bestiary/tokens/MM/Swarm of Wasps.webp","token":"bestiary/tokens/MM/Swarm of Wasps.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+1 (11)","hp":"22 (5d8)","speed":"5 ft., fly 30 ft.","str":3,"dex":13,"con":10,"int":1,"wis":7,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"","conditionImmunities":"charmed; frightened; grappled; paralyzed; petrified; prone; restrained; stunned","senses":"blindsight 10 ft., Passive Perception 8","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Grassland, Forest, Swamp, Hill, Urban, Desert","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points."]}],"spellcasting":[],"actions":[{"name":"Bites","entries":["{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}10 ({@damage 4d4}) piercing damage, or 5 ({@damage 2d4}) piercing damage if the swarm has half of its hit points or fewer."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"inset","name":"The Nature of Swarms","entries":["The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a {@creature yuan-ti abomination} might have {@creature swarm of poisonous snakes||swarms of poisonous snakes} slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural."]}]},{"id":"swarm-of-zombie-limbs","name":"Swarm of Zombie Limbs","source":"RHW","page":282,"srd":false,"image":"bestiary/RHW/Zombies.webp","token":"bestiary/tokens/RHW/Swarm of Zombie Limbs.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"26 (4d8 + 8)","speed":"30 ft.","str":12,"dex":14,"con":14,"int":1,"wis":5,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"Blindsight 30 ft., Passive Perception 7","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny chunk of flesh. The swarm can't regain {@variantrule Hit Points|XPHB} or gain {@variantrule Temporary Hit Points|XPHB}."]}],"spellcasting":[],"actions":[{"name":"Rotten Flesh","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Necrotic damage, or 5 ({@damage 1d6 + 2}) Necrotic damage if the swarm is {@status Bloodied|XPHB}, and the target has the {@condition Poisoned|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Dismemberment sometimes isn't enough to disable a zombie's undying rage. Swarms of zombie limbs reanimate from the slough of zombie flesh molters and surge on hapless monster hunters who mistakenly believed their work is done."]},{"type":"section","name":"Zombies","entries":["{@i Relentless Reanimated Corpses}","The zombies of Ravenloft come in many monstrous forms. These Undead horrors befoul and beleaguer any living thing in their way."]}],"gallery":[{"path":"bestiary/RHW/Zombies.webp","credit":"Hinchel Or"}],"otherVersions":[{"id":"swarm-of-zombie-limbs-vrgr","source":"VRGR"}]},{"id":"swarm-of-zombie-limbs-vrgr","name":"Swarm of Zombie Limbs","source":"VRGR","page":254,"srd":false,"image":"bestiary/tokens/VRGR/Swarm of Zombie Limbs.webp","token":"bestiary/tokens/VRGR/Swarm of Zombie Limbs.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"10","initiative":"+0 (10)","hp":"22 (5d8)","speed":"30 ft., climb 30 ft.","str":14,"dex":10,"con":10,"int":3,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained; stunned","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 9","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Swarm","entries":["The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny limb. The swarm can't regain hit points or gain temporary hit points."]},{"name":"Unusual Nature","entries":["The swarm doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The swarm makes one Undead Mass attack and one Grasping Limbs attack."]},{"name":"Undead Mass","entries":["{@atk mw} {@hit 4} to hit, reach 0 ft., one target in the swarm's space. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if the swarm has half of its hit points or fewer."]},{"name":"Grasping Limbs","entries":["{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}7 ({@damage 2d6}) necrotic damage, and the creature must succeed on a {@dc 12} Strength saving throw or be {@condition restrained}. The creature can repeat the saving throw at the end of each of its turns, taking 7 ({@damage 2d6}) necrotic damage on a failed save. The creature is freed if it succeeds on this saving throw, the swarm moves out of the creature's space, or the swarm dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon's maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs, infecting them with terrible diseases (see zombie plague spreader), or crushing an entire horde into a single, rotting titan (see zombie clot).",{"type":"entries","name":"Zombie Apocalypses","id":"5b6","entries":["Among the types of horror adventures detailed in {@book chapter 2|VRGR|2}, tales of uncontrolled zombie outbreaks orbit the {@book dark fantasy|VRGR|2|Dark Fantasy} and {@book disaster horror|VRGR|2|Disaster Horror} genres. The horror of these adventures focuses not on the terror of a single zombie, but of countless individual threats overwhelming society. When creating your own undead calamities, consider the plots presented on the Zombie Apocalypses table.",{"type":"table","caption":"Zombie Apocalypses","colLabels":["d4","Zombie Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A twisted wish causes those affected by healing magic and {@item Potion of Healing||potions of healing} to rise as zombies."],["2","Overwhelming magic reanimates zombies again and again as {@creature Swarm of Zombie Limbs|VRGR|swarms of zombie limbs}."],["3","The githyanki unleash {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} to scour mind flayers from a world."],["4","The seals containing an underground zombie horde fail, releasing ancient {@creature Zombie Clot|VRGR|zombie clots}."]]}]}]}],"hidden":true,"otherVersions":[{"id":"swarm-of-zombie-limbs","source":"RHW"}]},{"id":"swashbuckler","name":"Swashbuckler","source":"MPMM","page":238,"srd":false,"image":"bestiary/MPMM/Swashbuckler.webp","token":"bestiary/tokens/MPMM/Swashbuckler.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"17","initiative":"+4 (14)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":12,"dex":18,"con":12,"int":14,"wis":11,"cha":15,"saves":"","skills":"Acrobatics +8, Athletics +5, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Urban","treasure":"","traits":[{"name":"Suave Defense","entries":["While the swashbuckler is wearing light or no armor and wielding no {@item shield|PHB}, its AC includes its Charisma modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The swashbuckler makes one Dagger attack and two Rapier attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Rapier","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]}],"bonusActions":[{"name":"Lightfooted","entries":["The swashbuckler takes the {@action Dash} or {@action Disengage} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.","Many swashbucklers have a signature flourish with which they embellish their actions to make themselves more memorable. You can roll on the Swashbuckler Flourishes table or choose one of the options to find a suitably dramatic flourish for a swashbuckler.",{"type":"table","caption":"Swashbuckler Flourishes","colLabels":["{@dice d8}","Flourish"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"Winks and flashes a charming grin"],[2,"Bows theatrically"],[3,"Constantly flips their dagger"],[4,"Punctuates sentences with a boisterous \"Ha-HA!\""],[5,"Sings catchy sea chanteys"],[6,"Dexterously manipulates a silver coin through their fingers"],[7,"Hurls colorful insults"],[8,"Adds showy embellishments to rapier strokes"]]}],"gallery":[{"path":"bestiary/MPMM/Swashbuckler.webp","credit":"Jim Nelson"}],"otherVersions":[{"id":"swashbuckler-vgm","source":"VGM"}]},{"id":"swashbuckler-vgm","name":"Swashbuckler","source":"VGM","page":217,"srd":false,"image":"bestiary/VGM/Swashbuckler.webp","token":"bestiary/tokens/VGM/Swashbuckler.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"NX Chaotic Good NY Evil","ac":"17","initiative":"+4 (14)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":12,"dex":18,"con":12,"int":14,"wis":11,"cha":15,"saves":"","skills":"Acrobatics +8, Athletics +5, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Urban","treasure":"","traits":[{"name":"Lightfooted","entries":["The swashbuckler can take the {@action Dash} or {@action Disengage} action as a bonus action on each of its turns."]},{"name":"Suave Defense","entries":["While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The swashbuckler makes three attacks: one with a dagger and two with its rapier."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Rapier","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long."]}],"gallery":[{"path":"bestiary/VGM/Swashbuckler.webp","credit":"Jim Nelson"}],"hidden":true,"otherVersions":[{"id":"swashbuckler","source":"MPMM"}]},{"id":"swavain-basilisk","name":"Swavain Basilisk","source":"EGW","page":300,"srd":false,"image":"bestiary/EGW/Swavain Basilisk.webp","token":"bestiary/tokens/EGW/Swavain Basilisk.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+3 (13)","hp":"85 (10d12 + 20)","speed":"15 ft., swim 40 ft.","str":15,"dex":16,"con":15,"int":2,"wis":8,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The basilisk can breathe air and water."]},{"name":"Petrifying Secretions","entries":["A creature must make a {@dc 13} Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn {@condition grappled} by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is {@condition restrained}, and it must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is {@condition petrified}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The basilisk makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 3d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 6} to hit, reach 15 ft., one target. {@h}14 ({@damage 2d10 + 3}) bludgeoning damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 12})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Pearl divers and seafloor scavengers sometimes tell tales of mysterious ocean gardens filled with statues of sea creatures and sailors—the underwater grottoes of the deadly Swavain basilisk. Though named for the Swavain Islands where they are most commonly found, these dangerous hunters have been known to wander inland waterways, and have even been spotted in subterranean sewer systems."]}],"gallery":[{"path":"bestiary/EGW/Swavain Basilisk.webp","credit":"Mark Behm"}]},{"id":"sweettooth-horror","name":"Sweettooth Horror","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Sweettooth Horror.webp","token":"bestiary/tokens/MCV4EC/Sweettooth Horror.webp","size":"Large","creatureType":"Fiend","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"58 (9d10 + 9)","speed":"40 ft.","str":15,"dex":18,"con":12,"int":6,"wis":8,"cha":12,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Caramelization","entries":["If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed on a {@dc 11} Wisdom saving throw or have the {@condition charmed} condition. A {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Magic Resistance","entries":["The horror has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horror makes one Bite attack and two Candy Cane attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 10 ({@damage 3d6}) acid damage."]},{"name":"Candy Cane","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the target is a Large or smaller creature, the horror can choose to deal no damage; instead, the target has the {@condition prone} condition, and the horror can pull the target up to 5 feet toward itself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["No one is certain of the true origin of Sweettooth Village. This eerie, abandoned town constructed of gingerbread and frosting lies deep in the wilds of Eldraine. Some say the fiendish candy monsters that prowl its butterscotch-lined streets were once servants of a powerful witch, and the entire place was a trap created to lure hungry travelers. But if the sugary horrors of Sweettooth Village were ever under someone's control, that time has long since passed.",{"type":"quote","entries":["I smell frosting. Ready your weapons!"],"by":"Greta, scourge of Sweettooth"},{"type":"inset","name":"Horrors of Sweettooth Village","entries":["In addition to the Sweettooth horror described here, creatures found in and around Sweettooth Village might include gingerbrutes as well as variations of oozes from the {@i Monster Manual}. For example, a black pudding might have a delicious chocolatey flavor, a gelatinous cube might have a more decorative shape and taste fruity, and an ochre jelly could smell like butterscotch."]}]}],"gallery":[{"path":"bestiary/MCV4EC/Sweettooth Horror.webp","credit":"Slawomir Maniak"}]},{"id":"sword-spider","name":"Sword Spider","source":"MaBJoV","page":151,"srd":false,"image":"bestiary/MaBJoV/Sword Spider.webp","token":"bestiary/tokens/MaBJoV/Sword Spider.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"16","initiative":"+3 (13)","hp":"45 (6d10 + 12)","speed":"30 ft., climb 30 ft.","str":16,"dex":16,"con":14,"int":6,"wis":12,"cha":4,"saves":"","skills":"Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"tremorsense 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The sword spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, the sword spider knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["The sword spider ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sword spider makes one Bite attack and two Foreleg attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and has the {@condition paralyzed} condition while {@condition poisoned} in this way."]},{"name":"Foreleg","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Sword spiders are a type of giant arachnid that stalk the forests and caverns of Faerûn, walking on legs that resemble razor-sharp blades. These solitary predators move incredibly fast and with great stealth for their large size. The sword spider's sleek, 12-foot-long body is encased in a durable black exoskeleton covered in fine dark hairs. Although their eyesight is poor, sword spiders locate their prey using {@sense tremorsense|MM} to feel for minute vibrations in the ground.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Natural Weapons","entries":["All eight legs of a sword spider end in thick chitinous plates with serrated ridges. However, its primary weapons are its front two legs, which look like a pair of massive curved swords. Its victims are impaled upon these limbs and brought close enough for the spider to deliver its poisonous bite. Once slain, its prey is then chopped up into manageable morsels that can be fed into its cavernous maw lined with multiple rows of crooked fangs."]},{"type":"entries","name":"Death From Above","entries":["Rather than trapping its food within a pre-constructed web, sword spiders prefer to wait for prey high up in tree branches and on cavern walls. (Despite their large frames, sword spiders retain the ability to cling to most surfaces, making them adept climbers.) Once it spots its prey, the spider sprays the creature with a restraining web and drops down with all eight of its lethal legs extended to impale its meal. When hunting in areas not conducive to this strategy, sword spiders instead stalk and chase their prey like big cats and are able to leap forward up to 30 feet, lashing out with their forelimbs."]},{"type":"entries","name":"Deep Spiders","entries":["Sword spiders are native to the jungles of Mhair on the Chultan Peninsula in southwest Faerûn. Drow traders brought them to the Underdark where they were bred for use in battle under the control of Lolthite priestesses. These variants are called deep spiders and many have since escaped their pens and, with the ability to tolerate a wide range of climates, adapted quickly to their new subterranean homes. These creatures soon spread throughout the Underdark with many finding their way to the surface."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Sword Spider.webp"}]},{"id":"sword-wraith-commander","name":"Sword Wraith Commander","source":"MPMM","page":239,"srd":false,"image":"bestiary/tokens/MPMM/Sword Wraith Commander.webp","token":"bestiary/tokens/MPMM/Sword Wraith Commander.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":18,"dex":14,"con":18,"int":11,"wis":12,"cha":14,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; frightened; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Grassland, Swamp","treasure":"","traits":[{"name":"Turning Defiance","entries":["The commander and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn Undead."]},{"name":"Unusual Nature","entries":["The commander doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The commander makes two Longsword or Longbow attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Call to Honor (1/Day)","entries":["If the commander has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and {@dice 1d4 + 1} {@creature sword wraith warrior|MPMM|sword wraith warriors} appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count."]}],"bonusActions":[{"name":"Martial Fury","entries":["The commander makes one Longsword or Longbow attack, which deals an extra 9 ({@damage 2d8}) necrotic damage on a hit, and attack rolls against it have advantage until the start of its next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sword wraith commanders haunt battlefields, attacking anyone who questions their valor but looking kindly on those who sing their praises."]},{"type":"section","name":"Sword Wraiths","entries":["When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths."]}],"otherVersions":[{"id":"sword-wraith-commander-mtf","source":"MTF"}]},{"id":"sword-wraith-commander-mtf","name":"Sword Wraith Commander","source":"MTF","page":241,"srd":false,"image":"bestiary/MTF/Sword Wraith.webp","token":"bestiary/tokens/MTF/Sword Wraith Commander.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":18,"dex":14,"con":18,"int":11,"wis":12,"cha":14,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; frightened; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 14","languages":"the languages it knew in life","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Grassland, Swamp","treasure":"","traits":[{"name":"Martial Fury","entries":["As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 ({@damage 2d8}) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn."]},{"name":"Turning Defiance","entries":["The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sword wraith makes two weapon attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Call to Honor (1/Day)","entries":["To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and {@dice 1d4 + 1} {@creature sword wraith warrior|mtf|sword wraith warriors} appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Sword Wraith","entries":["When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Brooding Spirits","type":"entries","entries":["The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter."]},{"name":"Honor Above All","type":"entries","entries":["Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated."]},{"name":"Undead Nature","type":"entries","entries":["A sword wraith doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Sword Wraith.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"sword-wraith-commander","source":"MPMM"}]},{"id":"sword-wraith-warrior","name":"Sword Wraith Warrior","source":"MPMM","page":239,"srd":false,"image":"bestiary/MPMM/Sword Wraith Warrior.webp","token":"bestiary/tokens/MPMM/Sword Wraith Warrior.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"16","initiative":"+1 (11)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":18,"dex":12,"con":17,"int":6,"wis":9,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; frightened; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 9","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Grassland, Swamp","treasure":"","traits":[{"name":"Unusual Nature","entries":["The warrior doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Battleaxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[{"name":"Martial Fury","entries":["The warrior makes one Battleaxe or Longbow attack, and attack rolls against it have advantage until the start of its next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sword wraith warriors are most often found on ancient battlefields where soldiers were hemmed in and slaughtered without quarter."]},{"type":"section","name":"Sword Wraiths","entries":["When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths."]}],"gallery":[{"path":"bestiary/MPMM/Sword Wraith Warrior.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"sword-wraith-warrior-mtf","source":"MTF"}]},{"id":"sword-wraith-warrior-mtf","name":"Sword Wraith Warrior","source":"MTF","page":241,"srd":false,"image":"bestiary/MTF/Sword Wraith.webp","token":"bestiary/tokens/MTF/Sword Wraith Warrior.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"16","initiative":"+1 (11)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":18,"dex":12,"con":17,"int":6,"wis":9,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; frightened; poisoned; unconscious","senses":"darkvision 60 ft., Passive Perception 9","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Grassland, Swamp","treasure":"","traits":[{"name":"Martial Fury","entries":["As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Sword Wraith","entries":["When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Brooding Spirits","type":"entries","entries":["The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter."]},{"name":"Honor Above All","type":"entries","entries":["Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated."]},{"name":"Undead Nature","type":"entries","entries":["A sword wraith doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Sword Wraith.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"sword-wraith-warrior","source":"MPMM"}]},{"id":"sylgar","name":"Sylgar","source":"WDH","page":220,"srd":false,"image":"bestiary/tokens/WDH/Sylgar.webp","token":"bestiary/tokens/WDH/Sylgar.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"0 ft., swim 40 ft.","str":2,"dex":16,"con":9,"int":1,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Water Breathing","entries":["Sylgar can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Xanathar's pet fish."]}]}]}]},{"id":"sylvira-savikas","name":"Sylvira Savikas","source":"BGDIA","page":46,"srd":false,"image":"bestiary/tokens/BGDIA/Sylvira Savikas.webp","token":"bestiary/tokens/BGDIA/Sylvira Savikas.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13, Investigation +2","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Abyssal, Celestial, Common, Draconic, Infernal, Primordial","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Sylvira has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sylvira is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Sylvira casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"syndra-silvane","name":"Syndra Silvane","source":"ToA","page":8,"srd":false,"image":"bestiary/tokens/ToA/Syndra Silvane.webp","token":"bestiary/tokens/ToA/Syndra Silvane.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish, Elvish, Halfling","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Syndra has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Syndra is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Syndra casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"sythian-skalderang","name":"Sythian Skalderang","source":"KftGV","page":117,"srd":false,"image":"bestiary/KftGV/Sythian Skalderang.webp","token":"bestiary/tokens/KftGV/Sythian Skalderang.webp","size":"Medium","creatureType":"Humanoid (Bard, Tiefling)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":15,"con":13,"int":14,"wis":11,"cha":16,"saves":"Dex +5, Wis +3","skills":"Arcana +5, Deception +6, Performance +6","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Common","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fear of Frogs and Toads","entries":["Sythian is {@condition frightened} while he is within 20 feet of a frog or a toad (of any size) that he can see."]},{"name":"Graz'zt's Gift","entries":["Sythian's AC includes his Charisma modifier."]}],"spellcasting":[{"name":"Spellcasting","entries":["Sythian casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell mage hand}, {@spell prestidigitation}","1/day each: {@spell charm person}, {@spell faerie fire}, {@spell unseen servant}"]}],"actions":[{"name":"Multiattack","entries":["Sythian makes two Poisoned Shortsword or Poisoned Dart attacks and uses Whispers of Azzagrat."]},{"name":"Poisoned Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 5 ({@damage 1d10}) poison damage."]},{"name":"Poisoned Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 5 ({@damage 1d10}) poison damage."]},{"name":"Whispers of Azzagrat","entries":["Each creature in a 15-foot cube originating from Sythian must make a {@dc 14} Wisdom saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) psychic damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Fiendish Rebuke (3/Day)","entries":["Immediately after a creature within 5 feet of Sythian hits him with an attack roll, Sythian forces that creature to make a {@dc 14} Constitution saving throw. The creature takes 14 ({@damage 4d6}) fire damage on a failed saving throw, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sythian Skalderang has been blessed by the demon lord Graz'zt. Graz'zt's gift to Sythian manifests in several ways, including Sythian's ability to conjure demonic whispers that can fray enemy minds.","When he was a young boy, Sythian went on a hunting trip with his father. A giant toad attacked them and swallowed Sythian. Although Sythian escaped after his father slew the monster, the attack left Sythian with an acute fear of frogs and toads.","Sythian's parents hoped his interest in music would lead Sythian to become an extraordinary musician; he became a mediocre one instead, despite the help of several renowned tutors. Years later, Sythian resents their efforts, as the money his parents lavished on his education left him with many unpaid debts. Now that his parents are dead, he is determined to hold on to his estate and will do whatever it takes to keep what he has left.","Sythian has attuned to Golden Axe so that he can learn and exercise the Canaith mandolin's properties. Although he hopes Golden Axe will earn him the good graces and financial support of the van Timmels, Sythian would sooner lose the instrument than see any harm befall his students, as his reputation and financial success hinge on their well-being. He gladly gives up the instrument to save himself.","Sythian is an impatient and demanding teacher who holds his students to a rigorous schedule. His bone conductor's wand doubles as a spellcasting focus."]}],"gallery":[{"path":"bestiary/KftGV/Sythian Skalderang.webp","credit":"Kai Carpenter"}]},{"id":"szikzith","name":"Szikzith","source":"NRH-AWoL","page":6,"srd":false,"image":"bestiary/tokens/NRH-AWoL/Szikzith.webp","token":"bestiary/tokens/NRH-AWoL/Szikzith.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"11 (2d8 + 2)","speed":"40 ft., climb 40 ft.","str":12,"dex":16,"con":13,"int":8,"wis":12,"cha":4,"saves":"","skills":"Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill, Desert, Coastal","treasure":"","traits":[{"name":"Spider Climb","entries":["Szikzith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Sense","entries":["While in contact with a web, Szikzith knows the exact location of any other creature in contact with the same web."]},{"name":"Web Walker","entries":["Szikzith ignores movement restrictions caused by webbing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the target must make a {@dc 11} Constitution saving throw, taking 7 ({@damage 2d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"szoldar-szoldarovich","name":"Szoldar Szoldarovich","source":"CoS","page":100,"srd":false,"image":"bestiary/CoS/052-cos05-05.webp","token":"bestiary/tokens/CoS/Szoldar Szoldarovich.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Szoldar has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Szoldar makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/052-cos05-05.webp"}]},{"id":"tabaxi-hunter","name":"Tabaxi Hunter","source":"ToA","page":232,"srd":false,"image":"bestiary/tokens/ToA/Tabaxi Hunter.webp","token":"bestiary/tokens/ToA/Tabaxi Hunter.webp","size":"Medium","creatureType":"Humanoid (Tabaxi)","alignment":"Chaotic Good","ac":"14","initiative":"+3 (13)","hp":"40 (9d8)","speed":"30 ft., climb 20 ft.","str":10,"dex":17,"con":11,"int":13,"wis":14,"cha":15,"saves":"","skills":"Athletics +2, Perception +4, Stealth +5, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common plus any one language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Feline Agility","entries":["When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tabaxi makes two attacks with its claws, its shortsword, or its shortbow."]},{"name":"Claws","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Tabaxi","entries":["Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world's wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world.","Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Names","type":"entries","entries":["A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan's territory. Sample tabaxi names include Nest of Eggs (\"Eggs\"), Dead Leaf (\"Leaf\"), Eyes of Onyx (\"Onyx\"), Lost Spear (\"Lost\"), and Daylight Moon (\"Moon\"). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain."]}]}]}]}]},{"id":"tabaxi-minstrel","name":"Tabaxi Minstrel","source":"ToA","page":233,"srd":false,"image":"bestiary/ToA/Tabaxi Minstrel.webp","token":"bestiary/tokens/ToA/Tabaxi Minstrel.webp","size":"Medium","creatureType":"Humanoid (Tabaxi)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft., climb 20 ft.","str":10,"dex":15,"con":11,"int":14,"wis":12,"cha":16,"saves":"","skills":"Perception +3, Performance +7, Persuasion +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common plus any two languages","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Feline Agility","entries":["When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can't use it again until it moves 0 feet on one of its turns."]},{"name":"Inspire (1/Day)","entries":["While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi's choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi's short rest."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tabaxi makes two claws attacks or two dart attacks."]},{"name":"Claws","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage."]},{"name":"Dart","entries":["{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Tabaxi","entries":["Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world's wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world.","Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Names","type":"entries","entries":["A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan's territory. Sample tabaxi names include Nest of Eggs (\"Eggs\"), Dead Leaf (\"Leaf\"), Eyes of Onyx (\"Onyx\"), Lost Spear (\"Lost\"), and Daylight Moon (\"Moon\"). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain."]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Tabaxi Minstrel.webp"}]},{"id":"talis-the-white","name":"Talis the White","source":"HotDQ","page":93,"srd":false,"image":"bestiary/HotDQ/Talis the White.webp","token":"bestiary/tokens/HotDQ/Talis the White.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Lawful Evil","ac":"18","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":14,"dex":12,"con":14,"int":10,"wis":16,"cha":16,"saves":"Wis +6, Cha +6","skills":"Deception +6, Insight +6, Perception +6, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Draconic, Elvish, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Talis has {@item +1 scale mail} and a {@item wand of winter|hotdq}."]},{"name":"Fey Ancestry","entries":["Talis has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]},{"name":"Winter Strike (3/Day)","entries":["Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 ({@damage 2d8}) cold damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save {@dc 14}, {@hit 6} to hit with spell attacks). Talis has the following spells prepared from the cleric spell list:","Cantrips (at will): {@spell guidance}, {@spell resistance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell cure wounds}, {@spell healing word}, {@spell inflict wounds}","Level 2 (3 slots): {@spell blindness/deafness}, {@spell lesser restoration}, {@spell spiritual weapon} (spear)","Level 3 (3 slots): {@spell dispel magic}, {@spell mass healing word}, {@spell sending}","Level 4 (3 slots): {@spell death ward}, {@spell freedom of movement}","Level 5 (1 slots): {@spell insect plague}"]}],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or ranged 20/60 ft., one target. {@h}6 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/HotDQ/Talis the White.webp"}]},{"id":"talisolvanar-tally-fellbranch","name":"Talisolvanar \"Tally\" Fellbranch","source":"WDH","page":32,"srd":false,"image":"bestiary/tokens/WDH/Talisolvanar \"Tally\" Fellbranch.webp","token":"bestiary/tokens/WDH/Talisolvanar \"Tally\" Fellbranch.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Chaotic Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Elvish","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Tally has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A male half-elf carpenter and woodcarver."]}]}]}]},{"id":"talon-beast","name":"Talon Beast","source":"BMT","page":183,"srd":false,"image":"bestiary/BMT/Talon Beast.webp","token":"bestiary/tokens/BMT/Talon Beast.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"114 (12d10 + 48)","speed":"40 ft.","str":22,"dex":14,"con":19,"int":5,"wis":12,"cha":5,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The talon beast has advantage on saving throws against spells and other magical effects."]},{"name":"Sense Magic","entries":["The talon beast can detect and pinpoint the location of magic within 120 feet of itself."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The talon beast makes two Talon attacks or a Talon attack and a Beak attack."]},{"name":"Beak","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage, and if the target has any spell effects on itself or any magic items in its possession, the target must make a {@dc 15} Charisma saving throw. On a failed save, a random spell effect on the target ends. If the target has no spell effects on it, one random magic item in its possession has its magical properties suppressed for 1 minute. If the item is a potion or scroll, it becomes nonmagical instead."]},{"name":"Talon","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage, and the target has the {@condition grappled} condition (escape {@dc 17}). Until the grapple ends, the target has the {@condition restrained} condition, and the talon beast can't use Talon on another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Talon beasts are hairless quadrupeds that have vulturelike heads and talons. They can sense the presence of magic and feed on it, absorbing spells and the power of magic items. But magic isn't enough to sustain them, so they also hunt other living things. A talon beast thrives in the wilderness, but in its search for magic, it often prowls settlements, ruins, catacombs, or the Underdark.","Many scholars agree there's a link between talon beasts, the constellation of the Talons (see chapter 13), and the Talons card found in a Deck of Many Things, but it's not clear which came first. The card—which destroys all magic items possessed by anyone who draws it—might have been named after the beast, or vice versa."]}],"gallery":[{"path":"bestiary/BMT/Talon Beast.webp"}]},{"id":"tanarukk","name":"Tanarukk","source":"MPMM","page":240,"srd":false,"image":"bestiary/MPMM/Tanarukk.webp","token":"bestiary/tokens/MPMM/Tanarukk.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"95 (10d8 + 50)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":9,"wis":9,"cha":9,"saves":"","skills":"Intimidation +2, Perception +2","vulnerabilities":"","resistances":"fire; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Common, plus any one language","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The tanarukk has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tanarukk makes one Bite attack and one Greatsword attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[{"name":"Aggressive","entries":["The tanarukk moves up to its speed toward an enemy that it can see."]}],"reactions":[{"name":"Unbridled Fury","entries":["In response to being hit by a melee attack, the tanarukk can make one Bite or Greatsword attack with advantage against the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["I believe spite can be an excellent motivator. But unchecked fury? That rarely leads to anything more than a big mess."],"by":"Tasha"},"When demonic influence corrupts the leadership of a people or an organization, the leaders might embrace abyssal magic to make tanarukks, using these ferocious warriors to bolster their followers' strength.","The demon lord {@creature Baphomet|MPMM} gladly shares the secret of creating tanarukks with those who entreat him for power; the cult of Gruumsh has also mastered a ritual for this purpose, and bestows it on those deemed worthy. Whatever process is used corrupts the subject, transforming them into a vicious Fiend.","Although tanarukks are valued as fearsome fighters, they are a threat to their allies off the battlefield. When not in combat, a tanarukk is destructive and volatile and is usually kept imprisoned by its allies. If unrestrained, a free tanarukk embarks on a rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless raiding or even war is the course they inevitably choose."],"gallery":[{"path":"bestiary/MPMM/Tanarukk.webp","credit":"John-Paul Balmet"}],"otherVersions":[{"id":"tanarukk-vgm","source":"VGM"}]},{"id":"tanarukk-vgm","name":"Tanarukk","source":"VGM","page":186,"srd":false,"image":"bestiary/VGM/Tanarukk.webp","token":"bestiary/tokens/VGM/Tanarukk.webp","size":"Medium","creatureType":"Fiend (Demon, Orc)","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"95 (10d8 + 50)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":9,"wis":9,"cha":9,"saves":"","skills":"Intimidation +2, Perception +2","vulnerabilities":"","resistances":"fire; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Common, Orc","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see."]},{"name":"Magic Resistance","entries":["The tanarukk has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tanarukk makes two attacks: one with its bite and one with its greatsword."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[{"name":"Unbridled Fury","entries":["In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When demonic corruption taints a tribe's leadership, orcs might turn to abyssal magic to make tanarukks. Evil humans who control orcs also use such power to bolster their followers' strength.","The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power. The process corrupts an unborn orc of the tribe, transforming it at birth into a creature much more savage than an orc.","Although tanarukks are fearsome fighters, they are a threat to their allies off the battlefield. Within the tribe's lair, a tanarukk is destructive and volatile, and best kept imprisoned. Sooner or later, a free tanarukk rampages through the tribe, attempting to take over by force. Most such coups fail, but at great cost to the tribe. If a tanarukk does seize the leadership of a tribe, reckless war is the course it inevitably chooses.","If a tanarukk manages to breed, its blood taints numerous subsequent generations, so its female descendants randomly produce tanarukks. Rather than risk raising a natural-born tanarukk, most tribes slay such abominations."]}]},{"type":"entries","entries":[{"type":"entries","entries":["To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.","Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.","In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.",{"type":"quote","entries":["An orc life is a god-ridden life. Luthic's at birth, Luthic's at death, and striving to prove themselves to Gruumsh in between."],"by":"Elminster"}]}]}],"gallery":[{"path":"bestiary/VGM/Tanarukk.webp","credit":"John-Paul Balmet"}],"hidden":true,"otherVersions":[{"id":"tanarukk","source":"MPMM"}]},{"id":"tanazir-quandrix","name":"Tanazir Quandrix","source":"SCC","page":218,"srd":false,"image":"bestiary/SCC/Tanazir Quandrix.webp","token":"bestiary/tokens/SCC/Tanazir Quandrix.webp","size":"Gargantuan","creatureType":"Dragon (Wizard)","alignment":"Lawful Neutral","ac":"21","initiative":"+2 (12)","hp":"444 (24d20 + 192)","speed":"40 ft., fly 80 ft. (hover)","str":28,"dex":14,"con":27,"int":28,"wis":18,"cha":17,"saves":"Dex +9, Con +15, Wis +11, Cha +10","skills":"Arcana +23, Investigation +23, Nature +16, Perception +18","vulnerabilities":"","resistances":"","immunities":"force; psychic","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 28","languages":"Common, Draconic, telepathy 120 ft.","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Tanazir fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Tanazir casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 24}):","1/day each: {@spell divination}, {@spell enlarge/reduce}, {@spell mirage arcane} (as an action), {@spell polymorph}, {@spell scrying} (as an action), {@spell seeming}"]}],"actions":[{"name":"Multiattack","entries":["Tanazir makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}14 ({@damage 1d10 + 9}) piercing damage plus 7 ({@damage 2d6}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage. If the target is a creature, it is addled by recursive thoughts, reducing its speed to 0 until the start of Tanazir's next turn."]},{"name":"Diminution Breath {@recharge 5}","entries":["Tanazir exhales a weakening equation in a 90-foot cone. Each creature in that area must make a {@dc 23} Constitution saving throw. On a failed save, a creature takes 45 ({@damage 13d6}) force damage and 45 ({@damage 13d6}) psychic damage and is weakened until the start of Tanazir's next turn. While weakened, it has disadvantage on the following rolls that rely on Strength: attack rolls, ability checks, and saving throws. On a successful save, a creature takes half as much damage and isn't weakened."]},{"name":"Teleport","entries":["Tanazir teleports to an unoccupied space she can see within 100 feet of herself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["Tanazir makes one Claw attack."]},{"name":"Fold Space (Costs 2 Actions)","entries":["Tanazir uses Teleport, and each other creature within 20 feet of the space she left must succeed on a {@dc 24} Strength saving throw or be pulled up to 30 feet closer to the center of that space and take 16 ({@damage 3d10}) force damage."]},{"name":"Fractal Refraction (Costs 3 Actions)","entries":["Tanazir magically summons {@dice 1d4} {@creature fractal mascot|SCC|fractal mascots} in unoccupied spaces she can see within 120 feet of herself. The fractals obey her commands and take their turns immediately after hers. While any of these fractals remain, attack rolls made against Tanazir have disadvantage. A summoned fractal disappears after 1 minute, when it or Tanazir dies, or when she uses this action again."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The dragon Tanazir Quandrix is one of the most potent masters of the magic that governs physical reality and theoretical abstraction. Through this knowledge, she can alter the physical properties of existence, gain fundamental understanding, and manipulate the flow of thought.","Tanazir founded Quandrix College to nurture the spark of curiosity in those who would pursue knowledge. The goal is to train mages who seek knowledge for its own sake, guided by the mathematical principles that describe and govern the nature of reality.","Tanazir's spells, legendary actions, and breath weapon manifest luminous patterns of geometric light. These take various forms, such as an interlocking cage around the target of a spell or a wave of infinitely replicating fractal swirls in the area of her breath."]}],"gallery":[{"path":"bestiary/SCC/Tanazir Quandrix.webp","credit":"Raymond Swanland"}]},{"id":"tarak","name":"Tarak","source":"DoSI","page":47,"srd":false,"image":"bestiary/tokens/DoSI/Tarak.webp","token":"bestiary/tokens/DoSI/Tarak.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"13","initiative":"+3 (13)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":16,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Medicine +4, Nature +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Draconic, Thieves' cant","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tarak makes three Dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[{"name":"Cunning Action","entries":["Tarak takes the {@action Dash}, {@action Disengage}, or {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Before coming to Dragon's Rest, Tarak was a criminal, but he has since devoted himself to the study of herbs and medicine. He is usually unarmed, but he keeps several daggers hidden in his cell (in area A1 of Dragon's Rest)."]}]},{"id":"tarkanan-assassin","name":"Tarkanan Assassin","source":"ERLW","page":320,"srd":false,"image":"bestiary/ERLW/Tarkanan Assassin.webp","token":"bestiary/tokens/ERLW/Tarkanan Assassin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"15","initiative":"+3 (13)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":12,"dex":16,"con":14,"int":10,"wis":14,"cha":11,"saves":"","skills":"Athletics +3, Deception +2, Perception +4, Sleight Of Hand +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Thieves' cant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unstable Mark","entries":["When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a {@dc 12} Constitution saving throw, taking 4 ({@damage 1d8}) force damage on a failed save, or half as much damage on a successful one."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The assassin's spellcasting ability is Constitution ({@hit 4} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell fire bolt}","1/day: {@spell chromatic orb}"]}],"actions":[{"name":"Multiattack","entries":["The assassin makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Fire Bolt (Cantrip)","entries":["{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}11 ({@damage 2d10}) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried."]},{"name":"Chromatic Orb (1/Day)","entries":["{@atk rs} {@hit 4} to hit, range 90 ft., one creature. {@h}18 ({@dice 4d8}) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Tarkanan assassins are the elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks.",{"type":"inset","name":"Aberrant Dragonmark Innate Spells","entries":["The power granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC's aberrant mark, replacing the spells in the stat block's Innate Spellcasting trait.",{"type":"table","colLabels":["d6","At Will","1/Day"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","{@spell Fire bolt} ({@dice 2d10})","{@spell Burning hands} ({@dice 3d6})"],["2","{@spell Shocking grasp} ({@dice 2d8})","{@spell Chromatic orb} ({@dice 4d8})"],["3","{@spell Poison spray} ({@dice 2d12})","{@spell Ray of sickness} ({@dice 3d8})"],["4","{@spell Friends}","{@spell Charm person} (two creatures)"],["5","{@spell Minor illusion}","{@spell Thunderwave} ({@dice 2d8})"],["6","{@spell Dancing lights}","{@spell Sleep} ({@dice 7d8})"]]}]}]}]}],"gallery":[{"path":"bestiary/ERLW/Tarkanan Assassin.webp","credit":"Efflam Mercier"}]},{"id":"tarkanan-marauder","name":"Tarkanan Marauder","source":"EFA","page":73,"srd":false,"image":"bestiary/EFA/Tarkanan Marauder.webp","token":"bestiary/tokens/EFA/Tarkanan Marauder.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"16","initiative":"+7 (17)","hp":"247 (26d8 + 130)","speed":"40 ft.","str":15,"dex":17,"con":20,"int":16,"wis":15,"cha":13,"saves":"Dex +7, Con +9, Wis +6","skills":"Deception +5, Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Thieves' cant","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If the marauder is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the marauder instead takes no damage if it succeeds on the save and only half as much damage if it fails. It can't use this trait if it has the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[{"name":"Spellcasting","entries":["The marauder casts one of the following spells, requiring no Material components and using Constitution as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Message|XPHB}","1/day: {@spell Disintegrate|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The marauder makes three Aberrant Strike attacks."]},{"name":"Aberrant Strike","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 3d6 + 3}) Piercing damage, plus 21 ({@damage 6d6}) Force damage if the marauder had {@variantrule Advantage|XPHB} on the attack roll."]}],"bonusActions":[{"name":"Tear Through Space","entries":["The marauder teleports to a space it can see within 30 feet, appearing in a dazzling flash. {@actSave con} {@dc 17}, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the marauder when it appears. {@actSaveFail} The target has the {@condition Blinded|XPHB} condition until the end of the marauder's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This powerful assassin relies on teleportation to catch targets unaware and deal out rapid death."]}],"gallery":[{"path":"bestiary/EFA/Tarkanan Marauder.webp"}]},{"id":"tarkanan-ruffian","name":"Tarkanan Ruffian","source":"EFA","page":73,"srd":false,"image":"bestiary/EFA/Tarkanan Ruffian.webp","token":"bestiary/tokens/EFA/Tarkanan Ruffian.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"32 (5d8 + 10)","speed":"40 ft.","str":14,"dex":13,"con":15,"int":11,"wis":10,"cha":13,"saves":"Dex +3, Con +4","skills":"Intimidation +3, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Thieves' cant","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aberrant Surge","entries":["When the ruffian casts {@spell Witch Bolt|XPHB}, roll {@dice 1d8}. On an even number, the ruffian gains a number of {@variantrule Temporary Hit Points|XPHB} equal to the number rolled. On an odd number, one creature of the ruffian's choice within 30 feet of it takes Force damage equal to the number rolled; if no other creatures are in range, it takes the damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["The ruffian casts one of the following spells, requiring no Material components and using Constitution as the spellcasting ability (spell save {@dc 12}, {@hit 4} to hit with spell attacks):","At will: {@spell Thaumaturgy|XPHB}","1/day: {@spell Witch Bolt|XPHB}"]}],"actions":[{"name":"Spear","entries":["{@atkr m,r} {@hit 4}, reach 5 ft. or range 20/60 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This rank-and-file gang member, recruited off the streets of Sharn, uses sinister lightning powers to supplement ordinary weaponry."]}],"gallery":[{"path":"bestiary/EFA/Tarkanan Ruffian.webp"}]},{"id":"tarnhem","name":"Tarnhem","source":"IMR","page":19,"srd":false,"image":"bestiary/tokens/IMR/Tarnhem.webp","token":"bestiary/tokens/IMR/Tarnhem.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"19","initiative":"+2 (12)","hp":"262 (21d12 + 126)","speed":"40 ft., fly 80 ft.","str":26,"dex":15,"con":22,"int":20,"wis":16,"cha":22,"saves":"Str +14, Con +12, Wis +9, Cha +12","skills":"","vulnerabilities":"","resistances":"cold; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"fire; poison","conditionImmunities":"poisoned","senses":"truesight 120 ft., Passive Perception 13","languages":"Abyssal, telepathy 120 ft.","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When Tarnhem dies, it explodes, and each creature within 30 feet of it must make a {@dc 20} Dexterity saving throw, taking 70 ({@damage 20d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons."]},{"name":"Fire Aura","entries":["At the start of each of Tarnhem's turns, each creature within 5 feet of it takes 10 ({@damage 3d6}) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage."]},{"name":"Magic Resistance","entries":["Tarnhem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Tarnhem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Fist of Retribution","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d4 + 8}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Multiattack","entries":["Tarnhem makes two attacks: one with its longsword and one with its whip."]},{"name":"Longsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) slashing damage plus 13 ({@damage 3d8}) lightning damage. If Tarnhem scores a critical hit, it rolls damage dice three times, instead of twice."]},{"name":"Whip","entries":["{@atk mw} {@hit 14} to hit, reach 30 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage plus 10 ({@damage 3d6}) fire damage, and the target must succeed on a {@dc 20} Strength saving throw or be pulled up to 25 feet toward Tarnhem."]},{"name":"Teleport","entries":["Tarnhem magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tarrasque","name":"Tarrasque","source":"XMM","page":305,"srd":true,"image":"bestiary/XMM/Tarrasque.webp","token":"bestiary/tokens/XMM/Tarrasque.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+18 (28)","hp":"697 (34d20 + 340)","speed":"60 ft., burrow 40 ft., climb 60 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Dex +9, Int +5, Wis +9, Cha +9","skills":"Perception +9","vulnerabilities":"","resistances":"bludgeoning; piercing; slashing","immunities":"fire; poison","conditionImmunities":"charmed; deafened; frightened; paralyzed; poisoned","senses":"Blindsight 120 ft., Passive Perception 19","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"Urban","treasure":"","traits":[{"name":"Legendary Resistance (6/Day)","entries":["If the tarrasque fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The tarrasque has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Reflective Carapace","entries":["If the tarrasque is targeted by a {@spell Magic Missile|XPHB} spell or a spell that requires a ranged attack roll, roll {@dice 1d6}. On a 1-5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target."]},{"name":"Siege Monster","entries":["The tarrasque deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tarrasque makes one Bite attack and three other attacks, using Claw or Tail in any combination."]},{"name":"Bite","entries":["{@atkr m} {@hit 19}, reach 15 ft. {@h}36 ({@damage 4d12 + 10}) Piercing damage, and the target has the {@condition Grappled|XPHB} condition (escape {@dc 20}). Until the grapple ends, the target has the {@condition Restrained|XPHB} condition and can't teleport."]},{"name":"Claw","entries":["{@atkr m} {@hit 19}, reach 15 ft. {@h}28 ({@damage 4d8 + 10}) Slashing damage."]},{"name":"Tail","entries":["{@atkr m} {@hit 19}, reach 30 ft. {@h}23 ({@damage 3d8 + 10}) Bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Thunderous Bellow {@recharge 5}","entries":["{@actSave con} {@dc 27}, each creature and each object that isn't being worn or carried in a 150-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 78 ({@damage 12d12}) Thunder damage, and the target has the {@condition Deafened|XPHB} and {@condition Frightened|XPHB} conditions until the end of its next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Swallow","entries":["{@actSave str} {@dc 27}, one Large or smaller creature {@condition Grappled|XPHB} by the tarrasque (it can have up to six creatures swallowed at a time). {@actSaveFail} The target is swallowed, and the {@condition Grappled|XPHB} condition ends. A swallowed creature has the {@condition Blinded|XPHB} and {@condition Restrained|XPHB} conditions and can't teleport, it has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the tarrasque, and it takes 56 ({@damage 16d6}) Acid damage at the start of each of the tarrasque's turns.","If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the tarrasque and has the {@condition Prone|XPHB} condition. If the tarrasque dies, any swallowed creature no longer has the {@condition Restrained|XPHB} condition and can escape from the corpse using 20 feet of movement, exiting {@condition Prone|XPHB}."]}],"reactions":[],"legendaryActions":[{"name":"Onslaught","entries":["The tarrasque moves up to half its {@variantrule Speed|XPHB}, and it makes one Claw or Tail attack."]},{"name":"World-Shaking Movement","entries":["The tarrasque moves up to its {@variantrule Speed|XPHB}. At the end of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from itself. Creatures in that area lose {@status Concentration|XPHB} and, if Medium or smaller, have the {@condition Prone|XPHB} condition. The tarrasque can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Tarrasque","entries":["{@i The Shape of Calamity}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Among the most devastating creatures in existence, the tarrasque is an engine of catastrophe and a ruiner of nations. A terror of massive size and overwhelming might, this primeval destroyer survives from the earliest epochs of the Material Plane, when it served as a weapon of immortal forces. Since then, the tarrasque has slumbered in secret, rising every few ages to usher in eras of destruction.","The tarrasque is a bipedal, prehistoric Monstrosity that stands over seventy feet tall. Bristling with horns and spikes, its spiny carapace deflects harm and can reflect magical attacks.","The tarrasque is a creature of tireless rage. It lashes out at any creature that catches its attention, thrashing with claws and its mighty tail while swallowing smaller beings whole. It seems to take instinctual offense at the works of lesser beings, venting its rage at buildings, bridges, ships, and monuments. The larger a structure or foe is, the greater the tarrasque's wrath.","It is a mystery what—if anything—calms the tarrasque, but eventually it returns to its slumber, leaving the world irrevocably changed. While the tarrasque might be halted by incredible opposition, its threat can never be wiped from the multiverse. Whenever the tarrasque is defeated, another tarrasque awakes somewhere else on the Material Plane.","Few things survive the tarrasque's rampages, and reports of the monster's devastation are often contradictory, incomplete, or beyond belief. In cases where it leaves no survivors, its calamities might initially be blamed on evil dragons or magical disasters, but the tarrasque frequently leaves behind some unmistakable indication of its passage. Roll on or choose a result from the Tarrasque Evidence table to inspire what marks the monster's rampages.",{"type":"table","caption":"Tarrasque Evidence","colLabels":["1d4","Amid Destruction, the Tarrasque Leaves..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Evidence of a magic spell reflected back on its caster, like Ice Knife or Melf's Acid Arrow."],["2","Massive footprints or claw marks."],["3","A russet scale the size of a knight's shield."],["4","A shattered mountain or diverted river."]]}]}],"gallery":[{"path":"bestiary/XMM/Tarrasque.webp","credit":"Chris Rahn"}],"otherVersions":[{"id":"tarrasque-mm","source":"MM"}]},{"id":"tarrasque-mm","name":"Tarrasque","source":"MM","page":286,"srd":false,"image":"bestiary/MM/Tarrasque.webp","token":"bestiary/tokens/MM/Tarrasque.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Unaligned","ac":"25","initiative":"+0 (10)","hp":"676 (33d20 + 330)","speed":"40 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":11,"saves":"Int +5, Wis +9, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; poisoned","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"Urban","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the tarrasque fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The tarrasque has advantage on saving throws against spells and other magical effects."]},{"name":"Reflective Carapace","entries":["Any time the tarrasque is targeted by a {@spell magic missile} spell, a line spell, or a spell that requires a ranged attack roll, roll a {@dice d6}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target."]},{"name":"Siege Monster","entries":["The tarrasque deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a creature, it is {@condition grappled} (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained}, and the tarrasque can't bite another target."]},{"name":"Claw","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) slashing damage."]},{"name":"Horns","entries":["{@atk mw} {@hit 19} to hit, reach 10 ft., one target. {@h}32 ({@damage 4d10 + 10}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}24 ({@damage 4d6 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 20} Strength saving throw or be knocked {@condition prone}."]},{"name":"Frightful Presence","entries":["Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours."]},{"name":"Swallow","entries":["The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the tarrasque, and it takes 56 ({@damage 16d6}) acid damage at the start of each of the tarrasque's turns.","If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 30 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The tarrasque makes one claw attack or tail attack."]},{"name":"Move","entries":["The tarrasque moves up to half its speed."]},{"name":"Chomp (Costs 2 Actions)","entries":["The tarrasque makes one bite attack or uses its Swallow."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The legendary tarrasque is possibly the most dreaded monster of the Material Plane. It is widely believed that only one of these creatures exists, though no one can predict where and when it will strike.","A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns.",{"name":"Legendary Destruction","type":"entries","entries":["The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath.","Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path."]}]}]}],"gallery":[{"path":"bestiary/MM/Tarrasque.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"tarrasque","source":"XMM"}]},{"id":"tartha","name":"Tartha","source":"SKT","page":207,"srd":false,"image":"bestiary/tokens/SKT/Tartha.webp","token":"bestiary/tokens/SKT/Tartha.webp","size":"Huge","creatureType":"Giant","alignment":"Lawful Evil","ac":"18","initiative":"-1 (9)","hp":"162 (13d12 + 78)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tartha makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tarul-var","name":"Tarul Var","source":"TftYP","page":244,"srd":false,"image":"bestiary/TftYP/Tarul Var.webp","token":"bestiary/tokens/TftYP/Tarul Var.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"16","initiative":"+3 (13)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":19,"wis":14,"cha":16,"saves":"Con +8, Int +9, Wis +7","skills":"Arcana +9, History +9, Insight +7, Perception +7","vulnerabilities":"","resistances":"cold; lightning; necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal, Common, Infernal, Primordial, Thayan","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Focused Conjuration","entries":["While Var is {@status concentration||concentrating} on a conjuration spell, his {@status concentration} can't be broken as a result of taking damage."]},{"name":"Legendary Resistance (3/Day)","entries":["If Var fails a saving throw, he can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If Var is destroyed but his phylactery remains intact, Var gains a new body in {@dice 1d10} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery."]},{"name":"Turn Resistance","entries":["Var has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He has the following wizard spells prepared:","*Conjuration spell of 1st level or higher","Cantrips (at will): {@spell fire bolt}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell shield}, {@spell unseen servant}*","Level 2 (3 slots): {@spell detect thoughts}, {@spell flaming sphere}*, {@spell mirror image}, {@spell scorching ray}","Level 3 (3 slots): {@spell counterspell}, {@spell dispel magic}, {@spell fireball}","Level 4 (3 slots): {@spell dimension door}*, {@spell Evard's black tentacles}*","Level 5 (3 slots): {@spell cloudkill}*, {@spell scrying}","Level 6 (1 slots): {@spell circle of death}"]}],"actions":[{"name":"Paralyzing Touch","entries":["{@atk ms} {@hit 9} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Benign Transposition","entries":["Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["Var casts a cantrip."]},{"name":"Paralyzing Touch (Costs 2 Actions)","entries":["Var uses Paralyzing Touch."]},{"name":"Frightening Gaze (Costs 2 Actions)","entries":["Var fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a {@dc 17} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["After failing in an earlier task for the Red Wizards, the lich Tarul Var is sequestered within the Doomvault (Dead in Thay), where he tries to avoid the attention of Szass Tam. Interlopers who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon.",{"name":"Undead Nature","type":"entries","entries":["A lich doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/TftYP/Tarul Var.webp"}]},{"id":"tasha-the-witch","name":"Tasha the Witch","source":"VEoR","page":252,"srd":false,"image":"bestiary/VEoR/Tasha the Witch.webp","token":"bestiary/tokens/VEoR/Tasha the Witch.webp","size":"Medium","creatureType":"Humanoid (Human, Wizard)","alignment":"Chaotic Neutral","ac":"19","initiative":"+4 (14)","hp":"210 (28d8 + 84)","speed":"30 ft.","str":10,"dex":18,"con":17,"int":23,"wis":12,"cha":22,"saves":"Int +12, Wis +7, Cha +12","skills":"Arcana +18, History +12, Persuasion +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 11","languages":"Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Sylvan","cr":"19","crDisplay":"19 (XP 22,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Tasha fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Tasha has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her Robe of the Archmagi.)"]},{"name":"Special Equipment","entries":["Tasha wears a {@item Robe of the Archmagi}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Tasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 22}, {@hit 14} to hit with spell attacks):","At will: {@spell Detect Magic}, {@spell Disguise Self}, {@spell Dispel Magic}, {@spell Light}, {@spell Mage Hand}, {@spell Message}, {@spell Prestidigitation}, {@spell Tasha's Hideous Laughter}","2/day: {@spell Polymorph}","1/day each: {@spell Maze}, {@spell Telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["Tasha makes two Caustic Blast attacks and uses Psychic Whip once."]},{"name":"Caustic Blast","entries":["{@atk ms,rs} {@hit 14} to hit, reach 5 ft. or range 120 ft., one target. {@h}21 ({@damage 6d4 + 6}) acid damage."]},{"name":"Psychic Whip","entries":["Tasha psychically lashes out at one creature she can see within 90 feet of herself. The target must make a {@dc 20} Intelligence saving throw. On a failed save, the target takes 21 ({@damage 6d6}) psychic damage and has the {@condition stunned} condition until the start of Tasha's next turn. On a successful save, the target takes half as much damage only."]}],"bonusActions":[{"name":"Abyssal Visage (2/Day)","entries":["For 1 minute, Tasha gains a flying speed of 30 feet, is immune to poison damage and the {@condition poisoned} condition, and has advantage on attack rolls against any creature that doesn't have all its hit points. These benefits end early if Tasha has the {@condition incapacitated} condition or if she uses another bonus action to dismiss them."]}],"reactions":[{"name":"Arcane Rebuff","entries":["Immediately after Tasha takes damage, she unleashes arcane energy in a 10-foot-radius sphere centered on herself. All other creatures in that area must make a {@dc 20} Dexterity saving throw, taking 19 ({@damage 3d12}) lightning damage on a failed save or half as much damage on a successful one. Tasha then teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Tasha's path to greatness began when she was adopted by the arch-hag Baba Yaga, who named her Natasha. Tasha went on to create various spells, including Tasha's Hideous Laughter, and her magic-fueled ambitions brought her into contact with demons and demon lords, which she subjugated and used against her enemies. On the Material Plane, she became known as Iggwilv the Witch Queen and wrote the Demonomicon of Iggwilv, the greatest of all treatises on the Abyss and its demonic inhabitants. In recent years, Tasha sequestered herself in the Feywild, achieving incredible power and slowly turning into a Fey creature. Tasha became Zybilna, archfey of the domain of Prismeer."]},{"type":"section","entries":[{"type":"entries","name":"Answering the Summons","entries":["When Zybilna received Alustriel Silverhand's summons to combat Vecna, the archfey was sorely needed in Prismeer. As a compromise, and to honor Tasha's friendship with Alustriel, Zybilna sent a version of herself from the past to Alustriel's side. The Tasha who appears in {@i Vecna: Eve of Ruin} is a powerful wizard, though she is not yet a witch queen or an archfey."]}]}],"gallery":[{"path":"bestiary/VEoR/Tasha the Witch.webp"}]},{"id":"tashlyn-yafeera","name":"Tashlyn Yafeera","source":"WDH","page":200,"srd":false,"image":"bestiary/WDH/Tashlyn Yafeera.webp","token":"bestiary/tokens/WDH/Tashlyn Yafeera.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"18","initiative":"+2 (12)","hp":"149 (23d8 + 46)","speed":"30 ft.","str":18,"dex":15,"con":14,"int":10,"wis":14,"cha":12,"saves":"Str +8, Con +6","skills":"Athletics +8, Intimidation +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Indomitable (2/Day)","entries":["Tashlyn can reroll a saving throw that she fails. She must use the new roll."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, Tashlyn can regain 20 hit points."]},{"name":"Extra Damage","entries":["Tashlyn deals an extra 7 ({@damage 2d6}) damage to every hit if she has more than half her hit points remaining."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tashlyn makes three attacks with her greatsword or her shortbow."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Tashlyn is Master of Arms and Mercenaries for the Waterdeep Zhentarim. In this role, she provides armor, weapons, and training to sellswords on the Black Network's payroll.","Tashlyn has established a useful cover by serving as a bodyguard to Vorondar Levelstone, a dwarf magister stationed at the South Gate. She likes the dwarf and has earned his confidence, allowing her to reach the rank of captain in the City Guard. In that position, she watches over traffic that passes through the gate-and ensures that her associates in the Black Network can come and go freely.","Born to a well-off family in Calimshan, Tashlyn has an unfettered sense of superiority. Quick to anger, she hates to back down from a fight. She respects anyone who can best her in melee combat."]},{"type":"entries","name":"The Doom Raiders","entries":["The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \"dooms\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies."]}]}]}],"gallery":[{"path":"bestiary/WDH/Tashlyn Yafeera.webp"}]},{"id":"tasloi","name":"Tasloi","source":"MaBJoV","page":153,"srd":false,"image":"bestiary/MaBJoV/Tasloi.webp","token":"bestiary/tokens/MaBJoV/Tasloi.webp","size":"Small","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"5 (2d6 - 2)","speed":"25 ft., climb 25 ft.","str":8,"dex":16,"con":8,"int":12,"wis":9,"cha":12,"saves":"","skills":"Stealth +5, Perception +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Sylvan, Tasloi","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Javelin Expert","entries":["Tasloi can use their Dexterity for attack and damage rolls with a javelin, just as if the javelin had the finesse property."]},{"name":"Nimble Escape","entries":["The tasloi can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Net","entries":["{@atk rw} {@hit 5} to hit, range 5/15 ft., one Large or smaller creature. {@h}The target has the {@condition restrained} condition. A creature can use its action to make a {@dc 10} Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net."]},{"name":"Javelin","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Lanky but small goblin-like creatures, tasloi largely dwell in the dense tropical forests of southern Faerûn. However, groups of tasloi have made their way northwards to the Sword Coast, with a notable enclave within the Cloakwood. With vibrant green skin covered by a thin layer of coarse black hair, tasloi can perfectly blend in with their surroundings with only the faint glow of their golden, almost feline eyes betraying their presence. Although generally less intelligent than humans, tasloi can be quite clever, using superior numbers and pack tactics to make them surprisingly formidable foes.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Tree Dwellers","entries":["Tasloi prefer the low-light conditions of jungle canopies and avoid direct sunlight altogether. In more temperate areas where foliage is sparse, such as the forests of the Sword Coast, they largely limit their activities to dawn and dusk. Expert climbers, the tasloi's long arms allow them to rapidly move among treetops by leaping from branches and swinging from vines. Tasloi are less at home on the ground, where they knuckle-walk by adopting a crouched position similar to that of an ape."]},{"type":"entries","name":"Social Creatures","entries":["Tasloi live in a loosely structured tribal society together in bands that consist of multiple individual families. Most tasloi communities build homes in trees surrounded by interconnected platforms high off the ground. Tasloi have a deep fear of being alone, which is reinforced by their culture's many superstitions. They practice a form of husbandry, raising giant rats and other large vermin as livestock, both for food and use as mounts. Tasloi mostly speak a language unique to their kind, but some have learned to speak a broken form of Common. Although vicious, these opportunists can be reasoned with under the right circumstances."]},{"type":"entries","name":"Ambush Predators","entries":["Although tasloi can and will eat almost anything, they have a strong preference for fresh meat, especially that of humans, elves, and other humanoids. They are known take advantage of much more fearsome monsters by staking out escape routes from their lairs and luring already-injured adventurers into a trap. Tasloi also use hit-and-run tactics and other techniques that take advantage of their familiarity with their forest homes."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Tasloi.webp"}]},{"id":"tasloi-sniper","name":"Tasloi Sniper","source":"MaBJoV","page":153,"srd":false,"image":"bestiary/MaBJoV/Tasloi.webp","token":"bestiary/tokens/MaBJoV/Tasloi Sniper.webp","size":"Small","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"14","initiative":"+4 (14)","hp":"21 (6d6)","speed":"25 ft., climb 25 ft.","str":8,"dex":18,"con":10,"int":12,"wis":10,"cha":12,"saves":"","skills":"Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Goblin, Sylvan, Tasloi","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Javelin Expert","entries":["Tasloi can use their Dexterity for attack and damage rolls with a javelin, just as if the javelin had the finesse property."]},{"name":"Nimble Escape","entries":["The tasloi can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Blowgun","entries":["{@atk rw} {@hit 6} to hit, range 25/100 ft., one target. {@h}5 (1 + 4) piercing damage and 7 ({@damage 2d6}) poison damage. The target must succeed on a {@dc 10} Constitution saving throw or have the {@condition poisoned} condition for 1 hour."]},{"name":"Javelin","entries":["{@atk rw} {@hit 6} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Lanky but small goblin-like creatures, tasloi largely dwell in the dense tropical forests of southern Faerûn. However, groups of tasloi have made their way northwards to the Sword Coast, with a notable enclave within the Cloakwood. With vibrant green skin covered by a thin layer of coarse black hair, tasloi can perfectly blend in with their surroundings with only the faint glow of their golden, almost feline eyes betraying their presence. Although generally less intelligent than humans, tasloi can be quite clever, using superior numbers and pack tactics to make them surprisingly formidable foes.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Tree Dwellers","entries":["Tasloi prefer the low-light conditions of jungle canopies and avoid direct sunlight altogether. In more temperate areas where foliage is sparse, such as the forests of the Sword Coast, they largely limit their activities to dawn and dusk. Expert climbers, the tasloi's long arms allow them to rapidly move among treetops by leaping from branches and swinging from vines. Tasloi are less at home on the ground, where they knuckle-walk by adopting a crouched position similar to that of an ape."]},{"type":"entries","name":"Social Creatures","entries":["Tasloi live in a loosely structured tribal society together in bands that consist of multiple individual families. Most tasloi communities build homes in trees surrounded by interconnected platforms high off the ground. Tasloi have a deep fear of being alone, which is reinforced by their culture's many superstitions. They practice a form of husbandry, raising giant rats and other large vermin as livestock, both for food and use as mounts. Tasloi mostly speak a language unique to their kind, but some have learned to speak a broken form of Common. Although vicious, these opportunists can be reasoned with under the right circumstances."]},{"type":"entries","name":"Ambush Predators","entries":["Although tasloi can and will eat almost anything, they have a strong preference for fresh meat, especially that of humans, elves, and other humanoids. They are known take advantage of much more fearsome monsters by staking out escape routes from their lairs and luring already-injured adventurers into a trap. Tasloi also use hit-and-run tactics and other techniques that take advantage of their familiarity with their forest homes."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Tasloi.webp"}]},{"id":"tatina-rookledust","name":"Tatina Rookledust","source":"DSotDQ","page":87,"srd":false,"image":"bestiary/DSotDQ/058-04-004.tatina-defense.webp","token":"bestiary/tokens/DSotDQ/Tatina Rookledust.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Tatina is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/058-04-004.tatina-defense.webp","title":"The inventor Tatina Rookledust defends her home from Dragon Army goblins","credit":"Ralph Horsley"}]},{"id":"tau","name":"Tau","source":"SKT","page":103,"srd":false,"image":"bestiary/tokens/SKT/Tau.webp","token":"bestiary/tokens/SKT/Tau.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Terran","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["Tau has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Tau is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 11}, {@hit 3} to hit with spell attacks). The fanatic has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Tau makes two melee attacks."]},{"name":"Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tecuziztecatl","name":"Tecuziztecatl","source":"TftYP","page":245,"srd":false,"image":"bestiary/tokens/TftYP/Tecuziztecatl.webp","token":"bestiary/tokens/TftYP/Tecuziztecatl.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"102 (12d10 + 36)","speed":"30 ft., climb 30 ft., swim 30 ft.","str":17,"dex":10,"con":16,"int":15,"wis":16,"cha":13,"saves":"","skills":"Deception +3, Stealth +2","vulnerabilities":"","resistances":"bludgeoning from nonmagical attacks","immunities":"acid","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 13","languages":"Olman, Primordial","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Tecuziztecatl can breathe air and water."]},{"name":"Glowing","entries":["Tecuziztecatl sheds dim light within 20 feet of itself."]},{"name":"Flexible","entries":["Tecuziztecatl can enter a space large enough for a Medium creature without squeezing."]},{"name":"Spider Climb","entries":["Tecuziztecatl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tecuziztecatl makes two pseudopod attacks."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage."]},{"name":"Spit Acid {@recharge 4}","entries":["Tecuziztecatl exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A giant slug named Tecuziztecatl, the Lord of Snails. Tecuziztecatl (Tay-COO-zeez-tay-COT-el) is highly intelligent and quite the boaster. In ancient lore it was considered to be related to the moon, a fact of which it is quite proud. During combat the slug will detail, in Olman, what it has in store for the characters and how hopeless their situation is."]}]}]},{"id":"telepathic-pentacle","name":"Telepathic Pentacle","source":"IDRotF","page":244,"srd":false,"image":"bestiary/tokens/IDRotF/Telepathic Pentacle.webp","token":"bestiary/tokens/IDRotF/Telepathic Pentacle.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"172 (15d12 + 75)","speed":"30 ft., swim 30 ft., climb 30 ft.","str":20,"dex":12,"con":20,"int":2,"wis":10,"cha":7,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The Telepathic Pentacle can hold its breath for 1 hour."]},{"name":"Multiple Heads","entries":["The Telepathic Pentacle has five heads. While it has more than one head, the hydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}.","Whenever the Telepathic Pentacle takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.","At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The Telepathic Pentacle regains 10 hit points for each head regrown in this way."]},{"name":"Reactive Heads","entries":["For each head the Telepathic Pentacle has beyond one, it gets an extra reaction that can be used only for opportunity attacks."]},{"name":"Wakeful","entries":["While the Telepathic Pentacle sleeps, at least one of its heads is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Telepathic Pentacle makes as many bite attacks as it has heads."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Months before Ythryn's fall, a circle of mages known as the Telepathic Pentacle tried to fuse their minds together to become a conjoined telepathic force. The procedure went terribly wrong, and their bodies and minds melded into a single monstrosity. Iriolarthas imprisoned the thing in this empty well so that its latent telepathic powers could be tapped by the city's elite. A short obituary is engraved around the lip of the well in Draconic: \"Herein lie the immortal remains of the Telepathic Pentacle. Sit, meditate, and learn.\""]}]},{"id":"tem-temble","name":"Tem Temble","source":"DSotDQ","page":213,"srd":false,"image":"bestiary/DSotDQ/Tem Temble.webp","token":"bestiary/tokens/DSotDQ/Tem Temble.webp","size":"Small","creatureType":"Humanoid (Kender)","alignment":"Chaotic Good","ac":"13","initiative":"+2 (12)","hp":"11 (2d6 + 4)","speed":"30 ft.","str":8,"dex":14,"con":14,"int":10,"wis":14,"cha":14,"saves":"Wis +4","skills":"Insight +4, Medicine +4, Perception +4, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 14","languages":"Common, Kenderspeak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Bonus Proficiencies","entries":["Tem is proficient with simple weapons and light armor."]}],"spellcasting":[{"name":"Spellcasting","entries":["Tem's spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to spell attacks). She has the following druid spells prepared:","At will: {@spell druidcraft}, {@spell poison spray}","Level 1 (2 slots): {@spell healing word}"]}],"actions":[{"name":"Hoopak","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 40/160 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, or 4 ({@damage 1d4 + 2}) bludgeoning damage if Tem used the hoopak's sling to make a ranged attack."]},{"name":"Taunt","entries":["Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a {@dc 12} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn."]}],"bonusActions":[{"name":"Elusive","entries":["Tem takes the {@action Disengage} or {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@creature Tem Temble|DSotDQ|Tem} has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies' advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem's mannerisms are similar to a cat's, as she disregards personal space and forever seeks to curl up in warm spots."],"gallery":[{"path":"bestiary/DSotDQ/Tem Temble.webp","credit":"Zuzanna Wužyk"},{"path":"bestiary/DSotDQ/Tem Temble Sketch.webp","credit":"Shawn Wood"}]},{"id":"tempest-hart","name":"Tempest Hart","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Tempest Hart.webp","token":"bestiary/tokens/MCV4EC/Tempest Hart.webp","size":"Huge","creatureType":"Elemental","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"147 (14d12 + 56)","speed":"50 ft., fly 50 ft.","str":21,"dex":17,"con":18,"int":3,"wis":18,"cha":14,"saves":"Dex +7, Wis +8","skills":"Perception +12","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; thunder","conditionImmunities":"exhaustion","senses":"Passive Perception 22","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the hart fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hart makes a Lightning Antlers attack and a Thunder Hooves attack."]},{"name":"Lightning Antlers","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d10 + 5}) lightning damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or have the {@condition stunned} condition until the start of the hart's next turn."]},{"name":"Thunder Hooves","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) thunder damage."]}],"bonusActions":[],"reactions":[{"name":"Entangling Growth","entries":["Immediately after a creature the hart can see within 120 feet of itself hits it with an attack roll, the hart reduces the damage to itself by half. The attacker must immediately make a {@dc 16} Strength saving throw as beanstalks coil around it in its space. On a failed save, the creature has the {@condition grappled} condition (escape {@dc 16}) and has the {@condition restrained} condition as long as it is {@condition grappled}. The beanstalks vanish after 1 minute, if the hart has the {@condition incapacitated} condition, or when the hart dies."]},{"name":"Lightning Call","entries":["In response to making a saving throw, the hart calls down a bolt of lightning that targets a creature it can see within 120 feet of itself. The target must make a {@dc 16} Dexterity saving throw, taking 19 ({@damage 3d12}) lightning damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Storm giants live high above Eldraine in a cloudy landscape known as Stormkeld. Massive cottages, keeps, and towers dot this magical realm, scattered between expanses of cloudy wilderness marked by tangles of giant beanstalks and raging storms. Various enormous creatures dwell in these wilds, with the tempest hart being among the most majestic.","A colossal elk with antlers made of living lightning, a tempest hart has a long mane of fine hair that waves as if tossed by a strong wind. Its patterned hide resembles the twisting beanstalks that also coil around its legs, shoulders, and haunches.","Storm giant hunters consider tempest harts to be the worthiest prey, desirable for their meat and the raw lightning of their antlers. However, these creatures wield mighty elemental power to defend themselves."]}],"gallery":[{"path":"bestiary/MCV4EC/Tempest Hart.webp","credit":"Aldo Domínguez"}]},{"id":"tempest-spirit","name":"Tempest Spirit","source":"BGG","page":184,"srd":false,"image":"bestiary/BGG/Tempest Spirit.webp","token":"bestiary/tokens/BGG/Tempest Spirit.webp","size":"Huge","creatureType":"Undead","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"195 (17d12 + 85)","speed":"0 ft., fly 60 ft. (hover)","str":24,"dex":14,"con":20,"int":16,"wis":18,"cha":19,"saves":"Con +10, Int +8, Wis +9, Cha +9","skills":"Arcana +8, Perception +9","vulnerabilities":"","resistances":"cold; necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; thunder","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"Passive Perception 19","languages":"Common, Giant","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Legendary Resistance (3/Day)","entries":["If the spirit fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes two Lightning Fist or Hailstone attacks in any combination."]},{"name":"Lightning Fist","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) lightning damage."]},{"name":"Hailstone","entries":["{@atk rw} {@hit 12} to hit, range 90/180 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage plus 7 ({@damage 2d6}) cold damage."]},{"name":"Death Bolt {@recharge 5}","entries":["The spirit hurls a magical lightning bolt in a 120-foot line that is 10 feet wide. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 27 ({@damage 6d8}) lightning damage plus 16 ({@damage 3d10}) necrotic damage on a failed save, or half as much damage on a successful one. On a success or failure, an affected creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0."]}],"bonusActions":[{"name":"Hailstorm {@recharge 4}","entries":["The spirit conjures a hailstorm in a 20-foot-radius, 40-foot-high cylinder centered on a point it can see within 120 feet of itself. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failed save, a creature takes 10 ({@damage 3d6}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage and has the {@condition prone} condition. On a successful save, a creature takes half as much damage only."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A storm giant can escape death through a mystical ritual that transforms the giant into a semiconscious storm. However, if the giant performs the ritual in a place where the barrier between the Material Plane and the Shadowfell is thin, the seeping negative energy drastically alters the ritual's outcome. The giant's soul becomes infused with negative energy and doesn't disperse into the elements. Rather, it absorbs the elemental energy around it, and its lower body becomes a storm cloud. The resulting tempest spirit is similar in appearance to a djinni and is sometimes mistaken for one by adventurers.","Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a path of destruction. Massive hailstones and lightning infused with necrotic energy rain from tempest spirits on those that get too close to them."]}],"gallery":[{"path":"bestiary/BGG/Tempest Spirit.webp"}]},{"id":"terastodon","name":"Terastodon","source":"PSZ","page":34,"srd":false,"image":"bestiary/PSZ/Terastodon.webp","token":"bestiary/tokens/PSZ/Terastodon.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":24,"dex":9,"con":21,"int":3,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Arctic","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the terastodon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the mammoth can make one stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one {@condition prone} creature. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A terastodon is an enormous elephant (use the {@creature mammoth} statistics) with four tusks and armored hide. A bony plate on its head, sharply pointed on the edges, extends back to protect its neck."],"gallery":[{"path":"bestiary/PSZ/Terastodon.webp","title":"Terastodon","credit":"Lars Grant-West"}]},{"id":"teremini-nightsedge","name":"Teremini Nightsedge","source":"VEoR","page":115,"srd":false,"image":"bestiary/tokens/VEoR/Teremini Nightsedge.webp","token":"bestiary/tokens/VEoR/Teremini Nightsedge.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Teremini has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Teremini is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Teremini casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"terenzio-cassalanter","name":"Terenzio Cassalanter","source":"WDH","page":115,"srd":false,"image":"bestiary/tokens/WDH/Terenzio Cassalanter.webp","token":"bestiary/tokens/WDH/Terenzio Cassalanter.webp","size":"Small","creatureType":"Humanoid (Human)","alignment":"","ac":"-","initiative":"+0 (10)","hp":"-","speed":"-","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"terra-stomper","name":"Terra Stomper","source":"PSZ","page":34,"srd":false,"image":"bestiary/tokens/PSZ/Terra Stomper.webp","token":"bestiary/tokens/PSZ/Terra Stomper.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"136 (13d12 + 52)","speed":"50 ft.","str":25,"dex":10,"con":19,"int":2,"wis":12,"cha":9,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The terra stomper makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the terra stomper can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Terra stompers are six-legged behemoths that can grow as large as the trees in the Vastwood of Tazeem. (Use the {@creature tyrannosaurus rex} statistics for these fierce beasts.)"]},{"id":"terracotta-warrior","name":"Terracotta Warrior","source":"ToA","page":161,"srd":false,"image":"bestiary/tokens/ToA/Terracotta Warrior.webp","token":"bestiary/tokens/ToA/Terracotta Warrior.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"25 ft.","str":14,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fragile","entries":["If a critical hit is scored against the terracotta warrior, it shatters and is destroyed."]},{"name":"Antimagic Susceptibility","entries":["The terracotta warrior is {@condition incapacitated} while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall {@condition unconscious} for 1 minute."]},{"name":"False Appearance","entries":["While the terracotta warrior remains motionless, it is indistinguishable from a terracotta statue."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The terracotta warrior makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"terran-magen","name":"Terran Magen","source":"NF","srd":false,"image":"bestiary/NF/Terran Magen.webp","token":"bestiary/tokens/NF/Terran Magen.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"21","initiative":"+3 (13)","hp":"121 (22d8 + 22)","speed":"30 ft., fly 20 ft. (hover)","str":16,"dex":10,"con":12,"int":10,"wis":18,"cha":10,"saves":"Wis +7","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"poison; thunder","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Passive Perception 17","languages":"understands Common plus two other languages but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Arcana","traits":[{"name":"Disintegration","entries":["If the magen dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."]},{"name":"Magic Resistance","entries":["The magen has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The magen casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Mage Hand|XPHB}, {@spell Mending|XPHB}, {@spell Prestidigitation|XPHB}","1/day each: {@spell Disintegrate|XPHB}, {@spell Move Earth|XPHB}, {@spell Stone Shape|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The magen makes two attacks, using Hammer Fist or Thunderous Boom in any combination."]},{"name":"Hammer Fist","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}16 ({@damage 3d8 + 3}) Bludgeoning damage plus 13 ({@damage 3d8}) Force damage."]},{"name":"Thunderous Boom","entries":["{@atkr r} {@hit 7}, range 60 ft. {@h}28 ({@damage 8d6}) Thunder damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Terran magen are equipped with magic to help them perform laborious physical tasks. These magen commonly perform household handiwork and build infrastructure."]}],"gallery":[{"path":"bestiary/NF/Terran Magen.webp"}]},{"id":"thane-kayalithica","name":"Thane Kayalithica","source":"SKT","page":153,"srd":false,"image":"bestiary/SKT/Thane Kayalithica.webp","token":"bestiary/tokens/SKT/Thane Kayalithica.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"170 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":14,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Olach Morrah","entries":["The giant meditates for 1 hour, during which time it can do nothing else. At the end of the hour, provided the giant's meditation has been uninterrupted, it becomes {@condition petrified} for 8 hours. At the end of this time, the giant is no longer {@condition petrified} and gains tremorsense out to a range of 30 feet, as well as a measure of innate spellcasting ability for the next 24 hours."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components:","3/day each: {@spell meld into stone}, {@spell stone shape}","1/day each: {@spell stoneskin}, {@spell time stop}"]}],"actions":[{"name":"Fling","entries":["The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a {@dc 17} Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice. and land {@condition prone}, taking {@damage 1d6} bludgeoning damage for every 10 feet it was thrown."]},{"name":"Rolling Rock","entries":["The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 17} Dexterity saving throw, taking 22 ({@damage 3d10 + 6}) bludgeoning damage and falling {@condition prone} on a failed save"]},{"name":"Multiattack","entries":["The giant makes two adamantine greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at the giant, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.",{"name":"Inhabitants of a Stone World","type":"entries","entries":["Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross.","In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stone craft of the dwarves."]},{"name":"Carvers and Seers","type":"entries","entries":["Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines.They esteem stone carving as the greatest of skills.","Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work."]},{"name":"Graceful Athletes","type":"entries","entries":["Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise.",{"type":"entries","name":"Dreamers under Sky","entries":["Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky.","Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin."]}]}]},{"type":"entries","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]}]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"entries","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]}]}]}],"gallery":[{"path":"bestiary/SKT/Thane Kayalithica.webp"}]},{"id":"thanoi-hunter","name":"Thanoi Hunter","source":"MCV2DC","page":12,"srd":false,"image":"bestiary/MCV2DC/Thanoi Hunter.webp","token":"bestiary/tokens/MCV2DC/Thanoi Hunter.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"14","initiative":"+2 (12)","hp":"32 (5d8 + 10)","speed":"30 ft., swim 30 ft.","str":18,"dex":14,"con":15,"int":12,"wis":16,"cha":11,"saves":"Str +6, Con +4","skills":"Athletics +6, Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 15","languages":"Aquan, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The hunter can hold its breath for up to 10 minutes."]},{"name":"Pack Tactics","entries":["The hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hunter makes one Bone Harpoon attack and one Tusk attack."]},{"name":"Bone Harpoon","entries":["{@atk mw,rw} {@hit 6} to hit, reach 10 ft. or range 20/60 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage. {@hom}The harpoon returns to the hunter's hand."]},{"name":"Tusk","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thanoi are walrus-like beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.","Often at odds with the monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work together to take down monsters far larger than themselves, including remorhazes and white dragons."]}],"gallery":[{"path":"bestiary/MCV2DC/Thanoi Hunter.webp"}]},{"id":"tharashk-hunter","name":"Tharashk Hunter","source":"EFA","page":85,"srd":false,"image":"bestiary/EFA/Tharashk Hunter.webp","token":"bestiary/tokens/EFA/Tharashk Hunter.webp","size":"Small or Medium","creatureType":"Humanoid (Human, Orc)","alignment":"Neutral","ac":"16","initiative":"+4 (14)","hp":"97 (15d8 + 30)","speed":"40 ft.","str":12,"dex":19,"con":15,"int":11,"wis":16,"cha":10,"saves":"Dex +7, Con +5","skills":"Perception +6, Stealth +7, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 16","languages":"Common, Orc plus one other language","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hunter makes three attacks, using Shortsword or Longbow in any combination."]},{"name":"Shortsword","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage, and the target has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks until the end of its next turn."]},{"name":"Longbow","entries":["{@atkr r} {@hit 7}, range 150/600 ft. {@h}17 ({@damage 3d8 + 4}) Piercing damage, and the target's {@variantrule Speed|XPHB} is reduced by 10 feet until the end of its next turn."]}],"bonusActions":[{"name":"Mark of Tharashk","entries":["The hunter magically marks one creature it can see within 150 feet. The mark lasts for 1 hour, until the target dies, or until the hunter uses this {@variantrule Bonus Action|XPHB} again. While the target is marked in this way, the hunter has {@variantrule Advantage|XPHB} on attack rolls against the target, and the target gains no benefit from the {@condition Invisible|XPHB} condition against the hunter."]}],"reactions":[{"name":"Uncanny Dodge","entries":["{@actTrigger} The hunter is hit by an attack roll. {@actResponse} The hunter halves the damage (round down) it takes from that attack."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["House Tharashk's heirs include inquisitives, dragonshard prospectors, and bounty hunters. They are more at home in the trackless wilds than in crowded city streets, but they are quite capable of tracking and pursuing their prey in any environment.","Tharashk hunters, typically humans or orcs, often work alongside Druids of the Gatekeepers, and occasionally with Aberrant Cultists of the Dragon Below."]}],"gallery":[{"path":"bestiary/EFA/Tharashk Hunter.webp"}]},{"id":"thavius-kreeg","name":"Thavius Kreeg","source":"BGDIA","page":42,"srd":false,"image":"bestiary/BGDIA/001-ud5xx-00-01.webp","token":"bestiary/tokens/BGDIA/Thavius Kreeg.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"10","initiative":"+0 (10)","hp":"40 (9d8)","speed":"30 ft.","str":12,"dex":10,"con":11,"int":15,"wis":18,"cha":16,"saves":"","skills":"Deception +5, Medicine +6, Persuasion +5, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Abyssal, Common, Infernal","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shadow of Guilt","entries":["Thavius's shadow is that of a pudgy, horned devil with small wings."]}],"spellcasting":[],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/001-ud5xx-00-01.webp"},{"path":"bestiary/BGDIA/089-zbxl3-03-20.webp"}]},{"id":"thayan-apprentice","name":"Thayan Apprentice","source":"TftYP","page":245,"srd":false,"image":"bestiary/TftYP/Thayan Apprentice.webp","token":"bestiary/tokens/TftYP/Thayan Apprentice.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful NX Chaotic NY Evil","ac":"12","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":15,"wis":13,"cha":11,"saves":"","skills":"Arcana +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Thayan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Doomvault Devotion","entries":["Within the Doomvault, the apprentice has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The apprentice is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell burning hands}, {@spell detect magic}, {@spell mage armor}, {@spell shield}","Level 2 (3 slots): {@spell blur}, {@spell scorching ray}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP/Thayan Apprentice.webp"}]},{"id":"thayan-warrior","name":"Thayan Warrior","source":"TftYP","page":246,"srd":false,"image":"bestiary/tokens/TftYP/Thayan Warrior.webp","token":"bestiary/tokens/TftYP/Thayan Warrior.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful NX Chaotic NY Evil","ac":"16","initiative":"+1 (11)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":11,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Thayan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Doomvault Devotion","entries":["Within the Doomvault, the warrior has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Pack Tactics","entries":["The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The warrior makes two melee attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"the-abbot","name":"The Abbot","source":"CoS","page":151,"srd":false,"image":"bestiary/tokens/CoS/The Abbot.webp","token":"bestiary/tokens/CoS/The Abbot.webp","size":"Medium","creatureType":"Celestial","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"136 (16d8 + 64)","speed":"30 ft., fly 90 ft.","str":18,"dex":18,"con":18,"int":17,"wis":20,"cha":20,"saves":"Wis +9, Cha +9","skills":"Insight +9, Perception +9","vulnerabilities":"","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 19","languages":"all, telepathy 120 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Angelic Weapons","entries":["The Abbot's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)."]},{"name":"Magic Resistance","entries":["The Abbot has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The Abbot's spellcasting ability is Charisma (spell save {@dc 17}). The deva can innately cast the following spells, requiring only verbal components:","At will: {@spell detect evil and good}","1/day each: {@spell commune}, {@spell raise dead}"]}],"actions":[{"name":"Multiattack","entries":["The Abbot makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The Abbot touches another creature. The target magically regains 20 ({@dice 4d8 + 2}) hit points and is freed from any curse, disease, poison, blindness, or deafness."]},{"name":"Change Shape","entries":["The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).","In a new form, The Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"the-angry","name":"The Angry","source":"MTF","page":231,"srd":false,"image":"bestiary/MTF/The Angry.webp","token":"bestiary/tokens/MTF/The Angry.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"255 (30d8 + 120)","speed":"30 ft.","str":17,"dex":10,"con":19,"int":8,"wis":13,"cha":6,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Two Heads","entries":["The Angry has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]},{"name":"Rising Anger","entries":["If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 ({@damage 3d12}) psychic damage.","On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Angry makes two hook attacks."]},{"name":"Hook","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"The Angry","entries":["Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emotion Given Form","type":"entries","entries":["Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/The Angry.webp","credit":"Cory Trego-Erdner"}]},{"id":"the-bagman","name":"The Bagman","source":"VRGR","page":225,"srd":false,"image":"bestiary/VRGR/The Bagman.webp","token":"bestiary/tokens/VRGR/The Bagman.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The Bagman has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The Bagman regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Grappler","entries":["The Bagman has advantage on attack rolls against any creature {@condition grappled} by it."]},{"name":"Amorphous","entries":["The Bagman can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Alien Mind","entries":["If a creature tries to read the Bagman's thoughts, that creature must succeed on a {@dc 8} Intelligence saving throw or be {@condition stunned} for 1 minute. The {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Bagman makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","name":"Beware the Bagman","entries":["The Bagman is an urban legend about an adventurer who sought to escape doom by abandoning his party and hiding inside a {@item bag of holding}. When he tried to leave, though, he became lost amid a constantly increasing number of extradimensional storage spaces. Over time, the strange forces of this magical in-between place transformed the adventurer into a monstrous creature. Now, every night, the Bagman slips out from a random {@item bag of holding}. If he doesn't find his home, he drags someone back into the bag with him and leaves behind some trinket from his hidden kingdom of lost junk. Some say that if you speak too loudly over an open {@item bag of holding} or whisper \"follow my voice\" into a magical storage space three times, the Bagman will come for you.","Any character might know the story of the Bagman. What the Bagman is and how you use this urban legend is up to you. Is there truly a Bagman, or is he just a story? If an object vanishes overnight or if someone finds something that isn't theirs in a {@item bag of holding}, is the Bagman to blame? Is the Bagman just a monster that preys on adventurers, or is he the Darklord of his own hidden domain? The possibilities for horror adventures are endless, and nowhere—especially not adventurers' gear—is safe."]}],"gallery":[{"path":"bestiary/VRGR/The Bagman.webp","credit":"Steven Oakley"}]},{"id":"the-gardener","name":"The Gardener","source":"QftIS","page":200,"srd":false,"image":"bestiary/QftIS/The Gardener.webp","token":"bestiary/tokens/QftIS/The Gardener.webp","size":"Medium","creatureType":"Fey (Archfey, Druid)","alignment":"Neutral Good","ac":"17","initiative":"+3 (13)","hp":"209 (22d8 + 110)","speed":"30 ft.","str":21,"dex":16,"con":20,"int":17,"wis":20,"cha":18,"saves":"Dex +7, Con +9, Wis +9, Cha +8","skills":"Insight +9, Nature +11, Perception +9, Survival +13","vulnerabilities":"","resistances":"cold; fire","immunities":"poison","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Common, Druidic, Elvish, Sylvan","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Fey Rebirth","entries":["If the Gardener dies in the Eternal Garden, they revive with all their hit points {@dice 1d4} days later in a safe location within the garden."]},{"name":"Legendary Resistance (3/Day)","entries":["If the Gardener fails a saving throw, they can choose to succeed instead."]},{"name":"Unfettered Steps","entries":["The Gardener is unaffected by difficult terrain."]}],"spellcasting":[{"name":"Spellcasting","entries":["The Gardener casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Druidcraft}, {@spell Speak with Animals}, {@spell Speak with Plants}","2/day each: {@spell Awaken} (as an action), {@spell Goodberry}, {@spell Plant Growth} (as an action only)","1/day each: {@spell Heroes' Feast} (as an action), {@spell Teleport}"]}],"actions":[{"name":"Multiattack","entries":["The Gardener makes two Vine attacks and can use Breath of Tranquility if available."]},{"name":"Vine","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) psychic damage, and if the target is a Large or smaller creature, the vine wraps around the target, and the target has the {@condition grappled} condition (escape {@dc 17}). The vine vanishes when the target is no longer {@condition grappled}, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the {@condition unconscious} condition but is stable instead of dying."]},{"name":"Breath of Tranquility {@recharge 5}","entries":["The Gardener exhales soporific vapor in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or have the {@condition poisoned} condition. A {@condition poisoned} creature must repeat the saving throw at the end of its next turn. On a failed save, it has the {@condition unconscious} condition, and on a successful save, the effect ends on it. An {@condition unconscious} creature is no longer {@condition poisoned} and remains {@condition unconscious} for 1 hour, until it takes damage, or until a creature uses an action to shake it awake."]}],"bonusActions":[],"reactions":[{"name":"Pacification","entries":["When a creature within 120 feet of the Gardener damages the Gardener, that creature takes 10 ({@damage 3d6}) psychic damage, and the Gardener teleports, along with anything they are wearing or carrying, to an unoccupied space they can see within 15 feet. A creature reduced to 0 hit points by the psychic damage has the {@condition unconscious} condition and is stable instead of dying."]},{"name":"Spell Refuge","entries":["When the Gardener or a creature within 30 feet of the Gardener takes damage from a spell, the Gardener chooses up to 5 creatures within 30 feet of themself. The Gardener and the chosen creatures have resistance to all damage from the triggering spell."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), the Gardener can take one of the following lair actions; they can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Plant Walk","entry":"The Gardener moves up to their speed into the space of a Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium or larger plant within the lair."},{"type":"item","name":"Vine Wall","entry":"A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a {@dc 15} Dexterity saving throw or have the grappled condition (escape {@dc 15}). A creature must make this saving throw when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall's area is difficult terrain for a creature that isn't grappled. The wall sinks back into the ground, freeing all creatures grappled by it, when the Gardener uses this lair action again or when the Gardener dies."}]}],"regionalEffects":["The Eternal Garden has the following features:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Boundary","entry":"At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden."},{"type":"item","name":"Eternal Summer","entry":"The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters throughout the domain."},{"type":"item","name":"Gardener's Vigil","entry":"The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a {@dice d6}. On a 1, the Gardener appears on initiative count 20 of the next round (losing initiative ties) to investigate."},{"type":"item","name":"Lighting","entry":"The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead."},{"type":"item","name":"Memory Loss","entry":"Unless otherwise stated, a creature that leaves the domain must make a {@dc 10} Wisdom saving throw; Fey creatures and creatures with the Fey Ancestry trait automatically succeed on the saving throw. On a failed save, the creature remembers nothing of its time in the garden or the Palace of Spires. On a successful save, the creature's memories remain intact, but they're hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature's memories."},{"type":"item","name":"Time","entry":"Time passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane."}]}],"lore":[{"type":"entries","entries":["The Gardener is an archfey who adores the splendor of nature, the joy of song, and the glow of shared merriment. This ancient being once wandered the Feywild and worlds of the Material Plane until two dear friends created a wondrous garden and asked the Gardener to tend to it. The Gardener agreed to the request, then pulled the garden from the Material Plane and transformed it into a Domain of Delight—a region of the Feywild that bows to an archfey's will. This place became known as the Eternal Garden.","The Gardener abhors bloodshed and avoids killing even those who threaten the garden, preferring to entangle them in vines and pacify them with tranquilizing breaths of flowery mist."]},{"type":"section","entries":[{"type":"entries","name":"The Gardener's Lair","entries":["The Gardener's lair is the entirety of the Eternal Garden."]}]}],"gallery":[{"path":"bestiary/QftIS/The Gardener.webp"}]},{"id":"the-hungry","name":"The Hungry","source":"MTF","page":232,"srd":false,"image":"bestiary/MTF/The Hungry.webp","token":"bestiary/tokens/MTF/The Hungry.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"225 (30d8 + 90)","speed":"30 ft.","str":19,"dex":10,"con":17,"int":6,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Forest, Underdark, Urban","treasure":"","traits":[{"name":"Life Hunger","entries":["If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 ({@damage 4d10}) necrotic damage on a hit."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Hungry makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 13 ({@damage 3d8}) necrotic damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 16}) and is {@condition restrained} until the grapple ends. While grappling a creature, the Hungry can't attack with its claws."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"The Hungry","entries":["Horrid beasts with grasping claws and yawning mouths, the Hungry do whatever is necessary to sate their appetites. These greedy devourers consume all life and energy they encounter, stuffing their maws with flesh and drinking in their victims' screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emotion Given Form","type":"entries","entries":["Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/The Hungry.webp","credit":"Cory Trego-Erdner"}]},{"id":"the-keeper","name":"The Keeper","source":"TftYP","page":173,"srd":false,"image":"bestiary/TftYP/The Keeper.webp","token":"bestiary/tokens/TftYP/The Keeper.webp","size":"Huge","creatureType":"Keeper","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Keeper","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Keeper makes two battleaxe attacks."]},{"name":"Battleaxe +1","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}20 ({@damage 3d8 + 7}) slashing damage, or 23 ({@damage 3d10 + 7}) slashing damage if used with both hands."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at the Keeper, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP/The Keeper.webp"}]},{"id":"the-lonely","name":"The Lonely","source":"MTF","page":232,"srd":false,"image":"bestiary/MTF/The Lonely.webp","token":"bestiary/tokens/MTF/The Lonely.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"16","initiative":"+1 (11)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":6,"wis":11,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Coastal, Desert, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Psychic Leech","entries":["At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage."]},{"name":"Thrives on Company","entries":["The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Lonely makes one harpoon arm attack and uses Sorrowful Embrace."]},{"name":"Harpoon Arm","entries":["{@atk mw} {@hit 7} to hit, reach 60 ft., one target. {@h}21 ({@damage 4d8 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature.","The Lonely has two harpoon arms and can grapple up to two creatures at once."]},{"name":"Sorrowful Embrace","entries":["Each creature {@condition grappled} by the Lonely must make a {@dc 15} Wisdom saving throw. A creature takes 18 ({@damage 4d8}) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature {@condition grappled} by it up to 30 feet straight toward it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"The Lonely","entries":["The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and so they launch their harpoon-like arms to drag their victims close."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emotion Given Form","type":"entries","entries":["Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/The Lonely.webp","credit":"Cory Trego-Erdner"}]},{"id":"the-lord-of-blades","name":"The Lord of Blades","source":"ERLW","page":300,"srd":false,"image":"bestiary/ERLW/The Lord of Blades.webp","token":"bestiary/tokens/ERLW/The Lord of Blades.webp","size":"Medium","creatureType":"Humanoid (Warforged)","alignment":"Lawful Evil","ac":"19","initiative":"+2 (12)","hp":"195 (23d8 + 92)","speed":"40 ft.","str":20,"dex":15,"con":18,"int":19,"wis":17,"cha":18,"saves":"Str +11, Con +10, Int +10, Wis +9","skills":"Arcana +10, Athletics +11, History +10, Perception +9","vulnerabilities":"","resistances":"necrotic; poison","immunities":"","conditionImmunities":"charmed; exhaustion; frightened; disease","senses":"Passive Perception 19","languages":"Common, Draconic, Dwarvish, Elvish","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Adamantine Plating","entries":["Any critical hit against the Lord of Blades becomes a normal hit."]},{"name":"Bladed Armor","entries":["A creature that grapples the Lord of Blades or is {@condition grappled} by him takes 13 ({@damage 3d8}) slashing damage. A creature takes 13 ({@damage 3d8}) slashing damage if it starts its turn grappling or being {@condition grappled} by the Lord of Blades."]},{"name":"Charge","entries":["If the Lord of Blades moves at least 10 feet straight toward a target and then hits it with his adamantine sixblade on the same turn, the target takes an extra 11 ({@damage 2d10}) slashing damage. If the target is a creature, it must succeed on a {@dc 19} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}."]},{"name":"Warforged Resilience","entries":["The Lord of Blades has advantage on saving throws against being {@condition poisoned}, is immune to disease, and magic can't put him to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The Lord of Blades is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following artificer spells prepared:","Cantrips (at will): {@spell fire bolt} (see \"Actions\" below), {@spell mage hand}, {@spell mending}, {@spell prestidigitation}","Level 1 (4 slots): {@spell expeditious retreat}, {@spell sanctuary}, {@spell thunderwave}","Level 2 (3 slots): {@spell blur}, {@spell heat metal}, {@spell scorching ray}, {@spell see invisibility}","Level 3 (3 slots): {@spell dispel magic}, {@spell fly}, {@spell haste}","Level 4 (3 slots): {@spell freedom of movement}, {@spell Mordenkainen's faithful hound}","Level 5 (2 slots): {@spell animate objects}, {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["The Lord of Blades makes three attacks: two with his adamantine sixblade and one with his bladed wings."]},{"name":"Adamantine Sixblade","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) slashing damage plus 7 ({@damage 2d6}) force damage."]},{"name":"Bladed Wings","entries":["{@atk mw,rw} {@hit 11} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage."]},{"name":"Fire Bolt (Cantrip)","entries":["{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}22 ({@damage 4d10}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The Lord of Blades makes one weapon attack."]},{"name":"Cantrip","entries":["The Lord of Blades casts one of his cantrips."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["The Lord of Blades casts a spell of 2nd level or lower from his spell list that takes 1 action to cast."]},{"name":"Blade Dash (Costs 3 Actions)","entries":["The Lord of Blades moves up to his speed without provoking opportunity attacks, then makes one attack with his adamantine sixblade. He can make one bladed wings attack against each creature he moves past."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The Lord of Blades is a warforged warlord who has broken all ties with his former masters. He has established a nation for his people deep in the Mournland, centered in a great fortress where warforged from all over Khorvaire can come and feel a sense of belonging. No one knows what the Lord of Blades plans for his followers, but many fear that he intends to build a legion of warforged zealots, primed to march from the Mournland to unleash destruction on their former masters.","Some tales assert that the Lord of Blades led the warforged armies of Cyre in the Last War. Others cast him as a newer warforged, perhaps the last to come out of the Cannith creation forges before the Thronehold Accords led to their dismantling. One story claims the Lord of Blades caused the destruction of Cyre and warns that he plans to repeat the Day of Mourning in each of the remaining Five Nations. Whatever the truth, he has become a beacon for warforged everywhere.",{"type":"entries","name":"Warforged Nature","entries":["The Lord of Blades doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/ERLW/The Lord of Blades.webp","credit":"Steve Prescott"}]},{"id":"the-lost","name":"The Lost","source":"MTF","page":233,"srd":false,"image":"bestiary/MTF/The Lost.webp","token":"bestiary/tokens/MTF/The Lost.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":17,"dex":12,"con":15,"int":6,"wis":7,"cha":5,"saves":"","skills":"Athletics +6","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Arctic, Desert, Forest, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Lost makes two arm spike attacks."]},{"name":"Arm Spike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage."]},{"name":"Embrace","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}25 ({@damage 4d10 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Medium or smaller creature. Until the grapple ends, the target is {@condition frightened}, and it takes 27 ({@damage 6d8}) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time."]}],"bonusActions":[],"reactions":[{"name":"Tightening Embrace","entries":["If the Lost takes damage while it has a creature {@condition grappled}, that creature takes 18 ({@damage 4d8}) psychic damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"The Lost","entries":["The Shadowfell turns visitors around until they become marooned in its twisted landscape. The Lost are representations of the anxiety and fear that people experience when they can't find their way. These sorrowsworn appear as desperate and panicked things.","The Lost try to embrace any creatures they can reach, attempting to find solace in the contact. Aside from the horror of being embraced by such a thing, the victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder the victims' allies fight for release, the worse the experience becomes."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emotion Given Form","type":"entries","entries":["Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/The Lost.webp","credit":"Cory Trego-Erdner"}]},{"id":"the-mad-mage-of-mount-baratok","name":"The Mad Mage of Mount Baratok","source":"CoS","page":39,"srd":false,"image":"bestiary/tokens/CoS/The Mad Mage of Mount Baratok.webp","token":"bestiary/tokens/CoS/The Mad Mage of Mount Baratok.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The Mad Mage has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mad mage is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell mirror image}, {@spell misty step}, {@spell web}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell Mordenkainen's faithful hound}, {@spell polymorph}, {@spell stoneskin}","Level 5 (3 slots): {@spell Bigby's hand}, {@spell cone of cold}, {@spell scrying}","Level 6 (1 slots): {@spell true seeing}","Level 7 (1 slots): {@spell Mordenkainen's magnificent mansion}","Level 8 (1 slots): {@spell mind blank}","Level 9 (1 slots): {@spell time stop}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"the-pudding-king","name":"The Pudding King","source":"OotA","page":233,"srd":false,"image":"bestiary/OotA/The Pudding King.webp","token":"bestiary/tokens/OotA/The Pudding King.webp","size":"Small","creatureType":"Humanoid (Gnome, Shapechanger)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"49 (9d6 + 18)","speed":"30 ft.","str":10,"dex":16,"con":14,"int":12,"wis":8,"cha":17,"saves":"Con +6, Cha +7","skills":"Arcana +4, Perception +2, Stealth +6, Survival +2","vulnerabilities":"","resistances":"acid; poison","immunities":"","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Gnomish, Terran, Undercommon","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The Pudding King has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Gnome Cunning","entries":["The Pudding King has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."]},{"name":"Insanity","entries":["The Pudding King has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The Pudding King's innate spellcasting ability is Intelligence (spell save {@dc 12}). He can innately cast the following spells, requiring no material components:","At will: {@spell nondetection} (self only)","1/day each: {@spell blindness/deafness}, {@spell blur}, {@spell disguise self}"]},{"name":"Spellcasting","entries":["The Pudding King is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The Pudding King knows the following sorcerer spells:","Cantrips (at will): {@spell acid splash}, {@spell light}, {@spell mage hand}, {@spell poison spray}, {@spell prestidigitation}","Level 1 (4 slots): {@spell false life}, {@spell mage armor}, {@spell ray of sickness}, {@spell shield}","Level 2 (3 slots): {@spell crown of madness}, {@spell misty step}","Level 3 (3 slots): {@spell gaseous form}, {@spell stinking cloud}","Level 4 (3 slots): {@spell blight}, {@spell confusion}","Level 5 (1 slots): {@spell cloudkill}"]}],"actions":[{"name":"War Pick","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) piercing damage."]},{"name":"Change Shape","entries":["The Pudding King magically transforms into an {@filter ooze|bestiary|type=ooze}, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form."]},{"name":"Create Green Slime (Recharges after a Long Rest)","entries":["The Pudding King creates a patch of green slime (see \"Dungeon Hazards\" in chapter 5 of the Dungeon Master's Guide). The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/The Pudding King.webp"}]},{"id":"the-stranger","name":"The Stranger","source":"KftGV","page":173,"srd":false,"image":"bestiary/KftGV/087-11-005.the-stranger.webp","token":"bestiary/tokens/KftGV/The Stranger.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Special Equipment","entries":["The Stranger wears an invisible {@item ring of mind shielding} that thwarts magical attempts to read their thoughts. The Stranger also wears {@item dimensional shackles} but is eager to be rid of them. One touch from Omid's mace-key causes the shackles to fall off, freeing the Stranger."]},{"name":"Magic Resistance","entries":["The archmage has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The Stranger is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*The Stranger casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/087-11-005.the-stranger.webp","credit":"Olivier Bernard"}]},{"id":"the-weevil","name":"The Weevil","source":"SKT","page":114,"srd":false,"image":"bestiary/tokens/SKT/The Weevil.webp","token":"bestiary/tokens/SKT/The Weevil.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Weevil makes three melee attacks with his handaxes. Or the Weevil makes two ranged attacks with his handaxes."]},{"name":"Handaxe +1","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The Weevil adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"the-wretched","name":"The Wretched","source":"MTF","page":233,"srd":false,"image":"bestiary/MTF/The Wretched.webp","token":"bestiary/tokens/MTF/The Wretched.webp","size":"Small","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"10 (4d6 - 4)","speed":"40 ft.","str":7,"dex":12,"con":9,"int":5,"wis":6,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Wretched Pack Tactics","entries":["The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}. The Wretched otherwise has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 ({@damage 1d10 + 1}) necrotic damage.","The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"The Wretched","entries":["Horrid little monsters, the Wretched gather in large packs to scour the Shadowfell for prey. These pitiful entities subsist on life force, so when they find a creature, they surge forward to sink their fangs into their victims and drink deep of their life energy and their fear."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emotion Given Form","type":"entries","entries":["Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/The Wretched.webp","credit":"Cory Trego-Erdner"}]},{"id":"themberchaud","name":"Themberchaud","source":"OotA","page":53,"srd":false,"image":"bestiary/OotA/Themberchaud.webp","token":"bestiary/tokens/OotA/Themberchaud.webp","size":"Huge","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"19","initiative":"+0 (10)","hp":"256 (19d12 + 133)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":27,"dex":10,"con":25,"int":16,"wis":13,"cha":21,"saves":"Dex +6, Con +13, Wis +7, Cha +11","skills":"Perception +13, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 23","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"Mountain, Hill","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Themberchaud fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Themberchaud can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Themberchaud's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 19} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Fire Breath {@recharge 5}","entries":["Themberchaud exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 21} Dexterity saving throw, taking 63 ({@damage 18d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Themberchaud makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Themberchaud makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Themberchaud beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 22} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:",{"type":"list","items":["Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one.","A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a {@dc 15} Dexterity saving throw or be knocked {@condition prone}.","Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} until the end of its turn. While {@condition poisoned} in this way, a creature is {@condition incapacitated}."]},{"type":"entries","name":"Additional Lair Actions","entries":["At your discretion, a legendary ({@creature Adult Red Dragon||adult} or {@creature Ancient Red Dragon||ancient}) red dragon can use one or both of the following additional lair actions while in its lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Noxious Smoke","entry":"A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is {@quickref Vision and Light|PHB|2||heavily obscured}. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} until the end of its turn. The cloud lasts until initiative count 20 on the next round."},{"type":"item","name":"Searing Heat","entry":"Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a {@dc 15} Constitution saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round."}]}],"source":"FTD"}],"regionalEffects":["The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:",{"type":"list","items":["Small earthquakes are common within 6 miles of the dragon's lair.","Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.","Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby."]},"If the dragon dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Additional Regional Effects","entries":["Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the {@i Monster Manual}:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Desertification","entry":"Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown."},{"type":"item","name":"Fiery Senses","entry":"The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair."},{"type":"item","name":"Ominous Flames","entry":"Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks."}]}],"source":"FTD"}],"gallery":[{"path":"bestiary/OotA/Themberchaud.webp"}]},{"id":"theran-chimera","name":"Theran Chimera","source":"MOT","page":216,"srd":false,"image":"bestiary/MOT/Theran Chimera.webp","token":"bestiary/tokens/MOT/Theran Chimera.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+1 (11)","hp":"95 (10d10 + 40)","speed":"30 ft., fly 60 ft.","str":18,"dex":13,"con":19,"int":3,"wis":14,"cha":10,"saves":"Con +7, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"understands Draconic but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Spell Turning","entries":["The chimera has advantage on a saving throw against any spell that targets only the chimera (not an area). If the chimera's saving throw is successful and the spell is of 4th level or lower, the spell has no effect on the chimera and instead targets the caster."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chimera makes three attacks: one with its claws, one with its head, and one with its tail. When its breath weapon is available, it can use the breath in place of its head or its claws."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Head","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Breath Weapon {@recharge 5}","entries":["The chimera exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 32 ({@damage 5d12}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many artistic depictions represent chimeras as an amalgam of lion, ram, and dragon, these beasts appear with nearly endless variations.","The Akroans tell a tale of the first chimera's origin, wherein the god Keranos sought to test Nylea's favorite champion, Renata of Setessa, by creating a beast so deadly that even she would balk at trying to hunt it. When Renata slayed this lion-ram-dragon creation effortlessly, Keranos created another combination of deadlier beasts to challenge her. She slayed that beast, too. Despite countless attempts, Keranos was unable to create a beast that Renata couldn't best.","Chimeras typically roam the deep wilds of the world, constantly seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera's being, these monsters often manage to shrug off spells cast against them."]},{"type":"section","entries":[{"type":"entries","name":"Customizing a Chimera","entries":["The Theran chimera stat block presents one possible chimera configuration. You may customize these statistics to design your own unique chimera. To do so, simply roll once on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks, and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.",{"type":"table","caption":"Body Composition","colLabels":["d4","Attack"],"colStyles":["col-2 text-center","col-10"],"rows":[["1",{"type":"entries","name":"Plains Creature","entries":["The chimera's body is that of a large lowland creature, such as a bull or a bear, and it lacks wings and a flying speed. The chimera is especially resilient, gaining resistance to cold and fire damage."]}],["2",{"type":"entries","name":"Coast Creature","entries":["The chimera's body is that of a coastal or aquatic creature, such as a heron or a shark. The chimera gains a swimming speed equal to its walking speed and can breathe air and water."]}],["3",{"type":"entries","name":"Mountain Creature","entries":["The chimera's body is that of a mountain-dwelling creature, such as a ram or a dragon. The chimera doesn't provoke an opportunity attack when it flies out of an enemy's reach."]}],["4",{"type":"entries","name":"Swamp Creature","entries":["The chimera's body is that of a swamp creature or a cavern-dweller, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}]]},{"type":"table","caption":"Head Attacks","colLabels":["d4","Attack"],"colStyles":["col-2 text-center","col-10"],"rows":[["1",{"type":"entries","name":"Bull Horns","entries":["If the chimera moves at least 20 feet straight toward a target and then hits it with a head attack on the same turn, the target takes an extra 7 ({@dice 2d6}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked prone."]}],["2",{"type":"entries","name":"Shark Bite","entries":["The chimera has advantage on a head attack roll against any creature that doesn't have all its hit points."]}],["3",{"type":"entries","name":"Unicorn Horn","entries":["The chimera's head attack is magical and deals an extra 4 ({@dice 1d8}) radiant damage."]}],["4",{"type":"entries","name":"Cockatrice Beak","entries":["A creature hit by the chimera's head attack must succeed on a {@dc 15} Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours."]}]]},{"type":"table","caption":"Breath Weapons","colLabels":["d4","Attack"],"colStyles":["col-2 text-center","col-10"],"rows":[["1",{"type":"entries","name":"Lightning Breath {@recharge 5}","entries":["The chimera exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 15} Dexterity saving throw, taking 36 ({@dice 8d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],["2",{"type":"entries","name":"Tidal Wave Breath {@recharge 5}","entries":["The chimera has an aquatic creature's head that exhales a torrent of acidic water in a 60-foot line that is 5 feet wide. Each creature in the line must make a {@dc 15} Dexterity saving throw. On failed save, a creature takes 27 ({@dice 5d10}) acid damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone."]}],["3",{"type":"entries","name":"Venom Spray {@recharge 5}","entries":["The chimera has a venomous creature's head that exhales a spray of poison in a 15-foot cone. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a target takes 35 ({@dice 10d6}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],["4",{"type":"entries","name":"Necrotic Breath {@recharge 5}","entries":["The chimera exhales necrotic energy in a 15-foot cone. Each creature in that area must succeed on a {@dc 15} Constitution saving throw, or it takes 31 ({@dice 7d8}) necrotic damage and is unable to regain hit points until the end of its next turn."]}]]},{"type":"table","caption":"Tail Attacks","colLabels":["d4","Attack"],"colStyles":["col-2 text-center","col-10"],"rows":[["1",{"type":"entries","name":"Venomous Tail","entries":["The chimera's tail ends in a snake's head or a stinger, which deals piercing damage instead of bludgeoning damage. In addition, when the chimera hits a creature with its tail, the creature must succeed on a {@dc 15} Constitution saving throw or become poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],["2",{"type":"entries","name":"Perplexing Tail","entries":["The chimera has an additional head where its tail should be. The chimera loses its tail attack and makes two head attacks when it takes the Multiattack action. Use the Head Attacks table to determine the nature of the new head."]}],["3",{"type":"entries","name":"Shark Tail","entries":["The chimera's tail is a large fin. When the chimera hits a creature with its tail, the creature is also pushed up to 10 feet away."]}],["4",{"type":"entries","name":"Constricting Tail","entries":["The chimera's tail can constrict prey. If the chimera hits a creature with its tail, the target is grappled (escape {@dc 15}) if it is Large or smaller. Until this grapple ends, the target is restrained, and the chimera can't use its tail on another target."]}]]}]}]}],"gallery":[{"path":"bestiary/MOT/Theran Chimera.webp","credit":"Lars Grant-West"}]},{"id":"therzt","name":"Therzt","source":"TftYP","page":158,"srd":false,"image":"bestiary/tokens/TftYP/Therzt.webp","token":"bestiary/tokens/TftYP/Therzt.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"thessalar","name":"Thessalar","source":"IMR","page":57,"srd":false,"image":"bestiary/IMR/Thessalar.webp","token":"bestiary/tokens/IMR/Thessalar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"14","initiative":"+1 (11)","hp":"104 (19d8 + 19)","speed":"30 ft.","str":10,"dex":12,"con":13,"int":19,"wis":16,"cha":16,"saves":"Con +5, Int +8, Wis +7","skills":"Animal Handling +7, Arcana +8, Insight +7, Medicine +7","vulnerabilities":"","resistances":"","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"Passive Perception 13","languages":"Common, Draconic, Elvish, Primordial","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Thessalar wields a {@item +1 dagger} coated with {@item Thessaltoxin|IMR|thessaltoxin poison} (see appendix C)."]},{"name":"Alchemical Homunculus","entries":["Thessalar is accompanied by his {@creature Thessalar's homunculus|IMR}. If the {@spell mending} spell is cast on it, the homunculus regains {@dice 2d6} hit points."]},{"name":"Healing Toxicity","entries":["Any magic item that restores hit points and can be applied to a piercing or slashing weapon (a potion, an ointment, and so forth) causes a hit with that weapon to deal extra damage to Thessalar equal to the amount the item would normally heal."]},{"name":"Greater Restoration (1/Day)","entries":["Thessalar can cast {@spell greater restoration} if he has access to {@item Alchemist's Supplies|phb|alchemical supplies}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Thessalar is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). He has the following artificer spells prepared:","Cantrips (at will): {@spell light}, {@spell mending}, {@spell message}, {@spell shocking grasp}","Level 1 (4 slots): {@spell alarm}, {@spell cure wounds}, {@spell identify}, {@spell ray of sickness}","Level 2 (3 slots): {@spell invisibility}, {@spell Melf's acid arrow}, {@spell web}","Level 3 (3 slots): {@spell dispel magic}, {@spell haste}, {@spell stinking cloud}","Level 4 (3 slots): {@spell blight}, {@spell Mordenkainen's faithful hound}, {@spell Otiluke's resilient sphere}","Level 5 (1 slots): {@spell cloudkill}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw. On a failed save, the target is affected as if by the {@spell polymorph} spell, transforming into a random {@filter beast|bestiary|type=beast|miscellaneous=!swarm} or a creature it has seen within the last 24 hours (as chosen by the DM). This effect lasts until the target finishes a long rest."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Thessalar was a master alchemist and creator of monsters, whose own blood was said to possess dire magical properties.","He is vainglorious, egotistical, and utterly ruthless in furthering his research. His career began as a priest in the service of Moloch, where he rose through the ranks before eventually taking over the temple as a working laboratory. Most of his experiments have involved the pursuit of new forms of life, resulting in such creatures as the thessalhydra and the owlbear. In recent years, he has also researched the prolonging of life—namely his own. Thessalar hopes that by becoming a lich, his research and experiments can continue indefinitely.","Over time, Thessalar has subjected himself to so many of his own experiments that his blood has taken on alchemical and magical properties. He regularly uses it as the basis for many of the reagents used throughout his labs."]}]}]}],"gallery":[{"path":"bestiary/IMR/Thessalar.webp","credit":"Shawn Wood"}]},{"id":"thessalar-s-homunculus","name":"Thessalar's Homunculus","source":"IMR","page":35,"srd":false,"image":"bestiary/IMR/Thessalar's Homunculus.webp","token":"bestiary/tokens/IMR/Thessalar's Homunculus.webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"5 (2d4)","speed":"20 ft., fly 40 ft.","str":4,"dex":15,"con":11,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Telepathic Bond","entries":["While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}1 piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target is instead {@condition poisoned} for 5 ({@dice 1d10}) minutes and {@condition unconscious} while {@condition poisoned} in this way."]},{"name":"Acidic Spittle","entries":["{@atk rw} {@hit 4} to hit, range 30 ft., one target. {@h}5 ({@damage 1d6 + 2}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/IMR/Thessalar's Homunculus.webp","credit":"Shawn Wood"}]},{"id":"thessalheart-construct","name":"Thessalheart Construct","source":"IMR","page":86,"srd":false,"image":"bestiary/IMR/Thessalheart Construct.webp","token":"bestiary/tokens/IMR/Thessalheart Construct.webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"7 (2d4 + 2)","speed":"40 ft., climb 40 ft.","str":4,"dex":15,"con":12,"int":10,"wis":10,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 60, Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Telepathic Bond","entries":["While the construct is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 slashing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target is instead {@condition poisoned} for 5 ({@dice 1d10}) minutes and {@condition unconscious} while {@condition poisoned} in this way."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A thessalheart construct is created with a connection to the life energy of another creature, allowing that creature to regenerate back from the dead as long as the construct is not destroyed. The artificer Thessalar created this crafty construct, and uses it to imbue his greater monstrous creations with even more power."]}]}]}],"gallery":[{"path":"bestiary/IMR/Thessalheart Construct.webp","credit":"Ralph Horsley"}]},{"id":"thessalhydra","name":"Thessalhydra","source":"HftT","page":41,"srd":false,"image":"bestiary/HftT/Thessalhydra.webp","token":"bestiary/tokens/HftT/Thessalhydra.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"69 (6d12 + 30)","speed":"30 ft., swim 30 ft.","str":19,"dex":12,"con":20,"int":5,"wis":10,"cha":7,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"blinded; charmed; deafened; frightened; stunned","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thessalhydra makes one maw attack and one Flurry of Bites."]},{"name":"Flurry of Bites","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 4d4}) poison damage."]},{"name":"Maw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 5 ({@damage 1d10}) acid damage."]},{"name":"Tail Pincer","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage, and the target is {@condition grappled}. As an action, the target can escape the grapple by succeeding on a {@dc 14} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (its choice). Until this grapple ends, the thessalhydra can't use its tail pincer."]},{"name":"Acid Saliva {@recharge 5}","entries":["The thessalhydra spits a glob of acid at a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a {@dc 15} Dexterity saving throw, taking 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["The thessalhydra makes a Wisdom ({@skill Perception}) check with advantage."]},{"name":"Tail Swipe","entries":["The thessalhydra makes a tail pincer attack."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The thessalhydra is a strange and terrible creature with eight heads surrounding a large, circular mouth rimmed with jagged teeth. Its maw drips with acid, and its tail ends with a pair of sharp pincers. The thessalhydra is gluttonous and damaging to any environment."]}]}],"gallery":[{"path":"bestiary/HftT/Thessalhydra.webp"}]},{"id":"thessalkraken","name":"Thessalkraken","source":"IMR","page":87,"srd":false,"image":"bestiary/tokens/IMR/Thessalkraken.webp","token":"bestiary/tokens/IMR/Thessalkraken.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"207 (18d12 + 90)","speed":"20 ft., swim 60 ft.","str":24,"dex":11,"con":20,"int":19,"wis":15,"cha":17,"saves":"Str +12, Dex +5, Con +10, Int +9, Wis +7","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed","senses":"truesight 120 ft., Passive Perception 12","languages":"understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The thessalkraken can breathe air and water."]},{"name":"Freedom of Movement","entries":["The thessalkraken ignores {@quickref difficult terrain||3}, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thessalkraken makes one bite attack and two tentacle attacks. It can replace each tentacle attack with one use of Fling."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) piercing damage plus 5 ({@damage 1d10}) acid damage. If the target is a Medium or smaller creature {@condition grappled} by the thessalkraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the thessalkraken, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the thessalkraken's turns.","If the thessalkraken takes 35 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 23} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the thessalkraken. If the thessalkraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}. The thessalkraken has ten tentacles, each of which can grapple one target."]},{"name":"Fling","entries":["One Medium or smaller object held or creature {@condition grappled} by the thessalkraken is thrown up to 40 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 16} Dexterity saving throw or take the same damage and be knocked {@condition prone}."]},{"name":"Acid Saliva {@recharge 5}","entries":["The thessalkraken spits a glob of acid at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Tentacle Attack","entries":["The thessalkraken makes one tentacle attack."]},{"name":"Fling","entries":["The thessalkraken uses Fling."]},{"name":"Ink Cloud (Costs 3 Actions)","entries":["While underwater, the thessalkraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is {@quickref Vision and Light||2||heavily obscured} to creatures other than the thessalkraken. Each creature other than the thessalkraken that ends its turn there must succeed on a {@dc 18} Constitution saving throw, taking 16 ({@damage 3d10}) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the thessalkraken's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), the thessalkraken takes a lair action to cause one of the following magical effects:",{"type":"list","items":["A strong current moves through the thessalkraken's lair. Each creature within 60 feet of the thessalkraken must succeed on a {@dc 18} Strength saving throw or be pushed up to 60 feet away from the thessalkraken. On a success, the creature is pushed 10 feet away from the thessalkraken.","Creatures in the water within 60 feet of the thessalkraken have vulnerability to acid damage until initiative count 20 on the next round.","The alluring gleam of treasure beneath the water in the thessalkraken's lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a {@dc 18} Wisdom saving throw or move 10 feet closer to the thessalkraken if able to do so."]}],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The alchemist Thessalar created unknown numbers of misshapen magical creatures, including his many thessalbeasts. Among the largest was the thessalkraken—a slightly smaller variant of the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with acid.","A thessalkraken lives in the dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and the remains of sacrificial victims."]}]}]}]},{"id":"thinnings","name":"Thinnings","source":"WBtW","page":15,"srd":false,"image":"bestiary/WBtW/Thinnings.webp","token":"bestiary/tokens/WBtW/Thinnings.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Elvish, Sylvan","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Thinnings can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Thinnings deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Thinnings makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Change Shape","entries":["Thinnings can make himself as flat as a piece of parchment or revert to his normal thickness. In his flattened form, he can slide under doors, roll himself up, or even fold himself into the pages of a book."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WBtW/Thinnings.webp","credit":"Axel Defois"}]},{"id":"tholtz-daggerdark","name":"Tholtz Daggerdark","source":"SKT","page":221,"srd":false,"image":"bestiary/tokens/SKT/Tholtz Daggerdark.webp","token":"bestiary/tokens/SKT/Tholtz Daggerdark.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The archmage has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*The archmage casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"thomas-t-toad","name":"Thomas T. Toad","source":"RMBRE","page":28,"srd":false,"image":"bestiary/tokens/RMBRE/Thomas T. Toad.webp","token":"bestiary/tokens/RMBRE/Thomas T. Toad.webp","size":"Large","creatureType":"Construct","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Webby Hands","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Thomas T. Toad is a hulking, anthropomorphic toad wearing a tuxedo and spats. Thomas sings a throaty song about the moon falling in love with its reflection on a lake."]}]}]},{"id":"thopter-bat","name":"Thopter (Bat)","source":"PSK","page":33,"srd":false,"image":"bestiary/PSK/Thopter.webp","token":"bestiary/tokens/PSK/Thopter (Bat).webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"5 ft., fly 30 ft.","str":2,"dex":15,"con":8,"int":2,"wis":12,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"blindsight 60 ft., Passive Perception 11","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Echolocation","entries":["The thopter can't use its blindsight while {@condition deafened}."]},{"name":"Keen Hearing","entries":["The thopter has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in Ghirapur and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.","Different kinds of thopters could be represented by the statistics for a {@creature bat}, {@creature blood hawk}, {@creature eagle}, {@creature hawk}, {@creature owl}, {@creature pseudodragon}, {@creature raven}, or {@creature vulture} from the {@book Monster Manual|MM}. All thopters have the construct type, immunity to poison damage, and immunity to the {@condition charmed} and {@condition poisoned} conditions."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Thopter.webp","title":"Dukhara Peafowl","credit":"Craig J Spearing"},{"path":"bestiary/PSK/Thopter2.webp","title":"Thopter","credit":"Svetlin Velinov"}]},{"id":"thopter-blood-hawk","name":"Thopter (Blood Hawk)","source":"PSK","page":33,"srd":false,"image":"bestiary/PSK/Thopter.webp","token":"bestiary/tokens/PSK/Thopter (Blood Hawk).webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"10 ft., fly 60 ft.","str":6,"dex":14,"con":10,"int":3,"wis":14,"cha":5,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Passive Perception 14","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Mountain, Grassland, Forest, Hill, Coastal, Arctic","treasure":"","traits":[{"name":"Keen Sight","entries":["The thopter has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Pack Tactics","entries":["The thopter has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in Ghirapur and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.","Different kinds of thopters could be represented by the statistics for a {@creature bat}, {@creature blood hawk}, {@creature eagle}, {@creature hawk}, {@creature owl}, {@creature pseudodragon}, {@creature raven}, or {@creature vulture} from the {@book Monster Manual|MM}. All thopters have the construct type, immunity to poison damage, and immunity to the {@condition charmed} and {@condition poisoned} conditions."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Thopter.webp","title":"Dukhara Peafowl","credit":"Craig J Spearing"},{"path":"bestiary/PSK/Thopter2.webp","title":"Thopter","credit":"Svetlin Velinov"}]},{"id":"thopter-eagle","name":"Thopter (Eagle)","source":"PSK","page":33,"srd":false,"image":"bestiary/PSK/Thopter.webp","token":"bestiary/tokens/PSK/Thopter (Eagle).webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"10 ft., fly 60 ft.","str":6,"dex":15,"con":10,"int":2,"wis":14,"cha":7,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Passive Perception 14","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal","treasure":"","traits":[{"name":"Keen Sight","entries":["The thopter has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in Ghirapur and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.","Different kinds of thopters could be represented by the statistics for a {@creature bat}, {@creature blood hawk}, {@creature eagle}, {@creature hawk}, {@creature owl}, {@creature pseudodragon}, {@creature raven}, or {@creature vulture} from the {@book Monster Manual|MM}. All thopters have the construct type, immunity to poison damage, and immunity to the {@condition charmed} and {@condition poisoned} conditions."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Thopter.webp","title":"Dukhara Peafowl","credit":"Craig J Spearing"},{"path":"bestiary/PSK/Thopter2.webp","title":"Thopter","credit":"Svetlin Velinov"}]},{"id":"thopter-hawk","name":"Thopter (Hawk)","source":"PSK","page":33,"srd":false,"image":"bestiary/PSK/Thopter.webp","token":"bestiary/tokens/PSK/Thopter (Hawk).webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 60 ft.","str":5,"dex":16,"con":8,"int":2,"wis":14,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Passive Perception 14","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Sight","entries":["The thopter has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in Ghirapur and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.","Different kinds of thopters could be represented by the statistics for a {@creature bat}, {@creature blood hawk}, {@creature eagle}, {@creature hawk}, {@creature owl}, {@creature pseudodragon}, {@creature raven}, or {@creature vulture} from the {@book Monster Manual|MM}. All thopters have the construct type, immunity to poison damage, and immunity to the {@condition charmed} and {@condition poisoned} conditions."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Thopter.webp","title":"Dukhara Peafowl","credit":"Craig J Spearing"},{"path":"bestiary/PSK/Thopter2.webp","title":"Thopter","credit":"Svetlin Velinov"}]},{"id":"thopter-owl","name":"Thopter (Owl)","source":"PSK","page":33,"srd":false,"image":"bestiary/PSK/Thopter.webp","token":"bestiary/tokens/PSK/Thopter (Owl).webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"1 (1d4 - 1)","speed":"5 ft., fly 60 ft.","str":3,"dex":13,"con":8,"int":2,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Arctic","treasure":"","traits":[{"name":"Flyby","entries":["The thopter doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Keen Hearing and Sight","entries":["The thopter has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in Ghirapur and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.","Different kinds of thopters could be represented by the statistics for a {@creature bat}, {@creature blood hawk}, {@creature eagle}, {@creature hawk}, {@creature owl}, {@creature pseudodragon}, {@creature raven}, or {@creature vulture} from the {@book Monster Manual|MM}. All thopters have the construct type, immunity to poison damage, and immunity to the {@condition charmed} and {@condition poisoned} conditions."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Thopter.webp","title":"Dukhara Peafowl","credit":"Craig J Spearing"},{"path":"bestiary/PSK/Thopter2.webp","title":"Thopter","credit":"Svetlin Velinov"}]},{"id":"thopter-pseudodragon","name":"Thopter (Pseudodragon)","source":"PSK","page":33,"srd":false,"image":"bestiary/PSK/Thopter.webp","token":"bestiary/tokens/PSK/Thopter (Pseudodragon).webp","size":"Tiny","creatureType":"Construct","alignment":"Neutral Good","ac":"13","initiative":"+2 (12)","hp":"7 (2d4 + 2)","speed":"15 ft., fly 60 ft.","str":6,"dex":15,"con":13,"int":10,"wis":12,"cha":10,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 13","languages":"understands Common and Draconic but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Forest, Hill, Urban, Desert, Coastal","treasure":"","traits":[{"name":"Keen Senses","entries":["The thopter has advantage on Wisdom ({@skill Perception}) checks that rely on sight, hearing, or smell."]},{"name":"Magic Resistance","entries":["The thopter has advantage on saving throws against spells and other magical effects."]},{"name":"Limited Telepathy","entries":["The thopter can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Sting","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or become {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target falls {@condition unconscious} for the same duration, or until it takes damage or another creature uses an action to shake it awake."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in Ghirapur and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.","Different kinds of thopters could be represented by the statistics for a {@creature bat}, {@creature blood hawk}, {@creature eagle}, {@creature hawk}, {@creature owl}, {@creature pseudodragon}, {@creature raven}, or {@creature vulture} from the {@book Monster Manual|MM}. All thopters have the construct type, immunity to poison damage, and immunity to the {@condition charmed} and {@condition poisoned} conditions."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Thopter.webp","title":"Dukhara Peafowl","credit":"Craig J Spearing"},{"path":"bestiary/PSK/Thopter2.webp","title":"Thopter","credit":"Svetlin Velinov"}]},{"id":"thopter-raven","name":"Thopter (Raven)","source":"PSK","page":33,"srd":false,"image":"bestiary/PSK/Thopter.webp","token":"bestiary/tokens/PSK/Thopter (Raven).webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"1 (1d4 - 1)","speed":"10 ft., fly 50 ft.","str":2,"dex":14,"con":8,"int":2,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Swamp, Hill, Urban","treasure":"","traits":[{"name":"Mimicry","entries":["The thopter can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in Ghirapur and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.","Different kinds of thopters could be represented by the statistics for a {@creature bat}, {@creature blood hawk}, {@creature eagle}, {@creature hawk}, {@creature owl}, {@creature pseudodragon}, {@creature raven}, or {@creature vulture} from the {@book Monster Manual|MM}. All thopters have the construct type, immunity to poison damage, and immunity to the {@condition charmed} and {@condition poisoned} conditions."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Thopter.webp","title":"Dukhara Peafowl","credit":"Craig J Spearing"},{"path":"bestiary/PSK/Thopter2.webp","title":"Thopter","credit":"Svetlin Velinov"}]},{"id":"thopter-vulture","name":"Thopter (Vulture)","source":"PSK","page":33,"srd":false,"image":"bestiary/PSK/Thopter.webp","token":"bestiary/tokens/PSK/Thopter (Vulture).webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"5 (1d8 + 1)","speed":"10 ft., fly 50 ft.","str":7,"dex":10,"con":13,"int":2,"wis":12,"cha":4,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; poisoned","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Hill, Desert","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The thopter has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]},{"name":"Pack Tactics","entries":["The thopter has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thopters are small automatons that fly using some combination of whirling rotors and stretched-fabric wings. They are ubiquitous in Ghirapur and other settlements, where they carry messages like carrier pigeons, hunt gremlins like trained hawks, race each other in friendly and not-so-friendly competitions—and serve as remote viewing devices for Consulate authorities and crime lords alike. Thopters range from the size of pigeons to the size of eagles, with extremely intricate gearwork usually partly visible beneath glass orbs and filigree.","Different kinds of thopters could be represented by the statistics for a {@creature bat}, {@creature blood hawk}, {@creature eagle}, {@creature hawk}, {@creature owl}, {@creature pseudodragon}, {@creature raven}, or {@creature vulture} from the {@book Monster Manual|MM}. All thopters have the construct type, immunity to poison damage, and immunity to the {@condition charmed} and {@condition poisoned} conditions."]},{"type":"entries","entries":[{"type":"entries","name":"Artifact Creatures","entries":["Many of the products of Kaladesh's most inventive minds are tools meant to be wielded, piloted, or otherwise employed by other people. But the crowning achievement of the artificer's art is the imitation of life itself, crafting artificial creatures with the capability to move, act, and even make decisions independently, according to a comprehensive set of instructions.","Ghirapur is full of such artifact creatures—courier devices dashing through the streets of Bomat, thopters flitting from aerie to aerie, and assembly workers crafting more artifacts in busy foundries. These creatures are as diverse in their forms and appearance as they are in their purposes, but they can be broadly grouped into four categories: constructs, servos, thopters, and lifecraft creatures."]}]}],"gallery":[{"path":"bestiary/PSK/Thopter.webp","title":"Dukhara Peafowl","credit":"Craig J Spearing"},{"path":"bestiary/PSK/Thopter2.webp","title":"Thopter","credit":"Svetlin Velinov"}]},{"id":"thorn-slinger","name":"Thorn Slinger","source":"TftYP","page":246,"srd":false,"image":"bestiary/tokens/TftYP/Thorn Slinger.webp","token":"bestiary/tokens/TftYP/Thorn Slinger.webp","size":"Large","creatureType":"Plant","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"32 (5d10 + 5)","speed":"10 ft.","str":13,"dex":12,"con":12,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; frightened","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Adhesive Blossoms","entries":["The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also {@condition grappled} by it (escape {@dc 11}). Ability checks made to escape this grapple have disadvantage.","At the end of each of the thorn slinger's turns, anything {@condition grappled} by it takes 3 ({@damage 1d6}) acid damage."]},{"name":"False Appearance","entries":["While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush."]}],"spellcasting":[],"actions":[{"name":"Thorns","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30 ft., one target. {@h}8 ({@damage 2d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"thornboldt-thorn-durst","name":"Thornboldt \"Thorn\" Durst","source":"CoS","page":217,"srd":false,"image":"bestiary/CoS/Thornboldt Thorn Durst.webp","token":"bestiary/tokens/CoS/Thornboldt \"Thorn\" Durst.webp","size":"Small","creatureType":"Undead","alignment":"Lawful Good","ac":"11","initiative":"+1 (11)","hp":"35 (10d6)","speed":"0 ft., fly 40 ft. (hover)","str":7,"dex":13,"con":10,"int":10,"wis":12,"cha":17,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Ethereal Sight","entries":["Thorn can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa."]},{"name":"Incorporeal Movement","entries":["Thorn can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Withering Touch","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage."]},{"name":"Etherealness","entries":["Thorn enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane."]},{"name":"Possession {@recharge}","entries":["One humanoid that Thorn can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is {@condition incapacitated} and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, Thorn ends it as a bonus action, or the ghost is turned or forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Thornboldt Thorn Durst.webp"}]},{"id":"thorny","name":"Thorny","source":"VGM","page":197,"srd":false,"image":"bestiary/VGM/Vegepygmy.webp","token":"bestiary/tokens/VGM/Thorny.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral","ac":"14","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":13,"dex":12,"con":13,"int":2,"wis":10,"cha":6,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The thorny has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life."]},{"name":"Regeneration","entries":["The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Thorny Body","entries":["At the start of its turn, the thorny deals 2 ({@damage 1d4}) piercing damage to any creature grappling it."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.",{"name":"Primitive Plants","entries":["Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.","Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.","As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.","No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby."],"type":"entries"},{"name":"Mold Begets Mold","entries":["Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body."],"type":"entries"}]},{"type":"entries","name":"Russet Mold","entries":["The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful {@dc 15} Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check is required to identify it accurately by sight in such a case.","Any creature that comes within 5 feet of russet mold must make a {@dc 13} Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes {@condition poisoned}. While {@condition poisoned} in this way, the creature takes 7 ({@damage 2d6}) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.","Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area."]}]}]}],"gallery":[{"path":"bestiary/VGM/Vegepygmy.webp","credit":"Jim Nelson"}]},{"id":"thorny-vegepygmy","name":"Thorny Vegepygmy","source":"MPMM","page":253,"srd":false,"image":"bestiary/MPMM/Thorny Vegepygmy.webp","token":"bestiary/tokens/MPMM/Thorny Vegepygmy.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral","ac":"14","initiative":"+1 (11)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":13,"dex":12,"con":13,"int":2,"wis":10,"cha":6,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The thorny has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation."]},{"name":"Regeneration","entries":["The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Thorny Body","entries":["At the start of its turn, the thorny deals 2 ({@damage 1d4}) piercing damage to any creature grappling it."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["If a Beast such as a dog or a bear dies from {@hazard russet mold|VGM}, the result is a bestial moldy called a thorny, instead of a bipedal vegepygmy. Thornies are less intelligent than other vegepygmies, but they are larger and more ferocious and have thorn-covered bodies."]},{"type":"section","name":"Vegepygmies","entries":["Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as {@creature myconid adult||myconid adults}, {@creature shrieker||shriekers}, and {@creature violet fungus||violet fungi}.","Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed."]}],"gallery":[{"path":"bestiary/MPMM/Thorny Vegepygmy.webp","credit":"Jim Nelson"}]},{"id":"thorvin-twinbeard","name":"Thorvin Twinbeard","source":"WDH","page":216,"srd":false,"image":"bestiary/WDH/Thorvin Twinbeard.webp","token":"bestiary/tokens/WDH/Thorvin Twinbeard.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Neutral","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"25 ft.","str":10,"dex":10,"con":10,"int":10,"wis":16,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Dwarvish","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["Thorvin has advantage on saving throws against poison and resistance to poison damage."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Thorvin serves as Xanathar's chief engineer and trapsmith. He also serves the Harpers as a paid informant, keeping that faction apprised of Xanathar's plans as well as he can. Thorvin uses the ruse of maintenance inspections to cover up secret meetings he holds with Harper spies in Skullport and elsewhere.","Thorvin wears iron-rimmed spectacles and carries a large, heavy wrench that doubles as a club. He also carries mason's tools, smith's tools, and thieves' tools, and has proficiency with all three."]}]}]}],"gallery":[{"path":"bestiary/WDH/Thorvin Twinbeard.webp"}]},{"id":"thought-spy","name":"Thought Spy","source":"GGR","page":233,"srd":false,"image":"bestiary/tokens/GGR/Thought Spy.webp","token":"bestiary/tokens/GGR/Thought Spy.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"13","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":11,"dex":14,"con":10,"int":16,"wis":13,"cha":14,"saves":"","skills":"Deception +6, Insight +3, Investigation +5, Perception +3, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 13","languages":"Common plus any one language","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, the thought spy can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The thought spy's innate spellcasting ability is Intelligence (spell save {@dc 13}). The thought spy can innately cast the following spells, requiring no components:","At will: {@spell charm person}, {@spell disguise self}, {@spell encode thoughts|GGR} (see chapter 2)","1/day each: {@spell blur}, {@spell detect thoughts}, {@spell gaseous form}"]}],"actions":[{"name":"Multiattack","entries":["The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Rapier","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Thought spies form the backbone of House Dimir's covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir's fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets."]}]}]}]},{"id":"thousand-teeth","name":"Thousand Teeth","source":"GoS","page":256,"srd":false,"image":"bestiary/GoS/Thousand Teeth.webp","token":"bestiary/tokens/GoS/Thousand Teeth.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+0 (10)","hp":"93 (11d10 + 33)","speed":"30 ft., swim 50 ft.","str":19,"dex":10,"con":17,"int":2,"wis":10,"cha":7,"saves":"Str +7, Con +6","skills":"Athletics +7, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["Thousand Teeth can hold its breath for 30 minutes."]},{"name":"Legendary Resistance (2/Day)","entries":["If Thousand Teeth fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Thousand Teeth makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Thousand Teeth makes a Wisdom ({@skill Perception}) check."]},{"name":"Lunge","entries":["Thousand Teeth moves up to half its speed."]},{"name":"Bite (Costs 2 Actions)","entries":["Thousand Teeth makes a bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Thousand Teeth is an ancient crocodilian nightmare that has served as the apex predator in the swamps near Saltmarsh for as long as anyone can remember. This monster recently fought a number of lizardfolk and lost one of its teeth. Angered and hungry, it sulks in its lair, lost in primal dreams of rending and tearing. It is found in the deep marshes in Danger at Dunwater."]}]}]}],"gallery":[{"path":"bestiary/GoS/Thousand Teeth.webp","credit":"Leesha Hannigan"}]},{"id":"thrakkus","name":"Thrakkus","source":"WDH","page":89,"srd":false,"image":"bestiary/tokens/WDH/Thrakkus.webp","token":"bestiary/tokens/WDH/Thrakkus.webp","size":"Medium","creatureType":"Humanoid (Dragonborn)","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":12,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Reckless","entries":["At the start of his turn, Thrakkus can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Breath Weapon (1/Day)","entries":["Thrakkus can use his action to exhale a 15-foot cone of fire. Each creature in the cone must make a {@dc 13} Dexterity saving throw, taking 6 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A member of the Guild of Butchers, Thrakkus has a lucrative side business. Zhents loyal to Manshoon pay Thrakkus to chop up people they kill, and he sells the meat on the sly."]}]}]}]},{"id":"three-earrings","name":"Three Earrings","source":"EGW","page":211,"srd":false,"image":"bestiary/tokens/EGW/Three Earrings.webp","token":"bestiary/tokens/EGW/Three Earrings.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The captain makes three melee attacks: two with its scimitar and one with its dagger. Or Three Earrings makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The captain adds 2 to its AC against one melee attack that would hit it. To do so, Three Earrings must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This pale, spotted, Tabaxi bandit captain is a low-ranking member of the Revelry pirates. She brought her vessel to the village of Palma Flora because she was informed that a local sahuagin tribe had uncovered an unusual treasure. Three Earrings rightly assumed that they were going to attack the village, and she intended to be there to plunder the ruins after the attack. She didn't anticipate Flora Isle sinking."]}]},{"id":"thri-kreen","name":"Thri-kreen","source":"MM","page":288,"srd":false,"image":"bestiary/MM/Thri-kreen.webp","token":"bestiary/tokens/MM/Thri-kreen.webp","size":"Medium","creatureType":"Humanoid (Thri-kreen)","alignment":"Chaotic Neutral","ac":"15","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"40 ft.","str":12,"dex":15,"con":13,"int":8,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Thri-kreen","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland, Desert","treasure":"","traits":[{"name":"Chameleon Carapace","entries":["The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Standing Leap","entries":["The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thri-kreen makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target is also {@condition paralyzed} while {@condition poisoned} in this way. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Thri-kreen wander the deserts and savannas of the world, avoiding all other races.",{"name":"Thri-kreen Communication","entries":["Thri-kreen employ a language without words. To show emotion and reaction, a thri-kreen clacks its mandibles and waves its antennae, giving other thri-kreen a sense of what it is thinking and feeling. Other creatures find this manner of communication difficult to interpret and impossible to duplicate.","When forced to interact with creatures of other intelligent species, thri-kreen employ alternative methods of communication, such as drawing pictures in sand or making pictures out of twigs or blades of grass."],"type":"entries"},{"name":"Limited Emotions","type":"entries","entries":["Thri-kreen experience the full range of emotions but aren't as prone to emotional outbursts as humans. Thri-kreen with psionic ability often demonstrate a wider range of emotions, particularly if they live near or interact with humans or other highly emotional creatures."]},{"name":"Isolationists and Wanderers","type":"entries","entries":["Thri-kreen consider all other living creatures as potential nourishment, and they love the taste of elf flesh in particular. If a creature might be useful for something other than food, the thri-kreen aren't likely to attack it on sight. Thri-kreen kill to survive, never for sport."]},{"name":"Sleepless","type":"entries","entries":["Thri-kreen don't require sleep and can rest while remaining alert and performing light tasks. Their inability to sleep is thought to be the reason why thri-kreen have such short lifespans, the average thri-kreen life expectancy being only thirty years."]}]}]}],"gallery":[{"path":"bestiary/MM/Thri-kreen.webp"}]},{"id":"thri-kreen-gladiator","name":"Thri-kreen Gladiator","source":"BAM","page":60,"srd":false,"image":"bestiary/BAM/Thri-kreen Gladiator.webp","token":"bestiary/tokens/BAM/Thri-kreen Gladiator.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"17","initiative":"+4 (14)","hp":"142 (19d8 + 57)","speed":"30 ft.","str":18,"dex":18,"con":16,"int":10,"wis":15,"cha":11,"saves":"Str +7, Dex +7, Wis +5","skills":"Acrobatics +7, Athletics +7, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 60 ft., Passive Perception 15","languages":"telepathy 60 ft., Thri-kreen","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thri-kreen makes two Gythka attacks and one Chatkcha attack."]},{"name":"Gythka","entries":["{@atk mw} {@hit 7} to hit (with advantage if the thri-kreen is missing any hit points), reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Chatkcha","entries":["{@atk rw} {@hit 7} to hit (with advantage if the thri-kreen is missing any hit points), range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]}],"bonusActions":[{"name":"Leap","entries":["The thri-kreen leaps up to 20 feet in any direction, provided its speed isn't 0."]}],"reactions":[{"name":"Parry","entries":["The thri-kreen adds 3 to its AC against one melee attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thri-kreen gladiators relish opportunities to test their mettle in combat and often paint their carapaces with the blood of their enemies."]}],"gallery":[{"path":"bestiary/BAM/Thri-kreen Gladiator.webp","credit":"Cory Trego-Erdner"}]},{"id":"thri-kreen-hunter","name":"Thri-kreen Hunter","source":"BAM","page":61,"srd":false,"image":"bestiary/BAM/Thri-kreen Hunter.webp","token":"bestiary/tokens/BAM/Thri-kreen Hunter.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"30 ft.","str":15,"dex":16,"con":13,"int":10,"wis":14,"cha":9,"saves":"","skills":"Perception +4, Stealth +5, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"telepathy 60 ft., Thri-kreen","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thri-kreen makes two Gythka or Chatkcha attacks."]},{"name":"Gythka","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage."]},{"name":"Chatkcha","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[{"name":"Chameleon Carapace","entries":["The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity ({@skill Stealth}) checks it makes to hide in those surroundings."]},{"name":"Leap","entries":["The thri-kreen leaps up to 20 feet in any direction, provided its speed isn't 0."]}],"reactions":[{"name":"Parry","entries":["The thri-kreen adds 2 to its AC against one melee attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thri-kreen hunters are skilled foragers and stalkers. A thri-kreen hunter encountered in Wildspace might be on the trail of a fugitive or leading a gang of pirates."]}],"gallery":[{"path":"bestiary/BAM/Thri-kreen Hunter.webp","credit":"Brian Valeza"}]},{"id":"thri-kreen-marauder","name":"Thri-kreen Marauder","source":"XMM","page":306,"srd":false,"image":"bestiary/XMM/Thri-kreen.webp","token":"bestiary/tokens/XMM/Thri-kreen Marauder.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"40 ft.","str":12,"dex":15,"con":13,"int":8,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Thri-kreen; telepathy 60 ft.","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Grassland","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thri-kreen makes two attacks, using Gythka or Chatkcha in any combination."]},{"name":"Gythka","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}5 ({@damage 1d8 + 1}) Slashing damage plus 2 ({@damage 1d4}) Poison damage."]},{"name":"Chatkcha","entries":["{@atkr r} {@hit 4}, range 30/120 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage."]}],"bonusActions":[{"name":"Leap","entries":["The thri-kreen jumps up to 15 feet by spending 5 feet of movement."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Thri-kreen marauders employ weapons made of stone and bone, such as the spear-like gythka and throwing blades called chatkcha."]},{"type":"section","name":"Thri-kreen","entries":["{@i Mantid Psychics and Scavengers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Thri-kreen are mantis-like wanderers who harness their innate camouflage and psychic abilities to survive. Different groups of thri-kreen have distinct carapaces, from the rocky shades of desert dwellers to the vibrant hues of those living in verdant lands. While their language has a distinctly insectile quality, thri-kreen often use telepathy to communicate, and groups can rapidly share a wealth of detailed information without making a sound.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I would tell you now the tale of the first Ka'Cha, the first thri-kreen who knew and taught the truth: that the clutch is all."],"by":"Ka'Cha, Thri-kreen Knowledge Hunter"}]}]}],"gallery":[{"path":"bestiary/XMM/Thri-kreen.webp","credit":"Sean Murray"}]},{"id":"thri-kreen-mystic","name":"Thri-kreen Mystic","source":"BAM","page":61,"srd":false,"image":"bestiary/BAM/Thri-kreen Mystic.webp","token":"bestiary/tokens/BAM/Thri-kreen Mystic.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"15","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":12,"dex":15,"con":13,"int":12,"wis":16,"cha":10,"saves":"","skills":"Perception +6, Stealth +5, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"telepathy 60 ft., Thri-kreen","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The thri-kreen casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:","At will: {@spell levitate} (self only), {@spell mage hand} (the hand is invisible)","1/day each: {@spell freedom of movement} (self only), {@spell invisibility} (self only)"]}],"actions":[{"name":"Multiattack","entries":["The thri-kreen makes two Gythka attacks or four Psychic Bolt attacks."]},{"name":"Gythka","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) slashing damage."]},{"name":"Psychic Bolt","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}6 ({@damage 1d6 + 3}) psychic damage."]},{"name":"Drain Vitality (Recharges after a Short or Long Rest)","entries":["The thri-kreen targets one creature it can see within 30 feet of itself. The target must make a {@dc 14} Constitution saving throw, taking 32 ({@damage 5d12}) necrotic damage on a failed save, or half as much damage on a successful one. The thri-kreen regains hit points equal to the damage dealt."]}],"bonusActions":[{"name":"Chameleon Carapace","entries":["The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity ({@skill Stealth}) checks it makes to hide in those surroundings."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thri-kreen mystics use psionics to navigate difficult terrain in Wildspace, turn invisible, and drain life from their prey. They often serve as spelljammers aboard thri-kreen ships."]}],"gallery":[{"path":"bestiary/BAM/Thri-kreen Mystic.webp","credit":"Claudio Pozas"}]},{"id":"thri-kreen-psion","name":"Thri-kreen Psion","source":"XMM","page":306,"srd":false,"image":"bestiary/XMM/Thri-kreen.webp","token":"bestiary/tokens/XMM/Thri-kreen Psion.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"16","initiative":"+5 (15)","hp":"149 (23d8 + 46)","speed":"40 ft., fly 20 ft. (hover)","str":18,"dex":15,"con":14,"int":19,"wis":12,"cha":11,"saves":"Str +7, Dex +5, Con +5, Int +7","skills":"Perception +4, Stealth +8","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Thri-kreen; telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Desert, Grassland","treasure":"Armaments","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The thri-kreen casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Mage Hand|XPHB} (the hand is {@condition Invisible|XPHB})","1/day each: {@spell Detect Thoughts|XPHB}, {@spell Sending|XPHB}, {@spell Synaptic Static|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The thri-kreen makes three Psionic Lance attacks."]},{"name":"Psionic Lance","entries":["{@atkr m,r} {@hit 7}, reach 10 ft. or range 120 ft. {@h}18 ({@damage 4d6 + 4}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Thri-kreen psions harness their psychic powers to avoid danger and manipulate objects from afar."]},{"type":"section","name":"Thri-kreen","entries":["{@i Mantid Psychics and Scavengers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Thri-kreen are mantis-like wanderers who harness their innate camouflage and psychic abilities to survive. Different groups of thri-kreen have distinct carapaces, from the rocky shades of desert dwellers to the vibrant hues of those living in verdant lands. While their language has a distinctly insectile quality, thri-kreen often use telepathy to communicate, and groups can rapidly share a wealth of detailed information without making a sound.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I would tell you now the tale of the first Ka'Cha, the first thri-kreen who knew and taught the truth: that the clutch is all."],"by":"Ka'Cha, Thri-kreen Knowledge Hunter"}]}]}],"gallery":[{"path":"bestiary/XMM/Thri-kreen.webp","credit":"Sean Murray"}]},{"id":"thug","name":"Thug","source":"MM","page":350,"srd":false,"image":"bestiary/MM/Thug.webp","token":"bestiary/tokens/MM/Thug.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Pack Tactics","entries":["The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thug makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples."]}]}],"gallery":[{"path":"bestiary/MM/Thug.webp"}]},{"id":"thunderbeast-skeleton","name":"Thunderbeast Skeleton","source":"SKT","page":99,"srd":false,"image":"bestiary/tokens/SKT/Thunderbeast Skeleton.webp","token":"bestiary/tokens/SKT/Thunderbeast Skeleton.webp","size":"Huge","creatureType":"Undead","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"68 (8d12 + 16)","speed":"30 ft.","str":19,"dex":11,"con":15,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"poisoned; exhaustion","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., {@h}18 ({@damage 4d6 + 4}) piercing damage."]},{"name":"Tail","entries":["{@hit 7} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) bludgeoning damage. Succeed on a DC14 Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"thurl-merosska","name":"Thurl Merosska","source":"PotA","page":192,"srd":false,"image":"bestiary/tokens/PotA/Thurl Merosska.webp","token":"bestiary/tokens/PotA/Thurl Merosska.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"71 (11d8 + 21)","speed":"30 ft.","str":16,"dex":14,"con":14,"int":11,"wis":10,"cha":15,"saves":"","skills":"Animal Handling +2, Athletics +5, Deception +4, Persuasion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Auran, Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). Thurl knows the following sorcerer spells:","Cantrips (at will): {@spell friends}, {@spell gust|xge}, {@spell light}, {@spell message}, {@spell ray of frost}","Level 1 (4 slots): {@spell expeditious retreat}, {@spell feather fall}, {@spell jump}","Level 2 (3 slots): {@spell levitate}, {@spell misty step}","Level 3 (2 slots): {@spell haste}"]}],"actions":[{"name":"Multiattack","entries":["Thurl makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Lance","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Thurl Merosska is the leader of the Feathergale Knights. Once a griffon rider of Waterdeep, Thurl retired after a storm nearly claimed his life. Obsessed with his near-death experience, Thurl learned of Yan-C-Bin and swore an oath to serve the elemental prince in exchange for power.","Thurl realized that there were others among the wealthy of Waterdeep who might make worthy servants of Yan-C-Bin. He formed the Feathergale Society to lure likely individuals into the air cult. He indoctrinated his Feathergale knights, one by one, into the cult's beliefs.","When Aerisi Kalinoth arose as the chosen prophet of air, Thurl reluctantly pledged the Feathergale Knights to the cause. He resents Aerisi Kalinoth's rulership of the cult, but tells himself that he can use her and her followers to make the Feathergale Society strong enough to rule Waterdeep as it should be ruled."]}]}]}]},{"id":"thurstwell-vanthampur","name":"Thurstwell Vanthampur","source":"BGDIA","page":34,"srd":false,"image":"bestiary/BGDIA/Thurstwell Vanthampur.webp","token":"bestiary/tokens/BGDIA/Thurstwell Vanthampur.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"9","initiative":"-1 (9)","hp":"5 (2d8 - 4)","speed":"30 ft.","str":7,"dex":8,"con":6,"int":15,"wis":17,"cha":12,"saves":"","skills":"Deception +3, Insight +5, Perception +5, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Elvish, Infernal","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dark Devotion","entries":["Thurstwell has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 13}). He has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell sacred flame} (see \"Actions\" below), {@spell thaumaturgy}","Level 1 (3 slots): {@spell command}, {@spell detect evil and good}, {@spell sanctuary}"]}],"actions":[{"name":"Sacred Flame (Cantrip)","entries":["Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a {@dc 13} Dexterity saving throw or take 4 ({@damage 1d8}) radiant damage, gaining no benefit from cover."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Thurstwell is a pale and sullen recluse in his forties. A veritable shut-in, he uses imps to spy on his brothers, Amrik and Mortlock. Thurstwell resents both of them—Amrik for being their mother's favorite, and Mortlock for being a monstrous dolt."]}]}],"gallery":[{"path":"bestiary/BGDIA/Thurstwell Vanthampur.webp"}]},{"id":"thwad-underbrew","name":"Thwad Underbrew","source":"WDMM","page":204,"srd":false,"image":"bestiary/tokens/WDMM/Thwad Underbrew.webp","token":"bestiary/tokens/WDMM/Thwad Underbrew.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"18","initiative":"+2 (12)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":20,"dex":15,"con":14,"int":10,"wis":14,"cha":12,"saves":"Str +9, Con +6","skills":"Athletics +9, Intimidation +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Dwarvish","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[{"name":"Indomitable (2/Day)","entries":["Thwad rerolls a failed saving throw."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["As a bonus action, Thwad can regain 20 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Thwad makes three attacks with his maul or his shortbow."]},{"name":"Maul","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, plus 7 ({@damage 2d6}) bludgeoning damage if Thwad has more than half of his total hit points remaining."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, plus 7 ({@damage 2d6}) piercing damage if Thwad has more than half of its total hit points remaining."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Thwad Underbrew is a former champion of Gorm Gulthyn (the dwarven god of vigilance) who long ago set out to rid Undermountain of the evil that is Halaster Blackcloak. Halaster defeated Underbrew but offered to spare the dwarf's life if he vowed to serve the Mad Mage as an enforcer, ridding the dungeon of other invaders. Unwilling to face his own mortal end, Underbrew made this vow and convinced himself over time that the executions he performed were acts of mercy, because those he killed would never be forced to turn against their beliefs as he had. In time, these acts stopped weighing on Underbrew's conscience. In fact, the dwarf began to enjoy his grisly work."]}]}]}]},{"id":"tiamat","name":"Tiamat","source":"RoT","page":92,"srd":false,"image":"bestiary/RoT/Tiamat.webp","token":"bestiary/tokens/RoT/Tiamat.webp","size":"Gargantuan","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"25","initiative":"+0 (10)","hp":"615 (30d20 + 300)","speed":"60 ft., fly 120 ft.","str":30,"dex":10,"con":30,"int":26,"wis":26,"cha":28,"saves":"Str +19, Dex +9, Wis +17","skills":"Arcana +17, Perception +26, Religion +17","vulnerabilities":"","resistances":"","immunities":"acid; cold; fire; lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"blinded; charmed; deafened; frightened; poisoned; stunned","senses":"darkvision 240 ft., truesight 120 ft., Passive Perception 36","languages":"Common, Draconic, Infernal","cr":"30","crDisplay":"30 (XP 155,000; PB +9)","habitat":"","treasure":"","traits":[{"name":"Discorporation","entries":["When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time."]},{"name":"Legendary Resistance (5/Day)","entries":["If Tiamat fails a saving throw, she can choose to succeed instead."]},{"name":"Limited Magic Immunity","entries":["Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects."]},{"name":"Magic Weapons","entries":["Tiamat's weapon attacks are magical."]},{"name":"Multiple Heads","entries":["Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked {@condition unconscious}. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent."]},{"name":"Regeneration","entries":["Tiamat regains 30 hit points at the start of her turn."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Tiamat can innately cast the following spell, her spellcasting ability is Charisma (spell save {@dc 26}):","3/day: {@spell divine word}"]}],"actions":[{"name":"Multiattack","entries":["Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail."]},{"name":"Claw","entries":["{@atk mw} {@hit 19} to hit, reach 15 ft., one target. {@h}24 ({@damage 4d6 + 10}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 19} to hit, reach 25 ft., one target. {@h}28 ({@damage 4d8 + 10}) piercing damage."]},{"name":"Frightful Presence","entries":["Each creature of Tiamat's choice that is within 240 feet of Tiamat and aware of her must succeed on a {@dc 26} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Bite","entries":["{@atk mw} {@hit 19} to hit, reach 20 ft., one target. {@h}32 ({@damage 4d10 + 10}) slashing damage plus 14 ({@damage 4d6}) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head)."]},{"name":"Black Dragon Head: Acid Breath (Costs 2 Actions)","entries":["Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 27} Dexterity saving throw, taking 67 ({@damage 15d8}) acid damage on a failed save, or half as much damage on a successful one."]},{"name":"Blue Dragon Head: Lightning Breath (Costs 2 Actions)","entries":["Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a {@dc 27} Dexterity saving throw, taking 88 ({@damage 16d10}) lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Green Dragon Head: Poison Breath (Costs 2 Actions)","entries":["Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a {@dc 27} Constitution saving throw, taking 77 ({@damage 22d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Red Dragon Head: Fire Breath (Costs 2 Actions)","entries":["Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a {@dc 27} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"White Dragon Head: Cold Breath (Costs 2 Actions)","entries":["Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a {@dc 27} Dexterity saving throw, taking 72 ({@damage 16d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 5. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/RoT/Tiamat.webp"}]},{"id":"tiax","name":"Tiax","source":"CoA","page":266,"srd":false,"image":"bestiary/CoA/Tiax.webp","token":"bestiary/tokens/CoA/Tiax.webp","size":"Small","creatureType":"Humanoid","alignment":"Chaotic Neutral","ac":"13","initiative":"+3 (13)","hp":"110 (20d6 + 40)","speed":"25 ft.","str":11,"dex":16,"con":14,"int":15,"wis":19,"cha":18,"saves":"Wis +8, Cha +8","skills":"Deception +8, Insight +8, Performance +8, Persuasion +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Celestial, Common, Gnomish","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Gnome Cunning","entries":["Tiax has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."]},{"name":"Special Equipment","entries":["Tiax wears a {@item Ring of Resistance} that grants him resistance to radiant damage."]}],"spellcasting":[{"name":"Spellcasting","entries":["Tiax casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 16}):","At will: {@spell Bane}, {@spell Disguise Self}, {@spell Dispel Magic}, {@spell Mage Armor}, {@spell Mirror Image}, {@spell Thaumaturgy}","1/day each: {@spell Bestow Curse}, {@spell Blindness/Deafness}, {@spell Blink}, {@spell Charm Person}, {@spell Contagion}, {@spell Dimension Door}, {@spell Dominate Person}, {@spell Hold Person}, {@spell Pass Without Trace}, {@spell Polymorph}, {@spell Teleport}"]}],"actions":[{"name":"Touch of Decay","entries":["{@atk ms} {@hit 8} to hit, reach 5 ft., one target. {@h}37 ({@damage 6d10 + 4}) necrotic damage."]},{"name":"Unholy Firebolt","entries":["Tiax causes unholy fire to flare up in a creature's space within 60 feet of him. The target must succeed on a {@dc 16} Dexterity saving throw or take 18 ({@damage 4d8}) necrotic damage plus 18 ({@damage 4d8}) poison damage."]}],"bonusActions":[{"name":"Heal (2/Day)","entries":["Tiax heals 70 hit points."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A long-serving cleric of Cyric, the god of lies, Tiax is absolutely certain of many things—most of them entirely untrue. After twenty years in Cyric's clergy, Tiax's mind has been twisted by the god's many tricks. Still, even so flavored by fantasy and deception, the favor of a god often proves a very powerful boon indeed. Whatever dire trouble Tiax finds himself in, even if it be the flames of the Nine Hells, his god will devise means of delivering him to safety—though often just by the skin of his teeth.","All of these near misses and improbable escapes have only solidified Tiax's delusions of grandeur. Though he is well aware that it is Cyric's divine interference which saves him, Tiax tells everyone he encounters that he is actually a powerful sorcerer and thus hides his piety to Cyric and the divine power he has been granted in return.","As one might expect, Tiax's foremost attributes are exaggeration and deceit. Unfortunately, for the unsuspecting, Tiax's unthreatening and absurd demeanor can grant the illusion of harmlessness. His many lies appear outlandish and easily dismissed, and his erratic behavior borders on complete buffoonery. Some might even find his colorful, chaotic personality to be charming. Certainly, Koh Tam seems to tolerate him for one reason or another. But make no mistake, Tiax is dangerous. The wise should be wary."],"gallery":[{"path":"bestiary/CoA/Tiax.webp","credit":"Lius Lasahido"}]},{"id":"tiberius-inuus","name":"Tiberius Inuus","source":"MaBJoV","page":44,"srd":false,"image":"bestiary/MaBJoV/Tiberius Inuus.webp","token":"bestiary/tokens/MaBJoV/Tiberius Inuus.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"18","initiative":"+1 (11)","hp":"170 (20d8 + 80)","speed":"30 ft.","str":18,"dex":12,"con":18,"int":11,"wis":11,"cha":16,"saves":"Con +8, Wis +4","skills":"Persuasion +7, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Celestial, Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["Tiberius Inuus has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tiberius Inuus makes three Flame Tongue attacks."]},{"name":"Flame Tongue","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) fire damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 5} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]},{"name":"Touch of Sune","entries":["Tiberius Inuus touches a creature. The target magically regains 40 hit points and is freed from any disease or poison."]}],"bonusActions":[],"reactions":[{"name":"Vengeance","entries":["When Tiberius Inuus is hit by an attack he can utter an oath of vengeance against the creature that made the attack. He gains advantage on attack rolls against that creature for 1 minute or until it drops to 0 hit points or falls {@condition unconscious}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["The Inuus brothers have agreed to be patrons for a new book that I intend to title \"Volo's Guide to Faerûn's Faiths\". The Church of Sune is to have the largest chapter of course."],"by":"Volo"},"Tiberius Inuus is a powerful paladin of Sune and head of the Sisters and Brothers of the Ruby Rose, a holy order of warriors and paladins sworn to the service of the goddess of beauty. He is devoted to spreading the love and beauty of Sune to every corner of Faerûn.","Tiberius and his twin, Naes, were born in the city of Waterdeep. Their father abandoned them when their mother, a cleric of Sune, died during childbirth and thus they were raised in the Temple of Beauty. Naes grew up to become a cleric and man of peace, but Tiberius was too filled with anger to follow that path. While his twin was able to forgive their father, Tiberius has used the anger from that abandonment to fuel his drive to destroy anything that threatens the Church of Sune.","Tiberius dreams of building the Sisters and Brothers of the Ruby Rose into the greatest military force for good in all Faerûn, free from the corruption of city state politics. When he finds a warrior whose ability he respects, Tiberius can be an extremely convincing evangelizer. Tiberius often leverages the large number of faithful amongst the nobility of the Lord's Alliance. He is able to ensure that the Ruby Rose are included in important battles against threats to the cities of the Sword Coast. While the veterans of the Order of the Gauntlet might view clerics of Sune as soft, they respect the Ruby Rose because of the efforts of Tiberius.",{"type":"entries","name":"Tiberius as a Contact","entries":["Tiberius is the primary contact for members of the Church of Sune at low levels. Items can be purchased from Tiberius. It takes a day for him to acquire the item from the church.",{"type":"table","caption":"Magic Items Available from Tiberius","colLabels":["Minor Magic Item","Required Level","Cost"],"colStyles":["col-10","col-1 text-center","col-1 text-right"],"rows":[["Decanter of endless water","–","100 gp"],["Keoghtom's ointment","–","100 gp"],["Philter of love","–","50 gp"],["Potion of healing","–","40 gp"],["Periapt of health","–","100 gp"],["Sending stones","–","100 gp"],["Spell scroll (1)—charm person, disguise self, guiding bolt, shield of faith, sleep","–","25 gp"],["Spell scroll (2)—prayer of healing, suggestion","–","250 gp"],["Spell scroll (3)—beacon of hope, leomund's tiny hut, revivify","–","500 gp"],["Potion of greater healing","5","250 gp"],["Elixir of health","5","100 gp"],["Spell scroll (4)—death ward, fabricate, guardian of faith, mordenkainen's private sanctum","5","2,500 gp"],["Spell scroll (5)—commune, creation, hallow, raise dead, seeming","5","5,000 gp"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Tiberius Inuus.webp"}]},{"id":"tiefling-acrobat","name":"Tiefling Acrobat","source":"KftGV","page":37,"srd":false,"image":"bestiary/tokens/KftGV/Tiefling Acrobat.webp","token":"bestiary/tokens/KftGV/Tiefling Acrobat.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"Acrobatics +4, Performance +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tiefling-muralist","name":"Tiefling Muralist","source":"IMR","page":17,"srd":false,"image":"bestiary/tokens/IMR/Tiefling Muralist.webp","token":"bestiary/tokens/IMR/Tiefling Muralist.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"12","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":10,"int":10,"wis":11,"cha":10,"saves":"","skills":"Deception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Dark Devotion","entries":["The muralist has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d6 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tiger","name":"Tiger","source":"XMM","page":371,"srd":true,"image":"bestiary/XMM/Tiger.webp","token":"bestiary/tokens/XMM/Tiger.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"30 (4d10 + 8)","speed":"40 ft.","str":17,"dex":16,"con":14,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The tiger takes the {@action Disengage|XPHB} or {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Tiger.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"tiger-mm","source":"MM"}]},{"id":"tiger-mm","name":"Tiger","source":"MM","page":339,"srd":false,"image":"bestiary/tokens/MM/Tiger.webp","token":"bestiary/tokens/MM/Tiger.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"37 (5d10 + 10)","speed":"40 ft.","str":17,"dex":15,"con":14,"int":3,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[{"name":"Keen Smell","entries":["The tiger has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pounce","entries":["If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the tiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"tiger","source":"XMM"}]},{"id":"timbermaw","name":"Timbermaw","source":"PSZ","page":34,"srd":false,"image":"bestiary/tokens/PSZ/Timbermaw.webp","token":"bestiary/tokens/PSZ/Timbermaw.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft., climb 30 ft.","str":14,"dex":14,"con":11,"int":3,"wis":14,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Forest","treasure":"","traits":[{"name":"Stone Camouflage","entries":["The timbermaw has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The timbermaw makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage."]},{"name":"Beak","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Timbermaws dwell in the hollow trunks of strange floating trees, emerging with deadly speed when prey wanders near. (The {@creature grick} statistics can represent a timbermaw, adjusting its stone camouflage trait to hide it in the woodlands.)"]},{"id":"time-dragon-wyrmling","name":"Time Dragon Wyrmling","source":"MPP","page":51,"srd":false,"image":"bestiary/MPP/Time Dragon Wyrmling.webp","token":"bestiary/tokens/MPP/Time Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Neutral","ac":"17","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft., climb 30 ft., fly 60 ft.","str":19,"dex":10,"con":17,"int":17,"wis":13,"cha":17,"saves":"Dex +3, Con +6, Wis +4, Cha +6","skills":"Arcana +6, History +9, Perception +7, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 120 ft., Passive Perception 17","languages":"Draconic plus any two languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 3 ({@damage 1d6}) force damage."]},{"name":"Time Breath {@recharge 5}","entries":["The dragon exhales a wave of shimmering light in a 15-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a {@dc 14} Constitution saving throw. On a failed save, a creature takes 27 ({@damage 6d8}) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time's paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be.","Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon's hoard might find invaluable historical information from eras past."]}],"gallery":[{"path":"bestiary/MPP/Time Dragon Wyrmling.webp"}]},{"id":"tin-soldier","name":"Tin Soldier","source":"WBtW","page":115,"srd":false,"image":"bestiary/WBtW/Tin Soldier.webp","token":"bestiary/tokens/WBtW/Tin Soldier.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"27 (6d6 + 6)","speed":"25 ft.","str":14,"dex":11,"con":13,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Antimagic Susceptibility","entries":["The tin soldier is incapacitated while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the tin soldier must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute."]},{"name":"False Appearance","entries":["While the tin soldier remains motionless, it is indistinguishable from a normal suit of armor."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tin soldier makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These automatons are fashioned to look like stout infantry soldiers, and they obey Skabatha without question. They charge forth to investigate any suspicious activity they see or hear, meaning that they are easily distracted."]}],"gallery":[{"path":"bestiary/WBtW/Tin Soldier.webp","credit":"Cory Trego-Erdner"}]},{"id":"tiny-servant","name":"Tiny Servant","source":"XGE","page":169,"srd":false,"image":"bestiary/tokens/XGE/Tiny Servant.webp","token":"bestiary/tokens/XGE/Tiny Servant.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"15","initiative":"+3 (13)","hp":"10 (4d4)","speed":"30 ft., climb 30 ft.","str":4,"dex":16,"con":10,"int":2,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tissina-khyret","name":"Tissina Khyret","source":"WDH","page":116,"srd":false,"image":"bestiary/tokens/WDH/Tissina Khyret.webp","token":"bestiary/tokens/WDH/Tissina Khyret.webp","size":"Medium","creatureType":"Humanoid (Tiefling)","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":10,"wis":13,"cha":14,"saves":"","skills":"Deception +4, Persuasion +4, Religion +2","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Infernal","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Dark Devotion","entries":["Tissina has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Tissina's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:","At will: {@spell thaumaturgy}"]},{"name":"Spellcasting","entries":["Tissina is a 4th-level spellcaster. Her spellcasting ability is Wisdom. Tissina has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell inflict wounds}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Tissina makes two melee attacks."]},{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage. Or Ranged Weapon Attack: {@hit 4} to hit, range 20/60 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Madame Khyret is the personal attendant to Ammalia Cassalanter and is the family's chief housemaid. Madame Khyret dresses in a long black gown and wears a headdress with black tassels. She is an aging tiefling and she spends most of her time in the master sitting room"]}]}]}]},{"id":"titanothere","name":"Titanothere","source":"BGG","page":185,"srd":false,"image":"bestiary/BGG/Titanothere.webp","token":"bestiary/tokens/BGG/Titanothere.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"16","initiative":"+0 (10)","hp":"136 (13d12 + 52)","speed":"50 ft.","str":25,"dex":10,"con":19,"int":2,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Beast of Burden","entries":["The titanothere is considered to be one size larger for the purpose of determining its carrying capacity."]}],"spellcasting":[],"actions":[{"name":"Stomp","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage. If the titanothere moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 13 ({@damage 3d8}) bludgeoning damage, and the target must succeed on a {@dc 18} Strength saving throw or have the {@condition prone} condition if it is a creature."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Titanotheres are a family of enormous mammals related to rhinoceroses. Some of them lack any horns on the face, while others have one, two, or more horns of various shapes and sizes. Some have rough, almost stony skin; some have horny plates; and some have thick, shaggy fur. These creatures are united by their tremendous stature, their herding behavior, and their irritable disposition.",{"type":"quote","entries":["I have fond memories of riding across an ice sheet on the back of a trusty, thick-furred titanothere I called Woolly. But that was thousands of years ago and many worlds away..."],"by":"Diancastra"}]}],"gallery":[{"path":"bestiary/BGG/Titanothere.webp","credit":"Brian Valeza"}]},{"id":"titivilus","name":"Titivilus","source":"MPMM","page":242,"srd":false,"image":"bestiary/MPMM/Titivilus.webp","token":"bestiary/tokens/MPMM/Titivilus.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"20","initiative":"+6 (16)","hp":"150 (20d8 + 60)","speed":"40 ft., fly 60 ft.","str":19,"dex":22,"con":17,"int":24,"wis":22,"cha":26,"saves":"Dex +11, Con +8, Wis +11, Cha +13","skills":"Deception +13, Insight +11, Intimidation +13, Persuasion +13","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Titivilus fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Titivilus has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate."]},{"name":"Ventriloquism","entries":["Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point."]}],"spellcasting":[{"name":"Spellcasting","entries":["Titivilus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 21}):","At will: {@spell alter self}, {@spell major image}, {@spell nondetection}, {@spell sending}, {@spell suggestion}","3/day each: {@spell mislead}, {@spell modify memory}"]}],"actions":[{"name":"Multiattack","entries":["Titivilus makes one Silver Sword attack, and he uses Frightful Word."]},{"name":"Silver Sword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) force damage, or 9 ({@damage 1d10 + 4}) force damage if used with two hands, plus 16 ({@damage 3d10}) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage taken."]},{"name":"Frightful Word","entries":["Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} of him for 1 minute. While {@condition frightened} in this way, the target must take the {@action Dash} action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the {@action Dash} action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Teleport","entries":["Titivilus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see."]},{"name":"Twisting Words","entries":["Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a {@dc 21} Charisma saving throw or become {@condition charmed} by Titivilus for 1 minute. The {@condition charmed} target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Corrupting Guidance","entries":["Titivilus uses Twisting Words. Alternatively, he targets one creature {@condition charmed} by him that is within 60 feet of him; that {@condition charmed} target must succeed on a {@dc 21} Charisma saving throw, or Titivilus decides how the target acts during its next turn."]},{"name":"Teleport","entries":["Titivilus uses Teleport."]},{"name":"Assault (Costs 2 Actions)","entries":["Titivilus makes one Silver Sword attack, or he uses Frightful Word."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. Knowing he has enemies on all sides and fearing he'll be displaced like Moloch, Geryon, and so many others, he almost never travels farther than the sprawling city that lies outside his palace.","Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household.","Although Titivilus is inferior in physical strength and power when compared to other archdevils, he compensates with cunning. A shrewd politician, he has clawed his way up through the ranks to become the second-most powerful devil in Dis, entirely by saying the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave his victims confused and believing he's on their side. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.","Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, even authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.","Titivilus recognizes the precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate him against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require."],"gallery":[{"path":"bestiary/MPMM/Titivilus.webp","credit":"Ralph Horsley"}],"otherVersions":[{"id":"titivilus-mtf","source":"MTF"}]},{"id":"titivilus-mtf","name":"Titivilus","source":"MTF","page":179,"srd":false,"image":"bestiary/MTF/Titivilus.webp","token":"bestiary/tokens/MTF/Titivilus.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"20","initiative":"+6 (16)","hp":"127 (17d8 + 51)","speed":"40 ft., fly 60 ft.","str":19,"dex":22,"con":17,"int":24,"wis":22,"cha":26,"saves":"Dex +11, Con +8, Wis +11, Cha +13","skills":"Deception +13, Insight +11, Intimidation +13, Persuasion +13","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"all, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Titivilus fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Titivilus has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Titivilus's weapon attacks are magical."]},{"name":"Regeneration","entries":["Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate."]},{"name":"Ventriloquism","entries":["Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Titivilus's innate spellcasting ability is Charisma (spell save {@dc 21}). He can innately cast the following spells, requiring no material components:","At will: {@spell alter self}, {@spell animate dead}, {@spell bestow curse}, {@spell confusion}, {@spell major image}, {@spell modify memory}, {@spell nondetection}, {@spell sending}, {@spell suggestion}","3/day each: {@spell greater invisibility} (self only), {@spell mislead}","1/day each: {@spell feeblemind}, {@spell symbol} (discord or sleep only)"]}],"actions":[{"name":"Multiattack","entries":["Titivilus makes one sword attack and uses his Frightful Word once."]},{"name":"Silver Sword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 16 ({@damage 3d10}) necrotic damage, or 9 ({@damage 1d10 + 4}) slashing damage plus 16 ({@damage 3d10}) necrotic damage if used with two hands. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes."]},{"name":"Frightful Word","entries":["Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. While {@condition frightened} in this way, the target must take the {@action Dash} action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the {@action Dash} action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Teleport","entries":["Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see."]},{"name":"Twisting Words","entries":["Titivilus targets one creature he can see within 60 feet of him. The target must make a {@dc 21} Charisma saving throw. On a failure the target is {@condition charmed} for 1 minute. The {@condition charmed} target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Assault (Costs 2 Actions)","entries":["Titivilus attacks with his silver sword or uses his Frightful Word."]},{"name":"Corrupting Guidance","entries":["Titivilus uses Twisting Words. Alternatively, he targets one creature {@condition charmed} by him that is within 60 feet of him; that {@condition charmed} target must make a {@dc 21} Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn."]},{"name":"Teleport","entries":["Titivilus uses his Teleport action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["I actually admire Titivilus. If he weren't so remorselessly evil, he'd be an excellent administrator of the Balance."],"by":"Mordenkainen"},{"type":"entries","entries":["The gloomy Lord of the Second, Dispater, rules from his iron palace, seeming to hide surrounded by its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. So intense is his paranoia that he almost never travels farther than the sprawling city that lies outside his magnificent palace. Dispater knows he has enemies on all sides—enemies who would do to him what has been done to the likes of Geryon, Moloch, and so many others.","Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household.","Although he is inferior in physical strength and power when compared to other archdevils, Titivilus compensates with cunning. A shrewd and calculating politician, he has clawed his way up through the ranks to become the second-most powerful fiend in Dis, entirely by saying just the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words in such a way as to leave his victims confused and believing they have found a friend in Titivilus. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.","Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, while also authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise, or that Titivilus has removed the archduke and replaced him altogether.","Titivilus recognizes the inherent precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate himself against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require."]}]}]}],"gallery":[{"path":"bestiary/MTF/Titivilus.webp","credit":"Ralph Horsley"}],"hidden":true,"otherVersions":[{"id":"titivilus","source":"MPMM"}]},{"id":"tixie-tockworth","name":"Tixie Tockworth","source":"KftGV","page":85,"srd":false,"image":"bestiary/KftGV/Tixie Tockworth.webp","token":"bestiary/tokens/KftGV/Tixie Tockworth.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Chaotic Evil","ac":"17","initiative":"+1 (11)","hp":"75 (10d6 + 40)","speed":"30 ft.","str":16,"dex":13,"con":18,"int":17,"wis":9,"cha":10,"saves":"Int +6, Wis +2","skills":"Arcana +9, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 12","languages":"Common, Gnomish, Terran, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Force Field","entries":["Tockworth generates a magical force field around herself. This force field has 15 hit points and regains all its hit points at the start of each of Tockworth's turns, but it ceases to function if Tockworth drops to 0 hit points. Any damage Tockworth takes is subtracted from the force field's hit points first. Each time the force field regains hit points, the following conditions end on Tockworth: {@condition grappled}, {@condition restrained}, and {@condition stunned}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Tockworth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell nondetection} (self only)","2/day: {@spell dimension door}","1/day each: {@spell blindness/deafness}, {@spell blur}"]}],"actions":[{"name":"Multiattack","entries":["Tockworth makes three Shortsword or Lightning Discharge attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) force damage."]},{"name":"Lightning Discharge","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}16 ({@damage 3d10}) lightning damage."]}],"bonusActions":[{"name":"Scalding Steam {@recharge 5}","entries":["Tockworth emits a jet of piping-hot steam in a 15-foot cone. Each creature in that cone must make a {@dc 15} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Using magic and mechanical know-how, Tixie Tockworth has transformed most of herself into a machine. What was once her torso is now a steel carapace that can discharge jets of scalding steam. Her left arm ends in a humming blade. Her right arm ends in a metal shield. Her eyes are shiny, metallic red orbs that can see through illusions.","In her current form, Tockworth ruthlessly seeks to destroy anyone and anything that stands in the way of her ultimate goal, which is to become a Construct. If she's allowed to continue her work, she will achieve this apotheosis in a matter of weeks, after which her creature type changes to Construct. She also gains immunity to poison damage, as well as immunity to the paralyzed, petrified, and poisoned conditions. Her statistics are otherwise unchanged."]}],"gallery":[{"path":"bestiary/KftGV/Tixie Tockworth.webp","credit":"Julian Kok"}]},{"id":"tixie-s-shield-guardian","name":"Tixie's Shield Guardian","source":"KftGV","page":80,"srd":false,"image":"bestiary/tokens/KftGV/Tixie's Shield Guardian.webp","token":"bestiary/tokens/KftGV/Tixie's Shield Guardian.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"142 (15d10 + 60)","speed":"30 ft.","str":18,"dex":8,"con":18,"int":7,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 10","languages":"understands commands given in any language but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Bound","entries":["The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian."]},{"name":"Regeneration","entries":["The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The guardian makes two fist attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Shield","entries":["When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tlacatecolo","name":"Tlacatecolo","source":"JttRC","page":65,"srd":false,"image":"bestiary/JttRC/Tlacatecolo.webp","token":"bestiary/tokens/JttRC/Tlacatecolo.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft., fly 30 ft.","str":12,"dex":17,"con":14,"int":10,"wis":15,"cha":10,"saves":"Dex +6, Con +5","skills":"Perception +5, Stealth +6","vulnerabilities":"","resistances":"cold; poison","immunities":"","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 15","languages":"Abyssal, Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The tlacatecolo has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tlacatecolo makes two Talon attacks."]},{"name":"Talon","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 3}) piercing damage plus 14 ({@damage 3d8}) poison damage."]},{"name":"Change Shape","entries":["The tlacatecolo magically transforms into a Medium owl, while retaining its game statistics (other than its size). This transformation ends if the tlacatecolo is reduced to 0 hit points or if it uses its action to end it."]},{"name":"Plague Winds (Fiend Form Only; Recharge 5-6)","entries":["The tlacatecolo emits a chilling, disease-ridden wind in a 60-foot line that is 10 feet wide. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or take 26 ({@damage 4d12}) cold damage and become {@condition poisoned}.","While {@condition poisoned} in this way, the creature can't regain hit points. At the end of every hour, the creature must succeed on a {@dc 13} Constitution saving throw or gain 1 level of {@condition exhaustion}. If the creature is in direct sunlight when it makes this saving throw, it automatically succeeds on the save.","If the creature is targeted by magic that ends a poison or disease, such as lesser restoration, while the creature isn't in direct sunlight, the effect does not end."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Appearing as plague-stricken, bipedal owls, tlacatecolo sow sickness and feed on the suffering of mortals. These fiends spread an affliction that leaches heat and life from the living, dispersing it upon winds that rattle like a gasp from a frozen body. Sunlight staves off the disease, but those affected rarely survive the dark of night."]}],"gallery":[{"path":"bestiary/JttRC/Tlacatecolo.webp","credit":"Brian Valeza"}]},{"id":"tlexolotl","name":"Tlexolotl","source":"JttRC","page":119,"srd":false,"image":"bestiary/JttRC/Tlexolotl.webp","token":"bestiary/tokens/JttRC/Tlexolotl.webp","size":"Huge","creatureType":"Elemental","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"104 (11d12 + 33)","speed":"40 ft.","str":25,"dex":10,"con":17,"int":7,"wis":13,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison","conditionImmunities":"paralyzed; petrified; poisoned","senses":"darkvision 120 ft., tremorsense 120 ft., Passive Perception 11","languages":"Ignan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Fire Aura","entries":["At the start of each of the tlexolotl's turns, each creature within 10 feet of it takes 7 ({@damage 2d6}) fire damage, and flammable objects in that aura that aren't being worn or carried ignite. A creature that touches the tlexolotl or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage."]},{"name":"Illumination","entries":["The tlexolotl sheds bright light in a 30-foot radius and dim light for an additional 30 feet."]},{"name":"Regeneration","entries":["The tlexolotl regains 10 hit points at the start of its turn. If the tlexolotl takes cold damage or is immersed in water, this trait doesn't function at the start of the tlexolotl's next turn. The tlexolotl dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tlexolotl makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d10 + 7}) piercing damage plus 18 ({@damage 4d8}) fire damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Strength saving throw or be pushed up to 10 feet away from the tlexolotl and knocked {@condition prone}."]},{"name":"Pyroclasm {@recharge 5}","entries":["Gouts of molten lava erupt from the tlexolotl's body. Each creature in a 30-foot-radius sphere centered on the tlexolotl must make a {@dc 15} Dexterity saving throw. On a failed saving throw, a creature takes 21 ({@damage 6d6}) fire damage and 21 ({@damage 6d6}) bludgeoning damage. On a successful saving throw, a creature takes half as much damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Tlexolotls are gigantic, salamander-like creatures that slumber deep in the magma of dormant volcanoes. A tlexolotl drowses amid the molten depths for centuries, rising only rarely to gorge itself on massive amounts of animal and plant life before returning to its slumber. Should a tlexolotl's sleep be disturbed—whether by intruders in its volcanic lair or the eruption of its molten home—the lava-drenched brute emerges in a rage, rampaging forth until its belly is full and its volcano is quiet once more.","Despite a tlexolotl's destructive prowess, the land around its volcano is often naturally abundant. It's common for those who live nearby to honor the tlexolotl as a protector of the land, as the ash it creates rejuvenates the soil and encourages life to flourish."]}],"gallery":[{"path":"bestiary/JttRC/Tlexolotl.webp","credit":"Brian Valeza"}]},{"id":"tlincalli","name":"Tlincalli","source":"MPMM","page":242,"srd":false,"image":"bestiary/MPMM/Tlincalli.webp","token":"bestiary/tokens/MPMM/Tlincalli.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral","ac":"15","initiative":"+1 (11)","hp":"85 (10d10 + 30)","speed":"40 ft.","str":16,"dex":13,"con":16,"int":8,"wis":12,"cha":8,"saves":"","skills":"Perception +4, Stealth +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Tlincalli","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tlincalli makes one Longsword or Spiked Chain attack and one Sting attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Spiked Chain","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the tlincalli can't use the spiked chain against another target."]},{"name":"Sting","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. If it fails the saving throw by 5 or more, the target is also {@condition paralyzed} while {@condition poisoned}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves.","Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it's time to lay eggs and hatch a new brood of young.","These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The eggs are protected by hard shells coated in paralytic poison similar to that produced by their stingers. This poison leaves most would-be predators that dare to break an egg defenseless when the tlincalli parents come to investigate.","Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive.","These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.","Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools."],"gallery":[{"path":"bestiary/MPMM/Tlincalli.webp","credit":"Conceptopolis"}],"otherVersions":[{"id":"tlincalli-vgm","source":"VGM"}]},{"id":"tlincalli-vgm","name":"Tlincalli","source":"VGM","page":193,"srd":false,"image":"bestiary/VGM/Tlincalli.webp","token":"bestiary/tokens/VGM/Tlincalli.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"85 (10d10 + 30)","speed":"40 ft.","str":16,"dex":13,"con":16,"int":8,"wis":12,"cha":8,"saves":"","skills":"Perception +4, Stealth +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Tlincalli","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Spiked Chain","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the tlincalli can't use the spiked chain against another target."]},{"name":"Sting","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 14 ({@damage 4d6}) poison damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. If it fails the saving throw by 5 or more, the target is also {@condition paralyzed} while {@condition poisoned}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long tail.",{"name":"Desert Nomads","entries":["Tlincallis live austerely. They range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. A tribe of tlincallis stays in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it's time to lay eggs and hatch a new brood of young."],"type":"entries"},{"name":"Poisonous Eggs","entries":["Tlincallis deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. There the eggs lie protected by hard shells coated in paralytic poison similar to that produced by their stingers. A would-be predator that dares to break an egg is defenseless against the tlincallis that come to investigate."],"type":"entries"},{"name":"Horrid Kidnappers","entries":["Tlincallis eat what they kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these prisoners back to their encampment and tie them to cactus or rock formations. There, victims wait until the sun sets and the newly hatched young emerge from the lair to eat them alive."],"type":"entries"},{"name":"Prideful Hunters","entries":["Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribe's leader must decide whether the group becomes obedient to the superior hunter, moves on, or fights to the death to defeat it."],"type":"entries"},{"name":"Makeshift Weapons and Objects","entries":["Tlincallis are uncivilized and don't build cities, make clothing, or mine metals. Instead, they scavenge what they need or want. They do, however, know how to melt down scavenged metal to forge crude weapons and tools."],"type":"entries"},{"type":"quote","entries":["The shells of tlincalli have a poisonous coating that can be boiled off without losing its paralyzing power, and reused by alchemists. Careful handling required."],"by":"Elminster"}]}]}],"gallery":[{"path":"bestiary/VGM/Tlincalli.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"tlincalli","source":"MPMM"}]},{"id":"tloques-popolocas","name":"Tloques-Popolocas","source":"TftYP","page":68,"srd":false,"image":"bestiary/tokens/TftYP/Tloques-Popolocas.webp","token":"bestiary/tokens/TftYP/Tloques-Popolocas.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["The vampire has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"The vampire can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"The vampire takes 20 acid damage when it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]},{"name":"Shapechanger","entries":["If the vampire isn't in sunlight or running water, it can use its action to Polymorph into a Tiny bat, or back into its true form.","While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Tloques can cast {@spell hold person} ({@dc 14}) at will, requiring no components, but his target must be able to see him.","At will: {@spell hold person}"]}],"actions":[{"name":"Multiattack","entries":["The vampire makes two attacks."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, the vampire can grapple the target, escape {@dc 13}."]},{"name":"Children of the Night (1/Day)","entries":["The vampire magically calls {@dice 2d4} swarms of bats, provided that the sun isn't up. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]},{"name":"Tloques' Berserker Axe +2","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.",{"name":"Dark Desires","type":"entries","entries":["Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.",{"name":"Born from Death","entries":["Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies."],"type":"entries"}]},{"name":"Chained to the Grave","type":"entries","entries":["Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way."]},{"name":"Undead Nature","type":"entries","entries":["Neither a vampire nor a vampire spawn requires air."]}]},{"type":"entries","name":"A Vampire's Lair","entries":["A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night."]},{"type":"entries","name":"Player Characters as Vampires","entries":["The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, {@sense darkvision}, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.","The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life.",{"type":"inset","name":"Strahd von Zarovich","entries":["A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.","In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.","In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.","In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created."]}]}]}]}]},{"id":"tomb-dwarf","name":"Tomb Dwarf","source":"ToA","page":135,"srd":false,"image":"bestiary/ToA/Tomb Dwarf.webp","token":"bestiary/tokens/ToA/Tomb Dwarf.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the tomb dwarf has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tomb dwarf makes two longsword attacks or two crossbow attacks. It can use its Life Drain in place of one longsword attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.A humanoid slain by this attack rises 24 hours later as a zombie under the tomb dwarf's control, unless the humanoid is restored to life or its body is destroyed. The tomb dwarf can have no more than twelve zombies under its control at one time."]},{"name":"Battleaxe","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction."]}]}]}],"gallery":[{"path":"bestiary/ToA/Tomb Dwarf.webp"}]},{"id":"tomb-guardian","name":"Tomb Guardian","source":"ToA","page":127,"srd":false,"image":"bestiary/ToA/Tomb Guardian.webp","token":"bestiary/tokens/ToA/Tomb Guardian.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"17","initiative":"-1 (9)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever the tomb guardian starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the tomb guardian goes berserk. On each of its turns while berserk, the tomb guardian attacks the nearest creature it can see. If no creature is near enough to move to and attack, the tomb guardian attacks an object, with preference for an object smaller than itself. Once the tomb guardian goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk tomb guardian, can try to calm it by speaking firmly and persuasively. The tomb guardian must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the tomb guardian ceases being berserk. If it takes damage while still at 40 hit points or fewer, the tomb guardian might go berserk again."]},{"name":"Aversion of Fire","entries":["If the tomb guardian takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Immutable Form","entries":["The tomb guardian is immune to any spell or effect that would alter its form."]},{"name":"Lightning Absorption","entries":["Whenever the tomb guardian is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["The tomb guardian has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tomb guardian makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Adventurers who have perished inside the tomb are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.","A tomb guardian is a flesh golem clad in plate armor, giving it AC 17"]}]}]}],"gallery":[{"path":"bestiary/ToA/Tomb Guardian.webp"}]},{"id":"tomb-tapper","name":"Tomb Tapper","source":"IDRotF","page":310,"srd":false,"image":"bestiary/IDRotF/Tomb Tapper.webp","token":"bestiary/tokens/IDRotF/Tomb Tapper.webp","size":"Huge","creatureType":"Construct","alignment":"Lawful Neutral","ac":"17","initiative":"+0 (10)","hp":"207 (18d12 + 90)","speed":"30 ft., burrow 10 ft.","str":22,"dex":10,"con":21,"int":14,"wis":14,"cha":11,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"lightning","immunities":"cold; fire","conditionImmunities":"charmed; frightened","senses":"blindsight 240 ft. (blind beyond this radius), Passive Perception 16","languages":"understands Common and Undercommon but doesn't speak, telepathy 60 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Petrified Death","entries":["A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed."]},{"name":"Sense Magic","entries":["The tomb tapper senses magic within 30 feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead."]},{"name":"Tunneler","entries":["The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake."]},{"name":"Unusual Nature","entries":["The tomb tapper doesn't require air or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tomb tapper makes two melee attacks with its sledgehammer or with its claws. If it hits the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a bite attack against it."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}22 ({@damage 3d10 + 6}) slashing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) slashing damage."]},{"name":"Sledgehammer","entries":["{@atk mw,rw} {@hit 10} to hit, reach 15 ft. or range 30/120 ft., one target. {@h}27 ({@damage 6d6 + 6}) bludgeoning or force damage (tomb tapper's choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper's feet if it doesn't have a hand free to catch the weapon."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Netherese arcanists who created these creatures called them \"thaluud,\" which means \"faceless.\" Wrought from the fusion of magic and elemental earth, each of these sexless, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable.","The Netherese sent the thaluud into the Underdark to exterminate their enemies, most notably the magic-devouring, funnel-shaped creatures known as phaerimm. Other creatures targeted by the thaluud include mind flayers, derro, drow, and duergar. Tomb tappers communicate with one another by means of a humming sound created by skin vibrations.",{"type":"entries","entries":[{"type":"entries","name":"Seekers of Magic","entries":["Tomb tappers received their colloquial name from their habit of burrowing into the depths to plunder tombs, temples, and caves in search of magic items, which they bear off. They usually try to seize magic from beings that they encounter.","Magic is sacred to tomb tappers. They don't use any magic items they acquire, instead choosing to protect and venerate such items. Tappers spend their long lives in the search for the source of all magic, which they believe to be hidden deep in the Underdark. They are in awe of earth elementals, believing that they come directly from this source, and are reluctant to attack them."]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Tomb Tapper.webp"}]},{"id":"tommy-two-butts","name":"Tommy Two-Butts","source":"RMBRE","page":18,"srd":false,"image":"bestiary/RMBRE/015-intro-8.webp","token":"bestiary/tokens/RMBRE/Tommy Two-Butts.webp","size":"Medium","creatureType":"Humanoid (Goblinoid)","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":15,"dex":14,"con":13,"int":21,"wis":11,"cha":9,"saves":"","skills":"Stealth +6, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Goblin","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Grassland, Forest","treasure":"","traits":[{"name":"Brute","entries":["A melee weapon deals one extra die of its damage when Tommy hits with it (included in the attack)."]},{"name":"Surprise Attack","entries":["If Tommy surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 ({@damage 2d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Morningstar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage in melee or 5 ({@damage 1d6 + 2}) piercing damage at range."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/RMBRE/015-intro-8.webp"}]},{"id":"tonalli","name":"Tonalli","source":"JttRC","page":110,"srd":false,"image":"bestiary/JttRC/071-08-003.tonalli.webp","token":"bestiary/tokens/JttRC/Tonalli.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Neutral","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"30 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Tonalli can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Tonalli is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/071-08-003.tonalli.webp","credit":"Olga Drebas"}]},{"id":"tooth-n-claw","name":"Tooth-N-Claw","source":"SLW","srd":false,"image":"bestiary/tokens/SLW/Tooth-N-Claw.webp","token":"bestiary/tokens/SLW/Tooth-N-Claw.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"45 (7d8 + 14)","speed":"50 ft.","str":17,"dex":12,"con":14,"int":6,"wis":13,"cha":6,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"understands Infernal but can't speak it","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["Tooth-N-Claw has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["Tooth-N-Claw has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) cold damage."]},{"name":"Freezing Breath {@recharge 5}","entries":["Tooth-N-Claw exhales an icy blast in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 21 ({@damage 6d6}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"topaz-dragon-wyrmling","name":"Topaz Dragon Wyrmling","source":"FTD","page":223,"srd":false,"image":"bestiary/FTD/Topaz Dragon Wyrmling.webp","token":"bestiary/tokens/FTD/Topaz Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Gem)","alignment":"Chaotic Neutral","ac":"16","initiative":"+1 (11)","hp":"33 (6d8 + 6)","speed":"30 ft., fly 60 ft., swim 30 ft.","str":15,"dex":12,"con":13,"int":14,"wis":13,"cha":14,"saves":"Dex +3, Con +3, Wis +3, Cha +4","skills":"Intimidation +6, Perception +5, Stealth +3","vulnerabilities":"","resistances":"cold; necrotic","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 120 ft., Passive Perception 15","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe both air and water."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 12}):","1/day each: {@spell bane}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) necrotic damage."]},{"name":"Desiccating Breath {@recharge 5}","entries":["The dragon exhales yellowish necrotic energy in a 15-foot cone. Each creature in that area must make a {@dc 11} Constitution saving throw. On a failed save, the creature takes 21 ({@damage 6d6}) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result."]},{"type":"section","entries":[{"type":"entries","name":"Gleaming Gold","entries":["Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood."]},{"type":"entries","name":"Embodiment of Decay","entries":["While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.","Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.","Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally."]},{"type":"entries","name":"Entropic Hoards","entries":["Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios."]},{"type":"entries","name":"Creating a Topaz Dragon","entries":["Use the Topaz Dragon Personality Traits and Topaz Dragon Ideals tables to inspire your portrayal of distinctive topaz dragon characters.",{"type":"entries","name":"Topaz Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I seek no company other than my own, for no one else can compete with me."],["2","If my offspring can't care for themselves, I'm not sure they're worthy of my attention."],["3","The sea is beautiful and I love gazing upon it, but I abhor being wet."],["4","Why should I risk damaging my splendid physique when I can fight with the power of my mind?"],["5","I am predictable only in my unpredictability."],["6","It takes true artistry to maintain a warm, desert-like dwelling under the water."],["7","I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures."],["8","I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses."]]}]},{"type":"entries","name":"Topaz Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)"],["2","Change. Consistency is stagnation. (Chaotic)"],["3","Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)"],["4","Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)"],["5","Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)"],["6","Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)"]]}]}]},{"type":"entries","name":"Topaz Dragon Adventures","entries":["The Topaz Dragon Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.",{"type":"entries","name":"Topaz Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck."],["2","A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath."],["3","A fishery that specializes in a type of eel favored by a local topaz dragon is \"haunted,\" and shipments of the eel vanish every time the ghost appears."],["4","Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon."],["5","A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home."],["6","A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches."],["7","A topaz dragon has developed a taste for merfolk, and the merfolk community near the dragon's lair is desperate for help."],["8","A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Topaz dragons rarely tolerate any company but their own, and they are usually indifferent at best even toward their own kind. Moreover, their unpredictability means that even if a creature proves itself useful to a topaz dragon, it shouldn't count on being safe from the dragon the next time they meet. Topaz dragons rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred."]},{"type":"entries","name":"Topaz Dragon Wyrmling Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Moved by pity, a giant eagle continues bringing food to an abandoned topaz dragon wyrmling, despite the wyrmling's attempts to eat the eagle."],["2","A pseudodragon who is fanatical about the kinship of all dragonkind is trying to win a topaz dragon wyrmling's friendship."],["3","A topaz dragon wyrmling has developed a taste for crab meat and persistently hunts a giant crab that always manages to evade the wyrmling. (The crab might have been the recipient of a druid's {@spell awaken} spell.)"],["4","A mated pair of griffons found a topaz dragon egg, and they care for it as if it were their own."],["5","A sea hag is on the hunt for a topaz dragon wyrmling, to be used as a component in a fell ritual."],["6","A pirate crew keeps a curmudgeonly topaz dragon wyrmling as a beloved mascot."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Topaz Dragon Wyrmling.webp","credit":"Alex Stone"}]},{"id":"topaz-greatwyrm","name":"Topaz Greatwyrm","source":"FTD","page":201,"srd":false,"image":"bestiary/tokens/FTD/Topaz Greatwyrm.webp","token":"bestiary/tokens/FTD/Topaz Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Gem)","alignment":"Neutral","ac":"21","initiative":"+2 (12)","hp":"507 (26d20 + 234)","speed":"60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft.","str":28,"dex":14,"con":29,"int":30,"wis":24,"cha":25,"saves":"Dex +10, Con +17, Wis +15, Cha +15","skills":"Arcana +26, History +18, Perception +15","vulnerabilities":"","resistances":"","immunities":"necrotic","conditionImmunities":"charmed; frightened; poisoned; prone","senses":"truesight 120 ft., Passive Perception 25","languages":"Common, Draconic","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Gem Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 26}, {@hit 18} to hit with spell attack):","1/day each: {@spell dispel magic}, {@spell forcecage}, {@spell plane shift}, {@spell reverse gravity}, {@spell time stop}"]}],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 16 ({@damage 3d10}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d8 + 9}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 19}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} in this way at a time."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 71 ({@damage 11d12}) force damage and is knocked {@condition prone}. On a successful save, it takes half as much damage and isn't knocked {@condition prone}. On a success or failure, the creature's speed becomes 0 until the end of its next turn."]},{"name":"Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)","entries":["The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a {@dc 26} Strength saving throw or be {@condition restrained} in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.","At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures {@condition restrained} in this way and deal 45 ({@damage 7d12}) force damage to each of them."]}],"bonusActions":[{"name":"Change Shape","entries":["The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it."]},{"name":"Psychic Step","entries":["The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it."]}],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["The greatwyrm makes one Claw attack."]},{"name":"Psionics (Costs 2 Actions)","entries":["The greatwyrm uses Psychic Step or Spellcasting."]},{"name":"Psychic Beam (Costs 3 Actions)","entries":["The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a {@dc 26} Intelligence saving throw, taking 27 ({@damage 5d10}) psychic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.","Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.",{"type":"inset","name":"Sardior's Greatwyrms","source":"FTD","entries":["Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon."]},{"type":"quote","entries":["The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me."],"by":"Fizban"}]},{"id":"topi","name":"Topi","source":"TTP","page":22,"srd":false,"image":"bestiary/TTP/Topi.webp","token":"bestiary/tokens/TTP/Topi.webp","size":"Small","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":7,"dex":15,"con":12,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages it knew in life but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Turn Resistance","entries":["The topi has advantage on saving throws against any effect that turns undead."]},{"name":"Undead Fortitude","entries":["If damage reduces the topi to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the topi drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Venomous Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage plus 2 ({@damage 1d4}) poison damage, and the target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} until the end of the target's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers.","Topis are more difficult to turn than ordinary zombies, and their spongy bodies make them resistant to bludgeoning.",{"type":"entries","name":"Undead Traits","entries":["A topi doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/TTP/Topi.webp"}]},{"id":"topolah","name":"Topolah","source":"LoX","page":27,"srd":false,"image":"bestiary/LoX/023-10-005.topolah-and-her-birds.webp","token":"bestiary/tokens/LoX/Topolah.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Topolah is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/023-10-005.topolah-and-her-birds.webp","credit":"Shawn Wood"}]},{"id":"topsy","name":"Topsy","source":"OotA","page":8,"srd":false,"image":"bestiary/OotA/Topsy.webp","token":"bestiary/tokens/OotA/Topsy.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":10,"dex":15,"con":12,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft. (rat form only), Passive Perception 12","languages":"Gnomish, Terran, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["Topsy can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Smell","entries":["Topsy has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Topsy makes two attacks, only one of which can be a bite."]},{"name":"Bite (Rat or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Topsy.webp"}]},{"id":"torbit","name":"Torbit","source":"WDMM","page":115,"srd":false,"image":"bestiary/tokens/WDMM/Torbit.webp","token":"bestiary/tokens/WDMM/Torbit.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Torbit has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Torbit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Torbit deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Torbit makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them."]}]}]}]},{"id":"torgja-stonecrusher-levels-1-4","name":"Torgja Stonecrusher (Levels 1-4)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Torgja Stonecrusher (Levels 1-4).webp","token":"bestiary/tokens/KftGV/Torgja Stonecrusher (Levels 1-4).webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Chaotic Neutral","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"torgja-stonecrusher-levels-5-8","name":"Torgja Stonecrusher (Levels 5-8)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Torgja Stonecrusher (Levels 5-8).webp","token":"bestiary/tokens/KftGV/Torgja Stonecrusher (Levels 5-8).webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Chaotic Neutral","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Pack Tactics","entries":["Torgja Stonecrusher has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Torgja Stonecrusher makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"torgja-stonecrusher-levels-9-11","name":"Torgja Stonecrusher (Levels 9-11)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Torgja Stonecrusher (Levels 9-11).webp","token":"bestiary/tokens/KftGV/Torgja Stonecrusher (Levels 9-11).webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Chaotic Neutral","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Torgja Stonecrusher makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"torlin-silvershield","name":"Torlin Silvershield","source":"TftYP","page":159,"srd":false,"image":"bestiary/tokens/TftYP/Torlin Silvershield.webp","token":"bestiary/tokens/TftYP/Torlin Silvershield.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, Torlin has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Torlin makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under Torlin's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tornscale","name":"Tornscale","source":"PotA","page":90,"srd":false,"image":"bestiary/tokens/PotA/Tornscale.webp","token":"bestiary/tokens/PotA/Tornscale.webp","size":"Medium","creatureType":"Humanoid (Lizardfolk)","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"36 (4d8 + 4)","speed":"30 ft., swim 30 ft.","str":15,"dex":10,"con":13,"int":7,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Draconic","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["Tornscale can hold its breath for 15 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tornscale makes two melee attacks, each one with a different weapon."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Heavy Club","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Spiked Shield","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"torogar-steelfist","name":"Torogar Steelfist","source":"BGDIA","page":112,"srd":false,"image":"bestiary/BGDIA/Torogar Steelfist.webp","token":"bestiary/tokens/BGDIA/Torogar Steelfist.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"17","initiative":"+3 (13)","hp":"168 (16d10 + 80)","speed":"40 ft.","str":25,"dex":17,"con":20,"int":8,"wis":9,"cha":16,"saves":"Str +11, Con +9","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Abyssal, Common","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Goring Rush","entries":["Immediately after using the {@action Dash} action, Torogar can make one melee attack with his horns."]},{"name":"Labyrinthine Recall","entries":["Torogar can perfectly recall any path he has traveled."]},{"name":"Rage (Recharges after a Short or Long Rest)","entries":["As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked {@condition unconscious} or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits:","He has advantage on Strength checks and Strength saving throws.","He deals an extra 3 damage when he hits a target with a melee weapon attack.","He has resistance to bludgeoning, piercing, and slashing damage."]},{"name":"Special Equipment","entries":["Torogar wears {@item gauntlets of flaming fury|BGDIA} and a {@item belt of fire giant strength}. Without the belt, his Strength is 21. He also carries a {@item soul coin|BGDIA}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Torogar makes three attacks: two with his scimitars and one with his horns."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage, or 17 ({@damage 2d6 + 10}) slashing damage while raging, plus 3 ({@damage 1d6}) fire damage from the gauntlets of flaming fury."]},{"name":"Horns","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage, or 19 ({@damage 2d8 + 10}) piercing damage while raging."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/Torogar Steelfist.webp"}]},{"id":"tortle","name":"Tortle","source":"MPMM","page":244,"srd":false,"image":"bestiary/MPMM/Tortle.webp","token":"bestiary/tokens/MPMM/Tortle.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"17","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":15,"dex":10,"con":12,"int":11,"wis":13,"cha":12,"saves":"","skills":"Athletics +4, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Aquan, Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Hold Breath","entries":["The tortle can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands in melee."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d8}) piercing damage."]},{"name":"Shell Defense","entries":["The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is {@condition prone}, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The generic tortle stat block here represents a warrior, especially the sort who travels far and wide."]},{"type":"section","name":"Tortles","entries":["Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long.","Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family."]}],"gallery":[{"path":"bestiary/MPMM/Tortle.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"tortle-mtf","source":"MTF"}]},{"id":"tortle-mtf","name":"Tortle","source":"MTF","page":242,"srd":false,"image":"bestiary/MTF/Tortle.webp","token":"bestiary/tokens/MTF/Tortle.webp","size":"Medium","creatureType":"Humanoid (Tortle)","alignment":"Lawful Good","ac":"17","initiative":"+0 (10)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":15,"dex":10,"con":12,"int":11,"wis":13,"cha":12,"saves":"","skills":"Athletics +4, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Aquan, Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Hold Breath","entries":["The tortle can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage if used with two hands."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d8}) piercing damage."]},{"name":"Shell Defense","entries":["The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is {@condition prone}, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Tortles","entries":["Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: \"We wear our homes on our backs.\" Consequently, tortles feel little need to stay put for long.","An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance."]},{"name":"Temporary Towns","type":"entries","entries":["A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don't regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs."]},{"type":"entries","name":"A Life of Wandering","entries":["Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick."]}]}]}],"gallery":[{"path":"bestiary/MTF/Tortle.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"tortle","source":"MPMM"}]},{"id":"tortle-druid","name":"Tortle Druid","source":"MPMM","page":244,"srd":false,"image":"bestiary/tokens/MPMM/Tortle Druid.webp","token":"bestiary/tokens/MPMM/Tortle Druid.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"17","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":14,"dex":10,"con":12,"int":11,"wis":15,"cha":12,"saves":"","skills":"Animal Handling +4, Nature +2, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Aquan, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Hold Breath","entries":["The tortle can hold its breath for 1 hour."]}],"spellcasting":[{"name":"Spellcasting","entries":["The tortle casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}):","At will: {@spell druidcraft}, {@spell guidance}","2/day each: {@spell cure wounds}, {@spell hold person}, {@spell speak with animals}, {@spell thunderwave}"]}],"actions":[{"name":"Multiattack","entries":["The tortle makes four Claw attacks or two {@skill Nature}'s Wrath attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Nature's Wrath","entries":["{@atk rs} {@hit 4} to hit, range 90 ft., one target. {@h}9 ({@damage 2d6 + 2}) damage of a type chosen by the tortle: cold, fire, lightning, or thunder."]},{"name":"Shell Defense","entries":["The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is {@condition prone}, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Many tortles view the world as a place of wonder. They live for the chance to hear a soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world around them."]},{"type":"section","name":"Tortles","entries":["Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long.","Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family."]}],"otherVersions":[{"id":"tortle-druid-mtf","source":"MTF"}]},{"id":"tortle-druid-mtf","name":"Tortle Druid","source":"MTF","page":242,"srd":false,"image":"bestiary/MTF/Tortle.webp","token":"bestiary/tokens/MTF/Tortle Druid.webp","size":"Medium","creatureType":"Humanoid (Tortle)","alignment":"Lawful Neutral","ac":"17","initiative":"+0 (10)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":14,"dex":10,"con":12,"int":11,"wis":15,"cha":12,"saves":"","skills":"Animal Handling +4, Nature +2, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Aquan, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Hold Breath","entries":["The tortle can hold its breath for 1 hour."]}],"spellcasting":[{"name":"Spellcasting","entries":["The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell guidance}, {@spell produce flame}","Level 1 (4 slots): {@spell animal friendship}, {@spell cure wounds}, {@spell speak with animals}, {@spell thunderwave}","Level 2 (3 slots): {@spell darkvision}, {@spell hold person}"]}],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage if used with two hands."]},{"name":"Shell Defense","entries":["The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is {@condition prone}, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Tortles","entries":["Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: \"We wear our homes on our backs.\" Consequently, tortles feel little need to stay put for long.","An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance."]},{"name":"Temporary Towns","type":"entries","entries":["A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don't regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs."]},{"type":"entries","name":"A Life of Wandering","entries":["Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick."]}]}]}],"gallery":[{"path":"bestiary/MTF/Tortle.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"tortle-druid","source":"MPMM"}]},{"id":"tosh-starling-levels-1-4","name":"Tosh Starling (Levels 1-4)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Tosh Starling (Levels 1-4).webp","token":"bestiary/tokens/KftGV/Tosh Starling (Levels 1-4).webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Tosh Starling has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tosh Starling makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tosh-starling-levels-5-8","name":"Tosh Starling (Levels 5-8)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Tosh Starling (Levels 5-8).webp","token":"bestiary/tokens/KftGV/Tosh Starling (Levels 5-8).webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Tosh Starling can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Tosh Starling deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tosh Starling makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tosh-starling-levels-9-11","name":"Tosh Starling (Levels 9-11)","source":"KftGV","page":8,"srd":false,"image":"bestiary/tokens/KftGV/Tosh Starling (Levels 9-11).webp","token":"bestiary/tokens/KftGV/Tosh Starling (Levels 9-11).webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Neutral","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tosh Starling makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tough","name":"Tough","source":"XMM","page":307,"srd":true,"image":"bestiary/XMM/Toughs.webp","token":"bestiary/tokens/XMM/Tough.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"12","initiative":"+1 (11)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":12,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Pack Tactics","entries":["The tough has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Mace","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atkr r} {@hit 3}, range 100/400 ft. {@h}6 ({@damage 1d10 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Toughs might work in groups at the direction of a leader, or individual toughs might bully weaker folk into doing what they say."]},{"type":"section","name":"Toughs","entries":["{@i Brawlers and Bullies}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Bodyguards, belligerents, and laborers, toughs rely on their physical strength to intimidate foes. They might be brawny criminals, rowdy tavern goers, seasoned workers, or anyone who uses their muscle to get what they want.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["There are two answers to every question: ours, and the wrong one."],"from":"Harmonium Rule"}]}]}],"gallery":[{"path":"bestiary/XMM/Toughs.webp","credit":"Riccardo Moscatello"}]},{"id":"tough-boss","name":"Tough Boss","source":"XMM","page":307,"srd":true,"image":"bestiary/XMM/Toughs.webp","token":"bestiary/tokens/XMM/Tough Boss.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"16","initiative":"+2 (12)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":17,"dex":14,"con":16,"int":11,"wis":10,"cha":11,"saves":"Str +5, Con +5, Cha +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common plus one other language","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Pack Tactics","entries":["The tough has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the tough's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tough makes two attacks, using Warhammer or Heavy Crossbow in any combination."]},{"name":"Warhammer","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}12 ({@damage 2d8 + 3}) Bludgeoning damage. If the target is a Large or smaller creature, the tough pushes the target up to 10 feet straight away from itself."]},{"name":"Heavy Crossbow","entries":["{@atkr r} {@hit 4}, range 100/400 ft. {@h}13 ({@damage 2d10 + 2}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Tough bosses leverage their street smarts, brawling prowess, and reputation to compel others to follow their demands."]},{"type":"section","name":"Toughs","entries":["{@i Brawlers and Bullies}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Bodyguards, belligerents, and laborers, toughs rely on their physical strength to intimidate foes. They might be brawny criminals, rowdy tavern goers, seasoned workers, or anyone who uses their muscle to get what they want.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["There are two answers to every question: ours, and the wrong one."],"from":"Harmonium Rule"}]}]}],"gallery":[{"path":"bestiary/XMM/Toughs.webp","credit":"Riccardo Moscatello"}]},{"id":"tower-hand","name":"Tower Hand","source":"QftIS","page":217,"srd":false,"image":"bestiary/QftIS/Tower Steward.webp","token":"bestiary/tokens/QftIS/Tower Hand.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"14","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"40 ft.","str":10,"dex":14,"con":12,"int":12,"wis":14,"cha":9,"saves":"","skills":"Insight +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the tower hand is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tower hand makes two Unarmed Strike attacks, two Dart attacks, or one of each."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Dart","entries":["{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, the tower hand deflects the missile. The damage it takes from the attack is reduced by 7 ({@dice 1d10 + 2})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly possessions."]},{"type":"section","entries":[{"type":"entries","name":"Tower Stewards","entries":["For centuries, the Tower of the Heavens has been stewarded by dutiful folk who practice two distinct traditions."]}]}],"gallery":[{"path":"bestiary/QftIS/Tower Steward.webp"}]},{"id":"tower-sage","name":"Tower Sage","source":"QftIS","page":217,"srd":false,"image":"bestiary/QftIS/Tower Steward.webp","token":"bestiary/tokens/QftIS/Tower Sage.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"22 (5d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":16,"wis":14,"cha":16,"saves":"","skills":"Arcana +5, History +5, Insight +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus any three languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The tower sage casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Dancing Lights}, {@spell Mage Hand}, {@spell Prestidigitation}","1/day each: {@spell Arcane Lock}, {@spell Burning Hands}, {@spell Comprehend Languages}, {@spell Detect Magic}, {@spell Levitate}, {@spell Mage Armor}"]}],"actions":[{"name":"Multiattack","entries":["The tower sage makes two Arcane Burst attacks and can use Starry Radiance if available."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 120 ft., one target. {@h}8 ({@damage 1d10 + 3}) radiant damage."]},{"name":"Starry Radiance {@recharge 5}","entries":["Dazzling light bursts from the tower sage's fingertips in a 15-foot cone. Each creature in that area must succeed on a {@dc 13} Constitution saving throw or have the {@condition blinded} condition until the end of the tower sage's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Tower sages are mages who study astrology and support the leader of the Tower of the Heavens, the elder sage, in divining the future. When tower sages are initiated, their arms are tattooed with magical ink that designates their status in the hierarchy. Pupil sages have simple designs patterned after individual stars and minor constellations, while the elder sage's arms depict a plethora of constellations, moons, and suns. When the elder sage dies, the arm tattoos of the elder's chosen successor magically shift into the patterns of an elder sage.","Tower sages are the only folk capable of reading the Books of Prophecy, an ancient set of tomes that hint at future events of grand significance."]},{"type":"section","entries":[{"type":"entries","name":"Tower Stewards","entries":["For centuries, the Tower of the Heavens has been stewarded by dutiful folk who practice two distinct traditions."]}]}],"gallery":[{"path":"bestiary/QftIS/Tower Steward.webp"}]},{"id":"traag-draconian","name":"Traag Draconian","source":"MCV2DC","page":13,"srd":false,"image":"bestiary/MCV2DC/Traag Draconian.webp","token":"bestiary/tokens/MCV2DC/Traag Draconian.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"68 (8d10 + 24)","speed":"40 ft.","str":21,"dex":10,"con":17,"int":6,"wis":8,"cha":9,"saves":"Str +8, Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Draconic","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Blood Frenzy","entries":["The draconian has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Controlled Fall","entries":["If the draconian falls and isn't {@condition incapacitated}, it subtracts up to 50 feet from the fall when calculating the fall's damage."]},{"name":"Death Throes","entries":["If the draconian is reduced to 0 hit points, its body erupts into sludge that fills a 10-foot-radius sphere. Each creature within that area must succeed on a {@dc 14} Dexterity saving throw or be covered in the sludge for 1 minute. While covered in the sludge, a creature's speed is halved. A creature can use its action to scrape the sludge off itself or another creature within 5 feet of itself."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The draconian makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]},{"name":"Flaming Carnage {@recharge 5}","entries":["The draconian indulges its rage, wreathing itself in fire and moving up to its speed. The draconian can enter creatures' spaces during this move. During this movement, when the draconian enters a creature's space, the creature must make a {@dc 14} Dexterity saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) fire damage and is knocked {@condition prone}. On a successful save, the creature takes half as much damage and is pushed to the nearest space out of the draconian's path. A creature can be affected by this draconian's Flaming Carnage only once during a turn."]}],"bonusActions":[],"reactions":[{"name":"Violent Retaliation","entries":["If a creature within 10 feet of the draconian hits it with an attack, the draconian can make one Claw attack against that creature. If the Claw attack hits, it deals an additional 4 ({@damage 1d8}) slashing damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["In their experimentation with corrupting dragon eggs, the Dragon Armies created traag draconians, the precursor to what would become baaz draconian foot soldiers. Unlike their draconian brethren, traag draconians are little more than bloodthirsty engines of carnage. Few commanders have successfully used a traag draconian's reckless violence to their advantage in battle; for most, a traag draconian is as much of a danger to its allies as it is to its enemies. Even magic cannot tame a traag draconian's thirst for violence.","A traag draconian's vestigial wings lack the strength to support its hulking body in true flight, and they only minimally help to slow a falling traag's descent. Its metallic scales are coated in a sickly patina. In battle, the draconian can charge its body with vicious fire, burning all in its wake. When a traag draconian dies, its body explodes in a thick, disgusting sludge."]}],"gallery":[{"path":"bestiary/MCV2DC/Traag Draconian.webp"}]},{"id":"transcendent-order-conduit","name":"Transcendent Order Conduit","source":"MPP","page":62,"srd":false,"image":"bestiary/MPP/Transcendent Order Conduit.webp","token":"bestiary/tokens/MPP/Transcendent Order Conduit.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+4 (14)","hp":"97 (15d8 + 30)","speed":"50 ft.","str":10,"dex":19,"con":14,"int":10,"wis":18,"cha":12,"saves":"Wis +7, Cha +4","skills":"Acrobatics +7, Perception +7, Performance +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common plus one more language","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Instinctive Reflexes","entries":["The conduit has advantage on initiative rolls, and it can't have disadvantage on attack rolls."]},{"name":"Unarmored Defense","entries":["While the conduit is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The conduit makes three Unarmed Strike attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a creature, the conduit can choose one of the following additional effects (up to once per turn each):",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Incapacitate","entries":["The target must succeed on a {@dc 15} Constitution saving throw or have the {@condition incapacitated} condition until the end of the conduit's next turn."]},{"type":"item","name":"Push","entries":["The target is pushed up to 10 feet horizontally away from the conduit."]}]}]}],"bonusActions":[],"reactions":[{"name":"Deflect Attack","entries":["In response to being hit by an attack roll, the conduit partially deflects the blow. The damage the conduit takes from the attack is reduced by {@dice 1d10}."]},{"name":"Don't Be There","entries":["When the conduit must make a saving throw, it can move up to half its speed without provoking opportunity attacks. If its new position moves it out of range or otherwise makes it impossible to be targeted by the effect, the conduit avoids the effect entirely."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Members of the Transcendent Order train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes border on precognition, allowing them to unconsciously act before their foes."]}],"gallery":[{"path":"bestiary/MPP/Transcendent Order Conduit.webp"}]},{"id":"transcendent-order-instinct","name":"Transcendent Order Instinct","source":"MPP","page":62,"srd":false,"image":"bestiary/MPP/Transcendent Order Instinct.webp","token":"bestiary/tokens/MPP/Transcendent Order Instinct.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"49 (9d8 + 9)","speed":"40 ft.","str":10,"dex":16,"con":12,"int":10,"wis":16,"cha":12,"saves":"Wis +5, Cha +3","skills":"Acrobatics +5, Perception +5, Performance +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common plus one more language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the instinct is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The instinct makes three Unarmed Strike attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Deflect Blow","entries":["In response to being hit by a melee attack roll, the instinct partially deflects the blow. The damage the instinct takes from the attack is reduced by {@dice 1d6}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Elite martial artists, instincts have learned to fight unburdened by thought, deflecting the blows of their enemies in rapid succession."]}],"gallery":[{"path":"bestiary/MPP/Transcendent Order Instinct.webp"}]},{"id":"transmuter","name":"Transmuter","source":"VGM","page":218,"srd":false,"image":"bestiary/tokens/VGM/Transmuter.webp","token":"bestiary/tokens/VGM/Transmuter.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Transmuter's Stone","entries":["The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:","Darkvision out to a range of 60 feet","An extra 10 feet of speed while the bearer is unencumbered","Proficiency with Constitution saving throws","Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit)","If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone."]}],"spellcasting":[{"name":"Spellcasting","entries":["The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The transmuter has the following wizard spells prepared:","Cantrips (at will): {@spell light}, {@spell mending}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell chromatic orb}, {@spell expeditious retreat}*, {@spell mage armor}","Level 2 (3 slots): {@spell alter self}*, {@spell hold person}, {@spell knock}*","Level 3 (3 slots): {@spell blink}*, {@spell fireball}, {@spell slow}*","Level 4 (3 slots): {@spell polymorph}*, {@spell stoneskin}","Level 5 (1 slots): {@spell telekinesis}*","*Transmutation spell of 1st level or higher"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Transmuters are specialist wizards who embrace change, rail against the status quo, and view magical transmutation as a path to riches, enlightenment, or apotheosis."]}]},{"id":"transmuter-wizard","name":"Transmuter Wizard","source":"MPMM","page":265,"srd":false,"image":"bestiary/MPMM/Transmuter Wizard.webp","token":"bestiary/tokens/MPMM/Transmuter Wizard.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"49 (11d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Transmuter's Stone","entries":["The transmuter carries a magic stone it crafted. The stone grants it one of the following benefits while bearing the stone; the transmuter chooses the benefit at the end of each long rest:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Darkvision","entry":"The transmuter has {@sense darkvision} out to a range of 60 feet."},{"type":"item","name":"Resilience","entry":"The transmuter has proficiency in Constitution saving throws. "},{"type":"item","name":"Resistance","entry":"The transmuter has resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever choosing this benefit)."},{"type":"item","name":"Speed","entry":"The transmuter's walking speed is increased by 10 feet."}]}]}],"spellcasting":[{"name":"Spellcasting","entries":["The transmuter casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell light}, {@spell message}, {@spell prestidigitation}","2/day each: {@spell fireball}, {@spell hold person}, {@spell knock}, {@spell mage armor}, {@spell polymorph}, {@spell slow}","1/day each: {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["The transmuter makes three Arcane Burst attacks."]},{"name":"Arcane Burst","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 120 ft., one target. {@h}19 ({@damage 3d10 + 3}) acid damage."]}],"bonusActions":[{"name":"Transmute {@recharge 4}","entries":["The transmuter casts {@spell alter self} or changes the benefit of Transmuter's Stone if bearing the stone."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Transmuters are masters at transforming physical forms. They typically view magical transmutation as a path to riches, enlightenment, or apotheosis."]},{"type":"section","name":"Wizards","entries":["Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."]}],"gallery":[{"path":"bestiary/MPMM/Transmuter Wizard.webp","credit":"Pindurski"}]},{"id":"trapper","name":"Trapper","source":"MPMM","page":245,"srd":false,"image":"bestiary/MPMM/Trapper.webp","token":"bestiary/tokens/MPMM/Trapper.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"68 (8d10 + 24)","speed":"20 ft., climb 20 ft.","str":17,"dex":10,"con":17,"int":2,"wis":13,"cha":4,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the trapper move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the trapper isn't part of the floor, wall, or ceiling."]},{"name":"Spider Climb","entries":["The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Smother","entries":["One Large or smaller creature within 10 feet of the trapper must succeed on a {@dc 13} Dexterity saving throw or be {@condition grappled} (escape {@dc 14}). Until the grapple ends, the target takes 13 ({@damage 3d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) acid damage at the start of each of its turns. While {@condition grappled} in this way, the target is {@condition restrained}, {@condition blinded}, and deprived of air. The trapper can smother only one creature at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.","A trapper's ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it is just cunning enough to change its color to match and then conceal itself under a thin layer of vegetation or actual snow.","A trapper that lurks on the floor of its hunting grounds can cover any remains there with its body, making them look like irregularities in the surface. The creature might instead attach itself to a nearby wall or a ceiling, using the remnants as bait; any creature that stops to investigate the bones for valuables becomes the trapper's next meal.","A trapper needs to eat a {@race halfling}-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and abandon its old territory in search of better hunting."],"gallery":[{"path":"bestiary/MPMM/Trapper.webp","credit":"Dave Dorman"}],"otherVersions":[{"id":"trapper-vgm","source":"VGM"}]},{"id":"trapper-vgm","name":"Trapper","source":"VGM","page":194,"srd":false,"image":"bestiary/VGM/Trapper.webp","token":"bestiary/tokens/VGM/Trapper.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"85 (10d10 + 30)","speed":"10 ft., climb 10 ft.","str":17,"dex":10,"con":17,"int":2,"wis":13,"cha":4,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a {@dc 20} Intelligence ({@skill Investigation}) or Intelligence ({@skill Nature}) check can discern its presence."]},{"name":"Spider Climb","entries":["The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Smother","entries":["One Large or smaller creature within 5 feet of the trapper must succeed on a {@dc 14} Dexterity saving throw or be {@condition grappled} (escape {@dc 14}). Until the grapple ends, the target takes 17 ({@damage 4d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) acid damage at the start of each of its turns. While {@condition grappled} in this way, the target is {@condition restrained}, {@condition blinded}, and at risk of suffocating. The trapper can smother only one creature at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it.",{"type":"quote","entries":["Trappers know when prey draws near, so explore ruins and dungeons with equal wariness. For dumb beasts, they know very well what treasure is, what treasure chests are, and how these lure the likes of us."],"by":"Volo"},{"name":"Versatile Camouflage","entries":["A trapper can alter the color and texture of its outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it can change its color to match and then conceal itself under a thin layer of vegetation or actual snow."],"type":"entries"},{"name":"Stationary Hunters","entries":["A trapper needs to eat about a halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and begin creeping along, abandoning its old territory in search of better hunting."],"type":"entries"},{"name":"Beware of Leftovers","entries":["When its prey is dead, a trapper dissolves and absorbs the fleshy parts, leaving a scattering of bones, metal, treasure, and other indigestible bits in the place where the creature had been. A trapper that lurks on the floor of its hunting grounds can cover these remains with own body, making them look like irregularities in the surface. The creature might also attach itself to a wall or a ceiling close to a recent kill, effectively using the remnants as bait: a creature that stops to investigate the bones for valuables stands a good chance of becoming the trapper's next meal."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Trapper.webp","credit":"Dave Dorman"}],"hidden":true,"otherVersions":[{"id":"trapper","source":"MPMM"}]},{"id":"traxigor","name":"Traxigor","source":"BGDIA","page":50,"srd":false,"image":"bestiary/tokens/BGDIA/Traxigor.webp","token":"bestiary/tokens/BGDIA/Traxigor.webp","size":"Tiny","creatureType":"Beast","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":3,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Draconic, Dwarvish, Gnomish, Halfling, Troglodyte","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Traxigor has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Traxigor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell plane shift}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Traxigor casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"treant","name":"Treant","source":"XMM","page":308,"srd":true,"image":"bestiary/XMM/Treant.webp","token":"bestiary/tokens/XMM/Treant.webp","size":"Huge","creatureType":"Plant","alignment":"Chaotic Good","ac":"16","initiative":"+3 (13)","hp":"138 (12d12 + 60)","speed":"30 ft.","str":23,"dex":8,"con":21,"int":12,"wis":16,"cha":12,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"Siege Monster","entries":["The treant deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The treant makes two Slam attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}16 ({@damage 3d6 + 6}) Bludgeoning damage."]},{"name":"Hail of Bark","entries":["{@atkr r} {@hit 10}, range 180 ft. {@h}28 ({@damage 4d10 + 6}) Piercing damage."]},{"name":"Animate Trees (1/Day)","entries":["The treant magically animates up to two trees it can see within 60 feet of itself. Each tree uses the Treant stat block, except it has Intelligence and Charisma scores of 1, it can't speak, and it lacks this action. The tree takes its turn immediately after the treant on the same {@variantrule Initiative|XPHB} count, and it obeys the treant. A tree remains animate for 1 day or until it dies, the treant dies, or it is more than 120 feet from the treant. The tree then takes root if possible."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Treant","entries":["{@i Wise and Mighty Animate Tree}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Ancient inhabitants of the forest, treants are gigantic, animate trees with wizened faces. Most have lived for centuries and know secrets of the natural world. They avoid becoming embroiled in the conflicts of shorter-lived creatures, but they're protective of their forest homes. If roused to anger, treants can animate trees to aid them.","Treants defend and are shaped by secrets of the forest. Roll on or choose a result from the Treant Secrets table to inspire what mysteries a treant protects.",{"type":"table","caption":"Treant Secrets","colLabels":["1d6","The Treant Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blessed by a god and grows magic fruit."],["2","Growing atop the entrance to a dungeon or portal to the Feywild."],["3","Home to a community of pixies or sprites."],["4","The last lore keeper of lost druidic knowledge."],["5","Rooted on a hero's burial mound and animates trees that look like questing knights."],["6","Scarred by a fire and holds the bones of the arsonist who started it in a hollow."]]}]}],"gallery":[{"path":"bestiary/XMM/Treant.webp","title":"A treant evicts adventurers from a city it has reclaimed for nature","credit":"Robson Michel"}],"otherVersions":[{"id":"treant-mm","source":"MM"}]},{"id":"treant-mm","name":"Treant","source":"MM","page":289,"srd":false,"image":"bestiary/MM/Treant.webp","token":"bestiary/tokens/MM/Treant.webp","size":"Huge","creatureType":"Plant","alignment":"Chaotic Good","ac":"16","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"30 ft.","str":23,"dex":8,"con":21,"int":12,"wis":16,"cha":12,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the treant remains motionless, it is indistinguishable from a normal tree."]},{"name":"Siege Monster","entries":["The treant deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The treant makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]},{"name":"Animate Trees (1/Day)","entries":["The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {@creature treant}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats.",{"name":"The Sleeping Tree Awakens","type":"entries","entries":["A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature's magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home."]},{"name":"Legendary Guardians","type":"entries","entries":["After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances."]},{"name":"Protectors of the Wild","type":"entries","entries":["Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby.","Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant's wrath."]}]}]}],"gallery":[{"path":"bestiary/MM/Treant.webp","credit":"Dave Dorman"}],"hidden":true,"otherVersions":[{"id":"treant","source":"XMM"}]},{"id":"treant-sapling","name":"Treant Sapling","source":"WBtW","page":36,"srd":false,"image":"bestiary/WBtW/Treant Sapling.webp","token":"bestiary/tokens/WBtW/Treant Sapling.webp","size":"Large","creatureType":"Plant","alignment":"Chaotic Good","ac":"14","initiative":"-1 (9)","hp":"45 (6d10 + 12)","speed":"30 ft.","str":17,"dex":8,"con":15,"int":12,"wis":12,"cha":10,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Druidic, Elvish, Sylvan","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the treant move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the treant is animate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The treant makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}14 ({@damage 2d10 + 3}) bludgeoning damage."]},{"name":"Animate Trees (1/Day)","entries":["The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as an awakened tree (see the Monster Manual), except they can't speak. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies, until the treant dies or is more than 120 feet from the tree, or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WBtW/Treant Sapling.webp","credit":"Katerina Ladon"}]},{"id":"treant-totem-elemental","name":"Treant Totem Elemental","source":"PSX","page":38,"srd":false,"image":"bestiary/tokens/PSX/Treant Totem Elemental.webp","token":"bestiary/tokens/PSX/Treant Totem Elemental.webp","size":"Huge","creatureType":"Plant","alignment":"Chaotic Good","ac":"16","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"30 ft.","str":23,"dex":8,"con":21,"int":12,"wis":16,"cha":12,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the treant totem remains motionless, it is indistinguishable from a normal tree."]},{"name":"Siege Monster","entries":["The treant totem deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The treant totem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]},{"name":"Animate Trees (1/Day)","entries":["The treant totem magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {@creature treant}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.","River Heralds also make use of elementals formed of air, water, or vegetation. In ancient times when folk of the River Heralds and the Sun Empire worked together, they harnessed fire elementals into guardians that still keep watch over certain forgotten ruins.","Any of the various elemental and plant creatures in the {@book Monster Manual|MM} can represent the elementals of Ixalan. The River Heralds' totem elementals are similar to the basic {@creature air elemental|MM|air}, {@creature earth elemental|MM|earth}, and {@creature water elemental|MM|water elementals}, or to {@creature treant|MM|treants}, blights, {@creature shambling mound|MM|shambling mounds}, or {@creature awakened tree|MM|awakened trees} and {@creature awakened shrub|MM|awakened shrubs}. Fire guardians are similar to {@creature fire elemental|MM|fire elementals}."]},{"id":"tree-blight","name":"Tree Blight","source":"XMM","page":44,"srd":false,"image":"bestiary/XMM/Vine, Needle, and Tree Blights.webp","token":"bestiary/tokens/XMM/Tree Blight.webp","size":"Huge","creatureType":"Plant","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"115 (10d12 + 50)","speed":"30 ft.","str":23,"dex":10,"con":20,"int":6,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"deafened","senses":"Blindsight 60 ft., Passive Perception 10","languages":"understands Common and Druidic but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blight makes two Branch attacks and uses Grasping Root."]},{"name":"Branch","entries":["{@atkr m} {@hit 9}, reach 15 ft. {@h}16 ({@damage 3d6 + 6}) Bludgeoning damage."]},{"name":"Grasping Root","entries":["{@actSave str} {@dc 17}, one Large or smaller creature the blight can see within 15 feet. {@actSaveFail} The target is pulled up to 10 feet straight toward the blight and has the {@condition Grappled|XPHB} condition (escape {@dc 16}) from one of six roots. Until the grapple ends, the target takes 13 ({@damage 2d6 + 6}) Bludgeoning damage at the start of each of its turns."]}],"bonusActions":[{"name":"Gnash","entries":["{@actSave dex} {@dc 17}, one creature {@condition Grappled|XPHB} by the blight. {@actSaveFail} 19 ({@damage 3d8 + 6}) Piercing damage. {@actSaveSuccess} Half damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Tree blights look like ancient, dead trees with gnarled limbs and splintered hollows. Imbued with bloodlust, these blights feed on the living. Evidence of their past meals is often tangled amid their branches and roots. Tree blights cooperate with other blights, but they attack other tree-shaped beings they encounter, such as awakened trees and treants."]},{"type":"section","name":"Blights","entries":["{@i Plants Sprouted from Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Blights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power."],"by":"Belak the Outcast, Druid of the Twilight Grove"}]}]}],"gallery":[{"path":"bestiary/XMM/Vine, Needle, and Tree Blights.webp"}],"otherVersions":[{"id":"tree-blight-cos","source":"CoS"}]},{"id":"tree-blight-cos","name":"Tree Blight","source":"CoS","page":230,"srd":false,"image":"bestiary/CoS/Tree Blight.webp","token":"bestiary/tokens/CoS/Tree Blight.webp","size":"Huge","creatureType":"Plant","alignment":"Neutral Evil","ac":"15","initiative":"+0 (10)","hp":"92 (8d12 + 40)","speed":"30 ft.","str":23,"dex":10,"con":20,"int":6,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"understands Common and Druidic but doesn't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the blight remains motionless, it is indistinguishable from a dead tree."]},{"name":"Siege Monster","entries":["The blight deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The blight makes one Branch attack and one Grasping Root attack."]},{"name":"Branch","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]},{"name":"Grasping Root","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one creature not {@condition grappled} by the blight. {@h}The target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target takes 9 ({@damage 1d6 + 6}) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight, but ends the grapple."]}],"bonusActions":[{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature {@condition grappled} by the blight. {@h}19 ({@damage 3d8 + 6}) piercing damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Blights (as described in the Monster Manual) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn't catch fire easily.",{"name":"Vicious Carnivore","type":"entries","entries":["A tree blight feeds on warm-blooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, tooth-filled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm."]},{"name":"Blight Animosity","type":"entries","entries":["A tree blight will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual."]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Tree Blight.webp"}],"hidden":true,"otherVersions":[{"id":"tree-blight","source":"XMM"}]},{"id":"treefolk","name":"Treefolk","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Treefolk.webp","token":"bestiary/tokens/MCV4EC/Treefolk.webp","size":"Large","creatureType":"Plant (Druid)","alignment":"Any Alignment","ac":"17","initiative":"+1 (11)","hp":"171 (18d10 + 72)","speed":"30 ft.","str":23,"dex":12,"con":18,"int":10,"wis":20,"cha":11,"saves":"Con +8, Int +4, Wis +9","skills":"Insight +9, Nature +8, Perception +9","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 19","languages":"Common, Druidic, Sylvan","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The treefolk has advantage on Dexterity ({@skill Stealth}) checks it makes in forest terrain."]},{"name":"Tree Stride","entries":["Once on each of its turns, the treefolk can use 10 feet of its movement to step magically into one living tree within 5 feet of itself and emerge from a second living tree within 60 feet of itself that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least as large as the treefolk."]}],"spellcasting":[{"name":"Spellcasting","entries":["The treefolk casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect poison and disease}, {@spell druidcraft}","1/day: {@spell commune with nature} (as an action)","2/day each: {@spell enlarge/reduce}, {@spell speak with plants}"]}],"actions":[{"name":"Multiattack","entries":["The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each."]},{"name":"Crushing Vine","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}25 ({@damage 3d12 + 6}) bludgeoning damage. If the target is a creature, it has the {@condition grappled} condition (escape {@dc 18}). While {@condition grappled}, the creature also has the {@condition restrained} condition. The treefolk can grapple up to six creatures this way."]},{"name":"Nightshade Bolt","entries":["{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}33 ({@damage 6d10}) poison damage."]}],"bonusActions":[{"name":"Oaken Boon","entries":["The treefolk blesses one creature other than itself that it can see within 60 feet of itself with the might and wisdom of the forest. While blessed in this way, a creature can use the treefolk's Tree Stride trait and gains 5 ({@dice 2d4}) temporary hit points at the start of each of its turns. This blessing lasts for 1 minute, until the treefolk has the {@condition incapacitated} condition, or until the treefolk uses this bonus action again."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The wise and ancient treefolk thrive in the depths of Eldraine's forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers who wander under their branches.",{"type":"quote","entries":["Right now, you are a feeble stick, but I will help you grow some rings."],"by":"Borogrove, Tuinvale treefolk"}]}],"gallery":[{"path":"bestiary/MCV4EC/Treefolk.webp","credit":"Raoul Vitale"}]},{"id":"trench-giant","name":"Trench Giant","source":"PSZ","page":30,"srd":false,"image":"bestiary/PSZ/Turntimber Giant.webp","token":"bestiary/tokens/PSZ/Trench Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"14","initiative":"+0 (10)","hp":"149 (13d12 + 65)","speed":"30 ft.","str":23,"dex":10,"con":20,"int":9,"wis":14,"cha":6,"saves":"","skills":"Perception +8, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"Giant, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Evil Eye","entries":["The giant magically forces a creature it can see within 60 feet of it to make a {@dc 14} Charisma saving throw. The creature takes 27 ({@damage 6d8}) psychic damage on a failed save, or half as much damage on a successful one."]},{"name":"Curse of the Evil Eye (Recharges after a Short or Long Rest)","entries":["With a stare, the giant uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.","The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Zendikar's giants are enormous humanoids that live in tight-knit tribes as far as possible from the settlements of other races. Compared to ogres and minotaurs, they are civilized and intelligent, though they are wilder than the smaller humanoid races.","Three major groupings of giants inhabit three of Zendikar's continents. In the mountains of Akoum, the giants of the Boulderfoot tribe have a well-earned reputation for trampling their enemies underfoot (hence their name). In the Skyfang Mountains of Murasa, the giants of the Shatterskull tribe are rough brigands who often extort \"tolls\" from travelers trying to navigate the treacherous pass that shares the tribe's name. The Boulderfoot and Shatterskull giants are {@creature stone giant|MM|stone giants} in D&D terms.","In Ondu, the giants of the Turntimber tribe live in the forest of the same name. They hunt baloths and other large game, living in close harmony with the woodland. Their druids are the only giants of Zendikar that are inclined toward magic. Some legends hold that the Turntimber giants are unrelated to the other giant tribes, but were originally druids who became giants only after years of living among the twisted trees. Elsewhere on Ondu, in the Makindi Trenches, a handful of deformed giants called trench giants scale the canyon walls looking for prey. They are solitary and do not think of themselves as members of a tribe. In fact, they are outcasts of the Turntimber tribe, banished because the mana of the forest warped their bodies and their hearts. The giants of the Turntimber tribe are similar to {@creature cloud giant|MM|cloud giants}, and the trench giants can be considered {@creature fomorian|MM|fomorians}."],"gallery":[{"path":"bestiary/PSZ/Turntimber Giant.webp","title":"Ondu Giant","credit":"Igor Kieryluk"}]},{"id":"trenzia","name":"Trenzia","source":"WDMM","page":32,"srd":false,"image":"bestiary/tokens/WDMM/Trenzia.webp","token":"bestiary/tokens/WDMM/Trenzia.webp","size":"Tiny","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"40 (9d4 + 18)","speed":"0 ft., fly 40 ft. (hover)","str":1,"dex":17,"con":14,"int":16,"wis":10,"cha":11,"saves":"","skills":"Arcana +5, Perception +2","vulnerabilities":"","resistances":"fire; necrotic; piercing","immunities":"lightning; cold; poison","conditionImmunities":"charmed; frightened; paralyzed; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Illumination","entries":["Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action."]},{"name":"Magic Resistance","entries":["Trenzia has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["If Trenzia is destroyed, it regains all its hit points in 1 hour unless {@item Holy Water (Flask)|PHB|holy water} is sprinkled on its remains or a {@spell dispel magic} or {@spell remove curse} spell is cast on them."]}],"spellcasting":[{"name":"Spellcasting","entries":["Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She requires no somatic or material components to cast its spells. Trenzia has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}","Level 1 (3 slots): {@spell magic missile}, {@spell shield}","Level 2 (2 slots): {@spell blur}, {@spell flaming sphere}","Level 3 (1 slots): {@spell lightning bolt}"]}],"actions":[{"name":"Multiattack","entries":["Trenzia uses Lightning Ray twice."]},{"name":"Fire Ray","entries":["{@atk rs} {@hit 5} to hit, range 30 ft., one target. {@h}10 ({@damage 3d6}) lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Blazing green flames and mad, echoing laughter surround an undead flameskull. This disembodied skull blasts foes with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory."]}]}]}]},{"id":"trepsin","name":"Trepsin","source":"HotDQ","page":63,"srd":false,"image":"bestiary/HotDQ/Four-Armed Troll.webp","token":"bestiary/tokens/HotDQ/Trepsin.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Giant","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll attacks five times, once with its bite and four times with its claws. If two or more claws hit the same target, the troll rends the target, dealing an extra {@damage 2d6} slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit +7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit +7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Sometimes when a troll loses a limb, it regenerates two limbs to replace the one it lost. This can result in trolls with multiple arms. A four-armed troll uses the troll stat block, except that it is a Challenge Rating 6 monster (2,300 XP) and has alternate action options to suit."]}]}]}],"gallery":[{"path":"bestiary/HotDQ/Four-Armed Troll.webp"}]},{"id":"tressym","name":"Tressym","source":"BGDIA","page":241,"srd":false,"image":"bestiary/BGDIA/Tressym.webp","token":"bestiary/tokens/BGDIA/Tressym.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"5 (2d4)","speed":"40 ft., climb 30 ft., fly 40 ft.","str":3,"dex":15,"con":10,"int":11,"wis":12,"cha":12,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 15","languages":"understands Common but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Detect Invisibility","entries":["Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight."]},{"name":"Keen Smell","entries":["The tressym has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Poison Sense","entries":["The tressym can detect whether a substance is poisonous by taste, touch, or smell."]},{"name":"Familiar","entries":["With the DM's permission, a person who casts the {@spell find familiar} spell can choose to conjure a tressym instead of a normal cat."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/BGDIA/Tressym.webp","title":"Slobberchops the Tressym"}],"otherVersions":[{"id":"tressym-skt","source":"SKT"}]},{"id":"tressym-skt","name":"Tressym","source":"SKT","page":242,"srd":false,"image":"bestiary/SKT/Tressym.webp","token":"bestiary/tokens/SKT/Tressym.webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"5 (2d4)","speed":"40 ft., climb 30 ft., fly 40 ft.","str":3,"dex":15,"con":10,"int":11,"wis":12,"cha":12,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 15","languages":"understands Common but can't speak","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Detect Invisibility","entries":["Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight."]},{"name":"Keen Smell","entries":["The tressym has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Poison Sense","entries":["The tressym can detect whether a substance is poisonous by taste, touch, or smell."]},{"name":"Familiar","entries":["With the DM's permission, a person who casts the {@spell find familiar} spell can choose to conjure a tressym instead of a normal cat."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet.","Thought to be the results of wizardly experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs.","Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats do, but with the added advantage of flight. Tressym don't, however, attack nestlings or despoil eggs.","Tressym mate with others of their kind, but they don't mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats.","Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a {@item wand of lightning bolts} remembers the danger of \"sticks of wood held by humans\" for the rest of its life. A lucky, healthy tressym can live to be 20 years old.","With the DM's permission, a person who casts the {@spell find familiar} spell can choose to conjure a tressym instead of a normal cat."]}]}],"gallery":[{"path":"bestiary/SKT/Tressym.webp"}],"hidden":true,"otherVersions":[{"id":"tressym","source":"BGDIA"}]},{"id":"tri-flower-frond","name":"Tri-flower Frond","source":"ToA","page":234,"srd":false,"image":"bestiary/ToA/Tri-flower Frond.webp","token":"bestiary/tokens/ToA/Tri-flower Frond.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"10","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"5 ft.","str":14,"dex":15,"con":12,"int":9,"wis":13,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; exhaustion; prone","senses":"blindsight 30 ft., Passive Perception 10","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom."]},{"name":"Orange Blossom","entries":["The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a {@dc 11} Constitution saving throw or be {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, the target is {@condition unconscious}. At the end of each minute, the {@condition poisoned} target can repeat the saving throw, ending the effect on itself on a success."]},{"name":"Yellow Blossom","entries":["The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a {@dc 11} Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used."]},{"name":"Red Blossom","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one creature. {@h}2 ({@damage 1d4}) piercing damage, and the target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target takes 5 ({@damage 2d4}) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["When fully grown, a tri-flower frond stands 6 to 7 feet tall. It has three bright, trumpet-shaped flowers, each as large as a human head and each one a different color: intense red, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way."]}]}]}],"gallery":[{"path":"bestiary/ToA/Tri-flower Frond.webp"}]},{"id":"tribal-warrior","name":"Tribal Warrior","source":"MM","page":350,"srd":false,"image":"bestiary/tokens/MM/Tribal Warrior.webp","token":"bestiary/tokens/MM/Tribal Warrior.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":11,"con":12,"int":8,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Pack Tactics","entries":["The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods."]}]}]},{"id":"tribal-warrior-spore-servant","name":"Tribal Warrior Spore Servant","source":"IDRotF","page":52,"srd":false,"image":"bestiary/tokens/IDRotF/Tribal Warrior Spore Servant.webp","token":"bestiary/tokens/IDRotF/Tribal Warrior Spore Servant.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"20 ft.","str":13,"dex":11,"con":12,"int":2,"wis":6,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; frightened; paralyzed","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"triceratops","name":"Triceratops","source":"XMM","page":372,"srd":true,"image":"bestiary/XMM/Triceratops.webp","token":"bestiary/tokens/XMM/Triceratops.webp","size":"Huge","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"114 (12d12 + 36)","speed":"50 ft.","str":22,"dex":9,"con":17,"int":2,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The triceratops makes two Gore attacks."]},{"name":"Gore","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}19 ({@damage 2d12 + 6}) Piercing damage. If the target is Huge or smaller and the triceratops moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 ({@damage 2d8}) Piercing damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Triceratops.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"triceratops-mm","source":"MM"}]},{"id":"triceratops-mm","name":"Triceratops","source":"MM","page":80,"srd":false,"image":"bestiary/MM/Dinosaurs.webp","token":"bestiary/tokens/MM/Triceratops.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"95 (10d12 + 30)","speed":"50 ft.","str":22,"dex":9,"con":17,"int":2,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the triceratops can make one stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}24 ({@damage 4d8 + 6}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death.",{"type":"entries","name":"Dinosaurs","entries":["Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.","Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens."]}]}]}],"gallery":[{"path":"bestiary/MM/Dinosaurs.webp"}],"hidden":true,"otherVersions":[{"id":"triceratops","source":"XMM"}]},{"id":"tridrone","name":"Tridrone","source":"MM","page":225,"srd":false,"image":"bestiary/MM/Tridrone.webp","token":"bestiary/tokens/MM/Tridrone.webp","size":"Medium","creatureType":"Construct","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":12,"dex":13,"con":12,"int":9,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 10","languages":"Modron","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["The tridrone can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Disintegration","entries":["If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tridrone makes three fist attacks or three javelin attacks."]},{"name":"Fist","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Tridrones are shaped like inverted pyramids. They lead lesser modrons in battle.",{"type":"section","name":"Modrons","entries":["Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Absolute Law and Order","entries":["Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no \"I,\" but only \"we\" or \"us.\"",{"type":"inset","name":"Variant: Rogue Modrons","entries":["A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.","A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank."]}],"type":"entries"},{"name":"Absolute Hierarchy","entries":["Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand."],"type":"entries"},{"name":"Cogs of the Great Machine","entries":["If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result."],"type":"entries"},{"name":"The Great Modron March","entries":["When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Every 289 years, the entire multiverse goes mad. Like clockwork."],"by":"Kwint Stormbellow, rock gnome adventurer"}]}]}],"gallery":[{"path":"bestiary/MM/Tridrone.webp"}]},{"id":"trilobite","name":"Trilobite","source":"PSX","page":40,"srd":false,"image":"bestiary/PSX/Trilobite.webp","token":"bestiary/tokens/PSX/Trilobite.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+0 (10)","hp":"2 (1d4)","speed":"20 ft., swim 20 ft.","str":2,"dex":11,"con":10,"int":1,"wis":8,"cha":2,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 9","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The trilobite can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["On the beaches and banks of the rivers and seas, crabs scuttle across the sand and birds wade in the shallow water. Trilobites are among the most common shore-dwellers, including predatory varieties as well as scavengers and filter-feeders consuming scraps they find in the sand."],"gallery":[{"path":"bestiary/PSX/Trilobite.webp","title":"Shore Keeper","credit":"YW Tang"}]},{"id":"trilobite-giant","name":"Trilobite (Giant)","source":"PSX","page":40,"srd":false,"image":"bestiary/PSX/Trilobite.webp","token":"bestiary/tokens/PSX/Trilobite (Giant).webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+2 (12)","hp":"13 (3d8)","speed":"30 ft., swim 30 ft.","str":13,"dex":15,"con":11,"int":1,"wis":9,"cha":3,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., Passive Perception 9","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The trilobite can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 11}). The trilobite has two claws, each of which can grapple only one target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["On the beaches and banks of the rivers and seas, crabs scuttle across the sand and birds wade in the shallow water. Trilobites are among the most common shore-dwellers, including predatory varieties as well as scavengers and filter-feeders consuming scraps they find in the sand."],"gallery":[{"path":"bestiary/PSX/Trilobite.webp","title":"Shore Keeper","credit":"YW Tang"}]},{"id":"triton-master-of-waves","name":"Triton Master of Waves","source":"MOT","page":245,"srd":false,"image":"bestiary/MOT/Triton Master of Waves.webp","token":"bestiary/tokens/MOT/Triton Master of Waves.webp","size":"Medium","creatureType":"Humanoid (Triton)","alignment":"Neutral","ac":"15","initiative":"+0 (10)","hp":"105 (14d8 + 42)","speed":"30 ft., swim 30 ft.","str":16,"dex":11,"con":16,"int":10,"wis":12,"cha":19,"saves":"Dex +3, Int +3, Cha +7","skills":"Athletics +6, Nature +6, Survival +4","vulnerabilities":"","resistances":"cold; fire","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Primordial","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The triton can breathe air and water."]},{"name":"Summon Water Weird (Recharges after a Short or Long Rest)","entries":["As a bonus action, the triton magically summons {@dice 1d4} {@creature water weird||water weirds}. The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds act immediately after the triton on the same initiative count and fight until they're destroyed. They disappear if the triton dies."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The triton's spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell ray of frost} (see \"Actions\" below)","2/day: {@spell cone of cold}","1/day each: {@spell fog cloud}, {@spell gust of wind}, {@spell wind wall}"]}],"actions":[{"name":"Multiattack","entries":["The triton makes two attacks using Wave Touch and casts {@spell ray of frost}."]},{"name":"Wave Touch","entries":["{@atk ms} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d10}) cold damage."]},{"name":"Ray of Frost (Cantrip)","entries":["{@atk rs} {@hit 7} to hit, range 60 ft., one creature. {@h}13 ({@damage 3d8}) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn."]}],"bonusActions":[],"reactions":[{"name":"Frigid Shield","entries":["When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 ({@damage 2d8}) cold damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their ally, using it to defend their people or enact Thassa's wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean's depths.","Although many masters of waves resent land-dwellers and strike out at those who trespass upon their waters, most are devoted followers of the sea god. Those who share their faith or who bear earnest offerings to Thassa might defuse the tritons' ire—that is, if they survive the deadly winds and waves that typically herald these sea guardians' appearance.","Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore."]}],"gallery":[{"path":"bestiary/MOT/Triton Master of Waves.webp","credit":"Karl Kopinski"}]},{"id":"triton-shorestalker","name":"Triton Shorestalker","source":"MOT","page":244,"srd":false,"image":"bestiary/MOT/Triton Shorestalker.webp","token":"bestiary/tokens/MOT/Triton Shorestalker.webp","size":"Medium","creatureType":"Humanoid (Triton)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"32 (5d8 + 10)","speed":"30 ft., swim 30 ft.","str":11,"dex":16,"con":14,"int":10,"wis":15,"cha":11,"saves":"","skills":"Nature +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Primordial","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The triton can breathe air and water."]},{"name":"Nimble Escape","entries":["The triton can take the {@action Disengage} or {@action Hide} actions as a bonus action on each of its turns."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The triton's spellcasting ability is Wisdom (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","1/day each: {@spell fog cloud}, {@spell gust of wind}"]}],"actions":[{"name":"Multiattack","entries":["The triton makes two urchin-spine shortsword attacks."]},{"name":"Urchin-Spine Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage. If the damage reduces a creature to 0 hit points, that creature is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} in this way."]},{"name":"Poisoned Spine","entries":["{@atk rw} {@hit 5} to hit, range 30/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Some insults don't wash away with the tides. When surface dwellers threaten the safety of triton communities, impede upon Thassa's holiest depths, or steal the treasures of the deep, triton shorestalkers seek vengeance. Using speed and poison harvested from deadly sea beasts, these triton assassins slip into shallow waters and strike when least expected. Often, surface dwellers don't even realize they've been attacked by shorestalkers, chalking disappearances and deaths up to the innumerable dangers of the sea.","Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore."]}],"gallery":[{"path":"bestiary/MOT/Triton Shorestalker.webp","credit":"Svetlin Velinov"}]},{"id":"trobriand","name":"Trobriand","source":"WDMM","page":294,"srd":false,"image":"bestiary/WDMM/Trobriand.webp","token":"bestiary/tokens/WDMM/Trobriand.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"20","initiative":"-1 (9)","hp":"210 (20d10 + 100)","speed":"30 ft.","str":24,"dex":9,"con":20,"int":20,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Fire Absorption","entries":["Whenever Trobriand is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt."]},{"name":"Immutable Form","entries":["Trobriand is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["Trobriand has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Trobriand's weapon attacks are magical."]}],"spellcasting":[{"name":"Spellcasting","entries":["Trobriand is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell blur}, {@spell detect thoughts}, {@spell misty step}, {@spell shatter}","Level 3 (3 slots): {@spell counterspell}, {@spell dispel magic}, {@spell fireball}, {@spell haste}","Level 4 (3 slots): {@spell blight}, {@spell greater invisibility}","Level 5 (3 slots): {@spell animate objects}, {@spell Bigby's hand}, {@spell scrying}","Level 6 (1 slots): {@spell chain lightning}, {@spell globe of invulnerability}","Level 7 (1 slots): {@spell finger of death}, {@spell forcecage}","Level 8 (1 slots): {@spell incendiary cloud}, {@spell power word stun}","Level 9 (1 slots): {@spell power word kill}"]}],"actions":[{"name":"Multiattack","entries":["Trobriand makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]},{"name":"Sword","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) slashing damage."]},{"name":"Poison Breath {@recharge 5}","entries":["Trobriand exhales poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Trobriand.webp","credit":"Scott Murphy"}]},{"id":"troglodyte","name":"Troglodyte","source":"XMM","page":309,"srd":false,"image":"bestiary/XMM/Troglodyte.webp","token":"bestiary/tokens/XMM/Troglodyte.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft., climb 30 ft.","str":14,"dex":10,"con":14,"int":6,"wis":10,"cha":6,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Troglodyte","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"Armaments","traits":[{"name":"Stench","entries":["{@actSave con} {@dc 12}, any creature (other than a troglodyte) that starts its turn in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the troglodyte. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the start of its next turn. {@actSaveSuccess} The target is immune to the Stench of all troglodytes for 1 hour."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the troglodyte has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Troglodyte","entries":["{@i Reeking Subterranean Hunter}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"With features similar to those of pale cave lizards, troglodytes stalk the Underdark in an endless hunt for food. Troglodytes consume almost anything, including bones, giant insects, and other subterranean dwellers. They prey on subterranean communities and those near entrances to the Underdark, stealing livestock and kidnapping residents.","Troglodytes prefer to ambush prey and can change their scale color to blend in with their surroundings. They often climb along cavern walls or emerge from deep fissures to take their prey by surprise. Despite their stealthiness, these stalkers exude a distinctly repulsive stench. Descriptions of what troglodytes smell like span a spectrum as complex as it is vile. This reek nauseates many who smell it, but it can also warn of the presence of troglodytes before they strike.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Smells fine to me."],"by":"Caarey Gelthik, Ghast"}]}]}],"gallery":[{"path":"bestiary/XMM/Troglodyte.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"troglodyte-mm","source":"MM"}]},{"id":"troglodyte-mm","name":"Troglodyte","source":"MM","page":290,"srd":false,"image":"bestiary/MM/Troglodyte.webp","token":"bestiary/tokens/MM/Troglodyte.webp","size":"Medium","creatureType":"Humanoid (Troglodyte)","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":14,"dex":10,"con":14,"int":6,"wis":10,"cha":6,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Troglodyte","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Chameleon Skin","entries":["The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Stench","entries":["Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troglodyte makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung.","Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting.",{"name":"Simpleminded Brutes","type":"entries","entries":["Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy.","Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword."]},{"name":"Devotees of Laogzed","type":"entries","entries":["Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Smells like an orc's loincloth in here!"],"by":"Last words of Arlack Hammermantle, dwarf spelunker"}]}]}],"gallery":[{"path":"bestiary/MM/Troglodyte.webp"},{"path":"bestiary/MM/Troglodyte 2.webp"}],"hidden":true,"otherVersions":[{"id":"troglodyte","source":"XMM"}]},{"id":"troglodyte-champion-of-laogzed","name":"Troglodyte Champion of Laogzed","source":"OotA","page":229,"srd":false,"image":"bestiary/tokens/OotA/Troglodyte Champion of Laogzed.webp","token":"bestiary/tokens/OotA/Troglodyte Champion of Laogzed.webp","size":"Medium","creatureType":"Humanoid (Troglodyte)","alignment":"Chaotic Evil","ac":"14","initiative":"+1 (11)","hp":"59 (7d8 + 28)","speed":"30 ft.","str":18,"dex":12,"con":18,"int":8,"wis":12,"cha":12,"saves":"","skills":"Athletics +6, Intimidation +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Troglodyte","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Chameleon Skin","entries":["The troglodyte has advantage on Dexterity ({@skill Stealth}) checks made to hide."]},{"name":"Stench","entries":["Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troglodyte makes three attacks: one with its bite and two with either its claws or its greatclub."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage."]},{"name":"Acid Spray {@recharge}","entries":["The troglodyte spits acid in a line 15 feet long and 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 10 ({@damage 3d6}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The Monster Manual provides statistics for the typical troglodyte. Once in a while, a troglodyte tribe produces an unusually smart and strong specimen that can spew acid-what many troglodytes consider blessings from Laogzed, their demonic god. These hulking troglodyte champions make excellent chieftains."]}]}]},{"id":"troll","name":"Troll","source":"XMM","page":310,"srd":true,"image":"bestiary/XMM/Troll.webp","token":"bestiary/tokens/XMM/Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"94 (9d10 + 45)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Arctic, Forest, Hill, Mountain, Swamp, Underdark","treasure":"","traits":[{"name":"Loathsome Limbs (4/Day)","entries":["If the troll ends any turn {@status Bloodied|XPHB} and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a {@creature Troll Limb|XMM}. The limb acts immediately after the troll's turn. The troll has 1 {@condition Exhaustion|XPHB} level for each missing limb, and it grows replacement limbs the next time it regains {@variantrule Hit Points|XPHB}."]},{"name":"Regeneration","entries":["The troll regains 15 {@variantrule Hit Points|XPHB} at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 {@variantrule Hit Points|XPHB} and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Slashing damage."]}],"bonusActions":[{"name":"Charge","entries":["The troll moves up to half its {@variantrule Speed|XPHB} straight toward an enemy it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Troll","entries":["{@i Loathsome, Regenerating Lurker}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Forest|bestiary|environment=forest}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Trolls creep forth to prey on smaller creatures and drag captives back to festering lairs. These misshapen brutes can regenerate from wounds and regrow severed body parts—including their heads. A troll's severed limbs continue to move and attack. Unless they're burned by flames or acid, trolls can recover from egregious wounds and seek revenge on those who felled them.","Trolls typically hunt alone, but small groups occasionally cooperate to ambush prey or raid villages. Creatures such as hags and hill giants might convince trolls to work for them in exchange for disgusting meals."]}],"gallery":[{"path":"bestiary/XMM/Troll.webp","credit":"John Tedrick"}],"otherVersions":[{"id":"troll-mm","source":"MM"}]},{"id":"troll-mm","name":"Troll","source":"MM","page":291,"srd":false,"image":"bestiary/MM/Troll.webp","token":"bestiary/tokens/MM/Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures.",{"name":"Regeneration","type":"entries","entries":["Smashing a troll's bones and slashing through its rubbery hide only makes it angry. A troll's wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll's flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey."]},{"name":"Troll Freaks","type":"entries","entries":["Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature's traits."]}]}]}],"gallery":[{"path":"bestiary/MM/Troll.webp"}],"hidden":true,"otherVersions":[{"id":"troll","source":"XMM"}]},{"id":"troll-amalgam","name":"Troll Amalgam","source":"BGG","page":186,"srd":false,"image":"bestiary/BGG/Troll Amalgam.webp","token":"bestiary/tokens/BGG/Troll Amalgam.webp","size":"Gargantuan","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"217 (14d20 + 70)","speed":"60 ft., climb 60 ft.","str":25,"dex":14,"con":21,"int":9,"wis":16,"cha":5,"saves":"Con +11, Wis +9","skills":"Perception +9","vulnerabilities":"","resistances":"poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 19","languages":"Giant, Undercommon","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the amalgam fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The amalgam has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The amalgam regains 15 hit points at the start of its turn. If the amalgam takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The amalgam dies only if it takes 20 or more acid or fire damage while it has 0 hit points."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The amalgam makes three Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}25 ({@damage 4d8 + 7}) slashing damage."]}],"bonusActions":[{"name":"Fling Limb (3/Day)","entries":["{@atk rw} {@hit 13} to hit, range 60/240 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage. If the limb hits a Medium or smaller creature, that creature has the {@condition grappled} condition (escape {@dc 17}). The limb has the statistics of a troll amalgam, except for the following: it is Medium, it has 45 hit points, its speed is 30 ft., it doesn't have a challenge rating or Legendary Resistance, and the only action it can take is the Attack action, which it can use only to grapple.","Until this grapple ends, the target has the {@condition restrained} condition and takes 25 ({@damage 4d8 + 7}) slashing damage at the start of each of its turns. If the limb is not destroyed within 24 hours of being flung, roll a {@dice d12}; on a roll of 12, the limb regenerates into a troll (see the Monster Manual). Otherwise, the limb withers away."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A troll amalgam forms when multiple trolls fuse together during regeneration. This sometimes occurs when many trolls are slain in a single battle, when troll parts are thrown into charnel pits or mass graves, or through twisted rituals of wicked spellcasters. Sometimes troll worshipers of Vaprak hear a call to gather in the Underdark and perform a gruesome rite that fuses them into an amalgam that is regarded as an avatar of their fearsome god.","A troll amalgam is a misshapen mass of rubbery flesh, claws, and faces. If a creature tries to attack it from beyond its reach or to escape through a small tunnel, the troll amalgam tears off a piece of its own body and hurls it at the creature. These body parts eventually regenerate into full trolls, and sometimes they regather and combine into a new troll amalgam."]}]},{"type":"section","name":"Trolls","entries":["The dwarven tale titled {@i The Saga of Gnarldan Steelshield} claims the god Vaprak the Destroyer came into being when Annam was injured and his blood spilled on the ground. The saga further claims that trolls were born similarly when Vaprak's blood was spilled. Whatever the truth of their origin, trolls embody life's steadfast determination to grow and thrive despite all obstacles.","Trolls' rapid healing makes them subject to bizarre mutations, particularly when they regenerate in unusual environments or heal from extraordinary magical wounds. Troll amalgams and troll mutates are two examples of such strangely mutated forms.",{"type":"quote","entries":["I'll just keep reminding myself that the gods delight in the variety of their creations, new wonders are revealed every day, and the multiverse is much larger than I can imagine. And that's a good thing!"],"by":"Bigby"},{"type":"quote","entries":["Excellent. But these trolls are loathsome."],"by":"Diancastra"}]}],"gallery":[{"path":"bestiary/BGG/Troll Amalgam.webp"}]},{"id":"troll-limb","name":"Troll Limb","source":"XMM","page":310,"srd":true,"image":"bestiary/XMM/Troll Limb.webp","token":"bestiary/tokens/XMM/Troll Limb.webp","size":"Small","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"14 (4d6)","speed":"20 ft.","str":18,"dex":12,"con":10,"int":1,"wis":9,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 9","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Arctic, Forest, Hill, Mountain, Swamp, Underdark","treasure":"","traits":[{"name":"Regeneration","entries":["The limb regains 5 {@variantrule Hit Points|XPHB} at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 {@variantrule Hit Points|XPHB} and doesn't regenerate."]},{"name":"Troll Spawn","entries":["The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll {@dice 1d12}. On a 12, the limb turns into a {@creature Troll|XMM}. Otherwise, the limb withers away."]}],"spellcasting":[],"actions":[{"name":"Rend","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}9 ({@damage 2d4 + 4}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Troll","entries":["{@i Loathsome, Regenerating Lurker}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Forest|bestiary|environment=forest}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Trolls creep forth to prey on smaller creatures and drag captives back to festering lairs. These misshapen brutes can regenerate from wounds and regrow severed body parts—including their heads. A troll's severed limbs continue to move and attack. Unless they're burned by flames or acid, trolls can recover from egregious wounds and seek revenge on those who felled them.","Trolls typically hunt alone, but small groups occasionally cooperate to ambush prey or raid villages. Creatures such as hags and hill giants might convince trolls to work for them in exchange for disgusting meals."]}],"gallery":[{"path":"bestiary/XMM/Troll Limb.webp"},{"path":"bestiary/XMM/Troll.webp","credit":"John Tedrick"}]},{"id":"troll-mutate","name":"Troll Mutate","source":"BGG","page":187,"srd":false,"image":"bestiary/BGG/Troll Mutate.webp","token":"bestiary/tokens/BGG/Troll Mutate.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"16","initiative":"+1 (11)","hp":"95 (10d10 + 40)","speed":"30 ft., fly 30 ft. (winged form only)","str":19,"dex":13,"con":18,"int":17,"wis":9,"cha":12,"saves":"Con +7, Int +6","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., Passive Perception 15","languages":"Giant, telepathy 60 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Mutation","entries":["When the troll mutate is created, it gains one of four possible body mutations at random: 1, Elastic Body; 2, Psionic Mirror; 3, Spell Scarred; or 4, Winged Form. This mutation determines certain traits in this stat block."]},{"name":"Amorphous (Elastic Body Only)","entries":["The mutate can move through a space as narrow as 1 inch without squeezing."]},{"name":"Magic Resistance (Spell Scarred Only)","entries":["The mutate has advantage on saving throws against spells and other magical effects."]},{"name":"Psychic Rebuke (Psionic Mirror Only)","entries":["If the mutate takes psychic damage, each creature within 20 feet of it takes that damage as well."]},{"name":"Regeneration","entries":["The mutate regains 10 hit points at the start of its turn. If the mutate takes acid or fire damage, this trait doesn't function at the start of the mutate's next turn. The mutate dies only if it starts its turn with 0 hit points and doesn't regenerate. If the mutate starts its turn with 0 hit points and regenerates, it randomly gains a mutation it doesn't already have (up to a maximum of four mutations)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mutate makes two Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft. (or 15 ft. if the mutate has the Elastic Body mutation), one target. {@h}15 ({@damage 2d10 + 4}) slashing damage plus 9 ({@damage 2d8}) force damage."]},{"name":"Psychic Burst {@recharge 5}","entries":["The mutate unleashes a wave of psychic energy. Each creature within 30 feet of the mutate must make a {@dc 14} Intelligence saving throw, taking 28 ({@damage 8d6}) psychic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["When exposed to corrupting alien energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating troll undergoes strange mutations. Among the most common mutations are wings, stretchable bodies, resistance to magic, and a strange reflective psychic property. Many troll mutates also have small additional limbs and eyes, externalized organs, and other variations."]}]},{"type":"section","name":"Trolls","entries":["The dwarven tale titled {@i The Saga of Gnarldan Steelshield} claims the god Vaprak the Destroyer came into being when Annam was injured and his blood spilled on the ground. The saga further claims that trolls were born similarly when Vaprak's blood was spilled. Whatever the truth of their origin, trolls embody life's steadfast determination to grow and thrive despite all obstacles.","Trolls' rapid healing makes them subject to bizarre mutations, particularly when they regenerate in unusual environments or heal from extraordinary magical wounds. Troll amalgams and troll mutates are two examples of such strangely mutated forms.",{"type":"quote","entries":["I'll just keep reminding myself that the gods delight in the variety of their creations, new wonders are revealed every day, and the multiverse is much larger than I can imagine. And that's a good thing!"],"by":"Bigby"},{"type":"quote","entries":["Excellent. But these trolls are loathsome."],"by":"Diancastra"}]}],"gallery":[{"path":"bestiary/BGG/Troll Mutate.webp"}]},{"id":"tromokratis","name":"Tromokratis","source":"MOT","page":254,"srd":false,"image":"bestiary/MOT/Tromokratis.webp","token":"bestiary/tokens/MOT/Tromokratis.webp","size":"Gargantuan","creatureType":"Monstrosity (Titan)","alignment":"Any Alignment","ac":"22","initiative":"+0 (10)","hp":"409 (21d20 + 189)","speed":"30 ft., swim 80 ft.","str":30,"dex":11,"con":29,"int":22,"wis":11,"cha":10,"saves":"Int +14, Wis +8","skills":"","vulnerabilities":"","resistances":"cold; lightning; thunder","immunities":"fire; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; frightened; paralyzed; restrained","senses":"blindsight 120 ft., Passive Perception 10","languages":"","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Tromokratis can breathe air and water."]},{"name":"Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest)","entries":["When Tromokratis is reduced to 0 hit points, it doesn't die or fall {@condition unconscious}. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the carapace heals, any destroyed hearts regenerate, and the hearts are covered again. Tromokratis dies when all the hearts are destroyed."]},{"name":"Legendary Resistance (3/Day)","entries":["If Tromokratis fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Weapons","entries":["Tromokratis's weapon attacks are magical."]},{"name":"Siege Monster","entries":["Tromokratis deals double damage to objects and structures."]},{"name":"Spell-Resistant Carapace","entries":["Tromokratis has advantage on saving throws against spells, and any creature that makes a spell attack against Tromokratis has disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Tromokratis makes three attacks: one with its pincer, one with its tail, and one with its tentacle grasp."]},{"name":"Pincer","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 26}). Until the grapple ends, the target is {@condition restrained}, and Tromokratis can't use this attack on anyone else."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}23 ({@damage 3d8 + 10}) bludgeoning damage, and if the target is a creature, it is knocked {@condition prone}."]},{"name":"Tentacle Grasp","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one creature. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 26}). If the target doesn't escape by the end of its next turn, Tromokratis throws the target up to 60 feet in a straight line. The target lands {@condition prone} and takes 21 ({@damage 6d6}) bludgeoning damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 5 ft., one target. {@h}29 ({@damage 3d12 + 10}) piercing damage. If the target is a Large or smaller creature {@condition grappled} by Tromokratis, that creature is swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside Tromokratis, and it takes 42 ({@damage 12d6}) acid damage at the start of each of Tromokratis's turns. If Tromokratis takes 50 damage or more on a single turn from a creature inside it, Tromokratis must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of Tromokratis. If Tromokratis dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Tromokratis moves up to half its speed."]},{"name":"Tail","entries":["Tromokratis makes one tail attack."]},{"name":"Bite (Costs 3 Actions)","entries":["Tromokratis makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Most krakens roam the seas, shattering hulls and scattering fleets, but the kraken Tromokratis notoriously vents its wrath on coastal settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will. In recent memory, the massive menace rose from the waves to topple the Pyrgnos, Meletis's great repository of scholarly knowledge. Since that day, the polis keeps a watch specifically for Tromokratis."]}],"gallery":[{"path":"bestiary/MOT/Tromokratis.webp","credit":"Matt Stewart"}]},{"id":"trostani","name":"Trostani","source":"GGR","page":252,"srd":false,"image":"bestiary/GGR/Trostani.webp","token":"bestiary/tokens/GGR/Trostani.webp","size":"Large","creatureType":"Fey","alignment":"Neutral Good","ac":"17","initiative":"+2 (12)","hp":"252 (24d10 + 120)","speed":"30 ft.","str":19,"dex":14,"con":20,"int":16,"wis":30,"cha":25,"saves":"Con +11, Wis +16, Cha +13","skills":"Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; grappled","senses":"darkvision 120 ft., Passive Perception 26","languages":"Common, Druidic, Elvish, Sylvan","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Trostani fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Trostani has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Trostani's weapon attacks are magical."]},{"name":"Speak with Beasts and Plants","entries":["Trostani can communicate with beasts and plants as if they shared a language."]},{"name":"Tree Stride","entries":["Once on her turn, Trostani can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Trostani's innate spellcasting ability is Wisdom (spell save {@dc 24}). She can innately cast the following spells, requiring no material components:","At will: {@spell dispel magic}, {@spell druidcraft}","3/day each: {@spell bless}, {@spell conjure animals}, {@spell giant insect}, {@spell moonbeam}, {@spell plant growth}, {@spell spike growth}, {@spell suggestion}","1/day each: {@spell conjure fey}, {@spell mass cure wounds}"]}],"actions":[{"name":"Multiattack","entries":["Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action."]},{"name":"Constrict","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one creature. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained}. Trostani can grapple no more than three targets at a time."]},{"name":"Touch of Order","entries":["{@atk ms} {@hit 16} to hit, reach 5 ft., one creature. {@h}23 ({@damage 3d8 + 10}) radiant damage, and Trostani can choose one magic item she can see in the target's possession. Unless it's an artifact, the item's magic is suppressed until the start of Trostani's next turn."]},{"name":"Wrath of Mat'Selesnya {@recharge 5}","entries":["Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a {@dc 24} Dexterity saving throw, taking 21 ({@damage 6d6}) bludgeoning damage and 21 ({@damage 6d6}) slashing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Voice of Harmony","entries":["Trostani makes one melee attack, with advantage on the attack roll."]},{"name":"Voice of Life","entries":["Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her."]},{"name":"Voice of Order","entries":["Trostani casts {@spell dispel magic}."]},{"name":"Chorus of the Conclave (Costs 2 Actions)","entries":["Trostani casts {@spell suggestion}. This counts as one of her daily uses of the spell."]},{"name":"Awaken Grove Guardians (Costs 3 Actions)","entries":["Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for 1 minute or until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani's spoken commands, but can't speak. If she issues no commands to them, the trees do nothing but follow her and take the {@action Dodge} action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The Selesnya guildmaster is an amalgamation of three dryads in body, will, and soul. Each dryad's body extends from a central trunk, so while they possess independent minds, they share a single name-Trostani and a single life force. Usually Trostani communicates the will of the Worldsoul with one voice, but she retains three distinct personalities that embody the three parts of the Selesnyan ideal: order, life, and harmony. In the midst of increasing tensions on Ravnica, the three personalities have recently been at odds over how best to navigate the conclave through such difficult times.","Trostani spends most of her time in the towering tree of Vitu-Ghazi, the Selesnya guildhall. There she communes with Mat'Selesnya and with the dryads who lead individual Selesnya communities across Ravnica."]}]}]}],"gallery":[{"path":"bestiary/GGR/Trostani.webp","credit":"Chippy"}]},{"id":"tsucora-quori","name":"Tsucora Quori","source":"ERLW","page":307,"srd":false,"image":"bestiary/ERLW/Tsucora Quori.webp","token":"bestiary/tokens/ERLW/Tsucora Quori.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"16","initiative":"+2 (12)","hp":"68 (8d8 + 32)","speed":"40 ft.","str":17,"dex":14,"con":18,"int":14,"wis":14,"cha":16,"saves":"Wis +5, Cha +6","skills":"Insight +5, Perception +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common, Quori","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The quori's spellcasting ability is Charisma (spell save {@dc 14}). It can innately cast the following spells, requiring no components:","At will: {@spell charm person}","1/day: {@spell fear}"]}],"actions":[{"name":"Multiattack","entries":["The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack."]},{"name":"Pincer","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) bludgeoning damage. The target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 4d4 + 3}) slashing damage."]},{"name":"Stinger","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 10 ({@damage 3d6}) psychic damage, and the target must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} of the quori for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Possession {@recharge}","entries":["One humanoid that the quori can see within 5 feet of it must succeed on a {@dc 14} Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is {@condition incapacitated} and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.","The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the {@spell dispel evil and good} spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Tsucora quori are nightmarish creatures. Their headless torsos are covered with eyes and twitching limbs, including two massive arms that end in powerful pincers, and a serpentine tail tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their rivals.",{"type":"entries","name":"Relentless Schemers","entries":["Constantly jockeying for position, each tsucora hopes to be reincarnated as a more powerful servant of the Dreaming Dark. As such, their plans are as often focused on the ruination of competitors as they are on the furthering of il-Lashtavar's plans. When they aren't serving in the cities of their nightmare realm, they hunt the dreaming spirits of mortals."]},{"type":"entries","name":"Fearmongers","entries":["Their ability to manipulate the fears of mortals sees tsucoras often sent to Eberron as Inspired. Nothing keeps humanoid chattel in line like fear, and the tsucoras are the masters of manipulating the uncertainty of mobs and high-ranking officials alike. The effectiveness of tsucora Inspired keeps the members of this order in the good graces of the kalaraq quori."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":["Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter."]}]}],"gallery":[{"path":"bestiary/ERLW/Tsucora Quori.webp","credit":"Dave Allsop"}]},{"id":"tug","name":"Tug","source":"SKT","page":209,"srd":false,"image":"bestiary/tokens/SKT/Tug.webp","token":"bestiary/tokens/SKT/Tug.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"-1 (9)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":5,"wis":9,"cha":6,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"tungsten-ward","name":"Tungsten Ward","source":"JttRC","page":38,"srd":false,"image":"bestiary/JttRC/023-03-003.proclaimer-tungsten-ward.webp","token":"bestiary/tokens/JttRC/Tungsten Ward.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"10","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":14,"cha":11,"saves":"","skills":"Medicine +4, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Tungsten is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The acolyte has following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (3 slots): {@spell bless}, {@spell cure wounds}, {@spell sanctuary}"]}],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/023-03-003.proclaimer-tungsten-ward.webp","title":"Proclaimer Tungsten Ward","credit":"Jabari Weathers"}]},{"id":"turlang","name":"Turlang","source":"SKT","page":107,"srd":false,"image":"bestiary/tokens/SKT/Turlang.webp","token":"bestiary/tokens/SKT/Turlang.webp","size":"Huge","creatureType":"Plant","alignment":"Chaotic Good","ac":"16","initiative":"-1 (9)","hp":"200 (12d12 + 60)","speed":"30 ft.","str":23,"dex":8,"con":21,"int":12,"wis":16,"cha":12,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While Turlang remains motionless, it is indistinguishable from a normal tree."]},{"name":"Siege Monster","entries":["The treant deals double damage to objects and structures."]}],"spellcasting":[{"name":"Spellcasting","entries":["Turlang casts one of the following spells, requiring no material spell components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell druidcraft}, {@spell guidance}, {@spell resistance}, {@spell speak with plants}","2/day each: {@spell animal messenger}, {@spell detect magic}, {@spell entangle}, {@spell goodberry}, {@spell gust of wind}, {@spell pass without trace}, {@spell speak with animals}","1/day each: {@spell commune with nature} (cast as 1 action), {@spell conjure woodland beings}, {@spell hallucinatory terrain} (cast as 1 action)"]}],"actions":[{"name":"Multiattack","entries":["The treant makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]},{"name":"Animate Trees (1/Day)","entries":["The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {@creature treant}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of Turlang. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"turntimber-giant","name":"Turntimber Giant","source":"PSZ","page":30,"srd":false,"image":"bestiary/PSZ/Turntimber Giant.webp","token":"bestiary/tokens/PSZ/Turntimber Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Good Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Keen Smell","entries":["The giant has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell fly}, {@spell misty step}, {@spell telekinesis}","1/day each: {@spell control weather}, {@spell gaseous form}"]}],"actions":[{"name":"Multiattack","entries":["The giant makes two morningstar attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Zendikar's giants are enormous humanoids that live in tight-knit tribes as far as possible from the settlements of other races. Compared to ogres and minotaurs, they are civilized and intelligent, though they are wilder than the smaller humanoid races.","Three major groupings of giants inhabit three of Zendikar's continents. In the mountains of Akoum, the giants of the Boulderfoot tribe have a well-earned reputation for trampling their enemies underfoot (hence their name). In the Skyfang Mountains of Murasa, the giants of the Shatterskull tribe are rough brigands who often extort \"tolls\" from travelers trying to navigate the treacherous pass that shares the tribe's name. The Boulderfoot and Shatterskull giants are {@creature stone giant|MM|stone giants} in D&D terms.","In Ondu, the giants of the Turntimber tribe live in the forest of the same name. They hunt baloths and other large game, living in close harmony with the woodland. Their druids are the only giants of Zendikar that are inclined toward magic. Some legends hold that the Turntimber giants are unrelated to the other giant tribes, but were originally druids who became giants only after years of living among the twisted trees. Elsewhere on Ondu, in the Makindi Trenches, a handful of deformed giants called trench giants scale the canyon walls looking for prey. They are solitary and do not think of themselves as members of a tribe. In fact, they are outcasts of the Turntimber tribe, banished because the mana of the forest warped their bodies and their hearts. The giants of the Turntimber tribe are similar to {@creature cloud giant|MM|cloud giants}, and the trench giants can be considered {@creature fomorian|MM|fomorians}."],"gallery":[{"path":"bestiary/PSZ/Turntimber Giant.webp","title":"Ondu Giant","credit":"Igor Kieryluk"}]},{"id":"turvy","name":"Turvy","source":"OotA","page":8,"srd":false,"image":"bestiary/OotA/Turvy.webp","token":"bestiary/tokens/OotA/Turvy.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":10,"dex":15,"con":12,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft. (rat form only), Passive Perception 12","languages":"Gnomish, Terran, Undercommon","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["Turvy can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Smell","entries":["Turvy has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Turvy makes two attacks, only one of which can be a bite."]},{"name":"Bite (Rat or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Turvy.webp"}]},{"id":"twig-blight","name":"Twig Blight","source":"XMM","page":43,"srd":false,"image":"bestiary/XMM/Twig Blight.webp","token":"bestiary/tokens/XMM/Twig Blight.webp","size":"Small","creatureType":"Plant","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"7 (2d6)","speed":"20 ft.","str":6,"dex":14,"con":11,"int":4,"wis":8,"cha":3,"saves":"","skills":"Stealth +4","vulnerabilities":"fire","resistances":"","immunities":"","conditionImmunities":"deafened","senses":"Blindsight 60 ft., Passive Perception 9","languages":"understands Common but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Pack Tactics","entries":["The blight has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the blight's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Resembling bundles of sticks or dead brush, twig blights easily blend in among deadwood, flotsam, and the wood piles common in many rural settings. Groups of them are often found near river crossings, forgotten wells, or natural campsites, where they ambush those who let down their guard."]},{"type":"section","name":"Blights","entries":["{@i Plants Sprouted from Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Blights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power."],"by":"Belak the Outcast, Druid of the Twilight Grove"}]}]}],"gallery":[{"path":"bestiary/XMM/Twig Blight.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"twig-blight-mm","source":"MM"}]},{"id":"twig-blight-mm","name":"Twig Blight","source":"MM","page":32,"srd":false,"image":"bestiary/MM/Twig Blight.webp","token":"bestiary/tokens/MM/Twig Blight.webp","size":"Small","creatureType":"Plant","alignment":"Neutral Evil","ac":"13","initiative":"+1 (11)","hp":"4 (1d6 + 1)","speed":"20 ft.","str":6,"dex":13,"con":12,"int":4,"wis":8,"cha":3,"saves":"","skills":"Stealth +3","vulnerabilities":"fire","resistances":"","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 9","languages":"understands Common but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the blight remains motionless, it is indistinguishable from a dead shrub."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight's branches twist together to form a humanoid-looking body with a head and limbs.","Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink or rest. Huddled together in groups, twig blights blend in with an area's natural vegetation or with piles of debris or firewood.","Given how dry they are, twig blights are particularly susceptible to fire.",{"type":"section","name":"Blights","entries":[{"type":"entries","entries":["Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can.",{"type":"entries","entries":[{"name":"Roots of the Gulthias Tree","type":"entries","entries":["Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown."]},{"name":"Dark Conquest","type":"entries","entries":["Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption.","In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days."]},{"name":"Controlled by Evil","entries":["Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Behold the legacy of Gulthias the vampire: plants with a taste for blood."]}]}]}],"gallery":[{"path":"bestiary/MM/Twig Blight.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"twig-blight","source":"XMM"}]},{"id":"two-dry-cloaks","name":"Two Dry Cloaks","source":"OoW","page":162,"srd":false,"image":"bestiary/AI/Two Dry Cloaks.webp","token":"bestiary/tokens/OoW/Two Dry Cloaks.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, Two Dry Cloaks can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["Two Dry Cloaks deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Two Dry Cloaks makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers."]}]}]}],"gallery":[{"path":"bestiary/AI/Two Dry Cloaks.webp"}]},{"id":"two-headed-cerberus","name":"Two-Headed Cerberus","source":"MOT","page":215,"srd":false,"image":"bestiary/MOT/Two-Headed Cerberus.webp","token":"bestiary/tokens/MOT/Two-Headed Cerberus.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"39 (6d8 + 12)","speed":"40 ft.","str":15,"dex":14,"con":14,"int":3,"wis":13,"cha":6,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire; necrotic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; stunned","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see."]},{"name":"Multiheaded","entries":["The cerberus can't be {@status surprised}, and it has advantage on saving throws against being knocked {@condition unconscious}."]},{"name":"Pack Tactics","entries":["The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cerberus makes two bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 2 ({@damage 1d4}) fire damage."]},{"name":"Breath Weapon {@recharge 5}","entries":["The cerberus exhales a 15-foot cone of molten rock. Each creature in the cone must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also {@condition restrained} by the hardening rock. A creature can make a {@dc 12} Strength ({@skill Athletics}) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 10 hit points, and it is immune to fire, poison, and psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thought to be a lesser breed of cerberi that have interbred with mortal wolves, two-headed cerberi typically roam the mortal side of the Tartyx River. There they generally ignore—or only modestly menace—the souls of the dead. Such isn't the case for mortals, though, and they eagerly set upon those who tread too close to the Underworld's borders.","Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements."]}],"gallery":[{"path":"bestiary/MOT/Two-Headed Cerberus.webp","credit":"Karl Kopinski"}]},{"id":"two-headed-crocodile","name":"Two-Headed Crocodile","source":"IMR","page":89,"srd":false,"image":"bestiary/tokens/IMR/Two-Headed Crocodile.webp","token":"bestiary/tokens/IMR/Two-Headed Crocodile.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+0 (10)","hp":"19 (3d10 + 3)","speed":"20 ft., swim 30 ft.","str":15,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +2, Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The two-headed crocodile can hold its breath for 15 minutes."]},{"name":"Two Heads","entries":["The two-headed crocodile has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]},{"name":"Wakeful","entries":["When one of the crocodile's heads is asleep, its other head is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The two-headed crocodile makes two attacks with its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and that head of the crocodile can't bite another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"two-headed-owlbear","name":"Two-Headed Owlbear","source":"IMR","page":90,"srd":false,"image":"bestiary/IMR/Two-Headed Owlbear.webp","token":"bestiary/tokens/IMR/Two-Headed Owlbear.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+1 (11)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":20,"dex":12,"con":17,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60, Passive Perception 13","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Two Heads","entries":["The two-headed owlbear has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]},{"name":"Wakeful","entries":["When one of the owlbear's heads is asleep, its other head is awake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The two-headed owlbear makes three attacks: two with its beaks and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/IMR/Two-Headed Owlbear.webp","credit":"Shawn Wood"}]},{"id":"two-headed-plesiosaurus","name":"Two-Headed Plesiosaurus","source":"TTP","page":18,"srd":false,"image":"bestiary/MM/Plesiosaurus.webp","token":"bestiary/tokens/TTP/Two-Headed Plesiosaurus.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"100 (8d10 + 24)","speed":"20 ft., swim 40 ft.","str":18,"dex":15,"con":16,"int":2,"wis":12,"cha":5,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Two Heads","entries":["The two-headed plesiosaurus has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]},{"name":"Hold Breath","entries":["The plesiosaurus can hold its breath for 1 hour."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The two-headed plesiosaurus makes two bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A two-headed plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible necks account for a third of its total length, letting it twist in any direction to deliver a powerful bite.",{"type":"entries","name":"Dinosaurs","entries":["Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.","Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens."]}]}]}],"gallery":[{"path":"bestiary/MM/Plesiosaurus.webp"}]},{"id":"two-headed-troll","name":"Two-Headed Troll","source":"OotA","page":211,"srd":false,"image":"bestiary/tokens/OotA/Two-Headed Troll.webp","token":"bestiary/tokens/OotA/Two-Headed Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"84 (8d10 + 40)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Mountain, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]}],"bonusActions":[{"name":"Extra Bite","entries":["As part of its Multiattack routine, the troll can make a Bite attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"typhon","name":"Typhon","source":"MOT","page":246,"srd":false,"image":"bestiary/MOT/Typhon.webp","token":"bestiary/tokens/MOT/Typhon.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"195 (17d12 + 85)","speed":"40 ft.","str":24,"dex":10,"con":20,"int":7,"wis":12,"cha":13,"saves":"Con +10","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; necrotic","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The typhon has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Regeneration","entries":["The typhon regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The typhon dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The typhon makes three attacks: one with its Flurry of Bites, one to constrict, and one with its maw."]},{"name":"Flurry of Bites","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}35 ({@damage 8d6 + 7}) piercing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one Large or smaller creature. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}). Until this grapple ends, the target is {@condition restrained} and takes 17 ({@damage 3d6 + 7}) bludgeoning damage at the start of each of its turns. The typhon can have up to two creatures constricted."]},{"name":"Maw","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}26 ({@damage 3d12 + 7}) piercing damage plus 19 ({@damage 3d12}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Titanic horrors of writhing flesh and gnashing maws, typhons slither through the Underworld seeking only to consume. Once the souls of mortal warlords and cruel tyrants, typhons come into being over ages of festering bitterness and rage. Over time, these souls twist into eternally ravenous monstrosities, which rampage through the realm of the dead, consuming souls by the thousands. The Underworld remains their prison, though, and most would relish nothing more than to escape and slaughter the living once more."]}],"gallery":[{"path":"bestiary/MOT/Typhon.webp","credit":"Yongjae Choi"}]},{"id":"tyrannosaurus-rex","name":"Tyrannosaurus Rex","source":"XMM","page":372,"srd":true,"image":"bestiary/XMM/Tyrannosaurus Rex.webp","token":"bestiary/tokens/XMM/Tyrannosaurus Rex.webp","size":"Huge","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"136 (13d12 + 52)","speed":"50 ft.","str":25,"dex":10,"con":19,"int":2,"wis":12,"cha":9,"saves":"Str +10, Wis +4","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tyrannosaurus makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}33 ({@damage 4d12 + 7}) Piercing damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 17}). While {@condition Grappled|XPHB}, the target has the {@condition Restrained|XPHB} condition and can't be targeted by the tyrannosaurus's Tail."]},{"name":"Tail","entries":["{@atkr m} {@hit 10}, reach 15 ft. {@h}25 ({@damage 4d8 + 7}) Bludgeoning damage. If the target is a Huge or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Tyrannosaurus Rex.webp","credit":"April Prime"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"tyrannosaurus-rex-mm","source":"MM"}]},{"id":"tyrannosaurus-rex-mm","name":"Tyrannosaurus Rex","source":"MM","page":80,"srd":false,"image":"bestiary/MM/Tyrannosaurus Rex.webp","token":"bestiary/tokens/MM/Tyrannosaurus Rex.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"136 (13d12 + 52)","speed":"50 ft.","str":25,"dex":10,"con":19,"int":2,"wis":12,"cha":9,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the tyrannosaurus can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["This enormous predator terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won't try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal.",{"type":"entries","name":"Dinosaurs","entries":["Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.","Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens."]}]}]}],"gallery":[{"path":"bestiary/MM/Tyrannosaurus Rex.webp"}],"hidden":true,"otherVersions":[{"id":"tyrannosaurus-rex","source":"XMM"}]},{"id":"tyrannosaurus-zombie","name":"Tyrannosaurus Zombie","source":"ToA","page":241,"srd":false,"image":"bestiary/ToA/Tyrannosaurus Zombie.webp","token":"bestiary/tokens/ToA/Tyrannosaurus Zombie.webp","size":"Huge","creatureType":"Undead","alignment":"Unaligned","ac":"11","initiative":"-2 (8)","hp":"136 (13d12 + 52)","speed":"40 ft.","str":25,"dex":6,"con":19,"int":1,"wis":3,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 6","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Disgorge Zombie","entries":["As a bonus action, the tyrannosaurus zombie can disgorge a normal {@creature zombie}, which appears in an unoccupied space within 10 feet of it. The disgorged {@creature zombie} acts on its own initiative count. After a zombie is disgorged, roll a {@dice d6}. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, {@dice 1d4} normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count."]},{"name":"Undead Fortitude","entries":["If damage reduces the tyrannosaurus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained} and the tyrannosaurus zombie can't bite another target or disgorge zombies."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren't under the tyrannosaurus zombie's control."],"gallery":[{"path":"bestiary/ToA/Tyrannosaurus Zombie.webp"}]},{"id":"tyrant","name":"Tyrant","source":"PSX","page":31,"srd":false,"image":"bestiary/PSX/Tyrant.webp","token":"bestiary/tokens/PSX/Tyrant.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"136 (13d12 + 52)","speed":"50 ft.","str":25,"dex":10,"con":19,"int":2,"wis":12,"cha":9,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tyrant makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the tyrant can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","name":"Dinosaur Tyrants","page":31,"entries":["Ixalan's largest predators comprise a family of dinosaurs with large heads, blade-like teeth, and short, almost vestigial front legs. These terrifying creatures bear names like monstrosaurs, dreadmaws, swordtooths, regisaurs, and tyrants, and their roars inspire terror in those who hear them. Most of these dinosaurs are solitary hunters, but regisaurs in particular are known for hunting in small packs. Use the {@creature tyrannosaurus rex|MM} statistics in the {@book Monster Manual|MM} for all these giant predators."]}]},{"type":"entries","entries":[{"type":"entries","name":"Dinosaurs","page":27,"entries":["Dinosaurs are the dominant form of animal life in Ixalan—the absolute rulers of the coastal lands held by the Sun Empire, and a force to be reckoned with in the interior jungles. A number of dinosaurs appear in the {@book Monster Manual|MM}, with even more to be found in {@book Volo's Guide to Monsters|VGM}, making that a particularly worthwhile resource for an Ixalan campaign. (Many of the dinosaurs in {@book Volo's Guide|VGM} also appear in {@adventure Tomb of Annihilation|ToA}.)"]}]}],"gallery":[{"path":"bestiary/PSX/Tyrant.webp","title":"Regisaur Alpha","credit":"Jonathan Kuo"}]},{"id":"tyrant-shadow","name":"Tyrant Shadow","source":"CoA","page":255,"srd":false,"image":"bestiary/CoA/Tyrant Shadows.webp","token":"bestiary/tokens/CoA/Tyrant Shadow.webp","size":"Huge","creatureType":"Aberration","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"207 (18d12 + 90)","speed":"30 ft.","str":22,"dex":16,"con":20,"int":20,"wis":16,"cha":20,"saves":"Int +11, Wis +9","skills":"Arcana +11, Deception +17, Perception +9, Stealth +15","vulnerabilities":"","resistances":"fire","immunities":"necrotic; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"blinded; charmed; frightened; poisoned","senses":"Passive Perception 19","languages":"understands all, telepathy 300 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Empath","entries":["The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow's telepathy. The shadow can't see creatures immune to telepathy."]},{"name":"Undying Connection","entries":["The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 ({@dice 1d20}) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shadow makes three Claw attacks. It can replace one of the attacks with Shadows of Death (if available)."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) necrotic damage, plus 7 ({@damage 2d6}) psychic damage."]},{"name":"Cloak of Shadows","entries":["The shadow bends darkness around itself, and now has the {@condition invisible} condition for 1 minute. The invisibility ends if the shadow is subjected to a {@spell Daylight} spell or similar."]},{"name":"Empathic Link","entries":["The shadow attempts to form a link between itself and a creature it can see. The target must make a {@dc 19} Intelligence saving throw, taking 13 ({@damage 2d12}) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 13 ({@damage 2d12}) psychic damage on a failed save, or ending the effect on a successful one."]},{"name":"Shadows of Death {@recharge}","entries":["The shadow discharges inky-black shadows in a 90-foot-radius sphere around itself. Creatures in the shadows must succeed on a {@dc 19} Wisdom saving throw or take 27 ({@damage 6d8}) necrotic damage and have the {@condition frightened} condition for 1 minute. A {@condition frightened} creature may repeat the saving throw at the end of each of its turns, ending the effect on a successful save, but taking the damage again on a failed save."]}],"bonusActions":[{"name":"Change Shape","entries":["The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its alignment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form."]}],"reactions":[],"legendaryActions":[{"name":"Shadow Blink","entries":["The shadow surrounds itself in black mist, then teleports up to 60 feet to an unoccupied space that it can see."]},{"name":"Shapeshift","entries":["The shadow uses its Change Shape ability."]},{"name":"Mind Spike (Costs 2 Actions)","entries":["{@atk rs} {@hit 11} to hit, range 300 ft., one target. {@h}16 ({@damage 2d10 + 5}) psychic damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["The nine hells can only dream of the perfect oppression which mortals bring upon each other."],"by":"Unknown"},"Alongside devils and monsters, the Nine Hells have given birth to more nebulous threats. Even raw negative emotion can be personified in the darkest reaches of the lower planes. Congealing into a shape that knows only hunger and the need to hunt. It stalks those filled with fears and insecurities that they refuse to acknowledge.",{"type":"entries","name":"Bred from Denial","page":254,"entries":["Tyrant shadows are a threat unique to the Nine Hells. Mortals in the Nine Hells dwell in agony and terror by definition. However, the life of a devil is seldom happier. The infernal hierarchy is harsh and those above constantly abuse the Fiends beneath them whilst fearing usurpation at every turn. In contrast to the unruly hosts of the Abyss, devils are never permitted to give vent to the bitterness that is their lot, bound to a show of discipline and obedience. This festering misery, given no other outlet, manifests as an independent creature that breaks from the devil who generated it to pursue its own malevolent life. Tyrant shadows most often appear as huge-mawed stalking reptiles made from writhing shadows, unless they take on specific forms to exploit the fears of their prey."]},{"type":"entries","name":"Shifting Stalkers","page":254,"entries":["Tyrant shadows are strongly attracted to the kind of suppressed negative emotions that gave rise to them. The minds of strong mortals valiantly enduring the horrors of the Nine Hells without complaint draw them from far away, and they hunger both for the flesh and the fear such prey generate. A truly satisfying feast for the tyrants must be prepared properly. They stalk their targets over long hours, telepathically sensing what is most feared and shifting their forms to provide glimpses and hints of terror wherever their target looks. Mortals who break easily, giving swift vent to their fear or flying into berserk rages, are of little interest to them. A fear that slowly erodes through its host's iron discipline is savored like a well-aged wine. For the same reason, they gleefully prey on middling and lesser devils whose lives are a constant battle between bitterness and discipline. Those few mortals who are so confident in themselves as to know no fear at all—the most focused of monks or blessed of paladins perhaps—are effectively invisible to tyrant shadows."]},{"type":"entries","name":"Personal Nemeses","page":254,"entries":["Every tyrant shadow was spawned from the resentful core of a particular devil before taking up its own existence, and the presence of \"their\" devil continues to sustain the tyrant. As the devil rises in the internal hierarchy, so the tyrant grows stronger. As the tyrant hunts and feasts, so the devil's inner bitterness grows, driving them to greater acts of evil, and thus leading to their advancement. Much as they might deny it, even the greatest of devils are consumed with negative emotions. Archdevils command whole planes yet hate and envy the gods. Somewhere perhaps even Asmodeus has a stalking shadow feeding his malice even as his great status empowers it."]}],"gallery":[{"path":"bestiary/CoA/Tyrant Shadows.webp","credit":"Sebastian Kowoll"}]},{"id":"tyreus-illusionist","name":"Tyreus, Illusionist","source":"AitFR-FCD","page":11,"srd":false,"image":"bestiary/tokens/AitFR-FCD/Tyreus, Illusionist.webp","token":"bestiary/tokens/AitFR-FCD/Tyreus, Illusionist.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"156 (24d8 + 48)","speed":"30 ft.","str":10,"dex":16,"con":14,"int":20,"wis":15,"cha":16,"saves":"Int +10, Wis +7","skills":"Arcana +12, Deception +8, History +10, Perception +7","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Deep Speech, Draconic, Primordial, Sylvan","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Tyreus fails a saving throw, he can choose to succeed instead."]},{"name":"Illusory Reality","entries":["When Tyreus casts an illusion spell of 1st level or higher, he can choose one inanimate, nonmagical object that is part of the illusion and make that object real. He can do this on his turn as a bonus action while the spell is ongoing.","The object remains real for 1 minute. The object can't deal damage or otherwise directly harm anyone."]},{"name":"Displacement (Recharges after Tyreus Casts an Illusion Spell of 1st Level or Higher)","entries":["As a bonus action, Tyreus projects an illusion that makes him appear to be standing a few inches from his actual location, causing any creature to have disadvantage on attack rolls against Tyreus. The effect ends if Tyreus takes damage, he is {@condition incapacitated}, or his speed becomes 0."]}],"spellcasting":[{"name":"Spellcasting","entries":["Tyreus is a 16th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). He has the following wizard spells prepared.","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell minor illusion}, {@spell shocking grasp}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell invisibility}*, {@spell mirror image}*, {@spell phantasmal force}*","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}, {@spell major image}*","Level 4 (3 slots): {@spell banishment}, {@spell hallucinatory terrain}*, {@spell phantasmal killer}*, {@spell stoneskin}","Level 5 (2 slots): {@spell conjure elemental}, {@spell mislead}*, {@spell telekinesis}","Level 6 (1 slots): {@spell disintegrate}","Level 7 (1 slots): {@spell plane shift}","Level 8 (1 slots): {@spell maze}","*(Illusion spell of 1st level or higher)"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Modify Illusion","entries":["When Tyreus casts an illusion spell that has a duration of 1 minute or longer, he can use his action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that he can see the illusion."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Scrutinize","entries":["Tyreus makes an Intelligence ({@skill Investigation}) or Wisdom ({@skill Perception}) check."]},{"name":"Cast Cantrip","entries":["Tyreus casts a cantrip from his spell list."]},{"name":"Cast Spell (Costs 1-3 Actions)","entries":["Tyreus uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["When he was young, living in the vast, internecine planar city of Ravnica, Tyreus's parents, Tyberio and Ayraea, forbade him from pursuing any study of magic or wizardry. They didn't want Tyreus embroiled in a life of danger and skullduggery—as was common in Ravnica. But Tyreus came to understand that at least part of his father's motive for forbidding magic was Tyberio's own rebellion against his adventurous parents. When he learned that his grandmother had once been a powerful mage, Tyreus wanted to follow in her footsteps.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Power Hungry","entries":["Tyreus has always wanted to be distinctive, admired, and powerful. He saw magic as a way to achieve a greatness he felt Tyberio had tried to deny him. In secret, Tyreus sought out ways to learn magic, but as he was forced to hide his ambition and his studies, he found cohorts in the worst places. Evil mages stoked his hunger for power and eroded his conscience."]},{"type":"entries","name":"Mundane Fury","entries":["Tyreus went months without speaking to his parents. Before he even knew they were sick, Tyberio and Ayraea passed away. Furious at his inability to help them—and their silent stubbornness—Tyreus sought the kind of power that would help him create places he could control. First, he studied the magic of illusions. He thought he could create illusions so real that he could live within them, fool others, and thus control his own destiny. Then he found another possibility."]},{"type":"entries","name":"Selfish Pursuits","entries":["In journals Tyberio had hidden from him, written by Tyberio's mother, the wizard Sylvene, Tyreus found tales of the Stone of Creation, an artifact capable of creating places and structures seemingly from the imagination alone. Tyreus thus sought out everything he could learn about Sylvene and the Stone, leading him to another world—Faerûn—and the remote Highstar Lake, where the Stone was lost long ago."]}]},{"type":"entries","name":"Lost to Ambition","entries":["It may be too late for Tyreus. He has devoted himself to his own grandeur now and lost sight of why he wanted power in the first place. He doesn't want to help anyone but himself. He sees those who would help him or share in his ambitions as threats to his own power. He doesn't want approval or alliances; he wants subservience. Whether he realizes it or not, he doesn't care whom he hurts to get what he wants."]},{"type":"entries","entries":[{"type":"entries","name":"Personality Traits","entries":["\"I laugh to buy myself time to think, even though my gut instincts are often better than most people's calculated efforts.\""]},{"type":"entries","name":"Ideals","entries":["\"Power. People try to take things from me, to limit or deny me, but I don't allow it. Real power is deciding other people's fates.\""]},{"type":"entries","name":"Bonds","entries":["\"I'll make time for other people when I have a kingdom to call my own. Then I'll know who I can trust: the people who don't get in my way.\""]},{"type":"entries","name":"Flaws","entries":["\"I have a bad temper. Why can't people see I know what I'm doing?\""]}]}]}]},{"id":"udaak","name":"Udaak","source":"EGW","page":301,"srd":false,"image":"bestiary/EGW/Udaak.webp","token":"bestiary/tokens/EGW/Udaak.webp","size":"Gargantuan","creatureType":"Fiend","alignment":"Neutral Evil","ac":"18","initiative":"+2 (12)","hp":"165 (10d20 + 60)","speed":"50 ft.","str":26,"dex":14,"con":22,"int":3,"wis":11,"cha":10,"saves":"Str +13, Con +11","skills":"","vulnerabilities":"thunder","resistances":"","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"frightened; grappled; poisoned; restrained","senses":"darkvision 120 ft., Passive Perception 10","languages":"","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 27 ({@damage 6d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 21} Strength saving throw or be pushed up to 20 feet away from the udaak and knocked {@condition prone}."]},{"name":"Siege Monster","entries":["The udaak deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The udaak makes three attacks: one with its bite and two with its slam."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one creature. {@h}21 ({@damage 2d12 + 8}) piercing damage, and the target is {@condition grappled} (escape {@dc 21}). Until this grapple ends, the target is {@condition restrained}, and the udaak can't bite another target."]},{"name":"Slam","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) bludgeoning damage."]},{"name":"Swallow","entries":["The udaak makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the udaak, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the udaak's turns.","If the udaak takes 30 damage or more on a single turn from a creature inside it, the udaak must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the udaak. If the udaak dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Known commonly as the brutes of Xhorhas, these enormous creatures resemble an immense, demonic cross between ox and gorilla. Udaaks are solitary wanderers, found most commonly along the edges of settled lands in the barrens of Eastern Wynandir. Though they often scavenge for food, a hungry udaak will attack almost any prey, its four sets of red eyes and its tangle of teeth and tusks striking fear into the heart of any creature.","Living Siege Engine. Originally brought to Exandria from the Abyss, udaaks lost their connection to that realm after the Divergence and have roamed the world freely ever since. In recent years, the warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures in the war against the Dwendalian Empire."]}],"gallery":[{"path":"bestiary/EGW/Udaak.webp","credit":"Kent Davis"}]},{"id":"ulamog","name":"Ulamog","source":"PSZ","page":38,"srd":false,"image":"bestiary/PSZ/Ulamog.webp","token":"bestiary/tokens/PSZ/Ulamog.webp","size":"Huge","creatureType":"Celestial (Titan)","alignment":"Chaotic Good Neutral Evil","ac":"22","initiative":"+5 (15)","hp":"313 (19d12 + 190)","speed":"50 ft., fly 50 ft., swim 50 ft.","str":30,"dex":21,"con":30,"int":21,"wis":22,"cha":27,"saves":"Str +17, Int +12, Wis +13, Cha +15","skills":"Insight +13, Persuasion +15","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 16","languages":"all","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Ulamog fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Ulamog has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Ulamog's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Ulamog's innate spellcasting ability is Charisma (spell save {@dc 23}, {@hit 15} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell greater restoration}, {@spell pass without trace}, {@spell water breathing}, {@spell water walk}","1/day each: {@spell commune}, {@spell dispel evil and good}, {@spell earthquake}, {@spell fire storm}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Maul","entries":["{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}31 ({@damage 6d6 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the end of Ulamog's next turn."]},{"name":"Bolt","entries":["{@atk rs} {@hit 15} to hit, range 600 ft., one target. {@h}24 ({@damage 7d6}) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Ulamog makes one attack."]},{"name":"Bolster","entries":["Ulamog bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be {@condition charmed} or {@condition frightened}, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn."]},{"name":"Trembling Strike (Costs 2 Actions)","entries":["Ulamog strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a {@dc 25} Strength saving throw or be knocked {@condition prone}."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PSZ/Ulamog.webp","title":"Oracle of Dust","credit":"Jason Rainville"},{"path":"bestiary/PSZ/Eldrazi Mimic.webp","title":"Eldrazi Mimic","credit":"Craig J. Spearing"}]},{"id":"ulder-ravengard","name":"Ulder Ravengard","source":"BGDIA","page":70,"srd":false,"image":"bestiary/BGDIA/Ulder Ravengard.webp","token":"bestiary/tokens/BGDIA/Ulder Ravengard.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"20","initiative":"+2 (12)","hp":"112 (15d8 + 45)","speed":"25 ft.","str":17,"dex":14,"con":16,"int":11,"wis":10,"cha":17,"saves":"Con +6, Wis +3","skills":"Athletics +6, Intimidation +6, Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Ulder makes three melee attacks, only one of which can be with his shield."]},{"name":"+1 Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage when used with two hands."]},{"name":"Shield","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, and Ulder pushes the target 5 feet away from him. Ulder then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Ulder, the target provokes an opportunity attack from that creature."]}],"bonusActions":[],"reactions":[{"name":"Guardian Strike","entries":["If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can make a melee attack against that enemy."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ulder Ravengard is a fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four. Following the deaths of two council members amid a cloud of corruption and scandal, he persuaded the Parliament of Peers to back his election to grand duke.","Upon ascending to the highest position in the city government, Ravengard refused to relinquish command of the Flaming Fist, making him the most powerful figure in the city by far. This decision has not endeared him to anyone, but Ravengard could care less about his popularity. His only concerns are the stability and prosperity of Baldur's Gate, and he doesn't trust any of the other dukes or anyone in the Parliament of Peers to put the city's interests before their own.","Ravengard rose to grand duke on a platform largely backed by idealistic commoners and enemies of the other established dukes. While he won election handily, Ravengard has struggled in performing his duties, finding his hands tied at every turn by both overt and invisible bureaucracy. Despite this, he's been a voice of reason and common sense on the Council of Four—if not the egalitarianism some hoped. He's also proven largely resistant to scandal and corruption, though many of his fellow dukes and those in the Parliament of Peers still regularly outmaneuver him politically. One of his only obvious pleasures remains the surprise inspections he regularly visits upon the troops at Wyrm's Rock.","Ravengard was recently tricked into attending a diplomatic summit in Elturel, unaware that his political enemies in Baldur's Gate orchestrated this meeting in a fiendish plot to remove him from power. In his absence, the Flaming Fist is leaderless, the council rudderless."]}]}],"gallery":[{"path":"bestiary/BGDIA/Ulder Ravengard.webp"}]},{"id":"ulitharid","name":"Ulitharid","source":"MPMM","page":249,"srd":false,"image":"bestiary/MPMM/Ulitharid.webp","token":"bestiary/tokens/MPMM/Ulitharid.webp","size":"Large","creatureType":"Aberration (Mind Flayer)","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"127 (17d10 + 14)","speed":"30 ft.","str":15,"dex":12,"con":15,"int":21,"wis":19,"cha":21,"saves":"Int +9, Wis +8, Cha +9","skills":"Arcana +9, Insight +8, Perception +8, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"Deep Speech, Undercommon, telepathy 2 miles","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Creature Sense","entries":["The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner."]},{"name":"Magic Resistance","entries":["The ulitharid has advantage on saving throws against spells and other magical effects."]},{"name":"Psionic Hub","entries":["If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required)."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The ulitharid casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell dominate monster}, {@spell feeblemind}, {@spell mass suggestion}, {@spell plane shift} (self only), {@spell project image}, {@spell scrying}, {@spell telekinesis}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}27 ({@damage 4d10 + 5}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 14}) and must succeed on a {@dc 17} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} Humanoid {@condition grappled} by the ulitharid. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 17} Intelligence saving throw or take 31 ({@damage 4d12 + 5}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Very rarely, when a tadpole from the brine pool of an {@creature elder brain|MPMM} is implanted into a creature, that creature transforms into an ulitharid: a larger and more potent {@creature mind flayer} with six tentacles. Illithids innately recognize that an ulitharid's survival is more important than their own. An {@creature elder brain|MPMM|elder brain's} reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested with power and authority. In others, the {@creature elder brain|MPMM} perceives an ulitharid as a potential rival and manipulates or quashes the ulitharid's ambitions accordingly.","When an ulitharid finds sharing leadership with an {@creature elder brain|MPMM} insufferable, it breaks off from the colony, taking a group of {@creature mind flayer||mind flayers} with it, and moves to another location to form a new colony. After the death of the ulitharid's body, a special process transforms its brain into a new {@creature elder brain|MPMM} for the colony.","This process doesn't work on the brain of an ulitharid that dies a natural death, as such brains are too decrepit to be used. Instead, each ulitharid carries a psionically enhanced staff; when the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool for the embryonic {@creature elder brain|MPMM}."],"gallery":[{"path":"bestiary/MPMM/Ulitharid.webp","credit":"Scott Murphy"}],"otherVersions":[{"id":"ulitharid-vgm","source":"VGM"}]},{"id":"ulitharid-vgm","name":"Ulitharid","source":"VGM","page":175,"srd":false,"image":"bestiary/VGM/Ulitharid.webp","token":"bestiary/tokens/VGM/Ulitharid.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"127 (17d10 + 14)","speed":"30 ft.","str":15,"dex":12,"con":15,"int":21,"wis":19,"cha":21,"saves":"Int +9, Wis +8, Cha +9","skills":"Arcana +9, Insight +8, Perception +8, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"Deep Speech, Undercommon, telepathy 2 miles","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Creature Sense","entries":["The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a {@spell mind blank} spell, a {@spell nondetection} spell, or similar magic can't be perceived in this manner."]},{"name":"Magic Resistance","entries":["The ulitharid has advantage on saving throws against spells and other magical effects."]},{"name":"Psionic Hub","entries":["If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required)."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["The ulitharid's innate spellcasting ability is Intelligence (spell save {@dc 17}). It can innately cast the following spells, requiring no components:","At will: {@spell detect thoughts}, {@spell levitate}","1/day each: {@spell confusion}, {@spell dominate monster}, {@spell eyebite}, {@spell feeblemind}, {@spell mass suggestion}, {@spell plane shift} (self only), {@spell project image}, {@spell scrying}, {@spell telekinesis}"]}],"actions":[{"name":"Tentacles","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}27 ({@damage 4d10 + 5}) psychic damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 14}) and must succeed on a {@dc 17} Intelligence saving throw or be {@condition stunned} until this grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} humanoid {@condition grappled} by the ulitharid. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain."]},{"name":"Mind Blast {@recharge 5}","entries":["The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a {@dc 17} Intelligence saving throw or take 31 ({@damage 4d12 + 5}) psychic damage and be {@condition stunned} for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Very rarely, a tadpole from an elder brain's brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles.",{"name":"Master Minds","entries":["Illithids innately recognize that an ulitharid's survival is more important than their own. An elder brain's reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival for power, and it manipulates or quashes the ulitharid's ambitions accordingly."],"type":"entries"},{"name":"Birth of a Colony","entries":["When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid's body, mind flayers take its brain and place it in a brine pool, where it grows into an elder brain over a few days. This process doesn't work on the brain of an ulitharid that dies a natural death, as a brain that succumbs to old age is too decrepit to be used in the creation of an elder brain."],"type":"entries"},{"name":"Extractor Staff","entries":["Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull and peels it apart, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool that surrounds an embryonic elder brain."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Ulitharid.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"ulitharid","source":"MPMM"}]},{"id":"ultroloth","name":"Ultroloth","source":"XMM","page":311,"srd":false,"image":"bestiary/XMM/Ultroloth.webp","token":"bestiary/tokens/XMM/Ultroloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"19","initiative":"+8 (18)","hp":"221 (26d8 + 104)","speed":"30 ft., fly 60 ft. (hover)","str":19,"dex":16,"con":18,"int":19,"wis":15,"cha":18,"saves":"","skills":"Deception +9, Perception +7, Stealth +8","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"acid; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"Truesight 120 ft., Passive Perception 17","languages":"Abyssal, Infernal; telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Planar, Lower","treasure":"Armaments","traits":[{"name":"Fiendish Restoration","entries":["If the ultroloth dies outside Gehenna, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in Gehenna."]},{"name":"Magic Resistance","entries":["The ultroloth has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The ultroloth casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Alter Self|XPHB}, {@spell Clairvoyance|XPHB}, {@spell Detect Magic|XPHB}","1/day each: {@spell Dimension Door|XPHB}, {@spell Fireball|XPHB} (level 5 version), {@spell Wall of Fire|XPHB}"]},{"name":"Fiendish Guile {@recharge 4}","entries":["The ultroloth casts {@spell Dispel Magic|XPHB}, {@spell Invisibility|XPHB} (self only), {@spell Misty Step|XPHB}, or {@spell Suggestion|XPHB}, requiring no Material components and using the same spellcasting ability as Spellcasting."]}],"actions":[{"name":"Multiattack","entries":["The ultroloth uses Hypnotic Gaze and makes two Mercurial Whip attacks."]},{"name":"Mercurial Whip","entries":["{@atkr m} {@hit 9}, reach 15 ft. {@h}25 ({@damage 6d6 + 4}) Force damage, and the ultroloth can teleport the target up to 10 feet to an unoccupied space the ultroloth can see that isn't in the air."]},{"name":"Hypnotic Gaze","entries":["{@actSave wis} {@dc 17}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 10 ({@damage 3d6}) Psychic damage, and the target has the {@condition Stunned|XPHB} condition until the start of the ultroloth's next turn. {@actSaveSuccess} The target is immune to this ultroloth's Hypnotic Gaze for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ultroloth","entries":["{@i Yugoloth of Conspiracy and Control}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Lower Planes)|bestiary|environment=planar, lower}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"With uncanny patience and fiendish cunning, ultroloths manipulate mortals and their fellow yugoloths alike, seeking to hoard power and spread suffering. These sinister masterminds often work with other yugoloths, but they might compel nearly any creature into their service. If coercion doesn't work, ultroloths use their eerie eyes and innate magic to hypnotize or charm targets.","Ultroloths strive to achieve planes-spanning plots. Roll on or choose a result from the Ultroloth Conspiracies table to inspire such villainy.",{"type":"table","caption":"Ultroloth Conspiracies","colLabels":["1d6","The Ultroloth Schemes To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince cultists their god has forsaken them."],["2","Destabilize a nation and rule the chaos."],["3","Incite a calamity and hold a world hostage."],["4","Provoke hostilities between immortal armies and sell magic weapons to both sides."],["5","Steal an invention and slay all who know of it."],["6","Unleash fiendish hordes on a foe's homeland."]]}]}],"gallery":[{"path":"bestiary/XMM/Ultroloth.webp","credit":"Lars Grant-West"}],"otherVersions":[{"id":"ultroloth-mm","source":"MM"}]},{"id":"ultroloth-mm","name":"Ultroloth","source":"MM","page":314,"srd":false,"image":"bestiary/MM/Ultroloth.webp","token":"bestiary/tokens/MM/Ultroloth.webp","size":"Medium","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"19","initiative":"+3 (13)","hp":"153 (18d8 + 72)","speed":"30 ft., fly 60 ft.","str":16,"dex":16,"con":18,"int":18,"wis":15,"cha":19,"saves":"","skills":"Intimidation +9, Perception +7, Stealth +8","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 17","languages":"Abyssal, Infernal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The ultroloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The ultroloth's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The ultroloth's innate spellcasting ability is Charisma (spell save {@dc 17}). The ultroloth can innately cast the following spells, requiring no material components:","At will: {@spell alter self}, {@spell clairvoyance}, {@spell darkness}, {@spell detect magic}, {@spell detect thoughts}, {@spell dispel magic}, {@spell invisibility} (self only), {@spell suggestion}","3/day each: {@spell dimension door}, {@spell fear}, {@spell wall of fire}","1/day each: {@spell fire storm}, {@spell mass suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The ultroloth can use its Hypnotic Gaze and makes three melee attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Hypnotic Gaze","entries":["The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} until the end of the ultroloth's next turn. The {@condition charmed} target is {@condition stunned}. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours."]},{"name":"Teleport","entries":["The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Ultroloths command the yugoloth armies of the Blood War. An ultroloth looks like a slender gray-skinned humanoid with an elongated head. Its face bears no features except for two ovoid eyes. These eyes can become sparkling pools of light that can transfix other creatures and leave them reeling and helpless.","Frequently at one another's throats, ultroloths continually scheme to enhance their own power. When not employed to fight in the Blood War, ultroloths lead yugoloth forces throughout the planes, acting as crime bosses or commanders of evil mercenary companies.","With a reputation for cruelty, ultroloths command their minions to fight while the ultroloths stay removed from combat themselves. Lesser yugoloths know their place when facing an ultroloth and respond to its summons without demand for payment."]}]},{"type":"section","name":"Yugoloths","entries":["Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: {@i What's in it for me?}",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Gehenna","entries":["The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.","Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder."]},{"type":"entries","name":"Fiendish Mercenaries","entries":["Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.","Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so."]},{"type":"entries","name":"Back to Gehenna","entries":["When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.","When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books."]},{"type":"entries","name":"The Books of Keeping","entries":["When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them."]},{"type":"entries","name":"The General of Gehenna","entries":["Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.","Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity."]}]}]},{"type":"inset","name":"Variant: Yugoloth Summoning","entries":["Some yugoloths can have an action option that allows them to summon other yugoloths.",{"type":"entries","name":"Summon Yugoloth (1/Day)","entries":["The yugoloth chooses what to summon and attempts a magical summoning.",{"type":"list","items":["An arcanaloth has a {@chance 40} chance of summoning one arcanaloth.","A mezzoloth has a {@chance 30} chance of summoning one mezzoloth.","A nycaloth has a {@chance 50} chance of summoning {@dice 1d4} mezzoloths or one nycaloth.","An ultroloth has a {@chance 50} chance of summoning {@dice 1d6} mezzoloths, {@dice 1d4} nycaloths, or one ultroloth."]},"A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and can't summon other yugoloths. The summoned yugoloth remains for l minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it"]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Power. We all crave it, but only a select few of us deserve it."],"by":"Shemeshka the Marauder","from":"arcanaloth in Sigil"}]}]}],"gallery":[{"path":"bestiary/MM/Ultroloth.webp"}],"hidden":true,"otherVersions":[{"id":"ultroloth","source":"XMM"}]},{"id":"uma","name":"Uma","source":"QftIS","page":120,"srd":false,"image":"bestiary/tokens/QftIS/Uma.webp","token":"bestiary/tokens/QftIS/Uma.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":11,"wis":11,"cha":15,"saves":"Con +4, Wis +2","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Brave","entries":["Uma has advantage on saving throws against being {@condition frightened}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Uma makes two melee attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]},{"name":"Leadership (Recharges after a Short or Long Rest)","entries":["For 1 minute, Uma can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Uma adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"umber-hulk","name":"Umber Hulk","source":"XMM","page":312,"srd":false,"image":"bestiary/XMM/Umber Hulk.webp","token":"bestiary/tokens/XMM/Umber Hulk.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"18","initiative":"+4 (14)","hp":"93 (11d10 + 33)","speed":"30 ft., burrow 20 ft.","str":20,"dex":13,"con":16,"int":9,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 10","languages":"Umber Hulk","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Tunneler","entries":["The umber hulk can burrow through solid rock at half its {@variantrule Burrow Speed|XPHB} and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The umber hulk makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage."]}],"bonusActions":[{"name":"Confusing Gaze {@recharge 5}","entries":["{@actSave wis} {@dc 14}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target can't take Reactions until the start of the umber hulk's next turn, and the target rolls {@dice 1d8} to determine what it does on its next turn:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1-4","entry":"The target does nothing."},{"type":"item","name":"5-6","entry":"The target takes no action or {@variantrule Bonus Action|XPHB} and uses all its movement to move in a random direction."},{"type":"item","name":"7-8","entry":"The target makes a melee attack against a random creature within its reach or does nothing if it can't make such an attack."}]}]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Umber Hulk","entries":["{@i Burrowing Brute from Below}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Lumbering, carapace-armored bipeds, umber hulks burrow through the Underdark, feeding on anything they can crush in their mighty mandibles. These tenacious hunters sense movement through the surrounding earth, then burst through cavern walls to surprise their prey. Those ambushed by umber hulks risk meeting the gaze of the monsters' eerie, multifaceted eyes, which can cause others to act irrationally and even lash out at their allies.","Umber hulks typically lurk in tunnels they've burrowed alongside other passages. When they detect creatures moving, they burst through the rock walls between the passages to attack. While these monsters can communicate with one other, they usually hunt alone and avoid each other's territories. Umber hulks focus on finding food and crushing intruders. They have little interest in allying with other creatures, but manipulative inhabitants of the Underdark, such as beholders and mind flayers, sometimes compel umber hulks to serve them."]}],"gallery":[{"path":"bestiary/XMM/Umber Hulk.webp","credit":"Jesper Ejsing"}],"otherVersions":[{"id":"umber-hulk-mm","source":"MM"}]},{"id":"umber-hulk-mm","name":"Umber Hulk","source":"MM","page":292,"srd":false,"image":"bestiary/MM/Umber Hulk.webp","token":"bestiary/tokens/MM/Umber Hulk.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"18","initiative":"+1 (11)","hp":"93 (11d10 + 33)","speed":"30 ft., burrow 20 ft.","str":20,"dex":13,"con":16,"int":9,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., tremorsense 60 ft., Passive Perception 10","languages":"Umber Hulk","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Confusing Gaze","entries":["When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a {@dc 15} Charisma saving throw, unless the umber hulk is {@condition incapacitated}.","On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a {@dice d8} to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save."]},{"name":"Tunneler","entries":["The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The umber hulk makes three attacks: two with its claws and one with its mandibles."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage."]},{"name":"Mandibles","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["An abominable horror from deep beneath the earth, an umber hulk burrows into cave complexes, dungeons, or Underdark settlements in search of food. Those lucky enough to survive an umber hulk attack often remember precious little of the incident, thanks to the umber hulk's mind-scrambling gaze.",{"name":"Devious Delvers","type":"entries","entries":["Umber hulks can burrow through solid rock, forming new tunnels in their wake. The steel-hard chitin of its body can withstand the cave-ins, tunnel collapses, and rock falls that commonly follow it.","Burrowing into the wall of a cavern or passageway, an umber hulk lies in wait for creatures to pass by on the other side, its hair-like feelers sensing any movement around it. When it explodes out in a shower of earth and rock, its unsuspecting quarry turns to face the oncoming threat-and is entranced by the umber hulk's bewildering eyes, forced to stand helpless as its mandibles snap shut."]},{"name":"Mind Scrambler","type":"entries","entries":["Many survivors of an umber hulk encounter recollect little about the attack, because the monster's confusing gaze scrambles their memory of the event. Those who have fought and killed umber hulks recognize the signs. For other denizens of the Underdark, grisly tales of vanished explorers and wanton destruction speak of an unknown foe. Umber hulks take on supernatural status in these harrowing stories, many of which convey the same warning: once an umber hulk has been spotted, it is already too late to escape it."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The wall caved in. That's the last thing I remember."],"by":"A survivor's account of an umber hulk attack"}]}]}],"gallery":[{"path":"bestiary/MM/Umber Hulk.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"umber-hulk","source":"XMM"}]},{"id":"umberto-noblin","name":"Umberto Noblin","source":"VEoR","page":23,"srd":false,"image":"bestiary/tokens/VEoR/Umberto Noblin.webp","token":"bestiary/tokens/VEoR/Umberto Noblin.webp","size":"Medium","creatureType":"Humanoid (Gnome)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"umbragen-shadow-walker","name":"Umbragen Shadow Walker","source":"EFA","page":99,"srd":false,"image":"bestiary/EFA/Umbragen Shadow Walker.webp","token":"bestiary/tokens/EFA/Umbragen Shadow Walker.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"162 (25d8 + 50)","speed":"30 ft.","str":12,"dex":19,"con":14,"int":13,"wis":15,"cha":20,"saves":"Dex +8, Wis +6","skills":"Arcana +5, Perception +6, Stealth +8","vulnerabilities":"radiant","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 16","languages":"Common, Elvish, Undercommon","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Magic can't put the shadow walker to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the shadow walker has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[{"name":"Spellcasting","entries":["The shadow walker casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell Dancing Lights|XPHB}, {@spell Darkness|XPHB}, {@spell Minor Illusion|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The shadow walker makes three Gloom Burst attacks and uses Shadow Cowl."]},{"name":"Gloom Burst","entries":["{@atkr m,r} {@hit 9}, reach 5 ft. or range 120 ft. {@h}14 ({@damage 2d8 + 5}) Psychic damage."]},{"name":"Shadow Cowl","entries":["{@actSave wis} {@dc 17}, one creature the shadow walker can see within 120 feet. {@actSaveFail} 14 ({@damage 4d6}) Necrotic damage, and the target has the {@condition Blinded|XPHB} condition until the start of the shadow walker's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Umbragen drow are the descendants of drow who fled the giants and found refuge underground. For countless generations, they have lived in the lightless caverns of Khyber. There, they tapped into a mysterious magical shadow they called the Umbra. Though some have emerged to haunt the surface in the wake of the giant empire's fall, they retain a spiritual and physical connection to the darkness below. Umbragen shadow walkers weave shadow magic to confound foes."]}],"gallery":[{"path":"bestiary/EFA/Umbragen Shadow Walker.webp"}]},{"id":"umbraxakar","name":"Umbraxakar","source":"WDMM","page":241,"srd":false,"image":"bestiary/WDMM/Umbraxakar.webp","token":"bestiary/tokens/WDMM/Umbraxakar.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral Evil","ac":"19","initiative":"+0 (10)","hp":"212 (17d12 + 102)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":19,"saves":"Dex +5, Con +11, Wis +7, Cha +9","skills":"Insight +7, Perception +12, Stealth +5","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 22","languages":"Common, Draconic","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["Umbraxakar can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Umbraxakar fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Umbraxakar can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Umbraxakar's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours."]},{"name":"Breath Weapons {@recharge 5}","entries":["Umbraxakar uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Breath","entry":"Umbraxakar exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Repulsion Breath","entry":"Umbraxakar exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 19} Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon."}]}]},{"name":"Change Shape","entries":["Umbraxakar magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).","In a new form, Umbraxakar retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Umbraxakar makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Umbraxakar makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Umbraxakar beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Umbraxakar.webp","credit":"Eric Belisle"}]},{"id":"undead-bulette","name":"Undead Bulette","source":"WDMM","page":90,"srd":false,"image":"bestiary/tokens/WDMM/Undead Bulette.webp","token":"bestiary/tokens/WDMM/Undead Bulette.webp","size":"Large","creatureType":"Undead","alignment":"Unaligned","ac":"17","initiative":"+0 (10)","hp":"125 (9d10 + 45)","speed":"40 ft., burrow 40 ft.","str":19,"dex":11,"con":21,"int":2,"wis":10,"cha":5,"saves":"","skills":"Perception +6","vulnerabilities":"radiant","resistances":"necrotic","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Mountain, Grassland, Hill","treasure":"","traits":[{"name":"Standing Leap","entries":["The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}30 ({@damage 4d12 + 4}) piercing damage."]},{"name":"Deadly Leap","entries":["If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a {@dc 16} Strength or Dexterity saving throw (target's choice) or be knocked {@condition prone} and take 14 ({@damage 3d6 + 4}) bludgeoning damage plus 14 ({@damage 3d6 + 4}) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked {@condition prone}, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the bulette's space."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"undead-cockatrice","name":"Undead Cockatrice","source":"OoW","page":114,"srd":false,"image":"bestiary/tokens/OoW/Undead Cockatrice.webp","token":"bestiary/tokens/OoW/Undead Cockatrice.webp","size":"Small","creatureType":"Undead","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"27 (6d6 + 6)","speed":"20 ft., fly 40 ft.","str":6,"dex":12,"con":12,"int":2,"wis":13,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) piercing damage, and the target must succeed on a {@dc 11} Constitution saving throw against being magically {@condition petrified}. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"undead-shambling-mound","name":"Undead Shambling Mound","source":"WDMM","page":142,"srd":false,"image":"bestiary/tokens/WDMM/Undead Shambling Mound.webp","token":"bestiary/tokens/WDMM/Undead Shambling Mound.webp","size":"Large","creatureType":"Undead","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"136 (16d10 + 48)","speed":"20 ft., swim 20 ft.","str":18,"dex":8,"con":16,"int":5,"wis":10,"cha":5,"saves":"","skills":"Stealth +2","vulnerabilities":"","resistances":"cold; fire","immunities":"necrotic; poison","conditionImmunities":"blinded; deafened; exhaustion; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Necrotic Absorption","entries":["Whenever the shambling mound is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 14}), and the shambling mound uses its Engulf on it."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Engulf","entries":["The shambling mound engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 14} Constitution saving throw at the start of each of the mound's turns or take 13 ({@damage 2d8 + 4}) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Made entirely of skulls and bones."]}]}]}]},{"id":"undead-soldier","name":"Undead Soldier","source":"DSotDQ","page":96,"srd":false,"image":"bestiary/tokens/DSotDQ/Undead Soldier.webp","token":"bestiary/tokens/DSotDQ/Undead Soldier.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"18","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Swamp, Urban, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The soldier makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the soldier's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"undead-spirit","name":"Undead Spirit","source":"XPHB","page":328,"srd":false,"image":"bestiary/XPHB/Undead Spirit.webp","token":"bestiary/tokens/XPHB/Undead Spirit.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral","ac":"-","initiative":"+3 (13)","hp":"30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3","speed":"30 ft., fly 40 ft. (hover; Ghostly only)","str":12,"dex":16,"con":15,"int":4,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; paralyzed; poisoned","senses":"Darkvision 60 ft., Passive Perception 10","languages":"understands the languages you know","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Festering Aura (Putrid Only)","entries":["{@actSave con} DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the spirit. {@actSaveFail} The creature has the {@condition Poisoned|XPHB} condition until the start of its next turn."]},{"name":"Incorporeal Passage (Ghostly Only)","entries":["The spirit can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes {@damage 1d10} Force damage for every 5 feet traveled."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of attacks equal to half this spell's level (round down)."]},{"name":"Deathly Touch (Ghostly Only)","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d8 + 3 + summonSpellLevel} Necrotic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn."]},{"name":"Grave Bolt (Skeletal Only)","entries":["{@atkr r} {@hitYourSpellAttack Bonus equals your spell attack modifier}, range 150 ft. {@h}{@damage 2d4 + 3 + summonSpellLevel} Necrotic damage."]},{"name":"Rotting Claw (Putrid Only)","entries":["{@atkr m} {@hitYourSpellAttack Bonus equals your spell attack modifier}, reach 5 ft. {@h}{@damage 1d6 + 3 + summonSpellLevel} Slashing damage. If the target has the {@condition Poisoned|XPHB} condition, it has the {@condition Paralyzed|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/XPHB/Undead Spirit.webp","credit":"Ustin Sweet"}],"otherVersions":[{"id":"undead-spirit-tce","source":"TCE"}]},{"id":"undead-spirit-tce","name":"Undead Spirit","source":"TCE","page":114,"srd":false,"image":"bestiary/tokens/TCE/Undead Spirit.webp","token":"bestiary/tokens/TCE/Undead Spirit.webp","size":"Medium","creatureType":"Undead","alignment":"Unaligned","ac":"-","initiative":"+3 (13)","hp":"30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd","speed":"30 ft., fly 40 ft. (ghostly only; hover)","str":12,"dex":16,"con":15,"int":4,"wis":10,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Incorporeal Passage (Ghostly Only)","entries":["The spirit can move through other creatures and objects as if they were {@quickref difficult terrain||3}. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes {@damage 1d10} force damage for every 5 feet traveled."]},{"name":"Festering Aura (Putrid Only)","entries":["Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be {@condition poisoned} until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spirit makes a number of attacks equal to half this spell's level (rounded down)."]},{"name":"Deathly Touch (Ghostly Only)","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one creature. {@h}{@damage 1d8 + 3 + summonSpellLevel} necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be {@condition frightened} of the undead until the end of the target's next turn."]},{"name":"Grave Bolt (Skeletal Only)","entries":["{@atk rs} {@hitYourSpellAttack} to hit, range 150 ft., one target. {@h}{@damage 2d4 + 3 + summonSpellLevel} necrotic damage."]},{"name":"Rotting Claw (Putrid Only)","entries":["{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target. {@h}{@damage 1d6 + 3 + summonSpellLevel} slashing damage. If the target is {@condition poisoned}, it must succeed on a Constitution saving throw against your spell save DC or be {@condition paralyzed} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"undead-spirit","source":"XPHB"}]},{"id":"undead-tree","name":"Undead Tree","source":"BGDIA","page":109,"srd":false,"image":"bestiary/tokens/BGDIA/Undead Tree.webp","token":"bestiary/tokens/BGDIA/Undead Tree.webp","size":"Huge","creatureType":"Undead","alignment":"Chaotic Good","ac":"16","initiative":"-1 (9)","hp":"138 (12d12 + 60)","speed":"30 ft.","str":23,"dex":8,"con":21,"int":12,"wis":16,"cha":12,"saves":"","skills":"","vulnerabilities":"fire","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Druidic, Elvish, Sylvan","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the tree remains motionless, it is indistinguishable from a normal tree."]},{"name":"Siege Monster","entries":["The tree deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The tree makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 10} to hit, range 60/180 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage."]},{"name":"Animate Trees (1/Day)","entries":["The tree magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a {@creature treant}, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"undercity-medusa","name":"Undercity Medusa","source":"GGR","page":222,"srd":false,"image":"bestiary/GGR/Undercity Medusa.webp","token":"bestiary/tokens/GGR/Undercity Medusa.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"120 (16d8 + 48)","speed":"30 ft.","str":16,"dex":18,"con":16,"int":17,"wis":12,"cha":15,"saves":"","skills":"Deception +5, Insight +4, Perception +4, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Elvish","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The medusa has advantage on saving throws against spells and other magical effects."]},{"name":"Surprise Attack","entries":["During the first round of combat, the medusa has advantage on attack rolls against any creature that is {@status surprised}, and it deals an extra 10 ({@damage 3d6}) damage each time it hits such a creature with an attack."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The medusa's innate spellcasting ability is Intelligence (spell save {@dc 14}). The medusa can innately cast the following spells, requiring no material components:","1/day each: {@spell expeditious retreat}, {@spell fog cloud}, {@spell misty step}"]}],"actions":[{"name":"Multiattack","entries":["The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Petrifying Gaze","entries":["The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a {@dc 14} Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a {@spell greater restoration} spell or similar magic."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws.","The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony-a fine trophy for the medusa's macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless.","This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild's smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.","Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the undercity like hungry predators."]}]}]}],"gallery":[{"path":"bestiary/GGR/Undercity Medusa.webp","credit":"Alex Konstad"}]},{"id":"underworld-cerberus","name":"Underworld Cerberus","source":"MOT","page":215,"srd":false,"image":"bestiary/MOT/Underworld Cerberus.webp","token":"bestiary/tokens/MOT/Underworld Cerberus.webp","size":"Large","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"16","initiative":"+1 (11)","hp":"104 (11d10 + 44)","speed":"60 ft.","str":19,"dex":12,"con":18,"int":10,"wis":16,"cha":9,"saves":"","skills":"Athletics +7, Perception +9, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire; necrotic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; stunned","senses":"truesight 30 ft., Passive Perception 19","languages":"understands all languages but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see."]},{"name":"Multiheaded","entries":["The cerberus can't be {@status surprised}, and it has advantage on saving throws against being knocked {@condition unconscious}."]},{"name":"Pack Tactics","entries":["The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The cerberus makes three bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Breath Weapon {@recharge 5}","entries":["The cerberus exhales a 30-foot cone of molten rock. Each creature in the cone must make a {@dc 15} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also {@condition restrained} by the hardening rock. A creature can make a {@dc 15} Strength ({@skill Athletics}) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Three-headed cerberi dwell deep in the Underworld. Terrifying and cunning, they guard portals between the wards of the Underworld, Erebos's greatest treasures, and noteworthy souls who might attempt to escape the realm of the dead. Three-headed cerberi commonly serve demons, but if left to their own devices, they often herd wily souls into labyrinthine Underworld wildernesses, then hunt them for sport.","Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements."]}],"gallery":[{"path":"bestiary/MOT/Underworld Cerberus.webp","credit":"Svetlin Velinov"}]},{"id":"undying-councilor","name":"Undying Councilor","source":"ERLW","page":311,"srd":false,"image":"bestiary/tokens/ERLW/Undying Councilor.webp","token":"bestiary/tokens/ERLW/Undying Councilor.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Good","ac":"17","initiative":"+0 (10)","hp":"104 (16d8 + 32)","speed":"30 ft.","str":16,"dex":10,"con":14,"int":17,"wis":21,"cha":16,"saves":"Con +6, Int +7, Wis +9","skills":"Arcana +7, History +11, Insight +9, Perception +9, Religion +7","vulnerabilities":"necrotic","resistances":"","immunities":"poison; radiant","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 120 ft., Passive Perception 19","languages":"Common, Elvish","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of Radiance","entries":["The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled."]},{"name":"Magic Resistance","entries":["The councilor has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell mending}, {@spell sacred flame}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bless}, {@spell command}, {@spell create or destroy water}","Level 2 (3 slots): {@spell augury}, {@spell calm emotions}, {@spell hold person}","Level 3 (3 slots): {@spell daylight}, {@spell dispel magic}, {@spell spirit guardians}","Level 4 (3 slots): {@spell banishment}, {@spell divination}, {@spell guardian of faith}","Level 5 (2 slots): {@spell dispel evil and good}, {@spell flame strike} (see \"Actions\" below), {@spell scrying}","Level 6 (1 slots): {@spell forbiddance}, {@spell planar ally}","Level 7 (1 slots): {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["The councilor makes two Radiant Touch attacks."]},{"name":"Radiant Touch","entries":["{@atk ms} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) radiant damage."]},{"name":"Healing Touch (3/Day)","entries":["The councilor touches another creature. The target magically regains 18 ({@dice 3d8 + 5}) hit points and is freed from one curse afflicting it (councilor's choice)."]},{"name":"Flame Strike (5th-Level Spell; Requires a Spell Slot)","entries":["The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a {@dc 17} Dexterity saving throw. A creature takes 14 ({@damage 4d6}) fire damage and 14 ({@damage 4d6}) radiant damage on a failed save, or half as much damage on a successful one. If the councilor casts this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (its choice) increases by {@dice 1d6} for each slot level above 5th."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Touch","entries":["The councilor makes one attack with its Radiant Touch."]},{"name":"Shimmering Aura (Costs 2 Actions)","entries":["The councilor channels positive energy into its Aura of Radiance. Until the end of the councilor's next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the bright light must succeed on a {@dc 17} Constitution saving throw or be {@condition blinded} until the end of the councilor's next turn."]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Undying councilors guide and protect the people of Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting their consciousness into the Astral Plane, seeking new knowledge to share with their people. Still, not all minds are capable of assimilating immortality, and undying councilors sometimes buckle under the strain and go mad."]}]},{"type":"entries","entries":[{"type":"entries","entries":["The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community.","Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"The Face of Death","entries":["The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.","The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors."]},{"type":"entries","name":"Bound by Love and Light","entries":["Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die."]},{"type":"entries","name":"The Undying Court","entries":["The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai.","The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court."]},{"type":"entries","name":"Undead Nature","entries":["An undying doesn't require air, food, drink, or sleep."]}]}]}]}]}]},{"id":"undying-soldier","name":"Undying Soldier","source":"ERLW","page":311,"srd":false,"image":"bestiary/ERLW/Undying Soldier.webp","token":"bestiary/tokens/ERLW/Undying Soldier.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Good","ac":"17","initiative":"+1 (11)","hp":"26 (4d8 + 8)","speed":"30 ft.","str":16,"dex":12,"con":14,"int":11,"wis":13,"cha":14,"saves":"","skills":"Athletics +5, History +4, Perception +3, Religion +4","vulnerabilities":"necrotic","resistances":"radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Illumination","entries":["The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action."]},{"name":"Turn Resistance","entries":["The soldier has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The soldier makes two spear attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack, plus 9 ({@damage 2d8}) radiant damage if the target is a fiend or undead."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Undying soldiers make up the army of Aerenal's City of the Dead. They guard the temples of the Undying Court and the mansions of the noble lines of Aerenal, and Aereni ambassadors are often accompanied by undead bodyguards. Undying soldiers wear heirloom armor and wield ornate weaponry."]}]},{"type":"entries","entries":[{"type":"entries","entries":["The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community.","Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"The Face of Death","entries":["The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.","The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors."]},{"type":"entries","name":"Bound by Love and Light","entries":["Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die."]},{"type":"entries","name":"The Undying Court","entries":["The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai.","The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court."]},{"type":"entries","name":"Undead Nature","entries":["An undying doesn't require air, food, drink, or sleep."]}]}]}]}]}],"gallery":[{"path":"bestiary/ERLW/Undying Soldier.webp","credit":"James Zhang"}]},{"id":"unicorn","name":"Unicorn","source":"XMM","page":313,"srd":true,"image":"bestiary/XMM/Unicorn.webp","token":"bestiary/tokens/XMM/Unicorn.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"12","initiative":"+8 (18)","hp":"97 (13d10 + 26)","speed":"50 ft.","str":18,"dex":14,"con":15,"int":11,"wis":17,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Celestial, Elvish, Sylvan; telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Planar, Feywild","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the unicorn fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The unicorn has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Detect Evil and Good|XPHB}, {@spell Druidcraft|XPHB}","1/day each: {@spell Calm Emotions|XPHB}, {@spell Dispel Evil and Good|XPHB}, {@spell Entangle|XPHB}, {@spell Pass without Trace|XPHB}, {@spell Word of Recall|XPHB}"]},{"name":"Unicorn's Blessing (3/Day)","entries":["The unicorn touches another creature with its horn and casts {@spell Cure Wounds|XPHB} or {@spell Lesser Restoration|XPHB} on that creature, using the same spellcasting ability as Spellcasting.","3/day: {@spell Cure Wounds|XPHB}, {@spell Lesser Restoration|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The unicorn makes one Hooves attack and one Radiant Horn attack."]},{"name":"Hooves","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Bludgeoning damage."]},{"name":"Radiant Horn","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}9 ({@damage 1d10 + 4}) Radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Charging Horn","entries":["The unicorn moves up to half its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}, and it makes one Radiant Horn attack."]},{"name":"Shimmering Shield","entries":["The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 ({@dice 3d6}) {@variantrule Temporary Hit Points|XPHB}, and its AC increases by 2 until the end of the unicorn's next turn. The unicorn can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a unicorn's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Obscuring Foliage","entries":["The unicorn and its allies have {@variantrule Advantage|XPHB} on Dexterity ({@skill Stealth|XPHB}) checks while within 1 mile of the lair."]},{"type":"item","name":"Positive Energy","entries":["Whenever a creature within 1 mile of the lair regains {@variantrule Hit Points|XPHB} from a spell, it regains the maximum number of {@variantrule Hit Points|XPHB} possible. Additionally, the effects of curses are suppressed within 1 mile of the lair."]}]},"If the unicorn dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","name":"Unicorn","entries":["{@i Majestic and Magical Forest Master}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Unicorns are majestic defenders of forests. They are revered by many Fey and other forest dwellers, and they do whatever they can to ensure the peace and health of those who shelter in their wooded realms.",{"type":"entries","name":"Unicorn Lairs","entries":["Unicorns dwell in unspoiled forests, particularly where benevolent Fey creatures live."]}]}],"gallery":[{"path":"bestiary/XMM/Unicorn.webp","credit":"Nikki Dawes"}],"otherVersions":[{"id":"unicorn-mm","source":"MM"}]},{"id":"unicorn-mm","name":"Unicorn","source":"MM","page":294,"srd":false,"image":"bestiary/MM/Unicorn.webp","token":"bestiary/tokens/MM/Unicorn.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"67 (9d10 + 18)","speed":"50 ft.","str":18,"dex":14,"con":15,"int":11,"wis":17,"cha":16,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Celestial, Elvish, Sylvan, telepathy 60 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Charge","entries":["If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Magic Resistance","entries":["The unicorn has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The unicorn's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The unicorn's innate spellcasting ability is Charisma (spell save {@dc 14}). The unicorn can innately cast the following spells, requiring no components:","At will: {@spell detect evil and good}, {@spell druidcraft}, {@spell pass without trace}","1/day each: {@spell calm emotions}, {@spell dispel evil and good}, {@spell entangle}"]}],"actions":[{"name":"Multiattack","entries":["The unicorn makes two attacks: one with its hooves and one with its horn."]},{"name":"Hooves","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Horn","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage."]},{"name":"Healing Touch (3/Day)","entries":["The unicorn touches another creature with its horn. The target magically regains 11 ({@dice 2d8 + 2}) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target."]},{"name":"Teleport (1/Day)","entries":["The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Hooves","entries":["The unicorn makes one attack with its hooves."]},{"name":"Shimmering Shield (Costs 2 Actions)","entries":["The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn."]},{"name":"Heal Self (Costs 3 Actions)","entries":["The unicorn magically regains 11 ({@dice 2d8 + 2}) hit points."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:",{"type":"list","items":["Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.","Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity ({@skill Stealth}) checks made to hide.","When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.","Curses affecting any good-aligned creature are suppressed."]},"If the unicorn dies, these effects end immediately."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight.","A unicorn's brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn's domain alive.",{"name":"Divine Guardians","type":"entries","entries":["Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicorn's forest, where evil creatures pursue at their peril.","Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey.","Although all unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests."]},{"name":"Forest Lords","type":"entries","entries":["A unicorn's forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature's notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.","In a unicorn's forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a unicorn's domain seem quite tame.","Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a unicorn when they dwell within its woods. Under a unicorn's protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil.","A unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods."]},{"name":"Sacred Horns","type":"entries","entries":["A unicorn's horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force.","Wizards can work powdered unicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution."]},{"name":"Blessed Mounts","type":"entries","entries":["When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells.","As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return."]},{"type":"entries","name":"A Unicorn's Lair","entries":["A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location."]}]}]}],"gallery":[{"path":"bestiary/MM/Unicorn.webp"}],"hidden":true,"otherVersions":[{"id":"unicorn","source":"XMM"}]},{"id":"unspeakable-horror","name":"Unspeakable Horror","source":"RHW","page":274,"srd":false,"image":"bestiary/RHW/Unspeakable Horror.webp","token":"bestiary/tokens/RHW/Unspeakable Horror.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+4 (14)","hp":"126 (12d12 + 48)","speed":"40 ft.","str":21,"dex":13,"con":19,"int":3,"wis":14,"cha":17,"saves":"Con +7, Wis +5","skills":"","vulnerabilities":"","resistances":"acid; cold; necrotic; poison","immunities":"","conditionImmunities":"frightened; grappled; prone; restrained","senses":"Truesight 60 ft., Passive Perception 12","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"","traits":[{"name":"Incomprehensible Form","entries":["Attack rolls against the horror have {@variantrule Disadvantage|XPHB}. This trait is suppressed while the horror has the {@condition Incapacitated|XPHB} condition."]},{"name":"Regeneration","entries":["The horror regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}."]},{"name":"Terrifying Aura","entries":["The horror radiates an aura in a 15-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} while it doesn't have the {@condition Incapacitated|XPHB} condition. {@actSave wis} {@dc 15}, any enemy that starts its turn in the aura. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the start of its next turn. While {@condition Frightened|XPHB} in this way, the target has the {@condition Paralyzed|XPHB} condition. {@actSaveSuccess} The target is immune to this horror's aura for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horror makes three Phantasmic Assault attacks."]},{"name":"Phantasmic Assault","entries":["{@atkr m,r} {@hit 8}, reach 5 ft. or range 60 ft. {@h}14 ({@damage 4d6}) Cold, Necrotic, Poison, or Psychic damage (horror's choice)."]}],"bonusActions":[],"reactions":[{"name":"Warp Mind","entries":["{@actTrigger} A creature the horror can see within 120 feet of itself takes the {@action Study|XPHB} action or makes a Constitution saving throw to maintain {@status Concentration|XPHB}. {@actResponse d}{@actSave wis} {@dc 15}, the triggering creature. {@actSaveFail} 7 ({@damage 2d6}) Psychic damage, and the target has the {@condition Stunned|XPHB} condition until the end of its next turn."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Terrifying Monster of the Mists}","Unspeakable horrors are anathema to all other life in the multiverse. Their shapes change constantly in ways that defy and disrupt reality. Those who look on these beings instantly understand their absolute and awful wrongness. Such revelations are often the last witnesses have before they're dissolved by discordant, destructive forces."]}],"gallery":[{"path":"bestiary/RHW/Unspeakable Horror.webp","credit":"Valera Lutfullina"}],"otherVersions":[{"id":"unspeakable-horror-vrgr","source":"VRGR"}]},{"id":"unspeakable-horror-vrgr","name":"Unspeakable Horror","source":"VRGR","page":250,"srd":false,"image":"bestiary/VRGR/Unspeakable Horror.webp","token":"bestiary/tokens/VRGR/Unspeakable Horror.webp","size":"Huge","creatureType":"Monstrosity","alignment":"","ac":"15","initiative":"+1 (11)","hp":"95 (10d10 + 40)","speed":"40 ft.","str":21,"dex":13,"con":19,"int":3,"wis":14,"cha":17,"saves":"Con +7, Wis +5","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Formed by the Mists","entries":["When created, the horror's body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits in this stat block."]},{"name":"Amorphous (Malleable Mass Only)","entries":["The horror can move through any opening at least 1 inch wide without squeezing."]},{"name":"Bile Body (Oozing Organs Only)","entries":["Any creature that touches the horror or hits it with a melee attack takes 5 ({@damage 1d10}) acid damage."]},{"name":"Relentless Stride (Loathsome Limbs Only)","entries":["The horror can move through the space of another creature. The first time on a turn that the horror enters a creature's space during this move, the creature must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The horror makes two Limbs attacks."]},{"name":"Limbs","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]},{"name":"Hex Blast {@recharge 5}","entries":["The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 7d12}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants of ruined domains. While such nightmares typically manifest as nothing more than impressions, whispers, or vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers."]},{"type":"section","entries":[{"type":"entries","name":"Customizing a Horror","entries":["An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result.","The results of these tables are meant to be broad, so feel free to describe the details of an unspeakable horror's form and the interplay between its parts however you desire. The more discordant and unexpected a horror's parts, the more unsettling it might be."]},{"type":"entries","name":"Mist Horrors","entries":["Some who wander into the Land of the Mists seek to stay hidden in the haze. They might even wish to dwell amid the endless fog, finding it preferable to horrors elsewhere. But the Mists drifting between the Domains of Dread are far from safe—or empty.","Mist horrors are bodiless spirits of dread, entities given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further details of a mist horror's appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can't persist for long outside the Mists: after {@dice 1d4} rounds outside the Mists, they lose cohesion and collapse back into harmless vapor.",{"type":"table","caption":"Body Composition","colLabels":["d4","Body"],"colStyles":["col-2 text-center","col-10"],"rows":[["1",{"type":"entries","name":"Aberrant Armor","entries":["The horror's body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton."]}],["2",{"type":"entries","name":"Loathsome Limbs","entries":["The horror's body boasts spider like legs, many-jointed appendages, or thrashing tentacles."]}],["3",{"type":"entries","name":"Malleable Mass","entries":["The horror's body is composed of a clot of boneless flesh, shadowy tendrils, or mist."]}],["4",{"type":"entries","name":"Oozing Organs","entries":["The horror's body boasts exposed entrails, bloated parasites, or a gelatinous shroud, perhaps because it is inside out."]}]]},{"type":"table","caption":"Hex Blast","colLabels":["d4","Hex"],"colStyles":["col-2 text-center","col-10"],"rows":[["1",{"type":"entries","name":"Beguiling Hex {@recharge 5}","entries":["The horror expels a wave of mind-altering magic. Each creature within 30 feet of the horror must make a {@dc 15} Wisdom saving throw, taking 33 ({@dice 6d10}) psychic damage and being incapacitated until the end of the creature's next turn on a failed save, or taking half as much damage on a successful one."]}],["2",{"type":"entries","name":"Bile Hex {@recharge 5}","entries":["The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a {@dc 15} Dexterity saving throw or be covered in bile. A creature covered in bile takes 31 ({@dice 7d8}) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the bile that covers it."]}],["3",{"type":"entries","name":"Petrifying Hex {@recharge 5}","entries":["The horror expels petrifying gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or take 14 ({@dice 4d6}) necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the {@spell greater restoration} spell or other magic."]}],["4",{"type":"entries","name":"Reality-Stealing Hex {@recharge 5}","entries":["The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a {@dc 15} Wisdom saving throw. On a failed save, the target takes 22 ({@dice 5d8}) psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn."]}]]},{"type":"table","caption":"Limbs","colLabels":["d4","Attack"],"colStyles":["col-2 text-center","col-10"],"rows":[["1",{"type":"entries","name":"Bone Blade","entries":["The horror's limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice."]}],["2",{"type":"entries","name":"Corrosive Pseudopod","entries":["The horror's limb attack deals an extra 9 ({@dice 2d8}) acid damage."]}],["3",{"type":"entries","name":"Grasping Tentacle","entries":["The horror's limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape {@dc 16}). The limb can have only one creature grappled at a time."]}],["4",{"type":"entries","name":"Poisonous Limb","entries":["The horror's limb deals piercing damage instead of bludgeoning damage. In addition, when the horror hits a creature with this limb, the creature must succeed on a {@dc 15} Constitution saving throw or take 7 ({@dice 2d6}) poison damage and be poisoned until the end of its next turn."]}]]}]}]}],"gallery":[{"path":"bestiary/VRGR/Unspeakable Horror.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"unspeakable-horror","source":"RHW"}]},{"id":"urgala-meltimer","name":"Urgala Meltimer","source":"SKT","page":254,"srd":false,"image":"bestiary/SKT/Urgala Meltimer.webp","token":"bestiary/tokens/SKT/Urgala Meltimer.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"12","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":12,"wis":14,"cha":13,"saves":"","skills":"Athletics +5, Intimidation +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Giant","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Giant Slayer","entries":["Any weapon attack that Urgala makes against a giant deals an extra 7 ({@damage 2d6}) damage on a hit."]},{"name":"Roleplaying Information","entries":["A retired adventurer, Urgala owns a respectable inn, the North shield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies.","Ideal: \"We live in a violent world, and sometimes violence is necessary for survival.\"","Bond: \"My home is my life. Threaten it, and I'll hurt you.\"","Flaw: \"I know how treacherous and greedy adventurers can be. I don't trust them—any of them.\""]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Urgala makes two attacks with her morningstar or her shortbow."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 1}) piercing damage. Urgala carries a quiver of twenty arrows."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies.","Ideal:\"We live in a violent world, and sometimes violence is necessary for survival.\"","Bond:\"My home is my life. Threaten it, and I'll hurt you.\"","Flaw:\"I know how treacherous and greedy adventurers can be. I don't trust them-any of them.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Urgala Meltimer.webp"}]},{"id":"urstul-floxin","name":"Urstul Floxin","source":"WDH","page":216,"srd":false,"image":"bestiary/WDH/Urstul Floxin.webp","token":"bestiary/tokens/WDH/Urstul Floxin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Orc, Thieves' cant","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Urstul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Urstul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Urstul deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Urstul makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Urstul Floxin works for Manshoon, and he is the highest-ranking member of the Zhentarim squad stationed at House Gralhund. Urstul is a glorified thug with all the charm and breeding of a snake, but the Gralhunds tolerate him because he feeds them useful information culled from his spies throughout the city. Urstul takes his orders from Manshoon's current simulacrum, which comes and goes from House Gralhund by way of a teleportation circle (connected to the circle in Kolat Towers).","Urstul is a large, heavyset man in his forties. He storms about House Gralhund like he owns the place. He has a collection of black flying snakes that he uses as couriers to deliver messages to underlings throughout the city."]}]}]}],"gallery":[{"path":"bestiary/WDH/Urstul Floxin.webp"}]},{"id":"urwin-martikov","name":"Urwin Martikov","source":"CoS","page":98,"srd":false,"image":"bestiary/tokens/CoS/Urwin Martikov.webp","token":"bestiary/tokens/CoS/Urwin Martikov.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"31 (7d8)","speed":"30 ft. (fly 50 ft. in raven and hybrid forms)","str":10,"dex":15,"con":11,"int":13,"wis":15,"cha":14,"saves":"","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common (can't speak in raven form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Urwin can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies."]},{"name":"Mimicry","entries":["Urwin can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]},{"name":"Regeneration","entries":["Urwin regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Human or Hybrid Form Only)","entries":["Urwin makes two weapon attacks, one of which can be with its hand crossbow."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form. If the target is humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with wereraven {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Human or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Human or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"usagt","name":"Usagt","source":"AitFR-THP","page":14,"srd":false,"image":"bestiary/tokens/AitFR-THP/Usagt.webp","token":"bestiary/tokens/AitFR-THP/Usagt.webp","size":"Medium","creatureType":"Aberration (Shapeshifter)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"97 (13d8 + 39)","speed":"30 ft.","str":10,"dex":15,"con":16,"int":15,"wis":20,"cha":12,"saves":"Int +5, Wis +8, Cha +4","skills":"History +5, Insight +8, Perception +8, Performance +7, Stealth +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 100 ft., Passive Perception 18","languages":"all, telepathy 30 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Invisibility","entries":["The usagt's true form is {@condition invisible}."]},{"name":"Shapechanger","entries":["The usagt can use its action to polymorph into a Small, Medium, or Large humanoid it has seen in person or telepathically, or back into its true form. Its statistics, other than its size, are the same in each form. While polymorphed, the usagt is not {@condition invisible}. Its new form appears to wear clothes, carry equipment, and even wield weapons, but these are all parts of the usagt itself; they vanish if dropped or removed from the creature. It can't activate, use, wield, or otherwise benefit from any of its apparent equipment. It reverts to its true form if it dies."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The usagt's innate spellcasting ability is Charisma (spell save {@dc 15}). It can cast the following spells, requiring no spell components:","At will: {@spell banishment}, {@spell detect thoughts}, {@spell disguise self}"]}],"actions":[{"name":"Multiattack","entries":["The usagt makes two attacks with its claws."]},{"name":"Claws","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 (2d4 + 2) slashing damage plus 11 (2d6 + 4) psychic damage."]},{"name":"Personal Insight","entries":["The usagt targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the usagt's Wisdom ({@skill Insight}) check.","The target has advantage on the roll if it is immune to being {@condition charmed}. A target can choose to fail this check.","If the usagt wins, it magically learns the identity of a creature from the target's past, someone the target wishes it could speak to again or with whom the target has left something unsaid. If somehow no such creature exists in the target's past, the usagt learns that instead."]}],"bonusActions":[],"reactions":[{"name":"Invisibility Response (Recharges When the Usagt Uses Its Shapechanger Ability)","entries":["When the usagt takes damage, it can choose to revert to its default, {@condition invisible} form and move up to 15 feet without provoking opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["These peculiar creatures originate on a tranquil, lawful plane where they lead gentle, languid existences. They enjoy the experiences of life—in memory and in practice—but have curiously few ambitions. Their natural lifespan is centuries long, and they give little thought to the passage of time.","Some scholars of the planes believe usagt are not organisms in any traditional sense but a kind of intelligent being made of notions and psychic matter.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Curiously Shy","entries":["An usagt's true form is amorphous and {@condition invisible}. They change shape based on the thoughts and memories they observe in other creatures' memories. Each usagt thus has a peculiar sense of itself and its peers, based on what shapes it can take in what order, rather than any visual cues of its own."]},{"type":"entries","name":"Cunning Observers","entries":["The favorite pastime of most usagt is putting on little improvised plays with others of its kind, changing shapes throughout. Usagt observe other creatures and detect their thoughts to broaden the catalog of characters they can portray."]},{"type":"entries","name":"Strange Nature","entries":["Usagt do not reproduce. An usagt requires no food, drink, or sleep, but enjoys them when it can. It does require air."]}]}]}]},{"id":"uthgardt-barbarian-leader","name":"Uthgardt Barbarian Leader","source":"SKT","page":86,"srd":false,"image":"bestiary/tokens/SKT/Uthgardt Barbarian Leader.webp","token":"bestiary/tokens/SKT/Uthgardt Barbarian Leader.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Neutral","ac":"14","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":16,"dex":15,"con":17,"int":9,"wis":11,"cha":9,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Bothii, Common, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Mountain, Hill, Arctic, Forest, Desert","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Oathbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, plus an extra 10 ({@damage 3d6}) piercing damage against a sworn enemy See the {@item oathbow} entry for the other properties."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"uthgardt-shaman","name":"Uthgardt Shaman","source":"SKT","page":243,"srd":false,"image":"bestiary/SKT/Uthgardt Shaman.webp","token":"bestiary/tokens/SKT/Uthgardt Shaman.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Any Alignment","ac":"13","initiative":"+1 (11)","hp":"38 (7d8 + 7)","speed":"30 ft.","str":14,"dex":12,"con":13,"int":10,"wis":15,"cha":12,"saves":"","skills":"Medicine +4, Nature +4, Perception +4, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Bothii, Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Requires a Sacred Bundle)","entries":["The shaman casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 12}; {@hit 4} to hit with spell attacks):","At will: {@spell dancing lights}, {@spell mage hand}, {@spell message}, {@spell thaumaturgy}","1/day each: {@spell augury} (cast as 1 action), {@spell bestow curse}, {@spell cordon of arrows}, {@spell detect magic}, {@spell speak with dead}, {@spell spirit guardians}"]}],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if wielded with two hands."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The Uthgardt are suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear and respect a shaman's power.","An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers, tufts of fur, and stones that have been \"touched\" by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits only the shaman who created it, and it doesn't replace the normal components of a spell.","In addition to the spells that all Uthgardt shamans can cast, a shaman of a particular tribe gains additional spells based on tribal affiliation (see the \"Uthgardt Sha man Tribal Spells\" sidebar).","By communing with their ancestors' spirits, Uthgardt shamans can also learn secret rituals. These rituals almost always require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and some shamans of the Griffon tribe can transform them selves into griffons by performing a ritual that requires them to drink copious amounts of horse blood.",{"type":"entries","name":"Uthgardt Shaman Tribal Spells","entries":["Depending on an Uthgardt shaman's tribe, the shaman's Innate Spellcasting feature gains additional spells the shaman can cast once per day.","Black Lion: {@spell chill touch}, {@spell feign death}, {@spell revivify}","Black Raven: {@spell animal messenger} (raven only), {@spell polymorph} (self only; into a raven only)","Blue Bear: {@spell enhance ability} (bear's endurance only), {@spell heroism}","Elk: {@spell find steed} (cast as 1 action; elk only), {@spell haste}","Gray Wolf: {@spell beast sense} (wolf or dire wolf only), {@spell moonbeam}, {@spell speak with animals} (wolf or dire wolf only)","Great Worm: {@spell crusader's mantle}, {@spell hypnotic pattern}","Griffon: {@spell beast sense} (birds only), {@spell fly}","Sky Pony: {@spell gust of wind}, {@spell witch bolt}","Red Tiger: {@spell enhance ability} (cat's grace only), {@spell jump}","Thunderbeast: {@spell enhance ability} (bull's strength only), {@spell pass without trace}","Tree Ghost: {@spell barkskin}, {@spell speak with plants}"]}]}]}],"gallery":[{"path":"bestiary/SKT/Uthgardt Shaman.webp"}]},{"id":"uvashar","name":"Uvashar","source":"VEoR","page":158,"srd":false,"image":"bestiary/tokens/VEoR/Uvashar.webp","token":"bestiary/tokens/VEoR/Uvashar.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"16","initiative":"+3 (13)","hp":"110 (13d8 + 52)","speed":"40 ft.","str":14,"dex":17,"con":18,"int":13,"wis":16,"cha":20,"saves":"","skills":"Deception +10, Insight +8","vulnerabilities":"piercing from magic weapons wielded by good creatures","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Infernal","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Limited Magic Immunity","entries":["Uvashar can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Uvashar makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a {@spell remove curse} spell or similar magic."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"uzoma-baten","name":"Uzoma Baten","source":"JttRC","page":94,"srd":false,"image":"bestiary/JttRC/060-07-002.overseer-uzoma.webp","token":"bestiary/tokens/JttRC/Uzoma Baten.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Good","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/060-07-002.overseer-uzoma.webp","title":"Overseer Uzoma","credit":"Hinchel Or"}]},{"id":"vaal","name":"Vaal","source":"SKT","page":207,"srd":false,"image":"bestiary/tokens/SKT/Vaal.webp","token":"bestiary/tokens/SKT/Vaal.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Good Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":12,"wis":16,"cha":16,"saves":"Con +10, Wis +7, Cha +7","skills":"Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain","treasure":"","traits":[{"name":"Keen Smell","entries":["Vaal has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Vaal's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell fly}, {@spell misty step}, {@spell telekinesis}","1/day each: {@spell control weather}, {@spell gaseous form}"]}],"actions":[{"name":"Multiattack","entries":["Vaal makes two morningstar attacks."]},{"name":"Morningstar","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d8 + 8}) piercing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vaasha","name":"Vaasha","source":"SKT","page":256,"srd":false,"image":"bestiary/tokens/SKT/Vaasha.webp","token":"bestiary/tokens/SKT/Vaasha.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Good","ac":"16","initiative":"+2 (12)","hp":"230 (20d12 + 100)","speed":"50 ft., swim 50 ft.","str":29,"dex":14,"con":20,"int":16,"wis":18,"cha":18,"saves":"Str +14, Con +10, Wis +9, Cha +9","skills":"Athletics +14, Perception +9, Survival +9","vulnerabilities":"","resistances":"cold","immunities":"lightning; thunder","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Roleplaying Information","entries":["Vaasha is a skilled hunter and tracker who doesn't charge into danger without first assessing the risks. She's not afraid to speak her mind, even to her king. To her, a worthy leader values the truth, no matter how painful it is.","Ideal: \"I want this conflict over with so that I can return to the quiet stillness of the ocean depths.\"","Bond: \"I'll protect this beautiful world from the ravages of evil with my dying breath.\"","Flaw: \"I don't care if my words hurt others' feelings.\""]},{"name":"Amphibious","entries":["Vaasha can breathe air and water."]}],"spellcasting":[{"name":"Spellcasting","entries":["The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell levitate}, {@spell light}","1/day each: {@spell control weather} (cast as 1 action), {@spell water breathing}"]}],"actions":[{"name":"Multiattack","entries":["Vaasha makes two greatsword attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}30 ({@damage 6d6 + 9}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 14} to hit, range 60/240 ft., one target. {@h}35 ({@damage 4d12 + 9}) bludgeoning damage."]},{"name":"Lightning Strike {@recharge 5}","entries":["Vaasha hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vadalis-heir","name":"Vadalis Heir","source":"EFA","page":85,"srd":false,"image":"bestiary/EFA/Vadalis Heir.webp","token":"bestiary/tokens/EFA/Vadalis Heir.webp","size":"Small or Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"14","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":12,"dex":16,"con":15,"int":10,"wis":17,"cha":13,"saves":"Dex +5, Con +4, Wis +5","skills":"Animal Handling +7, Nature +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Sylvan","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The heir has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the heir's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[{"name":"Spellcasting","entries":["The heir casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Druidcraft|XPHB}, {@spell Light|XPHB}, {@spell Speak with Animals|XPHB}","1/day: {@spell Ice Storm|XPHB}","3/day each: {@spell Animal Friendship|XPHB}, {@spell Animal Messenger|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The heir makes four attacks, using Scimitar or Lunar Wisp in any combination."]},{"name":"Scimitar","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage plus 3 ({@damage 1d6}) Poison damage."]},{"name":"Lunar Wisp","entries":["{@atkr r} {@hit 5}, range 60 ft. {@h}9 ({@damage 2d8}) Radiant damage, and the target emits {@variantrule Dim Light|XPHB} in a 10-foot radius and can't benefit from the {@condition Invisible|XPHB} condition until the end of the heir's next turn."]}],"bonusActions":[{"name":"Spur Beast","entries":["The heir targets a Beast it can see within 30 feet. The target can take a {@variantrule Reaction|XPHB} to move up to half its {@variantrule Speed|XPHB} and make one melee attack."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Combining druidic magic with skill at handling natural and monstrous animals, the dragonmarked heirs of House Vadalis, most of whom are human, are more fearsome than their innocuous-seeming house suggests—especially when accompanied by a Giant Boar, Polar Bear, or Rhinoceros."]}],"gallery":[{"path":"bestiary/EFA/Vadalis Heir.webp"}]},{"id":"vaeve","name":"Vaeve","source":"VEoR","page":175,"srd":false,"image":"bestiary/tokens/VEoR/Vaeve.webp","token":"bestiary/tokens/VEoR/Vaeve.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"45 (10d8)","speed":"30 ft.","str":9,"dex":14,"con":10,"int":17,"wis":13,"cha":12,"saves":"","skills":"Arcana +6, Deception +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Vaeve has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Vaeve has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Vaeve's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["Vaeve is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell poison spray}, {@spell ray of frost}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}, {@spell witch bolt}","Level 2 (3 slots): {@spell alter self}, {@spell misty step}, {@spell web}","Level 3 (3 slots): {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell Evard's black tentacles}, {@spell greater invisibility}","Level 5 (2 slots): {@spell cloudkill}"]}],"actions":[{"name":"Staff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands, plus 3 ({@damage 1d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["Vaeve magically summons a {@creature quasit}, or attempts to summon a {@creature shadow demon} with a {@chance 50|50 percent|50% summoning chance} chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vajra-safahr","name":"Vajra Safahr","source":"WDH","page":217,"srd":false,"image":"bestiary/WDH/Vajra Safahr.webp","token":"bestiary/tokens/WDH/Vajra Safahr.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"14","initiative":"+2 (12)","hp":"126 (23d8 + 23)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":11,"cha":16,"saves":"Str +2, Dex +4, Con +3, Int +12, Wis +7, Cha +5","skills":"Arcana +10, History +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Dwarvish, Elvish, Giant, Halfling, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Vajra wields the {@item Blackstaff|WDH}, accounted for in her statistics. Roll {@dice 2d10} to determine how many charges the staff has remaining."]},{"name":"Magic Resistance","entries":["Vajra has advantage on saving throws against spells and other magical effects."]},{"name":"Staff Spells","entries":["While holding the {@item Blackstaff|WDH}, Vajra can use an action to expend 1 or more of its charges to cast one of the following spells from it, using her spell save DC and spell attack bonus: {@spell cone of cold} (5 charges), {@spell fireball} (5th-level version, 5 charges), {@spell globe of invulnerability} (6 charges), {@spell hold monster} (5 charges), {@spell levitate} (2 charges), {@spell lightning bolt} (5th-level version, 5 charges), {@spell magic missile} (1 charge), {@spell ray of enfeeblement} (1 charge), or {@spell wall of force} (5 charges)."]}],"spellcasting":[{"name":"Spellcasting","entries":["Vajra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 12} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell message}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}, {@spell thunderwave}","Level 2 (3 slots): {@spell invisibility}, {@spell misty step}, {@spell web}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell sending}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}","Level 5 (3 slots): {@spell Bigby's hand}, {@spell geas}, {@spell telekinesis}","Level 6 (1 slots): {@spell chain lightning}, {@spell globe of invulnerability}","Level 7 (1 slots): {@spell forcecage}, {@spell prismatic spray}","Level 8 (1 slots): {@spell antimagic field}, {@spell power word stun}","Level 9 (1 slots): {@spell imprisonment}"]}],"actions":[{"name":"Blackstaff","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning, magic damage, or 6 ({@damage 1d8 + 2}) bludgeoning, magic damage when used with two hands. Vajra can expend 1 of the staff's charges to deal an extra 3 ({@damage 1d6}) force damage on a hit."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Vajra is a capable wizard in her mid-thirties, the youngest person ever to hold the position of Blackstaff. As the High Wizard of Waterdeep, she is charged with using all the magic and resources at her disposal to defend the city against threats. She was handpicked for the job by Khelben Arunsun, and wields the Blackstaff from which Khelben derived his name and the title of the office. Vajra isn't the city's most powerful wizard, but she can hold her own. Despite her many gifts, she still questions her ability to meet the demands of her role, and she rarely makes a decision without first soliciting the advice of the Blackstaff, which contains Khelben Arunsun's spirit as well as the spirits of all the other Blackstaffs who preceded her. She also gets intelligence from many other sources, both through her own network of spies and from Harper agents.","Vajra runs Blackstaff Academy, a school for mages, out of Blackstaff Tower in the Castle Ward. She is also in charge of Force Grey, an order of highly skilled adventurers who are called upon to defend the city in times of need. Vajra is always looking for new adventurers to fill the ranks of Force Grey, and she is particularly interested in those who can bring unique skills, abilities, or spells to the mix.","Several of the older and more seasoned wizards in Waterdeep consider Vajra an upstart, but they are smart enough not to challenge her. Only the Open Lord, currently Laeral Silverhand, can strip Vajra of her title."]}]}]}],"gallery":[{"path":"bestiary/WDH/Vajra Safahr.webp"}]},{"id":"valenar-hawk","name":"Valenar Hawk","source":"ERLW","page":312,"srd":false,"image":"bestiary/tokens/ERLW/Valenar Hawk.webp","token":"bestiary/tokens/ERLW/Valenar Hawk.webp","size":"Tiny","creatureType":"Fey","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"10 (4d4)","speed":"10 ft., fly 60 ft.","str":8,"dex":18,"con":10,"int":9,"wis":16,"cha":11,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"understands Common, Elvish, and Sylvan but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bonding","entries":["The hawk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet."]},{"name":"Keen Sight","entries":["The hawk has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Talons","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.","Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.","The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms.",{"type":"entries","name":"Variant: Ancestral Traits","entries":["Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.",{"type":"table","caption":"Ancestral Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage."],["2","Burst of Speed {@recharge}. The animal can take the {@action Dash} action as a bonus action."],["3","Camouflage. The animal has advantage on Dexterity ({@skill Stealth}) checks it makes while outdoors."],["4","Lie Detector. The animal knows when a creature within 15 feet of it tells a lie."],["5","Fey Ancestry. The animal has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put it to sleep."],["6","Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see."],["7","Quickness {@recharge}. The animal can take the {@action Dodge} action as a bonus action."],["8","Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage."]]}]}]}]}]},{"id":"valenar-hound","name":"Valenar Hound","source":"ERLW","page":312,"srd":false,"image":"bestiary/ERLW/Valenar Hound.webp","token":"bestiary/tokens/ERLW/Valenar Hound.webp","size":"Medium","creatureType":"Fey","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"19 (3d8 + 6)","speed":"40 ft.","str":17,"dex":15,"con":14,"int":10,"wis":15,"cha":11,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"understands Common, Elvish, and Sylvan but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bonding","entries":["The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet."]},{"name":"Keen Hearing and Smell","entries":["The hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.","Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.","The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms.",{"type":"entries","name":"Variant: Ancestral Traits","entries":["Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.",{"type":"table","caption":"Ancestral Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage."],["2","Burst of Speed {@recharge}. The animal can take the {@action Dash} action as a bonus action."],["3","Camouflage. The animal has advantage on Dexterity ({@skill Stealth}) checks it makes while outdoors."],["4","Lie Detector. The animal knows when a creature within 15 feet of it tells a lie."],["5","Fey Ancestry. The animal has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put it to sleep."],["6","Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see."],["7","Quickness {@recharge}. The animal can take the {@action Dodge} action as a bonus action."],["8","Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage."]]}]}]}]}],"gallery":[{"path":"bestiary/ERLW/Valenar Hound.webp","credit":"Olga Drebas"}]},{"id":"valenar-steed","name":"Valenar Steed","source":"ERLW","page":313,"srd":false,"image":"bestiary/ERLW/Valenar Steed.webp","token":"bestiary/tokens/ERLW/Valenar Steed.webp","size":"Large","creatureType":"Fey","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"22 (3d10 + 6)","speed":"60 ft.","str":14,"dex":16,"con":14,"int":10,"wis":15,"cha":11,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"understands Common, Elvish, and Sylvan but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Bonding","entries":["The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.","Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.","The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms.",{"type":"entries","name":"Variant: Ancestral Traits","entries":["Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.",{"type":"table","caption":"Ancestral Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage."],["2","Burst of Speed {@recharge}. The animal can take the {@action Dash} action as a bonus action."],["3","Camouflage. The animal has advantage on Dexterity ({@skill Stealth}) checks it makes while outdoors."],["4","Lie Detector. The animal knows when a creature within 15 feet of it tells a lie."],["5","Fey Ancestry. The animal has advantage on saving throws against being {@condition charmed} or {@condition frightened}, and magic can't put it to sleep."],["6","Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see."],["7","Quickness {@recharge}. The animal can take the {@action Dodge} action as a bonus action."],["8","Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage."]]}]}]}]}],"gallery":[{"path":"bestiary/ERLW/Valenar Steed.webp","credit":"Leesha Hannigan"}]},{"id":"valendar","name":"Valendar","source":"VEoR","page":120,"srd":false,"image":"bestiary/tokens/VEoR/Valendar.webp","token":"bestiary/tokens/VEoR/Valendar.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Chaotic Good","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft. (40 ft. in wolf form)","str":15,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common (can't speak in wolf form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["Valendar can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["Valendar has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Valendar makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form)."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claws (Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Spear (Humanoid Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"valetta","name":"Valetta","source":"WDH","page":47,"srd":false,"image":"bestiary/tokens/WDH/Valetta.webp","token":"bestiary/tokens/WDH/Valetta.webp","size":"Medium","creatureType":"Humanoid (Dragonborn)","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"27 (5d8 + 5)","speed":"25 ft.","str":10,"dex":10,"con":12,"int":13,"wis":16,"cha":13,"saves":"","skills":"Medicine +7, Persuasion +3, Religion +5","vulnerabilities":"","resistances":"lightning","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Divine Eminence","entries":["As a bonus action, Valetta can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 ({@damage 3d6}) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Valetta expends a spell slot of 2nd level or higher, the extra damage increases by {@damage 1d6} for each level above 1st."]}],"spellcasting":[{"name":"Spellcasting","entries":["Valetta is a 5th-level spellcaster. Her spellcasting ability is Wisdom. Valetta has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell cure wounds}, {@spell guiding bolt}, {@spell sanctuary}","Level 2 (3 slots): {@spell lesser restoration}, {@spell spiritual weapon}","Level 3 (2 slots): {@spell dispel magic}, {@spell spirit guardians}"]}],"actions":[{"name":"Breathe Weapon","entries":["Valetta can use her action to exhale a 5-foot-wide, 30-foot line of lightning (but can't do this again until she finishes a short or long rest); each creature in the line must make a {@dc 11} Dexterity saving throw, taking {@damage 2d6} lightning damage on a failed save, or half as much damage on a successful one."]},{"name":"Mace","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A dragonborn priest of bronze dragon ancestry."]}]}]},{"id":"valin-sarnaster","name":"Valin Sarnaster","source":"CM","page":182,"srd":false,"image":"bestiary/CM/Valin Sarnaster.webp","token":"bestiary/tokens/CM/Valin Sarnaster.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+0 (10)","hp":"97 (13d8 + 39)","speed":"20 ft.","str":18,"dex":10,"con":17,"int":11,"wis":18,"cha":16,"saves":"Con +8, Int +5, Wis +9, Cha +8","skills":"History +5, Religion +5","vulnerabilities":"fire","resistances":"","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 14","languages":"The languages it knew in life","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Valin has advantage on saving throws against spells and other magical effects."]},{"name":"Rejuvenation","entries":["While her heart remains in Alessia's body, Valin re-forms inside her sarcophagus, regaining all her hit points and becoming active again."]}],"spellcasting":[{"name":"Spellcasting","entries":["Valin Sarnaster is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). Valin has the following cleric spells prepared:","Cantrips (at will): {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell command}, {@spell guiding bolt}, {@spell shield of faith}","Level 2 (3 slots): {@spell hold person}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell clairvoyance}, {@spell dispel magic}","Level 4 (3 slots): {@spell divination}, {@spell dimension door}","Level 5 (2 slots): {@spell contagion}, {@spell scrying}","Level 6 (1 slots): {@spell harm}"]}],"actions":[{"name":"Multiattack","entries":["Valin can use her Dreadful Glare and makes one attack with her rotting fist."]},{"name":"Rotting Fist","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 ({@dice 3d6}) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or other magic."]},{"name":"Dreadful Glare","entries":["Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a {@dc 16} Wisdom saving throw against this magic or become {@condition frightened} until the end of Valin's next turn. If the target fails the saving throw by 5 or more, it is also {@condition paralyzed} for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["Valin makes one attack with her rotting fist or uses her Dreadful Glare."]},{"name":"Blinding Dust","entries":["Blinding dust and sand swirls magically around Valin. Each creature within 5 feet of Valin must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of her next turn."]},{"name":"Blasphemous Word (Costs 2 Actions)","entries":["Valin utters a blasphemous word. Each non-undead creature within 10 feet of Valin that can hear the magical utterance must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of Valin's next turn."]},{"name":"Channel Negative Energy (Costs 2 Actions)","entries":["Valin magically unleashes negative energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can't regain hit points until the end of Valin's next turn."]},{"name":"Whirlwind of Sand (Costs 2 Actions)","entries":["Valin magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to her normal form. While in whirlwind form, Valin is immune to all damage, and it can't be {@condition grappled}, {@condition petrified}, knocked {@condition prone}, {@condition restrained}, or {@condition stunned}. Equipment worn or carried by Valin remain in her possession."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Valin takes a lair action to cause one of the following effects; Valin can't use the same effect two rounds in a row.",{"type":"list","items":["Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.","Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.","Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Valin's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a {@dc 16} Constitution saving throw. On a failed save, it takes {@damage 1d6} necrotic damage per level of the spell, and the spell has no effect and is wasted."]}],"regionalEffects":["Valin's tomb is warped in any of the following ways by the creature's dark presence:",{"type":"list","items":["Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled—wine turning to vinegar, for instance.","{@spell Divination} spells cast within the lair by creatures other than Valin have a {@chance 25} chance to provide misleading results, as determined by the DM. If a {@spell divination} spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.","A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a {@spell remove curse} spell or other magic."]},"If Valin is destroyed, these regional effects end immediately."],"lore":[{"type":"entries","entries":["Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself as the immortal heir of Savras's realm.{@i The Canopic Being}came into her possession years ago, and an obsession with the dark rituals therein set the oracle on her present course.","Valin has become a powerful undead as the first step on her path to godhood, and is now a mummy lord.","Valin can use her lair actions in any area of the tomb."]},{"type":"section","entries":[{"type":"entries","name":"Valin Sarnaster's Lair","entries":["Valin can use her lair actions in any area of the tomb."]}]}],"gallery":[{"path":"bestiary/CM/Valin Sarnaster.webp","credit":"Nikki Dawes"}]},{"id":"valindra-shadowmantle","name":"Valindra Shadowmantle","source":"FRAiF","page":283,"srd":false,"image":"bestiary/FRAiF/Valindra Shadowmantle.webp","token":"bestiary/tokens/FRAiF/Valindra Shadowmantle.webp","size":"Medium","creatureType":"Undead (Wizard)","alignment":"Neutral Evil","ac":"20","initiative":"+17 (27)","hp":"315 (42d8 + 126)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":21,"wis":14,"cha":16,"saves":"Dex +10, Con +10, Int +12, Wis +9","skills":"Arcana +19, History +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Truesight 120 ft., Passive Perception 19","languages":"all","cr":"21","crDisplay":"21 (XP 33,000, or 41,000 in lair; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day or 5/Day in Lair)","entries":["If Valindra fails a saving throw, she can choose to succeed instead."]},{"name":"Spirit Gem","entries":["If destroyed, Valindra re-forms in {@dice 1d10} days if her spirit gem is intact, reviving with all her {@variantrule Hit Points|XPHB}. The new body appears in an unoccupied space within her lair."]}],"spellcasting":[{"name":"Spellcasting","entries":["Valindra casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 20}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Fly|XPHB}, {@spell Invisibility|XPHB}, {@spell Lightning Bolt|XPHB} (level 5 version), {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","2/day each: {@spell Animate Dead|XPHB}, {@spell Plane Shift|XPHB}","1/day each: {@spell Cone of Cold|XPHB} (level 8 version), {@spell Finger of Death|XPHB}, {@spell Power Word Kill|XPHB}, {@spell Scrying|XPHB}"]},{"name":"Illusory Disguise","entries":["Valindra casts {@spell Disguise Self|XPHB}, using the same spellcasting ability as Spellcasting. The spell lasts until Valindra drops to 30 {@variantrule Hit Points|XPHB} or fewer or uses her Life-Rending Gaze Legendary Action. Intelligence ({@skill Investigation|XPHB}) checks made to discern her true appearance are made with {@variantrule Disadvantage|XPHB}.","At will: {@spell Disguise Self|XPHB}"]},{"name":"Protective Magic","entries":["Valindra casts {@spell Counterspell|XPHB} or {@spell Shield|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","At will: {@spell Counterspell|XPHB}, {@spell Shield|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Valindra makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination. She can replace two attacks with a use of Spellcasting to cast {@spell Lightning Bolt|XPHB} (level 5 version)."]},{"name":"Eldritch Burst","entries":["{@atkr m,r} {@hit 12}, reach 5 ft. or range 120 ft. {@h}31 ({@damage 4d12 + 5}) Force damage."]},{"name":"Paralyzing Touch","entries":["{@atkr m} {@hit 12}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Cold damage, and the target has the {@condition Paralyzed|XPHB} condition until the start of Valindra's next turn."]},{"name":"Deathly Grasp {@recharge 5}","entries":["{@actSave dex} {@dc 20}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Valindra. {@actSaveFail 1} 39 ({@damage 6d12}) Force damage and the target has the {@condition Restrained|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Subsequent Failures: 39 ({@damage 6d12}) Necrotic damage, and Valindra gains 20 {@variantrule Temporary Hit Points|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Disrupt Life","entries":["{@actSave con} {@dc 20}, each creature that isn't Undead in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Valindra. {@actSaveFail} 21 ({@damage 6d6}) Necrotic damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} Valindra can't take this action again until the start of her next turn."]},{"name":"Eldritch Jaunt","entries":["Valindra makes one Eldritch Burst attack. Before or after the attack, Valindra can teleport up to 20 feet to an unoccupied space she can see."]},{"name":"Life-Rending Gaze","entries":["{@actSave wis} {@dc 20}, one creature Valindra can see within 30 feet. {@actSaveFail} 22 ({@damage 4d10}) Necrotic damage, and the target has the {@condition Frightened|XPHB} condition until the end of its next turn. {@actSaveSuccess} Half damage only."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Valindra Shadowmantle","entries":["{@i Cold and Calculating Lich Wizard}","Valindra Shadowmantle was a selfish and ambitious high elf wizard who eschewed her community in search of arcane power in the wider world. Valindra has no compunctions about forming allies of convenience, and she's worked with Szass Tam and his Red Wizards of Thay, the Arcane Brotherhood of Luskan, devil cultists, and more.","Although Valindra has the sunken pallor common to liches, she prefers to maintain a magical disguise that allows her to appear as the high elf she was in life. Ever the schemer, Valindra doesn't use this disguise out of nostalgia or regret, but to hide the powers she has since gained as an Undead creature."]},{"type":"section","entries":[{"type":"entries","name":"Valindra Shadowmantle's Lair","entries":["Valindra lairs within a sprawling, ruined library in the Shadowfell. After several disastrous confrontations with enemies of her temporary allies, she's elected to keep her personal lair secret. Deep within her lair is a hidden reading room where she usually keeps her spirit gem.","The region containing Valindra's lair is warped by her presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"All-Seeing","entries":["While in her lair, Valindra can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as her Spellcasting action."]},{"type":"item","name":"Apathy","entries":["Creatures within 1 mile of the lair that aren't Undead have Disadvantage on {@variantrule Death Saving Throw|XPHB|Death Saving Throws} and Initiative rolls."]},{"type":"item","name":"Thirst for Knowledge","entries":["Within 1 mile of the lair, creatures have Advantage on Intelligence checks made when they take the Study action."]}]},"If Valindra dies or moves her lair elsewhere, these effects end immediately. These effects resume if Valindra gains a new body (see her Spirit Gem trait)."]}]}],"gallery":[{"path":"bestiary/FRAiF/Valindra Shadowmantle.webp"}],"otherVersions":[{"id":"valindra-shadowmantle-toa","source":"ToA"}]},{"id":"valindra-shadowmantle-toa","name":"Valindra Shadowmantle","source":"ToA","page":58,"srd":false,"image":"bestiary/ToA/Valindra Shadowmantle.webp","token":"bestiary/tokens/ToA/Valindra Shadowmantle.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"17","initiative":"+3 (13)","hp":"135 (18d8 + 54)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":20,"wis":14,"cha":16,"saves":"Con +10, Int +12, Wis +9","skills":"Arcana +19, History +12, Insight +9, Perception +9","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"truesight 120 ft., Passive Perception 19","languages":"Common, Abyssal, Draconic, Dwarvish, Elvish, Infernal","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Mask","entries":["As a bonus action, Valindra can mask her shriveled flesh and appear to be a living elf. This magical illusion lasts until she ends it as a bonus action or until she uses her Frightening Gaze legendary action. The effect also ends if Valindra drops to 30 hit points or fewer, or if {@spell dispel magic} is cast on her."]},{"name":"Preparation","entries":["When preparing her spells, Valindra can swap out any spell on her list of prepared spells for another wizard spell of the same level."]},{"name":"Legendary Resistance (3/Day)","entries":["If Valindra fails a saving throw, she can choose to succeed instead."]},{"name":"Rejuvenation","entries":["If destroyed Valindra gains a new body in {@dice 1d10} days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery."]},{"name":"Turn Resistance","entries":["Valindra has advantage on saving throws against any effect that turns undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Valindra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 20}, {@hit 12} to hit with spell attacks). Valindra has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell detect magic}, {@spell magic missile}, {@spell shield}, {@spell thunderwave}","Level 2 (3 slots): {@spell detect thoughts}, {@spell invisibility}, {@spell Melf's acid arrow}, {@spell mirror image}","Level 3 (3 slots): {@spell animate dead}, {@spell counterspell}, {@spell dispel magic}, {@spell fireball}","Level 4 (3 slots): {@spell blight}, {@spell dimension door}","Level 5 (3 slots): {@spell cloudkill}, {@spell scrying}","Level 6 (1 slots): {@spell disintegrate}, {@spell globe of invulnerability}","Level 7 (1 slots): {@spell finger of death}, {@spell plane shift}","Level 8 (1 slots): {@spell dominate monster}, {@spell power word stun}","Level 9 (1 slots): {@spell power word kill}"]}],"actions":[{"name":"Paralyzing Touch","entries":["{@atk ms} {@hit 12} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) cold damage. The target must succeed on a {@dc 18} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Cantrip","entries":["Valindra casts a cantrip."]},{"name":"Paralyzing Touch (Costs 2 Actions)","entries":["Valindra uses her Paralyzing Touch."]},{"name":"Frightening Gaze (Costs 2 Actions)","entries":["Valindra fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a {@dc 18} Wisdom saving throw against this magic or become {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Valindra's gaze for the next 24 hours."]},{"name":"Disrupt Life (Costs 3 Actions)","entries":["Each non-undead creature within 20 feet of Valindra must make a {@dc 18} Constitution saving throw against this magic, taking 21 ({@damage 6d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.","A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time."]},{"type":"entries","name":"Biography","entries":["Valindra Shadowmantle works for Szass Tam, the most powerful lich among the Red Wizards of Thay, though she is not a Red Wizard herself. She found the heart and converted it into a base to use while her minions search for the Soulmonger. Her orders from Szass Tam are to seize control of the Soulmonger, if possible, or destroy it otherwise. Valindra created a teleportation circle inside the heart that she uses to travel instantly to and from Thay (where her phylactery is safely stored), to deliver reports to Szass Tam and pick up new instructions.","Characters who explore the Heart of Ubtao are certain to meet Valindra. She's considered the possibility that adventurers might cross her path, and she won't necessarily be hostile toward them. Her mission is to seize the Soulmonger by any means; if adventurers can help her achieve that, she'll use them.","With her ability to appear as a living elf, Valindra can easily conceal her lichdom and her association to Thay. She presents herself as a scholarly wizard who wants to \"imprison\" the Soulmonger; that way, its unique magic can be studied while it's safely quarantined from the world. She argues that destroying it should be a last resort."]}]}]}],"gallery":[{"path":"bestiary/ToA/Valindra Shadowmantle.webp"}],"hidden":true,"otherVersions":[{"id":"valindra-shadowmantle","source":"FRAiF"}]},{"id":"valtagar-steelshadow","name":"Valtagar Steelshadow","source":"WDMM","page":271,"srd":false,"image":"bestiary/tokens/WDMM/Valtagar Steelshadow.webp","token":"bestiary/tokens/WDMM/Valtagar Steelshadow.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish, Infernal, Terran, Troglodyte, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Valtagar has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Valtagar is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell Otiluke's Resilient Sphere}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Valtagar casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Archmages are exceedingly rare in duergar society, and Valtagar's gift for wizardry never sat well with the clans of Gracklstugh. He doesn't put himself in harm's way unless he has a clear tactical edge."]},{"id":"valygar","name":"Valygar","source":"MaBJoV","page":36,"srd":false,"image":"bestiary/MaBJoV/Valygar.webp","token":"bestiary/tokens/MaBJoV/Valygar.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"17","initiative":"+4 (14)","hp":"187 (25d8 + 75)","speed":"30 ft.","str":14,"dex":18,"con":16,"int":10,"wis":11,"cha":10,"saves":"Str +6, Dex +8","skills":"Arcana +4, History +4, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Draconic, Primordial","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Valygar has advantage on saving throws against spells and other magical effects."]},{"name":"Mage Slaying","entries":["When Valygar deals damage to a creature that is {@status concentration||concentrating} on a spell, that creature has disadvantage on the saving throw it makes to maintain its {@status concentration}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Valygar makes two Katana attacks and one Hand Crossbow attack or he makes two Hand Crossbow attacks."]},{"name":"Katana","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands plus 13 ({@damage 3d8}) poison damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in dim light or darkness, Valygar can take the {@action Hide} action as a bonus action."]}],"reactions":[{"name":"Disrupt Spell","entries":["When a creature within 5 feet of Valygar casts a spell, he can use his reaction to make a melee weapon attack against that creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Valygar is a grumpy one, but me and him agree on most things, including that Red Wizards need to have their big, stupid brains kicked right up their backsides."],"by":"MINSC & BOO!"},"Valygar Corthola is a ranger who was born into a wealthy family of powerful wizards. Many members of the Corthala bloodline have demonstrated magical aptitude and skill throughout its generations, and his ancestors include Lavok Corthala, a legendary necromancer.","Valygar's own mother was a mage who suffered from mental health issues, like many in her family. Valygar believed this affliction to be the result of her arcane practices. She spent much of the family's wealth on magical items to the point of obsession and wholly neglected her son and husband.","When Valygar's father died his mother was distraught. In her despair, she raised her partner as a zombie and underwent the process of becoming undead herself. Ultimately, Valygar slew both of his parents, a deed he felt he was compelled to carry out.","Convinced the family's obsessive pursuit of the arcane arts had corrupted and destroyed all he loved, Valygar grew to hate and despise those who used magic. Turning his back on his family legacy, he now specializes in hunting wizards and other magic users to rid the world of their evil practices.","He found that his skills and values were a good match for the monks of Candlekeep. Candlekeep's pursuit of ancient texts means that Valygar often comes into conflict with evil magic users.","While Valygar appears to be a man in his 50s, he is over a century in age. Normally Valygar turns his back on magical items, but he has made an exception for potions of longevity in order to reduce his physical age and continue his obsessive hunt of evil wizards. While the potions make his body younger, they have no effect on his lifespan and thus Valygar knows that death could come for him at any moment.",{"type":"entries","name":"Valygar as a Contact","entries":["Valygar is the primary contact for Candlekeep at low levels. Valygar can provide you with basic training for new languages and skills (this time is considered downtime), along with books that you can utilize to continue the training on your own.",{"type":"table","caption":"Basic Training with Valygar","colLabels":["Training","Downtime","Total Time","Cost"],"colStyles":["col-3","col-3 text-center","col-3 text-center","col-3 text-right"],"rows":[["Switching a skill","1 day","10 days","100 gp"],["New tool proficiency","5 days","40 days","400 gp"],["New language","5 days","40 days","250 gp"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Valygar.webp"}]},{"id":"vampirate","name":"Vampirate","source":"BAM","page":62,"srd":false,"image":"bestiary/BAM/Vampirate.webp","token":"bestiary/tokens/BAM/Vampirate.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"14","initiative":"+2 (12)","hp":"42 (5d8 + 20)","speed":"30 ft.","str":12,"dex":14,"con":18,"int":10,"wis":11,"cha":12,"saves":"","skills":"","vulnerabilities":"radiant","resistances":"","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"the languages it knew in life","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Explode","entries":["When the vampirate is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a {@dc 14} Constitution saving throw or take 5 ({@damage 1d10}) necrotic damage."]},{"name":"Spider Climb","entries":["The vampirate can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Unusual Nature","entries":["The vampirate doesn't require air or drink."]}],"spellcasting":[],"actions":[{"name":"Energy Drain","entries":["{@atk ms,rs} {@hit 4} to hit, reach 5 ft. or range 30 ft., one creature. {@h}11 ({@damage 2d10}) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM's control."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting vessels and feeding on the life energy of those unlucky enough to cross their path.","A vampirate appears as a gaunt figure with milky-white eyes and skin as dry as parchment. Some have a peg leg or a hook in place of a hand—mementos of a life of misadventure. A vampirate has fangs like a vampire's but doesn't use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by siphoning off its energy from a short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks alive.","Vampirates eat, drink, and sleep because they like to, not because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their ship's hold as one big coffin and sleep amid their cargo. When they're not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys.","A ship crewed by vampirates usually has one or more shadows aboard—the Undead remains of some of the vampirates' victims."]}],"gallery":[{"path":"bestiary/BAM/Vampirate.webp","credit":"Julio Reyna"}]},{"id":"vampirate-captain","name":"Vampirate Captain","source":"BAM","page":63,"srd":false,"image":"bestiary/tokens/BAM/Vampirate Captain.webp","token":"bestiary/tokens/BAM/Vampirate Captain.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"85 (10d8 + 40)","speed":"30 ft.","str":15,"dex":16,"con":18,"int":12,"wis":13,"cha":16,"saves":"Con +7, Wis +4, Cha +6","skills":"","vulnerabilities":"radiant","resistances":"","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"the languages it knew in life","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Explode","entries":["When the captain is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a {@dc 15} Constitution saving throw or take 16 ({@damage 3d10}) necrotic damage."]},{"name":"Spider Climb","entries":["The captain can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Unusual Nature","entries":["The captain doesn't require air or drink."]}],"spellcasting":[],"actions":[{"name":"Energy Drain","entries":["{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 30 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain's choice) under the DM's control."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 100/400 ft., one target. {@h}19 ({@damage 3d10 + 3}) piercing damage."]},{"name":"Ship Invisibility (Recharges after a Short or Long Rest)","entries":["A ship upon which the captain stands, along with all creatures and objects aboard it, becomes {@condition invisible} to creatures not aboard the ship. The captain must concentrate on this magical effect to maintain it (as if {@status concentration||concentrating} on a spell), and it lasts for up to 1 hour. The effect ends if the captain leaves the ship."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["The captain halves the damage that it takes from an attack that hits it. The captain must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["How a crew of vampirates conducts itself depends entirely on the mood and disposition of the captain. The crew of one ship might behave like a murderous mob, while another might abide by an ancient code of chivalry. One captain might allow the crew of a plundered ship to live, while another might leave only flotsam and jetsam in the pirates' wake.","The captain is often accompanied by an undying companion, such as a crawling claw or a will-o'-wisp."]}]},{"id":"vampirate-mage","name":"Vampirate Mage","source":"BAM","page":63,"srd":false,"image":"bestiary/tokens/BAM/Vampirate Mage.webp","token":"bestiary/tokens/BAM/Vampirate Mage.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"14","initiative":"+2 (12)","hp":"68 (8d8 + 32)","speed":"30 ft.","str":12,"dex":14,"con":18,"int":13,"wis":14,"cha":15,"saves":"Wis +5, Cha +5","skills":"","vulnerabilities":"radiant","resistances":"","immunities":"cold; necrotic; poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Explode","entries":["When the mage is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a {@dc 14} Constitution saving throw or take 11 ({@damage 2d10}) necrotic damage."]},{"name":"Spider Climb","entries":["The mage can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Unusual Nature","entries":["The mage doesn't require air or drink."]}],"spellcasting":[{"name":"Spellcasting","entries":["The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell mage hand}, {@spell message}","1/day: {@spell darkness}, {@spell dimension door}, {@spell fly}, {@spell hypnotic pattern}"]}],"actions":[{"name":"Multiattack","entries":["The mage makes two Ray of Cold attacks."]},{"name":"Energy Drain","entries":["{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one creature. {@h}22 ({@damage 4d10}) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM's control."]},{"name":"Ray of Cold","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}11 ({@damage 2d8 + 2}) cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A ship of vampirates needs a spellcaster to operate the spelljamming helm. A vampirate mage rarely, if ever, leaves the helm."]}]},{"id":"vampire","name":"Vampire","source":"XMM","page":317,"srd":true,"image":"bestiary/XMM/Vampire.webp","token":"bestiary/tokens/XMM/Vampire.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"16","initiative":"+14 (24)","hp":"195 (23d8 + 92)","speed":"40 ft., climb 40 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Con +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 17","languages":"Common plus two other languages","cr":"13","crDisplay":"13 (XP 10,000, or 11,500 in lair; PB +5)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the vampire fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["If the vampire drops to 0 {@variantrule Hit Points|XPHB} outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed.","While it has 0 {@variantrule Hit Points|XPHB} in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the {@condition Paralyzed|XPHB} condition until it regains any {@variantrule Hit Points|XPHB}, and it regains 1 {@variantrule Hit Points|XPHB|Hit Point} after spending 1 hour there."]},{"name":"Spider Climb","entries":["The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Vampire Weakness","entries":["The vampire has these weaknesses:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Forbiddance","entries":["The vampire can't enter a residence without an invitation from an occupant."]},{"type":"item","name":"Running Water","entries":["The vampire takes 20 Acid damage if it ends its turn in running water."]},{"type":"item","name":"Stake to the Heart","entries":["If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the {@condition Incapacitated|XPHB} condition in its resting place, the vampire has the {@condition Paralyzed|XPHB} condition until the weapon is removed."]},{"type":"item","name":"Sunlight","entries":["The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks."]}]}]}],"spellcasting":[{"name":"Charm {@recharge 5}","entries":["The vampire casts {@spell Charm Person|XPHB}, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 17}), and the duration is 24 hours. The {@condition Charmed|XPHB} target is a willing recipient of the vampire's Bite, the damage of which doesn't end the spell. When the spell ends, the target is unaware it was {@condition Charmed|XPHB} by the vampire."]},{"name":"Beguile","entries":["The vampire casts {@spell Command|XPHB}, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 17}). The vampire can't take this action again until the start of its next turn."]}],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["The vampire makes two Grave Strike attacks and uses Bite."]},{"name":"Grave Strike (Vampire Form Only)","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Bludgeoning damage plus 7 ({@damage 2d6}) Necrotic damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}) from one of two hands."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@actSave con} {@dc 17}, one creature within 5 feet that is willing or that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition. {@actSaveFail} 6 ({@damage 1d4 + 4}) Piercing damage plus 13 ({@damage 3d8}) Necrotic damage. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains {@variantrule Hit Points|XPHB} equal to that amount. A Humanoid reduced to 0 {@variantrule Hit Points|XPHB} by this damage and then buried rises the following sunset as a {@creature Vampire Spawn|XMM} under the vampire's control."]}],"bonusActions":[{"name":"Shape-Shift","entries":["If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny bat ({@variantrule Speed|XPHB} 5 ft., {@variantrule Fly Speed|XPHB} 30 ft.) or a Medium cloud of mist ({@variantrule Speed|XPHB} 5 ft., {@variantrule Fly Speed|XPHB} 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.","While in bat form, the vampire can't speak. Its game statistics, other than its size and {@variantrule Speed|XPHB}, are unchanged.","While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has {@variantrule Resistance|XPHB} to all damage, except the damage it takes from sunlight."]}],"reactions":[],"legendaryActions":[{"name":"Deathless Strike","entries":["The vampire moves up to half its {@variantrule Speed|XPHB}, and it makes one Grave Strike attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a vampire's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Children of the Night","entries":["The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the {@condition Charmed|XPHB} condition while within 1 mile of the lair."]},{"type":"item","name":"Looming Shadows","entries":["Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a {@variantrule Short Rest|XPHB} while within 1 mile of the lair must succeed on a {@dc 15} Wisdom saving throw or gain no benefit from that rest."]},{"type":"item","name":"Mists","entries":["The area within 1 mile of the lair is {@variantrule Lightly Obscured|XPHB} by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog."]}]},"If the vampire dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Vampires are terrifying hunters and manipulators. They use their powers to shape-shift and bend other creatures' wills as they terrorize and feed on populations over generations."]},{"type":"section","name":"Vampires","entries":["{@i Blood-Sucking Lords of the Night}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Vampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.","Undead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.",{"type":"table","caption":"Vampire Resting Places","colLabels":["1d6","The Vampire's Resting Place Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Among the roots of a dead tree."],["2","At the bottom of a stagnant pool."],["3","A coffin filled with grave dirt."],["4","A large pot full of blood or vinegar."],["5","A space accessible only by shape-shifting."],["6","Within a statue or suit of armor."]]},{"type":"entries","name":"Vampire Lairs","entries":["Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Darling, you are simply delicious..."],"by":"Astarion, Vampire Spawn"}]}]}],"gallery":[{"path":"bestiary/XMM/Vampire.webp","credit":"Carlo Arellano"},{"path":"bestiary/XMM/Vampires.webp","title":"A vampire familiar provides a meal for a vampire spawn","credit":"Katerina Ladon"}],"otherVersions":[{"id":"vampire-mm","source":"MM"}]},{"id":"vampire-mm","name":"Vampire","source":"MM","page":297,"srd":false,"image":"bestiary/MM/Vampire.webp","token":"bestiary/tokens/MM/Vampire.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"the languages it knew in life","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.","While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If the vampire fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.","While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."]},{"name":"Regeneration","entries":["The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["The vampire has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"The vampire can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"The vampire takes 20 acid damage if it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks."}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["The vampire makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 18})."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control."]},{"name":"Charm","entries":["The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.","Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["The vampire magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The vampire moves up to its speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["The vampire makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["The vampire makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",{"type":"list","items":["There's a noticeable increase in the populations of bats, rats, and wolves in the region.","Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.","Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.","A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."]},"If the vampire is destroyed, these effects end after {@dice 2d6} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.",{"name":"Dark Desires","type":"entries","entries":["Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed."]},{"name":"Born from Death","type":"entries","entries":["Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies."]},{"name":"Chained to the Grave","type":"entries","entries":["Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way."]},{"name":"Undead Nature","type":"entries","entries":["Neither a vampire nor a vampire spawn requires air."]},{"type":"entries","name":"A Vampire's Lair","entries":["A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night."]},{"type":"inset","name":"Player Characters as Vampires","entries":["The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, {@sense darkvision}, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.","The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life."]},{"type":"inset","name":"Strahd von Zarovich","entries":["A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.","In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.","In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.","In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand."],"by":"Count Strahd von Zarovich"}]}]}]}],"gallery":[{"path":"bestiary/MM/Vampire.webp"}],"hidden":true,"otherVersions":[{"id":"vampire","source":"XMM"}]},{"id":"vampire-familiar","name":"Vampire Familiar","source":"XMM","page":314,"srd":true,"image":"bestiary/XMM/Vampires.webp","token":"bestiary/tokens/XMM/Vampire Familiar.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral Evil","ac":"15","initiative":"+5 (15)","hp":"65 (10d8 + 20)","speed":"30 ft., climb 30 ft.","str":17,"dex":16,"con":15,"int":10,"wis":10,"cha":14,"saves":"Dex +5, Wis +2","skills":"Perception +4, Persuasion +4, Stealth +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"charmed (except from its vampire master)","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Common plus one other language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Vampiric Connection","entries":["While the familiar and its vampire master are on the same plane of existence, the vampire can communicate with the familiar telepathically, and the vampire can perceive through the familiar's senses."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The familiar makes two Umbral Dagger attacks."]},{"name":"Umbral Dagger","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 20/60 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage plus 7 ({@damage 3d4}) Necrotic damage. If the target is reduced to 0 {@variantrule Hit Points|XPHB} by this attack, the target becomes {@variantrule Stable|XPHB} but has the {@condition Poisoned|XPHB} condition for 1 hour. While it has the {@condition Poisoned|XPHB} condition, the target has the {@condition Paralyzed|XPHB} condition."]}],"bonusActions":[{"name":"Deathless Agility","entries":["The familiar takes the {@action Dash|XPHB} or {@action Disengage|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Vampire familiars are living people who serve vampires, either willingly or due to coercion by their deathless masters. They channel deathly energy through their weapons, incapacitating unsuspecting targets and leaving their victims as helpless prey for their vampire masters.","Many vampire familiars aspire to eventually become vampires, while others are magically charmed or serve as part of some terrible bargain. In each case, these vampire servants show signs of their vampiric corruption, such as corpse-like complexions, uncanny reflexes, and evidence of their masters' repeated feedings. A vampire familiar loses its supernatural abilities and returns to its original Humanoid state if its vampire master is destroyed."]},{"type":"section","name":"Vampires","entries":["{@i Blood-Sucking Lords of the Night}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Vampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.","Undead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.",{"type":"table","caption":"Vampire Resting Places","colLabels":["1d6","The Vampire's Resting Place Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Among the roots of a dead tree."],["2","At the bottom of a stagnant pool."],["3","A coffin filled with grave dirt."],["4","A large pot full of blood or vinegar."],["5","A space accessible only by shape-shifting."],["6","Within a statue or suit of armor."]]},{"type":"entries","name":"Vampire Lairs","entries":["Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Darling, you are simply delicious..."],"by":"Astarion, Vampire Spawn"}]}]}],"gallery":[{"path":"bestiary/XMM/Vampires.webp","title":"A vampire familiar provides a meal for a vampire spawn","credit":"Katerina Ladon"}]},{"id":"vampire-infernalist","name":"Vampire Infernalist","source":"ABH","page":18,"srd":false,"image":"bestiary/ABH/Vampire Infernalist.webp","token":"bestiary/tokens/ABH/Vampire Infernalist.webp","size":"Small or Medium","creatureType":"Undead (Wizard)","alignment":"Lawful Evil","ac":"16","initiative":"+13 (23)","hp":"172 (23d8 + 69)","speed":"40 ft., fly 40 ft.","str":19,"dex":16,"con":17,"int":20,"wis":16,"cha":18,"saves":"Con +8, Int +10","skills":"Arcana +10, Perception +8, Religion +10, Stealth +8","vulnerabilities":"","resistances":"fire; necrotic; poison","immunities":"","conditionImmunities":"poisoned","senses":"Darkvision 120 ft. (unimpeded by magical {@variantrule Darkness|XPHB}), Passive Perception 18","languages":"Common, Infernal","cr":"14","crDisplay":"14 (XP 11,500, or 13,000 in lair; PB +5)","habitat":"Planar, Nine Hells, Underdark, Urban","treasure":"","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the vampire fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["If the vampire drops to 0 {@variantrule Hit Points|XPHB} outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed.","While it has 0 {@variantrule Hit Points|XPHB} in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the {@condition Paralyzed|XPHB} condition until it regains any {@variantrule Hit Points|XPHB}, and it regains 1 {@variantrule Hit Points|XPHB|Hit Point} after spending 1 hour there."]},{"name":"Vampire Weakness","entries":["The vampire has these weaknesses:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entries":["The vampire can't enter a residence without an invitation from an occupant."]},{"type":"itemSub","name":"Running Water","entries":["The vampire takes 20 Acid damage if it ends its turn in running water."]},{"type":"itemSub","name":"Stake to the Heart","entries":["If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the {@condition Incapacitated|XPHB} condition in its resting place, the vampire has the {@condition Paralyzed|XPHB} condition until the weapon is removed."]},{"type":"itemSub","name":"Sunlight","entries":["The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks."]}]}]}],"spellcasting":[{"name":"Spellcasting","entries":["The vampire casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Fireball|XPHB} (level 4 version), {@spell Mage Hand|XPHB}, {@spell Prestidigitation|XPHB}","1/day: {@spell Wall of Fire|XPHB}","2/day: {@spell Scrying|XPHB}"]}],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["The vampire makes two Hellfire Claw attacks and uses Bite."]},{"name":"Hellfire Claw (Vampire Form Only)","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage plus 10 ({@damage 3d6}) Fire damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 17}) from one of two claws."]},{"name":"Bite (Imp or Vampire Form Only)","entries":["{@actSave con} {@dc 18}, one creature within 5 feet that is willing or that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition. {@actSaveFail} 6 ({@damage 1d4 + 4}) Piercing damage plus 16 ({@damage 3d10}) Necrotic damage and the creature loses its highest-level available spell slot (if any). The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains {@variantrule Hit Points|XPHB} equal to that amount. A Humanoid reduced to 0 {@variantrule Hit Points|XPHB} by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control."]}],"bonusActions":[{"name":"Shape-Shift","entries":["If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny imp ({@variantrule Speed|XPHB} 20 ft., {@variantrule Fly Speed|XPHB} 40 ft.), or a Medium cloud of mist ({@variantrule Speed|XPHB} 5 ft., {@variantrule Fly Speed|XPHB} 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.","While in imp form, the vampire's game statistics, other than its size and {@variantrule Speed|XPHB}, are unchanged.","While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has {@variantrule Resistance|XPHB} to all damage, except the damage it takes from sunlight."]}],"reactions":[],"legendaryActions":[{"name":"Hellfire Strike","entries":["The vampire moves up to half its {@variantrule Speed|XPHB}, and it makes one Hellfire Claw attack."]},{"name":"Infernal Majesty","entries":["{@actSave cha} {@dc 17}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the vampire. {@actSaveFail} 9 ({@damage 2d8}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the start of its next turn. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} The vampire can't take this action again until the start of its next turn."]},{"name":"Teleport","entries":["The vampire teleports up to 30 feet to an unoccupied space it can see."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing an infernalist's lair is warped by its presence, creating the following effects, all of which happen at the vampire's discretion:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Diabolic Beasts","entries":["Animals in the vampire's domain serve the vampire's will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair."]},{"type":"item","name":"Drained Essence","entries":["Grasping shadows within 1 mile of the lair sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a {@dc 15} Wisdom saving throw. On a failed save, a creature can't spend Hit Point Dice at the end of the rest and doesn't regain Hit Points, Hit Point Dice, or spell slots at the end of the rest."]},{"type":"item","name":"Tenacious Lore","entries":["Within 1 mile of the lair, flame doesn't burn written material."]}]},"If the infernalist dies or moves its lair elsewhere, these effects end immediately."],"lore":["{@i Vampire Arcanist of the Nine Hells}","While mortal wizards tend to hesitate before bartering their souls to devils for magical power, vampire wizards often believe their immortality will exempt them from any infernal claim to their souls. The archdevil Mephistopheles happily exploits such hubris and proves that even undead aren't immune to the laws of the Nine Hells.","The greatest hell-bound vampires are masters of hellfire called infernalists, who prey on mages. Vampire infernalists are usually too arrogant to work together; even a large city isn't likely to harbor more than one vampire infernalist. Vampire infernalists are dormant during the day, retreating to resting places hidden from the sun's searing rays before emerging at night to commit unsavory deeds.",{"type":"quote","entries":["What?! A vampire who's sold their soul to Mephistopheles for even more power? Wound not my unbeating heart. Tell me it's not true! Oh, wait. Of course it is."],"by":"Astarion on Vampire Infernalists"},{"type":"entries","entries":[{"type":"entries","name":"Vampire Infernalist Lairs","entries":["Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun's light."]}]}],"gallery":[{"path":"bestiary/ABH/Vampire Infernalist.webp"}]},{"id":"vampire-mind-flayer","name":"Vampire Mind Flayer","source":"RHW","page":276,"srd":false,"image":"bestiary/RHW/Vampire Mind Flayer.webp","token":"bestiary/tokens/RHW/Vampire Mind Flayer.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"15","initiative":"+4 (14)","hp":"85 (10d8 + 40)","speed":"30 ft., climb 30 ft.","str":18,"dex":18,"con":18,"int":5,"wis":15,"cha":18,"saves":"Dex +7, Wis +5, Cha +7","skills":"Perception +5, Stealth +7","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"Darkvision 120 ft., Passive Perception 15","languages":"understands Deep Speech but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Spider Climb","entries":["The mind flayer can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Sunlight Hypersensitivity","entries":["The mind flayer takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mind flayer makes two Claw attacks, or one Claw attack and one Tentacles attack, and uses Mind Burst if available."]},{"name":"Claw","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}8 ({@damage 1d8 + 4}) Slashing damage plus 10 ({@damage 3d6}) Necrotic damage."]},{"name":"Tentacles","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14})."]},{"name":"Drink Sapience","entries":["{@actSave wis} {@dc 15}, one creature the mind flayer has {@condition Grappled|XPHB}. {@actSaveFail} 21 ({@damage 6d6}) Psychic damage, and the creature gains 1 {@condition Exhaustion|XPHB} level. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Psychic damage taken, and the mind flayer regains {@variantrule Hit Points|XPHB} equal to that amount."]},{"name":"Mind Burst {@recharge 5}","entries":["{@actSave int} {@dc 15}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the mind flayer. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Vampire mind flayers originate from the alien domain of Bluetspur (see \" Other Domains of Dread \"). In seeking a cure for their degenerating elder brain, the illithids of that realm tried radical experiments. The results were mind flayer tadpoles infected with vampirism. These terrors developed into mature mind flayers capable of harvesting psychic sustenance from sapient minds. After feeding on psionic energies, vampire mind flayers return to Bluetspur and are reabsorbed by the elder brain, releasing stolen psionic essences amid a hormone brine.","Vampire mind flayers are bestial creatures that lack control over their psychic abilities. Rather than focused mind blasts, they unleash waves of nauseating, mentally disruptive sensations. They use their viciously barbed tentacles to drain their victims' mental energy. Mind flayers loathe vampire mind flayers and view them as abominations. Nevertheless, they employ their warped brethren in desperate pursuits, such as preserving the elder brain of Bluetspur."]},{"type":"section","name":"Vampires","entries":["{@i Monstrous Life Drinkers}","Horrific varieties of blood-drinking vampires spread their wickedness across the Domains of Dread."]}],"gallery":[{"path":"bestiary/RHW/Vampire Mind Flayer.webp","credit":"David Astruga"}]},{"id":"vampire-neonate","name":"Vampire Neonate","source":"PSI","page":17,"srd":false,"image":"bestiary/PSI/Vampire Neonate.webp","token":"bestiary/tokens/PSI/Vampire Neonate.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks not made with living wood weapons","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vampire makes two attacks, only one of which can be a bite attack."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 13})."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Vampiric Glamer","entries":["The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire's true form with a successful {@dc 20} Wisdom ({@skill Perception}) check."]},{"name":"Aura of Silence","entries":["The vampire shrouds itself in a cloak of silence to a radius of 2 feet. Within that radius, the effect is the same as the {@spell silence} spell."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The vampires of Innistrad form a civilization that stands alongside and in direct competition with humanity, presenting the greatest danger to human life on the plane. Like werewolves, vampires were originally human, and they view themselves as successors to the weak human race—even as they grudgingly recognize that they require humans to feed upon. Vampires are the embodiment of self-indulgent desire, pursuing hedonistic cravings that humans suppress out of a sense of morality and propriety. In their stately manor houses, sprawling courts, and towering castles, four great family lines of vampires show varying degrees of aggressiveness toward their human prey.",{"type":"entries","name":"The Nature of Vampirism","page":16,"entries":["Vampirism on Innistrad is an anointing that persists and is perpetuated by magic—not a curse or a disease, but a physical state that the vampires somewhat euphemistically call a \"condition of the blood.\"",{"type":"entries","name":"Vampire Appearance","page":16,"entries":["Vampires have distinctive eyes, appearing as pools of gold or silver surrounded by black. Their hair is often black but can also be deep purple, dark magenta, burgundy, or even dark blue-green. Some vampires wear wigs for variety, novelty, or to disguise themselves more easily among humans. They have pale skin that is cool to the touch. Their canine teeth are slightly pronounced at all times, and they extend significantly when they bite to feed. Vampires also tend to have long and slightly curved fingernails."]},{"type":"entries","name":"Vampiric Glamer","page":16,"entries":["Many vampires learn a unique form of mind-affecting magic that enables them to move among humans undetected. Called the glamer, this power alters what nearby humans think they're perceiving, as opposed to true illusion magic that masks the subject's appearance. As such, particularly strong-willed humans can sometimes shake off the effects of the glamer to see a vampire's true form."]},{"type":"entries","name":"Vampire Vulnerabilities","page":16,"entries":["Weapons cut from living wood are particularly effective against vampires, though any weapon can harm or kill them. A vampire can't cross running water that shows the reflection of the moon, and water blessed by Avacyn ({@item Holy Water (flask)|PHB|holy water}) burns vampire flesh like acid. A vampire's reflection in silver (including a silver-backed glass mirror) appears as the vampire would have looked without the vampiric condition—neither its true appearance nor its glamer, but a normal human, flaws and all. For that reason, vampires go to great lengths to avoid mirrors, and the presence of silver in any form is unsettling to them."]},{"type":"entries","name":"The Unquenchable Thirst","page":17,"entries":["A vampire needs to consume the blood of living humans for sustenance. At a minimum, during any given cycle of the moon, a vampire must drink as much blood as an average adult human contains (about five liters). Without enough blood, the vampire dries and shrivels, eventually crumbling to dust. Given the opportunity, most vampires will happily consume more blood than they strictly need.","Typically, a vampire drinks so much blood from a human that the victim dies, but sometimes the vampire is interrupted and the human survives and recovers. Such survivors are often met with suspicion and fear, but they never become vampires unless an actual exchange of blood has occurred—which is always a deliberate act on the vampire's part. These survivors are often plagued by unsettling (and sometimes disturbingly erotic) dreams, but they suffer no other lasting consequences."]},{"type":"entries","name":"Vampire Personality","page":17,"entries":["The selfish and arrogant vampires view humans as cattle in comparison to the elegance and sophistication of vampire society. Of course, that \"sophistication\" consists mostly of treachery and debauchery, where grudges and betrayals are a source of amusement. The vampires' endless revels, feasts, romances, and intrigues are rife with decadence and hedonism. They overindulge in everything, including sex, food, drink, entertainment, sleep, and scheming."]}]},{"type":"entries","name":"Vampire Bloodlines","page":17,"entries":["Innistrad's ancient history speaks of a human alchemist and healer named Edgar Markov, who sought to preserve his own life and the lives of his family. As old age began to claim him, he despaired of finding an alchemical solution and turned to black magic. Not long after, the demon Shilgengar appeared to Markov and revealed a means by which he could achieve immortality: a dark ritual that involved drinking an angel's blood.","The vampires of Innistrad are all descended from twelve ancient sires—the congregation that participated in Markov's blasphemous ritual. Of these twelve bloodlines, four constitute the vast majority of Innistrad's vampires: Markov, Voldaren, Falkenrath, and Stromkirk."]}]}],"gallery":[{"path":"bestiary/PSI/Vampire Neonate.webp","title":"Markov Dreadknight","credit":"Cynthia Sheppard"}]},{"id":"vampire-nightbringer","name":"Vampire Nightbringer","source":"XMM","page":316,"srd":false,"image":"bestiary/XMM/Vampires.webp","token":"bestiary/tokens/XMM/Vampire Nightbringer.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"142 (19d8 + 57)","speed":"30 ft., fly 30 ft. (hover)","str":16,"dex":18,"con":16,"int":13,"wis":14,"cha":15,"saves":"Dex +7, Wis +5","skills":"Perception +5, Stealth +7","vulnerabilities":"","resistances":"","immunities":"cold; necrotic","conditionImmunities":"charmed; exhaustion; frightened","senses":"Darkvision 120 ft., Passive Perception 15","languages":"Common plus one other language","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Sunlight Hypersensitivity","entries":["The vampire takes 10 Radiant damage if it starts its turn in sunlight. While in sunlight, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vampire makes one Bite attack and one Shadow Strike attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Piercing damage plus 10 ({@damage 3d6}) Necrotic damage. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains {@variantrule Hit Points|XPHB} equal to that amount."]},{"name":"Shadow Strike","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Slashing damage plus 14 ({@damage 4d6}) Cold damage."]}],"bonusActions":[{"name":"Shadow Stealth","entries":["While in {@variantrule Dim Light|XPHB} or {@variantrule Darkness|XPHB}, the vampire takes the {@action Hide|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Born of necromantic rituals and planes of existence suffused with negative energy, vampire nightbringers manipulate shadows and feed on the raw life force of living creatures."]},{"type":"section","name":"Vampires","entries":["{@i Blood-Sucking Lords of the Night}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Vampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.","Undead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.",{"type":"table","caption":"Vampire Resting Places","colLabels":["1d6","The Vampire's Resting Place Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Among the roots of a dead tree."],["2","At the bottom of a stagnant pool."],["3","A coffin filled with grave dirt."],["4","A large pot full of blood or vinegar."],["5","A space accessible only by shape-shifting."],["6","Within a statue or suit of armor."]]},{"type":"entries","name":"Vampire Lairs","entries":["Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Darling, you are simply delicious..."],"by":"Astarion, Vampire Spawn"}]}]}],"gallery":[{"path":"bestiary/XMM/Vampires.webp","title":"A vampire familiar provides a meal for a vampire spawn","credit":"Katerina Ladon"}]},{"id":"vampire-nosferatu","name":"Vampire Nosferatu","source":"RHW","page":275,"srd":false,"image":"bestiary/RHW/Vampire Nosferatu.webp","token":"bestiary/tokens/RHW/Vampire Nosferatu.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"16","initiative":"+7 (17)","hp":"85 (9d8 + 45)","speed":"40 ft., climb 40 ft.","str":20,"dex":18,"con":21,"int":6,"wis":17,"cha":14,"saves":"Dex +7, Con +8, Wis +6","skills":"Perception +6, Stealth +10","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"Darkvision 120 ft., Passive Perception 16","languages":"Common plus one other language","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Blood Frenzy","entries":["The nosferatu has {@variantrule Advantage|XPHB} on attack rolls against any creature that doesn't have all its {@variantrule Hit Points|XPHB}."]},{"name":"Regeneration","entries":["The nosferatu regains 10 {@variantrule Hit Points|XPHB} at the start of each of its turns if it has at least 1 {@variantrule Hit Points|XPHB|Hit Point}. If the nosferatu takes Radiant damage, this trait doesn't function on the nosferatu's next turn."]},{"name":"Spider Climb","entries":["The nosferatu can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Sunlight Hypersensitivity","entries":["The nosferatu takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The nosferatu makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}9 ({@damage 1d8 + 5}) Piercing damage plus 11 ({@damage 2d10}) Necrotic damage. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken, and the nosferatu regains {@variantrule Hit Points|XPHB} equal to that amount."]},{"name":"Claw","entries":["{@atkr m} {@hit 8}, reach 5 ft. {@h}9 ({@damage 1d8 + 5}) Slashing damage."]},{"name":"Blood Spew {@recharge 5}","entries":["{@actSave con} {@dc 16}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 27 ({@damage 6d8}) Necrotic damage, and the creature can't regain {@variantrule Hit Points|XPHB} for 1 minute. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[{"name":"Bloodthirsty Slash","entries":["{@actTrigger} A {@status Bloodied|XPHB} creature the nosferatu can see within 40 feet takes damage. {@actResponse} The nosferatu moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks} and makes a Claw attack against the triggering creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Nosferatu are vicious, feral hunters cursed with a primal offshoot of the curse of vampirism. These ravenous, graceless predators stalk the night, desperately seeking blood and barely remembered comforts of life.","Nosferatu feed on anything with blood. Heaps of mutilated rats, stables turned into slaughterhouses, and fields covered in massacred livestock might mark a nosferatu's presence. Nosferatu lurk in forgotten places scoured of the living, such as charnel caves, cursed ruins, and desecrated barrow mounds.","For a few moments after feeding, nosferatu become lucid enough to recollect glimpses of their past lives. Even in these instances, though, they remain duplicitous schemers."]},{"type":"section","name":"Vampires","entries":["{@i Monstrous Life Drinkers}","Horrific varieties of blood-drinking vampires spread their wickedness across the Domains of Dread."]}],"gallery":[{"path":"bestiary/RHW/Vampire Nosferatu.webp","credit":"Jarel Threat"}]},{"id":"vampire-null","name":"Vampire Null","source":"PSZ","page":28,"srd":false,"image":"bestiary/tokens/PSZ/Vampire Null.webp","token":"bestiary/tokens/PSZ/Vampire Null.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands all languages it spoke in life but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the null to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. But sometimes the reverse is true: a body retains its animation and hunger while losing any trace of its soul, becoming a zombie. When a vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a {@creature zombie} called a null. Nulls' heads are featureless except for a gaping mouth filled with jagged teeth. Their bodies are shriveled and distorted, but preternaturally strong. They are mindlessly loyal servants to the vampire nobility, and the number of nulls under a vampire's control is a mark of status and power among the vampire houses of Guul Draz."]},{"id":"vampire-spawn","name":"Vampire Spawn","source":"XMM","page":315,"srd":true,"image":"bestiary/XMM/Vampire Spawn.webp","token":"bestiary/tokens/XMM/Vampire Spawn.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"16","initiative":"+3 (13)","hp":"90 (12d8 + 36)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Common plus one other language","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Spider Climb","entries":["The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Vampire Weakness","entries":["The vampire has these weaknesses:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Forbiddance","entries":["The vampire can't enter a residence without an invitation from an occupant."]},{"type":"item","name":"Running Water","entries":["The vampire takes 20 Acid damage if it ends its turn in running water."]},{"type":"item","name":"Stake to the Heart","entries":["The vampire is destroyed if a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the {@condition Incapacitated|XPHB} condition."]},{"type":"item","name":"Sunlight","entries":["The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks."]}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vampire makes two Claw attacks and uses Bite."]},{"name":"Claw","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 2d4 + 3}) Slashing damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13}) from one of two claws."]},{"name":"Bite","entries":["{@actSave con} {@dc 14}, one creature within 5 feet that is willing or that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition. {@actSaveFail} 5 ({@damage 1d4 + 3}) Piercing damage plus 10 ({@damage 3d6}) Necrotic damage. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains {@variantrule Hit Points|XPHB} equal to that amount."]}],"bonusActions":[{"name":"Deathless Agility","entries":["The vampire takes the {@action Dash|XPHB} or {@action Disengage|XPHB} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Vampire spawn are newly created vampires. They have yet to fully master their abilities, and many are consumed by their thirst for blood. Vampire spawn might serve more powerful vampires or pursue their own depraved agendas."]},{"type":"section","name":"Vampires","entries":["{@i Blood-Sucking Lords of the Night}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Vampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.","Undead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.",{"type":"table","caption":"Vampire Resting Places","colLabels":["1d6","The Vampire's Resting Place Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Among the roots of a dead tree."],["2","At the bottom of a stagnant pool."],["3","A coffin filled with grave dirt."],["4","A large pot full of blood or vinegar."],["5","A space accessible only by shape-shifting."],["6","Within a statue or suit of armor."]]},{"type":"entries","name":"Vampire Lairs","entries":["Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Darling, you are simply delicious..."],"by":"Astarion, Vampire Spawn"}]}]}],"gallery":[{"path":"bestiary/XMM/Vampire Spawn.webp","credit":"Carlo Arellano"},{"path":"bestiary/XMM/Vampires.webp","title":"A vampire familiar provides a meal for a vampire spawn","credit":"Katerina Ladon"}],"otherVersions":[{"id":"vampire-spawn-mm","source":"MM"}]},{"id":"vampire-spawn-mm","name":"Vampire Spawn","source":"MM","page":298,"srd":false,"image":"bestiary/MM/Vampire Spawn.webp","token":"bestiary/tokens/MM/Vampire Spawn.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Regeneration","entries":["The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["The vampire has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"The vampire can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"The vampire takes 20 acid damage when it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vampire makes two attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 13})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.",{"name":"Dark Desires","type":"entries","entries":["Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed."]},{"name":"Born from Death","type":"entries","entries":["Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies."]},{"name":"Chained to the Grave","type":"entries","entries":["Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way."]},{"name":"Undead Nature","type":"entries","entries":["Neither a vampire nor a vampire spawn requires air."]},{"type":"entries","name":"A Vampire's Lair","entries":["A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night."]},{"type":"inset","name":"Player Characters as Vampires","entries":["The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, {@sense darkvision}, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.","The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life."]},{"type":"inset","name":"Strahd von Zarovich","entries":["A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.","In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.","In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.","In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand."],"by":"Count Strahd von Zarovich"}]}]}]}],"gallery":[{"path":"bestiary/MM/Vampire Spawn.webp"}],"hidden":true,"otherVersions":[{"id":"vampire-spawn","source":"XMM"}]},{"id":"vampire-spellcaster","name":"Vampire Spellcaster","source":"MM","page":298,"srd":false,"image":"bestiary/MM/Vampire.webp","token":"bestiary/tokens/MM/Vampire Spellcaster.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"the languages it knew in life","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.","While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If the vampire fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.","While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."]},{"name":"Regeneration","entries":["The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["The vampire has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"The vampire can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"The vampire takes 20 acid damage if it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[{"name":"Spellcasting","entries":["The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 16}, {@hit 8} to hit with spell attacks). The vampire has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}","Level 1 (4 slots): {@spell comprehend languages}, {@spell fog cloud}, {@spell sleep}","Level 2 (3 slots): {@spell detect thoughts}, {@spell gust of wind}, {@spell mirror image}","Level 3 (3 slots): {@spell animate dead}, {@spell bestow curse}, {@spell nondetection}","Level 4 (3 slots): {@spell blight}, {@spell greater invisibility}","Level 5 (1 slots): {@spell dominate person}"]}],"actions":[{"name":"Multiattack (Vampire Form Only)","entries":["The vampire makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 18})."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control."]},{"name":"Charm","entries":["The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.","Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["The vampire magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The vampire moves up to its speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["The vampire makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["The vampire makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",{"type":"list","items":["There's a noticeable increase in the populations of bats, rats, and wolves in the region.","Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.","Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.","A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."]},"If the vampire is destroyed, these effects end after {@dice 2d6} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.",{"name":"Dark Desires","type":"entries","entries":["Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed."]},{"name":"Born from Death","type":"entries","entries":["Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies."]},{"name":"Chained to the Grave","type":"entries","entries":["Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way."]},{"name":"Undead Nature","type":"entries","entries":["Neither a vampire nor a vampire spawn requires air."]},{"type":"entries","name":"A Vampire's Lair","entries":["A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night."]},{"type":"inset","name":"Player Characters as Vampires","entries":["The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, {@sense darkvision}, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.","The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life."]},{"type":"inset","name":"Strahd von Zarovich","entries":["A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.","In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.","In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.","In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand."],"by":"Count Strahd von Zarovich"}]}]}]}],"gallery":[{"path":"bestiary/MM/Vampire.webp"}]},{"id":"vampire-umbral-lord","name":"Vampire Umbral Lord","source":"XMM","page":318,"srd":false,"image":"bestiary/XMM/Vampire Umbral Lord.webp","token":"bestiary/tokens/XMM/Vampire Umbral Lord.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"16","initiative":"+14 (24)","hp":"187 (22d8 + 88)","speed":"40 ft., climb 40 ft., fly 40 ft. (hover)","str":20,"dex":18,"con":18,"int":19,"wis":16,"cha":21,"saves":"Str +10, Dex +9, Wis +8, Cha +10","skills":"Arcana +9, Perception +13, Stealth +9","vulnerabilities":"","resistances":"","immunities":"cold; necrotic","conditionImmunities":"charmed; exhaustion","senses":"Blindsight 120 ft., Passive Perception 23","languages":"Common plus three other languages","cr":"15","crDisplay":"15 (XP 13,000, or 15,000 in lair; PB +5)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Legendary Resistance (3/Day, or 4/Day in Lair)","entries":["If the vampire fails a saving throw, it can choose to succeed instead."]},{"name":"Shadow Escape","entries":["If the vampire drops to 0 {@variantrule Hit Points|XPHB} outside its resting place, it teleports into its resting place unless it is in running water or sunlight. If it can't teleport, it is destroyed. Once inside its resting place, it has the {@condition Paralyzed|XPHB} condition for 1 hour, after which it regains 1 {@variantrule Hit Points|XPHB|Hit Point}."]},{"name":"Vampire Weakness","entries":["The vampire has these weaknesses:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Forbiddance","entries":["The vampire can't enter a residence without an invitation from an occupant."]},{"type":"item","name":"Running Water","entries":["The vampire takes 20 Acid damage if it ends its turn in running water."]},{"type":"item","name":"Stake to the Heart","entries":["If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the {@condition Incapacitated|XPHB} condition in its resting place, the vampire has the {@condition Paralyzed|XPHB} condition until the weapon is removed."]},{"type":"item","name":"Sunlight","entries":["The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks."]}]}]}],"spellcasting":[{"name":"Hunger of Hadar {@recharge 5}","entries":["The vampire casts {@spell Hunger of Hadar|XPHB} (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 18})."]},{"name":"Beguile","entries":["The vampire casts {@spell Command|XPHB}, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 18}). The vampire can't take this action again until the start of its next turn."]}],"actions":[{"name":"Multiattack","entries":["The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination."]},{"name":"Grave Strike","entries":["{@atkr m} {@hit 10}, reach 5 ft. {@h}9 ({@damage 1d8 + 5}) Slashing damage plus 13 ({@damage 3d8}) Necrotic damage."]},{"name":"Sickening Ray","entries":["{@atkr r} {@hit 10}, range 120 ft. {@h}16 ({@damage 2d10 + 5}) Necrotic damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the vampire's next turn."]}],"bonusActions":[{"name":"Sanguine Drain","entries":["{@actSave con} {@dc 18}, one creature the vampire can see within 30 feet that isn't a Construct or an Undead. {@actSaveFail} 14 ({@damage 4d6}) Necrotic damage. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the damage taken, and the vampire regains {@variantrule Hit Points|XPHB} equal to that amount."]}],"reactions":[],"legendaryActions":[{"name":"Umbral Strike","entries":["The vampire moves up to half its {@variantrule Speed|XPHB}, and it makes one Grave Strike or Sickening Ray attack."]}],"legendaryIntro":"Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region containing a vampire's lair is warped by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Children of the Night","entries":["The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the {@condition Charmed|XPHB} condition while within 1 mile of the lair."]},{"type":"item","name":"Looming Shadows","entries":["Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a {@variantrule Short Rest|XPHB} while within 1 mile of the lair must succeed on a {@dc 15} Wisdom saving throw or gain no benefit from that rest."]},{"type":"item","name":"Mists","entries":["The area within 1 mile of the lair is {@variantrule Lightly Obscured|XPHB} by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog."]}]},"If the vampire dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Vampire umbral lords embrace their ties to the darkness, devoting themselves to sinister powers in exchange for access to forbidden magic."]},{"type":"section","name":"Vampires","entries":["{@i Blood-Sucking Lords of the Night}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Vampires disguise their accursed, immortal natures, passing as mortals to feed on the blood of the living. While the youngest vampires might be little more than bloodthirsty servants of their creators, the eldest possess incredible cunning and control over supernatural forces of the night.","Undead vampires lie dormant during the day, retreating to resting places hidden from foes and the sun's searing rays. Roll on or choose a result from the Vampire Resting Places table to inspire a vampire's grim sanctuary.",{"type":"table","caption":"Vampire Resting Places","colLabels":["1d6","The Vampire's Resting Place Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Among the roots of a dead tree."],["2","At the bottom of a stagnant pool."],["3","A coffin filled with grave dirt."],["4","A large pot full of blood or vinegar."],["5","A space accessible only by shape-shifting."],["6","Within a statue or suit of armor."]]},{"type":"entries","name":"Vampire Lairs","entries":["Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Darling, you are simply delicious..."],"by":"Astarion, Vampire Spawn"}]}]}],"gallery":[{"path":"bestiary/XMM/Vampire Umbral Lord.webp","credit":"Fury Galluzzi"},{"path":"bestiary/XMM/Vampires.webp","title":"A vampire familiar provides a meal for a vampire spawn","credit":"Katerina Ladon"}]},{"id":"vampire-warden","name":"Vampire Warden","source":"ABH","page":20,"srd":false,"image":"bestiary/tokens/ABH/Vampire Warden.webp","token":"bestiary/tokens/ABH/Vampire Warden.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"18","initiative":"+6 (16)","hp":"190 (21d8 + 96)","speed":"30 ft.","str":21,"dex":15,"con":18,"int":10,"wis":14,"cha":17,"saves":"Con +8, Wis +6","skills":"Athletics +9, Perception +10","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"exhaustion; frightened","senses":"Darkvision 120 ft., Passive Perception 20","languages":"Common","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The vampire has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Vampire Weakness","entries":["The vampire has these weaknesses:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entries":["The vampire can't enter a residence without an invitation from an occupant."]},{"type":"itemSub","name":"Running Water","entries":["The vampire takes 20 Acid damage if it ends its turn in running water."]},{"type":"itemSub","name":"Stake to the Heart","entries":["If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the {@condition Incapacitated|XPHB} condition, the vampire has the {@condition Paralyzed|XPHB} condition until the weapon is removed."]},{"type":"itemSub","name":"Sunlight","entries":["The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks."]},{"type":"itemSub","name":"Immobile Restoration","entries":["If the vampire drops to 0 {@variantrule Hit Points|XPHB} while it doesn't have the {@condition Petrified|XPHB} condition, it turns to stone, regains 50 {@variantrule Hit Points|XPHB}, and has the {@condition Petrified|XPHB} condition for 1 hour."]}]}]}],"spellcasting":[{"name":"Guardian's Command","entries":["The vampire casts {@spell Compulsion|XPHB}, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 15}).","At will: {@spell Compulsion|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The vampire makes two Claw attacks and uses Bite or Guardian's Command."]},{"name":"Claw","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}14 ({@damage 2d8 + 5}) Slashing damage plus 7 ({@damage 2d6}) Necrotic damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 16}) from one of two claws."]},{"name":"Bite","entries":["{@actSave con} {@dc 16}, one creature within 5 feet that is willing or that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition. {@actSaveFail} 7 ({@damage 1d4 + 5}) Piercing damage plus 7 ({@damage 2d6}) Necrotic damage. The target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains {@variantrule Hit Points|XPHB} equal to that amount."]}],"bonusActions":[],"reactions":[{"name":"Resilient Flesh","entries":["{@actTrigger} The vampire is hit by a melee attack roll from an attacker the vampire can see. {@actResponse} The vampire reduces the damage it takes from the attack by 11 ({@dice 2d6 + 4})."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Stone-Skinned, Blood-Drinking Guardian}","Vampires need trusted guards for their lairs, minions, and treasures. After all, vampire familiars don't live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more durable spawn to serve as watchful guardians. These vampire wardens appear to have the same pallid flesh as most vampires but, through sheer force of will, can shrug off blows that might fell others. When most vampires would be destroyed, a warden turns to stone, heals itself, and is ready for service once again.",{"type":"quote","entries":["Ah, these stony-skinned prats: the insufferable watchdogs of vampirekind. I once tried to play fetch with one of ours. It didn't go well."],"by":"Astarion on Vampire Wardens"}]},{"id":"vampire-warrior","name":"Vampire Warrior","source":"MM","page":298,"srd":false,"image":"bestiary/MM/Vampire.webp","token":"bestiary/tokens/MM/Vampire Warrior.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"the languages it knew in life","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.","While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.","While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If the vampire fails a saving throw, it can choose to succeed instead."]},{"name":"Misty Escape","entries":["When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.","While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then {@condition paralyzed} until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point."]},{"name":"Regeneration","entries":["The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["The vampire has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"The vampire can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"The vampire takes 20 acid damage if it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vampire makes two greatsword attacks."]},{"name":"Multiattack (Vampire Form Only)","entries":["The vampire makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape {@dc 18})."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the vampire, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under the vampire's control."]},{"name":"Charm","entries":["The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by the vampire. The {@condition charmed} target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.","Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["The vampire magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, the vampire can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["The vampire moves up to its speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["The vampire makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["The vampire makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",{"type":"list","items":["There's a noticeable increase in the populations of bats, rats, and wolves in the region.","Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.","Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.","A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."]},"If the vampire is destroyed, these effects end after {@dice 2d6} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.",{"name":"Dark Desires","type":"entries","entries":["Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed."]},{"name":"Born from Death","type":"entries","entries":["Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies."]},{"name":"Chained to the Grave","type":"entries","entries":["Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way."]},{"name":"Undead Nature","type":"entries","entries":["Neither a vampire nor a vampire spawn requires air."]},{"type":"entries","name":"A Vampire's Lair","entries":["A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night."]},{"type":"inset","name":"Player Characters as Vampires","entries":["The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, {@sense darkvision}, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.","The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life."]},{"type":"inset","name":"Strahd von Zarovich","entries":["A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.","In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.","In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.","In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand."],"by":"Count Strahd von Zarovich"}]}]}]}],"gallery":[{"path":"bestiary/MM/Vampire.webp"}]},{"id":"vampiric-ixitxachitl","name":"Vampiric Ixitxachitl","source":"OotA","page":226,"srd":false,"image":"bestiary/OotA/Ixitxachitl.webp","token":"bestiary/tokens/OotA/Vampiric Ixitxachitl.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"44 (8d8 + 8)","speed":"0 ft., swim 30 ft.","str":14,"dex":18,"con":13,"int":12,"wis":13,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Ixitxachitl","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Vampiric Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. The target must succeed on a {@dc 11} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]}],"bonusActions":[],"reactions":[{"name":"Barbed Tail","entries":["When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.","{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ixitxachitl","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their \"wings\" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname \"demon rays.\" They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.",{"name":"Struggle for Survival","entries":["Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures."],"type":"entries"},{"name":"All Consuming","type":"entries","entries":["Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory."]},{"name":"Demon Worshipers","type":"entries","entries":["The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons."]}]}]}]}],"gallery":[{"path":"bestiary/OotA/Ixitxachitl.webp"}]},{"id":"vampiric-ixitxachitl-cleric","name":"Vampiric Ixitxachitl Cleric","source":"OotA","page":226,"srd":false,"image":"bestiary/OotA/Ixitxachitl.webp","token":"bestiary/tokens/OotA/Vampiric Ixitxachitl Cleric.webp","size":"Medium","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"16","initiative":"+4 (14)","hp":"44 (8d8 + 8)","speed":"0 ft., swim 30 ft.","str":14,"dex":18,"con":13,"int":12,"wis":13,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Ixitxachitl","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (Spell save {@dc 11}, {@hit 3} to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell charm person}, {@spell create or destroy water}","Level 2 (3 slots): {@spell hold person}, {@spell silence}","Level 3 (2 slots): {@spell dispel magic}, {@spell tongues}"]}],"actions":[{"name":"Vampiric Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. The target must succeed on a {@dc 11} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken, and the ixitxachitl regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]}],"bonusActions":[],"reactions":[{"name":"Barbed Tail","entries":["When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.","{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Ixitxachitl","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their \"wings\" and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname \"demon rays.\" They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them.",{"name":"Struggle for Survival","entries":["Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures."],"type":"entries"},{"name":"All Consuming","type":"entries","entries":["Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory."]},{"name":"Demon Worshipers","type":"entries","entries":["The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons."]}]}]}]}],"gallery":[{"path":"bestiary/OotA/Ixitxachitl.webp"}]},{"id":"vampiric-jade-statue","name":"Vampiric Jade Statue","source":"GoS","page":256,"srd":false,"image":"bestiary/tokens/GoS/Vampiric Jade Statue.webp","token":"bestiary/tokens/GoS/Vampiric Jade Statue.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"114 (12d10 + 48)","speed":"30 ft.","str":16,"dex":14,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"force","resistances":"","immunities":"lightning; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The statue is immune to any spell or effect that would alter its form."]},{"name":"Legendary Resistance (3/Day)","entries":["If the statue fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed, the statue has advantage on all attacks against it."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Bite","entries":["The statue makes one bite attack."]},{"name":"Blood Reaper","entries":["All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage."]},{"name":"Move","entries":["The statue moves up to its speed without provoking opportunity attacks."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A large, exquisitely carved jade statue of a vampire guards the tunnels in Isle of the Abbey, having been brought to life by dark magic. Its stone fangs draw blood that it then uses to work a curse on its victims."]}]}]}]},{"id":"vampiric-mind-flayer","name":"Vampiric Mind Flayer","source":"VRGR","page":252,"srd":false,"image":"bestiary/VRGR/Vampiric Mind Flayer.webp","token":"bestiary/tokens/VRGR/Vampiric Mind Flayer.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"15","initiative":"+4 (14)","hp":"85 (10d8 + 40)","speed":"30 ft., climb 30 ft.","str":18,"dex":18,"con":18,"int":5,"wis":15,"cha":18,"saves":"Dex +7, Int +0, Wis +5, Cha +7","skills":"Perception +5, Stealth +7","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 120 ft., Passive Perception 15","languages":"telepathy 120 ft. but can only project emotions","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Unusual Nature","entries":["The mind flayer doesn't require air, food, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The mind flayer makes two Claw attacks or one Claw attack and one Tentacles attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 10 ({@damage 3d6}) necrotic damage."]},{"name":"Tentacles","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 15})."]},{"name":"Drink Sapience","entries":["The mind flayer targets one creature it is grappling. The target must succeed on a {@dc 15} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage and gain 1 level of {@condition exhaustion}. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies."]}],"bonusActions":[{"name":"Disrupt Psyche {@recharge 5}","entries":["The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or be {@condition incapacitated} for 1 minute. The {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When the mind flayers of Bluetspur (see chapter 3) could find no cure for their overlord's affliction, their degenerating elder brain turned to radical methods to stave off dementia and death. The results were vampiric mind flayers, feral atrocities spawned from mind flayer tadpoles infected with vampirism. These specialized but flawed terrors serve a single purpose: to drain the cerebral fluids from sapient minds. After doing so, they return to the Elder Brain of Bluetspur, which liquefies them into its pool and releases their stolen essences amid a hormone brine. This grotesque balm stalls the elder brain's degeneration but is far from a cure.","Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between them and their existential imperatives. Although they possess the telepathic abilities of mind flayers, their brains aren't equipped to employ them. Instead, they bombard nearby creatures with a mental static of visceral visions. While these ravenous creatures are horrifying to behold, they unsettle none more than other mind flayers, which consider them abominations."]}],"gallery":[{"path":"bestiary/VRGR/Vampiric Mind Flayer.webp","credit":"Mark Behm"}]},{"id":"vampiric-mist","name":"Vampiric Mist","source":"MPMM","page":250,"srd":false,"image":"bestiary/MPMM/Vampiric Mist.webp","token":"bestiary/tokens/MPMM/Vampiric Mist.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"30 (4d8 + 12)","speed":"0 ft., fly 30 ft. (hover)","str":6,"dex":16,"con":16,"int":6,"wis":12,"cha":7,"saves":"Wis +3","skills":"","vulnerabilities":"","resistances":"acid; cold; lightning; necrotic; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic, Coastal, Forest, Grassland, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Life Sense","entries":["The mist can sense the location of any creature within 60 feet of it, unless that creature's type is Construct or Undead."]},{"name":"Forbiddance","entries":["The mist can't enter a residence without an invitation from one of the occupants."]},{"name":"Misty Form","entries":["The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity."]},{"name":"Sunlight Hypersensitivity","entries":["The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks."]},{"name":"Unusual Nature","entries":["The mist doesn't require air or sleep."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["The mist touches one creature in its space. The target must succeed on a {@dc 13} Constitution saving throw (Undead and Constructs automatically succeed), or it takes 10 ({@damage 2d6 + 3}) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["In billowing clouds of fog lurk vampiric mists, the wretched remnants of {@creature vampire||vampires} that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry.","Vampiric mists, sometimes called crimson mists, are all that remain of {@creature vampire||vampires} who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the {@creature vampire||vampires'} bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.","Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature's body to ooze through its pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood droplets wherever it goes.","Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood."],"gallery":[{"path":"bestiary/MPMM/Vampiric Mist.webp","credit":"Jon Hodgson"}],"otherVersions":[{"id":"vampiric-mist-mtf","source":"MTF"}]},{"id":"vampiric-mist-mtf","name":"Vampiric Mist","source":"MTF","page":246,"srd":false,"image":"bestiary/MTF/Vampiric Mist.webp","token":"bestiary/tokens/MTF/Vampiric Mist.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"30 (4d8 + 12)","speed":"0 ft., fly 30 ft. (hover)","str":6,"dex":16,"con":16,"int":6,"wis":12,"cha":7,"saves":"Wis +3","skills":"","vulnerabilities":"","resistances":"acid; cold; lightning; necrotic; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 11","languages":"","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic, Coastal, Forest, Grassland, Mountain, Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Life Sense","entries":["The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead."]},{"name":"Forbiddance","entries":["The mist can't enter a residence without an invitation from one of the occupants."]},{"name":"Misty Form","entries":["The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity."]},{"name":"Sunlight Hypersensitivity","entries":["The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["The mist touches one creature in its space. The target must succeed on a {@dc 13} Constitution saving throw (undead and constructs automatically succeed), or it takes 10 ({@damage 2d6 + 3}) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Vampiric Mist","entries":["In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry."]},{"name":"Former Vampires","type":"entries","entries":["Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains."]},{"name":"Blood Thief","type":"entries","entries":["Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in its body to ooze through the creature's pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that rains blood droplets wherever it goes."]},{"name":"Attracted to Blood","type":"entries","entries":["Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood."]},{"name":"Undead Nature","type":"entries","entries":["A vampiric mist doesn't require air or sleep."]}]}]}],"gallery":[{"path":"bestiary/MTF/Vampiric Mist.webp","credit":"Jon Hodgson"}],"hidden":true,"otherVersions":[{"id":"vampiric-mist","source":"MPMM"}]},{"id":"vanifer","name":"Vanifer","source":"PotA","page":203,"srd":false,"image":"bestiary/PotA/Vanifer.webp","token":"bestiary/tokens/PotA/Vanifer.webp","size":"Medium","creatureType":"Humanoid (Tiefling)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":11,"dex":16,"con":17,"int":12,"wis":13,"cha":19,"saves":"","skills":"Arcana +5, Deception +8, Performance +8","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common, Ignan, Infernal","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Funeral Pyre","entries":["When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes."]},{"name":"Legendary Resistance (2/Day)","entries":["If Vanifer fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 16}, {@hit 8} to hit with spell attacks). Vanifer knows the following sorcerer spells:","Cantrips (at will): {@spell chill touch}, {@spell fire bolt}, {@spell friends}, {@spell mage hand}, {@spell message}, {@spell produce flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell burning hands}, {@spell chromatic orb}, {@spell hellish rebuke}, {@spell shield}","Level 2 (3 slots): {@spell darkness}, {@spell detect thoughts}, {@spell misty step}, {@spell scorching ray}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell hypnotic pattern}","Level 4 (3 slots): {@spell wall of fire}","Level 5 (2 slots): {@spell dominate person}"]}],"actions":[{"name":"Multiattack","entries":["Vanifer makes two attacks."]},{"name":"Tinderstrike","entries":["{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 7 ({@damage 2d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":["If Vanifer is in the fire node while {@creature Imix|PotA} isn't, the tiefling can take lair actions. On initiative count 20 (losing initiative ties), Vanifer uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Vanifer can take no other lair actions while {@status concentration||concentrating} on a spell cast as a lair action. Her favorite use of this capability is casting {@spell fireball} or {@spell hypnotic pattern}.","If Vanifer casts {@spell misty step} using this lair action, she also draws the power of the fire node into herself. By doing so, she regains 15 ({@dice 3d8 + 2}) hit points."],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Vanifer's rough childhood has hardened her heart against others. The world is a corrupt, painful place, she thinks, and deserving of a fiery end. For years, she was a dancer and concubine in a pasha's court in Calimshan. Later, she took up the mantle of prophet when she found Tinderstrike, and the same ruthless ambition and practiced manipulation that enabled her to escape a life of servitude serves her well as the head of a growing cult.","For Vanifer, battle is best observed at a distance. She prefers to hurl destructive magic from afar. Those who challenge Vanifer in melee learn a painful lesson, as she and Tinderstrike make a formidable pair.","In the Fire Node","When enemies threaten the Temple of Eternal Flame, Vanifer withdraws to the Weeping Colossus, the fire node. Within this node, Vanifer gains one additional use of her Legendary Resistance trait."]}]}]}],"gallery":[{"path":"bestiary/PotA/Vanifer.webp"}]},{"id":"varakkta","name":"Varakkta","source":"PaBTSO","page":174,"srd":false,"image":"bestiary/PaBTSO/Varakkta.webp","token":"bestiary/tokens/PaBTSO/Varakkta.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":14,"wis":14,"cha":15,"saves":"Con +5, Int +5, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Gith","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Varakkta's innate spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell jump}, {@spell misty step}, {@spell nondetection} (self only), {@spell tongues}","1/day each: {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["Varakkta makes two silver greatsword attacks."]},{"name":"Silver Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 10 ({@damage 3d6}) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), Varakkta can cut the silvery cord that tethers the target to its material body, instead of dealing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Varakkta.webp"}]},{"id":"vargouille","name":"Vargouille","source":"MPMM","page":251,"srd":false,"image":"bestiary/MPMM/Vargouille.webp","token":"bestiary/tokens/MPMM/Vargouille.webp","size":"Tiny","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"18 (4d4 + 8)","speed":"5 ft., fly 40 ft.","str":6,"dex":14,"con":14,"int":4,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Swamp, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Abyssal Curse","entries":["The vargouille targets one {@condition incapacitated} Humanoid within 5 feet of it. The target must succeed on a {@dc 12} Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a {@spell daylight} spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting {@spell remove curse}, {@spell greater restoration}, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse."]},{"name":"Stunning Shriek {@recharge 5}","entries":["The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} of the vargouille until the end of the vargouille's next turn. While {@condition frightened} in this way, a target is {@condition stunned}. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Shrieking, flapping, and hideous to behold—with a body like a severed head and wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil.","Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one Fiend kills another.","Because of their hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, summoning a demon to another plane can bring a vargouille along for the ride, attached like a tick. The precautions a mortal takes to control a summoned demon rarely account for a stowaway, enabling the vargouille to escape into the world.","Vargouilles that roam free on the Material Plane are a dire threat to all creatures. Their awful shrieking can {@condition paralyzed||paralyze} other creatures with fear, which also makes the creatures susceptible to the vargouille's curse. If the curse is allowed to run its course, an abyssal spirit invades the person's body, causing a gruesome transformation. Over a period of hours, the victim's head takes on fiendish aspects, such as fangs, tentacles, and horns. At the same time, the person's ears grow larger, expanding into wing-like appendages. In the final moments, the victim's head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up the blood spilling from its former body. Sunlight or the brilliant illumination of a {@spell daylight} spell can delay this transformation; otherwise, only magic can overcome the curse. "],"gallery":[{"path":"bestiary/MPMM/Vargouille.webp","credit":"Shawn Wood"}],"otherVersions":[{"id":"vargouille-vgm","source":"VGM"}]},{"id":"vargouille-vgm","name":"Vargouille","source":"VGM","page":195,"srd":false,"image":"bestiary/VGM/Vargouille.webp","token":"bestiary/tokens/VGM/Vargouille.webp","size":"Tiny","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"13 (3d4 + 6)","speed":"5 ft., fly 40 ft.","str":6,"dex":14,"con":14,"int":4,"wis":7,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Swamp, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Kiss","entries":["The vargouille kisses one {@condition incapacitated} humanoid within 5 feet of it. The target must succeed on a {@dc 12} Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a {@spell daylight} spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting {@spell remove curse}, {@spell greater restoration}, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse."]},{"name":"Stunning Shriek","entries":["The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition frightened} until the end of the vargouille's next turn. While {@condition frightened} in this way, a target is {@condition stunned}. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Shrieking, flapping, and hideous to behold-with a body like a severed head and bat-like wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil waiting to happen.",{"name":"Abyssal Nuisances","entries":["Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one fiend kills another."],"type":"entries"},{"name":"The World Awaits","entries":["Because of their instinctive hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account for a stowaway, and thus a vargouille enters the world unbidden."],"type":"entries"},{"type":"quote","entries":["Until ye've seen a king's head tear off his shoulders and flap aloft amid fountaining blood, only to turn and lap his own dying gore as his body totters and falls, ye haven't lived. And if ye want to go on living, ye might want to stop watching in favor of fleeing."],"by":"Elminster"},{"name":"Ghastly Reproduction","entries":["Vargouilles that roam free on the Material Plane are a dire threat to all creatures, especially humanoids. Their awful shrieking can paralyze other creatures with fear, and such victims are helpless to resist a vargouille's accursed kiss.","The kiss of a vargouille infects a humanoid with a fiendish curse. If allowed to run its course, the curse brings about a gruesome transformation as an abyssal spirit invades the person's body. Over a period of hours, the victim's head takes on fiendish aspects such as fangs, tentacles, and horns. At the same time, the person's ears grow larger, expanding and transforming into wing-like appendages. In the final moments, the victim's head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up its own life fluids. Sunlight or the brilliant illumination of a {@spell daylight} spell can delay this transformation, and vargouilles instinctively shun bright light as a result."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Vargouille.webp","credit":"Shawn Wood"}],"hidden":true,"otherVersions":[{"id":"vargouille","source":"MPMM"}]},{"id":"vargouille-reflection","name":"Vargouille Reflection","source":"MPP","page":52,"srd":false,"image":"bestiary/MPP/Vargouille Reflection.webp","token":"bestiary/tokens/MPP/Vargouille Reflection.webp","size":"Tiny","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d4 + 10)","speed":"5 ft., fly 40 ft.","str":6,"dex":15,"con":14,"int":6,"wis":10,"cha":2,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; psychic","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands Abyssal, Infernal, and any languages it knew before becoming a vargouille, but it can't speak","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The vargouille has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Abyssal Curse","entries":["The vargouille targets one Humanoid within 5 feet of itself that has the {@condition incapacitated} condition. The target must succeed on a {@dc 12} Charisma saving throw or become cursed. The cursed target's Charisma decreases by 1 after each hour, as its head takes on fiendish aspects, and its Charisma can't increase. The curse doesn't advance while the target is in sunlight or the area of a {@spell daylight} spell. When the cursed target's Charisma becomes 2, the target dies, and its head tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and restores the target's Charisma."]},{"name":"Horrific Reflection {@recharge 5}","entries":["The vargouille's head mimics that of a Humanoid the vargouille can see within 120 feet of itself. The target must succeed on a {@dc 12} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage and have the {@condition frightened} condition for 1 hour or until the vargouille loses {@status concentration} (as if {@status concentration||concentrating} on a spell). If the target's saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Vargouilles are flying Fiends that resemble disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a variant known as the vargouille reflection resides in Undersigil. When a vargouille reflection spots a Humanoid target, it takes on that creature's visage, terrifying that creature by appearing as its own disembodied head."]}],"gallery":[{"path":"bestiary/MPP/Vargouille Reflection.webp"}]},{"id":"varnoth","name":"Varnoth","source":"DoSI","page":47,"srd":false,"image":"bestiary/tokens/DoSI/Varnoth.webp","token":"bestiary/tokens/DoSI/Varnoth.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"11","initiative":"+1 (11)","hp":"39 (6d8 + 12)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, History +2, Perception +2, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Varnoth makes three Shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A hardened mercenary captain, Varnoth Wender is an experienced professional fighter. She is usually unarmed, but she keeps her old sword beneath the mattress in her cell (in area A1 in Dragon's Rest)."]}]},{"id":"varnyr","name":"Varnyr","source":"CM","page":63,"srd":false,"image":"bestiary/tokens/CM/Varnyr.webp","token":"bestiary/tokens/CM/Varnyr.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Chaotic Good","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Elvish","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Varnyr has advantage on saving throws against being {@condition charmed}, and magic can't put Varnyr to sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Varnyr makes two attacks."]},{"name":"Cane","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Varnyr adds 2 to their AC against one melee attack that would hit it. To do so, Varnyr must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Varnyr is a senior scribe who has spent centuries at Candlekeep. She loves the books, which she cares for as though they were her grandchildren. She has little ambition to rise in the ranks of the Avowed, perfectly content as a senior scribe. She is hardworking and expects others to be as well."]}]},{"id":"varram","name":"Varram","source":"RoT","page":9,"srd":false,"image":"bestiary/RoT/Varram.webp","token":"bestiary/tokens/RoT/Varram.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":13,"wis":12,"cha":16,"saves":"Wis +4","skills":"Deception +6, Stealth +7","vulnerabilities":"","resistances":"acid, cold, fire, lightning, poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Draconic, Infernal","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"5etools Note","entries":["Varram is presented in {@adventure The Rise of Tiamat|RoT} as a male dwarf. The {@creature dragonsoul|RoT} stat block, modified with dwarf racial traits, has been provided here for ease of use."]},{"name":"Dragon Fanatic","entries":["Varram has advantage on saving throws against being {@condition charmed} or {@condition frightened}. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being {@condition charmed} or {@condition frightened}."]},{"name":"Fanatic Advantage","entries":["Once per turn, if Varram makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 ({@damage 3d6}) damage."]},{"name":"Limited Flight","entries":["Varram can use a bonus action to gain a flying speed of 30 feet until the end of its turn."]},{"name":"Pack Tactics","entries":["Varram has advantage on an attack roll against a creature if at least one of the dragonsoul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Varram attacks twice with its shortsword."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 10 ({@damage 3d6}) damage of the type to which Varram has resistance."]},{"name":"Orb of Dragon's Breath (3/Day)","entries":["{@atk rs} {@hit 7} to hit, range 90 ft., one target. {@h}27 ({@damage 6d8}) damage of the type to which Varram has damage resistance."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/RoT/Varram.webp"}]},{"id":"vasilka","name":"Vasilka","source":"CoS","page":151,"srd":false,"image":"bestiary/tokens/CoS/Vasilka.webp","token":"bestiary/tokens/CoS/Vasilka.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"9","initiative":"-1 (9)","hp":"93 (11d8 + 44)","speed":"30 ft.","str":19,"dex":9,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Berserk","entries":["Whenever Vasilka starts its turn with 40 hit points or fewer, roll a {@dice d6}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.","Vasilka's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again."]},{"name":"Aversion of Fire","entries":["If Vasilka takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Immutable Form","entries":["Vasilka is immune to any spell or effect that would alter its form."]},{"name":"Lightning Absorption","entries":["Whenever Vasilka is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt."]},{"name":"Magic Resistance","entries":["Vasilka has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Vasilka's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Vasilka makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vecna-impersonator","name":"Vecna Impersonator","source":"ToFW","page":26,"srd":false,"image":"bestiary/ToFW/VecnaImpersonator.webp","token":"bestiary/tokens/ToFW/Vecna Impersonator.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Insight +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The impersonator can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Ambusher","entries":["In the first round of a combat, the impersonator has advantage on attack rolls against any creature it {@status surprised}."]},{"name":"Surprise Attack","entries":["If the impersonator surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@damage 3d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The impersonator makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage."]},{"name":"Read Thoughts","entries":["The impersonator magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's {@status concentration} isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/VecnaImpersonator.webp"}]},{"id":"vecna-the-archlich","name":"Vecna the Archlich","source":"VEoR","page":254,"srd":false,"image":"bestiary/VEoR/Vecna the Archlich.webp","token":"bestiary/tokens/VEoR/Vecna the Archlich.webp","size":"Medium","creatureType":"Undead (Wizard)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"272 (32d8 + 128)","speed":"30 ft.","str":14,"dex":16,"con":18,"int":22,"wis":24,"cha":16,"saves":"Con +12, Int +14, Wis +15","skills":"Arcana +22, History +14, Insight +15, Perception +15","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 25","languages":"Common, Draconic, Elvish, Infernal","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (5/Day)","entries":["If Vecna fails a saving throw, he can choose to succeed instead."]},{"name":"Special Equipment","entries":["Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a {@item +2 Dagger}."]},{"name":"Undying","entries":["If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after {@dice 1d100} years. Vecna's new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit points and becomes active again."]}],"spellcasting":[{"name":"Spellcasting","entries":["Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):","At will: {@spell Animate Dead} (as an action), {@spell Detect Magic}, {@spell Dispel Magic}, {@spell Fly}, {@spell Lightning Bolt}, {@spell Mage Hand}, {@spell Prestidigitation}","2/day each: {@spell Dimension Door}, {@spell Invisibility}, {@spell Scrying} (as an action)","1/day each: {@spell Dominate Monster}, {@spell Globe of Invulnerability}, {@spell Plane Shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought."]},{"name":"Afterthought","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 ({@damage 2d8}) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target must make a {@dc 20} Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points."]},{"name":"Flight of the Damned {@recharge 5}","entries":["Vecna conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a {@dc 22} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) necrotic damage and has the {@condition frightened} condition for 1 minute. On a successful save, the creature takes half as much damage only. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Rotten Fate","entries":["Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a {@dc 22} Constitution saving throw, taking 96 ({@damage 8d8 + 60}) necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie at the start of Vecna's next turn and acts immediately after Vecna in the initiative order. The zombie is under Vecna's control."]}],"bonusActions":[{"name":"Vile Teleport","entries":["Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 ({@damage 3d6}) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points."]}],"reactions":[{"name":"Dread Counterspell","entries":["Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check ({@dc 10} plus the spell's level). On a successful check, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) psychic damage if the spell fails."]},{"name":"Fell Rebuke","entries":["In response to being hit by an attack, Vecna utters a fell word, dealing 10 ({@damage 3d6}) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["On countless worlds, his name evokes tales of terror and cruelty: Vecna, the Undying King. Vecna, the Whispered One. Vecna, the Lord of the Rotted Tower. But Vecna had humble beginnings on the world of Oerth, where an order of wizards used him as a bootblack and scribe. He spent the better part of his childhood secretly educating himself in his masters' arts. Once Vecna learned all he could, he massacred the wizards. He then recorded his every foul thought and dream as he started to write his Book of Vile Darkness.","Vecna forged a kingdom on Oerth, but he grew bored with it after several centuries. He started inflicting suffering on other worlds. In this adventure, Vecna has risen to godhood on Oerth, but he seeks to become the most powerful god in existence and bend the multiverse to his will. By the time the characters are involved, Vecna's master plan is almost complete. He has funneled a significant amount of his energy into weaving his ritual. Therefore, when the characters finally confront Vecna and try to save the multiverse, he is in his archlich form and not his divine form."]},{"type":"section","entries":["On countless worlds, his name evokes tales of terror and cruelty. Vecna the Undying King. Vecna the Whispered One. Vecna the Lord of the Rotted Tower. Over more than a hundred thousand years, incandescent hatred carried him from the humblest of origins to a conqueror's throne, then to the realms that lie beyond life and death, and finally to godhood. Many have suffered his terrible wrath, but few can recount how a lowly scribe left an aeon-deep scar on the multiverse before ascending beyond the material altogether. Only a few fragments of Vecna's story have ever been unearthed.","It is said that Vecna was born into a lowly caste on the world of Oerth, son of a hedge witch and a father he never knew. An order of wizards exiled Vecna's mother into the wastes for practicing the forbidden art of necromancy. The order bound her orphaned son into servitude and employed him as first a bootblack, then a scribe. Vecna spent the better part of his childhood secretly educating himself in his masters' arts, stealing into their library of magical treatises each night after midnight. It was during these intense study sessions that he first heard a soothing voice in his head, a whisper from another world that promised him revenge if he would only yield to the hatred that was festering in his heart. Once Vecna learned all he could from his masters and their books, he massacred them. On that very night, the voice urged him to record his every foul thought and dream, and he started to pen his Book of Vile Darkness.","According to legend, Vecna went on to forge a kingdom in the world of Greyhawk. He ruled for several centuries from an obsidian tower that rose from the bottom of the black waters of the Nyr Dyv to stretch far above its surface. During this era, at the urging of the voice, Vecna conquered vast realms and swept great cities beneath earth and rock. Generations later, when his physical form finally started to succumb to the ravages of time, Vecna's festering hatred would not permit him to perish. He called upon the forbidden arts of necromancy to transform himself into a lich, a frightful being beyond the reach of death.","At some point, Vecna grew bored with his kingdom on Oerth and started visiting his evil on other worlds, still driven by the mysterious voice and his unquenchable hatred for all things true and pure. For a time, he is said to have inhabited a palace known as the Citadel of Cavitius, located in a vast field of ash somewhere near the border between the Planes of Earth and Fire.","Eventually, a fallen paladin known as Kas the Bloody-Handed rose through the ranks of Vecna's vile minions to become the archlich's personal guard and regent over many of the kingdoms and cults Vecna established across the multiverse. As a symbol of Kas's authority, Vecna forged him a terrifying weapon, the blade now known as the Sword of Kas. Later, Kas turned on Vecna and used the sword to sever the archlich's hand and put out his eye. No one knows why Kas betrayed Vecna. Some believe the mysterious voice that spoke to Vecna for eons grew to fear the archlich and began whispering to Kas instead.","After their clash, Kas and Vecna disappeared for ages. The former later emerged as the ruler of the wasteland domain of Tovag in the Shadowfell. The latter spent several centuries hopping from world to world, questing for his severed hand and eye. More recently, Vecna decamped to the Outer Planes, where he grew so powerful that he became a god. He has many ardent worshipers, all hungry for a taste of his immense power.","The accompanying stat block depicts Vecna in his archlich form prior to Kas's betrayal. Because Vecna is said to have mastered magic allowing him to travel through time, he can appear in this form even on worlds where his severed hand and eye are already known artifacts.",{"type":"inset","name":"The Book of Vile Darkness","entries":["While Vecna always carries the {@item Book of Vile Darkness} on his person—in fact, he fashioned his lich form to encompass the Book—he typically has no need to call upon its foul magic in battle. If the DM wishes to run a more challenging (and more complex) encounter, Vecna may call upon any of the book's abilities as appropriate."]}]}],"gallery":[{"path":"bestiary/VEoR/Vecna the Archlich.webp"}],"otherVersions":[{"id":"vecna-the-archlich-vd","source":"VD"}]},{"id":"vecna-the-archlich-vd","name":"Vecna the Archlich","source":"VD","srd":false,"image":"bestiary/VD/Vecna Profile.webp","token":"bestiary/tokens/VD/Vecna the Archlich.webp","size":"Medium","creatureType":"Undead (Wizard)","alignment":"Lawful Evil","ac":"18","initiative":"+3 (13)","hp":"272 (32d8 + 128)","speed":"30 ft.","str":14,"dex":16,"con":18,"int":22,"wis":24,"cha":16,"saves":"Con +12, Int +14, Wis +15","skills":"Arcana +22, History +14, Insight +15, Perception +15","vulnerabilities":"","resistances":"cold; lightning; necrotic","immunities":"poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 25","languages":"Common, Draconic, Elvish, Infernal","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (5/Day)","entries":["If Vecna fails a saving throw, he can choose to succeed instead."]},{"name":"Special Equipment","entries":["Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a {@item +2 dagger}."]},{"name":"Undying","entries":["If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after {@dice 1d100} years. Vecna's soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, Vecna regains all his hit points and becomes active again. Vecna's new body appears anywhere within 100 miles of where Vecna was slain."]},{"name":"Unusual Nature","entries":["Vecna doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 22}):","At will: {@spell animate dead} (as an action), {@spell detect magic}, {@spell dispel magic}, {@spell fly}, {@spell lightning bolt}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell dimension door}, {@spell invisibility}, {@spell scrying} (as an action)","1/day each: {@spell dominate monster}, {@spell globe of invulnerability}, {@spell plane shift} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with {@i Afterthought}."]},{"name":"Afterthought","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage, plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 ({@damage 2d8}) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a {@dc 20} Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points."]},{"name":"Flight of the Damned {@recharge 5}","entries":["Vecna conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a {@dc 22} Constitution saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) necrotic damage and is {@condition frightened} of Vecna for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition frightened}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Rotten Fate","entries":["Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a {@dc 22} Constitution saving throw, taking 96 ({@damage 8d8 + 60}) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this magic rises as a {@creature zombie} at the start of Vecna's next turn and acts immediately after Vecna in the initiative order. The {@creature zombie} is under Vecna's control."]}],"bonusActions":[{"name":"Vile Teleport","entries":["Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 ({@damage 3d6}) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points."]}],"reactions":[{"name":"Dread Counterspell","entries":["Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 ({@damage 3d6}) psychic damage if the spell fails."]},{"name":"Fell Rebuke","entries":["In response to being hit by an attack, Vecna utters a fell word, dealing 10 ({@damage 3d6}) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["On countless worlds, his name evokes tales of terror and cruelty. Vecna the Undying King. Vecna the Whispered One. Vecna the Lord of the Rotted Tower. Over more than a hundred thousand years, incandescent hatred carried him from the humblest of origins to a conqueror's throne, then to the realms that lie beyond life and death, and finally to godhood. Many have suffered his terrible wrath, but few can recount how a lowly scribe left an aeon-deep scar on the multiverse before ascending beyond the material altogether. Only a few fragments of Vecna's story have ever been unearthed.","It is said that Vecna was born into a lowly caste on the world of Oerth, son of a hedge witch and a father he never knew. An order of wizards exiled Vecna's mother into the wastes for practicing the forbidden art of necromancy. The order bound her orphaned son into servitude and employed him as first a bootblack, then a scribe. Vecna spent the better part of his childhood secretly educating himself in his masters' arts, stealing into their library of magical treatises each night after midnight. It was during these intense study sessions that he first heard a soothing voice in his head, a whisper from another world that promised him revenge if he would only yield to the hatred that was festering in his heart. Once Vecna learned all he could from his masters and their books, he massacred them. On that very night, the voice urged him to record his every foul thought and dream, and he started to pen his {@item Book of Vile Darkness}.","According to legend, Vecna went on to forge a kingdom in the world of Greyhawk. He ruled for several centuries from an obsidian tower that rose from the bottom of the black waters of the Nyr Dyv to stretch far above its surface. During this era, at the urging of the voice, Vecna conquered vast realms and swept great cities beneath earth and rock. Generations later, when his physical form finally started to succumb to the ravages of time, Vecna's festering hatred would not permit him to perish. He called upon the forbidden arts of necromancy to transform himself into a {@creature lich}, a frightful being beyond the reach of death.","At some point, Vecna grew bored with his kingdom on Oerth and started visiting his evil on other worlds, still driven by the mysterious voice and his unquenchable hatred for all things true and pure. For a time, he is said to have inhabited a palace known as the Citadel of Cavitius, located in a vast field of ash somewhere near the border between the Planes of Earth and Fire.","Eventually, a fallen paladin known as Kas the Bloody-Handed rose through the ranks of Vecna's vile minions to become the archlich's personal guard and regent over many of the kingdoms and cults Vecna established across the multiverse. As a symbol of Kas's authority, Vecna forged him a terrifying weapon, the blade now known as the {@item Sword of Kas}. Later, Kas turned on Vecna and used the sword to sever the archlich's hand and put out his eye. No one knows why Kas betrayed Vecna. Some believe the mysterious voice that spoke to Vecna for eons grew to fear the archlich and began whispering to Kas instead.","After their clash, Kas and Vecna disappeared for ages. The former later emerged as the ruler of the wasteland domain of Tovag in the Shadowfell. The latter spent several centuries hopping from world to world, questing for his {@item hand of Vecna|DMG|severed hand} and {@item eye of Vecna|DMG|eye}. More recently, Vecna decamped to the Outer Planes, where he grew so powerful that he became a god. He has many ardent worshipers, all hungry for a taste of his immense power.","The accompanying stat block depicts Vecna in his archlich form prior to Kas's betrayal. Because Vecna is said to have mastered magic allowing him to travel through time, he can appear in this form even on worlds where his {@item hand of Vecna|DMG|severed hand} and {@item eye of Vecna|DMG|eye} are already known artifacts.",{"type":"inset","name":"The Book of Vile Darkness","entries":["While Vecna always carries the {@item Book of Vile Darkness} on his person—in fact, he fashioned his lich form to encompass the Book—he typically has no need to call upon its foul magic in battle. If the DM wishes to run a more challenging (and more complex) encounter, Vecna may call upon any of the book's abilities as appropriate.",{"type":"image","href":{"type":"internal","path":"bestiary/VD/Book of Vile Darkness.webp"},"width":850,"height":580}]}],"gallery":[{"path":"bestiary/VD/Vecna Profile.webp"},{"path":"bestiary/VD/Head of Vecna.webp"},{"path":"bestiary/VD/Eye of Vecna.webp"}],"hidden":true,"otherVersions":[{"id":"vecna-the-archlich","source":"VEoR"}]},{"id":"vegepygmy","name":"Vegepygmy","source":"MPMM","page":252,"srd":false,"image":"bestiary/tokens/MPMM/Vegepygmy.webp","token":"bestiary/tokens/MPMM/Vegepygmy.webp","size":"Small","creatureType":"Plant","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":7,"dex":14,"con":13,"int":6,"wis":11,"cha":7,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Vegepygmy","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation."]},{"name":"Regeneration","entries":["The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Typical vegepygmies originate from the remains left behind when a Humanoid or a Giant is killed by {@hazard russet mold|VGM}. One or more vegepygmies emerge from the corpse a day later."]},{"type":"section","name":"Vegepygmies","entries":["Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as {@creature myconid adult||myconid adults}, {@creature shrieker||shriekers}, and {@creature violet fungus||violet fungi}.","Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed."]}],"otherVersions":[{"id":"vegepygmy-vgm","source":"VGM"}]},{"id":"vegepygmy-vgm","name":"Vegepygmy","source":"VGM","page":196,"srd":false,"image":"bestiary/VGM/Vegepygmy.webp","token":"bestiary/tokens/VGM/Vegepygmy.webp","size":"Small","creatureType":"Plant","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"9 (2d6 + 2)","speed":"30 ft.","str":7,"dex":14,"con":13,"int":6,"wis":11,"cha":7,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Vegepygmy","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life."]},{"name":"Regeneration","entries":["The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.",{"name":"Primitive Plants","entries":["Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.","Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed."],"type":"entries"},{"type":"quote","entries":["Corpses of those slain by russet mold grow new moldies. Not the legacy most of us aspire to."],"by":"Elminster"},{"name":"Mold Begets Mold","entries":["Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body.","As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.","No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby."],"type":"entries"}]},{"type":"inset","name":"Russet Mold","entries":["The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful {@dc 15} Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check is required to identify it accurately by sight in such a case.","Any creature that comes within 5 feet of russet mold must make a {@dc 13} Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes {@condition poisoned}. While {@condition poisoned} in this way, the creature takes 7 ({@damage 2d6}) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.","Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area."]}]}]}],"gallery":[{"path":"bestiary/VGM/Vegepygmy.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"vegepygmy","source":"MPMM"}]},{"id":"vegepygmy-chief","name":"Vegepygmy Chief","source":"MPMM","page":253,"srd":false,"image":"bestiary/MPMM/Vegepygmy Chief.webp","token":"bestiary/tokens/MPMM/Vegepygmy Chief.webp","size":"Small","creatureType":"Plant","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"33 (6d6 + 12)","speed":"30 ft.","str":14,"dex":14,"con":14,"int":7,"wis":12,"cha":9,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Vegepygmy","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation."]},{"name":"Regeneration","entries":["The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vegepygmy makes two Claw attacks or two melee Spear attacks."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Spores (1/Day)","entries":["A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a Plant must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned}. While {@condition poisoned} in this way, a target takes 9 ({@damage 2d8}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["As a {@creature vegepygmy|MPMM} ages, it grows tougher and develops spore clusters on its body. Other vegepygmies defer to these so-called chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way {@hazard russet mold|VGM} does."]},{"type":"section","name":"Vegepygmies","entries":["Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as {@creature myconid adult||myconid adults}, {@creature shrieker||shriekers}, and {@creature violet fungus||violet fungi}.","Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed."]}],"gallery":[{"path":"bestiary/MPMM/Vegepygmy Chief.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"vegepygmy-chief-vgm","source":"VGM"}]},{"id":"vegepygmy-chief-vgm","name":"Vegepygmy Chief","source":"VGM","page":197,"srd":false,"image":"bestiary/VGM/Vegepygmy.webp","token":"bestiary/tokens/VGM/Vegepygmy Chief.webp","size":"Small","creatureType":"Plant","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"33 (6d6 + 12)","speed":"30 ft.","str":14,"dex":14,"con":14,"int":7,"wis":12,"cha":9,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Vegepygmy","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life."]},{"name":"Regeneration","entries":["The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vegepygmy makes two attacks with its claws or two melee attacks with its spear."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]},{"name":"Spores (1/Day)","entries":["A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned}. While {@condition poisoned} in this way, a target takes 9 ({@damage 2d8}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.",{"name":"Primitive Plants","entries":["Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.","Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.","As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.","No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby."],"type":"entries"},{"name":"Mold Begets Mold","entries":["Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body."],"type":"entries"}]},{"type":"entries","name":"Russet Mold","entries":["The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful {@dc 15} Intelligence ({@skill Nature}) or Wisdom ({@skill Survival}) check is required to identify it accurately by sight in such a case.","Any creature that comes within 5 feet of russet mold must make a {@dc 13} Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes {@condition poisoned}. While {@condition poisoned} in this way, the creature takes 7 ({@damage 2d6}) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.","Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area."]}]}]}],"gallery":[{"path":"bestiary/VGM/Vegepygmy.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"vegepygmy-chief","source":"MPMM"}]},{"id":"vegepygmy-moldmaker","name":"Vegepygmy Moldmaker","source":"QftIS","page":218,"srd":false,"image":"bestiary/QftIS/Vegepygmy.webp","token":"bestiary/tokens/QftIS/Vegepygmy Moldmaker.webp","size":"Small","creatureType":"Plant","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"44 (8d6 + 16)","speed":"30 ft.","str":10,"dex":14,"con":14,"int":10,"wis":16,"cha":11,"saves":"Int +2, Wis +5","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Vegepygmy","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation."]},{"name":"Regeneration","entries":["The vegepygmy regains 7 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vegepygmy makes two Claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}12 ({@damage 3d6 + 2}) slashing damage."]},{"name":"Toxic Mold (2/Day)","entries":["The vegepygmy targets a creature it can see within 60 feet of itself. If the target isn't a vegepygmy, it must make a {@dc 13} Constitution saving throw. On a failed save, the target takes 13 ({@damage 3d8}) poison damage and has the {@condition blinded} and {@condition deafened} conditions for 1 minute as it becomes covered in a thick layer of mold. On a successful save, the target takes half as much damage only.","The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The oldest vegepygmies in a colony sometimes achieve control over the growth and propagation of the mold that bore them. These elders, known as moldmakers, can envelop foes in stifling layers of mold. Moldmakers often wear pauldrons made of lichen to denote their status."]},{"type":"section","entries":[{"type":"entries","name":"Vegepygmies","entries":["Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars.","Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains hospitable to their fungal bodies.","To learn more about vegepygmies, see Monsters of the Multiverse."]}]}],"gallery":[{"path":"bestiary/QftIS/Vegepygmy.webp"}]},{"id":"vegepygmy-scavenger","name":"Vegepygmy Scavenger","source":"QftIS","page":218,"srd":false,"image":"bestiary/QftIS/Vegepygmy.webp","token":"bestiary/tokens/QftIS/Vegepygmy Scavenger.webp","size":"Small","creatureType":"Plant","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"13 (3d6 + 3)","speed":"30 ft.","str":7,"dex":14,"con":13,"int":6,"wis":11,"cha":7,"saves":"","skills":"Perception +2, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Vegepygmy","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation."]},{"name":"Regeneration","entries":["The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[{"name":"Nimble Escape","entries":["The vegepygmy takes the {@action Disengage} or {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Vegepygmies rely on scavengers to salvage materials from their surroundings. Vegepygmy scavengers use stealth to bring food, tools, and weapons back to the colony. These scavengers leverage their nimbleness and natural camouflage to evade foes and pelt them with slings from the cover of leafy foliage."]},{"type":"section","entries":[{"type":"entries","name":"Vegepygmies","entries":["Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars.","Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains hospitable to their fungal bodies.","To learn more about vegepygmies, see Monsters of the Multiverse."]}]}],"gallery":[{"path":"bestiary/QftIS/Vegepygmy.webp"}]},{"id":"vegepygmy-thorny-hunter","name":"Vegepygmy Thorny Hunter","source":"QftIS","page":219,"srd":false,"image":"bestiary/QftIS/Vegepygmy.webp","token":"bestiary/tokens/QftIS/Vegepygmy Thorny Hunter.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"27 (5d8 + 5)","speed":"40 ft.","str":15,"dex":14,"con":13,"int":2,"wis":10,"cha":6,"saves":"","skills":"Perception +4, Stealth +4, Survival +4","vulnerabilities":"","resistances":"lightning; piercing","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The vegepygmy has advantage on attack rolls against a creature if at least one of the vegepygmy's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition."]},{"name":"Plant Camouflage","entries":["The vegepygmy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation."]},{"name":"Regeneration","entries":["The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Thorny Body","entries":["At the start of its turn, the vegepygmy deals 2 ({@damage 1d4}) piercing damage to any creature grappling it."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 12} Strength saving throw or have the {@condition prone} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thorny hunters are bestial vegepygmies derived from the corpses of bears, dogs, and other quadrupedal Beasts. Thorny hunters act like bloodhounds, following their master's orders to hunt prey with deadly ferocity."]},{"type":"section","entries":[{"type":"entries","name":"Vegepygmies","entries":["Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars.","Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains hospitable to their fungal bodies.","To learn more about vegepygmies, see Monsters of the Multiverse."]}]}],"gallery":[{"path":"bestiary/QftIS/Vegepygmy.webp"}]},{"id":"veiled-presence","name":"Veiled Presence","source":"BMT","page":48,"srd":false,"image":"bestiary/BMT/Veiled Presence.webp","token":"bestiary/tokens/BMT/Veiled Presence.webp","size":"Small or Medium","creatureType":"Celestial","alignment":"Lawful Evil","ac":"20","initiative":"+7 (17)","hp":"300 (40d8 + 120)","speed":"40 ft., fly 80 ft. (hover)","str":14,"dex":24,"con":16,"int":24,"wis":20,"cha":22,"saves":"Dex +14, Int +14","skills":"Perception +12, Stealth +21","vulnerabilities":"","resistances":"necrotic; radiant","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 30 ft., Passive Perception 22","languages":"all","cr":"21","crDisplay":"21 (XP 33,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Inviolate Presence","entries":["The veiled presence can't be targeted by divination magic or by features that would read its mind or determine its creature type."]},{"name":"Legendary Resistance (3/Day)","entries":["If the veiled presence fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The veiled presence makes two Blade of Judgment attacks and can use Revelation."]},{"name":"Blade of Judgment","entries":["{@atk mw,rw} {@hit 14} to hit, reach 5 ft. or range 60 ft., one target. {@h}10 ({@damage 1d6 + 7}) piercing damage plus 27 ({@damage 6d8}) radiant damage. If the target is a creature, it must succeed on a {@dc 22} Charisma saving throw, or on its next turn, it can either move or take an action, but not both."]},{"name":"Revelation","entries":["The veiled presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a {@dc 22} Wisdom saving throw or have the {@condition paralyzed} condition until the end of its next turn, after which the target is immune to this Revelation for 24 hours."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["When an attacker the veiled presence can see hits the veiled presence with an attack, the veiled presence halves the attack's damage against it."]}],"legendaryActions":[{"name":"Flash Step","entries":["The veiled presence magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space that it can see."]},{"name":"Stab (Costs 2 Actions)","entries":["The veiled presence makes one Blade of Judgment attack."]},{"name":"Searing Radiance (Costs 3 Actions)","entries":["The veiled presence magically emanates dazzling light in a 10-foot-radius sphere centered on itself until the end of its next turn, during which time attack rolls against it have disadvantage and it has advantage on attack rolls. The sphere moves with the veiled presence. When another creature starts its turn in the light or enters the light for the first time on its turn, that creature must make a {@dc 22} Constitution saving throw, taking 18 ({@damage 4d8}) radiant damage on a failed save, or half as much damage on a successful one."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Distraction","entry":"A shrill sound fills the lair. Creatures that can hear it must succeed on a {@dc 15} Constitution saving throw or lose concentration."},{"type":"item","name":"Snares","entry":"Hidden snares target up to three creatures the villain can see in the lair. Each creature must succeed on a {@dc 15} Strength saving throw or have the grappled condition (escape {@dc 15}) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage."},{"type":"item","name":"Traps","entry":"Traps target up to two creatures the villain can see in the lair. Each target must succeed on a {@dc 15} Dexterity saving throw or be struck by a trap. The villain rolls a number of d6s equal to its proficiency bonus, and struck targets take damage equal to the total. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by the villain when the villain uses this action."}]}],"regionalEffects":["The region containing a villain's lair is warped by their presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Corruption Abounds","entry":"While within 3 miles of the lair, creatures that aren't members of the villain's organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills."},{"type":"item","name":"Potent Toxins","entry":"When members of the villain's organization deal poison damage while within 3 miles of the lair, they ignore the target's resistance to poison damage."}]},"If the villain dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["The ultimate threat created by the Rogue card, the veiled presence is a Celestial for tier 4 play (levels 17 to 20). This being descends from an Outer Plane to bring cosmic wrath upon the characters."]},{"type":"section","entries":[{"type":"entries","name":"The Rogue's Lair","entries":["This villain resides in a place of power and safety, whether that's a hidden thieves' guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.","The villain's challenge rating increases while the villain is in this lair:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Veiled Presence","entry":"Challenge 22 (41,000 XP)"}]}]}]}],"gallery":[{"path":"bestiary/BMT/Veiled Presence.webp"}]},{"id":"veldyskar","name":"Veldyskar","source":"OotA","page":151,"srd":false,"image":"bestiary/tokens/OotA/Veldyskar.webp","token":"bestiary/tokens/OotA/Veldyskar.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"-1 (9)","hp":"52 (8d8 + 16)","speed":"20 ft.","str":16,"dex":8,"con":15,"int":10,"wis":8,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Dwarvish, Giant, Undercommon","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Mountain","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["If a creature starts its turn within 30 feet of Veldyskar and the two of them can see each other, the basilisk can force the creature to make a {@dc 12} Constitution saving throw if the basilisk isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.","A creature that isn't {@status surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see Veldyskar until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.","If Veldyskar sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Veldyskar can innately cast the following spell, requiring no material components:","1/day: {@spell greater restoration}"]}],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vellin-farstride","name":"Vellin Farstride","source":"MaBJoV","page":62,"srd":false,"image":"bestiary/MaBJoV/Vellin Farstride.webp","token":"bestiary/tokens/MaBJoV/Vellin Farstride.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Neutral Good","ac":"20","initiative":"+5 (15)","hp":"195 (30d6 + 90)","speed":"25 ft.","str":11,"dex":20,"con":16,"int":11,"wis":14,"cha":11,"saves":"Dex +9, Wis +6","skills":"Deception +4, Nature +8, Perception +10, Persuasion +8, Stealth +13, Survival +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 20","languages":"Abyssal, Common, Halfling, Infernal, telepathy 30 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Animal Companions","entries":["Vellin is accompanied by Akela ({@creature wolf} with 18 hit points). Vellin can mount or dismount Akela using 5 feet of movement. While mounted, Vellin can order Akela to {@action Dash}, {@action Disengage}, and {@action Dodge}. In addition, Vellin has an {@creature owl} companion with 3 hit points. On Vellin's turn, the owl can perform a flyby on a creature of Vellin's choice. The next attack that Vellin makes against that creature has advantage."]},{"name":"Brave","entries":["Vellin has advantage on saving throws against being {@condition frightened}."]},{"name":"Fiend Slayer","entries":["When Vellin hits a Fiend with a weapon attack he deals an additional 7 ({@damage 2d6}) radiant damage."]},{"name":"Keen Hearing and Sight","entries":["Vellin has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]},{"name":"Special Equipment","entries":["Vellin wields a {@item +1 shortsword} (silvered) and a {@item +1 shield}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Vellin makes three Silvered Shortsword attacks."]},{"name":"Silvered Shortsword","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage."]}],"bonusActions":[{"name":"Nimble Escape","entries":["Vellin can take the {@action Disengage} or {@action Hide} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["COURAGE, FRIENDSHIP, AND the sound of steel on steel! These are the stuff of all great adventures. The fight for justice is hard, sweaty work, but when the times get tough, the tough get hamsters!"],"by":"MINSC"},"Vellin Farstride has earned his last name with a travelogue that would be the envy of any would-be explorer. Vellin specializes in hunting fiendish enemies and other extra planar threats. Vellin is almost always accompanied by his faithful wolf, Akela, and often rides the beast into battle.","Originally from the world of Oerth, Vellin arrived in Faerûn several years ago. Between those two worlds Vellin traveled the Astral Sea, hunted demons in the Blood War, dealt with hags in the Gray Waste and assassinated Infernal Dukes on Avernus. Vellin quickly fell in love with the vast and beautiful wilds of Faerûn and decided that it would be his home. In order to protect his new home, Vellin wanted to band together with formidable allies that could protect it from outer planar threats. He discovered that the Harpers had values that were closest to his own.","Vellin is adept at diplomacy and deception, out of necessity from having to deal with Fiendish powers. Though not physically intimidating, his quiet intensity and well-earned confidence can be very convincing. He prefers simple and direct language, even when dealing with nobles and royalty, but can employ eloquence and flattery when the need arises.",{"type":"entries","name":"Vellin as a Contact","entries":["Vellin is the primary contact for members of the Harpers at low levels. Vellin is an expert at obtaining mounts on short notice for those who need to get somewhere quickly. Each member of your group gets access to the type of mount requested. If any of the mounts die while under your control (or a member of your group), you can never use that type of mount again. Otherwise, you can use the mount as long as needed.",{"type":"table","caption":"Mounts via Vellin","colLabels":["Mount","Required Level","Terrain"],"colStyles":["col-5","col-5 text-right","col-2 text-center"],"rows":[["Riding horses","1","Land"],["Camels","1","Desert"],["Dolphins","3","Water"],["Hippogriffons","3","Air"],["Giant striders","7","Fire"],["Polar bears","7","Cold"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Vellin Farstride.webp"}]},{"id":"vellynne-harpell","name":"Vellynne Harpell","source":"IDRotF","page":273,"srd":false,"image":"bestiary/IDRotF/Vellynne Harpell.webp","token":"bestiary/tokens/IDRotF/Vellynne Harpell.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"13","initiative":"+1 (11)","hp":"67 (9d8 + 27)","speed":"20 ft.","str":10,"dex":12,"con":17,"int":18,"wis":15,"cha":13,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Draconic, Dwarvish, Elvish, Orc","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Vellynne wears {@item bracers of defense} and carries a {@item wand of magic missiles} (see \"Actions\" below)."]}],"spellcasting":[{"name":"Spellcasting","entries":["Vellynne is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell chill touch} (see \"Actions\" below), {@spell light}, {@spell mage hand}, {@spell message}, {@spell prestidigitation}","Level 1 (4 slots): {@spell comprehend languages}, {@spell detect magic}, {@spell ray of sickness}, {@spell Tasha's hideous laughter}","Level 2 (3 slots): {@spell darkvision}, {@spell hold person}, {@spell ray of enfeeblement}","Level 3 (3 slots): {@spell animate dead}, {@spell Leomund's tiny hut}, {@spell vampiric touch} (see \"Actions\" below)","Level 4 (2 slots): {@spell arcane eye}, {@spell blight}"]}],"actions":[{"name":"Vampiric Touch (3rd-Level Spell; Requires a Spell Slot)","entries":["{@atk ms} {@hit 6} to hit, reach 5 ft., one creature. {@h}10 ({@damage 3d6}) necrotic damage, and Vellynne regains hit points equal to half the necrotic damage dealt. If Vellynne casts this spell using a spell slot of 4th level or higher, the necrotic damage increases by {@damage 1d6} for each slot level above 3rd."]},{"name":"Chill Touch (Cantrip)","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}9 ({@damage 2d8}) necrotic damage, and the target can't regain hit points until the start of Vellynne's next turn."]},{"name":"Wand of Magic Missiles","entries":["While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the {@spell magic missile} spell from it. She can expend 1 charge to cast the 1st-level version of the spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains {@dice 1d6 + 1} expended charges daily at dawn. If the wand's last charge is expended, roll a {@dice d20}; on a 1, the wand crumbles into ashes and is destroyed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Vellynne Harpell is a member of the prestigious Harpell family, based in the town of Longsaddle. Cold and dispassionate, she took to magic only a decade ago in her late forties and is skilled in the arcane tradition of necromancy. She has a lifelong struggle—a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it.","Despite her firm grasp of the dark arts, she would not have been admitted into the Arcane Brotherhood without her family connections—a fact that sticks in her craw.","Vellynne brought a family heirloom with her to Icewind Dale: a {@item professor orb|WDMM} (see {@adventure appendix D|IDRotF|22}) that she refers to by its proper name, {@item Professor Skant|IDRotF}. This orb has knowledge about Netheril that could be important if Vellynne locates the lost Netherese city buried under the Reghed Glacier. The orb was recently stolen by Nass Lantomir, one of Vellynne's rivals in the Arcane Brotherhood. Vellynne intends to get it back before resuming her quest to find Ythryn.",{"type":"entries","name":"Companions","entries":["Since arriving in Icewind Dale, Vellynne has secured the services of six {@creature Icewind Kobold|IDRotF|Icewind kobolds} that act as her valets and guides. Two of them were killed by a {@spell Melf's acid arrow} spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies.","If she is wounded, Vellynne can cast {@spell vampiric touch} and use the spell to regain hit points at the kobolds' expense."]},{"type":"entries","name":"Familiar","entries":["Vellynne's familiar is a snowy owl, which the wizard uses as a scout. It uses the {@creature owl} stat block in the {@book Monster Manual|MM} but is a celestial instead of a beast."]},{"type":"entries","name":"Spellbook","entries":["Vellynne's spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer's personal sigil is written in goat's blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: {@spell bestow curse}, {@spell blindness/deafness}, {@spell false life}, {@spell find familiar}, {@spell magic weapon}, {@spell polymorph}, {@spell protection from evil and good}, {@spell remove curse}, {@spell shield}, and {@spell Tenser's floating disk}."]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Vellynne Harpell.webp","title":"Vellynne Harpell and her kobold minions"}]},{"id":"velociraptor","name":"Velociraptor","source":"MPMM","page":96,"srd":false,"image":"bestiary/tokens/MPMM/Velociraptor.webp","token":"bestiary/tokens/MPMM/Velociraptor.webp","size":"Tiny","creatureType":"Beast (Dinosaur)","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"10 (3d4 + 3)","speed":"30 ft.","str":6,"dex":14,"con":13,"int":4,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Grassland","treasure":"","traits":[{"name":"Pack Tactics","entries":["The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The velociraptor makes one Bite attack and one Claw attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey."],"otherVersions":[{"id":"velociraptor-vgm","source":"VGM"}]},{"id":"velociraptor-vgm","name":"Velociraptor","source":"VGM","page":140,"srd":false,"image":"bestiary/tokens/VGM/Velociraptor.webp","token":"bestiary/tokens/VGM/Velociraptor.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"10 (3d4 + 3)","speed":"30 ft.","str":6,"dex":14,"con":13,"int":4,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest","treasure":"","traits":[{"name":"Pack Tactics","entries":["The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The velociraptor makes two attacks: one with its bite and one with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey."]}],"hidden":true,"otherVersions":[{"id":"velociraptor","source":"MPMM"}]},{"id":"velomachus-lorehold","name":"Velomachus Lorehold","source":"SCC","page":219,"srd":false,"image":"bestiary/SCC/Velomachus Lorehold.webp","token":"bestiary/tokens/SCC/Velomachus Lorehold.webp","size":"Gargantuan","creatureType":"Dragon (Wizard)","alignment":"Lawful Neutral","ac":"21","initiative":"+2 (12)","hp":"487 (25d20 + 225)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":30,"dex":14,"con":29,"int":30,"wis":20,"cha":18,"saves":"Dex +10, Con +17, Wis +13, Cha +12","skills":"Arcana +18, History +18, Investigation +18, Perception +13","vulnerabilities":"","resistances":"","immunities":"thunder","conditionImmunities":"","senses":"blindsight 120 ft., Passive Perception 23","languages":"all","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Velomachus fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Velomachus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:","1/day each: {@spell contact other plane} (as an action, contacting a long-dead spirit), {@spell divination}, {@spell move earth}, {@spell wall of force}"]}],"actions":[{"name":"Multiattack","entries":["Velomachus makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}15 ({@damage 1d10 + 10}) piercing damage plus 6 ({@damage 1d12}) thunder damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}13 ({@damage 1d6 + 10}) slashing damage. If the target is a Huge or smaller creature, it is knocked {@condition prone}."]},{"name":"Battle Tide Breath {@recharge 5}","entries":["Velomachus exhales thunderous sound in a 90-foot cone. Each creature in that area must make a {@dc 25} Constitution saving throw. On a failure, a creature takes 45 ({@damage 7d12}) force damage and 45 ({@damage 7d12}) thunder damage and is pushed up to 20 feet in a horizontal direction of Velomachus' choice. On a success, the creature takes half as much damage and isn't pushed. Objects that aren't being worn or carried take the damage and are pushed as if they were creatures that failed the saving throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Claw","entries":["Velomachus makes one Claw attack."]},{"name":"Chaotic Flow (Costs 2 Actions)","entries":["Velomachus moves up to half her flying speed. If a creature hits or misses her with an opportunity attack during this move, the attacker takes 19 ({@damage 3d12}) thunder damage."]},{"name":"Repeating History (Costs 3 Actions)","entries":["Velomachus magically summons {@dice 1d4} {@creature spirit statue mascot|SCC|statue mascots} in unoccupied spaces she can see within 60 feet of herself. The spirit statues obey her commands and take their turns immediately after hers. Any creature, other than a spirit statue or Velomachus, is {@condition restrained} if it starts its turn within 5 feet of one or more of these spirit statues. This {@condition restrained} condition lasts until the end of the creature's turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when she uses this action again."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Velomachus Lorehold was the first dragon of Strixhaven to master the magic of order and chaos, the flow and prediction of events through time. Her magic encourages exploration and discovery through the lens of creating a direct conduit to the past.","She founded Lorehold College to ensure mortals would never forget the lessons of the past. After living for centuries, Velomachus has grown tired of watching the same mistakes repeated continually. She hopes her college's teachings will foster the skills to either predict future pitfalls by taking lessons from those that came before or create flexible mindsets that allow people to shift their plans effectively when the unexpected occurs.","Velomachus's spells, legendary actions, and breath weapon are accompanied by visual effects resembling tomes and scrolls composed of golden light, perceptible distortions as time doubles back on itself, and thunderous sounds."]}],"gallery":[{"path":"bestiary/SCC/Velomachus Lorehold.webp","credit":"Raymond Swanland"}]},{"id":"venom-troll","name":"Venom Troll","source":"MPMM","page":248,"srd":false,"image":"bestiary/MPMM/Venom Troll.webp","token":"bestiary/tokens/MPMM/Venom Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"94 (9d10 + 45)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Poison Splash","entries":["When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 ({@damage 2d8}) poison damage."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 4 ({@damage 1d8}) poison damage, and the creature is {@condition poisoned} until the start of the troll's next turn."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 4 ({@damage 1d8}) poison damage."]},{"name":"Venom Spray {@recharge}","entries":["The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 ({@damage 2d6}) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) poison damage and is {@condition poisoned} for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A troll that survives massive doses of poison might transform into a venom troll. Lingering poison infuses the troll's blood and tissue, and poison leaks from the pores to coat the troll's fangs and claws. These creatures are especially dangerous in close combat because poison drips off their flesh and sprays out from every wound they receive."]},{"type":"section","name":"Trolls","entries":["Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.",{"type":"entries","name":"Vaprak the Destroyer","entries":["Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.","Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body."]}]}],"gallery":[{"path":"bestiary/MPMM/Venom Troll.webp","credit":"Ralph Horsley"}],"otherVersions":[{"id":"venom-troll-mtf","source":"MTF"}]},{"id":"venom-troll-mtf","name":"Venom Troll","source":"MTF","page":245,"srd":false,"image":"bestiary/MTF/Venom Troll.webp","token":"bestiary/tokens/MTF/Venom Troll.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"15","initiative":"+1 (11)","hp":"94 (9d10 + 45)","speed":"30 ft.","str":18,"dex":13,"con":20,"int":7,"wis":9,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Swamp, Underdark","treasure":"","traits":[{"name":"Keen Smell","entries":["The troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Poison Splash","entries":["When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 ({@damage 2d8}) poison damage."]},{"name":"Regeneration","entries":["The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The troll makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 4 ({@damage 1d8}) poison damage, and the creature is {@condition poisoned} until the start of the troll's next turn."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 4 ({@damage 1d8}) poison damage."]},{"name":"Venom Spray {@recharge}","entries":["The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 ({@damage 2d6}) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a {@dc 16} Constitution saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) poison damage and is {@condition poisoned} for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Venom Troll","entries":["A troll ravaged by massive doses of poison might mutate into a venom troll. Lingering poison infuses its blood and tissue, and poison leaks from its pores to coat its fangs and claws. These creatures are especially dangerous in close combat, because poison drips off their flesh and sprays out from every wound they receive."]},{"type":"section","name":"Trolls","entries":["Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters."]}],"gallery":[{"path":"bestiary/MTF/Venom Troll.webp","credit":"Ralph Horsley"}],"hidden":true,"otherVersions":[{"id":"venom-troll","source":"MPMM"}]},{"id":"venomfang","name":"Venomfang","source":"LMoP","page":63,"srd":false,"image":"bestiary/LMoP/Venomfang.webp","token":"bestiary/tokens/LMoP/Venomfang.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Evil","ac":"18","initiative":"+1 (11)","hp":"136 (16d10 + 48)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":19,"dex":12,"con":17,"int":16,"wis":13,"cha":15,"saves":"Dex +4, Con +6, Wis +4, Cha +5","skills":"Deception +5, Perception +7, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["Venomfang can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Venomfang makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Poison Breath {@recharge 5}","entries":["Venomfang exhales poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LMoP/Venomfang.webp"}]},{"id":"venomous-snake","name":"Venomous Snake","source":"XMM","page":372,"srd":true,"image":"bestiary/XMM/Swarm of Venomous Snakes.webp","token":"bestiary/tokens/XMM/Venomous Snake.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"5 (2d4)","speed":"30 ft., swim 30 ft.","str":2,"dex":15,"con":11,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Blindsight 10 ft., Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Desert, Forest, Grassland, Hill, Swamp","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}4 ({@damage 1d4 + 2}) Piercing damage plus 3 ({@damage 1d6}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Swarm of Venomous Snakes.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}]},{"id":"verbeeg-longstrider","name":"Verbeeg Longstrider","source":"IDRotF","page":311,"srd":false,"image":"bestiary/tokens/IDRotF/Verbeeg Longstrider.webp","token":"bestiary/tokens/IDRotF/Verbeeg Longstrider.webp","size":"Large","creatureType":"Giant","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"119 (14d10 + 42)","speed":"50 ft.","str":19,"dex":15,"con":16,"int":13,"wis":14,"cha":10,"saves":"Dex +5, Con +6, Wis +5","skills":"Animal Handling +5, Athletics +7, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Simple Weapon Wielder","entries":["A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack)."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The verbeeg's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:","1/day each: {@spell animal messenger}, {@spell fog cloud}, {@spell freedom of movement}, {@spell pass without trace}, {@spell silence}, {@spell water walk}"]}],"actions":[{"name":"Multiattack","entries":["The verbeeg makes two melee attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, or 17 ({@damage 3d8 + 4}) piercing damage if used to make a ranged attack or used with two hands to make a melee attack."]},{"name":"Sling","entries":["{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}9 ({@damage 3d4 + 2}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition stunned} until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect.","Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.",{"type":"entries","name":"Longstriders","entries":["Some verbeeg worship gods of nature and help defend the natural world. These even-tempered verbeeg are called longstriders and are blessed with innate spellcasting abilities."]}]}]},{"id":"verbeeg-marauder","name":"Verbeeg Marauder","source":"IDRotF","page":311,"srd":false,"image":"bestiary/IDRotF/Verbeeg Marauder.webp","token":"bestiary/tokens/IDRotF/Verbeeg Marauder.webp","size":"Large","creatureType":"Giant","alignment":"Neutral Evil","ac":"14","initiative":"+0 (10)","hp":"85 (10d10 + 30)","speed":"40 ft.","str":19,"dex":11,"con":16,"int":11,"wis":10,"cha":9,"saves":"Dex +2, Con +5","skills":"Animal Handling +2, Athletics +6, Stealth +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Giant","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Simple Weapon Wielder","entries":["A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The verbeeg makes two melee attacks."]},{"name":"Spear","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, or 17 ({@damage 3d8 + 4}) piercing damage if used to make a ranged attack or used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect.","Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.",{"type":"entries","name":"Marauders","entries":["Verbeeg conduct themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with hill giants and ogres. It's not unusual to find a gang of hill giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of mammalian beasts and allow bears, wolves, worgs, and other predators to lair with them. They catch and keep horses, mules, sheep, goats, and cattle for food and trade."]}]}],"gallery":[{"path":"bestiary/IDRotF/Verbeeg Marauder.webp"}]},{"id":"verin-thelyss","name":"Verin Thelyss","source":"CRCotN","page":51,"srd":false,"image":"bestiary/CRCotN/Verin Thelyss.webp","token":"bestiary/tokens/CRCotN/Verin Thelyss.webp","size":"Medium","creatureType":"Humanoid (Drow, Elf)","alignment":"Lawful Good","ac":"17","initiative":"+2 (12)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":18,"dex":15,"con":14,"int":13,"wis":14,"cha":16,"saves":"Str +7, Con +5, Wis +5","skills":"Athletics +7, History +4, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"Common, Elvish, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Verin has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Verin has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Verin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Verin makes three Glaive attacks."]},{"name":"Glaive","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 22 ({@damage 4d10}) poison damage."]}],"bonusActions":[{"name":"Manifest Echo","entries":["Verin magically creates an echo—a translucent, gray object that looks like him. The echo appears in an unoccupied space Verin can see within 15 feet of himself. While the echo exists, Verin chooses whether each of his attacks originates from his space or the echo's space. On Verin's turn, the echo can move in accordance with Verin's wishes. The echo has AC 17 and 1 hit point. It otherwise uses Verin's statistics. The echo lasts for 1 minute or until it is destroyed, until Verin ends his turn more than 30 feet away from it, until Verin manifests another echo, or until Verin is {@condition incapacitated}."]},{"name":"Reposition","entries":["Verin magically swaps places with his echo."]}],"reactions":[{"name":"Parry","entries":["Verin adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["To the people of Bazzoxan, Verin is a beacon of hope amid the darkness that shrouds the town. But the weight of responsibility colors Verin's otherwise bright and youthful demeanor with melancholy. He cares about the town he has sworn to protect, but he is weary of the incessant threat posed by the denizens of the Betrayers' Rise."]}],"gallery":[{"path":"bestiary/CRCotN/Verin Thelyss.webp","credit":"Hunter S. Bonyun"}]},{"id":"verminaard","name":"Verminaard","source":"MCV2DC","page":15,"srd":false,"image":"bestiary/MCV2DC/Verminaard.webp","token":"bestiary/tokens/MCV2DC/Verminaard.webp","size":"Medium","creatureType":"Humanoid (Cleric, Human)","alignment":"Lawful Evil","ac":"20","initiative":"+1 (11)","hp":"143 (22d8 + 44)","speed":"30 ft.","str":22,"dex":13,"con":15,"int":16,"wis":18,"cha":17,"saves":"Wis +10, Cha +9","skills":"Perception +16, Religion +9","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 26","languages":"Abyssal, Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Draconic Command","entries":["Whenever a Dragon or a creature with the Draconic Devotion trait within 30 feet of Verminaard makes an attack roll, the creature can roll a {@dice d4} and add the number rolled to the attack roll."]},{"name":"Legendary Resistance (3/Day)","entries":["If Verminaard fails a saving throw, he can choose to succeed instead."]},{"name":"Special Equipment","entries":["Verminaard wears {@item +2 plate armor} and wields the mace {@item Nightbringer|MCV2DC}, which grants him darkvision as well as immunity to fire damage and to the {@condition charmed} and {@condition frightened} conditions (included above)."]}],"spellcasting":[{"name":"Spellcasting","entries":["Verminaard casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell light}, {@spell thaumaturgy}","2/day each: {@spell bane}, {@spell fear}, {@spell freedom of movement}, {@spell greater restoration}, {@spell hold monster}, {@spell revivify}"]}],"actions":[{"name":"Multiattack","entries":["Verminaard makes two Nightbringer attacks and uses Malediction."]},{"name":"Nightbringer","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}12 ({@damage 1d6 + 9}) bludgeoning damage plus 10 ({@damage 4d4}) radiant damage. If the target is a creature, the target must succeed on a {@dc 20} Constitution saving throw or be {@condition blinded} until the start of Verminaard's next turn."]},{"name":"Malediction","entries":["Verminaard utters an unholy word, causing profane fire to descend on one creature Verminaard can see within 60 feet of himself. The creature must make a {@dc 18} Dexterity saving throw, taking 11 ({@damage 2d10}) necrotic damage plus 11 ({@damage 2d10}) radiant damage on a failed save or half as much damage on a successful one."]}],"bonusActions":[{"name":"Dragon Queen's Favor (5/Day)","entries":["Verminaard or one creature he can see within 60 feet of himself magically regains 17 ({@dice 2d12 + 4}) hit points."]}],"reactions":[],"legendaryActions":[{"name":"Tactical Movement","entries":["Verminaard moves up to his speed or commands a mount he is riding to move up to its speed. This movement doesn't provoke opportunity attacks."]},{"name":"Fervent Strike (Costs 2 Actions)","entries":["Verminaard makes one Nightbringer attack. If this attack hits, it deals an additional 7 ({@damage 2d6}) bludgeoning damage."]},{"name":"Cast a Spell (Costs 3 Actions)","entries":["Verminaard uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Ariakas,","As the Dragon Queen wills me to obey, here is my assessment of your servant, Verminaard of Nidus: Unchanged. The man remains a blustering dastard awash in blessings earned by his blood rather than his brains. He glories in Takhisis's favor and wields her power in manners both frivolous and brutal. In their bunks, his troops whisper of his zealotry and claim that those missing from their ranks have been sacrificed on his secret altar. I don't dismiss this possibility.","While his work progresses, it is the effort of an instrument as blunt as the mace he wields.","Verminaard thinks himself invincible, and I pray to her majesty that I'm present when she divests him of that delusion.","I hope you find these reports illuminating.","Ember"]}]},{"type":"section","entries":["Dragon Highlord Verminaard leads the Red Dragon Army—the largest and most powerful of the Dragon Queen's forces—with fanatic zeal and ruthless might. Though prophesied to banish evil forces from the lands of Krynn, Verminaard was tempted by Takhisis and her promises of glory. Corrupted by the Dragon Queen, Verminaard rose to become one of her champions, claiming command of the fiercest among the Dragon Armies.","Verminaard's extreme devotion to Takhisis allows him to channel her unholy power on the battlefield, bolstering those under his command while raining cursed fire on his foes. His towering silhouette is often wreathed in the fire of Ember, his red dragon companion and adviser."]},{"type":"inset","name":"Draconic Devotion","entries":["Verminaard's stat block references the Draconic Devotion monster trait. Though this trait does not appear in any of the creatures in this compendium, you will find several monsters with the Draconic Devotion trait terrorizing the lands of Krynn in the book {@adventure Dragonlance: Shadow of the Dragon Queen|DSotDQ}."]}],"gallery":[{"path":"bestiary/MCV2DC/Verminaard.webp"}]},{"id":"vertrand-shadowdusk","name":"Vertrand Shadowdusk","source":"WDMM","page":282,"srd":false,"image":"bestiary/tokens/WDMM/Vertrand Shadowdusk.webp","token":"bestiary/tokens/WDMM/Vertrand Shadowdusk.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 12","languages":"Abyssal, Common, Deep Speech, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Vertrand has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Vertrand is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell confusion}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Vertrand casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"veteran","name":"Veteran","source":"MM","page":350,"srd":false,"image":"bestiary/tokens/MM/Veteran.webp","token":"bestiary/tokens/MM/Veteran.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Urban, Forest, Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves."]}]}]},{"id":"veteran-of-the-gauntlet","name":"Veteran of the Gauntlet","source":"OotA","page":130,"srd":false,"image":"bestiary/tokens/OotA/Veteran of the Gauntlet.webp","token":"bestiary/tokens/OotA/Veteran of the Gauntlet.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Good","ac":"17","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack."]},{"name":"Longsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 100/400 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vi-aroon","name":"Vi Aroon","source":"JttRC","page":28,"srd":false,"image":"bestiary/JttRC/013-02-003.kasem-vi-aroon.webp","token":"bestiary/tokens/JttRC/Vi Aroon.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Vi adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/013-02-003.kasem-vi-aroon.webp","title":"Kasem and Vi Aroon","credit":"Zuzanna Wužyk"}]},{"id":"viari","name":"Viari","source":"AI","page":198,"srd":false,"image":"bestiary/AI/Viari.webp","token":"bestiary/tokens/AI/Viari.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"18","initiative":"+5 (15)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":12,"dex":20,"con":14,"int":10,"wis":8,"cha":14,"saves":"Dex +8, Int +3","skills":"Acrobatics +11, Athletics +7, Perception +5, Performance +5, Persuasion +5, Sleight Of Hand +11, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Draconic, Thieves' cant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Evasion","entries":["If Viari is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's {@condition incapacitated}."]},{"name":"Second-Story Work","entries":["Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers increases by 5 feet."]},{"name":"Sneak Attack (1/Turn)","entries":["Viari deals an extra 14 ({@damage 4d6}) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Viari that isn't {@condition incapacitated} and Viari doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Viari makes two attacks with his shortsword and two attacks with his rapier."]},{"name":"+1 Shortsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d6 + 6}) piercing damage."]},{"name":"Rapier","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Uncanny Dodge","entries":["Viari halves the damage that he takes from an attack that hits him. He must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["I know a story about that..."]},"A product of life on a small-town farm, the rogue known as Viari carries fond memories of those childhood days and his loving family. (Well, except for that thing where his parents insist on thinking of his older brother as the successful one.) But he can be quick to show self-consciousness when talking of where he came from, and he never speaks of the name he bore in that former life After quickly rising in the ranks of Acquisitions Incorporated since joining that august team, Viari has come to head what's known as the organization's Stabbing Department. A potent threat in both dueling and earnest debate, he demonstrates an equal flair for planning and forethought, mad combat moves (involving leaping off high places whenever possible), and dark vengeance.","Viari's career as an adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly—and lost his arm in the process. Although Viari was made bodily whole again in an equally dramatic magical fashion, some of those closest to him have noticed that those miraculous events weigh on him still, perhaps suggesting consequences that only he foresees."]}]}]}],"gallery":[{"path":"bestiary/AI/Viari.webp","credit":"Mike Krahulik"}]},{"id":"viconia-devir","name":"Viconia DeVir","source":"MaBJoV","page":126,"srd":false,"image":"bestiary/MaBJoV/Viconia DeVir.webp","token":"bestiary/tokens/MaBJoV/Viconia DeVir.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"21","initiative":"+2 (12)","hp":"135 (30d8)","speed":"30 ft.","str":25,"dex":14,"con":10,"int":14,"wis":20,"cha":14,"saves":"Con +5, Wis +10","skills":"Insight +10, Persuasion +7, Religion +12","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Celestial, Common, Elvish","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Viconia has advantage on saving throws against being {@condition charmed}, and magic can't put Viconia to sleep."]},{"name":"Living Shadow","entries":["While in dim light or darkness, Viconia has resistance to damage that isn't force, psychic, or radiant."]},{"name":"Special Equipment","entries":["Viconia wears a {@item belt of giant strength} (fire) and a {@item cloak of protection} and wields a {@item +3 mace}. Without the belt, her strength is 12 and her speed is reduced to 20 ft."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Viconia has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Viconia casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 18}):","At will: {@spell dancing lights}, {@spell light}, {@spell sanctuary}, {@spell thaumaturgy}","2/day each: {@spell cure wounds}, {@spell death ward}, {@spell lesser restoration}","1/day each: {@spell darkness}, {@spell divine word}, {@spell faerie fire}, {@spell holy aura}"]}],"actions":[{"name":"Multiattack","entries":["Viconia attacks twice with her Magic Mace and uses her Spellcasting action."]},{"name":"Magic Mace","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d6 + 10}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage."]},{"name":"Sacred Cleansing {@recharge 4}","entries":["Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within 60 feet must make a {@dc 18} Dexterity saving throw. A creature takes 28 ({@damage 8d6}) fire damage plus 28 ({@damage 8d6}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Me and Boo can attest that Viconia never helped us write the chapter about Ust Natha."],"by":"MINSC & BOO!"},"Viconia DeVir is an exiled drow cleric in the service of Shar, goddess of darkness and loss. Once a loyal priestess of Lolth in the great drow city of Menzoberranzan, Viconia and House DeVir first lost the Spider Queen's favor when she refused to sacrifice an infant, an act she saw as pointless. In a desperate attempt to appease Lolth, her own mother arranged for Viconia to be sacrificed herself. She was saved by her devoted brother, Valas, who freed her and slew their mother in the process. For this crime, Valas was transformed into a drider, a monstrous centaur-like creature with a drow torso grafted onto the body of an immense spider. These events contributed to the once great House DeVir's destruction at the hands of House Do'Urden nearly a century ago.","Viconia fled Menzoberranzan and soon left the Underdark altogether to evade retribution from Lolth's minions. Stripped of most of her spellcasting abilities, she eventually found solace and newfound power in the worship of Shar, an ancient deity outside the Dark Seldarine. Like Lolth, Shar is a cruel goddess who values strength and duplicity.","Viconia has now lived apart from drow society for almost a century. During that time, she traveled with the Bhaalspawn Abdel Adrian, but eventually their relationship soured. In recent years, Shar has directed her to work with elemental cults that worship the Elder Elemental Eye. Viconia has faithfully carried out her goddesses wishes, which has often put her into conflict with surface organizations such as the Lord's Alliance or the Harpers.","When not working with cults of elemental evil, Viconia travels the Underdark looking for fellow outcasts. She has put together a motley band including a pair of driders named Cackle and Backle and a deep spider that she has raised since she saved it from being eaten by its mother. She also rides an achaierai that lost the rest of its flock to a war band of dwarves."],"gallery":[{"path":"bestiary/MaBJoV/Viconia DeVir.webp"}]},{"id":"victor-vallakovich","name":"Victor Vallakovich","source":"CoS","page":105,"srd":false,"image":"bestiary/CoS/005-cos02-02.webp","token":"bestiary/tokens/CoS/Victor Vallakovich.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Victor is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/005-cos02-02.webp"}]},{"id":"victoro-cassalanter","name":"Victoro Cassalanter","source":"WDH","page":218,"srd":false,"image":"bestiary/WDH/Victoro Cassalanter.webp","token":"bestiary/tokens/WDH/Victoro Cassalanter.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"97 (15d8 + 30)","speed":"30 ft.","str":13,"dex":13,"con":14,"int":16,"wis":17,"cha":18,"saves":"Con +6, Wis +7","skills":"History +7, Insight +7, Persuasion +8, Religion +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Draconic, Elvish, Infernal","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Victoro wears a {@item ring of protection} and {@item glamoured studded leather} disguised to look like fine clothing. He carries a {@item rod of rulership} shaped like a ruby-tipped cane."]},{"name":"Fey Ancestry","entries":["Victoro has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]},{"name":"Rod of Rulership","entries":["Victoro can use an action to present the rod and command obedience from each creature of his choice that he can see within 120 feet of him. Each target must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} for 8 hours by Victoro. While {@condition charmed} in this way, the creature regards Victoro as its trusted leader. If harmed by Victoro or his companions, or commanded to do something contrary to its nature, a target ceases to be {@condition charmed} in this way. The rod can't be used again until the next dawn."]}],"spellcasting":[{"name":"Spellcasting","entries":["Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Victoro has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell mending}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell charm person}, {@spell command}, {@spell detect magic}, {@spell disguise self}, {@spell protection from evil and good}, {@spell sanctuary}","Level 2 (3 slots): {@spell augury}, {@spell lesser restoration}, {@spell mirror image}, {@spell pass without trace}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell blink}, {@spell clairvoyance}, {@spell dispel magic}, {@spell magic circle}, {@spell protection from energy}","Level 4 (3 slots): {@spell banishment}, {@spell dimension door}, {@spell divination}, {@spell freedom of movement}, {@spell polymorph}","Level 5 (2 slots): {@spell dominate person}, {@spell flame strike}, {@spell modify memory}, {@spell insect plague}","Level 6 (1 slots): {@spell heal}","Level 7 (1 slots): {@spell divine word}","Level 8 (1 slots): {@spell earthquake}"]}],"actions":[{"name":"Multiattack","entries":["Victoro makes two attacks with his rapier."]},{"name":"Rapier","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]},{"name":"Cloak of Shadows (2/Day)","entries":["Victoro becomes {@condition invisible} until the end of his next turn. He becomes visible early immediately after he attacks or casts a spell."]},{"name":"Summon Devil (Recharges after 9 Days)","entries":["Victoro summons a {@creature barbed devil}. The devil appears in an unoccupied space within 30 feet of Victoro, acts as Victoro's ally, and can't summon other devils. It remains for 1 minute, until it or Victoro dies, or until Victoro dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The lord of House Cassalanter is a devilishly handsome half-elf who likes coin and power. He and his wife gained both by cutting a deal with Asmodeus-which involved trading away the souls of their three children.","Victoro is a priest of Asmodeus, though his devotion to the Lord of the Nine Hells is a secret known only to his wife and his closest friends. Most Waterdavians know him as a successful banker, philanthropist, and worshiper of Lathander. Some of his business profits go toward feeding and sheltering the poor. But behind this veneer of generosity, Victoro is a self-serving beast.","The soul of Victoro's eldest son, Osvaldo, is forever lost and can't be saved. To allay his guilt, Victoro has forged a plan to win back the souls of his young twins, Terenzio and Elzerina. Under the terms of the contract, their souls will be forfeit on their ninth birthdays, and that day is fast approaching. But Victoro can buy his way out of the obligation by providing, as the contract states, \"one shy of a million gold coins and the sacrifice of one shy of a hundred unfortunate souls.\"","Victoro is well schooled, suave, slow to anger, and blessed with good health, long life, and immunity to disease. He dresses in the latest fashions and walks with a ruby-tipped cane, though not because he needs to. This cane has the magical properties of a rod of rulership."]}]}]}],"gallery":[{"path":"bestiary/WDH/Victoro Cassalanter.webp"}]},{"id":"viktor","name":"Viktor","source":"MaBJoV","page":82,"srd":false,"image":"bestiary/MaBJoV/Viktor.webp","token":"bestiary/tokens/MaBJoV/Viktor.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"20","initiative":"+1 (11)","hp":"178 (21d8 + 84)","speed":"30 ft.","str":18,"dex":12,"con":18,"int":11,"wis":11,"cha":16,"saves":"Con +8, Wis +4","skills":"Persuasion +7, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Brave","entries":["Viktor has advantage on saving throws against being {@condition frightened}."]},{"name":"Shadow Dragon Companion","entries":["Viktor has a young gold shadow dragon that accompanies him at all times. If Viktor dies, the young gold shadow dragon returns to the Shadowfell."]},{"name":"Sun Blade","entries":["Viktor wields a sun blade. Viktor gains a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage (this is already factored into Viktor's stat block). When Viktor hits an Undead creature with this sword, that target takes an extra 4 ({@damage 1d8}) radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Viktor casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell bless}, {@spell shield of faith}, {@spell thunderous smite}","2/day each: {@spell aid}, {@spell branding smite}, {@spell lesser restoration}","1/day each: {@spell banishment}, {@spell blinding smite}, {@spell death ward}, {@spell revivify}"]}],"actions":[{"name":"Multiattack","entries":["Viktor makes two Sun Blade attacks and one Raven's Whisper attack."]},{"name":"Sun Blade","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) radiant damage or 11 ({@damage 1d10 + 6}) radiant damage if used with two hands."]},{"name":"Raven's Whisper","entries":["{@atk rs} {@hit 7} to hit, range 60 ft., one target. {@h}22 ({@damage 4d10 + 3}) radiant damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Viktor was born into a large family of simple farmers harvesting cabbage, beets, and potatoes. His family's farmstead sits on the northern reaches of a village called Barovia. At an early age he learned about the dread master of Barovia ruling from atop Castle Ravenloft. It was his fate and the fate of every other Barovian to never leave the mist shrouded valley. The lord of Ravenloft and first vampire, Strahd Von Zarovich, would never allow that.","But Viktor's fate turned out to be different from the rest of his people. Viktor prayed to the Morninglord every day, promising to serve the Morninglord as a holy warrior against Strahd's evil. In his early 20s, when his family was pressuring him to settle down and marry, Viktor's prayers were finally answered, but not by the god that he had been praying to. Two strangers arrived in the village of Barovia. One, named Borivik, would become Viktor's most beloved friend. The other, Lothar, would introduce Viktor to a goddess who would listen to his pleas—the Raven Queen.","The three managed to escape Barovia with the help of the Raven Queen. They adventured together for many years, forming a strong bond of friendship. The Raven Queen felt her hold over Viktor slipping, as his friends provided him with love and companionship. So, she sent Viktor a gift: a gold dragon named Thraxis that would be his mount and partner. But Thraxis wasn't a normal dragon; he had been corrupted by the Shadowfell.","The whisperings of this new friend began to turn Viktor down a dark path, one that his friends were helpless to prevent. One night he convinced Lothar to return with him to the Shadowfell. Borivik refused to accompany them and so their friendship came to an end.","Viktor is sullen and without humor. His farmer's upbringing means he has no concept of formalities or subtleties. Viktor is distrustful of arcane magic and hates hags, witches, or undead entities that harness magical power.",{"type":"entries","name":"Viktor as a Contact","entries":["Viktor becomes a contact for the Raven Circle at 7th level. Viktor can grant memory amulets to members of the Raven Circle in exchange for a devotion token. These amulets are shaped as the face of the person that they came from. When the memory is used, you are transformed into the creature as the {@spell polymorph} spell for 10 rounds. Every round that you stay in the form you must make a successful Wisdom saving throw to avoid being possessed by the memories. The possessing entity will lash out at your friends to try and inflict as much harm as possible in vengeance for utilizing its memories in such a manner. Once the 10 rounds are complete, the possessing entity departs.",{"type":"table","caption":"Memory Amulets from Viktor","colLabels":["Polymorph Form","Devotion Token","Required Level","Possession DC"],"colStyles":["col-3","col-3 text-center","col-3 text-right","col-3 text-right"],"rows":[["Wolfwere","Feather","7","10"],["Skeleton warrior","Gold","7","10"],["Wolfwere alpha","Feather","9","15"],["Skeleton lord","Gold","9","15"],["Death knight","Gem","12","20"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Viktor.webp"}]},{"id":"viktra-mordenheim","name":"Viktra Mordenheim","source":"RHW","page":132,"srd":false,"image":"bestiary/RHW/Viktra Mordenheim.webp","token":"bestiary/tokens/RHW/Viktra Mordenheim.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"123 (19d8 + 38)","speed":"30 ft.","str":11,"dex":16,"con":15,"int":21,"wis":10,"cha":10,"saves":"Con +5, Cha +3","skills":"Arcana +8, Investigation +8, Medicine +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Draconic, Dwarvish, Elvish, Goblin, Halfling","cr":"7","crDisplay":"7 (XP 2,900, or 3,900 in lair; PB +3)","habitat":"","treasure":"","traits":[{"name":"Bolster Inventions","entries":["At the end of each of Viktra's turns, each of her Construct allies in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from Viktra gains 5 {@variantrule Temporary Hit Points|XPHB}. This trait doesn't function if Viktra has the {@condition Incapacitated|XPHB} condition."]},{"name":"Darklord Restoration","entries":["If Viktra dies, she revives with all her {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Lamordia."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Viktra fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[{"name":"Activate Constructs (1/Day)","entries":["Viktra casts {@spell Animate Objects|XPHB}, using Intelligence as the spellcasting ability.","1/day: {@spell Animate Objects|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Viktra makes two Lightning Rod attacks. She can replace one attack with a use of Syringe."]},{"name":"Lightning Rod","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 90 ft. {@h}12 ({@damage 2d8 + 3}) Lightning damage, and the target can't take Reactions until the start of its next turn."]},{"name":"Syringe","entries":["{@actSave con} {@dc 16}, one creature Viktra can see within 5 feet. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition for 1 minute. While {@condition Poisoned|XPHB} in this way, the target suffers one of the following effects (Viktra's choice). The target repeats the save at the end of each of its turns, ending the effect on itself on a success. The target succeeds automatically after 1 minute:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Corrosive Serum","entries":["The target takes 10 ({@damage 4d4}) Acid damage at the start of each of its turns, and its {@variantrule Speed|XPHB} decreases by 10 feet."]},{"type":"item","name":"Deadly Serum","entries":["The target takes 11 ({@damage 2d10}) Necrotic damage at the start of each of its turns, and it can't regain {@variantrule Hit Points|XPHB}."]},{"type":"item","name":"Mind-Altering Serum","entries":["The target takes 10 ({@damage 3d6}) Psychic damage at the start of each of its turns, and it has {@variantrule Disadvantage|XPHB} on saving throws to maintain {@status Concentration|XPHB}."]}]}]}],"bonusActions":[],"reactions":[{"name":"Redirect Attack","entries":["{@actTrigger} A creature Viktra can see makes an attack roll against her. {@actResponse} Viktra chooses a Small or Medium ally within 5 feet of herself. Viktra and that ally swap places, and the ally becomes the target of the attack instead."]}],"legendaryActions":[{"name":"Shocking Prod","entries":["Viktra moves up to half her {@variantrule Speed|XPHB} and makes one Lightning Rod attack. Viktra can't take this action again until the start of her next turn."]},{"name":"Static Explosion","entries":["{@actSave dex} {@dc 16}, each creature in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point Viktra can see within 90 feet. {@actSaveFail} 5 ({@damage 2d4}) Lightning damage. {@actSaveSuccess} Half damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Lamordia is altered by Viktra's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Air of Obsession","entry":"When a creature fails a Constitution saving throw to maintain {@status Concentration|XPHB}, that creature takes 3 ({@dice 1d6}) Psychic damage."},{"type":"item","name":"Closing the Borders","entry":"While in her domain, Viktra can close or open the borders to Lamordia. While the borders are closed, lightning storms roll through the Mists surrounding Lamordia. A creature that enters the Mists for the first time on a turn or starts its turn there makes a {@dc 15} Dexterity saving throw, taking {@damage 4d6} Lightning damage on a failed save and half as much on a successful one. A creature makes this save only once per turn."}]},"If Viktra dies, these effects end immediately."],"lore":[{"type":"entries","entries":["From her laboratory at Schloss Mordenheim, Dr. Viktra Mordenheim uses her scientific genius to create horrors and wonders. All manner of undead and constructs march from her laboratory, but such flawed creations don't satisfy Mordenheim. Rather, she seeks to re-create or reclaim her greatest creation, the Unbreakable Heart, a miraculous device that grants life to Mordenheim's elusive reanimated victim, Elise."]}],"gallery":[{"path":"bestiary/RHW/Viktra Mordenheim.webp"}]},{"id":"viln-tirin","name":"Viln Tirin","source":"OotA","page":202,"srd":false,"image":"bestiary/tokens/OotA/Viln Tirin.webp","token":"bestiary/tokens/OotA/Viln Tirin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[{"name":"Special Equipment","entries":["Viln carries a {@item scimitar of speed} and can make one attack with it as a bonus action on her turn. Viln also carries four {@item dagger|PHB|daggers} coated with {@item purple worm poison}. The poison on a dagger's blade is good for one hit only, whether the poison takes effect or not."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Viln makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Viln adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vilnius","name":"Vilnius","source":"CoS","page":185,"srd":false,"image":"bestiary/CoS/Vilnius.webp","token":"bestiary/tokens/CoS/Vilnius.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Vilnius is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Vilnius.webp"}]},{"id":"vincent-trench","name":"Vincent Trench","source":"WDH","page":32,"srd":false,"image":"bestiary/tokens/WDH/Vincent Trench.webp","token":"bestiary/tokens/WDH/Vincent Trench.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"16","initiative":"+3 (13)","hp":"110 (13d8 + 52)","speed":"40 ft.","str":14,"dex":17,"con":18,"int":13,"wis":16,"cha":20,"saves":"","skills":"Deception +10, Insight +8","vulnerabilities":"piercing from magic weapons wielded by good creatures","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Infernal","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Urban","treasure":"","traits":[{"name":"Limited Magic Immunity","entries":["Vincent can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Vincent's innate spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:","At will: {@spell detect thoughts}, {@spell disguise self}, {@spell mage hand}, {@spell minor illusion}","3/day each: {@spell charm person}, {@spell detect magic}, {@spell invisibility}, {@spell major image}, {@spell suggestion}","1/day each: {@spell dominate person}, {@spell fly}, {@spell plane shift}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["Vincent makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a {@spell remove curse} spell or similar magic."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vine-blight","name":"Vine Blight","source":"XMM","page":44,"srd":false,"image":"bestiary/XMM/Vine, Needle, and Tree Blights.webp","token":"bestiary/tokens/XMM/Vine Blight.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"-1 (9)","hp":"19 (3d8 + 6)","speed":"20 ft.","str":15,"dex":8,"con":14,"int":5,"wis":10,"cha":3,"saves":"","skills":"Stealth +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"deafened","senses":"Blindsight 60 ft., Passive Perception 10","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest","treasure":"","traits":[],"spellcasting":[{"name":"Entangling Plants {@recharge 5}","entries":["The blight casts the {@spell Entangle|XPHB} spell, using Constitution as the spellcasting ability (spell save {@dc 12})."]}],"actions":[{"name":"Constricting Vine","entries":["{@atkr m} {@hit 4}, reach 10 ft. {@h}6 ({@damage 1d8 + 2}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12}). Until the grapple ends, the target takes 4 ({@damage 1d8}) Bludgeoning damage at the start of each of its turns, and the blight can't make Constricting Vine attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes.","Unlike most other blights, vine blights can speak. They do so rarely, typically only to convey messages from their masters or to repeat the words of their victims in rasping voices."]},{"type":"section","name":"Blights","entries":["{@i Plants Sprouted from Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Blights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures. While blights can act independently, they're usually motivated by whatever sinister forces spawned them or by wicked creatures with control over nature. The magic that creates blights often affects other vegetation as well, causing brambles, vines, and gnarled trees to overwhelm roads and fields, choke wells and streams, and force animals from their natural habitat. This might make blights the first sign of an oncoming wave of corruption.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["It lives, though it looks dead. In an age long past, someone staked a vampire to the earth on this very spot. The wooden stake was yet green and took root. And so grew the Gulthias Tree, reverberating with primal power."],"by":"Belak the Outcast, Druid of the Twilight Grove"}]}]}],"gallery":[{"path":"bestiary/XMM/Vine, Needle, and Tree Blights.webp","credit":"Brian Valeza"}],"otherVersions":[{"id":"vine-blight-mm","source":"MM"}]},{"id":"vine-blight-mm","name":"Vine Blight","source":"MM","page":32,"srd":false,"image":"bestiary/MM/Vine Blight.webp","token":"bestiary/tokens/MM/Vine Blight.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"-1 (9)","hp":"26 (4d8 + 4)","speed":"10 ft.","str":15,"dex":8,"con":14,"int":5,"wis":10,"cha":3,"saves":"","skills":"Stealth +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"False Appearance","entries":["While the blight remains motionless, it is indistinguishable from a tangle of vines."]}],"spellcasting":[],"actions":[{"name":"Constrict","entries":["{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage, and a Large or smaller target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the blight can't constrict another target."]},{"name":"Entangling Plants {@recharge 5}","entries":["Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is {@quickref difficult terrain||3} for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a {@dc 12} Strength saving throw or become {@condition restrained}. A creature can use its action to make a {@dc 12} Strength check, freeing itself or another entangled creature within reach on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their foes before attacking. Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its dead master's voice, taunting victims or bargaining with powerful foes.",{"type":"section","name":"Blights","entries":[{"type":"entries","entries":["Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can.",{"type":"entries","entries":[{"name":"Roots of the Gulthias Tree","type":"entries","entries":["Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown."]},{"name":"Dark Conquest","type":"entries","entries":["Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption.","In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days."]},{"name":"Controlled by Evil","entries":["Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Behold the legacy of Gulthias the vampire: plants with a taste for blood."]}]}]}],"gallery":[{"path":"bestiary/MM/Vine Blight.webp"}],"hidden":true,"otherVersions":[{"id":"vine-blight","source":"XMM"}]},{"id":"vine-blight-tangler","name":"Vine Blight Tangler","source":"WttHC","srd":false,"image":"bestiary/WttHC/Vine Blight Tangler.webp","token":"bestiary/tokens/WttHC/Vine Blight Tangler.webp","size":"Medium","creatureType":"Plant","alignment":"Neutral Evil","ac":"12","initiative":"-1 (9)","hp":"19 (3d8)","speed":"20 ft.","str":15,"dex":8,"con":14,"int":5,"wis":10,"cha":3,"saves":"","skills":"Stealth +1","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"deafened","senses":"Blindsight 60 ft., Passive Perception 10","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Constricting Vine","entries":["{@atkr m} {@hit 4}, reach 10 ft. {@h}{@damage 1d10 + 2} Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 12}) from one of three vines."]},{"name":"Entangling Vines {@recharge 5}","entries":["Grasping vines momentarily appear on each enemy in a 10-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point of the blight's choice within 60 feet of it. Each target must succeed on a {@dc 12} Strength saving throw or have the {@condition Restrained|XPHB} condition until the start of the blight's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Blights are malicious plants that sprout from deep-rooted evil. Their gnarled forms twist with fearsome features suggestive of human limbs and vicious maws. Blights lurk in ambush amid mundane vegetation and lash out at non-Plant creatures.","Vine blights resemble humans wrapped in vines common to the areas in which they grow, from hairy ivy vines to flowering kudzu. They can cause plants to burst from the ground around themselves and entangle nearby foes."]}],"gallery":[{"path":"bestiary/WttHC/Vine Blight Tangler.webp"}]},{"id":"vinx","name":"Vinx","source":"HotB","page":12,"srd":false,"image":"bestiary/HotB/Vinx.webp","token":"bestiary/tokens/HotB/Vinx.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Chaotic Good","ac":"13","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Dwarvish","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Vinx makes two attacks, using Shortsword and Sling in any combination."]},{"name":"Shortsword","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage."]},{"name":"Sling","entries":["{@atkr r} {@hit 4}, range 30/120 ft. {@h}4 ({@damage 1d4 + 2}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["This itinerant explorer knows the caves around the Keep on the Borderlands better than anyone else. Vinx frequently delves these caves in search of treasure.","Recently, Vinx got caught in a bind while pursuing a stolen family heirloom. When she gets loose, those goblins won't know what hit them!"]}],"gallery":[{"path":"bestiary/HotB/Vinx.webp"}]},{"id":"violet-fungus","name":"Violet Fungus","source":"WttHC","page":126,"srd":true,"image":"bestiary/WttHC/Violet Fungus (Stranger Things).webp","token":"bestiary/tokens/WttHC/Violet Fungus.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"5","initiative":"-5 (5)","hp":"18 (4d8)","speed":"5 ft.","str":3,"dex":1,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened","senses":"Blindsight 30 ft., Passive Perception 6","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fungus makes two Rotting Touch attacks."]},{"name":"Rotting Touch","entries":["{@atkr m} {@hit 2}, reach 10 ft. {@h}4 ({@damage 1d8}) Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Slow but mobile, violet fungi rot any flesh they touch with their lashing tendrils."]}],"gallery":[{"path":"bestiary/WttHC/Violet Fungus (Stranger Things).webp"}],"otherVersions":[{"id":"violet-fungus-xmm","source":"XMM"},{"id":"violet-fungus-dosi","source":"DoSI"},{"id":"violet-fungus-mm","source":"MM"}]},{"id":"violet-fungus-xmm","name":"Violet Fungus","source":"XMM","page":126,"srd":true,"image":"bestiary/XMM/Fungi.webp","token":"bestiary/tokens/XMM/Violet Fungus.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"5","initiative":"-5 (5)","hp":"18 (4d8)","speed":"5 ft.","str":3,"dex":1,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; charmed; deafened; frightened","senses":"Blindsight 30 ft., Passive Perception 6","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fungus makes two Rotting Touch attacks."]},{"name":"Rotting Touch","entries":["{@atkr m} {@hit 2}, reach 10 ft. {@h}4 ({@damage 1d8}) Necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Slow but mobile, violet fungi rot any flesh they touch with their lashing tendrils."]},{"type":"section","name":"Fungi","entries":["{@i Deadly Spores and Predatory Polyps}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi."]}],"gallery":[{"path":"bestiary/XMM/Fungi.webp","credit":"Helge C. Balzer"}],"hidden":true,"otherVersions":[{"id":"violet-fungus","source":"WttHC"},{"id":"violet-fungus-dosi","source":"DoSI"},{"id":"violet-fungus-mm","source":"MM"}]},{"id":"violet-fungus-dosi","name":"Violet Fungus","source":"DoSI","page":48,"srd":false,"image":"bestiary/MM/Violet Fungus.webp","token":"bestiary/tokens/DoSI/Violet Fungus.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"5","initiative":"-5 (5)","hp":"18 (4d8)","speed":"5 ft.","str":3,"dex":1,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; frightened","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["If the violet fungus is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the fungus move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the violet fungus isn't ordinary fungus."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fungus makes {@dice 1d4} Rotting Touch attacks."]},{"name":"Rotting Touch","entries":["{@atk mw} {@hit 2} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d8}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in {@dice 2d6} days.",{"type":"section","name":"Fungi","entries":["With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness.","Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi.","Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed."]}],"gallery":[{"path":"bestiary/MM/Violet Fungus.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"violet-fungus","source":"WttHC"},{"id":"violet-fungus-xmm","source":"XMM"},{"id":"violet-fungus-mm","source":"MM"}]},{"id":"violet-fungus-mm","name":"Violet Fungus","source":"MM","page":138,"srd":false,"image":"bestiary/MM/Violet Fungus.webp","token":"bestiary/tokens/MM/Violet Fungus.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"5","initiative":"-5 (5)","hp":"18 (4d8)","speed":"5 ft.","str":3,"dex":1,"con":10,"int":1,"wis":3,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; frightened","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 6","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The fungus makes {@dice 1d4} Rotting Touch attacks."]},{"name":"Rotting Touch","entries":["{@atk mw} {@hit 2} to hit, reach 10 ft., one creature. {@h}4 ({@damage 1d8}) necrotic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in {@dice 2d6} days.",{"type":"section","name":"Fungi","entries":["With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness.","Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi.","Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed."]}],"gallery":[{"path":"bestiary/MM/Violet Fungus.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"violet-fungus","source":"WttHC"},{"id":"violet-fungus-xmm","source":"XMM"},{"id":"violet-fungus-dosi","source":"DoSI"}]},{"id":"violet-fungus-necrohulk","name":"Violet Fungus Necrohulk","source":"XMM","page":126,"srd":false,"image":"bestiary/XMM/Violet Fungus Necrohulk.webp","token":"bestiary/tokens/XMM/Violet Fungus Necrohulk.webp","size":"Large","creatureType":"Plant","alignment":"Neutral Evil","ac":"17","initiative":"+4 (14)","hp":"123 (13d10 + 52)","speed":"40 ft.","str":19,"dex":12,"con":18,"int":7,"wis":14,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"blinded; charmed; deafened; frightened; poisoned","senses":"Blindsight 60 ft., Passive Perception 12","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The necrohulk makes two Rotting Slam attacks."]},{"name":"Rotting Slam","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}9 ({@damage 1d10 + 4}) Bludgeoning damage plus 7 ({@damage 2d6}) Necrotic damage."]},{"name":"Spore Bomb {@recharge 5}","entries":["{@actSave con} {@dc 15}, each creature in a 20-foot-radius {@variantrule Sphere [Area of Effect]|XPHB|Sphere} centered on a point the necrohulk can see within 60 feet. {@actSaveFail} 28 ({@damage 8d6}) Necrotic damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the necrohulk's next turn. While {@condition Poisoned|XPHB}, the target can't regain {@variantrule Hit Points|XPHB}. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Absorb Body","entries":["{@actSave str} {@dc 15}, one Medium or Small creature the necrohulk can see within 5 feet. {@actSaveFail} The target is pulled into the necrohulk's space and becomes grafted to its body. The necrohulk can have only one target grafted at a time.","While grafted, the target has the {@condition Restrained|XPHB} condition and {@variantrule Disadvantage|XPHB} on Constitution saving throws. When the necrohulk moves, the grafted target moves with it. If the target dies while grafted, its body is destroyed, and the necrohulk regains 10 {@variantrule Hit Points|XPHB}.","The grafted target or a creature within 5 feet of the necrohulk can take an action to make a {@dc 15} Strength ({@skill Athletics|XPHB}) check. On a successful check, the target is no longer grafted and moves to an unoccupied space within 5 feet of the necrohulk."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A violet fungus necrohulk forms when a violet fungus colony infests and animates an ample heap of decay. This necrohulk attacks prey and spreads fungal spores for the colony."]},{"type":"section","name":"Fungi","entries":["{@i Deadly Spores and Predatory Polyps}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"The dank, sunless Underdark is a fertile breeding ground for weird and dangerous fungi."]}],"gallery":[{"path":"bestiary/XMM/Violet Fungus Necrohulk.webp"},{"path":"bestiary/XMM/Fungi.webp","credit":"Helge C. Balzer"}]},{"id":"virruza","name":"Virruza","source":"DSotDQ","page":119,"srd":false,"image":"bestiary/tokens/DSotDQ/Virruza.webp","token":"bestiary/tokens/DSotDQ/Virruza.webp","size":"Large","creatureType":"Aberration (Shapechanger)","alignment":"Chaotic Neutral","ac":"16","initiative":"+2 (12)","hp":"127 (15d10 + 45)","speed":"30 ft.","str":18,"dex":15,"con":16,"int":11,"wis":8,"cha":12,"saves":"","skills":"Arcana +3, Perception +2","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 12","languages":"Slaad, telepathy 60 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Death Throes","entries":["When Virruza is reduced to 0 hit points, he turns into a puddle of acid and splashes acid on those around him. Each creature within 5 feet of him must succeed on a {@dc 12} Dexterity saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 ({@damage 2d6}) acid damage at the start of each of its turns."]},{"name":"Magic Resistance","entries":["Virruza has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Virruza regains 10 hit points at the start of its turn if it has at least 1 hit point."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Virruza's innate spellcasting ability is Charisma (spell save {@dc 12}). The slaad can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell mage hand}","1/day: {@spell fireball}","2/day each: {@spell fear}, {@spell invisibility} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Virruza makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice."]},{"name":"Bite (Slaad Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Claw (Slaad Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Staff","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]},{"name":"Hurl Flame","entries":["{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}10 ({@damage 3d6}) fire damage. The fire ignites flammable objects that aren't being worn or carried."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Changed by days of strange experiments involving draconian blood and exposure to the Spawning Shard, Virruza now looks like a tumescent draconian with warty green skin and an overly large mouth."]}]},{"id":"virvos-magen","name":"Virvos Magen","source":"NF","srd":false,"image":"bestiary/NF/Virvos Magen.webp","token":"bestiary/tokens/NF/Virvos Magen.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"21","initiative":"+3 (13)","hp":"110 (17d8 + 34)","speed":"30 ft., fly 20 ft. (hover)","str":12,"dex":10,"con":14,"int":10,"wis":10,"cha":16,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"Passive Perception 16","languages":"understands Common plus two other languages but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Any","treasure":"Arcana","traits":[{"name":"Disintegration","entries":["If the magen dies, it disintegrates into dust, leaving behind anything it was wearing or carrying."]},{"name":"Magic Resistance","entries":["The magen has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The magen casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell Dancing Lights|XPHB}, {@spell Minor Illusion|XPHB}","1/day each: {@spell Hypnotic Pattern|XPHB}, {@spell Major Image|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The magen makes two Psychic Blast attacks."]},{"name":"Psychic Blast","entries":["{@atkr m,r} {@hit 6}, reach 5 ft. or range 60 ft. {@h}21 ({@damage 6d6}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Virvos magen are frequently employed at opulent events, where they use their magic to create enchanting atmospheres or entertain crowds with pleasing illusions."]}],"gallery":[{"path":"bestiary/NF/Virvos Magen.webp"}]},{"id":"vistana-assassin","name":"Vistana Assassin","source":"CoS","page":28,"srd":false,"image":"bestiary/tokens/CoS/Vistana Assassin.webp","token":"bestiary/tokens/CoS/Vistana Assassin.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Thieves' cant plus any two languages","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["The assassin deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The assassin makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vistana-bandit","name":"Vistana Bandit","source":"CoS","page":28,"srd":false,"image":"bestiary/tokens/CoS/Vistana Bandit.webp","token":"bestiary/tokens/CoS/Vistana Bandit.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"NX Chaotic Good NY Evil","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":11,"dex":12,"con":12,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vistana-bandit-captain","name":"Vistana Bandit Captain","source":"CoS","page":28,"srd":false,"image":"bestiary/tokens/CoS/Vistana Bandit Captain.webp","token":"bestiary/tokens/CoS/Vistana Bandit Captain.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"NX Chaotic Good NY Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vistana-commoner","name":"Vistana Commoner","source":"CoS","page":28,"srd":false,"image":"bestiary/CoS/Vistana Commoner.webp","token":"bestiary/tokens/CoS/Vistana Commoner.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Vistana Commoner.webp"}]},{"id":"vistana-guard","name":"Vistana Guard","source":"CoS","page":28,"srd":false,"image":"bestiary/tokens/CoS/Vistana Guard.webp","token":"bestiary/tokens/CoS/Vistana Guard.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":13,"dex":12,"con":12,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any one language (usually Common)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vistana-spy","name":"Vistana Spy","source":"CoS","page":28,"srd":false,"image":"bestiary/tokens/CoS/Vistana Spy.webp","token":"bestiary/tokens/CoS/Vistana Spy.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"27 (6d8)","speed":"30 ft.","str":10,"dex":15,"con":10,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"any two languages","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Cunning Action","entries":["On each of its turns, the spy can use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Hide} action."]},{"name":"Sneak Attack (1/Turn)","entries":["The spy deals an extra 7 ({@damage 2d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't {@condition incapacitated} and the spy doesn't have disadvantage on the attack roll."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The spy makes two melee attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vistana-thug","name":"Vistana Thug","source":"CoS","page":28,"srd":false,"image":"bestiary/tokens/CoS/Vistana Thug.webp","token":"bestiary/tokens/CoS/Vistana Thug.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful NX Chaotic NY Evil","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Pack Tactics","entries":["The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thug makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vizeran-devir","name":"Vizeran DeVir","source":"OotA","page":155,"srd":false,"image":"bestiary/OotA/Vizeran DeVir.webp","token":"bestiary/tokens/OotA/Vizeran DeVir.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Vizeran has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Vizeran is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Vizeran casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Vizeran DeVir.webp"}]},{"id":"vladeska-drakov","name":"Vladeska Drakov","source":"RHW","page":80,"srd":false,"image":"bestiary/RHW/Vladeska Drakov.webp","token":"bestiary/tokens/RHW/Vladeska Drakov.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"18","initiative":"+6 (16)","hp":"170 (20d8 + 80)","speed":"30 ft.","str":19,"dex":15,"con":18,"int":14,"wis":13,"cha":16,"saves":"Con +8, Cha +7","skills":"Athletics +8, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"Passive Perception 15","languages":"Common, Giant, Orc","cr":"12","crDisplay":"12 (XP 8,400, or 10,000 in lair; PB +4)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Vladeska dies, she revives with all her {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Falkovnia."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Vladeska fails a saving throw, she can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Vladeska makes two Pike attacks. She can replace one attack with an Impaling Spear attack."]},{"name":"Impaling Spear","entries":["{@atkr m,r} {@hit 8}, reach 5 ft. or range 20/60 ft. {@h}13 ({@damage 2d8 + 4}) Piercing damage, and the target is impaled on Vladeska's spear. While impaled, the creature has the {@condition Restrained|XPHB} condition and takes 3 ({@damage 1d6}) Piercing damage at the start of each of its turns. The target or a creature within 5 feet of it can take an action to remove it from the spear."]},{"name":"Pike","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}15 ({@damage 2d10 + 4}) Piercing damage."]},{"name":"Artillery Fire (1/Day)","entries":["{@actSave dex} {@dc 15}, each creature in a 20-foot-radius, 60-foot-high {@variantrule Cylinder [Area of Effect]|XPHB|Cylinder} centered on a point Vladeska can see within 300 feet. {@actSaveFail} 13 ({@damage 3d8}) Bludgeoning damage plus 13 ({@damage 3d8}) Fire damage, and the target has the {@condition Prone|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[{"name":"Redirect Attack","entries":["{@actTrigger} A creature Vladeska can see makes an attack roll against her. {@actResponse} Vladeska chooses a Small or Medium ally within 5 feet of herself. She and that ally swap places, and the ally becomes the target of the attack instead."]}],"legendaryActions":[{"name":"Advance","entries":["Vladeska moves up to half her {@variantrule Speed|XPHB} and makes one Pike attack."]},{"name":"Dreadful Impaling","entries":["Vladeska makes an Impaling Spear attack. If the attack hits and the target is a creature, each ally of the target within 30 feet is subjected to the following effect. {@actSave wis} {@dc 15}. {@actSaveFail} The target has the {@condition Frightened|XPHB} condition until the end of its next turn. {@actSaveSuccessOrFail} Vladeska can't take this action again until the start of her next turn."]},{"name":"Order Ballista","entries":["{@actSave dex} {@dc 15}, one creature Vladeska can see within 120 feet. {@actSaveFail} 14 ({@damage 4d6 + 3}) Piercing damage, and the target's {@variantrule Speed|XPHB} is halved until the end of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Falkovnia is altered by Drakov's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Authoritarian Regime","entry":"Drakov's allies have {@variantrule Advantage|XPHB} on Wisdom saving throws."},{"type":"item","name":"Closing the Borders","entry":"Drakov can't close or open the borders of her domain. Falkovnia's borders are usually closed, but they open one week every month starting on the night of the new moon."},{"type":"item","name":"Endless War","entry":"Whenever a creature other than Drakov or her allies finishes a Long Rest in the domain, roll {@dice 1d20}. On a 1, the creature doesn't remove any {@condition Exhaustion|XPHB} levels as a result of finishing that rest, and the creature gains 1 Exhaustion level."}]},"If Drakov dies, these effects end immediately."],"lore":[{"type":"entries","entries":["General of a demoralized occupying army, Vladeska Drakov rules what little of Falkovnia hasn't been overrun by the dead. A cunning authoritarian, she believes any tactics—no matter how immoral—are permissible in the pursuit of victory. The Mists torment her by keeping her ever on the edge of defeat, exhausting her and forcing her to watch her precision fail in the face of an endless string of emergencies and an undefeatable enemy horde. Drakov is ever being pushed to the edge. Hunger, sleep deprivation, and the endless demands of terrified troops and civilians drive her toward outbursts of paranoia and violence."]}],"gallery":[{"path":"bestiary/RHW/Vladeska Drakov.webp"}]},{"id":"vladimir-horngaard","name":"Vladimir Horngaard","source":"CoS","page":241,"srd":false,"image":"bestiary/CoS/Vladimir Horngaard.webp","token":"bestiary/tokens/CoS/Vladimir Horngaard.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"17","initiative":"+2 (12)","hp":"192 (16d8 + 64)","speed":"30 ft.","str":18,"dex":14,"con":18,"int":13,"wis":16,"cha":18,"saves":"Str +7, Con +7, Wis +6, Cha +7","skills":"","vulnerabilities":"","resistances":"necrotic; psychic","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned; stunned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate."]},{"name":"Rejuvenation","entries":["When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a {@spell wish} spell can be used to force the soul to go to the afterlife and not return."]},{"name":"Special Equipment","entries":["Vladimir wields a {@item +2 greatsword} with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth. "]},{"name":"Turn Immunity","entries":["Vladimir is immune to effects that turn undead."]},{"name":"Vengeful Tracker","entries":["Vladimir knows the distance to and direction of Strahd, even if Strahd and Vladimir are on different planes of existence. If Strahd is destroyed, Vladimir knows."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Vladimir makes two fist attacks or two attacks with his +2 Greatsword."]},{"name":"Fist","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. Strahd, the target of Vladimir's sworn vengeance, takes an extra 14 ({@damage 4d6}) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape {@dc 14}) provided the target is Large or smaller."]},{"name":"Greatsword +2","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage. Against Strahd, Vladimir deals an extra 14 ({@damage 4d6}) slashing damage with this weapon."]},{"name":"Vengeful Glare","entries":["Vladimir can target Strahd within 30 feet provided he can see Strahd. Strahd must make a {@dc 15} Wisdom saving throw. On a failure, Strahd is {@condition paralyzed} until Vladimir deals damage to him, or until the end of Vladimir's next turn. When the paralysis ends, Strahd is {@condition frightened} of Vladimir for 1 minute. Strahd can repeat the saving throw at the end of each of his turns, with disadvantage if he can see Vladimir, ending the {@condition frightened} condition on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.",{"name":"Enemies of Strahd","type":"entries","entries":["Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end."]},{"name":"Deadly Vengeance","type":"entries","entries":["Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights - including Godfrey - to come back as revenants as well. Vladimir continued to wage the hopeless war, even as Strahd tightened his grip on the valley.","When Strahd became a vampire, Vladimir and his revenants should have gone to their eternal rest. But Strahd's deeds were so heinous that Barovia and the knight's spirits became trapped behind curtains of mist.",{"name":"Blinded by Hatred","entries":["Vladimir hates Strahd but doesn't want to see the vampire given his final rest. Vladimir wants Strahd to suffer forever for the deaths of Godfrey and Argynvost, the destruction of their order, and all the other crimes of which the vampire is guilty. Vladimir believes that all of Barovia has been swept into hell, and he wants to make sure that Strahd stays trapped in it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir's mind, such is the price of keeping the vampire confined. Even his love for Godfrey is now just a dim memory shrouded by his hate.","Were Vladimir to let go of his hatred, his spirit would find peace and could remember the warmth of love. Were Strahd to be defeated, even temporarily, the mists surrounding Barovia would fade, allowing the spirits of Vladimir and his knights to enter the afterlife. Nevertheless, Vladimir would rather savor Strahd's torment than bring peace to his fallen order or peace to the land of Barovia. Gone are the days of honor and valor."],"type":"entries"}]},{"name":"Statistics","type":"entries","entries":["Vladimir Horngaard has the statistics of a revenant with the following modifications:"]},{"type":"list","items":["Vladimir's alignment is lawful evil.","His Armor Class is 17 (half plate).","He has 192 hit points.","He speaks Common and Draconic.","Vladimir wields a +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth. As an action, he can make two attacks with the sword ({@hit 9} to hit). It deals 20 ({@damage 4d6 + 6}) slashing damage on a hit. Against Strahd, Vladimir deals an extra 14 ({@damage 4d6}) slashing damage with the weapon.","Vladimir has a challenge rating of 7 (2,900 XP)."]}]},{"type":"entries","name":"Vladimir Horngaard's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"Vengeance is all I have left.\""]},{"name":"Bond","type":"entries","entries":["\"I have sworn oaths of allegiance to the Order of the Silver Dragon. Broken though the order may be, my allegiance never dies.\""]},{"name":"Flaw","type":"entries","entries":["\"Destroying Strahd would end the vampire's torment, and that is something I will never allow.\""]}]},{"type":"entries","name":"Revenant","entries":["A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is.",{"type":"entries","name":"Hunger for Revenge","entries":["A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest."]},{"name":"Divine Justice","type":"entries","entries":["No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant's body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt."]},{"name":"Undead Nature","type":"entries","entries":["A revenant doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/CoS/Vladimir Horngaard.webp"}]},{"id":"vlazok","name":"Vlazok","source":"VEoR","page":238,"srd":false,"image":"bestiary/VEoR/Vlazok.webp","token":"bestiary/tokens/VEoR/Vlazok.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"17","initiative":"+4 (14)","hp":"136 (16d10 + 48)","speed":"30 ft., climb 30 ft.","str":21,"dex":18,"con":16,"int":6,"wis":9,"cha":9,"saves":"Str +9, Con +7","skills":"Perception +3","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Abyssal, telepathy 120 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"All-Around Vision","entries":["The vlazok can't be surprised."]},{"name":"Blood Frenzy","entries":["The vlazok has advantage on melee attack rolls against any creature that doesn't have all its hit points."]},{"name":"Magic Resistance","entries":["The vlazok has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The vlazok can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vlazok makes two Gore attacks."]},{"name":"Gore","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) piercing damage, and if the target is a Large or smaller creature, it has the {@condition prone} condition."]}],"bonusActions":[{"name":"Stomp","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition prone} creature. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Skeletal, quadrupedal horrors, vlazoks are particularly suited to battlefield cleanup in the Outer Planes. They love to stomp across battlefields after the fiercest fighting is over, trampling survivors and crushing pockets of resistance. When vlazoks anticipate an influx of enemies, these demons jump on them from above to crush them.","Vlazoks have keen senses, owing to the eyes positioned all around their hideous heads. They easily lose interest in their tasks unless powerful commanders, such as demon lords, keep them in line. Without careful direction, vlazoks become unhinged agents of chaos, smashing through crowds of weaker demons and decimating their ranks with powerful attacks."]}],"gallery":[{"path":"bestiary/VEoR/Vlazok.webp"}]},{"id":"voalsh","name":"Voalsh","source":"PaBTSO","page":194,"srd":false,"image":"bestiary/PaBTSO/Voalsh.webp","token":"bestiary/tokens/PaBTSO/Voalsh.webp","size":"Medium","creatureType":"Aberration","alignment":"Lawful Evil","ac":"15","initiative":"+1 (11)","hp":"156 (24d8 + 48)","speed":"0 ft., fly 30 ft. (hover)","str":11,"dex":12,"con":15,"int":21,"wis":17,"cha":18,"saves":"Int +9, Wis +7, Cha +8","skills":"Arcana +9, Insight +7, Perception +7, Stealth +5","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"blinded; charmed; frightened; prone","senses":"darkvision 120 ft., truesight 15 ft., Passive Perception 17","languages":"Deep Speech, telepathy 120 ft., Undercommon","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Voalsh fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Voalsh has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Voalsh casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell detect thoughts}, {@spell mage hand} (the hand is invisible)","1/day: {@spell plane shift} (self only)","3/day each: {@spell clairvoyance} (as an action), {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["Voalsh makes two Tentacle attacks."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}21 ({@damage 3d10 + 5}) psychic damage. If the target is Medium or smaller, it has the {@condition grappled} condition (escape {@dc 17}) and must succeed on a {@dc 17} Intelligence saving throw or have the {@condition incapacitated} condition until the grapple ends."]},{"name":"Extract Brain","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition incapacitated} Humanoid {@condition grappled} by Voalsh. {@h}55 ({@damage 10d10}) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain."]},{"name":"Unleash Void {@recharge 5}","entries":["Voalsh opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a {@dc 17} Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 ({@damage 4d8}) cold damage from the rift plus 18 ({@damage 4d8}) psychic damage from the tentacle and has the {@condition stunned} condition for 1 minute. On a successful save, a creature takes half as much damage only. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[{"name":"Warp Reality","entries":["When hit by an attack roll, Voalsh gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Voalsh.webp"}]},{"id":"vocath","name":"Vocath","source":"LoX","page":42,"srd":false,"image":"bestiary/LoX/034-11-005.vocath.webp","token":"bestiary/tokens/LoX/Vocath.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Neutral","ac":"13","initiative":"+0 (10)","hp":"75 (10d10 + 20)","speed":"30 ft.","str":16,"dex":10,"con":15,"int":18,"wis":16,"cha":15,"saves":"Int +7, Wis +6, Cha +5","skills":"Insight +9, Perception +6, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Giant, telepathy 60 ft. (see also Mercane telepathy)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Mercane Telepathy","entries":["Vocath can communicate telepathically with any other mercane it knows, regardless of the distance between them."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Vocath casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect magic}, {@spell light}","1/day each: {@spell dimension door}, {@spell invisibility}, {@spell mage armor} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Vocath makes three Psi-Imbued Blade attacks."]},{"name":"Psi-Imbued Blade","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage, and if the target is a creature, it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} of Vocath until the end of the target's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/034-11-005.vocath.webp","credit":"Olivier Bernard"}]},{"id":"void-scavver","name":"Void Scavver","source":"BAM","page":49,"srd":false,"image":"bestiary/BAM/Void Scavver.webp","token":"bestiary/tokens/BAM/Void Scavver.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"15","initiative":"+3 (13)","hp":"157 (15d12 + 60)","speed":"0 ft., fly 40 ft.","str":22,"dex":16,"con":19,"int":4,"wis":13,"cha":5,"saves":"","skills":"Perception +5, Stealth +11","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 15","languages":"","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Unusual Nature","entries":["The scavver doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Swallowing Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}45 ({@damage 6d12 + 6}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 16} Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.","A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the scavver, and takes 11 ({@damage 2d10}) acid damage at the start of each of the scavver's turns from the digestive juices in the scavver's gullet.","If the scavver takes 25 damage or more on a single turn from a creature inside it, the scavver must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls {@condition prone} in a space within 10 feet of the scavver. If the scavver dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}."]}],"bonusActions":[{"name":"Ray of Fear {@recharge 4}","entries":["The scavver's eye emits an {@condition invisible}, magical ray that targets one creature the scavver can see within 60 feet of itself. The target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} of the scavver until the start of the scavver's next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Void scavvers are 20 feet long. Each one is a solitary menace with a pitch-black hide. While most other scavvers are content to feed on kitchen scraps, a void scavver goes after the cook.","A void scavver can emit an invisible ray from its eye that causes its target to feel fear even more intense than what it might normally experience given the creature's size and nature."]}],"gallery":[{"path":"bestiary/BAM/Void Scavver.webp"}]},{"id":"volenta-popofsky","name":"Volenta Popofsky","source":"CoS","page":93,"srd":false,"image":"bestiary/tokens/CoS/Volenta Popofsky.webp","token":"bestiary/tokens/CoS/Volenta Popofsky.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":16,"dex":16,"con":16,"int":11,"wis":10,"cha":12,"saves":"Dex +6, Wis +3","skills":"Perception +3, Stealth +6","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Regeneration","entries":["Volenta regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of the vampire's next turn."]},{"name":"Spider Climb","entries":["Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Volenta has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Volenta can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Volenta takes 20 acid damage when it ends its turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"Volenta is destroyed if a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated} in its resting place."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Volenta takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Volenta makes two attacks, only one of which can be a bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Volenta, {@condition incapacitated}, or {@condition restrained}. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Claws","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}8 ({@damage 2d4 + 3}) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape {@dc 13})."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"volothamp-volo-geddarm","name":"Volothamp \"Volo\" Geddarm","source":"ToA","page":235,"srd":false,"image":"bestiary/tokens/ToA/Volothamp \"Volo\" Geddarm.webp","token":"bestiary/tokens/ToA/Volothamp \"Volo\" Geddarm.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"11","initiative":"+1 (11)","hp":"31 (7d8)","speed":"30 ft.","str":9,"dex":12,"con":10,"int":15,"wis":11,"cha":16,"saves":"Con +2, Wis +2","skills":"Animal Handling +4, Arcana +4, Deception +5, History +4, Insight +2, Investigation +4, Perception +2, Performance +7, Persuasion +7, Sleight Of Hand +3, Survival +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Dwarvish, Elvish","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following wizard spells prepared:","Cantrips (at will): {@spell friends}, {@spell mending}, {@spell prestidigitation}","Level 1 (2 slots): {@spell comprehend languages}, {@spell detect magic}, {@spell disguise self}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The bombastic world traveler Volothamp Geddarm has come to Chult to deliver signed copies of his latest book, Volo's Guide to Monsters. In addition to setting up audiences with the seven merchant princes of Port Nyanzaru (whom he knows well), Volo is visiting local taverns to promote his work, and the characters might meet him at some point in the city. Volo is a font of information (not all of it accurate), but he won't join the party under any circumstances. He might, however, allow the characters to tag along while he visits each merchant prince in turn.","The personable Volo is more than willing to share {@dice 1d4 + 1} rumors from the Jungle Rumors table at the end of chapter 1, which he's overheard since arriving in Port Nyanzaru."]},{"type":"entries","name":"Volo's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"I have no wish to explore jungles, lost cities, and dungeons. Friendly taverns and bawdy festhalls are more my style.\""]},{"name":"Bond","type":"entries","entries":["\"Planning an expedition? You really should buy a copy of my latest book, Volo's Guide to Monsters!\""]},{"name":"Flaw","type":"entries","entries":["\"My penchant for indulgence and my propensity for mockery have earned me a few enemies. I tend to wear out my welcome.\""]}]}]}]}]},{"id":"vond","name":"Vond","source":"WDMM","page":202,"srd":false,"image":"bestiary/WDMM/Sha'sal Khou.webp","token":"bestiary/tokens/WDMM/Vond.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"17","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":18,"con":15,"int":16,"wis":17,"cha":12,"saves":"Str +4, Dex +7, Int +6, Wis +6","skills":"Arcana +6, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Gith","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While Vond is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Vond's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell feather fall}, {@spell jump}, {@spell see invisibility}, {@spell shield}","1/day each: {@spell phantasmal killer}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["Vond makes two unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage. This is a magic weapon attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Sha'sal Khou.webp"}]},{"id":"vorvolaka","name":"Vorvolaka","source":"CoA","page":258,"srd":false,"image":"bestiary/CoA/Vorvolaka.webp","token":"bestiary/tokens/CoA/Vorvolaka.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"18","initiative":"+4 (14)","hp":"190 (20d8 + 100)","speed":"20 ft., fly 50 ft.","str":15,"dex":19,"con":21,"int":8,"wis":13,"cha":16,"saves":"Con +10, Wis +6","skills":"Insight +6, Perception +11, Religion +4, Survival +6","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"necrotic","conditionImmunities":"charmed; exhaustion; paralyzed","senses":"darkvision 120 ft., Passive Perception 21","languages":"the languages it knew in life","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Fear Aura","entries":["Any hostile creature that starts its turn within 20 feet of the vorvolaka must succeed on a {@dc 18} Wisdom saving throw or have {@condition frightened} condition until the start of the creature's next turn. If a creature's saving throw is successful, they're immune to the vorvolaka's Fear Aura for the next 24 hours. This ability does not function if the vorvolaka is {@condition unconscious}."]},{"name":"Magic Resistance","entries":["The vorvolaka has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["The vorvolaka regains 15 hit points at the start of its turn if it has at least 1 hit point. If the vorvolaka takes radiant damage, this trait doesn't function at the start of the vorvolaka's next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vorvolaka makes two Talon attacks. It can replace one of the attacks with Rend Armor (if available)."]},{"name":"Talon","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage plus 14 ({@damage 4d6}) necrotic damage."]},{"name":"Rend Armor {@recharge 4}","entries":["The vorvolaka makes a Talon attack against a creature. On a hit, the creature's AC is reduced by 2 for 1 minute. Creatures not wearing armor are immune to this effect, and the total reduction can't bring a creature below an AC of 10."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["There are always mortals who believe they can outwit the powers of the Nine Hells. One strategy is for a powerful evil creature to pledge its soul to the inferno, then seek the eternal unlife of a vampire to cheat the devils of their prize. The devils, of course, have seen it all before. Specialist teams hunt down the offenders and haul them to the Nine Hells where they're reshaped into vorvolakas, forever hungry for mortal blood in an underworld where such a commodity is vanishingly rare.",{"type":"entries","name":"The Ever-Hungry","page":258,"entries":["A mockery of their original form, vorvolakas appear like vast tusked bats with a humanoid twist to their forms. Some faint semblance of their original features can just be discerned in their new bestial visage, just as an echo of their memories and personality persists in their fractured minds. They're almost never still or silent, shrieking out their gnawing hunger in their keening voices, jittering and clawing at one another, or circling like vultures across the brazen skies of the Nine Hells. Even as normal vampires are driven by their appetites, transformation into a vorvolaka increases that appetite a hundredfold, but the blood of mortals remains the only meal that sates them for even a moment. Seeing haughty vampires turned into ravenous monsters by their constant unfulfillable hunger is a torment that devils find highly amusing."]},{"type":"entries","name":"Hell's Sentries","page":258,"entries":["Many powerful devils—especially in the upper layers of Avernus and Dis—keep dovecotes of starving vorvolakas, tolerating their noise and squabbling in exchange for the chief service they provide. The creatures can scent the blood of mortals from miles away, flying into a frenzy at the first hint of a living being. Sometimes the monsters are kept caged, simply serving as a warning system so devils know that mortals are about. More often they're released into the skies to track down the intruders, with infernal huntsmen following in their wake to pick up the pieces."]},{"type":"entries","name":"Frenzied Hunters","page":258,"entries":["When they find living prey the vorvolakas descend in great squalling flocks, desperate to rend the mortals open and glut themselves on blood. They use their hooked claws and tusks to rip away armor and open up their prey, attacking with utter disregard for their own safety. Their flesh regenerates from most wounds—or else they would tear one another to pieces in their agony—and their hunger is such that only those of strongest faith can hold them back with prayer and holy symbol. Their screaming cries rend the ears of listeners, not only physically painful but imprinting the creatures' deep misery on all who hear. So evident is the despair of the creatures, their horror at their own tormented state, that those who have fought them and survived find themselves more moved to pity than any other emotion."]}],"gallery":[{"path":"bestiary/CoA/Vorvolaka.webp","credit":"Sebastian Kowoll"}]},{"id":"vox-seeker","name":"Vox Seeker","source":"EGW","page":270,"srd":false,"image":"bestiary/tokens/EGW/Vox Seeker.webp","token":"bestiary/tokens/EGW/Vox Seeker.webp","size":"Tiny","creatureType":"Construct","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"7 (2d4 + 2)","speed":"20 ft., climb 20 ft.","str":2,"dex":10,"con":12,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Voice Lock","entries":["The vox seeker must move toward and attack the source of the nearest voice within 60 feet of it, to the exclusion of all other targets, for as long as it remains operational."]},{"name":"Spider Climb","entries":["The vox seeker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Pincer","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage plus 3 lightning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"vrock","name":"Vrock","source":"XMM","page":319,"srd":true,"image":"bestiary/XMM/Vrock.webp","token":"bestiary/tokens/XMM/Vrock.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"152 (16d10 + 64)","speed":"40 ft., fly 60 ft.","str":17,"dex":15,"con":18,"int":8,"wis":13,"cha":8,"saves":"Dex +5, Wis +4, Cha +2","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 11","languages":"Abyssal; telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Planar, Abyss","treasure":"Armaments","traits":[{"name":"Demonic Restoration","entries":["If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} somewhere in the Abyss."]},{"name":"Magic Resistance","entries":["The vrock has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vrock makes two Shred attacks."]},{"name":"Shred","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage plus 10 ({@damage 3d6}) Poison damage."]},{"name":"Spores {@recharge}","entries":["{@actSave con} {@dc 15}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the vrock. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. While {@condition Poisoned|XPHB}, the target takes 5 ({@damage 1d10}) Poison damage at the start of each of its turns. Emptying a flask of {@item Holy Water|XPHB} on the target ends the effect early."]},{"name":"Stunning Screech (1/Day)","entries":["{@actSave con} {@dc 15}, each creature in a 20-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the vrock (demons succeed automatically). {@actSaveFail} 10 ({@damage 3d6}) Thunder damage, and the target has the {@condition Stunned|XPHB} condition until the end of the vrock's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Vrock","entries":["{@i Demon of Carnage and Ruin}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Screeching, vulturelike demons, vrocks soar from the Abyss to spread ruin and slaughter. Their filthy feathers carry magical toxins from the Lower Planes, creating a noxious cloud capable of killing those who escape the vrocks' vicious beaks and claws. To further terrorize their foes, vrocks unleash an otherworldly screech so terrible it can halt creatures in their tracks."]}],"gallery":[{"path":"bestiary/XMM/Vrock.webp","credit":"Valera Luftullina"}],"otherVersions":[{"id":"vrock-mm","source":"MM"}]},{"id":"vrock-mm","name":"Vrock","source":"MM","page":64,"srd":false,"image":"bestiary/MM/Vrock.webp","token":"bestiary/tokens/MM/Vrock.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"104 (11d10 + 44)","speed":"40 ft., fly 60 ft.","str":17,"dex":15,"con":18,"int":8,"wis":13,"cha":8,"saves":"Dex +5, Wis +4, Cha +2","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The vrock has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The vrock makes two attacks: one with its beak and one with its talons."]},{"name":"Beak","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage."]},{"name":"Talons","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) slashing damage."]},{"name":"Spores {@recharge}","entries":["A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned}. While {@condition poisoned} in this way, a target takes 5 ({@damage 1d10}) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a {@item Holy Water (Flask)|PHB|vial of holy water} on the target also ends the effect on it."]},{"name":"Stunning Screech (1/Day)","entries":["The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a {@dc 14} Constitution saving throw or be {@condition stunned} until the end of the vrock's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal.","Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores.","Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer's corpse."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Vrock.webp"}],"hidden":true,"otherVersions":[{"id":"vrock","source":"XMM"}]},{"id":"vulkoori-stingblade","name":"Vulkoori Stingblade","source":"EFA","page":98,"srd":false,"image":"bestiary/EFA/Vulkoori Stingblade.webp","token":"bestiary/tokens/EFA/Vulkoori Stingblade.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"27 (6d8)","speed":"30 ft.","str":11,"dex":15,"con":10,"int":11,"wis":12,"cha":12,"saves":"Dex +4","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 13","languages":"Common, Elvish, Giant","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Magic can't put the stingblade to sleep."]}],"spellcasting":[],"actions":[{"name":"Stingblade","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 2 ({@damage 1d4}) Poison damage."]},{"name":"Boomerang","entries":["{@atkr r} {@hit 4}, reach 30/120 ft. {@h}7 ({@damage 2d4 + 2}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Vulkoori drow warriors coat their weapons with the same deadly scorpion venom they use to tattoo their skin. Thanks to their extensive use of poison, they are resistant to the scorpion venom's full effects."]}],"gallery":[{"path":"bestiary/EFA/Vulkoori Stingblade.webp"}]},{"id":"vulkoori-venom-priest","name":"Vulkoori Venom Priest","source":"EFA","page":98,"srd":false,"image":"bestiary/EFA/Vulkoori Venom Priest.webp","token":"bestiary/tokens/EFA/Vulkoori Venom Priest.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":15,"dex":16,"con":12,"int":10,"wis":16,"cha":13,"saves":"Con +3, Wis +5","skills":"Perception +5, Religion +2, Stealth +5","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 15","languages":"Common, Elvish, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Magic can't put the priest to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}, {@hit 5} to hit with spell attacks):","At will: {@spell Dancing Lights|XPHB}, {@spell Ray of Sickness|XPHB}, {@spell Thaumaturgy|XPHB}","1/day each: {@spell Cure Wounds|XPHB}, {@spell Hold Person|XPHB}, {@spell Protection from Poison|XPHB}"]}],"actions":[{"name":"Venom Staff","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}9 ({@damage 2d6 + 2}) Bludgeoning damage, and the target has the {@condition Poisoned|XPHB} condition until the end of the priest's next turn."]}],"bonusActions":[{"name":"Intensify Poison","entries":["Each creature with the {@condition Poisoned|XPHB} condition within a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the priest takes 3 ({@damage 1d6}) Poison damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Vulkoori venom priests delight in inflicting suffering through poison. Their weaponry and magic are carefully crafted to evoke the presence of the scorpion-god and strike terror into their enemies' hearts."]}],"gallery":[{"path":"bestiary/EFA/Vulkoori Venom Priest.webp"}]},{"id":"vulture","name":"Vulture","source":"XMM","page":372,"srd":true,"image":"bestiary/XMM/Vulture.webp","token":"bestiary/tokens/XMM/Vulture.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"5 (1d8 + 1)","speed":"10 ft., fly 50 ft.","str":7,"dex":10,"con":13,"int":2,"wis":12,"cha":4,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Desert, Grassland, Hill","treasure":"","traits":[{"name":"Pack Tactics","entries":["The vulture has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atkr m} {@hit 2}, reach 5 ft. {@h}2 ({@damage 1d4}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Vulture.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"vulture-mm","source":"MM"}]},{"id":"vulture-mm","name":"Vulture","source":"MM","page":339,"srd":false,"image":"bestiary/tokens/MM/Vulture.webp","token":"bestiary/tokens/MM/Vulture.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"5 (1d8 + 1)","speed":"10 ft., fly 50 ft.","str":7,"dex":10,"con":13,"int":2,"wis":12,"cha":4,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Hill, Desert","treasure":"","traits":[{"name":"Keen Sight and Smell","entries":["The vulture has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell."]},{"name":"Pack Tactics","entries":["The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Beak","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"vulture","source":"XMM"}]},{"id":"vuuthramis","name":"Vuuthramis","source":"QftIS","page":88,"srd":false,"image":"bestiary/tokens/QftIS/Vuuthramis.webp","token":"bestiary/tokens/QftIS/Vuuthramis.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"142 (15d10 + 60)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":21,"dex":10,"con":19,"int":14,"wis":13,"cha":17,"saves":"Dex +3, Con +7, Wis +4, Cha +6","skills":"Insight +4, Perception +7, Stealth +3","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["Vuuthramis can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Vuuthramis makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["Vuuthramis uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Breath","entry":"Vuuthramis exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 15} Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Repulsion Breath","entry":"Vuuthramis exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 15} Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"waeloquay","name":"Waeloquay","source":"CoA","page":175,"srd":false,"image":"bestiary/tokens/CoA/Waeloquay.webp","token":"bestiary/tokens/CoA/Waeloquay.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"290 (20d20 + 80)","speed":"30 ft., swim 90 ft.","str":26,"dex":14,"con":18,"int":8,"wis":10,"cha":12,"saves":"Wis +6, Cha +7","skills":"Athletics +14, Nature +5","vulnerabilities":"","resistances":"acid; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Aquan, Common","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["Waeloquay has advantage on saving throws against spells and other magical effects."]},{"name":"Legendary Resistance (3/Day)","entries":["If Waeloquay fails a saving throw, he can choose to succeed instead."]},{"name":"Water Form","entries":["Waeloquay can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Waeloquay makes three Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}26 ({@damage 4d8 + 8}) bludgeoning damage."]},{"name":"Whelm {@recharge 4}","entries":["Each creature in Waeloquay's space must make a {@dc 22} Strength saving throw. On a failed save, a target takes 21 ({@damage 3d8 + 8}) bludgeoning damage. If it is Large or smaller, it also has the {@condition grappled} condition (escape {@dc 20}). Until this grapple ends, the target is {@condition restrained} and unable to breathe, unless it can breathe water. If the save is successful, the target is pushed out of Waeloquay's space. Waeloquay can grapple one Large creature or up to four Medium or smaller creatures at one time. At the start of each of Waeloquay's turns, each target {@condition grappled} by it takes 21 ({@damage 3d8 + 8}) bludgeoning damage. A creature within 5 feet of Waeloquay can pull a creature or object out of it by taking an action to make a {@dc 22} Strength check and succeeding."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Flow","entries":["Waeloquay moves up to its speed."]},{"name":"Crush (Costs 2 Actions)","entries":["One creature that Waeloquay is grappling takes 44 ({@damage 8d8 + 8}) bludgeoning damage."]},{"name":"Pummel (Costs 2 Actions)","entries":["Waeloquay makes a Slam attack with advantage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[]},{"id":"wakanga-o-tamu","name":"Wakanga O'tamu","source":"ToA","page":27,"srd":false,"image":"bestiary/ToA/Wakanga O'tamu.webp","token":"bestiary/tokens/ToA/Wakanga O'tamu.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Wakanga is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Wakanga O'tamu.webp"}]},{"id":"walking-corpse","name":"Walking Corpse","source":"CoS","page":165,"srd":false,"image":"bestiary/tokens/CoS/Walking Corpse.webp","token":"bestiary/tokens/CoS/Walking Corpse.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"20 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[{"name":"Violent Death","entries":["When a corpse is reduced to 0 hit points, it splits open, disgorging a {@creature swarm of poisonous snakes}. The snakes are hungry and fight until slain."]}],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"walking-statue-of-waterdeep","name":"Walking Statue of Waterdeep","source":"WDH","page":219,"srd":false,"image":"bestiary/WDH/Walking Statue of Waterdeep.webp","token":"bestiary/tokens/WDH/Walking Statue of Waterdeep.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"314 (17d20 + 136)","speed":"60 ft.","str":30,"dex":8,"con":27,"int":1,"wis":10,"cha":1,"saves":"Con +14","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire; poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks not made with adamantine weapons","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned","senses":"truesight 120 ft., Passive Perception 10","languages":"","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Crumbling Colossus","entries":["When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a {@dc 22} Dexterity saving throw, taking 22 ({@damage 4d10}) bludgeoning damage on a failed save, or half as much damage on a successful one."]},{"name":"Immutable Form","entries":["The statue is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The statue has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The statue deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The statue makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 16} to hit, reach 5 ft., one target. {@h}29 ({@damage 3d12 + 10}) bludgeoning damage."]},{"name":"Hurled Stone","entries":["{@atk rw} {@hit 16} to hit, range 200/800 ft., one target. {@h}43 ({@damage 6d10 + 10}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril. Because they are so destructive, the walking statues are used only to fend off armies and seemingly insurmountable foes.","Each statue has a name and a unique appearance (see \"The Walking Statues\"), but in terms of statistics they are similar. The statue known as the Swordmaiden is too broken to be animated, and only the wielder of the Blackstaff (see appendix A) can animate the other seven.",{"name":"Landmarks","type":"entries","entries":["Over the years, Waterdavians have built structures around and on top of several of the statues, believing them to be little more than landmarks at this point. In their inanimate state, the statues pose little danger-but any structures attached to a walking statue are destroyed the first time it animates."]},{"name":"Constructed Nature","type":"entries","entries":["A walking statue doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/WDH/Walking Statue of Waterdeep.webp"}]},{"id":"walnut-dankgrass","name":"Walnut Dankgrass","source":"AI","page":204,"srd":false,"image":"bestiary/AI/Walnut Dankgrass.webp","token":"bestiary/tokens/AI/Walnut Dankgrass.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Lawful Neutral","ac":"14","initiative":"+3 (13)","hp":"52 (8d8 + 16)","speed":"35 ft.","str":8,"dex":16,"con":14,"int":10,"wis":18,"cha":10,"saves":"Int +2, Wis +6","skills":"Athletics +1, Insight +6, Perception +6, Stealth +5, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"Common, Druidic, Elvish, Sylvan","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Walnut has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]},{"name":"Mask of the Wild","entries":["Walnut can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena."]},{"name":"Wild Shape (Recharges after a Short or Long rest)","entries":["As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in this form for 3 hours or until she reverts to her normal form as a bonus action. She automatically reverts if she falls {@condition unconscious}, drops to 0 hit points, or dies.","While transformed, Walnut's game statistics are replaced by the statistics of the dire wolf, except she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores.","Her attacks in beast form are magical. While in beast form, Walnut can use a bonus action to expend one spell slot and regain {@dice 1d8} hit points per level of the spell slot expended."]}],"spellcasting":[{"name":"Spellcasting","entries":["Walnut is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). She has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell produce flame}, {@spell thorn whip}","Level 1 (4 slots): {@spell cure wounds}, {@spell entangle}, {@spell thunderwave}","Level 2 (3 slots): {@spell flame blade}, {@spell moonbeam}, {@spell pass without trace}","Level 3 (3 slots): {@spell call lightning}, {@spell dispel magic}, {@spell plant growth}","Level 4 (1 slots): {@spell blight}, {@spell freedom of movement}"]}],"actions":[{"name":"Multiattack","entries":["Walnut makes two attacks with Foremother or her longbow."]},{"name":"Foremother (+1 Scimitar)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["The war ever rages."]},"Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut's clan was destroyed to the last-leaving her with nothing but the all-consuming desire to seek out and destroy those responsible.","As a guardian of the wild, Walnut has long held an antipathy toward civilization and anything urban. However, understanding that civilization was the source of the evil that destroyed her people, she makes the city her home now. She embraces her role as the \"C\" Team's documancer, knowing that the city's power-and its weaknesses-can be fully gleaned only from within.","Walnut distrusts most folk she meets, except for those whose bearing reflects the matriarchal structure she was once part of. No matter what shape her struggles take, she knows instinctively that her beliefs are right and true-and that she will follow those beliefs to the bitter end."]}]}]}],"gallery":[{"path":"bestiary/AI/Walnut Dankgrass.webp","credit":"Nurse Normal"}]},{"id":"walrus","name":"Walrus","source":"IDRotF","page":312,"srd":false,"image":"bestiary/tokens/IDRotF/Walrus.webp","token":"bestiary/tokens/IDRotF/Walrus.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"9","initiative":"-1 (9)","hp":"22 (3d10 + 6)","speed":"20 ft., swim 40 ft.","str":15,"dex":9,"con":14,"int":3,"wis":11,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Hold Breath","entries":["The walrus can hold its breath for 10 minutes."]}],"spellcasting":[],"actions":[{"name":"Tusks","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Walruses are bulky marine mammals that favor arctic climates and communicate by grunting and roaring. A typical adult specimen weighs at least 2,000 pounds. Humans hunt them for their meat, fat, skin, bones, and tusks."]}]},{"id":"war-devil","name":"War Devil","source":"CoA","page":260,"srd":false,"image":"bestiary/CoA/War Devil.webp","token":"bestiary/tokens/CoA/War Devil.webp","size":"Huge","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"11","initiative":"-1 (9)","hp":"237 (19d12 + 114)","speed":"40 ft., fly 60 ft.","str":24,"dex":9,"con":23,"int":7,"wis":13,"cha":9,"saves":"Str +12, Con +11","skills":"Athletics +12, Insight +6, Intimidation +4, Perception +6","vulnerabilities":"","resistances":"cold","immunities":"fire; poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 16","languages":"Infernal, telepathy 120 ft.","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the war devil's darkvision."]},{"name":"Fear Aura","entries":["Any hostile creature that starts its turn within 20 feet of the war devil must succeed on a {@dc 18} Wisdom saving throw or have the {@condition frightened} condition until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to the war devil's Fear Aura for the next 24 hours. This ability doesn't function if the war devil is {@condition unconscious}."]},{"name":"Magic Resistance","entries":["The war devil has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The war devil makes two attacks using its Cold- Iron Ranseur, Claws, or a combination of the two."]},{"name":"Cold-Iron Ranseur","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}23 ({@damage 3d10 + 7}) force damage plus 14 ({@damage 4d6}) cold damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) slashing damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 20}). While a creature is {@condition grappled}, the war devil can't make Claws attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Created through the sacrifice of other devils, both alive and dead, war devils vary in size and shape, but not personality. They crave combat and are highly aggressive, often commanding legions of lesser devils in wars. While they greatly enjoy bullying weaker creatures and exerting their dominance, they're highly submissive towards more powerful creatures and higher ranked devils.",{"type":"entries","name":"Battle Commanders","page":260,"entries":["War devils are also extremely loyal to their creators, following practically any order given to them. When not taking orders, war devils are clever enough to command and make decisions on their own, making them extremely talented generals."]},{"type":"entries","name":"Mighty Devils","page":260,"entries":["Because of their construction, the appearance of war devils varies. That said, there are a few features that are common among most of their kind. Almost all war devils have thick, leathery wings, as well as massive, curved horns and sharpened teeth. They're also usually massive in size, having been created from multiple other devils, with the larger ones usually having higher-ranked positions. Though they prefer to use polearms of all kinds, war devils are also fully capable unarmed."]}],"gallery":[{"path":"bestiary/CoA/War Devil.webp","credit":"Sebastian Kowoll"}]},{"id":"war-priest","name":"War Priest","source":"MPMM","page":254,"srd":false,"image":"bestiary/MPMM/War Priest.webp","token":"bestiary/tokens/MPMM/War Priest.webp","size":"Medium","creatureType":"Humanoid (Cleric)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":16,"dex":10,"con":14,"int":11,"wis":17,"cha":13,"saves":"Con +6, Wis +7","skills":"Intimidation +5, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell light}, {@spell spare the dying}, {@spell thaumaturgy}","1/day each: {@spell banishment}, {@spell command}, {@spell dispel magic}, {@spell flame strike}, {@spell guardian of faith}, {@spell hold person}, {@spell lesser restoration}, {@spell revivify}"]}],"actions":[{"name":"Multiattack","entries":["The war priest makes two Maul attacks, and it uses Holy Fire."]},{"name":"Maul","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage  plus {@h}10 ({@damage 3d6}) radiant damage."]},{"name":"Holy Fire","entries":["The war priest targets one creature it can see within 60 feet of it. The target must make a {@dc 15} Wisdom saving throw. On a failed save, the target takes 12 ({@damage 2d8 + 3}) radiant damage, and it is {@condition blinded} until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't {@condition blinded}."]}],"bonusActions":[{"name":"Healing Light {@recharge 4}","entries":["The war priest or one creature of its choice within 60 feet of it regains 12 ({@dice 2d8 + 3}) hit points."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["War priests worship deities of war, protection, and strategy. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as the right hand of a {@creature warlord|MPMM} (appears in {@book this book|MPMM}) on the battlefield.","War priests typically adorn themselves with a symbol of their faith. You can roll on the War Priest Holy Symbols table below, or choose one that fits your campaign.",{"type":"table","caption":"War Priest Holy Symbols","colLabels":["{@dice d8}","Holy Symbol"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"Vial of iridescent liquid"],[2,"Hilt of a broken sword"],[3,"Piece of stained glass from a shrine"],[4,"Clay figurine of a {@creature ki-rin|MPMM} or another Celestial"],[5,"{@item Torch|PHB} carved so that a hand appears to be holding the flame"],[6,"Circlet of woven reeds"],[7,"Scrimshawed bone"],[8,"Vessel such as a cup, a {@item jug|PHB}, an urn, or an amphora"]]}],"gallery":[{"path":"bestiary/MPMM/War Priest.webp","credit":"Marta Nael"}],"otherVersions":[{"id":"war-priest-vgm","source":"VGM"}]},{"id":"war-priest-vgm","name":"War Priest","source":"VGM","page":218,"srd":false,"image":"bestiary/tokens/VGM/War Priest.webp","token":"bestiary/tokens/VGM/War Priest.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"18","initiative":"+0 (10)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":16,"dex":10,"con":14,"int":11,"wis":17,"cha":13,"saves":"Con +6, Wis +7","skills":"Intimidation +5, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any two languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell mending}, {@spell sacred flame}, {@spell spare the dying}","Level 1 (4 slots): {@spell divine favor}, {@spell guiding bolt}, {@spell healing word}, {@spell shield of faith}","Level 2 (3 slots): {@spell lesser restoration}, {@spell magic weapon}, {@spell prayer of healing}, {@spell silence}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell beacon of hope}, {@spell crusader's mantle}, {@spell dispel magic}, {@spell revivify}, {@spell spirit guardians}, {@spell water walk}","Level 4 (3 slots): {@spell banishment}, {@spell freedom of movement}, {@spell guardian of faith}, {@spell stoneskin}","Level 5 (1 slots): {@spell flame strike}, {@spell mass cure wounds}, {@spell hold monster}"]}],"actions":[{"name":"Multiattack","entries":["The priest makes two melee attacks."]},{"name":"Maul","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Guided Strike (Recharges after a Short or Long Rest)","entries":["The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["War priests worship deities of war and combat. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as a warlord's right hand on the battlefield."]}],"hidden":true,"otherVersions":[{"id":"war-priest","source":"MPMM"}]},{"id":"warden-archon","name":"Warden Archon","source":"MPP","page":18,"srd":false,"image":"bestiary/MPP/Warden Archon.webp","token":"bestiary/tokens/MPP/Warden Archon.webp","size":"Large","creatureType":"Celestial","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"136 (16d10 + 48)","speed":"30 ft., climb 30 ft.","str":20,"dex":10,"con":17,"int":15,"wis":18,"cha":18,"saves":"Con +6, Wis +7","skills":"Arcana +5, Athletics +8, Perception +10","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"charmed; exhaustion; frightened; paralyzed","senses":"darkvision 120 ft., truesight 30 ft., Passive Perception 20","languages":"all","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Aura of Menace","entries":["As long as the archon doesn't have the {@condition incapacitated} condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a {@dc 15} Wisdom saving throw. On a failed save, the creature has the {@condition frightened} condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours."]},{"name":"Eternal Vigil","entries":["The archon can't be surprised. Moreover, it knows when any creature uses a portal it is assigned to guard."]}],"spellcasting":[{"name":"Spellcasting","entries":["The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell detect evil and good}","1/day each: {@spell aid}, {@spell continual flame}, {@spell protection from evil and good}, {@spell scrying} (as an action)"]}],"actions":[{"name":"Multiattack","entries":["The archon makes two Claw attacks and one Tracker's Bite attack."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage. If the target is a Medium or smaller creature, the target has the {@condition grappled} condition (escape {@dc 18}). The archon can have only one creature {@condition grappled} in this way at a time."]},{"name":"Tracker's Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) piercing damage. If the target is a creature, for the next 24 hours, the archon knows the distance and direction to the target while they are both on the same plane of existence."]},{"name":"Teleport","entries":["The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warden archons are vigilant, ursine guardians of portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering radiance shines from within their mouths, punctuating their deep, resonant voices.","A warden archon knows when a creature uses a portal the archon is tasked to guard, and it moves swiftly to interrogate any who cross that planar boundary. If an invader enters the archon's plane, the warden strikes with claw and tooth, using its powerful bite to magically mark the intruder, which the archon pursues relentlessly."]},{"type":"section","entries":[{"type":"entries","name":"Archons","entries":["Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked.","Each archon's form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes."]}]}],"gallery":[{"path":"bestiary/MPP/Warden Archon.webp"}]},{"id":"warduke","name":"Warduke","source":"WBtW","page":221,"srd":false,"image":"bestiary/WBtW/Warduke.webp","token":"bestiary/tokens/WBtW/Warduke.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":9,"wis":11,"cha":11,"saves":"Str +6, Con +5","skills":"Athletics +6, Intimidation +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Warduke wears a {@item dread helm|XGE} (see appendix A) and wields a {@item flame tongue longsword}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Warduke makes three Flame Tongue or Dagger attacks."]},{"name":"Flame Tongue","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage when used with two hands, plus 7 ({@damage 2d6}) fire damage if the weapon is aflame."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[{"name":"Flaming Blade","entries":["Warduke ignites or extinguishes his flame tongue longsword. While aflame, it sheds bright light in a 40-foot radius and dim light for an additional 40 feet."]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["Warduke regains 13 hit points."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warduke's services as a remorseless killer-for-hire can be easily bought. The evil swordsman serves Kelek as a cohort and adventuring companion from time to time. He isn't terribly bright, which is why he leaves the plotting and scheming to others.","What does Warduke look like under his dread helm? No one knows. He never removes his helmet to reveal his face to others, but the visage beneath is that of a grim, hideously scarred gladiator."]}],"gallery":[{"path":"bestiary/WBtW/Warduke.webp","credit":"Daarken"}]},{"id":"warforged-colossus","name":"Warforged Colossus","source":"ERLW","page":314,"srd":false,"image":"bestiary/ERLW/124-4-07.webp","token":"bestiary/tokens/ERLW/Warforged Colossus.webp","size":"Gargantuan","creatureType":"Construct","alignment":"Unaligned","ac":"23","initiative":"+0 (10)","hp":"410 (20d20 + 200)","speed":"60 ft.","str":30,"dex":11,"con":30,"int":3,"wis":11,"cha":8,"saves":"Int +4, Wis +8, Cha +7","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; incapacitated; paralyzed; petrified; poisoned; stunned","senses":"truesight 150 ft., Passive Perception 10","languages":"understands Common but can't speak","cr":"25","crDisplay":"25 (XP 75,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The colossus is immune to any spell or effect that would alter its form."]},{"name":"Legendary Resistance (3/Day)","entries":["If the colossus fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["The colossus has advantage on saving throws against spells and other magical effects."]},{"name":"Siege Monster","entries":["The colossus deals double damage to objects and structures."]},{"name":"Towering Terror","entries":["Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a {@dc 26} Wisdom saving throw or be {@condition frightened} until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this colossus's Towering Terror for the next 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The colossus makes three attacks—one with its slam and two with its eldritch turrets—and then uses Stomp."]},{"name":"Slam","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}29 ({@damage 3d12 + 10}) bludgeoning damage, and the colossus can push the target up to 20 feet away from it."]},{"name":"Eldritch Turret","entries":["{@atk rs} {@hit 18} to hit, range 300 ft., one target. {@h}18 ({@damage 4d8}) force damage, and if the target is a creature, it is knocked {@condition prone}."]},{"name":"Stomp","entries":["The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a {@dc 26} Dexterity saving throw or take 33 ({@damage 6d10}) bludgeoning damage and fall {@condition prone}. Until the colossus uses its Stomp again or moves, the creature is {@condition restrained}. While {@condition restrained} in this way, the creature (or another creature within 5 feet of it) can use its action to make a {@dc 26} Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer {@condition restrained}.","Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save)."]},{"name":"Incinerating Beam {@recharge 5}","entries":["The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a {@dc 26} Dexterity saving throw, taking 60 ({@damage 11d10}) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["In the final days of the Last War, House Cannith unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of Mourning. The arcane cataclysm that engulfed Cyre destroyed most of the warforged colossi, causing them to collapse into lifeless heaps.",{"type":"entries","name":"Colossal Survivors","entries":["Some warforged colossi survived the Day of Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very least, salvaged for {@i docents} and other magic items. Here are locations where operational warforged colossi are rumored to dwell:",{"type":"list","items":["\"Arkus\" (Colossus WX-11) lies {@condition prone} at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.","\"Artorok\" (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact.","\"Hanamar\" (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in sand and flooded, but it is otherwise intact.","\"Karrnslayer\" (Colossus WX-31) lost its legs but crawls through the Mournland, using its arms to drag its great bulk across the ground. It is always {@condition prone} and can't use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.","\"Landro\" (Colossus WX-33) is partially phased into a mountainside on the border of Cyre and Breland, but still explorable and potentially salvageable.","\"Norr\" (Colossus WX-5) is slumped amid the ruins of Metrol, the former capital of Cyre.","\"Tymber\" (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows."]}]},{"type":"entries","name":"Hollow Structure","entries":["Although it can operate without a crew, a warforged colossus is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks.","A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that accompanies it explains how the colossus might serve as an adventure location."]}]}]}],"gallery":[{"path":"bestiary/ERLW/124-4-07.webp","credit":"Titus Lunter"}]},{"id":"warforged-soldier","name":"Warforged Soldier","source":"ERLW","page":320,"srd":false,"image":"bestiary/ERLW/Warforged Soldier.webp","token":"bestiary/tokens/ERLW/Warforged Soldier.webp","size":"Medium","creatureType":"Humanoid (Warforged)","alignment":"Any Alignment","ac":"16","initiative":"+1 (11)","hp":"30 (4d8 + 12)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":10,"wis":14,"cha":11,"saves":"","skills":"Athletics +5, Perception +4, Survival +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"disease","senses":"Passive Perception 14","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Warforged Resilience","entries":["The warforged has advantage on saving throws against being {@condition poisoned} and is immune to disease. Magic can't put it to sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The warforged makes two armblade attacks."]},{"name":"Armblade","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Protection","entries":["When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world.","Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war."]}]}],"gallery":[{"path":"bestiary/ERLW/Warforged Soldier.webp","credit":"Claudio Pozas"}]},{"id":"warforged-titan","name":"Warforged Titan","source":"ERLW","page":315,"srd":false,"image":"bestiary/ERLW/Warforged Titan.webp","token":"bestiary/tokens/ERLW/Warforged Titan.webp","size":"Huge","creatureType":"Construct","alignment":"Lawful Neutral","ac":"20","initiative":"-1 (9)","hp":"125 (10d12 + 60)","speed":"40 ft.","str":23,"dex":8,"con":22,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 60 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Platforms","entries":["The warforged titan has two platforms built into its chassis. One Medium or smaller creature can ride on each platform without squeezing. To make a melee attack against a target within 5 feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger."]},{"name":"Siege Monster","entries":["The warforged titan deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The warforged titan makes one axehand attack and one hammerfist attack."]},{"name":"Axehand","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) slashing damage, plus 11 ({@damage 2d10}) slashing damage if the target is {@condition prone}."]},{"name":"Hammerfist","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]},{"name":"Sweeping Axe {@recharge}","entries":["The warforged titan makes a sweep with its axehand, and each creature within 10 feet of it must make a {@dc 17} Dexterity saving throw. A creature takes 19 ({@damage 3d8 + 6}) slashing damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely sentient, with just enough intelligence to follow commands.",{"type":"entries","name":"Legacy of Giants","entries":["In the Age of Giants, giant artificers built mindless war golems to aid them in their war against the quori. Millennia later, some of these golems were unearthed by adventurers searching for the secrets of that age, then turned over to artificers working for the dragonmarked houses during the Last War. House Cannith studied these designs, and in the course of uncovering the secrets of the golems and the giant artificers who made them, House Cannith created the first warforged titans."]}]}]}],"gallery":[{"path":"bestiary/ERLW/Warforged Titan.webp","credit":"Wayne Reynolds"}]},{"id":"warforged-warrior","name":"Warforged Warrior","source":"VEoR","page":238,"srd":false,"image":"bestiary/VEoR/Warforged Warrior.webp","token":"bestiary/tokens/VEoR/Warforged Warrior.webp","size":"Medium","creatureType":"Construct","alignment":"Any Alignment","ac":"16","initiative":"+1 (11)","hp":"30 (4d8 + 12)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":10,"wis":14,"cha":11,"saves":"","skills":"Athletics +5, Perception +4, Survival +4","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"poisoned","senses":"Passive Perception 14","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The warforged makes two Armblade attacks."]},{"name":"Armblade","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Protection","entries":["When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warforged warriors are formed from wood and steel, then magically imbued with life and sentience. They were created to fight in the Last War on the continent of Khorvaire in Eberron. In the aftermath of that conflict, they struggle to understand their place in the world."]}],"gallery":[{"path":"bestiary/VEoR/Warforged Warrior.webp"}]},{"id":"warhorse","name":"Warhorse","source":"XMM","page":373,"srd":true,"image":"bestiary/XMM/Warhorse.webp","token":"bestiary/tokens/XMM/Warhorse.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"60 ft.","str":18,"dex":12,"con":13,"int":2,"wis":12,"cha":7,"saves":"Wis +3","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}9 ({@damage 2d4 + 4}) Bludgeoning damage. If the target is a Large or smaller creature and the horse moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 ({@damage 2d4}) Bludgeoning damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Warhorse.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"warhorse-mm","source":"MM"}]},{"id":"warhorse-mm","name":"Warhorse","source":"MM","page":340,"srd":false,"image":"bestiary/tokens/MM/Warhorse.webp","token":"bestiary/tokens/MM/Warhorse.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"+1 (11)","hp":"19 (3d10 + 3)","speed":"60 ft.","str":18,"dex":12,"con":13,"int":2,"wis":12,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the horse can make another attack with its hooves against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"warhorse","source":"XMM"}]},{"id":"warhorse-skeleton","name":"Warhorse Skeleton","source":"XMM","page":282,"srd":true,"image":"bestiary/XMM/Skeletons.webp","token":"bestiary/tokens/XMM/Warhorse Skeleton.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+1 (11)","hp":"22 (3d10 + 6)","speed":"60 ft.","str":18,"dex":12,"con":15,"int":2,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Bludgeoning damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Warhorse skeletons are obedient, supernatural steeds bearing the rotted remains of the barding they wore in life. They're often ridden by the corpses of their former riders."]},{"type":"section","name":"Skeletons","entries":["{@i Ossified Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Skeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.",{"type":"table","caption":"Skeleton Pantomimes","colLabels":["1d6","Left to Its Own Devices, the Skeleton..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Delivers meal salvers or ages-old correspondence to the crypt of its dead master."],["2","Endlessly trains in battle with other skeletons, despite being hacked to animate splinters."],["3","Mimics ways it entertained itself in life, such as acting, dancing, or reading."],["4","Performs a familiar task, such as cleaning, cooking, mining, or praying."],["5","Repeats its final moments of life."],["6","Stands guard at the post it protected in life."]]}]}],"gallery":[{"path":"bestiary/XMM/Skeletons.webp","title":"Adventurers face an onslaught from all manner of skeletons","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"warhorse-skeleton-mm","source":"MM"}]},{"id":"warhorse-skeleton-mm","name":"Warhorse Skeleton","source":"MM","page":273,"srd":false,"image":"bestiary/tokens/MM/Warhorse Skeleton.webp","token":"bestiary/tokens/MM/Warhorse Skeleton.webp","size":"Large","creatureType":"Undead","alignment":"Lawful Evil","ac":"13","initiative":"+1 (11)","hp":"22 (3d10 + 6)","speed":"60 ft.","str":18,"dex":12,"con":15,"int":2,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"bludgeoning","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.",{"name":"Animated Dead","type":"entries","entries":["Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.","While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms."]},{"name":"Obedient Servants","type":"entries","entries":["Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.","A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.","Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle."]},{"name":"Habitual Behaviors","type":"entries","entries":["Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.","When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation."]},{"name":"Undead Nature","type":"entries","entries":["A skeleton doesn't require air, food, drink, or sleep."]}]}]}],"hidden":true,"otherVersions":[{"id":"warhorse-skeleton","source":"XMM"}]},{"id":"warlock-of-the-archfey","name":"Warlock of the Archfey","source":"MPMM","page":255,"srd":false,"image":"bestiary/tokens/MPMM/Warlock of the Archfey.webp","token":"bestiary/tokens/MPMM/Warlock of the Archfey.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"67 (15d8)","speed":"30 ft.","str":9,"dex":16,"con":11,"int":11,"wis":12,"cha":18,"saves":"Wis +3, Cha +6","skills":"Arcana +2, Deception +6, Nature +2, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Passive Perception 11","languages":"any two languages (usually Sylvan)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Arctic, Forest, Mountain, Swamp, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}): ","At will: {@spell dancing lights}, {@spell disguise self}, {@spell mage armor} (self only), {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell speak with animals}","1/day each: {@spell charm person}, {@spell dimension door}, {@spell hold monster}"]}],"actions":[{"name":"Multiattack","entries":["The warlock makes two Rapier attacks, or it uses Bewildering Word twice."]},{"name":"Rapier","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) force damage."]},{"name":"Bewildering Word","entries":["The warlock utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The target must succeed on a {@dc 14} Wisdom saving throw or take 9 ({@damage 2d8}) psychic damage and have disadvantage on attack rolls until the end of the warlock's next turn."]}],"bonusActions":[],"reactions":[{"name":"Misty Escape (Recharges after a Short or Long Rest)","entries":["In response to taking damage, the warlock turns {@condition invisible} and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains {@condition invisible} until the start of its next turn or until it attacks, makes a damage roll, or casts a spell."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warlocks of the Archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser Fey creatures such as {@creature boggle|MPMM|boggles}, {@creature quickling|MPMM|quicklings}, and {@creature redcap|MPMM|redcaps} (all appear in {@book this book|MPMM}) or even {@creature satyr||satyrs} and {@creature sprite||sprites}."]},{"type":"section","name":"Warlocks","entries":["Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities."]}],"otherVersions":[{"id":"warlock-of-the-archfey-vgm","source":"VGM"}]},{"id":"warlock-of-the-archfey-vgm","name":"Warlock of the Archfey","source":"VGM","page":219,"srd":false,"image":"bestiary/tokens/VGM/Warlock of the Archfey.webp","token":"bestiary/tokens/VGM/Warlock of the Archfey.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"11","initiative":"+1 (11)","hp":"49 (11d8)","speed":"30 ft.","str":9,"dex":13,"con":11,"int":11,"wis":12,"cha":18,"saves":"Wis +3, Cha +6","skills":"Arcana +2, Deception +6, Nature +2, Persuasion +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"Passive Perception 11","languages":"any two languages (usually Sylvan)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Arctic, Forest, Mountain, Swamp, Urban","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting","entries":["The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:","At will: {@spell disguise self}, {@spell mage armor} (self only), {@spell silent image}, {@spell speak with animals}","1/day: {@spell conjure fey}"]},{"name":"Spellcasting","entries":["The warlock is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 14}, {@hit 6} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell dancing lights}, {@spell eldritch blast}, {@spell friends}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell vicious mockery}","Level 5 (3 slots): {@spell blink}, {@spell charm person}, {@spell dimension door}, {@spell dominate beast}, {@spell faerie fire}, {@spell fear}, {@spell hold monster}, {@spell misty step}, {@spell phantasmal force}, {@spell seeming}, {@spell sleep}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Misty Escape (Recharges after a Short or Long Rest)","entries":["In response to taking damage, the warlock turns {@condition invisible} and teleports up to 60 feet to an unoccupied space it can see. It remains {@condition invisible} until the start of its next turn or until it attacks, makes a damage roll, or casts a spell."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warlocks of the archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser fey creatures such as boggles, quicklings, redcaps, satyrs, and sprites."]}],"hidden":true,"otherVersions":[{"id":"warlock-of-the-archfey","source":"MPMM"}]},{"id":"warlock-of-the-fiend","name":"Warlock of the Fiend","source":"MPMM","page":255,"srd":false,"image":"bestiary/tokens/MPMM/Warlock of the Fiend.webp","token":"bestiary/tokens/MPMM/Warlock of the Fiend.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":10,"dex":16,"con":15,"int":12,"wis":12,"cha":18,"saves":"Wis +4, Cha +7","skills":"Arcana +4, Deception +7, Persuasion +7, Religion +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"any two languages (usually Abyssal or Infernal)","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Arctic, Desert, Underdark, Urban","treasure":"","traits":[{"name":"Dark One's Own Luck (Recharges after a Short or Long Rest)","entries":["When the warlock makes an ability check or saving throw, it can add a {@dice d10} to the roll. It can do this after the roll is made but before any of the roll's effects occur."]}],"spellcasting":[{"name":"Spellcasting","entries":["The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}): ","At will: {@spell alter self}, {@spell mage armor} (self only), {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","1/day each: {@spell banishment}, {@spell plane shift}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The warlock makes three Scimitar attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 14 ({@damage 4d6}) fire damage."]},{"name":"Hellfire","entries":["Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the warlock. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage and 11 ({@damage 2d10}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Fiendish Rebuke (3/Day)","entries":["In response to being damaged by a visible creature within 60 feet of it, the warlock forces that creature to make a {@dc 15} Constitution saving throw, taking 22 ({@damage 4d10}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warlocks of the Fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep {@creature imp||imps} or {@creature quasit||quasits} as companions, and they tend toward philosophical extremes: consorting with fiendish cults or dedicating their lives to destroying such cults."]},{"type":"section","name":"Warlocks","entries":["Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities."]}],"otherVersions":[{"id":"warlock-of-the-fiend-vgm","source":"VGM"}]},{"id":"warlock-of-the-fiend-vgm","name":"Warlock of the Fiend","source":"VGM","page":219,"srd":false,"image":"bestiary/VGM/Warlock of the Fiend.webp","token":"bestiary/tokens/VGM/Warlock of the Fiend.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":10,"dex":14,"con":15,"int":12,"wis":12,"cha":18,"saves":"Wis +4, Cha +7","skills":"Arcana +4, Deception +7, Persuasion +7, Religion +4","vulnerabilities":"","resistances":"slashing from nonmagical attacks not made with silvered weapons","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"any two languages (usually Abyssal or Infernal)","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Arctic, Desert, Underdark, Urban","treasure":"","traits":[{"name":"Dark One's Own Luck (Recharges after a Short or Long Rest)","entries":["When the warlock makes an ability check or saving throw, it can add a {@dice d10} to the roll. It can do this after the roll is made but before any of the roll's effects occur."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:","At will: {@spell alter self}, {@spell false life}, {@spell levitate} (self only), {@spell mage armor} (self only), {@spell silent image}","1/day each: {@spell feeblemind}, {@spell finger of death}, {@spell plane shift}"]},{"name":"Spellcasting","entries":["The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell eldritch blast}, {@spell fire bolt}, {@spell friends}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell shocking grasp}","Level 5 (4 slots): {@spell banishment}, {@spell burning hands}, {@spell flame strike}, {@spell hellish rebuke}, {@spell magic circle}, {@spell scorching ray}, {@spell scrying}, {@spell stinking cloud}, {@spell suggestion}, {@spell wall of fire}"]}],"actions":[{"name":"Mace","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage plus 10 ({@damage 3d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warlocks of the fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits as companions, and they tend toward extremes of behavior: consorting with fiend-worshiping cultists or dedicating their lives to destroying fiendish cults."]}],"gallery":[{"path":"bestiary/VGM/Warlock of the Fiend.webp"}],"hidden":true,"otherVersions":[{"id":"warlock-of-the-fiend","source":"MPMM"}]},{"id":"warlock-of-the-great-old-one","name":"Warlock of the Great Old One","source":"MPMM","page":256,"srd":false,"image":"bestiary/MPMM/Warlock of the Great Old One.webp","token":"bestiary/tokens/MPMM/Warlock of the Great Old One.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"13","initiative":"+3 (13)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":9,"dex":16,"con":15,"int":12,"wis":12,"cha":18,"saves":"Wis +4, Cha +7","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"any two languages, telepathy 30 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Arctic, Hill, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Whispering Aura","entries":["At the start of each of the warlock's turns, each creature of its choice within 10 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage, provided that the warlock isn't {@condition incapacitated}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 15}): ","At will: {@spell detect magic}, {@spell guidance}, {@spell levitate}, {@spell mage armor} (self only), {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","1/day each: {@spell arcane gate}, {@spell detect thoughts}, {@spell true seeing}"]}],"actions":[{"name":"Multiattack","entries":["The warlock makes two Dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Howling Void","entries":["The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a {@dc 15} Wisdom saving throw. On a failed save, a creature takes 9 ({@damage 2d8}) psychic damage and is {@condition frightened} of the warlock until the start of the warlock's next turn. On a successful save, a creature takes half as much damage and isn't {@condition frightened}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and wickedness inspired by bizarre beings from beyond the stars."]},{"type":"section","name":"Warlocks","entries":["Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities."]}],"gallery":[{"path":"bestiary/MPMM/Warlock of the Great Old One.webp","credit":"Valera Lutfullina"}],"otherVersions":[{"id":"warlock-of-the-great-old-one-vgm","source":"VGM"}]},{"id":"warlock-of-the-great-old-one-vgm","name":"Warlock of the Great Old One","source":"VGM","page":220,"srd":false,"image":"bestiary/tokens/VGM/Warlock of the Great Old One.webp","token":"bestiary/tokens/VGM/Warlock of the Great Old One.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":9,"dex":14,"con":15,"int":12,"wis":12,"cha":18,"saves":"Wis +4, Cha +7","skills":"Arcana +4, History +4","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 11","languages":"any two languages, telepathy 30 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert, Hill, Mountain, Underdark, Urban","treasure":"","traits":[{"name":"Whispering Aura","entries":["At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage, provided that the warlock isn't {@condition incapacitated}."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save {@dc 15}), requiring no material components:","At will: {@spell detect magic}, {@spell jump}, {@spell levitate}, {@spell mage armor} (self only), {@spell speak with dead}","1/day each: {@spell arcane gate}, {@spell true seeing}"]},{"name":"Spellcasting","entries":["The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast}, {@spell guidance}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}, {@spell shocking grasp}","Level 5 (3 slots): {@spell armor of Agathys}, {@spell arms of Hadar}, {@spell crown of madness}, {@spell clairvoyance}, {@spell contact other plane}, {@spell detect thoughts}, {@spell dimension door}, {@spell dissonant whispers}, {@spell dominate beast}, {@spell telekinesis}, {@spell vampiric touch}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the insanity and wickedness inspired by bizarre beings from beyond the stars."]}],"hidden":true,"otherVersions":[{"id":"warlock-of-the-great-old-one","source":"MPMM"}]},{"id":"warlord","name":"Warlord","source":"MPMM","page":257,"srd":false,"image":"bestiary/MPMM/Warlord.webp","token":"bestiary/tokens/MPMM/Warlord.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"18","initiative":"+3 (13)","hp":"229 (27d8 + 108)","speed":"30 ft.","str":20,"dex":16,"con":18,"int":12,"wis":12,"cha":18,"saves":"Str +9, Dex +7, Con +8","skills":"Athletics +9, Intimidation +8, Perception +5, Persuasion +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any two languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Indomitable (3/Day)","entries":["The warlord can reroll a saving throw it fails. It must use the new roll."]},{"name":"Survivor","entries":["The warlord regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The warlord makes two Greatsword or Short bow attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Command Ally","entries":["The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll."]},{"name":"Weapon Attack","entries":["The warlord makes one Greatsword or Shortbow attack."]},{"name":"Frighten Foe (Costs 2 Actions)","entries":["The warlord targets one creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of warlord's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["Warlords are legendary battlefield commanders, whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for the warlord's banner.","Warlords urge their troops into the fray with shouted exhortations. You can roll on the Warlord Battle Cries table to select one, or choose a battle cry that fits with your campaign.",{"type":"table","caption":"Warlord Battle Cries","colLabels":["{@dice d8}","Battle Cry"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"\"Remember why we fight!\""],[2,"\"Victory awaits!\""],[3,"\"For the crown!\""],[4,"\"Be monstrous to the enemy!\""],[5,"\"Fight so they fear us!\""],[6,"\"Weapons drawn! Spells at the ready!\""],[7,"\"To the Abyss with them!\""],[8,"\"You know what to do!\""]]}],"gallery":[{"path":"bestiary/MPMM/Warlord.webp","credit":"Caio Monteiro"}],"otherVersions":[{"id":"warlord-vgm","source":"VGM"}]},{"id":"warlord-vgm","name":"Warlord","source":"VGM","page":220,"srd":false,"image":"bestiary/tokens/VGM/Warlord.webp","token":"bestiary/tokens/VGM/Warlord.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"18","initiative":"+3 (13)","hp":"229 (27d8 + 108)","speed":"30 ft.","str":20,"dex":16,"con":18,"int":12,"wis":12,"cha":18,"saves":"Str +9, Dex +7, Con +8","skills":"Athletics +9, Intimidation +8, Perception +5, Persuasion +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any two languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Indomitable (3/Day)","entries":["The warlord can reroll a saving throw it fails. It must use the new roll."]},{"name":"Survivor","entries":["The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The warlord makes two weapon attacks."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Weapon Attack","entries":["The warlord makes a weapon attack."]},{"name":"Command Ally","entries":["The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll."]},{"name":"Frighten Foe (Costs 2 Actions)","entries":["The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of warlord's next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warlords are legendary battlefield commanders whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for his or her banner."]}],"hidden":true,"otherVersions":[{"id":"warlord","source":"MPMM"}]},{"id":"warrior","name":"Warrior","source":"DC","srd":false,"image":"bestiary/tokens/DC/Warrior.webp","token":"bestiary/tokens/DC/Warrior.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"21","initiative":"+2 (12)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":18,"dex":14,"con":14,"int":10,"wis":12,"cha":10,"saves":"Con +6","skills":"Athletics +8, Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Battle Readiness","entries":["The warrior has advantage on initiative rolls."]},{"name":"Improved Critical","entries":["The warrior's attack rolls score a critical hit on a roll of 19 or 20 on the {@dice d20}."]},{"name":"Improved Defense","entries":["The warrior's AC increases by 1."]},{"name":"Indomitable (1/Day)","entries":["The warrior can reroll a saving throw that it fails, but it must use the new result."]},{"name":"Martial Role","entries":["The warrior has one of the following traits of your choice:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attacker","entries":["The warrior gains a +2 bonus to attack rolls."]},{"type":"item","name":"Defender","entries":["The warrior gains the Protection reaction below."]}]}]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["The warrior can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level."]}],"spellcasting":[],"actions":[{"name":"Extra Attack","entries":["The warrior can attack three times, instead of once, whenever it takes the attack action on its turn."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Protection (Defender Only)","entries":["When a creature the warrior can see attacks a target other than the warrior that is within 5 feet of the warrior, the warrior can use their reaction to impose disadvantage on the attack roll. The warrior must be wielding a shield."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"otherVersions":[{"id":"warrior-sdw","source":"SDW"},{"id":"warrior-slw","source":"SLW"},{"id":"warrior-esk","source":"ESK"}]},{"id":"warrior-sdw","name":"Warrior","source":"SDW","srd":false,"image":"bestiary/tokens/SDW/Warrior.webp","token":"bestiary/tokens/SDW/Warrior.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"20","initiative":"+2 (12)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":18,"dex":14,"con":14,"int":10,"wis":12,"cha":10,"saves":"Con +6","skills":"Athletics +8, Perception +5, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Battle Readiness","entries":["The warrior has advantage on initiative rolls."]},{"name":"Improved Critical","entries":["The warrior's attack rolls score a critical hit on a roll of 19 or 20 on the {@dice d20}."]},{"name":"Indomitable (1/Day)","entries":["The warrior can reroll a saving throw that it fails, but it must use the new result."]},{"name":"Martial Role","entries":["The warrior has one of the following traits of your choice:",{"type":"list","style":"list-hang-notitle","items":[{"name":"Attacker","type":"item","entries":["The warrior gains a +2 bonus to attack rolls."]},{"name":"Defender","type":"item","entries":["The warrior gains the Protection reaction below."]}]}]},{"name":"Second Wind (Recharges after a Short or Long Rest)","entries":["The warrior can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level."]}],"spellcasting":[],"actions":[{"name":"Extra Attack","entries":["The warrior can attack twice, instead of once, whenever it takes the attack action on its turn."]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Protection (Defender Only)","entries":["When a creature the warrior can see attacks a target other than the warrior that is within 5 feet of the warrior, the warrior can use their reaction to impose disadvantage on the attack roll. The warrior must be wielding a shield."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"warrior","source":"DC"},{"id":"warrior-slw","source":"SLW"},{"id":"warrior-esk","source":"ESK"}]},{"id":"warrior-slw","name":"Warrior","source":"SLW","srd":false,"image":"bestiary/tokens/SLW/Warrior.webp","token":"bestiary/tokens/SLW/Warrior.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"20","initiative":"+2 (12)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":16,"dex":14,"con":14,"int":10,"wis":12,"cha":10,"saves":"Con +5","skills":"Athletics +6, Perception +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Battle Readiness","entries":["The warrior has advantage on initiative rolls."]},{"name":"Improved Critical","entries":["The warrior's attack rolls score a critical hit on a roll of 19 or 20 on the d20."]},{"name":"Martial Role","entries":["The warrior has one of the following traits of your choice:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attacker","entry":"The warrior gains a +2 bonus to attack rolls."},{"type":"item","name":"Defender","entry":"The warrior gains the Protection reaction below."}]}]}],"spellcasting":[],"actions":[{"name":"Extra Attack","entries":["The warrior can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Protection (Defender Only)","entries":["The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"warrior","source":"DC"},{"id":"warrior-sdw","source":"SDW"},{"id":"warrior-esk","source":"ESK"}]},{"id":"warrior-esk","name":"Warrior","source":"ESK","page":63,"srd":false,"image":"bestiary/tokens/ESK/Warrior.webp","token":"bestiary/tokens/ESK/Warrior.webp","size":"Medium","creatureType":"Humanoid","alignment":"","ac":"16","initiative":"+1 (11)","hp":"13 (2d8 + 4)","speed":"30 ft.","str":15,"dex":13,"con":14,"int":10,"wis":12,"cha":10,"saves":"Con +4","skills":"Athletics +4, Perception +3, Survival +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, plus one of your choice","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Martial Role","entries":["The warrior has one of the following traits of your choice:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attacker","entry":"The warrior gains a +2 bonus to attack rolls."},{"type":"item","name":"Defender","entry":"The warrior gains the Protection reaction below."}]}]}],"spellcasting":[],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 3} to hit, range 150/600 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Protection (Defender Only)","entries":["The warrior imposes disadvantage on the attack roll of a creature within 5 feet of it whose target isn't the warrior. The warrior must be able to see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"warrior","source":"DC"},{"id":"warrior-sdw","source":"SDW"},{"id":"warrior-slw","source":"SLW"}]},{"id":"warrior-commander","name":"Warrior Commander","source":"XMM","page":321,"srd":false,"image":"bestiary/XMM/Warriors.webp","token":"bestiary/tokens/XMM/Warrior Commander.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"18","initiative":"+9 (19)","hp":"161 (19d8 + 76)","speed":"30 ft.","str":21,"dex":20,"con":18,"int":14,"wis":16,"cha":14,"saves":"Str +9, Dex +9, Con +8, Wis +7","skills":"Athletics +9, Insight +7, Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common plus one other language","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Any","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The warrior makes three attacks, using Greatsword or Longbow in any combination."]},{"name":"Greatsword","entries":["{@atkr m} {@hit 9}, reach 5 ft. {@h}19 ({@damage 4d6 + 5}) Slashing damage. The warrior also creates one of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Sap","entries":["The target has {@variantrule Disadvantage|XPHB} on its next attack roll before the start of the warrior's next turn."]},{"type":"item","name":"Maneuver","entries":["One ally who can see or hear the warrior can take a {@variantrule Reaction|XPHB} to move up to half the ally's {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}]}]},{"name":"Longbow","entries":["{@atkr r} {@hit 9}, range 150/600 ft. {@h}18 ({@damage 3d8 + 5}) Piercing damage, and the target's {@variantrule Speed|XPHB} decreases by 10 feet until the end of the target's next turn."]}],"bonusActions":[{"name":"Tactical Charge","entries":["The warrior moves up to half its {@variantrule Speed|XPHB} straight toward an enemy it can see without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}."]}],"reactions":[{"name":"Counterattack","entries":["{@actTrigger} The warrior is hit by an attack roll. {@actResponse} The warrior adds 4 to its AC against that attack, possibly causing it to miss. On a miss, the warrior can make one Greatsword or Longbow attack against the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Skilled in both combat and leadership, warrior commanders overcome challenges through a combination of martial skill and clever tactics."]},{"type":"section","name":"Warriors","entries":["{@i Soldiers and Scrappers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Warriors are professionals who make a living through their prowess in battle. They might be skilled in using a variety of tactics or trained to take advantage of unusual battlefields. Warriors often work together, whether in armies or in teams with deliberate goals.","Roll on or choose a result from the Warrior Roles table to inspire the creation of different sorts of warriors.",{"type":"table","caption":"Warrior Roles","colLabels":["1d10","The Warrior Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bodyguard who protects a noble."],["2","A cavalry officer with an unusual steed."],["3","A crusader who fights for a divine cause."],["4","A duelist who claims to be unbeatable."],["5","A gate guard who asks nonsensical questions."],["6","A grizzled veteran who trains new recruits."],["7","A hunter skilled at slaying specific monsters."],["8","A retired general who is weary of battle."],["9","A volunteer with a homemade weapon."],["10","A young mercenary trying to prove their skill."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Make way, evil! I'm armed to the teeth and packing a hamster!"],"by":"Minsc, Hero of Baldur's Gate"}]}]}],"gallery":[{"path":"bestiary/XMM/Warriors.webp","title":"An aasimar commander leads warriors charging into battle","credit":"Bram Sels"}]},{"id":"warrior-infantry","name":"Warrior Infantry","source":"XMM","page":320,"srd":true,"image":"bestiary/XMM/Warriors.webp","token":"bestiary/tokens/XMM/Warrior Infantry.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"13","initiative":"+0 (10)","hp":"9 (2d8)","speed":"30 ft.","str":13,"dex":11,"con":11,"int":8,"wis":11,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Pack Tactics","entries":["The warrior has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atkr m,r} {@hit 3}, reach 5 ft. or range 20/60 ft. {@h}4 ({@damage 1d6 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Warrior infantry might be trainees or rank-and-file troops. They are skilled at contending with commonplace, nonmagical threats."]},{"type":"section","name":"Warriors","entries":["{@i Soldiers and Scrappers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Warriors are professionals who make a living through their prowess in battle. They might be skilled in using a variety of tactics or trained to take advantage of unusual battlefields. Warriors often work together, whether in armies or in teams with deliberate goals.","Roll on or choose a result from the Warrior Roles table to inspire the creation of different sorts of warriors.",{"type":"table","caption":"Warrior Roles","colLabels":["1d10","The Warrior Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bodyguard who protects a noble."],["2","A cavalry officer with an unusual steed."],["3","A crusader who fights for a divine cause."],["4","A duelist who claims to be unbeatable."],["5","A gate guard who asks nonsensical questions."],["6","A grizzled veteran who trains new recruits."],["7","A hunter skilled at slaying specific monsters."],["8","A retired general who is weary of battle."],["9","A volunteer with a homemade weapon."],["10","A young mercenary trying to prove their skill."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Make way, evil! I'm armed to the teeth and packing a hamster!"],"by":"Minsc, Hero of Baldur's Gate"}]}]}],"gallery":[{"path":"bestiary/XMM/Warriors.webp","title":"An aasimar commander leads warriors charging into battle","credit":"Bram Sels"}]},{"id":"warrior-of-madarua","name":"Warrior of Madarua","source":"QftIS","page":220,"srd":false,"image":"bestiary/QftIS/Warrior of Madarua.webp","token":"bestiary/tokens/QftIS/Warrior of Madarua.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Good","ac":"12","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"30 ft.","str":15,"dex":12,"con":13,"int":10,"wis":10,"cha":10,"saves":"","skills":"Acrobatics +3, Religion +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The warrior adds 2 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Warriors are the foot soldiers of the faction. They thank Madarua for each battle they see and train daily with spears to follow her to victory."]},{"type":"section","entries":[{"type":"entries","name":"Warriors of Madarua","entries":["Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.","Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself."]}]}],"gallery":[{"path":"bestiary/QftIS/Warrior of Madarua.webp"}]},{"id":"warrior-veteran","name":"Warrior Veteran","source":"XMM","page":320,"srd":true,"image":"bestiary/XMM/Warriors.webp","token":"bestiary/tokens/XMM/Warrior Veteran.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Neutral","ac":"17","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":16,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Athletics +5, Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus one other language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Any","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The warrior makes two Greatsword or Heavy Crossbow attacks."]},{"name":"Greatsword","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage."]},{"name":"Heavy Crossbow","entries":["{@atkr r} {@hit 3}, range 100/400 ft. {@h}12 ({@damage 2d10 + 1}) Piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["{@actTrigger} The warrior is hit by a melee attack roll while holding a weapon. {@actResponse} The warrior adds 2 to its AC against that attack, possibly causing it to miss."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Warrior veterans have participated in numerous battles and can hold their own against lesser rivals and monsters."]},{"type":"section","name":"Warriors","entries":["{@i Soldiers and Scrappers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Any|bestiary|environment=any}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Warriors are professionals who make a living through their prowess in battle. They might be skilled in using a variety of tactics or trained to take advantage of unusual battlefields. Warriors often work together, whether in armies or in teams with deliberate goals.","Roll on or choose a result from the Warrior Roles table to inspire the creation of different sorts of warriors.",{"type":"table","caption":"Warrior Roles","colLabels":["1d10","The Warrior Is..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bodyguard who protects a noble."],["2","A cavalry officer with an unusual steed."],["3","A crusader who fights for a divine cause."],["4","A duelist who claims to be unbeatable."],["5","A gate guard who asks nonsensical questions."],["6","A grizzled veteran who trains new recruits."],["7","A hunter skilled at slaying specific monsters."],["8","A retired general who is weary of battle."],["9","A volunteer with a homemade weapon."],["10","A young mercenary trying to prove their skill."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Make way, evil! I'm armed to the teeth and packing a hamster!"],"by":"Minsc, Hero of Baldur's Gate"}]}]}],"gallery":[{"path":"bestiary/XMM/Warriors.webp","title":"An aasimar commander leads warriors charging into battle","credit":"Bram Sels"}]},{"id":"warwyck-blastimoff","name":"Warwyck Blastimoff","source":"LoX","page":39,"srd":false,"image":"bestiary/LoX/030-11-002.major-warwyck-blastimoff.webp","token":"bestiary/tokens/LoX/Warwyck Blastimoff.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"75 (10d8 + 30)","speed":"30 ft., swim 30 ft.","str":18,"dex":14,"con":17,"int":11,"wis":12,"cha":12,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Firearms Knowledge","entries":["Warwyck's mastery of its weapons enables it to ignore the loading property of any firearm."]},{"name":"Steady as She Goes","entries":["On the deck of a ship, Warwyck has advantage on ability checks and saving throws made against effects that would knock it {@condition prone} or shove it overboard."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Warwyck makes two Longsword or Musket attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Musket","entries":["{@atk rw} {@hit 4} to hit, range 40/120 ft., one target. {@h}8 ({@damage 1d12 + 2}) piercing damage."]},{"name":"Force Grenade","entries":["Warwyck throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 17 ({@damage 5d6}) force damage on a failed save, or half as much damage on a successful one. After the giff throws the grenade, roll a {@dice d6}; on a roll of 4 or lower, the giff has no more grenades to throw."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LoX/030-11-002.major-warwyck-blastimoff.webp","credit":"Zuzanna Wužyk"}]},{"id":"wasteland-dragonnel","name":"Wasteland Dragonnel","source":"DSotDQ","page":201,"srd":false,"image":"bestiary/tokens/DSotDQ/Wasteland Dragonnel.webp","token":"bestiary/tokens/DSotDQ/Wasteland Dragonnel.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Good","ac":"13","initiative":"+3 (13)","hp":"65 (10d10 + 10)","speed":"30 ft., fly 60 ft.","str":16,"dex":16,"con":12,"int":8,"wis":13,"cha":10,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"acid","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 13","languages":"understands Common and Draconic but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The dragonnel doesn't provoke opportunity attacks when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragonnel makes two Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage."]},{"name":"Acid Spit","entries":["{@atk rw} {@hit 5} to hit, range 60 ft., one target. {@h}20 ({@damage 5d6 + 3}) acid damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Northern Wastes of Ansalon are home to wasteland dragonnels, draconic creatures closely related to copper dragons. Wasteland dragonnels are lithe and quick, with scales the color of dull copper. These playful creatures defend their territory by flying out of a foe's reach and spitting potent acid, in an approximation of their copper dragon relatives."]},{"type":"section","entries":[{"type":"entries","name":"Dragonnels","entries":["Dragonnels are distantly related to chromatic and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures largely motivated by the desire for food."]}]}]},{"id":"wastrilith","name":"Wastrilith","source":"MPMM","page":258,"srd":false,"image":"bestiary/MPMM/Wastrilith.webp","token":"bestiary/tokens/MPMM/Wastrilith.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+4 (14)","hp":"157 (15d10 + 75)","speed":"30 ft., swim 80 ft.","str":19,"dex":18,"con":21,"int":19,"wis":12,"cha":14,"saves":"Str +9, Con +10","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Swamp, Underdark, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The wastrilith can breathe air and water."]},{"name":"Corrupt Water","entries":["At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.","A creature that consumes this foul water or swims in it must make a {@dc 18} Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} for 1 minute. At the end of this time, the {@condition poisoned} creature must repeat the saving throw. On a failure, the creature takes 18 ({@damage 4d8}) poison damage and is {@condition poisoned} until it finishes a long rest.","If another demon drinks the foul water as an action, it gains 11 ({@dice 2d10}) temporary hit points."]},{"name":"Magic Resistance","entries":["The wastrilith has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wastrilith makes one Bite attack and two Claw attacks, and it uses Grasping Spout."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}30 ({@damage 4d12 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage."]},{"name":"Grasping Spout","entries":["The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a {@dc 17} Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 ({@damage 4d8 + 4}) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled."]}],"bonusActions":[{"name":"Undertow","entries":["If the wastrilith is underwater, it causes all water within 60 feet of it to be {@quickref difficult terrain||3} for other creatures until the start of its next turn."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Found in the waters of the Abyss and other bodies of water contaminated by that plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty.","A wastrilith pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to the wastrilith's commands—perhaps hardening to prevent foes from escaping or erupting in a surge that drags victims into its reach.","Creatures that ingest water corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this defilement, you can use the {@table Optional Rule: Abyssal Corruption; Abyssal Corruption||optional rule on abyssal corruption} in {@book chapter 2 of the Dungeon Master's Guide|DMG|2|The Abyss}, causing the poisoned creature to be corrupted."],"gallery":[{"path":"bestiary/MPMM/Wastrilith.webp","credit":"Ilya Shkipin"}],"otherVersions":[{"id":"wastrilith-mtf","source":"MTF"}]},{"id":"wastrilith-mtf","name":"Wastrilith","source":"MTF","page":139,"srd":false,"image":"bestiary/MTF/Wastrilith.webp","token":"bestiary/tokens/MTF/Wastrilith.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+4 (14)","hp":"157 (15d10 + 75)","speed":"30 ft., swim 80 ft.","str":19,"dex":18,"con":21,"int":19,"wis":12,"cha":14,"saves":"Str +9, Con +10","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Coastal, Swamp, Underdark, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["The wastrilith can breathe air and water."]},{"name":"Corrupt Water","entries":["At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.","A creature that consumes this foul water or swims in it must make a {@dc 18} Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} for 1 minute. At the end of this time, the {@condition poisoned} creature must repeat the saving throw. On a failure, the creature takes 18 ({@damage 4d8}) poison damage and is {@condition poisoned} until it finishes a long rest.","If another demon drinks the foul water as an action, it gains 11 ({@dice 2d10}) temporary hit points."]},{"name":"Magic Resistance","entries":["The wastrilith has advantage on saving throws against spells and other magical effects."]},{"name":"Undertow","entries":["As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be {@quickref difficult terrain||3} for other creatures until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}30 ({@damage 4d12 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage."]},{"name":"Grasping Spout","entries":["The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a {@dc 17} Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 ({@damage 4d8 + 4}) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["The corruption left behind when a wastrilith visits the world can persist for decades. If left unchecked, it can become a bridge to the Abyss."],"by":"Mordenkainen"},{"type":"entries","name":"Wastrilith","entries":["Found in the waters of the Abyss and other bodies of water contaminated by the plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty."]},{"name":"Despoilers","type":"entries","entries":["A wastrilith contaminates the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to its commands—perhaps hardening to prevent foes from escaping, or erupting in a surge that drags would-be victims into its reach."]},{"name":"Silent Corrupters","type":"entries","entries":["Creatures that ingest water that has been corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or remain alive only to become a thrall of chaos and evil.","To represent this defilement, you can use the optional rule on {@variantrule planar effects||abyssal corruption} in chapter 2 of the {@book Dungeon Master's Guide|dmg}, causing the {@condition poisoned} creature to be corrupted."]}]}]}],"gallery":[{"path":"bestiary/MTF/Wastrilith.webp","credit":"Ilya Shkipin"}],"hidden":true,"otherVersions":[{"id":"wastrilith","source":"MPMM"}]},{"id":"water-elemental","name":"Water Elemental","source":"XMM","page":322,"srd":true,"image":"bestiary/XMM/Water Elemental.webp","token":"bestiary/tokens/XMM/Water Elemental.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"114 (12d10 + 48)","speed":"30 ft., swim 90 ft.","str":18,"dex":14,"con":18,"int":5,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; fire","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 10","languages":"Primordial (Aquan)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Coastal, Planar, Water, Swamp, Underwater","treasure":"","traits":[{"name":"Freeze","entries":["If the elemental takes Cold damage, its {@variantrule Speed|XPHB} decreases by 20 feet until the end of its next turn."]},{"name":"Water Form","entries":["The elemental can enter an enemy's space and stop there. It can move through a space as narrow as 1 inch without expending extra movement to do so."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elemental makes two Slam attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Whelm {@recharge 4}","entries":["{@actSave str} {@dc 15}, each creature in the elemental's space. {@actSaveFail} 22 ({@damage 4d8 + 4}) Bludgeoning damage. If the target is a Large or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 14}). Until the grapple ends, the target has the {@condition Restrained|XPHB} condition, is suffocating unless it can breathe water, and takes 9 ({@damage 2d8}) Bludgeoning damage at the start of each of the elemental's turns. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a {@dc 14} Strength ({@skill Athletics|XPHB}) check. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Water Elemental","entries":["{@i Primal Spirit of Waves and Tides}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}, {@filter Planar (Elemental Plane of Water)|bestiary|environment=planar, water}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underwater|bestiary|environment=underwater}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Spirits of the Elemental Plane of Water form shapeless liquids into water elementals, aqueous beings with the might of surging waves. Water elementals are as mutable as liquid, allowing them to crash into foes and seep through narrow cracks. They can crush foes with limb-like geysers, or they might flood over creatures, submerging and drowning foes within their whirling forms. Water elementals often appear near nexuses of elemental power, such as aquatic abysses, magical springs, and whirlpools.","Water elementals' shapes are influenced by the liquid bodies in which they form. Roll on or choose a result from the Water Elemental Compositions table to inspire a water elemental's features.",{"type":"table","caption":"Water Elemental Compositions","colLabels":["1d4","The Water Elemental's Body Features..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Chilling or near-boiling temperatures."],["2","Energetic effervescence."],["3","Muddy, polluted, or crystal-clear water."],["4","Seaweed, tiny fish, or other sea life."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Water: greatest of the elements in might and form. A tsunami's torrent. A blizzard's claws. A parent's tears. What is not moved by water?"],"by":"Kalbari, Mother of Foam, Ruler of Marids"}]}]}],"gallery":[{"path":"bestiary/XMM/Water Elemental.webp","credit":"Chris Cold"}],"otherVersions":[{"id":"water-elemental-mm","source":"MM"}]},{"id":"water-elemental-mm","name":"Water Elemental","source":"MM","page":125,"srd":false,"image":"bestiary/MM/Water Elemental.webp","token":"bestiary/tokens/MM/Water Elemental.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"114 (12d10 + 48)","speed":"30 ft., swim 90 ft.","str":18,"dex":14,"con":18,"int":5,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Aquan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underwater, Swamp, Coastal","treasure":"","traits":[{"name":"Water Form","entries":["The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Freeze","entries":["If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The elemental makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Whelm {@recharge 4}","entries":["Each creature in the elemental's space must make a {@dc 15} Strength saving throw. On a failure, a target takes 13 ({@damage 2d8 + 4}) bludgeoning damage. If it is Large or smaller, it is also {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.","The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target {@condition grappled} by it takes 13 ({@damage 2d8 + 4}) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a {@dc 14} Strength check and succeeding."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame."]}]},{"type":"section","name":"Elementals","entries":["Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Living Elements","entries":["On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being."]},{"type":"entries","name":"Conjured by Magic","entries":["Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it."]},{"type":"entries","name":"Bound and Shaped","entries":["Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds."]},{"type":"entries","name":"Elemental Nature","entries":["An elemental doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Water Elemental.webp"}],"hidden":true,"otherVersions":[{"id":"water-elemental","source":"XMM"}]},{"id":"water-elemental-myrmidon","name":"Water Elemental Myrmidon","source":"MPMM","page":123,"srd":false,"image":"bestiary/MPMM/Water Elemental Myrmidon.webp","token":"bestiary/tokens/MPMM/Water Elemental Myrmidon.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"40 ft., swim 40 ft.","str":18,"dex":14,"con":16,"int":8,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"Aquan, one language of its creator's choice","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myrmidon makes three Trident attacks."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) force damage, or 8 ({@damage 1d8 + 4}) force damage if used with two hands to make a melee attack."]},{"name":"Freezing Strikes {@recharge}","entries":["The myrmidon uses Multiattack. Each attack that hits deals an extra 5 ({@damage 1d10}) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Elemental Myrmidons","entries":["Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators."]}],"gallery":[{"path":"bestiary/MPMM/Water Elemental Myrmidon.webp","credit":"Filip Burburan"}],"otherVersions":[{"id":"water-elemental-myrmidon-mtf","source":"MTF"}]},{"id":"water-elemental-myrmidon-mtf","name":"Water Elemental Myrmidon","source":"MTF","page":203,"srd":false,"image":"bestiary/MTF/Water Elemental Myrmidon.webp","token":"bestiary/tokens/MTF/Water Elemental Myrmidon.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"18","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"40 ft., swim 40 ft.","str":18,"dex":14,"con":15,"int":8,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned; prone","senses":"darkvision 60 ft., Passive Perception 10","languages":"Aquan, one language of its creator's choice","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Weapons","entries":["The myrmidon's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The myrmidon makes three trident attacks."]},{"name":"Trident","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack."]},{"name":"Freezing Strikes {@recharge}","entries":["The myrmidon uses Multiattack. Each attack that hits deals an extra 5 ({@damage 1d10}) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators."]}],"gallery":[{"path":"bestiary/MTF/Water Elemental Myrmidon.webp","credit":"Filip Burburan"}],"hidden":true,"otherVersions":[{"id":"water-elemental-myrmidon","source":"MPMM"}]},{"id":"water-totem-elemental","name":"Water Totem Elemental","source":"PSX","page":38,"srd":false,"image":"bestiary/tokens/PSX/Water Totem Elemental.webp","token":"bestiary/tokens/PSX/Water Totem Elemental.webp","size":"Large","creatureType":"Totem Elemental","alignment":"Neutral","ac":"14","initiative":"+2 (12)","hp":"114 (12d10 + 48)","speed":"30 ft., swim 90 ft.","str":18,"dex":14,"con":18,"int":5,"wis":10,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"darkvision 60 ft., Passive Perception 10","languages":"Aquan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underwater, Swamp, Coastal","treasure":"","traits":[{"name":"Water Form","entries":["The totem elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing."]},{"name":"Freeze","entries":["If the totem elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The totem elemental makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Whelm {@recharge 4}","entries":["Each creature in the totem elemental's space must make a {@dc 15} Strength saving throw. On a failure, a target takes 13 ({@damage 2d8 + 4}) bludgeoning damage. If it is Large or smaller, it is also {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.","The totem elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target {@condition grappled} by it takes 13 ({@damage 2d8 + 4}) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a {@dc 14} Strength check and succeeding."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Elementals are an even more primal embodiment of natural forces. They are living beings of raw natural energy, but magic can shape and bind them into physical forms composed of wind, water, fire, or the verdant growth of the forest. The River Heralds construct jade totems that hold elementals in stasis until activated by trespassers. When a totem opens, the elemental's physical form comes together, and the intruders are quickly dispatched.","River Heralds also make use of elementals formed of air, water, or vegetation. In ancient times when folk of the River Heralds and the Sun Empire worked together, they harnessed fire elementals into guardians that still keep watch over certain forgotten ruins.","Any of the various elemental and plant creatures in the {@book Monster Manual|MM} can represent the elementals of Ixalan. The River Heralds' totem elementals are similar to the basic {@creature air elemental|MM|air}, {@creature earth elemental|MM|earth}, and {@creature water elemental|MM|water elementals}, or to {@creature treant|MM|treants}, blights, {@creature shambling mound|MM|shambling mounds}, or {@creature awakened tree|MM|awakened trees} and {@creature awakened shrub|MM|awakened shrubs}. Fire guardians are similar to {@creature fire elemental|MM|fire elementals}."]},{"id":"water-weird","name":"Water Weird","source":"XMM","page":323,"srd":false,"image":"bestiary/XMM/Water Weird.webp","token":"bestiary/tokens/XMM/Water Weird.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"65 (10d10 + 10)","speed":"5 ft., swim 60 ft.","str":17,"dex":16,"con":13,"int":11,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"fire","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Blindsight 30 ft., Passive Perception 10","languages":"understands Primordial but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"Any","traits":[{"name":"Invisible in Water","entries":["The water weird has the {@condition Invisible|XPHB} condition while fully immersed in water."]},{"name":"Water Bound","entries":["The water weird dies if it leaves the water to which it is bound or if that water is destroyed."]}],"spellcasting":[],"actions":[{"name":"Surge","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}13 ({@damage 3d6 + 3}) Cold damage. If the target is a Medium or smaller creature, it has the {@condition Grappled|XPHB} condition (escape {@dc 13}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Water Weird","entries":["{@i Servant of Primeval Magic}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Serpentine nature spirits, water weirds protect pools, fountains, and magical bodies of water. In the water, these creatures are indistinguishable from the liquid surrounding them. Should their aquatic territory be disturbed, they rise as animate water spouts with vague snake- or dragon-like features. Often their appearance is enough to drive off foes, but if forced to fight, water weirds crush enemies within their fluid coils.","Water weirds might protect a site for generations and learn much about their surroundings. Some gain reputations as oracles and might respond to questions posed to them in Primordial. Since water weirds don't speak, they often communicate using spouts of water or objects submerged in their pools.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It's a small price to pay for your life!"],"from":"X the Mystic's Rules of Dungeon Survival"}]}]}],"gallery":[{"path":"bestiary/XMM/Water Weird.webp","credit":"Crystal Sully"}],"otherVersions":[{"id":"water-weird-mm","source":"MM"}]},{"id":"water-weird-mm","name":"Water Weird","source":"MM","page":299,"srd":false,"image":"bestiary/MM/Water Weird.webp","token":"bestiary/tokens/MM/Water Weird.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"58 (9d10 + 9)","speed":"0 ft., swim 60 ft.","str":17,"dex":16,"con":13,"int":11,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; poisoned; restrained; prone; unconscious","senses":"blindsight 30 ft., Passive Perception 10","languages":"understands Aquan but doesn't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Invisible in Water","entries":["The water weird is {@condition invisible} while fully immersed in water."]},{"name":"Water Bound","entries":["The water weird dies if it leaves the water to which it is bound or if that water is destroyed."]}],"spellcasting":[],"actions":[{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}13 ({@damage 3d6 + 3}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and pulled 5 feet toward the water weird. Until this grapple ends, the target is {@condition restrained}, the water weird tries to drown it, and the water weird can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain.","Invisible while immersed in water, its serpentine shape becomes clear only when it emerges to attack, using its coils to crush any creature other than its summoner and those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water.",{"name":"Good and Evil Weirds","type":"entries","entries":["Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site, becoming neutral good or neutral evil.","A neutral good water weird tries to frighten away interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed with a {@spell purify food and drink} spell."]},{"name":"Elemental Nature","type":"entries","entries":["A water weird doesn't require air, food, drink, or sleep."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Before you drink from a fountain or pool, toss a copper coin into it. It's a small price to pay for your life."],"by":"X the Mystic's 2nd rule of dungeon survival"}]}]}],"gallery":[{"path":"bestiary/MM/Water Weird.webp","credit":"Ilya Shkipin"}],"hidden":true,"otherVersions":[{"id":"water-weird","source":"XMM"}]},{"id":"waxwork","name":"Waxwork","source":"RHW","page":277,"srd":false,"image":"bestiary/RHW/Waxwork.webp","token":"bestiary/tokens/RHW/Waxwork.webp","size":"Small or Medium","creatureType":"Construct","alignment":"Neutral Evil","ac":"14","initiative":"+1 (11)","hp":"52 (7d8 + 21)","speed":"30 ft.","str":17,"dex":13,"con":16,"int":1,"wis":10,"cha":1,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing; slashing","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned; stunned; unconscious","senses":"Blindsight 30 ft., Passive Perception 10","languages":"understands Common but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"Implements","traits":[{"name":"Meltable","entries":["If the waxwork takes Fire damage, until the end of its next turn, its {@variantrule Speed|XPHB} decreases by 20 feet and it has {@variantrule Disadvantage|XPHB} on saving throws."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The waxwork makes two Sculpting Knife attacks."]},{"name":"Sculpting Knife","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage."]},{"name":"Wax Lob","entries":["{@atkr r} {@hit 5}, range 20/60 ft. {@h}8 ({@damage 2d4 + 3}) Bludgeoning damage, and the target's {@variantrule Speed|XPHB} decreases by 10 feet until the end of its next turn."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The waxwork shape-shifts into a humanoid of its size, or it returns to its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Murderous Wax Replacement}","Realistic humanoid sculptures come to life, waxworks seek to kill and replace those they've been crafted to resemble. These creatures typically believe they're the original living beings rather than duplicates. Any waxwork confronted with evidence of its true nature flies into a rage until it or its double is destroyed.","In rare cases, a waxwork might live as if it were a person. Such individuals are typically callous and vain. Some seek to create more waxworks to replace more people."]}],"gallery":[{"path":"bestiary/RHW/Waxwork.webp","credit":"Bokun An"}]},{"id":"weasel","name":"Weasel","source":"XMM","page":372,"srd":true,"image":"bestiary/XMM/Weasel.webp","token":"bestiary/tokens/XMM/Weasel.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"30 ft., climb 30 ft.","str":3,"dex":16,"con":8,"int":2,"wis":12,"cha":3,"saves":"","skills":"Acrobatics +5, Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}1 Piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Weasel.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"weasel-mm","source":"MM"}]},{"id":"weasel-mm","name":"Weasel","source":"MM","page":340,"srd":false,"image":"bestiary/tokens/MM/Weasel.webp","token":"bestiary/tokens/MM/Weasel.webp","size":"Tiny","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"1 (1d4 - 1)","speed":"30 ft.","str":3,"dex":16,"con":8,"int":2,"wis":12,"cha":3,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The weasel has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"hidden":true,"otherVersions":[{"id":"weasel","source":"XMM"}]},{"id":"wei-feng-ying","name":"Wei Feng Ying","source":"JttRC","page":188,"srd":false,"image":"bestiary/JttRC/124-13-001.grand-secretary-wei-feng-ying.webp","token":"bestiary/tokens/JttRC/Wei Feng Ying.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any six languages","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Wei Feng has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Wei Feng is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Wei Feng casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/124-13-001.grand-secretary-wei-feng-ying.webp","title":"Grand Secretary Wei Feng Ying","credit":"Ryan Alexander Lee"}]},{"id":"werebat","name":"Werebat","source":"WDMM","page":317,"srd":false,"image":"bestiary/WDMM/Werebat.webp","token":"bestiary/tokens/WDMM/Werebat.webp","size":"Small","creatureType":"Humanoid (Goblinoid, Shapechanger)","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"24 (7d6)","speed":"30 ft. (climb 30 ft. fly 60 ft. in bat or hybrid form)","str":8,"dex":17,"con":10,"int":10,"wis":12,"cha":8,"saves":"","skills":"Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Goblin (can't speak in bat form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Echolocation (Bat or Hybrid Form Only)","entries":["The werebat has blindsight out to a range of 60 feet as long as it's not {@condition deafened}."]},{"name":"Keen Hearing","entries":["The werebat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]},{"name":"Nimble Escape (Humanoid Form Only)","entries":["The werebat can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack."]},{"name":"Bite (Bat or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with werebat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Scimitar (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Shortbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A werebat is a humanoid afflicted with a rare form of lycanthropy that enables it to transform into a giant bat or a bat-humanoid hybrid. (See the {@i Monster Manual} for more information on {@i lycanthropy}.) Most werebats are of goblin stock."]},{"type":"entries","name":"Deep Dwellers","entries":["Werebats are shunned even by goblin society because of their need to feed on blood to survive. They prefer to lair in dark places, such as attics and caves, and typically adopt nocturnal hunting habits."]},{"type":"entries","name":"Blood Drinkers","entries":["A werebat must consume at least 1 pint of fresh blood each night, or it weakens and gains one level of {@condition exhaustion} that no amount of rest alone can remove. Each pint of blood the werebat consumes removes one level of {@condition exhaustion} gained in this fashion."]},{"type":"entries","name":"Werebat Lycanthropy","entries":["A player character who becomes a werebat gains a Dexterity of 17 if their score isn't already higher. {@action Attack} and damage rolls for the werebat's bite attack are based on the character's Strength or Dexterity score, whichever is higher."]}]}]}],"gallery":[{"path":"bestiary/WDMM/Werebat.webp","credit":"Shawn Wood"}]},{"id":"werebear","name":"Werebear","source":"XMM","page":324,"srd":true,"image":"bestiary/XMM/Werebear, Wereboar, and Wererat.webp","token":"bestiary/tokens/XMM/Werebear.webp","size":"Small or Medium","creatureType":"Monstrosity (Lycanthrope)","alignment":"Neutral Good","ac":"15","initiative":"+3 (13)","hp":"135 (18d8 + 54)","speed":"30 ft., 40 ft. (bear form only), climb 30 ft. (bear form only)","str":19,"dex":10,"con":17,"int":11,"wis":12,"cha":12,"saves":"","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 17","languages":"Common (can't speak in bear form)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Arctic, Forest, Hill","treasure":"Relics","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack."]},{"name":"Bite (Bear or Hybrid Form Only)","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}17 ({@damage 2d12 + 4}) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. {@actSave con} {@dc 14}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a Werebear under the DM's control and has 10 {@variantrule Hit Points|XPHB}. {@actSaveSuccess} The target is immune to this werebear's curse for 24 hours."]},{"name":"Handaxe (Humanoid or Hybrid Form Only)","entries":["{@atkr m,r} {@hit 7}, reach 5 ft or range 20/60 ft. {@h}14 ({@damage 3d6 + 4}) Slashing damage."]},{"name":"Rend (Bear or Hybrid Form Only)","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Slashing damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Werebear","entries":["{@i Changed by the Might of the Bear}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Forest|bestiary|environment=forest}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"When threatened or compelled by magic, werebears shape-shift from their humanoid forms into mighty bears or hybrids of those two forms. They scare off or sabotage those who threaten the wilds, and they frequently aid Fey, druids, or spirits of the wilderness, as many owe their magical nature to such forces. Werebears take the shape of bears common to the regions in which they dwell, with brown and polar bear forms being common."]}],"gallery":[{"path":"bestiary/XMM/Werebear, Wereboar, and Wererat.webp","title":"A werebear chases a wereboar and wererat out of its territory","credit":"Slawomir Maniak"}],"otherVersions":[{"id":"werebear-mm","source":"MM"}]},{"id":"werebear-mm","name":"Werebear","source":"MM","page":208,"srd":false,"image":"bestiary/MM/Werebear.webp","token":"bestiary/tokens/MM/Werebear.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral Good","ac":"10","initiative":"+0 (10)","hp":"135 (18d8 + 54)","speed":"30 ft. (40 ft., climb 30 ft. in bear or hybrid form)","str":19,"dex":10,"con":17,"int":11,"wis":12,"cha":12,"saves":"","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common (can't speak in bear form)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest, Hill, Arctic","treasure":"","traits":[{"name":"Shapechanger","entries":["The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Smell","entries":["The werebear has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid."]},{"name":"Bite (Bear or Hybrid Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 14} Constitution saving throw or be cursed with werebear {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claw (Bear or Hybrid Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Greataxe (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d12 + 4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A werebear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.","When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.","Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes."]}]},{"type":"section","name":"Lycanthropes","entries":["One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.","Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.",{"type":"entries","entries":[{"type":"entries","name":"Curse of Lycanthropy","entries":["A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A {@spell remove curse} spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.","A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.","Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak."]}]},{"type":"inset","name":"Player Characters as Lycanthropes","entries":["A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.","A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw ({@dc 8} + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.","The following information applies to specific lycanthropes.",{"type":"entries","entries":[{"type":"entries","name":"{@creature Werebear}","entries":["The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]},{"type":"entries","name":"{@creature Wereboar}","entries":["The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Wererat}","entries":["The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity."]},{"type":"entries","name":"{@creature Weretiger}","entries":["The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Werewolf}","entries":["The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Werebear.webp"}],"hidden":true,"otherVersions":[{"id":"werebear","source":"XMM"}]},{"id":"wereboar","name":"Wereboar","source":"XMM","page":325,"srd":true,"image":"bestiary/XMM/Werebear, Wereboar, and Wererat.webp","token":"bestiary/tokens/XMM/Wereboar.webp","size":"Small or Medium","creatureType":"Monstrosity (Lycanthrope)","alignment":"Neutral Evil","ac":"15","initiative":"+2 (12)","hp":"97 (15d8 + 30)","speed":"30 ft., 40 ft. (boar form only)","str":17,"dex":10,"con":15,"int":10,"wis":11,"cha":8,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common (can't speak in boar form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wereboar makes two attacks, using Javelin or Tusk in any combination. It can replace one attack with a Gore attack."]},{"name":"Gore (Boar or Hybrid Form Only)","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}12 ({@damage 2d8 + 3}) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. {@actSave con} {@dc 12}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a Wereboar under the DM's control and has 10 {@variantrule Hit Points|XPHB}. {@actSaveSuccess} The target is immune to this wereboar's curse for 24 hours."]},{"name":"Javelin (Humanoid or Hybrid Form Only)","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 30/120 ft. {@h}13 ({@damage 3d6 + 3}) Piercing damage."]},{"name":"Tusk (Boar or Hybrid Form Only)","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Piercing damage. If the target is a Medium or smaller creature and the wereboar moved 20+ feet straight toward it immediately before the hit, the target takes an extra 7 ({@damage 2d6}) Piercing damage and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The wereboar shape-shifts into a Medium boar-humanoid hybrid or a Small boar, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Wereboar","entries":["{@i Changed by the Hunger of the Boar}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Wereboars shape-shift from their humanoid forms into powerful boars or humanoid-boar hybrids. Many wereboars suffer their shape-shifting nature as a curse, with some involuntarily transforming any time they perform a greedy act or indulge their selfish nature."]}],"gallery":[{"path":"bestiary/XMM/Werebear, Wereboar, and Wererat.webp","title":"A werebear chases a wereboar and wererat out of its territory","credit":"Slawomir Maniak"}],"otherVersions":[{"id":"wereboar-mm","source":"MM"}]},{"id":"wereboar-mm","name":"Wereboar","source":"MM","page":209,"srd":false,"image":"bestiary/MM/Wereboar.webp","token":"bestiary/tokens/MM/Wereboar.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"78 (12d8 + 24)","speed":"30 ft. (40 ft. in boar form)","str":17,"dex":10,"con":15,"int":10,"wis":11,"cha":8,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common (can't speak in boar form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Charge (Boar or Hybrid Form Only)","entries":["If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 ({@damage 2d6}) slashing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]},{"name":"Relentless (Recharges after a Short or Long Rest)","entries":["If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["The wereboar makes two attacks, only one of which can be with its tusks."]},{"name":"Maul (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage."]},{"name":"Tusks (Boar or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with wereboar {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become.","Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs."]}]},{"type":"section","name":"Lycanthropes","entries":["One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.","Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.",{"type":"entries","entries":[{"type":"entries","name":"Curse of Lycanthropy","entries":["A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A {@spell remove curse} spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.","A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.","Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak."]}]},{"type":"inset","name":"Player Characters as Lycanthropes","entries":["A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.","A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw ({@dc 8} + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.","The following information applies to specific lycanthropes.",{"type":"entries","entries":[{"type":"entries","name":"{@creature Werebear}","entries":["The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]},{"type":"entries","name":"{@creature Wereboar}","entries":["The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Wererat}","entries":["The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity."]},{"type":"entries","name":"{@creature Weretiger}","entries":["The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Werewolf}","entries":["The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Wereboar.webp"}],"hidden":true,"otherVersions":[{"id":"wereboar","source":"XMM"}]},{"id":"werejaguar","name":"Werejaguar","source":"TftYP","page":79,"srd":false,"image":"bestiary/tokens/TftYP/Werejaguar.webp","token":"bestiary/tokens/TftYP/Werejaguar.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"120 (16d8 + 48)","speed":"30 ft. (40 ft. in jaguar form)","str":17,"dex":15,"con":16,"int":10,"wis":13,"cha":11,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common (can't speak in jaguar form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The werejaguar can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["The werejaguar has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pounce (jaguar or Hybrid Form Only)","entries":["If the werejaguar moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the weretiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["In humanoid form, the werejaguar makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks."]},{"name":"Bite (jaguar or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 13} Constitution saving throw or be cursed with werejaguar {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claw (jaguar or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]},{"name":"Scimitar (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Longbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"wererat","name":"Wererat","source":"XMM","page":325,"srd":true,"image":"bestiary/XMM/Werebear, Wereboar, and Wererat.webp","token":"bestiary/tokens/XMM/Wererat.webp","size":"Small or Medium","creatureType":"Monstrosity (Lycanthrope)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"30 ft., climb 30 ft.","str":10,"dex":16,"con":12,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Common (can't speak in rat form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Urban","treasure":"Individual","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack."]},{"name":"Bite (Rat or Hybrid Form Only)","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}8 ({@damage 2d4 + 3}) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. {@actSave con} {@dc 11}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a Wererat under the DM's control and has 10 {@variantrule Hit Points|XPHB}. {@actSaveSuccess} The target is immune to this wererat's curse for 24 hours."]},{"name":"Scratch","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Slashing damage."]},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","entries":["{@atkr r} {@hit 5}, range 30/120 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The wererat shape-shifts into a Medium rat-humanoid hybrid or a Small rat, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Wererat","entries":["{@i Changed by the Deviousness of the Rat}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"Individual"}]},"Wererats can shape-shift from their humanoid forms into giant rats or humanoid-rat hybrids. These creatures can transform voluntarily, but some are magically compelled to shape-shift when exposed to complete darkness or during nights of a new moon. Often, wererats' nature results from a divine curse—punishment for their deceitful natures or the crimes of their treacherous families. Wererats frequently work in groups, forming bandit gangs or thieves' guilds."]}],"gallery":[{"path":"bestiary/XMM/Werebear, Wereboar, and Wererat.webp","title":"A werebear chases a wereboar and wererat out of its territory","credit":"Slawomir Maniak"}],"otherVersions":[{"id":"wererat-mm","source":"MM"}]},{"id":"wererat-mm","name":"Wererat","source":"MM","page":209,"srd":false,"image":"bestiary/MM/Wererat.webp","token":"bestiary/tokens/MM/Wererat.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"33 (6d8 + 6)","speed":"30 ft.","str":10,"dex":15,"con":12,"int":11,"wis":10,"cha":8,"saves":"","skills":"Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft. (rat form only), Passive Perception 12","languages":"Common (can't speak in rat form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Smell","entries":["The wererat has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["The wererat makes two attacks, only one of which can be a bite."]},{"name":"Bite (Rat or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 11} Constitution saving throw or be cursed with wererat {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.","A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed.","Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats."]}]},{"type":"section","name":"Lycanthropes","entries":["One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.","Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.",{"type":"entries","entries":[{"type":"entries","name":"Curse of Lycanthropy","entries":["A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A {@spell remove curse} spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.","A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.","Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak."]}]},{"type":"inset","name":"Player Characters as Lycanthropes","entries":["A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.","A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw ({@dc 8} + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.","The following information applies to specific lycanthropes.",{"type":"entries","entries":[{"type":"entries","name":"{@creature Werebear}","entries":["The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]},{"type":"entries","name":"{@creature Wereboar}","entries":["The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Wererat}","entries":["The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity."]},{"type":"entries","name":"{@creature Weretiger}","entries":["The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Werewolf}","entries":["The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Wererat.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"wererat","source":"XMM"}]},{"id":"wereraven","name":"Wereraven","source":"RHW","page":280,"srd":false,"image":"bestiary/RHW/Wereraven.webp","token":"bestiary/tokens/RHW/Wereraven.webp","size":"Small or Medium","creatureType":"Monstrosity (Lycanthrope)","alignment":"Neutral Good","ac":"12","initiative":"+2 (12)","hp":"54 (12d8)","speed":"30 ft., fly 50 ft. (raven or hybrid form only)","str":10,"dex":15,"con":11,"int":13,"wis":15,"cha":14,"saves":"","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus one other language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Urban","treasure":"Individual","traits":[{"name":"Mimicry","entries":["The wereraven can mimic voices and animal sounds. A creature that hears this mimicry can tell it is an imitation only with a successful {@dc 12} Wisdom ({@skill Insight|XPHB}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wereraven makes two attacks, using Scratch or Shortbow in any combination. It can replace one attack with a Beak attack."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}11 ({@damage 2d8 + 2}) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. {@actSave con} {@dc 10}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a Wereraven under the DM's control and has 10 {@variantrule Hit Points|XPHB}. {@actSaveSuccess} The target is immune to this wereraven's curse for 24 hours."]},{"name":"Scratch","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}7 ({@damage 2d4 + 2}) Slashing damage."]},{"name":"Shortbow (Humanoid or Hybrid Form Only)","entries":["{@atkr r} {@hit 4}, range 80/320 ft. {@h}9 ({@damage 2d6 + 2}) Piercing damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The wereraven shape-shifts into a Medium raven-humanoid hybrid or a Small raven, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Ominous Shape-Shifter}","Wereravens are secretive, cautious lycanthropes that seek to blend into society and subtly combat evil. To avoid the claws of the wicked forces that oppose them, and to protect those they hold dear, wereravens hide their identities and rarely reveal their hybrid forms. Nevertheless, folktales persist of eerie, raven-winged figures who appear prior to disasters, share mysterious prophecies, and aid hapless victims. Such stories are true in a way, as evil hunts wereravens wherever they go.","Because evil frequently travels in packs, wereravens flock together to battle such threats. They congregate in hard-to-reach aeries within or just outside urban settlements, such as atop bell towers, lighthouses, or ancient trees. Wereraven groups tend to be loosely organized, since members understand the importance of anonymity.","The Keepers of the Feather) is one example of a secret society of evil-opposing wereravens."]}],"gallery":[{"path":"bestiary/RHW/Wereraven.webp","credit":"Rowan Holloway"}],"otherVersions":[{"id":"wereraven-vrgr","source":"VRGR"}]},{"id":"wereraven-vrgr","name":"Wereraven","source":"VRGR","page":253,"srd":false,"image":"bestiary/VRGR/Wereraven.webp","token":"bestiary/tokens/VRGR/Wereraven.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"","ac":"12","initiative":"+2 (12)","hp":"31 (7d8)","speed":"30 ft. (fly 50 ft. in raven and hybrid forms)","str":10,"dex":15,"con":11,"int":13,"wis":15,"cha":14,"saves":"","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common (can't speak in raven form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies."]},{"name":"Mimicry","entries":["The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]},{"name":"Regeneration","entries":["The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Human or Hybrid Form Only)","entries":["The wereraven makes two weapon attacks, one of which can be with its hand crossbow."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form. If the target is humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with wereraven {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Human or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Human or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.","In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it.",{"name":"A Kindness of Wereravens","entries":["Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them."],"type":"entries"},{"name":"Charitable Collectors","type":"entries","entries":["Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places."]},{"name":"Characters as Wereravens","type":"entries","entries":["The Monster Manual has rules for characters afflicted with lycanthropy. The following text applies to wereraven characters specifically.","A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the \"Player Characters as Lycanthropes\" sidebar in the lycanthropes entry in the Monster Manual for details."]}]}]}],"gallery":[{"path":"bestiary/VRGR/Wereraven.webp","credit":"April Prime"},{"path":"bestiary/VRGR/Wereraven 2.webp","credit":"Stephen Oakley"}],"hidden":true,"otherVersions":[{"id":"wereraven","source":"RHW"}]},{"id":"weretiger","name":"Weretiger","source":"XMM","page":326,"srd":true,"image":"bestiary/XMM/Weretiger.webp","token":"bestiary/tokens/XMM/Weretiger.webp","size":"Small or Medium","creatureType":"Monstrosity (Lycanthrope)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"120 (16d8 + 48)","speed":"30 ft., 40 ft. (tiger form only)","str":17,"dex":15,"con":16,"int":10,"wis":13,"cha":11,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"Common (can't speak in tiger form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert, Forest, Grassland","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The weretiger makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack."]},{"name":"Bite (Tiger or Hybrid Form Only)","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}12 ({@damage 2d8 + 3}) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. {@actSave con} {@dc 13}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a Weretiger under the DM's control and has 10 {@variantrule Hit Points|XPHB}. {@actSaveSuccess} The target is immune to this weretiger's curse for 24 hours."]},{"name":"Scratch","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage."]},{"name":"Longbow (Humanoid or Hybrid Form Only)","entries":["{@atkr r} {@hit 4}, range 150/600 ft. {@h}11 ({@damage 2d8 + 2}) Piercing damage."]}],"bonusActions":[{"name":"Prowl (Tiger or Hybrid Form Only)","entries":["The weretiger moves up to its {@variantrule Speed|XPHB} without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}. At the end of this movement, the weretiger can take the {@action Hide|XPHB} action."]},{"name":"Shape-Shift","entries":["The weretiger shape-shifts into a Large tiger-humanoid hybrid or a Large tiger, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Weretiger","entries":["{@i Changed by the Power of the Tiger}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Weretigers shape-shift from humanoid forms into tigers or tiger-humanoid hybrids. Although they can transform at will or when their magical nature demands, many weretigers are nocturnal and transform into their bestial shapes at night. Some weretigers' transformations might also be tied to the crescent moon, seasons, or momentous events. Weretigers often view their abilities as a blessing or a family honor, and they use their shape-shifting abilities to defend something with historic importance. Roll on or choose a result from the Weretiger Wards table to inspire what a weretiger defends.",{"type":"table","caption":"Weretiger Wards","colLabels":["1d4","The Weretiger Protects A..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Legendary weapon or symbol of rulership."],["2","Proving ground for prophesied heroes."],["3","Rare species of magical plant or animal."],["4","Sacred fountain with magical waters."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I hunt evil like the great cat hunts its prey, but evil will not long yield to blade alone. It takes strength, honor, and sometimes a little more."],"by":"Delmair Rallyhorn, Weretiger"}]}]}],"gallery":[{"path":"bestiary/XMM/Weretiger.webp","credit":"Zuzanna Wužyk"}],"otherVersions":[{"id":"weretiger-mm","source":"MM"}]},{"id":"weretiger-mm","name":"Weretiger","source":"MM","page":210,"srd":false,"image":"bestiary/MM/Weretiger.webp","token":"bestiary/tokens/MM/Weretiger.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Neutral","ac":"12","initiative":"+2 (12)","hp":"120 (16d8 + 48)","speed":"30 ft. (40 ft. in tiger form)","str":17,"dex":15,"con":16,"int":10,"wis":13,"cha":11,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"Common (can't speak in tiger form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["The weretiger has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pounce (Tiger or Hybrid Form Only)","entries":["If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the weretiger can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks."]},{"name":"Bite (Tiger or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 13} Constitution saving throw or be cursed with weretiger {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claw (Tiger or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage."]},{"name":"Scimitar (Humanoid or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Longbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can.","They don't like to pass on their curse, because every new weretiger means competition for territory and prey.","Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups."]}]},{"type":"section","name":"Lycanthropes","entries":["One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.","Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.",{"type":"entries","entries":[{"type":"entries","name":"Curse of Lycanthropy","entries":["A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A {@spell remove curse} spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.","A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.","Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak."]}]},{"type":"inset","name":"Player Characters as Lycanthropes","entries":["A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.","A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw ({@dc 8} + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.","The following information applies to specific lycanthropes.",{"type":"entries","entries":[{"type":"entries","name":"{@creature Werebear}","entries":["The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]},{"type":"entries","name":"{@creature Wereboar}","entries":["The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Wererat}","entries":["The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity."]},{"type":"entries","name":"{@creature Weretiger}","entries":["The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Werewolf}","entries":["The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Weretiger.webp"}],"hidden":true,"otherVersions":[{"id":"weretiger","source":"XMM"}]},{"id":"werevulture","name":"Werevulture","source":"BMT","page":184,"srd":false,"image":"bestiary/BMT/Werevulture.webp","token":"bestiary/tokens/BMT/Werevulture.webp","size":"Medium","creatureType":"Fiend","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"75 (10d8 + 30)","speed":"30 ft., 10 ft. in vulture form, 30 ft. in hybrid form, fly 60 ft. in vulture or hybrid form","str":16,"dex":14,"con":17,"int":11,"wis":13,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common (can't speak in vulture form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["The werevulture regains 10 hit points at the start of its turn. If the werevulture takes radiant damage, this trait doesn't function at the start of the werevulture's next turn. The werevulture dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The werevulture makes two Talon attacks, or it makes a Beak attack and a Talon attack."]},{"name":"Beak (Vulture or Hybrid Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a Humanoid, it must succeed on a {@dc 13} Constitution saving throw or be cursed until targeted by the {@spell Remove Curse} spell or a similar effect. If the cursed target drops to 0 hit points, it becomes a werevulture under the DM's control and regains 10 hit points."]},{"name":"Talon","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}13 ({@damage 4d4 + 3}) slashing damage."]},{"name":"Longbow (Humanoid or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage."]}],"bonusActions":[{"name":"Change Shape","entries":["The werevulture polymorphs into a vulture-humanoid hybrid, into a vulture, or back into its humanoid form. Its game statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its humanoid form if it dies."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Scholars believe the curse of the werevulture is related to vrocks, vulturelike demons known for their covetousness and their capricious violence. According to these scholars, a flock of vrocks descended on a Material Plane world through a planar rupture, leaving plagues and other afflictions in their wake. Many of those who were injured by the demons survived, and the survivors gratefully thanked their gods for their apparent good fortune. But during the next full moon, they transformed into the first werevultures: hideous, birdlike creatures who hungered for the flesh of the dead. In the years since, the curse has spread far and wide.","Werevultures appear perfectly ordinary when in humanoid shape. But by the light of the full moon—or at other times when they give in to the curse—they change. Foul wings burst painfully from their backs, and the hair falls from their heads, leaving their beaked faces bare and wrinkled. Werevultures feed on carrion, as ordinary vultures do, and they have a covetous nature, like vrocks. They follow travelers from high in the air, and when a pretty bauble catches their eye, they descend rapidly to slay the travelers and take their victims' treasures."]}],"gallery":[{"path":"bestiary/BMT/Werevulture.webp"}]},{"id":"werewolf","name":"Werewolf","source":"XMM","page":327,"srd":true,"image":"bestiary/XMM/Werewolf.webp","token":"bestiary/tokens/XMM/Werewolf.webp","size":"Small or Medium","creatureType":"Monstrosity (Lycanthrope)","alignment":"Chaotic Evil","ac":"15","initiative":"+4 (14)","hp":"71 (11d8 + 22)","speed":"30 ft., 40 ft. (wolf form only)","str":16,"dex":14,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Common (can't speak in wolf form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill","treasure":"Any","traits":[{"name":"Pack Tactics","entries":["The werewolf has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The werewolf makes two attacks, using Scratch or Longbow in any combination. It can replace one attack with a Bite attack."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}12 ({@damage 2d8 + 3}) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. {@actSave con} {@dc 12}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a Werewolf under the DM's control and has 10 {@variantrule Hit Points|XPHB}. {@actSaveSuccess} The target is immune to this werewolf's curse for 24 hours."]},{"name":"Scratch","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Slashing damage."]},{"name":"Longbow (Humanoid or Hybrid Form Only)","entries":["{@atkr r} {@hit 4}, range 150/600 ft. {@h}11 ({@damage 2d8 + 2}) Piercing damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The werewolf shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Werewolf","entries":["{@i Changed by the Ferocity of the Wolf}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Werewolves change from their humanoid forms into fierce wolves or wolf-humanoid hybrids. Werewolves can shape-shift voluntarily, but many can't resist transforming during the nights of a full moon."]}],"gallery":[{"path":"bestiary/XMM/Werewolf.webp","credit":"Cristi Balanescu"}],"otherVersions":[{"id":"werewolf-mm","source":"MM"}]},{"id":"werewolf-mm","name":"Werewolf","source":"MM","page":211,"srd":false,"image":"bestiary/MM/Werewolf.webp","token":"bestiary/tokens/MM/Werewolf.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft. (40 ft. in wolf form)","str":15,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common (can't speak in wolf form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["The werewolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form)."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claws (Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Spear (Humanoid Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far-a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.","Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves."]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The Company of the Black Moon—they used to be adventurers loyal to the realm. Now they roam the woods as a pack of werewolves. The king has promised estates, titles, and gold to anyone who can undo the curse afflicting them. I, for one, have no interest in such rewards."],"by":"Thornstaff, elf druid"}]}]},{"type":"section","name":"Lycanthropes","entries":["One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.","Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.",{"type":"entries","entries":[{"type":"entries","name":"Curse of Lycanthropy","entries":["A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A {@spell remove curse} spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.","A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.","Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak."]}]},{"type":"inset","name":"Player Characters as Lycanthropes","entries":["A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.","A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw ({@dc 8} + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.","The following information applies to specific lycanthropes.",{"type":"entries","entries":[{"type":"entries","name":"{@creature Werebear}","entries":["The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]},{"type":"entries","name":"{@creature Wereboar}","entries":["The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Wererat}","entries":["The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity."]},{"type":"entries","name":"{@creature Weretiger}","entries":["The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier."]},{"type":"entries","name":"{@creature Werewolf}","entries":["The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."]}]}]}]}],"gallery":[{"path":"bestiary/MM/Werewolf.webp"}],"hidden":true,"otherVersions":[{"id":"werewolf","source":"XMM"}]},{"id":"werewolf-krallenhorde","name":"Werewolf (Krallenhorde)","source":"PSI","page":15,"srd":false,"image":"bestiary/PSI/Werewolf (Krallenhorde).webp","token":"bestiary/tokens/PSI/Werewolf (Krallenhorde).webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft. (40 ft. in canid form)","str":15,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common (can't speak in canid form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The werewolf polymorphs into a wolf-humanoid canid form, or back into its true human form. This change is dictated by the moon, but can also be induced by trauma or strong emotion. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["The werewolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Howlpack: Vildin","entries":["Vildin Rampage (Canid Form Only). When the werewolf reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Canid Form Only)","entries":["The werewolf makes two attacks: one with its bite and one with its claws or spear."]},{"name":"Bite (Canid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Claws (Canid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Spear (Human Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Driven by their passions, their supernatural hunger, and the cycle of the moon, werewolves shed their tenuous humanity to embrace the savage predator within. They live along the boundary between humanity and supernatural evil, between civilization and the wilds, between light and utter darkness. Gathering in wild packs or hunting alone under the silver moon, werewolves embody the urge to violence, the rebellion against social mores and the chains of conscience, and the hunting instinct that lives within the human heart.",{"type":"entries","name":"The Nature of Lycanthropy","page":14,"entries":["Lycanthropy—the condition that turns humans into werewolves—is a supernatural curse that causes the victim's spiritual essence to become mingled with the wild essence of nature, symbolized by the wolf. The lycanthrope can be thought of as possessing two souls, or a single soul split between two essences that constantly battle for control. When the wild wolf essence triumphs, the werewolf change occurs. This might explain why werewolves hunt humans so often; the wolf essence desires to destroy the human side and triumph over humanity, and does so symbolically through brutal murder.",{"type":"entries","name":"A Tenuous Hold on Humanity","page":14,"entries":["A person afflicted with lycanthropy is forever in doubt of his or her own urges and instincts. In human form, a werewolf feels the pull of the wolf's essence even while fully engaged with human society. All lycanthropes feel the war of emotions in their hearts, and as the moon grows full, conscience, religion, and personal restraint wield less and less influence. The full moon makes the change inevitable, but any strong emotion or traumatic experience can also trigger the transformation.","Werewolves in either form seem to be able to tell a human-form lycanthrope by scent. Indeed, humans who are mysteriously spared during werewolf rampages are often suspected of being werewolves themselves."]},{"type":"entries","name":"A Natural Killing Machine","page":14,"entries":["Werewolves in canid form are beings of unparalleled savagery and strength. Their bodies are perfectly engineered for slaughter, with jaws capable of snapping bone and claws sharp enough to rip the entrails from a beast many times their size. Their minds are explosions of instinct and adrenaline, fed supernatural awareness from their heightened senses yet cognitively blind to almost everything but the kill. They can walk upright for manual dexterity or lope on four limbs for speed. Their howl is said to release the wolf's spirit within, a harrowing sound that fogs the air and chills the night. Werewolves in canid form cannot speak human languages, but seem to be able to communicate with each other on matters of hunting, dominance, and social hierarchy, as canines do in the wild.","If a werewolf dies in canid form, it changes back to human form, a process called death reversion."]}]},{"type":"entries","name":"Transmitting the Curse","page":15,"entries":["The exact means by which a person is subjected to the curse of lycanthropy is unknown and clouded by superstition. It's likely that the curse can be imposed by a variety of different means—including intentional participation in a ritual meant to invoke the curse. Sometimes, it seems that a werewolf howlpack chooses a victim; certainly, most victims share a common experience of being called to join the pack."]},{"type":"entries","name":"Werewolf Howlpacks","page":15,"entries":["Werewolves are often lone hunters, stalking and killing humans as singular monsters in towns and villages. But some werewolves form loose social groups in the wild, called howlpacks. The population of any howlpack waxes and wanes like the moon, gaining and losing members as individual lycanthropes enter or leave their canid state. Some werewolves seem to be continually drawn back to a familiar howlpack, returning to it time after time as they drop their human guise to reenter the wild.","Howlpacks can be tiny hunting parties of just a few werewolves or massive hordes of over a hundred beasts. They are typically led by single alphas (male or female) that dominate the pack. Alphas must often defend their power by defeating challengers in combat."]}]}],"gallery":[{"path":"bestiary/PSI/Werewolf (Krallenhorde).webp","title":"Moonmist","credit":"Ryan Yee"},{"path":"bestiary/PSI/Werewolf (Krallenhorde)2.webp","title":"Bound by Moonsilver","credit":"Joseph Meehan"}]},{"id":"werewyvern","name":"Werewyvern","source":"FRAiF","page":284,"srd":false,"image":"bestiary/FRAiF/Werewyvern.webp","token":"bestiary/tokens/FRAiF/Werewyvern.webp","size":"Medium","creatureType":"Dragon (Lycanthrope)","alignment":"Chaotic Evil","ac":"16","initiative":"+5 (15)","hp":"152 (16d8 + 80)","speed":"30 ft., fly 40 ft. (wyvern or hybrid form only)","str":19,"dex":15,"con":20,"int":10,"wis":12,"cha":12,"saves":"Dex +5, Wis +4","skills":"Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 14","languages":"Common, Draconic (can't speak in wyvern form)","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Hill, Mountain","treasure":"Individual","traits":[{"name":"Flyby (Wyvern or Hybrid Form Only)","entries":["The werewyvern doesn't provoke an {@action Opportunity Attack|XPHB} action when it flies out of an enemy's reach."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The werewyvern makes three attacks, using Javelin or Rend in any combination. It can replace one of these attacks with one Stinger attack."]},{"name":"Javelin (Humanoid or Hybrid Form Only)","entries":["{@atkr m,r} {@hit 7}, reach 5 ft. or range 30/120 ft. {@h}18 ({@damage 4d6 + 4}) Piercing damage."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}18 ({@damage 4d6 + 4}) Slashing damage."]},{"name":"Stinger (Wyvern or Hybrid Form Only)","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Piercing damage plus 16 ({@damage 3d10}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the werewyvern's next turn. If the target is a Humanoid, it is subjected to the following effect. {@actSave con} {@dc 16}. {@actSaveFail} The target is cursed. If the cursed target drops to 0 {@variantrule Hit Points|XPHB}, it instead becomes a Werewyvern under the DM's control and has 20 {@variantrule Hit Points|XPHB}. {@actSaveSuccess} The target is immune to this werewyvern's curse for 24 hours."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The werewyvern shape-shifts into a Medium wyvern-humanoid hybrid or a Large wyvern, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Werewyvern","entries":["{@i Changed by the Venom of the Wyvern}","Among the rarest of were-creatures, werewyverns change from their humanoid forms into lean wyverns or into draconic-humanoid hybrids. Most werewyverns possess a draconic greed and ferocity and thus often find work as bandits, mercenaries, or assassins. They are opportunistic warriors and prefer ambushes when possible. Werewyverns like to keep their wyvern form a secret until they need an upper hand in a fight or an aerial escape.","Werewyverns transmit lycanthropy through their potent venom. The curse's transmission is unpredictable and often as much a surprise to the werewyvern as it is to the victim."]}],"gallery":[{"path":"bestiary/FRAiF/Werewyvern.webp"}]},{"id":"wersten-kern","name":"Wersten Kern","source":"DSotDQ","page":209,"srd":false,"image":"bestiary/DSotDQ/Wersten Kern.webp","token":"bestiary/tokens/DSotDQ/Wersten Kern.webp","size":"Medium","creatureType":"Undead","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"178 (21d8 + 84)","speed":"30 ft.","str":21,"dex":10,"con":18,"int":13,"wis":14,"cha":16,"saves":"Con +9, Wis +7","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Infernal, Solamnic","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces Wersten to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, Wersten drops to 1 hit point instead."]},{"name":"Unusual Nature","entries":["Wersten doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Wersten casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","1/day each: {@spell dispel magic}, {@spell wall of stone}"]}],"actions":[{"name":"Multiattack","entries":["Wersten makes three Banner Pike attacks and uses Terrifying Litany if it's available."]},{"name":"Banner Pike","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 13 ({@damage 3d8}) necrotic damage. If the target is a Humanoid, it must succeed on a {@dc 16} Charisma saving throw or be cursed. The curse lasts until it is lifted by remove curse or similar magic. Black, thorny rose stems sprout from the creature's body while it is cursed, imposing disadvantage on the creature's ability checks and attack rolls and halving its speed. A creature that succeeds on the saving throw against the curse is immune to it for 24 hours."]},{"name":"Terrifying Litany {@recharge 5}","entries":["Wersten recites names of souls slain by Soth and his company, channeling their mortal terror. Each creature that isn't an Undead within 30 feet of her must make a {@dc 16} Wisdom saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) psychic damage and is {@condition frightened} of Wersten for 1 minute. On a successful save, the creature takes half as much damage and isn't {@condition frightened}. At the end of each of its turns, a {@condition frightened} creature can repeat the saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Wersten Kern is Lord Soth's standard bearer and champion. As with many of Soth's knights, she died alongside her liege during the Cataclysm and was cursed with undeath. In battle, she wields a wicked pike that flies Soth's black rose standard, and her cries can stop mighty warriors' hearts. Wersten staunchly follows Soth's commands, and she will serve him until she faces a second doom."]}],"gallery":[{"path":"bestiary/DSotDQ/Wersten Kern.webp","credit":"Caroline Gariba"}]},{"id":"west-wind","name":"West Wind","source":"LLK","page":14,"srd":false,"image":"bestiary/tokens/LLK/West Wind.webp","token":"bestiary/tokens/LLK/West Wind.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"16","initiative":"+3 (13)","hp":"60 (11d8 + 11)","speed":"40 ft.","str":11,"dex":17,"con":13,"int":11,"wis":16,"cha":10,"saves":"","skills":"Acrobatics +5, Insight +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"any one language (usually Common)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Special Equipment","entries":["West Wind is armed with a longsword that is a {@item blade of the medusa|LLK}."]},{"name":"Unarmored Defense","entries":["While West Wind is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["West Wind makes three unarmed strikes or three dart attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the target is a creature, West Wind can choose one of the following additional effects:",{"type":"list","items":["The target must succeed on a {@dc 13} Strength saving throw or drop one item it is holding (adept's choice).","The target must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}.","The target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of West Wind's next turn."]}]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Blade of the Medusa","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage. If West Wind rolls a 20 on the attack roll, the target must succeed on a {@dc 15} Constitution saving throw or suffer the effects of a {@spell flesh to stone} spell."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, West Wind deflects the missile. The damage it takes from the attack is reduced by {@dice 1d10 + 3}. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"whirling-chandelier","name":"Whirling Chandelier","source":"VEoR","page":239,"srd":false,"image":"bestiary/VEoR/Whirling Chandelier.webp","token":"bestiary/tokens/VEoR/Whirling Chandelier.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"105 (14d10 + 28)","speed":"30 ft., fly 30 ft. (hover)","str":18,"dex":15,"con":15,"int":3,"wis":5,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"fire","immunities":"poison; psychic","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 7","languages":"understands Common but can't speak","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the chandelier is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the chandelier move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the chandelier is animate."]},{"name":"Fiery Aura","entries":["Any creature that starts its turn within 5 feet of the chandelier takes 7 ({@damage 2d6}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The chandelier makes three Chain attacks, three Lamp attacks, or a combination thereof."]},{"name":"Chain","entries":["{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, and the target must succeed on a {@dc 15} Strength saving throw or be pulled into an unoccupied space within 5 feet of the chandelier."]},{"name":"Lamp","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) fire damage."]},{"name":"Blazing Vortex {@recharge 5}","entries":["Each creature within 20 feet of the chandelier and not behind {@quickref Cover||3||total cover} must succeed on a {@dc 14} Constitution saving throw or take 36 ({@damage 8d8}) fire damage and have the {@condition blinded} condition until the start of the chandelier's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Compared to other animated objects, whirling chandeliers seem to have capricious personalities. Victims typically perceive a whirling chandelier's Blazing Vortex as mischievousness or outright malevolence, though the chandelier lacks any understanding of such concepts. A whirling chandelier makes tactical decisions only as a means to perform its master's orders to the best of its ability."]}],"gallery":[{"path":"bestiary/VEoR/Whirling Chandelier.webp"}]},{"id":"whirlwyrm","name":"Whirlwyrm","source":"ToFW","page":52,"srd":false,"image":"bestiary/ToFW/Whirlwyrm.webp","token":"bestiary/tokens/ToFW/Whirlwyrm.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"-1 (9)","hp":"85 (9d12 + 27)","speed":"30 ft., swim 50 ft.","str":21,"dex":9,"con":17,"int":2,"wis":10,"cha":7,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Hold Breath","entries":["The whirlwyrm can hold its breath for 30 minutes."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The whirlwyrm makes two attacks: one with its bite and one with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and the whirlwyrm can't bite another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target not {@condition grappled} by the whirlwyrm. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/Whirlwyrm.webp"}]},{"id":"whistler","name":"Whistler","source":"JttRC","page":221,"srd":false,"image":"bestiary/JttRC/Whistler.webp","token":"bestiary/tokens/JttRC/Whistler.webp","size":"Large","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"180 (24d10 + 48)","speed":"40 ft.","str":13,"dex":16,"con":14,"int":15,"wis":16,"cha":18,"saves":"Dex +7, Cha +8","skills":"Stealth +11","vulnerabilities":"","resistances":"psychic","immunities":"","conditionImmunities":"charmed; exhaustion; frightened","senses":"blindsight 60 ft., Passive Perception 13","languages":"Deep Speech, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Blurred Form","entries":["Attack rolls against the whistler are made with disadvantage unless the whistler is {@condition incapacitated}."]},{"name":"Unusual Nature","entries":["The whistler doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The whistler makes three Psychic Swipe attacks."]},{"name":"Psychic Swipe","entries":["{@atk ms} {@hit 8} to hit, reach 10 ft., one creature. {@h}15 ({@damage 2d10 + 4}) psychic damage."]},{"name":"Otherworldly Melody {@recharge 5}","entries":["The whistler telepathically whistles an otherworldly melody into the minds of up to two creatures it can see within range of its telepathy. Each target must succeed on a {@dc 16} Wisdom saving throw or take 33 ({@damage 6d10}) psychic damage and become {@condition frightened} of the whistler for 1 minute. A {@condition frightened} creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[{"name":"Surreal Step","entries":["The whistler teleports up to 20 feet to an unoccupied space it can see."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Whistlers are inscrutable stalkers hailing from airy, screeching reaches of the Far Realm. They are difficult to see as they're not tethered to one point in space, blurring in a state of perpetual physical uncertainty. A dead whistler appears as a gray, featureless, humanlike biped with long limbs and thin fingers. Those stalked by a whistler can't shut out its soundless, seven-note tune, an otherworldly melody that invades and scourges the mind. Few creatures that encounter a whistler escape; those that do are forever haunted by the stalker's frightful tune."]}],"gallery":[{"path":"bestiary/JttRC/Whistler.webp","credit":"April Prime"}]},{"id":"white-abishai","name":"White Abishai","source":"MPMM","page":41,"srd":false,"image":"bestiary/MPMM/White Abishai.webp","token":"bestiary/tokens/MPMM/White Abishai.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"15","initiative":"+0 (10)","hp":"68 (8d8 + 32)","speed":"30 ft., fly 40 ft.","str":16,"dex":11,"con":18,"int":11,"wis":12,"cha":13,"saves":"Str +6, Con +7","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"cold; fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]},{"name":"Reckless","entries":["At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The abishai makes one Bite attack, one Claw attack, and one Longsword attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) force damage, or 8 ({@damage 1d10 + 3}) force damage if used with two hands."]}],"bonusActions":[],"reactions":[{"name":"Vicious Reprisal","entries":["In response to taking damage, the abishai makes one Bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking {@action opportunity attack||opportunity attacks}."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["White abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat's armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield."]},{"type":"section","name":"Abishais","entries":["Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.","Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.","Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}],"gallery":[{"path":"bestiary/MPMM/White Abishai.webp","credit":"Daniel Landerman"}],"otherVersions":[{"id":"white-abishai-mtf","source":"MTF"}]},{"id":"white-abishai-mtf","name":"White Abishai","source":"MTF","page":163,"srd":false,"image":"bestiary/MTF/White Abishai.webp","token":"bestiary/tokens/MTF/White Abishai.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"15","initiative":"+0 (10)","hp":"68 (8d8 + 32)","speed":"30 ft., fly 40 ft.","str":16,"dex":11,"con":18,"int":11,"wis":12,"cha":13,"saves":"Str +6, Con +7","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"cold; fire; poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Draconic, Infernal, telepathy 120 ft.","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the abishai's darkvision."]},{"name":"Magic Resistance","entries":["The abishai has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The abishai's weapon attacks are magical."]},{"name":"Reckless","entries":["At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The abishai makes two attacks: one with its longsword and one with its claw."]},{"name":"Longsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) slashing damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage."]}],"bonusActions":[],"reactions":[{"name":"Vicious Reprisal","entries":["In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"White Abishai","entries":["Though they are the least of their kind, white abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat's armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield."]},{"type":"section","name":"Abishai","entries":[{"type":"quote","entries":["Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?"],"by":"Mordenkainen"},"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Emissaries of Doom","type":"entries","entries":["Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed."]},{"type":"entries","name":"Outsiders in Hell","entries":["Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.","There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/White Abishai.webp","credit":"Daniel Landerman"}],"hidden":true,"otherVersions":[{"id":"white-abishai","source":"MPMM"}]},{"id":"white-dragon-wyrmling","name":"White Dragon Wyrmling","source":"XMM","page":328,"srd":true,"image":"bestiary/XMM/White Dragon Wyrmling.webp","token":"bestiary/tokens/XMM/White Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"16","initiative":"+2 (12)","hp":"32 (5d8 + 10)","speed":"30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.","str":14,"dex":10,"con":14,"int":5,"wis":10,"cha":11,"saves":"Dex +2, Wis +2","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Arctic","treasure":"Arcana","traits":[{"name":"Ice Walk","entries":["The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@variantrule Difficult Terrain|XPHB} composed of ice or snow doesn't cost it extra movement."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes two Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Slashing damage plus 2 ({@damage 1d4}) Cold damage."]},{"name":"Cold Breath {@recharge 5}","entries":["{@actSave con} {@dc 12}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 22 ({@damage 5d8}) Cold damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["White dragon wyrmlings usually head off on their own soon after hatching. While the cold means little to these creatures, food is scarce in arctic realms, and predators there are merciless. Most white dragon wyrmlings survive by scavenging, hunting opportunistically, and quickly fleeing foes—including other white dragons."]},{"type":"section","name":"White Dragons","entries":["{@i Dragons of Cold and Cruelty}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Among the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.","White dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.",{"type":"entries","name":"White Dragon Lairs","entries":["White dragons brood in bitterly cold lairs clawed from stone and ice."]}]}],"gallery":[{"path":"bestiary/XMM/White Dragon Wyrmling.webp","credit":"Vance Kovacs"}],"otherVersions":[{"id":"white-dragon-wyrmling-mm","source":"MM"}]},{"id":"white-dragon-wyrmling-mm","name":"White Dragon Wyrmling","source":"MM","page":102,"srd":false,"image":"bestiary/MM/White Dragon.webp","token":"bestiary/tokens/MM/White Dragon Wyrmling.webp","size":"Medium","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.","str":14,"dex":10,"con":14,"int":5,"wis":10,"cha":11,"saves":"Dex +2, Con +4, Wis +2, Cha +2","skills":"Perception +4, Stealth +2","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 14","languages":"Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 2 ({@damage 1d4}) cold damage."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 22 ({@damage 5d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.","A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.",{"name":"Primal and Vengeful","type":"entries","entries":["White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.","A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.","Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so."]},{"name":"Lone Masters","type":"entries","entries":["White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.","White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.","Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant."]},{"name":"Treasure Under Ice","type":"entries","entries":["White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.","Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.","A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own."]}]}]},{"type":"entries","name":"A White Dragon's Lair","entries":["White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.","A legendary white dragon's innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon's presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.","A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/White Dragon.webp","credit":"Lars Grant-West"}],"hidden":true,"otherVersions":[{"id":"white-dragon-wyrmling","source":"XMM"}]},{"id":"white-greatwyrm","name":"White Greatwyrm","source":"FTD","page":168,"srd":false,"image":"bestiary/tokens/FTD/White Greatwyrm.webp","token":"bestiary/tokens/FTD/White Greatwyrm.webp","size":"Gargantuan","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"22","initiative":"+2 (12)","hp":"533 (26d20 + 260)","speed":"60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.","str":30,"dex":14,"con":30,"int":21,"wis":20,"cha":26,"saves":"Dex +10, Con +18, Wis +13, Cha +16","skills":"Intimidation +16, Perception +21, Stealth +10","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"charmed; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 31","languages":"Common, Draconic","cr":"27","crDisplay":"27 (XP 105,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Chromatic Awakening (Recharges after a Short or Long Rest)","entries":["If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the \"Mythic Actions\" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates."]},{"name":"Legendary Resistance (4/Day)","entries":["If the greatwyrm fails a saving throw, it can choose to succeed instead."]},{"name":"Unusual Nature","entries":["The greatwyrm doesn't require food or drink."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The greatwyrm makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 13 ({@damage 2d12}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d8 + 10}) slashing damage. If the target is a Huge or smaller creature, it is {@condition grappled} (escape {@dc 20}) and is {@condition restrained} until this grapple ends. The greatwyrm can have only one creature {@condition grappled} this way at a time."]},{"name":"Tail","entries":["{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 26} Strength saving throw or be knocked {@condition prone}."]},{"name":"Breath Weapon {@recharge 5}","entries":["The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a {@dc 26} Dexterity saving throw. On a failed save, the creature takes 78 ({@damage 12d12}) cold damage. On a successful save, the creature takes half as much damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Attack","entries":["The greatwyrm makes one Claw or Tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a {@dc 26} Dexterity saving throw or take 17 ({@damage 2d6 + 10}) bludgeoning damage and be knocked {@condition prone}. The greatwyrm can then fly up to half its flying speed."]},{"name":"Arcane Spear (Costs 3 Actions)","entries":["The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 ({@damage 1d8 + 8}) force damage to its target, then disappears."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":["The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.","Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.","In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike."]},{"id":"white-guard-drake","name":"White Guard Drake","source":"VGM","page":158,"srd":false,"image":"bestiary/VGM/Guard Drake.webp","token":"bestiary/tokens/VGM/White Guard Drake.webp","size":"Medium","creatureType":"Dragon","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"52 (7d8 + 21)","speed":"30 ft., burrow 20 ft., climb 30 ft.","str":16,"dex":11,"con":16,"int":4,"wis":10,"cha":7,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands Draconic but can't speak it","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Arctic, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The drake attacks twice, once with its bite and once with its tail."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.",{"name":"Gifts from Dragons","entries":["The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.","The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours."],"type":"entries"},{"name":"Eager to Learn","entries":["A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.","A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes."],"type":"entries"}]},{"type":"inset","name":"Variant: Chromatic Guard Drakes","entries":["Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.",{"name":"Black Guard Drake","entries":["A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage."],"type":"entries"},{"name":"Blue Guard Drake","entries":["A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage."],"type":"entries"},{"name":"Green Guard Drake","entries":["A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage."],"type":"entries"},{"name":"Red Guard Drake","entries":["A red guard drake has climbing speed of 30 feet and resistance to fire damage."],"type":"entries"},{"name":"White Guard Drake","entries":["A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Guard Drake.webp","credit":"Conceptopolis"}]},{"id":"white-jade-emperor","name":"White Jade Emperor","source":"JttRC","page":197,"srd":false,"image":"bestiary/JttRC/131-13-005.the-white-jade-emperor.webp","token":"bestiary/tokens/JttRC/White Jade Emperor.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Neutral","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["The emperor adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/131-13-005.the-white-jade-emperor.webp","title":"The White Jade Emperor","credit":"Ryan Alexander Lee"}]},{"id":"white-maw","name":"White Maw","source":"TftYP","page":248,"srd":false,"image":"bestiary/tokens/TftYP/White Maw.webp","token":"bestiary/tokens/TftYP/White Maw.webp","size":"Gargantuan","creatureType":"Ooze","alignment":"Chaotic Neutral","ac":"5","initiative":"-5 (5)","hp":"217 (14d20 + 70)","speed":"10 ft.","str":18,"dex":1,"con":20,"int":12,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire","immunities":"poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; poisoned; prone","senses":"blindsight 60 ft. (blind beyond this radius), Passive Perception 10","languages":"telepathy 50 ft.","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amorphous Form","entries":["White Maw can occupy another creature's space and vice versa."]},{"name":"Corrode Metal","entries":["Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. if its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after dealing damage.","White Maw can eat through 2-inch-thick, nonmagical metal in 1 round."]},{"name":"False Appearance","entries":["While White Maw remains motionless, it is indistinguishable from white stone."]},{"name":"Killer Response","entries":["Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Pseudopod","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage plus 9 ({@damage 2d8}) acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"whymsee","name":"Whymsee","source":"LR","page":20,"srd":false,"image":"bestiary/tokens/LR/Whymsee.webp","token":"bestiary/tokens/LR/Whymsee.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"17","initiative":"+0 (10)","hp":"75 (10d8 + 30)","speed":"30 ft., swim 30 ft.","str":12,"dex":10,"con":16,"int":10,"wis":15,"cha":14,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Aquan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Coastal, Underwater","treasure":"","traits":[{"name":"Amphibious","entries":["Whymsee can breathe air and water."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Whymsee's spellcasting ability is Wisdom (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell command}, {@spell create or destroy water}","3/day each: {@spell control water}, {@spell darkness}, {@spell water breathing}, {@spell water walk}","1/day each: {@spell lightning bolt}, {@spell Evard's black tentacles}"]}],"actions":[{"name":"Thunderous Touch","entries":["{@atk ms} {@hit 5} to hit, reach 5 ft., one creature. {@h}27 ({@damage 5d10}) thunder damage."]},{"name":"Ink Cloud","entries":["While underwater, Whymsee can expel an ink cloud in a 20-foot radius. The cloud spreads around corners, and that area is {@quickref Vision and Light||2||heavily obscured} to creatures other than kraken priests or a kraken. Each creature other than a kraken priest or a kraken that ends its turn there must succeed on a {@dc 14} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Whymsee's next turn."]},{"name":"Shell Defense","entries":["Whymsee withdraws into her shell. Until she emerges, she gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in her shell, Whymsee is {@condition prone}, her speed is 0 and can't increase, she has disadvantage on Dexterity saving throws, it can't take reactions, and the only action she can take is a bonus action to emerge."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"wiggan-nettlebee","name":"Wiggan Nettlebee","source":"PotA","page":212,"srd":false,"image":"bestiary/PotA/Wiggan Nettlebee.webp","token":"bestiary/tokens/PotA/Wiggan Nettlebee.webp","size":"Small","creatureType":"Humanoid (Halfling)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"36 (8d6 + 8)","speed":"30 ft.","str":8,"dex":12,"con":12,"int":14,"wis":15,"cha":13,"saves":"","skills":"Deception +3, Insight +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Halfling","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Brave Devotion","entries":["Wiggan has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save {@dc 12}, {@hit 4} to hit with spell attacks). He has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell light}, {@spell mending}, {@spell shillelagh}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell animal friendship}, {@spell cure wounds}, {@spell healing word}, {@spell inflict wounds}, {@spell speak with animals}","Level 2 (3 slots): {@spell barkskin}, {@spell spike growth}, {@spell spiritual weapon}"]}],"actions":[{"name":"Multiattack","entries":["Wiggan makes two attacks with his wooden cane."]},{"name":"Wooden Cane","entries":["{@atk mw} {@hit 0} to hit ({@hit 4} to hit with shillelagh), reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage with shillelagh."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Wiggan Nettlebee is the patriarch of the Nettlebee clan, a wealthy family of halflings that raise livestock and farm their land. He presents the outward appearance of a modest rancher, and he forbids extravagance on his farm. Thinking he had found a cult dedicated to the dominating nature and utilizing its darker aspects, Wiggan joined the Cult of the Black Earth. He still doesn't know the full extent of the cult's plans.","Wiggan dislikes and distrusts outsiders. He believes they are all evildoers who would steal from him if they could. He sees the earth cult as a powerful and necessary ally toward securing his finances and sustaining his position. A greedy miser, Wiggan becomes visibly upset at the thought of parting with even a few spare coins from his hoard."]}]}]}],"gallery":[{"path":"bestiary/PotA/Wiggan Nettlebee.webp"}]},{"id":"wight","name":"Wight","source":"XMM","page":332,"srd":true,"image":"bestiary/XMM/Wight.webp","token":"bestiary/tokens/XMM/Wight.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Common plus one other language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert, Planar, Shadowfell, Swamp, Underdark, Urban","treasure":"Armaments","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the wight has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Life Drain."]},{"name":"Necrotic Sword","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Slashing damage plus 4 ({@damage 1d8}) Necrotic damage."]},{"name":"Necrotic Bow","entries":["{@atkr r} {@hit 4}, range 150/600 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage plus 4 ({@damage 1d8}) Necrotic damage."]},{"name":"Life Drain","entries":["{@actSave con} {@dc 13}, one creature within 5 feet. {@actSaveFail} 6 ({@damage 1d8 + 2}) Necrotic damage, and the target's {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the damage taken.","A Humanoid slain by this attack rises 24 hours later as a {@creature Zombie|XMM} under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Wight","entries":["{@i Life-Leeching Corpse Warrior}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. Unlike mere zombies, they retain the memories and evil agendas they harbored in life.","After dying and returning from the grave, a wight continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks. Humanoids slain by a wight's life-sapping grip reanimate a day later and serve the wight as obedient zombies.","Wights might return from the dead for a multitude of sinister reasons. Roll on or choose a result from the Wight Motives table to inspire why a wight plagues the living.",{"type":"table","caption":"Wight Motives","colLabels":["1d8","The Wight Returned from the Dead To..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Challenge anyone who passes near its grave on a certain cursed night."],["2","Conquer the land it believes it should rule."],["3","Continue the crimes it was executed for."],["4","Follow the foul master it served in life."],["5","Honor an oath it left unfulfilled in life."],["6","Obey the cult or deity that gave it unlife."],["7","Prove it was the greatest warrior to ever live."],["8","Seek its stolen heart or other treasure."]]}]}],"gallery":[{"path":"bestiary/XMM/Wight.webp","credit":"Valera Luftullina"}],"otherVersions":[{"id":"wight-mm","source":"MM"}]},{"id":"wight-mm","name":"Wight","source":"MM","page":300,"srd":false,"image":"bestiary/MM/Wight.webp","token":"bestiary/tokens/MM/Wight.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages it knew in life","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a {@creature zombie} under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The word \"wight\" meant \"person\" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.","Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction.",{"name":"Life Eaters","type":"entries","entries":["Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things.","When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight's cold touch can drain the spark through flesh, clothing, and armor."]},{"name":"Shadow of the Grave","type":"entries","entries":["Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast.","Humanoids slain by a wight can rise as zombies under its control. Motivated by hunger for living souls and driven by the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their hunger for destruction to overwhelm any creature that stands before them."]},{"name":"Undead Nature","type":"entries","entries":["A wight doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Wight.webp"}],"hidden":true,"otherVersions":[{"id":"wight","source":"XMM"}]},{"id":"wight-lifedrinker","name":"Wight Lifedrinker","source":"HotB","page":19,"srd":false,"image":"bestiary/HotB/Wight Lifedrinker.webp","token":"bestiary/tokens/HotB/Wight Lifedrinker.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+4 (14)","hp":"82 (11d8 + 33)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":10,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Common plus one other language","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the wight has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wight makes two attacks, using Necrotic Sword or Necrotic Bow in any combination. It can replace one attack with a use of Drink Life."]},{"name":"Necrotic Sword","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}6 ({@damage 1d8 + 2}) Slashing damage plus 4 ({@damage 1d8}) Necrotic damage."]},{"name":"Necrotic Bow","entries":["{@atkr r} {@hit 4}, range 150/600 ft. {@h}6 ({@damage 1d8 + 2}) Piercing damage plus 4 ({@damage 1d8}) Necrotic damage."]},{"name":"Drink Life {@recharge 5}","entries":["{@actSave con} {@dc 13}, one creature within 5 feet. {@actSaveFail} 6 ({@damage 1d8 + 2}) Necrotic damage, and the wight regains a number of {@variantrule Hit Points|XPHB} equal to the Necrotic damage taken."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Wights are the withered corpses of relentless warriors whose wickedness sustains them beyond death. After dying and returning from the grave, a wight continues its villainous ways, but it is now driven by a hunger for life. A wight drains living essence through its attacks."]}],"gallery":[{"path":"bestiary/HotB/Wight Lifedrinker.webp"}]},{"id":"wild-dog","name":"Wild Dog","source":"ToA","page":96,"srd":false,"image":"bestiary/tokens/ToA/Wild Dog.webp","token":"bestiary/tokens/ToA/Wild Dog.webp","size":"Small","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"3 (1d6)","speed":"40 ft.","str":8,"dex":15,"con":11,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Desert","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The dog has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The dog has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"wildfire-spirit","name":"Wildfire Spirit","source":"TCE","page":40,"srd":false,"image":"bestiary/tokens/TCE/Wildfire Spirit.webp","token":"bestiary/tokens/TCE/Wildfire Spirit.webp","size":"Small","creatureType":"Elemental","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"5 + five times your druid level","speed":"30 ft., fly 30 ft. (hover)","str":10,"dex":14,"con":14,"int":13,"wis":15,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"charmed; frightened; grappled; prone; restrained","senses":"darkvision 60 ft., Passive Perception 12","languages":"understands the languages you speak","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Flame Seed","entries":["{@atk rw} {@hitYourSpellAttack} to hit, range 60 ft., one target you can see. {@h}{@damage 1d6 + PB} fire damage."]},{"name":"Fiery Teleportation","entries":["The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take {@damage 1d6 + PB} fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"wilfred-godefroy","name":"Wilfred Godefroy","source":"RHW","page":142,"srd":false,"image":"bestiary/RHW/Wilfred Godefroy.webp","token":"bestiary/tokens/RHW/Wilfred Godefroy.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"72 (16d8)","speed":"30 ft., fly 30 ft.","str":8,"dex":14,"con":10,"int":13,"wis":14,"cha":17,"saves":"","skills":"Intimidation +6, Perception +5","vulnerabilities":"","resistances":"acid; bludgeoning; cold; fire; lightning; piercing; slashing; thunder","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 120 ft., Passive Perception 15","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300, or 2,900 in lair; PB +3)","habitat":"","treasure":"","traits":[{"name":"Darklord Restoration","entries":["If Wilfred dies, he revives with all his {@variantrule Hit Points|XPHB} in {@dice 1d10} weeks somewhere in Mordent."]},{"name":"Incorporeal Movement","entries":["Wilfred can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. He takes 5 ({@damage 1d10}) Force damage if he ends his turn inside an object."]},{"name":"Legendary Resistance (3/Day, or 4/Day in Domain)","entries":["If Wilfred fails a saving throw, he can choose to succeed instead."]},{"name":"Possessive Aura","entries":["Grasping, ghostly servants surround Wilfred in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from him. A creature that ends its turn in this area is subjected to the following effect. {@actSave cha} {@dc 14}. {@actSaveFail} The target has the {@condition Charmed|XPHB} condition. While the creature is {@condition Charmed|XPHB} in this way, its {@variantrule Speed|XPHB} is reduced to 0. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Wilfred makes two attacks, using {@variantrule Object|XPHB} Slam or Hunting Rifle in any combination."]},{"name":"Object Slam","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}10 ({@damage 2d6 + 3}) Force damage."]},{"name":"Hunting Rifle","entries":["{@atkr r} {@hit 6}, range 40/120 ft. {@h}9 ({@damage 1d12 + 3}) Necrotic damage."]}],"bonusActions":[],"reactions":[{"name":"Redirect Attack","entries":["{@actTrigger} A creature Wilfred can see makes an attack roll against him. {@actResponse} Wilfred chooses a Small or Medium creature within 5 feet of himself that has the {@condition Charmed|XPHB} condition. Wilfred and that creature swap places, and the creature becomes the target of the attack instead."]}],"legendaryActions":[{"name":"Bone-Chilling Step","entries":["Wilfred teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 4 ({@damage 1d8}) Necrotic damage. Wilfred can't take this action again until the start of his next turn."]},{"name":"Fated Bullet","entries":["{@actSave dex} {@dc 14}, one creature Wilfred can see within 120 feet. {@actSaveFail} 16 ({@damage 2d12 + 3}) Necrotic damage, and the target can't regain {@variantrule Hit Points|XPHB} until the start of its next turn. {@actSaveSuccessOrFail} Wilfred can't take this action again until the start of his next turn."]},{"name":"Slam","entries":["Wilfred makes one {@variantrule Object|XPHB} Slam attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["Mordent is altered by Lord Godefroy's presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Closing the Borders","entry":"While in his domain, Lord Godefroy can close or open the borders to Mordent. While the borders are closed, the groans and whispers of the dead fill the Mists surrounding Mordent. Creatures in the Mists have the {@condition Deafened|XPHB} condition."},{"type":"item","name":"Ears Everywhere","entry":"While in his domain, Lord Godefroy can cast {@spell Sending|XPHB}, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell in this way, Lord Godefroy can target any Undead creature in Mordent, in addition to the usual targets."},{"type":"item","name":"Spectral Serfs","entry":"A Humanoid that dies in Mordent rises 7 days later as a {@creature Specter|XMM} under Lord Godefroy's control, unless the Humanoid is restored to life."}]},"If Wilfred dies, these effects end immediately."],"lore":[{"type":"entries","entries":["Lord Wilfred Godefroy rules the afterlife of all who die in Mordent. Arrogant, impatient, and vengeful, the Darklord seeks any opportunity to exert his control and reinforce his undying noble standing.","Lord Godefroy haunts the House on Gryphon Hill, along with countless other spirits. Wilfred can send mobs of obedient spirits to do his will anywhere in the domain. He uses his control over the dead to influence the living, threatening to harm his victims' dead loved ones if they don't obey his fickle commands.","A generation ago, the creators of the mist-piercing device called the Apparatus vanished from Mordent. Lord Godefroy has discovered the hidden machine, but, to his frustration, lacks a way to use it."]}],"gallery":[{"path":"bestiary/RHW/Wilfred Godefroy.webp"}]},{"id":"will-o-wells","name":"Will-o'-Wells","source":"WBtW","page":61,"srd":false,"image":"bestiary/tokens/WBtW/Will-o'-Wells.webp","token":"bestiary/tokens/WBtW/Will-o'-Wells.webp","size":"Tiny","creatureType":"Undead","alignment":"Chaotic Good","ac":"19","initiative":"+9 (19)","hp":"22 (9d4)","speed":"0 ft., fly 50 ft. (hover)","str":1,"dex":28,"con":10,"int":13,"wis":14,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; necrotic; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison","conditionImmunities":"exhaustion; grappled; paralyzed; poisoned; prone; restrained; unconscious","senses":"darkvision 120 ft., Passive Perception 12","languages":"the languages it knew in life","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Consume Life","entries":["As a bonus action, the will-o'-wells can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a {@dc 10} Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 ({@dice 3d6}) hit points."]},{"name":"Ephemeral","entries":["The will-o'-wells can't wear or carry anything."]},{"name":"Incorporeal Movement","entries":["The will-o'-wells can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Variable Illumination","entries":["The will-o'-wells sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Shock","entries":["{@atk ms} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d8}) lightning damage."]},{"name":"Invisibility","entries":["The will-o'-wells and its light magically become {@condition invisible} until it attacks or uses its Consume Life, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell)."]},{"name":"Magic Boon (Recharges after a Long Rest)","entries":["The will-o'-wells grants a boon to one creature it can see within 5 feet of it that isn't an Undead. The boon's recipient gains a {@dice d4} and can, at any time within the next 24 hours, roll this die and add the number rolled to one ability check, attack roll, or saving throw made by it. No creature can have more than one of these magic boons at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"will-o-wisp","name":"Will-o'-Wisp","source":"XMM","page":333,"srd":true,"image":"bestiary/XMM/Will-o-Wisp.webp","token":"bestiary/tokens/XMM/Will-o'-Wisp.webp","size":"Tiny","creatureType":"Undead","alignment":"Chaotic Evil","ac":"19","initiative":"+9 (19)","hp":"27 (11d4)","speed":"5 ft., fly 50 ft. (hover)","str":1,"dex":28,"con":10,"int":13,"wis":14,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning; cold; fire; necrotic; piercing; slashing","immunities":"lightning; poison","conditionImmunities":"exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 120 ft., Passive Perception 12","languages":"Common plus one other language","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Ephemeral","entries":["The wisp can't wear or carry anything."]},{"name":"Illumination","entries":["The wisp sheds {@variantrule Bright Light|XPHB} in a 20-foot radius and {@variantrule Dim Light|XPHB} for an additional 20 feet."]},{"name":"Incorporeal Movement","entries":["The wisp can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]}],"spellcasting":[],"actions":[{"name":"Shock","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}11 ({@damage 2d8 + 2}) Lightning damage."]}],"bonusActions":[{"name":"Consume Life","entries":["{@actSave con} {@dc 10}, one living creature the wisp can see within 5 feet that has 0 {@variantrule Hit Points|XPHB}. {@actSaveFail} The target dies, and the wisp regains 10 ({@dice 3d6}) {@variantrule Hit Points|XPHB}."]},{"name":"Vanish","entries":["The wisp and its light have the {@condition Invisible|XPHB} condition until the wisp's {@status Concentration|XPHB} ends on this effect, which ends early immediately after the wisp makes an attack roll or uses Consume Life."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Will-o'-Wisp","entries":["{@i Guide on the Path to Doom}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"From a distance, will-o'-wisps look like lanterns bobbing in the dark. Through the windows of abandoned structures or around the bends of treacherous paths, these spirits tempt the curious into peril. Once their prey is vulnerable, will-o'-wisps feed on the life force of those they lay low.","Roll on or choose a result from the Will-o'-Wisp Ambushes table to inspire how a will-o'-wisp imperils its victims.",{"type":"table","caption":"Will-o'-Wisp Ambushes","colLabels":["1d6","The Will-o'-Wisp Tempts Victims Into..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned structure ready to collapse."],["2","An ambush by hungry ghouls or vampires."],["3","A dreaded ruin that curses those who enter."],["4","The lair of a predator, like a bear or wyvern."],["5","Patches of brown mold or green slime."],["6","Quicksand or pools covered in thin ice."]]}]}],"gallery":[{"path":"bestiary/XMM/Will-o-Wisp.webp","credit":"Vicki Pangestu"}],"otherVersions":[{"id":"will-o-wisp-mm","source":"MM"}]},{"id":"will-o-wisp-mm","name":"Will-o'-Wisp","source":"MM","page":301,"srd":false,"image":"bestiary/MM/Will-o'-Wisp.webp","token":"bestiary/tokens/MM/Will-o'-Wisp.webp","size":"Tiny","creatureType":"Undead","alignment":"Chaotic Evil","ac":"19","initiative":"+9 (19)","hp":"22 (9d4)","speed":"0 ft., fly 50 ft. (hover)","str":1,"dex":28,"con":10,"int":13,"wis":14,"cha":11,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; necrotic; thunder; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison","conditionImmunities":"exhaustion; grappled; paralyzed; poisoned; prone; restrained; unconscious","senses":"darkvision 120 ft., Passive Perception 12","languages":"the languages it knew in life","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest, Swamp, Urban","treasure":"","traits":[{"name":"Consume Life","entries":["As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a {@dc 10} Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 ({@dice 3d6}) hit points."]},{"name":"Ephemeral","entries":["The will-o'-wisp can't wear or carry anything."]},{"name":"Incorporeal Movement","entries":["The will-o'-wisp can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Variable Illumination","entries":["The will-o'-wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Shock","entries":["{@atk ms} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d8}) lightning damage."]},{"name":"Invisibility","entries":["The will-o'-wisp and its light magically become {@condition invisible} until it attacks or uses its Consume Life, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Will-o'-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair.",{"name":"Hope and Doom","type":"entries","entries":["Will-o'-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o'-wisps offer hope, hinting of safety to creatures that follow them.","Will-o'-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o'-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame.",{"name":"Consumed by Despair","entries":["Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o'-wisps lure other creatures toward dismal fates and feed on their misery."],"type":"entries"}]},{"name":"Agents of Evil","type":"entries","entries":["Will-o'-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o'-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o'-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature's eyes."]},{"name":"Undead Nature","type":"entries","entries":["A will-o'-wisp doesn't require air, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Will-o'-Wisp.webp"}],"hidden":true,"otherVersions":[{"id":"will-o-wisp","source":"XMM"}]},{"id":"willifort-crowelle","name":"Willifort Crowelle","source":"WDH","page":62,"srd":false,"image":"bestiary/tokens/WDH/Willifort Crowelle.webp","token":"bestiary/tokens/WDH/Willifort Crowelle.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger)","alignment":"Neutral","ac":"14","initiative":"+4 (14)","hp":"52 (8d8 + 16)","speed":"30 ft.","str":11,"dex":18,"con":14,"int":11,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Insight +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Shapechanger","entries":["Willifort can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Ambusher","entries":["In the first round of a combat, Willifort has advantage on attack rolls against any creature it {@status surprised}."]},{"name":"Surprise Attack","entries":["If Willifort surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 ({@damage 3d6}) damage from the attack."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Willifort makes two melee attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage."]},{"name":"Read Thoughts","entries":["Willifort magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's {@status concentration} isn't broken (as if {@status concentration||concentrating} on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom ({@skill Insight}) and Charisma ({@skill Deception}, {@skill Intimidation}, and {@skill Persuasion}) checks against the target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"windfall","name":"Windfall","source":"VEoR","page":153,"srd":false,"image":"bestiary/VEoR/Windfall.webp","token":"bestiary/tokens/VEoR/Windfall.webp","size":"Medium","creatureType":"Humanoid (Bard, Tiefling)","alignment":"Chaotic Evil","ac":"19","initiative":"+7 (17)","hp":"323 (34d8 + 170)","speed":"30 ft., fly 30 ft.","str":14,"dex":24,"con":20,"int":22,"wis":18,"cha":26,"saves":"Str +9, Dex +14, Wis +11, Cha +15","skills":"Arcana +13, Deception +22, Insight +18, Perception +11, Performance +22, Persuasion +22, Sleight Of Hand +14","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 21","languages":"Common, Draconic, Infernal","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Dazzling Visage","entries":["A brilliant array of chromatic colors emanates from Windfall, causing attack rolls against her to have disadvantage. This trait ceases to function while Windfall has the {@condition incapacitated} condition or has a speed of 0."]},{"name":"Legendary Resistance (3/Day)","entries":["If Windfall fails a saving throw, she can choose to succeed instead."]},{"name":"Special Equipment","entries":["Windfall wears an iridescent magic coat that was tailored specifically for her and imbued with Tiamat's power. When she dies, the coat functions as a {@item Robe of Scintillating Colors}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Windfall casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 23}):","At will: {@spell Detect Magic}, {@spell Light}, {@spell Thaumaturgy}","1/day: {@spell Hold Monster}","3/day each: {@spell Shatter}, {@spell Unseen Servant}","2/day each: {@spell Hypnotic Pattern}, {@spell Sending}"]}],"actions":[{"name":"Multiattack","entries":["Windfall makes two Chromatic Rapier attacks and uses Dragon's Fury once."]},{"name":"Chromatic Rapier","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) piercing damage plus 21 ({@damage 6d6}) acid, cold, fire, lightning, or poison damage (Windfall's choice)."]},{"name":"Dragon's Fury","entries":["Windfall targets one creature she can see within 60 feet of herself and unleashes a burst of magical ire. The target must make a {@dc 23} Wisdom saving throw. On a failed save, the target takes 36 ({@damage 8d8}) psychic damage and has the {@condition frightened} condition until the start of Windfall's next turn. On a successful save, the target takes half as much damage only."]}],"bonusActions":[{"name":"Stunning Scintillation {@recharge 5}","entries":["Windfall emits an overwhelming array of colors from her coat. Each creature within 30 feet of Windfall that can see her must succeed on a {@dc 23} Constitution saving throw or have the {@condition stunned} condition until the start of Windfall's next turn."]}],"reactions":[],"legendaryActions":[{"name":"Deft Dance","entries":["Windfall moves up to her speed without provoking opportunity attacks."]},{"name":"Dragon's Flare","entries":["Windfall flares with multicolored flames and targets a creature she can see within 30 feet of herself. The target must make a {@dc 23} Dexterity saving throw. On a failed save, the target takes 26 ({@damage 4d12}) damage of a type chosen by Windfall: acid, cold, fire, lightning, or poison. On a successful save, the target takes half as much damage."]},{"name":"Cast a Spell (Costs 2 Actions)","entries":["Windfall uses Spellcasting."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["As a dedicated champion of Tiamat, Windfall has been granted phenomenal power by her master. Her skin glitters with patches of multicolored scales, and in combat, her blade sings with all five of the chromatic dragons' elements. Windfall's enchanted tailcoat shimmers with the colors of the Dragon Queen, and she uses this coat to dazzle patrons and enemies alike.","A performer at heart, Windfall is ostentatious and charismatic, making small talk with regular patrons and jovially welcoming new faces to the casino."]}],"gallery":[{"path":"bestiary/VEoR/Windfall.webp"}]},{"id":"windharrow","name":"Windharrow","source":"PotA","page":192,"srd":false,"image":"bestiary/tokens/PotA/Windharrow.webp","token":"bestiary/tokens/PotA/Windharrow.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"55 (10d8 + 10)","speed":"30 ft.","str":10,"dex":16,"con":12,"int":14,"wis":10,"cha":17,"saves":"","skills":"Acrobatics +5, Deception +7, Persuasion +5, Performance +7, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Auran, Common, Elvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Windharrow has advantage on saving throws against being {@condition charmed}, and magic can't put him to sleep."]}],"spellcasting":[{"name":"Spellcasting","entries":["Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Windharrow knows the following bard spells:","Cantrips (at will): {@spell friends}, {@spell prestidigitation}, {@spell vicious mockery}","Level 1 (4 slots): {@spell disguise self}, {@spell dissonant whispers}, {@spell thunderwave}","Level 2 (3 slots): {@spell invisibility}, {@spell shatter}, {@spell silence}","Level 3 (3 slots): {@spell nondetection}, {@spell sending}, {@spell tongues}","Level 4 (2 slots): {@spell confusion}, {@spell dimension door}"]}],"actions":[{"name":"Multiattack","entries":["Windharrow makes two melee attacks."]},{"name":"Rapier","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["An opportunistic half-moon elf rake and bandit formerly known as Harald Grayspear, Windharrow was given his new name by Aerisi Kalinoth. When Aerisi was still with her family, Harald charmed and flattered his way into her favor. When Aerisi ran away from home to become the air prophet, she took Windharrow with her.","At Aerisi's insistence, Windharrow recruited a band of flutists from the ranks of new converts to the air cult, calling them the Windwyrds. Most have no musical talent whatsoever, and their music is often a shrill cacophony. Of all the air cultists, the Windwyrds are the least fanatical and the most fearful for their lives. Aerisi disposes of these minstrels on a whim, replacing them with other initiates. Those that master some skill with their instruments survive the longest, but the cost of failure creates a highly competitive environment among the minstrels.","Windharrow is loyal to Aerisi Kalinoth as long as he fears her power. If his life is threatened or a richer offer presents itself, Windharrow betrays the air cult without a backward glance."]}]}]}]},{"id":"wine-weird","name":"Wine Weird","source":"ToA","page":141,"srd":false,"image":"bestiary/tokens/ToA/Wine Weird.webp","token":"bestiary/tokens/ToA/Wine Weird.webp","size":"Large","creatureType":"Elemental","alignment":"Neutral","ac":"13","initiative":"+3 (13)","hp":"58 (9d10 + 9)","speed":"0 ft., swim 60 ft.","str":17,"dex":16,"con":13,"int":11,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; grappled; paralyzed; poisoned; restrained; prone; unconscious","senses":"blindsight 30 ft., Passive Perception 10","languages":"understands Aquan but doesn't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark, Urban","treasure":"","traits":[{"name":"Invisible in Water","entries":["The wine weird is {@condition invisible} while fully immersed in water."]},{"name":"Water Bound","entries":["The wine weird dies if it leaves the water to which it is bound or if that water is destroyed."]}],"spellcasting":[],"actions":[{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}13 ({@damage 3d6 + 3}) bludgeoning damage. If the target is Medium or smaller, it is {@condition grappled} (escape {@dc 13}) and pulled 5 feet toward the wine weird. Until this grapple ends, the target is {@condition restrained}, the water weird tries to drown it, and the water weird can't constrict another target."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"winged-bull","name":"Winged Bull","source":"MOT","page":214,"srd":false,"image":"bestiary/tokens/MOT/Winged Bull.webp","token":"bestiary/tokens/MOT/Winged Bull.webp","size":"Large","creatureType":"Celestial","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"95 (10d10 + 40)","speed":"60 ft., fly 60 ft.","str":20,"dex":14,"con":18,"int":6,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"understands Celestial but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Charge","entries":["If the bull moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 19 ({@damage 3d12}) piercing damage."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions."]}]},{"id":"winged-kobold","name":"Winged Kobold","source":"XMM","page":185,"srd":false,"image":"bestiary/XMM/Kobolds.webp","token":"bestiary/tokens/XMM/Winged Kobold.webp","size":"Small","creatureType":"Dragon","alignment":"Neutral","ac":"15","initiative":"+3 (13)","hp":"10 (4d6 - 4)","speed":"30 ft., fly 30 ft.","str":7,"dex":16,"con":9,"int":8,"wis":7,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 8","languages":"Common, Draconic","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Arctic, Coastal, Desert, Forest, Hill, Mountain, Swamp, Underdark, Urban","treasure":"Armaments","traits":[{"name":"Pack Tactics","entries":["The kobold has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Dragon-Tooth Blade","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Piercing damage."]},{"name":"Chromatic Spittle","entries":["{@atkr r} {@hit 5}, range 30 ft. {@h}6 ({@damage 1d6 + 3}) damage of a type chosen by the kobold: Acid, Cold, Fire, Lightning, or Poison."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Some kobolds are born with wings. Called urds by others of their kind, these kobolds are thought to be blessed by a dragon or Tiamat, the Dragon Queen. Despite their favored status, winged kobolds are as cowardly as their brethren and use their flight mostly to keep out of reach of their foes."]},{"type":"section","name":"Kobolds","entries":["{@i Tricksters and Servants to Chromatic Dragons}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}, {@filter Coastal|bestiary|environment=coastal}, {@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}, {@filter Swamp|bestiary|environment=swamp}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Armaments|XDMG|Armaments}"}]},"Cowardly cousins to chromatic dragons, kobolds serve draconic overlords as warriors and servants. These scrappy menaces mimic the behaviors of their dragon masters. Though their small stature and recklessness make kobolds poor imitators of dragons, what they lack in ferocity they make up for in zeal and ingenuity. They are especially adept at creating traps and setting ambushes.","Kobolds' scales resemble those of chromatic dragons that live near their warrens. Rarely, kobolds possess features evocative of metallic dragons or other dragon-like creatures."]}],"gallery":[{"path":"bestiary/XMM/Kobolds.webp","credit":"Viktor Titov"}],"otherVersions":[{"id":"winged-kobold-mm","source":"MM"}]},{"id":"winged-kobold-mm","name":"Winged Kobold","source":"MM","page":195,"srd":false,"image":"bestiary/MM/Kobold.webp","token":"bestiary/tokens/MM/Winged Kobold.webp","size":"Small","creatureType":"Humanoid (Kobold)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"7 (3d6 - 3)","speed":"30 ft., fly 30 ft.","str":7,"dex":16,"con":9,"int":8,"wis":7,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Draconic","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Swamp, Hill, Urban, Desert, Coastal, Arctic, Mountain, Underdark","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Pack Tactics","entries":["The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]},{"name":"Dropped Rock","entries":["{@atk rw} {@hit 5} to hit, one target directly below the kobold. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.",{"name":"Strength in Numbers","entries":["Kobolds are egg-laying creatures. They mature quickly and can live to be \"great wyrms\" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side."],"type":"entries"},{"name":"Tunnelers and Builders","type":"entries","entries":["Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders."]},{"name":"The Lost God","type":"entries","entries":["In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze."]}]}]}],"gallery":[{"path":"bestiary/MM/Kobold.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"winged-kobold","source":"XMM"}]},{"id":"winged-lion","name":"Winged Lion","source":"MOT","page":214,"srd":false,"image":"bestiary/tokens/MOT/Winged Lion.webp","token":"bestiary/tokens/MOT/Winged Lion.webp","size":"Large","creatureType":"Celestial","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"114 (12d10 + 48)","speed":"60 ft., fly 60 ft.","str":20,"dex":16,"con":18,"int":6,"wis":14,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"understands Celestial but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pounce","entries":["If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the lion can make one bite attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions."]}]},{"id":"winged-thrull","name":"Winged Thrull","source":"GGR","page":221,"srd":false,"image":"bestiary/GGR/Winged Thrull.webp","token":"bestiary/tokens/GGR/Winged Thrull.webp","size":"Small","creatureType":"Construct","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"31 (7d6 + 7)","speed":"30 ft., fly 30 ft.","str":9,"dex":15,"con":12,"int":8,"wis":9,"cha":8,"saves":"Dex +4","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Common but can't speak","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[{"name":"Self-Sacrifice","entries":["When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Winged thrulls are at once the most intelligent of Orzhov thrulls (which isn't saying much), as well as the smallest, most unobtrusive, and most mobile. They act as messengers and spies for their Orzhov masters and tend to mimic the mannerisms and movements of the oligarchs they serve."]},{"type":"section","name":"Thrulls","entries":["When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Construct Nature","type":"entries","entries":["A thrull doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/GGR/Winged Thrull.webp","credit":"Mark Zug"}]},{"id":"winter-eladrin","name":"Winter Eladrin","source":"MPMM","page":117,"srd":false,"image":"bestiary/MPMM/Winter Eladrin.webp","token":"bestiary/tokens/MPMM/Winter Eladrin.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Chaotic Neutral","ac":"19","initiative":"+3 (13)","hp":"165 (22d8 + 66)","speed":"30 ft.","str":11,"dex":16,"con":16,"int":18,"wis":17,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"cold","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Arctic, Forest","treasure":"","traits":[{"name":"Magic Resistance","entries":["The eladrin has advantage on saving throws against spells and other magical effects."]},{"name":"Sorrowful Presence","entries":["Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 13} Wisdom saving throw. On a failed save, the creature becomes {@condition charmed} by the eladrin for 1 minute. While {@condition charmed} in this way, the creature has disadvantage on ability checks and saving throws. The {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours.","Whenever the eladrin deals damage to the {@condition charmed} creature, the {@condition charmed} creature can repeat the saving throw, ending the effect on itself on a success."]}],"spellcasting":[{"name":"Spellcasting","entries":["The eladrin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell fog cloud}, {@spell gust of wind}, {@spell sleet storm}"]}],"actions":[{"name":"Multiattack","entries":["The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) slashing damage, or 5 ({@damage 1d10}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) cold damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 13 ({@damage 3d8}) cold damage."]}],"bonusActions":[{"name":"Fey Step {@recharge 4}","entries":["The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."]}],"reactions":[{"name":"Frigid Rebuke","entries":["When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to make a {@dc 16} Constitution saving throw. On a failed save, the creature takes 11 ({@damage 2d10}) cold damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold."]},{"type":"section","name":"Eladrin","entries":[{"type":"quote","entries":["If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.","Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up."],"by":"Tasha"},"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament.","Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.","The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.",{"name":"Changeable Natures","type":"entries","entries":["Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't {@condition incapacitated}. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them."]}]}],"gallery":[{"path":"bestiary/MPMM/Winter Eladrin.webp","credit":"Eric Belisle"}],"otherVersions":[{"id":"winter-eladrin-mtf","source":"MTF"}]},{"id":"winter-eladrin-mtf","name":"Winter Eladrin","source":"MTF","page":197,"srd":false,"image":"bestiary/MTF/Winter Eladrin.webp","token":"bestiary/tokens/MTF/Winter Eladrin.webp","size":"Medium","creatureType":"Fey (Elf)","alignment":"Chaotic Neutral","ac":"19","initiative":"+0 (10)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":11,"dex":10,"con":16,"int":18,"wis":17,"cha":13,"saves":"","skills":"","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Arctic, Forest","treasure":"","traits":[{"name":"Fey Step {@recharge 4}","entries":["As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see."]},{"name":"Magic Resistance","entries":["The eladrin has advantage on saving throws against spells and other magical effects."]},{"name":"Sorrowful Presence","entries":["Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a {@dc 13} Wisdom saving throw. On a failed save, the creature is {@condition charmed} for 1 minute. While {@condition charmed} in this way, the creature has disadvantage on ability checks and saving throws. The {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours.","Whenever the eladrin deals damage to the {@condition charmed} creature, it can repeat the saving throw, ending the effect on itself on a success."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The eladrin's innate spellcasting ability is Intelligence (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:","At will: {@spell fog cloud}, {@spell gust of wind}","1/day each: {@spell cone of cold}, {@spell ice storm}"]}],"actions":[{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d8}) slashing damage, or 5 ({@damage 1d10}) slashing damage if used with two hands."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}4 ({@damage 1d8}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Frigid Rebuke","entries":["When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a {@dc 16} Constitution saving throw or take 11 ({@damage 2d10}) cold damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Winter Eladrin","entries":["When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy and bitterness. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as bitter cold."]},{"type":"section","name":"Eladrin","entries":[{"type":"quote","entries":["To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all."],"by":"Mordenkainen"},"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.","The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Creatures of Passion","type":"entries","entries":["The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week."]},{"name":"Lovers of Beauty","type":"entries","entries":["Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them."]},{"type":"entries","name":"Changeable Nature","entries":["Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't {@condition incapacitated}. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Winter Eladrin.webp","credit":"Eric Belisle"}],"hidden":true,"otherVersions":[{"id":"winter-eladrin","source":"MPMM"}]},{"id":"winter-wolf","name":"Winter Wolf","source":"XMM","page":334,"srd":true,"image":"bestiary/XMM/Winter Wolf.webp","token":"bestiary/tokens/XMM/Winter Wolf.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"13","initiative":"+1 (11)","hp":"75 (10d10 + 20)","speed":"50 ft.","str":18,"dex":13,"con":14,"int":7,"wis":12,"cha":8,"saves":"","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Giant","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic","treasure":"","traits":[{"name":"Pack Tactics","entries":["The wolf has {@variantrule Advantage|XPHB} on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage. If the target is a Large or smaller creature, it has the {@condition Prone|XPHB} condition."]},{"name":"Cold Breath {@recharge 5}","entries":["{@actSave con} {@dc 12}, each creature in a 15-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 18 ({@damage 4d8}) Cold damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Winter Wolf","entries":["{@i Cold-hearted Pack Hunter}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Winter wolves are horse-size, supernatural predators that prowl frigid wildernesses in deadly packs. With their great size and chilling breath, winter wolves pursue megafauna, arctic travelers, and any other creatures they catch on the tundra.","Winter wolves are more intelligent than natural wolves and can speak. Most are predominantly concerned with their next meal, and while they might converse with other creatures in exchange for food, few concern themselves with long-term bargains or keeping their word unless they have something to gain. Winter wolves often hunt alongside frost giants that indulge them with frequent hunts and reliable meals.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Snowdrifts, driving hail, and wind fierce enough to strip the hairless skin off your bones—you lot have been through it all. But good news, there's a town full of warm hearths right over this rise.","You'll never reach it, but at least your last thoughts will be warm."],"by":"Koran, Winter Wolf"}]}]}],"gallery":[{"path":"bestiary/XMM/Winter Wolf.webp","credit":"Jonathan Kuo"}],"otherVersions":[{"id":"winter-wolf-mm","source":"MM"}]},{"id":"winter-wolf-mm","name":"Winter Wolf","source":"MM","page":340,"srd":false,"image":"bestiary/MM/Winter Wolf.webp","token":"bestiary/tokens/MM/Winter Wolf.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"13","initiative":"+1 (11)","hp":"75 (10d10 + 20)","speed":"50 ft.","str":18,"dex":13,"con":14,"int":7,"wis":12,"cha":8,"saves":"","skills":"Perception +5, Stealth +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Giant, Winter Wolf","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Snow Camouflage","entries":["The wolf has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]},{"name":"Cold Breath {@recharge 5}","entries":["The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 18 ({@damage 4d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations."]}]}],"gallery":[{"path":"bestiary/MM/Winter Wolf.webp"}],"hidden":true,"otherVersions":[{"id":"winter-wolf","source":"XMM"}]},{"id":"wiri-fleagol","name":"Wiri Fleagol","source":"SKT","page":176,"srd":false,"image":"bestiary/tokens/SKT/Wiri Fleagol.webp","token":"bestiary/tokens/SKT/Wiri Fleagol.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"10","initiative":"+0 (10)","hp":"4 (1d8)","speed":"30 ft.","str":10,"dex":10,"con":10,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any one language (usually Common)","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Arctic, Desert, Coastal, Grassland, Hill, Urban, Forest","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Club","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"witchkite","name":"Witchkite","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Witchkite.webp","token":"bestiary/tokens/MCV4EC/Witchkite.webp","size":"Huge","creatureType":"Dragon (Warlock)","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"220 (21d12 + 84)","speed":"40 ft., fly 80 ft.","str":23,"dex":10,"con":18,"int":15,"wis":17,"cha":19,"saves":"Dex +5, Wis +8, Cha +9","skills":"Arcana +7, Perception +8, Stealth +5","vulnerabilities":"","resistances":"fire; psychic","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 18","languages":"Draconic","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the witchkite fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["The witchkite casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell minor illusion}, {@spell speak with dead}","1/day each: {@spell detect thoughts}, {@spell dimension door}, {@spell hold monster}"]}],"actions":[{"name":"Multiattack","entries":["The witchkite makes two Rend attacks and uses Malevolent Flare once."]},{"name":"Rend","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}16 ({@damage 3d6 + 6}) slashing damage."]},{"name":"Malevolent Flare","entries":["The witchkite spits magical, green-tinged flame at one creature it can see within 60 feet of itself. The target must make a {@dc 17} Dexterity saving throw. On a failed save, the target takes 22 ({@damage 5d8}) fire damage and suffers one of the following effects of the witchkite's choice:",{"type":"list","items":["The target must use its reaction to make a melee attack against another creature of the witchkite's choice that is within the target's reach.","The target takes 13 ({@damage 2d12}) psychic damage."]},"On a successful save, the target takes half as much damage only."]}],"bonusActions":[],"reactions":[{"name":"Enchanting Gaze","entries":["When a creature the witchkite can see moves within 10 feet of it, the witchkite emits an enchanting gaze at the creature. The creature must succeed on a {@dc 17} Wisdom saving throw or take 10 ({@damage 3d6}) psychic damage and have the {@condition charmed} condition until the end of its next turn."]},{"name":"Retribution","entries":["Immediately after taking damage from a melee attack, the witchkite makes one Rend attack against the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["While many dragons of Eldraine hoard wealth and material goods, witchkites prefer hoarding forbidden and dangerous magical secrets. The arcane nature of a witchkite's hoard seeps into the dragon's core, granting it spellcasting abilities and twisting its fiery breath into malevolent motes of magical flame.",{"type":"quote","entries":["I heard there's an especially fearsome witch around here. Or was it a particularly cruel dragon? The tales were very confu—"],"by":"Last words of the mostly forgotten adventurer Osval"},{"type":"inset","name":"Dragons of Eldraine","entries":["The dragons of Eldraine, are much like those of other D&D worlds. You can use any dragon stat block for a dragon of Eldraine. On Magic cards, there are red dragons ({@link Opportunistic Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=532521}, {@link Decadent Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=629724}, and {@link Realm-Scorcher Hellkite|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=629646}), bronze dragons ({@link Loch Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=473173}), and moonstone dragons ({@link Shimmer Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=612484} and {@link Archive Dragon|https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=629542}). {@filter Moonstone dragons|bestiary|source=FTD|search=moonstone} are described in {@book Fizban's Treasury of Dragons.|FTD}"]}]}],"gallery":[{"path":"bestiary/MCV4EC/Witchkite.webp","credit":"Donato Giancola"}]},{"id":"witchlight-hand-medium","name":"Witchlight Hand (Medium)","source":"WBtW","page":27,"srd":false,"image":"bestiary/tokens/WBtW/Witchlight Hand (Medium).webp","token":"bestiary/tokens/WBtW/Witchlight Hand (Medium).webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"9 (2d8)","speed":"30 ft.","str":10,"dex":14,"con":11,"int":12,"wis":13,"cha":12,"saves":"","skills":"Sleight Of Hand +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus any one language","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Secret Expertise","entries":["The hand has one of these additional skills: {@skill Acrobatics} {@skillCheck acrobatics 6}, {@skill Animal Handling} {@skillCheck animal_handling 5}, {@skill Arcana} {@skillCheck arcana 5}, {@skill Athletics} {@skillCheck athletics 4}, {@skill Medicine} {@skillCheck medicine 5}, or {@skill Performance} {@skillCheck performance 5}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hand casts one of the following spells, using Charisma as the spellcasting ability:","At will: {@spell dancing lights}, {@spell message}, {@spell prestidigitation}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Pixie Dust (1/Day)","entries":["The hand sprinkles a pinch of pixie dust on itself or another creature it can see within 5 feet of it. The recipient gains a flying speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Witchlight hands are the backbone of the Witchlight Carnival, a motley collection of individuals who operate many of the booths, make repairs, feed and exercise the animals, keep an eye out for thieves and other miscreants, and perform other miscellaneous tasks as Mister Witch dictates. A few also work part-time as performers and attractions. Although they travel to many worlds throughout the Material Plane, Witchlight hands rarely leave the carnival grounds. The carnival is the only world they know and care about.","All hands enter into an agreement when they join the carnival: they must never harm another staff member, and they can't leave the carnival for more than a day at a time. (A longer absence is equivalent to resignation, in Mister Witch's estimation.) On-duty staff members are required to wear fake butterfly wings strapped to their backs. Mister Witch and Mister Light also furnish them with small amounts of pixie dust (see appendix A).","Witchlight hands are paid only a small fraction of the carnival's profits, but it's enough to keep them fed, clothed, and cared for. Some hands work longer hours or do extra chores to pay off debts and loans.","Most Witchlight hands are taught how to perform minor magic tricks, which they use to amuse themselves as well as entertain the masses."]}]},{"id":"witchlight-hand-small","name":"Witchlight Hand (Small)","source":"WBtW","page":27,"srd":false,"image":"bestiary/tokens/WBtW/Witchlight Hand (Small).webp","token":"bestiary/tokens/WBtW/Witchlight Hand (Small).webp","size":"Small","creatureType":"Humanoid","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":10,"dex":14,"con":11,"int":12,"wis":13,"cha":12,"saves":"","skills":"Sleight Of Hand +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common plus any one language","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Secret Expertise","entries":["The hand has one of these additional skills: {@skill Acrobatics} {@skillCheck acrobatics 6}, {@skill Animal Handling} {@skillCheck animal_handling 5}, {@skill Arcana} {@skillCheck arcana 5}, {@skill Athletics} {@skillCheck athletics 4}, {@skill Medicine} {@skillCheck medicine 5}, or {@skill Performance} {@skillCheck performance 5}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The hand casts one of the following spells, using Charisma as the spellcasting ability:","At will: {@spell dancing lights}, {@spell message}, {@spell prestidigitation}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Pixie Dust (1/Day)","entries":["The hand sprinkles a pinch of pixie dust on itself or another creature it can see within 5 feet of it. The recipient gains a flying speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Witchlight hands are the backbone of the Witchlight Carnival, a motley collection of individuals who operate many of the booths, make repairs, feed and exercise the animals, keep an eye out for thieves and other miscreants, and perform other miscellaneous tasks as Mister Witch dictates. A few also work part-time as performers and attractions. Although they travel to many worlds throughout the Material Plane, Witchlight hands rarely leave the carnival grounds. The carnival is the only world they know and care about.","All hands enter into an agreement when they join the carnival: they must never harm another staff member, and they can't leave the carnival for more than a day at a time. (A longer absence is equivalent to resignation, in Mister Witch's estimation.) On-duty staff members are required to wear fake butterfly wings strapped to their backs. Mister Witch and Mister Light also furnish them with small amounts of pixie dust (see appendix A).","Witchlight hands are paid only a small fraction of the carnival's profits, but it's enough to keep them fed, clothed, and cared for. Some hands work longer hours or do extra chores to pay off debts and loans.","Most Witchlight hands are taught how to perform minor magic tricks, which they use to amuse themselves as well as entertain the masses."]}]},{"id":"witchstalker","name":"Witchstalker","source":"MCV4EC","srd":false,"image":"bestiary/MCV4EC/Witchstalker.webp","token":"bestiary/tokens/MCV4EC/Witchstalker.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"82 (11d10 + 22)","speed":"60 ft.","str":18,"dex":16,"con":15,"int":8,"wis":12,"cha":6,"saves":"Str +7, Wis +4","skills":"Perception +7, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 60 ft., Passive Perception 17","languages":"understands Common but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The witchstalker has advantage on saving throws against spells and other magical effects."]},{"name":"Smell Magic","entries":["The witchstalker can sense the presence and location of magic within 120 feet of itself. It also has advantage on attack rolls against creatures that have cast a spell since the end of the witchstalker's last turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The witchstalker makes two Bite attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 15} Strength saving throw or have the {@condition prone} condition."]},{"name":"Mind-Wracking Howl {@recharge 5}","entries":["The witchstalker unleashes a terrible howl, and each creature within 30 feet of it that isn't a Monstrosity must make a {@dc 13} Wisdom saving throw. On a failed save, a creature takes 24 ({@damage 7d6}) psychic damage and has disadvantage on Constitution saving throws to maintain {@status concentration} on spells until the end of its next turn. On a successful save, a creature takes half as much damage only."]}],"bonusActions":[],"reactions":[{"name":"Spell Stalk","entries":["Immediately after a creature within 120 feet of the witchstalker casts a spell, the witchstalker magically teleports to an unoccupied space within 5 feet of the creature and can make one Bite attack against the creature."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Twice the size of their ordinary kin, witchstalkers are giant wolves drawn to sources of magic by their supernatural sense of smell. As a result, the moors and forests of Dunbarrow make for good hunting grounds. The greater the source of magic, the more witchstalkers are drawn to the area. To their dismay, witches have drawn as many as a dozen witchstalkers.","Witchstalkers resemble monstrous wolves with enormous jaws and ridged spines. By feeding on spellcasters and other sources of magic, witchstalkers developed their own magical abilities, including a supernatural howl and the ability to teleport next to unsuspecting prey."]}],"gallery":[{"path":"bestiary/MCV4EC/Witchstalker.webp","credit":"Nicholas Gregory"}]},{"id":"witherbloom-apprentice","name":"Witherbloom Apprentice","source":"SCC","page":221,"srd":false,"image":"bestiary/SCC/Witherbloom Apprentice.webp","token":"bestiary/tokens/SCC/Witherbloom Apprentice.webp","size":"Small or Medium","creatureType":"Humanoid (Druid)","alignment":"Any Alignment","ac":"13","initiative":"+2 (12)","hp":"44 (8d8 + 8)","speed":"30 ft.","str":10,"dex":14,"con":13,"int":12,"wis":15,"cha":11,"saves":"Con +3, Wis +4","skills":"Medicine +4, Nature +5, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common plus any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["The apprentice regains 5 hit points at the start of its turn if it has at least 1 hit point."]},{"name":"Verdant Talisman","entries":["At the end of a 10-minute ritual, the apprentice can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add {@dice 1d6} to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the apprentice conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust."]}],"spellcasting":[{"name":"Spellcasting","entries":["The apprentice casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:","At will: {@spell druidcraft}, {@spell spare the dying}","1/day each: {@spell pass without trace}"]}],"actions":[{"name":"Briar Vine","entries":["{@atk ms} {@hit 4} to hit, reach 15 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage plus 9 ({@damage 2d8}) poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself."]}],"bonusActions":[],"reactions":[{"name":"Wither Burst","entries":["When the apprentice sees a creature within 30 feet of itself drop to 0 hit points, the apprentice channels the expended life essence and targets another creature it can see within 30 feet of itself. The target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target takes 3 ({@damage 1d6}) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Deep in the fog and muck of the swamp, the students of Witherbloom College—first as apprentices and then as pledgemages—study the cycle of life and death. Their magic is fueled by what they call life essence: the ubiquitous energy that runs through living things.","Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting studies. Their magic ranges from necrotic shadows and withering bursts of poison to flourishing bursts of plant life."]},{"type":"section","entries":[{"type":"entries","name":"Witherbloom Scholars","entries":["Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth."]}]}],"gallery":[{"path":"bestiary/SCC/Witherbloom Apprentice.webp","credit":"Josh Hass"}]},{"id":"witherbloom-pledgemage","name":"Witherbloom Pledgemage","source":"SCC","page":222,"srd":false,"image":"bestiary/SCC/Witherbloom Pledgemage.webp","token":"bestiary/tokens/SCC/Witherbloom Pledgemage.webp","size":"Small or Medium","creatureType":"Humanoid (Druid)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":10,"dex":15,"con":13,"int":14,"wis":17,"cha":11,"saves":"Con +3, Wis +5","skills":"Medicine +5, Nature +6, Perception +7","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 17","languages":"Common plus any two languages","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Regeneration","entries":["As long as the pledgemage has at least 1 hit point remaining, the pledgemage regains 5 hit points at the start of its turn."]},{"name":"Verdant Talisman","entries":["At the end of a 10-minute ritual, the pledgemage can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add {@dice 1d6} to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the pledgemage conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust."]}],"spellcasting":[{"name":"Spellcasting","entries":["The apprentice casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:","At will: {@spell druidcraft}, {@spell spare the dying}","1/day each: {@spell death ward}, {@spell pass without trace}, {@spell speak with plants}"]}],"actions":[{"name":"Briar Vine","entries":["{@atk ms} {@hit 5} to hit, reach 15 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 18 ({@damage 4d8}) poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself."]}],"bonusActions":[{"name":"Vociferous Form (1/Day)","entries":["The pledgemage transforms into an avatar of plants and shadow. While in this form, the pledgemage adds its Wisdom modifier to its AC if it isn't wearing armor or wielding a shield, and it has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until the pledgemage is reduced to 0 hit points."]}],"reactions":[{"name":"Wither Burst","entries":["When the pledgemage sees a creature within 30 feet of itself drop to 0 hit points, the pledgemage channels the expended life essence and targets another creature it can see within 30 feet of itself. The target must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target takes 3 ({@damage 1d6}) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Deep in the fog and muck of the swamp, the students of Witherbloom College—first as apprentices and then as pledgemages—study the cycle of life and death. Their magic is fueled by what they call life essence: the ubiquitous energy that runs through living things.","Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting studies. Their magic ranges from necrotic shadows and withering bursts of poison to flourishing bursts of plant life."]},{"type":"section","entries":[{"type":"entries","name":"Witherbloom Scholars","entries":["Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth."]}]}],"gallery":[{"path":"bestiary/SCC/Witherbloom Pledgemage.webp","credit":"Filip Burburan"}]},{"id":"witherbloom-professor-of-decay","name":"Witherbloom Professor of Decay","source":"SCC","page":223,"srd":false,"image":"bestiary/tokens/SCC/Witherbloom Professor of Decay.webp","token":"bestiary/tokens/SCC/Witherbloom Professor of Decay.webp","size":"Small or Medium","creatureType":"Humanoid (Druid)","alignment":"Any Alignment","ac":"14","initiative":"+2 (12)","hp":"105 (14d8 + 42)","speed":"30 ft.","str":11,"dex":14,"con":16,"int":16,"wis":19,"cha":13,"saves":"Con +6, Int +6, Wis +7, Cha +4","skills":"Arcana +6, Medicine +7, Nature +6, Survival +7","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Essence Transfer (1/Day)","entries":["The professor can cast the {@spell animate dead} spell, using Wisdom as the spellcasting ability."]}],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell druidcraft}, {@spell spare the dying}","1/day each: {@spell antilife shell}, {@spell bane}, {@spell feign death}, {@spell speak with dead}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes two Mortality Spear attacks. It can replace one of the attacks with a use of Spellcasting."]},{"name":"Mortality Spear","entries":["{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) necrotic damage, and the target can't regain hit points until the start of the professor's next turn."]},{"name":"Essence Pulse {@recharge 5}","entries":["The professor creates a life-draining vortex in a 30-foot-radius sphere centered on itself. Each creature of the professor's choice that it can see within that area must make a {@dc 15} Constitution saving throw, taking 23 ({@damage 5d8}) necrotic damage on a failed save, or half as much damage on a successful one. The professor then regains 10 hit points. An affected creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Professors of decay wield magic that drains and twists the essence of the professors' subjects. The professors use the gathered essence to feed their magic, snuffing the life and decaying the bodies of the living, entreating and commanding the dead and Undead, and twisting curses around their foes. In battle, they steal the essence of their enemies to heal their own wounds and create spears of sickly green life-draining energy.","Witherbloom teachers who espouse the decaying side of the natural cycle instruct their students to exploit the essence of life for their own needs. Professors of decay unravel the mysteries of death and the transition of decay, and they teach that any life's end is an asset waiting to be tapped."]},{"type":"section","entries":[{"type":"entries","name":"Witherbloom Scholars","entries":["Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth."]}]}]},{"id":"witherbloom-professor-of-growth","name":"Witherbloom Professor of Growth","source":"SCC","page":223,"srd":false,"image":"bestiary/tokens/SCC/Witherbloom Professor of Growth.webp","token":"bestiary/tokens/SCC/Witherbloom Professor of Growth.webp","size":"Small or Medium","creatureType":"Humanoid (Druid)","alignment":"Any Alignment","ac":"13","initiative":"+1 (11)","hp":"112 (15d8 + 45)","speed":"30 ft.","str":11,"dex":13,"con":16,"int":16,"wis":19,"cha":13,"saves":"Con +6, Int +6, Wis +7, Cha +4","skills":"Arcana +6, Medicine +7, Nature +6, Survival +7","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"poisoned","senses":"Passive Perception 14","languages":"Common plus any four languages","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The professor casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability:","At will: {@spell druidcraft}, {@spell spare the dying}","1/day each: {@spell greater restoration}, {@spell lesser restoration}, {@spell mass cure wounds}, {@spell pass without trace}, {@spell plant growth}, {@spell revivify}"]}],"actions":[{"name":"Multiattack","entries":["The professor makes two Verdant Lash attacks."]},{"name":"Verdant Lash","entries":["{@atk ms} {@hit 7} to hit, reach 30 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 15} Strength saving throw or be pulled up to 10 feet closer to the professor."]},{"name":"Summon Nature's Avatar (Recharges after a Short or Long Rest)","entries":["The professor magically summons a Groff. The groff appears in an unoccupied space within 60 feet of the professor, acts as the professor's ally, and takes its turns immediately after the professor's. The professor can communicate telepathically with this groff while it remains. The groff remains for 10 minutes, until it or the professor dies, or until the professor dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Professors of growth nurture the essence of nature through their magic. They brew infusions of plants, fungi, and insects or other minuscule creatures that thrum with the essence of life, using these infusions to fuel their magic instead of using traditional material components. In battle, they flood their allies with vital essence, healing wounds and soothing ailments. Their foes face the wrath of nature itself, from grasping plants and conjured poisonous vines to avatars of nature's wrath.","These professors teach their students to focus on the growth side of the natural cycle of life and death and to avoid wasting resources. They espouse the philosophy that a thriving system benefits all."]},{"type":"section","entries":[{"type":"entries","name":"Witherbloom Scholars","entries":["Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth."]}]}]},{"id":"withers","name":"Withers","source":"ToA","page":145,"srd":false,"image":"bestiary/ToA/Withers.webp","token":"bestiary/tokens/ToA/Withers.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":16,"wis":13,"cha":15,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"the languages he knew in life","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Withers carries the {@item amulet of the black skull|ToA}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Withers has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Withers is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). Withers has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell expeditious retreat}, {@spell feather fall}, {@spell thunderwave}","Level 2 (4 slots): {@spell darkness}, {@spell hold person}, {@spell rope trick}","Level 3 (3 slots): {@spell dispel magic}, {@spell lightning bolt}","Level 4 (3 slots): {@spell blight}, {@spell wall of fire}","Level 5 (1 slots): {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["Withers makes two longsword attacks. He can use his Life Drain in place of one longsword attack."]},{"name":"Life Drain","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) necrotic damage. The target must succeed on a {@dc 13} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","A humanoid slain by this attack rises 24 hours later as a zombie under the Withers's control, unless the humanoid is restored to life or its body is destroyed. Withers can have no more than twelve zombies under its control at one time."]},{"name":"Longsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) slashing damage, or 7 ({@damage 1d10 + 2}) slashing damage if used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Before he was turned into an undead creature, Withers was an Omuan engineer named Gorra. Like all of Omu's citizens, Gorra was enslaved and put to work constructing the tomb. When Acererak sacrificed his workers to their own dungeon, Gorra's traps performed the best."]}]}]}],"gallery":[{"path":"bestiary/ToA/Withers.webp"}]},{"id":"woe-strider","name":"Woe Strider","source":"MOT","page":247,"srd":false,"image":"bestiary/MOT/Woe Strider.webp","token":"bestiary/tokens/MOT/Woe Strider.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Evil","ac":"17","initiative":"+2 (12)","hp":"110 (13d10 + 39)","speed":"40 ft., climb 40 ft.","str":18,"dex":15,"con":16,"int":8,"wis":14,"cha":14,"saves":"","skills":"Intimidation +5, Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"frightened","senses":"darkvision 120 ft., Passive Perception 15","languages":"telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Antimagic Cone","entries":["The woe strider's open mouth creates an area of antimagic, as in the {@spell antimagic field} spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the cone faces and whether its mouth is open or closed."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The woe strider makes two claw attacks and one bite attack. If both claws hit the same creature, the target is {@condition grappled} (escape {@dc 14})."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 3 ({@damage 1d6}) psychic damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature that is {@condition grappled}, {@condition incapacitated}, or {@condition restrained}. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 16 ({@damage 3d10}) psychic damage. In addition, each magic item the creature is carrying that isn't an artifact has its magical properties suppressed for 1 minute."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Woe striders form from the souls of those who've broken the bonds of destiny. Over centuries, these cosmic blasphemers transform into hunched, long-limbed horrors. Sadistic things, woe striders seek ways to reweave themselves into the tapestry of destiny. This leads them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike."]}],"gallery":[{"path":"bestiary/MOT/Woe Strider.webp","credit":"John Thacker"}]},{"id":"wolf","name":"Wolf","source":"XMM","page":373,"srd":true,"image":"bestiary/XMM/Wolf.webp","token":"bestiary/tokens/XMM/Wolf.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":14,"dex":15,"con":12,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[{"name":"Pack Tactics","entries":["The wolf has {@variantrule Advantage|XPHB} on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the {@condition Incapacitated|XPHB} condition."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Animals","entries":["Use these stat blocks to represent the creatures they're named for or other similar creatures. For example, the {@creature Panther|XMM} stat block can also represent a mountain lion, while the {@creature Giant Goat|XMM} stat block might represent a buffalo. Any of these stat blocks might also serve as fantastical animals with distinctive names and cosmetic details unique to your D&D adventures."]}],"gallery":[{"path":"bestiary/XMM/Wolf.webp"},{"path":"bestiary/XMM/Animals Hills and Mountains.webp","title":"A druid calls on animals of the hills and mountains to aid her cause"},{"path":"bestiary/XMM/Animals Aquatic.webp","title":"Aquatic animals swim alongside a druid exploring the sea"},{"path":"bestiary/XMM/Animals Rainforest.webp","title":"Inhabitants of the rain forest answer a druid's summons"}],"otherVersions":[{"id":"wolf-mm","source":"MM"}]},{"id":"wolf-mm","name":"Wolf","source":"MM","page":341,"srd":false,"image":"bestiary/MM/Wolf.webp","token":"bestiary/tokens/MM/Wolf.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":12,"dex":15,"con":12,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/MM/Wolf.webp"}],"hidden":true,"otherVersions":[{"id":"wolf","source":"XMM"}]},{"id":"wolf-of-the-overworld","name":"Wolf of the Overworld","source":"MCV3MC","page":7,"srd":false,"image":"bestiary/MCV3MC/Wolf of the Overworld.webp","token":"bestiary/tokens/MCV3MC/Wolf of the Overworld.webp","size":"Medium","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"+2 (12)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":12,"dex":15,"con":12,"int":3,"wis":12,"cha":6,"saves":"","skills":"Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the {@condition incapacitated} condition."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit; reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage. If the target is a creature, it must succeed on a {@dc 11} Strength saving throw or have the {@condition prone} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Running through the forests of the Overworld on four legs, this gray-furred hunter is at home in the cold of the taiga.","Wolves hunt in packs, roaming their territories and chasing sheep, rabbits, and foxes. Wild wolves are typically indifferent to Humanoids, neither running from nor attacking them, but a pack of wolves becomes hostile toward any creature that hurts one of the pack's members. Wolves can be tamed by adventurers who feed and look after them. Tamed wolves follow their masters everywhere they go.","Wolves instinctively regard animated skeletons as enemies and attack them without hesitation. Even tamed wolves, which obediently hold themselves back from attacking their natural prey, freely charge at skeletons unless they are commanded to sit."]}],"gallery":[{"path":"bestiary/MCV3MC/Wolf of the Overworld.webp"}]},{"id":"wolf-in-sheep-s-clothing","name":"Wolf-in-Sheep's-Clothing","source":"QftIS","page":221,"srd":false,"image":"bestiary/QftIS/Wolf-in-Sheeps-Clothing.webp","token":"bestiary/tokens/QftIS/Wolf-in-Sheep's-Clothing.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"16","initiative":"-1 (9)","hp":"112 (15d8 + 45)","speed":"20 ft., climb 20 ft.","str":20,"dex":9,"con":16,"int":5,"wis":12,"cha":5,"saves":"","skills":"Perception +7, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 60 ft., Passive Perception 17","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["If the wolf-in-sheep's-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the wolf-in-sheep's-clothing move or act (except for the lure), that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the wolf-in-sheep's-clothing is animate."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wolf-in-sheep's-clothing makes one Bite attack and two Root Tentacle attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) acid damage."]},{"name":"Root Tentacle","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 16}). While {@condition grappled} in this way, the target has the {@condition restrained} condition, and at the start of each of the wolf-in-sheep's-clothing's turns, the wolf-in-sheep's-clothing can pull the target up to 10 feet toward itself (no action required). The wolf-in-sheep's-clothing has four root tentacles, each of which can grapple one target."]}],"bonusActions":[{"name":"Completely Harmless Lure","entries":["The wolf-in-sheep's-clothing can change the color, texture, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep's-clothing, connected by nearly {@condition invisible} filament-like tendrils."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A wolf-in-sheep's-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered flowers, rootlike tentacles, and a fleshy growth atop its body that it uses to lure prey toward its fang-filled maw.","Wolves-in-sheep's-clothing can reshape their lures to mimic the appearance of various small, often adorable creatures to entice their prey. The Lure Forms table suggests some forms the lure might take.",{"type":"table","colLabels":["d6","Lure Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Clumsy puppy"],["2","Cute little bunnyoid"],["3","Dapper, smiling frog with a little top hat"],["4","Fluffy kitten"],["5","Fox with adorably large ears"],["6","Spunky, dancing crawfish"]]}]}],"gallery":[{"path":"bestiary/QftIS/Wolf-in-Sheeps-Clothing.webp"}]},{"id":"wolfwere","name":"Wolfwere","source":"MaBJoV","page":155,"srd":false,"image":"bestiary/MaBJoV/Wolfwere.webp","token":"bestiary/tokens/MaBJoV/Wolfwere.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"55 (10d8 + 10)","speed":"30 ft. (40 ft. in dire wolf form)","str":18,"dex":14,"con":12,"int":10,"wis":8,"cha":15,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing damage from nonmagical weapons that aren't iron","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common (can't speak in wolf form)","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The wolfwere has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The wolfwere has advantage on an attack roll against a creature if at least one of the wolfwere's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Hybrid form only)","entries":["The wolfwere makes two attacks: one with its Bite and one with its Claws."]},{"name":"Longsword (Humanoid form only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 4}) slashing damage or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands."]},{"name":"Bite (Wolf or Hybrid form only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]},{"name":"Claws (Hybrid form only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage."]},{"name":"Lethargic Song (Humanoid form only)","entries":["The wolfwere plays a magical melody on an instrument. Every Humanoid within 200 feet of the wolfwere that hears the melody must succeed on a {@dc 13} Wisdom saving throw or be slowed for 10 minutes, as if the {@spell slow} spell has been cast on them. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this wolfwere's melody for the next 24 hours."]},{"name":"Change Shape","entries":["The wolfwere polymorphs into a wolf-humanoid hybrid or into a Humanoid (elf or human), or back into its true form, which is a dire wolf. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["I remember being told that wolfweres were nature's perfect predator. Boo disagreed with this though. There is nothing more fearsome than a pissed off space hamster!"],"by":"MINSC"},{"type":"quote","entries":["Shhhh... close your eyes.","Dream of starlight, dream of sights unseen, and I shall join you soon."],"by":"Wolfwere"},"Wolfweres are shapeshifters that have the natural form of a large wolf but can transform at will into both humanoid and bipedal hybrid shapes. These hateful creatures are much more intelligent than a normal wolf and use this preternatural cunning to hunt their favorite prey: humans. Although some believe them to be the offspring of werewolves and normal wolves—and this may very well be their origin—wolfweres are their own species and their form of lycanthropy is not a transmissible curse or disease. Like werewolves, wolfweres are repelled by wolfsbane but are vulnerable to iron rather than silver weapons.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Strange Packs","entries":["Although some wolfweres are solitary, others choose to stay in familial bands. However, they most often run in packs of normal wolves or worgs. Wolfweres are able to influence and command these beasts, making them much more vicious and bolder. Rarely, a wolfwere may choose to blend in with human society. Wolfweres never associate with werewolves, as the two share a mutual hatred and will attack each other unprovoked."]},{"type":"entries","name":"Myriad Forms","entries":["A wolfwere's natural form is similar in size and appearance to that of a dire wolf. In combat, they usually shift into a hybrid form, which is able to both bite and use weapons with its human-like hands. To trick stronger prey, a wolfwere dons a charismatic human shape. Unlike werewolves, wolfweres have no single humanoid form to revert to. Instead, a wolfwere can transform into any humanoid shape it desires, though they almost universally choose ones with great physical beauty. Wolfweres have the ability to sense what their particular prey would find attractive and assume a seductive disguise. Wolfweres have less control over their appearance when they involuntarily transform under a new moon, though they usually assume a shape they have taken on recently."]},{"type":"entries","name":"A Sedating Melody","entries":["While in their humanoid forms, wolfweres have the ability to sing a song that induces a lethargy in their prey that is similar to a {@spell slow} spell. Many wolfweres play stringed instruments and pose as bards to avoid arousing suspicion while they work their charms."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Wolfwere.webp"}]},{"id":"wolfwere-alpha","name":"Wolfwere Alpha","source":"MaBJoV","page":154,"srd":false,"image":"bestiary/MaBJoV/Wolfwere.webp","token":"bestiary/tokens/MaBJoV/Wolfwere Alpha.webp","size":"Medium","creatureType":"Humanoid","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"104 (16d8 + 32)","speed":"30 ft. (40 ft. in dire wolf form)","str":20,"dex":14,"con":14,"int":10,"wis":8,"cha":16,"saves":"","skills":"Perception +6","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing damage from nonmagical weapons that aren't iron","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common (can't speak in wolf form)","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The wolfwere has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The wolfwere has advantage on an attack roll against a creature if at least one of the wolfwere's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Hybrid form only)","entries":["The wolfwere makes three attacks: one with its Bite and two with its Claws."]},{"name":"Longsword (Humanoid form only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 5}) slashing damage or 11 ({@damage 1d10 + 6}) slashing damage if used with two hands."]},{"name":"Bite (Wolf or Hybrid form only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]},{"name":"Claws (Hybrid form only)","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage."]},{"name":"Lethargic Song (Humanoid form only)","entries":["The wolfwere plays a magical melody on an instrument. Every Humanoid within 200 feet of the wolfwere that hears the melody must succeed on a {@dc 16} Wisdom saving throw or be slowed for 10 minutes, as if the {@spell slow} spell has been cast on them. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this wolfwere's melody for the next 24 hours."]},{"name":"Change Shape","entries":["The wolfwere polymorphs into a wolf-humanoid hybrid or into a Humanoid (elf or human), or back into its true form, which is a dire wolf. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["I remember being told that wolfweres were nature's perfect predator. Boo disagreed with this though. There is nothing more fearsome than a pissed off space hamster!"],"by":"MINSC"},{"type":"quote","entries":["Shhhh... close your eyes.","Dream of starlight, dream of sights unseen, and I shall join you soon."],"by":"Wolfwere"},"Wolfweres are shapeshifters that have the natural form of a large wolf but can transform at will into both humanoid and bipedal hybrid shapes. These hateful creatures are much more intelligent than a normal wolf and use this preternatural cunning to hunt their favorite prey: humans. Although some believe them to be the offspring of werewolves and normal wolves—and this may very well be their origin—wolfweres are their own species and their form of lycanthropy is not a transmissible curse or disease. Like werewolves, wolfweres are repelled by wolfsbane but are vulnerable to iron rather than silver weapons.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Strange Packs","entries":["Although some wolfweres are solitary, others choose to stay in familial bands. However, they most often run in packs of normal wolves or worgs. Wolfweres are able to influence and command these beasts, making them much more vicious and bolder. Rarely, a wolfwere may choose to blend in with human society. Wolfweres never associate with werewolves, as the two share a mutual hatred and will attack each other unprovoked."]},{"type":"entries","name":"Myriad Forms","entries":["A wolfwere's natural form is similar in size and appearance to that of a dire wolf. In combat, they usually shift into a hybrid form, which is able to both bite and use weapons with its human-like hands. To trick stronger prey, a wolfwere dons a charismatic human shape. Unlike werewolves, wolfweres have no single humanoid form to revert to. Instead, a wolfwere can transform into any humanoid shape it desires, though they almost universally choose ones with great physical beauty. Wolfweres have the ability to sense what their particular prey would find attractive and assume a seductive disguise. Wolfweres have less control over their appearance when they involuntarily transform under a new moon, though they usually assume a shape they have taken on recently."]},{"type":"entries","name":"A Sedating Melody","entries":["While in their humanoid forms, wolfweres have the ability to sing a song that induces a lethargy in their prey that is similar to a {@spell slow} spell. Many wolfweres play stringed instruments and pose as bards to avoid arousing suspicion while they work their charms."]}]}]}],"gallery":[{"path":"bestiary/MaBJoV/Wolfwere.webp"}]},{"id":"wood-elf","name":"Wood Elf","source":"SKT","page":28,"srd":false,"image":"bestiary/tokens/SKT/Wood Elf.webp","token":"bestiary/tokens/SKT/Wood Elf.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Elvish","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["The wood elf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wood elf makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"wood-elf-wizard","name":"Wood Elf Wizard","source":"CM","page":187,"srd":false,"image":"bestiary/tokens/CM/Wood Elf Wizard.webp","token":"bestiary/tokens/CM/Wood Elf Wizard.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"45 (10d8)","speed":"30 ft.","str":9,"dex":14,"con":10,"int":17,"wis":13,"cha":12,"saves":"","skills":"Arcana +6, Deception +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["The wood elf has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The wood elf's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["The wood elf is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell poison spray}, {@spell ray of frost}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}, {@spell witch bolt}","Level 2 (3 slots): {@spell alter self}, {@spell misty step}, {@spell web}","Level 3 (3 slots): {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell Evard's black tentacles}, {@spell greater invisibility}","Level 5 (2 slots): {@spell cloudkill}"]}],"actions":[{"name":"Staff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands, plus 3 ({@damage 1d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["The wood elf magically summons a {@creature quasit}, or attempts to summon a {@creature shadow demon} with a {@chance 50|50 percent|50% summoning chance} chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"wood-woad","name":"Wood Woad","source":"MPMM","page":266,"srd":false,"image":"bestiary/MPMM/Wood Woad.webp","token":"bestiary/tokens/MPMM/Wood Woad.webp","size":"Medium","creatureType":"Plant","alignment":"Lawful Neutral","ac":"18","initiative":"+1 (11)","hp":"75 (10d8 + 30)","speed":"30 ft., climb 30 ft.","str":18,"dex":12,"con":16,"int":10,"wis":13,"cha":8,"saves":"","skills":"Athletics +7, Perception +4, Stealth +4","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 14","languages":"Sylvan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Plant Camouflage","entries":["The wood woad has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring vegetation."]},{"name":"Regeneration","entries":["The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Tree Stride","entries":["Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wood woad makes two Club attacks."]},{"name":"Club","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) force damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A wood woad is a powerful bipedal Plant invested with the soul of someone who gave up life to become an everlasting guardian.","The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn't necessarily an evil act if the victim-to-be is a willing sacrifice.","In the ritual, a living person's chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.","This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.","A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not called on to take action, they root themselves in the earth and silently take sustenance from it.","Like trees, wood woads need only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.","Wood woads are drawn to creatures that have close ties to nature and that protect and respect the land, such as {@creature druid|MM|druids} and {@creature treant|MM|treants}. Some treants have wood woad servants by virtue of age-old pacts with druids or Fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in serving a kindred guardian."],"gallery":[{"path":"bestiary/MPMM/Wood Woad.webp","credit":"Cory Trego-Erdner"}],"otherVersions":[{"id":"wood-woad-vgm","source":"VGM"}]},{"id":"wood-woad-vgm","name":"Wood Woad","source":"VGM","page":198,"srd":false,"image":"bestiary/VGM/Wood Woad.webp","token":"bestiary/tokens/VGM/Wood Woad.webp","size":"Medium","creatureType":"Plant","alignment":"Lawful Neutral","ac":"18","initiative":"+1 (11)","hp":"75 (10d8 + 30)","speed":"30 ft., climb 30 ft.","str":18,"dex":12,"con":16,"int":10,"wis":13,"cha":8,"saves":"","skills":"Athletics +7, Perception +4, Stealth +4","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"","conditionImmunities":"charmed; frightened","senses":"darkvision 60 ft., Passive Perception 14","languages":"Sylvan","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Magic Club","entries":["In the wood woad's hand, its club is magical and deals 7 ({@damage 3d4}) extra damage (included in its attacks)."]},{"name":"Plant Camouflage","entries":["The wood woad has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life."]},{"name":"Regeneration","entries":["The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Tree Stride","entries":["Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wood woad makes two attacks with its club."]},{"name":"Club","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d4 + 4}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian.",{"name":"Born of Sacrifice","entries":["The ritual to create a wood woad is a primeval secret passed down through generations of savage societies and dark druid circles. Performing the ritual isn't necessarily an act of evil, if the victim-to-be has entered into a bargain that requires it to be a willing sacrifice.","In the ritual a living person's chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is then bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a humanoid form.","This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly."],"type":"entries"},{"name":"Pitiless Protectors","entries":["A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not being called upon to take action, they root themselves in the earth and silently take sustenance from it."],"type":"entries"},{"type":"quote","entries":["Steadfast guardians who speak little, wood woads are the perfect neighbors. Unless ye're a woodcutter."],"by":"Elminster"},{"name":"Uprooted by Immortality","entries":["Like a tree, a wood woad needs only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might themselves die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.","Wood woads are drawn to creatures that have close ties to nature, and that protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids or fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in the domain of a kindred guardian."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Wood Woad.webp","credit":"Cory Trego-Erdner"}],"hidden":true,"otherVersions":[{"id":"wood-woad","source":"MPMM"}]},{"id":"woodcrasher-baloth","name":"Woodcrasher Baloth","source":"PSZ","page":33,"srd":false,"image":"bestiary/PSZ/Baloth.webp","token":"bestiary/tokens/PSZ/Woodcrasher Baloth.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"95 (10d12 + 30)","speed":"30 ft., climb 50 ft.","str":22,"dex":9,"con":17,"int":2,"wis":11,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Grassland","treasure":"","traits":[{"name":"Trampling Charge","entries":["If the baloth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the triceratops can make one stomp attack against it as a bonus action."]}],"spellcasting":[],"actions":[{"name":"Gore","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}24 ({@damage 4d8 + 6}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one {@condition prone} creature. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Baloths are perhaps the most distinctive of Zendikar's beasts. They are muscular, omnivorous hunters covered in horns, spines, and plates of various shapes. The woodcrasher baloths of the Turntimber forest are surprisingly agile, leaping from tree to tree by using their great claws to clutch each spiraling trunk. The leatherback baloths of Ora Ondar are heavier and keep to the ground, where their thick, plated hide protects them from danger. Baloth herds occasionally stampede across the Onduan plains—and do so more frequently since the rise of the Eldrazi, as if sharing in Zendikar's anger. Use the {@creature triceratops} statistics for baloths, but woodcrasher baloths have a climbing speed of 30 feet in addition to their normal walking speed."],"gallery":[{"path":"bestiary/PSZ/Baloth.webp","title":"Rampaging Baloths","credit":"Eric Deschamps"}]},{"id":"wooden-donkey","name":"Wooden Donkey","source":"WDMM","page":84,"srd":false,"image":"bestiary/tokens/WDMM/Wooden Donkey.webp","token":"bestiary/tokens/WDMM/Wooden Donkey.webp","size":"Medium","creatureType":"Construct","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"11 (2d8 + 2)","speed":"40 ft.","str":14,"dex":10,"con":13,"int":2,"wis":10,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"blinded; charmed; frightened; paralyzed; petrified; poisoned","senses":"blindsight 30 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Hill, Urban, Desert","treasure":"","traits":[{"name":"Beast of Burden","entries":["The donkey is considered to be a Large animal for the purpose of determining its carrying capacity."]},{"name":"Sure-Footed","entries":["The donkey has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A crude wooden constructs resembling a donkey. Each of these magic dummies has a body made of a wooden keg turned on its side. A head and neck made of wood and sackcloth is attached to one end of the keg. At the other end is a tail made from a straw broom. Each keg is held up by four 2-foot-long peg legs."]}]}]}]},{"id":"worg","name":"Worg","source":"XMM","page":335,"srd":true,"image":"bestiary/XMM/Worg.webp","token":"bestiary/tokens/XMM/Worg.webp","size":"Large","creatureType":"Fey","alignment":"Neutral Evil","ac":"13","initiative":"+1 (11)","hp":"26 (4d10 + 4)","speed":"50 ft.","str":16,"dex":13,"con":13,"int":7,"wis":11,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Goblin, Worg","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Forest, Grassland, Hill, Planar, Feywild","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage, and the next attack roll made against the target before the start of the worg's next turn has {@variantrule Advantage|XPHB}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Packs of worgs roam harsh frontiers and cursed lands. They sometimes conspire with goblinoids and gnolls and might serve them as mounts."]},{"type":"section","name":"Worgs","entries":["{@i Malicious Lupine Ravagers}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}, {@filter Hill|bestiary|environment=hill}, {@filter Planar (Feywild)|bestiary|environment=planar, feywild}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Sometimes mistaken at first for giant wolves, worgs are vicious hunters. These sapient predators can speak and often taunt their prey, enjoying the taste of fear in their meals."]}],"gallery":[{"path":"bestiary/XMM/Worg.webp","credit":"Daren Bader"}],"otherVersions":[{"id":"worg-mm","source":"MM"}]},{"id":"worg-mm","name":"Worg","source":"MM","page":341,"srd":false,"image":"bestiary/MM/Worg.webp","token":"bestiary/tokens/MM/Worg.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"13","initiative":"+1 (11)","hp":"26 (4d10 + 4)","speed":"50 ft.","str":16,"dex":13,"con":13,"int":7,"wis":11,"cha":8,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Goblin, Worg","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The worg has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well."]}]}],"gallery":[{"path":"bestiary/MM/Worg.webp"}],"hidden":true,"otherVersions":[{"id":"worg","source":"XMM"}]},{"id":"worker-robot","name":"Worker Robot","source":"QftIS","page":215,"srd":false,"image":"bestiary/QftIS/Worker Robot.webp","token":"bestiary/tokens/QftIS/Worker Robot.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral","ac":"13","initiative":"-1 (9)","hp":"75 (10d8 + 30)","speed":"30 ft., climb 30 ft.","str":20,"dex":9,"con":16,"int":10,"wis":12,"cha":10,"saves":"","skills":"Athletics +9","vulnerabilities":"","resistances":"acid; fire","immunities":"cold; poison","conditionImmunities":"exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Common plus the languages spoken by its creator","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Lightning Overload","entries":["When the robot takes lightning damage, it must succeed on a {@dc 10} Constitution saving throw or have the {@condition stunned} condition until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The robot makes two Cargo Tentacle attacks."]},{"name":"Cargo Tentacle","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 15}). The robot has two cargo tentacles, each of which can grapple one target."]},{"name":"Tractor Beam","entries":["The robot casts {@spell Telekinesis}, targeting only creatures with the {@condition incapacitated} condition or objects. It requires no spell components and uses Wisdom as the spellcasting ability."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Worker robots are built for physical labor such as hauling cargo, construction, and maintenance, though some worker robots fill public-facing service roles. Antigravity technology and built-in tractor beams allow worker robots to effortlessly lift cargo and other heavy objects with their mechanical tentacles, which double as weapons if the robots are threatened or drafted for security purposes. A worker robot's voice is often utilitarian, programmed to use simple phrases without embellishment. Worker robots designed to be in public view—such as units that carry out deliveries, repairs, or transportation—have voices that more closely mimic those of their creators. These robots employ mollifying phrases or make shallow but pleasant small talk."]},{"type":"section","entries":[{"type":"entries","name":"Robots","entries":["Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots' hardy construction, their circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots are programmed with intelligence, understanding, and usually loyalty to their creators. Despite that, long-operating robots sometimes develop their own personalities and ideas. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own."]}]}],"gallery":[{"path":"bestiary/QftIS/Worker Robot.webp"}]},{"id":"wraith","name":"Wraith","source":"XMM","page":336,"srd":true,"image":"bestiary/XMM/Wraith.webp","token":"bestiary/tokens/XMM/Wraith.webp","size":"Small or Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"67 (9d8 + 27)","speed":"5 ft., fly 60 ft. (hover)","str":6,"dex":16,"con":16,"int":12,"wis":14,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; bludgeoning; cold; fire; piercing; slashing","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious","senses":"Darkvision 60 ft., Passive Perception 12","languages":"Common plus two other languages","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Shadowfell, Underdark","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The wraith can move through other creatures and objects as if they were {@variantrule Difficult Terrain|XPHB}. It takes 5 ({@damage 1d10}) Force damage if it ends its turn inside an object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the wraith has {@variantrule Disadvantage|XPHB} on ability checks and attack rolls."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}21 ({@damage 4d8 + 3}) Necrotic damage. If the target is a creature, its {@variantrule Hit Points|XPHB|Hit Point} maximum decreases by an amount equal to the damage taken."]},{"name":"Create Specter","entries":["The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target's spirit rises as a {@creature Specter|XMM} in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at a time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Wraith","entries":["{@i Essence of Evil}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Wraiths are spectral evils, life-hungry embodiments of malice and terror. Arising from the souls of tyrants, moments of catastrophic pain, or magical blasphemies, wraiths spread suffering and the torment of undeath. Humanoids that die near a wraith might be entrapped by the foul spirit and rise as specters bound to the wraith's sinister will.","Wraiths lurk in forgotten dungeons, accursed ruins, or lands influenced by sinister planes of existence. Such haunted domains might bear hints of the tragedies or foul magic that brought the wraiths into being.","Wraiths might arise from a single powerfully evil soul or other baleful forces. Roll on or choose a result from the Wraith Manifestations table to inspire the wickedness a wraith embodies.",{"type":"table","caption":"Wraith Manifestations","colLabels":["1d10","The Wraith Embodies..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The blasphemous magic of a cursed location."],["2","The exorcised evil of a redeemed villain."],["3","A legendary villain who returns once a century."],["4","Locals' fear of a superstition or legend."],["5","The memory of a tragedy."],["6","A profane idea or foul piece of lore."],["7","The torment of one or more suffering souls."],["8","The viciousness of a profane Artifact."],["9","The vile dreams of a slumbering god."],["10","The voracity of a life-hungry realm, such as the Shadowfell or Negative Plane."]]}]}],"gallery":[{"path":"bestiary/XMM/Wraith.webp","credit":"Alex Brock"}],"otherVersions":[{"id":"wraith-psz","source":"PSZ"},{"id":"wraith-mm","source":"MM"}]},{"id":"wraith-psz","name":"Wraith","source":"PSZ","page":28,"srd":false,"image":"bestiary/PSZ/Spirit.webp","token":"bestiary/tokens/PSZ/Wraith.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"67 (9d8 + 27)","speed":"0 ft., fly 60 ft. (hover)","str":6,"dex":16,"con":16,"int":12,"wis":14,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 12","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The wraith can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}21 ({@damage 4d8 + 3}) necrotic damage. The target must succeed on a {@dc 14} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Create Specter","entries":["The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under the wraith's control. The wraith can have no more than seven specters under its control at one time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Magic fueled by black mana can alter the natural cycle of life and death. Whether wielded by mortal wizards or demons, or simply an environmental manifestation of black mana's flow through the land, such magic can trap spirits between the realm of the living and the mysterious fate of the dead. These ghostly undead are as destructive and hateful as the magic that calls them into being. Zendikar's shades and wraiths can be represented by the {@creature shadow||shadows} and {@creature wraith||wraiths} in the Monster Manual.","Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection. Such spirits are best described as the {@creature ghost||ghosts} in the Monster Manual."],"gallery":[{"path":"bestiary/PSZ/Spirit.webp","title":"Bog Tatters","credit":"Daarken"}],"hidden":true,"otherVersions":[{"id":"wraith","source":"XMM"},{"id":"wraith-mm","source":"MM"}]},{"id":"wraith-mm","name":"Wraith","source":"MM","page":302,"srd":false,"image":"bestiary/MM/Wraith.webp","token":"bestiary/tokens/MM/Wraith.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"13","initiative":"+3 (13)","hp":"67 (9d8 + 27)","speed":"0 ft., fly 60 ft. (hover)","str":6,"dex":16,"con":16,"int":12,"wis":14,"cha":15,"saves":"","skills":"","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained","senses":"darkvision 60 ft., Passive Perception 12","languages":"the languages it knew in life","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Incorporeal Movement","entries":["The wraith can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Life Drain","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}21 ({@damage 4d8 + 3}) necrotic damage. The target must succeed on a {@dc 14} Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0."]},{"name":"Create Specter","entries":["The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a {@creature specter} in the space of its corpse or in the nearest unoccupied space. The {@creature specter} is under the wraith's control. The wraith can have no more than seven specters under its control at one time."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence.",{"name":"Vile Oblivion","type":"entries","entries":["When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. Almost nothing of the wraith's former existence is preserved; in this new form, it exists only to annihilate other life."]},{"name":"Bereft of Body","type":"entries","entries":["A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog.","A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become."]},{"name":"Undead Commanders","type":"entries","entries":["A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.","Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die."]},{"name":"Undead Nature","type":"entries","entries":["A wraith doesn't require air, food, drink, or sleep."]}]}]}],"gallery":[{"path":"bestiary/MM/Wraith.webp"}],"hidden":true,"otherVersions":[{"id":"wraith","source":"XMM"},{"id":"wraith-psz","source":"PSZ"}]},{"id":"wretched-sorrowsworn","name":"Wretched Sorrowsworn","source":"MPMM","page":224,"srd":false,"image":"bestiary/MPMM/Wretched Sorrowsworn.webp","token":"bestiary/tokens/MPMM/Wretched Sorrowsworn.webp","size":"Small","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"10 (4d6 - 4)","speed":"40 ft.","str":7,"dex":12,"con":9,"int":5,"wis":6,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing while in dim light or darkness","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Swamp, Underdark, Urban","treasure":"","traits":[{"name":"Wretched Pack Tactics","entries":["The sorrowsworn has advantage on an attack roll against a creature if at least one of the sorrowsworn's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}. The sorrowsworn otherwise has disadvantage on attack rolls."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage, and the sorrowsworn attaches to the target. While attached, the sorrowsworn can't attack, and at the start of each of the sorrowsworn's turns, the target takes 6 ({@damage 1d10 + 1}) necrotic damage.","The attached sorrowsworn moves with the target whenever the target moves, requiring none of the sorrowsworn's movement. The sorrowsworn can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the sorrowsworn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Horrid little monsters, wretched sorrowsworn—or the Wretched—gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep."]},{"type":"section","name":"Sorrowsworn","entries":["The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress."]}],"gallery":[{"path":"bestiary/MPMM/Wretched Sorrowsworn.webp","credit":"Cory Trego-Erdner"}]},{"id":"wurm","name":"Wurm","source":"GGR","page":225,"srd":false,"image":"bestiary/GGR/Wurm.webp","token":"bestiary/tokens/GGR/Wurm.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"50 ft., burrow 30 ft.","str":24,"dex":10,"con":22,"int":3,"wis":12,"cha":4,"saves":"Con +11, Wis +6","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., tremorsense 60 ft., Passive Perception 11","languages":"","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Siege Monster","entries":["The wurm deals double damage to objects and structures."]},{"name":"Earth Tremors","entries":["The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a {@dc 20} Dexterity saving throw or take 10 ({@damage 3d6}) bludgeoning damage and fall {@condition prone}. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 ({@damage 3d6}) force damage."]},{"name":"Tunneler","entries":["The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}24 ({@damage 5d6 + 7}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 20} Dexterity saving throw or be swallowed by the wurm. A swallowed creature is {@condition blinded} and {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the wurm, and takes 17 ({@damage 5d6}) acid damage at the start of each of the wurm's turns. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica. A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake. The Gruul Clans appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast."]}]}]}],"gallery":[{"path":"bestiary/GGR/Wurm.webp","credit":"Filip Burburan"}],"otherVersions":[{"id":"wurm-psk","source":"PSK"},{"id":"wurm-psz","source":"PSZ"}]},{"id":"wurm-psk","name":"Wurm","source":"PSK","page":31,"srd":false,"image":"bestiary/PSK/Wurm.webp","token":"bestiary/tokens/PSK/Wurm.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"-2 (8)","hp":"247 (15d20 + 90)","speed":"50 ft., burrow 30 ft.","str":28,"dex":7,"con":22,"int":1,"wis":8,"cha":4,"saves":"Con +11, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 9","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Underdark, Desert","treasure":"","traits":[{"name":"Tunneler","entries":["The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wurm makes two attacks: one with its bite and one with its stinger."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the wurm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the worm's turns.","If the wurm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage, and the target must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Wurms are enormous, legless creatures that burrow under the forests, mountains, and plains of Kaladesh, and which can exceed fifty feet in length when fully grown. A wurm devours everything in its path—flora, fauna, and inanimate objects alike—with a gaping maw containing multiple rings of sharp teeth and grinding plates. Rumor has it that at least one wurm tunnels beneath the large, lush park in Ghirapur called the Cowl, accounting for at least some of the mysterious disappearances there.","Both the colored scales of a wurm's skin and the winding patterns of its tunnels mimic the flow of aether through the sky. Some elf aether-seers believe that these tunnels reveal a deep connection between wurms and aether, and they explore wurm burrows in the hope of developing a similar connection. It is said that a wurm never doubles back along its own path, so following those paths is less dangerous than it might seem. However, the existence of a single wurm in an area suggests that others might be nearby, and wurm tunnels do cross each other—so not all these brave aether-seers return. Those who do are said to gain insights that they find difficult to express to others.","The {@creature purple worm|MM} in the {@book Monster Manual|MM} works well as a representation of Kaladesh's wurms."],"gallery":[{"path":"bestiary/PSK/Wurm.webp","title":"Cowl Prowler","credit":"Tomasz Jedruszek"}],"hidden":true,"otherVersions":[{"id":"wurm","source":"GGR"},{"id":"wurm-psz","source":"PSZ"}]},{"id":"wurm-psz","name":"Wurm","source":"PSZ","page":32,"srd":false,"image":"bestiary/tokens/PSZ/Wurm.webp","token":"bestiary/tokens/PSZ/Wurm.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"-2 (8)","hp":"247 (15d20 + 90)","speed":"50 ft., burrow 30 ft.","str":28,"dex":7,"con":22,"int":1,"wis":8,"cha":4,"saves":"Con +11, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 9","languages":"","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Underdark, Desert","treasure":"","traits":[{"name":"Tunneler","entries":["The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wurm makes two attacks: one with its bite and one with its stinger."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the wurm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the worm's turns.","If the wurm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage, and the target must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["The wurms of Zendikar are gigantic creatures with features akin to both snakes and insects. A wurm's serpentine body is covered in heavy bands of scales, giving it a segmented appearance. Its misshapen head is crowned with at least eight eyes, and is dominated by a ring of four or five enormous, hook-like fangs surrounding the mouth. The creature's jaws extend like a tube out from its mouth when it is ready to feed, accompanied by a horrendous carrion stench and a nauseating squelching sound.","The {@creature purple worm} in the Monster Manual is a fine representation of Zendikar's wurms."],"hidden":true,"otherVersions":[{"id":"wurm","source":"GGR"},{"id":"wurm-psk","source":"PSK"}]},{"id":"wyhan","name":"Wyhan","source":"DSotDQ","page":79,"srd":false,"image":"bestiary/DSotDQ/057-04-003.wyhan.webp","token":"bestiary/tokens/DSotDQ/Wyhan.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"40 (9d8)","speed":"30 ft.","str":9,"dex":14,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Arcana +6, History +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"any four languages","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Wyhan is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The mage has the following wizard spells prepared:","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}","Level 1 (4 slots): {@spell detect magic}, {@spell mage armor}, {@spell magic missile}, {@spell shield}","Level 2 (3 slots): {@spell misty step}, {@spell suggestion}","Level 3 (3 slots): {@spell counterspell}, {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell greater invisibility}, {@spell ice storm}","Level 5 (1 slots): {@spell cone of cold}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/DSotDQ/057-04-003.wyhan.webp","credit":"Olga Drebas"}]},{"id":"wyllow","name":"Wyllow","source":"WDMM","page":70,"srd":false,"image":"bestiary/WDMM/Wyllow.webp","token":"bestiary/tokens/WDMM/Wyllow.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Neutral","ac":"16","initiative":"+2 (12)","hp":"132 (24d8 + 24)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":12,"wis":20,"cha":11,"saves":"Int +5, Wis +9","skills":"Medicine +9, Nature +5, Perception +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 19","languages":"Common, Druidic, Elvish","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Forest, Mountain, Swamp","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Wyllow is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 17}, {@hit 9} to hit with spell attacks). It has the following druid spells prepared:","Cantrips (at will): {@spell druidcraft}, {@spell mending}, {@spell poison spray}, {@spell produce flame}","Level 1 (4 slots): {@spell cure wounds}, {@spell entangle}, {@spell faerie fire}, {@spell speak with animals}","Level 2 (3 slots): {@spell animal messenger}, {@spell beast sense}, {@spell hold person}","Level 3 (3 slots): {@spell conjure animals}, {@spell meld into stone}, {@spell water breathing}","Level 4 (3 slots): {@spell dominate beast}, {@spell locate creature}, {@spell stoneskin}, {@spell wall of fire}","Level 5 (3 slots): {@spell commune with nature}, {@spell mass cure wounds}, {@spell tree stride}","Level 6 (1 slots): {@spell heal}, {@spell heroes' feast}, {@spell sunbeam}","Level 7 (1 slots): {@spell fire storm}","Level 8 (1 slots): {@spell animal shapes}","Level 9 (1 slots): {@spell foresight}"]}],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Change Shape (2/Day)","entries":["Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls {@condition unconscious}. The archdruid can revert to its true form using a bonus action on its turn.","While in a new form, Wyllow retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.","The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Wyllow is a moon elf druid with eyes as green as emeralds. Butterflies nest in her tangled black hair, and small critters gather around her feet."]}]}]}],"gallery":[{"path":"bestiary/WDMM/Wyllow.webp","credit":"Zoltan Boros"}]},{"id":"wynling","name":"Wynling","source":"JttRC","page":33,"srd":false,"image":"bestiary/JttRC/Wynling.webp","token":"bestiary/tokens/JttRC/Wynling.webp","size":"Tiny","creatureType":"Fey","alignment":"Chaotic Neutral","ac":"15","initiative":"+5 (15)","hp":"21 (6d4 + 6)","speed":"30 ft., fly 40 ft.","str":3,"dex":20,"con":13,"int":10,"wis":14,"cha":16,"saves":"","skills":"Sleight Of Hand +7, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Sylvan","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) bludgeoning damage."]},{"name":"Cloak of the Mountain {@recharge 4}","entries":["The wynling magically turns {@condition invisible}, along with any equipment it is wearing or carrying, for 1 minute or until it makes an attack roll."]}],"bonusActions":[],"reactions":[{"name":"Trickster's Flight","entries":["Immediately after a creature the wynling can see misses the wynling with an attack roll, the wynling can move up to 30 feet. This movement doesn't provoke opportunity attacks."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Playful and mischievous, wynlings defend mountain heights and alpine vales against trespassers. A wynling rarely engages a threat directly, preferring to deter intruders by harassing them with thefts and pranks. Many travelers return from lands protected by wynlings with stories of vanishing equipment and curious eyes staring from the shadows.","Wynlings typically live on the mountains they protect, but they often venture into nearby settlements, lured by high-spirited music and sweet foods. Away from their open, wild homes, wynlings cause all manner of mysterious accidents."]}],"gallery":[{"path":"bestiary/JttRC/Wynling.webp","credit":"Vicki Pangestu"}]},{"id":"wyvern","name":"Wyvern","source":"XMM","page":337,"srd":true,"image":"bestiary/XMM/Wyvern.webp","token":"bestiary/tokens/XMM/Wyvern.webp","size":"Large","creatureType":"Dragon","alignment":"Unaligned","ac":"14","initiative":"+0 (10)","hp":"127 (15d10 + 45)","speed":"30 ft., fly 80 ft.","str":19,"dex":10,"con":16,"int":5,"wis":12,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Darkvision 120 ft., Passive Perception 14","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Hill, Mountain","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wyvern makes one Bite attack and one Sting attack."]},{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}13 ({@damage 2d8 + 4}) Piercing damage."]},{"name":"Sting","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage plus 24 ({@damage 7d6}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of the wyvern's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Wyvern","entries":["{@i Draconic Hunter with a Venomous Sting}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Opportunistic predators, wyverns are draconic ambushers that strike from above. These territorial hunters attack with their fangs and stinger-tipped tails. Wyvern stingers drip with deadly venom, a painful toxin feared by monster hunters and coveted by alchemists.","Wyverns are aggressive and claim sizable territories around the mountains, crags, and ruins where they dwell. Despite their considerable strength, they're opportunistic hunters that target unwitting livestock and groups of encamped travelers. Wyverns usually land only to finish off creatures they've weakened with their poison and strafing attacks. Creatures that fight back or take flight might deter wyverns, convincing them to search for easier prey.","Once wyverns overpower a quarry, they carry it to their cavernous lairs to either consume it in safety or trap it to eat later. Most wyverns don't hoard treasure, but their lairs are littered with the possessions of past victims. It isn't uncommon for wyverns to carry off chests, carts, or small boats along with their prey."]}],"gallery":[{"path":"bestiary/XMM/Wyvern.webp","credit":"Fury Galluzzi"}],"otherVersions":[{"id":"wyvern-mm","source":"MM"}]},{"id":"wyvern-mm","name":"Wyvern","source":"MM","page":303,"srd":false,"image":"bestiary/MM/Wyvern.webp","token":"bestiary/tokens/MM/Wyvern.webp","size":"Large","creatureType":"Dragon","alignment":"Unaligned","ac":"13","initiative":"+0 (10)","hp":"110 (13d10 + 39)","speed":"20 ft., fly 80 ft.","str":19,"dex":10,"con":16,"int":5,"wis":12,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Mountain, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage."]},{"name":"Stinger","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage. The target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization.","A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern's stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim's bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons.",{"name":"Aerial Hunters","type":"entries","entries":["A wyvern doesn't fight on the ground unless it can't reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn't an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls."]},{"name":"Aggressive and Reckless","type":"entries","entries":["A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows.","Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes."]},{"name":"Tamed Wyverns","type":"entries","entries":["A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern's violent temperament has cost the life of many a would-be master."]}]}]}],"gallery":[{"path":"bestiary/MM/Wyvern.webp"}],"hidden":true,"otherVersions":[{"id":"wyvern","source":"XMM"}]},{"id":"x01","name":"X01","source":"ToFW","page":91,"srd":false,"image":"bestiary/ToFW/X01Modron.webp","token":"bestiary/tokens/ToFW/X01.webp","size":"Huge","creatureType":"Construct","alignment":"Lawful Neutral","ac":"17","initiative":"+3 (13)","hp":"209 (22d12 + 66)","speed":"40 ft., fly 40 ft. (hover)","str":19,"dex":16,"con":17,"int":19,"wis":17,"cha":15,"saves":"Int +9, Wis +8","skills":"Perception +13","vulnerabilities":"","resistances":"lightning; psychic","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 23","languages":"all, telepathy 120 ft.","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Axiomatic Mind","entries":["X01 can't be compelled to act in a manner contrary to its nature or its instructions."]},{"name":"Combat Ready","entries":["X01 has advantage on initiative rolls."]},{"name":"Disintegration","entries":["If X01 dies, its body disintegrates into dust, leaving behind anything it was carrying."]},{"name":"Legendary Resistance (4/Day)","entries":["If X01 fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[{"name":"Spellcasting","entries":["X01 casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}, {@spell dispel magic}, {@spell mending} (as an action)","1/day each: {@spell plane shift} (self only), {@spell protection from evil and good}"]}],"actions":[{"name":"Multiattack","entries":["X01 makes one Pincer attack and two Tentacle attacks."]},{"name":"Pincer","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) force damage. If the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or have the {@condition incapacitated} condition until the end of its next turn."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage, and if the target is a Medium or smaller creature, it has the {@condition grappled} condition (escape {@dc 14}). Until this grapple ends, X01 can't use this tentacle against other targets. The hexton has six tentacles, each of which can grapple one target."]}],"bonusActions":[],"reactions":[{"name":"Counter Magic","entries":["X01 attempts to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the hexton makes an Intelligence check ({@dc 10} + the spell's level). On a success, the spell fails and has no effect."]},{"name":"Lightning Rebuke","entries":["When a creature within 120 feet of X01 damages it, the hexton magically retaliates with an arc of lightning. The creature must make a {@dc 17} Dexterity saving throw, taking 11 ({@damage 2d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/X01Modron.webp"}]},{"id":"xan-moonblade","name":"Xan Moonblade","source":"MaBJoV","page":38,"srd":false,"image":"bestiary/MaBJoV/Xan Moonblade.webp","token":"bestiary/tokens/MaBJoV/Xan Moonblade.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Lawful Neutral","ac":"13","initiative":"+3 (13)","hp":"112 (25d8)","speed":"30 ft.","str":10,"dex":16,"con":11,"int":17,"wis":12,"cha":11,"saves":"Int +6, Wis +4","skills":"Acrobatics +9, Arcana +6, History +6, Performance +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common, Elvish","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Enchanter","entries":["When Xan casts hideous laughter, hold person, or suggestion, the target has disadvantage on the saving throw."]},{"name":"Fey Ancestry","entries":["Xan has advantage on saving throws against being {@condition charmed}, and magic can't put Xan to sleep."]},{"name":"Special Equipment","entries":["Xan wields a {@item Moonblade}. The {@item Moonblade} has a +3 bonus to attack and damage rolls (already factored into Xan's attacks) and has the finesse property."]}],"spellcasting":[{"name":"Spellcasting","entries":["Xan casts one of the following spells using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell acid splash}, {@spell light}, {@spell mage armor}, {@spell mage hand}, {@spell prestidigitation}","2/day each: {@spell detect magic}, {@spell Tasha's hideous laughter}, {@spell misty step}, {@spell shield}, {@spell suggestion}","1/day each: {@spell counterspell}, {@spell fly}, {@spell greater invisibility}, {@spell hold person}"]}],"actions":[{"name":"Multiattack","entries":["Xan makes three Moonblade attacks."]},{"name":"Moonblade","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage or 11 ({@damage 1d10 + 6}) slashing damage if wielded with two hands, plus 7 ({@damage 2d6}) cold or fire damage (Xan's choice)."]}],"bonusActions":[{"name":"Bladesong (1/Day)","entries":["Xan can use a bonus action to start a bladesong. His bladesong lasts for 1 minute. While using bladesong his movement increases to 40 ft., he gains a +3 bonus to his AC and he gains a +3 bonus to all {@status concentration} checks."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Xan is an elven bladesinger raised in the city of Evereska, one of the largest elven enclaves left in Faerûn, its population size second only to that of the island nation of Evermeet. With its name meaning \"fortress home\" in elvish, Evereska has remained hidden within the Western Heartlands for millennia. This secrecy is the major reason why the city remains as one of the last major elven enclaves in the North, whereas most others have fallen to outsiders. Because of this, Evereska is sometimes called the Last City.","Xan splits his time between his home city and the fortress library of Candlekeep. He originally encountered the monks of Candlekeep when he traveled with the Bhaalspawn, Abdel Adrian. Since then, he has found the library a comfortable second home with aims that are often aligned with that of Evereska.","Xan is one of the Blessed of Corellon and has changed gender many times over his life. His ability to change gender after an elven trance is something that he uses often, and it is usually his mercurial moods that will determine his choice.","Xan wields a moonblade forged by the smiths of Myth Drannor. Each moonblade is unique, with Xan's taking the form of a longsword wreathed in magical blue flames. Although such weapons are normally passed along elven bloodlines, Xan's sword appears specifically bound to him. Xan desires to eventually leave the mortal world and journey to Evermeet, but before he does that, he wants to find a worthy heir to his moonblade.",{"type":"entries","name":"Xan as a Contact","entries":["Xan is available as a contact at 9th level. Xan is able to give you access to the rarest books in Candlekeep. It is important to note that the cost of obtaining a Manual of Golems does not cover the cost of constructing the golem.",{"type":"table","caption":"Xan's Books and Scrolls for Sale","colLabels":["Books and Scrolls","Required Level","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["Spell scroll—5th level spells from wizard list","9","2,000 gp"],["Spell scroll—6th level spells from wizard list","12","4,000 gp"],["Spell scroll—7th level spells from wizard list","12","7,500 gp"],["Manual of bodily health","15","30,000 gp"],["Manual of gainful exercise","15","30,000 gp"],["Manual of golems—clay","12","5,000 gp"],["Manual of golems—flesh","9","5,000 gp"],["Manual of golems—iron","16","10,000 gp"],["Manual of golems—stone","14","10,000 gp"],["Manual of quickness of action","15","30,000 gp"],["Tome of clear thought","15","30,000 gp"],["Tome of leadership and influence","15","30,000 gp"],["Tome of understanding","15","30,000 gp"]]}]}],"gallery":[{"path":"bestiary/MaBJoV/Xan Moonblade.webp"}]},{"id":"xanathar","name":"Xanathar","source":"WDH","page":220,"srd":false,"image":"bestiary/WDH/Xanathar-Lair.webp","token":"bestiary/tokens/WDH/Xanathar.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"180 (19d10 + 76)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":18,"int":17,"wis":15,"cha":17,"saves":"Int +8, Wis +7, Cha +8","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Special Equipment","entries":["Xanathar wears a {@item ring of invisibility}, a {@item ring of mind shielding}, and a {@item ring of force resistance||ring of resistance (force)}."]},{"name":"Antimagic Cone","entries":["Xanathar's central eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."]},{"name":"Eye Rays","entries":["Xanathar shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Charm Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by Xanathar for 1 hour, or until the beholder harms the creature."},{"type":"itemSub","name":"2. Paralyzing Ray","entry":"The targeted creature must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Fear Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"4. Slowing Ray","entry":"The targeted creature must succeed on a {@dc 16} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"5. Enervation Ray","entry":"The targeted creature must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"6. Telekinetic Ray","entries":["If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or Xanathar moves it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is {@condition incapacitated}.","If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Xanathar can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container."]},{"type":"itemSub","name":"7. Sleep Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead."},{"type":"itemSub","name":"8. Petrification Ray","entry":"The targeted creature must make a {@dc 16} Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic."},{"type":"itemSub","name":"9. Disintegration Ray","entries":["If the target is a creature, it must succeed on a {@dc 16} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.","If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it."]},{"type":"itemSub","name":"10. Death Ray","entry":"The targeted creature must succeed on a {@dc 16} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Eye Ray","entries":["Xanathar uses one random eye ray."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:",{"type":"list","items":["A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is {@quickref difficult terrain||3} until initiative count 20 on the next round.","Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.","An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears."]},"The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row."],"regionalEffects":["A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.","When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person."]},"If the beholder dies, these effects fade over the course of {@dice 1d10} days."],"lore":["Xanathar is the name given to the beholder crime lord that lives in the dungeons under Waterdeep. It isn't the first beholder to claim this mantle, nor will it be the last.","Like all beholders, Xanathar is a paranoid tyrant that charms and bullies its minions into servitude. The Xanathar Guild is made up of some of Waterdeep's most disreputable folk, as well as monsters forced into subservience or drawn to the beholder by the promise of treasure, food, or power. Treachery within the ranks of the guild is common as servants vie for the beholder's favor and affection. Such boons are fleeting, though, as the beholder is quick to distrust those who finagle their way into its good graces.","Xanathar lives in a dungeon under Skullport, a subterranean settlement connected to Undermountain's third level. The place resembles a ramshackle town, built inside a giant cavern connected to an underground river. Members of the Xanathar Guild haunt Skullport's dilapidated buildings, and flameskulls patrol its streets.","The only creature Xanathar truly cares about aside from itself is a fish, named Sylgar, that it keeps in a large glass tank. Xanathar has minions that look after the fish constantly, but even their ministrations can't keep such a creature alive forever. Whenever the fish dies, panic spreads through the occupants of the lair as minions try to replace the fish before Xanathar realizes what has happened. Luckily for them, the beholder can't tell one fish from another.","Xanathar is extremely fond of gold. A few years ago, its spies stole the {@item Stone of Golorr|WDH}, which contained information that led to the discovery of a dwarven vault under Waterdeep. Xanathar was able to open the vault, but was forced out by the dragon inside the place. Recently, someone stole the {@item Stone of Golorr|WDH} from where it was hidden inside its lair, and the beholder is convinced that the Black Network is behind the theft.","The beholder is caught up in the unbreakable grip of its own paranoia. It sees enemies everywhere, and lashes out at anyone it suspects of being a Zhentarim spy or assassin. Adventurers who attract its attention by dealing with known or suspected Black Network operatives are quickly branded as enemies that must be destroyed."],"gallery":[{"path":"bestiary/WDH/Xanathar-Lair.webp"}]},{"id":"xandala","name":"Xandala","source":"ToA","page":236,"srd":false,"image":"bestiary/ToA/Xandala.webp","token":"bestiary/tokens/ToA/Xandala.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Neutral Evil","ac":"13","initiative":"+0 (10)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":10,"dex":11,"con":14,"int":18,"wis":16,"cha":18,"saves":"Int +7, Wis +6","skills":"Arcana +7, Deception +10, History +7, Insight +6, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Draconic, Dwarvish, Elvish, Halfling","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Quickened Spell (3/Day)","entries":["When she casts a spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting."]}],"spellcasting":[{"name":"Spellcasting","entries":["Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Xandala has the following sorcerer spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell ray of frost}","Level 1 (4 slots): {@spell chromatic orb}, {@spell feather fall}, {@spell shield}","Level 2 (4 slots): {@spell invisibility}, {@spell misty step}","Level 3 (3 slots): {@spell fireball}, {@spell fly}","Level 4 (3 slots): {@spell ice storm}, {@spell polymorph}","Level 5 (1 slots): {@spell dominate person}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d6}) bludgeoning damage, or 4 ({@damage 1d8}) bludgeoning damage when used with two hands."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The half-elf sorcerer Xandala has come to Chult in search of the Ring of Winter, an artifact in Artus Cimber's possession. Xandala knows that the ring has kept Artus alive for over a century, and she craves its power. If she meets the characters, Xandala pretends to be Artus's daughter and tries to convince them to help her find him. Her plan is to cast {@spell dominate person} on Artus and force him to give her the ring, then escape using her {@spell fly} spell.","Xandala's magic traces back to a draconic bloodline, and parts of her skin are covered by a thin sheen of protective scales. She has befriended a pseudodragon named Summerwise, who thinks that Xandala's quest for the ring is dangerous but has given up trying to talk the sorcerer out of it. Summerwise can be turned against Xandala by good-aligned characters."]},{"type":"entries","name":"Xandala's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"I have the blood of dragons flowing through my veins. I am destined for greatness.\""]},{"name":"Bond","type":"entries","entries":["\"The Ring of Winter will bring me power and immortality.\""]},{"name":"Flaw","type":"entries","entries":["\"I'm surrounded by fools.\""]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Xandala.webp"}]},{"id":"xarann-a-daragon","name":"Xarann A'Daragon","source":"WDMM","page":145,"srd":false,"image":"bestiary/WDMM/Xarann ADaragon.webp","token":"bestiary/tokens/WDMM/Xarann A'Daragon.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":11,"dex":16,"con":14,"int":13,"wis":11,"cha":10,"saves":"Dex +6, Int +4","skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Elvish, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Urban","treasure":"","traits":[{"name":"Assassinate","entries":["During its first turn, Xarann has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a {@status surprised} creature is a critical hit."]},{"name":"Evasion","entries":["If Xarann is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails."]},{"name":"Sneak Attack (1/Turn)","entries":["Xarann deals an extra 14 ({@damage 4d6}) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't {@condition incapacitated} and the assassin doesn't have disadvantage on the attack roll."]},{"name":"Special Equipment","entries":["Xarann wears a {@item Piwafwi (Cloak of Elvenkind)|OotA|piwafwi}, a drow-made {@item cloak of elvenkind}. It loses its magic if exposed to sunlight for 1 hour without interruption."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Xarann makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]},{"name":"Light Crossbow","entries":["{@atk rw} {@hit 6} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 24 ({@damage 7d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Xarann ADaragon.webp"}]},{"id":"xardorok-sunblight","name":"Xardorok Sunblight","source":"IDRotF","page":287,"srd":false,"image":"bestiary/IDRotF/Xardorok Sunblight.webp","token":"bestiary/tokens/IDRotF/Xardorok Sunblight.webp","size":"Medium","creatureType":"Humanoid (Dwarf)","alignment":"Lawful Evil","ac":"16","initiative":"+0 (10)","hp":"93 (11d8 + 44)","speed":"25 ft.","str":16,"dex":11,"con":18,"int":12,"wis":13,"cha":18,"saves":"Wis +4, Cha +7","skills":"Arcana +4, Deception +7, Intimidation +7","vulnerabilities":"","resistances":"poison","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Common, Dwarvish","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Duergar Resilience","entries":["Xardorok has advantage on saving throws against poison, spells, and illusions, as well as to resist being {@condition charmed} or {@condition paralyzed}."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Xardorok's innate spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell eldritch blast} (see \"Actions\" below), {@spell mage hand}","1/day each: {@spell hold person}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["Xardorok attacks twice with a weapon or casts {@spell eldritch blast} twice."]},{"name":"Spiked Gauntlet","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, or 8 ({@damage 2d4 + 3}) piercing damage while Xardorok is enlarged."]},{"name":"Eldritch Blast (Cantrip)","entries":["{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}9 ({@damage 1d10 + 4}) force damage."]},{"name":"Enlarge (Recharges after a Short or Long Rest)","entries":["For 1 minute, Xardorok magically increases in size, along with anything he is wearing or carrying. While enlarged, Xardorok is Large, doubles his damage dice on Strength-based weapon attacks (included in his attacks), and makes Strength checks and Strength saving throws with advantage. If Xardorok lacks the room to become Large, he attains the maximum size possible in the space available."]},{"name":"Invisibility {@recharge 4}","entries":["Xardorok magically turns {@condition invisible} until he attacks, he casts a spell, he uses his Enlarge, or his {@status concentration} is broken (as if {@status concentration||concentrating} on a spell). Any equipment Xardorok wears or carries is {@condition invisible} with him."]}],"bonusActions":[],"reactions":[{"name":"Hellish Rebuke (2/Day)","entries":["When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature that damaged him is engulfed in hellish flames and must make a {@dc 15} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage on a failed save, or half as much damage on a successful one."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Xardorok Sunblight leads the Sunblight clan of duergar which, until recently, dwelled in the subterranean depths beneath the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns.",{"type":"entries","name":"Dark Obsession","entries":["Xardorok is obsessed with chardalyn and can't stand the thought of anyone else possessing it. He must have all the chardalyn that Icewind Dale has to offer and is using his ample supply to forge a dragon, which he plans to unleash upon Ten-Towns. See the {@adventure sidebar|IDRotF|0|Chardalyn} for more information about chardalyn."]},{"type":"entries","name":"Father of Nine","entries":["Xardorok has been married three times and has sired nine children. He killed his first wife, Thizrun, for plotting to assassinate him. His second wife, Yrraska, was killed in a tunnel collapse along with two of their daughters. His third wife, Marral, was killed during a raid against a mind flayer enclave, along with another daughter and three sons. Xardorok killed his eldest son, Ulthoon, son of Thizrun, for plotting to overthrow him. His surviving offspring are two sons given to him by Marral, named Durth and Nildar."]},{"type":"entries","name":"Clad in Chardalyn","entries":["Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing his two surviving sons, and seven partially broken-off spires representing his seven dead children), a suit of chain mail, and a spiked gauntlet."]},"While in the Deep Duerra's Temple ({@adventure X29|IDRotF|13|X29. Deep Duerra's Temple}) Xardorok has the following additional trait:",{"type":"entries","name":"Psychic Conquest","entries":["Xardorok deals an extra 5 ({@damage 1d10}) psychic damage to any creature he hits with a weapon attack, and he regains a number of hit points equal to the amount of psychic damage dealt."]}]}]}],"gallery":[{"path":"bestiary/IDRotF/Xardorok Sunblight.webp"}]},{"id":"xazax-the-eyemonger","name":"Xazax the Eyemonger","source":"OotA","page":142,"srd":false,"image":"bestiary/OotA/Xazax the Eyemonger.webp","token":"bestiary/tokens/OotA/Xazax the Eyemonger.webp","size":"Large","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"180 (19d10 + 76)","speed":"0 ft., fly 20 ft. (hover)","str":10,"dex":14,"con":18,"int":17,"wis":15,"cha":17,"saves":"Int +8, Wis +7, Cha +8","skills":"Perception +12","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"prone","senses":"darkvision 120 ft., Passive Perception 22","languages":"Deep Speech, Undercommon","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Antimagic Cone","entries":["Xazax's central eye creates an area of antimagic, as in the {@spell antimagic field} spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 4d6}) piercing damage."]},{"name":"Eye Rays","entries":["Xazax shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:",{"type":"list","style":"list-hang-notitle","items":[{"type":"itemSub","name":"1. Charm Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} by Xazax for 1 hour, or until the beholder harms the creature."},{"type":"itemSub","name":"2. Paralyzing Ray","entry":"The targeted creature must succeed on a {@dc 16} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"3. Fear Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"4. Slowing Ray","entry":"The targeted creature must succeed on a {@dc 16} Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."},{"type":"itemSub","name":"5. Enervation Ray","entry":"The targeted creature must make a {@dc 16} Constitution saving throw, taking 36 ({@damage 8d8}) necrotic damage on a failed save, or half as much damage on a successful one."},{"type":"itemSub","name":"6. Telekinetic Ray","entries":["If the target is a creature, it must succeed on a {@dc 16} Strength saving throw or Xazax moves it up to 30 feet in any direction. It is {@condition restrained} by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is {@condition incapacitated}.","If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Xazax can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container."]},{"type":"itemSub","name":"7. Sleep Ray","entry":"The targeted creature must succeed on a {@dc 16} Wisdom saving throw or fall asleep and remain {@condition unconscious} for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead."},{"type":"itemSub","name":"8. Petrification Ray","entry":"The targeted creature must make a {@dc 16} Dexterity saving throw. On a failed save, the creature begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic."},{"type":"itemSub","name":"9. Disintegration Ray","entries":["If the target is a creature, it must succeed on a {@dc 16} Dexterity saving throw or take 45 ({@damage 10d8}) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.","If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it."]},{"type":"itemSub","name":"10. Death Ray","entry":"The targeted creature must succeed on a {@dc 16} Dexterity saving throw or take 55 ({@damage 10d10}) necrotic damage. The target dies if the ray reduces it to 0 hit points."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Eye Ray","entries":["Xazax uses one random eye ray."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:",{"type":"list","items":["A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is {@quickref difficult terrain||3} until initiative count 20 on the next round.","Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a {@dc 15} Dexterity saving throw or be {@condition grappled}. Escaping requires a successful {@dc 15} Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check.","An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears."]},"The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row."],"regionalEffects":["A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:",{"type":"list","items":["Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.","When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person."]},"If the beholder dies, these effects fade over the course of {@dice 1d10} days."],"gallery":[{"path":"bestiary/OotA/Xazax the Eyemonger.webp"}]},{"id":"xenk-yendar","name":"Xenk Yendar","source":"HAT-TG","srd":false,"image":"bestiary/HAT-TG/Xenk Yendar.webp","token":"bestiary/tokens/HAT-TG/Xenk Yendar.webp","size":"Medium","creatureType":"Humanoid (Paladin)","alignment":"Lawful Good","ac":"15","initiative":"+0 (10)","hp":"157 (21d8 + 63)","speed":"30 ft.","str":19,"dex":11,"con":16,"int":14,"wis":16,"cha":17,"saves":"Str +8, Cha +7","skills":"Athletics +8, History +6, Insight +7, Survival +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Thayan, Undercommon","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Aura of Protection","entries":["Xenk and his allies within 10 feet of him have advantage on saving throws."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Xenk makes three Daggersword attacks and uses Daggersword Flourish. He can replace Daggersword Flourish with Cleansing Touch if it's available."]},{"name":"Daggersword","entries":["Choose the attack that corresponds to the daggersword's current form (see Daggersword Shift below):"]},{"name":"Longsword","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 6 ({@damage 1d12}) radiant damage."]},{"name":"Shortsword and Dagger","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 6 ({@damage 1d12}) radiant damage."]},{"name":"Daggersword Flourish","entries":["Choose the option that corresponds to the daggersword's current form (see Daggersword Shift below):"]},{"name":"Longsword","entries":["Xenk magically detaches the longsword's blade from its hilt, launching the blade at a creature he can see within 30 feet of himself. The target must make a {@dc 16} Dexterity saving throw. On a failed save, the target is impaled by the blade, taking 14 ({@damage 3d6 + 4}) piercing damage, and is knocked {@condition prone}. At the end of the current turn, the blade magically reattaches to its hilt."]},{"name":"Shortsword and Dagger","entries":["Xenk lashes out with both weapons. Each creature of his choice within 10 feet of him must make a {@dc 16} Dexterity throw. On a failed save, the creature takes 7 ({@damage 2d6}) piercing damage and has disadvantage on attack rolls until the start of Xenk's next turn. On a successful save, the creature takes half as much damage and suffers no other effect."]},{"name":"Cleansing Touch (1/Day)","entries":["Xenk touches a creature within 5 feet of himself. The target magically regains 27 ({@dice 6d8}) hit points and gains the benefit of a {@spell lesser restoration} spell."]}],"bonusActions":[{"name":"Daggersword Shift","entries":["Xenk changes the form of his daggersword, choosing one of the following forms: a longsword, or a shortsword in one hand and a dagger in the other."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Raised in the nation of Thay, Xenk Yendar has sworn an oath of devotion to aid the innocent. Every inch the knight in shining armor, he thrives when inspiring goodness in his allies. The words \"Neither virtue nor blade shall break\" are etched in Celestial on the blade of his daggersword.","Xenk ages more slowly than a normal human, and with this gift comes the burden of perspective. His longevity has something to do with Szass Tam's nightmarish rise to power and Xenk's narrow escape from the lich.","Now based in Mornbryn's Shield, Xenk travels Faerûn in search of evil to thwart. He approaches problems with absolute seriousness of purpose—an outlook that clashes with Edgin's nonchalance."]}],"gallery":[{"path":"bestiary/HAT-TG/Xenk Yendar.webp"}]},{"id":"xill","name":"Xill","source":"MFF","page":21,"srd":false,"image":"bestiary/MFF/Xill.webp","token":"bestiary/tokens/MFF/Xill.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"16","initiative":"+4 (14)","hp":"33 (6d8 + 6)","speed":"40 ft.","str":14,"dex":18,"con":13,"int":11,"wis":14,"cha":9,"saves":"","skills":"Acrobatics +6, Athletics +4, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Ethereal Jaunt","entries":["As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa."]},{"name":"Poison Stinger","entries":["The xill injects poison into one creature it hit with its claws this turn. The chosen creature must make a {@dc 11} Constitution saving throw, with disadvantage if the xill hit it more than once this turn, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but {@condition poisoned} for 1 hour, even after regaining hit points, and is {@condition paralyzed} while {@condition poisoned} this way."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The xill makes four claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.",{"type":"entries","name":"Gruesome Collectors","entries":["Xills are horrid, four-armed creatures that seem to be a cross between a lizard and insect. They emerge from the Ethereal Plane to fall upon their victims with their vicious claws, but their aim is no to kill. Instead, a xill injects its victim with a paralytic poison. When their the poison overwhelms their target, the xill snatches the victim and returns to the Ethereal. The ultimate fate of unfortunates carried off in this manner is not known, but plenty of speculation surrounds the xills' true nature and the demiplane that spawned them."]},{"type":"entries","name":"An Ancient Remnant","entries":["A variety of theories attempt to explain the xills and their origin. The one found most plausible by scholars of the planes concerns the enigmatic wizard Keraptis. Supposedly, Keraptis long ago crafted a demiplane to serve as personal domain from which he could dispatch his servitors to collect the powerful artifacts he longed to stockpile. The xills were his creation, servitors who could slip to and from the Ethereal plane and steal any artifact or kidnap any person he wished to collect."]},{"type":"entries","name":"A Mysterious Task","entries":["Little has been heard of Kerpatis. Save for the recent theft of three mighty items in the World of Greyhawk, he has remained primarily a figure of myth, rumor, and legend. As an inveterate collector of magic items, though, his demiplane is likely filled with powerful artifacts long thought lost to the multiverse. If the story is true, his demiplane is undoubtedly guarded by strange traps and logic-defying puzzles, along with a legion of brainwashed servitors and countless xills. As to the fate of the individuals seized by the xills, they perhaps form the bulk of Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they target young but promising adventurers, those whose natural talent and aptitude point to a bright future but whose skills have not yet grown sharp enough to repel a dedicated assault."]}]}]}],"gallery":[{"path":"bestiary/MFF/Xill.webp"}]},{"id":"xilonen","name":"Xilonen","source":"TftYP","page":83,"srd":false,"image":"bestiary/TftYP-THSoT/009-totyp-03-10.webp","token":"bestiary/tokens/TftYP/Xilonen.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"20","initiative":"-1 (9)","hp":"93 (11d10 + 33)","speed":"10 ft., climb 10 ft.","str":18,"dex":8,"con":17,"int":2,"wis":16,"cha":6,"saves":"","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 16","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"False Appearance","entries":["While Xilonen remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite."]},{"name":"Grasping Tendrils","entries":["Xilonen can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a {@dc 15} Strength check against it."]},{"name":"Spider Climb","entries":["Xilonen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Xilonen makes four attacks with its tendrils, uses Reel, and makes one attack with its bite."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage."]},{"name":"Tendril","entries":["{@atk mw} {@hit 7} to hit, reach 50 ft., one creature. {@h}The target is {@condition grappled} (escape {@dc 15}). Until the grapple ends, the target is {@condition restrained} and has disadvantage on Strength checks and Strength saving throws, and Xilonen can't use the same tendril on another target."]},{"name":"Reel","entries":["Xilonen pulls each creature {@condition grappled} by it up to 25 feet straight toward it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/TftYP-THSoT/009-totyp-03-10.webp"}]},{"id":"xocopol","name":"Xocopol","source":"JttRC","page":112,"srd":false,"image":"bestiary/JttRC/073-08-005.xocopol.webp","token":"bestiary/tokens/JttRC/Xocopol.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"18","initiative":"-1 (9)","hp":"162 (13d12 + 78)","speed":"30 ft.","str":25,"dex":9,"con":23,"int":10,"wis":14,"cha":13,"saves":"Dex +3, Con +10, Cha +5","skills":"Athletics +11, Perception +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 16","languages":"Giant","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greathammer attacks."]},{"name":"Greathammer","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}28 ({@damage 6d6 + 7}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 11} to hit, range 60/240 ft., one target. {@h}29 ({@damage 4d10 + 7}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/073-08-005.xocopol.webp","credit":"Merlin G. G."}]},{"id":"xolkin-alassandar","name":"Xolkin Alassandar","source":"SKT","page":27,"srd":false,"image":"bestiary/tokens/SKT/Xolkin Alassandar.webp","token":"bestiary/tokens/SKT/Xolkin Alassandar.webp","size":"Medium","creatureType":"Humanoid (Half-elf)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Xolkin makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Xolkin adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"xorn","name":"Xorn","source":"XMM","page":338,"srd":true,"image":"bestiary/XMM/Xorn.webp","token":"bestiary/tokens/XMM/Xorn.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"19","initiative":"+0 (10)","hp":"84 (8d8 + 48)","speed":"20 ft., burrow 20 ft.","str":17,"dex":10,"con":22,"int":11,"wis":10,"cha":11,"saves":"","skills":"Perception +6, Stealth +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"paralyzed; petrified; poisoned","senses":"Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16","languages":"Primordial (Terran)","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Planar, Earth, Underdark","treasure":"Any","traits":[{"name":"Earth Glide","entries":["The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through."]},{"name":"Treasure Sense","entries":["The xorn can pinpoint the location of precious metals and stones within 60 feet of itself."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The xorn makes one Bite attack and three Claw attacks."]},{"name":"Bite","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}17 ({@damage 4d6 + 3}) Piercing damage."]},{"name":"Claw","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}8 ({@damage 1d10 + 3}) Slashing damage."]}],"bonusActions":[{"name":"Charge","entries":["The xorn moves up to its {@variantrule Speed|XPHB} or {@variantrule Burrow Speed|XPHB} straight toward an enemy it can sense."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Xorn","entries":["{@i Treasure-Devouring Glutton}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Underdark|bestiary|environment=underdark}, {@filter Planar (Elemental Plane of Earth)|bestiary|environment=planar, earth}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"On the Elemental Plane of Earth, xorn roam in search of meals they consider delicacies: gems, crystals, and veins of precious metals. For xorn, the Elemental Plane of Earth presents an endless buffet. Those that find their way to the Material Plane discover that most worlds are culinary wastelands. These xorn scour subterranean depths, consuming whatever sparse gems and ores they find. This might bring them into conflict with miners or others who hide their treasures underground.","Xorn have three eyes, three arms, and three legs arranged around their trilaterally symmetrical frames. At the top of their bodies is a toothy maw that's equally capable of crushing minerals and dangerous creatures. Xorn move through the earth magically, leaving no tunnel or sign of their passage.","Rapt gourmands, xorn focus on their next meals. They care little for living creatures and avoid harming them when possible. They know others also covet the earth's treasures, and they're not above bargaining for their meals. Xorn might share their knowledge of the Underdark in exchange for snacks of gems, coins, or magical metals. If starving or angered, xorn might try to forcibly take their meals.","Roll on or choose a result from the Xorn Delicacies table to inspire a xorn's favorite fare.",{"type":"table","caption":"Xorn Delicacies","colLabels":["1d8","The Xorn Craves..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adamantine or mithral."],["2","Coins minted by a long-dead empire."],["3","Fossils or petrified wood."],["4","A gem that's part of a magic item."],["5","The keystone of a great arch or bridge."],["6","Parts of a galeb duhr or stone golem."],["7","A piece of a meteor or moon."],["8","The stone crowning a mountain peak."]]}]}],"gallery":[{"path":"bestiary/XMM/Xorn.webp","credit":"Alexandre Honoré"}],"otherVersions":[{"id":"xorn-mm","source":"MM"}]},{"id":"xorn-mm","name":"Xorn","source":"MM","page":304,"srd":false,"image":"bestiary/MM/Xorn.webp","token":"bestiary/tokens/MM/Xorn.webp","size":"Medium","creatureType":"Elemental","alignment":"Neutral","ac":"19","initiative":"+0 (10)","hp":"73 (7d8 + 42)","speed":"20 ft., burrow 20 ft.","str":17,"dex":10,"con":22,"int":11,"wis":10,"cha":11,"saves":"","skills":"Perception +6, Stealth +3","vulnerabilities":"","resistances":"piercing, slashing from nonmagical attacks that aren't adamantine","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 16","languages":"Terran","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Earth Glide","entries":["The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through."]},{"name":"Stone Camouflage","entries":["The xorn has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Treasure Sense","entries":["The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The xorn makes three claw attacks and one bite attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 3d6 + 3}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bizarre creatures native to the Elemental Plane of Earth, xorn sniff out gemstones and precious metals, then tunnel through earth and rock to consume those treasures. On the Material Plane, xorn must range far and wide through the Underdark to sustain themselves, becoming aggressive toward miners and treasure hunters when the valuable minerals of their diet are scarce.","A xorn's unnatural origins are suggested by its unusually heavy body and the large, powerful mouth sitting atop its head. Its three long arms are each tipped with sharp talons, and its three large, stone-lidded eyes see in all directions.",{"name":"Elemental Travelers","type":"entries","entries":["Possessed of the power of elemental earth, a xorn glides through stone and dirt as easily as a fish swims through water. It doesn't displace earth or stone when it moves, but merges with and flows through it, leaving no tunnel, hole, or hint of its passage."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Keep a few gems in your pocket. A hungry xorn is a helpful xorn."],"by":"X the Mystic's 6th rule of dungeon survival"}]}]}],"gallery":[{"path":"bestiary/MM/Xorn.webp","credit":"Mike Burns"}],"hidden":true,"otherVersions":[{"id":"xorn","source":"XMM"}]},{"id":"xorta","name":"Xorta","source":"WDMM","page":98,"srd":false,"image":"bestiary/WDMM/Xorta.webp","token":"bestiary/tokens/WDMM/Xorta.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral","ac":"17","initiative":"+2 (12)","hp":"126 (11d12 + 55)","speed":"40 ft.","str":23,"dex":15,"con":20,"int":10,"wis":12,"cha":9,"saves":"Dex +5, Con +8, Wis +4","skills":"Athletics +12, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Giant","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark, Mountain, Hill","treasure":"","traits":[{"name":"Stone Camouflage","entries":["Xorta has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Xorta makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 9} to hit, range 60/240 ft., one target. {@h}28 ({@damage 4d10 + 6}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[{"name":"Rock Catching","entries":["If a rock or similar object is hurled at Xorta, the giant can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Xorta.webp"}]},{"id":"xot","name":"Xot","source":"CRCotN","page":126,"srd":false,"image":"bestiary/CRCotN/064-05-002.allsight-base-camp.webp","token":"bestiary/tokens/CRCotN/Xot.webp","size":"Medium","creatureType":"Humanoid","alignment":"Any Alignment","ac":"16","initiative":"+2 (12)","hp":"67 (9d8 + 27)","speed":"30 ft.","str":15,"dex":14,"con":16,"int":14,"wis":14,"cha":12,"saves":"Con +5, Int +4","skills":"Arcana +4, Athletics +4, History +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common plus two other languages","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Siege Expert","entries":["Xot deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Xot makes three Thunderous Warhammer attacks."]},{"name":"Thunderous Warhammer","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) thunder damage."]}],"bonusActions":[{"name":"Telekinetic Toss {@recharge 5}","entries":["Xot targets one Medium or smaller creature or an object weighing 300 pounds or less that isn't being worn or carried. The target, which must be within 30 feet of the excavator and visible to it, is magically pushed up to 20 feet horizontally in a direction of the excavator's choice. If the target is a creature, it can make a {@dc 13} Strength saving throw to resist the effect and is not pushed on a successful save."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CRCotN/064-05-002.allsight-base-camp.webp","credit":"Linda Lithén"}]},{"id":"xvart","name":"Xvart","source":"MPMM","page":267,"srd":false,"image":"bestiary/MPMM/Xvart.webp","token":"bestiary/tokens/MPMM/Xvart.webp","size":"Small","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":8,"wis":7,"cha":7,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 8","languages":"Abyssal","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Hill, Underdark","treasure":"","traits":[{"name":"Raxivort's Tongue","entries":["The xvart can communicate with ordinary {@creature bat|mm|bats} and {@creature rat|mm|rats}, as well as {@creature giant bat|mm|giant bats} and {@creature giant rat|mm|giant rats}."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage. If at least one of the xvart's allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[{"name":"Low Cunning","entries":["The xvart takes the {@action Disengage} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Fleeing his pursuers, Raxivort wandered across the multiverse and spawned xvarts, who not only look like him but also cause any magic that could reveal his location to point to the nearest xvart instead."]},{"type":"section","name":"Xvarts","entries":["Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.","Raxivort spent centuries watching over the treasury of Graz'zt, and in time, Raxivort plundered his lord's vault. One of the treasures he stole was the {@i Infinity Spindle}, a crystalline shard that could transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rats and bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz'zt unleashed his vengeance. The demon prince urged villains far and wide to pursue the Infinity Spindle for themselves and destroy Raxivort."]}],"gallery":[{"path":"bestiary/MPMM/Xvart.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"xvart-vgm","source":"VGM"}]},{"id":"xvart-vgm","name":"Xvart","source":"VGM","page":200,"srd":false,"image":"bestiary/VGM/Xvart.webp","token":"bestiary/tokens/VGM/Xvart.webp","size":"Small","creatureType":"Humanoid (Xvart)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":8,"wis":7,"cha":7,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 8","languages":"Abyssal","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underdark, Hill","treasure":"","traits":[{"name":"Low Cunning","entries":["The xvart can take the {@action Disengage} action as a bonus action on each of its turns."]},{"name":"Overbearing Pack","entries":["The xvart has advantage on Strength ({@skill Athletics}) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}."]},{"name":"Raxivort's Tongue","entries":["The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.","Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.",{"type":"quote","entries":["When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all."],"by":"Volo"},{"name":"Raxivort's Betrayal","entries":["All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.","After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.","In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart.","Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety."],"type":"entries"},{"type":"inset","name":"Xvart Speakers","entries":["A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin)."]},{"name":"Greedy Thugs","entries":["Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies. They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish.","Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation."],"type":"entries"},{"name":"Vermin Masters","entries":["Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures."],"type":"entries"},{"name":"Xvart Warlocks","entries":["A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of"],"type":"entries"},{"name":"Pandemonium","entries":["Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Xvart.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"xvart","source":"MPMM"}]},{"id":"xvart-speaker","name":"Xvart Speaker","source":"VGM","page":200,"srd":false,"image":"bestiary/VGM/Xvart.webp","token":"bestiary/tokens/VGM/Xvart Speaker.webp","size":"Small","creatureType":"Humanoid (Xvart)","alignment":"Chaotic Evil","ac":"13","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":13,"wis":7,"cha":7,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 8","languages":"Abyssal and one additional language (usually Common or Goblin)","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underdark, Hill","treasure":"","traits":[{"name":"Low Cunning","entries":["The xvart can take the {@action Disengage} action as a bonus action on each of its turns."]},{"name":"Overbearing Pack","entries":["The xvart has advantage on Strength ({@skill Athletics}) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}."]},{"name":"Raxivort's Tongue","entries":["The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.","Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.",{"type":"quote","entries":["When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all."],"by":"Volo"},{"name":"Raxivort's Betrayal","entries":["All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.","After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.","In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart.","Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety."],"type":"entries"},{"type":"inset","name":"Xvart Speakers","entries":["A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin)."]},{"name":"Greedy Thugs","entries":["Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies. They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish.","Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation."],"type":"entries"},{"name":"Vermin Masters","entries":["Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures."],"type":"entries"},{"name":"Xvart Warlocks","entries":["A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of"],"type":"entries"},{"name":"Pandemonium","entries":["Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Xvart.webp","credit":"Richard Whitters"}]},{"id":"xvart-warlock-of-raxivort","name":"Xvart Warlock of Raxivort","source":"MPMM","page":267,"srd":false,"image":"bestiary/tokens/MPMM/Xvart Warlock of Raxivort.webp","token":"bestiary/tokens/MPMM/Xvart Warlock of Raxivort.webp","size":"Small","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d6 + 5)","speed":"30 ft.","str":8,"dex":14,"con":12,"int":8,"wis":11,"cha":12,"saves":"","skills":"Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"Abyssal","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Hill, Underdark","treasure":"","traits":[{"name":"Raxivort's Blessing","entries":["When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points."]},{"name":"Raxivort's Tongue","entries":["The xvart can communicate with ordinary {@creature bat|mm|bats} and {@creature rat|mm|rats}, as well as {@creature giant bat|mm|giant bats} and {@creature giant rat|mm|giant rats}."]}],"spellcasting":[{"name":"Spellcasting","entries":["The xvart casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 11}):","At will: {@spell detect magic}, {@spell mage armor} (self only), {@spell mage hand}, {@spell minor illusion}, {@spell prestidigitation}","1/day each: {@spell burning hands}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The xvart makes two Scimitar or Raxivort's Bite attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Raxivort's Bite","entries":["{@atk rs} {@hit 3} to hit, range 30 ft., one creature. {@h}7 ({@damage 1d10 + 2}) poison damage."]}],"bonusActions":[{"name":"Low Cunning","entries":["The xvart takes the {@action Disengage} action."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Some xvarts are spawned with a trace of Raxivort's divine energy. These xvarts usually form a pact with him and wield magic in his service as warlocks."]},{"type":"section","name":"Xvarts","entries":["Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.","Raxivort spent centuries watching over the treasury of Graz'zt, and in time, Raxivort plundered his lord's vault. One of the treasures he stole was the {@i Infinity Spindle}, a crystalline shard that could transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rats and bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz'zt unleashed his vengeance. The demon prince urged villains far and wide to pursue the Infinity Spindle for themselves and destroy Raxivort."]}],"otherVersions":[{"id":"xvart-warlock-of-raxivort-vgm","source":"VGM"}]},{"id":"xvart-warlock-of-raxivort-vgm","name":"Xvart Warlock of Raxivort","source":"VGM","page":200,"srd":false,"image":"bestiary/tokens/VGM/Xvart Warlock of Raxivort.webp","token":"bestiary/tokens/VGM/Xvart Warlock of Raxivort.webp","size":"Small","creatureType":"Humanoid (Xvart)","alignment":"Chaotic Evil","ac":"12","initiative":"+2 (12)","hp":"22 (5d6 + 5)","speed":"30 ft.","str":8,"dex":14,"con":12,"int":8,"wis":11,"cha":12,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"Abyssal","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Underdark, Hill","treasure":"","traits":[{"name":"Low Cunning","entries":["The xvart can take the {@action Disengage} action as a bonus action on each of its turns."]},{"name":"Overbearing Pack","entries":["The xvart has advantage on Strength ({@skill Athletics}) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't {@condition incapacitated}."]},{"name":"Raxivort's Tongue","entries":["The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell mage armor} (self only)"]},{"name":"Spellcasting","entries":["The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 11}, {@hit 3} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell eldritch blast}, {@spell mage hand}, {@spell minor illusion}, {@spell poison spray}, {@spell prestidigitation}","Level 2 (2 slots): {@spell burning hands}, {@spell expeditious retreat}, {@spell invisibility}, {@spell scorching ray}"]}],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.","Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.",{"name":"Raxivort's Betrayal","entries":["All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.","After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.","In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart.","Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety.",{"type":"quote","entries":["When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all."],"by":"Volo"},"Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation.","Xvart Speakers","A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin)."],"type":"entries"},{"name":"Greedy Thugs","entries":["Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies. They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish."],"type":"entries"},{"name":"Vermin Masters","entries":["Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures."],"type":"entries"},{"name":"Xvart Warlocks","entries":["A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of"],"type":"entries"},{"name":"Pandemonium","entries":["Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow."],"type":"entries"}]}]}],"hidden":true,"otherVersions":[{"id":"xvart-warlock-of-raxivort","source":"MPMM"}]},{"id":"xzar-the-chaos-clone","name":"Xzar the Chaos Clone","source":"MaBJoV","page":128,"srd":false,"image":"bestiary/MaBJoV/Xzar the Chaos Clone.webp","token":"bestiary/tokens/MaBJoV/Xzar the Chaos Clone.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Evil","ac":"15","initiative":"+3 (13)","hp":"121 (22d8 + 22)","speed":"30 ft.","str":12,"dex":16,"con":12,"int":20,"wis":10,"cha":12,"saves":"Int +9, Wis +4","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Abyssal, Common, Infernal, Primordial, Undercommon, telepathy 60 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[{"name":"Chaos Phage","entries":["Xzar's infusion with the Chaos Phage gives him the following benefits:",{"type":"list","items":["Xzar regains 10 hit points at the start of his turn if he has at least 1 hit point","Xzar has advantage on saving throws against spells and other magical effects","Xzar has resistance to acid, cold, fire, lightning, thunder","Xzar has darkvision and telepathy to 60 feet"]}]},{"name":"Grim Harvest (1/Turn)","entries":["When Xzar kills a creature that is neither a Construct nor Undead with a spell of 1st level or higher, Xzar regains hit points equal to twice the spell's level, or three times if it is a necromancy spell."]},{"name":"No Soul","entries":["Since Xzar doesn't have a soul, resurrection magic is able to work upon him no matter how much time has passed. For example, the {@spell revivify} spell would work on Xzar even a week after he died. However, spells like true resurrection and wish are unable to bring Xzar back to life if no body exists."]}],"spellcasting":[{"name":"Spellcasting","entries":["Xzar casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}, {@hit 9} to hit with spell attacks):","At will: {@spell acid splash}, {@spell fire bolt}, {@spell mage hand}","2/day each: {@spell animate dead}*, {@spell blight}*, {@spell false life}*, {@spell mage armor}, {@spell ray of enfeeblement}*, {@spell ray of sickness}*, {@spell scrying}, {@spell vampiric touch}*","1/day each: {@spell abi-dalzim's horrid wilting|XGE}*, {@spell finger of death}*","*Necromancy spell of 1st level or higher"]}],"actions":[{"name":"Multiattack","entries":["Xzar makes two Deprive attacks and uses Spellcasting."]},{"name":"Deprive","entries":["{@atk ms,rs} {@hit 9} to hit, reach 5 ft., or range 120 ft., one target. {@h}27 ({@damage 4d10 + 5}) necrotic damage."]},{"name":"Death Eruption (1/Day)","entries":["Negative energy erupts from Xzar, intensified by the Chaos Phage. Any creature in a 60-foot-radius sphere around Xzar (but not including Xzar) must make a {@dc 17} Constitution saving throw. A creature takes 36 ({@damage 8d6}) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Xzar's next turn as a zombie under his command."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["I have long wondered what a creature without a soul would be like. It is unfortunate that the first example is also insane."],"by":"Volo"},"Xzar was a talented necromancer known for his erratic and bizarre behavior. He worked with the Zhentarim for a number of years with a halfling partner named Montaron or \"Monty,\" as Xzar called him. The two of them got involved in the Bhaalspawn incident more than a century ago and their partnership dissolved soon after.","Xzar decided to attempt a magical ritual that would turn him into a lich. While successful at achieving this goal, once he embraced undeath he quickly descended into insanity. Xzar lost track of his phylactery and thus didn't feed it the souls required to fuel his undead state. Several decades later his body had crumbled to dust and Xzar had devolved into a demilich.","Before becoming a lich, Xzar had created a clone as a contingency against death. A clone usually remains inert until a soul reanimates the body. But the Slaad Lord Ssendam was able to animate the clone body by using the power of the Chaos Phage. The animated clone has the base personality of Xzar, along with his magical skills with necromancy.","This reanimated Xzar is missing a soul and because of this he does not feel whole. This has made him even more erratic than the original Xzar. Xzar is desperate to create a new soul for himself and everything he does is in pursuit of that goal. He does revere his Slaad creator, but mostly because Ssendam has promised to aid him in his quest to create a soul.","Xzar is pragmatic and manipulative enough to appear amicable while sizing up potential allies (or victims). Many of Xzar's casual observations come out as gibberish, though they can often have cryptic meanings."],"gallery":[{"path":"bestiary/MaBJoV/Xzar the Chaos Clone.webp"}]},{"id":"y","name":"Y","source":"OotA","page":29,"srd":false,"image":"bestiary/OotA/Y.webp","token":"bestiary/tokens/OotA/Y.webp","size":"Small","creatureType":"Humanoid (Derro)","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"49 (11d6 + 11)","speed":"30 ft.","str":9,"dex":14,"con":12,"int":18,"wis":5,"cha":14,"saves":"","skills":"Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 7","languages":"Dwarvish, Undercommon, Elvish","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Insanity","entries":["The derro has advantage on saving throws against being {@condition charmed} or {@condition frightened}."]},{"name":"Magic Resistance","entries":["The derro has advantage on saving throws against spells and other magical effects."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Spellcasting","entries":["Y is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 12}, {@hit 4} to hit with spell attacks). The derro knows the following sorcerer spells:","Cantrips (at will): {@spell acid splash}, {@spell mage hand}, {@spell message}, {@spell ray of frost}","Level 1 (4 slots): {@spell burning hands}, {@spell chromatic orb}, {@spell sleep}","Level 2 (3 slots): {@spell invisibility}, {@spell spider climb}","Level 3 (2 slots): {@spell blink}, {@spell lightning bolt}"]},{"name":"Innate Spellcasting","entries":["Y can innately cast can cast the {@spell teleport} spell once per day, but the intended destination must be within 30 feet of another {@adventure society member|OotA|1|Society of Brilliance}. This teleport effect can be disrupted (see \"{@adventure Faerzress|OotA|1|Faerzress}\"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.","1/day each: {@spell teleport}"]}],"actions":[{"name":"Hooked Shortspear","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}1 ({@damage 1d4 - 1}) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a {@dc 9} Strength saving throw or fall {@condition prone}."]},{"name":"Light Repeating Crossbow","entries":["{@atk rw} {@hit 4} to hit, range 40/160 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Y.webp"}]},{"id":"y-demi","name":"Y'demi","source":"SCC","page":172,"srd":false,"image":"bestiary/tokens/SCC/Y'demi.webp","token":"bestiary/tokens/SCC/Y'demi.webp","size":"Medium","creatureType":"Humanoid (Human, Warlock)","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"127 (15d8 + 60)","speed":"30 ft.","str":11,"dex":14,"con":18,"int":20,"wis":12,"cha":12,"saves":"Con +8, Int +9, Wis +5, Cha +5","skills":"Deception +9, Medicine +5, Survival +5","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"exhaustion","senses":"Passive Perception 11","languages":"Common plus any four languages","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Blood Aegis","entries":["The AC of Y'demi includes her Constitution modifier while she isn't wearing armor or wielding a shield."]},{"name":"Oriq Mask","entries":["Y'demi wears an Oriq mask. While wearing the mask, Y'demi can't be targeted by any divination magic or perceived through magical scrying sensors, and she adds double her proficiency bonus to Charisma ({@skill Deception}) checks (included above)."]},{"name":"Sanguine Sense","entries":["While Y'demi isn't {@condition blinded}, she can see any creature that isn't an Undead or a Construct within 60 feet of itself, even through {@quickref Cover||3||total cover}, {@quickref Vision and Light||2||heavily obscured} areas, invisibility, or any other phenomena that would prevent sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Y'demi makes two Blood Lash attacks."]},{"name":"Blood Lash","entries":["{@atk ms} {@hit 9} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) necrotic damage. If the target is a creature, it can't regain hit points until the start of the Y'demi's next turn."]},{"name":"Blood Boil {@recharge 4}","entries":["Y'demi chooses a point within 150 feet of itself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Y'demi's choice that she can see in that area must make a {@dc 17} Constitution saving throw. On a failed save, a creature takes 38 ({@damage 7d10}) necrotic damage and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half as much damage and isn't {@condition incapacitated}. A creature dies if reduced to 0 hit points by this necrotic damage."]}],"bonusActions":[{"name":"Sanguine Tentacles (1/Day)","entries":["The blood in the copper basin disappears as tentacles of congealed blood fill a 10-foot cube centered at a point on the ground that Y'demi can see within 15 feet of her. The effect lasts for 1 minute, during which time that area is {@quickref difficult terrain||3}. Any creature entering that area for the first time on a turn or starting its turn there must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained} by the tentacles. A creature that starts its turn {@condition restrained} by the tentacles takes 10 ({@damage 3d6}) bludgeoning damage. A creature {@condition restrained} by the tentacles can use its action to make either a {@dc 13} Strength ({@skill Athletics}) check or a {@dc 13} Dexterity ({@skill Acrobatics}) check, ending the {@condition restrained} condition on itself on a success."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The Oriq are a secret society of mages who wield forbidden magic in the service of their leader, Extus Narr. Narr was in consideration for elevation to the role of Oracle of Strixhaven, but when the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he needs to summon a devastating being, the Blood Avatar, to destroy Strixhaven.","The Oriq work in secret, infiltrating Strixhaven to search for the magic their master covets and watch for impressionable students and embittered faculty they might turn to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide their identities. These masks have magical properties that function only for their intended wearers."]},{"type":"section","entries":[{"type":"entries","name":"Oriq Blood Mage","entries":["Oriq blood mages create deadly weapons formed of their own blood. They can also sense the life energy within nearby creatures, making the blood mages almost impossible to ambush."]}]}]},{"id":"yagnoloth","name":"Yagnoloth","source":"MPMM","page":268,"srd":false,"image":"bestiary/MPMM/Yagnoloth.webp","token":"bestiary/tokens/MPMM/Yagnoloth.webp","size":"Large","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"147 (14d10 + 70)","speed":"40 ft.","str":19,"dex":14,"con":21,"int":16,"wis":15,"cha":18,"saves":"Dex +6, Int +7, Wis +6, Cha +8","skills":"Deception +8, Insight +6, Perception +6, Persuasion +8","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 16","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The yagnoloth has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The yagnoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell invisibility} (self only), {@spell suggestion}","3/day: {@spell lightning bolt}"]}],"actions":[{"name":"Multiattack","entries":["The yagnoloth makes one Electrified Touch attack and one Massive Arm attack, or it makes one Massive Arm attack and uses Battlefield Cunning, if available, or Teleport."]},{"name":"Electrified Touch","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}27 ({@damage 6d8}) lightning damage."]},{"name":"Massive Arm","entries":["{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}23 ({@damage 3d12 + 4}) force damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or become {@condition stunned} until the end of the yagnoloth's next turn."]},{"name":"Battlefield Cunning {@recharge 4}","entries":["Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each."]},{"name":"Life Leech","entries":["The yagnoloth touches one {@condition incapacitated} creature within 15 feet of it. The target takes 36 ({@damage 7d8 + 4}) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a {@dc 16} Constitution saving throw, or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0."]},{"name":"Teleport","entries":["The yagnoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the writing of contracts for their fellow yugoloths. Once a yagnoloth is hired, it communicates its employer's desires to the yugoloths it commands.","Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the yugoloths under their command. Yagnoloths follow the dictates of the contracts they negotiate but always include a loophole to escape their obligations if the situation warrants.","A yagnoloth has one arm of human size and one giant-sized arm. During negotiations, the yagnoloth uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it attacks with its brutally powerful giant arm."],"gallery":[{"path":"bestiary/MPMM/Yagnoloth.webp","credit":"Ilya Shkipin"}],"otherVersions":[{"id":"yagnoloth-mtf","source":"MTF"}]},{"id":"yagnoloth-mtf","name":"Yagnoloth","source":"MTF","page":252,"srd":false,"image":"bestiary/MTF/Yagnoloth.webp","token":"bestiary/tokens/MTF/Yagnoloth.webp","size":"Large","creatureType":"Fiend (Yugoloth)","alignment":"Neutral Evil","ac":"17","initiative":"+2 (12)","hp":"147 (14d10 + 70)","speed":"40 ft.","str":19,"dex":14,"con":21,"int":16,"wis":15,"cha":18,"saves":"Dex +6, Int +7, Wis +6, Cha +8","skills":"Deception +8, Insight +6, Perception +6, Persuasion +8","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"poisoned","senses":"blindsight 60 ft., darkvision 60 ft., Passive Perception 16","languages":"Abyssal, Infernal, telepathy 60 ft.","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The yagnoloth has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The yagnoloth's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The yagnoloth's innate spellcasting ability is Charisma (spell save {@dc 16}). It can innately cast the following spells, requiring no material components:","At will: {@spell darkness}, {@spell detect magic}, {@spell dispel magic}, {@spell invisibility} (self only), {@spell suggestion}","3/day: {@spell lightning bolt}"]}],"actions":[{"name":"Multiattack","entries":["The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack."]},{"name":"Electrified Touch","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}27 ({@damage 6d8}) lightning damage."]},{"name":"Massive Arm","entries":["{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}23 ({@damage 3d12 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or is {@condition stunned} until the end of the yagnoloth's next turn."]},{"name":"Life Leech","entries":["The yagnoloth touches one {@condition incapacitated} creature within 15 feet of it. The target takes 36 ({@damage 7d8 + 4}) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a {@dc 16} Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0."]},{"name":"Battlefield Cunning {@recharge 4}","entries":["Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each."]},{"name":"Teleport","entries":["The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"quote","entries":["Yagnoloths write contracts as devious as the deals of any devil, but yugoloths don't always hold up their end of the bargain."],"by":"Mordenkainen"},"Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange fiends handle the writing of contracts for all of their kind. Once a yagnoloth is hired, it communicates its employer's desires to the fiends it commands.","Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the fiends under their command. A yagnoloth follows the dictates in a contract it negotiated, but it is certain to have included a loophole to escape its obligation if the situation warrants.","A yagnoloth has one arm of human size and one giant-sized arm, and it always covers one or the other with a long cape. During negotiations, the yagnoloth uncovers its human arm and uses it to draft and sign contracts. When a show of force is necessary or when combat is joined, it shifts its cape to reveal its brutally powerful giant appendage."]},{"type":"section","name":"Yugoloths","entries":["Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the {@filter Monster Manual|bestiary|source=mm|tag=yugoloth} and the six creatures presented {@filter here|bestiary|source=mtf|tag=yugoloth}."]}],"gallery":[{"path":"bestiary/MTF/Yagnoloth.webp","credit":"Ilya Shkipin"}],"hidden":true,"otherVersions":[{"id":"yagnoloth","source":"MPMM"}]},{"id":"yagra-stonefist","name":"Yagra Stonefist","source":"WDH","page":20,"srd":false,"image":"bestiary/WDH/Yagra Stonefist.webp","token":"bestiary/tokens/WDH/Yagra Stonefist.webp","size":"Medium","creatureType":"Humanoid (Half-orc)","alignment":"Neutral","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Relentless Endurance","entries":["When reduced to 0 hit points, Yagra drops to 1 hit point instead (but can't do this again until she finishes a long rest)."]},{"name":"Pack Tactics","entries":["Yagra has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Savage Attacks","entries":["When she scores a critical hit Yagra can roll one of the weapon's damage dice and add it to the extra damage of the critical hit."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Yagra makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["{@i Half-orc mercenary}",{"type":"quote","entries":["Want to arm wrestle? Hope you're stronger than you look."]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Yagra is a Black Network mercenary who gets paid to protect a Zhent negotiator named Davil Starsong (see appendix B for more information on him). Yagra finds the job boring and likes to pass the time by challenging adventurers to arm wrestle. (Resolve such contests using contested Strength checks.) If the characters express their opposition to the Xanathar Guild, Yagra might urge them to speak to Davil about joining forces with the Zhentarim to destroy the beholder crime lord."]}]}]}],"gallery":[{"path":"bestiary/WDH/Yagra Stonefist.webp"}]},{"id":"yak","name":"Yak","source":"SKT","page":172,"srd":false,"image":"bestiary/tokens/SKT/Yak.webp","token":"bestiary/tokens/SKT/Yak.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d10 + 2)","speed":"50 ft.","str":16,"dex":10,"con":12,"int":2,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Charge","entries":["If the yak moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 ({@damage 2d6}) damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Ram","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage."]},{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one {@condition prone} creature. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"yakfolk-priest","name":"Yakfolk Priest","source":"SKT","page":245,"srd":false,"image":"bestiary/tokens/SKT/Yakfolk Priest.webp","token":"bestiary/tokens/SKT/Yakfolk Priest.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+0 (10)","hp":"52 (7d10 + 14)","speed":"30 ft.","str":16,"dex":11,"con":15,"int":14,"wis":18,"cha":14,"saves":"","skills":"Deception +4, Medicine +6, Survival +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Yikaria","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Possession (Recharges after a Short or Long Rest)","entries":["The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a {@dc 12} Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is {@condition incapacitated}, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.","The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the {@spell dispel evil and good} spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is {@condition stunned} until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear."]}],"spellcasting":[{"name":"Spellcasting","entries":["The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The priest has the following cleric spells prepared:","Cantrips (at will): {@spell light}, {@spell mending}, {@spell sacred flame}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell bane}, {@spell command}, {@spell cure wounds}, {@spell sanctuary}","Level 2 (3 slots): {@spell augury}, {@spell hold person}, {@spell spiritual weapon}","Level 3 (3 slots): {@spell bestow curse}, {@spell protection from energy}, {@spell sending}","Level 4 (1 slots): {@spell banishment}"]}],"actions":[{"name":"Multiattack","entries":["The yakfolk makes two melee attacks."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, or 12 ({@damage 2d8 + 3}) bludgeoning damage if used with two hands."]},{"name":"Summon Earth Elemental (1/Day)","entries":["The yakfolk summons an {@creature earth elemental}. The elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Yakfolk","entries":["Yakfolk, known among themselves as Yikaria (\"the Lucky Chosen\" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Yakfolk Society","type":"entries","entries":["Other civilized races treat yakfolk as \"bogeymen\"-a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy-quite the contrary. They simply consider most menial tasks beneath them.","Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved.","Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families-only to their god and race."]},{"name":"Servants of the Forgotten God","type":"entries","entries":["Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental-that is, by fire (immolation), earth (live burial), water (drown ing), or air (throwing the victim off a great height). Sacrifices are meant to ensure the benevolence of the deity and to punish disobedient slaves.","The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions-and forbidden to attack them-\"for a thousand years and a year.\" The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance."]},{"name":"Skin Crawlers","type":"entries","entries":["A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yak-folk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young."]}]}]}]}]},{"id":"yakfolk-warrior","name":"Yakfolk Warrior","source":"SKT","page":244,"srd":false,"image":"bestiary/SKT/Yakfolk Warrior.webp","token":"bestiary/tokens/SKT/Yakfolk Warrior.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"11","initiative":"+0 (10)","hp":"60 (8d10 + 16)","speed":"30 ft.","str":18,"dex":11,"con":15,"int":14,"wis":15,"cha":14,"saves":"","skills":"Deception +4, Survival +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Yikaria","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Possession (Recharges after a Short or Long Rest)","entries":["The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a {@dc 12} Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is {@condition incapacitated}, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and proficiencies.","The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the {@spell dispel evil and good} spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is {@condition stunned} until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The yakfolk makes two attacks, either with its greatsword or its longbow."]},{"name":"Greatsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 2} to hit, range 150/600 ft., one target. {@h}9 ({@damage 2d8}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Yakfolk","entries":["Yakfolk, known among themselves as Yikaria (\"the Lucky Chosen\" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Yakfolk Society","type":"entries","entries":["Other civilized races treat yakfolk as \"bogeymen\"-a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy-quite the contrary. They simply consider most menial tasks beneath them.","Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved.","Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families-only to their god and race."]},{"name":"Servants of the Forgotten God","type":"entries","entries":["Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental-that is, by fire (immolation), earth (live burial), water (drown ing), or air (throwing the victim off a great height). Sacrifices are meant to ensure the benevolence of the deity and to punish disobedient slaves.","The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions-and forbidden to attack them-\"for a thousand years and a year.\" The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance."]},{"name":"Skin Crawlers","type":"entries","entries":["A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yak-folk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young."]}]}]}]}],"gallery":[{"path":"bestiary/SKT/Yakfolk Warrior.webp"}]},{"id":"yalaga-maladwyn","name":"Yalaga Maladwyn","source":"GoS","page":226,"srd":false,"image":"bestiary/tokens/GoS/Yalaga Maladwyn.webp","token":"bestiary/tokens/GoS/Yalaga Maladwyn.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"16","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":13,"wis":17,"cha":18,"saves":"Con +4, Wis +6, Cha +7","skills":"Insight +6, Perception +6, Religion +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, Yalaga has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Yalaga's spellcasting ability is Charisma (spell save {@dc 15}). She can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["Yalaga is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following cleric spells prepared:","Cantrips (at will): {@spell guidance}, {@spell poison spray}, {@spell resistance}, {@spell spare the dying}, {@spell thaumaturgy}","Level 1 (4 slots): {@spell animal friendship}, {@spell cure wounds}, {@spell detect poison and disease}, {@spell ray of sickness}","Level 2 (3 slots): {@spell lesser restoration}, {@spell protection from poison}, {@spell web}","Level 3 (3 slots): {@spell conjure animals} (2 {@creature giant spider|mm|giant spiders}), {@spell dispel magic}","Level 4 (3 slots): {@spell divination}, {@spell freedom of movement}","Level 5 (2 slots): {@spell insect plague}, {@spell mass cure wounds}"]}],"actions":[{"name":"Multiattack","entries":["Yalaga makes two scourge attacks."]},{"name":"Scourge","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 17 ({@damage 5d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"yalah-gralhund","name":"Yalah Gralhund","source":"WDH","page":220,"srd":false,"image":"bestiary/WDH/The Gralhunds.webp","token":"bestiary/tokens/WDH/Yalah Gralhund.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Evil","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":16,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Infernal","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Yalah adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The lady of House Gralhund is no fool. She has a keen mind and the wisdom to discern friend from foe. She also has a husband who worships her (see \"Orond Gralhund\"), and a house that has the resources of the Black Network at its disposal.","Yalah stays abreast of events in the city, keeps a tight rein on her children, and uses her station and her family's wealth to pry secrets from the lips of nobles, guildmasters, and commoners alike. Though her previous attempts to become a Masked Lord have been thwarted, she believes it's only a matter of time until that honor is bestowed on her. Once she knows the identities and secrets of enough Masked Lords, Yalah is confident that she can bribe, blackmail, or extort her way into their ranks. From there, she plans to effect changes in the government that will ensure House Gralhund's prosperity for generations to come.","Yalah shares the services of a half-orc bodyguard with her husband, although Hrabbaz (see \"Hrabbaz\") is more loyal to her than to him. She also uses the Zhentarim who are based in House Gralhund as her personal spy network, not realizing that the Zhents' true master is Manshoon. Most of her dealings are with the Zhent master assassin Urstul Floxin (see \"Urstul Floxin\"), whom she treats as an underling."]}]}]}],"gallery":[{"path":"bestiary/WDH/The Gralhunds.webp"}]},{"id":"yan-c-bin","name":"Yan-C-Bin","source":"PotA","page":221,"srd":false,"image":"bestiary/PotA/Yan-C-Bin.webp","token":"bestiary/tokens/PotA/Yan-C-Bin.webp","size":"Huge","creatureType":"Elemental","alignment":"Neutral Evil","ac":"22","initiative":"+7 (17)","hp":"283 (21d12 + 147)","speed":"50 ft., fly 150 ft.","str":18,"dex":24,"con":24,"int":16,"wis":21,"cha":23,"saves":"Dex +13, Wis +11, Cha +12","skills":"","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"lightning; poison; thunder","conditionImmunities":"charmed; frightened; paralyzed; petrified; poisoned; prone; restrained","senses":"blindsight 120 ft., Passive Perception 15","languages":"Auran","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Air Form","entries":["Yan-C-Bin can enter a hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space."]},{"name":"Empowered Attacks","entries":["Yan-C-Bin's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical attacks."]},{"name":"Legendary Resistance (3/Day)","entries":["If Yan-C-Bin fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Yan-C-Bin has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Yan-C-Bin's innate spellcasting ability is Charisma (spell save {@dc 20}, {@hit 12} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell gust of wind}, {@spell invisibility}, {@spell lightning bolt}","2/day each: {@spell chain lightning}, {@spell cloudkill}, {@spell haste}"]}],"actions":[{"name":"Multiattack","entries":["Yan-C-Bin makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) force damage plus 10 ({@damage 3d6}) lightning damage."]},{"name":"Thundercrack (Recharges after a Short or Long Rest)","entries":["Yan-C-Bin unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a {@dc 24} Constitution saving throw or take 31 ({@damage 9d6}) thunder damage and be {@condition deafened} for 1 minute. On a successful save, a creature takes half as much damage and is {@condition deafened} until the start of Yan-C-Bin's next turn."]},{"name":"Change Shape","entries":["Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action."]},{"name":"Summon Elementals (1/Day)","entries":["Yan-C-Bin summons up to three {@creature air elemental||air elementals} and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Peal of Thunder","entries":["Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 ({@damage 1d10}) thunder damage."]},{"name":"Teleport (Costs 2 Actions)","entries":["Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-C-Bin is wearing or carrying is teleported with him."]},{"name":"Suffocate (Costs 3 Actions)","entries":["Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a {@dc 21} Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can't breathe or speak until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["Yan-C-Bin dwells in a palace of air on the Elemental Plane of Air. In his palace and in air nodes on the Material Plane (including the Howling Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair. On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",{"type":"list","items":["Yan-C-Bin drops the temperature of the air, covering all surfaces with ice. This effect is identical to the {@spell sleet storm} spell.","Yan-C-Bin controls the surrounding air as an extension of himself. Each creature Yan-C-Bin designates must succeed at a {@dc 24} Constitution saving throw or be hoisted or flung {@dice 3d6 × 10} feet through the air. A creature smashed into a solid object or released in mid-air takes {@damage 1d6} bludgeoning damage for every 10 feet moved or fallen.","Yan-C-Bin creates a torrent of debris within 120 feet of him that lasts until initiative count 20 on the next round. The debris lightly obscures every creature and object in the area for the duration. All creatures in the area must succeed at a {@dc 24} Wisdom saving throw or be {@condition blinded} until initiative count 20 on the next round."]}],"regionalEffects":["When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they touch.",{"type":"list","items":["Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a {@dc 15} Strength ({@skill Athletics}) check.","Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin's lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing beneath the open sky have a five percent chance of being struck by lightning. A creature struck by lightning must make a {@dc 21} Constitution saving throw, taking 21 ({@damage 6d6}) lightning damage on a failed save, or half as much damage on a successful one.","Cyclones touch down within a 5-mile radius of Yan-C-Bin's lair. Every hour, there is a five percent chance that characters in this area are caught in the path of a cyclone moving 250 feet per round. Each character must succeed on a {@dc 21} Constitution saving throw or take 33 ({@damage 6d10}) bludgeoning damage. Wooden or flimsy structures in the path of the cyclone are destroyed.","Natural caverns and windblown canyons within 1 mile of the lair form intermittent portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to dwell near those locations."]},"If Yan-C-Bin is destroyed or banished back to his home plane, the regional effects fade over the next {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Yan-C-Bin (pronounced yan-see-bin) is the Prince of Evil Air. A being of great wisdom and malice, Yan-C-Bin's plots began at the forging of the worlds. Subtler than the other elemental princes, Yan-C-Bin operates unseen, studying his enemies from afar, ambushing them swiftly, and vanishing before his foes can retaliate.","His natural form is an invisible vortex of howling, swirling air 30 feet high and 15 feet wide, but Yan-C-Bin sometimes takes the shape of a gaunt, venerable, dark-skinned human with wispy white hair and glowing white eyes. When he wishes to remain unseen, Yan-C-Bin manifests only as a gust of cold wind flowing silently past.","From his floating palace in the endless, cloudy skies of the Plane of Air, Yan-C-Bin watches worlds as they change over millennia. Evil aerial creatures worship the elemental prince as a god, and claim to see Yan-C-Bin's eyes in swirling storms. Yan-C-Bin doesn't care for their offerings, their sacrifices, or their worship. His only concern is the annihilation of the material realms as they are ripped apart by the superior elemental might of air and wind."]},{"type":"entries","name":"Yan-C-Bin's Lair","entries":["Yan-C-Bin dwells in a palace of air on the Elemental Plane of Air. In his palace and in air nodes on the Material Plane (including the Howling Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair."]}]}]}],"gallery":[{"path":"bestiary/PotA/Yan-C-Bin.webp"}]},{"id":"yantha-coaxrock","name":"Yantha Coaxrock","source":"OotA","page":138,"srd":false,"image":"bestiary/tokens/OotA/Yantha Coaxrock.webp","token":"bestiary/tokens/OotA/Yantha Coaxrock.webp","size":"Small","creatureType":"Humanoid (Gnome)","alignment":"Neutral Good","ac":"15","initiative":"+2 (12)","hp":"16 (3d6 + 6)","speed":"20 ft.","str":15,"dex":14,"con":14,"int":16,"wis":10,"cha":9,"saves":"","skills":"Investigation +3, Perception +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 12","languages":"Gnomish, Terran, Undercommon","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Stone Camouflage","entries":["Yantha has advantage on Dexterity ({@skill Stealth}) checks made to hide in rocky terrain."]},{"name":"Gnome Cunning","entries":["Yantha has advantage on Intelligence, Wisdom, and Charisma saving throws against magic."]}],"spellcasting":[{"name":"Spellcasting","entries":["Yantha is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 13}). She has the following wizard spells prepared:","Cantrips (at will): {@spell dancing lights}, {@spell friends}, {@spell mending}, {@spell prestidigitation}","Level 1 (4 slots): {@spell comprehend languages}, {@spell detect magic}, {@spell Tenser's floating disk}","Level 2 (3 slots): {@spell detect thoughts}, {@spell hold person}","Level 3 (2 slots): {@spell sending}"]}],"actions":[{"name":"War Pick","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Poisoned Dart","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success"]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"yanthdel-henlifel","name":"Yanthdel Henlifel","source":"PaBTSO","page":114,"srd":false,"image":"bestiary/PaBTSO/NythalynandYanthdel.webp","token":"bestiary/tokens/PaBTSO/Yanthdel Henlifel.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral","ac":"18","initiative":"+4 (14)","hp":"71 (11d8 + 22)","speed":"30 ft.","str":13,"dex":18,"con":14,"int":11,"wis":13,"cha":12,"saves":"Dex +7, Con +5, Wis +4","skills":"Perception +4, Stealth +10","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Yanthdel has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Yanthdel has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Yanthdel's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Yanthdel makes two shortsword attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Yanthdel adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/NythalynandYanthdel.webp"}]},{"id":"yarana","name":"Yarana","source":"JttRC","page":204,"srd":false,"image":"bestiary/JttRC/135-14-002.yarana-and-nene.webp","token":"bestiary/tokens/JttRC/Yarana.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Yarana has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Yarana makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/135-14-002.yarana-and-nene.webp","title":"Yarana and Nene","credit":"Nikki Dawes"}]},{"id":"yarnspinner","name":"Yarnspinner","source":"DoD","page":22,"srd":false,"image":"bestiary/DoD/Yarnspinner.webp","token":"bestiary/tokens/DoD/Yarnspinner.webp","size":"Huge","creatureType":"Fey (Archfey)","alignment":"Lawful Good","ac":"16","initiative":"+3 (13)","hp":"138 (12d12 + 60)","speed":"40 ft., climb 40 ft.","str":24,"dex":16,"con":21,"int":18,"wis":21,"cha":19,"saves":"Con +9, Wis +9, Cha +8","skills":"Perception +13, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; frightened","senses":"truesight 120 ft., Passive Perception 23","languages":"Common, Druidic, Sylvan","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Fey Rebirth","entries":["If Yarnspinner dies in his Domain of Delight, he revives with all his hit points {@dice 1d4} days later in a safe location in that domain."]},{"name":"Legendary Resistance (3/Day)","entries":["If Yarnspinner fails a saving throw, he can choose to succeed instead."]},{"name":"Spider Climb","entries":["Yarnspinner can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["Yarnspinner ignores movement restrictions caused by webbing."]},{"name":"Web Weaver (3/Day)","entries":["Yarnspinner can take 1 minute to craft one of the following structures out of webbing:",{"type":"list","items":["A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls or surfaces. Each section has AC 12; 20 hit points; vulnerability to fire damage; and immunity to bludgeoning, poison, and psychic damage.","A hut small enough to fit in a 10-foot cube. The hut comes with a closable door and a comfortable bed made of webbing, sized for a Tiny, Small, or Medium creature.","A message consisting of no more than twenty-five characters, anchored at various points so it hangs in the air."]}]}],"spellcasting":[{"name":"Spellcasting","entries":["Yarnspinner casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):","At will: {@spell faerie fire}, {@spell speak with animals}","2/day each: {@spell animal friendship}, {@spell create food and water}, {@spell revivify}","1/day each: {@spell awaken} (as an action), {@spell pass without trace}"]}],"actions":[{"name":"Multiattack","entries":["Yarnspinner makes two Bite attacks and uses Spellcasting or Web once."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 3d6 + 7}) piercing damage plus 11 ({@damage 2d10}) poison damage."]},{"name":"Web","entries":["Yarnspinner shoots webbing at one creature he can see within 120 feet of himself. The target must succeed on a {@dc 17} Strength saving throw or be {@condition restrained} for 1 hour. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","name":"Yarnspinner","entries":["Yarnspinner has a monstrous form resembling that of an enormous spider. However, he has a benevolent personality and is obsessed with stories. In fact, he has amassed quite a collection of storybooks, which he keeps in silk sacks for easy transport. When Yarnspinner dreams, he projects a harmless, ghost-like version of himself that wanders his domain. In this form, he can talk to strangers and steer them one direction or another without fear of being harmed. If a visitor needs a safe haven, Yarnspinner is more than happy to fashion a hut made of spider silk for his guest to inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise.","Yarnspinner's favorite activity is to read stories aloud to the animals that occupy his domain, all of which benefit from having had {@spell awaken} spells cast on them. The archfey's stories attract quite a gathering and are the talk of Fablerise's awakened animal kingdom."]},{"type":"entries","name":"Fablerise","entries":["Fablerise is a vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes. It's a gloomy realm. A mushroom circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the thicket by whistling a tune while walking backward."]}],"gallery":[{"path":"bestiary/DoD/Yarnspinner.webp","title":"Yarnspinner is an archfey who loves to tell stories.","credit":"Magali Villeneuve"}]},{"id":"yeenoghu","name":"Yeenoghu","source":"MPMM","page":270,"srd":false,"image":"bestiary/MPMM/Yeenoghu.webp","token":"bestiary/tokens/MPMM/Yeenoghu.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"20","initiative":"+3 (13)","hp":"333 (23d12 + 184)","speed":"50 ft.","str":29,"dex":16,"con":26,"int":16,"wis":24,"cha":15,"saves":"Dex +10, Con +15, Wis +14","skills":"Intimidation +9, Perception +14","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Yeenoghu fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Yeenoghu has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Yeenoghu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell detect magic}","1/day: {@spell teleport}","3/day each: {@spell dispel magic}, {@spell fear}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["Yeenoghu makes three Flail attacks."]},{"name":"Flail","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}22 ({@damage 2d12 + 9}) force damage. If it's his turn, Yeenoghu can cause the target to suffer one of the following additional effects, each of which he can apply only once per turn",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Confusion","entries":["The target must succeed on a {@dc 17} Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn."]},{"type":"item","name":"Force","entries":["The target takes an extra 13 ({@damage 2d12}) force damage."]},{"type":"item","name":"Paralysis","entries":["The target must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} until the start of Yeenoghu's next turn."]}]}]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d10 + 9}) acid damage."]}],"bonusActions":[{"name":"Rampage","entries":["When Yeenoghu reduces a creature to 0 hit points with a melee attack, he moves up to half his speed and makes one Bite attack."]}],"reactions":[],"legendaryActions":[{"name":"Charge","entries":["Yeenoghu moves up to his speed."]},{"name":"Swat Away","entries":["Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a {@dc 24} Strength saving throw or be pushed up to 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target is also knocked {@condition prone}."]},{"name":"Savage (Costs 2 Actions)","entries":["Yeenoghu makes a separate Bite attack against each creature within 10 feet of him."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Yeenoghu can take one of the following lair actions; he can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Incite the Pack","entries":["Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them."]},{"type":"item","name":"Iron Spike","entries":["Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a {@dc 24} Dexterity saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) piercing damage and is {@condition restrained} by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition."]},{"type":"item","name":"Pack Rush","entries":["Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed."]}]}],"regionalEffects":["The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Savage Predators","entries":["Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter."]},{"type":"item","name":"Spiky Terrain","entries":["Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes."]},"If Yeenoghu dies, these effects fade over the course of {@dice 1d10} days."]}],"lore":["The Beast of Butchery appears as a great scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake, and those that ate of great Yeenoghu's kills became gnolls. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunching over and filing their teeth down to points.","Yeenoghu wants nothing more than slaughter and senseless destruction. Gnolls are his favorite instruments, and he drives his gnoll followers to ever-greater atrocities in his name, even imbuing some of their commanders with his powers, which transforms them into flinds (in this book). Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored and wanders away. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.","The Gnoll Lord is covered in matted fur and leathery hide, and his face resembles a grinning predator's skull. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his teeth.",{"type":"entries","name":"Cultists of Yeenoghu","entries":["{@note See the {@cult Cult of Yeenoghu|MPMM} entry.}"]},{"type":"entries","name":"Yeenoghu's Lair","entries":["Yeenoghu's lair in the Abyss is called the Death Dells. Its barren hills and ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by {@creature gnoll||gnolls}, {@creature hyena||hyenas}, and {@creature ghoul||ghouls}, and there are few structures or signs of civilization on his layer of the Abyss.","The challenge rating of Yeenoghu is 25 (75,000 XP) when he's encountered in his lair."]}],"gallery":[{"path":"bestiary/MPMM/Yeenoghu.webp","credit":"Richard Whitters"}],"otherVersions":[{"id":"yeenoghu-mtf","source":"MTF"}]},{"id":"yeenoghu-mtf","name":"Yeenoghu","source":"MTF","page":155,"srd":false,"image":"bestiary/MTF/Yeenoghu.webp","token":"bestiary/tokens/MTF/Yeenoghu.webp","size":"Huge","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"20","initiative":"+3 (13)","hp":"333 (23d12 + 184)","speed":"50 ft.","str":29,"dex":16,"con":26,"int":15,"wis":24,"cha":15,"saves":"Dex +10, Con +15, Wis +14","skills":"Intimidation +9, Perception +14","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 24","languages":"all, telepathy 120 ft.","cr":"24","crDisplay":"24 (XP 62,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Yeenoghu fails a saving throw, he can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Yeenoghu has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Yeenoghu's weapon attacks are magical."]},{"name":"Rampage","entries":["When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Yeenoghu's spellcasting ability is Charisma (spell save {@dc 17}, {@hit 9} to hit with spell attacks). He can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}","1/day: {@spell teleport}","3/day each: {@spell dispel magic}, {@spell fear}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack):","1. The attack deals an extra 13 ({@damage 2d12}) bludgeoning damage.","2. The target must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} until the start of Yeenoghu's next turn.","3. The target must succeed on a {@dc 17} Wisdom saving throw or be affected by the {@spell confusion} spell until the start of Yeenoghu's next turn."]},{"name":"Flail","entries":["{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}15 ({@damage 1d12 + 9}) bludgeoning damage."]},{"name":"Bite","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}14 ({@damage 1d10 + 9}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Charge","entries":["Yeenoghu moves up to his speed."]},{"name":"Swat Away","entries":["Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a {@dc 24} Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls {@condition prone}."]},{"name":"Savage (Costs 2 Actions)","entries":["Yeenoghu makes a bite attack against each creature within 10 feet of him."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On Initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:",{"type":"list","items":["Yeenoghu causes an iron spike - 5 feet tall and 1 inch in diameter - to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a {@dc 24} Dexterity saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) piercing damage and is {@condition restrained} by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the {@condition restrained} condition.","Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.","Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them."]}],"regionalEffects":["The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","items":["Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.","Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.","If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 17} Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Yeenoghu dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Madness of Yeenoghu","entries":["If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",{"type":"table","caption":"Madness of Yeenoghu","colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-1","col-11"],"rows":[["01–20","\"I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob.\""],["21–40","\"The flesh of other intelligent creatures is delicious!\""],["41–60","\"I rail against the laws and customs of civilization, attempting to return to a more primitive time.\""],["61–80","\"I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed.\""],["81–00","\"I keep trophies from the bodies I have slain, turning them into adornments.\""]]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Yeenoghu","entries":["The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu's kills became gnolls, emulating their master's ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points.","Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.","The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth."]}]},{"type":"entries","name":"Yeenoghu's Lair","entries":["Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by {@creature gnoll||gnolls}, {@creature hyena||hyenas}, and {@creature ghoul||ghouls}, and there are few structures or signs of civilization on his layer of the Abyss."]}]}],"gallery":[{"path":"bestiary/MTF/Yeenoghu.webp","credit":"Richard Whitters"}],"hidden":true,"otherVersions":[{"id":"yeenoghu","source":"MPMM"}]},{"id":"yellow-musk-creeper","name":"Yellow Musk Creeper","source":"ToA","page":237,"srd":false,"image":"bestiary/ToA/Yellow Musk Creeper.webp","token":"bestiary/tokens/ToA/Yellow Musk Creeper.webp","size":"Medium","creatureType":"Plant","alignment":"Unaligned","ac":"6","initiative":"-4 (6)","hp":"60 (11d8 + 11)","speed":"5 ft., climb 5 ft.","str":12,"dex":3,"con":12,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"blinded; deafened; exhaustion; prone","senses":"blindsight 30 ft., Passive Perception 10","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"False Appearance","entries":["While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine."]},{"name":"Regeneration","entries":["The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn't function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Touch","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}13 ({@damage 3d8}) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a {@spell remove curse} spell or similar magic before it animates."]},{"name":"Yellow Musk (3/Day)","entries":["The creeper's flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a {@dc 11} Wisdom saving throw or be {@condition charmed} by the creeper for 1 minute. A creature {@condition charmed} in this way does nothing on its turn except move as close as it can to the creeper. A creature {@condition charmed} by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies."]},{"type":"section","entries":["A yellow musk creeper is an unholy vine whose flowers resemble an orchid's. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes."]}],"gallery":[{"path":"bestiary/ToA/Yellow Musk Creeper.webp"}]},{"id":"yellow-musk-zombie","name":"Yellow Musk Zombie","source":"ToA","page":237,"srd":false,"image":"bestiary/ToA/Yellow Musk Zombie.webp","token":"bestiary/tokens/ToA/Yellow Musk Zombie.webp","size":"Medium","creatureType":"Undead","alignment":"Unaligned","ac":"9","initiative":"-1 (9)","hp":"33 (6d8 + 6)","speed":"20 ft.","str":13,"dex":9,"con":12,"int":1,"wis":6,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed; exhaustion","senses":"blindsight 30 ft., Passive Perception 8","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["A Medium humanoid transformed into a yellow musk zombie uses the stat block presented in this section. A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 ({@dice 6d6 + 6}) hit points, but otherwise has the same statistics."]},{"type":"section","entries":["A yellow musk creeper is an unholy vine whose flowers resemble an orchid's. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes."]}],"gallery":[{"path":"bestiary/ToA/Yellow Musk Zombie.webp"}]},{"id":"yestabrod","name":"Yestabrod","source":"OotA","page":233,"srd":false,"image":"bestiary/tokens/OotA/Yestabrod.webp","token":"bestiary/tokens/OotA/Yestabrod.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"15","initiative":"+0 (10)","hp":"75 (10d10 + 20)","speed":"30 ft.","str":12,"dex":10,"con":14,"int":13,"wis":15,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Abyssal, telepathy 60 ft.","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (1/Day)","entries":["If Yestabrod fails a saving throw, it can choose to succeed instead."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 3d4 + 1}) bludgeoning damage plus 7 ({@damage 3d4}) poison damage."]},{"name":"Caustic Spores (1/Day)","entries":["Yestabrod releases spores in a 30-foot cone. Each creature in that area must succeed on a {@dc 12} Dexterity saving throw or take {@damage 1d6} acid damage at the start of each of Yestabrod's turns. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success."]},{"name":"Infestation Spores (1/Day)","entries":["Yestabrod releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 12} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must be repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Corpse Burst","entries":["Gore, offal, and acid erupt from a corpse within 20 feet of Yestabrod. Creatures within 10 feet of the corpse must succeed on a {@dc 12} Dexterity saving throw or take 7 ({@damage 2d6}) acid damage."]},{"name":"Foul Absorption","entries":["Yestabrod absorbs putrescence from a corpse within 5 feet of it, regaining {@dice 1d8 + 2} hit points"]}],"legendaryIntro":"Legendary Action Uses: 2. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[]},{"id":"yeth-hound","name":"Yeth Hound","source":"MPMM","page":271,"srd":false,"image":"bestiary/MPMM/Yeth Hound.webp","token":"bestiary/tokens/MPMM/Yeth Hound.webp","size":"Large","creatureType":"Fey","alignment":"Neutral Evil","ac":"14","initiative":"+3 (13)","hp":"51 (6d10 + 18)","speed":"40 ft., fly 40 ft. (hover)","str":18,"dex":17,"con":16,"int":5,"wis":12,"cha":7,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 60 ft., Passive Perception 15","languages":"understands Common, Elvish and Sylvan but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Forest, Grassland, Hill","treasure":"","traits":[{"name":"Sunlight Banishment","entries":["If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action."]},{"name":"Telepathic Bond","entries":["While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, plus 14 ({@damage 4d6}) psychic damage if the target is {@condition frightened}."]},{"name":"Baleful Baying","entries":["The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} of the hound until the end of the hound's next turn or until the hound is {@condition incapacitated}. A {@condition frightened} target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it's too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.","A pack of yeth hounds can be created by powerful Fey such as the Queen of Air and Darkness. Each pack's master can telepathically communicate with their yeth hounds to give the pack commands from afar. If a pack's master is killed, the hounds seek out a new master, typically an evil {@creature vampire}, {@creature necromancer|vgm}, or {@creature green hag|mm|hag}."],"gallery":[{"path":"bestiary/MPMM/Yeth Hound.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"yeth-hound-vgm","source":"VGM"}]},{"id":"yeth-hound-vgm","name":"Yeth Hound","source":"VGM","page":201,"srd":false,"image":"bestiary/VGM/Yeth Hound.webp","token":"bestiary/tokens/VGM/Yeth Hound.webp","size":"Large","creatureType":"Fey","alignment":"Neutral Evil","ac":"14","initiative":"+3 (13)","hp":"51 (6d10 + 18)","speed":"40 ft., fly 40 ft. (hover)","str":18,"dex":17,"con":16,"int":5,"wis":12,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons","conditionImmunities":"charmed; exhaustion; frightened","senses":"darkvision 60 ft., Passive Perception 11","languages":"understands Common, Elvish, and Sylvan but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Grassland, Forest, Hill","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The yeth hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Sunlight Banishment","entries":["If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action."]},{"name":"Telepathic Bond","entries":["While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, plus 14 ({@damage 4d6}) psychic damage if the target is {@condition frightened}."]},{"name":"Baleful Baying","entries":["The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} until the end of the hound's next turn or until the hound is {@condition incapacitated}. A {@condition frightened} target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Granted by powerful fey to individuals who please them, yeth hounds serve evil masters like hunting dogs. Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.",{"name":"Minions of a Dark Master","entries":["A pack of yeth hounds can be created by powerful fey such as the Queen of Air and Darkness. Once it is brought into existence, a pack must have a master, who is often someone the creator wishes to reward. The master can telepathically communicate with its yeth hounds to give them commands from afar. If the master of a pack is killed, the hounds seek and choose a new master, typically an individual of great evil such as a vampire, a necromancer, or a hag.","A yeth hound stands about 5 feet tall at the shoulder and weighs around 400 pounds. Often all that can be seen of one in the darkness is the red glow of its eyes against its night-black fur. The head of a yeth hound has a human-like face, held up by a neck more flexible than a dog's. The creature gives off an odor like smoke."],"type":"entries"},{"name":"Sound of Looming Death","entries":["Yeth hounds make a ghastly baying sound that can be heard all around. Creatures that can see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt to a close.","Those that stand their ground and fight back discover that mundane weapons partially pass through the hound as if it was made of fog, but magic weapons and silvered weapons can strike true."],"type":"entries"},{"name":"Foiled by Sunlight","entries":["Yeth hounds can't stand sunlight. A pack never willingly prolongs a hunt beyond the night hours and always seeks to return to its dark den before the first rays of dawn. No amount of coercion by a pack's master can deter this behavior. If a yeth hound is exposed to natural sunlight, it fades away, vanishing into the Ethereal Plane, from where its master can retrieve it only after the sun has set."],"type":"entries"}]}]}],"gallery":[{"path":"bestiary/VGM/Yeth Hound.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"yeth-hound","source":"MPMM"}]},{"id":"yeti","name":"Yeti","source":"XMM","page":339,"srd":false,"image":"bestiary/XMM/Yeti.webp","token":"bestiary/tokens/XMM/Yeti.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"12","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"40 ft., climb 40 ft.","str":18,"dex":13,"con":16,"int":8,"wis":12,"cha":7,"saves":"","skills":"Perception +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Darkvision 60 ft., Passive Perception 15","languages":"Yeti","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic","treasure":"Any","traits":[{"name":"Fear of Fire","entries":["If the yeti takes Fire damage, it has {@variantrule Disadvantage|XPHB} on attack rolls and ability checks until the end of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The yeti can use its Chilling Gaze and makes two attacks, using Claw or Ice Throw in any combination."]},{"name":"Claw","entries":["{@atkr m} {@hit 6}, reach 5 ft. {@h}7 ({@damage 1d6 + 4}) Slashing damage plus 3 ({@damage 1d6}) Cold damage."]},{"name":"Ice Throw","entries":["{@atkr r} {@hit 6}, range 30/120 ft. {@h}6 ({@damage 1d4 + 4}) Bludgeoning damage plus 2 ({@damage 1d4}) Cold damage."]},{"name":"Chilling Gaze","entries":["{@actSave con} {@dc 13}, one creature the yeti can see within 30 feet. {@actSaveFail} 5 ({@damage 2d4}) Cold damage, and the target has the {@condition Paralyzed|XPHB} condition until the start of the yeti's next turn unless the target has {@variantrule Immunity|XPHB} to Cold damage. {@actSaveSuccess} The target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Yetis hunt alone or in small family groups. They avoid the settlements of other creatures but lurk near paths frequented by traders and herders to pick off unsuspecting prey. Yetis make their homes in icy caves near frozen peaks and at extremes where few dare travel."]},{"type":"section","name":"Yetis","entries":["{@i Chilling Stalkers of the Frozen Wilds}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.","Due to yetis' elusiveness, folktales about yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes' aversion to fire.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["In the yeti, I find no kinship, no understanding, no mercy. Theirs is not the might of the mountain or the magic of glacial wonders. Theirs is a world where harmony lies murdered and frozen."],"by":"Kelesta Hawke of the Emerald Enclave"}]}]}],"gallery":[{"path":"bestiary/XMM/Yeti.webp","credit":"Richard Luong"}],"otherVersions":[{"id":"yeti-mm","source":"MM"}]},{"id":"yeti-mm","name":"Yeti","source":"MM","page":305,"srd":false,"image":"bestiary/MM/Yeti.webp","token":"bestiary/tokens/MM/Yeti.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"12","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"40 ft., climb 40 ft.","str":18,"dex":13,"con":16,"int":8,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Yeti","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic","treasure":"","traits":[{"name":"Fear of Fire","entries":["If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Keen Smell","entries":["The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Snow Camouflage","entries":["The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The yeti can use its Chilling Gaze and makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Chilling Gaze","entries":["The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a {@dc 13} Constitution saving throw against this magic or take 10 ({@damage 3d6}) cold damage and then be {@condition paralyzed} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place.",{"name":"Keen Hunters","type":"entries","entries":["Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow.","Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls."]},{"name":"Terrifying Howlers","type":"entries","entries":["Before an avalanche, a blizzard, or a deadly frost, the yetis' howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti's howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature's untamed domain."]},{"name":"Brutal Rampagers","type":"entries","entries":["When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within.","Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy's camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis' food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath."]},{"name":"Abominable Yetis","type":"entries","entries":["An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["On your guard! That's not the wind howling!"],"by":"Kelesta Hawke of the Emerald Enclave"}]}]}],"gallery":[{"path":"bestiary/MM/Yeti.webp"}],"hidden":true,"otherVersions":[{"id":"yeti","source":"XMM"}]},{"id":"yeti-leader","name":"Yeti Leader","source":"TftYP","page":183,"srd":false,"image":"bestiary/tokens/TftYP/Yeti Leader.webp","token":"bestiary/tokens/TftYP/Yeti Leader.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"12","initiative":"+1 (11)","hp":"51 (6d10 + 18)","speed":"40 ft., climb 40 ft.","str":18,"dex":13,"con":16,"int":8,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Yeti","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Arctic","treasure":"","traits":[{"name":"Fear of Fire","entries":["If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn."]},{"name":"Keen Smell","entries":["The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Snow Camouflage","entries":["The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The yeti can use its Chilling Gaze and makes two greatsword attacks."]},{"name":"Frost Brand Greatsword","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Chilling Gaze","entries":["The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a {@dc 13} Constitution saving throw against this magic or take 10 ({@damage 3d6}) cold damage and then be {@condition paralyzed} for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"yeti-tyke","name":"Yeti Tyke","source":"MGELFT","page":34,"srd":false,"image":"bestiary/MGELFT/Yeti Tyke.webp","token":"bestiary/tokens/MGELFT/Yeti Tyke.webp","size":"Small","creatureType":"Monstrosity","alignment":"chaotic silly","ac":"11","initiative":"+0 (10)","hp":"9 (2d6 + 2)","speed":"20 ft., climb 20 ft.","str":10,"dex":11,"con":12,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Yeti but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The yeti tyke has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Snow Camouflage","entries":["The yeti tyke has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage, plus 2 ({@damage 1d4}) cold damage. Claw does both slashing and cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["This family of yetis don't normally venture down to the Dankwood. Their home is in the frosty, Snowy Hills up north, where the air is cool and their fluffy-white fur makes for perfect camouflage.","A yeti tyke who has been separated from its family is scared, hungry and looking for a friendly face. Its loud, sorrowful howls will be a sure-fire way to locate where it's currently hiding.","To coax the scared yeti tyke out, you might try the following:",{"type":"list","items":["Yetis have an amazing sense of smell and a smelly snack might do the trick!","You might not speak the same language, but some well-pitched yeti howls and yeti hand motions are sure to show that you mean no harm. (Make sure you show how it's done!)","This yeti tyke is missing its family, is there a way to disguise yourself as a long-lost yeti relative?"]}],"gallery":[{"path":"bestiary/MGELFT/Yeti Tyke.webp","credit":"Emi Tanji"}],"otherVersions":[{"id":"yeti-tyke-idrotf","source":"IDRotF"}]},{"id":"yeti-tyke-idrotf","name":"Yeti Tyke","source":"IDRotF","page":313,"srd":false,"image":"bestiary/IDRotF/Yeti Tyke.webp","token":"bestiary/tokens/IDRotF/Yeti Tyke.webp","size":"Small","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"11","initiative":"+0 (10)","hp":"9 (2d6 + 2)","speed":"20 ft., climb 20 ft.","str":10,"dex":11,"con":12,"int":6,"wis":8,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands Yeti but can't speak","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["The yeti has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Snow Camouflage","entries":["The yeti has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain."]}],"spellcasting":[],"actions":[{"name":"Claw","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage plus 2 ({@damage 1d4}) cold damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Yeti tykes are as volatile and mean as their parents, their fearsomeness diminished only by their size. Standing 3 feet tall on average, they like to bully creatures of their height or smaller. But they are easily intimidated by bigger and stronger creatures. A cowed yeti tyke can be controlled, at least for a while, but raising one to be anything other than a savage, flesh-eating predator is incredibly difficult (though not impossible)."]}],"gallery":[{"path":"bestiary/IDRotF/Yeti Tyke.webp"}],"hidden":true,"otherVersions":[{"id":"yeti-tyke","source":"MGELFT"}]},{"id":"yevgeni-krushkin","name":"Yevgeni Krushkin","source":"CoS","page":100,"srd":false,"image":"bestiary/CoS/053-cos05-06.webp","token":"bestiary/tokens/CoS/Yevgeni Krushkin.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"13","initiative":"+2 (12)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":14,"con":12,"int":11,"wis":13,"cha":11,"saves":"","skills":"Nature +4, Perception +5, Stealth +6, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"any one language (usually Common)","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Coastal, Mountain, Grassland, Hill, Arctic, Forest, Swamp, Underdark, Desert","treasure":"","traits":[{"name":"Keen Hearing and Sight","entries":["Yevgeni has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Yevgeni makes two melee attacks or two ranged attacks."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 4} to hit, ranged 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/053-cos05-06.webp"}]},{"id":"yggdrasti","name":"Yggdrasti","source":"MCV1SC","page":13,"srd":false,"image":"bestiary/MCV1SC/Yggdrasti.webp","token":"bestiary/tokens/MCV1SC/Yggdrasti.webp","size":"Gargantuan","creatureType":"Plant","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"112 (9d20 + 18)","speed":"30 ft., fly 60 ft. (hover)","str":20,"dex":10,"con":15,"int":3,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"fire","resistances":"bludgeoning; piercing","immunities":"lightning","conditionImmunities":"blinded; deafened; exhaustion","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 10","languages":"","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Cavities","entries":["The yggdrasti has {@dice 1d4 + 2} cavities in its trunk. Each cavity is big enough to hold one Medium creature, two Small creatures, or eight Tiny creatures. A creature inside a cavity has {@quickref Cover||3||three-quarters cover} against attacks and other effects that originate outside the cavity. The yggdrasti's cavities aren't connected to one another."]},{"name":"False Appearance","entries":["If the yggdrasti is motionless and rooted in the ground at the start of combat, it looks just like a dead tree and has advantage on its initiative roll. Moreover, if a creature hasn't observed the rooted yggdrasti move or act, that creature must succeed on a {@dc 18} Intelligence ({@skill Investigation}) check to discern that the yggdrasti is animate."]},{"name":"Lightning Conduit","entries":["If the yggdrasti is subjected to lightning damage, it is unhurt, and the lightning damage is instead divided evenly among all creatures it is grappling. In addition, the yggdrasti regains one use of Lightning Discharge."]},{"name":"Unusual Nature","entries":["The yggdrasti doesn't require air or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The yggdrasti makes two Root attacks and uses Lightning Discharge (if available)."]},{"name":"Root","entries":["{@atk mw} {@hit 8} to hit, reach 20 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 15}). The yggdrasti has four roots, each of which can grapple one target."]},{"name":"Lightning Discharge (3/Day)","entries":["The yggdrasti shoots lightning at one creature within 120 feet of itself. The target must make a {@dc 13} Dexterity saving throw, taking 31 ({@damage 7d8}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Thought to be cast-off splinters of Yggdrasil, the World Tree, yggdrasti look like gigantic, dead trees covered with barnacles. They fly through Wildspace and the Astral Sea with their topmost branches leading the way and their withered roots trailing behind them. Each one has its own gravity plane and air envelope.","Creatures sometimes try to hitch a ride on an yggdrasti to take advantage of its air envelope. A typical yggdrasti specimen has cavities inside its trunk in which Medium or smaller creatures can lurk.","Yggdrasti attack any settlements or spelljamming ships they come across without provocation. By using a speak with plants spell or similar magic, someone might be able to convince an yggdrasti to break off its attack, but the monster's innate hatred of other living things is extremely difficult for it to suppress.","Yggdrasti sometimes make landfall and disguise themselves as ordinary trees, burying their roots in the ground to pull off the deception. They can uproot themselves at any time and use their roots to shamble awkwardly across the ground, but flying is their preferred mode of travel."]}],"gallery":[{"path":"bestiary/MCV1SC/Yggdrasti.webp"}]},{"id":"ygorl-lord-of-entropy","name":"Ygorl, Lord of Entropy","source":"MFF","page":20,"srd":false,"image":"bestiary/MFF/Ygorl, Lord of Entropy.webp","token":"bestiary/tokens/MFF/Ygorl, Lord of Entropy.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"20","initiative":"+4 (14)","hp":"325 (26d10 + 182)","speed":"40 ft., climb 40 ft., swim 40 ft.","str":24,"dex":18,"con":24,"int":20,"wis":16,"cha":26,"saves":"Str +14, Con +14, Cha +15","skills":"Arcana +12, Deception +15, Intimidation +15, Persuasion +15","vulnerabilities":"","resistances":"acid; cold; fire; lightning; thunder","immunities":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 13","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Entropic Aura","entries":["Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 ({@damage 4d6}) necrotic damage."]},{"name":"Legendary Resistance (3/Day)","entries":["If Ygorl fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Ygorl has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Ygorl's innate spellcasting ability is Charisma (spell save {@dc 23}, {@hit 15} to hit with spell attacks). It can innately cast the following spells, requiring no material components:","At will: {@spell blight}, {@spell blink}, {@spell chaos bolt|XGE}*, {@spell detect magic}, {@spell fly}, {@spell shield}","3/day each: {@spell circle of death}, {@spell enervation|XGE}*, {@spell symbol} (discord only)","2/day each: {@spell finger of death}, {@spell harm}, {@spell mental prison|XGE}*","1/day each: {@spell power word kill}, {@spell power word stun}, {@spell symbol} (death only), {@spell weird}","* Spell from Xanathar's Guide to Everything"]}],"actions":[{"name":"Multiattack","entries":["Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch."]},{"name":"Scythe","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}18 ({@damage 2d10 + 7}) slashing damage plus 19 ({@damage 3d12}) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a {@spell wish} spell."]},{"name":"Entropic Touch","entries":["{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) necrotic damage, and the target must succeed on a {@dc 22} Constitution saving throw or gain one level of {@condition exhaustion}."]},{"name":"Summon Slaadi (1/Day)","entries":["Ygorl summons {@dice 1d4 + 1} {@creature death slaad||death slaadi}. A summoned slaad appears in an unoccupied space within 60 feet of Ygorl, acts as an ally of Ygorl, and can't summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action."]},{"name":"Teleport","entries":["Ygorl teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Scythe","entries":["Ygorl makes one attack with its scythe."]},{"name":"Teleport","entries":["Ygorl uses its Teleport action."]},{"name":"Call the Void (Costs 3 Actions)","entries":["Each creature that is not a construct or undead within 30 feet of Ygorl must make a {@dc 22} Constitution saving throw against the lord of entropy's attempt to unmake life, taking 42 ({@damage 12d6}) necrotic damage on a failed save, or half as much damage on a successful one. Ygorl then regains a number of hit points equal to half the total damage taken by all affected creatures."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The enigmatic being known as Ygorl was one of the first slaadi created after Primus unleashed the Spawning Stone upon Limbo. A powerful being suffused with entropic power, Ygorl delights in the act of unmaking and bringing chaos to any ecosystem it visits. Lesser slaadi follow close behind the lord of entropy, delighting and furthering the destruction it brings.",{"type":"entries","name":"Cycles of Chaos","entries":["As a personification of entropy, Ygorl is cursed to see things as they will become—broken and consumed by the march of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse's endless cycles of creation and destruction.","Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal creatures that have attempted to parley with Ygorl are known to have been driven to madness in the process."]},{"type":"entries","name":"Death and Destruction","entries":["Ygorl's most notable possession is an adamantine scythe with the slaad word for death inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living creatures wither and rot within the entropic energy emanated by Ygorl's magic."]}]}]}],"gallery":[{"path":"bestiary/MFF/Ygorl, Lord of Entropy.webp"}]},{"id":"yinra-emberwind","name":"Yinra Emberwind","source":"EGW","page":223,"srd":false,"image":"bestiary/tokens/EGW/Yinra Emberwind.webp","token":"bestiary/tokens/EGW/Yinra Emberwind.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Good","ac":"15","initiative":"+3 (13)","hp":"16 (3d8 + 3)","speed":"30 ft.","str":11,"dex":16,"con":12,"int":14,"wis":13,"cha":11,"saves":"","skills":"Investigation +4, Perception +3, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 13","languages":"Common, Elvish","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Yinra has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep."]},{"name":"Keen Hearing and Sight","entries":["Yinra has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight."]}],"spellcasting":[],"actions":[{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"yithian","name":"Yithian","source":"RHW","page":281,"srd":false,"image":"bestiary/RHW/Yithian.webp","token":"bestiary/tokens/RHW/Yithian.webp","size":"Large","creatureType":"Aberration","alignment":"Chaotic Neutral","ac":"14","initiative":"+5 (15)","hp":"180 (19d10 + 76)","speed":"30 ft.","str":18,"dex":10,"con":18,"int":21,"wis":18,"cha":19,"saves":"Con +9, Int +10","skills":"","vulnerabilities":"","resistances":"","immunities":"psychic","conditionImmunities":"charmed; frightened; poisoned","senses":"Truesight 60 ft., Passive Perception 14","languages":"Deep Speech; telepathy 120 ft.","cr":"15","crDisplay":"15 (XP 13,000; PB +5)","habitat":"Desert, Underdark, Urban","treasure":"Arcana","traits":[{"name":"Magic Resistance","entries":["The yithian has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Shielded Mind","entries":["The yithian's thoughts can't be read by any means, and other creatures can communicate with it telepathically only if it allows them."]}],"spellcasting":[{"name":"Eldritch Magic (2/Day)","entries":["The yithian casts {@spell Clairvoyance|XPHB}, {@spell Modify Memory|XPHB}, {@spell Phantasmal Killer|XPHB}, or Transport via Plants, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 18}).","2/day: {@spell Clairvoyance|XPHB}, {@spell Modify Memory|XPHB}, {@spell Phantasmal Killer|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The yithian makes three Pincer attacks. It can replace one attack with a use of Sup."]},{"name":"Pincer","entries":["{@atkr m} {@hit 9}, reach 10 ft. {@h}18 ({@damage 4d6 + 4}) Piercing damage and the creature has the {@condition Grappled|XPHB} condition (escape {@dc 14})."]},{"name":"Sup","entries":["{@actSave int} {@dc 18}, one creature within 10 feet that has the {@condition Grappled|XPHB}, {@condition Incapacitated|XPHB}, or {@condition Restrained|XPHB} condition. {@actSaveFail} 15 ({@damage 3d6 + 5}) Psychic damage. The target's {@variantrule Hit Points|XPHB} maximum decreases by an amount equal to the damage taken, and the yithian regains {@variantrule Hit Points|XPHB} equal to that amount."]}],"bonusActions":[{"name":"Mind Swap {@recharge}","entries":["{@actSave int} {@dc 18}, one Humanoid the yithian can see within 5 feet. {@actSaveFail} The target is possessed by the yithian; the yithian disappears, and the target has the {@condition Incapacitated|XPHB} condition and loses control of its body. The yithian now controls the body; the target has no awareness of the yithian's actions. The yithian can't be targeted by any attack, spell, or other effect. The yithian's game statistics are the same, except it uses the possessed target's {@variantrule Speed|XPHB} and Strength, Dexterity, and Constitution modifiers. It knows everything the target knew.","The possession lasts until the body drops to 0 {@variantrule Hit Points|XPHB} or the yithian leaves as a {@variantrule Bonus Action|XPHB}. When the possession ends, the yithian returns to its body, which appears within 5 feet of the target. The target is {@condition Stunned|XPHB} for 1 minute by alien memories, and it is immune to this yithian's Mind Swap for 24 hours. {@actSaveSuccess} The target is immune to Mind Swap for 24 hours."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["{@i Fungous Alien Body Swapper}","Yithians are cosmos-traveling scholars with distinctive, conical bodies and four limbs that end in pincers, sensory structures, and flute-like communication organs. They search for secrets to add to their vast libraries, conducting research by swapping minds with the inhabitants of other worlds—sometimes indefinitely. When a yithian swaps minds with a creature, it traps its victim's mind in the yithian's body, which it teleports to its unfathomable, alien home world."]}],"gallery":[{"path":"bestiary/RHW/Yithian.webp","credit":"Romain Kurdi"}]},{"id":"yochlol","name":"Yochlol","source":"XMM","page":341,"srd":false,"image":"bestiary/XMM/Yochlol.webp","token":"bestiary/tokens/XMM/Yochlol.webp","size":"Medium","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"15","initiative":"+8 (18)","hp":"153 (18d8 + 72)","speed":"30 ft., climb 30 ft.","str":15,"dex":19,"con":18,"int":13,"wis":15,"cha":17,"saves":"Dex +8, Int +5, Wis +6, Cha +7","skills":"Deception +11, Insight +6","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 120 ft., Passive Perception 12","languages":"Abyssal, Elvish, Undercommon","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Planar, Abyss","treasure":"","traits":[{"name":"Demonic Restoration","entries":["If the yochlol dies outside the Abyss, its body dissolves, and it gains a new body instantly, reviving with all its {@variantrule Hit Points|XPHB} in the Abyss."]},{"name":"Magic Resistance","entries":["The yochlol has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The yochlol can climb difficult surfaces, including along ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The yochlol ignores movement restrictions caused by webs."]}],"spellcasting":[{"name":"Spellcasting","entries":["The yochlol casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Detect Thoughts|XPHB}, {@spell Gaseous Form|XPHB} (self only), {@spell Web|XPHB}","1/day: {@spell Dominate Person|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The yochlol makes two Caustic Lash attacks, and it can use Spellcasting to cast {@spell Web|XPHB} or {@spell Dominate Person|XPHB} if available."]},{"name":"Caustic Lash","entries":["{@atkr m,r} {@hit 8}, reach 10 ft. or range 120 ft. {@h}25 ({@damage 6d6 + 4}) Acid damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The yochlol shape-shifts into a Medium Humanoid or a Medium spider or back into its true form. Its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[{"name":"Toxic Escape","entries":["{@actTrigger} The yochlol is hit by an attack roll. {@actResponse} The yochlol halves the attack's damage to itself (round down), and it teleports to an unoccupied space it can see within 30 feet of itself. {@actSave con} {@dc 15}, each creature within 5 feet of the yochlol's destination space. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the end of its next turn. While {@condition Poisoned|XPHB}, it has the {@condition Incapacitated|XPHB} condition."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Yochlol","entries":["{@i Demon of Depraved Will}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Abyss)|bestiary|environment=planar, abyss}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Yochlols embody the pernicious will and infectious philosophies of the Abyss. In their rarely seen true forms, these noxious manipulators appear as ever-shifting masses of dripping tentacles and toxic flesh crowned by a single baleful eye. More often, though, yochlols take the form of spiders or zealous cultists. They use manipulative magic and dangerous rhetoric to spread demonic cults, corrupt the righteous, and further the plots of their fiendish overlords. They relish coercing the unwitting into furthering demonic plots and turning mortals against one another.","Most yochlols serve Lolth. The Demon Queen of Spiders claims all yochlols as minions and orders any yochlols that disagree destroyed. In rare cases, yochlols might serve other demon lords, particularly manipulative or changeable ones like Graz'zt, Juiblex, and Zuggtmoy.","Despite their service to demon lords, yochlols harbor their own vicious whims and ambitions. They might claim to speak for their overlords to further their own ambitions or seek to reveal rivals' selfish goals to gain standing with their demonic masters."]}],"gallery":[{"path":"bestiary/XMM/Yochlol.webp","credit":"Sean Murray"}],"otherVersions":[{"id":"yochlol-mm","source":"MM"}]},{"id":"yochlol-mm","name":"Yochlol","source":"MM","page":65,"srd":false,"image":"bestiary/MM/Yochlol.webp","token":"bestiary/tokens/MM/Yochlol.webp","size":"Medium","creatureType":"Fiend (Demon, Shapechanger)","alignment":"Chaotic Evil","ac":"15","initiative":"+2 (12)","hp":"136 (16d8 + 64)","speed":"30 ft., climb 30 ft.","str":15,"dex":14,"con":18,"int":13,"wis":15,"cha":15,"saves":"Dex +6, Int +5, Wis +6, Cha +6","skills":"Deception +10, Insight +6","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Abyssal, Elvish, Undercommon","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Magic Resistance","entries":["The yochlol has advantage on saving throws against spells and other magical effects."]},{"name":"Spider Climb","entries":["The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Web Walker","entries":["The yochlol ignores movement restrictions caused by webbing."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The yochlol's spellcasting ability is Charisma (spell save {@dc 14}). The yochlol can innately cast the following spells, requiring no material components:","At will: {@spell detect thoughts}, {@spell web}","1/day: {@spell dominate person}"]}],"actions":[{"name":"Multiattack","entries":["The yochlol makes two melee attacks."]},{"name":"Slam (Bite in Spider Form)","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft. (10 feet in demon form), one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning (piercing in spider form) damage plus 21 ({@damage 6d6}) poison damage."]},{"name":"Mist Form","entries":["The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.","While in mist form, the yochlol is {@condition incapacitated} and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.","While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the start of its next turn. While {@condition poisoned} in this way, the target is {@condition incapacitated}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The yochlols are the Handmaidens of Lolth-extensions of the Spider Queen's will dedicated to acting as her spies, taskmasters, and agents of villainy. They attend their goddess in the Demonweb Pits, but Lolth sometimes dispatches yochlols to the Material Plane to guard her temples and to aid her most devout priestesses. Yochlols don't form outside Lolth's realm of the Demonweb, and they serve no demon lords except their queen.","Outside the Abyss, a yochlol can assume the guise of a female drow or monstrous spider to conceal its demonic form. In its true form, the fiend appears as a pillar of yellow slime with a single malevolent eye. In its drow and true form, a yochlol's touch carries the same venomous touch as its spider form's bite."]}]},{"type":"section","name":"Demons","entries":["Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil-engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Spawn of Chaos","entries":["The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Capricious Elevation","entries":["Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.","A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.","By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Abyssal Invasions","entries":["Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.","Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Signs of Corruption","entries":["Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Eternal Evil","entries":["Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.","The only way to truly destroy a demon is to seek it in the Abyss and kill it there."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Protected Essence","entries":["A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.","Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Cults","entries":["Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demon Summoning","entries":["Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.","Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Bound Demons","entries":["The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.","An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder."]}]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Demonic Possession","entries":["No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.","As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host."]}]}]},{"type":"entries","name":"Demon Lords","entries":["The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.",{"type":"entries","entries":[{"type":"entries","name":"Reward for Outsiders","entries":["Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord."]}]},{"type":"entries","entries":[{"type":"entries","name":"Power and Control","entries":["The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.","As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate."]}]},{"type":"entries","name":"Baphomet","entries":["The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.","The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves."]},{"type":"entries","name":"Demogorgon","entries":["The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.","Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check."]},{"type":"entries","name":"Graz'zt","entries":["The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.","Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites."]},{"type":"entries","name":"Juiblex","entries":["The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.","In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach."]},{"type":"entries","name":"Lolth","entries":["The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.","Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart."]},{"type":"entries","name":"Orcus","entries":["Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.","The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.","Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him."]},{"type":"entries","name":"Yeenoghu","entries":["Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.","Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws."]},{"type":"entries","name":"Other Demon Lords","entries":["No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi."]},{"type":"entries","name":"Demon Types","entries":["Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords."]},{"type":"table","caption":"Demons by Type","colLabels":["Type","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","barlgura, shadow demon, vrock"],["2","chasme, hezrou"],["3","glabrezu, yochlol"],["4","nalfeshnee"],["5","marilith"],["6","balor, goristro"]]},{"type":"inset","name":"Demon True Names","entries":["Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if {@condition charmed}, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.","A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife."]},{"type":"inset","name":"Variant: Demon Summoning","entries":["Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.",{"type":"list","items":["A balor has a {@chance 50} chance of summoning {@dice 1d8} vrocks, {@dice 1d6} hezrous, {@dice 1d4} glabrezus, {@dice 1d3} nalfeshnees, {@dice 1d2} mariliths, or one goristro.","A barlgura has a {@chance 30} chance of summoning one barlgura.","A chasme has a {@chance 30} chance of summoning one chasme.","A glabrezu has a {@chance 30} chance of summoning {@dice 1d3} vrocks, {@dice 1d2} hezrous, or one glabrezu.","A hezrou has a {@chance 30} chance of summoning {@dice 2d6} dretches or one hezrou.","A marilith has a {@chance 50} chance of summoning {@dice 1d6} vrocks, {@dice 1d4} hezrous, {@dice 1d3} glabrezus, {@dice 1d2} nalfeshnees, or one marilith.","A nalfeshnee has a {@chance 50} chance of summoning {@dice 1d4} vrocks, {@dice 1d3} hezrous, {@dice 1d2} glabrezus, or one nalfeshnee.","A vrock has a {@chance 30} chance of summoning {@dice 2d4} dretches or one vrock.","A yochlol has a {@chance 50} chance of summoning one yochlol."]},"A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit."],"by":"From the {@style Demonomicon of Iggwilv|small-caps}"}]}]}],"gallery":[{"path":"bestiary/MM/Yochlol.webp"}],"hidden":true,"otherVersions":[{"id":"yochlol","source":"XMM"}]},{"id":"yorb","name":"Yorb","source":"ToA","page":108,"srd":false,"image":"bestiary/ToA/Yorb.webp","token":"bestiary/tokens/ToA/Yorb.webp","size":"Small","creatureType":"Humanoid (Grung)","alignment":"Lawful Evil","ac":"13","initiative":"+3 (13)","hp":"49 (9d6 + 18)","speed":"25 ft., climb 25 ft.","str":7,"dex":16,"con":15,"int":10,"wis":11,"cha":12,"saves":"Dex +5","skills":"Athletics +2, Perception +2, Stealth +5, Survival +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Passive Perception 12","languages":"Grung","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["Yorb can breathe air and water."]},{"name":"Poisonous Skin","entries":["Any creature that grapples Yorb or otherwise comes into direct contact with the grung's skin must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Standing Leap","entries":["Yorb's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or take 5 ({@damage 2d4}) poison damage."]},{"name":"Mesmerizing Chirr {@recharge}","entries":["Yorb makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a {@dc 12} Wisdom saving throw or be {@condition stunned} until the end of the grung's next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Yorb.webp"}]},{"id":"yorn","name":"Yorn","source":"WDH","page":150,"srd":false,"image":"bestiary/tokens/WDH/Yorn.webp","token":"bestiary/tokens/WDH/Yorn.webp","size":"Medium","creatureType":"Humanoid (Half-orc)","alignment":"Lawful Evil","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Orc","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Relentless Endurance (1/Day)","entries":["When reduced to 0 hit points Yorn drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thug makes two melee attacks."]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A burly half-orc Zhentarim in the employ of Manshoon"]}]}]}]},{"id":"young-amethyst-dragon","name":"Young Amethyst Dragon","source":"FTD","page":161,"srd":false,"image":"bestiary/FTD/Young Amethyst Dragon.webp","token":"bestiary/tokens/FTD/Young Amethyst Dragon.webp","size":"Large","creatureType":"Dragon (Gem)","alignment":"Neutral","ac":"18","initiative":"+1 (11)","hp":"168 (16d10 + 80)","speed":"40 ft., fly 80 ft. (hover), swim 40 ft.","str":21,"dex":12,"con":21,"int":18,"wis":15,"cha":19,"saves":"Dex +5, Con +9, Wis +6, Cha +8","skills":"Arcana +12, Perception +10, Persuasion +8, Stealth +5","vulnerabilities":"","resistances":"force; psychic","immunities":"","conditionImmunities":"frightened; prone","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 20","languages":"Common, Draconic, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe both air and water."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","1/day each: {@spell blink}, {@spell dispel magic}, {@spell protection from evil and good}, {@spell sending}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 4 ({@damage 1d8}) force damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage."]},{"name":"Singularity Breath {@recharge 5}","entries":["The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each creature in that area must make a {@dc 17} Strength saving throw. On a failed save, the creature takes 36 ({@damage 8d8}) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes."]},{"type":"section","entries":[{"type":"entries","name":"Royal Purple","entries":["When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods."]},{"type":"entries","name":"Cosmological Study","entries":["Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.","Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places."]},{"type":"entries","name":"Hoarded Arcana","entries":["In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard."]},{"type":"entries","name":"Creating an Amethyst Dragon","entries":["Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of distinctive amethyst dragon characters.",{"type":"entries","name":"Amethyst Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am never so content as when contemplating the beauty and wonders of the multiverse."],["2","I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise."],["3","What use is vast knowledge or insight if it is not shared with those who can appreciate it?"],["4","Although some are fascinated by words, I think numbers are the true foundations of creation."],["5","To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge."],["6","I see a far more kaleidoscopic reality than you do... or than any of your selves do, really."],["7","It is not my place to interfere. I merely seek to observe, learn, and understand."],["8","With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one."]]}]},{"type":"entries","name":"Amethyst Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)"],["2","Knowledge. We are the whole of creation, seeking to understand itself. (Any)"],["3","Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)"],["4","Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)"],["5","Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)"],["6","Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)"]]}]}]},{"type":"entries","name":"Amethyst Dragon Adventures","entries":["The Amethyst Dragon Adventure Hooks table offers suggestions for stories and adventures involving amethyst dragons.",{"type":"entries","name":"Amethyst Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan."],["2","A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard."],["3","An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction."],["4","An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back."],["5","A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon."],["6","An amethyst dragon wyrmling is actually the temporally displaced form of an ancient amethyst dragon who already exists in the same time line."],["7","An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment."],["8","An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons' echoes across the worlds."]},{"type":"entries","name":"Young Amethyst Dragon Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A myconid community dwells in tunnels near a young amethyst dragon's lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time."],["2","A young amethyst dragon and a githzerai zerth travel together, learning about the multiverse."],["3","A young amethyst dragon wants to take over the cavern lair of a hydra."],["4","A deep pool in a young amethyst dragon's lair leads to the underground domain of an aboleth the dragon has been seeking to eliminate."],["5","A young amethyst dragon and a cloud giant regularly host each other to play strategy games."],["6","Pegasi nesting in the mountain heights are under the protection of a young amethyst dragon."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Young Amethyst Dragon.webp","credit":"Shawn Wood"}]},{"id":"young-amonkhet-dragon","name":"Young Amonkhet Dragon","source":"PSA","page":33,"srd":false,"image":"bestiary/PSA/Amonkhet Dragon.webp","token":"bestiary/tokens/PSA/Young Amonkhet Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"178 (17d10 + 85)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":6,"wis":11,"cha":19,"saves":"Dex +4, Con +9, Wis +4, Cha +8","skills":"Perception +8, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Mountain, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Dragons are fierce monsters with heavy reptilian bodies, crocodilian heads, and leathery wings, and are distinguished by their ability to breathe fire. Though Nicol Bolas is also a dragon, he feels no kinship for these savage, dim-witted beasts. They live mostly in the remote reaches of the desert, soaring in lazy circles through the sky as they search for prey. Sometimes they are captured and brought inside the Hekma, where they are put to use within the trials of the five gods—especially in the climactic battles of the final Trial of Zeal.","The dragons of Amonkhet are {@b red dragons}, though they lack the high Intelligence of the red dragons in the {@book Monster Manual|PHB}."]}]}]}],"gallery":[{"path":"bestiary/PSA/Amonkhet Dragon.webp","title":"Glorybringer","credit":"Sam Burley"}]},{"id":"young-basilisk","name":"Young Basilisk","source":"OotA","page":100,"srd":false,"image":"bestiary/tokens/OotA/Young Basilisk.webp","token":"bestiary/tokens/OotA/Young Basilisk.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"13","initiative":"-1 (9)","hp":"22 (4d6 + 8)","speed":"15 ft.","str":13,"dex":8,"con":15,"int":2,"wis":8,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["If a creature starts its turn within 15 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a {@dc 12} Constitution saving throw if the basilisk isn't {@condition incapacitated}. On a failed save, the creature magically begins to turn to stone and is {@condition restrained}. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is {@condition petrified} until freed by the {@spell greater restoration} spell or other magic.","A creature that isn't {@status surprised} can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.","If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage plus 2 ({@damage 1d4}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-black-dragon","name":"Young Black Dragon","source":"XMM","page":38,"srd":true,"image":"bestiary/XMM/Black Dragon.webp","token":"bestiary/tokens/XMM/Young Black Dragon.webp","size":"Large","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"18","initiative":"+5 (15)","hp":"127 (15d10 + 45)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":19,"dex":14,"con":17,"int":12,"wis":11,"cha":15,"saves":"Dex +5, Wis +3","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16","languages":"Common, Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Swamp","treasure":"Relics","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}9 ({@damage 2d4 + 4}) Slashing damage plus 3 ({@damage 1d6}) Acid damage."]},{"name":"Acid Breath {@recharge 5}","entries":["{@actSave dex} {@dc 14}, each creature in a 30-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 49 ({@damage 14d6}) Acid damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Most young black dragons claim a hidden lair—typically a dismal place accessible through deadly ruins or a treacherous bog. They delight in exploiting fearful servants and might terrorize small communities or impress groups of kobolds or troglodytes into their service. Some ally themselves with powerful undead such as death knights and vampires or aberrations such as aboleths and kuo-toa."]},{"type":"section","name":"Black Dragons","entries":["{@i Dragons of Decay and Despair}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Swamp|bestiary|environment=swamp}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Black dragons delight in suffering and ruin. While other chromatic dragons scheme for power and wealth, these dragons seek to tear down all they see and rule over what remains.","Black dragons are terrifying creatures with curved horns and withered visages suggestive of fiendish skulls. They typically inhabit stagnant swamps, crumbling ruins, or places of magical or environmental corruption. Their acid breath scars their domains, eroding the features from ancient statues and leaving nature with festering wounds.","Black dragons hoard tarnished symbols of hope and relics of fallen empires. The more sought-after the treasure, the more black dragons prize it—particularly if they were responsible for it being lost.",{"type":"entries","name":"Black Dragon Lairs","entries":["Black dragons lurk in dismal ruins, polluted bogs, or other sites gripped by decay."]}]}],"gallery":[{"path":"bestiary/XMM/Black Dragon.webp"}],"otherVersions":[{"id":"young-black-dragon-mm","source":"MM"}]},{"id":"young-black-dragon-mm","name":"Young Black Dragon","source":"MM","page":88,"srd":false,"image":"bestiary/MM/Black Dragon.webp","token":"bestiary/tokens/MM/Young Black Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+2 (12)","hp":"127 (15d10 + 45)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":19,"dex":14,"con":17,"int":12,"wis":11,"cha":15,"saves":"Dex +5, Con +6, Wis +3, Cha +5","skills":"Perception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 16","languages":"Common, Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Swamp","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 4 ({@damage 1d8}) acid damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Acid Breath {@recharge 5}","entries":["The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 49 ({@damage 11d8}) acid damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.","With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water.","When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.",{"name":"Brutal and Cruel","type":"entries","entries":["All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.","A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it."]},{"name":"Foes and Servants","type":"entries","entries":["Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.","Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master's domain.","A black dragon's malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon's lair.","Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon's hunger."]},{"name":"Wealth of the Ancients","type":"entries","entries":["Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself."]}]}]},{"type":"entries","name":"A Black Dragon's Lair","entries":["Black dragons dwell in swamps on the frayed edges of civilization. A black dragon's lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Black Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"young-black-dragon","source":"XMM"}]},{"id":"young-blue-dragon","name":"Young Blue Dragon","source":"XMM","page":48,"srd":true,"image":"bestiary/XMM/Blue Dragon.webp","token":"bestiary/tokens/XMM/Young Blue Dragon.webp","size":"Large","creatureType":"Dragon (Chromatic)","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"152 (16d10 + 64)","speed":"40 ft., burrow 20 ft., fly 80 ft.","str":21,"dex":10,"con":19,"int":14,"wis":13,"cha":17,"saves":"Dex +4, Wis +5","skills":"Perception +9, Stealth +4","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19","languages":"Common, Draconic","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Coastal, Desert","treasure":"Relics","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 9}, reach 10 ft. {@h}12 ({@damage 2d6 + 5}) Slashing damage plus 5 ({@damage 1d10}) Lightning damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["{@actSave dex} {@dc 16}, each creature in a 60-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 55 ({@damage 10d10}) Lightning damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young blue dragons seek to establish themselves as forces to be feared. Many claim isolated communities to rule over or ancient ruins where they might find magical paths to power. These blue dragons might temporarily cooperate with other dragons or powerful villains to gain followers and influence."]},{"type":"section","name":"Blue Dragons","entries":["{@i Dragons of Tyranny and Tempests}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Arrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other dragons hoard treasure. They seek to transform their territories into empires, domains to be feared by nations.","Blue dragons have sharp features with piercing horns and scales that range from sapphire to the shades of stormy skies. They dwell in deserts and badlands, particularly regions with dramatic spires from whose tops they might see for miles. They seek lairs near sites of symbolic power, such as the abandoned fortresses of giants, the colossi of fallen empires, or monuments raised by their followers.","Regalia of rulership and artistic masterpieces fill blue dragons' hoards. These dragons have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons' influence.",{"type":"entries","name":"Blue Dragon Lairs","entries":["Blue dragons dwell in arid lands. Their lairs might be death traps meant to entomb invaders or ostentatious fortresses where they plot domination."]}]}],"gallery":[{"path":"bestiary/XMM/Blue Dragon.webp"}],"otherVersions":[{"id":"young-blue-dragon-mm","source":"MM"}]},{"id":"young-blue-dragon-mm","name":"Young Blue Dragon","source":"MM","page":91,"srd":false,"image":"bestiary/MM/Young Blue Dragon.webp","token":"bestiary/tokens/MM/Young Blue Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"152 (16d10 + 64)","speed":"40 ft., burrow 20 ft., fly 80 ft.","str":21,"dex":10,"con":19,"int":14,"wis":13,"cha":17,"saves":"Dex +4, Con +8, Wis +5, Cha +7","skills":"Perception +9, Stealth +4","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 19","languages":"Common, Draconic","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Desert, Coastal","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 5 ({@damage 1d10}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 16} Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.","A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.","A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.",{"name":"Vain and Deadly","type":"entries","entries":["A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.","A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again."]},{"name":"Desert Predators","type":"entries","entries":["Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.","When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks."]},{"name":"Overlords and Minions","type":"entries","entries":["Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.","A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them."]},{"name":"Hoarders of Gems","type":"entries","entries":["Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.","A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves."]}]}]},{"type":"entries","name":"A Blue Dragon's Lair","entries":["Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.","Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon's first line of defense.","A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions-along with the wealth of the dead intruders."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Young Blue Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"young-blue-dragon","source":"XMM"}]},{"id":"young-brass-dragon","name":"Young Brass Dragon","source":"XMM","page":54,"srd":true,"image":"bestiary/XMM/Brass Dragon.webp","token":"bestiary/tokens/XMM/Young Brass Dragon.webp","size":"Large","creatureType":"Dragon (Metallic)","alignment":"Chaotic Good","ac":"17","initiative":"+3 (13)","hp":"110 (13d10 + 39)","speed":"40 ft., burrow 20 ft., fly 80 ft.","str":19,"dex":10,"con":17,"int":12,"wis":11,"cha":15,"saves":"Dex +3, Wis +3","skills":"Perception +6, Persuasion +5, Stealth +3","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16","languages":"Common, Draconic","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace two attacks with a use of Sleep Breath."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}15 ({@damage 2d10 + 4}) Slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 14}, each creature in a 40-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 38 ({@damage 11d6}) Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Sleep Breath","entries":["{@actSave con} {@dc 14}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn, at which point it repeats the save. {@actSaveFail 2} The target has the {@condition Unconscious|XPHB} condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young brass dragons travel extensively, often spending a few years in a region before circling back to their lair. Some work closely with other metallic dragons, carrying information between allies."]},{"type":"section","name":"Brass Dragons","entries":["{@i Dragons of Lore and Rapport}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Gregarious and outgoing, brass dragons relish sharing knowledge and stories. Although these metallic dragons favor arid lands, they cheerfully journey considerable distances to visit friendly creatures, pass on what they've learned, and collect news. Though good natured, brass dragons don't shirk from combat when necessary, thwarting foes with magical sleep and searing them with flame.","Brass dragons favor warm climes, particularly steppes and rocky or sandy deserts, and they usually dwell near prominent crossroads or oases that regularly draw visitors. They enjoy adopting Humanoid forms, disguising themselves as traveling merchants, scholars, storytellers, or anyone else invested in others' stories.","Brass dragons collect eclectic objects. While such items might seem like knickknacks, each is part of a story—perhaps a nostalgic memento or evidence of a tale passed into myth. An old friend's hat and the crown of the last ruler of a forgotten dynasty could occupy the same shelf in a brass dragon's hoard.",{"type":"entries","name":"Brass Dragon Lairs","entries":["Brass dragons usually dwell in secret caves and canyons near well-traveled routes."]}]}],"gallery":[{"path":"bestiary/XMM/Brass Dragon.webp"}],"otherVersions":[{"id":"young-brass-dragon-mm","source":"MM"}]},{"id":"young-brass-dragon-mm","name":"Young Brass Dragon","source":"MM","page":105,"srd":false,"image":"bestiary/MM/Brass Dragon.webp","token":"bestiary/tokens/MM/Young Brass Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Good","ac":"17","initiative":"+0 (10)","hp":"110 (13d10 + 39)","speed":"40 ft., burrow 20 ft., fly 80 ft.","str":19,"dex":10,"con":17,"int":12,"wis":11,"cha":15,"saves":"Dex +3, Con +6, Wis +3, Cha +5","skills":"Perception +6, Persuasion +5, Stealth +3","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 16","languages":"Common, Draconic","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 42 ({@damage 12d6}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Sleep Breath","entry":"The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or fall {@condition unconscious} for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.","A brass dragon's head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.",{"name":"Boldly Talkative","type":"entries","entries":["A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon's presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon's thirst for small talk is slaked.","A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game."]},{"name":"Prized Treasures","type":"entries","entries":["Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.","Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon's hoard."]}]}]},{"type":"entries","name":"A Brass Dragon's Lair","entries":["A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Brass Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"young-brass-dragon","source":"XMM"}]},{"id":"young-bronze-dragon","name":"Young Bronze Dragon","source":"XMM","page":58,"srd":true,"image":"bestiary/XMM/Bronze Dragon.webp","token":"bestiary/tokens/XMM/Young Bronze Dragon.webp","size":"Large","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"17","initiative":"+3 (13)","hp":"142 (15d10 + 60)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":21,"dex":10,"con":19,"int":14,"wis":13,"cha":17,"saves":"Dex +3, Wis +4","skills":"Insight +4, Perception +7, Stealth +3","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Coastal","treasure":"Implements","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath."]},{"name":"Rend","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}16 ({@damage 2d10 + 5}) Slashing damage."]},{"name":"Lightning Breath {@recharge 5}","entries":["{@actSave dex} {@dc 15}, each creature in a 60-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 49 ({@damage 9d10}) Lightning damage. {@actSaveSuccess} Half damage."]},{"name":"Repulsion Breath","entries":["{@actSave str} {@dc 15}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target is pushed up to 40 feet straight away from the dragon and has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Many young bronze dragons become experts in a type of problem, like driving off pirates or protecting communities from storms. Young bronze dragons collect friends with varied expertise, cultivating a community of experts they can rely on."]},{"type":"section","name":"Bronze Dragons","entries":["{@i Dragons of Potential and Preservation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Coastal|bestiary|environment=coastal}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Implements|XDMG|Implements}"}]},"Where bronze dragons dwell, wonders flourish. Imaginative yet mindful, these metallic dragons work toward greatness and help others achieve all they can. They strive to preserve innovations, from the works of past civilizations to new discoveries, and they share such works widely. When dealing with shorter-lived beings, bronze dragons prefer to win them over through conversation and cultivation, but they don't shy from battle when villains keep others from achieving their potential.","Bronze dragons enjoy the power and endless possibilities of the sea, and they often make their lairs in places of natural beauty or communities they wish to preserve. Within their dwellings, bronze dragons hoard things they believe will be useful one day. They salvage treasure lost to the sea, reclaiming wealth or sunken ships.",{"type":"entries","name":"Bronze Dragon Lairs","entries":["Bronze dragons usually make their homes near or under the sea."]}]}],"gallery":[{"path":"bestiary/XMM/Bronze Dragon.webp"}],"otherVersions":[{"id":"young-bronze-dragon-mm","source":"MM"}]},{"id":"young-bronze-dragon-mm","name":"Young Bronze Dragon","source":"MM","page":108,"srd":false,"image":"bestiary/MM/Bronze Dragon.webp","token":"bestiary/tokens/MM/Young Bronze Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"142 (15d10 + 60)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":21,"dex":10,"con":19,"int":14,"wis":13,"cha":17,"saves":"Dex +3, Con +7, Wis +4, Cha +6","skills":"Insight +4, Perception +7, Stealth +3","vulnerabilities":"","resistances":"","immunities":"lightning","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Coastal","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Lightning Breath","entry":"The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a {@dc 15} Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Repulsion Breath","entry":"The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a {@dc 15} Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.","A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.",{"type":"entries","entries":[{"name":"Dragons of the Coast","type":"entries","entries":["Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item."]},{"name":"War Machines","type":"entries","entries":["Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.",{"name":"Well-Organized Wealth","entries":["Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection."],"type":"entries"}]}]}]}]},{"type":"entries","name":"A Bronze Dragon's Lair","entries":["A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Bronze Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"young-bronze-dragon","source":"XMM"}]},{"id":"young-bulette","name":"Young Bulette","source":"PotA","page":139,"srd":false,"image":"bestiary/tokens/PotA/Young Bulette.webp","token":"bestiary/tokens/PotA/Young Bulette.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"11","initiative":"-1 (9)","hp":"45 (6d10 + 12)","speed":"40 ft.","str":21,"dex":8,"con":15,"int":2,"wis":12,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland","treasure":"","traits":[{"name":"Charge","entries":["If the bulette moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-cloud-giant","name":"Young Cloud Giant","source":"SKT","page":112,"srd":false,"image":"bestiary/tokens/SKT/Young Cloud Giant.webp","token":"bestiary/tokens/SKT/Young Cloud Giant.webp","size":"Huge","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"-1 (9)","hp":"105 (10d12 + 40)","speed":"40 ft.","str":21,"dex":8,"con":19,"int":10,"wis":12,"cha":12,"saves":"","skills":"Insight +4, Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common, Giant","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The giant makes two greatclub attacks."]},{"name":"Greatclub","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Rock","entries":["{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-copper-dragon","name":"Young Copper Dragon","source":"XMM","page":78,"srd":true,"image":"bestiary/XMM/Copper Dragon.webp","token":"bestiary/tokens/XMM/Young Copper Dragon.webp","size":"Large","creatureType":"Dragon (Metallic)","alignment":"Chaotic Good","ac":"17","initiative":"+4 (14)","hp":"119 (14d10 + 42)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":19,"dex":12,"con":17,"int":16,"wis":13,"cha":15,"saves":"Dex +4, Wis +4","skills":"Deception +5, Perception +7, Stealth +4","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Hill","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Slowing Breath."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}15 ({@damage 2d10 + 4}) Slashing damage."]},{"name":"Acid Breath {@recharge 5}","entries":["{@actSave dex} {@dc 14}, each creature in a 40-foot-long, 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line}. {@actSaveFail} 40 ({@damage 9d8}) Acid damage. {@actSaveSuccess} Half damage."]},{"name":"Slowing Breath","entries":["{@actSave con} {@dc 14}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target can't take Reactions; its {@variantrule Speed|XPHB} is halved; and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. This effect lasts until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young copper dragons forge strong connections with a community or group of friends while flitting from one artistic fixation to the next."]},{"type":"section","name":"Copper Dragons","entries":["{@i Dragons of Curiosity and Community}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Relentlessly friendly and curious, most copper dragons view the world as a place of endless wonder and possibility. These gregarious dragons are fonts of patience, hospitality, and humor, and they seek to improve the lives—or, at least, the mood—of those they interact with. If forced to fight to defend themselves or their friends, these dragons favor using their slowing breath and physical attacks to subdue antagonists. Only in cases of extreme peril or emotion do they use their deadly acid breath.","Copper dragons typically live in caverns amid picturesque hills and rock formations—particularly those that are prominent landmarks. These dragons collect gifts, though they have little interest in treasure without meaning, no matter how valuable it is. To them, thoughtfully given presents and the feelings or memories they symbolize are more important than masterpieces or magical relics.",{"type":"entries","name":"Copper Dragon Lairs","entries":["Copper dragons typically inhabit multi-chamber caves and renovated ruins."]}]}],"gallery":[{"path":"bestiary/XMM/Copper Dragon.webp"}],"otherVersions":[{"id":"young-copper-dragon-mm","source":"MM"}]},{"id":"young-copper-dragon-mm","name":"Young Copper Dragon","source":"MM","page":112,"srd":false,"image":"bestiary/MM/Copper Dragon.webp","token":"bestiary/tokens/MM/Young Copper Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Good","ac":"17","initiative":"+1 (11)","hp":"119 (14d10 + 42)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":19,"dex":12,"con":17,"int":16,"wis":13,"cha":15,"saves":"Dex +4, Con +6, Wis +4, Cha +5","skills":"Deception +5, Perception +7, Stealth +4","vulnerabilities":"","resistances":"","immunities":"acid","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Acid Breath","entry":"The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 40 ({@damage 9d8}) acid damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Slowing Breath","entry":"The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 14} Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.","A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon's pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.",{"type":"entries","entries":[{"name":"Good Hosts","type":"entries","entries":["A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn't laugh at its jokes or accept its tricks with good humor.","Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted."]},{"name":"Cautious and Crafty","type":"entries","entries":["When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.","A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure."]}]}]}]},{"type":"entries","name":"A Copper Dragon's Lair","entries":["Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Copper Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"young-copper-dragon","source":"XMM"}]},{"id":"young-crystal-dragon","name":"Young Crystal Dragon","source":"FTD","page":172,"srd":false,"image":"bestiary/FTD/Young Crystal Dragon.webp","token":"bestiary/tokens/FTD/Young Crystal Dragon.webp","size":"Large","creatureType":"Dragon (Gem)","alignment":"Chaotic Neutral","ac":"15","initiative":"+1 (11)","hp":"95 (10d10 + 40)","speed":"40 ft., burrow 20 ft., climb 40 ft., fly 80 ft.","str":17,"dex":12,"con":18,"int":16,"wis":14,"cha":17,"saves":"Dex +4, Con +7, Wis +5, Cha +6","skills":"Perception +8, Stealth +7, Survival +5","vulnerabilities":"","resistances":"cold; radiant","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic, telepathy 120 ft.","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 16}):","At will: {@spell dancing lights}, {@spell guidance}","1/day each: {@spell hypnotic pattern}, {@spell lesser restoration}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage plus 4 ({@damage 1d8}) radiant damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Scintillating Breath {@recharge 5}","entries":["The dragon exhales a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 27 ({@damage 6d8}) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 10 temporary hit points by absorbing a portion of the radiant energy."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic."]},{"type":"section","entries":[{"type":"entries","name":"Inner Glow","entries":["When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.","The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy."]},{"type":"entries","name":"Visions in Starlight","entries":["Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.","Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them."]},{"type":"entries","name":"Glittering Hoards","entries":["For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing."]},{"type":"entries","name":"Creating a Crystal Dragon","entries":["Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters.",{"type":"entries","name":"Crystal Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you're not a thief or a frost giant, let's talk!"],["2","Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?"],["3","Jokes are as valuable as any gemstone and more fun to share."],["4","My empathy is a bottomless well. I can't help but lose myself in the emotions of others."],["5","The stars have much to tell us, and folk need me to interpret what the stars say."],["6","All play and no work—those are the words I live by."],["7","I am always the first to offer a compliment."],["8","Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!"]]}]},{"type":"entries","name":"Crystal Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Exploration. Yesterday is already known. Today is for something new. (Chaotic)"],["2","Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good)"],["3","Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral)"],["4","Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)"],["5","Fun and Games. Play is learning, but without the boredom. (Chaotic)"],["6","Control. Everyone is welcome, as long as they follow my rules. (Lawful)"]]}]}]},{"type":"entries","name":"Crystal Dragon Adventures","entries":["The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures involving crystal dragons.",{"type":"entries","name":"Crystal Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it."],["2","Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible."],["3","A crystal dragon invites the greatest bards and philosophers to partake in \"the Great Dialogue\" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun."],["4","A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew."],["5","A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return."],["6","A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others."],["7","A crystal dragon seeks bold adventurers to steal an egg from an ancient white dragon who is infamous for abject cruelty and utter remorselessness."],["8","A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Crystal dragons are among the most social and hospitable of dragons. They are equal parts mysterious, contemplative, and mischievous, making it difficult to know what to expect of them."]},{"type":"entries","name":"Young Crystal Dragon Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young crystal dragon tries to protect a local population of rare snowy owlbears from poachers and hunters."],["2","A young crystal dragon has adopted a group of kobolds and is trying to teach them the value of a good practical joke."],["3","A young crystal dragon has captured a pack of winter wolves loyal to a frost giant, intent on convincing the wolves to change their evil ways."],["4","A lonely werebear enjoys long conversations with a young crystal dragon but doesn't always appreciate the dragon's sense of humor."],["5","A young crystal dragon finds some manticores' bluster hilarious and befriends them despite their fear. But the dragon is having trouble overcoming the manticores' predatory nature."],["6","A young crystal dragon uses dancing lights and hypnotic pattern to give an air of authenticity to a charlatan fortuneteller's act, in exchange for a portion of the take from the charlatan's clients."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Young Crystal Dragon.webp","credit":"Brynn Metheney"}]},{"id":"young-deep-dragon","name":"Young Deep Dragon","source":"FRAiF","page":257,"srd":false,"image":"bestiary/FRAiF/Deep Dragon.webp","token":"bestiary/tokens/FRAiF/Young Deep Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral Evil","ac":"16","initiative":"+4 (14)","hp":"93 (11d10 + 33)","speed":"40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.","str":18,"dex":13,"con":16,"int":12,"wis":14,"cha":16,"saves":"Dex +4, Wis +5","skills":"Perception +8, Stealth +7","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"Blindsight 30 ft., Darkvision 150 ft., Passive Perception 18","languages":"Common, Draconic, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Slashing damage plus 3 ({@damage 1d6}) Poison damage."]},{"name":"Nightmare Breath {@recharge 5}","entries":["{@actSave wis} {@dc 14}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 22 ({@damage 4d10}) Psychic damage, and the target has the {@condition Frightened|XPHB} condition until the end of the dragon's next turn. {@actSaveSuccess} Half damage only."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the local environment, consuming vast quantities of fish and pale crabs and cultivating fungal growths. They bully nearby communities when they can or enter into cautious arrangements with powerful Underdark settlements, such as drow cities."]},{"type":"section","name":"Deep Dragons","entries":["{@i Dragons of Caverns and Secrets}","Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and fungi that flourish in the depths. As deep dragons age, their smooth, serpentine bodies become riddled with fungal rot, particularly around their faces, to imbue their breath with terror-inducing spores.","Deep dragons covet treasure and knowledge. Some deep dragons seek to gain knowledge via experience and travel, slithering through caverns and seas of the Underdark to map hidden passages for dozens of miles. Other deep dragons enjoy cultivating groves of molds and fungi, including colossal varieties sufficient to conceal the dragons' sinuous forms. Many deep dragons collect forgotten tomes or works of art and bully, cajole, or steal collections from drow or duergar sages.","Deep dragons are excellent swimmers. They often clash with aquatic Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.","Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales."]},{"type":"section","entries":[{"type":"entries","name":"Deep Dragon Lairs","entries":["Deep dragons lair in fungus-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water."]}]}],"gallery":[{"path":"bestiary/FRAiF/Deep Dragon.webp"}],"otherVersions":[{"id":"young-deep-dragon-ftd","source":"FTD"}]},{"id":"young-deep-dragon-ftd","name":"Young Deep Dragon","source":"FTD","page":175,"srd":false,"image":"bestiary/FTD/Young Deep Dragon.webp","token":"bestiary/tokens/FTD/Young Deep Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"93 (11d10 + 33)","speed":"40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.","str":18,"dex":13,"con":16,"int":12,"wis":14,"cha":16,"saves":"Dex +4, Con +6, Wis +5, Cha +6","skills":"Perception +5, Persuasion +6, Stealth +7","vulnerabilities":"","resistances":"poison; psychic","immunities":"","conditionImmunities":"charmed; frightened; poisoned","senses":"blindsight 30 ft., darkvision 150 ft., Passive Perception 15","languages":"Common, Draconic, Undercommon","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Nightmare Breath {@recharge 5}","entries":["The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a {@dc 14} Wisdom saving throw. On a failed save, the creature takes 22 ({@damage 4d10}) psychic damage, and it is {@condition frightened} of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.","Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.","Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack."]},{"type":"section","entries":[{"type":"entries","name":"Creating a Deep Dragon","entries":["Use the Deep Dragon Personality Traits and Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.",{"type":"entries","name":"Deep Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead."],["2","It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts."],["3","I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict."],["4","I have no interest in going to the surface world. It's where one sends one's servants."],["5","While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or aboleth flesh."],["6","I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped."],["7","I dream of seeing the deepest places in the ocean."],["8","I find I rather enjoy the company of people—as long as they remain unaware of my true nature."]]}]},{"type":"entries","name":"Deep Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any)"],["2","Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any)"],["3","Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)"],["4","Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)"],["5","Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)"],["6","Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good)"]]}]},{"type":"entries","name":"Deep Dragon Spellcasting","entries":[{"type":"table","colLabels":["Age","Spell Save Dc","Spells Known"],"colStyles":["col-1","col-3 text-right","col-8"],"rows":[["Young","14","command, dissonant whispers, faerie fire"]]}]}]},{"type":"entries","name":"Deep Dragon Adventures","entries":["The Deep Dragon Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.",{"type":"entries","name":"Deep Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve."],["2","Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor."],["3","A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business."],["4","A talented young ranger is kidnapped by a deep dragon who wants a hunting partner."],["5","A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust."],["6","A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate."],["7","Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility."],["8","A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Deep dragons appreciate the company of other dragons. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners—albeit junior ones."]},{"type":"entries","name":"Young Deep Dragon Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young deep dragon has captured a number of kuo-toa and has decided to try them out as servants instead of eating them."],["2","A young deep dragon maintains the guise of a handsome Humanoid artist so as to maintain an adoring cult of drow and duergar admirers."],["3","A rather snooty bone naga serves as a young deep dragon's loyal butler, as it did for the dragon's parent."],["4","A young deep dragon has organized a society of hobgoblin explorers, whose members seek out new places in the Underdark for the dragon to visit."],["5","A doppelganger mimics a young deep dragon's Humanoid form while committing a string of murders, hoping to turn local Underdark settlements against the dragon."],["6","Despite repeated mind flayer attacks, a young deep dragon refuses to leave the cave where the dragon's best friend—an adventurer who won the dragon's respect and affection—lingers as a ghost."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Young Deep Dragon.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"young-deep-dragon","source":"FRAiF"}]},{"id":"young-dragon-turtle","name":"Young Dragon Turtle","source":"FTD","page":192,"srd":false,"image":"bestiary/tokens/FTD/Young Dragon Turtle.webp","token":"bestiary/tokens/FTD/Young Dragon Turtle.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral","ac":"19","initiative":"+0 (10)","hp":"178 (17d12 + 68)","speed":"20 ft., swim 40 ft.","str":21,"dex":10,"con":19,"int":10,"wis":12,"cha":12,"saves":"Dex +4, Con +8, Wis +5","skills":"","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 11","languages":"Aquan, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon turtle can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon turtle makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) piercing damage plus 6 ({@damage 1d12}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage."]},{"name":"Steam Breath {@recharge 5}","entries":["The dragon turtle exhales steam in a 30-foot cone. Each creature in that area must make a {@dc 16} Constitution saving throw, taking 42 ({@damage 12d6}) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the {@i Monster Manual} is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.","Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes."]},{"type":"section","entries":[{"type":"entries","name":"Creating a Dragon Turtle","entries":["Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the {@i Monster Manual}doesn't explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)",{"type":"entries","name":"Dragon Turtle Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance."],["2","I am more interested in the shiny baubles people carry than in anything they have to say."],["3","I think of ships as kindred spirits and like to rub affectionately against their keels."],["4","I like to show visitors the vastness of my domain, so they appreciate how insignificant they are."],["5","I attack anyone I notice taking from the sea's bounty without offering something in return."],["6","I think of sailors' songs as their \"water speech\" and try to converse with them by humming snippets of tunes I have overheard."],["7","I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching."],["8","I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land."]]}]},{"type":"entries","name":"Dragon Turtle Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Endurance. We who dwell beneath the waves can weather all storms. (Any)"],["2","Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)"],["3","Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)"],["4","Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)"],["5","Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)"],["6","Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)"]]}]},{"type":"entries","name":"Dragon Turtle Spellcasting","entries":[{"type":"table","colLabels":["Age","Spell Save Dc","Spells Known"],"colStyles":["col-2","col-5 text-right","col-5 text-center"],"rows":[["Young","13","fog cloud"]]}]}]},{"type":"entries","name":"Dragon Turtle Adventures","entries":["The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles.",{"type":"entries","name":"Dragon Turtle Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business."],["2","A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers."],["3","After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave."],["4","The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across."],["5","A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace."],["6","A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is."],["7","A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface."],["8","A sea god has sent a dragon turtle to unleash devastation along a populated coast."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Dragon turtles are stolid and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth."]},{"type":"entries","name":"Young Dragon Turtle Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young dragon turtle serves as a mount for a sahuagin baron in exchange for plunder."],["2","A young blue dragon is teaching a young dragon turtle to terrorize nearby settlements so the inhabitants will propitiate the dragon turtle with gold."],["3","A young dragon turtle serves as a mobile rookery for a flock of pteranodons and eats fish they drop."],["4","A young dragon turtle has been enslaved by an aboleth and forced to guard the creature's lair."],["5","A clan of gnomes pays a young dragon turtle to serve as a mobile refueling platform for their fleet of steamboats."],["6","A young dragon turtle likes to feast on giant crocodiles' eggs."]]}]}]}]}]},{"id":"young-emerald-dragon","name":"Young Emerald Dragon","source":"FTD","page":197,"srd":false,"image":"bestiary/FTD/Young Emerald Dragon.webp","token":"bestiary/tokens/FTD/Young Emerald Dragon.webp","size":"Large","creatureType":"Dragon (Gem)","alignment":"Lawful Neutral","ac":"17","initiative":"+1 (11)","hp":"142 (15d10 + 60)","speed":"40 ft., burrow 30 ft., fly 60 ft.","str":21,"dex":12,"con":19,"int":16,"wis":14,"cha":16,"saves":"Dex +4, Con +7, Wis +5, Cha +6","skills":"Arcana +6, Deception +6, Perception +8, Stealth +4","vulnerabilities":"","resistances":"fire; psychic","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic, telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","At will: {@spell mage hand} (the hand is invisible), {@spell minor illusion}","1/day each: {@spell detect thoughts}, {@spell invisibility}, {@spell silent image}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 3 ({@damage 1d6}) psychic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage."]},{"name":"Disorienting Breath {@recharge 5}","entries":["The dragon exhales a wave of psychic dissonance in a 30-foot cone. Each creature in that area must make a {@dc 15} Intelligence saving throw. On a failed save, the creature takes 31 ({@damage 9d6}) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a {@dice d6} and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences."]},{"type":"section","entries":[{"type":"entries","name":"Shimmering Green","entries":["A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood."]},{"type":"entries","name":"Clever Concealment","entries":["The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.","Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.","Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals."]},{"type":"entries","name":"Hoarded Histories","entries":["Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations."]},{"type":"entries","name":"Creating an Emerald Dragon","entries":["Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your portrayal of distinctive emerald dragon characters.",{"type":"entries","name":"Emerald Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I repeat what others have said back to them to make sure I have remembered it correctly."],["2","I might not like you, but I will endeavor to treat you with respect, if not kindness."],["3","I like to impress visitors by reciting epic poetry."],["4","The only people I'm interested in are those who know history and those who make history."],["5","I like to adopt the personas of characters from legend."],["6","I studiously mimic the mannerisms of my guests."],["7","I prefer to get others talking, then fade into the background. Sometimes literally."],["8","I seek out audiences and like to be the center of attention."]]}]},{"type":"entries","name":"Emerald Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any)"],["2","Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)"],["3","Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)"],["4","Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)"],["5","Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)"],["6","Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil)"]]}]}]},{"type":"entries","name":"Emerald Dragon Adventures","entries":["The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons.",{"type":"entries","name":"Emerald Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An emerald dragon is the only witness to a murder but doesn't want to be found or identified."],["2","An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders."],["3","An emerald dragon's assault on a fire giant has attracted the attention of the giant's clan, and now the dragon seeks aid."],["4","Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair."],["5","Giant lizards drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon."],["6","An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college."],["7","An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond."],["8","An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Emerald dragons generally go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world."]},{"type":"entries","name":"Young Emerald Dragon Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young emerald dragon has befriended a stone giant, who is teaching the dragon giant folklore."],["2","A young emerald dragon lairs in abandoned bandit caverns also occupied by a friendly earth elemental, which hunts for buried coins for the dragon's hoard."],["3","A galeb duhr acts as a door guard to a young emerald dragon's lair."],["4","A young emerald dragon invites repeated visits from a drow mage who corrects what the dragon has learned about the history of the elven schism."],["5","A young emerald dragon attempts to drive off a clan of cyclopes who have taken up residence in a nearby cave, attacking the clan's herd of giant goats."],["6","An assassin and a young emerald dragon train together to master the art of stealth."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Young Emerald Dragon.webp","credit":"Julian Kok"}]},{"id":"young-fire-giant","name":"Young Fire Giant","source":"TftYP","page":192,"srd":false,"image":"bestiary/tokens/TftYP/Young Fire Giant.webp","token":"bestiary/tokens/TftYP/Young Fire Giant.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-frost-giant","name":"Young Frost Giant","source":"TftYP","page":187,"srd":false,"image":"bestiary/tokens/TftYP/Young Frost Giant.webp","token":"bestiary/tokens/TftYP/Young Frost Giant.webp","size":"Large","creatureType":"Giant","alignment":"Chaotic Evil","ac":"11","initiative":"-1 (9)","hp":"59 (7d10 + 21)","speed":"40 ft.","str":19,"dex":8,"con":16,"int":5,"wis":7,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Giant","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal, Arctic, Underdark, Mountain","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Greatclub","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-gold-dragon","name":"Young Gold Dragon","source":"XMM","page":144,"srd":true,"image":"bestiary/XMM/Gold Dragon.webp","token":"bestiary/tokens/XMM/Young Gold Dragon.webp","size":"Large","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"18","initiative":"+6 (16)","hp":"178 (17d10 + 85)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":14,"con":21,"int":16,"wis":13,"cha":20,"saves":"Dex +6, Wis +5","skills":"Insight +5, Perception +9, Persuasion +9, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19","languages":"Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Forest, Grassland","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Weakening Breath."]},{"name":"Rend","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}17 ({@damage 2d10 + 6}) Slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 17}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 55 ({@damage 10d10}) Fire damage. {@actSaveSuccess} Half damage."]},{"name":"Weakening Breath","entries":["{@actSave str} {@dc 17}, each creature that isn't currently affected by this breath in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target has {@variantrule Disadvantage|XPHB} on Strength-based {@variantrule D20 Test|XPHB|D20 Tests} and subtracts 3 ({@dice 1d6}) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young gold dragons have seen glimpses of the world's true evils and crusade to oppose them. They often seek bold and direct solutions to problems."]},{"type":"section","name":"Gold Dragons","entries":["{@i Dragons of Hope and Majesty}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}, {@filter Grassland|bestiary|environment=grassland}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Gold dragons work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don't prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.","Gold dragons favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.",{"type":"entries","name":"Gold Dragon Lairs","entries":["Gold dragons make their homes in places of natural and magical wonder."]}]}],"gallery":[{"path":"bestiary/XMM/Gold Dragon.webp"}],"otherVersions":[{"id":"young-gold-dragon-mm","source":"MM"}]},{"id":"young-gold-dragon-mm","name":"Young Gold Dragon","source":"MM","page":115,"srd":false,"image":"bestiary/MM/Gold Dragon.webp","token":"bestiary/tokens/MM/Young Gold Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Good","ac":"18","initiative":"+2 (12)","hp":"178 (17d10 + 85)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":23,"dex":14,"con":21,"int":16,"wis":13,"cha":20,"saves":"Dex +6, Con +9, Wis +5, Cha +9","skills":"Insight +5, Perception +9, Persuasion +9, Stealth +6","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 19","languages":"Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Grassland, Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fire Breath","entry":"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 55 ({@damage 10d10}) fire damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Weakening Breath","entry":"The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.","A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.",{"name":"Devourer of Wealth","type":"entries","entries":["Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes."]},{"name":"Reserved Shapeshifters","type":"entries","entries":["Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.","Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end."]},{"name":"Master Hoarders","type":"entries","entries":["A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it."]}]}]},{"type":"entries","name":"A Gold Dragon's Lair","entries":["Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Gold Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"young-gold-dragon","source":"XMM"}]},{"id":"young-green-dragon","name":"Young Green Dragon","source":"XMM","page":152,"srd":true,"image":"bestiary/XMM/Green Dragon.webp","token":"bestiary/tokens/XMM/Young Green Dragon.webp","size":"Large","creatureType":"Dragon (Chromatic)","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"136 (16d10 + 48)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":19,"dex":12,"con":17,"int":16,"wis":13,"cha":15,"saves":"Dex +4, Wis +4","skills":"Deception +5, Perception +7, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Forest","treasure":"Arcana","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}11 ({@damage 2d6 + 4}) Slashing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Poison Breath {@recharge 5}","entries":["{@actSave con} {@dc 14}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 42 ({@damage 12d6}) Poison damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young green dragons frequently control groups of ettercaps, kobolds, thieves, or other cowardly servants. These dragons do so while avoiding other evil dragons, who would sabotage them. Gradually, oppressing weaker creatures and amassing meaningless fortunes bore young green dragons, and they pursue more ambitious ways to indulge their egos."]},{"type":"section","name":"Green Dragons","entries":["{@i Dragons of Deceit and Derision}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Forest|bestiary|environment=forest}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"From forbidden forest depths, green dragons whisper evils into the world and manipulate the lives of those who listen. Elusive, conniving, and egotistical, these chromatic dragons patiently prey on the fears of shorter-lived beings, corrupting and isolating them. Green dragons might lurk amid labyrinthine wildernesses for centuries without revealing themselves; even their most devoted followers might know them only as the voice of the woodlands or a whisper in their dreams.","Despite their might, most green dragons disdain physical violence, viewing combat as servants' work and preferring to trick foes into dangerous or exploitative scenarios. These dragons collect \"baubles\" that embody their webs of manipulation and serve as tools of extortion, such as compromising documents, family heirlooms, and sentimental treasures.",{"type":"entries","name":"Green Dragon Lairs","entries":["Green dragons lair in ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the former homes of those they've conquered."]}]}],"gallery":[{"path":"bestiary/XMM/Green Dragon.webp"}],"otherVersions":[{"id":"young-green-dragon-mm","source":"MM"}]},{"id":"young-green-dragon-mm","name":"Young Green Dragon","source":"MM","page":94,"srd":false,"image":"bestiary/MM/Green Dragon.webp","token":"bestiary/tokens/MM/Young Green Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Evil","ac":"18","initiative":"+1 (11)","hp":"136 (16d10 + 48)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":19,"dex":12,"con":17,"int":16,"wis":13,"cha":15,"saves":"Dex +4, Con +6, Wis +4, Cha +5","skills":"Deception +5, Perception +7, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 17","languages":"Common, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Forest","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Poison Breath {@recharge 5}","entries":["The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.","A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.","A wyrmling green dragon's thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.","A green dragon's legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.",{"name":"Capricious Hunters","type":"entries","entries":["A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.","Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.","A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures' activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die."]},{"name":"Manipulative Schemers","type":"entries","entries":["A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.","When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status."]},{"name":"Conflict and Corruption","type":"entries","entries":["Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch-sometimes for decades-for the chance to slay the other dragon, then claim its lair and hoard.","Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions' minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions' tortured dreams."]},{"name":"Living Treasures","type":"entries","entries":["A green dragon's favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects."]}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king's ear, corrupting and twisting the king's dreams. This dragon's name is Cyan Bloodbane, and he means the destruction of us all."],"by":"Pelios of Ergoth, Silvanesti seer"}]},{"type":"entries","name":"A Green Dragon's Lair","entries":["The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon's wood, carrying an acrid whiff of the creature's poison breath.","The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.","At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Green Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"young-green-dragon","source":"XMM"}]},{"id":"young-griffon-medium","name":"Young Griffon (Medium)","source":"IDRotF","page":163,"srd":false,"image":"bestiary/IDRotF/Young Griffon (Medium).webp","token":"bestiary/tokens/IDRotF/Young Griffon (Medium).webp","size":"Medium","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"32 (5d6 + 15)","speed":"30 ft., fly 80 ft.","str":12,"dex":15,"con":16,"int":2,"wis":13,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal, Arctic","treasure":"","traits":[{"name":"Keen Sight","entries":["The griffon has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The griffon makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle."]}],"gallery":[{"path":"bestiary/IDRotF/Young Griffon (Medium).webp"}]},{"id":"young-griffon-small","name":"Young Griffon (Small)","source":"IDRotF","page":163,"srd":false,"image":"bestiary/IDRotF/Young Griffon (Small).webp","token":"bestiary/tokens/IDRotF/Young Griffon (Small).webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"13 (2d6 + 6)","speed":"30 ft., fly 80 ft.","str":8,"dex":15,"con":16,"int":2,"wis":13,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal, Arctic","treasure":"","traits":[{"name":"Keen Sight","entries":["The griffon has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The griffon makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 1} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d4}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle."]}],"gallery":[{"path":"bestiary/IDRotF/Young Griffon (Small).webp"}]},{"id":"young-griffon-tiny","name":"Young Griffon (Tiny)","source":"IDRotF","page":163,"srd":false,"image":"bestiary/IDRotF/Young Griffon (Tiny).webp","token":"bestiary/tokens/IDRotF/Young Griffon (Tiny).webp","size":"Tiny","creatureType":"Monstrosity","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"5 (1d4 + 3)","speed":"30 ft., fly 40 ft.","str":2,"dex":15,"con":16,"int":2,"wis":13,"cha":8,"saves":"","skills":"Perception +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 15","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Mountain, Grassland, Hill, Coastal, Arctic","treasure":"","traits":[{"name":"Keen Sight","entries":["The griffon has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The griffon makes two attacks: one with its beak and one with its claws."]},{"name":"Beak","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle."]}],"gallery":[{"path":"bestiary/IDRotF/Young Griffon (Tiny).webp"}]},{"id":"young-hill-giant","name":"Young Hill Giant","source":"TftYP","page":167,"srd":false,"image":"bestiary/tokens/TftYP/Young Hill Giant.webp","token":"bestiary/tokens/TftYP/Young Hill Giant.webp","size":"Medium","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"15 (2d8 + 6)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":7,"wis":11,"cha":10,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, giant","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the giant can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-hook-horror","name":"Young Hook Horror","source":"OotA","page":34,"srd":false,"image":"bestiary/tokens/OotA/Young Hook Horror.webp","token":"bestiary/tokens/OotA/Young Hook Horror.webp","size":"Small","creatureType":"Monstrosity","alignment":"Neutral","ac":"11","initiative":"+0 (10)","hp":"11 (2d6 + 4)","speed":"15 ft., climb 15 ft.","str":12,"dex":10,"con":15,"int":6,"wis":12,"cha":7,"saves":"","skills":"Perception +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 13","languages":"Hook Horror","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Echolocation","entries":["The hook horror can't use its blindsight while {@condition deafened}."]},{"name":"Keen Hearing","entries":["The hook horror has advantage on Wisdom ({@skill Perception}) checks that rely on hearing."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The hook horror makes two hook attacks."]},{"name":"Hook","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-horizonback-tortoise","name":"Young Horizonback Tortoise","source":"CRCotN","page":26,"srd":false,"image":"bestiary/tokens/CRCotN/Young Horizonback Tortoise.webp","token":"bestiary/tokens/CRCotN/Young Horizonback Tortoise.webp","size":"Huge","creatureType":"Beast","alignment":"Unaligned","ac":"15","initiative":"+0 (10)","hp":"68 (8d12 + 16)","speed":"30 ft.","str":19,"dex":11,"con":15,"int":2,"wis":12,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"understands Goblin but can't speak","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The young horizonback tortoise can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-kraken","name":"Young Kraken","source":"LR","page":21,"srd":false,"image":"bestiary/LR/Young Kraken.webp","token":"bestiary/tokens/LR/Young Kraken.webp","size":"Huge","creatureType":"Monstrosity (Titan)","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"207 (18d12 + 90)","speed":"20 ft., swim 50 ft.","str":24,"dex":11,"con":20,"int":19,"wis":15,"cha":17,"saves":"Str +12, Dex +5, Con +10, Int +9, Wis +7","skills":"","vulnerabilities":"","resistances":"","immunities":"lightning; bludgeoning, piercing, slashing from nonmagical attacks","conditionImmunities":"frightened; paralyzed","senses":"truesight 120 ft., Passive Perception 14","languages":"Abyssal, Celestial, Infernal, Primordial, telepathy 60 ft. but can't speak","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The kraken can breathe air and water."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The kraken makes two tentacle attacks, each of which it can replace with one use of Fling."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) piercing damage.","If the target is a Medium or smaller creature {@condition grappled} by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the kraken, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the kraken's turns. One Medium or two smaller creatures can be swallowed at the same time.","If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a {@dc 23} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 10 feet of movement, exiting {@condition prone}."]},{"name":"Tentacle","entries":["{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}17 ({@damage 3d6 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 20}). Until the grapple ends, the target is {@condition restrained}. The kraken has ten tentacles, each of which can grapple one target."]},{"name":"Fling","entries":["One Medium or smaller object held or creature {@condition grappled} by the kraken is thrown up to 40 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 13} Dexterity saving throw or take the same damage and be knocked {@condition prone}."]},{"name":"Lightning Strike","entries":["The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a {@dc 18} Dexterity saving throw, taking 22 ({@damage 4d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/LR/Young Kraken.webp","credit":"Joachim Barrum"}]},{"id":"young-kruthik","name":"Young Kruthik","source":"MPMM","page":168,"srd":false,"image":"bestiary/MPMM/Young Kruthik.webp","token":"bestiary/tokens/MPMM/Young Kruthik.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+3 (13)","hp":"9 (2d6 + 2)","speed":"30 ft., burrow 10 ft., climb 30 ft.","str":13,"dex":16,"con":13,"int":4,"wis":10,"cha":6,"saves":"","skills":"Perception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., tremorsense 60 ft., Passive Perception 14","languages":"Kruthik","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Desert, Mountain, Underdark","treasure":"","traits":[{"name":"Pack Tactics","entries":["The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Tunneler","entries":["The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Stab","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless and rarely stray far from the nest. They feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves."]},{"type":"section","name":"Kruthiks","entries":[{"type":"quote","entries":["Imagine a hive of ants the size of horses, but the ants are wearing armor."],"by":"Mordenkainen"},{"type":"quote","entries":["Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies."],"by":"Mordenkainen"},"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.","Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.","In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.","Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.","Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs."]}],"gallery":[{"path":"bestiary/MPMM/Young Kruthik.webp","credit":"Zack Stella"}],"otherVersions":[{"id":"young-kruthik-mtf","source":"MTF"}]},{"id":"young-kruthik-mtf","name":"Young Kruthik","source":"MTF","page":211,"srd":false,"image":"bestiary/MTF/Kruthik.webp","token":"bestiary/tokens/MTF/Young Kruthik.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"16","initiative":"+3 (13)","hp":"9 (2d6 + 2)","speed":"30 ft., burrow 10 ft., climb 30 ft.","str":13,"dex":16,"con":13,"int":4,"wis":10,"cha":6,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., tremorsense 60 ft., Passive Perception 10","languages":"Kruthik","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Desert, Mountain, Underdark","treasure":"","traits":[{"name":"Keen Smell","entries":["The kruthik has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]},{"name":"Pack Tactics","entries":["The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]},{"name":"Tunneler","entries":["The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Stab","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Young Kruthik","entries":["Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless, rarely stray far from the nest, and feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves."]},{"type":"section","name":"Kruthiks","entries":[{"type":"quote","entries":["Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them."],"by":"Mordenkainen"},"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.","Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Sharp Senses","type":"entries","entries":["In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere."]},{"name":"Sharper Weapons","type":"entries","entries":["Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal."]},{"name":"Shared Lair","type":"entries","entries":["Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs."]},{"type":"quote","entries":["Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary."],"by":"Mordenkainen"}]}]}]}],"gallery":[{"path":"bestiary/MTF/Kruthik.webp","credit":"Zack Stella"}],"hidden":true,"otherVersions":[{"id":"young-kruthik","source":"MPMM"}]},{"id":"young-lunar-dragon","name":"Young Lunar Dragon","source":"BAM","page":35,"srd":false,"image":"bestiary/tokens/BAM/Young Lunar Dragon.webp","token":"bestiary/tokens/BAM/Young Lunar Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Evil","ac":"16","initiative":"+1 (11)","hp":"123 (13d10 + 52)","speed":"40 ft., burrow 20 ft., fly 80 ft.","str":19,"dex":12,"con":18,"int":8,"wis":10,"cha":13,"saves":"Con +7, Wis +3","skills":"Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 240 ft., Passive Perception 16","languages":"Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 3 ({@damage 1d6}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales a blast of frost in a 30-foot cone. Each creature in the cone must make a {@dc 15} Constitution saving throw. On a failed save, the creature takes 27 ({@damage 6d8}) cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced."]}],"bonusActions":[{"name":"Phase (2/Day)","entries":["The dragon becomes partially incorporeal for as long as it maintains {@status concentration} on the effect (as if {@status concentration||concentrating} on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock.","Before laying eggs, a female lunar dragon stocks her lair with food; she won't leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate.","Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon's hoard are one or more spelljamming helms (see the {@i Astral Adventurer's Guide}) taken from vessels that dared to invade the dragon's territory.","A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon's body has a dark, indistinctly spectral form."]}]},{"id":"young-moonstone-dragon","name":"Young Moonstone Dragon","source":"FTD","page":213,"srd":false,"image":"bestiary/FTD/Young Moonstone Dragon.webp","token":"bestiary/tokens/FTD/Young Moonstone Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral","ac":"18","initiative":"+3 (13)","hp":"144 (17d10 + 51)","speed":"40 ft., fly 80 ft.","str":18,"dex":16,"con":17,"int":18,"wis":17,"cha":19,"saves":"Con +6, Int +7, Wis +6, Cha +7","skills":"Perception +6, Persuasion +7, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"charmed","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 16","languages":"Common, Draconic, Sylvan","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):","1/day each: {@spell calm emotions}, {@spell faerie fire}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 5 ({@damage 1d10}) radiant damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Breath Weapon {@recharge 5}","entries":["The dragon uses one of the following breath weapons:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dream Breath","entries":["The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a {@dc 14} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it."]},{"type":"item","name":"Moonlight Breath","entries":["The dragon exhales a beam of moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 38 ({@damage 7d10}) radiant damage on a failed save, or half as much damage on a successful one."]}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.","Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.","Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.","As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold."]},{"type":"section","entries":[{"type":"entries","name":"Creating a Moonstone Dragon","entries":["Use the Moonstone Dragon Personality Traits and Moonstone Dragon Ideals tables to inspire your portrayal of distinctive moonstone dragon characters.",{"type":"entries","name":"Moonstone Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often lose track of whether I'm in the Feywild or on the Material Plane."],["2","I have been known to throw caution to the wind when in pursuit of new items for my hoard."],["3","No matter how old I get, I always delight in harmless pranks and tricks."],["4","I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey."],["5","I look down upon any being who resorts to violence to solve a problem."],["6","Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver?"],["7","I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams."],["8","I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting."]]}]},{"type":"entries","name":"Moonstone Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any)"],["2","Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)"],["3","Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)"],["4","Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)"],["5","Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any)"],["6","Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil)"]]}]}]},{"type":"entries","name":"Moonstone Dragon Adventures","entries":["The Moonstone Dragon Adventure Hooks table offers suggestions for stories and adventures involving moonstone dragons.",{"type":"entries","name":"Moonstone Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon."],["2","A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own."],["3","A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it."],["4","A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry."],["5","A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair."],["6","A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility."],["7","A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes."],["8","A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild."]]}]},{"type":"entries","name":"Connected Creatures","entries":["In the Feywild, moonstone dragons interact mostly with pixies, sprites, and other Fey creatures who revere and serve the dragon. Outside the Feywild, they often prefer to communicate with other creatures through dreams."]},{"type":"entries","name":"Young Moonstone Dragon Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young moonstone dragon on the cusp of adulthood refuses to settle down and build a lair. To protect the local populace from the dragon's chaotic activities, a minor deity sends a deva to temper the dragon's mischievous spirit."],["2","A young moonstone dragon fell victim to a fomorian's curse and has elected to stay with the Giant rather than reveal this magical affliction."],["3","A treant and a young moonstone dragon love to meet and share stories. While the dragon speaks of travels and adventures, the treant tells tales of the tiny moments that make up a forest's life."],["4","A young moonstone dragon has acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the Feywild."],["5","A young moonstone dragon has joined a pack of blink dogs for a year and a day. The dragon pretends to be a blink dog and refuses to admit otherwise until this time with the pack expires."],["6","A young moonstone dragon and a night hag repeatedly encounter each other in the dream realm, but they have never met in the flesh."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Young Moonstone Dragon.webp","credit":"Irina Nordsol"}]},{"id":"young-ogre-servant","name":"Young Ogre Servant","source":"TftYP","page":171,"srd":false,"image":"bestiary/tokens/TftYP/Young Ogre Servant.webp","token":"bestiary/tokens/TftYP/Young Ogre Servant.webp","size":"Medium","creatureType":"Giant","alignment":"Chaotic Evil","ac":"13","initiative":"+1 (11)","hp":"15 (2d8 + 6)","speed":"30 ft.","str":16,"dex":12,"con":16,"int":7,"wis":11,"cha":10,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, ogre","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"Underdark, Mountain, Grassland, Forest, Swamp, Hill, Arctic","treasure":"","traits":[{"name":"Aggressive","entries":["As a bonus action, the ogre can move up to its speed toward a hostile creature that it can see."]}],"spellcasting":[],"actions":[{"name":"Greataxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d12 + 3}) slashing damage."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-purple-worm","name":"Young Purple Worm","source":"PotA","page":113,"srd":false,"image":"bestiary/tokens/PotA/Young Purple Worm.webp","token":"bestiary/tokens/PotA/Young Purple Worm.webp","size":"Gargantuan","creatureType":"Monstrosity","alignment":"Unaligned","ac":"18","initiative":"-2 (8)","hp":"184 (15d20 + 90)","speed":"50 ft., burrow 30 ft.","str":28,"dex":7,"con":22,"int":1,"wis":8,"cha":4,"saves":"Con +11, Wis +4","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., tremorsense 60 ft., Passive Perception 9","languages":"","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark, Desert","treasure":"","traits":[{"name":"Tunneler","entries":["The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The worm makes two attacks: one with its bite and one with its stinger."]},{"name":"Bite","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 19} Dexterity saving throw or be swallowed by the worm. A swallowed creature is {@condition blinded} and {@condition restrained}, it has {@quickref Cover||3||total cover} against attacks and other effects outside the worm, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the worm's turns.","If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a {@dc 21} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}."]},{"name":"Tail Stinger","entries":["{@atk mw} {@hit 14} to hit, reach 10 ft., one creature. {@h}19 ({@damage 3d6 + 9}) piercing damage, and the target must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-red-dragon","name":"Young Red Dragon","source":"XMM","page":254,"srd":true,"image":"bestiary/XMM/Red Dragon.webp","token":"bestiary/tokens/XMM/Young Red Dragon.webp","size":"Large","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"18","initiative":"+4 (14)","hp":"178 (17d10 + 85)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":14,"wis":11,"cha":19,"saves":"Dex +4, Wis +4","skills":"Perception +8, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Hill, Mountain","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}13 ({@damage 2d6 + 6}) Slashing damage plus 3 ({@damage 1d6}) Fire damage."]},{"name":"Fire Breath {@recharge 5}","entries":["{@actSave dex} {@dc 17}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 56 ({@damage 16d6}) Fire damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young red dragons number among the most unpredictable of their kind. They seek territories rich with treasures and potential followers, raiding, burning, and slaughtering to enforce their will. Unless these dragons meet significant resistance, they cement their power and begin reigns of terror that can last for centuries."]},{"type":"section","name":"Red Dragons","entries":["{@i Dragons of Greed and Devastation}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Hill|bestiary|environment=hill}, {@filter Mountain|bestiary|environment=mountain}"},{"type":"item","name":"Treasure:","entry":"Any"}]},"Red dragons take whatever they desire and burn to ash anything that stands in their way. These chromatic dragons endlessly desire more—more magic, territory, treasure, or whatever else inflames their cruel ambitions.","Red dragons make their lairs amid perilous cliffs and volcanoes. Within, they amass and fiercely protect hoards of treasure, and many have perfect recall of the hoards' contents and the locations of all they've collected. Should anything go missing, red dragons fly into rages. They don't rest until their treasures are returned and the thieves have burned.","Red dragons believe themselves to be the greatest of all dragons and, by extension, the greatest of all creatures. To them, pillaging and conquering are their right—treasures can find no more honored place than in their hoards, and other creatures are privileged to serve them.",{"type":"entries","name":"Red Dragon Lairs","entries":["Red dragons make their lairs in smoldering, unapproachable places such as volcanic mountains, burning wastelands, and ruins they've stolen from other creatures."]}]}],"gallery":[{"path":"bestiary/XMM/Red Dragon.webp"}],"otherVersions":[{"id":"young-red-dragon-mm","source":"MM"}]},{"id":"young-red-dragon-mm","name":"Young Red Dragon","source":"MM","page":98,"srd":false,"image":"bestiary/MM/Red Dragon.webp","token":"bestiary/tokens/MM/Young Red Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"178 (17d10 + 85)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":14,"wis":11,"cha":19,"saves":"Dex +4, Con +9, Wis +4, Cha +8","skills":"Perception +8, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Mountain, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.","The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.",{"type":"entries","entries":[{"name":"Mountain Masters","type":"entries","entries":["Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time."]},{"name":"Arrogant Tyrants","type":"entries","entries":["Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.","No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command."]},{"name":"Status and Slaves","type":"entries","entries":["Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.","When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive."]},{"name":"Obsessive Collectors","type":"entries","entries":["Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.","A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath."]}]}]},{"type":"entries","name":"A Red Dragon's Lair","entries":["Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.","Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Red Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"young-red-dragon","source":"XMM"}]},{"id":"young-red-shadow-dragon","name":"Young Red Shadow Dragon","source":"MM","page":85,"srd":false,"image":"bestiary/MM/Shadow Dragon.webp","token":"bestiary/tokens/MM/Young Red Shadow Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"178 (17d10 + 85)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":14,"wis":11,"cha":19,"saves":"Dex +5, Con +10, Wis +5, Cha +9","skills":"Perception +10, Stealth +10","vulnerabilities":"","resistances":"necrotic","immunities":"fire","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"Underdark","treasure":"","traits":[{"name":"Living Shadow","entries":["While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant."]},{"name":"Shadow Stealth","entries":["While in dim light or darkness, the dragon can take the {@action Hide} action as a bonus action."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) necrotic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Shadow Breath {@recharge 5}","entries":["The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 56 ({@damage 16d6}) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead {@creature shadow} rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the darkness and evil of the Plane of Shadow.",{"type":"entries","name":"Dark Portals","entries":["Portals to the Shadowfell manifest in forlorn places and the deep gloom of subterranean caverns. The dragons that lair in such places often discover these portals and find themselves transported to a new realm. Ancient dragons that sleep in their lairs for months or years at a time might find themselves spirited away, never knowing that a portal has formed without their knowledge as they dream."]},{"type":"entries","name":"Recast in Shadow","entries":["The transformation to a shadow dragon happens over a period of years, during which time a dragon's scales lose their luster and fade to a charcoal hue. Its leathery wings become translucent, its eyes paling to pools of opalescent gray. Shadow dragons find sunlight abhorrent, and they are weaker in bright light than they are in darkness. Darkness makes the dragon fade to a spectral shadow of its former self. The magical nature of dragons holds an attraction for the Shadowfell, which seems somehow to crave the might and majesty of these great reptiles. The Shadowfell also has a dispiriting effect on its denizens, such that the longer a creature remains on the plane, the more it accepts the plane's malaise. As months and years pass for a dragon on the Shadowfell, it becomes aware of the transformation being wrought upon it, and yet can do nothing to prevent it."]},{"type":"entries","name":"Back in the World","entries":["A shadow dragon is so suffused with the power of the Shadowfell that even a return to the Material Plane can't undo its transformation. Some shadow dragons attempt to lure other creatures from the mortal realm back to the Shadowfell to keep them company, at least until they tire of their guests and devour them. Others are happy to leave the Shadowfell behind forever, understanding that treasure and power are easier to come by in the Material Plane."]}]}]},{"type":"entries","name":"Shadow Dragon Template","entries":["Only a true dragon can transform into a shadow dragon, and only if it is born in the Shadowfell or remains there for several years. A dracolich can't be turned into a shadow dragon, since it loses its draconic nature when it becomes undead.","When a dragon becomes a shadow dragon, it retains its statistics except as described below. The shadow dragon might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.",{"type":"entries","entries":[{"type":"entries","name":"Damage Resistances","entries":["The dragon has resistance to necrotic damage."]},{"type":"entries","name":"Skill Proficiency: Stealth","entries":["The dragon's proficiency bonus is doubled for its Dexterity ({@skill Stealth}) checks."]},{"type":"entries","name":"Living Shadow","entries":["While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant."]},{"type":"entries","name":"Shadow Stealth","entries":["While in dim light or darkness, the dragon can take the {@action Hide} action as a bonus action."]},{"type":"entries","name":"Sunlight Sensitivity","entries":["While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"type":"entries","name":"New Action: Bite","entries":["If the dragon deals acid, cold, fire, lightning, or poison damage with its bite, change that damage type to necrotic."]},{"type":"entries","name":"New Action: Shadow Breath","entries":["Any damage-dealing breath weapon possessed by the dragon deals necrotic damage instead of its original damage type. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control."]}]}]}],"gallery":[{"path":"bestiary/MM/Shadow Dragon.webp"}]},{"id":"young-remorhaz","name":"Young Remorhaz","source":"XMM","page":258,"srd":false,"image":"bestiary/XMM/Remorhazes.webp","token":"bestiary/tokens/XMM/Young Remorhaz.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"93 (11d10 + 33)","speed":"30 ft., burrow 20 ft.","str":18,"dex":13,"con":17,"int":3,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire","conditionImmunities":"","senses":"Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Arctic","treasure":"","traits":[{"name":"Heat Aura","entries":["At the end of each of the remorhaz's turns, each creature in a 5-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the remorhaz takes 11 ({@damage 2d10}) Fire damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}15 ({@damage 2d10 + 4}) Piercing damage plus 13 ({@damage 3d8}) Fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young remorhazes scorch and consume any creatures they can chase down and overwhelm."]},{"type":"section","name":"Remorhazes","entries":["{@i Super-Heated Arctic Arthropods}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Remorhazes are centipede-like terrors that burrow through snow and ice to ambush smaller creatures that trespass in their frozen territories."]}],"gallery":[{"path":"bestiary/XMM/Remorhazes.webp","credit":"Carlo Arellano"}],"otherVersions":[{"id":"young-remorhaz-mm","source":"MM"}]},{"id":"young-remorhaz-mm","name":"Young Remorhaz","source":"MM","page":258,"srd":false,"image":"bestiary/MM/Remorhaz.webp","token":"bestiary/tokens/MM/Young Remorhaz.webp","size":"Large","creatureType":"Monstrosity","alignment":"Unaligned","ac":"14","initiative":"+1 (11)","hp":"93 (11d10 + 33)","speed":"30 ft., burrow 30 ft.","str":18,"dex":13,"con":17,"int":3,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"cold; fire","conditionImmunities":"","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 10","languages":"","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Arctic","treasure":"","traits":[{"name":"Heated Body","entries":["A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage plus 7 ({@damage 2d6}) fire damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth.",{"name":"Arctic Predators","type":"entries","entries":["Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover."]},{"name":"Young Ones","type":"entries","entries":["Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole."]}]}]}],"gallery":[{"path":"bestiary/MM/Remorhaz.webp"}],"hidden":true,"otherVersions":[{"id":"young-remorhaz","source":"XMM"}]},{"id":"young-sapphire-dragon","name":"Young Sapphire Dragon","source":"FTD","page":216,"srd":false,"image":"bestiary/FTD/Young Sapphire Dragon.webp","token":"bestiary/tokens/FTD/Young Sapphire Dragon.webp","size":"Large","creatureType":"Dragon (Gem)","alignment":"Lawful Neutral","ac":"17","initiative":"+2 (12)","hp":"157 (15d10 + 75)","speed":"40 ft., burrow 20 ft., climb 40 ft., fly 80 ft.","str":21,"dex":14,"con":20,"int":16,"wis":15,"cha":16,"saves":"Dex +6, Con +9, Wis +6, Cha +7","skills":"History +7, Perception +10, Persuasion +11, Stealth +6","vulnerabilities":"","resistances":"lightning; thunder","immunities":"","conditionImmunities":"frightened","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 20","languages":"Common, Draconic, telepathy 120 ft.","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Spider Climb","entries":["The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Tunneler","entries":["The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 15}):","1/day each: {@spell dissonant whispers}, {@spell hold person}, {@spell meld into stone}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 4 ({@damage 1d8}) thunder damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage."]},{"name":"Debilitating Breath {@recharge 5}","entries":["The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw. On a failed save, the creature takes 33 ({@damage 6d10}) thunder damage and is {@condition incapacitated} until the end of its next turn. On a successful save, the creature takes half as much damage and isn't {@condition incapacitated}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back."]},{"type":"section","entries":[{"type":"entries","name":"Luminous Blue","entries":["Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger."]},{"type":"entries","name":"Art of War","entries":["The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.","Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.","People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs."]},{"type":"entries","name":"Martial Hoards","entries":["Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power."]},{"type":"entries","name":"Creating a Sapphire Dragon","entries":["Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.",{"type":"entries","name":"Sapphire Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts."],["2","I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor."],["3","I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?"],["4","Give me a storied helmet or scimitar over a pile of gold any day."],["5","No creature can outsmart my defenses—if they do, they obviously cheated."],["6","Any creature that can hold their own against me must teach me how—whether they want to or not."],["7","I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented."],["8","The sight of blood makes me queasy."]]}]},{"type":"entries","name":"Sapphire Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)"],["2","Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)"],["3","Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)"],["4","Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)"],["5","Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)"],["6","Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)"]]}]}]},{"type":"entries","name":"Sapphire Dragon Adventures","entries":["The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.",{"type":"entries","name":"Sapphire Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories."],["2","A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures."],["3","A sapphire dragon seeks adventurers to lead into battle against the mind flayers that usurped the dragon's lair."],["4","Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard."],["5","A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon."],["6","A village is beset by swarms of giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply."],["7","A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win."],["8","A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon's lair and hoard."]},{"type":"entries","name":"Young Sapphire Dragon Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young sapphire dragon practices martial skills by regularly using a horn of Valhalla to summon berserker spirits to fight."],["2","A young sapphire dragon has found a collection of long-forgotten clay golems and is trying to teach them military tactics."],["3","A druid summoned galeb duhr to guard a young sapphire dragon's hoard in exchange for the dragon controlling the giant spider population, but the galeb duhr are causing trouble for local miners."],["4","Two Lolth cultists seek a magical relic that attracts giant spiders, but the relic's resting place has become a young sapphire dragon's feeding ground."],["5","A young sapphire dragon and a hobgoblin warlord have become friends. The hobgoblin visits regularly to trade war stories and tactics with the dragon."],["6","A kuo-toa archpriest believes a young sapphire dragon is a god named Sliploopdreegoo, and calls on other kuo-toa to worship the dragon."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Young Sapphire Dragon.webp","credit":"Chris Rallis"}]},{"id":"young-sea-serpent","name":"Young Sea Serpent","source":"FTD","page":219,"srd":false,"image":"bestiary/FTD/Young Sea Serpent.webp","token":"bestiary/tokens/FTD/Young Sea Serpent.webp","size":"Huge","creatureType":"Dragon","alignment":"Neutral","ac":"16","initiative":"+1 (11)","hp":"123 (13d12 + 39)","speed":"10 ft., swim 40 ft.","str":19,"dex":12,"con":17,"int":11,"wis":13,"cha":10,"saves":"Str +7, Con +6","skills":"Perception +4, Stealth +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Common, Draconic","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The sea serpent can breathe air and water."]},{"name":"Siege Monster","entries":["The sea serpent deals double damage to objects and structures."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The sea serpent makes one Bite attack and one Constrict or Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 5 ({@damage 1d10}) cold damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 7} to hit, reach 20 ft., one creature. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage. If the target is Large or smaller, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the sea serpent can't constrict another target."]},{"name":"Tail","entries":["{@atk mw} {@hit 7} to hit, reach 15 ft., one target. {@h}9 ({@damage 1d10 + 4}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 15} Strength saving throw or be pushed up to 20 feet away and knocked {@condition prone}."]},{"name":"Rime Breath {@recharge 5}","entries":["The sea serpent exhales a 30-foot cone of cold. Each creature in that area must make a {@dc 14} Constitution saving throw, taking 38 ({@damage 7d10}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed.","Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships.","Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own.","Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty."]}],"gallery":[{"path":"bestiary/FTD/Young Sea Serpent.webp","credit":"Mark Behm"}]},{"id":"young-silver-dragon","name":"Young Silver Dragon","source":"XMM","page":278,"srd":true,"image":"bestiary/XMM/Silver Dragon.webp","token":"bestiary/tokens/XMM/Young Silver Dragon.webp","size":"Large","creatureType":"Dragon (Metallic)","alignment":"Lawful Good","ac":"18","initiative":"+4 (14)","hp":"168 (16d10 + 80)","speed":"40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":14,"wis":11,"cha":19,"saves":"Dex +4, Wis +4","skills":"History +6, Perception +8, Stealth +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain, Urban","treasure":"Arcana","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Paralyzing Breath."]},{"name":"Rend","entries":["{@atkr m} {@hit 10}, reach 10 ft. {@h}15 ({@damage 2d8 + 6}) Slashing damage."]},{"name":"Cold Breath {@recharge 5}","entries":["{@actSave con} {@dc 17}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 49 ({@damage 11d8}) Cold damage. {@actSaveSuccess} Half damage."]},{"name":"Paralyzing Breath","entries":["{@actSave con} {@dc 17}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail 1} The target has the {@condition Incapacitated|XPHB} condition until the end of its next turn, when it repeats the save. {@actSaveFail 2} The target has the {@condition Paralyzed|XPHB} condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young silver dragons usually have close ties with elder metallic dragons or heroic role models, helping those with great goals achieve their ambitions. They might serve as messengers for or representatives of such do-gooders."]},{"type":"section","name":"Silver Dragons","entries":["{@i Dragons of Courage and Fairness}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Mountain|bestiary|environment=mountain}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Silver dragons work to preserve peace and encourage greatness. They try to live as examples of decency while remaining watchful against evil.","Silver dragons typically dwell amid snow-capped mountains, though aspirations and congeniality drive some to instead live among cosmopolitan societies. Disguised as humanoids, they ally with artists, historians, knights, and humble leaders who learn from the past to create better futures.","Silver dragons take inspiration from legendary heroes and have grand ambitions. Many collect treasures that reflect these interests, such as histories, ancient art, and the gear of famous champions.",{"type":"entries","name":"Silver Dragon Lairs","entries":["Silver dragons typically lair in picturesque mountain retreats or on sculpted cloud \"islands.\""]}]}],"gallery":[{"path":"bestiary/XMM/Silver Dragon.webp"}],"otherVersions":[{"id":"young-silver-dragon-mm","source":"MM"}]},{"id":"young-silver-dragon-mm","name":"Young Silver Dragon","source":"MM","page":118,"srd":false,"image":"bestiary/MM/Silver Dragon.webp","token":"bestiary/tokens/MM/Young Silver Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Lawful Good","ac":"18","initiative":"+0 (10)","hp":"168 (16d10 + 80)","speed":"40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":14,"wis":11,"cha":19,"saves":"Dex +4, Con +9, Wis +4, Cha +8","skills":"Arcana +6, History +6, Perception +8, Stealth +4","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Mountain, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Breath Weapons {@recharge 5}","entries":["The dragon uses one of the following breath weapons.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Cold Breath","entry":"The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw, taking 54 ({@damage 12d8}) cold damage on a failed save, or half as much damage on a successful one."},{"type":"item","name":"Paralyzing Breath","entry":"The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."}]}]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.","A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.",{"type":"entries","entries":[{"name":"Dragons of Virtue","type":"entries","entries":["Silver dragons believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent."]},{"name":"Friends of the Small Races","type":"entries","entries":["Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.","Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.",{"name":"Respect for Humanity","entries":["Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don't. Humans have a drive and zest for life that silver dragons find fascinating."],"type":"entries"}]},{"name":"Hoarding History","type":"entries","entries":["Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities."]}]}]}]},{"type":"entries","name":"A Silver Dragon's Lair","entries":["Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of."]},{"type":"entries","name":"Metallic Dragons","entries":["Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.",{"type":"entries","entries":[{"name":"Noble Curiosity","type":"entries","entries":["Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard.","A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item."]},{"name":"Solitary Shapeshifters","type":"entries","entries":["At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live.","Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events."]},{"name":"The Persistence of Memory","type":"entries","entries":["Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before."]},{"name":"King of Good Dragons","type":"entries","entries":["The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries-actually seven ancient gold dragons in polymorphed form.","Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/Silver Dragon.webp"}],"hidden":true,"otherVersions":[{"id":"young-silver-dragon","source":"XMM"}]},{"id":"young-solar-dragon","name":"Young Solar Dragon","source":"BAM","page":53,"srd":false,"image":"bestiary/BAM/Solar Dragon Eggs.webp","token":"bestiary/tokens/BAM/Young Solar Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral","ac":"16","initiative":"+2 (12)","hp":"178 (17d10 + 85)","speed":"20 ft., fly 60 ft. (hover)","str":20,"dex":15,"con":20,"int":13,"wis":14,"cha":12,"saves":"Dex +6, Con +9, Wis +6, Cha +5","skills":"Perception +10, Stealth +6","vulnerabilities":"","resistances":"","immunities":"radiant","conditionImmunities":"blinded","senses":"darkvision 120 ft., Passive Perception 20","languages":"Draconic","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"","treasure":"","traits":[{"name":"Flyby","entries":["The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach."]},{"name":"Unusual Nature","entries":["The dragon doesn't require air."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and one Tail attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 7 ({@damage 2d6}) radiant damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage."]},{"name":"Photonic Breath {@recharge 5}","entries":["The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 20-foot-radius sphere centered on that point. Each creature in the sphere must make a {@dc 17} Constitution saving throw, taking 44 ({@damage 8d10}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in blindingly bright light.","Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel's weapons before realizing its error and veering away. A wise or experienced captain won't take the dragon's approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders.","Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon's lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.","A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling's wings to shine through."]}],"gallery":[{"path":"bestiary/BAM/Solar Dragon Eggs.webp","credit":"Olga Drebas"}]},{"id":"young-spirit-dragon","name":"Young Spirit Dragon","source":"FRAiF","page":277,"srd":false,"image":"bestiary/FRAiF/Spirit Dragon.webp","token":"bestiary/tokens/FRAiF/Young Spirit Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral","ac":"17","initiative":"+4 (14)","hp":"152 (16d10 + 64)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":19,"dex":13,"con":19,"int":17,"wis":14,"cha":16,"saves":"Dex +4, Con +7","skills":"Insight +5, Perception +5, Stealth +4","vulnerabilities":"","resistances":"necrotic","immunities":"","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 15","languages":"Common, Draconic; telepathy 120 ft.","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"Any","treasure":"Any","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks. It can replace one attack with a use of Time-Warping Breath."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}14 ({@damage 3d6 + 4}) Slashing damage plus 7 ({@damage 2d6}) Necrotic damage."]},{"name":"Ruinous Breath {@recharge 5}","entries":["{@actSave con} {@dc 15}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 36 ({@damage 8d8}) Necrotic damage. {@actSaveSuccess} Half damage."]},{"name":"Time-Warping Breath","entries":["{@actSave wis} {@dc 15}, each creature that isn't currently affected by this breath in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} The target's {@variantrule Speed|XPHB} is halved, it can't take Reactions, and it can take either an action or a {@variantrule Bonus Action|XPHB} on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":["The region containing an adult or ancient spirit dragon's lair is changed by its presence, creating the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Enchanted Acoustics","entries":["Creatures within 1 mile of the lair have Advantage on Charisma ({@skill Performance|XPHB}) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition."]},{"type":"item","name":"Time Distortion","entries":["While within 1 mile of the lair, creatures age at one-tenth the usual rate."]}]},"If the dragon dies or moves its lair elsewhere, these effects end immediately."],"lore":[{"type":"section","entries":["Curious and self-confident, young spirit dragons can cause trouble for a region's other denizens, by either unleashing long-buried evils or misusing scarcely understood ancient magic."]},{"type":"section","name":"Spirit Dragons","entries":["{@i Draconic Scions of an Ancient Empire}","Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control over time.","A spirit dragon's primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.","Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.","No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.",{"type":"table","colLabels":["1d6","The Spirit Dragon Traces Its Origins to..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Evermeet, a mythical realm of the elves."],["2","Imaskar, a southern empire of artificers."],["3","Jhaamdath, a prehistoric psiocracy."],["4","Myth Drannor, a legendary city of magic."],["5","Netheril, an empire of arcane secrets."],["6","Ostoria, the first kingdom of the giants."]]}]},{"type":"section","entries":[{"type":"entries","name":"Spirit Dragon Lairs","entries":["Spirit dragons haunt the ruined cities and buried monuments of ancient empires."]}]}],"gallery":[{"path":"bestiary/FRAiF/Spirit Dragon.webp"}]},{"id":"young-time-dragon","name":"Young Time Dragon","source":"MPP","page":51,"srd":false,"image":"bestiary/tokens/MPP/Young Time Dragon.webp","token":"bestiary/tokens/MPP/Young Time Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Neutral","ac":"18","initiative":"+1 (11)","hp":"210 (20d10 + 100)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":20,"dex":12,"con":20,"int":20,"wis":15,"cha":17,"saves":"Dex +5, Con +9, Wis +6, Cha +7","skills":"Arcana +9, History +13, Perception +10, Stealth +9","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 20","languages":"Draconic plus any four languages","cr":"11","crDisplay":"11 (XP 7,200; PB +4)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) force damage."]},{"name":"Time Breath {@recharge 5}","entries":["The dragon exhales a wave of shimmering light in a 30-foot cone. Nonmagical objects and vegetation in that area that aren't being worn or carried crumble to dust. Each creature in that area must make a {@dc 17} Constitution saving throw. On a failed save, a creature takes 31 ({@damage 7d8}) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on two of these saves."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time's paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be.","Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon's hoard might find invaluable historical information from eras past."]}]},{"id":"young-topaz-dragon","name":"Young Topaz Dragon","source":"FTD","page":223,"srd":false,"image":"bestiary/FTD/Young Topaz Dragon.webp","token":"bestiary/tokens/FTD/Young Topaz Dragon.webp","size":"Large","creatureType":"Dragon (Gem)","alignment":"Chaotic Neutral","ac":"17","initiative":"+1 (11)","hp":"127 (17d10 + 34)","speed":"40 ft., fly 80 ft., swim 40 ft.","str":17,"dex":12,"con":15,"int":16,"wis":15,"cha":16,"saves":"Dex +4, Con +5, Wis +5, Cha +6","skills":"Intimidation +9, Perception +8, Stealth +4","vulnerabilities":"","resistances":"cold; necrotic","immunities":"","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic, telepathy 120 ft.","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["The dragon can breathe both air and water."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save {@dc 14}):","1/day each: {@spell bane}, {@spell create or destroy water}"]}],"actions":[{"name":"Multiattack","entries":["The dragon makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage plus 3 ({@damage 1d6}) necrotic damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Desiccating Breath {@recharge 5}","entries":["The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw. On a failed save, the creature takes 28 ({@damage 8d6}) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result."]},{"type":"section","entries":[{"type":"entries","name":"Gleaming Gold","entries":["Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood."]},{"type":"entries","name":"Embodiment of Decay","entries":["While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.","Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.","Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally."]},{"type":"entries","name":"Entropic Hoards","entries":["Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios."]},{"type":"entries","name":"Creating a Topaz Dragon","entries":["Use the Topaz Dragon Personality Traits and Topaz Dragon Ideals tables to inspire your portrayal of distinctive topaz dragon characters.",{"type":"entries","name":"Topaz Dragon Personality Traits","entries":[{"type":"table","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I seek no company other than my own, for no one else can compete with me."],["2","If my offspring can't care for themselves, I'm not sure they're worthy of my attention."],["3","The sea is beautiful and I love gazing upon it, but I abhor being wet."],["4","Why should I risk damaging my splendid physique when I can fight with the power of my mind?"],["5","I am predictable only in my unpredictability."],["6","It takes true artistry to maintain a warm, desert-like dwelling under the water."],["7","I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures."],["8","I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses."]]}]},{"type":"entries","name":"Topaz Dragon Ideals","entries":[{"type":"table","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)"],["2","Change. Consistency is stagnation. (Chaotic)"],["3","Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)"],["4","Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)"],["5","Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)"],["6","Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)"]]}]}]},{"type":"entries","name":"Topaz Dragon Adventures","entries":["The Topaz Dragon Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.",{"type":"entries","name":"Topaz Dragon Adventure Hooks","entries":[{"type":"table","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck."],["2","A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath."],["3","A fishery that specializes in a type of eel favored by a local topaz dragon is \"haunted,\" and shipments of the eel vanish every time the ghost appears."],["4","Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon."],["5","A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home."],["6","A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches."],["7","A topaz dragon has developed a taste for merfolk, and the merfolk community near the dragon's lair is desperate for help."],["8","A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath."]]}]},{"type":"entries","name":"Connected Creatures","entries":["Topaz dragons rarely tolerate any company but their own, and they are usually indifferent at best even toward their own kind. Moreover, their unpredictability means that even if a creature proves itself useful to a topaz dragon, it shouldn't count on being safe from the dragon the next time they meet. Topaz dragons rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred."]},{"type":"entries","name":"Young Topaz Dragon Connections","entries":[{"type":"table","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young topaz dragon engages in repeated aerial battles with a young gynosphinx to determine territory. Both of them are secretly starting to enjoy the bouts."],["2","A young topaz dragon found and ate a dead sahuagin on the beach, unwittingly incurring the wrath of the sahuagin's community."],["3","A flock of harpies enjoy taunting a young topaz dragon who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain."],["4","A curious water elemental supplies a young topaz dragon with aquatic delicacies so as to learn more about the dragon."],["5","A young topaz dragon continually attempts to steal eggs from a roc nest, despite having nearly been killed by the roc parents multiple times."],["6","A clan of winged kobolds consider a young topaz dragon their monarch, despite the dragon's complete lack of interest and growing annoyance toward them."]]}]}]}]}],"gallery":[{"path":"bestiary/FTD/Young Topaz Dragon.webp","credit":"Alex Stone"}]},{"id":"young-troglodyte","name":"Young Troglodyte","source":"TftYP","page":176,"srd":false,"image":"bestiary/tokens/TftYP/Young Troglodyte.webp","token":"bestiary/tokens/TftYP/Young Troglodyte.webp","size":"Small","creatureType":"Humanoid (Troglodyte)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"5 (2d6 - 2)","speed":"30 ft.","str":7,"dex":15,"con":9,"int":8,"wis":7,"cha":8,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 8","languages":"Common, Draconic","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Forest, Swamp, Hill, Urban, Desert, Coastal, Arctic, Mountain, Underdark","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Pack Tactics","entries":["The troglodyte has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-wereraven","name":"Young Wereraven","source":"CoS","page":98,"srd":false,"image":"bestiary/tokens/CoS/Young Wereraven.webp","token":"bestiary/tokens/CoS/Young Wereraven.webp","size":"Small","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Lawful Good","ac":"12","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft. (fly 50 ft. in raven and hybrid forms)","str":10,"dex":15,"con":11,"int":13,"wis":15,"cha":14,"saves":"","skills":"Insight +4, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common (can't speak in raven form)","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies."]},{"name":"Mimicry","entries":["The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful {@dc 10} Wisdom ({@skill Insight}) check."]},{"name":"Regeneration","entries":["The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the wereraven's next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Human or Hybrid Form Only)","entries":["The wereraven makes two weapon attacks, one of which can be with its hand crossbow."]},{"name":"Beak (Raven or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}1 piercing damage in raven form, or 4 ({@damage 1d4 + 2}) piercing damage in hybrid form. If the target is humanoid, it must succeed on a {@dc 10} Constitution saving throw or be cursed with wereraven {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Shortsword (Human or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Hand Crossbow (Human or Hybrid Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-white-dragon","name":"Young White Dragon","source":"XMM","page":328,"srd":true,"image":"bestiary/XMM/White Dragon.webp","token":"bestiary/tokens/XMM/Young White Dragon.webp","size":"Large","creatureType":"Dragon (Chromatic)","alignment":"Chaotic Evil","ac":"17","initiative":"+3 (13)","hp":"123 (13d10 + 52)","speed":"40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.","str":18,"dex":10,"con":18,"int":6,"wis":11,"cha":12,"saves":"Dex +3, Wis +3","skills":"Perception +6, Stealth +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16","languages":"Common, Draconic","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Arctic","treasure":"Arcana","traits":[{"name":"Ice Walk","entries":["The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@variantrule Difficult Terrain|XPHB} composed of ice or snow doesn't cost it extra movement."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three Rend attacks."]},{"name":"Rend","entries":["{@atkr m} {@hit 7}, reach 10 ft. {@h}9 ({@damage 2d4 + 4}) Slashing damage plus 2 ({@damage 1d4}) Cold damage."]},{"name":"Cold Breath {@recharge 5}","entries":["{@actSave con} {@dc 15}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 40 ({@damage 9d8}) Cold damage. {@actSaveSuccess} Half damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Young white dragons defend their hunting grounds from rivals. In some cases, kobolds and groups of humanoids might offer food and treasure to young white dragons, attempting to keep the dragons satiated and less likely to prey on their communities."]},{"type":"section","name":"White Dragons","entries":["{@i Dragons of Cold and Cruelty}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Arctic|bestiary|environment=arctic}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Arcana|XDMG|Arcana}"}]},"Among the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.","White dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.",{"type":"entries","name":"White Dragon Lairs","entries":["White dragons brood in bitterly cold lairs clawed from stone and ice."]}]}],"gallery":[{"path":"bestiary/XMM/White Dragon.webp"}],"otherVersions":[{"id":"young-white-dragon-mm","source":"MM"}]},{"id":"young-white-dragon-mm","name":"Young White Dragon","source":"MM","page":101,"srd":false,"image":"bestiary/MM/White Dragon.webp","token":"bestiary/tokens/MM/Young White Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"17","initiative":"+0 (10)","hp":"133 (14d10 + 56)","speed":"40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.","str":18,"dex":10,"con":18,"int":6,"wis":11,"cha":12,"saves":"Dex +3, Con +7, Wis +3, Cha +4","skills":"Perception +6, Stealth +3","vulnerabilities":"","resistances":"","immunities":"cold","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 16","languages":"Common, Draconic","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Arctic","treasure":"","traits":[{"name":"Ice Walk","entries":["The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, {@quickref difficult terrain||3} composed of ice or snow doesn't cost it extra movement."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 4 ({@damage 1d8}) cold damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Cold Breath {@recharge 5}","entries":["The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a {@dc 15} Constitution saving throw, taking 45 ({@damage 10d8}) cold damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.","A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.",{"name":"Primal and Vengeful","type":"entries","entries":["White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.","A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.","Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so."]},{"name":"Lone Masters","type":"entries","entries":["White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.","White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.","Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant."]},{"name":"Treasure Under Ice","type":"entries","entries":["White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.","Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.","A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own."]}]}]},{"type":"entries","name":"A White Dragon's Lair","entries":["White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.","A legendary white dragon's innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon's presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.","A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath."]},{"type":"entries","name":"Chromatic Dragons","entries":["The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",{"type":"entries","entries":[{"name":"Driven by Greed","entries":["Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."],"type":"entries"},{"name":"Creatures of Ego","type":"entries","entries":["Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."]},{"name":"Dangerous Lairs","type":"entries","entries":["A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.","Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."]},{"name":"Queen of Evil Dragons","type":"entries","entries":["Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.","Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.","Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."]}]}]},{"type":"section","name":"Dragons","entries":["True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.","Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.","Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.","True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",{"type":"table","caption":"Dragon Age Categories","colLabels":["Category","Size","Age Range"],"colStyles":["col-4","col-4","col-4"],"rows":[["Wyrmling","Medium","5 years or less"],["Young","Large","6–100 years"],["Adult","Huge","101–800 years"],["Ancient","Gargantuan","801 years or more"]]}]}],"gallery":[{"path":"bestiary/MM/White Dragon.webp","credit":"Lars Grant-West"}],"hidden":true,"otherVersions":[{"id":"young-white-dragon","source":"XMM"}]},{"id":"young-winter-wolf","name":"Young Winter Wolf","source":"TftYP","page":181,"srd":false,"image":"bestiary/tokens/TftYP/Young Winter Wolf.webp","token":"bestiary/tokens/TftYP/Young Winter Wolf.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"14","initiative":"+2 (12)","hp":"37 (5d10 + 10)","speed":"50 ft.","str":17,"dex":15,"con":15,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Keen Hearing and Smell","entries":["The wolf has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]},{"name":"Pack Tactics","entries":["The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"young-gi","name":"Young-Gi","source":"JttRC","page":85,"srd":false,"image":"bestiary/JttRC/054-06-003.young-gi.webp","token":"bestiary/tokens/JttRC/Young-Gi.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Neutral","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Young-Gi adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/054-06-003.young-gi.webp","credit":"Nikki Dawes"}]},{"id":"yrlakka","name":"Yrlakka","source":"WDMM","page":202,"srd":false,"image":"bestiary/WDMM/Sha'sal Khou.webp","token":"bestiary/tokens/WDMM/Yrlakka.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"17","initiative":"+4 (14)","hp":"84 (13d8 + 26)","speed":"30 ft.","str":13,"dex":18,"con":15,"int":16,"wis":17,"cha":12,"saves":"Str +4, Dex +7, Int +6, Wis +6","skills":"Arcana +6, Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Gith","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While Yrlakka is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]},{"name":"Special Equipment","entries":["Yrlakka carries a {@item Potion of Fire Resistance||potion of resistance (fire)} in a tiny crystal vial fastened to a cord around his right ankle, and he has a {@item wand of magic detection} hanging from his belt."]}],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Yrlakka's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell feather fall}, {@spell jump}, {@spell see invisibility}, {@spell shield}","1/day each: {@spell phantasmal killer}, {@spell plane shift}"]}],"actions":[{"name":"Multiattack","entries":["Yrlakka makes two unarmed strikes."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) psychic damage. This is a magic weapon attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/WDMM/Sha'sal Khou.webp"}]},{"id":"yuan-ti-abomination","name":"Yuan-ti Abomination","source":"XMM","page":345,"srd":false,"image":"bestiary/XMM/Yuan-ti Abomination.webp","token":"bestiary/tokens/XMM/Yuan-ti Abomination.webp","size":"Large","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"15","initiative":"+6 (16)","hp":"127 (15d10 + 45)","speed":"40 ft., climb 30 ft.","str":19,"dex":16,"con":17,"int":17,"wis":18,"cha":15,"saves":"","skills":"Perception +7, Stealth +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 60 ft., Passive Perception 17","languages":"Abyssal, Common, Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Desert, Forest, Swamp, Urban","treasure":"Relics","traits":[{"name":"Magic Resistance","entries":["The yuan-ti has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):","At will: {@spell Animal Friendship|XPHB} (snakes only)","3/day: {@spell Suggestion|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The yuan-ti makes two Bite attacks, and it can use Spellcasting to cast {@spell Suggestion|XPHB} if available."]},{"name":"Bite","entries":["{@atkr m} {@hit 7}, reach 5 ft. {@h}11 ({@damage 2d6 + 4}) Piercing damage plus 10 ({@damage 3d6}) Poison damage."]},{"name":"Constrict","entries":["{@actSave str} {@dc 15}, one Large or smaller creature within 5 feet. {@actSaveFail} 28 ({@damage 7d6 + 4}) Bludgeoning damage. The target has the {@condition Grappled|XPHB} condition (escape {@dc 14}), and it has the {@condition Restrained|XPHB} condition until the grapple ends. {@actSaveSuccess} Half damage only."]},{"name":"Poison Spray {@recharge 5}","entries":["{@actSave con} {@dc 14}, each creature in a 30-foot {@variantrule Cone [Area of Effect]|XPHB|Cone}. {@actSaveFail} 21 ({@damage 6d6}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the end of the yuan-ti's next turn. While {@condition Poisoned|XPHB}, the target has the {@condition Blinded|XPHB} condition. {@actSaveSuccess} Half damage only."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The yuan-ti shape-shifts into a Large snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Yuan-ti abominations have traded away nearly all evidence of their humanity, coming to resemble giant, upright serpents with scaly arms and hands. In battle, they relish opportunities to crush foes in their powerful coils or strike with their venomous fangs. These abominations can also shape-shift into snakes. In these forms, abominations are indistinguishable from normal serpents.","The true threat of yuan-ti abominations stems not from their physical might but from their cunning. These masterminds often lead cult-like cells of other yuan-ti and direct them in enacting elaborate conspiracies. Abominations avoid jeopardizing themselves, typically scheming from hidden bastions where they're protected by yuan-ti and serpent guardians. These cold-hearted leaders have a unique understanding of the supernatural forces that grant yuan-ti their powers, and they usually have insidious magical traps and contingencies at their disposal."]},{"type":"section","name":"Yuan-ti","entries":["{@i Power-Hungry Serpentine Conspirators}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.","Yuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.","Yuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.",{"type":"table","caption":"Yuan-ti Transformations","colLabels":["1d6","A Yuan-ti Gained Its Snake Features From..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bargaining parts of its soul to a pantheon of serpentine demigods."],["2","A curse laid on its people in the distant past."],["3","The dream-venom of Merrshaulk, a slumbering snake god."],["4","Experiments by spirit nagas or other yuan-ti."],["5","A ritual involving the skin of a fiendish snake."],["6","Trials to excise its \"weak\" human parts."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors..."],"by":"Last Message of Sorril Venil, Explorer of the Labyrinth of Madness"}]}]}],"gallery":[{"path":"bestiary/XMM/Yuan-ti Abomination.webp","credit":"Brian Valenzuela"},{"path":"bestiary/XMM/Yuan-ti.webp","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"yuan-ti-abomination-mm","source":"MM"}]},{"id":"yuan-ti-abomination-mm","name":"Yuan-ti Abomination","source":"MM","page":308,"srd":false,"image":"bestiary/MM/Yuan-ti Abomination.webp","token":"bestiary/tokens/MM/Yuan-ti Abomination.webp","size":"Large","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"127 (15d10 + 45)","speed":"40 ft.","str":19,"dex":16,"con":17,"int":17,"wis":15,"cha":18,"saves":"","skills":"Perception +5, Stealth +6","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 15","languages":"Abyssal, Common, Draconic","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Forest, Swamp, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Abomination Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 15}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","1/day: {@spell fear}","3/day: {@spell suggestion}"]}],"actions":[{"name":"Multiattack (Abomination Form Only)","entries":["The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each."]},{"name":"Bite","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and the yuan-ti can't constrict another target."]},{"name":"Scimitar (Abomination Form Only)","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage."]},{"name":"Longbow (Abomination Form Only)","entries":["{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage plus 10 ({@damage 3d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Monstrous serpents with burly humanoid torsos and arms, abominations form the highest caste of yuan-ti society, and they most closely resemble the race as the serpent gods intended it. They mastermind elaborate schemes and perform dark rites in the hope of one day ruling the world.",{"type":"section","name":"Yuan-ti","entries":["Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Forsaken Humanity","entries":["The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.","Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.","Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.","Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can."],"type":"entries"},{"name":"Serpent Kings of Fallen Empires","entries":["The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races."],"type":"entries"},{"name":"Cold of Heart","entries":["Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe."],"type":"entries"},{"name":"False Worship","entries":["Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it."],"type":"entries"}]},{"type":"inset","name":"Serpent Gods","entries":["The yuan-ti revere a number of powerful entities as gods, including the following.",{"name":"Dendar, the Night Serpent","entries":["{@deity Dendar|yuan-ti|VGM|Dendar's} followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent."],"type":"entries"},{"name":"Merrshaulk, Master of the Pit","entries":["{@deity Merrshaulk|yuan-ti|VGM} is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place."],"type":"entries"},{"name":"Sseth, the Sibilant Death","entries":["{@deity Sseth|yuan-ti|VGM} appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The yuan-ti cast off their humanity long ago, and with it, their sanity."],"by":"From {@style Masters of the Forbidden City|small-caps} by Codo Vidak"}]}]}],"gallery":[{"path":"bestiary/MM/Yuan-ti Abomination.webp"}],"hidden":true,"otherVersions":[{"id":"yuan-ti-abomination","source":"XMM"}]},{"id":"yuan-ti-anathema","name":"Yuan-ti Anathema","source":"MPMM","page":272,"srd":false,"image":"bestiary/MPMM/Yuan-ti Anathema.webp","token":"bestiary/tokens/MPMM/Yuan-ti Anathema.webp","size":"Huge","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"189 (18d12 + 72)","speed":"40 ft., climb 40 ft., swim 40 ft.","str":23,"dex":13,"con":19,"int":19,"wis":17,"cha":20,"saves":"","skills":"Perception +11, Stealth +5","vulnerabilities":"","resistances":"acid; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"blindsight 30 ft., darkvision 60 ft., Passive Perception 21","languages":"Abyssal, Common, Draconic","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Desert, Forest, Underdark","treasure":"","traits":[{"name":"Magic Resistance","entries":["The anathema has advantage on saving throws against spells and other magical effects."]},{"name":"Ophidiophobia Aura","entries":["Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} of snakes and yuan-ti. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this anathema's aura for the next 24 hours."]},{"name":"Six Heads","entries":["The anathema has advantage on saves against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]}],"spellcasting":[{"name":"Spellcasting (Anathema Form Only)","entries":["The anathema casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):","At will: {@spell animal friendship} (snakes only)","3/day each: {@spell darkness}, {@spell entangle}, {@spell fear}, {@spell polymorph}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack (Anathema Form Only)","entries":["The anathema makes two Claw attacks and one Flurry of Bites attack."]},{"name":"Claw (Anathema Form Only)","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Flurry of Bites (Anathema Form Only)","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one creature. {@h}27 ({@damage 6d6 + 6}) piercing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Constrict (Snake Form Only)","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}, and it takes 16 ({@damage 3d6 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage at the start of each of its turns. The anathema can constrict only one creature at a time."]}],"bonusActions":[{"name":"Change Shape","entries":["The anathema transforms into a Huge constrictor snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["As part of their quest for godhood, a yuan-ti abomination might perform a ritual that, if successful, transforms them into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of their enemies. The transformation is quick but painful.","Anathemas consider themselves demigods on the path to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas believe they need to achieve true divinity.","Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control."],"gallery":[{"path":"bestiary/MPMM/Yuan-ti Anathema.webp","credit":"Dave Dorman"}],"otherVersions":[{"id":"yuan-ti-anathema-vgm","source":"VGM"}]},{"id":"yuan-ti-anathema-vgm","name":"Yuan-ti Anathema","source":"VGM","page":202,"srd":false,"image":"bestiary/VGM/Yuan-ti Anathema.webp","token":"bestiary/tokens/VGM/Yuan-ti Anathema.webp","size":"Huge","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"16","initiative":"+1 (11)","hp":"189 (18d12 + 72)","speed":"40 ft., climb 30 ft., swim 30 ft.","str":23,"dex":13,"con":19,"int":19,"wis":17,"cha":20,"saves":"","skills":"Perception +7, Stealth +5","vulnerabilities":"","resistances":"acid; fire; lightning","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., blindsight 30 ft., Passive Perception 17","languages":"Abyssal, Common, Draconic","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Underdark, Forest, Desert","treasure":"","traits":[{"name":"Magic Resistance","entries":["The anathema has advantage on saving throws against spells and other magical effects."]},{"name":"Ophidiophobia Aura","entries":["Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} of snakes and yuan-ti. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours."]},{"name":"Shapechanger","entries":["The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed."]},{"name":"Six Heads","entries":["The anathema has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}. {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, or knocked {@condition unconscious}."]}],"spellcasting":[{"name":"Innate Spellcasting (Anathema Form Only)","entries":["The anathema's innate spellcasting ability is Charisma (spell save {@dc 17}). It can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","1/day: {@spell divine word}","3/day each: {@spell darkness}, {@spell entangle}, {@spell fear}, {@spell haste}, {@spell suggestion}, {@spell polymorph}"]}],"actions":[{"name":"Multiattack (Anathema Form Only)","entries":["The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack."]},{"name":"Claw (Anathema Form Only)","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 10} to hit, reach 15 ft., one Large or smaller creature. {@h}16 ({@damage 3d6 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage, and the target is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained} and takes 16 ({@damage 3d6 + 6}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage at the start of each of its turns, and the anathema can't constrict another target."]},{"name":"Flurry of Bites","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one creature. {@h}27 ({@damage 6d6 + 6}) piercing damage plus 14 ({@damage 4d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods."]},{"type":"entries","name":"Yuan-ti Anathema","entries":["A yuan-ti abomination's quest for godhood might lead it to perform a ritual that, if successful, transforms it into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of its enemies. The transformation is quick yet painful.","Not all yuan-ti are eager to see one of their own become an anathema, since anathemas brutally subjugate their lessers for their own evil ends.",{"name":"Not Quite Divine","entries":["An anathema considers itself a demigod on the path to greater divinity. It demands obeisance from weaker yuan-ti and uses every resource at its disposal to launch small-scale wars against its neighbors. Each conquest brings new slaves and sacrifices, as well as glory and riches, that the anathema thinks it needs to achieve true divinity.","An anathema's most loyal yuan-ti followers see it as the pinnacle of the serpentine form, an unbelievable improvement on the nearly perfect abomination. Its devoted human followers think of it as \"divine flesh in a mortal body,\" and cultists serving an anathema tend to be more bloodthirsty and self-sacrificing in its presence."],"type":"entries"},{"name":"Immortal","entries":["Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones can grow to rule multiple yuan-ti cities and bring entire regions, including humanoid realms, under yuan-ti control."],"type":"entries"}]}]}]}],"gallery":[{"path":"bestiary/VGM/Yuan-ti Anathema.webp","credit":"Dave Dorman"}],"hidden":true,"otherVersions":[{"id":"yuan-ti-anathema","source":"MPMM"}]},{"id":"yuan-ti-broodguard","name":"Yuan-ti Broodguard","source":"MPMM","page":273,"srd":false,"image":"bestiary/MPMM/Yuan-ti Broodguard.webp","token":"bestiary/tokens/MPMM/Yuan-ti Broodguard.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":15,"dex":14,"con":14,"int":6,"wis":11,"cha":4,"saves":"Str +4, Dex +4, Wis +2","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; paralyzed; poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Common, Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Desert, Forest, Underdark","treasure":"","traits":[{"name":"Reckless","entries":["At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The broodguard makes one Bite attack and two Claw attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"quote","entries":["Tasha once likened histachii to the bees that tend to larvae in beehives. It is a fanciful view of a horrific process."],"by":"Mordenkainen"},"Broodguards were once Humanoids, but they have been transformed by yuan-ti into simpleminded, scaly Monstrosities that do their serpentine masters' bidding. The transformation process warps not only a subject's body but also their mind, making them instinctively obey any yuan-ti and filling them with a seething rage at the sight of non-reptilian creatures.","Although broodguards can no longer think as clearly as before their transformation, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. Yuan-ti refer to broodguards as \"histachii,\" which means \"egg-watchers.\"","Most broodguards are made from human captives forced to consume a magical brew that renders them helpless and unable to fight off the inevitable transformation. A human transformed into a broodguard loses all semblance of who they once were. A broodguard is hairless and emaciated, with scaly skin. They have a forked tongue, and they smell faintly of rotting meat. Broodguards can speak but rarely do so, preferring to communicate via snakelike hisses and guttural noises."],"gallery":[{"path":"bestiary/MPMM/Yuan-ti Broodguard.webp","credit":"Christopher Burdett"}],"otherVersions":[{"id":"yuan-ti-broodguard-vgm","source":"VGM"}]},{"id":"yuan-ti-broodguard-vgm","name":"Yuan-ti Broodguard","source":"VGM","page":203,"srd":false,"image":"bestiary/VGM/Yuan-ti Broodguard.webp","token":"bestiary/tokens/VGM/Yuan-ti Broodguard.webp","size":"Medium","creatureType":"Humanoid (Yuan-ti)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":15,"dex":14,"con":14,"int":6,"wis":11,"cha":4,"saves":"Str +4, Dex +4, Wis +2","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 12","languages":"Abyssal, Common, Draconic","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark, Forest, Desert","treasure":"","traits":[{"name":"Mental Resistance","entries":["The broodguard has advantage on saving throws against being {@condition charmed}, and magic can't paralyze it."]},{"name":"Reckless","entries":["At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The broodguard makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]},{"name":"Claws","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods."]},{"type":"entries","name":"Yuan-ti Broodguard","entries":["Broodguards are humanoids transformed by yuan-ti into simple-minded, scaly creatures that do their masters' bidding. The transformation process warps not only a subject's body but also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures.","Although broodguards have low intelligence, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. The yuan-ti refer to broodguards as \"histachii,\" which means \"egg-watchers.\"",{"name":"Human No More","entries":["Most broodguards are made from human prisoners forced to consume a magical brew that renders them helpless and unable to fight off the inevitable. A human transformed into a broodguard loses all semblance of who it once was, and even its human origin is barely discernible. A broodguard is hairless and emaciated, with yellow-green, scaly skin. It has beady, bloodshot eyes and a forked tongue, and smells faintly of rotting meat. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises."],"type":"entries"}]},{"type":"inset","name":"Making a Broodguard","entries":["Yuan-ti create broodguards from captured humanoids. Each subject is fed a special potion that immediately renders it {@condition incapacitated} and transforms it into a broodguard over the next {@dice 1d6 + 6} days. A subject forced to imbibe the brew can make a {@dc 15} Constitution saving throw; on a success, it takes 14 ({@damage 4d6}) poison damage and isn't otherwise affected.","A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a {@spell wish} spell can reverse the effect."]}]}]}],"gallery":[{"path":"bestiary/VGM/Yuan-ti Broodguard.webp","credit":"Christopher Burdett"}],"hidden":true,"otherVersions":[{"id":"yuan-ti-broodguard","source":"MPMM"}]},{"id":"yuan-ti-infiltrator","name":"Yuan-ti Infiltrator","source":"XMM","page":342,"srd":false,"image":"bestiary/XMM/Yuan-ti.webp","token":"bestiary/tokens/XMM/Yuan-ti Infiltrator.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"40 (9d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":13,"wis":14,"cha":12,"saves":"","skills":"Deception +5, Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 60 ft., Passive Perception 14","languages":"Abyssal, Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Desert, Forest, Swamp, Urban","treasure":"Relics","traits":[{"name":"Magic Resistance","entries":["The yuan-ti has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 12}):","At will: {@spell Animal Friendship|XPHB} (snakes only)","2/day: {@spell Suggestion|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The yuan-ti makes two Scimitar attacks."]},{"name":"Scimitar","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}4 ({@damage 1d6 + 1}) Slashing damage."]},{"name":"Poison Ray","entries":["{@atkr r} {@hit 4}, range 120 ft. {@h}9 ({@damage 2d6 + 2}) Poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Infiltrators can pass as human, their serpentine features limited to scaly skin, forked tongues, and other minor or internal transformations. These spies insinuate themselves among their rivals, manipulating others and making foes vulnerable to the plots of more powerful yuan-ti."]},{"type":"section","name":"Yuan-ti","entries":["{@i Power-Hungry Serpentine Conspirators}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.","Yuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.","Yuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.",{"type":"table","caption":"Yuan-ti Transformations","colLabels":["1d6","A Yuan-ti Gained Its Snake Features From..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bargaining parts of its soul to a pantheon of serpentine demigods."],["2","A curse laid on its people in the distant past."],["3","The dream-venom of Merrshaulk, a slumbering snake god."],["4","Experiments by spirit nagas or other yuan-ti."],["5","A ritual involving the skin of a fiendish snake."],["6","Trials to excise its \"weak\" human parts."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors..."],"by":"Last Message of Sorril Venil, Explorer of the Labyrinth of Madness"}]}]}],"gallery":[{"path":"bestiary/XMM/Yuan-ti.webp","credit":"Brian Valenzuela"}]},{"id":"yuan-ti-malison-type-1","name":"Yuan-ti Malison (Type 1)","source":"XMM","page":343,"srd":false,"image":"bestiary/XMM/Yuan-ti Malison (Type 1) and Yuan-ti Malison (Type 2).webp","token":"bestiary/tokens/XMM/Yuan-ti Malison (Type 1).webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft., climb 30 ft. (snake form only)","str":16,"dex":14,"con":13,"int":14,"wis":16,"cha":12,"saves":"","skills":"Stealth +4 (+6 while in snake form)","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert, Forest, Swamp, Urban","treasure":"Relics","traits":[{"name":"Magic Resistance","entries":["The yuan-ti has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Animal Friendship|XPHB} (snakes only)","2/day: {@spell Suggestion|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The yuan-ti makes two attacks, using Bite or Poison Ray in any combination, and it can use Spellcasting to cast {@spell Suggestion|XPHB} if available."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}5 ({@damage 1d4 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]},{"name":"Poison Ray (Yuan-ti Form Only)","entries":["{@atkr r} {@hit 5}, range 120 ft. {@h}12 ({@damage 2d8 + 3}) Poison damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The yuan-ti shape-shifts into a Medium snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Malisons exhibit snakelike features that make them deadly in combat.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 1","entries":["These malisons have human bodies and the heads of giant, venomous snakes."]}]},"Malisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace."]},{"type":"section","name":"Yuan-ti","entries":["{@i Power-Hungry Serpentine Conspirators}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.","Yuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.","Yuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.",{"type":"table","caption":"Yuan-ti Transformations","colLabels":["1d6","A Yuan-ti Gained Its Snake Features From..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bargaining parts of its soul to a pantheon of serpentine demigods."],["2","A curse laid on its people in the distant past."],["3","The dream-venom of Merrshaulk, a slumbering snake god."],["4","Experiments by spirit nagas or other yuan-ti."],["5","A ritual involving the skin of a fiendish snake."],["6","Trials to excise its \"weak\" human parts."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors..."],"by":"Last Message of Sorril Venil, Explorer of the Labyrinth of Madness"}]}]}],"gallery":[{"path":"bestiary/XMM/Yuan-ti Malison (Type 1) and Yuan-ti Malison (Type 2).webp","title":"Yuan-Ti Malison type 1 (left) and type 2 (right)","credit":"Brian Valenzuela"},{"path":"bestiary/XMM/Yuan-ti.webp","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"yuan-ti-malison-type-1-mm","source":"MM"}]},{"id":"yuan-ti-malison-type-1-mm","name":"Yuan-ti Malison (Type 1)","source":"MM","page":309,"srd":false,"image":"bestiary/MM/Yuan-ti Malison.webp","token":"bestiary/tokens/MM/Yuan-ti Malison (Type 1).webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]},{"name":"Malison Type","entries":["The yuan-ti has one of the following types:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 1:","entry":"Human body with snake head"},{"type":"item","name":"Type 2:","entry":"Human head and body with snakes for arms"},{"type":"item","name":"Type 3:","entry":"Human head and upper body with a serpentine lower body instead of legs"}]}]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Longbow (Yuan-ti Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.",{"type":"section","name":"Yuan-ti","entries":["Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Forsaken Humanity","entries":["The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.","Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.","Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.","Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can."],"type":"entries"},{"name":"Serpent Kings of Fallen Empires","entries":["The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races."],"type":"entries"},{"name":"Cold of Heart","entries":["Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe."],"type":"entries"},{"name":"False Worship","entries":["Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it."],"type":"entries"}]},{"type":"inset","name":"Serpent Gods","entries":["The yuan-ti revere a number of powerful entities as gods, including the following.",{"name":"Dendar, the Night Serpent","entries":["{@deity Dendar|yuan-ti|VGM|Dendar's} followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent."],"type":"entries"},{"name":"Merrshaulk, Master of the Pit","entries":["{@deity Merrshaulk|yuan-ti|VGM} is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place."],"type":"entries"},{"name":"Sseth, the Sibilant Death","entries":["{@deity Sseth|yuan-ti|VGM} appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The yuan-ti cast off their humanity long ago, and with it, their sanity."],"by":"From {@style Masters of the Forbidden City|small-caps} by Codo Vidak"}]}]}],"gallery":[{"path":"bestiary/MM/Yuan-ti Malison.webp"}],"hidden":true,"otherVersions":[{"id":"yuan-ti-malison-type-1","source":"XMM"}]},{"id":"yuan-ti-malison-type-2","name":"Yuan-ti Malison (Type 2)","source":"XMM","page":343,"srd":false,"image":"bestiary/XMM/Yuan-ti Malison (Type 1) and Yuan-ti Malison (Type 2).webp","token":"bestiary/tokens/XMM/Yuan-ti Malison (Type 2).webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft., climb 30 ft. (snake form only)","str":16,"dex":14,"con":13,"int":14,"wis":16,"cha":12,"saves":"","skills":"Stealth +4 (+6 while in snake form)","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert, Forest, Swamp, Urban","treasure":"Relics","traits":[{"name":"Magic Resistance","entries":["The yuan-ti has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Animal Friendship|XPHB} (snakes only)","2/day: {@spell Suggestion|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The yuan-ti makes two Bite attacks, and it can use Spellcasting to cast {@spell Suggestion|XPHB} if available."]},{"name":"Bite","entries":["{@atkr m} {@hit 5}, reach 10 ft. {@h}7 ({@damage 1d8 + 3}) Piercing damage plus 7 ({@damage 2d6}) Poison damage."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The yuan-ti shape-shifts into a Medium snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Malisons exhibit snakelike features that make them deadly in combat.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 2","entries":["These malisons have human bodies, but they've replaced their arms with snakes."]}]},"Malisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace."]},{"type":"section","name":"Yuan-ti","entries":["{@i Power-Hungry Serpentine Conspirators}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.","Yuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.","Yuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.",{"type":"table","caption":"Yuan-ti Transformations","colLabels":["1d6","A Yuan-ti Gained Its Snake Features From..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bargaining parts of its soul to a pantheon of serpentine demigods."],["2","A curse laid on its people in the distant past."],["3","The dream-venom of Merrshaulk, a slumbering snake god."],["4","Experiments by spirit nagas or other yuan-ti."],["5","A ritual involving the skin of a fiendish snake."],["6","Trials to excise its \"weak\" human parts."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors..."],"by":"Last Message of Sorril Venil, Explorer of the Labyrinth of Madness"}]}]}],"gallery":[{"path":"bestiary/XMM/Yuan-ti Malison (Type 1) and Yuan-ti Malison (Type 2).webp","title":"Yuan-Ti Malison type 1 (left) and type 2 (right)","credit":"Brian Valenzuela"},{"path":"bestiary/XMM/Yuan-ti.webp","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"yuan-ti-malison-type-2-mm","source":"MM"}]},{"id":"yuan-ti-malison-type-2-mm","name":"Yuan-ti Malison (Type 2)","source":"MM","page":309,"srd":false,"image":"bestiary/MM/Yuan-ti Malison.webp","token":"bestiary/tokens/MM/Yuan-ti Malison (Type 2).webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]},{"name":"Malison Type","entries":["The yuan-ti has one of the following types:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 1:","entry":"Human body with snake head"},{"type":"item","name":"Type 2:","entry":"Human head and body with snakes for arms"},{"type":"item","name":"Type 3:","entry":"Human head and upper body with a serpentine lower body instead of legs"}]}]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["The yuan-ti makes two bite attacks using its snake arms."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.",{"type":"section","name":"Yuan-ti","entries":["Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Forsaken Humanity","entries":["The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.","Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.","Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.","Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can."],"type":"entries"},{"name":"Serpent Kings of Fallen Empires","entries":["The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races."],"type":"entries"},{"name":"Cold of Heart","entries":["Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe."],"type":"entries"},{"name":"False Worship","entries":["Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it."],"type":"entries"}]},{"type":"inset","name":"Serpent Gods","entries":["The yuan-ti revere a number of powerful entities as gods, including the following.",{"name":"Dendar, the Night Serpent","entries":["{@deity Dendar|yuan-ti|VGM|Dendar's} followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent."],"type":"entries"},{"name":"Merrshaulk, Master of the Pit","entries":["{@deity Merrshaulk|yuan-ti|VGM} is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place."],"type":"entries"},{"name":"Sseth, the Sibilant Death","entries":["{@deity Sseth|yuan-ti|VGM} appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The yuan-ti cast off their humanity long ago, and with it, their sanity."],"by":"From {@style Masters of the Forbidden City|small-caps} by Codo Vidak"}]}]}],"gallery":[{"path":"bestiary/MM/Yuan-ti Malison.webp"}],"hidden":true,"otherVersions":[{"id":"yuan-ti-malison-type-2","source":"XMM"}]},{"id":"yuan-ti-malison-type-3","name":"Yuan-ti Malison (Type 3)","source":"XMM","page":344,"srd":false,"image":"bestiary/XMM/Yuan-ti Malison (Type 3).webp","token":"bestiary/tokens/XMM/Yuan-ti Malison (Type 3).webp","size":"Medium","creatureType":"Monstrosity","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft., climb 30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":16,"cha":12,"saves":"","skills":"Stealth +4 (+6 while in snake form)","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"Darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Desert, Forest, Swamp, Urban","treasure":"Relics","traits":[{"name":"Magic Resistance","entries":["The yuan-ti has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell Animal Friendship|XPHB} (snakes only)","2/day: {@spell Suggestion|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The yuan-ti makes two Poison Burst attacks, and it can use Spellcasting to cast {@spell Suggestion|XPHB} if available."]},{"name":"Poison Burst (Yuan-ti Form Only)","entries":["{@atkr m,r} {@hit 5}, reach 5 ft. or range 120 ft. {@h}12 ({@damage 2d8 + 3}) Poison damage."]},{"name":"Constrict","entries":["{@actSave str} {@dc 13}, one Medium or smaller creature within 5 feet. {@actSaveFail} 21 ({@damage 4d8 + 3}) Bludgeoning damage. The target has the {@condition Grappled|XPHB} condition (escape {@dc 13}), and it has the {@condition Restrained|XPHB} condition until the grapple ends."]}],"bonusActions":[{"name":"Shape-Shift","entries":["The yuan-ti shape-shifts into a Medium snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti's game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Malisons exhibit snakelike features that make them deadly in combat.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 3","entries":["These malisons are human from the waist up, but below that extend the coils of a giant snake."]}]},"Malisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace."]},{"type":"section","name":"Yuan-ti","entries":["{@i Power-Hungry Serpentine Conspirators}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Desert|bestiary|environment=desert}, {@filter Forest|bestiary|environment=forest}, {@filter Swamp|bestiary|environment=swamp}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"{@table Random Magic Items - Relics|XDMG|Relics}"}]},"Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents.","Yuan-ti have humanlike forms with a variety of horrifying serpentine transformations. Some have a scattering of reptilian scales, while others are giants that are more snake than human. Typically, the more snakelike yuan-ti are, the greater esteem they hold among their kind.","Yuan-ti might gain their reptilian features through dangerous supernatural rites. Roll on or choose a result from the Yuan-ti Transformations table to inspire how yuan-ti obtain their serpentine aspects.",{"type":"table","caption":"Yuan-ti Transformations","colLabels":["1d6","A Yuan-ti Gained Its Snake Features From..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bargaining parts of its soul to a pantheon of serpentine demigods."],["2","A curse laid on its people in the distant past."],["3","The dream-venom of Merrshaulk, a slumbering snake god."],["4","Experiments by spirit nagas or other yuan-ti."],["5","A ritual involving the skin of a fiendish snake."],["6","Trials to excise its \"weak\" human parts."]]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Great magic, twisted and corrupted... Malice beyond reckoning... Flesh reshaped, becoming serpentine horrors..."],"by":"Last Message of Sorril Venil, Explorer of the Labyrinth of Madness"}]}]}],"gallery":[{"path":"bestiary/XMM/Yuan-ti Malison (Type 3).webp","credit":"Brian Valenzuela"},{"path":"bestiary/XMM/Yuan-ti.webp","credit":"Brian Valenzuela"}],"otherVersions":[{"id":"yuan-ti-malison-type-3-mm","source":"MM"}]},{"id":"yuan-ti-malison-type-3-mm","name":"Yuan-ti Malison (Type 3)","source":"MM","page":309,"srd":false,"image":"bestiary/MM/Yuan-ti Malison.webp","token":"bestiary/tokens/MM/Yuan-ti Malison (Type 3).webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]},{"name":"Malison Type","entries":["The yuan-ti has one of the following types:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 1:","entry":"Human body with snake head"},{"type":"item","name":"Type 2:","entry":"Human head and body with snakes for arms"},{"type":"item","name":"Type 3:","entry":"Human head and upper body with a serpentine lower body instead of legs"}]}]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once."]},{"name":"Bite (Snake Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the yuan-ti can't constrict another target."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Longbow (Yuan-ti Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.",{"type":"section","name":"Yuan-ti","entries":["Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Forsaken Humanity","entries":["The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.","Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.","Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.","Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can."],"type":"entries"},{"name":"Serpent Kings of Fallen Empires","entries":["The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races."],"type":"entries"},{"name":"Cold of Heart","entries":["Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe."],"type":"entries"},{"name":"False Worship","entries":["Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it."],"type":"entries"}]},{"type":"inset","name":"Serpent Gods","entries":["The yuan-ti revere a number of powerful entities as gods, including the following.",{"name":"Dendar, the Night Serpent","entries":["{@deity Dendar|yuan-ti|VGM|Dendar's} followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent."],"type":"entries"},{"name":"Merrshaulk, Master of the Pit","entries":["{@deity Merrshaulk|yuan-ti|VGM} is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place."],"type":"entries"},{"name":"Sseth, the Sibilant Death","entries":["{@deity Sseth|yuan-ti|VGM} appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The yuan-ti cast off their humanity long ago, and with it, their sanity."],"by":"From {@style Masters of the Forbidden City|small-caps} by Codo Vidak"}]}]}],"gallery":[{"path":"bestiary/MM/Yuan-ti Malison.webp"}],"hidden":true,"otherVersions":[{"id":"yuan-ti-malison-type-3","source":"XMM"}]},{"id":"yuan-ti-malison-type-4","name":"Yuan-ti Malison (Type 4)","source":"VGM","page":96,"srd":false,"image":"bestiary/VGM/Yuan-ti Malison Type 4 and 5.webp","token":"bestiary/tokens/VGM/Yuan-ti Malison (Type 4).webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]},{"name":"Malison Type","entries":["The yuan-ti has one of the following types:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 4:","entry":"Human form with one or more serpentine tails"},{"type":"item","name":"Type 5:","entry":"Human form covered in scales"}]}]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["The yuan-ti makes two ranged attacks or two melee attacks."]},{"name":"Bite (Snake Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Longbow (Yuan-ti Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Yuan-ti Malison Variants: Types 4 and 5","entries":["A malison is a yuan-ti that has a blend of human and serpentine features. Three different types of malisons are described in the Monster Manual, and two rarer types are described here. Type 4 and type 5 malisons are the lowest-ranking members of the malison caste, and neither type is venomous in its yuan-ti form."]}]}]},"A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.",{"type":"section","name":"Yuan-ti","entries":["Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Forsaken Humanity","entries":["The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.","Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.","Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.","Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can."],"type":"entries"},{"name":"Serpent Kings of Fallen Empires","entries":["The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races."],"type":"entries"},{"name":"Cold of Heart","entries":["Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe."],"type":"entries"},{"name":"False Worship","entries":["Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it."],"type":"entries"}]},{"type":"inset","name":"Serpent Gods","entries":["The yuan-ti revere a number of powerful entities as gods, including the following.",{"name":"Dendar, the Night Serpent","entries":["{@deity Dendar|yuan-ti|VGM|Dendar's} followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent."],"type":"entries"},{"name":"Merrshaulk, Master of the Pit","entries":["{@deity Merrshaulk|yuan-ti|VGM} is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place."],"type":"entries"},{"name":"Sseth, the Sibilant Death","entries":["{@deity Sseth|yuan-ti|VGM} appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The yuan-ti cast off their humanity long ago, and with it, their sanity."],"by":"From {@style Masters of the Forbidden City|small-caps} by Codo Vidak"}]}]}],"gallery":[{"path":"bestiary/VGM/Yuan-ti Malison Type 4 and 5.webp"}]},{"id":"yuan-ti-malison-type-5","name":"Yuan-ti Malison (Type 5)","source":"VGM","page":96,"srd":false,"image":"bestiary/VGM/Yuan-ti Malison Type 4 and 5.webp","token":"bestiary/tokens/VGM/Yuan-ti Malison (Type 5).webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]},{"name":"Malison Type","entries":["The yuan-ti has one of the following types:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 4:","entry":"Human form with one or more serpentine tails"},{"type":"item","name":"Type 5:","entry":"Human form covered in scales"}]}]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["The yuan-ti makes two ranged attacks or two melee attacks."]},{"name":"Bite (Snake Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Longbow (Yuan-ti Form Only)","entries":["{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Yuan-ti Malison Variants: Types 4 and 5","entries":["A malison is a yuan-ti that has a blend of human and serpentine features. Three different types of malisons are described in the Monster Manual, and two rarer types are described here. Type 4 and type 5 malisons are the lowest-ranking members of the malison caste, and neither type is venomous in its yuan-ti form."]}]}]},"A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.",{"type":"section","name":"Yuan-ti","entries":["Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Forsaken Humanity","entries":["The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.","Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.","Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.","Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can."],"type":"entries"},{"name":"Serpent Kings of Fallen Empires","entries":["The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races."],"type":"entries"},{"name":"Cold of Heart","entries":["Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe."],"type":"entries"},{"name":"False Worship","entries":["Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it."],"type":"entries"}]},{"type":"inset","name":"Serpent Gods","entries":["The yuan-ti revere a number of powerful entities as gods, including the following.",{"name":"Dendar, the Night Serpent","entries":["{@deity Dendar|yuan-ti|VGM|Dendar's} followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent."],"type":"entries"},{"name":"Merrshaulk, Master of the Pit","entries":["{@deity Merrshaulk|yuan-ti|VGM} is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place."],"type":"entries"},{"name":"Sseth, the Sibilant Death","entries":["{@deity Sseth|yuan-ti|VGM} appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The yuan-ti cast off their humanity long ago, and with it, their sanity."],"by":"From {@style Masters of the Forbidden City|small-caps} by Codo Vidak"}]}]}],"gallery":[{"path":"bestiary/VGM/Yuan-ti Malison Type 4 and 5.webp"}]},{"id":"yuan-ti-mind-whisperer","name":"Yuan-ti Mind Whisperer","source":"MPMM","page":274,"srd":false,"image":"bestiary/MPMM/Yuan-ti Mind Whisperer.webp","token":"bestiary/tokens/MPMM/Yuan-ti Mind Whisperer.webp","size":"Medium","creatureType":"Monstrosity (Warlock)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":14,"cha":16,"saves":"Wis +4, Cha +5","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 12","languages":"Abyssal, Common, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert, Forest, Underdark","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the yuan-ti's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]},{"name":"Sseth's Blessing","entries":["When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points."]}],"spellcasting":[{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell animal friendship} (snakes only), {@spell message}, {@spell minor illusion}, {@spell prestidigitation}","3/day: {@spell suggestion}","2/day each: {@spell detect thoughts}, {@spell hypnotic pattern}"]}],"actions":[{"name":"Multiattack","entries":["The yuan-ti makes two Bite attacks and one Scimitar attack, or it makes two Spectral Fangs attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Spectral Fangs","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}16 ({@damage 3d8 + 3}) psychic damage."]}],"bonusActions":[{"name":"Change Shape","entries":["The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Mind whisperers are yuan-ti malison spellcasters who enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.","Mind whisperers are elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits them. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure none of their allies learn of their conflicting connections. Even among Sseth-worshiping communities, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble."],"gallery":[{"path":"bestiary/MPMM/Yuan-ti Mind Whisperer.webp","credit":"Daarken"}],"otherVersions":[{"id":"yuan-ti-mind-whisperer-vgm","source":"VGM"}]},{"id":"yuan-ti-mind-whisperer-vgm","name":"Yuan-ti Mind Whisperer","source":"VGM","page":204,"srd":false,"image":"bestiary/VGM/Yuan-ti Mind Whisperer.webp","token":"bestiary/tokens/VGM/Yuan-ti Mind Whisperer.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":14,"cha":16,"saves":"Wis +4, Cha +5","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft. (penetrates magical darkness), Passive Perception 12","languages":"Abyssal, Common, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Forest, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]},{"name":"Mind Fangs (2/Day)","entries":["The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 ({@damage 3d10}) psychic damage to the target."]},{"name":"Sseth's Blessing","entries":["When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points."]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]},{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell eldritch blast} (range 300 ft., +3 bonus to each damage roll), {@spell friends}, {@spell message}, {@spell minor illusion}, {@spell poison spray}, {@spell prestidigitation}","Level 3 (2 slots): {@spell charm person}, {@spell crown of madness}, {@spell detect thoughts}, {@spell expeditious retreat}, {@spell fly}, {@spell hypnotic pattern}, {@spell illusory script}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["The yuan-ti makes one bite attack and one scimitar attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods."]},{"type":"entries","name":"Yuan-ti Mind Whisperer","entries":["Mind whisperers are malison spellcasters that enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.","A mind whisperer is elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits it. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure neither of their allies learn of their conflicting connections. Even among yuan-ti, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble.","This malison is the type that has a human body and a snake head."]}]}]}],"gallery":[{"path":"bestiary/VGM/Yuan-ti Mind Whisperer.webp","credit":"Daarken"}],"hidden":true,"otherVersions":[{"id":"yuan-ti-mind-whisperer","source":"MPMM"}]},{"id":"yuan-ti-nightmare-speaker","name":"Yuan-ti Nightmare Speaker","source":"MPMM","page":275,"srd":false,"image":"bestiary/MPMM/Yuan-ti Nightmare Speaker.webp","token":"bestiary/tokens/MPMM/Yuan-ti Nightmare Speaker.webp","size":"Medium","creatureType":"Monstrosity (Warlock)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"Wis +3, Cha +5","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Desert, Forest, Underdark","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the yuan-ti's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):","At will: {@spell animal friendship} (snakes only), {@spell mage hand}, {@spell message}, {@spell prestidigitation}","3/day: {@spell suggestion}","2/day each: {@spell darkness}, {@spell fear}"]}],"actions":[{"name":"Multiattack","entries":["The yuan-ti makes one Constrict attack and one Scimitar attack, or it makes two Spectral Fangs attacks."]},{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}. The yuan-ti can constrict only one creature at a time."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Spectral Fangs","entries":["{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}16 ({@damage 3d8 + 3}) necrotic damage."]},{"name":"Invoke Nightmare (Recharges after a Short or Long Rest)","entries":["The yuan-ti taps into the nightmares of one creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature.","The target must make a {@dc 13} Intelligence saving throw. On a failed save, the target takes 22 ({@damage 4d10}) psychic damage and is {@condition frightened} of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if {@status concentration||concentrating} on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success or taking 11 ({@damage 2d10}) psychic damage on a failure."]}],"bonusActions":[{"name":"Change Shape","entries":["The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Nightmare speakers are yuan-ti malison priests who make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. These priests receive nightmarish visions from Dendar that they interpret as prophecies, and they then use their magic and influence to make these visions come true.","Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for the purpose of acquiring more victims and enjoy the company of Undead."],"gallery":[{"path":"bestiary/MPMM/Yuan-ti Nightmare Speaker.webp","credit":"Mark Behm"}],"otherVersions":[{"id":"yuan-ti-nightmare-speaker-vgm","source":"VGM"}]},{"id":"yuan-ti-nightmare-speaker-vgm","name":"Yuan-ti Nightmare Speaker","source":"VGM","page":205,"srd":false,"image":"bestiary/VGM/Yuan-ti Nightmare Speaker.webp","token":"bestiary/tokens/VGM/Yuan-ti Nightmare Speaker.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"71 (13d8 + 13)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"Wis +3, Cha +5","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft. (penetrates magical darkness), Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Underdark, Forest, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form."]},{"name":"Death Fangs (2/Day)","entries":["The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 ({@damage 3d10}) necrotic damage to the target."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]},{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell chill touch}, {@spell eldritch blast} (range 300 ft., +3 bonus to each damage roll), {@spell mage hand}, {@spell message}, {@spell poison spray}, {@spell prestidigitation}","Level 3 (2 slots): {@spell arms of Hadar}, {@spell darkness}, {@spell fear}, {@spell hex}, {@spell hold person}, {@spell hunger of Hadar}, {@spell witch bolt}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["The yuan-ti makes one constrict attack and one scimitar attack."]},{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the yuan-ti can't constrict another target."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Invoke Nightmare (Recharges after a Short or Long Rest)","entries":["The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a {@dc 13} Intelligence saving throw. On a failed save, the target takes 11 ({@damage 2d10}) psychic damage and is {@condition frightened} of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if {@status concentration||concentrating} on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 ({@damage 2d10}) psychic damage on a failure."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods."]},{"type":"entries","name":"Yuan-ti Nightmare Speaker","entries":["Nightmare speakers are female yuan-ti malison priests that make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. The priestesses receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true.","The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners and slaves, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate humanoid communities for the purpose of acquiring more victims, and enjoy the company of undead.","This malison is the type that has a human head and upper body with a serpentine lower body instead of legs."]},{"type":"quote","entries":["I'm the explorer who likes to travel on roads and spend my evenings in cozy inns, not hacking through jungles or trudging across deserts through blinding sand to learn the secrets of the serpent folk. I've met a few purebloods and broodguards in my day, but if I had met a yuan-ti pit master, I'm quite sure I'd not be here to tell the tale!"],"by":"Volo"},{"type":"quote","entries":["Ye almost certainly would not."],"by":"Elminster"}]}]}],"gallery":[{"path":"bestiary/VGM/Yuan-ti Nightmare Speaker.webp","credit":"Mark Behm"}],"hidden":true,"otherVersions":[{"id":"yuan-ti-nightmare-speaker","source":"MPMM"}]},{"id":"yuan-ti-pit-master","name":"Yuan-ti Pit Master","source":"MPMM","page":276,"srd":false,"image":"bestiary/MPMM/Yuan-ti Pit Master.webp","token":"bestiary/tokens/MPMM/Yuan-ti Pit Master.webp","size":"Medium","creatureType":"Monstrosity (Warlock)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"88 (16d8 + 16)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"Wis +4, Cha +6","skills":"Deception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Desert, Forest, Underdark","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede the yuan-ti's {@sense darkvision}."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):","At will: {@spell animal friendship} (snakes only), {@spell guidance}, {@spell mage hand}, {@spell message}","3/day: {@spell suggestion}","2/day each: {@spell hold person}, {@spell invisibility}"]}],"actions":[{"name":"Multiattack","entries":["The yuan-ti makes three Bite attacks or two Spectral Fangs attacks."]},{"name":"Bite","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Spectral Fangs","entries":["{@atk rs} {@hit 6} to hit, range 120 ft., one target. {@h}16 ({@damage 3d8 + 3}) poison damage."]},{"name":"Merrshaulk's Slumber (1/Day)","entries":["The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a {@dc 13} Constitution saving throw or fall into a magical sleep and be {@condition unconscious} for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being {@condition charmed}."]}],"bonusActions":[{"name":"Change Shape","entries":["The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["With snakes for arms, pit masters are yuan-ti malison priests who have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing Humanoids to him. They are the most traditionalist yuan-ti and believe that they are best equipped to achieve the goals of their people.","Pit masters are deeply involved in yuan-ti's long-term plan to take over Humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters."],"gallery":[{"path":"bestiary/MPMM/Yuan-ti Pit Master.webp","credit":"Daarken"}],"otherVersions":[{"id":"yuan-ti-pit-master-vgm","source":"VGM"}]},{"id":"yuan-ti-pit-master-vgm","name":"Yuan-ti Pit Master","source":"VGM","page":206,"srd":false,"image":"bestiary/VGM/Yuan-ti Pit Master.webp","token":"bestiary/tokens/VGM/Yuan-ti Pit Master.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"14","initiative":"+2 (12)","hp":"88 (16d8 + 16)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"Wis +4, Cha +6","skills":"Deception +6, Stealth +5","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft. (penetrates magical darkness), Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"Underdark, Forest, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]},{"name":"Poison's Disciple (2/Day)","entries":["The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 ({@damage 3d10}) poison damage to the target."]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day: {@spell suggestion}"]},{"name":"Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:","Cantrips (at will): {@spell eldritch blast} (range 300 ft., +3 bonus to each damage roll), {@spell friends}, {@spell guidance}, {@spell mage hand}, {@spell message}, {@spell poison spray}","Level 3 (2 slots): {@spell command}, {@spell counterspell}, {@spell hellish rebuke}, {@spell invisibility}, {@spell misty step}, {@spell unseen servant}, {@spell vampiric touch}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["The yuan-ti makes two bite attacks using its snake arms."]},{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Merrshaulk's Slumber (1/Day)","entries":["The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a {@dc 13} Constitution saving throw or fall into a magical sleep and be {@condition unconscious} for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being {@condition charmed}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods."]},{"type":"entries","name":"Yuan-ti Pit Master","entries":["Pit masters are yuan-ti malison priests that have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing humanoids to him. They are the most traditionalist in attitude among yuan-ti and believe that they are best equipped to achieve the goals of their people.","Pit masters are deeply involved in the race's long-term plan to take over humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters.","This malison is the type that has a human head and body and snakes for arms."]}]}]}],"gallery":[{"path":"bestiary/VGM/Yuan-ti Pit Master.webp","credit":"Daarken"}],"hidden":true,"otherVersions":[{"id":"yuan-ti-pit-master","source":"MPMM"}]},{"id":"yuan-ti-priest","name":"Yuan-ti Priest","source":"ToA","page":118,"srd":false,"image":"bestiary/tokens/ToA/Yuan-ti Priest.webp","token":"bestiary/tokens/ToA/Yuan-ti Priest.webp","size":"Medium","creatureType":"Monstrosity (Shapechanger, Yuan-ti)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"66 (12d8 + 12)","speed":"30 ft.","str":16,"dex":14,"con":13,"int":14,"wis":12,"cha":16,"saves":"","skills":"Deception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 11","languages":"Abyssal, Common, Draconic","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Swamp, Desert","treasure":"","traits":[{"name":"Shapechanger","entries":["The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies."]},{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]},{"name":"Malison Type","entries":["The yuan-ti has one of the following types:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Type 1:","entry":"Human body with snake head"},{"type":"item","name":"Type 2:","entry":"Human head and body with snakes for arms"},{"type":"item","name":"Type 3:","entry":"Human head and upper body with a serpentine lower body instead of legs"}]}]}],"spellcasting":[{"name":"Innate Spellcasting (Yuan-ti Form Only)","entries":["The yuan-ti's innate spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only), {@spell eldritch blast} (2 beams), {@spell minor illusion}, {@spell poison spray}","3/day: {@spell suggestion}"]}],"actions":[{"name":"Multiattack (Yuan-ti Form Only)","entries":["The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once."]},{"name":"Bite (Snake Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage."]},{"name":"Constrict","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the yuan-ti can't constrict another target."]},{"name":"Scimitar (Yuan-ti Form Only)","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"yuan-ti-pureblood","name":"Yuan-ti Pureblood","source":"MM","page":310,"srd":false,"image":"bestiary/MM/Yuan-ti Pureblood.webp","token":"bestiary/tokens/MM/Yuan-ti Pureblood.webp","size":"Medium","creatureType":"Humanoid (Yuan-ti)","alignment":"Neutral Evil","ac":"11","initiative":"+1 (11)","hp":"40 (9d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":13,"wis":12,"cha":14,"saves":"","skills":"Deception +6, Perception +3, Stealth +3","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 13","languages":"Abyssal, Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Forest, Swamp, Urban, Desert","treasure":"","traits":[{"name":"Magic Resistance","entries":["The yuan-ti has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The yuan-ti's spellcasting ability is Charisma (spell save {@dc 12}). The yuan-ti can innately cast the following spells, requiring no material components:","At will: {@spell animal friendship} (snakes only)","3/day each: {@spell poison spray}, {@spell suggestion}"]}],"actions":[{"name":"Multiattack","entries":["The yuan-ti makes two melee attacks."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 3} to hit, range 80/320 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can't pass for human under close scrutiny because there's always some hint of its true nature, such as scaly patches of skin, serpentine eyes, pointed teeth, or a forked tongue. Wearing cloaks and cowls, they masquerade as humans and infiltrate civilized lands to gather information, kidnap prisoners for interrogation and sacrifice, and trade with anyone who has something that can further their myriad plots.",{"type":"section","name":"Yuan-ti","entries":["Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Forsaken Humanity","entries":["The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.","Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.","Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.","Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can."],"type":"entries"},{"name":"Serpent Kings of Fallen Empires","entries":["The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races."],"type":"entries"},{"name":"Cold of Heart","entries":["Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe."],"type":"entries"},{"name":"False Worship","entries":["Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it."],"type":"entries"}]},{"type":"inset","name":"Serpent Gods","entries":["The yuan-ti revere a number of powerful entities as gods, including the following.",{"name":"Dendar, the Night Serpent","entries":["{@deity Dendar|yuan-ti|VGM|Dendar's} followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent."],"type":"entries"},{"name":"Merrshaulk, Master of the Pit","entries":["{@deity Merrshaulk|yuan-ti|VGM} is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place."],"type":"entries"},{"name":"Sseth, the Sibilant Death","entries":["{@deity Sseth|yuan-ti|VGM} appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents."],"type":"entries"}]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["The yuan-ti cast off their humanity long ago, and with it, their sanity."],"by":"From {@style Masters of the Forbidden City|small-caps} by Codo Vidak"}]}]}],"gallery":[{"path":"bestiary/MM/Yuan-ti Pureblood.webp"}]},{"id":"yuk-yuk","name":"Yuk Yuk","source":"OotA","page":31,"srd":false,"image":"bestiary/OotA/Yuk Yuk.webp","token":"bestiary/tokens/OotA/Yuk Yuk.webp","size":"Small","creatureType":"Humanoid (Goblinoid)","alignment":"Neutral","ac":"15","initiative":"+2 (12)","hp":"7 (2d6)","speed":"30 ft.","str":8,"dex":14,"con":10,"int":10,"wis":8,"cha":8,"saves":"","skills":"Acrobatics +6, Athletics +3, Stealth +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 9","languages":"Common, Goblin","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Underdark, Grassland, Forest, Hill","treasure":"","traits":[{"name":"Nimble Escape","entries":["Yuk Yuk can take the {@action Disengage} or {@action Hide} action as a bonus action on each of its turns."]},{"name":"Thrill-Seeker","entries":["Yuk Yuk has advantage on checks made to avoid being {@status surprised}."]}],"spellcasting":[],"actions":[{"name":"Scimitar","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage."]},{"name":"Shortbow","entries":["{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Yuk Yuk.webp"}]},{"id":"yusdrayl","name":"Yusdrayl","source":"TftYP","page":248,"srd":false,"image":"bestiary/TftYP/Yusdrayl.webp","token":"bestiary/tokens/TftYP/Yusdrayl.webp","size":"Small","creatureType":"Humanoid (Kobold)","alignment":"Lawful Evil","ac":"12","initiative":"+2 (12)","hp":"16 (3d6 + 6)","speed":"30 ft.","str":8,"dex":15,"con":14,"int":10,"wis":10,"cha":16,"saves":"","skills":"Arcana +2, Insight +2, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 10","languages":"Common, Draconic","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Sunlight Sensitivity","entries":["While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]},{"name":"Pack Tactics","entries":["Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save {@dc 13}, {@hit 5} to hit with spell attacks). She knows the following sorcerer spells:","Cantrips (at will): {@spell mage hand}, {@spell prestidigitation}, {@spell ray of frost}, {@spell shocking grasp}","Level 1 (4 slots): {@spell burning hands}, {@spell chromatic orb}, {@spell mage armor}"]}],"actions":[{"name":"Dagger","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.",{"name":"Strength in Numbers","entries":["Kobolds are egg-laying creatures. They mature quickly and can live to be \"great wyrms\" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side."],"type":"entries"},{"name":"Tunnelers and Builders","type":"entries","entries":["Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders."]},{"name":"The Lost God","type":"entries","entries":["In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze."]}]}]}]}],"gallery":[{"path":"bestiary/TftYP/Yusdrayl.webp"}]},{"id":"zagum","name":"Zagum","source":"CoA","page":210,"srd":false,"image":"bestiary/CoA/Zagum.webp","token":"bestiary/tokens/CoA/Zagum.webp","size":"Medium","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"19","initiative":"+3 (13)","hp":"255 (30d8 + 120)","speed":"30 ft.","str":17,"dex":16,"con":18,"int":22,"wis":25,"cha":27,"saves":"Int +12, Wis +13, Cha +14","skills":"Arcana +12, Deception +20, Insight +13, Intimidation +14, Performance +14, Persuasion +20","vulnerabilities":"","resistances":"cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"fire; poison; psychic","conditionImmunities":"charmed; poisoned","senses":"darkvision 120 ft., Passive Perception 17","languages":"Celestial, Common, Draconic, Infernal, telepathy 120 ft.","cr":"20","crDisplay":"20 (XP 25,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Contractually Obligated","entries":["Zagum has advantage to hit creatures under an infernal contract and when he hits such creatures he delivers an additional 9 ({@damage 2d8}) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Zagum with disadvantage."]},{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Zagum's darkvision."]},{"name":"Magic Resistance","entries":["Zagum has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zagum makes three attacks with Disarming Tongue or Oration."]},{"name":"Disarming Tongue","entries":["{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}10 ({@damage 3d4 + 3}) slashing damage. A target hit by this attack has vulnerability to psychic damage until the start of their next turn."]},{"name":"Oration","entries":["{@atk rs} {@hit 14} to hit, range 60 ft., one target. {@h}35 ({@damage 6d8 + 8}) psychic damage."]},{"name":"Legal Jargon {@recharge 4}","entries":["Zagum chooses a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a {@dc 22} Wisdom saving throw. Creatures that fail the save are confused for up to 1 minute and must roll a {@dice d10} at the start of each of their turns.","On a 1, a creature moves in a random direction then ends their turn. On a 2-6, a creature can't use actions this turn. On a 7-8, a creature must use their action to make a melee attack against a randomly determined creature within their reach that is not a Fiend. On a 9-10, a creature can move and act normally.","A confused creature may repeat the saving throw at the end of its turn, ending the effect on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoA/Zagum.webp","credit":"Aaron Sims"}]},{"id":"zakya-rakshasa","name":"Zakya Rakshasa","source":"ERLW","page":309,"srd":false,"image":"bestiary/ERLW/Zakya Rakshasa.webp","token":"bestiary/tokens/ERLW/Zakya Rakshasa.webp","size":"Medium","creatureType":"Fiend","alignment":"Lawful Evil","ac":"18","initiative":"+2 (12)","hp":"59 (7d8 + 28)","speed":"30 ft.","str":18,"dex":14,"con":18,"int":12,"wis":13,"cha":11,"saves":"","skills":"Athletics +7, Perception +4","vulnerabilities":"piercing from magic weapons wielded by good creatures","resistances":"bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common, Infernal","cr":"5","crDisplay":"5 (XP 1,800; PB +3)","habitat":"","treasure":"","traits":[{"name":"Limited Magic Immunity","entries":["The rakshasa can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects."]},{"name":"Magic Weapons","entries":["The rakshasa's weapon attacks are magical."]},{"name":"Martial Prowess (1/Turn)","entries":["When the rakshasa hits a creature with a melee weapon attack, the attack deals an extra 11 ({@dice 2d10}) damage of the weapon's type, and the creature must make a {@dc 15} Strength saving throw. On a failure, the rakshasa can push the creature up to 10 feet away from it, knock the creature {@condition prone}, or make the creature drop one item it is holding of the rakshasa's choice."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["The rakshasa's innate spellcasting ability is Charisma (spell save {@dc 11}). The rakshasa can innately cast the following spells, requiring no material components:","At will: {@spell detect thoughts}, {@spell disguise self}","1/day: {@spell shield}"]}],"actions":[{"name":"Multiattack","entries":["The rakshasa makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelins."]},{"name":"Longsword","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["Millions of years before the rise of the humanoid races, the rakshasas of Eberron ruled a civilization that spanned Khorvaire. Masters of combat, the rakshasas of Eberron wield their weapons with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters.","Rakshasas are described in the {@book Monster Manual|MM}. A martial variant—the zakya rakshasa—is presented here.","Zakya rakshasas are the bloodthirsty foot soldiers of the rakshasa horde. They are driven to free their fiendish rulers, seeking vengeance against the dragons and those who revere the couatls. Unlike other rakshasas with their luxurious robes and fineries, zakya rakshasas are almost always clad in battle gear: well-worn scale mail, a razor-sharp longsword, and a heavy shield bearing the emblem of their demonic master."]}]}],"gallery":[{"path":"bestiary/ERLW/Zakya Rakshasa.webp","credit":"Zack Stella"}]},{"id":"zala-morphus","name":"Zala Morphus","source":"KftGV","page":47,"srd":false,"image":"bestiary/KftGV/023-03-004.zala-morphius.webp","token":"bestiary/tokens/KftGV/Zala Morphus.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral Evil","ac":"15","initiative":"+3 (13)","hp":"45 (6d8 + 18)","speed":"30 ft.","str":14,"dex":16,"con":16,"int":13,"wis":10,"cha":8,"saves":"","skills":"Arcana +3, Insight +4, Perception +2, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"truesight 120 ft., Passive Perception 12","languages":"Common, Deep Speech, Elvish","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Keen Sight","entries":["Zala Morphus has advantage on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zala Morphus makes two claw attacks."]},{"name":"Claw","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Rotting Gaze","entries":["Zala Morphus targets one creature it can see within 30 feet of it. The target must succeed on a {@dc 12} Constitution saving throw against this magic or take 10 ({@damage 3d6}) necrotic damage."]},{"name":"Weird Insight","entries":["Zala Morphus targets one creature it can see within 30 feet of it. The target must contest its Charisma ({@skill Deception}) check against the nothic's Wisdom ({@skill Insight}) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being {@condition charmed}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/023-03-004.zala-morphius.webp","credit":"Irina Nordsol"}]},{"id":"zalkore","name":"Zalkoré","source":"ToA","page":79,"srd":false,"image":"bestiary/tokens/ToA/Zalkoré.webp","token":"bestiary/tokens/ToA/Zalkoré.webp","size":"Medium","creatureType":"Monstrosity","alignment":"Lawful Evil","ac":"15","initiative":"+2 (12)","hp":"127 (17d8 + 51)","speed":"30 ft.","str":10,"dex":15,"con":16,"int":12,"wis":13,"cha":15,"saves":"","skills":"Deception +5, Insight +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 14","languages":"Common","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Desert","treasure":"","traits":[{"name":"Petrifying Gaze","entries":["When a creature that can see Zalkoré's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a {@dc 14} Constitution saving throw if the medusa isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature is instantly {@condition petrified}. Otherwise, a creature that fails the save begins to turn to stone and is {@condition restrained}. The {@condition restrained} creature must repeat the saving throw at the end of its next turn, becoming {@condition petrified} on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the {@spell greater restoration} spell or other magic.","Unless {@status surprised}, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Zalkoré until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.","If Zalkoré sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zalkoré makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow."]},{"name":"Snake Hair","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Shortsword","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage."]},{"name":"Longbow","entries":["{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"zaltember","name":"Zaltember","source":"SKT","page":180,"srd":false,"image":"bestiary/tokens/SKT/Zaltember.webp","token":"bestiary/tokens/SKT/Zaltember.webp","size":"Large","creatureType":"Giant","alignment":"Lawful Evil","ac":"13","initiative":"+0 (10)","hp":"30 (4d10 + 8)","speed":"30 ft.","str":17,"dex":10,"con":14,"int":10,"wis":10,"cha":10,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common, Giant","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Battleaxe","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"zalthar-shadowdusk","name":"Zalthar Shadowdusk","source":"WDMM","page":286,"srd":false,"image":"bestiary/tokens/WDMM/Zalthar Shadowdusk.webp","token":"bestiary/tokens/WDMM/Zalthar Shadowdusk.webp","size":"Medium","creatureType":"Undead","alignment":"Chaotic Evil","ac":"20","initiative":"+0 (10)","hp":"180 (19d8 + 95)","speed":"30 ft.","str":20,"dex":11,"con":20,"int":12,"wis":16,"cha":18,"saves":"Dex +6, Wis +9, Cha +10","skills":"","vulnerabilities":"","resistances":"","immunities":"necrotic; poison","conditionImmunities":"exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 13","languages":"Abyssal, Common, Deep Speech","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Zalthar wields a {@item nine lives stealer} longsword with 5 charges remaining."]},{"name":"Magic Resistance","entries":["Zalthar has advantage on saving throws against spells and other magical effects."]},{"name":"Marshal Undead","entries":["Unless Zalthar is {@condition incapacitated}, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zalthar is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save {@dc 18}, {@hit 10} to hit with spell attacks). It has the following paladin spells prepared:","Level 1 (4 slots): {@spell command}, {@spell compelled duel}, {@spell searing smite}","Level 2 (3 slots): {@spell hold person}, {@spell magic weapon}","Level 3 (3 slots): {@spell dispel magic}, {@spell elemental weapon}","Level 4 (3 slots): {@spell locate creature}, {@spell staggering smite}","Level 5 (2 slots): {@spell destructive wave} (necrotic)"]}],"actions":[{"name":"Multiattack","entries":["Zalthar makes three longsword attacks."]},{"name":"Nine Lives Stealer Longsword","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d8 + 7}) slashing damage, or 12 ({@damage 1d10 + 7}) slashing damage if used with two hands, plus 18 ({@damage 4d8}) necrotic damage."]},{"name":"Hellfire Orb (1/Day)","entries":["Zalthar hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a {@dc 18} Dexterity saving throw. The sphere spreads around corners. A creature takes 35 ({@damage 10d6}) fire damage and 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Zalthar adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"zarak","name":"Zarak","source":"WBtW","page":222,"srd":false,"image":"bestiary/WBtW/Zarak.webp","token":"bestiary/tokens/WBtW/Zarak.webp","size":"Medium","creatureType":"Humanoid (Orc)","alignment":"Chaotic Evil","ac":"14","initiative":"+3 (13)","hp":"37 (5d8 + 15)","speed":"30 ft.","str":13,"dex":16,"con":16,"int":11,"wis":15,"cha":6,"saves":"Dex +5, Int +2","skills":"Acrobatics +7, Insight +6, Perception +6, Stealth +7","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60, Passive Perception 16","languages":"Common, Orc","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"","treasure":"","traits":[{"name":"Special Equipment","entries":["Zarak carries a {@item potion of invisibility}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zarak makes two Dagger attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, plus an extra 5 ({@damage 2d4}) piercing damage if the target is a creature and Zarak has at least 18 hit points."]},{"name":"Garrote","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one Humanoid. {@h}8 ({@damage 2d4 + 3}) slashing damage, and the target is {@condition grappled} (escape {@dc 11}). Until this grapple ends, the target takes 8 ({@damage 2d4 + 3}) slashing damage at the start of each of its turns, and Zarak can't grapple another creature or use Assassin's Whim."]}],"bonusActions":[{"name":"Assassin's Whim","entries":["Zarak takes the {@action Dash}, {@action Disengage}, or {@action Hide} action."]}],"reactions":[{"name":"Uncanny Dodge","entries":["Zarak halves the damage he takes from an attack made against him, provided he can see the attacker."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Zarak is an assassin without honor or conscience. Unusually short of stature for someone of orcish heritage, he might pass for an ugly, beardless dwarf were it not for his rotting tusks and grayish pallor. The only thing he loves is money, and he wouldn't hesitate to stab allies in the back if they came between him and the riches he covets."]}],"gallery":[{"path":"bestiary/WBtW/Zarak.webp","credit":"Daarken"}]},{"id":"zaratan","name":"Zaratan","source":"MPMM","page":278,"srd":false,"image":"bestiary/MPMM/Zaratan.webp","token":"bestiary/tokens/MPMM/Zaratan.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral","ac":"21","initiative":"+0 (10)","hp":"307 (15d20 + 150)","speed":"40 ft., swim 40 ft.","str":30,"dex":10,"con":30,"int":2,"wis":21,"cha":18,"saves":"Wis +12, Cha +11","skills":"","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; stunned","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 15","languages":"","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If the zaratan fails a saving throw, it can choose to succeed instead."]},{"name":"Siege Monster","entries":["The elemental deals double damage to objects and structures (included in Earth-Shaking Movement)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zaratan makes one Bite attack and one Stomp attack."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) force damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}26 ({@damage 3d10 + 10}) thunder damage."]},{"name":"Spit Rock","entries":["{@atk rw} {@hit 17} to hit, range 120 ft./240 ft., one target. {@h}31 ({@damage 6d8 + 10}) force damage."]},{"name":"Spew Debris {@recharge 5}","entries":["The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a {@dc 25} Dexterity saving throw. A creature takes 33 ({@damage 6d10}) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked {@condition prone}."]}],"bonusActions":[{"name":"Earth-Shaking Movement","entries":["After moving at least 10 feet on the ground, the zaratan sends a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes {@quickref difficult terrain||3} for 1 minute. Each creature on the ground that is {@status concentration||concentrating} must succeed on a {@dc 25} Constitution saving throw or the creature's {@status concentration} is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 17 ({@damage 5d6}) bludgeoning damage, is knocked {@condition prone}, and is trapped in the rubble. A trapped creature is {@condition restrained}, requiring a successful {@dc 20} Strength ({@skill Athletics}) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall {@condition prone} or become trapped."]}],"reactions":[],"legendaryActions":[{"name":"Stomp","entries":["The zaratan makes one Stomp attack."]},{"name":"Move","entries":["The zaratan moves up to its speed."]},{"name":"Spit (Costs 2 Actions)","entries":["The zaratan makes one Spit Rock attack."]},{"name":"Retract (Costs 2 Actions)","entries":["The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is {@condition restrained}. The next time it takes a legendary action, it must take its Revitalize or Emerge action."]},{"name":"Revitalize (Costs 2 Actions)","entries":["The zaratan can use this option only if it is retracted in its shell. It regains 52 ({@dice 5d20}) hit points. The next time it takes a legendary action, it must take its Emerge action."]},{"name":"Emerge (Costs 2 Actions)","entries":["The zaratan emerges from its shell and makes one Spit Rock attack. It can use this option only if it is retracted in its shell."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of a hulking, armored reptile. A zaratan's steps trigger shock waves severe enough to level structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, a zaratan retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march."]}],"gallery":[{"path":"bestiary/MPMM/Zaratan.webp","credit":"Brynn Metheney"}],"otherVersions":[{"id":"zaratan-mtf","source":"MTF"}]},{"id":"zaratan-mtf","name":"Zaratan","source":"MTF","page":201,"srd":false,"image":"bestiary/MTF/Zaratan.webp","token":"bestiary/tokens/MTF/Zaratan.webp","size":"Gargantuan","creatureType":"Elemental","alignment":"Neutral","ac":"21","initiative":"+0 (10)","hp":"307 (15d20 + 150)","speed":"40 ft., swim 40 ft.","str":30,"dex":10,"con":30,"int":2,"wis":21,"cha":18,"saves":"Wis +12, Cha +11","skills":"","vulnerabilities":"thunder","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"exhaustion; paralyzed; petrified; poisoned; stunned","senses":"darkvision 60 ft., tremorsense 60 ft., Passive Perception 15","languages":"","cr":"22","crDisplay":"22 (XP 41,000; PB +7)","habitat":"Desert, Forest, Grassland, Hill, Mountain, Underdark","treasure":"","traits":[{"name":"Earth-Shaking Movement","entries":["As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes {@quickref difficult terrain||3} for 1 minute. Each creature on the ground that is {@status concentration||concentrating} must succeed on a {@dc 25} Constitution saving throw or the creature's {@status concentration} is broken.","The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a {@dc 25} Dexterity saving throw. On a failed save, the creature takes 17 ({@damage 5d6}) bludgeoning damage, is knocked {@condition prone}, and is trapped in the rubble. A trapped creature is {@condition restrained}, requiring a successful {@dc 20} Strength ({@skill Athletics}) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall {@condition prone} or become trapped."]},{"name":"Legendary Resistance (3/Day)","entries":["If the zaratan fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Weapons","entries":["The zaratan's weapon attacks are magical."]},{"name":"Siege Monster","entries":["The elemental deals double damage to objects and structures (included in Earth-Shaking Movement)."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zaratan makes two attacks: one with its bite and one with its stomp."]},{"name":"Bite","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}28 ({@damage 4d8 + 10}) piercing damage."]},{"name":"Stomp","entries":["{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}26 ({@damage 3d10 + 10}) bludgeoning damage."]},{"name":"Spit Rock","entries":["{@atk rw} {@hit 17} to hit, range 120/240 ft., one target. {@h}31 ({@damage 6d8 + 10}) bludgeoning damage."]},{"name":"Spew Debris {@recharge 5}","entries":["The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a {@dc 25} Dexterity saving throw. A creature takes 33 ({@damage 6d10}) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked {@condition prone}."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Stomp","entries":["The zaratan makes one stomp attack."]},{"name":"Move","entries":["The zaratan moves up to its speed."]},{"name":"Spit (Costs 2 Actions)","entries":["The zaratan uses Spit Rock."]},{"name":"Retract (Costs 2 Actions)","entries":["The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is {@condition restrained}. The next time it takes a legendary action, it must take its Revitalize or Emerge action."]},{"name":"Revitalize (Costs 2 Actions)","entries":["The zaratan can use this option only if it is retracted in its shell. It regains 52 ({@dice 5d20}) hit points. The next time it takes a legendary action, it must take its Emerge action."]},{"name":"Emerge (Costs 2 Actions)","entries":["The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Zaratan","entries":["When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of what looks like a hulking, armored reptile, its shell composed of the landscape from which it arose.","The zaratan plods across the land, each step sending shock waves through the ground severe enough to unsettle structures. Dim-witted, the zaratan lurches onward, expressing its rage through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march."]},{"type":"section","name":"Elder Elementals","entries":["On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.",{"type":"entries","entries":[{"type":"entries","entries":[{"name":"Deadly When Summoned","type":"entries","entries":["The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end."]},{"name":"Elemental Nature","type":"entries","entries":["An elder elemental doesn't require air, food, drink, or sleep."]}]}]}]}],"gallery":[{"path":"bestiary/MTF/Zaratan.webp","credit":"Brynn Metheney"}],"hidden":true,"otherVersions":[{"id":"zaratan","source":"MPMM"}]},{"id":"zargash","name":"Zargash","source":"WBtW","page":223,"srd":false,"image":"bestiary/WBtW/Zargash.webp","token":"bestiary/tokens/WBtW/Zargash.webp","size":"Medium","creatureType":"Humanoid (Cleric, Human)","alignment":"Chaotic Evil","ac":"13","initiative":"+0 (10)","hp":"45 (7d8 + 14)","speed":"30 ft.","str":14,"dex":10,"con":14,"int":12,"wis":16,"cha":15,"saves":"Wis +5, Cha +4","skills":"Deception +6, Insight +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"","treasure":"","traits":[{"name":"Cling to Life (Recharges after a Long Rest)","entries":["The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops to 1 hit point."]},{"name":"Special Equipment","entries":["Zargash wears a bat-shaped amulet that has the properties of a {@item ring of feather falling}."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zargash casts one of the following spells, using Wisdom as the spellcasting ability (spell save {@dc 13}):","At will: {@spell light}, {@spell thaumaturgy}","1/day each: {@spell command}, {@spell gaseous form}, {@spell hold person}, {@spell silence}, {@spell speak with dead}"]}],"actions":[{"name":"Warhammer","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, or 7 ({@damage 1d10 + 2}) bludgeoning damage when used with two hands."]},{"name":"Deathly Ray","entries":["{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}25 ({@damage 4d10 + 3}) necrotic damage."]}],"bonusActions":[{"name":"Animate Corpse (1/Day)","entries":["Zargash targets the lifeless corpse of one Humanoid he can see within 30 feet of him and commands it to rise, transforming it into a zombie under his control. The zombie takes its turn immediately after Zargash. Animating the zombie requires Zargash's {@status concentration} (as if {@status concentration||concentrating} on a spell). The zombie reverts to an inanimate corpse after 10 minutes, when it drops to 0 hit points, or when Zargash's {@status concentration} ends."]}],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Zargash worships Orcus, the Demon Prince of Undeath, who has promised to transform Zargash into a vampire after a lifetime of faithful service. For a living priest to worship Orcus is utter folly, but Zargash is twisted beyond any hope of redemption. His hobbies include slaying the living and animating the dead."]}],"gallery":[{"path":"bestiary/WBtW/Zargash.webp","credit":"Daarken"}]},{"id":"zargon-the-returner","name":"Zargon the Returner","source":"QftIS","page":223,"srd":false,"image":"bestiary/QftIS/Zargon the Returner.webp","token":"bestiary/tokens/QftIS/Zargon the Returner.webp","size":"Huge","creatureType":"Aberration","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"253 (22d12 + 110)","speed":"40 ft., swim 80 ft.","str":22,"dex":10,"con":20,"int":14,"wis":18,"cha":18,"saves":"Dex +6, Cha +10","skills":"History +8, Perception +10","vulnerabilities":"","resistances":"cold; fire; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"acid; poison","conditionImmunities":"exhaustion; poisoned","senses":"truesight 120 ft., Passive Perception 20","languages":"all, telepathy 120 ft.","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (4/Day)","entries":["If Zargon fails a saving throw, it can choose to succeed instead."]},{"name":"Regeneration","entries":["Zargon regains 20 hit points at the start of each of its turns. If Zargon takes cold or fire damage, this trait doesn't function at the start of Zargon's next turn. Zargon dies only if it starts its turn with 0 hit points and doesn't regenerate."]},{"name":"Shrouded Being","entries":["Zargon can't be targeted by divination magic or perceived through magical scrying sensors."]},{"name":"Slimy Demise","entries":["When Zargon dies, its body dissolves into foul slime, leaving only its horn behind. Zargon re-forms in {@dice 1d10} days, regrowing from the horn. The horn is immune to all damage and can be destroyed only by submerging it in a cleansing waterfall on one of the Upper Planes for 101 days. While the horn is submerged in this way, Zargon doesn't re-form, and the horn slowly dissolves, sending corrupting slime downriver that permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zargon makes two Barbed Tentacle attacks, one Bite attack, and one Gore attack."]},{"name":"Barbed Tentacle","entries":["{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage. If the target is a Large or smaller creature, it has the {@condition grappled} condition (escape {@dc 20}), and Zargon can pull the creature up to 20 feet straight toward itself. Zargon has six tentacles, each of which can grapple one creature. Zargon can move at its full speed while dragging creatures it is grappling."]},{"name":"Bite","entries":["{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage plus 7 ({@damage 2d6}) acid damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) force damage, and a 10-foot-radius {@condition invisible} sphere of antimagic, like that created by an {@spell Antimagic Field} spell, surrounds the target. The sphere is centered on the target, moves with the target, and lasts until the end of Zargon's next turn."]},{"name":"Slime Wave {@recharge 5}","entries":["Zargon spews slime in a 60-foot cone. Each creature in that area that isn't an Aberration or Ooze must make a {@dc 19} Constitution saving throw. On a failed save, the creature takes 38 ({@damage 7d10}) acid damage and has the {@condition poisoned} condition for 1 minute. On a successful save, the creature takes half as much damage only. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","A creature reduced to 0 hit points by the acid damage dies and dissolves into a puddle of slime that rises as a gibbering mouther at the start of Zargon's next turn. The creature obeys Zargon's commands and takes its turn immediately after Zargon's. Only a {@spell Wish} spell can reverse this transformation and restore the creature to life."]}],"bonusActions":[],"reactions":[{"name":"Defiant Essence","entries":["When a creature casts a spell that targets Zargon or would deal damage to it, Zargon attempts to absorb the magic into its horn. The creature must make a {@dc 19} Charisma saving throw. On a failed save, the creature takes 6 ({@damage 1d12}) force damage, and the spell it cast fails and is wasted."]},{"name":"Slime Spray","entries":["When a creature ends its turn within 30 feet of Zargon, Zargon sprays toxic slime at the creature. The target must make a {@dc 19} Dexterity saving throw (with disadvantage if it has the {@condition poisoned} condition). On a failed save, the creature takes 7 ({@damage 2d6}) poison damage. On a successful save, it takes half as much damage."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":["On initiative count 20 (losing initiative ties), Zargon can take one of the following lair actions; it can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Dissolution","entry":"Zargon dissolves into a glob of slime, seeps to an unoccupied space anywhere in the lair without provoking opportunity attacks, then re-forms."},{"type":"item","name":"Spell Breaker","entry":"Zargon targets up to two creatures it can see within the lair. All spells of 5th level or lower affecting the targets end."},{"type":"item","name":"Sucking Slime","entry":"Zargon creates a 20-foot-radius puddle of slime on the ground centered on a point within the lair. The slime is difficult terrain, and each creature in that area when the slime appears has the grappled condition (escape {@dc 15}). Aberrations and Oozes are unaffected by the slime. The slime lasts until Zargon dies or until it uses this lair action again."}]}],"regionalEffects":["The region containing Zargon's lair is warped by Zargon's unnatural presence, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Arcane Enervation","entry":"Enemies of Zargon within 1 mile of the lair have disadvantage on saving throws made to maintain concentration."},{"type":"item","name":"Corrupted Water","entry":"Rain and water sources within 1 mile of the lair are tainted. A creature that drinks the water must succeed on a {@dc 15} Constitution saving throw or have the poisoned condition until it finishes a long rest."},{"type":"item","name":"Eerie Weather","entry":"The area within 10 miles of the lair experiences strange weather patterns that defy the region's typical climate."}]},"If Zargon dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":["Zargon the Returner is an elder evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red eye and an indestructible horn, Zargon corrupts creatures it doesn't devour, transforming its victims into amorphous servants.","No one knows Zargon's true origin. The creature was one of the first inhabitants of the Nine Hells, predating even the arrival of Asmodeus, the plane's foremost ruler. Long-lived devils and occult sages theorize Zargon and its kind were invaders from another plane—or another reality entirely.","When Asmodeus ascended the infernal hierarchy, he and his legions wiped out most of the plane's earlier inhabitants, but Zargon proved beyond even Asmodeus' might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn. Finally, Asmodeus cast Zargon's horn from the Nine Hells in disgust, banishing the elder evil to the Material Plane. The horn was driven deep into the earth where it fell, entombing Zargon below.","Eventually a civilization arose above Zargon's prison. The elder evil whispered through dreams and nightmares to the people of Cynidicea, the realm's capital, until one day, a crew of Cynidiceans accidentally dug through to the Returner's prison. Zargon emerged, devouring many of the city's inhabitants and drowning many more in its slime. The city soon fell. Those who survived Zargon's rampage turned to it in worship, sacrificing their own to appease their so-called god. Appeased by these living offerings, Zargon returned to the tunnels beneath Cynidicea, where its cult grew."]},{"type":"section","entries":[{"type":"entries","name":"Zargon's Lair","entries":["Zargon's lair is a slimy cavern beneath the lost city of Cynidicea. The elder evil lurks in the depths, feasting on sacrifices cast down by its worshipers."]}]}],"gallery":[{"path":"bestiary/QftIS/Zargon the Returner.webp"}]},{"id":"zariel","name":"Zariel","source":"CoA","page":235,"srd":false,"image":"bestiary/tokens/CoA/Zariel.webp","token":"bestiary/tokens/CoA/Zariel.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+7 (17)","hp":"420 (29d10 + 261)","speed":"50 ft., fly 150 ft.","str":27,"dex":24,"con":28,"int":26,"wis":27,"cha":30,"saves":"Int +16, Wis +16, Cha +18","skills":"Intimidation +18, Perception +16","vulnerabilities":"","resistances":"cold; fire; radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 26","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Zariel's darkvision."]},{"name":"Legendary Resistance (3/Day)","entries":["If Zariel fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Zariel has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 26}):","At will: {@spell Alter Self} (can become Medium when changing her appearance), {@spell Detect Evil and Good}, {@spell Fireball}, {@spell Invisibility} (self only), {@spell Major Image}, {@spell Wall of Fire}","2/day each: {@spell Blade Barrier}, {@spell Dispel Evil and Good}, {@spell Finger of Death}"]}],"actions":[{"name":"Multiattack","entries":["Zariel makes three Flail or Longsword attacks. She can replace one attack with a use of Horrid Touch, if available."]},{"name":"Flail","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) force damage plus 36 ({@damage 8d8}) fire damage."]},{"name":"Longsword","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) radiant damage or 19 ({@damage 2d10 + 8}) radiant damage when used with two hands, plus 36 ({@damage 8d8}) fire damage."]},{"name":"Horrid Touch {@recharge 5}","entries":["Zariel touches one creature within 10 feet of her. The target must succeed on a {@dc 26} Constitution saving throw or take 44 ({@damage 8d10}) necrotic damage and have the {@condition poisoned} condition for 1 minute. While {@condition poisoned} in this way, the target has the {@condition blinded} and {@condition deafened} conditions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Teleport","entries":["Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Teleport","entries":["Zariel uses Teleport."]},{"name":"Immolating Gaze (Costs 2 Actions)","entries":["Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a {@dc 26} Wisdom saving throw or take 22 ({@damage 4d10}) fire damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Zariel can take one lair action to cause the following effect or one from the archdevil lair action list (page 214); she can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Infernal Illusions","entries":["Zariel casts the {@spell Major Image} spell four times, targeting different areas with it. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or have the frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}]},{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Attack","entries":["The archdevil uses one of their available melee or ranged attacks against a single foe."]},{"type":"item","name":"Cast a Spell","entries":["The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead."]},{"type":"item","name":"Deceitful Whispers","entries":["The archdevil whispers to a creature they can see within 30 feet. The target must make a {@dc 22} Wisdom saving throw. On a failed save, the target has the charmed condition until the start of their next turn and must use their reaction immediately to make an attack against one of the archdevil's enemies, chosen by the archdevil."]},{"type":"item","name":"Fiendish Fortitude","entries":["The archdevil recharges one of their expended abilities."]},{"type":"item","name":"Frenzy","entries":["The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round."]},{"type":"item","name":"Summon Underlings","entries":["The archdevil summons allied devils. The devils summoned depends on the archdevil using this feature. The summoned devils appear in unoccupied spaces which the archdevil can see. The {@table Archdevil Lair Action List; Summoned Underlings|CoA|Summoned Underlings} table shows which devils each archdevil can summon."]},{"type":"item","name":"Teleport","entries":["The archdevil teleports themself to an area they can see within 120 feet."]},{"type":"item","name":"Trap","entries":["The archdevil casts the {@spell Hold Monster} spell."]}]}],"regionalEffects":["The region containing Zariel's lair is warped by her magic, which creates the following effect:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Hellscape","entries":["The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat."]}]},"If Zariel dies, these effects fade over the course of {@dice 1d10} days."],"lore":["Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil.","Zariel's rise came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines.",{"type":"entries","name":"Zariel's Lair","page":235,"entries":["Zariel makes her lair in a basalt citadel that rises up in Avernus. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets."]}],"otherVersions":[{"id":"zariel-mpmm","source":"MPMM"},{"id":"zariel-mtf","source":"MTF"}]},{"id":"zariel-mpmm","name":"Zariel","source":"MPMM","page":280,"srd":false,"image":"bestiary/MPMM/Zariel.webp","token":"bestiary/tokens/MPMM/Zariel.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+7 (17)","hp":"420 (29d10 + 261)","speed":"50 ft., fly 150 ft.","str":27,"dex":24,"con":28,"int":26,"wis":27,"cha":30,"saves":"Int +16, Wis +16, Cha +18","skills":"Intimidation +18, Perception +16","vulnerabilities":"","resistances":"cold; fire; radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 26","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Zariel's {@sense darkvision}."]},{"name":"Legendary Resistance (3/Day)","entries":["If Zariel fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Zariel has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 26}):","At will: {@spell alter self} (can become Medium when changing her appearance), {@spell detect evil and good}, {@spell fireball}, {@spell invisibility} (self only), {@spell major image}, {@spell wall of fire}","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell finger of death}"]}],"actions":[{"name":"Multiattack","entries":["Zariel makes three Flail or Longsword attacks. She can replace one attack with a use of Horrid Touch, if available."]},{"name":"Flail","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) force damage plus 36 ({@damage 8d8}) fire damage."]},{"name":"Longsword","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) radiant damage, or 19 ({@damage 2d10 + 8}) radiant damage when used with two hands, plus 36 ({@damage 8d8}) fire damage."]},{"name":"Horrid Touch {@recharge 5}","entries":["Zariel touches one creature within 10 feet of her. The target must succeed on a {@dc 26} Constitution saving throw or take 44 ({@damage 8d10}) necrotic damage and be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is {@condition blinded} and {@condition deafened}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Teleport","entries":["Zariel teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Teleport","entries":["Zariel uses Teleport."]},{"name":"Immolating Gaze (Costs 2 Actions)","entries":["Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a {@dc 26} Wisdom saving throw or take 22 ({@damage 4d10}) fire damage."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can't take the same lair action two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Fireball","entries":["Zariel casts the {@spell fireball} spell."]},{"type":"item","name":"Infernal Illusions","entries":["Zariel casts the {@spell major image} spell four times, targeting different areas with it. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or become {@condition frightened} of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}]}],"regionalEffects":["The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Hellscape","entries":["The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat."]},{"type":"item","name":"Pyres","entries":["Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 ({@damage 2d6} fire damage, though it can take this damage no more than once per round."]},{"type":"item","name":"Smoke","entries":["The area within 2 miles of the lair, but no closer than 500 feet, is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away."]}]},"If Zariel dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"quote","entries":["That which falls from grace may yet rise to regain it. If Zariel were to return to her celestial self, how glorious would be the tales!"],"by":"Mordenkainen"},{"type":"entries","entries":["Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer, and he transformed her into an archdevil.","Zariel's rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and grue some demon-slaying machines.","To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. She is keenly interested in collecting souls from the greatest warriors on the Material Plane. She bargains hard, and there is little hope of wriggling out of a pact. However, she expects the best from her servants, so she allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel's servants are universally effective, disciplined, and dangerous."]},{"type":"entries","name":"Cultists of Zariel","entries":["{@note See the {@cult Cult of Zariel|MPMM} entry.}"]},{"type":"entries","name":"Zariel's Lair","entries":["Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses."]}],"gallery":[{"path":"bestiary/MPMM/Zariel.webp","credit":"Tyler Jacobson"}],"hidden":true,"otherVersions":[{"id":"zariel","source":"CoA"},{"id":"zariel-mtf","source":"MTF"}]},{"id":"zariel-mtf","name":"Zariel","source":"MTF","page":180,"srd":false,"image":"bestiary/MTF/Zariel.webp","token":"bestiary/tokens/MTF/Zariel.webp","size":"Large","creatureType":"Fiend (Devil)","alignment":"Lawful Evil","ac":"21","initiative":"+7 (17)","hp":"580 (40d10 + 360)","speed":"50 ft., fly 150 ft.","str":27,"dex":24,"con":28,"int":26,"wis":27,"cha":30,"saves":"Int +16, Wis +16, Cha +18","skills":"Intimidation +18, Perception +16","vulnerabilities":"","resistances":"cold; fire; radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","immunities":"necrotic; poison","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"darkvision 120 ft., Passive Perception 26","languages":"all, telepathy 120 ft.","cr":"26","crDisplay":"26 (XP 90,000; PB +8)","habitat":"","treasure":"","traits":[{"name":"Devil's Sight","entries":["Magical darkness doesn't impede Zariel's darkvision."]},{"name":"Magic Weapons","entries":["Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 ({@damage 8d8}) fire damage (included in the weapon attacks below)."]},{"name":"Legendary Resistance (3/Day)","entries":["If Zariel fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Zariel has advantage on saving throws against spells and other magical effects."]},{"name":"Regeneration","entries":["Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Zariel's innate spellcasting ability is Charisma (spell save {@dc 26}). She can innately cast the following spells, requiring no material components:","At will: {@spell alter self} (can become Medium when changing her appearance), {@spell detect evil and good}, {@spell fireball}, {@spell invisibility} (self only), {@spell wall of fire}","3/day each: {@spell blade barrier}, {@spell dispel evil and good}, {@spell finger of death}"]}],"actions":[{"name":"Multiattack","entries":["Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks."]},{"name":"Longsword","entries":["{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage, or 19 ({@damage 2d10 + 8}) slashing damage plus 36 ({@damage 8d8}) fire damage if used with two hands."]},{"name":"Javelin","entries":["{@atk mw,rw} {@hit 16} to hit, reach 10 ft. or range 30/120 ft., one target. {@h}15 ({@damage 2d6 + 8}) piercing damage plus 36 ({@damage 8d8}) fire damage."]},{"name":"Horrid Touch {@recharge 5}","entries":["Zariel touches one creature within 10 feet of her. The target must succeed on a {@dc 26} Constitution saving throw or take 44 ({@damage 8d10}) necrotic damage and be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is also {@condition blinded} and {@condition deafened}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Teleport","entries":["Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Immolating Gaze (Costs 2 Actions)","entries":["Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a {@dc 26} Wisdom saving throw or take 22 ({@damage 4d10}) fire damage."]},{"name":"Teleport","entries":["Zariel uses her Teleport action."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",{"type":"list","items":["Zariel casts {@spell major image} four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a {@dc 26} Wisdom saving throw or become {@condition frightened} of the illusion for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Zariel casts her innate {@spell fireball} spell."]}],"regionalEffects":["The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:",{"type":"list","items":["The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.","Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 ({@damage 2d6}) fire damage, though it can take this damage no more than once per round.","The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away."]},"If Zariel dies, these effects fade over the course of {@dice 1d10} days."],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"quote","entries":["Do not pity the fallen angel. Fallen angels survive the fall. How many other souls did Zariel bring down with her?"],"by":"Mordenkainen"},{"type":"entries","name":"Zariel","entries":["Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty angel charged with watching the tides of the Blood War, she succumbed to the plane's corrupting influence and fell from grace. She recently reclaimed her position as archdevil of Avernus after the cautious Bel proved inadequate at marshaling his forces to launch offensives against the encroaching demons. Now Bel advises her and helps her manage the war, though many whisper that her true agenda is vengeance against Asmodeus, and her true plan is to drive him from the Nine Hells.","All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend with the darkness of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes.","Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it.","However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel's servants are universally effective, disciplined, and dangerous."]}]},{"type":"entries","name":"Zariel's Lair","entries":["Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses."]}]}],"gallery":[{"path":"bestiary/MTF/Zariel.webp"}],"hidden":true,"otherVersions":[{"id":"zariel","source":"CoA"},{"id":"zariel-mpmm","source":"MPMM"}]},{"id":"zaroum-al-saryak","name":"Zaroum Al-Saryak","source":"ToA","page":67,"srd":false,"image":"bestiary/ToA/Zaroum Al-Saryak.webp","token":"bestiary/tokens/ToA/Zaroum Al-Saryak.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Lawful Evil","ac":"15","initiative":"+3 (13)","hp":"65 (10d8 + 20)","speed":"30 ft.","str":15,"dex":16,"con":14,"int":14,"wis":11,"cha":14,"saves":"Str +4, Dex +5, Wis +2","skills":"Athletics +4, Deception +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"any two languages","cr":"2","crDisplay":"2 (XP 450; PB +2)","habitat":"Coastal, Hill, Arctic, Urban, Forest, Desert","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zaroum makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Zaroum adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Zaroum Al-Saryak.webp"}]},{"id":"zastra","name":"Zastra","source":"VEoR","page":60,"srd":false,"image":"bestiary/tokens/VEoR/Zastra.webp","token":"bestiary/tokens/VEoR/Zastra.webp","size":"Medium","creatureType":"Humanoid (Gith)","alignment":"Lawful Neutral","ac":"18","initiative":"+2 (12)","hp":"91 (14d8 + 28)","speed":"30 ft.","str":16,"dex":14,"con":15,"int":14,"wis":14,"cha":15,"saves":"Con +5, Int +5, Wis +5","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Gith","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Innate Spellcasting (Psionics)","entries":["Zastra's innate spellcasting ability is Intelligence (spell save {@dc 13}, {@hit 5} to hit with spell attacks). It can innately cast the following spells, requiring no components:","At will: {@spell mage hand} (the hand is invisible)","3/day each: {@spell jump}, {@spell misty step}, {@spell nondetection} (self only), {@spell tongues}","1/day each: {@spell plane shift}, {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["Zastra makes two silver greatsword attacks."]},{"name":"Silver Greatsword","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 10 ({@damage 3d6}) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the {@spell astral projection} spell), Zastra can cut the silvery cord that tethers the target to its material body, instead of dealing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"zaythir","name":"Zaythir","source":"ToFW","page":32,"srd":false,"image":"bestiary/ToFW/Zaythir.webp","token":"bestiary/tokens/ToFW/Zaythir.webp","size":"Medium","creatureType":"Aberration (Gith)","alignment":"Neutral","ac":"16","initiative":"+3 (13)","hp":"123 (19d8 + 38)","speed":"40 ft.","str":13,"dex":17,"con":15,"int":15,"wis":17,"cha":16,"saves":"Str +4, Dex +6, Int +5, Wis +6","skills":"Insight +6, Perception +6","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 16","languages":"Common, Gith","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Psychic Defense","entries":["While Zaythir is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]}],"spellcasting":[{"name":"Spellcasting (Psionics)","entries":["Zaythir casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save {@dc 14}):","At will: {@spell mage hand} (the hand is invisible), {@spell see invisibility}","1/day each: {@spell plane shift} (self only), {@spell telekinesis}"]}],"actions":[{"name":"Multiattack","entries":["Zaythir makes three Unarmed Strike or Psychic Bolt attacks. It can replace any of these attacks with one use of its Pacifying Touch."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) psychic damage."]},{"name":"Psychic Bolt","entries":["{@atk rs} {@hit 6} to hit, range 60 ft., one creature. {@h}17 ({@damage 5d6}) psychic damage."]},{"name":"Pacifying Touch","entries":["Zaythir touches one creature it can see within 5 feet of itself. The target must succeed on a {@dc 14} Intelligence saving throw, or the githzerai chooses an action for that target: Attack, Cast a Spell, or {@action Dash}. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a successful save. A target that succeeds on the saving throw becomes immune to this githzerai's Pacifying Touch for 24 hours."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToFW/Zaythir.webp"}]},{"id":"zebra","name":"Zebra","source":"ToA","page":106,"srd":false,"image":"bestiary/tokens/ToA/Zebra.webp","token":"bestiary/tokens/ToA/Zebra.webp","size":"Large","creatureType":"Beast","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"13 (2d10 + 2)","speed":"60 ft.","str":16,"dex":10,"con":12,"int":2,"wis":11,"cha":7,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Grassland, Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Hooves","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"zegana","name":"Zegana","source":"GGR","page":255,"srd":false,"image":"bestiary/GGR/Zegana.webp","token":"bestiary/tokens/GGR/Zegana.webp","size":"Medium","creatureType":"Humanoid (Merfolk)","alignment":"Lawful Neutral","ac":"16","initiative":"+2 (12)","hp":"130 (20d8 + 40)","speed":"30 ft., swim 40 ft.","str":11,"dex":14,"con":14,"int":20,"wis":18,"cha":16,"saves":"Int +10, Wis +9","skills":"Insight +9, Nature +10, Perception +9","vulnerabilities":"","resistances":"cold; poison","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 19","languages":"Common, Elvish, Merfolk","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Amphibious","entries":["Zegana can breathe air and water."]},{"name":"Legendary Resistance (3/Day)","entries":["If Zegana fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Zegana has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save {@dc 18}, {@hit 10} to hit with spell attacks). She has the following wizard spells prepared:","Cantrips (at will): {@spell acid splash}, {@spell druidcraft}, {@spell ray of frost}, {@spell shape water|XGE}","Level 1 (4 slots): {@spell color spray}, {@spell expeditious retreat}, {@spell fog cloud}, {@spell shield}","Level 2 (3 slots): {@spell enlarge/reduce}, {@spell gust of wind}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell slow}","Level 4 (3 slots): {@spell control water}, {@spell ice storm}, {@spell polymorph}","Level 5 (2 slots): {@spell conjure elemental}, {@spell creation}","Level 6 (1 slots): {@spell move earth}, {@spell wall of ice}","Level 7 (1 slots): {@spell prismatic spray}, {@spell teleport}","Level 8 (1 slots): {@spell control weather}, {@spell dominate monster}"]}],"actions":[{"name":"Prime Speaker's Trident","entries":["{@atk mw,rw} {@hit 10} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a {@dc 18} Constitution saving throw. On a failed save, the creature takes 9 ({@damage 2d8}) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 ({@dice 3d8}). On a successful save, the creature takes half as much damage and isn't pushed."]},{"name":"Deluge {@recharge 4}","entries":["Zegana conjures a wave of water that crashes down on an area within 120 feet of her. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a {@dc 18} Dexterity saving throw. On a failed save, a creature takes 18 ({@damage 4d8}) bludgeoning damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}. The water spreads out across the ground, extinguishing unprotected flames it comes in contact with, and then vanishes."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Adaptive Skin","entries":["Zegana gains resistance to one damage type of her choice-acid, fire, lightning, or thunder-until the start of her next turn."]},{"name":"Trident","entries":["Zegana makes one melee attack with the Prime Speaker's Trident."]},{"name":"Enlarge (Costs 2 Actions)","entries":["Zegana casts {@spell enlarge/reduce} on herself, using the enlarge option, without expending a spell slot."]},{"name":"Deluge (Costs 3 Actions)","entries":["Zegana uses Deluge, if available."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild-members of the Adaptationist faction in particular-argue that her ways are outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers' Chamber, and if the other speakers wish to replace her, they are certainly within their rights to do so."]}]}]}],"gallery":[{"path":"bestiary/GGR/Zegana.webp","credit":"Willian Murai"}]},{"id":"zegdar","name":"Zegdar","source":"PotA","page":120,"srd":false,"image":"bestiary/PotA/Zegdar.webp","token":"bestiary/tokens/PotA/Zegdar.webp","size":"Large","creatureType":"Monstrosity","alignment":"Chaotic Evil","ac":"16","initiative":"+0 (10)","hp":"117 (9d10 + 27)","speed":"40 ft.","str":18,"dex":11,"con":16,"int":11,"wis":16,"cha":9,"saves":"","skills":"Perception +7","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 17","languages":"Abyssal","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Underdark","treasure":"","traits":[{"name":"Charge","entries":["If Zegdar moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 ({@damage 2d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be pushed up to 10 feet away and knocked {@condition prone}."]},{"name":"Labyrinthine Recall","entries":["Zegdar can perfectly recall any path it has traveled."]},{"name":"Reckless","entries":["At the start of its turn, Zegdar can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn."]}],"spellcasting":[],"actions":[{"name":"Burning Breath {@recharge 5}","entries":["Zegdar exhales a cloud of burning embers in a 15-foot cone. Each creature in that area must succeed on a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Greataxe","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) slashing damage."]},{"name":"Gore","entries":["{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PotA/Zegdar.webp"}]},{"id":"zendikar-dragon","name":"Zendikar Dragon","source":"PSZ","page":29,"srd":false,"image":"bestiary/PSZ/Zendikar Dragon.webp","token":"bestiary/tokens/PSZ/Zendikar Dragon.webp","size":"Large","creatureType":"Dragon","alignment":"Chaotic Evil","ac":"18","initiative":"+0 (10)","hp":"178 (17d10 + 85)","speed":"40 ft., climb 40 ft., fly 80 ft.","str":23,"dex":10,"con":21,"int":8,"wis":11,"cha":19,"saves":"Dex +4, Con +9, Wis +4, Cha +8","skills":"Perception +8, Stealth +4","vulnerabilities":"","resistances":"","immunities":"fire","conditionImmunities":"","senses":"blindsight 30 ft., darkvision 120 ft., Passive Perception 18","languages":"Common, Draconic","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"Mountain, Hill","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The dragon makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 3 ({@damage 1d6}) fire damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage."]},{"name":"Fire Breath {@recharge 5}","entries":["The dragon exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Dragons are the ultimate representation of the chaos, ferocity, and reckless independence of red mana. They are found across Zendikar in mountainous regions where red mana is plentiful, particularly in Akoum, though never in great numbers.","A dragon is an enormous reptilian monster with thick, tough scales and leathery wings. Sharp spines or thick plates run down its back, and most dragons have large horns. A dragon's body has a vaguely feline shape, with a long neck supporting a large head, and a long, thick tail lashing behind it. Its four legs end in sharp claws that are deadly weapons, and its mouth is full of sharp teeth. Even a young dragon is larger than a powerful warhorse, and the largest are on par with some of the larger Eldrazi (though not as mighty as the towering Eldrazi titans).","The dragons of Zendikar are not particularly intelligent, especially in comparison to the genius dragon Planeswalker Nicol Bolas. They are more aware than the average beast and perhaps slightly smarter than an ogre, but dragons are still driven primarily by their instincts—to hunt for prey and to guard their territories against any intruders. They are hot-tempered and ferocious, typically rending or incinerating anything they perceive as an enemy before even thinking to ask questions.","A dragon's most fearsome aspect is its ability to exhale a blast of fire from its mouth. As it draws breath, a red glow like that of molten metal forms around its mouth, and is sometimes visible in its neck and chest as well. The fire then erupts in a long stream or a broad cone, shaped by the dragon as it chooses. A dragon might strafe the ground with fire as it flies overhead, covering as much ground—and incinerating as many foes—as possible. A grounded dragon turns its head back and forth as it breathes, blanketing its foes in flame or creating a barrier of burning earth to cover its retreat.","The {@creature young red dragon} in the Monster Manual can represent the dragons of Zendikar, but its Intelligence score is only 8 (−1). This change has no effect on its other statistics."],"gallery":[{"path":"bestiary/PSZ/Zendikar Dragon.webp","title":"Tyrant of Valakut","credit":"Steven Belledin"}]},{"id":"zendikar-golem","name":"Zendikar Golem","source":"PSZ","page":36,"srd":false,"image":"bestiary/PSZ/Hedrons.webp","token":"bestiary/tokens/PSZ/Zendikar Golem.webp","size":"Large","creatureType":"Construct","alignment":"Unaligned","ac":"17","initiative":"-1 (9)","hp":"178 (17d10 + 85)","speed":"30 ft.","str":22,"dex":9,"con":20,"int":3,"wis":11,"cha":1,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; petrified; poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"understands the languages of its creator but can't speak","cr":"10","crDisplay":"10 (XP 5,900; PB +4)","habitat":"","treasure":"","traits":[{"name":"Immutable Form","entries":["The golem is immune to any spell or effect that would alter its form."]},{"name":"Magic Resistance","entries":["The golem has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["The golem's weapon attacks are magical."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The golem makes two slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage."]},{"name":"Slow {@recharge 5}","entries":["The golem targets one or more creatures it can see within 10 feet of it. Each target must make a {@dc 17} Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["With the power of magic at their disposal, mages of the ancient past and of Zendikar's present have been able to create objects bearing the semblance of life, capable of carrying out orders and even acting independently.","In a number of ancient sites associated with the Eldrazi, stone creatures have been found standing eternal guard. Created from fragments of hedrons or carved to resemble them, these constructs were intended to help the people of Zendikar eliminate the brood lineages after the titans were imprisoned, and were implanted with a fragment of the power that bound and imprisoned the Eldrazi. They have served as useful allies in battling the Eldrazi broods, and some mages have had limited success in prying the secrets of their magic from their artificial minds. Other hedron constructs are of more recent make, fashioned in imitation of the originals. These have no power over the Eldrazi beyond what their physical strength gives them, and their creators used them for menial tasks. They are most often found in the ancient ruins of the kor or in merfolk cities. The various {@b modrons} can be used to represent these dedicated constructs.","The golems of Zendikar are effectively artificial elementals, and can be represented by {@creature stone golem|MM|stone golems}. Mages fashion bodies from special stone and infuse them with the power of movement and limited understanding. Golems are rare and powerful, especially when shaped from stone that already possesses magical power."],"gallery":[{"path":"bestiary/PSZ/Hedrons.webp","title":"Hedron Crawler","credit":"Daniel Ljunggren"}]},{"id":"zeond","name":"Zeond","source":"PaBTSO","page":43,"srd":false,"image":"bestiary/PaBTSO/Zeond.webp","token":"bestiary/tokens/PaBTSO/Zeond.webp","size":"Tiny","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"13","initiative":"+3 (13)","hp":"7 (3d4)","speed":"40 ft.","str":5,"dex":17,"con":10,"int":7,"wis":10,"cha":10,"saves":"","skills":"Stealth +5","vulnerabilities":"","resistances":"cold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 120 ft., Passive Perception 10","languages":"Abyssal, Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"","treasure":"","traits":[{"name":"Shapechanger","entries":["Zeond can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Magic Resistance","entries":["Zeond has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Claw (Bite in Beast Form)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or take 5 ({@damage 2d4}) poison damage and become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]},{"name":"Scare (1/Day)","entries":["One creature of Zeond's choice within 20 feet of it must succeed on a {@dc 10} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success."]},{"name":"Invisibility","entries":["Zeond magically turns {@condition invisible} until it attacks or uses Scare, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the quasit wears or carries is {@condition invisible} with it."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/PaBTSO/Zeond.webp"}]},{"id":"zephyros","name":"Zephyros","source":"SKT","page":33,"srd":false,"image":"bestiary/SKT/Zephyros.webp","token":"bestiary/tokens/SKT/Zephyros.webp","size":"Huge","creatureType":"Giant","alignment":"Neutral Good","ac":"14","initiative":"+0 (10)","hp":"200 (16d12 + 96)","speed":"40 ft.","str":27,"dex":10,"con":22,"int":18,"wis":16,"cha":16,"saves":"Con +11, Wis +8, Cha +8","skills":"Insight +8, Perception +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 17","languages":"Common, Giant","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Keen Smell","entries":["Zephyros has advantage on Wisdom ({@skill Perception}) checks that rely on smell."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Zephyros's innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell fog cloud}, {@spell light}","3/day each: {@spell feather fall}, {@spell fly}, {@spell misty step}, {@spell telekinesis}","1/day each: {@spell control weather}, {@spell gaseous form}"]},{"name":"Spellcasting","entries":["Zephyros casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}, {@hit 11} to hit with spell attacks):","At will: {@spell message}, {@spell prestidigitation}, {@spell ray of frost}","2/day each: {@spell gust of wind}, {@spell levitate}, {@spell magic missile}","1/day each: {@spell cone of cold}, {@spell contact other plane} (cast as 1 action), {@spell greater invisibility}, {@spell mass suggestion}, {@spell nondetection}, {@spell Otiluke's resilient sphere}, {@spell protection from energy}, {@spell tongues}"]}],"actions":[{"name":"Fling","entries":["Zephyros tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a {@dc 20} Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Zephyros's choice and land {@condition prone}, taking {@damage 1d8} bludgeoning damage for every 10 feet it was thrown."]},{"name":"Wind Aura","entries":["A magical aura of wind surrounds Zephyros. The aura is a 10-foot-radius sphere that lasts as long as he maintains {@status concentration} on it (as if {@status concentration||concentrating} on a spell). While the aura is in effect, Zephyros gains a +2 bonus to his AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical."]},{"name":"Multiattack","entries":["Zephyros makes two staff attacks."]},{"name":"Staff of the Magi","entries":["{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d6 + 10}) bludgeoning damage, or 23 ({@damage 3d8 + 10}) bludgeoning damage if used with two hands. This damage is considered magical.."]},{"name":"Rock","entries":["{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.",{"name":"High and Mighty","type":"entries","entries":["Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.","Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.","Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants."]},{"name":"Affluent Princes","type":"entries","entries":["Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.","They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottage-sized produce and magic beans are spread in the mortal realm.","As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions."]},{"name":"Children of the Trickster","type":"entries","entries":["The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silver-tongued speech. Family members usually align in the same direction."]},{"name":"Wealth and Power","type":"entries","entries":["A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.","However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.","Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor."]}]},{"type":"entries","name":"Giants","entries":["Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",{"name":"Old as Legend","type":"entries","entries":["In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.","Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."]}]},{"type":"entries","name":"The Ordning","entries":["Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.","Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.","At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.","Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."]},{"type":"entries","name":"Giant Gods","entries":["When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.","Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.","Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."]}]}]}],"gallery":[{"path":"bestiary/SKT/Zephyros.webp"}]},{"id":"zhanthi","name":"Zhanthi","source":"ToA","page":27,"srd":false,"image":"bestiary/ToA/Zhanthi.webp","token":"bestiary/tokens/ToA/Zhanthi.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral Good","ac":"15","initiative":"+1 (11)","hp":"9 (2d8)","speed":"30 ft.","str":11,"dex":12,"con":11,"int":12,"wis":14,"cha":16,"saves":"","skills":"Deception +5, Insight +4, Persuasion +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"any two languages","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Urban","treasure":"","traits":[],"spellcasting":[],"actions":[{"name":"Rapier","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d8 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Zhanthi adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/ToA/Zhanthi.webp"}]},{"id":"zhent-martial-arts-adept","name":"Zhent Martial Arts Adept","source":"WDH","page":160,"srd":false,"image":"bestiary/tokens/WDH/Zhent Martial Arts Adept.webp","token":"bestiary/tokens/WDH/Zhent Martial Arts Adept.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Lawful Evil","ac":"16","initiative":"+3 (13)","hp":"49 (11d6 + 11)","speed":"40 ft.","str":11,"dex":17,"con":13,"int":11,"wis":16,"cha":10,"saves":"","skills":"Acrobatics +5, Insight +5, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"Common, Halfling","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier."]},{"name":"Special Equipment","entries":["The adept wears a {@item teleporter ring|WDH}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The adept makes three unarmed strikes or three dart attacks."]},{"name":"Unarmed Strike","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:",{"type":"list","items":["The target must succeed on a {@dc 13} Strength saving throw or drop one item it is holding (adept's choice).","The target must succeed on a {@dc 13} Dexterity saving throw or be knocked {@condition prone}.","The target must succeed on a {@dc 13} Constitution saving throw or be {@condition stunned} until the end of the adept's next turn."]}]},{"name":"Dart","entries":["{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage."]}],"bonusActions":[],"reactions":[{"name":"Deflect Missile","entries":["In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by {@dice 1d10 + 3}. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["The adepts believe that Manshoon should be the Zhantarim leader and serves him fearlessly."]}]}]}]},{"id":"zhentarim-thug","name":"Zhentarim Thug","source":"OotA","page":131,"srd":false,"image":"bestiary/tokens/OotA/Zhentarim Thug.webp","token":"bestiary/tokens/OotA/Zhentarim Thug.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Neutral","ac":"11","initiative":"+0 (10)","hp":"32 (5d8 + 10)","speed":"30 ft.","str":15,"dex":11,"con":14,"int":10,"wis":10,"cha":11,"saves":"","skills":"Intimidation +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Pack Tactics","entries":["The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The thug makes two melee attacks"]},{"name":"Mace","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage."]},{"name":"Heavy Crossbow","entries":["{@atk rw} {@hit 2} to hit, range 100/400 ft., one target. {@h}5 ({@damage 1d10}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"zhentilar-paladin-of-bane","name":"Zhentilar Paladin of Bane","source":"FRAiF","page":285,"srd":false,"image":"bestiary/FRAiF/Zhentilar.webp","token":"bestiary/tokens/FRAiF/Zhentilar Paladin of Bane.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"18","initiative":"+0 (10)","hp":"58 (9d8 + 18)","speed":"30 ft.","str":16,"dex":11,"con":14,"int":12,"wis":13,"cha":17,"saves":"Str +5, Cha +5","skills":"Athletics +5, Intimidation +5, Religion +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"Common","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Any","treasure":"Armaments","traits":[{"name":"Aura of Dread","entries":["Creatures in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the Zhentilar have their Speeds halved while in the {@variantrule Emanation [Area of Effect]|XPHB|Emanation}. The Zhentilar can designate creatures to be unaffected by the aura."]}],"spellcasting":[{"name":"Spellcasting","entries":["The Zhentilar casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 13}):","1/day each: {@spell Command|XPHB}, {@spell Fear|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["The Zhentilar makes three attacks, using Dooming Blade or Oppressive Ray in any combination. It can replace one attack with a use of Spellcasting."]},{"name":"Dooming Blade","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}7 ({@damage 1d8 + 3}) Bludgeoning damage plus 7 ({@damage 2d6}) Necrotic damage."]},{"name":"Oppressive Ray","entries":["{@atkr r} {@hit 5}, range 90 ft. {@h}16 ({@damage 3d10}) Psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["The Zhentilar's most-respected commanders and sergeants tend to be spellswords or holy warriors who worship nefarious higher powers, such as Bane."]},{"type":"section","name":"Zhentilar","entries":["{@i Wardens of the Zhentarim}","The Zhentilar is the militant wing of the Zhentarim. Zhentilar forces occupy Zhentarim strongholds such as Zhentil Keep and Darkhold and defend these places from the Zhentarim's many enemies. If the Zhentarim is one big family, then the Zhentilar are the protective older siblings who look out for their kin.","Zhentilar also conduct other important organizational work such as safeguarding powerful magic items or escorting Zhentarim leaders."]}],"gallery":[{"path":"bestiary/FRAiF/Zhentilar.webp"}]},{"id":"zhentilar-soldier","name":"Zhentilar Soldier","source":"FRAiF","page":285,"srd":false,"image":"bestiary/FRAiF/Zhentilar.webp","token":"bestiary/tokens/FRAiF/Zhentilar Soldier.webp","size":"Small or Medium","creatureType":"Humanoid","alignment":"Lawful Evil","ac":"13","initiative":"+2 (12)","hp":"22 (4d8 + 4)","speed":"30 ft.","str":14,"dex":14,"con":13,"int":10,"wis":11,"cha":11,"saves":"Dex +4, Con +3","skills":"Acrobatics +4, Athletics +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 10","languages":"Common","cr":"1","crDisplay":"1 (XP 200; PB +2)","habitat":"Any","treasure":"Armaments","traits":[],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The Zhentilar makes two attacks, using Shortsword or Pistol in any combination. It can replace one attack with a use of Knock Down."]},{"name":"Shortsword","entries":["{@atkr m} {@hit 4}, reach 5 ft. {@h}5 ({@damage 1d6 + 2}) Piercing damage plus 2 ({@damage 1d4}) Poison damage."]},{"name":"Pistol","entries":["{@atkr r} {@hit 4}, range 80/320 ft. {@h}7 ({@damage 1d10 + 2}) Piercing damage."]},{"name":"Knock Down","entries":["{@actSave str} {@dc 12}, one creature within 5 feet that the Zhentilar can see. {@actSaveFail} 4 ({@damage 1d4 + 2}) Bludgeoning damage. If the target is a Medium or smaller creature, it has the {@condition Prone|XPHB} condition."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Zhentilar soldiers occupy Zhentarim fortresses and outposts. The price of betraying the organization is so steep that many Zhentilar soldiers would rather die for the Zhentarim than abandon their post."]},{"type":"section","name":"Zhentilar","entries":["{@i Wardens of the Zhentarim}","The Zhentilar is the militant wing of the Zhentarim. Zhentilar forces occupy Zhentarim strongholds such as Zhentil Keep and Darkhold and defend these places from the Zhentarim's many enemies. If the Zhentarim is one big family, then the Zhentilar are the protective older siblings who look out for their kin.","Zhentilar also conduct other important organizational work such as safeguarding powerful magic items or escorting Zhentarim leaders."]}],"gallery":[{"path":"bestiary/FRAiF/Zhentilar.webp"}]},{"id":"zi-liang","name":"Zi Liang","source":"SKT","page":251,"srd":false,"image":"bestiary/SKT/Zi Liang.webp","token":"bestiary/tokens/SKT/Zi Liang.webp","size":"Medium","creatureType":"Humanoid (Human)","alignment":"Chaotic Good","ac":"15","initiative":"+2 (12)","hp":"22 (5d8)","speed":"30 ft.","str":12,"dex":15,"con":11,"int":14,"wis":16,"cha":11,"saves":"","skills":"Acrobatics +4, Athletics +3, Perception +5, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 15","languages":"Common, Elvish, Goblin","cr":"-","crDisplay":"-","habitat":"","treasure":"","traits":[{"name":"Unarmored Defense","entries":["While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier."]},{"name":"Roleplaying Information","entries":["Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours.","Ideal: \"If we faithfully tend to our gardens and our fields, Chauntea will smile upon us.\"","Bond: \"Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it.\"","Flaw: \"I don't trust authority. I do what my heart says is right.\""]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zi makes two melee attacks."]},{"name":"Quarterstaff","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage, or 5 ({@damage 1d8 + 1}) bludgeoning damage if used with both hands."]},{"name":"Sling","entries":["{@atk rw} {@hit 4} to hit, range 30/120 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage. Zi carries twenty sling stones."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours.","Ideal:\"If we faithfully tend to our gardens and our fields, Chauntea will smile upon us.\"","Bond:\"Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it.\"","Flaw:\"I don't trust authority. I do what my heart says is right.\""]}]}]}],"gallery":[{"path":"bestiary/SKT/Zi Liang.webp"}]},{"id":"zikran","name":"Zikran","source":"CM","page":145,"srd":false,"image":"bestiary/CM/Zikran.webp","token":"bestiary/tokens/CM/Zikran.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"144 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Aquan, Common, Primordial, Sahuagin, Undercommon","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Zikran has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zikran is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}, {@spell conjure elemental}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Zikran casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Genasi have strong ties to the Inner Planes and the blood of genies flowing through their veins. Like the marids of the Elemental Plane of Water, Zikran is turbulent and unpredictable.","He carries a handheld magic device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird's head."]},{"type":"entries","entries":["On initiative count 20 (losing initiative ties), Zikran uses his handheld device to fire the cannon at one creature he can see, provided the creature is in the basement or on the staircase. Zikran's target must make a {@dc 17} Dexterity saving throw, taking 24 ({@dice 7d6}) cold damage on a failed save, or half as much damage on a successful one. The basement furnishings provide {@quickref Cover||3||half cover}, should a creature wish to hide behind them.","The cannon is a Large object with AC 16, 80 hit points, and immunity to poison and psychic damage. It is mounted atop a swivel and bolted to the dais. The cannon draws power from the crystal in the middle of the room. This crystal sparks with elemental power whenever the cannon is about to fire. If the crystal is destroyed, both Zikran's handheld device and the cannon become powerless. The crystal is a Large object with AC 13, 40 hit points, and immunity to poison and psychic damage."]}],"gallery":[{"path":"bestiary/CM/Zikran.webp","credit":"Andrew Mar"}]},{"id":"zikzokrishka","name":"Zikzokrishka","source":"CM","page":209,"srd":false,"image":"bestiary/CM/Zikzokrishka.webp","token":"bestiary/tokens/CM/Zikzokrishka.webp","size":"Huge","creatureType":"Undead","alignment":"Lawful Evil","ac":"19","initiative":"+0 (10)","hp":"225 (18d12 + 108)","speed":"40 ft., burrow 30 ft., fly 80 ft.","str":25,"dex":10,"con":23,"int":16,"wis":15,"cha":19,"saves":"Dex +6, Con +12, Wis +8, Cha +10","skills":"Perception +14, Stealth +6","vulnerabilities":"","resistances":"necrotic","immunities":"lightning; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"blindsight 60 ft., darkvision 120 ft., Passive Perception 24","languages":"Common, Draconic","cr":"17","crDisplay":"17 (XP 18,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Zikzokrishka fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Zikzokrishka has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zikzokrishka can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws."]},{"name":"Bite","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 5 ({@damage 1d10}) lightning damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage."]},{"name":"Tail","entries":["{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage."]},{"name":"Frightful Presence","entries":["Each creature of Zikzokrishka's choice that is within 120 feet of the Zikzokrishka and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Zikzokrishka's Frightful Presence for the next 24 hours."]},{"name":"Lightning Breath {@recharge 5}","entries":["Zikzokrishka exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 20} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Detect","entries":["Zikzokrishka makes a Wisdom ({@skill Perception}) check."]},{"name":"Tail Attack","entries":["Zikzokrishka makes a tail attack."]},{"name":"Wing Attack (Costs 2 Actions)","entries":["Zikzokrishka beats its tattered wings. Each creature within 10 feet of Zikzokrishka must succeed on a {@dc 21} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. After beating its wings this way, Zikzokrishka can fly up to half its flying speed."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On initiative count 20 (losing initiative ties) whenever she is in the are V3, Zikzokrishka can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row:",{"type":"list","items":["Part of the ceiling collapses above one creature that Zikzokrishka can see. The creature must succeed on a {@dc 15} Dexterity saving throw or take 21 ({@damage 6d6}) bludgeoning damage and be knocked {@condition prone} and buried under rubble. A buried creature is {@condition restrained} and unable to stand up. A creature can use an action to try to pull itself or another creature out of the rubble, doing so with a successful {@dc 10} Strength ({@skill Athletics}) check.","A cloud of sand swirls in a 20-foot-radius sphere centered on a point Zikzokrishka can see within 60 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","Zikzokrishka chooses two points that it can see, each of which must be on a solid surface, and creates a 5-foot-wide line of lightning between them. The two points must be within 60 feet of Zikzokrishka and 60 feet of each other. Each creature in the line must succeed on a {@dc 15} Dexterity saving throw or take 10 ({@damage 3d6}) lightning damage."]}],"regionalEffects":[],"lore":[{"type":"section","entries":[{"type":"entries","name":"Zikzokrishka's Phylactery","entries":["Zikzokrishka hid her phylactery deep within the Scimitar Spires, a mountain range to the east of the necropolis of Azumar. If the characters defeat her, Zikzokrishka uses her phylactery to rematerialize, having long ago prepared a dragon's corpse to house her spirit upon its return to the phylactery."]}]}],"gallery":[{"path":"bestiary/CM/Zikzokrishka.webp"}]},{"id":"zilchyn-q-leptin","name":"Zilchyn Q'Leptin","source":"OotA","page":137,"srd":false,"image":"bestiary/OotA/Zilchyn Q'Leptin.webp","token":"bestiary/tokens/OotA/Zilchyn Q'Leptin.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"45 (10d8)","speed":"30 ft.","str":9,"dex":14,"con":10,"int":17,"wis":13,"cha":12,"saves":"","skills":"Arcana +6, Deception +4, Perception +4, Stealth +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 14","languages":"Elvish, Undercommon","cr":"7","crDisplay":"7 (XP 2,900; PB +3)","habitat":"Underdark","treasure":"","traits":[{"name":"Fey Ancestry","entries":["Zilchyn has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Zilchyn has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Zilchyn's spellcasting ability is Charisma (spell save {@dc 12}). It can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]},{"name":"Spellcasting","entries":["Zilchyn is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 14}, {@hit 6} to hit with spell attacks). The drow has the following wizard spells prepared:","Cantrips (at will): {@spell mage hand}, {@spell minor illusion}, {@spell poison spray}, {@spell ray of frost}","Level 1 (4 slots): {@spell mage armor}, {@spell magic missile}, {@spell shield}, {@spell witch bolt}","Level 2 (3 slots): {@spell alter self}, {@spell misty step}, {@spell web}","Level 3 (3 slots): {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell Evard's black tentacles}, {@spell greater invisibility}","Level 5 (2 slots): {@spell cloudkill}"]}],"actions":[{"name":"Staff","entries":["{@atk mw} {@hit 2} to hit, reach 5 ft., one target. {@h}2 ({@damage 1d6 - 1}) bludgeoning damage, or 3 ({@damage 1d8 - 1}) bludgeoning damage if used with two hands, plus 3 ({@damage 1d6}) poison damage."]},{"name":"Summon Demon (1/Day)","entries":["Zilchyn magically summons a {@creature quasit}, or attempts to summon a {@creature shadow demon} with a {@chance 50|50 percent|50% summoning chance} chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/OotA/Zilchyn Q'Leptin.webp"}]},{"id":"zindar","name":"Zindar","source":"ToA","page":239,"srd":false,"image":"bestiary/ToA/Zindar.webp","token":"bestiary/tokens/ToA/Zindar.webp","size":"Medium","creatureType":"Humanoid (Half-dragon)","alignment":"Lawful Good","ac":"13","initiative":"+0 (10)","hp":"110 (17d8 + 34)","speed":"30 ft.","str":14,"dex":10,"con":14,"int":16,"wis":15,"cha":18,"saves":"Con +5, Wis +5","skills":"Arcana +6, History +9, Insight +5, Investigation +9","vulnerabilities":"","resistances":"fire","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., darkvision 60 ft., Passive Perception 12","languages":"Common, Draconic, Dwarvish, Primordial","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[{"name":"Dragon Wings","entries":["As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save {@dc 15}, {@hit 7} to hit with spell attacks). Zindar knows the following sorcerer spells:","Cantrips (at will): {@spell fire bolt}, {@spell friends}, {@spell light}, {@spell mage hand}, {@spell mending}, {@spell message}","Level 1 (6 slots): {@spell magic missile}, {@spell shield}, {@spell sleep}","Level 2 (4 slots): {@spell detect thoughts}, {@spell knock}","Level 3 (3 slots): {@spell clairvoyance}, {@spell tongues}","Level 4 (3 slots): {@spell dominate beast}, {@spell stoneskin}","Level 5 (3 slots): {@spell hold monster}, {@spell telekinesis}","Level 6 (1 slots): {@spell true seeing}","Level 7 (1 slots): {@spell fire storm}"]}],"actions":[{"name":"Quarterstaff","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, or 6 ({@damage 1d8 + 2}) bludgeoning damage when used with two hands."]},{"name":"Breath Weapon {@recharge 5}","entries":["Zindar uses one of the following options:"]},{"name":"Fire Breath","entries":["Zindar exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 22 ({@damage 4d10}) fire damage on a failed save, or half as much damage on a successful one."]},{"name":"Weakening Breath","entries":["Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a {@dc 15} Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["This half-gold dragon runs Port Nyanzaru's docks and keeps track of ship manifests. A sorcerer of impressive ability, Zindar is well paid by the merchant princes for his work. He is also a key member of the Ytepka Society and a great source of information about the city. Zindar has a soft spot for adventurers, but he knows the dangers of Chult well enough to understand that most of those who embark on expeditions to explore the jungle never return.","Zindar makes extensive use of spells in his day-today work, casting message to deliver missives to dock workers, detect thoughts for reading ship captains' minds, knock for unsealing containers for inspection, clairvoyance for peering into ship holds, dominate beast to pacify nervous animals, and so forth."]},{"type":"entries","name":"Zindar's Traits","entries":[{"name":"Ideal","type":"entries","entries":["\"I take pride in my work, and I like to keep all my business dealings honest.\""]},{"name":"Bond","type":"entries","entries":["\"Port Nyanzaru is my home. I take a dim view of those who would bring harm to the city and its inhabitants.\""]},{"name":"Flaw","type":"entries","entries":["\"I don't get mad. I get even.\""]}]}]}]}],"gallery":[{"path":"bestiary/ToA/Zindar.webp"}]},{"id":"ziraj-the-hunter","name":"Ziraj the Hunter","source":"WDH","page":201,"srd":false,"image":"bestiary/WDH/Ziraj the Hunter.webp","token":"bestiary/tokens/WDH/Ziraj the Hunter.webp","size":"Medium","creatureType":"Humanoid (Half-orc)","alignment":"Lawful Evil","ac":"17","initiative":"+4 (14)","hp":"153 (18d8 + 72)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":11,"wis":14,"cha":15,"saves":"Wis +5, Cha +5","skills":"Athletics +7, Intimidation +5, Stealth +7, Survival +5","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common, Orc","cr":"8","crDisplay":"8 (XP 3,900; PB +3)","habitat":"","treasure":"","traits":[],"spellcasting":[{"name":"Spellcasting","entries":["Ziraj is a 10th-level spellcaster. His spellcasting ability is Charisma. He has the following paladin spells prepared:","Level 1 (4 slots): {@spell command}, {@spell protection from evil and good}, {@spell thunderous smite}","Level 2 (3 slots): {@spell branding smite}, {@spell find steed}","Level 3 (2 slots): {@spell blinding smite}, {@spell dispel magic}"]}],"actions":[{"name":"Multiattack","entries":["Ziraj makes three attacks with his glaive or with his oversized longbow."]},{"name":"Glaive","entries":["{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage."]},{"name":"Oversized Longbow","entries":["{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage."]},{"name":"Dreadful Aspect (Recharges after a Short or Long Rest)","entries":["Ziraj exudes magical menace. Each enemy within 30 feet of him must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute of Ziraj. If a {@condition frightened} enemy ends its turn more than 30 feet away from Ziraj, the enemy can repeat the saving throw, ending the effect on itself on a success."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj sets out to kill someone, it's because one of his friends (Davil, Istrid, Skeemo, or Tashlyn) asked him to. The characters might become Ziraj's prey, or Ziraj might come to their aid to eliminate a common enemy. He's the strong, silent type.","The City Watch has received reports of a figure who haunts the rooftops of Waterdeep-a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from-if he even has a home-remains a mystery, as does the question of where he might show up next.",{"name":"Treasure","type":"entries","entries":["Ziraj wears +2 leather armor and carries an oversized longbow. This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to {@dice 2d6} + the wielder's Strength modifier. Its range is the same as an ordinary longbow."]}]},{"type":"entries","name":"The Doom Raiders","entries":["The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called \"dooms\" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies."]}]}]}],"gallery":[{"path":"bestiary/WDH/Ziraj the Hunter.webp"}]},{"id":"zisatta","name":"Zisatta","source":"JttRC","page":177,"srd":false,"image":"bestiary/JttRC/118-12-005.zisatta.webp","token":"bestiary/tokens/JttRC/Zisatta.webp","size":"Medium","creatureType":"Humanoid (Zisatta)","alignment":"Lawful Neutral","ac":"11","initiative":"+1 (11)","hp":"11 (2d8 + 2)","speed":"10 ft., swim 40 ft.","str":10,"dex":13,"con":12,"int":11,"wis":11,"cha":12,"saves":"","skills":"Perception +2","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Aquan, Common","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Underwater, Coastal","treasure":"","traits":[{"name":"Water Breathing","entries":["Zisatta can breathe only underwater."]}],"spellcasting":[],"actions":[{"name":"Spear","entries":["{@atk mw,rw} {@hit 2} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d6}) piercing damage, or 4 ({@damage 1d8}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/JttRC/118-12-005.zisatta.webp","credit":"Andrew Mar"}]},{"id":"zlan","name":"Zlan","source":"FRAiF","page":287,"srd":false,"image":"bestiary/FRAiF/Zlan.webp","token":"bestiary/tokens/FRAiF/Zlan.webp","size":"Huge","creatureType":"Undead (Wizard)","alignment":"Chaotic Evil","ac":"18","initiative":"+7 (17)","hp":"199 (19d12 + 76)","speed":"30 ft.","str":20,"dex":12,"con":19,"int":21,"wis":18,"cha":14,"saves":"Dex +7, Con +10, Int +11, Wis +10","skills":"Arcana +17, History +11, Perception +10","vulnerabilities":"","resistances":"lightning; necrotic","immunities":"cold; poison","conditionImmunities":"charmed; exhaustion; frightened; paralyzed; poisoned","senses":"Truesight 120 ft., Passive Perception 20","languages":"all","cr":"18","crDisplay":"18 (XP 20,000; PB +6)","habitat":"","treasure":"","traits":[{"name":"Chardalyn Sense","entries":["Zlan senses the emotions of anyone touching a piece of chardalyn within 100 miles of itself."]},{"name":"Legendary Resistance (3/Day)","entries":["If Zlan fails a saving throw, it can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Zlan has {@variantrule Advantage|XPHB} on saving throws against spells and other magical effects."]},{"name":"Next of the Seven (6/Year)","entries":["If Zlan dies within 100 miles of a piece of chardalyn at least 4 inches long, it re-forms from that piece of chardalyn in {@dice 1d10} days, regaining all its {@variantrule Hit Points|XPHB}. The new body appears in the unoccupied space nearest to the piece of chardalyn, and another lich's mind in the body seizes psychic control of the body."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zlan casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save {@dc 19}):","At will: {@spell Detect Magic|XPHB}, {@spell Detect Thoughts|XPHB}, {@spell Dispel Magic|XPHB}, {@spell Mage Hand|XPHB}, {@spell Message|XPHB}","2/day each: {@spell Dimension Door|XPHB}, {@spell Fly|XPHB}, {@spell Scrying|XPHB}","1/day each: {@spell Befuddlement|XPHB}, {@spell Disintegrate|XPHB}"]},{"name":"Counterspell","entries":["Zlan casts {@spell Counterspell|XPHB} in response to the spell's trigger, using the same spellcasting ability as Spellcasting.","At will: {@spell Counterspell|XPHB}"]}],"actions":[{"name":"Multiattack","entries":["Zlan makes three attacks, using Slam or Bewildering Bolt in any combination. It can replace two attacks with a use of Spellcasting."]},{"name":"Slam","entries":["{@atkr m} {@hit 11}, reach 10 ft. {@h}12 ({@damage 3d4 + 5}) Bludgeoning damage plus 22 ({@damage 4d10}) Necrotic damage."]},{"name":"Bewildering Bolt","entries":["{@atkr r} {@hit 11}, range 120 ft. {@h}27 ({@damage 4d10 + 5}) Psychic damage, and the target has the {@condition Charmed|XPHB} condition until the end of its next turn."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Retaliation","entries":["Zlan makes one Slam or Bewildering Bolt attack."]},{"name":"Stoke Paranoia","entries":["{@actSave wis} {@dc 19}, one creature Zlan can see within 30 feet (with {@variantrule Disadvantage|XPHB} if the target is holding or wearing chardalyn). {@actSaveFail} 27 ({@damage 6d8}) Psychic damage and the target has the {@condition Charmed|XPHB} condition for 1 minute or until Zlan dies. While {@condition Charmed|XPHB}, the target doesn't act as an ally to any creature. {@actSaveSuccess} Half damage only. {@actSaveSuccessOrFail} Zlan can't take this action again until the start of its next turn."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","name":"Zlan","entries":["{@i Scheming Lich in a Monstrous, Frozen Form}","Zlan is a horrid, icy amalgamation of the seven liches who created the Artifact {@i Crenshinibon}, better known as the {@i Crystal Shard}. Zlan Clervish was one of those seven liches, and that lich's will predominates in the fused entity. All seven bodies are frozen together with ice and black crystal called chardalyn, fragments of the shattered {@i Crystal Shard}.","Zlan has leveraged its connection with the shattered Artifact to psychically infest chardalyn, using the crystalline material to observe enemies and warp minds."]},{"type":"section","entries":[{"type":"entries","name":"History","entries":["Seven powerful liches from other worlds came together to create the {@i Crystal Shard} millennia ago. Although the liches were jealous and suspicious of each other, their combined power was sufficient to create the sentient Artifact. The {@i Crystal Shard} absorbed its creators' minds, which resonated within the crystal of the {@i Crystal Shard} thereafter. When the {@i Crystal Shard} was destroyed, its fragments, called chardalyn, still echoed with its creators' malevolent minds. Fragments of ice and chardalyn drew together around the remains of the seven liches, creating an amalgamated form.","Zlan is the foremost mind among the liches and controls the body, The other liches rage and scheme about being subsidiary to someone they once considered both a rival and an equal. The Zlan Liches table gives a brief description of each component.",{"type":"table","colLabels":["Name","History"],"colStyles":["col-4","col-8"],"rows":[["Argent Black","Emerged from the Negative Plane, fed on hate and darkness"],["Fetchigrol","Abused authority as a spiritual leader to trade souls for power"],["First Grandfather Wu","Unleashed a magical contagion that killed a world of billions"],["Solmé of Gharr","Devoured the souls of children to occupy their bodies"],["Vaeristhelph Rex","Seized power as a wizard-king, traded his throne for lichdom"],["Vlad Xil Haerven","Wallowed in greed and traded lives for wealth"],["Zlan Clervish","Currently in control, aims to expose hidden horrors and ruins beneath Icewind Dale"]]}]},{"type":"entries","name":"Personality","entries":["Zlan has an affinity for enchantment and corrupting minds. During the time he was working to create the {@i Crystal Shard}, Zlan was a devotee of a god of darkness, confusion, and pain. Zlan likes to subtly twist minds to confusion and paranoia and doesn't take direct action when an oblique or hidden action will suffice. Its plans always contain fallbacks and contingencies. One of these contingencies—one the other liches who constitute its new form failed to foresee—was to assume control of the other liches if the {@i Crystal Shard} was destroyed and created the multi-lich entity.","Zlan schemes about how to restore and control the {@i Crystal Shard}'s power through the accumulation of chardalyn from across Icewind Dale. Zlan's affinity with chardalyn allows it to access information across the region and use chardalyn to corrupt those who could prove useful.","Zlan's current plan is to heat Icewind Dale from below, warming the Underdark to melt its ice and release aberrant terrors from frozen stasis. This melting also exposes ancient sites containing power Zlan needs to enforce its wicked will on the region."]}]}],"gallery":[{"path":"bestiary/FRAiF/Zlan.webp"}]},{"id":"zodar","name":"Zodar","source":"BAM","page":64,"srd":false,"image":"bestiary/BAM/Zodar.webp","token":"bestiary/tokens/BAM/Zodar.webp","size":"Medium","creatureType":"Aberration","alignment":"Neutral","ac":"20","initiative":"+0 (10)","hp":"200 (16d8 + 128)","speed":"30 ft., fly 30 ft. (hover)","str":30,"dex":10,"con":26,"int":12,"wis":15,"cha":18,"saves":"Con +13, Int +6, Wis +7, Cha +9","skills":"","vulnerabilities":"","resistances":"","immunities":"acid; fire; poison","conditionImmunities":"blinded; charmed; deafened; exhaustion; frightened; petrified; poisoned","senses":"blindsight 120 ft. (blind beyond this radius), Passive Perception 12","languages":"see Disembodied Voice below","cr":"16","crDisplay":"16 (XP 15,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Disembodied Voice","entries":["Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher."]},{"name":"Legendary Resistance (3/Day)","entries":["If the zodar fails a saving throw, it can choose to succeed instead."]},{"name":"Transport Inhibitor","entries":["The zodar can't be teleported or sent to any plane of existence against its will."]},{"name":"Unusual Nature","entries":["The zodar doesn't require air, food, drink, or sleep."]}],"spellcasting":[{"name":"Wish","entries":["The zodar casts the {@spell wish} spell, requiring no spell components and using Charisma as the spellcasting ability (spell save {@dc 17}). After casting this spell, the zodar turns to dust and is destroyed.","At will: [object Object]"]}],"actions":[{"name":"Multiattack","entries":["The zodar makes two Crushing Fist attacks. Before or after these attacks, the zodar uses Forced Teleport."]},{"name":"Crushing Fist","entries":["{@atk mw} {@hit 15} to hit, reach 5 ft., one target. {@h}21 ({@damage 2d10 + 10}) force damage."]},{"name":"Forced Teleport","entries":["The zodar magically warps space around one creature it can see within 60 feet of itself. The target must make a {@dc 21} Constitution saving throw. On a failed save, the target takes 22 ({@damage 4d10}) force damage, and the zodar teleports it, along with any equipment it's wearing or carrying, up to 60 feet to an unoccupied space that the zodar can see and that can support the target. On a successful save, the target takes half as much damage and isn't teleported."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["A zodar is a bipedal entity whose body is encased in an obsidian exoskeleton. It has no facial features aside from two narrow, vertical slits that resemble eyes, and its countenance betrays no hint of pain or emotion. Underneath its armored exterior, a zodar's body is composed of tightly knit muscle fibers that make it incredibly strong and heavy. A zodar weighs 1,500 pounds.","No one knows how many zodars exist or where they came from, but the most popular hypothesis is that they are the creations of some long-forgotten god. Zodars interact with other sapient creatures in a manner that goes beyond mere aloofness. They simply hover in silence. When a zodar finally performs some significant action, the reasons for that action aren't always clear.","One interpretation of this behavior posits that each zodar has a specific mission and is relentless in its pursuit of the goal, but it reacts oddly to situations that don't involve its mission because it doesn't know what else to do. Another theory is that all zodars are working in concert to achieve some master objective. A third, less ominous idea is that zodars lost their sense of purpose when their creator vanished, and they are struggling to find their new role.","A zodar can cause speech to issue from the air around it on three occasions in its lifetime. When it feels compelled to speak, it chooses its words wisely. It can also warp the fabric of the multiverse to cast the wish spell as its final act—it is destroyed once the spell is cast."]}],"gallery":[{"path":"bestiary/BAM/Zodar.webp","credit":"Shawn Wood"}]},{"id":"zombie","name":"Zombie","source":"XMM","page":346,"srd":true,"image":"bestiary/XMM/Zombies.webp","token":"bestiary/tokens/XMM/Zombie.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"15 (2d8 + 6)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 8","languages":"understands Common plus one other language but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 {@variantrule Hit Points|XPHB}, it makes a Constitution saving throw ({@dc 5} plus the damage taken) unless the damage is Radiant or from a {@variantrule Critical Hit|XPHB}. On a successful save, the zombie drops to 1 {@variantrule Hit Points|XPHB|Hit Point} instead."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atkr m} {@hit 3}, reach 5 ft. {@h}5 ({@damage 1d8 + 1}) Bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Humanoid zombies usually serve as guardians, servants, or soldiers for evil magic-users. In rare cases, foul magic might result in widespread reanimation of the dead, unleashing hordes of zombies to terrorize the living."]},{"type":"section","name":"Zombies","entries":["{@i Relentless Reanimated Corpses}",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Habitat:","entry":"{@filter Planar (Shadowfell)|bestiary|environment=planar, shadowfell}, {@filter Underdark|bestiary|environment=underdark}, {@filter Urban|bestiary|environment=urban}"},{"type":"item","name":"Treasure:","entry":"None"}]},"Zombies are unthinking, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless, merciless, and resilient, and their dead flesh can carry on even after suffering grievous wounds. While they can follow simple orders, they rely on primal drives rather than thought. They fulfill commands by working tirelessly or battering through foes, but they are easily stymied by barriers or unexpected circumstances.","Zombies are usually created from Humanoid corpses, but the remains of other creatures can also become zombies. Such monstrous zombies might possess the strength they had in life or a measure of their supernatural abilities, but they employ such abilities haphazardly at best.",{"type":"insetReadaloud","entries":[{"type":"quote","entries":["Then, by a spectacular crack of lightning, the figures came into view, moving slowly toward the village. Over driving winds a voice cried out, \"The dead come for Marais d'Tarascon! An army of the walking dead!\""],"by":"Account of the Night of the Walking Dead"}]}]}],"gallery":[{"path":"bestiary/XMM/Zombies.webp","credit":"Andrey Kuzinskiy"}],"otherVersions":[{"id":"zombie-mm","source":"MM"}]},{"id":"zombie-mm","name":"Zombie","source":"MM","page":316,"srd":false,"image":"bestiary/MM/Zombie.webp","token":"bestiary/tokens/MM/Zombie.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands all languages it spoke in life but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":["From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.",{"name":"Dark Servants","type":"entries","entries":["Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.","Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a {@spell resurrection} spell.","A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters."]},{"name":"Hideous Forms","type":"entries","entries":["Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water."]},{"name":"Mindless Soldiers","type":"entries","entries":["Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.","A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so."]},{"name":"Undead Nature","type":"entries","entries":["A zombie doesn't require air, food, drink, or sleep."]}]},{"type":"insetReadaloud","entries":[{"type":"quote","entries":["After Beek died, we cast an {@spell animate dead} spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would've found that hilarious."],"by":"Fonkin Hoodypeak","from":"on friendship"}]}]}],"gallery":[{"path":"bestiary/MM/Zombie.webp","credit":"Conceptopolis"}],"hidden":true,"otherVersions":[{"id":"zombie","source":"XMM"}]},{"id":"zombie-cat","name":"Zombie Cat","source":"PSI","page":17,"srd":false,"image":"bestiary/PSI/Zombies.webp","token":"bestiary/tokens/PSI/Zombie Cat.webp","size":"Tiny","creatureType":"Undead","alignment":"Unaligned","ac":"12","initiative":"+2 (12)","hp":"2 (1d4)","speed":"40 ft., climb 30 ft.","str":3,"dex":15,"con":10,"int":3,"wis":12,"cha":7,"saves":"","skills":"Perception +3, Stealth +4","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 13","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Grassland, Forest, Urban, Desert","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the cat to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the cat drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Claws","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 slashing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to \"reforge\" their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.","The clergy of Avacyn perform rituals on the final resting places of the dead to ensure the Blessed Sleep, but during Avacyn's time in the Helvault, ghoulcallers had an easier time in their work. In this present age of Avacyn's madness, not only are necromancers easily able to plunder the graves of the fallen, but ghouls seem to arise spontaneously from graves across Innistrad.","The {@creature zombie|MM|zombies} in the {@i Monster Manual} describe the most common ghouls of Innistrad. More powerful necromancers might raise unhallowed dead with the statistics of {@creature ghast|MM|ghasts}, {@creature ghoul|MM|ghouls}, {@creature mummy|MM|mummies}, or {@creature wight|MM|wights}.","Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly {@creature zombie cat|PSI|cats}, {@creature zombie rat|PSI|rats}, and {@creature zombie snake|PSI|snakes}. These creatures have the statistics of the small animals in the {@i Monster Manual}, with the addition of the zombie's Undead Fortitude trait."],"gallery":[{"path":"bestiary/PSI/Zombies.webp","title":"Unbreathing Horde","credit":"Dave Kendall"}]},{"id":"zombie-clot","name":"Zombie Clot","source":"RHW","page":283,"srd":false,"image":"bestiary/RHW/Zombies.webp","token":"bestiary/tokens/RHW/Zombie Clot.webp","size":"Huge","creatureType":"Undead","alignment":"Neutral Evil","ac":"12","initiative":"+0 (10)","hp":"104 (11d12 + 33)","speed":"40 ft.","str":20,"dex":10,"con":16,"int":3,"wis":8,"cha":10,"saves":"Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned; prone; stunned","senses":"Darkvision 60 ft., Passive Perception 9","languages":"understands Common plus one other language but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Deathly Stench","entries":["{@actSave con} {@dc 14}, any creature that starts its turn in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the zombie. {@actSaveFail} 9 ({@damage 2d8}) Poison damage, and the target has the {@condition Poisoned|XPHB} condition until the start of its next turn."]},{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 {@variantrule Hit Points|XPHB}, it makes a Constitution saving throw ({@dc 5} plus the damage taken) unless the damage is Radiant or from a {@variantrule Critical Hit|XPHB}. On a successful save, the zombie drops to 1 {@variantrule Hit Points|XPHB|Hit Point} instead."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zombie makes two Slam attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 8}, reach 10 ft. {@h}15 ({@damage 3d6 + 5}) Bludgeoning damage."]},{"name":"Flesh Entomb {@recharge 5}","entries":["{@actSave str} {@dc 16}, one creature the zombie can see within 30 feet. {@actSaveFail} 16 ({@damage 3d10}) Bludgeoning damage. If the target is a Large or smaller creature, it is entombed in a pile of dead flesh. While entombed, the target has the {@condition Restrained|XPHB} condition, has {@variantrule Cover|XPHB|Total Cover} against attacks and other effects outside the dead flesh, and takes 10 ({@damage 3d6}) Necrotic damage at the start of each of its turns.","The target can be freed if the dead flesh is destroyed (AC 10; HP 25; {@variantrule Immunity|XPHB} to Necrotic, Poison, and Psychic damage)."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["When a throng of zombies becomes inextricably tangled or multiple swarms of zombie limbs coalesce, the result is a zombie clot—a putrid mass of rotten flesh with a singular will."]},{"type":"section","name":"Zombies","entries":["{@i Relentless Reanimated Corpses}","The zombies of Ravenloft come in many monstrous forms. These Undead horrors befoul and beleaguer any living thing in their way."]}],"gallery":[{"path":"bestiary/RHW/Zombies.webp","credit":"Hinchel Or"}],"otherVersions":[{"id":"zombie-clot-vrgr","source":"VRGR"}]},{"id":"zombie-clot-vrgr","name":"Zombie Clot","source":"VRGR","page":255,"srd":false,"image":"bestiary/VRGR/Zombie Clot.webp","token":"bestiary/tokens/VRGR/Zombie Clot.webp","size":"Huge","creatureType":"Undead","alignment":"","ac":"12","initiative":"+0 (10)","hp":"104 (11d12 + 33)","speed":"40 ft.","str":20,"dex":10,"con":16,"int":3,"wis":8,"cha":10,"saves":"Con +6","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"charmed; exhaustion; paralyzed; petrified; poisoned; stunned","senses":"darkvision 60 ft., Passive Perception 9","languages":"understands the languages it knew in life but can't speak","cr":"6","crDisplay":"6 (XP 2,300; PB +3)","habitat":"","treasure":"","traits":[{"name":"Deathly Stench","entries":["Any creature that starts its turn within 10 feet of the zombie must succeed on a {@dc 14} Constitution saving throw or take 9 ({@damage 2d8}) poison damage and be {@condition poisoned} until the start of the creature's next turn."]},{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]},{"name":"Unusual Nature","entries":["The zombie doesn't require air, food, drink, or sleep."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zombie makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage."]},{"name":"Flesh Entomb {@recharge 5}","entries":["The zombie flings a detached clump of corpses at a creature it can see within 30 feet of it. The target must succeed on a {@dc 16} Strength saving throw or take 16 ({@damage 3d10}) bludgeoning damage, and if the target is a Large or smaller creature, it becomes entombed in dead flesh.","A creature entombed in the dead flesh is {@condition restrained}, has {@quickref Cover||3||total cover} against attacks and other effects outside the dead flesh, and takes 10 ({@damage 3d6}) necrotic damage at the start of each of its turns. The creature can be freed if the dead flesh is destroyed. The dead flesh is a Large object with AC 10, 25 hit points, and immunity to poison and psychic damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon's maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see swarm of zombie limbs), infecting them with terrible diseases (see zombie plague spreader), or crushing an entire horde into a single, rotting titan.",{"type":"entries","name":"Zombie Apocalypses","id":"5b6","entries":["Among the types of horror adventures detailed in {@book chapter 2|VRGR|2}, tales of uncontrolled zombie outbreaks orbit the {@book dark fantasy|VRGR|2|Dark Fantasy} and {@book disaster horror|VRGR|2|Disaster Horror} genres. The horror of these adventures focuses not on the terror of a single zombie, but of countless individual threats overwhelming society. When creating your own undead calamities, consider the plots presented on the Zombie Apocalypses table.",{"type":"table","caption":"Zombie Apocalypses","colLabels":["d4","Zombie Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A twisted wish causes those affected by healing magic and {@item Potion of Healing||potions of healing} to rise as zombies."],["2","Overwhelming magic reanimates zombies again and again as {@creature Swarm of Zombie Limbs|VRGR|swarms of zombie limbs}."],["3","The githyanki unleash {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} to scour mind flayers from a world."],["4","The seals containing an underground zombie horde fail, releasing ancient {@creature Zombie Clot|VRGR|zombie clots}."]]}]}]}],"gallery":[{"path":"bestiary/VRGR/Zombie Clot.webp","credit":"Scott Murphy"}],"hidden":true,"otherVersions":[{"id":"zombie-clot","source":"RHW"}]},{"id":"zombie-horse","name":"Zombie Horse","source":"PSD","page":17,"srd":false,"image":"bestiary/tokens/PSD/Zombie Horse.webp","token":"bestiary/tokens/PSD/Zombie Horse.webp","size":"Large","creatureType":"Undead","alignment":"Neutral Evil","ac":"8","initiative":"-2 (8)","hp":"22 (3d8 + 9)","speed":"20 ft.","str":13,"dex":6,"con":16,"int":3,"wis":6,"cha":5,"saves":"Wis +0","skills":"","vulnerabilities":"","resistances":"","immunities":"poison","conditionImmunities":"poisoned","senses":"darkvision 60 ft., Passive Perception 8","languages":"understands all languages it spoke in life but can't speak","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Slam","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"zombie-plague-spreader","name":"Zombie Plague Spreader","source":"RHW","page":283,"srd":false,"image":"bestiary/RHW/Zombies.webp","token":"bestiary/tokens/RHW/Zombie Plague Spreader.webp","size":"Medium","creatureType":"Undead","alignment":"Neutral Evil","ac":"10","initiative":"+0 (10)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":16,"dex":10,"con":15,"int":3,"wis":5,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"Darkvision 60 ft., Passive Perception 7","languages":"understands Common plus one other language but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"Planar, Shadowfell, Underdark, Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 {@variantrule Hit Points|XPHB}, it makes a Constitution saving throw ({@dc 5} plus the damage taken) unless the damage is Radiant or from a {@variantrule Critical Hit|XPHB}. On a successful save, the zombie drops to 1 {@variantrule Hit Points|XPHB|Hit Point} instead."]},{"name":"Viral Aura","entries":["{@actSave con} {@dc 12}, any creature that starts its turn in a 10-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the zombie. {@actSaveFail} The target has the {@condition Poisoned|XPHB} condition until the start of its next turn. While {@condition Poisoned|XPHB}, the target can't regain {@variantrule Hit Points|XPHB}. {@actSaveSuccess} The creature is immune to this zombie's Viral Aura for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The zombie makes two Slam attacks."]},{"name":"Slam","entries":["{@atkr m} {@hit 5}, reach 5 ft. {@h}6 ({@damage 1d6 + 3}) Bludgeoning damage plus 9 ({@damage 2d8}) Necrotic damage."]},{"name":"Virulent Miasma (1/Day)","entries":["{@actSave con} {@dc 12}, each creature in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from the zombie. {@actSaveFail} 14 ({@damage 4d6}) Poison damage. {@actSaveSuccess} Half damage. {@actSaveSuccessOrFail} If this damage reduces the target to 0 {@variantrule Hit Points|XPHB}, it dies and rises 1 minute later as a Zombie."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"section","entries":["Necromancers who wish to sow as much toxic mayhem as possible often create zombie plague spreaders to do their dirty work for them."]},{"type":"section","name":"Zombies","entries":["{@i Relentless Reanimated Corpses}","The zombies of Ravenloft come in many monstrous forms. These Undead horrors befoul and beleaguer any living thing in their way."]}],"gallery":[{"path":"bestiary/RHW/Zombies.webp","credit":"Hinchel Or"}],"otherVersions":[{"id":"zombie-plague-spreader-vrgr","source":"VRGR"}]},{"id":"zombie-plague-spreader-vrgr","name":"Zombie Plague Spreader","source":"VRGR","page":255,"srd":false,"image":"bestiary/tokens/VRGR/Zombie Plague Spreader.webp","token":"bestiary/tokens/VRGR/Zombie Plague Spreader.webp","size":"Medium","creatureType":"Undead","alignment":"","ac":"10","initiative":"+0 (10)","hp":"78 (12d8 + 24)","speed":"30 ft.","str":16,"dex":10,"con":15,"int":3,"wis":5,"cha":5,"saves":"","skills":"","vulnerabilities":"","resistances":"necrotic","immunities":"poison","conditionImmunities":"charmed; exhaustion; poisoned","senses":"darkvision 60 ft., Passive Perception 7","languages":"understands the languages it knew in life but can't speak","cr":"4","crDisplay":"4 (XP 1,100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead."]},{"name":"Unusual Nature","entries":["The zombie doesn't require air, food, drink, or sleep."]},{"name":"Viral Aura","entries":["Any creature that starts its turn within 10 feet of the plague spreader must make a {@dc 12} Constitution saving throw. On a failed save, the creature is {@condition poisoned} and can't regain hit points until the end of its next turn. On a successful save, the creature is immune to this plague spreader's Viral Aura for 24 hours."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["The plague spreader makes two Slam attacks."]},{"name":"Slam","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage."]},{"name":"Virulent Miasma (1/Day)","entries":["The plague spreader releases toxic gas in a 30-foot-radius sphere centered on itself. Each creature in that area must make a {@dc 12} Constitution saving throw, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and rises as a zombie (see its stat block in the Monster Manual) 1 minute later. The zombie acts immediately after the plague spreader in the initiative count."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon's maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see swarm of zombie limbs), infecting them with terrible diseases, or crushing an entire horde into a single, rotting titan (see zombie clot).",{"type":"entries","name":"Zombie Apocalypses","id":"5b6","entries":["Among the types of horror adventures detailed in {@book chapter 2|VRGR|2}, tales of uncontrolled zombie outbreaks orbit the {@book dark fantasy|VRGR|2|Dark Fantasy} and {@book disaster horror|VRGR|2|Disaster Horror} genres. The horror of these adventures focuses not on the terror of a single zombie, but of countless individual threats overwhelming society. When creating your own undead calamities, consider the plots presented on the Zombie Apocalypses table.",{"type":"table","caption":"Zombie Apocalypses","colLabels":["d4","Zombie Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A twisted wish causes those affected by healing magic and {@item Potion of Healing||potions of healing} to rise as zombies."],["2","Overwhelming magic reanimates zombies again and again as {@creature Swarm of Zombie Limbs|VRGR|swarms of zombie limbs}."],["3","The githyanki unleash {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} to scour mind flayers from a world."],["4","The seals containing an underground zombie horde fail, releasing ancient {@creature Zombie Clot|VRGR|zombie clots}."]]}]}]}],"hidden":true,"otherVersions":[{"id":"zombie-plague-spreader","source":"RHW"}]},{"id":"zombie-rat","name":"Zombie Rat","source":"PSI","page":17,"srd":false,"image":"bestiary/PSI/Zombies.webp","token":"bestiary/tokens/PSI/Zombie Rat.webp","size":"Tiny","creatureType":"Undead","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"1 (1d4 - 1)","speed":"20 ft.","str":2,"dex":11,"con":9,"int":2,"wis":10,"cha":4,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 30 ft., Passive Perception 10","languages":"","cr":"0","crDisplay":"0 (XP 10; PB +2)","habitat":"Swamp, Urban","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the rat to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the rat drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 0} to hit, reach 5 ft., one target. {@h}1 piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to \"reforge\" their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.","The clergy of Avacyn perform rituals on the final resting places of the dead to ensure the Blessed Sleep, but during Avacyn's time in the Helvault, ghoulcallers had an easier time in their work. In this present age of Avacyn's madness, not only are necromancers easily able to plunder the graves of the fallen, but ghouls seem to arise spontaneously from graves across Innistrad.","The {@creature zombie|MM|zombies} in the {@i Monster Manual} describe the most common ghouls of Innistrad. More powerful necromancers might raise unhallowed dead with the statistics of {@creature ghast|MM|ghasts}, {@creature ghoul|MM|ghouls}, {@creature mummy|MM|mummies}, or {@creature wight|MM|wights}.","Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly {@creature zombie cat|PSI|cats}, {@creature zombie rat|PSI|rats}, and {@creature zombie snake|PSI|snakes}. These creatures have the statistics of the small animals in the {@i Monster Manual}, with the addition of the zombie's Undead Fortitude trait."],"gallery":[{"path":"bestiary/PSI/Zombies.webp","title":"Unbreathing Horde","credit":"Dave Kendall"}]},{"id":"zombie-snake","name":"Zombie Snake","source":"PSI","page":17,"srd":false,"image":"bestiary/PSI/Zombies.webp","token":"bestiary/tokens/PSI/Zombie Snake.webp","size":"Tiny","creatureType":"Undead","alignment":"Unaligned","ac":"13","initiative":"+3 (13)","hp":"2 (1d4)","speed":"30 ft., swim 30 ft.","str":2,"dex":16,"con":11,"int":1,"wis":10,"cha":3,"saves":"","skills":"","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"blindsight 10 ft., Passive Perception 10","languages":"","cr":"1/8","crDisplay":"1/8 (XP 25; PB +2)","habitat":"Grassland, Forest, Swamp, Hill, Desert, Coastal","treasure":"","traits":[{"name":"Undead Fortitude","entries":["If damage reduces the snake to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the snake drops to 1 hit point instead."]}],"spellcasting":[],"actions":[{"name":"Bite","entries":["{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage, and the target must make a {@dc 10} Constitution saving throw, taking 5 ({@damage 2d4}) poison damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to \"reforge\" their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.","The clergy of Avacyn perform rituals on the final resting places of the dead to ensure the Blessed Sleep, but during Avacyn's time in the Helvault, ghoulcallers had an easier time in their work. In this present age of Avacyn's madness, not only are necromancers easily able to plunder the graves of the fallen, but ghouls seem to arise spontaneously from graves across Innistrad.","The {@creature zombie|MM|zombies} in the {@i Monster Manual} describe the most common ghouls of Innistrad. More powerful necromancers might raise unhallowed dead with the statistics of {@creature ghast|MM|ghasts}, {@creature ghoul|MM|ghouls}, {@creature mummy|MM|mummies}, or {@creature wight|MM|wights}.","Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly {@creature zombie cat|PSI|cats}, {@creature zombie rat|PSI|rats}, and {@creature zombie snake|PSI|snakes}. These creatures have the statistics of the small animals in the {@i Monster Manual}, with the addition of the zombie's Undead Fortitude trait."],"gallery":[{"path":"bestiary/PSI/Zombies.webp","title":"Unbreathing Horde","credit":"Dave Kendall"}]},{"id":"zorak-lightdrinker","name":"Zorak Lightdrinker","source":"WDMM","page":204,"srd":false,"image":"bestiary/tokens/WDMM/Zorak Lightdrinker.webp","token":"bestiary/tokens/WDMM/Zorak Lightdrinker.webp","size":"Medium","creatureType":"Undead (Shapechanger)","alignment":"Lawful Evil","ac":"18","initiative":"+4 (14)","hp":"144 (17d8 + 68)","speed":"30 ft.","str":18,"dex":18,"con":18,"int":17,"wis":15,"cha":18,"saves":"Dex +9, Wis +7, Cha +9","skills":"Perception +7, Stealth +9","vulnerabilities":"","resistances":"necrotic; poison; bludgeoning, piercing, slashing from nonmagical attacks","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 17","languages":"Common, Dwarvish","cr":"14","crDisplay":"14 (XP 11,500; PB +5)","habitat":"","treasure":"","traits":[{"name":"Dwarven Resilience","entries":["Zorak has advantage on saving throws against poison, and has resistance against poison damage."]},{"name":"Shapechanger","entries":["If Zorak isn't in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.","While in bat form, Zorak can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with it, but nothing he is carrying does. He reverts to his true form if he dies.","While in mist form, Zorak can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight."]},{"name":"Legendary Resistance (3/Day)","entries":["If Zorak fails a saving throw, he can choose to succeed instead."]},{"name":"Misty Escape","entries":["When he drops to 0 hit points outside his resting place, Zorak transforms into a cloud of mist (as in the Shapechanger trait) instead of falling {@condition unconscious}, provided that he isn't in sunlight or running water. If he can't transform, he is destroyed.","While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then {@condition paralyzed} until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point."]},{"name":"Regeneration","entries":["Zorak regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If Zorak takes radiant damage or damage from {@item Holy Water (Flask)|PHB|holy water}, this trait doesn't function at the start of Zorak's next turn."]},{"name":"Spider Climb","entries":["Zorak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."]},{"name":"Vampire Weaknesses","entries":["Zorak has the following flaws:",{"type":"list","style":"list-hang-subtrait","items":[{"type":"itemSub","name":"Forbiddance","entry":"Zorak can't enter a residence without an invitation from one of the occupants."},{"type":"itemSub","name":"Harmed by Running Water","entry":"Zorak takes 20 acid damage if he ends his turn in running water."},{"type":"itemSub","name":"Stake to the Heart","entry":"If a piercing weapon made of wood is driven into Zorak's heart while Zorak is {@condition incapacitated} in his resting place, Zorak is {@condition paralyzed} until the stake is removed."},{"type":"itemSub","name":"Sunlight Hypersensitivity","entry":"Zorak takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks"}]}]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zorak makes two attacks with his {@item dwarven thrower}, only one of which can be a ranged attack."]},{"name":"Dwarven Thrower","entries":["{@atk mw,rw} {@hit 12} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 1d8 + 7}) bludgeoning damage, or 12 ({@damage 1d10 + 7}) bludgeoning damage when used with two hands to make a melee attack. On a ranged attack that hits, the hammer deals an extra {@damage 1d8} bludgeoning damage ({@damage 2d8} if the target is a giant). {@hom}If thrown, the weapon flies back to Zorak's hand after the attack."]},{"name":"Multiattack (Vampire Form Only)","entries":["Zorak makes two attacks, only one of which can be a bite attack."]},{"name":"Unarmed Strike (Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage. Instead of dealing damage, Zorak can grapple the target (escape {@dc 18})."]},{"name":"Bite (Bat or Vampire Form Only)","entries":["{@atk mw} {@hit 9} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by Zorak, {@condition incapacitated}, or {@condition restrained}. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Zorak regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces his hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a {@creature vampire spawn} under Zorak's control."]},{"name":"Charm","entries":["Zorak targets one humanoid he can see within 30 feet of it. If the target can see Zorak, the target must succeed on a {@dc 17} Wisdom saving throw against this magic or be {@condition charmed} by Zorak. The {@condition charmed} target regards Zorak as a trusted friend to be heeded and protected. Although the target isn't under Zorak's control, it takes Zorak's requests or actions in the most favorable way it can, and it is a willing target for Zorak's bite attack.","Each time Zorak or Zorak's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Zorak is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect."]},{"name":"Children of the Night (1/Day)","entries":["Zorak magically calls {@dice 2d4} swarms of {@creature swarm of bats||bats} or {@creature swarm of rats||rats}, provided that the sun isn't up. While outdoors, Zorak can call {@dice 3d6} {@creature wolf||wolves} instead. The called creatures arrive in {@dice 1d4} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies, or until Zorak dismisses them as a bonus action."]}],"bonusActions":[],"reactions":[],"legendaryActions":[{"name":"Move","entries":["Zorak moves up to his speed without provoking opportunity attacks."]},{"name":"Unarmed Strike","entries":["Zorak makes one unarmed strike."]},{"name":"Bite (Costs 2 Actions)","entries":["Zorak makes one bite attack."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":[],"regionalEffects":["The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:",{"type":"list","items":["There's a noticeable increase in the populations of bats, rats, and wolves in the region.","Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.","Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.","A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents."]},"If the vampire is destroyed, these effects end after {@dice 2d6} days."]},{"id":"zorbo","name":"Zorbo","source":"ToA","page":241,"srd":false,"image":"bestiary/ToA/Zorbo.webp","token":"bestiary/tokens/ToA/Zorbo.webp","size":"Small","creatureType":"Monstrosity","alignment":"Unaligned","ac":"10","initiative":"+0 (10)","hp":"27 (6d6 + 6)","speed":"30 ft., climb 30 ft.","str":13,"dex":11,"con":13,"int":3,"wis":12,"cha":7,"saves":"","skills":"Athletics +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"Passive Perception 11","languages":"","cr":"1/2","crDisplay":"1/2 (XP 100; PB +2)","habitat":"","treasure":"","traits":[{"name":"Magic Resistance","entries":["The zorbo has advantage on saving throws against spells and other magical effects."]},{"name":"Natural Armor","entries":["The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn't in contact with any of these substances, its AC is 10."]}],"spellcasting":[],"actions":[{"name":"Destructive Claws","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a {@dc 11} Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target's choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","entries":["A zorbo (pronounced ZOR-boh) is a ferocious omnivore similar in size and appearance to a koala. Living in trees and caves, it has long claws, a dour disposition, and a fondness for humanoid flesh. A zorbo alters its natural armor to match its surroundings, and it can weaken and destroy armor, shields, and protective magic items with its sharp claws."]}]}]}],"gallery":[{"path":"bestiary/ToA/Zorbo.webp"}]},{"id":"zorhanna-adulare","name":"Zorhanna Adulare","source":"KftGV","page":184,"srd":false,"image":"bestiary/KftGV/096-12-009.trapped-in-space.webp","token":"bestiary/tokens/KftGV/Zorhanna Adulare.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Any Alignment","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Auran, Common, Draconic, Elvish, Sylvan","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Zorhanna Adulare has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zorhanna Adulare is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Zorhanna Adulare casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/KftGV/096-12-009.trapped-in-space.webp","credit":"Nikki Dawes"}]},{"id":"zorhanna-s-simulacrum","name":"Zorhanna's Simulacrum","source":"KftGV","page":184,"srd":false,"image":"bestiary/tokens/KftGV/Zorhanna's Simulacrum.webp","token":"bestiary/tokens/KftGV/Zorhanna's Simulacrum.webp","size":"Medium","creatureType":"Construct","alignment":"Neutral Evil","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Common, Deep Speech (when it is angry or frustrated), Draconic, Elvish, Gnomish, Sylvan","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["The simulacrum has advantage on saving throws against spells and other magical effects."]},{"name":"Simulacrum","entries":["The simulacrum can't regain expended spell slots or use the properties of the shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.) If the simulacrum drops to 0 hit points, it turns to snow and melts away, and the shard solitaire necklace teleports to the safe in Zorhanna's vault tower."]}],"spellcasting":[{"name":"Spellcasting","entries":["The simulacrum is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell banishment}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*The simulacrum casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":[{"type":"entries","entries":["Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers."]}]},{"id":"zox-clammersham","name":"Zox Clammersham","source":"WDMM","page":176,"srd":false,"image":"bestiary/tokens/WDMM/Zox Clammersham.webp","token":"bestiary/tokens/WDMM/Zox Clammersham.webp","size":"Medium","creatureType":"Humanoid (Any Race)","alignment":"Chaotic Good","ac":"12","initiative":"+2 (12)","hp":"99 (18d8 + 18)","speed":"30 ft.","str":10,"dex":14,"con":12,"int":20,"wis":15,"cha":16,"saves":"Int +9, Wis +6","skills":"Arcana +13, History +13","vulnerabilities":"","resistances":"damage from spells; bludgeoning, piercing, slashing (from stoneskin)","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Aquan, Auran, Common, Gnomish, Ignan, Terran","cr":"12","crDisplay":"12 (XP 8,400; PB +4)","habitat":"Urban","treasure":"","traits":[{"name":"Magic Resistance","entries":["Zox has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zox is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save {@dc 17}, {@hit 9} to hit with spell attacks). The archmage can cast {@spell disguise self} and {@spell invisibility} at will and has the following wizard spells prepared:","At will: {@spell disguise self}, {@spell invisibility}","Cantrips (at will): {@spell fire bolt}, {@spell light}, {@spell mage hand}, {@spell prestidigitation}, {@spell shocking grasp}","Level 1 (4 slots): {@spell detect magic}, {@spell identify}, {@spell mage armor}*, {@spell magic missile}","Level 2 (3 slots): {@spell detect thoughts}, {@spell mirror image}, {@spell misty step}","Level 3 (3 slots): {@spell counterspell}, {@spell fly}, {@spell lightning bolt}","Level 4 (3 slots): {@spell confusion}, {@spell fire shield}, {@spell stoneskin}*","Level 5 (3 slots): {@spell cone of cold}, {@spell scrying}, {@spell wall of force}","Level 6 (1 slots): {@spell globe of invulnerability}","Level 7 (1 slots): {@spell teleport}","Level 8 (1 slots): {@spell mind blank}*","Level 9 (1 slots): {@spell time stop}","*Zox casts these spells on itself before combat."]}],"actions":[{"name":"Dagger","entries":["{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"zress-orlezziir","name":"Zress Orlezziir","source":"WDMM","page":136,"srd":false,"image":"bestiary/tokens/WDMM/Zress Orlezziir.webp","token":"bestiary/tokens/WDMM/Zress Orlezziir.webp","size":"Medium","creatureType":"Humanoid (Elf)","alignment":"Neutral Evil","ac":"18","initiative":"+4 (14)","hp":"162 (25d8 + 50)","speed":"30 ft.","str":14,"dex":19,"con":15,"int":12,"wis":14,"cha":13,"saves":"Dex +8, Con +6, Wis +6","skills":"Perception +6, Stealth +8","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 120 ft., Passive Perception 16","languages":"Elvish, Undercommon","cr":"9","crDisplay":"9 (XP 5,000; PB +4)","habitat":"Underdark","treasure":"","traits":[{"name":"Battle Command","entries":["As a bonus action, Zress targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the {@action Dodge} or {@action Hide} action."]},{"name":"Fey Ancestry","entries":["Zress has advantage on saving throws against being {@condition charmed}, and magic can't put the drow to sleep."]},{"name":"Sunlight Sensitivity","entries":["While in sunlight, Zress has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Zress's innate spellcasting ability is Charisma (spell save {@dc 13}). He can innately cast the following spells, requiring no material components:","At will: {@spell dancing lights}","1/day each: {@spell darkness}, {@spell faerie fire}, {@spell levitate} (self only)"]}],"actions":[{"name":"Multiattack","entries":["Zress makes three attacks: two with her scimitar and one with his whip or his hand crossbow."]},{"name":"Scimitar","entries":["{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 14 ({@damage 4d6}) poison damage."]},{"name":"Whip","entries":["{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn."]},{"name":"Hand Crossbow","entries":["{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it."]}],"bonusActions":[],"reactions":[{"name":"Parry","entries":["Zress adds 3 to her AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[]},{"id":"zuggtmoy","name":"Zuggtmoy","source":"MPMM","page":281,"srd":false,"image":"bestiary/MPMM/Zuggtmoy.webp","token":"bestiary/tokens/MPMM/Zuggtmoy.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+2 (12)","hp":"304 (32d10 + 128)","speed":"30 ft.","str":22,"dex":15,"con":18,"int":20,"wis":19,"cha":24,"saves":"Dex +9, Con +11, Wis +11","skills":"Perception +11","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Zuggtmoy fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Zuggtmoy has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zuggtmoy casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):","At will: {@spell detect magic}, {@spell locate animals or plants}","3/day each: {@spell dispel magic}, {@spell entangle}, {@spell plant growth}","1/day each: {@spell etherealness}, {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["Zuggtmoy makes three Pseudopod attacks."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit +13} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) force damage plus 9 ({@damage 2d8}) poison damage."]}],"bonusActions":[{"name":"Infestation Spores (3/Day)","entries":["Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any creature in the cloud when it appears, or that enters it later, must make a {@dc 19} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy, which lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a {@creature quaggoth spore servant||spore servant} if it's a type of creature that can be."]},{"name":"Mind Control Spores {@recharge 5}","entries":["Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a {@dc 19} Wisdom saving throw. On a successful save, a creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is {@condition charmed} by her and can't be reinfected by these spores."]}],"reactions":[{"name":"Protective Thrall","entries":["When Zuggtmoy is hit by an attack roll, one creature within 10 feet of her that is {@condition charmed} by her is hit by the attack instead."]}],"legendaryActions":[{"name":"Attack","entries":["Zuggtmoy makes one Pseudopod attack."]},{"name":"Exert Will","entries":["One creature {@condition charmed} by Zuggtmoy that she can see must use its reaction, if a available, to move up to its speed as she directs or to make one weapon attack against a target that she designates."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Rally Plants","entries":["Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack."]},{"type":"item","name":"Summon Fungi","entries":["Zuggtmoy causes four {@creature gas spore||gas spores} or {@creature violet fungus||violet fungi} to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour."]},{"type":"item","name":"Unleash Spores","entries":["Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself."]}]}],"regionalEffects":["The region containing Zuggtmoy's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Corrupted Nature","entries":["Within 6 miles of the lair, all Wisdom ({@skill Medicine}) and Wisdom ({@skill Survival}) checks have disadvantage."]},{"type":"item","name":"Fungal Infestation","entries":["Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase."]},{"type":"item","name":"Mutating Vegetation","entries":["Vegetation within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed."]},"If Zuggtmoy dies, these effects fade over the course of {@dice 1d10} days."]}],"lore":["The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns.","Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets.","Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will.","Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.",{"type":"entries","name":"Cultists of Zuggtmoy","entries":["{@note See the {@cult Cult of Zuggtmoy|MPMM} entry.}"]},{"type":"entries","name":"Zuggtmoy's Lair","entries":["Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks."]}],"gallery":[{"path":"bestiary/MPMM/Zuggtmoy.webp","credit":"Tyler Jacobson"}],"otherVersions":[{"id":"zuggtmoy-mtf","source":"MTF"}]},{"id":"zuggtmoy-mtf","name":"Zuggtmoy","source":"MTF","page":157,"srd":false,"image":"bestiary/MTF/Zuggtmoy.webp","token":"bestiary/tokens/MTF/Zuggtmoy.webp","size":"Large","creatureType":"Fiend (Demon)","alignment":"Chaotic Evil","ac":"18","initiative":"+2 (12)","hp":"304 (32d10 + 128)","speed":"30 ft.","str":22,"dex":15,"con":18,"int":20,"wis":19,"cha":24,"saves":"Dex +9, Con +11, Wis +11","skills":"Perception +11","vulnerabilities":"","resistances":"cold; fire; lightning","immunities":"poison; bludgeoning, piercing, slashing that is nonmagical","conditionImmunities":"charmed; exhaustion; frightened; poisoned","senses":"truesight 120 ft., Passive Perception 21","languages":"all, telepathy 120 ft.","cr":"23","crDisplay":"23 (XP 50,000; PB +7)","habitat":"","treasure":"","traits":[{"name":"Legendary Resistance (3/Day)","entries":["If Zuggtmoy fails a saving throw, she can choose to succeed instead."]},{"name":"Magic Resistance","entries":["Zuggtmoy has advantage on saving throws against spells and other magical effects."]},{"name":"Magic Weapons","entries":["Zuggtmoy's weapon attacks are magical."]}],"spellcasting":[{"name":"Innate Spellcasting","entries":["Zuggtmoy's spellcasting ability is Charisma (spell save {@dc 22}). She can innately cast the following spells, requiring no material components:","At will: {@spell detect magic}, {@spell locate animals or plants}, {@spell ray of sickness}","3/day each: {@spell dispel magic}, {@spell ensnaring strike}, {@spell entangle}, {@spell plant growth}","1/day each: {@spell etherealness}, {@spell teleport}"]}],"actions":[{"name":"Multiattack","entries":["Zuggtmoy makes three pseudopod attacks."]},{"name":"Pseudopod","entries":["{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) poison damage."]},{"name":"Infestation Spores (3/Day)","entries":["Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a {@dc 19} Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual)."]},{"name":"Mind Control Spores {@recharge 5}","entries":["Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a {@dc 19} Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is {@condition charmed} by her and can't be reinfected by these spores."]}],"bonusActions":[],"reactions":[{"name":"Protective Thrall","entries":["When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is {@condition charmed} by her must use its reaction to be hit by the attack instead."]}],"legendaryActions":[{"name":"Attack","entries":["Zuggtmoy makes one pseudopod attack."]},{"name":"Exert Will","entries":["One creature {@condition charmed} by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates."]}],"legendaryIntro":"Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.","lairActions":["On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:",{"type":"list","items":["Zuggtmoy causes four {@creature gas spore||gas spores} or {@creature violet fungus||violet fungi} to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.","Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.","Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself."]}],"regionalEffects":["The region containing Zuggtmoy's lair is warped by his magic, creating one or more of the following effects:",{"type":"list","items":["Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.","Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed.","If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a {@dc 17} Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours."]},"If Zuggtmoy dies, these effects fade over the course of {@dice 1d10} days.",{"type":"entries","name":"Madness of Zuggtmoy","entries":["If a creature goes mad in Zuggtmoy's lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the madness, which is a character flaw that lasts until cured. See the {@book Dungeon Master's Guide|dmg|8|madness} for more on madness.",{"type":"table","caption":"Madness of Zuggtmoy","colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-1","col-11"],"rows":[["01–20","\"I see visions in the world around me that others do not.\""],["21–40","\"I periodically slip into a catatonic state, staring off into the distance for long stretches at a time.\""],["41–60","\"I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.\""],["61–80","\"My mind is slipping away, and my intelligence seems to wax and wane.\""],["81–00","\"I am constantly scratching at unseen fungal infections.\""]]}]}],"lore":[{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Zuggtmoy","entries":["The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns.","Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets.","Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will.","Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul."]}]},{"type":"entries","name":"Zuggtmoy's Lair","entries":["Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks."]}]}],"gallery":[{"path":"bestiary/MTF/Zuggtmoy.webp"}],"hidden":true,"otherVersions":[{"id":"zuggtmoy","source":"MPMM"}]},{"id":"zuleika-toranescu","name":"Zuleika Toranescu","source":"CoS","page":204,"srd":false,"image":"bestiary/CoS/Zuleika Toranescu.webp","token":"bestiary/tokens/CoS/Zuleika Toranescu.webp","size":"Medium","creatureType":"Humanoid (Human, Shapechanger)","alignment":"Chaotic Evil","ac":"11","initiative":"+1 (11)","hp":"58 (9d8 + 18)","speed":"30 ft. (40 ft. in wolf form)","str":15,"dex":13,"con":14,"int":10,"wis":11,"cha":10,"saves":"","skills":"Perception +4, Stealth +3","vulnerabilities":"","resistances":"","immunities":"bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered","conditionImmunities":"","senses":"Passive Perception 14","languages":"Common (can't speak in wolf form)","cr":"3","crDisplay":"3 (XP 700; PB +2)","habitat":"Forest, Hill","treasure":"","traits":[{"name":"Shapechanger","entries":["Zuleika can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies."]},{"name":"Keen Hearing and Smell","entries":["Zuleika has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell."]}],"spellcasting":[],"actions":[{"name":"Multiattack (Humanoid or Hybrid Form Only)","entries":["Zuleika makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form)."]},{"name":"Bite (Wolf or Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. If the target is a humanoid, it must succeed on a {@dc 12} Constitution saving throw or be cursed with werewolf {@variantrule Player Characters as Lycanthropes|MM|lycanthropy}."]},{"name":"Claws (Hybrid Form Only)","entries":["{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 2d4 + 2}) slashing damage."]},{"name":"Spear (Humanoid Form Only)","entries":["{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one creature. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Zuleika Toranescu.webp"}]},{"id":"zygfrek-belview","name":"Zygfrek Belview","source":"CoS","page":148,"srd":false,"image":"bestiary/CoS/Zygfrek Belview.webp","token":"bestiary/tokens/CoS/Zygfrek Belview.webp","size":"Medium","creatureType":"Humanoid (Mongrelfolk)","alignment":"Lawful Evil","ac":"11","initiative":"-1 (9)","hp":"26 (4d8 + 8)","speed":"20 ft.","str":12,"dex":9,"con":15,"int":9,"wis":10,"cha":6,"saves":"","skills":"Deception +2, Perception +2, Stealth +3","vulnerabilities":"","resistances":"","immunities":"","conditionImmunities":"","senses":"darkvision 60 ft., Passive Perception 12","languages":"Common","cr":"1/4","crDisplay":"1/4 (XP 50; PB +2)","habitat":"","treasure":"","traits":[{"name":"Darkvision","entries":["The mongrelfolk has darkvision out to a range of 60 feet."]},{"name":"Mimicry","entries":["Zygfrek can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check."]}],"spellcasting":[],"actions":[{"name":"Multiattack","entries":["Zygfrek makes two attacks: one with its bite and one with its claw or dagger."]},{"name":"Bite","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]},{"name":"Claw","entries":["{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@damage 1d4 + 1}) piercing damage."]}],"bonusActions":[],"reactions":[],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"gallery":[{"path":"bestiary/CoS/Zygfrek Belview.webp"}]},{"id":"zythan","name":"Zythan","source":"CoA","page":26,"srd":false,"image":"bestiary/CoA/Zythan.webp","token":"bestiary/tokens/CoA/Zythan.webp","size":"Medium","creatureType":"Humanoid","alignment":"Lawful Neutral","ac":"12","initiative":"+2 (12)","hp":"117 (18d8 + 36)","speed":"30 ft.","str":10,"dex":14,"con":14,"int":20,"wis":15,"cha":16,"saves":"Int +10, Wis +7","skills":"Arcana +15, History +15, Investigation +10, Religion +10","vulnerabilities":"","resistances":"bludgeoning, piercing, slashing from nonmagical attacks (from Stoneskin); damage from spells","immunities":"","conditionImmunities":"","senses":"Passive Perception 12","languages":"Celestial, Common, Draconic, Elvish, Infernal, Primordial","cr":"13","crDisplay":"13 (XP 10,000; PB +5)","habitat":"","treasure":"","traits":[{"name":"Battlemage","entries":["Being within 5 feet of a hostile creature doesn't impose disadvantage on Zythan's ranged attack rolls."]},{"name":"Magic Resistance","entries":["Zythan has advantage on saving throws against spells and other magical effects."]}],"spellcasting":[{"name":"Spellcasting","entries":["Zythan casts one of the following spells, using Intelligence as the spellcasting ability (spell save {@dc 18}).","At will: {@spell Arcane Eye}, {@spell Detect Magic}, {@spell Detect Thoughts}, {@spell Fly}, {@spell Light}, {@spell Locate Object}, {@spell Mage Armor}, {@spell Mage Hand}, {@spell Message}, {@spell Prestidigitation}","1/day: {@spell Cone of Cold}, {@spell Foresight}, {@spell Stoneskin}, {@spell Rary's telepathic bond}, {@spell True Seeing}"]}],"actions":[{"name":"Multiattack","entries":["Zythan makes three Dagger or Arcane Burst attacks."]},{"name":"Dagger","entries":["{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage."]},{"name":"Arcane Burst","entries":["{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}27 ({@damage 4d10 + 5}) radiant damage."]},{"name":"Spirit Fissure {@recharge 4}","entries":["Zythan causes a disruption in arcane energies in a 300-foot line that is 5 feet wide. Each creature in the line must make a {@dc 18} Constitution saving throw, taking 65 ({@damage 10d12}) radiant damage on a failed save, or half as much damage on a successful one."]}],"bonusActions":[],"reactions":[{"name":"Portent (3/Day)","entries":["As a reaction to a creature Zythan can see making an attack roll, a saving throw, or an ability check, Zythan rolls a {@dice d20} and chooses whether to use that roll in place of the original roll."]}],"legendaryActions":[],"legendaryIntro":"","lairActions":[],"regionalEffects":[],"lore":["Zythan, like many other Halruaans, spent his early years studying the arcane arts. His talent in Divination magic made him particularly useful to the Conclave, and they quickly sought him out. Under their tutelage, his skill flourished, and he became a powerful mage. Those that know him personally recount his matter-of-fact personality, his green hair, and his third eye that seems to open when he performs magic. He rarely speaks of himself, however, choosing instead to focus his attention on the future.","When he first received an official position within the Conclave, Zythan wanted to prove himself. He spent countless hours peering into the future and examining potential outcomes. One fateful night, he just barely caught sight of a forbidden ritual being prepared—a ritual that could cost the lives of many Halruaans. Because of his sight, the Conclave was able to intervene in time, and he was quickly promoted and showered with praise.","For the past few months, Zythan has felt like something was off: at first, he suspected another ritual within Halruaa. He requisitioned the help of the other diviners, as well as a powerful Crystal Ball, and together they were able to piece together a vision. The dark lord of the Nine Hells, Asmodeus, will unleash a great evil very soon. Though the Conclave often stays out of non-Halruaan affairs, they had no choice but to act. It is for this reason that the adventurers were called to Halruaa.","Zythan's skill in arcane magic, while particularly focused on Divination, extends to every school. While he lacks proficiency in martial combat, he can wield both offensive and defensive magic effectively. Outside of his magical talent, he is also known to be highly intelligent, though his social skills could use work. Much of his time is spent viewing alternate futures and preparing for potential dangers, leaving little for himself. He often goes without meals until he starts to feel weak, and if he had friends, they might be concerned about how much time he spends working."],"gallery":[{"path":"bestiary/CoA/Zythan.webp","credit":"Lius Lasahido"}]}]}